Encyclopaedia Arcane: Elementalism
What this book is and what is not
The book offers several different options for elemental-oriented characters, and it does so with different approaches: new spells, specialization options, summoning rituals, and other special abilities.
The result is that the material presented is very modular, giving some key benefits: more than one chance to develop an elemental concept, possibility to combine the different approach, and overall easiness of dropping the book into any existing game at any time.
Being part of the Encyclopaedia Arcane series, it is clear that the material is definitely intended for arcane casters, but a few ideas could be adopted for other characters as well.
Most of the content is targeted at characters, and as such the book is useful for both players and DMs. The last 3 chapters are for DMs only, but players could also get some background information on the Courts for roleplay purposes.
Rules compliancy
This book is compliant with the 3.0 ruleset. Some adaptation may be useful if playing in 3.5 (particularly in case of spells DC and monsters DR), but it is not strictly necessary.
I didn't spot any clear mistake, but in a few circumstances I stumbled upon a design choice which at least raised my brows, such as requiring a Knowledge(Arcana) check when Spellcraft seemed a better choice.
The credits mention only 2 playtesters which is scarily few, and indeed it doesn't make one believe that the material was really playtested to the last bit.
Setting adaptivity
The book is presented as generic enough to be used in any setting which recognizes the elements as a source of primordial power, as is the case with nearly every popular setting.
There are cases of settings, mostly homebrew, which don't follow the classic D&D elemental scheme of earth, fire, water and air; if you are playing in such a setting, you should know that this book only supports those four elements, and doesn't provide material for other possible elements, such as cold or electricity.
While the material is very much neutral in this regard, two ideas require the DM to decide if they fit with the current campaign without adjustments: the elemental schools and the elemental courts.
Editing notes
Generally speaking, the book is written and organized well enough, with the exception of the Elemental Mastery chapter which I found difficult to comprehend. In a couple of places, the titles used a wrong-sized font that slightly impaired the visibility of different sections.
The print is black and white, and the artwork is fine but definitely not at the level of WotC standard.
Content walkthrough
Elementalism, an Overview (4 pages)
The introduction sets the fundamental ideas around which the book is built: the mortal world is shaped by the four elements, and nearly all arcane magic evolved from them in some way.
Therefore every spellcaster is at least partially an elementalist, and specializing to the extreme in an element is by no way restricted to summoning and controlling it, but rather to understand and master all magic originally derived from the its phylosophical meaning. Effectively, this "specialization" is indeed the opposite of focusing on a narrow area, and insted it is rather about following a phylosophical path as a guiding principle to cover every practical subject.
Air is associated with knowledge, movement, flexibility and thought.
Earth is associated with strength, endurance, responsibility and patience.
Fire is associated with change and energy, both on a physical and mental level.
Water is associated with life, adaptation and wisdom.
It is nice how the book does not pretend to provide a strict explanation about how elements work, but suggests that the matter is open to different interpretation by scholars. It handles superpositions and contraddictions very well, without falling into a common mistake of attempting a full correspondence between elements and energy types.
The School of Elementalism (9 pages)
This part of the book provides the first option for characters, which is that of the five circles in each elemental school.
By spending a certain amount of time, gold and Xp, a scholar can advance to the next circle in a chosen element specialization.
This can be done at any time during the character's career, but each circle also asks for some requirement to meet, which in practice set a minimum level for a PC to qualify.
The whole process of advancement in a circle is described as being part of a school or similar institution which provides the knowledge and the training. It is trivial however to modify this if it doesn't fit the DM's taste, as long as the costs and requirements are kept unchanged.
An arcane caster can advance in the schools of up to three elements, although he can reach the highest circle only in his one primary element, and has a barred element opposite to the primary. This last idea (of complete forbiddance) is in my opinion very outdated, but it seems to be a staple of every system for elemental focus.
While advancing in the circles of an element, the wizard or sorcerer progressively gains several benefits, among which:
- the possibility to learn a few divine element-oriented spells as arcane spells
- extra spell slots per day (for this element's spells only)
- increased DC to the spells of this element
- an elemental familiar
- improvements to summoning/calling spells used to call elemental beings
- bonuses when interacting with elemental beings, and to some spells against them
- resistance to energy damage and other types of hazards
Note that some benefits, such as extra spell slots and DC bonus, apply at first only to direct elemental spell, but later broaden to include spells with a lesser correspondence to the element itself.
