Magic-users of this craft are masters at dealing with the elemental forces of nature. Through their career they learn to protect themselves from elementals, to conjure and control elementals. Finally, the High Master gains the ability to enter or leave an outer plane and become an elemental creature.
There are four Academies of the Element (Air, Fire, Water and Earth), which are rival orders. Elementalists much choose an academy to learn their craft. There are four High Masters of the Elements, one for each academy. Elementalist only deal with their chosen element; they can only speak the language of elementals of their academy. Their abilities take 1d4 rounds to take effect.
Elementalists are taught the following spells at the appropriate levels: Dispel Magic, Pro from Evil 10 ft Radius, and Conjure Elemental. Depending on their academy, they also learn the following spells:
Fire: Fireball, Wall of Fire
Water: Water Breathing, lower Water
Earth: Wall of Stone, Move Earth
Air: Fly, Weather Control
These spells are taught only when the elementalist has learned all the abilities in the circle corresponding to his level. Elves should be allowed to cast these spells despite their normal level limitation. Use their attack ranks as described in this chapters introduction to find when they learn these spells.
Protection from Elements. (First Circle): The elementalists of the First Circle can protect themselves from the natural element of their academy. The exact effects are described below, according to each academy.
Fire: Disciples suffer only half damage from all fire-related attacks (spells, dragon breath, high temperatures, fire clementals, etc). They can walk up to 90 feet or up to 3 rounds whichever comes first over lava.
Water: Disciples suffer only half damage from all water-related attacks (waves, water clementals, ice blocks or snow). They can walk up to 90 feet or up to 3 founds whichever comes first over water.
Earth: Disciples suffer only half damage from falling rocks, stone projectiles, and earth elementals. They can move up to 90 feet or up to 3 rounds whichever comes first over quicksand, mud or crumbling stone ledges.
Air: Disciples suffer only half damage from air related items (high winds, sand storms, whirlwinds, of air elementals). They can walk on clouds or climb smoke up to 90 feet or up to 3 rounds whichever comes first.
Minor Conjuration (Second Circle): The elementalist may conjure 1d4 elementals of his academy by concentrating. Summoned clementals have a number of hit dice equal to or less than that of the elementalist. These creatures remain under the elementalist’s control. He cannot control more Hit Dice of elementals than he has levels. Excess elementals are automatically hostile to the conjurer.
He can give a series of orders of any level of complexity, and the elemental(s) will execute them to the best of its abilities and knowledge, without trying to distort the intent of the orders. The elementalist does not need to concentrate to keep control of the creature. The control over the elemental lasts one day per level of the elementalist, or until dispelled, or until the mission is accomplished, whichever occurs first. At the end of the control, the elemental returns to its plane.
A roll of 0 1 causes a 16 HD elemental of the opposing plane to come instead of the expected one. It is automatically hostile to the elementalist (water is opposed to earth, air is opposed to fire). An elementalist can always cast a dispel magic or dispel evil to force an unfriendly elemental back to its plane.
Major Conjuration (Third Circle): This allows the elementalist to conjure and control any creature native to the elemental plane of his academy: a Master of Air could conjure a djinni, a Master of Fire could conjure an efreeti, a Master of Earth a kryst, and a Master of Water an undine. The ability is otherwise similar to the minor conjuration.
The origins of monsters from outer planes are explained in the Monster List #2 of the Companion and Master DM rules. With a roll of 01, the creature(s) conjured automatically become hostile to the elementalist.
Full Elemental Control (Fourth Circle): The disciple controls non-living matter corresponding to his academy. He can shape and move it for one round per level of experience. The animated matter fights as a 12 or 16 HD elemental, depending on the disciple’s level, as above. By concentrating, he can make the matter attack anything within the area of effect. He can move at 20′ per round maximum with the effect following him, or walk out of the affected area at normal speed (no more than 30′ away from the affected area).
Master of Air: The master causes winds to stop or blow as a hurricane within a four foot radius per exp. level. The air deflects nonmagical missiles or carries the master at 360′ per round. The master is immune to high winds.
Master of Water: The master causes water to be still or rough as a storm in a radius equal to three feet times his experience level. He can breathe water as if it were air, and swim regardless of currents or whirlpools.
Master of Fire: The master extinguishes a fire or causes one to fill the area of effect (two foot radius per experience level). The master can build walls of fire or resist to any sort of heat, either magical of natural.
Master of the Earth: The master can shape stone or earthen matter at will within a one foot radius per experience level. His creations have the statistics of any elemental he could conjure. The master is immune to crushing damage from falling stones or lava bums.
A roll of 0 1 causes the affected area to go out of control, Anything inside automatically suffers full damage from one attack each round until it moves out of the affected area. Anything still inside the area at the end of the duration is utterly destroyed. The disciple suffers great trauma which permanently reduces all future elementalist ability checks 10%.
Metamorphosis (Fifth Circle): The High Master can actually become an elemental of his academy, with a number of Hit Dice equivalent to his level. He retains the use of spells and magical items, and gains all abilities and statistics of his elemental form, whichever are the best. In addition, he can freely enter or leave his elemental plane.
A roll of 0 1 causes an elemental ruler to seek out the High Master and put an end to his disturbing activities. He may leave, but the elemental ruler will seek to corner him every time he enters his plane. The High Master may fight; if defeated, he dies by being crushed or disintegrated. If he wins, the High Master then gains the ability to turn into a 41 HD elemental ruler (but only in the elemental plane). Each new level he gains adds two HD to his elemental ruler form. Out of the plane, the High Master only has his normal elemental form (not that of the ruler).