Elementalism Spells

BlizzardSpell Cost: 5 (Cantrip) – Elementalism Roll Penalty: -5 – Endurance Cost: 5/Phase
This spell creates an area of intense cold and swirling snow. While the blizzard doesn’t injure anyone caught within it, it does chill and blind them.
Game Information Change Environment 16” radius, -3 Temperature Levels and -3 Sight Group PER Rolls, Multiple Combat Effects (45 Active Points); Extra Time (Full Phase to cast; -¼), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 16 points).
Chillblast / HeatblastSpell Cost: 5 (Cantrip) – Elementalism Roll Penalty: -5 – Endurance Cost: 5
This spell either creates an intense, powerful beam of “cold energy” or “heat energy” (Chosen when the spell is cast) that can injure people and damage objects. Affected targets appear to have been affected by intense natural cold or heat — flesh shows signs of severe frostbite/burning, objects seem to have been frozen/burned and shattered/desiccated, and so forth.
Game Information Energy Blast 8d6, Variable Special Effects (Heat or Cold) (+¼) (50 Active Points); Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 20 points). – Spell Cost: 7 points
Conjure ElementalSpell Cost: 7 (Ritual) – Elementalism Roll Penalty: -8 – Endurance Cost: 15
This ritual calls forth a being embodying one of the four Classical Elements: Air, Earth, Fire, Water. (Some wizards say they can conjure elementals of ice, shadow, or other substances, but most mages scoff at these claims.) The elemental is not under the control of the caster; he must compel or persuade it to serve him. For this reason a wise caster invokes a Warding (see below) before calling an elemental into being.
As part of the conjuration, the mage must provide the elemental with something it desires for it to “eat” as it manifests. Typically this means bottles of pure oxygen for an Air elemental, fine stone or gems for an Earth elemental, fine wood for a Fire elemental, and purest water for a Water elemental. However, not all spellcasters can afford such things and have to make do with whatever they can lay their hands on. At the GM’s option a particular “succulent” offering might give the caster an EGO Roll bonus in his contest with the elemental, while a “bland” or poor one might cause him to suffer a penalty. Also at the GM’s option, characters can try to summon an elemental with no materials at all, but this imposes a -3 penalty on both the Elementalism roll and the EGO Roll to control the demon after it arrives.
Game Information Summon one elemental built on up to 500 Character Points, Expanded Class (any Elemental; + ½) (150 Active Points); OAF Expendable (materials desirable to the elemental, Easy to obtain, see text; -1¼), Concentration (0 DCV throughout; -1), Extra Time (20 Minutes; -2½), Gestures (throughout; -½), Incantations (throughout; -½), Requires An Elementalism Roll (-1 per 20 Active Points; -¼), Requires A KS: Elementals Roll (At No Penalty; -¼). (Real cost: 21 points).
ExtinguishSpell Cost: 6 (Cantrip) – Elementalism Roll Penalty: -5 – Endurance Cost: 5
This cantrip extinguishes fires both mundane and magical, snuffing them out instantly. For fire spells and powers possessed by characters, use the Active Points in the power to determine whether the Dispel works.
At the GM’s option, separate fires caused by a character’s power may also use this rule, instead of the one for natural fires. For natural fires, if a fire fills one hex or less, use its Active Points (typically for an RKA, Continuous) to determine whether the Dispel works (see pages 444-45 of The HERO System 5th Edition, Revised for suggested damage ranges for fires). If it fills more than one hex, the character can either extinguish it one hex at a time, or in larger “pieces.” To determine the Active Points for a multi-hex fire, apply an appropriate Advantage (Area Of Effect, typically) to the Powers used to create the fire.
Extinguishing a fire doesn’t get rid of the smoke it generated, or reverse any effects it may already have caused (like heating an area or weakening the structure of a building).
Game Information Dispel 12d6, any Fire-based power one at a time (+ ¼) (45 Active Points); Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 18 points).
FireballSpell Cost: 8 (Cantrip) – Elementalism Roll Penalty: -6 – Endurance Cost: 6
A favorite of many wizards, this cantrip projects a tendril of fire from the caster’s hand toward the target area. As it travels it becomes larger, and when it hits the target area it explodes in a deadly flash of flame.
Game Information RKA 2½d6, Explosion (+ ½) (60 Active Points); Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 24 points). – Spell Cost: 8 points.
FiredartSpell Cost: 5 (Cantrip) – Elementalism Roll Penalty: -4 – Endurance Cost: 4
This spell creates a “beam” of fire that blasts the caster’s target. At the GM’s option it may set flammable objects on fire; if so, the chance depends on how flammable they are.
Game Information (Cantrip)
RKA 2½d6 (40 Active Points); Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 16 points). Spell Cost:* 5 points.
IgniteSpell Cost: 2 (Cantrip) – Elementalism Roll Penalty: -2 – Endurance Cost: 0
One of the first spells learned by most mages, Ignite sets a flammable object on fire. Typically it’s just used to light candles and such, but it does have combat applications (such as setting an enemy’s clothes on fire.
