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Elementalist

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Dungeon Fantasy 9: Summoners · p.9

Open source p.9
250 points

You’re an expert in the magical power of the elements, and because you’ve studied them so deeply, you’re keenly aware of their spiritual aspect. You know that the universe is composed of the elements in various proportions – and that powerful spirits govern and control the operation of those elements. This makes you both powerful and insightful. (Oh, ordinary wizards can cast a few more spells than you can, but that’s at the cost of not really understanding the most important things.) All this means that you’re invaluable in the dungeon, well equipped to handle both physical problems and confrontations with the most important spirits. You join expeditions to seek out arcane elemental lore and interesting materials, and to make new contacts in the elemental realms; having a few friends with other interests around can help along the way, you must admit.

Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20].

Secondary Characteristics: Damage /; BL 20 lbs.; HP 10 [0]; Will 15 [0]; Per 14 [-5]; FP 15 [9]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: 30 points chosen from among DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Will +1 to +6 [5/level], FP +1 to +10 [3/level], Eidetic Memory [5] or Photographic Memory [10], Fearlessness [2/level], Intuition [15], Languages (Any) [2-6/language], Luck [15], Medium (Specialized, Elemental Entities, -50%) [5], Wild Talent 1 (Retention, +25%; Focused, Magical, -20%) [21], additional Elemental abilities [Varies], or additional levels of Elemental Influence (see below for initial level) [8/level or 10/level]. • One of these two core advantages packages (put leftovers into spells, pp. 11-12): 1. Elemental Influence 3 (One Element) [24]; Spirit Empathy (Accessibility, One element only, -20%; Specialized, Elementals, -50%) [3]; and 26 points in Elemental abilities (p. 10). 2. Elemental Influence 3 (All Elements) [30]; Spirit Empathy (Specialized, Elementals, -50%) [5]; and 18 points in Elemental abilities (p. 10).

Disadvantages: -20 points chosen from among Curious [-5], Loner [-5], Oblivious [-5], Obsession (Become the world’s most powerful elementalist, leader of an elemental army, etc.) [-10], Pyromania [-5], Social Stigma (Excommunicated)† [-10], Stubbornness [-5], Unnatural Features 1-5 [-1/level], or Weirdness Magnet [-15]. • Another -25 points chosen from among the previous traits or Appearance (Unattractive) [-4], Bad Temper [-10], Callous [-5], Clueless [-10], Disciplines of Faith (Ritualism) [-5], Easy to Read [-10], Frightens Animals [-10], Hard of Hearing [-10], Impulsiveness [-10], Megalomania [-10], No Sense of Humor [-10], Odious Personal Habits (Willfully obscure) [-5], Overconfidence [-5*], Sense of Duty (Adventuring companions or Friendly elemental spirits) [-5], Skinny [-5], or Unfit [-5].

Primary Skills: Hazardous Materials (Magical) (A) IQ [2]-15; Hidden Lore (Elementals) (A) IQ+1 [4]-16; and Occultism (A) IQ [2]-15.

Secondary Skills: Three of Prospecting or Research, both (A) IQ [2]-15; Psychology (Elementals) (H) IQ-1 [2]-14; or Alchemy or Thaumatology, both (VH) IQ-2 [2]-13. • Two of 250 points Shield (Buckler) or Innate Attack (Any), both (E) DX+2 [4]-14; Axe/Mace, Shortsword, Staff, or Throwing, all (A) DX+1 [4]-13; or Sling (H) DX [4]-12.

Background Skills: Six of Fast-Draw (Potion) or Thrown Weapon (Dart), both (E) DX [1]-12; Climbing or Stealth, both (A) DX-1 [1]-11; First Aid or Gesture, both (E) IQ [1]-15; Cartography, Hidden Lore (Secret Writings), Speed- Reading, Teaching, or Weather Sense, all (A) IQ-1 [1]-14; Diplomacy, Expert Skill (Natural Philosophy), Philosophy, or Theology, all (H) IQ-2 [1]-13; Hiking (A) HT-1 [1]-11; Intimidation (A) Will-1 [1]-14; Meditation (H) Will-2 [1]-13; Scrounging (E) Per [1]-14; or Observation or Search, both (A) Per-1 [1]-13. Spells: Choose 20 elementalist spells (pp. 11-12), which will be either (H) IQ+1 [1]-16 or (VH) IQ [1]-15 with the +3 for Elemental Influence. * Multiplied for self-control number; see p. B120. † Helpful clerical spells (such as healing) work at -3 on you. Harmful ones aren’t affected! Customization Notes The first question with any elementalist is whether he’s a specialist, focusing on one specific element, or a generalist, working with all of them equally adeptly. This is determined by which type of Elemental Influence the player chooses; see p. 10. Specialists are often narrowly focused and eccentric, with personalities to match their specialties. Blazing fire experts have Elemental Influence (Fire), Pyromania, Bad Temper, and spells and skills that give effective fire-based attacks. Stolid earth specialists exhibit Elemental Influence (Earth) and Loner, No Sense of Humor, Oblivious, or Stubbornness, along with Prospecting skill. Breezy and light-hearted air workers possess Elemental Influence (Air), Impulsiveness, Overconfidence, several DX-based skills, and Weather Sense. Deep and ever-changing water mages have Elemental Influence (Water), Intuition, Wild Talent, Meditation, and an eccentric choice of spells. Generalists, meanwhile, can sometimes be dangerously obsessed with preserving balance, seeming especially mystical and prone to peculiar decisions (with Disciplines of Faith, Odious Personal Habits, Philosophy, and Theology). All that established, a few personality patterns can fit both specialists and generalists, although not all elementalists fit these stereotypes: • The devotee of primal power more or less worships the elements, feeling a definite affinity to druids, although this is strictly a private sort of faith; take a Sense of Duty to friendly elementals, and probably Medium, Disciplines of Faith, and Theology. • The elemental scholar is concerned with the academic theory of elemental lore, and is closer to a conventional wizard. Curious is more or less mandatory, plus an appropriate Obsession or “geeky” problems such as Clueless, with academic skills such as Thaumatology, Hidden Lore, and Philosophy also fitting. • The master of power is in this profession for the raw force, for what it can do practically or just for fun. Megalomania or an Obsession fits the former motive, Impulsiveness or Pyromania fits the latter. The adventurer should have lots of damage-producing spells, plus the skills to use them and Intimidation.