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Elemental Mage


Elemental Mages specialise in one of the four elemental provinces: sand, sea, flame, or wind. They gain great power and control within that province, but lose their ability to cast spells from any of the remaining three.

Role: Elemental wizards are rare in the Land of Fate, and a great deal of mystery and suspicion accompanies them. Upon encountering spell casters, most folk assume them to be standard sorcerers, or perhaps even the more unpredictable sha'irs. Once a caster is known to be one of the purely elemental wizards, distrust and suspicion grow. Natives assume that all Elemental Mages are gathered in brotherhoods committed to a given province - and not necessarily for the betterment of those around them. The reason behind these impressions is the Brotherhood of the True Flame. The "Brotherhood" is an organisation of flame wizards who make no bones about their aims. They believe that the only true magery is that of fire. Further, they believe that all wizards who are not Elemental Mages in flame must convert - that is, come under their control - or die. The Brotherhood maintains chapters and related bodies in all major cities of the land. The organisation also maintains close ties with several holy slayer (assassin) organisations. Despite common belief to the contrary, mages devoted to sand, wind, or sea do not have this circle of organisation, nor do they have similar aims. But the known existence of the Brotherhood brings suspicion on all Elemental Mages.

No PC specialising in flame may begin the campaign as a member of the Brotherhood. The organisation accepts only evil members, and it carefully observes all those who are not members. Should a PC perform "well" (slaying mages who are not flame wizards and acting in a generally evil manner, for example), he or she may be invited to participate in the Brotherhood's initiation rites. Should a PC behave in a otherwise, aiding non Brotherhood members or associating with the like, the Brotherhood may label the PC as an enemy, and target the rogue flame mage for eventual termination. The same may occur if someone simply refuses an invitation to undergo the initiation rites.

Special Rules: Because Elemental Mages use only one element, only spells somehow involving that element may be used. At the end of the discipline description there are lists of the spells acceptable to the different Elemental Mages. In addition, they have many talents that are specific to each type of Elemental Mage. Talents listed as ³Elemental Special² with a roman numeral vary by the type of Elemental Mage. These Talents are also listed at the end of the discipline descriptions.

Important Attributes: Willpower and Perception

Restrictions: Either gender and all races are eligible. However, Elemental Mages specialising in flame tend to be evil NPCs. Half-genies cannot specialise in an opposing elements; Pahari cannot be Sand Mages, Ghuls cannot be Sea Mages, Jann cannot be Wind Mages and Djinnlings cannot be Flame Mages. Jann flame mages try to ignore the brotherhood of true flame. Their resistance to fire is a great help in doing this.

Karma Ritual: The Elemental Mage meditates with representations of the four elements before him: a bowl of water, a bowl of sand, a bowl of burning embers and a bowl with smoking incense. He picks up these bowls one by one and considers it. Then, in an abrupt and violent motion, he overturns all the bowls but the one representing his element.

Artisan Skills: Robe Embroidery

Talent Lists

This is not one discipline, it is a set of four very similar disciplines. For simplicity's sake, all four have been given complete talent lists, though they are really very similar.

Flame Mage

Flame mages are aggressive, even those who are not members of the Brotherhood of Flame. They learn how to fight, and later how to master the effects of fire on other materials, primarily metals.

FIRST CIRCLE
Talents
  • Disguise
  • Karma Ritual
  • Read and Write Magic (D)
  • Spell Matrix
  • Spell Matrix
  • Spellcasting (D)
  • Thread Weaving (Elementalism) (D)
SECOND CIRCLE
Talents
  • Durability (4/3)
  • Melee Weapons (D)
  • Spell Matrix
THIRD CIRCLE
Talents
  • Elemental Tongues
  • Willforce
FOURTH CIRCLE

Flame Protection: This gives the Flame Mage protection from fire and heat. Damage from such attacks is reduced by the Flame Mage's circle. This is not armour, so it protects against all attacks and cannot be defeated, but armour still offers it's normal protection, cumulatively. Flame attacks as defined by this talent includes all elementalist spells and genie powers dealing with fire, as well as fire otherwise used. It also includes natural heat, making the Elemental Mage immune to dehydration. In environments involving fire where survival would normally be impossible, such as in a volcano, or even on the elemental plane of fire, the Flame Mage can survive for a number of minutes equal to her circle at a cost of one point of strain.

