2nd edition (1998): effective 1 V 2503
minor systems changes noted in italics
HTML version
The Elementalist ("Elist") uses the magic of Elementals ("Els"). To do so, he must first Activate an El of a particular Spell Class. He then Casts an Elementalist Spell of that Class which he has previously Bound and learnt. The El then produces the effect of the Spell, dependent on the incantation, power, and a limited amount of discretion on its part.
Elementals, together with their Druidic equivalents, are Spirits: the most junior of Higher Powers, who are concerned with the day-to-day running of the World. They are of the following Classes:
Spell Class |
Associated Symbol |
Associated Colour |
|
Earth |
|
Brown |
|
Air |
|
Sky Blue |
|
Fire |
|
Red |
|
Water |
|
Deep Blue |
|
Gravity |
|
Grey |
|
the Planes |
|
Black |
|
the Body |
|
Green |
|
the Mind |
|
Yellow |
|
the Senses |
|
Purple |
|
any of the above |
none |
none |
Els are of a Chaotic nature, but perform a Lawful role in the World, thus maintaining a Neutral balance. One of the Lawful rules to which they are subject is that their magical Powers are delegated to them subject to the condition that they must comply with the terms of the CODEX ELEMENTALIUM, as in force from time to time. The CODEX is written by the Demigod of Elementalist Magic, and prescribes the duties of Els to carry out the effects of Elementalist Spells.
Els vary in Elemental Level from 1 to 10. An El has the Power to produce the effect of any Elementalist Spell within its Class of a Spell Level less than or equal to its Elementalist Level. It does not cost the El SP or IST to produce Spells, because it is using its own magical Power, rather than using the magic of another. The Maximum Throw Els of a given Level can produce is as follows:
Spell Level |
Elemental Level |
||||||||||
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
||
11 |
1 |
50 |
60 |
70 |
80 |
100 |
120 |
140 |
160 |
180 |
200 |
13 |
2 |
X |
50 |
60 |
70 |
80 |
100 |
120 |
140 |
160 |
180 |
16 |
3 |
X |
X |
50 |
60 |
70 |
90 |
110 |
130 |
150 |
170 |
20 |
4 |
X |
X |
X |
50 |
60 |
80 |
100 |
120 |
140 |
160 |
25 |
5 |
X |
X |
X |
X |
50 |
70 |
90 |
110 |
130 |
150 |
31 |
6 |
X |
X |
X |
X |
X |
60 |
80 |
100 |
120 |
140 |
38 |
7 |
X |
X |
X |
X |
X |
X |
70 |
90 |
110 |
130 |
46 |
8 |
X |
X |
X |
X |
X |
X |
X |
80 |
100 |
120 |
55 |
9 |
X |
X |
X |
X |
X |
X |
X |
X |
90 |
110 |
65 |
10 |
X |
X |
X |
X |
X |
X |
X |
X |
X |
100 |
X = El cannot produce Spells of that Level
No. = Maximum Throw El can produce on a Spell of that Level
Success Throw (in the left-most column) is the usual Throw required for a Spell of that Level to Succeed. For the actual Throw required for a particular Spell to Succeed, see its Spell Specification. Typical effects brackets are given in the table in 5.5 below.
Els and Spells of over 10th Level are not available.
No El will produce a Spell effect unless it has first been Activated. Elemental Activation is a Summoning procedure learnt during Elementalist IBT. Each El must be Activated separately. The cost of doing so, in both SP and seconds of incantation in Old Speech, is:
Activation cost = (Elemental Level) * (Duration) * n to Activate the nth El
Duration is the number of sequential 6 hour periods for which the El will be Activated. Extension Spells cannot be used to extend it. If an El is Activated of the same Class and Level as one already Activated, that same El will be re-Activated (without the cost for Activating one more El), so extending its Duration.
An El needs to be Activated to Cast a Spell or to extend Duration of a Spell by an Extension Spell. It does not need to be Activated throughout the Duration of a Spell, unless the Caster has the ability to change the Spell Effect (usually by concentration). If the El ceases to be Activated before the Duration has expired, the Spell Effect will continue, but the Caster will lose the ability to change it (exception: if concentration is required to maintain the Spell Effect, then it will terminate on the El ceasing to be Activated). Essentially Activation is required for the Caster to give instructions to the El, but not for the El to continue performing its duties. (This is a ruling on a point previously undefined.)
