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Game Rule Information
Elemental mages have the following game statistics.
Abilities: Intelligence determines how powerful a spell an elemental mage casts, how many bonus spells he gains per day, and the difficulty of resisting those spells. To cast a spell, an elemental mage must have an Intelligence score of at least 10 + the spell's level. An elemental mage gets bonus spells based on Intelligence, and saving throws against his spells are at a DC equal to 10 + the spell's level + the elemental mage's Intelligence modifier. Like other spellcasters, elemental mages benefit from high Dexterity and Constitution scores.
Starting Money: 3d4 x 10 gp
Hit Die: d4
The elemental mage's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
All of the following are class features of the elementalist.
Weapon and Armor Proficiency: Elemental mages are proficient with all simple weapons, but not with armor, nor with any type of shield. Armor of any type interferes with an elemental mage's arcane gestures, possibly causing the spell to fail. Like wizards, elemental mages keep a book of spells. They gain additional spells for their book exactly as wizards do and may add any sorcerer/wizard spell to their books. They use the same rules as wizards for preparing spells and adding more spells to their book.
Spells: Elemental mages cast arcane spells in a manner similar to wizards. They may only cast a certain number of spells per level per day, and those spells must be prepared from their spellbook. The number of spells an elementalist is allowed to cast per day is determined by his level (see the elemental mage advancement table) and his Intelligence score. An elemental mage may choose to use a higher-level spell slot to prepare a lower-level spell, in the same manner as a wizard (the spell is treated as its actual level, not that of the slot used). To cast a spell, an elemental mage must have an Intelligence score of at least 10 + the spell's level. The Difficulty Class for saves against elementalist spells is equal to 10 + the spell's level + the elemental mage's Intelligence modifier.
Elemental Mastery: At 1st level, the elemental mage selects of the elemental mastery packages from the list. Each list includes a set of elemental spells, one for each spell level. The elementalist automatically gains these spells in his books when he gains the minimum level necessary to use spells from a specific level. In addition, an elemental mage may prepare his elemental spells in addition to his normal allotment of spells. For example, a 7th-level elemental mage can prepare 0 to 4th-level spells. In addition to his normal allotment of spells, he may prepare his 0, 1st, 2nd, 3rd, and 4th-level elemental spells.
Air: The masters of wind, weather, and other atmospheric forces, air mages command their elemental powers to flatten their enemies, lift them aloft in the air, and ward away enemies. In addition to their elemental spells, air mages can call upon air elementals to save them from falling to their death. At 1st level, an air mage may ignore the first 20 ft. of a fall when determining how much damage they take from a fall. This increases to 40 ft. at 5th level, 60 ft. at 10th level, 80 ft. at 15th level, and 100 ft. at 20th level. This is a supernatural ability that the air mage may use as often as he wishes.
|Level||Air Elemental Spell|
|9||Elemental swarm (air elementals only)|
Earth: The friend and ally of stone and earth, these elementalists are as tough, durable, and reliable as the ground they study. Earth elemental mages draw upon the power of the soil to heal their wounds and refresh their bodies. Once per day, an elemental mage may heal himself of up to twice his level in damage by drawing on the earth's ambient energy. The elementalist must be able to touch the ground in order to use this ability. Healing counts as a standard action that draws an attack of opportunity. In addition, the earth mage gainst both flesh to stone and stone to flesh as bonus 6th-level spells and freedom and imprisonment as bonus 9th-level spells. Each day, he may choose one of the two to prepare as his bonus spells.
|Level||Earth Elemental Spell|
|2||Soften earth and stone|
|5||Wall of stone|
|6||Flesh to stone/Stone to flesh|
Fire: Fire and heat are this elemental mage's closest allies. While others wilt under intense heat, the fire elementalist would feel at home in a boiling cauldron. As a supernatural ability, fire elemental mages gain fire resistance equal to their level in this class.
|Level||Fire Elemental Spell|
|4||Wall of fire|
|5||Summon monster V (Medium-size fire elemental)|
|7||[[[Delayed blast fireball|
|9||Elemental swarm (fire elementals only)|
Water: Commonly known as hydromancers, these spellcasters learn to control the ebb and flow of elemental water. At 1st level, they gain the ability to easily move through water. They gain a swim speed equal to their walking movement rate. Note that the water elementalist need never make Swim skill checks, as is normal for all creatures with a swim movement mode. At 5th level, the water elementalist gains darkvision with a range of 60 ft. while submerged beneath water. At 10th level, he gains the ability to breathe water as a supernatural ability that is always in effect. At 15th level, a hydromancer can imbue up to five other creatures with his water breathing ability. This effect lasts for as long as the hydromancer decides to maintain the enchantment. He may break it at will as a free action in order to bestow water breathing on to a different target. The hydromancer must touch his target to grant it water breathing, but need not see or touch a target to remove this ability. At 20th level, the hydromancer can speak with all fish, whales, and other creatures native to aquatic environments.
|Level||Water Elemental Spell|
|5||Cone of cold|
|9||Elemental swarm (water elementals only)|
In addition to the specific abilities listed for each elemental sub-type, all elementalists have the ability to banish elementals of their chosen type back to their native plane. Once per day, the elemental mage may use his force of personality to drive away elemental creatures in a manner similar to how a cleric turns undead. The elemental mage makes a Charisma check to see the maximum hit die of creature he can affect, then rolls to determine how many hit dice worth of creatures fall under the influence of this ability. Destroyed elemental creatures are not killed but immediately return to their native plane. An elemental mage can use this ability against any elemental whose sub-type matches the elemental type of his mastery class feature.
At every level divisible by four, the elemental mage gains an additional daily use of this ability.
Elemental Familiar: An elemental mage's familiar is a small creature native to the elemental plane that corresponds to the caster's elemental mastery ability. At 3rd level, the elemental mage gains the services of a small elemental appropriate to his specialty. At 5th level, his elemental expands to Medium-size, while at 10th level it becomes Large. At 15th level, the elemental mage's familiar becomes a Huge elemental. Finally, at 20th level the elemental mage's familiar becomes a greater elemental.
An elemental mage must complete a ritual requiring 100 gp per the elemental's hit dice and two days of work and preparation. After completing these requirements, the elemental mage gains the services of his familiar. If the familiar is destroyed, the elemental mage must wait a year and a day to summon a new one. If the elemental mage gains the services of a more powerful familiar, his current one immedately grows and changes to attain its new size and form.
An elemental mage may only summon and bind an elemental appropriate to his specialization. A fire elemental mage gains a fire elemental as a familiar, for example.