(White Dwarf #23)
A thematic magic-user variant with access to druid spells, 26 unique spells, and the ability to command elementals. You start with an extra spell at level 1. While flavorful, it’s hard to see why you’d pick this over a standard M-U.
What does an Elementalist get?
- Level 2 Spell at Level 1. Starts with a level 2 spell (likely a typo)—there's another clear error in the spell table. Given their spell list, this isn't game-breaking.
- Elemental Resistances. +2 to saves vs fire, water, air and earth attacks.
- Elemental Awareness. Detects unsafe walls, ceilings, floors, and gas within 60’. This might include pit traps, making it more useful than it seems.
- Better Elementals. When you reach level 9 your conjured elementals will have at least 5 HP per HD.
- Elemental Influence. 10% chance per level to banish elementals. You get a 10% per level > 5th level to befriend an elemental for an hour. You can telepathically talk to any elemental within 40’.
- Sage Abilities. Gain sage-like knowledge on elemental topics every other level.
- Thematic new spells. A well-curated and thematic list, including spells that mimic magic items like Gaseous Form or Alchemy (similar to an alchemical jug). Nothing overpowered.
The Downside
- Slower Leveling. Requires 3,000 XP for level 2, though the extra starting spell offsets this. Spell progression matches M-U’s from level 3 onward.
- Weaker Spell List. Thematic but less versatile. Lacks staples like Web, Slow, Dimension Door, or Teleport. Some spells are weaker versions of M-U spells, like a less effective Sleep.
Why add the class?
M-Us offer unparalleled versatility—disabling enemies (Web), becoming invisible, picking locks (Knock), or teleporting globally. The Elementalist sacrifices this flexibility for the ability to boss elementals around.
While flavorful, the class fills a narrow niche. M-U’s do it better. It doesn’t make the ‘best of’ list.
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