A specific El may be Activated by using its True Name (if known) in the Level part of the Incantation. Otherwise the nearest El of the specified Level will usually be Activated.
Actions and Materials are required for Activation as follows:
El Class |
Actions |
Materials |
Earth |
Sketch Associated Symbol in the earth |
Earth |
Air |
Sketch Associated Symbol in the air |
Air |
Fire |
Sketch Associated Symbol with the flame |
Fire |
Water |
Sketch Associated Symbol in the water |
Water |
Gravity |
Drop the object |
any object |
the Planes |
Sketch Symbols of Planes for which Spells Bound |
none |
the Body |
Sketch Associated Symbol in blood |
blood |
the Mind |
Touch the head (or wherever ones mind is!) |
ones own mind |
the Senses |
Touch ones own eyes / ears / fingers / nose / tongue (as applicable for Spells Bound) |
ones own eyes / ears / fingers / nose / tongue (as applicable for Spells Bound) |
General |
N/A - only Els of specific Classes may be Activated |
The Symbols of the Planes (with alternate forms) are:
Real Plane |
|
|
Ethereal Plane |
|
|
Astral Plane |
|
|
to Activate for Conference |
|
|
If an El is Activated with insufficient SP, Incantation time, Actions or Materials, all Spells produced by that El will be ratioed by:
(Activation Done) / (Activation Required)
If an El is Activated with any IST, all Spells produced by that El will be ratioed by:
(IST recovered) / (IST to be recovered since last Spell)
even after the IST has been recovered.
NB In previous versions of this system, the first formula above also applied to IST. This formula clarifies how that should have worked.
Any Activated Elemental may be Dismissed (i.e. its Activation terminated) at any time during its Duration by an Incantation taking the same time, actions and materials, but no SP. Al Elist might want to do this in order to Activate another El without the extra cost for the El already Activated, or in order to Activate a higher level El to cast higher level Spells within a Spell Class without the minus for multiple Activation (see below).
NB Dismissal did not appear in previous versions of this system, but has been allowed in practice.
Any Activated Elemental may be Summoned into Conference by a further Incantation taking the same SP, time, actions and materials. There must be no insufficiency in any of these, or any outstanding IST. Conference makes the El visible to the Elist, and allows them to converse.
Duration is the number of sequential 1 hour periods (changed from 1/10 days) for which the El will be in Conference. Extension Spells cannot be used to extend it. The Conference may be terminated by a 1 second incantation ("Word of Termination"), costing no SP. Any danger to the El also allows it to terminate the Conference.
The purpose of Conference is to Bind Elementalist Spells. Els can only discuss and Bind Spells they are capable of performing. Els will usually refuse to discuss anything else, and may well refuse even to discuss Binding a Spell if it becomes apparent the Elementalist is not seriously considering Binding it. It is wise to terminate the Conference as soon as the Binding is finished, or the Elementalist has decided not to Bind a Spell from the El. Otherwise the El will be resentful. Els are not allowed to harm the Elementalists who Activate them, but can exercise their discretion to give a low Spell Roll.
Elementalist Spells are divided into Spell Classes (see the 1st table in 2. above) and graded by Spell Level ("SL"). A Spell must be Bound and learnt before it can be cast. There are no standard lists of Elementalist Spells as such. Els are consistent in the Spells they will offer for Binding, and Elementalist Spell Lists have been compiled by scholars (such as in the Academia Magicae Valdrensis of the Valdrean Empire) from Spells commonly Bound. But whilst written copies of Spells may be obtained from such sources (or from other Elists), learning them will only use up SLL without allowing the Spell to be cast (because the CODEX prescribes Binding as an essential prerequisite for casting).
Spells are Bound in Conference (see 3.3 above).
Each Spell Bound may be individually negotiated and customised by the Elist in Conference with the El with no penalty for variations from the standard Spell Specification the El will first offer (though the variations will be balanced against the standard Specification), or for binding a novel Spell for which no specification yet exists.
Binding is a pure formality. It usually involves the El dictating the Spell for the Elist to write down (though Charmer Els, for example, may imprint it ready for learning in the Elists mind). It is wise to have writing materials handy.
Spells (even standard Specifications) are personal to the Elist who has Bound them, and cannot effectively be transferred to another Elist (see 4. above). Nor is there any guarantee that another Elist will be permitted to Bind a Spell of the same specification.
