How exactly Sentients become Elemancers varies from world to world, and at the end of the day, it is up to your GM to decide. In the world of Aethra for example, the primary method of becoming an Elemancer is to ingest or inject Aether, and after suffering through the ensuing Aether Sickness, there is a chance the sufferer will come out of it an Elemancer. Other methods include being born on the appropriate plane, finding a relic that grants you Elemancer powers, being blessed with powers by one of the gods, or simply being born one. No one method of becoming an Elemancer is incorrect, unless it runs directly contradictory to the rules of the world that your GM has established; if your GM says that in their world, Elemancers are born with their powers, then you cannot make an Elemancer by drinking a flask of pure liquid Aetherite.
The Elemancer is a special class: it does not have any class feats, but instead there are 6 different sub-types of the overarching class, referred to here as the Elemental Domains. It is also one of only two classes with access to spells, and because of this has access to some of the most unique, powerful, and useful abilities in Iron & Aether. An Elemancer can only ever have control over one Elemental Domain, unless they gain access to another through an external source such as an enchant.
The term Elemancy is a catch-all term that refers to an Elemancer's arcane power over their specific element. Each Elemancer’s Elemancy is tied to a specific Elemental Domain, which they gain control over at the time of their transformation into an Elemancer, described in the “Becoming an Elemancer” section above. Each Elemental Domain is mostly restricted to its own abilities and powers due to their inherent differences, however there are some common spells, called such and detailed inside the class description.
Level | Elemancy Proficiency |
Features | Mana |
---|---|---|---|
0th | 1 | Elemancy, Elemental Domain, Minor Elemancy | - |
1st | 2 | Common Spells, Mana | 5 |
2nd | 2 | Ability Score Improvement (ASI) | 10 |
3rd | 2 | -- | 15 |
4th | 2 | ASI, Classless Feat | 20 |
5th | 3 | Elemental Domain Feature | 25 |
6th | 3 | ASI, First Pseudo-Element | 30 |
7th | 3 | -- | 35 |
8th | 3 | ASI, Classless Feat | 40 |
9th | 4 | -- | 45 |
10th | 4 | ASI, Elemental Domain Feature | 50 |
11th | 4 | -- | 55 |
12th | 4 | ASI, Classless Feat, Second Pseudo-Element |
60 |
13th | 5 | -- | 65 |
14th | 5 | ASI, Elemental Tongue | 70 |
15th | 5 | Elemental Domain Feature | 75 |
16th | 5 | ASI, Classless Feat | 80 |
17th | 6 | -- | 85 |
18th | 6 | ASI, Favored Spell | 90 |
19th | 6 | Classless Feat | 95 |
20th | 6 | ASI, One with the Element | 100 |
As an Elemancer you gain the following class features.
Health at 1st Level: 6 + your CON score
Health Beyond 1st Level: 1d6 (or 4) + your CON score per Elemancer level after 1st
Skills at 0th/1st Level:
Skills Beyond 1st Level: You gain 1 SP every time you level up.
When a Sentient becomes an Elemancer, they do not immediately gain the ability to sling spells and hurl their element at-will. Rather, they start with a very basic and unrefined capacity to exert a modicum of control over their powers - like an athlete who has only just started practicing at a sport they hope to one day become a world champion in. If a character has started the process of becoming a full-fledged Elemancer but has not yet put in the time and training to become Level 1, they start here. It is important to note that becoming a 0th Level Elemancer can occur at any time and is meant as an in-between while that character progresses toward their next proper level-up, at which point they become a 1st Level Elemancer.
At 0th level, you have begun to command one of the 6 elements, and will learn to use that power to cast spells and create arcane effects at your will. These abilities are collectively referred to as Elemancy.
The damage dealt by your spells is determined by your proficiency with Elemancy, which can be considered an Exotic weapon that you start with 1 proficiency in; you will gain more proficiency in Elemancy as you gain levels in this class, as shown in the Elemancer class table. Elemancy's base damage die is a d8, so when a spell or effect says it uses your Elemancy proficiency for damage, you will roll as many d8s as your Elemancy proficiency and add either your INT, WIS, or CHA score (e.g. 2d8 + INT/WIS/CHA at levels 1-4).
Lastly, casting spells and using Elemancy usually requires gesticulations and fine movements, meaning that you cannot cast spells or use class features while wearing Medium or Heavy armor or Medium or Large shields.
