Elemental Magic From The Novels

## Optional Rule: Elemental Magic From The Novels

In the books, mages draw power for their spells from concentrations of power in elemental forces. However, there is no direct relationship between the element a mage is drawing power from and the type of spell she is casting, and many spells are not necessarily associated with any of the classical four elements (for instance, telepathy or telekinesis). Different elemental concentrations simply present more or less efficient sources of power to draw upon, with different dangers and drawbacks. For instance, Ciri drew immense power from a small flame in order to perform a powerful healing spell on her unicorn companion in Baptism of Fire (and nearly lost her mind in the process).

When using this optional rule variant, mages still spend Stamina on spells normally. However, the fumble effects caused of casting a spell is determined by the element the mage draws power from, rather than from the element the spell itself is associated with. Since signs and invocations no longer relate directly to elements, they have a different fumble effect.

### Water

Water is the first source that young mages are taught to tap into, as it is relatively easy to draw and control, and it is almost everywhere people can go, even if only deep underground.

Casting spells by drawing power from **water** requires no special expertise. However, water is not always available in enough intensity to provide the necessary power. At GM discretion, water-powered spells might suffer a Spell Casting penalty ranging from **-1** to **-3** depending on distance and quality of the nearest water source.

### Air

Air is fickle to draw power from. Accessing it is easy enough, but grabbing hold of enough of it to work with can be rather difficult, and a certain intuition is required. However, it is quite literally everywhere that people can live, even where water is too scarce or weak to power magic.

When you try to cast a spell by drawing from **air**, you must roll a Magical Training check. Novice spells are **DC:12**, Journeyman spells are **DC:18**, and Master spells are **DC:24**. If your Magical Training fails, you waste your action attempting to draw the power, but you spend no Stamina.

### Earth

Power from the earth is easily accessible, but it's not a very efficient transmitter of energy. It requires a lot of work to summon Power from the earth, but the power it holds is immense.

When you try to cast a spell by drawing power from the **earth**, you must spend your Full Turn instead of an Action and must roll a **DC:20** Magical Training check. If you succeed, you cast the spell at a bonus equal to your Magical Training success threshold (to a maximum of **+3**). If you fail, your turn Is wasted, but you spend no Stamina.

You can’t use **earthen** power to cast spells as defensive reactions.

### Fire

Fire is chaotic and dangerous. It is easy to draw Power from fire – so easy, in fact, that it's difficult to halt the flow of Power once begun.

When you cast a spell by drawing upon **fire**, you add a bonus to its healing value or damage from **+5** to **+20**, depending on the fire source.

However you must roll Magical Training against your own Spell Casting check. If your Spell Casting check is higher, you expend extra Stamina equal to the difference. If this causes you to overdraw, you become intoxicated for 1 hour and hallucinate for a number of minutes equal to the overdraw.

### Magic Fumbles Using The Optional Rule

The effects of fumbles by fumble value below are cumulative.

* **Mage Spell, drawing power from Water:** The caster takes damage equal to their fumble value. If the fumble value is 7 or higher, the caster is also frozen. If the fumble value is greater than 9, all of the caster's focus items also detonate, dealing 1d10 damage to all body locations of everyone within 2 meters.
* **Mage Spell, drawing power from Air:** The caster takes damage equal to their fumble value. If the fumble value is 7 or higher, the caster is also thrown back 2 meters. If the fumble value is greater than 9, all of the caster's focus items also detonate, dealing 1d10 damage to all body locations of everyone within 2 meters.
* **Mage Spell, drawing power from Earth:** The caster takes damage equal to their fumble value. If the fumble value is 7 or higher, the caster is also stunned. If the fumble value is greater than 9, all of the caster's focus items also detonate, dealing 1d10 damage to all body locations of everyone within 2 meters.
* **Mage Spell, drawing power from Fire:** The caster takes damage equal to their fumble value. If the fumble value is 7 or higher, the caster also catches on fire. If the fumble value is greater than 9, all of the caster's focus items also detonate, dealing 1d10 damage to all body locations of everyone within 2 meters.
* **Invocation or Sign:** The caster takes damage equal to their fumble value. If the fumble value is 7 or higher, the caster is also staggered. If the fumble value is greater than 9, all of the caster's focus items also detonate, dealing 1d10 damage to all body locations of everyone within 2 meters.
* **Ritual:** The caster takes damage equal to their fumble value.
* **Hex:** The hex has a base 50% chance of affecting the caster. The chance is increased by the fumble value.

## Other Sources

This optional rule has also been published in the form of a printer-friendly pdf.