RPG/Elementalist

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Elementalist
Specialty Magic
Subjects Language
Faction Elemental League
Level HP MP Special Abilities
1 3 17 Spells 12MP (Elemental)
2 6 34 Spells 25MP (Elemental), Expanded Repertoire 1
3 9 51 Spells 37MP (Elemental)
4 12 68 Spells 50MP (Elemental), Expanded Repertoire 2
5 15 85 Spells 62MP (Elemental)
6 18 102 Spells 75MP (Elemental), Expanded Repertoire 3
7 21 119 Spells 87MP (Elemental)
8 24 136 Spells 100MP (Elemental), Expanded Repertoire 4
9 27 153 Spells 112MP (Elemental)
10 30 170 Spells 125MP (Elemental), Expanded Repertoire 5

Special Abilities

Spells XMP (Elemental): Elementalists can cast spells costing up to X MP.

Restrictions: When someone gains their first level in elementalist, they choose a single element. All of their spells must be of that element. They may only summon creatures or characters with Elemental Specialization for their chosen element.

Casting Cost: None. Elementalists cast spells for free.

Spell Alterations: The difficulty of oppose rolls of an elementalist's spells, save those added to their list by their Expanded Repertoire ability, are increased by the highest faith level of any deity of the elementalist's chosen element in the area.

Casting Actions/Stat/Skill: Two hand actions. Elementalists may use their Magic skill with either their Personality or Intelligence stat to overcome the casting difficulty of the spell.

Learning spells: Elementalists know all of the spells in their spellbook, and the time it takes the Elementalist to write the spell in their book is equal to the MP cost of the spell in minutes. They must take the time to write the spell down in their spellbook before they have truly learned it, though they may cast spells that are written down somewhere else as long as they can see them. If this is a textbook or teacher's blackboard, there is no penalty for casting, but if it is another spellbook, there is a -5 penalty to cast these spells as the elementalist must wade through the other writer's handwriting, and they cannot pay the full MP cost for a spell they are reading from someone else's spellbook. Elementalists need not keep their spellbooks on them, but if they can see the spell in their book, they get a +3 bonus to casting it. Remember that holding a spellbook up takes a hand action, and even if the spellbook's held up some other way, it takes a hand action to turn the page if the Elementalist chooses to cast another spell. Elementalists can also learn spells from scrolls bought at magic stores located throughout the city. These scrolls have a cost equal to the spell’s listed cost.

Expanded Repertoire X: Elementalists may choose a number of spells that would normally be another element to add to the list of spells they may cast equal to X. When they cast these spells, they are considered to be that element, and any damage they deal is of that element. These spells are set once they are chosen, and must have an MP cost that would make them castable otherwise by the elementalist. You may decide to not choose any number of your X spells yet, saving them for a higher level when you can cast more powerful spells.

MSF High RPG
Characters Character Creation Races Facets(SpecialGalacticOther) • Skills and Stats Advantages Disadvantages Dispositions
Items Weapons Magical Clothing Shields Spellbooks Concoctions Item Enhancements Crafting Mundane Items Legion-Exclusive
Rules Combat Trauma Rolling Animals Vehicles Other Rules
Magic Spells (FireWaterEarthWindLightSoundPurityEntropyMindBody) | SummoningBoosting Magic
Facets
Base
StudentMageWarriorScientistPriestMartial ArtistIdolArtistNerdMaid/ButlerMystic
Special
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Galactic
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Other
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Church of All Street Rat
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