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Elemental Stunts

Stunts strongly related to beings of the Elemental Planes, those descended from them, or having a strong elemental affinity.

Aeromancer: Because I have mastered the ancient magics of the Element of Air, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to air, wind, lighting, weather, and so forth.

This stunt requires Primal +1 or better to use.

Air Walk: Because of my elemental affinity, I may walk upon the air as if I weighed no more than a feather. I am never harmed or unduly inconvenienced by falling, even if I am unconscious. However this effect is temporarily cancelled if I am encumbered or anchored by more than half my own body weight.

Blade Of Fire (-3): Because of my elemental affinity I can conjure a flaming magical sword at will; I gain +1 to attack and defend and can use Primal in place of Combatives while wielding it. If I get a boost while attacking or defending with it, I may upgrade the boost to apply the Aspect On Fire! with two (2) invokes on it to the opponent I am engaged with.

Control Water: Because I am skilled at controlling and manipulating water with my magics, I gain +1 while I am Cleverly Arcane and attack, defend, create advantage, or overcome when I can make a reasonable volume of water relevant to the narrative.

Enervating Cold: Because I am able to drain the life energy from others with intense cold, if I inflict a Consequence on a target with cold or ice based magics I afflict them with enervation and ennui. Consequences such as Easily Fatigued, Frostbitten, Debilitating Shivers, and Cold Stiffened Limbs cause those afflicted to struggle to take even basic physical and mental actions, struggle against cold-numbness, and so forth.

Fast Swimmer: Because I am a fast swimmer, I may move an extra zone for free when swimming and this does not prevent me from attacking. Alternately, if I do nothing but move while swimming I may use this ability to move two (2) extra zones.

Firebreath (-3): Because I am able to expel a cone of burning flame from my mouth, I gain +2 to make a special flaming breath attack affecting all targets in my zone without having to split my shifts between them. This attack is non-discriminatory, and often causes collateral damage.

Flame Blade Mastery: Because I have mastered the Primal magic ability to conjure and fight with a blade of flame, I gain +1 and may use Primal in place of Combative when using a flame blade spell Aspect to attack or defend. I must first create the spell Aspect (using the simple magic system) to use this ability, however.

Freezing Bolt: Because I can offensively focus blistering coldness, I gain +1 to attack while Flashily Arcane by projecting a ray of freezing cold air and ice shards at an opponent within two (2) zones of me. If I get a boost, it is automatically upgraded to the Aspect Numbed By Cold with two (2) invokes on it. This aspect can be overcome as a Great (+4) challenge.

Geomancer: Because I have mastered the ancient magics of the Element of Earth, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to earth, rock, seismic vibrations, and so forth.

This stunt requires Primal +1 or better to use.

Hammer Of Stone (-3): Because of my elemental affinity I can conjure a fearsome stone hammer at will; I gain +1 to attack and defend and can use Primal in place of Combatives while wielding it. If I get a boost while attacking or defending with it, I may upgrade the boost to apply the Aspect Stunned! with two (2) invokes on it to the opponent I am engaged with.

Hydromancer: Because I have mastered the ancient magics of the Element of Water, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to water, precipitation, steam, mist, liquids, and so forth.

This stunt requires Primal +1 or better to use.

Icy Shield: Because I am able to create a shield of hardened ice to protect myself, I gain +2 to defend against physical and elemental attacks while Quick if I am aware of the attack and able to move. This ability does not work in hot and dry environments.

Immune To Acid: Because I am immune to acid, I am unaffected by any malign effect that relies on acid.

Immune To Cold: Because I am immune to cold, I am unaffected by any malign effect that relies on cold.

Immune To Electricity: Because I am immune to electricity, I am unaffected by any malign effect that relies on electricity.

Immune To Fire: Because I am immune to fire, I am unaffected by any malign effect that relies on fire.

Lightning Arc: Because of my elemental affinity I am able to project an arc of electricity that jumps from target to target, when I am Flashily Primal and attack I may spend a Fate point to affect all enemy targets in my zone without having to split my shifts between them.

Lightning Master: Because I have mastered the manipulation of lightning, I gain +2 while I am Flashily Primal and attack using lightning effects.

