Elemental Magic involves the manipulation of the natural elements of the Earth and bending it to your whims. Characters who are able to utilize the elements are also capable of mixing their elements together for unique benefits and creating effects.
Elementalism powers use Spellcasting (unless otherwise specified) in order to make attack rolls, and all powers cost an amount of Stamina Points to cast in combat equal to half the spell's MP cost (rounded down, minimum of 1).
These powers are typically learned by sacrificing Spells you would normally gain from your Occupation or advancement however in order to unlock the usage of a specific element they must first take the Basic power each element has associated with it. For example, Fire has "Basic Pyrokinesis", functioning as a prerequisite for all other Fire powers.
Fire destroys - the flames consume and disintegrate what it touches. It brings what it can to ash. Though it is destructive, the element of fire does not necessarily mean the users are evil or otherwise dangerous individuals.
You can create sparks which light flammable objects on fire, create a source of heat for yourself to stave off the cold, and even cook food or water with your bare hands. Doing this costs 1 MP, and is only able to be used outside of combat.
Alternatively, you can release a small blast of flame and sparks from your hand. This is an attack against Physical Defense and deals 2d4 Fire damage on a successful hit. Characters with Defense Points granted to them from armor halve this damage when applying it to their Defense Points. This blast of flame costs 3 MP instead.
Holding out your hand you can materialize a staff made purely of fire, or set a staff you're currently wielding on fire. Upon doing this the flame harmlessly burns across it and even reach to your hands. This staff deals an additional 2d6 points of fire damage on attacks made with it. In addition to this, if you possessed a physical staff and used this ability on it, it can be used as an implement to aide in casting fire spells or using fire-based abilities. This allows you to spend the staff's Integrity as if it were MP for spells which deal fire damage, or fire elementalism powers. The staff's Integrity can also be used in order to activate this ability, or absorbed by you to regain any missing MP. If the staff is incapable of losing Integrity or becoming broken due to having no remaining Integrity, this ability cannot be used on the staff.
This power costs 5 MP to activate, and lasts 1 minute.
For the duration of this power places you step on will have a small burst of flame erupt from under your feet; melting snow, twigs, webs, and other easily flammable surfaces beneath you. You're unharmed by this fire, however if you ignite something explosive or flammable beneath you that could still harm you. While this spell is active you're also able to walk across molten lava and magma without suffering any damage (however the rest of your body is still at risk, and falling prone or grabbing the lava is still dangerous).
When using this power underwater, you instead create a burst of hot bubbles and steam surrounding you from all sides - harmless but making the water incredibly warm. This power is, however, dangerous if used on a boat as the flames can catch on the wooden planks to burn and weaken them, or in a worst case scenario cause a hole to develop within a ship and causing it to begin taking on water.
This power costs 8 MP to activate and lasts 1 hour per point of your Primary Attribute.
You can use your control and mastery of fire to ensure safety for you and your allies, or alter the coordinates of a raging wildfire. Doing this can you can modify squares which are on fire, pools of magma and lava, and can move these affected squares. So long as the squares are still touching you can move these squares up to (Primary Attribute + 2) squares away from the original square. For example, you can move a square of lava two squares up and one to the right so long as you make sure it is still touching other squares of lava.
This power costs 6 MP to activate and lasts 1 hour per point of your Secondary Attribute.
You embrace the flames fully and to their greatest extent, allowing you to temper your body to absorb fire harmlessly. You gain Fire Absorption for the duration of the spell.
This power costs 14 MP to activate and lasts 2d4 rounds plus 1 per point of your Primary Attribute.
By pressing your hands together and extending them in front of you, you can fire a compressed beam of fire in a straight line. This is a 12 square line in which you make an attack against all enemies within the line and on a successful hit they take 8d6 points of fire damage and are set on fire (no attack roll needed) for 1d4+1 rounds. This beam can burn through walls given enough time, dealing its damage to walls that may block its path and setting fire to wooden or similarly flammable walls.
