Elementalism: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>QuietBrowser
No edit summary
1d4chan>QuietBrowser
(Added the Stub marker, fleshed out the Pathfinder entry to a degree.)
Line 1: Line 1:
{{stub}}
''Elementalism'' is a somewhat old-fashioned term from various fantasy games and settings used to refer to a form of magic that focuses on the manipulation of the [[Element]]s. Exactly what defines an "element" depends on the setting -- in addition to more iconic forms like fire, earth, air and water, some settings also cover more abstract forms, such as lightning, ice, metal, or wood. Some settings even go so far as to add in "esoteric/conceptual" elements -- things like Spirit, Death, Life, Gravity, Sun, Moon, etc.
''Elementalism'' is a somewhat old-fashioned term from various fantasy games and settings used to refer to a form of magic that focuses on the manipulation of the [[Element]]s. Exactly what defines an "element" depends on the setting -- in addition to more iconic forms like fire, earth, air and water, some settings also cover more abstract forms, such as lightning, ice, metal, or wood. Some settings even go so far as to add in "esoteric/conceptual" elements -- things like Spirit, Death, Life, Gravity, Sun, Moon, etc.


Line 5: Line 7:
Although elementalism refers to the practice of elemental magic as a whole, elementalists usually only practice one specific kind of elemental magic -- for example, a caster who uses nothing but fire -- or else a small group of "related" magics, such as a "wood elementalist" who uses plant-manipulating spells (the literal interpretation of wood), air-manipulating spells (because of wind's association with the wood element in the Wu Xing) and lightning spells (because of lightning's connection to air).
Although elementalism refers to the practice of elemental magic as a whole, elementalists usually only practice one specific kind of elemental magic -- for example, a caster who uses nothing but fire -- or else a small group of "related" magics, such as a "wood elementalist" who uses plant-manipulating spells (the literal interpretation of wood), air-manipulating spells (because of wind's association with the wood element in the Wu Xing) and lightning spells (because of lightning's connection to air).


In [[Dungeons & Dragons]], Elementalism was an alternate form of specialization for the Wizard in [[Advanced Dungeons & Dragons]], though it never really caught on, and also created the [[Wu jen]] as an attempt at an "Oriental Elementalist" spell-caster that is supposed to draw its powers from the Wu Xing elemental setup of Earth, Fire, Water, Wood and Metal. In 4th edition, the [[Sorcerer]] received some elemental traits in the form of both a magical origin (the Storm Sorcerer, in Arcane Power) and the Essentials "Elementalist" spin-off class. 5e continues this by having no fewer than four elementalism-themed sorcerer subclasses; the Storm Sorcerer (originally the Waterborne Adventurers Unearthed Arcana, then Sword Coast Adventurer's Guide), and the Phoenix, Sea and Stone Sorcerers (all in the same Unearthed Arcana). Ironically, the best elementalist in 5e to date is the "Order of the Wu Jen" [[Mystic]], who uses psionic magic rather than arcane magic.
Elementalism usually involves a form of [[Rock-paper-scissors]], which furthers the tendency for elementalists to only use a specific kind of elemental magic.
 
==Eleementalism in D&D==
In [[Dungeons & Dragons]], Elementalism was an alternate form of specialization for the Wizard in [[Advanced Dungeons & Dragons]], though it never really caught on, and also created the [[Wu jen]] as an attempt at an "Oriental Elementalist" spell-caster that is supposed to draw its powers from the Wu Xing elemental setup of Earth, Fire, Water, Wood and Metal.  
 
In 4th edition, the [[Sorcerer]] received some elemental traits in the form of both a magical origin (the Storm Sorcerer, in Arcane Power) and the Essentials "Elementalist" [[Variant Class]].
 
5e continues this by having no fewer than four elementalism-themed sorcerer subclasses; the Storm Sorcerer (originally the Waterborne Adventurers Unearthed Arcana, then Sword Coast Adventurer's Guide & Xanathar's GUide), and the Phoenix, Sea and Stone Sorcerers (all in the same Unearthed Arcana). Ironically, the best elementalist in 5e to date is the "Order of the Wu Jen" [[Mystic]], who uses [[psionics]] rather than arcane magic.
 