All in all the benefits of advancing in a school's circle are large indeed, but so are the cost associated. To reach the last stage of this development (in one element only) will cost as much as 17500Xp, 22500gp, more than 2 years of training, and the meeting of the prerequisites.
However the 1st circle is the most valuable indeed, for it also opens up to other options in following chapters of this book.
Elemental Mastery (9 pages)
This chapter details a technique called "Spell Energy Substitution", based on "burning" prepared spells (for wizards) or available spell slots (for sorcerers) and quickly convert them into raw elemental energy.
The energy unleashed can be used to achieve several possible effects: counterspelling elemental spells, converting another spell's energy type, adding energy damage to a spell, paying for level increase when metamagicking elemental spells.
Another further application (for elementalists only) of energy points is "raw elemental control", which is a spell-like ability that allows for direct manipulation of an element's mass, either moving it or shaping it, which can be used as a mean of transportation, to block or damage an opponent, and more.
The last part of this chapter opens up a final option, that of spending Xp to "master" a single use of raw control with fixed parameter, and from now on be able to use it as a spell-like ability for half the cost in spell slots burned.
Unfortunately there is no specific requirement or cost (for example, feats) to be able to use Spell Energy Substitution. This means that allowing this variant implies to automatically give this ability to all arcane casters in the game, and that does not seem a fair thing to do to me. An elementalist (someone at least at the 1st circle) have a more flexible and reliable use of this variant, but any arcane caster who knows at least one elemental spell can use it as well (and I think this should not be).
It is hard to evaluate how balanced is the material in this chapter, but at least the powers granted seem way too useful and flexible to be given lightly at no character cost. Plus, the extreme variance to these technique is surely going to slow the game down a lot, just to choose the effect and calculate its costs.
Furthermore this chapter has serious flaws in the description of the mechanics, requiring several readings before understanding how to use this variant.
A possible conclusion is that the real cost for a character to take advantage of these powers is... the effort her player has to learn how the powers work! This definitely doesn't fit with my standards of good RPG design.
Elemental Invocation (12 pages)
What is described here are rules for summoning rituals, called "major elemental conjurations", that stretch beyond the normal limits of summoning or binding spells. These rituals are available to elementalists of at least the 1st circle.
The rituals are not intended to be used for combat purposes, but to bargain for lengthy services. The description of the rituals goes very far with options, with the drawback of being perhaps more complicated than necessary; the bright side is that they are developed enough to be even used as a base system for summoning other creatures.
Elemental Magic (7 pages)
Here is a list of 15 new spells designed around the theme of elements, many of which are accessible to divine casters as well. Some ideas are very nice, particularly the air-based spells, and I think that with a bit more effort they could have offered at least twice the spells (but I also think that the choice of not going too far was intentional).
There are a few spell which I certainly think they should have been higher level. Elemental Shape for example can grant you flying ability, and like Fly it is a 3rd level spell, but it also grants minor DR and the ability to squeeze through narrow spaces, not to mention that this is only the Air application of the spell. Pass through Element allows to walk through a wall, and it's only a 1st level spells for Druids, and 2nd for others.
The Elemental Courts (5 pages)
This section of the book is rules-light and definitely aimed at providing the DM with campaign material, by briefly describing how a Court works and introducing a bunch of locations on the elemental planes.
Elemental Creatures (7 pages)
Seven new elemental monsters are provided: the higher elementals (Royal Salamander, Sylphs, Undines and Gnomides), the Lesser Phoenix and the Ushkya (powerful horses made of water).
There is also a template for Elemental Native creatures, which is slightly lessened compared to the one in Manual of the Planes, and could be used as an alternative.
Help for Game Masters (3 pages)
The books ends with some suggestions about introducing the schools and the courts into your campaign setting, or (partial) hints about turning school circles into prestige classes or updating the summon monster tables with elemental creatures.
Conclusions
I have found this book rather good, for mainly two reasons. The obvious reason is that the book is rich with material which can be used in as much amount as one likes: it can be as easy as picking a couple of new spells, or as complicated as building a character using all the options.
The second reason is that the general approach on elements is truly refreshing, without being entirely new: it just does not accept to get stuck into common problems such as finding an energy association to each element, which usually reduces elemental mages to combat artillery (which isn't bad, but can be done well enough within core rules).
The biggest turn off of this book is the Elemental Mastery chapter. The ideas there are very cool, but they are also too flexible, too difficult to understand, and too cumbersome to run in-game. I even have some suspect that the author didn't have enough time to reconsider carefully this chapter of the book, because at such it really features great potentials, but also carries practical problems.
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Li Shenron