Earthdawn Revisited - Elementalist

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=== Elementalist: ===
* Pre-requisites: Spellcasting D8 and Occult D6
* Benefits: 
** Arcane Background: Magic
*** Begin with 3 spells from the Elementalist List
*** 10 threads (Power points) - These recharge at 5 per hour. 
*** Your Spellcasting skill is linked to Smarts.
Adept Edges that only Mages can take:
* Arcane Power: Gain 2 spells from your Discipline’s list (or 1 spell from another Disciplines list) and 5 extra threads (Power points). This power can be taken multiple times but only once per rank.
* Improved Rapid Recharge: Quadruple your recharge period to recover 5 power points per 15 minutes spent resting. (20 per hour)
* Astral Sight - You can take a moment to refocus and look into the Astral plane, so can use perception rolls to see magical phenomenon and living things. This can identify things that are hidden by flesh. Whilst this is active you are vulnerable to normally intangible creatures like Spirits, Elementals, Ghosts and Horrors. In addition some deeply tainted or lifeless areas can cause direct harm if you activate it there.
** Astral Projection (Requires Astral Sight) - Untether your spirit from your body and you can interact with incorporeal being as if they were solid. However you can only affect the material world by spending a bennie or suffering a wound. This also allows you to travel at vast speeds and project your self as a ghostly image. You are extremely vulnerable to damage whilst away from your body and can only survive outside of it for an hour per rank. If you don't return to your body in time, you die and your spirit becomes a ghost. You don't automatically know what is happening to your body or where it is, so caution is advised.
General Adept Edges:
Novice Spells:
Spell Name 	Rank 	Power Points	Range 	Duration	Description
Bolt 	Novice	1 	Smarts ×2 	Instant 	Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a raise. 
Modifiers: 
* DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise)  
Trappings: Fire, ice, rocks, lightning.
Burrow 	Novice	2 	Smarts 	5 rounds	Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of “limbo” or burrow through the ground at half his normal Pace (or full Pace with a raise). He may not run. A burrowing character may attempt to surprise a foe by making an opposed Stealth versus Notice roll. If the burrower wins, the target is Vulnerable to him only. With a raise, the burrower gets the Drop. Targets on Hold may attempt to interrupt the attack before it occurs. 
Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility. 
Modifiers:
* ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
* POWER (+1): The caster can burrow through stone, concrete, or similar substances. (Some substances, like plastic, glass, solid lead, etc., might be resistant at the GM’s discretion.)  
Trappings: Dissolving into the earth and appearing elsewhere  
Burst 	Novice	2 	Cone Template	Instant 	Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy. Success creates a Cone Template starting at the caster and extending outward (see Area Effect Attacks, page 97). Everything within suffers 2d6 damage (or 3d6 with a raise).
Modifiers:
* DAMAGE (+2): The burst causes 3d6 damage, or 4d6 with a raise.  
Trappings: Flaming breath, a fan of razor sharp ice, a barrage of small stones.
Damage Field 	Novice	4 	Smarts 	5 rounds	Damage field creates a dangerous aura around the recipient that harms foes foolish enough to get too close. 
At the end of the affected character’s turn, all adjacent beings (including allies!) automatically take 2d4 damage.  
Elemental Manipulation 	Novice	1 	Smarts 	5 rounds	This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6
Strength, or d8 with a raise. Here are some ideas for what each element can do. Each is an action. 
* AIR: Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat).
* EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
* FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
* WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.  
Entangle 	Novice	2 	Smarts 	Instant 	Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98.
Modifiers:
* AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
* STRONG (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Toughness increases to 7
Trappings: Turning Earth or stone to thick mud or freezing people in place.
Environmental Protection	Novice	2 	Smarts 	1 hour 	Adventurers sometimes travel beneath the waves, in the lava fields of the Scarlet Sea, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and a lack of breathable air. 
Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer
can function normally underwater, in an icy waste, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as Dragons fire or when miles beneath the surface of the ocean, for example. Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
Modifiers:
* ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each
Havoc 	Novice	2 	Smarts 	Instant 	This ability creates chaos and mischief for all those within its area of effect, hurling debris
and rivals in all directions. With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster (see Area Effect Attacks, page 97).
Anyone touched by the template is Distracted and must then make a Strength roll (at -2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center). 
Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).
Airborne Targets: Flying or airborne targets suffer an additional -2 to their Strength rolls as they have no ground to brace themselves on. 
Modifiers:
* AREA EFFECT (+1): Havoc affects a Large Blast Template.
* STRONG (+1): Strength rolls are made at -2
Jet 	Novice	2 	Smarts x2 	Instant 	Jet creates a damaging stream that shoots out from the caster. Measure a straight line 1” wide and 12” long starting from the character’s position (a 12” ruler works perfectly for this). If successful, targets within this area must make an opposed Agility roll versus the arcane skill roll or suffer 2d10 damage.  
Trappings: Trappings: Lightning bolt, battering ram of pure force, rolling ball of fire
Light/Darkness 	Novice	2 	Smarts 	10 mins 	Light creates bright illumination in a Large Blast Template. With a raise, the light can be focused into a 5″ (10 yard) beam as well. 
