Alloy: Sorcery Part 2
Elementalism is the magical art of creating quantities of the elements and shaping them to the caster’s will. The four elements of this form of sorcery do not match the recognized elements of the natural world, but this form of magic is often one of the oldest known in any world, and possesses the weight of antiquity. Because it can have such incredible visible effects, Elementalism is often seen as a sign of power. Note, while the full path progression is written out below, only the first 4 tiers of spells are defined.
Spellcasting Roll: Resolve + Discipline
Casting Modifications: Each mage of this path has an affinity element and an opposed element. They can increase TN by 1 to choose a different elemental expression than their affinity, and they can increase TN by 2 to choose their opposed element when casting any of these spells.
Backlashes: Backlashes that occur to Mages of the Four Pillars are often damage related, as the power leaves their control temporarily.
Spell Progression: Students of Elementalism start small, learning a handful of spells after being given the rudimentary casting methods of this path. By the time the sorcerer has a full rank in the trait, he has figured out which element is easiest for him to manipulate and begun to shape his development. When the progression chart lists affinity spell below it refers to the elemental variant. A water affinity sorcerer would master Conjure Water, then Water Control, and could move on to Jet Stream and Water Mastery. At skill rank 5, she would finally be able to master a non-water variant of one of her spells. As for mastery, each of the spells has four variants and mastery only applies to one of them. You will notice that as there are only 7 spells, if one does not stray from your affinity when first given the opportunity you are forced to pick 2 non-affinity spells by Rank 6 but you will fully master your affinity element. However, if you stray from your affinity immediately and do not return once given the opportunity you will master 5 of the 7 spells in your affinity (similar to other paths) and have 4 variants to master as well (which do not have to be a variant of a spell already mastered.)
Rank 1: Learn Tier 1 and 2 spells, Master Conjure Element (Affinity)
Rank 2: Learn Tier 3 spells, Master Element Control (Affinity)
Rank 3: Learn Tier 4 spells, Master two affinity spells
Rank 4: Learn Tier 5 spell, Master one affinity spell & one other spell
Rank 5: Learn Tier 6 spells, Master one spell
Rank 6: Master two spells
Special Note: Elemental damage may partially (-2 Armor) or fully bypass worn armor depending on the type of protection it is constructed of. For example, metal armor is poor versus fire (due to metal transferring heat quite well), but it is useless versus lightning. Ring mail and similar protection with wide gaps is poor versus wind, sand and water attacks. Attacking wet targets above water with ice, or flammable targets with fire earns extra damage as if the spell had 1 additional Power.
Conjure Element, Tier 1
AC: 3 TN: Power
Conjure Element creates a small amount of the caster’s affinity element within his immediate environment. The conjured energy or material sparks into being or gathers out of the air, as if transported from elsewhere. It can be held at the point of gathering with no effort for the duration of the spell, but after that it dissipates in the case of fire, lightning or wind gusts, and it falls apart and becomes part of the landscape in the case of water, ice, dirt, rock, or sand. This spell does produce permanent minerals, but it cannot produce precious metal or gems, just as it can produce pure water but not liquor or medicines. The affinity for air and water can produce lightning, and ice respectively as advanced conjurations, and the affinity for earth can produce dirt or sand as advanced conjurations. All advanced conjurations require sacrificing 1 point of Power to the effect in order to manifest them.
The Power of the spell determines how much volume is conjured, with 1 being no more than a few inches in diameter, 2 being enough to envelop a forearm, 3 being half as big as a humanoid, and Power 4 being large enough to envelop an adult humanoid. In cases where the goal is to damage something in the environment with the conjured material, it does damage equal to 3 x Power, but the caster must compare their Sorcery test versus the target’s Dodge to hit with it.
Elemental Ward, Tier 1
AC: 6 TN: Power + 1
The Elemental Ward spell, referred to as Earth Ward, Lightning Ward, Fire Ward, or Cold Ward is protection from the caster’s affinity element serving as absolute protection. The wards act as shields which will deflect elemental attacks away from the bearer serving as additional Armor equal to twice Power versus that element. If protected by the Earth Ward, for example, a sandstorm will not harm the caster, nor impede his movement directly. It would be like being pushed by a heavy wind, but none of the grit would touch him. A thrown rock would have its damage blunted as well, although it is possible it might harm the warded individual. If the caster gifts another with this protection, it only lasts as long as the caster can maintain regular visibility to the subject.
Element Control, Tier 2
AC: 5 TN: Power
Control Element allows the caster to mold and shape loose matter or energy of the affinity element that already exists in the environment at their whim. This allows the caster to levitate the element, causing fire, earth or water to flow through the air. The only limitation is that it cannot be manipulated further away than the range of the spell. This can be used to entertain or distract others, or it can be used to handle small tasks such as burning ropes, creating mud slicks, block up keyholes, blow out candles and so forth. The power applied serves as the Die Pool for any actions that require rolls. The caster cannot affect a volume of element larger than their own body using this spell.
Elemental Attack, Tier 3
AC: 10 TN: Power + 1
Resist: Agility vs 3
The caster summons his affinity element, and then unleashes a concentrated blast at a target. Because it is a more advanced, but narrow, form of Element Control, it rarely misses. The fire variant is called Flame Bolt, with the water variant being called Jet Stream. The earth variant is Sand Blast, and the air variant is the iconic Lightning Bolt. Other materials can be conjured such as blasts of snow or ice, or jagged stone, but other than a different sort of damage type there is little real difference between them. The outcome of an Elemental Attack spell is damage equal to Power x 3 plus a base of 5.
Element Mastery, Tier 4
AC: 6 TN: Power + 2
Element Mastery is a more advanced form of Element Control. It allows for much larger areas of effect, up to a sphere with a radius of Power in yards. It also allows for the caster to manipulate the makeup of the natural element to convert coal into diamond, or stone into lava or water into other compounds. The changes allowed require knowledge of Alchemy, or a similar lore topic, as you must understand how to create the object before using the spell to do so. Still, the Power achieved plus appropriate skill ranks can serve to create art or architecture. The structures created exist while concentration persists, and if made of a material that is not fluid, will remain in that shape after the spell effect ends. It is often referred to by variant names: Earth Sculpting, Ice Sculpting, Wind Mastery, or Living Fire.
As an advanced form of control, the caster can levitate and move his element at high speed (as long as it is not fire), allowing him to form a chariot to carry him and a small group of allies. Usually this works best for water and air affinity casters when they use a vessel to hold themselves up and merely use the spell for propulsion. However, against a -3D penalty they can attempt to bear themselves on water or wind alone.