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⃞Elemancy
You may wield the power of your element as a weapon,
with the following tags: +1 damage, dangerous, thrown,
touch, reach plus whatever elemental effect (burning,
freezing, etc) seems appropriate. Conjuring this weapon
costs you 1d4 hit points (ignoring armor). Dismissing it
is free. Describe it.
⃞Maelstrom Reverie
When you meditate upon your chosen element and ask
for guidance, roll + WIS. ✴On a 10+ the elements will
tell you the best course of action. ✴On a 7-9 they will
demand a price, as well.
⃞Unleashed Fury
When you summon the destructive powers of your
chosen element, roll + CON. ✴On a 10+ the ground is
torn and shredded, trees uprooted and houses crumble.
Deal 2d6 damage to everyone within a stones-throw of
your chosen target. You may choose three people to
ignore this effect. ✴On a 7-9, the same, but none are
safe from the elements. ✴On a miss, well, it’s not going
to be pretty.
⃞Elemental Shape
When you abandon your form to your element,
roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a
miss hold 1 in addition to whatever the GM says. You
take on the physical form of an being of your chosen
element, melding all you carry with you. Your damage
remains the same. Decide, with the GM, three moves
(an air elemental might be able to “fly great distances”
or “summon thunder”) at your disposal during your
transformation. Spend 1 hold to make that move. Once
you’re out of hold, you return to your natural form. At
any time, you may spend all your hold and revert to
your natural form.