I seem to recall reading about the templars heads I had thought they
were human? The way it was presented fitted in very well with the
roman aspect. Cue link to something else I liked.
I liked the elementalists but they didn't feel right to me, where
were the elementals and why were they so under powered.
I wanted to play a air elementalist but a starting character without
his 20gp harp can cast light breeze once. Come on it's like having
one of those personal fans for the Summer but with duff batteries. So
guess what, I changed it.
Affecting the other elementalists at a basic level;
1, I found it strange that an elemantalist of another element can
cast as high a level spell as one who specialises in it. To
counterbalance some of the gains; at 1st, 5th and 10th no MP's in the
2nd and 3rd elements are allocated.
2, To represent the relationship an elementalists has with their
element they have a 0 cost ability with it. e.g.
Fire - can cause a small flame to appear at end of their forefinger.
This can be used to light torches etc. but no combat use.
Air - as per level 1 spell.
Darkness - gloomsight. Geas - If used more than 10 times in a month
it is permanent. etc.
3, If summoning an elemental with an essence X4 rank if own element,
X2 if one of the secondary elements and X1/2 for the opposed element.
Darkness elementalists no longer get the extra powers listed in the
other elements just the plain powers. They still have decent spells
in comparison to the others after all.
This skill is gained at 4th level. The elementalist can sense large
changes within their element e.g. air elementalists could feel a
change in the weather approaching, fire elementalist would sense a
house alight before they could see it etc.
The elementalist must concentrate for a round to use this skill. They
can also feel the presence of any sort of elemental within a mile.
This is the ability that allows an elementalist to lock power into
At 4th level this works much the same as scrolls for sorcerers except
for the form and no cost.
e.g. small tube elementalist blows the bound air out and the spell
takes effect, small charred stick that is burnt with the flame
finger, sealed container of water that is broken/emptied etc. These
can only be created for the elementalists main power and used by
those elementalists of the same element.
At 8th level an elementalist may create the elemental essence for
their element over a 28 day period at no cost. Whilst doing this the
elementalist must use 20 MPs a day creating the essence. If a day is
missed the essence is ruined.
At 12th level air elementalist can create flying ring etc.
At 15th level create unique items.
Powers Of The Mighty
At 8th level - Sumon Elemental, at the cost of 100 experience an
elementalist may summon an elemental - as per book 1 except the
elemental does not leave after a fixed time and heals 1 hp a day if
they stay in their element. The limitation of the summoned elemental
is that it is tied to the vicinity of where it was summoned.
At the basic level equipment is a wooden horn - 8 florins. In my
opinion this is more in keeping with the feel of the character, not a
20 gp harp!
1, False Rumours as per normal level 3.
2, Create Heavy Wind (range 30m) As per old level 1 but more so, e.g.
blow out torches. Can be used to target 1 person. This causes the
target to fall over if they fail a reflexes roll.
3, Guiding touch. This spell is cast on a drawn arrow and gives a
bounus of +1 attack per level of the caster. If the arrow is put down
or stored the enchantment is lost.
4, Windwall, as normal.
5, Garrote, as normal level 7 spell.
6, Intangibility, as normal
7, Wearing wind SPEED 10 Range 10m Spell expiry roll req'd. This
spell weaves a 3m cone of whirling air that abrades all it comes into
contact with. D6 damage per round. Whilst of limited use in combat
due to it's slowness and low damage the casting of this spell can
slowly wear away the obstacles that stands in the elementalists way.
8, Flight, as normal.
9, Spin, as normal.
10, Banshee, as normal.
n.b.I always had the impression that the group with Oliver Johnson
must have had a water elementalist. What with the half decent spells,
magic items found in book 5, basic magic equipment and the bizare
placement of the lightning spell.
What do you think?