Two possible moves to make an Elementalist-type wizard:

Two possible moves to make an Elementalist-type wizard:

Two possible moves to make an Elementalist-type wizard:

(because DW needs more Ars Magica)

Master of the Elements

When you command the elements, roll+WIS. You may only issue commands you have mastered upon elements you have mastered. On a 10+, you may command what is generally considered a large amount of this element. On a 7-9, the same but choose one:

·        The elements you command also run wild, out of your control.

·        You can only affect what is generally considered a small amount of this element.

·        You take an additional -1 ongoing to command the elements until you purify yourself.

If you maintain an unnatural effect, take -1 ongoing to command the elements until you release those still in your power.

 

The Roots of Creation

You start with mastery over one command, one element, and one additional mastery from either list. Each time you level up, choose either another command or another element to master.

Commands: Banish, Create, Destroy, Enhance, Move, Shape, Summon, Transmute.

Elements: Air, Crystals, Darkness, Fire, Ice, Light, Magic, Metal, Plants, Stone, Storms, and Water.

The commands kind of require explanation, unfortunately, and I tried to make the elements list all roughly equal to “fire” (although specific campaigns could add stuff like acid, bone, or plastic, etc).

4 thoughts on “Two possible moves to make an Elementalist-type wizard:”

  1. So what’s the worst starting three then (aside from the ones the GM doesn’t put in the game, rimshot!)? Like Banish, Crystals, and Move maybe? If you take Enhance, then the Fighter is like “Muh sward, it iz made ov Crystal!”

  2. Making a shadow darker and colder, and perhaps if it is flickering, more chaotic, to freak people out or distract them I think is legit.

    Also one of the gear choices will be one large item or many small items related to your elements with one tag of your choice, so you could say you have some charwoman’s shadow, then you whip it out, Enhance it, and hide inside it!

    I considered using advanced moves to get more masteries, but decided it should be per level, like spells. Otherwise this is a crap move for others to multiclass into.

Comments are closed.