Discipline · Spellcaster

Elementalist

Elementalist

Elemental Tongues, Elemental Hold, Summon Elemental Spirits, Safe Path, hurls the elements as a weapon, wraps an ally in raw element, reshapes the ground beneath my foes, channels the elements to mend, bends nature to a small task, shatters what shouldn't break, fire and ice, wood skin
secretly favors one element over the rest, the world tips when I lose my balance, spirits remember every broken promise, no patience for the small and mundane
Keep the elements — and myself — in balance.

ELEMENTALIST ROTES

Elemental Tongues
Practitioners: Elementalists
The Elementalist learns to speak one of the five elemental tongues — air, earth, fire, water, or wood — by listening closely to a native spirit, using the language to hold a real conversation rather than trading in simple gestures.
patient, uninterrupted time with the spirit • a spirit already willing to communicate • familiarity with the element's nature
a hostile or frightened spirit • no time to properly listen and learn • attempting a tongue you haven't yet learned
SUCCESS
Standard action. Helps communication with an elemental spirit of a tongue you know; with enough success, discuss complex topics and make specific requests.
  • EXTRA FEATS
  • Learn the basics of a new elemental tongue on the spot (keep the spotlight)
  • The spirit opens up more than it normally would
  • Learn something the spirit wouldn't share with just anyone
  • CONSEQUENCES
  • Something is lost in translation at a critical moment
  • The spirit misunderstands your intent and acts on the wrong idea
  • Learning this tongue means you can't attempt to learn another the same way
  • The conversation reveals something you didn't want the spirit to know
Elemental Hold
Practitioners: Elementalists
The Elementalist faces down an elemental spirit and orders it to halt, holding it in place through will and concentration alone.
direct eye contact and full concentration • an elemental already unsettled or unsure • no other demands on your attention
a determined or powerful spirit • needing to act or move while holding it • being distracted or attacked mid-hold
SUCCESS
Standard action. Give the target held-in-place, so long as you concentrate on nothing else.
  • EXTRA FEATS
  • Hold the spirit long enough to fully negotiate with it (keep the spotlight)
  • Hold it without the strain of full concentration
  • The spirit remembers the encounter favorably rather than resentfully
  • CONSEQUENCES
  • Any action or movement on your part frees the spirit immediately
  • The spirit breaks free at the worst possible moment
  • Holding it costs you the chance to do anything else this scene
  • The spirit resents being held, and remembers it
Summon Elemental Spirits
Practitioners: Elementalists
The Elementalist calls an elemental spirit to their location, offering it a reason to answer and a task worth its power.
proper ritual space and time • an offering suited to the element • a task the spirit would want to do anyway
a rushed or improvised summoning • no offering or reason for the spirit to help • asking the spirit to act against its own nature
SUCCESS
Detailed action. Give yourself an elemental-ally companion tag.
  • EXTRA FEATS
  • The spirit arrives eager rather than reluctant (keep the spotlight)
  • Bind it for longer service
  • Summon a notably powerful spirit for the working performed
  • CONSEQUENCES
  • The spirit does the letter of what was asked, not the spirit of it
  • It demands something in return before it will help at all
  • A summons performed carelessly nudges the balance of the world further out of true
  • Something the spirit doesn't like about the task colors its service afterward
Safe Path
Practitioners: Elementalists, Scouts, Shamans
The Elementalist reaches out to a local elemental spirit — without conjuring it, only speaking to it — to learn the safest path through unfamiliar territory. What the spirit considers dangerous may not match what's dangerous to a person, and its knowledge is limited to what its element would notice.
an elemental-rich environment (forest, mountain, river) • patience to properly communicate • a spirit already favorably disposed
a barren or unnatural environment with no spirit to ask • a hostile or frightened spirit • a danger outside the spirit's own element
SUCCESS
Standard action. Learn the safest route through the area ahead, and what dangers lie along it.
  • EXTRA FEATS
  • Learn about a danger outside the spirit's usual awareness (keep the spotlight)
  • The spirit offers to guide part of the way
  • Learn something about who else has passed through recently
  • CONSEQUENCES
  • The spirit's idea of "danger" doesn't match yours, and steers you wrong
  • The spirit demands something in return for its help
  • The path holds, but only for a limited time before conditions change
  • The spirit gossips about you to whatever it talks to next