Darkness blocks illumination in an area the size of a Large Blast Template, making the
area Dark, or Pitch Darkness with a raise (see Illumination on page 102).
If light and darkness overlap, they create a patch of Dim light (−2).
Modifiers:
* MOBILE (+1): The caster can move the area of effect up to his arcane skill die type each round after casting, or attach it to an inanimate object when first cast.
Stun 	Novice	2 	Smarts 	Instant 	Stun shocks a target with concussive force, sound, light, magical energy, or the like. A successful casting means the victim must make a Vigor roll (at -2 with a raise on the arcane skill roll) or be Stunned (see 106).
Modifiers:
* AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template  
Trappings: Blasts of light, heat, cold, fire, water, earth or air.
Seasoned Spells
Spell Name 	Rank 	Power Points	Range 	Duration	Description
Blast 	Seasoned	3 	Smarts x2	Instant 	Blast launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise (see Area Effect Attacks, page 97)  
Trappings: Balls of fire, ice, light, darkness, colored bolts
Telekinesis	Seasoned	5 	Smarts x2	5 rounds	Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in
any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage. Dropped creatures suffer falling damage as usual.
Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).
Trappings: A wave of the hand, magic wand, steely gaze.
Veteran Spells:
Spell Name 	Rank 	Power Points	Range 	Duration	Description
Fly 	Veteran	3 	Smarts	5 rounds	Trappings: Gusty winds, wings, broomsticks. Fly allows a character to soar at Pace 12″, or twice that with a raise (he may not Run).
Modifiers:
* ADDITIONAL RECIPIENTS (+2): The power may affect more than one target for 2 additional Power Points each  
Summon Elemental	Veteran	6 	Smarts	5 rounds	This power allows the character to summon an Elemental from a large concentration of that element (e.g. a bonfire, a storm or a large bolder).
It materializes from the element used to summon it, and with a raise on the arcane skill roll, it’s Resilient as well. The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It is a spirit bound to its summoners will but is generally uncreative in interpreting its orders. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind. 
Note: Statistics for the elementals can be found below. They are not wildcards however.
Elementals
Air Elemental 
Air elementals manifest as sentient whirlwinds.
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d10, Melee d8, Evasion D8, Notice d8, Shooting d6, Stealth d10
Pace: —; Parry: 6; Toughness: 5 
Edges: —
Special Abilities:
* Elemental: No additional damage from Called Shots, ignores 1 point of Wound penalties, doesn’t breathe, immune to disease and poison. 
* Gaseous Form: Can manoeuvre through any non-solid surface, pass through cracks in doors or windows, bubble through water, etc. 
* Flight: Air elementals fly at Pace 12″. 
* Invulnerability: Immune to non-magical attacks. 
* Wind Blast: Air elementals can send directed blasts of air to knock their foes away. They may choose one target or a Cone Template, and use their Shooting skill for the roll. Those affected make a Strength roll (at -2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 non-lethal damage  	Fire Elemental
Fire elementals appear as man-shaped flame.
Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d8, Melee d10, Evasion d10, Notice d6, Shooting d8, Stealth d6
Pace: 6; Parry: 7; Toughness: 5
Edges: —
Special Abilities:
* Elemental: No additional damage from Called Shots, ignores 1 point of Wound penalties, doesn’t breathe, immune to disease and poison.
* Fiery Touch: Str+d6, chance of catching Fire (see page 127).
* Flame Strike: Can project a searing blast of flame using the Cone Template and their Shooting skill. Characters within take 3d6 and may catch Fire (see page 127). May be Evaded.
* Immunity: Fire elementals are immune to fire and heat-based attacks.  
Earth Elemental
Earth elementals manifest as five-foot-tall, vaguely man-shaped collections of earth and stone. Though strong, they are also quite slow and ponderous.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d6, Melee d8, Evasion d8, Notice d4, Stealth d6
Pace: 4; Parry: 6; Toughness: 11 (4)
Edges: —
Special Abilities:
* Armor +4: Rocky hide.
* Bash: Str+d6.
* Burrow (10″): Earth elementals can meld into and out of the ground.
* Elemental: No additional damage from Called Shots, ignores 1 point of Wound penalties, doesn’t breathe, immune to disease and poison.
* Immunity: Immune to earth-based attacks (including thrown stones or powers with earth, mud, stone, or sand Trappings).
* Resilient: Earth elementals can take one Wound before they’re Incapacitated  	Water Elemental
These spirits are frothing, man-shaped beings of water.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d6, Melee d8, Evasion d8, Notice d6, Shooting d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 7
Edges: —
Special Abilities:
* Aquatic: Pace 12″.
* Elemental: No additional damage from
* Called Shots, ignores 1 point of Wound penalties, doesn’t breathe, immune to disease and poison.
* Immunity: Immune to water-based attacks.
* Seep: Can squeeze through any porous gap as if it were Difficult Ground.
* Slam: Str+d6, nonlethal damage.
* Waterspout: Can project a torrent of water using the Cone Template and their Shooting skill. Those within take 2d6 nonlethal damage. This may be Evaded.  
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