Elemental abilities

These are the abilities open to your character based on the element you choose. You DO NOT have to take any of these abilities if you choose not to (choosing instead to purchase stunts). These character types are Solestrans with very little magic potential.

When choosing abilities to choose any non personal powers (channeling, ritual, glamours etc) you must First have the Channeling ability. This is a show that you have learned to focus your element outside your body which is much more difficult than channeling your element inside yourself i.e. personal powers (speed, strength, toughness or recovery, echoes of the beast, aquatic, hulking size, etc.)

Air

Channeling: Air
Ritual: Veils
Glamours
Any Speed Powers

Earth

Channeling: Earth
Ritual: Warding
Ritual: Necromancy
Any Strength or Toughness Powers (catch is Nature Magic +1)
Hulking Size (Most personal channelers have this. it is a side effect of the earth element.)

Water

Channeling: Water
Ritual: Divination
Ritual: Transformation & Disruption
Any Recovery Powers (catch is Earth Magic +1)
Aquatic

Fire

Channeling: Fire
Ritual: Photomancy

Nature

Channeling: Nature
Ritual: Necromancy
Echoes of the beast: Can take multiple times
Any Speed , strength, recovery or toughness powers (fire weakness +2)

Metal

Channeling: Metal
Ritual: Crafting
Items of Power

The Elements
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Important History
Rules Information

Elemental abilities

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