==Elementalism in Pathfinder==
Needless to say, with its Archetype system, Pathfinder has readily embraced the use of Elementalism for the [[Wizard]]. There are no fewer than '''eight''' Elementalist archetypes, with another four representing "focused" elementalists. The "classic" quartet (Earth, Air, Water & Fire) appeared in the Advanced Player's Guide, whilst the "oriental" elements of Wood & Metal appeared in Ultimate Magic, with Void appearing in the Dragon Empires Primer. Finally, the Aether element and the focused elements of Ice, Smoke, Mud & Magma appeared in the Elemental Master's Handbook.
 
Because Pathfinder isn't as strict as possible, whilst it preserves the basic idea of Opposition Schools, wizards can still learn spells from their opposed school; they just need to give up two spell slots of the same level to prepare an opposed school spell. In "classic" elementalism, opposed schools are based on the traditional rivalry handed down from D&D: Earth vs. Air, and Water vs. Fire. If using the Wu Xing (Chinese Five Elemental) style, your opposed school is based on the cycle of overcoming; whichever elemental school "overcomes" your own is your opposed school, with Wood overcoming Earth, Earth overcoming Water, Water overcoming Fire, Fire overcoming Metal and Metal overcoming Wood. Void Elementalists choose one element from the Earth/Air/Water/Fire group counts as their opposed school, whilst Aether Elementalists designate one of ANY of the other seven elemental schools.
 
The Air School focuses on wind, sky, cloud and lightning to destroy their foes, and prizes mobility. Its Air Supremacy feature grants a bonus to Fly checks and the ability to cast differing flying spells (Feather Fall/Levitate/Fly) on themselves at will as they gain levels. Lightning Flash lets them produce a blast of electricity several times per day. Finally, at level 8, their Cyclone ability lets them generate aerial turbulence that really messes with the flying capabilities of others in their immediate area.
 
The Earth School is all about shaping the world around them and drawing strength from stone. Earth Supremacy makes them harder to move involuntarily, and ultimately lets them cast spells through stone barriers. Acid Cloud lets them create short-lived clouds of corrosive vapor. Finally, level 8's Earth Glide lets them move through stone as if it were air for a limited time each day.
 
The Fire School is all about burning shit. Fire Supremacy gives them Fire Resistance, which ultimately transforms into fire immunity & the ability to turn open flames into an impromptu shield. Fire Jet lets them throw blasts of flame every so often, and level 8's Dancing Flame lets them reshape existing flames and the area of effect for fire spells.
 
The Water School draws its power from the ocean depths. Water Supremacy gives them augmented breath-holding and swimming abilities. Cold Blast lets them unleash bitter cold as an attack several times per day. And finally, their 8th level archetype ability Wave lets them conjure a great magical tidal wave from nowhere that can douse flames and knock people off their feet.
 
The Metal School, being a non-classic element, is somewhat different. Symbolically, metal-as-element represents firmness, rigidity, persistence, strength, determination and electricity. As a physical element, traditionally, metal manipulating spells are actually found on the [[druid]]ic spell list, and thus wizards of this school get chill/heat metal, rusting grasp, and repel metal or stone as bonus spells. Their Metal Rending feature makes their attack spells better against armored opponents, whilst Iron Skin lets them boost their own AC by a level-based amount a certain number of times per day. Finally, 8th level gives them Shrapnel Burst, which basically lets them throw razor-sharp shrapnel everywhere in a 10ft radius, slicing up anyone close by and turning that spot into temporary difficult terrain.
 
The Wood School is symbolically associated with flexibility, warmth, wind, generosity, cooperation and idealism. As physical plant-control is, again, traditionally the [[druid]] thing, this school gets a motherload of bonus spells: entangle, tree shape, plant growth, command plants, tree stride, liveoak, transmute metal to wood, and control plants. Flexible Enhancement gives the wizard a level based "floating" ability score bonus, which they can apply to one of Dexterity, Constitution or Wisdom whenever they prepare spells (two at once at level 20). Splintered Spear lets them fling an enchanted spear at a target which inflicts bleeding several times per day. Finally, level 8 gives them Cooperative Defense, where you can grant allies your saving throw bonus if you are within 30 feet of each other and being targeted by the same attack.
 
