Elemental
“The elements are very much alive. The surge of addictive power. Every time you draw upon them in urgency, they sink deeper into you. They change you. They grow within you until you are consumed.”
Core Effect Tree; Only Available at Awakening
While some have a tepid talent for elementalism and may learn by studying one element at a time, you were born with the innate ability to call upon them. You’ve likely been able to light small fires by snapping your fingers or playfully zap your friends.
Awakening: It starts as a kind of wanting. The obvious solution to problems become fire and lightning. Snapping your fingers has grown into a blaze of fire, and your little shocks have turned into fatal arcs to buzzing flies. You can summon stone, water, or air at a whim, freeze or set them on fire. They’re like spirits, too. They each make you feel some kind of way, energetic or calm, sometimes angry or filled to brim with joy.
They noticed you playing with the elements. This talent is not easy to hide when it is so easy for you to call the elements to you. They are every day tools. An extension of you.
Then Consumed
The elements become a part of you. Every cast mastery is gained. Every cast we pay the elements a piece of our being. This power eventually leads to our selves becoming one with raw nature.
Cadence paid no heed to the warnings of the monks of Ralipal. Day in and day out she trained with fire and ice, stone and air. All until her flesh became earthen, her hair frozen strands licked by bright but heatless flames.
Temptation of the Elements
Choosing Temptation of the Elements as your core effect tree grants you six talents.
Firelight
Arc
Chilldown
Conjure: Stone
Conjure: Water
Aerate
Each of these talents have a Mastery Potential of Three. Once they reach Three Mastery they unlock their associated Root Effects.
Firelight
Harmless flames engulf any or all of your body illuminating the area around you. The illumination can go from dim light that barely reveals a square foot to a bright torch that bathes up to 15m in light.
Activation: Instant - This may be cast instantly in Active Phase.
Effect: Illuminate up to 15m in light or slowly set fire to flammable material, ie: Leaf or Paper.
Mental Stress: Activation (v:12) Upkeep (v:12)
Mastering Firelight Unlocks Fire [i]
Arc
This Arc of electricity webs between you and your target. The shock of which deals a small amount of damage and may cause the target to drop what they’re holding.
Activation: 1AS|2RS|2FP
Target: Up to 10m, 30ft - (v:20 Accuracy)
Effect: Deals (v:4 + Strength) Electrical Damage, The Target may drop what they’re holding on a check of 6 (v:6)
Mental Stress: Activation (v:8)
Mastering Arc Unlocks Lightning [i]
Chilldown
Lowering the temperature in the area you specify may make drinks more refreshing, cause metallic armor to become brittle, and slow the afflicted down.
Activation: 3AS|4RS|5FP
Victims: Up to 5 Victims within 10m, 30ft
Effect: On Activation Victims lose 2RS if they have any, and they gain -1AS per round for 3 Full Rounds. Metallic armors take +10 damage each time they take damage from a physical source. Drinks that taste better cold taste better.
Mental Stress: Activation (v:6)
Mastering Chilldown Unlocks Ice [i]
Conjure: Stone
The most common use of Summon: Stone is a create ammunition. Stones for slings, arrows, throwing spears, knives, and clubs. These weapons have next to no durability, but they serve their purpose well in the moment they’re needed.
Activation: 5AS| Active Phase Only
Effect: You create 4+(v:4) basic weapon ammunition or a small to medium weapon of any type with 5 use Durability. The created item disintegrates after 1 minute.
Mental Stress: Activation (v:10)
Mastering Conjure: Stone Unlocks Stone [i]
Conjure: Water
You create a fountain of water from a floating orb that cannot be summoned inside of a container. The water can be hot or chilled, but not scalding or frozen.
Activation: 2AS|3RS|5FP
Range: Up to 20m or 60ft. Orbs that go outside range dissipate. Any orb you have summoned may be moved anywhere in your range with 1 Action Slot.
Effect: You summon an orb that pours water at approximately 1 gallon per minute. The orb can last up to 15 minute before needing to be recast. You may maintain up to 5 orbs at a time.
Mental Stress: Activation (v:20), Upkeep (v:20) per orb
Mastering Conjure: Water Unlocks Water [i]
Aerate
Filling the lungs with air to prevent drowning is a common story of awakening to Air magic. Snuffing candles, feeding the hearth, or flying a feather through the room with little gusts are the beginnings of a coming storm.
Activation: 2AS|3RS|3FP
Range: Up to 30m or 90ft
Effect: You conjure a small gust of wind that can push a loose, small & light object up to 2m, 6ft. Alternatively, you may also reset a target’s drowning or suffocation timer with each cast.
Mental Stress: Activation (v:12)
Mastering Aerate Unlocks Air [i]