Elemental Magic

Elemental magics are similar to magery. They are also based around calling on a power from inside yourself, however, this time it is calling on one of the four elements that make up all life. Fire, Water, Air and Earth. This means that the magic that is drawn on is incurably linked to that element and also strengthens the element inside the caster, at the expense of the other three. Thus not only is Pyromancer magic firey and destructive but the pyromancers themselves tend to become hotter tempered and more passionate the more they use the magic.

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To become an elementalist you need to train up as a mage first then be taught the elemental speciality by someone who specialises in the appropriate form of ‘mancy’. The spells from that school will then replace your standard mage spells and you will be able to invance them as usual by spending XP.

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Pyromancy

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L1) 1 pt – One with the Flames. You take no damage of any sort from fire. This power costs nothing to use and is considered to be always on.

1 pt – Strikedown. Target enemy falls over. Their chest or shoulders (depending on whether they fell forward or backwards) must contact the ground before they can get up again (for those who cannot fall for medical reasons, fall to your knees for an appropriate amount of time). The target may still fight while on the ground.

L2) 2 pts – Burn. Counter any Hydromancer spell.

2 pts – Bolt. Does one point of damage to a target enemy. Is stopped by armour.

L3) 3 pts – Halt. Target enemy stands still for 10 seconds. They may still fight and do anything which does not involve moving their feet.

3 pts – Calling the Inner Fire. For the next 20 seconds your character is immune to all spells and ignores all damage. Any damage done retroactively takes effect once the time is up. The character must act like a frenzied warior during this time.

L4) 4 pts – Piercing Bolt. Does one point of damage to the target ignoring armour.

4 pts – Ignite Blade. For the next 5 minutes any bladed weapon that the character uses ignores armor and counts as a magical weapon.

L5) 5 pts – Shatter. Breaks any non-living, non-magical object of approximate size 6ft square or less.

5 pts – Shield of Fire. For the next five minutes anyone striking the character takes one point of damage to the hand holding the weapon that they used.

L6) 6 pts – Soulfire. Takes whatever location is targeted straight to – 1 hit points, destroying whatever armour is present as well. May not be countered.

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Hydromancy

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L1) 1 pt – Fumble. Target enemy drops their weapon.

1 pt – One with the Waves. The character can breath under water and swim like a fish. This power costs nothing to use and is considered to be always on.

L2) 2 pts – Fear. Target enemy runs away in terror (role-play it) for 10 seconds.

2 pts – Smother. Counter any Pyromancer spell.

L3) 3 pts – Flow Together. The character may completely heal themself of any damage.

3 pts – Sharpness. The weapon that the spell is cast on ignores armour for the next 5 minutes. May only be cast on bladed weapons. Call ‘through’ while using it. (contact)

L4) 4 pts – Strength of Oceans. For the next five minutes the character gains the effect of the strength spell and their weapon counts as a magical weapon.

4 pts – Strength. The person this is cast on does extra damage for the next 5 minutes provided they use whatever weapon they wield 2 handed. Hits with that weapon will destroy all armour on the location it hits. If there is no armour on the location it will be taken straight to –1 hit points. Call ‘crush’ while using it. (contact)

L5) 5 pts – Form of Water. For the next 5 minutes the character takes no damage from non-magical weapons.

5 pts – Paralyse. The target may not move at all for the next 30 seconds.

L6) 6 pts – Soulfire. Takes whatever location is targeted straight to –1 hit points, destroying whatever armour is present as well. May not be countered.

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