Talents
  • Elemental Hold (D)
  • Spell Matrix
FIFTH CIRCLE

Karma: The Elemental Mage may spend a Karma point on any roll involving Perception only.

Talents
  • Fireblood (D)
  • Read and Write Language
SIXTH CIRCLE

Spell Defence: Increase the Elemental Mage's Spell Defence by 1.

Talents
  • Temperature (D)
  • Fire Heal (D)
SEVENTH CIRCLE

Elemental Control: The Elemental Mage can expect favours from supernatural creatures of his element. He can use Karma on any action directed at such a creature.

Talents
  • Element Shaping (D)
  • Enhanced Matrix
EIGHTH CIRCLE

Social Defence: Increase the Elemental Mage's Social Defence by 1.

Talents
  • Gold Sense (EDC) (D)
  • Enhanced Matrix
NINTH CIRCLE

Karma: The Elemental Mage may spend Karma on any recovery test.

Talents
  • Armoured Matrix
  • Effect Pattern
  • Metal Ward (D)
TENTH CIRCLE

Karma: The Elemental Mage may spend Karma on any action using Willpower only or Willforce.

Talents
  • Bargain with Summoned Creature
  • Animate Object (EDC) (D)
ELEVENTH CIRCLE

Karma: The Elemental Mage may spend a Karma point on any roll involving Toughness or Strength only.

Talents
  • Summon (EDC)
  • Summoning Circle (EDC)
TWELFTH CIRCLE

Physical Defence: Increase the Elemental Mage's Physical Defence by 1.

Talents
  • Armoured Matrix
  • Crystal Spell Lock
THIRTEENTH CIRCLE

Recovery Tests: The Elemental Mages gains one additional Recovery Test per day.

Talents
  • Astral Sight
  • Genie Binding (AQ)
FOURTEENTH CIRCLE

Elemental Movement: The Elemental Mage can move through his elemental type for one minute at the cost of one point of strain. He can move at normal rate in any direction, and will never take damage from the element itself.

Talents
  • Hold Thread
  • Share Matrix
FIFTEENTH CIRCLE

Drain Element: When touching his type of element, the Elemental Mage can draw Karma from it. This allows the performance of a normal Karma Ritual in a single round, at the cost of one point of strain.

Talents
  • Genie Prison (AQ)
  • Share Matrix

Sand Mage

Sand mages learn how to master earth and imbue themselves with earth. Plants are also close to their heart.

FIRST CIRCLE
Talents
  • Disguise
  • Karma Ritual
  • Read and Write Magic (D)
  • Spell Matrix
  • Spell Matrix
  • Spellcasting (D)
  • Thread Weaving (Elementalism) (D)
SECOND CIRCLE
Talents
  • Durability (4/3)
  • Spell Matrix
  • Wood Skin (D)
THIRD CIRCLE
Talents
  • Elemental Tongues
  • Willforce
FOURTH CIRCLE

Elemental Protection: This gives the Elemental Mage protection from his chosen element. Damage from attacks of this elemental type is reduced by the Elemental Mage's circle. This is not armour, so it protects against all attacks and cannot be defeated, but armour still offers it's normal protection, cumulatively. Elemental attacks as defined by this talent includes all elementalist spells and genie powers, as well as elements otherwise used. It also includes natural elements, making the Elemental Mage immune to dehydration, frostbite or any but the highest falls, as appropriate for his elemental type. In environments involving the chosen element where survival would normally be impossible, such as underwater, in a volcano, when buried in earth or even on the elemental planes, the Elemental Mage can survive for a number of minutes equal to her circle at a cost of one point of strain.

Talents
  • Elemental Hold (D)
  • Spell Matrix
FIFTH CIRCLE

Karma: The Elemental Mage may spend a Karma point on any roll involving Perception only.

Talents
  • Survival (AQ) (D)
  • Read and Write Language
SIXTH CIRCLE

Spell Defence: Increase the Elemental Mage's Spell Defence by 1.

Talents
  • Unshakeable Earth (D)
  • Reshape Object (D)
SEVENTH CIRCLE

Elemental Control: The Elemental Mage can expect favours from supernatural creatures of his element. He can use Karma on any action directed at such a creature.

Talents
  • Earth Skin (D)
  • Enhanced Matrix
EIGHTH CIRCLE

Social Defence: Increase the Elemental Mage's Social Defence by 1.