Lightning Storm (-3): Because of my elemental affinity I am able to project an arc of electricity that jumps from target to target, each exchange when I am Flashily Primal and attack I may affect all enemy targets in my zone or an adjacent zone without having to split my shifts between them.

Pyromancer: Because I have mastered the ancient magics of the Element of Fire, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to fire, heat, combustion, and so forth.

This stunt requires Primal +1 or better to use.

Stoney Skin: Because of my elemental affinity I am able to protect myself with a stoney skin that shields me from damage, I reduce by one (1) all stress inflicted on me by physical and magical attacks.

Summon Air Elemental (-3): Because of my elemental affinity, once per session as an action I can summon a air elemental and command it to serve me for a scene. See the Air Elemental profile for details.

Summoning Difficulty: +11

Elemental Air, Fly Like The Wind

Good At: Moving Air (+4)

Bad At: Sentience (-2), Resisting Vacuum (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Do not treat as a mob.

This cloud-like creature has dark hollows reminiscent of eyes and a mouth, and a howling wind whips it into ominous shapes. Moving like a cyclone, and able to expand and contract itself rapidly at will, this elemental is fast and dangerous.

Note that the 'Moving Air' ability bonus applies to any sort of action that involves air, requiring only narrative justification.

Medium Air Elemental

Immune To Electricity: Because I am immune to electricity, I am unaffected by any malign effect that relies on electricity.

Fast Flyer: Because I am able to fly very fast, if I do nothing but move while flying I may use this ability to move four zones instead of two.

Lightning Storm (-3): Because of my elemental affinity I am able to project an arc of electricity that jumps from target to target. Each exchange I gain +4 to attack all enemy targets in my zone or an adjacent zone without having to split my shifts between them.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Summon Earth Elemental (-3): Because of my elemental affinity, once per session as an action I can summon a earth elemental and command it to serve me for a scene. See the Earth Elemental profile for details.

Summoning Difficulty: +11

Elemental Earth, Move Through The Ground

Good At: Brickishness (+4)

Bad At: Sentience (-2), Resisting Water (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Do not treat as a mob.

This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.

Note that Brickishness applies to any action related to being big, strong, and durable.

Medium Earth Elemental

Immune To Acid: Because I am immune to acid, I am unaffected by any malign effect that relies on acid.

Stoney Slam (-3): Because I'm able to slam and bash things with my body made of stone; I gain +1 to attack while being Brickish. If I get a boost while attacking, I may upgrade the boost to knock my target down in the current zone or back into an adjacent zone, and also apply the Aspect Slammed! with three (3) free invokes on it. The target cannot attack, create advantage, or move more than one (1) zone until the Aspect is removed; it may be overcome as a Good (+3) difficulty and failed attempts to overcome remove an invoke.

Stoney Skin: Because of my elemental affinity I am able to protect myself with a stoney skin that shields me from damage, I reduce by one (1) all stress inflicted on me by physical and magical attacks.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Summon Fire Elemental (-3): Because of my elemental affinity, once per session as an action I can summon a fire elemental and command it to serve me for a scene. See the Fire Elemental profile for details.

Summoning Difficulty: +11

Elemental Fire, Burn It All Up!

Good At: Burning (+5)

Bad At: Sentience (-2), Resisting Water and Cold (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Do not treat as a mob.

This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn.

Note that Burning applies to any action where fire is relevant.

Medium Fire Elemental

Immune To Fire: Because I am immune to fire, I am unaffected by any malign effect that relies on fire.

Made Of Fire (-3): Because I am made of fire; I gain +1 to attack and defend while Burning. If I get a boost while attacking or defending in this way, I may upgrade the boost to apply the Aspect On Fire! with three (3) free invokes on it to the opponent I am engaged with. This Aspect is automatically invoked at the beginning of each exchange to inflict 2 stress on the victim. It is a Good (+3) difficulty to overcome this Aspect.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Summon Fire Elemental: Because of my elemental affinity, as an action I can summon a small fire elemental and command it to serve me for a scene. See the Small Fire Elemental profile for details. I cannot move in the same exchange that I use this ability.

Summoning Difficulty: +5

Elemental Fire, Burn It All Up!

