Aeromancer
Aeromancers are typically quick of thought and deed, difficult to pin down, and able to slip away like their chosen Element if not watched carefully. With many mobility enhancing Magics at their disposal and command of the weather, Aeromancers make for dangerously effective combat spellcasters. Aeromancers generally prefer to keep their distance, using long ranged area of effect attacks to effect their foes, and initially tend to focus on defense, but once an Aeromancer grows in power and confidence their offense usually catches up rapidly.
Aeromancers can be fun to play because they are almost superheroic at times, flying around and blasting things with lighning bolts and windgusts. Unfortunately, they are not so good when it is necessary to go underground or into a building as their ability to gain altitude and maintain distance is severely hampered, and their inability to cast Geomancy spells seriously curtails their utility in such an environment
Cost Ability
55 Elementalist (Prepared) Package (Chosen School: Aeromancy; Neutral Schools: Pyromancy, Hydromancy)
or Elementalist (Gestalt) Package
or Elementalist (Spontaneous) Package
23 Aeromastery Package
17 Self Defense Techniques Package
2 Quick Thinker: +2 INT
95 Total Cost of Abilities
Value Disadvantages
-5 School Ineptitude: Phys Lim: Cannot Learn KS: Geomancy or use Spellcraft to Circumvent (Infrequently, Limiting)

+90

Total Cost of Package

Basic Package Deals
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)

Basic Package Deals
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)

Basic Package Deals
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)

Extention Package Deals
Aeromastery
Some Elementalists develop a close affinity to air studying Aeromancy, to the point that they are able to move as freely through it as a bird, to keep a personal reserve of air to breath for a short period of time, and to move with a swiftness akin to a fast wind.
Cost Ability
18 Wind Riding: Flight 6", Reduced Endurance 0 END (+1/2) (18 Active Points)
2 Life Support , Extended Breathing
3 Lightning Reflexes: +2 DEX to act first with All Actions
Value Disadvantages
0 None

+23

Total Cost of Package

Extention Package Deals
Self Defense Techniques
Some characters are taught basic techniques to help defend themselves versus physical assailiants, while others are just naturally intent on saving their own hide as much unfortunate impact as possible.
Cost Ability
5 Dodgy: +1DCV
12 Martial Dodge, Martial Block, Martial Escape
Value Disadvantages
0 None

+17

Total Cost of Package