Talents
  • Earth Armour (EDC) (D)
  • Enhanced Matrix
NINTH CIRCLE

Karma: The Elemental Mage may spend Karma on any recovery test.

Karma: The Elemental Mage may spend Karma on any action using Willpower only or Willforce.

Talents
  • Armoured Matrix
  • Effect Pattern
  • Moving Earth (EDC) (D)
TENTH CIRCLE

Spell Defence: Increase the Elemental Mage's Spell Defence by 2.

Talents
  • Bargain with Summoned Creature
  • Stone Skin (EDC)
ELEVENTH CIRCLE

Karma: The Elemental Mage may spend a Karma point on any roll involving Toughness or Strength only.

Talents
  • Summon (EDC)
  • Summoning Circle (EDC)
TWELFTH CIRCLE

Physical Defence: Increase the Elemental Mage's Physical Defence by 2.

Talents
  • Armoured Matrix
  • Crystal Spell Lock
THIRTEENTH CIRCLE

Recovery Tests: The Elemental Mages gains one additional Recovery Test per day.

Talents
  • Astral Sight
  • Genie Binding (AQ)
FOURTEENTH CIRCLE

Elemental Movement: The Elemental Mage can move through his elemental type for one minute at the cost of one point of strain. He can move at normal rate in any direction, and will never take damage from the element itself.

Talents
  • Hold Thread
  • Share Matrix
FIFTEENTH CIRCLE

Drain Element: When touching his type of element, the Elemental Mage can draw Karma from it. This allows the performance of a normal Karma Ritual in a single round, at the cost of one point of strain.

Talents
  • Genie Prison (AQ)
  • Share Matrix

Sea Mage

Sea is the province of life, and sea mages learn how to master life as well as waves.

FIRST CIRCLE
Talents
  • Disguise
  • Karma Ritual
  • Read and Write Magic (D)
  • Spell Matrix
  • Spell Matrix
  • Spellcasting (D)
  • Thread Weaving (Elementalism) (D)
SECOND CIRCLE
Talents
  • Durability (4/3)
  • Swimming (AQ) (D)
  • Spell Matrix
THIRD CIRCLE
Talents
  • Elemental Tongues
  • Willforce
FOURTH CIRCLE

Elemental Protection: This gives the Elemental Mage protection from his chosen element. Damage from attacks of this elemental type is reduced by the Elemental Mage's circle. This is not armour, so it protects against all attacks and cannot be defeated, but armour still offers it's normal protection, cumulatively. Elemental attacks as defined by this talent includes all elementalist spells and genie powers, as well as elements otherwise used. It also includes natural elements, making the Elemental Mage immune to dehydration, frostbite or any but the highest falls, as appropriate for his elemental type. In environments involving the chosen element where survival would normally be impossible, such as underwater, in a volcano, when buried in earth or even on the elemental planes, the Elemental Mage can survive for a number of minutes equal to her circle at a cost of one point of strain.

Talents
  • Elemental Hold (D)
  • Spell Matrix
FIFTH CIRCLE

Karma: The Elemental Mage may spend a Karma point on any roll involving Perception only.

Talents
  • Dominate Animal (D)
  • Read and Write Language
SIXTH CIRCLE

Spell Defence: Increase the Elemental Mage's Spell Defence by 1.

Talents
  • Seamanship (AQ) (D)
  • Animal Training (D)
SEVENTH CIRCLE

Elemental Control: The Elemental Mage can expect favours from supernatural creatures of his element. He can use Karma on any action directed at such a creature.

Talents
  • Poison Resistance (D)
  • Enhanced Matrix
EIGHTH CIRCLE

Social Defence: Increase the Elemental Mage's Social Defence by 1.

Talents
  • Animal Bond (D)
  • Enhanced Matrix
NINTH CIRCLE

Karma: The Elemental Mage may spend Karma on any recovery test.

Talents
  • Armoured Matrix
  • Effect Pattern
  • Water Dancing (EDC) (D)
TENTH CIRCLE

Karma: The Elemental Mage may spend Karma on any action using Willpower only or Willforce.

Talents
  • Animal Possession (D)
  • Bargain with Summoned Creature
ELEVENTH CIRCLE

Karma: The Elemental Mage may spend a Karma point on any roll involving Toughness or Strength only.

Talents
  • Summon (EDC)
  • Summoning Circle (EDC)
TWELFTH CIRCLE

Physical Defence: Increase the Elemental Mage's Physical Defence by 1.