Good At: Burning (+3)

Bad At: Sentience (-2), Resisting Water and Cold (-2)

Hits: [1][1]  

Up to five (5) small elementals can form a mob. Add two (2) stress per elemental. +1 to attack and create advantage for every additional remaining elemental.

Note that Burning applies to any action where fire is relevant.

Small Fire Elemental

Immune To Fire: Because I am immune to fire, I am unaffected by any malign effect that relies on fire.

Made Of Fire (-3): Because I am made of fire; I gain +1 to attack and defend while Burning. If I get a boost while attacking or defending in this way, I may upgrade the boost to apply the Aspect On Fire! with three (3) free invokes on it to the opponent I am engaged with. This Aspect is automatically invoked at the beginning of each exchange to inflict 2 stress on the victim. It is a Good (+3) difficulty to overcome this Aspect.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Summon Water Elemental (-3): Because of my elemental affinity, once per session as an action I can summon a water elemental and command it to serve me for a scene. See the Water Elemental profile for details.

Summoning Difficulty: +11

Elemental Water, Sublime Swimmer

Good At: Moving Water (+4)

Bad At: Sentience (-2), Resisting Heat & Fire (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Do not treat as a mob.

This translucent creature's shape shifts between a spinning column of water and a crashing wave.

Note that the 'Moving Water' ability bonus applies to any sort of action that involves water, requiring only narrative justification.

Medium Water Elemental

Immune To Cold: Because I am immune to cold, I am unaffected by any malign effect that relies on cold.

Fast Swimmer: Because I am a fast swimmer, I may move an extra zone for free when swimming and this does not prevent me from attacking. Alternately, if I do nothing but move while swimming I may use this ability to move two (2) extra zones.

Watery Slam (-2): Because I'm able to slam and submerge things with large quantities of water; if I get a boost while attacking while Moving Water, I may upgrade the boost to knock my target down in the current zone or back into an adjacent zone, and also apply the Aspect Waterlogged! with two (2) invokes on it. The target cannot attack, create advantage, or move more than one (1) zone until the Aspect is removed; it may be overcome as a Good (+3) difficulty and failed attempts to overcome remove an invoke.

Summon Water Elemental: Because of my elemental affinity, as an action I can summon a small water elemental and command it to serve me for a scene. See the Small Water Elemental profile for details. I cannot move in the same exchange that I use this ability.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Summon Water Elemental: Because of my elemental affinity, as an action I can summon a small water elemental and command it to serve me for a scene. See the Small Water Elemental profile for details. I cannot move in the same exchange that I use this ability.

Summoning Difficulty: +5

Elemental Water, Sublime Swimmer

Good At: Moving Water (+3)

Bad At: Sentience (-2), Resisting Heat & Fire (-2)

Hits: [1][1]

Up to five (5) small elementals can form a mob. Add two (2) stress per elemental. +1 to create advantage and attack for every additional remaining elemental.

Note that the 'Moving Water' ability bonus applies to any sort of action that involves water, requiring only narrative justification.

Small Water Elemental

Immune To Cold: Because I am immune to cold, I am unaffected by any malign effect that relies on cold.

Fast Swimmer: Because I am a fast swimmer, I may move an extra zone for free when swimming and this does not prevent me from attacking. Alternately, if I do nothing but move while swimming I may use this ability to move two (2) extra zones.

Watery Slam (-2): Because I'm able to slam and submerge things with large quantities of water; if I get a boost while attacking while Moving Water, I may upgrade the boost to knock my target down in the current zone or back into an adjacent zone, and also apply the Aspect Waterlogged! with two (2) invokes on it. The target cannot attack, create advantage, or move more than one (1) zone until the Aspect is removed; it may be overcome as a Good (+3) difficulty and failed attempts to overcome remove an invoke.

Mundane Reduction: Because I am extremely resistent to non-magical damage, I reduce by two (2) all stress inflicted on me by normal mundane weapons and attacks.

Water Breather: Because I am able to breath underwater and I am comfortable when in aquatic environments, I am able to breath underwater indefinitely even if unconscious and I gain +1 to create advantage and overcome while in the water.