Once Bound, the Spell must be learnt before it can be cast. The typical Usual Learning Time ("ULT") of a straightforward Elementalist Spell is:
ULT = (Spell Level) * 25 hours
The exact ULT for a specific Elementalist Spell will be stated in its Spell Specification. If insufficient learning time has been spent, ratio all Throws on that Spell by:
(learning completed) / (learning required)
Each Elementalist Spell learnt counts as (Spell Level) Spell Learning Levels ("SLL"), e.g. a L5 Spell counts as 5SLL. If only partly learnt, it counts as the proportionate number of SLL. Unfilled and overlearnt SLL give pluses or minuses on all Elist Spells as per 5.3.3 below.
The final Spell Throw ("T") of an Elist Spell is determined by taking the Spell Roll ("R") on 3d6, adding the pluses on the Spell ("+s"), applying any ratios to T, and then deducting any minuses on the Spell ("-s").
Spell Throw ("T") = ((R + (pluses)) / (ratios) ) + (minuses)
T cannot exceed the Maximum Throw of which the Activated El is capable (see the 2nd table in 2. above).
Spell Roll ("R") = 3d6 (RUD)
R represents the Els element of discretion in producing Spell Effects. It must be in the range of 1 to 20 (inclusive), and the 3d6 rolling up or down on 18 or 3 represent the average spread of results Els are supposed to give. However, Els are of a Chaotic nature, and R can therefore be affected by subjective factors, despite these Lawful constraints. Elists are therefore advised to treat their Els well.
If, for example, an Elist has a good relationship with a particular El, whom he Activates by True Name and who tends to give him +1 on R, this is simulated by modifying R within the range 1 to 20. Although this is a distinction which makes no difference for pluses to R (given the next rule below), it can make a difference if an El gives a minus to R, which will be applied before any ratios to T, unlike a minus to T.
If R is rolled up or down to 20 or 1, continue rolling up or down, as Els are actually capable of violating this restriction of the CODEX.
Calculate an Elists Base Plus on each Elist Spell he has learned as follows.
ElL gives +ElL (FRD) on all Elementalist Spells.
ElL is the basic measure of an Elists proficiency at Elementalist Magic-Using. Non-Elists have ElL 0. ElL 1 is gained by completing Elementalist Initial Basic Training ("IBT"). ElL above 1 is gained by earning Elementalist Experience. Continuous Level Advancement ("CLA") applies, in that the exact ElL (usually expressed to 4 decimal places) is used in all calculations involving ElL. However, as ElL only gives +ElL on Spells, the exact ElL only matters for calculating MUL (for SP and SLL).
Chars give +s or -s on Elementalist Spells as follows:
Where applicable, the above +s are cumulative (e.g. ChMods/2 [In], [Dx(M)], [Sg] and [Hr] all apply on an Audio-Visual Illusion). But they are applied separately (so any -s are applied after ratios).
Each 5 Unfilled Spell Levels ("USL"), FRD (i.e. SLL available but not learnt) give +1 on all Elementalist Spells.
Each 2 Overlearnt Spell Levels, FRU (i.e. SLL learnt in excess of those available) give -1 on all Elementalist Spells.
Fluency in Old Speech gives + (Spell Level) on all Elist Spells.
Part fluency gives +s as follows:
SL/LP |
10 |
20 (K) |
30 |
40 |
50 |
60 |
70 |
80 |
90 |
100 (F) |
1 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+1 |
2 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+1 |
+2 |
3 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+1 |
+2 |
+3 |
4 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+1 |
+2 |
+3 |
+4 |
5 |
+0 |
+0 |
+0 |
+0 |
+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
6 |
+0 |
+0 |
+0 |
+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
7 |
+0 |
+0 |
+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
8 |
+0 |
+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
9 |
+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
10 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10 |
SL/LP = Spell Level is in left-hand column / Language Points towards Know & Fluency are in the top row.
The above +s for part fluency are new in this version of the system, but have precedent in practice.
Experience +s are always awarded at the DM's discretion, subject to the following guidelines:
A "successful cast" involves the successful and useful casting of the Spell to produce an Effect, and the Elist's realisation of this.
"Stress conditions" will usually involve a risk of death or other harm. A Dungeon expedition is inherently stressful. "Non-stress conditions" are the absence of stress conditions, but the DM may ignore some non-stress conditions as not being worth +s (eg casting Magic Missile at inanimate targets will not give you lots of +s on Magic Missile). The test is the same as for the awarding of experience towards ElL.