Talents
  • Armoured Matrix
  • Crystal Spell Lock
THIRTEENTH CIRCLE

Recovery Tests: The Elemental Mages gains one additional Recovery Test per day.

Talents
  • Astral Sight
  • Genie Binding (AQ)
FOURTEENTH CIRCLE

Elemental Movement: The Elemental Mage can move through his elemental type for one minute at the cost of one point of strain. He can move at normal rate in any direction, and will never take damage from the element itself.

Talents
  • Hold Thread
  • Share Matrix
FIFTEENTH CIRCLE

Drain Element: When touching his type of element, the Elemental Mage can draw Karma from it. This allows the performance of a normal Karma Ritual in a single round, at the cost of one point of strain.

Talents
  • Genie Prison (AQ)
  • Share Matrix

Wind Mage

Wind mages are not aggressive, but theirs is the element of war, and in time they become masters of the martial arts as well.

FIRST CIRCLE
Talents
  • Disguise
  • Karma Ritual
  • Read and Write Magic (D)
  • Spell Matrix
  • Spell Matrix
  • Spellcasting (D)
  • Thread Weaving (Elementalism) (D)
SECOND CIRCLE
Talents
  • Acrobatic Strike (D)
  • Durability (4/3)
  • Spell Matrix
THIRD CIRCLE
Talents
  • Elemental Tongues
  • Willforce
FOURTH CIRCLE

Elemental Protection: This gives the Elemental Mage protection from his chosen element. Damage from attacks of this elemental type is reduced by the Elemental Mage's circle. This is not armour, so it protects against all attacks and cannot be defeated, but armour still offers it's normal protection, cumulatively. Elemental attacks as defined by this talent includes all elementalist spells and genie powers, as well as elements otherwise used. It also includes natural elements, making the Elemental Mage immune to dehydration, frostbite or any but the highest falls, as appropriate for his elemental type. In environments involving the chosen element where survival would normally be impossible, such as underwater, in a volcano, when buried in earth or even on the elemental planes, the Elemental Mage can survive for a number of minutes equal to her circle at a cost of one point of strain.

Talents
  • Elemental Hold (D)
  • Spell Matrix
FIFTH CIRCLE

Karma: The Elemental Mage may spend a Karma point on any roll involving Perception only.

Talents
  • Read and Write Language
  • Silent Walk (D)
SIXTH CIRCLE

Spell Defence: Increase the Elemental Mage's Spell Defence by 1.

Talents
  • Air Dance (D)
  • Gliding Stride (D)
SEVENTH CIRCLE

Elemental Control: The Elemental Mage can expect favours from supernatural creatures of his element. He can use Karma on any action directed at such a creature.

Talents
  • Great Leap (D)
  • Enhanced Matrix
EIGHTH CIRCLE

Social Defence: Increase the Elemental Mage's Social Defence by 1.

Talents
  • Enhanced Matrix
  • Wind Catcher (D)
NINTH CIRCLE

Karma: The Elemental Mage may spend Karma on any recovery test.

Talents
  • Armoured Matrix
  • Down Strike (D)
  • Effect Pattern
TENTH CIRCLE

Karma: The Elemental Mage may spend Karma on any action using Willpower only or Willforce.

Talents
  • Bargain with Summoned Creature
  • Cold Purify (D)
ELEVENTH CIRCLE

Karma: The Elemental Mage may spend a Karma point on any roll involving Toughness or Strength only.

Talents
  • Summon (EDC)
  • Summoning Circle (EDC)
TWELFTH CIRCLE

Physical Defence: Increase the Elemental Mage's Physical Defence by 1.

Talents
  • Armoured Matrix
  • Crystal Spell Lock
THIRTEENTH CIRCLE

Recovery Tests: The Elemental Mages gains one additional Recovery Test per day.

Talents
  • Astral Sight
  • Genie Binding (AQ)
FOURTEENTH CIRCLE

Elemental Movement: The Elemental Mage can move through his elemental type for one minute at the cost of one point of strain. He can move at normal rate in any direction, and will never take damage from the element itself.

Talents
  • Hold Thread
  • Share Matrix
FIFTEENTH CIRCLE

Drain Element: When touching his type of element, the Elemental Mage can draw Karma from it. This allows the performance of a normal Karma Ritual in a single round, at the cost of one point of strain.

Talents
  • Genie Prison (AQ)
  • Share Matrix

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