At each level, including Apprentice, elementalists learn 4 levels of ablity in Elements of their choice at a cost of 100 EP per level. These 4 levels may be distributed among the 4 Elements in any fashion desired. Each level of ability with an Element provides access to a skill or a characteristic advance; this skill or advance must be purchased for the normal cost at the same time as the level of ability with the Element (unless it is already known, of course).
The following completely supercedes the career descriptions in the WFRP rulebook.
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
+2 | +10 | +10 |
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
+3 | +10 | +10 | +10 | +10 |
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
+10 | +10 | +1 | +4 | +10 | +10 | +10 | +10 | +10 | +20 |
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
+10 | +10 | +1 | +1 | +5 | +10 | +10 | +10 | +20 | +20 | +30 | +10 |
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
+10 | +10 | +1 | +2 | +6 | +10 | +10 | +20 | +20 | +20 | +40 | +10 |
Level | Air | Earth | Fire | Water |
---|---|---|---|---|
1 | +20 Dex | Metallurgy | +10 I | Swim |
2 | Astronomy | +1 T | +20 I | Dowsing |
3 | +30 Dex | +20 Cl | +1 S | +10 Fel |
4 | Arcane Language (Elvish) | Arcane Language (Dwarvish) | +30 I | Brewing |
5 | +20 I | Metallurgy | Secret Language (Battle Tongue) | River Lore |
6 | Ambidextrous | Evaluate (Gems/Metals only) | Specialist Weapon (Incendiaries) | Divination (Tea Leaf Reading) |
7 | Divination (Astrology) | +3 T | Frenzied Attack | +20 Fel |
8 | Dodge Blow | +30 Cl | Divination (Pyromancy) | Boat Building |
9 | +30 I | Mining | +1 A | Row |
10 | +20 BS | Divination (Lithomancy) | +20 WS | +7 W |
11 | Acrobatics | Stoneworking | Disarm | Sailing |
12 | +1 M | +40 Cl | +2 S | +3 T |
13 | Lightning Reflexes | Scale Sheer Surface | +1 M | +8 W |
14 | Escapology | Smithing | +40 I | Orientation |
15 | +40 I | +4 T | +2 A | +9 W |
While it has its academic qualities, elementalism is a much more intuitive practice than wizardry. As a result, elementalists have a much easier time improving their skills than wizards, needing merely to spend long periods of time in meditation. No skill may be learned in any Element until the character has purchased both Meditation and Elemental Lore skills.
Advancing to a new level of ability in an Element requires deep examination of that Element's essence. For each hour spent meditating upon the Element, the elementalist may roll one Power die for that Element based upon the environment in which he is meditating, up to a maximum number of dice per day equal to his current level of ability with that Element. This is not a normal drawing of power, cannot be used for creating effects, and will not cause Backlash under any circumstances; it merely represents his exposure to the Element. One point of this 'Power' is lost each time a day passes without at least one hour being spent meditating upon the Element and all 'Power' in excess of 100 times the new level of ability is also lost.
While carrying out this regimen of meditation, the elementalist must also work towards satisfying the requirements to learn the skill tied to the level of ability being learned.
When he has collected 100 'Power' times the level of ability being learned in this fashion, the elementalist may make an Int test to learn the new level of ability. If the test succeeds, the level may be purchased for 100 EP. If the skill/advance tied to the new level of ability is not already known, then it is also purchased at this time for an additional 100 EP. If it fails, his pool of 'Power' is reduced by (the amount the roll was missed by) times (the level being learned). He may attempt the Int test again once the lost 'Power' has been re-accumulated.
The aid of an instructor increases the number of dice that may be rolled to the average of the instructor's level of ability with the element and the student's current level of ability, rounded down. Studying from a book whose level is at least equal to the level being pursued gives a +1 to each die.
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