All +s are immediately effective to give Bonuses on Spells. However, the DM may need to exercise discretion in communicating individual +s to Players, as this may reveal information unknown to the Character (e.g. to award +0.1 when a Magic Item is not detected with Detect Magic under stress conditions is a bit of a giveaway!).
The +s earned on each Spell do not count directly towards Throw. Early +s count for more, and later ones for less. The calculation is made by the CharSpec Elist worksheet, using the CHMOD.XLS El Exp +s worksheet, on the following basis:
Note that Bonuses of less than +1 on a Spell are disregarded until a whole +1 is gained.
Experience -s count permanently as full -s on the Spell, rather than simply reducing the experience +s gained.
Calculate an Elists Casting Plus on each Casting of an Elist Spell as follows.
The base cost of an Elist Spell = (2 * (Spell Level)) + 2 SP
As with all Magic-Using, Spell Points are expended by mental and physical effort put into Casting.
Extra SP give +n on the Spell for ((n+1)(n+2))/2 SP expended over base cost: i.e.
+ on Spell |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10 |
+11 |
+12 |
+13 |
+14 |
+15 |
etc. |
Extra SP |
3 |
6 |
10 |
15 |
21 |
28 |
36 |
45 |
55 |
66 |
78 |
91 |
105 |
120 |
136 |
etc. |
Reducing SP below base cost gives a ratio to T of (SP used) / (SP required).
The Incantation for each Spell is in Old Speech, and is learnt with the Spell (even if the Elist has learnt no other Old Speech). The Incantation must be clearly declaimed (unless cast by thought or reflex). Silence Spells and like effects which prevent the Incantation being heard do not affect Casting, provided the Elist has clearly declaimed the Incantation before such effects are applied.
The base casting time of a non-Word Elist Spell = (Spell Level) + 1 seconds.
Word Spells have a base casting time of 1 sec.
Extra casting time gives -n(n+1)/2 to the Spell for n extra sec.
Reduced casting time gives -n to the Spell for n less sec., down to 1 sec, and then a ratio of the fraction of 1 sec. taken. E.g. a L2 Spell has a base casting time of 3 sec, so to cast it in 1/4 sec gives -2 and a ratio of 1/4.
Casting in £ 1/4 sec is as a Thought Spell.
Casting in £ 1/10 sec is as a Reflex Spell.
Most Spell Specifications require certain actions. The Actions for Elist Spells usually involve rapid, fairly intricate arm movements, mirroring the Incantation with a visual representation for the El of what is required.
There are no Actions for Word Spells.
Non-Word Spells may be cast as pure Action Spells, at a ratio to T of 1/2. Incantation is by thought only, and casting time must be at least 1 sec (with doubled -s for extra / reduced casting time).
Non-Word Spells may be cast one-handed, at a ratio to T of 2/3.
Non-Word Spells cast in < 1 sec require finger movements only for Actions. Note that Casting a non-Word Spell in 1 sec is not Casting it as a Word Spell: Actions are still required.
Non-Word Spells cast in £ 1/2 sec require no Actions.
If Actions are required but omitted, ratio T by (Actions used) / (Actions required).
Most Spell Specifications require certain materials. Materials are usually included to give the El something to work on (e.g. a flame for Fire Spells). In some cases the materials are essential, and the Spell cannot therefore be Cast without them (e.g. Flesh / Stone requires flesh or stone).
Spells cast in £ 1/2 sec require no Materials, unless they are essential.
If Materials are required but omitted, ratio T by (Materials used) / (Materials required).
Each second of outstanding IST gives -1 to the Spell.
The variable parameters of each Spell are listed in its Specification. If no variation of the parameter is specified, the Spell will have the standard parameter given, where the variable = 1. Except where specified otherwise, the minuses for varying parameters are applied to T. FRU on all variable parameters, e.g. if the Radius parameter is:
10r ft -r(r+1)/2
to cast the Spell with a 35 ft radius, r = 4, giving -10 to T.
Parameters are varied by inflexions to the Old Speech of the Incantation.
For each SP Use Break Point, the Elist takes -1 on all Elist Spells.
E.g. if he falls below 1/4 of his SP total, he takes -2 on Spells.
For each Fatigue Break Point, the Elist takes -1 on all Elist Spells.
If multiple Els are Activated who could produce the Spell, it is produced by the lowest level such El, unless it cannot produce the T that would be obtained with R=10. If there are more than one Els still eligible, the most senior El of that Class present decides which produces the Spell. A specific El can be compelled to produce a Spell by prefixing the Incantation with its True Name.