The Void School is based on the Japanese 5 Elemental Style, which makes it analoguous to the oft-forgotten Grecian "Ether/Ather/Aether" Element, as it's paired up with the more recognizable quartet of Air/Earth/Fire/Water. It is the "mental" element, in contrast to the more physical quartet, being associated with thought, space, spiritualism and insight. Void Elementalists gain control over energies that bind the earth to the heavens and the planes to their mysterious and eternal alignments, as well as the powers that stitch living beings to their spirits. This gives them several bonus spells (keen senses, twilight knife, wandering star motes, true seeing, moment of prescience) and the features Void Awareness (increased resilience against spells), Reveal Weakness (curse an enemy with lowered defense & penalized saving throws) and Aura of Prescience (emit a temporary aura that grants allies a bonus to all checks/throws/saves).
 
The Aether Element is based on the spiritual element from classic Greco-Roman thinking, which people tend to forget about. In the Pathfinder cosmology, Aether is a "spiritual elemental substance" that manifests itself predominantly in the form of raw motive force, hence the school's bonus spells (telekinetic projectil, spiritual weapon, spiritual ally, ethereal envelope, animate objects, ectoplasmic eruption, telekinetic storm) and its list of thematic spells. For features, it provides Aether Supremacy (bonus to Sleight of Hand, gain a level-strengthened at-will Mage Hand and, ultimately, telekinetic Sleight of Hand), Telekinetic Protection (grant yourself Damage Reduction 5/Magic for 1 round so many times per day), and Receptive Vibrations (your Dex bonus cannot be negated against attacks from any creature, visible or otherwise, within 30 feet, and add half your Wizard level as a bonus to Perception checks against surprise).
 
Smoke is a "Focused School" compatible with Air and Fire Elementalists.


In [[Pathfinder]], there are no fewer than six separate Wizard Archetypes for each of the six "classical" (the four Greek - Fire, Earth, Air, Water - and Wu Xing's Metal & Wood) elements.  
Ice is a "Focused School" compatible with Air and Water Elementalists.


Oooze is a "Focused School" compatible with Earth and Water Elementalists.
Magma is a "Focused School" compatible with Earth and Fire Elementalists.
===Elementalism in Warhammer==
In [[Warhammer Fantasy]], the conventional schools of magic are based in elementalism, though of the "esoteric" approach -- for example, there's a school of Fire Magic, but there's also a school of Life Magic (manipulation of earth, water and plants, plus healing), a school of Heavens Magic (manipulation of stars, wind and lightning, plus divination and blessing/cursing), and so on.
In [[Warhammer Fantasy]], the conventional schools of magic are based in elementalism, though of the "esoteric" approach -- for example, there's a school of Fire Magic, but there's also a school of Life Magic (manipulation of earth, water and plants, plus healing), a school of Heavens Magic (manipulation of stars, wind and lightning, plus divination and blessing/cursing), and so on.
Elementalism usually involves a form of [[Rock-paper-scissors]], which furthers the tendency for elementalists to only use a specific kind of elemental magic.


[[Category: Dungeons & Dragons]] [[Category: Pathfinder]]
[[Category: Dungeons & Dragons]] [[Category: Pathfinder]]

Revision as of 00:47, 24 January 2018

This article is a stub. You can help 1d4chan by expanding it

Elementalism is a somewhat old-fashioned term from various fantasy games and settings used to refer to a form of magic that focuses on the manipulation of the Elements. Exactly what defines an "element" depends on the setting -- in addition to more iconic forms like fire, earth, air and water, some settings also cover more abstract forms, such as lightning, ice, metal, or wood. Some settings even go so far as to add in "esoteric/conceptual" elements -- things like Spirit, Death, Life, Gravity, Sun, Moon, etc.