Several spells and other features cause the target(s) to make a save against them or be effected by one or more conditions, such as getting pushed, keeping their thoughts shielded, retaining control of their body, or something else entirely. The DR for these saves is referred to as your Elemancy Save DR (ESDR), and is determined as follows:
Elemancy Save DR: 10 + your INT, WIS, or CHA score + your Elemancy proficiency + your Elemancer level. The threshold for getting a Partial Success against your ESDR is just it minus your Elemancy proficiency, so for example if your ESDR at Level 1 is 15, the threshold for getting a Partial Success against it would be 13.
Also at 0th level, you have discovered your inherent control over one of the 6 elements: Dark, Light, Magic, Soul, Space, or Time. These Domains have different abilities, spells, and roles both in and out of combat; additionally, each Domain gets additional features at levels 5, 10, and 15. Whichever Domain your character controls is up to you, but you should also consider how this effects their personality, their background, how they came across their powers, their struggle to control the Elemancy they now command. Perhaps your Luxomancer is hot-headed and quick to anger, or your Magician is coy and mischievous. Whatever the case may be, be sure to put some thought into how discovering, gaining, struggling with, and controlling their Domain has influenced your Elemancer’s life, background, and personality.
A major part of an Elemancer's control over their chosen element is their ability to do an incalculable number of simple effects relating to their element without expending any Mana, such as creating puffs of air, minor sensory effects, or dousing Tiny fires. Any Minor Elemancy effect can only deal up to 1d6 damage.
Every Domain, for all their differences, has access to a handful of common spells, which you start to gain access to at 1st level. The flavoring of these spells may differ between domains, but mechanically these spells all function the same; they can be found at the bottom of the class description, before the Elemental Domain descriptions.
Mana is a numeric representation of an Elemancer’s mental fortitude, of their remaining strength and will to wield the Elemancy at their disposal. It determines how much you can use your Elemancy before needing to rest and what spells you are able to cast, as you can only cast spells with a Mana Cost < your maximum Mana. If the Mana Cost of a spell that you are normally able to cast is > your remaining Mana, you can still cast it, however your Mana will be reduced to 0 and your current Health will be reduced by 5 times the remaining difference.
Your primary method of regaining Mana is resting: a night's or day's rest will restore your Mana to full, while during a quick rest, you can roll a number of d6s up to half your Elemancer level (rounded up) and have your Mana replenished by the total amount. Alternatively, Mana Potions restore Mana similar to how Health Potions restore Health. You also regain 5 Mana whenever you ingest ½ a pound of Elemancy of your domain’s type, and can gain up to 10 temporary Mana this way if your Mana was already at full. If eating it, it takes 5 seconds (independent of your DEX) to eat ½ a pound.
Every even-numbered level, you can increase one of your Ability Scores by .5. You cannot increase an ability score beyond 5 via this feature.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can learn a classless feat.
At 6th level, as your powers and abilities grow ever stronger, you can select one pseudo-element to gain control over. At 12th level, you will gain whichever pseudo-element you didn't choose at this level. The pseudo-elements available to each domain are as follows:
When you reach 12th level you gain control over whichever pseudo-element you did not select at 6th level.
At 14th level you learn and are able to speak and write the language of your element: Dark learns Tenebric, Light learns Luxan, Magic learns Faen, Soul learns Animan, and Space learns Spacic. Since Time elementals do not have a language of their own, Tempomancers instead gain the ability to telepathically communicate with any one creature at a time that is within 15 meters of them.
Upon reaching 18th level, choose a single spell that costs <2 Mana and does not deal damage directly or via its Notable Effects; from this point on, that spell is permanently embedded in your mind and you can cast it (without modifications) without expending Mana. Alternatively, you can permanently make Elemental Strike d8-based instead of d6-based.
When you reach 20th level, you are truly a master of your element, nearly a demigod with nigh-unmatched arcane power. From now on, whenever you are in an area heavily saturated with your element or on your domain’s plane, you regain 1 Health and 1 Mana per minute. An example for a suitable environment for each domain is given here:
Familiarity | On Target | Distance From Target |
---|---|---|
Very familiar | 01-100 | -- |
Casually familiar | 01-75 | 2d10 km |
Somewhat familiar | 01-50 | 4d10 km |
Hardly familiar | 01-25 | 8d10 km |
Not familiar | 01-05 | 15d10 km |
Familiarity | On Target | Distance From Target |
---|---|---|
Very familiar | 01-100 | -- |
Casually familiar | 01-75 | 2d10 km |
Somewhat familiar | 01-50 | 4d10 km |
Hardly familiar | 01-25 | 8d10 km |
Not familiar | 01-05 | 15d10 km |
Familiarity | On Target | Distance From Target |
---|---|---|
Very familiar | 01-100 | -- |
Casually familiar | 01-75 | 2d10 km |
Somewhat familiar | 01-50 | 4d10 km |
Hardly familiar | 01-25 | 8d10 km |
Not familiar | 01-05 | 15d10 km |
Familiarity | On Target | Distance From Target |
---|---|---|
Very familiar | 01-100 | -- |
Casually familiar | 01-75 | 2d10 km |
Somewhat familiar | 01-50 | 4d10 km |
Hardly familiar | 01-25 | 8d10 km |
Not familiar | 01-05 | 15d10 km |
Every Elemancer discovers that they have control over a single natural element: Dark, Light, Magic, Soul, Space, or Time. Each element, with a couple of exceptions, has its own powers, abilities, and spells.