Any flammable object that touches an object lit on fire with Ignite also catches fire (the Sticky effect). The flames keep burning until they run out of fuel or air, or someone puts them out. Dousing one burning person or object doesn’t affect any of the others; each person or object must be extinguished individually.
Game Information RKA 1 point, Area Of Effect (One Hex Accurate; + ½), Continuous (+ 1), Penetrating (+ ½), Reduced Endurance (0 END; + ½), Sticky (only affects flammables; + ¼), Uncontrolled (spell ends when it runs out of fuel or oxygen, or someone extinguishes the flames; + ½) (21 Active Points); Extra Time (Full Phase; -½), Gestures (-¼), Incantations (-¼), Limited Range (30”; -¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 6 points).
Cryomantic/Pyromantic ShieldSpell Cost: 5 (Cantrip) – Elementalism Roll Penalty: -4 – Endurance Cost: 2/Phase
This cantrip either creates a field of cryomantic energy around the caster that protects him from fire-based attacks, or pyromantic energy that protects them from cold-based attacks (Chosen when the spell is cast). (At the GM’s option, a wizard can cast this spell on another person, but this requires him to succeed with his Elementalism roll at an additional -3 penalty; and the wizard still pays the END for the spell).
Game Information Force Field (25 ED), Reduced Endurance (½ END; + ¼), Variable Special Effects (Heat or Cold; + ¼) (38 Active Points); Gestures (-¼), Incantations (-¼), Only Versus Limited Type Of Attack (Cold-based attacks or Heat-based attacks, depending on Special Effect chosen); -½), Requires An Elementalism Roll (-½). (Real cost: 15 points).
WardingSpell Cost: 1 (Ritual) – Elementalism Roll Penalty: -4 – Endurance Cost: 0
Warding is sometimes referred to as a “pre-ritual” — a ritual cast in preparation for another ritual (specifically, Conjure Demon or Conjure Elemental (See Demonology Spells). It creates an area with special mystic power to constrain various types of summoned beings. The caster has to specify which type of being a Warding affects, demons or elementals; a single Warding cannot restrain both.
To create a Warding, a wizard must obtain special paints, inks, or powders. Prepared by alchemical processes, these substances are expensive. Depending on the type of Warding he’s creating, he may also need candles, censers of incense, or other materials (also not cheap). He can only cast the spell on a level surface at least 2” in radius. Typically he uses the floor of a summoning-chamber, but any level surface that he can paint/draw on will do.
The minimum time required to cast Warding is 5 Minutes. At the GM’s option, characters who take more time (meaning they’re more careful about drawing the warding-lines and performing other preparations) gain a bonus to their Demonology roll, per the usual rules for taking extra time. Or he can try to draw the circle more quickly, suffering the usual penalties for speedy use of a Skill.
Once all preparations are complete, the caster makes his Demonology roll. If he succeeds, he’s created a working Warding that triggers demons’ (or elementals’) Physical Limitation regarding such things. If he fails, the Warding was improperly drawn; he must start over. If he fails badly (by 4 or more), he thinks he created a Warding… but in fact it’s broken and anything he summons is free to attack him, flee, or do whatever else it wants!
Game Information (Ritual)
Change Environment (create warded area), Long Lasting, Reduced Endurance (0 END; + ½) (37 Active Points); OAF Fragile Expendable (magic circle, pentagram, or the like drawn on the floor with easily-disturbed enchanted paints, inks, or powders, plus candles and other materials, Very Difficult to obtain; -1¾), Concentration (0 DCV throughout; -1), Extra Time (5 Minutes; -2), Gestures (throughout; -½), Incantations (throughout; -½), No Range (-½), Requires A Level Surface (-0), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 4 points).
Stony PrisonSpell Cost: 8 (Cantrip) – Elementalism Roll Penalty: -6 – Endurance Cost: 6
The Elementalist can cause the ground and rock beneath a target’s feet to rise up and engulf him. The ground may, at the caster’s option, take on a specific shape (like a large stony fist that “grabs” the target). Additionally, they can cause earth and stone to rise up and form a wall to protect him.
Game Information Entangle 6d6, 6 DEF (60 Active Points); Only Affects Targets On The Ground (-¼), Entangle Has a Maximum DEF of the material used in its construction (-¼), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 24 points).
Body of StoneSpell Cost: 4 (Cantrip) – Elementalism Roll Penalty: -1 – Endurance Cost: 0
The Elementalist causes a magical petrification effect in his own body, causing it to take on several of the properties of stone and rock, which makes it difficult to hurt him and has other effects. Unfortunately, it also means that he weighs approximately 400 kg.
Game Information+ 10 Strength, Reduced Endurance (0 End; + ½) (15 Active Points), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 6 points).
Damage Resistance (upto 8 rPD/8 rED) (8 Active Points), Gestures (-¼), Incantations (-¼), Requires A Tenebromancy Roll (-½), Spell (-½)._ (Real cost: 3 points).
