Elemental Magic

Basic Elemental Magic
Elemental magic involves calling upon or conjuring physical power from the pure elements. It uses more basic magical techniques - such as names of power - to achieve these effects. There are, of course, actually four or more distinct types of elemental magic - one for each element - but they all follow similar rules. Each requires the appropriate Elemental Lore skill, which contains the basic knowledge for working with that element. Separate magical traditions may use different techniques, but the skill is functionally equivalent, for the most part. The Elemental Lore skills allow the following actions:

Virtues for Imbuing
This is a partial list of ways to Imbue conjured elements. The listed costs are in addition to the 1 Ka and 1 Stability used for the ability itself.

Combining Elements
The four elements can be combined in various ways to produce other effects. Many of these are also found in nature, as the physical world is made of combinations of the elements. To work with multiple elements simultaneously, the character must possess both Elemental Lore skills. The character may attempt any magic he is allowed by his lower-Ranked skill, but must spend an action preparing the other element. To do this, he makes a roll just as if he were performing the most basic form of what he is attempting. A second action is then spent to make the actual roll, with all modifiers, with the primary element. For example, a character who is trying to create a lightning bolt must roll to Concentrate on his target, then roll for summoning fire, then roll for summoning air - and after this is when the bolt appears. The roll for fire, in this case, does not require any velocity, distance, or other modifiers, as it is being used as the secondary element. Both rolls do, however, receive a +2 to difficulty for each element being added. Otherwise, if the action requires Stability, 1 Stability must be expended when rolling for the secondary element, and likewise 1 Ka if Ka is required. The roll for the primary element also requires +1 Stability.

Combined elemental forms include:

Combined elemental forms are more subject to the world's laws than pure elemental forms are, as they are closer to the world's matter. Therefore, Lightning and Steam have a velocity when summoned, and the other forms begin to flow or drift immediately. The elementalist can attempt to fight this; for example, use Traveling Mote to attempt to counter the movement of the Lightning and hold it as a ball.

Elemental Mastery
The various Elemental Mastery skills are focused skills under the Elemental Lores. One exists for each element, and in addition combined forms exist; Lightning Mastery, for example. Note that if the elementalist is wishing to use Mastery abilities with combined elements, he can only work with the lowest Rank Mastery he possesses for that combination. For example, an Apprentice Master of Air cannot use his Mastery abilities in the creation of lightning if he does not also possess Fire Mastery. This is the reason for taking combination Masteries. Some mastery abilities are shared by all the elements; others are specific. General abilities include:

The following abilities exist for the pure elements only: The following powers exist for the combined forms only:

Attacks and Damage from Elemental Magic
Attacking with summoned material requires the wizard to either strike his target with the element in his hand, throw the mote or sphere, or send it to the target with Traveling mote. Attacking with a mote in hand is the same as an unarmed attack and throwing a mote is a throwing attack; the mote is an improvised weapon, but the wizard receives no penalty in this case. If the wizard uses Traveling Mote, he makes an attack roll using his Intelligence and his Lore skill against the target's defense. Note that armor is only effective against physical attacks, so it does not stop Fire,Lightning, or Steam. Armor will stop Lava, but the heat damage (per phase) will still get through, and, in addition, the armor will suffer damage to its durability.
A mote of Fire does 1d4 damage. A mote of Earth does 1d4 non-lethal damage (that is, only 25% of it goes to Hits, the remainder to Stamina). Air and water motes do no damage normally. A sphere does 1d8 (Fire), 1d6 (Earth, still non-lethal), or nothing. Certain variations do different amounts of damage. Imbuing Earth with Hardness changes its damage to lethal. Traveling Mote can accelerate summoned material; this has little effect on Fire, but increases the Earth die type by one; if Water is frozen and then has Traveling Mote used, it does damage equal to Hardened Earth. Ice and Hardened Earth could also be shaped using Command into sharpened projectiles; these do 1d8 damage. Using Traveling Mote on a mote of Air can do 1d4 non-lethal damage. This damage is not increased by using a sphere, but the attack gains a Knockdown chance. Lightning does 2d4 damage from a mote and 2d6 damage from a sphere. Steam does 1d4 and 2d4, respectively. Lava does 1d6 and 2d6, respectively; it also clings and does either 1 or 2 points per phase until removed. If Traveling Mote is used with Lava, it does +1 damage.

Characters Table of Contents Magic