3 min read

Magic: The Elementalist

Let’s talk about magic. I have talked about Black Ash sorcery before and as we get more information on how the talent, null, censor, and troubador work, I’ll incorporate their magic into Skies of Mor-ladron (SoM). 

Today, I describe how I see the elementalist working for SoM. As I mentioned in a previous post, I want to give more form to the elementalist and tie it into the world by having players choose an archetype, path, or mentorship. The archetype explains how a character acquired or learned their powers and what options the player can choose. As we only have details on four of the seven elementalist specializations in the Draw Steel playtest, some of what I describe in this post is speculative. 

The Draw Steel Elementalist

Here are Draw Steel’s current elementalist specializations and the description of each. 

Air is the element of movement. Air abilities allow you to manipulate speed, quickness, flight, and breath. 

Earth is the element of permanence. Earth abilities create and shape physical terrain in a permanent way, and bolster the strength and hardiness of allies. 

Fire is the element of destruction. Fire abilities harm enemies and objects.

Green is the element of creation and growth. Green abilities make and manipulate plants, fungi, and other forms of life to hamper foes and nourish your allies. 

Rot is the element of death. Rot abilities decay and debuff enemies. 

Void is the element of the unknown. Void abilities warp space and reality, allowing you to teleport, create illusions, and make things incorporeal. 

Water is the element of change. Water abilities enhance what your allies can do, and alter the abilities of your enemies for the worse

The Skies of Mor-ladron Elementalist

I created paths players can choose from based on the Draw Steel specializations to bring the elementalist into SoM. Below, I provide the names of the paths I’ve developed and a short description, then what specialization a player will use (plus any other restrictions they have). 

Magi Apprentice 

A seeker from one of the towers of the seven Magi of Empyrean saw your potential. The tower took you in and taught you to master the true power of arcana: to warp space and reality. 

Specialization: Void 

Restrictions: You cannot choose any Green abilities    

Child of the Green 

An Elder of the Green (typically a Wode Elf) taught you the magic of preserving nature in one of their sacred groves deep in the forests of the isle. You can help nature thrive and grow—and fight and protect it when needed.  

Specialization: Green 

Restrictions: You cannot choose any Void abilities  

Acolyte of the Lady

You joined a temple worshiping the Lady Tristessa, ruler of Hilean. When one of the priests noticed your aptitude for magic, they placed you among the select few of the priesthood who can practice magic and learn the ways of your Lady, the ways of life and death.  Specialization: Rot 

Restrictions: You can use abilities of Rot, Void, or an ability that helps a creature regain stamina  

Rift-Scarred 

Rifts still open across the skies, unleashing magical storms. In most cases, these are storms of the sky with thunder and lightning, but sailors and explorers have told stories about storms of chaotic fire. These storms are dangerous—most who encounter them die or are severely wounded. A lucky few emerge with powers related to the rift storm that tore through their bodies and minds. 

Storm-Scarred Specialization: Air or Water (I might develop a storm specialization depending on what air and water end up becoming)

Restrictions: You can only use Air and Water Abilities 

Flame-Scarred Specialization: Fire

Restrictions: You can only use Fire Abilities 

These paths are not the only way to gain elementalist powers; they’re just the most common. If a player had a different idea, I would work with them to come up with other histories or combinations that fit into the world. 

What do you think? Do any other magic paths come to mind? Is there anything you feel is missing? Would this be a fun way to play an elementalist, or does it feel like I’m restricting things too much? Let me know in the comments!