This form of magic is most associated with videogame RPGs, as it readily translates into a handy array of attacking, buffing and debuffing spells, but it has made appearances in traditional /tg/ media as well.

Although elementalism refers to the practice of elemental magic as a whole, elementalists usually only practice one specific kind of elemental magic -- for example, a caster who uses nothing but fire -- or else a small group of "related" magics, such as a "wood elementalist" who uses plant-manipulating spells (the literal interpretation of wood), air-manipulating spells (because of wind's association with the wood element in the Wu Xing) and lightning spells (because of lightning's connection to air).

Elementalism usually involves a form of Rock-paper-scissors, which furthers the tendency for elementalists to only use a specific kind of elemental magic.

Eleementalism in D&D

In Dungeons & Dragons, Elementalism was an alternate form of specialization for the Wizard in Advanced Dungeons & Dragons, though it never really caught on, and also created the Wu jen as an attempt at an "Oriental Elementalist" spell-caster that is supposed to draw its powers from the Wu Xing elemental setup of Earth, Fire, Water, Wood and Metal.

In 4th edition, the Sorcerer received some elemental traits in the form of both a magical origin (the Storm Sorcerer, in Arcane Power) and the Essentials "Elementalist" Variant Class.

5e continues this by having no fewer than four elementalism-themed sorcerer subclasses; the Storm Sorcerer (originally the Waterborne Adventurers Unearthed Arcana, then Sword Coast Adventurer's Guide & Xanathar's GUide), and the Phoenix, Sea and Stone Sorcerers (all in the same Unearthed Arcana). Ironically, the best elementalist in 5e to date is the "Order of the Wu Jen" Mystic, who uses psionics rather than arcane magic.

Elementalism in Pathfinder

Needless to say, with its Archetype system, Pathfinder has readily embraced the use of Elementalism for the Wizard. There are no fewer than eight Elementalist archetypes, with another four representing "focused" elementalists. The "classic" quartet (Earth, Air, Water & Fire) appeared in the Advanced Player's Guide, whilst the "oriental" elements of Wood & Metal appeared in Ultimate Magic, with Void appearing in the Dragon Empires Primer. Finally, the Aether element and the focused elements of Ice, Smoke, Mud & Magma appeared in the Elemental Master's Handbook.

Because Pathfinder isn't as strict as possible, whilst it preserves the basic idea of Opposition Schools, wizards can still learn spells from their opposed school; they just need to give up two spell slots of the same level to prepare an opposed school spell. In "classic" elementalism, opposed schools are based on the traditional rivalry handed down from D&D: Earth vs. Air, and Water vs. Fire. If using the Wu Xing (Chinese Five Elemental) style, your opposed school is based on the cycle of overcoming; whichever elemental school "overcomes" your own is your opposed school, with Wood overcoming Earth, Earth overcoming Water, Water overcoming Fire, Fire overcoming Metal and Metal overcoming Wood. Void Elementalists choose one element from the Earth/Air/Water/Fire group counts as their opposed school, whilst Aether Elementalists designate one of ANY of the other seven elemental schools.

The Air School focuses on wind, sky, cloud and lightning to destroy their foes, and prizes mobility. Its Air Supremacy feature grants a bonus to Fly checks and the ability to cast differing flying spells (Feather Fall/Levitate/Fly) on themselves at will as they gain levels. Lightning Flash lets them produce a blast of electricity several times per day. Finally, at level 8, their Cyclone ability lets them generate aerial turbulence that really messes with the flying capabilities of others in their immediate area.

The Earth School is all about shaping the world around them and drawing strength from stone. Earth Supremacy makes them harder to move involuntarily, and ultimately lets them cast spells through stone barriers. Acid Cloud lets them create short-lived clouds of corrosive vapor. Finally, level 8's Earth Glide lets them move through stone as if it were air for a limited time each day.

The Fire School is all about burning shit. Fire Supremacy gives them Fire Resistance, which ultimately transforms into fire immunity & the ability to turn open flames into an impromptu shield. Fire Jet lets them throw blasts of flame every so often, and level 8's Dancing Flame lets them reshape existing flames and the area of effect for fire spells.