This power costs 8 MP to activate.
Infusing yourself with an influx of energy, you create an explosion centered on you which extends out to a 6 square radius. This detonation deals 10d12 points of fire damage to you, and enemies within the radius you hit with a successful attack roll, dealing half damage on a failed attack. You take the damage of this power regardless of your immunities however resistances still apply. If this damage would kill you the power is activated a second time instead at a radius of 24 squares.
This power costs 15 MP to activate.
Fluid and ever-changing, water is commonly associated with the liquid form which makes up the lakes and oceans of worlds, and living beings use as a source of hydration. Water also includes the application of ice, its solid frozen form.
You can create water from your very finger tips, the amount equal to 1 gallon per point of your Primary and Secondary Attributes combined (minimum of 2 gallons), you can also remove the dirt and grime from a source of water or manipulate water particles clinging to a person's body to either make them wetter or dry them out. You're also able to manipulate water which you have created or from a body of water, lifting and manipulating the water in the air around your hands to create shapes or other visual wonders.
You can also freeze water with your touch, causing it to solidify almost immediately and form a pristine shape of your choice. Ice created in this manner is brittle and not usable as a weapon as it shatters easily, even when just being handled normally and not for any combat uses. Once shattered these ice crystals almost immediately melt into droplets of water.
Performing any of the functions above costs 1 MP, and are only usable outside of combat.
Alternatively, you can release a small blast of water or shards of ice (your choice) from your hand. In the case of the water, it is an attack against Physical Defense and on a successful hit the opponent takes 1d8 + your Secondary Attribute points of water damage. If the attack is using shards of ice, the attack is a 3 square cone which deals 1d4 points of slashing and 1d6 points of ice damage with those hit within the cone suffering Blindness at Low Intensity. The blast of water or ice costs 3 MP instead.
In a radius centered on yourself you create an area of extreme, biting cold which functions as Cold Weather as per the Environmental Hazard counting the weather in this radius as -20 Fahrenheit or below. You and your allies are unaffected by this cold weather however, and while in this area of cold you and your allies receive a +4 bonus to attack rolls and damage rolls with attacks that deal ice damage, and all attacks made which deal water damage normally instead deal ice damage. Finally, throwing flasks of water explode into shards of ice turning innocuous flasks of water into deadly explosive weapons which deal 3d6 points of ice damage in a 4 square burst and function like alchemist's fire.
This power costs 5 MP to use, and lasts 1d4 rounds + 1 per point of your Primary Attribute.
Targeting an opponent within 12 squares you can cause the air surrounding them begin to drop in temperature, unleashing a wave of harmless water above them but soon after freezing the water as it pools on the ground. Nonmagical fire sources on the opponent are doused and the opponent becomes wet unless you fail to hit their Physical Defense. Regardless of whether the opponent is hit the ground beneath them in a 4 square burst is considered to be ice, and the opponent must succeed a Balance check at the beginning of their turn in order to be able to move. The DC of this Balance check is equal to 20 + your Spellcasting skill's proficiency bonus.
This power costs 10 MP to use.
You can control the sway and flow of the water around you, allowing you not only to create air bubbles but to also manipulate the water to carry you as if you were a water dweller yourself. Upon casting this upon yourself you are able to swim at a speed of 12 squares and are counted as being able to breathe in water for its duration. This power can also be used on allies you, requiring you to touch the ally to bestow its benefits on them.
This power costs 6 MP to use, and lasts for 1 minute per point of your Secondary Attribute.
By drawing from a source of water you fashion the water into a whip which only you can wield for the duration of the power. This functions as the whip weapon except that Spellcasting can be used in place of the necessary Weapon roll (if it is higher), the whip deals Water damage instead of its normal damage type, and enemies hit by this whip suffer a -5 to Physical Defense for 1d4+1 rounds thereafter against spells or attacks which deal either ice or electricity damage.
This power costs 4 MP to use, and lasts for 1 minute per point of your Primary Attribute.
