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A hero who takes this form of magic must immediately decide whether or not he belongs to the Convocation of Elementalists. Those who are gain the Connections (Convocation) Edge and Orders Hindrance. Those who do not are considered free agents, and thus cannot call upon the Convocation for support.

Elemental mages must choose a single element—eir (air), ertha (earth), fyr (fire), or waeter (water)—to serve. Fire has weakened since the Blizzard War, but is still very usable in warmer climes. An elementalist’s power comes from the bound spirits of these raw elements. Their powers are limited and specialized, however, so young wizards must choose carefully, as the element chosen determines their available powers.

Elemental mages choose a single element when first starting out. As they advance in experience and wisdom, they may slowly learn to master other elements as well. There is a steep price to pay for this, however. See the Elemental Mastery Edge for details (p. 26).

Key Information

  • Arcane Skill: Elementalism (Smarts)
  • Starting Powers: 3
  • Spell List
    • Eir: Aim, banish (air elementals only), becalm, beast friend (fl ying beasts only), bolt, deflection, detect/conceal, elemental form (air only), elemental manipulation (air only), energy immunity (air and earth only), environmental protection (targets can breathe normally in poisonous gas), ethereal/corporeal, farsight, fatigue, fl y, glyph, invisibility, knockdown, leaping, obscure, quickness, sanctuary, sentry, silence, slumber, speak language, sphere of might, storm, summon elemental (air only), telekinesis, teleport, voice on the wind, wandering senses, warding (elementals only), whirlwind, zephyr.
    • Ertha: Armor, banish (earth elementals only), barrier, beast friend (terrestrial-based beasts only), bladebreaker, blast, bolt, bridge, burrow, detect/ conceal, elemental form (earth only), elemental manipulation (earth only), energy immunity (air and earth only), entangle, glyph, growth/shrink, knockdown, lock/ unlock, mend, prolonged blast, quake, refuge, sanctuary, sphere of might, summon elemental (earth only), viper weapon, wall walker, warding (elementals only), weapon immunity, wilderness step.
    • Fyr: Aura, banish (fire elementals only), barrier, bladebreaker, blast, bolt, burst, deflection, detect/conceal, elemental form (fire only), elemental manipulation (fire), energy immunity (cold, coldfire, heat, fire, ice, water), environmental protection (heat only), fatigue, glyph, heat mask, light, prolonged blast, sanctuary, smite, sphere of might, summon elemental (fire only), warding (elementals only).
    • Waeter: Banish (water elementals only), beast friend (aquatic beasts only), bolt, detect/conceal, elemental form (water only), elemental manipulation (water only), energy immunity (fire and water only), environmental protection (targets can move and breathe underwater), fatigue, fog cloud, glyph, healing, knockdown, quickness, sanctuary, speed, sphere of might, storm, stun, succor, summon elemental (water only), warding (elementals only), water walk.


Mages must make gestures with at least one free hand and speak aloud various magical words at least at a whisper. If either their hands are bound or they are prevented from speaking, they cannot cast their spells.

Elemental Spells

Note that elemental protection works slightly differently for elementalists—each type of elementalist gains a very specific use of the power. An elementalist with both earth and fire can also banish or summon lava elementals. Water and earth allow mud elementals to be called forth. Earth and air can be used to create dust elementals, and a mage with fire and water can call steam elementals.


Trappings and effects must be related to the elements in question, where applicable. An air mage, for instance, can shape change into a bird or flying insect, but he cannot change into a fish or earth-bound creature (such as a dog).

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