The Water School draws its power from the ocean depths. Water Supremacy gives them augmented breath-holding and swimming abilities. Cold Blast lets them unleash bitter cold as an attack several times per day. And finally, their 8th level archetype ability Wave lets them conjure a great magical tidal wave from nowhere that can douse flames and knock people off their feet.

The Metal School, being a non-classic element, is somewhat different. Symbolically, metal-as-element represents firmness, rigidity, persistence, strength, determination and electricity. As a physical element, traditionally, metal manipulating spells are actually found on the druidic spell list, and thus wizards of this school get chill/heat metal, rusting grasp, and repel metal or stone as bonus spells. Their Metal Rending feature makes their attack spells better against armored opponents, whilst Iron Skin lets them boost their own AC by a level-based amount a certain number of times per day. Finally, 8th level gives them Shrapnel Burst, which basically lets them throw razor-sharp shrapnel everywhere in a 10ft radius, slicing up anyone close by and turning that spot into temporary difficult terrain.

The Wood School is symbolically associated with flexibility, warmth, wind, generosity, cooperation and idealism. As physical plant-control is, again, traditionally the druid thing, this school gets a motherload of bonus spells: entangle, tree shape, plant growth, command plants, tree stride, liveoak, transmute metal to wood, and control plants. Flexible Enhancement gives the wizard a level based "floating" ability score bonus, which they can apply to one of Dexterity, Constitution or Wisdom whenever they prepare spells (two at once at level 20). Splintered Spear lets them fling an enchanted spear at a target which inflicts bleeding several times per day. Finally, level 8 gives them Cooperative Defense, where you can grant allies your saving throw bonus if you are within 30 feet of each other and being targeted by the same attack.

The Void School is based on the Japanese 5 Elemental Style, which makes it analoguous to the oft-forgotten Grecian "Ether/Ather/Aether" Element, as it's paired up with the more recognizable quartet of Air/Earth/Fire/Water. It is the "mental" element, in contrast to the more physical quartet, being associated with thought, space, spiritualism and insight. Void Elementalists gain control over energies that bind the earth to the heavens and the planes to their mysterious and eternal alignments, as well as the powers that stitch living beings to their spirits. This gives them several bonus spells (keen senses, twilight knife, wandering star motes, true seeing, moment of prescience) and the features Void Awareness (increased resilience against spells), Reveal Weakness (curse an enemy with lowered defense & penalized saving throws) and Aura of Prescience (emit a temporary aura that grants allies a bonus to all checks/throws/saves).

The Aether Element is based on the spiritual element from classic Greco-Roman thinking, which people tend to forget about. In the Pathfinder cosmology, Aether is a "spiritual elemental substance" that manifests itself predominantly in the form of raw motive force, hence the school's bonus spells (telekinetic projectil, spiritual weapon, spiritual ally, ethereal envelope, animate objects, ectoplasmic eruption, telekinetic storm) and its list of thematic spells. For features, it provides Aether Supremacy (bonus to Sleight of Hand, gain a level-strengthened at-will Mage Hand and, ultimately, telekinetic Sleight of Hand), Telekinetic Protection (grant yourself Damage Reduction 5/Magic for 1 round so many times per day), and Receptive Vibrations (your Dex bonus cannot be negated against attacks from any creature, visible or otherwise, within 30 feet, and add half your Wizard level as a bonus to Perception checks against surprise).

Smoke is a "Focused School" compatible with Air and Fire Elementalists.

Ice is a "Focused School" compatible with Air and Water Elementalists.

Oooze is a "Focused School" compatible with Earth and Water Elementalists.

Magma is a "Focused School" compatible with Earth and Fire Elementalists.

=Elementalism in Warhammer

In Warhammer Fantasy, the conventional schools of magic are based in elementalism, though of the "esoteric" approach -- for example, there's a school of Fire Magic, but there's also a school of Life Magic (manipulation of earth, water and plants, plus healing), a school of Heavens Magic (manipulation of stars, wind and lightning, plus divination and blessing/cursing), and so on.