Exercising massive control over a body of water, you can part the water before you to allow travel without the need of swimming. This can be used on a body of water where you are able to see an ending land mass to part to; for example you can part the ocean to reach an island you can see in the distance, but not another country way out of sight. In addition to this, larger bodies of water are more straining and require more mana to part. You are able to part a 24 square line of water plus 12 squares for every time you spend the spell's MP cost again.
This power costs 10 MP to use, and lasts for as long as you concentrate on the spell. While concentrating you do not recover Stamina or MP, and outside sources cannot increase your MP or Stamina for the duration.
Earth is made up of stone, mud, and gravel. Its usage is common among mages, being often used for defensive needs such as creating barriers or other physical objects out of shifting rocks. Geomages often create protective coats on their body made of stone - similar to that of a set of armor.
You're able to lift and move rocks, loose sand, and rubble with your bare hands, even if they would normally be too heavy for you. For the purpose of moving, lifting, and dragging boulders and rubble you receive a +20 bonus on skill checks such as Push/Pull and Heavy Lifting in order to do this. This costs 1 MP and can only be done outside of combat.
You are able to utilize the earth in a harmful capacity, often flinging rocks or creating earthen pillars to strike the target before quickly disintegrating. This is an attack to the target's Physical Defense, and deal 1d12 points of earth damage and 1d12 points of bludgeoning, piercing, or slashing damage (your choice when using the power). This usage of this power costs 3 MP.
You are able to create a hardened shell of earthen materials around yourself, serving as a set of armor. This grants you Defense Points equal to 25 + (Primary Attribute x 8) to each part of your body. This set of stone armor can only be activated if you aren't already wearing a set of armor, and doesn't stack with other sources of Defense Points unless they're natural Defense Points belonging to your species. While this armor is active, you possess Earth Resistance 150 as well as taking half damage from wind damage.
This power costs 8 MP to use, and lasts a number of rounds equal to 1d4 + Secondary Attribute.
You can create a roiling pillar of cracked earth from a specific area which extends upward, carried by brittle mud and clay. Suddenly after being formed, the pillar expands and explodes, sending shrapnel and shards of stones everywhere. Choose a square within 12 squares as the designated square for the pillar with which it sprouts from, after which the pillar explodes in a 4 square burst radius surrounding itself. This is an attack versus the Physical Defense of everyone within the radius, and in addition if any character occupied the target square they must make a Balance check against your attack roll as the DC in order to not fall prone. Anyone hit by the attack takes 4d4 points of earth damage and 2d4 slashing damage, or half damage on a failed hit.
This power costs 6 MP to use.
Activating this power creates a strong magnetic force from a point of your body (typically the hands), and upon using this power you choose whether it attracts (pulls toward) or retracts (pushes outward).
Attract makes you immune to metal objects being taken off of you (including being immune to being disarmed of metal objects/weapons), it also grants you a 6 square climb speed, and you take a -5 penalty to Physical Defense against attacks made with metal. Metal objects hitting you however become stuck, requiring a DC 35 Push/Pull check to dislodge the weapon (and costing 5 Stamina). Metal floors, ceilings, or walls pull at you constantly and on your turn if you are within 6 squares of them you must succeed a DC 30 (+2 per additional square you are closer than 6 sq.) and on a failure you are immediately dragged to the surface and stuck to it, unable to move (and effectively prone, even if you're pressed against a wall or against the ceiling).
Retract makes metal fly away from you; all metal objects you have on you fly away in many different directions (up to 4 squares out) and all unattended metal objects within 4 squares of you are being pushed lightly away. Attended metal objects adjacent to you are being pushed out, allowing you to make a Spellcasting check versus the target's Physical Defense (with a -5 penalty to their PD due to the magnet's strength) and on a successful hit the object is thrown 4 squares out and lands on the ground. The target can choose not to let go however they are instead launched and knocked prone. If this is activated due to their metal armor, they are unable to "let go" instead. Metal floors, ceilings, or walls manage to keep you at bay - you can only move at half speed if a metal wall, floor, or ceiling is within 6 squares of you.
