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 |
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)
|
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) |
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) |