Elementalist

Elementalist

Cost: 5

You must have a primary header with an Arcane source to take this header.

You must have the Primal sphere of magic to take this header.

Twice per event, if you are casting a spell with an Elemental trait that has an Earth, Fire, or Water cost you may reduce that attribute cost of the spell by 1.

Channel the Elements

Cost: 4
Requirement: Avalanche or Reign of Fire

The first two times after each short rest that you attack using either Avalanche or Reign of Fire your damage is increased by 1.

Elemental Ward

Cost: 3

Spend a point of Water, call out “Repel to Elemental,” and make a packet attack to hold elemental creatures at bay.

Fire Eater

Cost: 5

You consume an elemental attack to heal yourself. Once per long rest, spend a point of Earth and call out “Absorb” to negate a melee, missile, or packet attack with an elemental trait. Immediately call out “Heal 2 to Self,” using the elemental energies to heal your own wounds.

Primal Magic

Cost: 3

You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Primal sphere. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.

Purge the Elements

Cost: 5

Once per short rest, spend a point of Fire, role play for three seconds, and call out “Purge” to end one effect with an Elemental trait.

Twice Struck

Cost: 3

Twice per event, add “Double” to the beginning of a spell or skill with a Damage effect and an Elemental trait. If you have already used both uses of this skill, you may as part of your long rest spend a point of Void to refresh the two uses of this skill.