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Class

Elementalist

classplayablecastercontroller

Summary:

The mage or wizard class who shapes the elements through Essence, gained each turn and from nearby elemental damage. Controls persistent spells and battlefield effects through clever Essence management. Subclasses: Earth, Fire, Green, and Void, each embodying deeper elemental themes. Closest to the classic magic user.

Heroic Resource: Essence

Gain 2 at start of their turn

Gain more when someone does elemental damage nearby, including you (elemental is basically anything not untyped or holy)

The way they interact with this is persistent magic. You might spend 5 essence to cast a spell, but it may have Persistent 2 meaning you can spend 2 essence to reuse/continue the effect, which is cheaper. So often you are balancing what you keep around with “concentration”, and what you start again.

Practical magic is a manoeuvre which is like a generic magic feature to teleport a little, do a little damage, move people around.

Subclasses:

  • Earth - create terrain/alter terrain. Make your allies tougher. Your trigger lets you be more durable when knocked back.
  • Fire - lots of damage and AOE. Move people around. “Return to formlessness” to melt items or burn holes in walls. Trigger lets you add more to force movements.
  • Green - nature, growth, creation, and healing. Talk to plants and animals. Shapeshift into animals. Trigger to heal allies (can’t be amped up like the Conduit).
  • Void - ability to see through illusions (and share that with allies). Trigger to teleport around.

Last updated: 6 June 2026