Pyromancer | |
Pyromancers master fire in all its permutations. Typically the most offensively oriented of Elementalists, Pyromancers often earn a good living as mercenaries or as permanent fixtures on an Army's command staff. Pyromancers like big, nasty damage spells, and what few defensive magics they know are usually also offensive, such as Spells like the feared Flaming Aura and of course the Curtain of Flaming Passage. | |
Pyromancers are fun to play because they like to blow things up, and thats always entertaining to some degree, and most any adventuring company would be glad to include a Pyromancer among their membership. Of course, some Pyromancers have a tendency to get caught up in the heat of battle and become somewhat indiscriminant. Sometimes a fellow adventurer might need to intervene to sort them out if this happens...assuming any fellow adventurers survive, of course. | |
Cost | Ability |
55 |
Elementalist (Prepared)
Package (Chosen School: Pyromancy; Neutral Schools: Aeromancy, Geomancy) or Elementalist (Gestalt) Package or Elementalist (Spontaneous) Package |
23 | Pyromastery Package |
17 | Combat Casting Package |
95 | Total Cost of Abilities |
Value | Disadvantages |
-5 | School Ineptitude: Phys Lim: Cannot Learn KS: Hydromancy or use Spellcraft to Circumvent (Infrequently, Limiting) |
+90 |
Total Cost of Package |
Elementalist (Prepared) | |
The Elementalism Magic System is detailed here. | |
This Package Deal is for Elementalists using the Prepared Model | |
Elementalists cast Spells associated with the four classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful spellcasters. | |
Cost | Ability |
35 | Wizard VPP (30 Pool) |
19 | KS: Element of Choice + 3, KS: First Neutral Element +1, KS: Second Neutral Element +1 |
1 | Literacy with Native Language |
Value | Disadvantages |
0 | None |
+55 | Total Cost of Package |
Cost | Options |
*17.5 | +1 Spell Level (+15 Pool) |
5 | Bright: +5 INT |
10 | Brilliant: +10 INT |
5 | +1 with All Int Based Rolls |
2 | WF: Elementalist Group (Dagger, Darts, Staff) |
-15 | Psychological Limitation: Self Centered (Common, Strong) |
-5 | Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures) |
-10 | Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo) |
Elementalist (Gestalt) | |
The Elementalism Magic System is detailed here. | |
This Package Deal is for Elementalists using the Gestalt Model | |
Elementalists cast Spells associated with the four classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful spellcasters. | |
Cost | Ability |
48 | Magni VPP (30 Pool) |
6 | Any two of the following (KS: Aeromancy, KS: Geomancy, KS: Hydromancy, KS: Pyromancy) |
1 | FAM with any one of the following (KS: Aeromancy, KS: Geomancy, KS: Hydromancy, KS: Pyromancy) |
Value | Disadvantages |
0 | None |
+55 | Total Cost of Package |
Cost | Options |
*24 | Higher Spell Level Pool: +15 Pool |
5 | Bright: +5 INT |
10 | Brilliant: +10 INT |
5 | +1 with All Int Based Rolls |
2 | WF: Elementalist Group (Dagger, Darts, Staff) |
-15 | Psychological Limitation: Self Centered (Common, Strong) |
-5 | Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures) |
-10 | Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo) |
Elementalist (Spontaneous) | |
The Elementalism Magic System is detailed here. | |
This Package Deal is for Elementalists using the Spontaneous Model | |
Elementalists cast Spells associated with the four classic Elements of Fire, Earth, Air, and Water. Though they have fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful spellcasters. | |
Cost | Ability |
6 | Elementalist MPP 0 Level: MP, 15-point reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4) |
10 | Elementalist MPP 1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4) |
13 | Elementalist MPP 2nd Level: MP, 45-point reserve, (45 Active Points); Spontaneous Casting Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4) |
14 | 14 points in Spell slots |
11 | KS: Element of Choice + 1, KS: First Neutral Element, KS: Second Neutral Element |
1 | Literacy with Native Language |
Value | Disadvantages |
0 | None |
+55 | Total Cost of Package |
Cost | Options |
+15 | Sorcerer MPP 3rd Level: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4) |
+17 | Sorcerer MPP 4th Level: MP, 75-point reserve, (75 Active Points); Spontaneous Casting Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4) |
2 | WF: Elementalist Group (Dagger, Darts, Staff) |
+4 | Replace (KS: Element of Choice + 1, KS: First Neutral Element, KS: Second Neutral Element) with Spellcraft 11- |
-15 | Psychological Limitation: Self Centered (Common, Strong) |
-5 | Social Limitation: Disreputable Master (Master is generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character) (Frequently; Minor; Not Limiting In Some Cultures) |
-10 | Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo) |
Pyromastery | |
Some Elementalists develop a close affinity to fire studying Pyromancy, to the point that they are incredibly resistant to harm by it. | |
Cost | Ability |
20 | Damage Reduction 75%; Heat & Flame only (-2) |
3 | Life Support: Intense Heat |
Value | Disadvantages |
0 | None |
+23 |
Total Cost of Package |
Combat Casting | |
Some Spellcasters are taught how to use their Spellcasting in violent circumstances. Simply add this package to a character that has received this sort of training. | |
Cost | Ability |
12 | Combat Spellcasting (+3 All Combat, Only for OCV, Only with Spells) |
5 | +1 DCV or (AF: Light Armor plus +2 Penalty Skill Levels, Only to offset Armor Casting Penalty) |
Value | Disadvantages |
0 | None |
+17 |
Total Cost of Package |