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[Elementalist]
An Elementalist is a spellcaster who learns about and gains power over the five magical elements: air, earth, fire, water, and wood.

Important Attributes: Perception and Willpower

Racial Restrictions: None

Karma Ritual: To perform a Karma ritual, the Elementalist draws a triangle on the ground. Sitting in the triangle, the Elementalist boils a pot of water, singing to the fire to encourage its heat. The Elementalist extinguishes the fire, then adds earth to the pot. When the mud cools, the Elementalist covers his or her face with it like war paint, then sings to the wind, calling a small breeze. As the wind dries the mud, much of the mud cracks and blows away, leaving behind a series of intricate, swirling patterns. The ritual is complete as soon as the design is done.

Artisan Skill: Robe Embroidery

FIRST CIRCLE

Talents
Karma Ritual
Read and Write Language
Read and Write Magic
Spellcasting
Spell Matrix
Spell Matrix
Thread Weaving (Elementalism)

SECOND CIRCLE

Talents
Durability
Fire Heal
Spell Matrix

THIRD CIRCLE

Talents
Air Speaking
Elemental Tongues

FOURTH CIRCLE

Spell Defense: Increase the Elementalist’s Spell Defense by 1.
Talents
Elemental Hold
Spell Matrix

FIFTH CIRCLE

Karma: The Elementalist may spend a Karma Point on any action using Perception only.
Talents
Cold Purify
Willforce

SIXTH CIRCLE

Spell Defense: Increase the Elementalist’s Spell Defense by 1.
Talents
Temperature
Unshakable Earth

SEVENTH CIRCLE

Karma: The Elementalist may spend a Karma Point for any action using Charisma only.
Talents
Enhanced Matrix
Reshape Object

EIGHTH CIRCLE

Social Defense: Increase the Elementalist’s Social Defense by 1.
Talents
Enhanced Matrix
Safe Path


DWARF ELEMENTALIST

The world works in balance. Air, Earth, Fire, Water and Wood together and alone form everything that we know. Control these forces and you control reality.

Such forces, however, must not be taken lightly. An Elementalist’s power really lies in coercion. We coax and push the elements to do our bidding, knowing full well that the slightest wrong move could shift them against us. Elementalism requires concentration and great force of will, for nature is not commanded lightly nor easily, and she is very unforgiving.

Attributes
Dexterity (13): 6/D10
Strength (15): 6/D10
Toughness (15): 6/D10
Perception (18): 7/D12
Willpower (15): 6/D10
Charisma (9): 4/D6

Talents
Elementalism [Thread Weaving] (1): 8/2D6
Karma Ritual (1)
Read and Write Language (1): 8/2D6
Read and Write Magic (1): 8/2D6
Spellcasting (2): 9/D8 + D6
Spell Matrix (1)
Spell Matrix (1)

Movement
Full: 54
Combat: 27

Skills
Artisan/Embroidery (1): 5/D8
Knowledge/The Horrors (1): 8/2D6
Knowledge/Magical Lore (1): 8/2D6

Initiative
Dice: D10

Karma
Dice: D6
Points: 6

Combat
Physical Defense: 7
Spell Defense: 10
Social Defense: 6
Armor: 3
Mystic Armor: 2

Damage
Death Rating: 38
Wound Threshold: 10
Unconsciousness Rating: 29
Recovery Dice: D10
Recovery Tests per Day: 3

Equipment
Adventurer’s kit
Booster Potion
Club
2 Daggers
Embroidered robe
Embroidery kit
Grimoire
Leather Armor
1 week worth of trail rations
Traveler’s garb
4 Copper pieces
8 Silver pieces

Spells
Earthblend
Earth Darts
Flameweapon
Plant Talk
Purify Water
Resist Cold
Resist Fire

Note: the dwarf Elementalist possesses the racial ability of Heat Sight.

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