Other creative uses may exist at the discretion of the GM.
This power costs 5 MP to use.
Upon activating this power you gain the ability to speak to stones, rocks, metals, mud, and other earthen materials (like grass and dirt), further on referred to simply as "rocks" for simplicity. They don't truly "see" and "hear" and even aren't able to "speak back", however when activating this you are instead acquiring memories of the rocks, seeing brief flashes of past events which occur. Common memories include whether the rock is loose (and has hidden objects beneath it), who has stepped on them, and any damage that has been done to it (such as from a sword scraping against it during a sword fight).
This power costs 3 MP to use, and allows you to speak to all rocks within a 12 square radius simultaneously and immediately.
You create a permanent slab of earthen cover immediately in response to an attack, shooting it up in order to catch and block attacks. You can activate this ability outside of your own turn in combat but only once per round, and upon doing so it blocks up to 40 points of damage before breaking with any overflow damage going against you (just like the Defense Points granted by shields). If the slab isn't destroyed it instead remains, and serves as partial cover. This can, alternatively, be activated to benefit an ally within 3 squares of you.
This power costs 8 MP to use.
Air is often used for the benefit of the user as opposed to being used for combat, however its usage in combat isn't unheard of. Those who use magic to fly often use wind to control their flight, and other Aeromages take advantage of the many benefits air magic can benefit them with.
Exercising control over the wind, electricity, and the air around you. Through the utilization of this power you can blow gases and winds, manipulating which squares may be affected by this, as well as sparking and electrifying normally benign air. You can also produce electricity within and around your fingers as if you were charged with static, and upon touching another with this static it causes an intense numbness for a few minutes (although this isn't harmful). This costs 1 MP and can only be done outside of combat.
You are also able to create a blast of air in a 4 square cone; this is an attack against Physical Defense and deals no damage but pushes those within the air blast back 1 square. This usage of this power costs 3 MP.
Smokes, mists, and gases can be manipulated by you through the use of this power, allowing you to make yourself and a number of allies equal to your Secondary Attribute immune to the penalties from smoke or gases (such as from poison gases or suffocating due to smoke inhalation).
This power costs 4 MP to use, and lasts a number of rounds equal to your Primary Attribute plus 1.
You can attempt to suck the very air out of the lungs of an enemy, causing them to choke momentarily. Make an attack against the Bodily Defense of a foe within 8 squares of you and on a successful hit you deal 2d8 points of air damage to them as well as counting them as not being able to breathe for a number of rounds equal to your Primary and Secondary Attributes added together. This functions as per the Suffocation rules.
This power costs 12 MP to use.
While this power is active you receive a +10 bonus on Climb, Jump, Sprint, Swim, and Tumble checks as well as granting a +4 bonus to Physical Defense, and you are also able to grant this power to allies (however doing so doubles the MP cost but also doubles the duration).
This power costs 5 MP to use and lasts a number of rounds equal to 1d4+1 plus Secondary Attribute.
You can unleash a torrent of lightning from your fingertips at foes within a 4 square cone, dealing 6d6 electricity damage to all in the cone who are hit by an attack versus their Physical Defense, and take half damage instead on a miss. Characters wearing metal armor suffer a -5 to Physical Defense against this attack.
This power costs 6 MP to use.
You send a stream of gust forward from your palm and make an attack against all enemies within an 8 square line, enemies hit by the attack are knocked prone and forcibly moved 1d4 squares back. Enemies being pushed into objects or other enemies take 2d6 points of bludgeoning damage as well.
This power costs 8 MP to use.
Acid is a corrosive substance which burns skin on contact and eats away at flesh and even bone if powerful enough. This seldom practiced form of magic is incredibly dangerous due to its instability and likelihood to harm its caster.
Through your palms you're able to manifest a caustic substance which deteriorates certain organic and inorganic materials, but is not strong enough to harm living creatures. This substance deals 1d6 points of damage to the Integrity of the item its applied against. Doing this costs 1 MP.