If other Els are Activated who could have produced the Spell, there is a minus equal to the total levels of those Els. This minus is not avoided by using a True Name. It does not apply to Generalist Spells (NB This rule did not appear in previous versions of this system, but was operated in practice).
See the Specification for the Spell for the Effect of T. Each Spell has a range of results for T which give one of:
Individual Spell Specifications vary, and some Spell Classes or types of Spells tend to have higher or lower effects brackets, but typical ranges of results are as follows (a T of less than the Insanity range is a Death result):
Level 1 Spells | Level 2 Spells | Level 3 Spells | |||
-4 to 5 | Insanity | -2 to 7 | Insanity | -1 to 8 | Insanity |
6 to 7 | Blowback | 8 to 9 | Blowback | 9 to 11 | Blowback |
8 to 10 | No Effect | 10 to 12 | No Effect | 12 to 15 | No Effect |
³ 11 | Effect | ³ 13 | Effect | ³ 16 | Effect |
Level 4 Spells | Level 5 Spells | Level 6 Spells | |||
3 to 12 | Insanity | 8 to 17 | Insanity | 12 to 21 | Insanity |
13 to 15 | Blowback | 18 to 20 | Blowback | 22 to 25 | Blowback |
16 to 19 | No Effect | 21 to 24 | No Effect | 26 to 30 | No Effect |
³ 20 | Effect | ³ 25 | Effect | ³ 31 | Effect |
Level 7 Spells | Level 8 Spells | Level 9 Spells | |||
19 to 28 | Insanity | 27 to 36 | Insanity | 36 to 45 | Insanity |
29 to 32 | Blowback | 37 to 40 | Blowback | 46 to 49 | Blowback |
33 to 37 | No Effect | 41 to 45 | No Effect | 50 to 54 | No Effect |
³ 38 | Effect | ³ 46 | Effect | ³ 55 | Effect |
For each Insanity result suffered on a Spell, the Caster suffers the following effects, dependent on how far the Throw achieved is into the Insanity bracket of results in the Spell Specification ("I"). For example, the Insanity bracket on Sleep is -4 to 5. If the Caster achieves a T of 4, I = 2.
I |
Minus on Spell |
Temporary minus on all Spells |
Permanent minus on all Spells |
Insanity effect (see the Madness System) |
1 |
-2 |
-1 |
0 |
Enter Level of Madness 1 |
2 |
-2 |
-2 |
-1 |
Enter Level of Madness 2 |
3 |
-3 |
-3 |
-2 |
Enter Level of Madness 3 |
4 |
-3 |
-4 |
-2 |
Enter Level of Madness 4 |
5 |
-4 |
-5 |
-3 |
Enter Level of Madness 5 |
6 |
-4 |
-6 |
-3 |
Enter Level of Madness 6 |
7 |
-5 |
-7 |
-3 |
Enter Level of Madness 7 |
8 |
-5 |
-8 |
-4 |
Enter Level of Madness 8 |
9 |
-6 |
-9 |
-5 |
Enter Level of Madness 9 |
10 |
n/a |
n/a |
n/a |
Enter Level of Madness 10 = Physical Death (no saving throw) |
All Insanity minuses are cumulative. Temporary minuses last whilst the Elementalist is still at that Level of Madness. For further details of Insanity effects, see the Madness System.
If the Throw achieved is below the Insanity bracket of results in the Spell Specification, the Caster suffers immediate physical and mental death, with no possibility of a saving throw, Final Appeal or other reflex action.
Els will usually offer for Binding Pure Counterspells as Generalist Spells of any Spell Level from 1 to 10, but the Elist must choose the Spell Level at which to Bind the Counterspell. Counterspells may be Bound as normal or Word Spells. They will succeed on the usual Success Throw for Spells of their level, with:
Subtraction Effect = (T - ((usual Success Throw) - 2)) / 2 FRD
Protection Period is a variable parameter as follows:
1p sec -p(p-1)/2
Blowback multiplies the Effect of the offensive Spell against the caster by *2 or *3, depending on T.
Go to Elementalist Spell Lists (which include links to Spell Specifications)
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© P.R. Wild, 6 December 1998 - version 2.3 (Insanity effects conformed to Madness System 8 April 2000, Effects ranges added 18 June 2002)