The Elementalist's Place in Barsaive

Every settlement in Barsaive stands on ground that was once purely wild — earth, water, air, fire, and wood, unshaped by any Namegiver hand. An Elementalist never forgets this. Where most people see weather, terrain, and raw material, an Elementalist sees five distinct, opinionated forces, each with its own temperament, each worth treating like a person rather than a resource. Barsaive calls on them for exactly the reasons that follow from that respect: they can ask the wind, the stone, and the flame for things no ordinary craft could manage, provided they ask properly.

The elements turned toward harm. An Elementalist's most direct power is simple in concept and devastating in practice — hurling fire, stone, ice, or lightning at a target the way another caster might hurl a curse. A spear of raw element, a hail of falling stone, a sphere of conjured blizzard: each spell channels a different face of the same underlying respect for what the elements can do when provoked.

The elements worn like armor. Just as often, an Elementalist turns that same power toward protection rather than harm — wrapping an ally in a cushion of compressed air, coating a blade in living venom drawn from wood, granting wings of gleaming metal pulled from raw earth. The elements make surprisingly good armor, once you know how to ask them.

Ground that answers to a different master. Some of the most unsettling Elementalist workings reshape the battlefield itself — ground that lurches and buckles underfoot, stone walls that rise where none stood a moment before, ice that spreads and swallows movement. An Elementalist rarely needs to win a fight outright when they can simply make the terrain itself fight for them.

A gentler use of the same gift. Not every spell is meant to harm. An Elementalist can call on wood and water to knit wounds shut over time, purify tainted earth or poisoned water, or lend the smallest, quietest favors — a boosted grip while climbing, a staff conjured from bare stone, a meal warmed without a fire. Even destruction has its opposite in this Discipline, and most Elementalists reach for it just as often as the alternative.

When something needs to simply stop existing. At the harder edge of the craft sit spells built to break things outright — stone shattered, a shield reduced to scrap, a weapon's edge dulled to nothing. These are used sparingly, and usually only when whatever's being destroyed has already proven it needs to be.

Underneath all of it sits the oldest and most personal risk of the craft: balance. An Elementalist who quietly favors one element over the others, without ever admitting it to themselves, risks tipping something in the world itself out of true — a danger real enough that Elementalists have a name for the correction, tithing a coin of precious orichalcum back to whichever element they've slighted, the same way they'd apologize to a friend they'd wronged. It's a strange thing to think about: that a single caster's private preferences could nudge the balance of reality even slightly, and that the fix for it is as simple, and as sincere, as an honest apology.

Communion, Not Command

Where a Nethermancer treats summoning as a career built on judgment and risk, an Elementalist treats it as something closer to diplomacy. Every elemental spirit they call on is a distinct personality with its own temperament, its own grudges, and its own reasons for helping or refusing — fire spirits burn with passion and never lie, but punish the weak-willed who can't control what they've called; water spirits shift and contradict themselves endlessly; wood spirits are the hardest bargainers of all, rarely helping without a promise owed in return; earth spirits answer only to deep, patient meditation, on their own timeline and no one else's.

An Elementalist doesn't compel a spirit so much as convince it — learning its native tongue well enough to hold a real conversation, holding it in place through will and concentration when it needs to be stopped rather than spoken with, or calling one to their side with an offer it finds genuinely worth accepting. Every elemental summoned or bound owes something to the balance of the world it came from, which is exactly why careless summoning is the fastest way for an Elementalist to find themselves tithing an apology back to the very element they meant to command.