You're also able to utilize your caustic acid to create a stronger blast of the substance to harm living creatures and objects alike. This is an attack to the target's Physical Defense, and deals 2d10 points of acid damage on a successful hit. This usage of this power costs 3 MP.
You can create a mist of harmfully corrosive acid which expands out every turn from you. Activating this ability requires spending 5 Stamina, and upon doing so all adjacent squares around you are filled with the mist. Those within the mist have an attack made against their Bodily Defense, and on a successful hit they take 1d3 points of damage directly to their Hit Points. At the end of your turn the mist expands out 1 square and dissipates in the squares it previously occupied, effectively creating a rolling cloud which extends each time your turn ends. This cloud of corrosive mist expands out until it reaches 4 squares away from the origin square (where you originally cast the spell).
This power costs 8 MP to use.
If you are infected with a disease or possess a disease on your person (for example a diseased item or animal), you can activate this ability in order to make all of your attacks inflict the disease (even if the disease isn't injury or contact normally). For 1d4 minutes if someone takes acid damage from you to their Hit Points, they receive a new attack against their Bodily Defense using your previous attack roll in order to inflict them with the disease.
This power costs 4 MP to use.
Conjuring bubbling acid within your palm it emanates a potent and stomach churning pollutant. Everyone within 6 squares (including yourself and allies) have an attack made against Bodily Defense, and on a successful hit this ability inflicts Illness at Moderate Intensity for as long as the ability is kept active. It lasts 2d4 rounds and on the final round additional MP can be spent in order to prolong the spell for an additional 1d4 rounds.
This power costs 10 MP to use.
Corruption is the element of destruction and annihilation, forming as an unholy deconstruction of the natural elements and those who practice it are at risk of harming themselves due to the power's destructive force.
You are able to 'destroy' various elemental effects as if erasing it from the world. When doing this flames can be snuffed out, objects take 2d6 points of damage to Integrity, and water can be evaporated. Doing this costs 1 MP.
A blast of corruptive energy can be launched from your palm, extending out to a range of 6 squares and is an attack against Physical Defense. On a successful hit the opponent takes 3d6 corruption damage. This usage of this power costs 3 MP.
By extending your hand to an opponent you can send waves of condensed corruption energy together to form a collection of spectral gray hands which reach for the target's mouth and neck, seeking to wrap around their neck as well as insert themselves into their throat. This is an attack against Physical Defense first to attempt to hit, and on a successful hit they take 4d6 corruption damage to the head and also receives an attack against heir Bodily Defense. If this new attack hits they begin to suffocate on their next round. For each subsequent round you must continue making attacks versus Bodily Defense. It costs half its MP cost (minimum of 1 if reduced through other abilities) for each subsequent round.
Additional attacks against an opponent who is currently being gripped by Choking Hands reduces the amount of rounds the target can hold their breath by 2 rounds, even if they haven't begun to suffocate yet (for example, if they were just hit on the last round by Choking Hands).
This power costs 6 MP to use.
You can target an opponent within 6 squares of you, and on a successful hit the opponent's Bodily Defense their body begins to vibrate and rot. They take 1d4 points of corruption damage directly to their Hit Points, and suffer from Pain at Severe Intensity for 1 round and Stunned at Severe Intensity for 1 round.
This power costs 8 MP to use.
By pointing your finger to an opponent and condensing corrupted energy at the point of your finger, launching a blast of corrupted energy which destroys all in its path. This is a 3 square cone and everything in the cone (including objects and allies) have an attack against Physical Defense and on a successful hit they take 3d8 points of damage for every 2 points of MP spent to cast this ability (minimum of 75d8). After casting this ability, you take half of the damage which you deal to the enemy. Anyone slain with this ability (including yourself) is reduced to nothing; all items and trace of your body is destroyed.
This power costs 50 MP or 75% of your maximum MP to use, whichever is higher.