3” Knockback Resistance (6 Active Points), Gestures (-¼), Incantations (-¼), Requires A Tenebromancy Roll (-½), Spell (-½)._ (Real cost: 2 points).
TunnellerSpell Cost: 7 (Cantrip) – Elementalism Roll Penalty: -5 – Endurance Cost: 5/Phase
The Elementalist can dig tunnels with great speed by controlling the elemental materials in front of him — he simply causes it to move out of the way – he can even choose for it to return to its original position after he has passed if he so chooses. He can use the same ability to “dig” or tear through walls and similar structures.
Game Information Tunneling 8” through 8 DEF material with Fill In (50 Active Points), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 20 points).
Air BlastSpell Cost: 8 (Cantrip) – Elementalism Roll Penalty: -7 – Endurance Cost: 7
The Elementalist can project air from his body, typically by blowing it, shooting it from his hands, or by pushing the surrounding air. If the character has no access to any air, he cannot use this spell.
Game Information _ Energy Blast 7d6, Does Knockback (+ ¼), Double Knockback (+ ¾) (70 Active Points); Does Not Work Underwater Or In A Vacuum (-¼), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½)._ (Real cost: 25 points).
SuffocationSpell Cost: 8 (Cantrip) – Elementalism Roll Penalty: -6 – Endurance Cost: 6/Phase
Most people need air to breathe. Some air-controlling Elementalists can “cut off ” a target’s supply of oxygen, removing the air from the target’s lungs and preventing him from obtaining any more. This quickly causes the victim to pass out.
Game Information _Energy Blast 4d6, No Normal Defense (defense is Life Support [Self-Contained Breathing]; + 1), Continuous (+ 1), (60 Active Points), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 24 points).
Wind ControlSpell Cost: 7 (Cantrip) – Elementalism Roll Penalty: -6 – Endurance Cost: 6/Phase
The Elementalist can exert control over winds and air, using them to push around, pick up and move objects without having to touch them.
Game Information (Cantrip)
Telekinesis (40 STR) (60 Active Points), Affects Whole Object (-¼), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 21 points).
Air BubbleSpell Cost: 3 (Cantrip) – Elementalism Roll Penalty: -3 – Endurance Cost: 3/Phase
This spell lets the Elementalist create a self-replenishing bubble of breathable air so he and his comrades can enter areas without oxygen (underwater, caverns filled with poisonous gas, outer space, or the like). Anyone who wants to take advantage of the bubble must remain within 3” of the character.
Game Information Life Support (Self-Contained Breathing), Area Of Effect (3” Radius; + 1½) (25 Active Points); Costs Endurance (-½), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 8 points).
WindriderSpell Cost: 4 (Cantrip) – Elementalism Roll Penalty: -5 – Endurance Cost: 5/Phase
The Elementalist is capable if manipulating air and wind to create lift, and gift themselves with the power of Flight. To make best use of it, the wizard should be wearing somewthihng to maximise his wind resistance (such as a Flying Squirrel Suit, or a cape)
Game Information Flight 3” (9 Active Points); Increased Endurance (x5; -2), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 2 points).
Flight 12” (Reduced Endurance: 0 End; + ½) (36 Active Points); OIF (Suitable clothing item to increase wind resistance; -½), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½) Linked (-½)._ (Real cost: 10 points).
PitfallSpell Cost: 6 (Cantrip) – Elementalism Roll Penalty: -6 – Endurance Cost: 6/Phase
The wizard can cause the earth to open up and form a 1” x 1” pit beneath a target’s feet. Unless the target has Flight or Gliding, he falls in; the GM may allow other characters to make DEX Rolls to grab the edge of the pit.
Game Information Tunneling 5” through DEF 5 materials, Usable As Attack (does not affect characters with Flight or Gliding; + 1), Ranged (+ ½) (62 Active Points); Only To Form Pits Beneath Targets (-1), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 18 points).
EarthlockedSpell Cost: 2 (Cantrip) – Elementalism Roll Penalty: -2 – Endurance Cost: 2/Phase
The wizard can hold himself fast against any material that is at least partially surface made of earth or stone by making his feet or other body parts meld with them.
Game Information Clinging (normal STR + 30) (20 Active Points); Costs Endurance (-½), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 7 points).
Feather FallSpell Cost: 1 (Cantrip) – Elementalism Roll Penalty: -1 – Endurance Cost: 1/Phase
The Elementalist can use this spell to temporarily increase the air resistance of his body and slow his fall. He is capable of falling a significant distance but must maintain his concentration while doing so, otherwise his normal air resistance applies and he starts to fall.
Game Information Gliding 10” (10 Active Points); Costs Endurance (-½), (character cannot gain altitude, and must move at least 4” downward for every 1” forward; -½), Concentration (½ DCV, Throughout; -½), Gestures (-¼), Incantations (-¼), Requires An Elementalism Roll (-½), Spell (-½). (Real cost: 3 points).

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Elementalism Spells

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