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Skip Navigation LinksContent>Magic>Magic Systems>Vancian (Fire & Forget)>Variants>Elementalism
Elementalism
Vancian
Prepared Casting Gestalt Casting Spontaneous Casting
   Base System: Wizardry    Base System: Arcanis Magnicus    Base System: Sorcery
Variant: Elementalism Elementalism Package Deals Elementalism Spells
Sample Obermancer: Kjar Kvaransen  (Spontaneous MP Model)
VARIANT: Vancian Magic System
This document provides all of the guidelines necessary to play a practitioner of a style of Magic called Elementalism (including Aeromancy, Geomancy, Hydromancy, Pyromancy).
Elementalism is a very broad concept; other Magic Systems could likely support variants that while different mechanically would still be aligned along four (or more) Elements. However, within the context of this document, the term Elementalism is used to refer specifically to this particular implementation of the concept.
This document will reference one or more fully described Magic Systems below.  To use this variant with one of those Magic Systems, simply use the reference document in its entirety with the exception of sections that have been "overidden" by this document, as indicated in the section headers below.
The style of Magic described in this document is not a complete Magic System with it's own mechanics; instead it is intended to extend, override, and/or change the look and feel of a more fully described Magic System, which is referred to as a "base Magic System".
ELEMENTALISTS
NOTE: Practitioners of Elementalism (el-ah-MEN-tah-liz-em) are collectively called Elementalists (el-ah-MEN-tah-lists). However many Elementalists tend to focus on one of the four Elements more than others, and are frequently called either Pyromancers (PIE-row-MAN-cers), Hydromancers (HIGH-droh-MAN-cers), Aeromancers (AIR-oh-MAN-cers), or Geomancers (JEE-oh-MAN-cers). Some Elementalists that strive to use all of the Elementalists equally call themselves Obermancers (OH-burr-MAN-cers).
Elementalists focus on Magic aligned with the four classic Elements; the unseen but staggering power of Air, the inevitable crushing strength of Water, the indomitable durability of Earth, and the raging fury of Fire are theirs to command. Though their Magic is somewhat unsophisticated by the standards of more cerebral traditions, this is often offset by its sheer primal power. An Elementalist that has achieved mastery of their Art has achieved mastery of the very building blocks of the corporeal world and are to be feared and respected.
The basic concept of Elementalism may be implemented with each of several base Magic Systems as described below.
SPONTANEOUS CASTING
To implement Elementalism with Spontaneous Casting use the rules set forth in the Sorcery document, except where overridden below. Thus, the Elementalism School Skills given below replace the Sorcery School Skills, the guidelines given for creating Magic Items replace the guidelines for doing so in the Sorcery document, and the Packages provided replace those provided for Sorcery.
PREPARED CASTING
To implement Elementalism with Prepared Casting simply use the rules set forth in the Wizardry document, except where overridden below. Thus, the Elementalism School Skills given below replace the Wizardry School Skills, the guidelines given for creating Magic Items replace the guidelines for doing so in the Wizardry document, and the Packages provided replace those provided for Wizardry.
GESTALT CASTING
To implement Elementalism with Gestalt Casting use the rules set forth in the Arcanis Magnicus document, except where overridden below. Thus, the Elementalism School Skills given below replace the Arcanis Magnicus School Skills, the guidelines given for creating Magic Items replace the guidelines for doing so in the Arcanis Magnicus document, and the Packages provided replace those provided for Arcanis Magnicus.
OPTIONS
Some settings could support Elementalists built on all three of the base Magic Systems described above concurrently without any ill effect. This might be used to represent several rival traditions of Elementalist magic, or some other similar situation.
OVERRIDE: Magic School Skills
Elementalists use either Spellcraft or the four Elementalist School Skills described below.
School School
Skill
Focus
Aeromancy KS: Aeromancy Spells which manipulate, create, or relate to Elemental Air.
A powerful and functional School, practitioners of this type of Magic make fearsome combatants, but many of their Spells do not work indoors.
Signature Spells: Arrow Deflection, Air Supply, Cloud Hands, Lightning Strike, Shield of Airy Comfort, Weather Manipulation, Windriding
Geomancy KS: Geomancy Spells which manipulate, create, or relate to Elemental Earth.
This school has a lot of defensive and self-augmenting effects. Practitioners of Geomancy are known for their durability and stalwartness.
Signature Spells: Barrage of Crystalline Shards, Durability, Move Earth, Pebbles to Boulders, Petrify, Stoneskin, Stonetravel, Wall of Stone
Hydromancy KS: Hydromancy Spells which manipulate, create, or relate to Elemental Water.
This school doesn't have the offensive capabilities of the other branches of Elementalism, though its practitioner's are hardly helpless. It is particularly strong in the area of maritime trade and its practitioners tend to be very wealthy.
Signature Spells: Aquatic Movement, Capsize, Catch the Currents, Cone of Cold, Diffusion of Pain, Obscuring Mist, Sleet Storm, Water Spout
Pyromancy KS: Pyromancy Spells which manipulate, create, or relate to Elemental Fire.
The preeminent combat school, practitioners of this art are extremely deadly, though someone with a good Protection From Fire Spell can ruin their decade. Their services are often sought out and their reputations typically precede them.
Signature Spells: Aura of Flames, Fiery Conflagration of Wrack and Ruin, Flight of the Phoenix, Holocaust, Immolate, Lay Waste, Molten Death, Wall of Furious Flames
ITEM CREATION
Scroll Scribing KS: Scroll Scribing Used to create Magic Scrolls holding a readied Spell needing only a few words or a gesture (or the equivalent) to complete. Can also be used to transfer Spells from one caster to another. (Ephemeral Magic items)
Wandcrafting KS: Wandcraft Used to create Ephemeral Magic Wands that have a typically store a single Spell effect and have a finite amount of Magical energy stored in them allowing them to use a specific Spell a certain number of times. (Ephemeral Magic items)
OPPOSITIONAL ELEMENTS
In some setups each of the Elements is opposed by another Element. This typically takes the form of Fire opposes Water and Earth opposes Air, each Elementalist has a Favored Element, and can't cast Spell from the Oppositional Element. If this style of Elementalism is desired, it is easily managed by simply taking a Physical Limitation for School Ineptitude as indicated below.
SCHOOL INEPTITUDE DISADVANTAGE
School Ineptitude: Phys Lim: Cannot Learn KS: {Magic Skill} or use Spellcraft to Circumvent (Infrequently, Limiting)
Disadvantage Value: -5 points
OTHER MAGIC SCHOOL SKILL GUIDELINES
All other guidelines given in the base Magic System document regarding Magic School Skills other than the Skill List above apply.
OVERRIDE: Creating New Magic Items
Elementalists aren't particularly known for Creating Magic Items, but can create Wands and Scrolls if they have the Wand Crafting and Scroll Scribing Skill respectively.
Use the guidelines given for creating Magic Items in the base Magic System selected; the only restriction is that Elementalists can only create Wands and Scrolls.
OVERRIDE: Package Deals
A number of Package Deals for Elementalists are provided here.