Using ElementsUp to once per round as a free action, an elemental magic user, or elemancer, can call elements from the aether around them. It is impossible to know which elements will be generated in this way - this is represented by rolling a number of d4 (for instance, 4, for a 1st-level Elementalist). Each 1 rolled represents air, each 2 is earth, each 3 is fire, and each 4 is water. The order of the results doesn't matter. Thus, for instance, the elemancer could end up with a result of EFWW, meaning 0 air elements, 1 earth element, 1 fire, and 2 water. During that round, she can use any elements she has in order to cast elemental magic effects, called formulas. For instance, if she knows the formula
Viscous Slime (with component elements EWW) on the round that she rolls EFWW, she could cast that formula, typically as a standard action.
Just before the start of her next turn, all unspent elements - in this case a single F element - are lost, so she must roll new elements each round in order to cast new formulas. She can also use her unspent elements to cast swift-action or immediate-action formulas if she knows any. Formulas with a production time of 1 full round or longer use the formulas that the elemancer had access to on the turn they began casting them.
An elemancer can roll elements in this way a number of times per day equal to 5 + her elemancer level + her primary modifier (Wisdom for Elementalists, Charisma for Alchemagi and Elemental Blades, and Intelligence for Chemoturges).
As an elemancer gains levels, the number of dice she rolls when generating elements increases. Since higher-level formulas require increasingly uncommon combinations of elements, this allows her to cast more powerful effects with increasing reliability as she gains class levels. The dice progressions differ by class, and are given both in the class entries and in the table below:
Table: Dice Progression By Class |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Elementalist | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 8 | 8 | 8 | 9 | 9 | 9 | 9 | 9 |
| Alchemagus | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 7 | 7 | 7 | 8 | 8 | 8 | 8 | 8 |
| Elemental Blade | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 7 |
| Chemoturge | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 8 | 8 | 8 | 8 | 8 |
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A 20th-level Elementalist rolls 9d4 each turn, so she might roll something like AAAEEFFWW. In this case, she could still cast
Viscous Slime if she knows it (her other 6 elements would be wasted), but it would usually be far more useful to cast a high-level formula like
Creation (AAEEFFWW).
FormulasFormulas are spell-like abilities whose levels range from 0 to 7. Unlike other spell-like abilities, they require verbal and somatic components to marshal the elements into the correct configuration unless specified otherwise in the reaction description. Casting a formula generally provokes attacks of opportunity, though an elemancer who is threatened can cast a formula defensively to avoid this with a Concentration check (DC 15 + formula level). The DC for a formula is 10 + the formula level + the elemancer's primary modifier.
The list of formulas can be found here.Unlike spellcasters, elemancers don't learn their formulas according to any fixed progression. Instead, elemancers learn any 6 formulas at level 1, and then an additional formula at every subsequent level. Their chosen formulas may be of any level, as long as they never know more formulas of one level than they do of the level directly below it. For instance, an elemancer can have formulas known of levels 5/5/4 (5 0th and 1st level formulas, and 4 2nd-level formulas), but not 5/4/5. Formulas of level less than or equal to 1/3 elemancer level, rounded up, are called
basic formulas, while formulas of higher level are called
complex formulas. Typically, whenever an elemancer can learn a new formula, she can choose between learning 1 complex formula or 2 basic formulas (i.e. she chooses between learning a single, more powerful formula or 2 weaker ones).
For example, a 1st-level Elementalist can learn 6 complex formulas at level 1 or trade any of them for 2 basic formulas. At 1st level, 0th and 1st-level formulas are considered basic (1/3 rounded up is 1). Thus, she could, for instance, learn 3/3/3 - 3 formulas each of 0th, 1st, and 2nd level. Her 3 2nd-level formulas are complex, while her 6 other formulas are basic.
Formulas do not require any minimum elemancer level or ability score to cast. Thus, a 1st-level Elementalist, for instance, could even learn and cast the 7th-level formula
Tornado (AAAA), though the odds of her rolling the necessary combination of elements are 255:1. In this way, elemancers are constantly balancing risk and reward by choosing between learning lower-level but more reliable formulas and higher-level formulas that they may only rarely be able to cast.
Helpful Resources and BalanceFor new players and those wondering how the system is balanced, a section about those topics can be found
here. It includes:
- Tables with the probabilities of every formula for every number of dice
- An explanation of how and why the different combinations of elements got organized into 0th through 7th-level effects
- Different strategies for picking formulas of various levels, with example progressions
- A python script that can be run in the GUI to roll elements and tell you which formulas are available each round