Umbramancers command and bend the element of Dark, the element of silence, secrets, chaos, and freedom. They can block out the light of the sun in the middle of the day or silence the din of battle to a dead quiet, and this has led to many fearing and mistrusting them, and not always without reason, though Dark is no more inherently evil than any other element. More powerful Umbramancers learn to control Twilight and Decay as well.
Umbramancy refers to the ability to control both the pure darkness of Void and the freezing cold of Frost.
At levels 5, 10, and 15, your powers in Umbramancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.
At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Frost and Void spells.
Decay. When you gain control over Decay, in addition to being able to cast Decay spells, you also gain the ability to alter the damage type of your Frost spells to rot.
Twilight. Gaining control over Twilight allows you to alter the damage type of your Void spells to burn, as well as granting you Twilight spells.
Light is the element of knowledge, security, order, and hope. It guides Sentients in their times of need and gives them the hope to succeed where others may have failed. Many associate Light with goodness and honesty, and for this reason are typically quite trusting of Luxomancers, though Light is no more inherently good than any other element. Since Light is adjacent to Magic and Dark, more powerful Luxomancers are able to control Lightning and Twilight as well.
Luxomancy pertains to the control over both the pure light of Radiance and the scalding heat of Fire.
At levels 5, 10, and 15, your powers in Luxomancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.
At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Fire and Radiance spells.
Lightning. The power of Lightning grants you both new spells and the ability to alter the damage type of your Fire spells to electric.
Twilight. Gaining control over Twilight grants you access to both Twilight spells and the ability to change the damage type of your Radiance spells to freeze.
When Sentients think of Magic, they also think of mysticism, Illusion, imagination, and the Fae, with their mysterious tricks and troublesome pranks, as well as the Dynami, with their powerful Force thaumaturgy and electrifying Lightning powers. Because of this mysticism, Magic, more than any other element, is associated with lies and deceit, and Magimancers – also known as Magicians – are no strangers to embracing that reputation. More powerful Magicians learn to bend Lightning and form Prophecy.
Magic is the element of Illusion and Force, and its adjacency to Time and Light allowing for the manipulation of Prophecy and Lightning.
At levels 5, 10, and 15, your powers in Magimancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.
At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Force and Illusion spells.
Lightning. The power of Lightning grants you both new spells and the ability to alter the damage type of your Force spells to electric.
Prophecy. Prophecy grants you Prophecy spells, makes you unable to be surprised, and grants you advantage on Reflex saves against traps.
d6 | Action |
---|---|
1 | Stands still (they still defend themselves) |
2 | Moves in a random direction at full speed for 3 seconds |
3 | Drops prone |
4 | Attacks the nearest creature using all of its actions |
5 | Drops whatever is in its hands |
6 | Acts normally |
Animancers are able to tap into the very life force of their targets and use their own energies to hurt or heal them. More powerful Animancers are able to bend the pseudo-elements of Decay and Water to their will as well.
The element of Soul is split between the forces of Death, which allows Animancers to harm their foes, and Life, which grants them healing abilities.
At levels 5, 10, and 15, your powers in Animancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.
At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Death and Life spells.
Decay. The power of Decay grants you both new spells and the ability to alter the damage type of your Death spells to freeze.
Water. Water enables you to both cast Water spells and to breathe underwater.
The element of Space is that of matter and material, of that which physically exists and takes up, well, space. Although its sub-elements are Earth and Air, "Earth" includes all physical material, not just dirt and soil, while "Air" refers to all empty space, not just breathable oxygen. Stronger Mattemancers are also able to control both Memory and Water as well.
As controllers over all of that which is physical and takes up, well, space, Mattemancers have access to some of the most useful and versatile spells in all of Iron & Aether.
At levels 5, 10, and 15, your powers in Mattemancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.
At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Air and Earth spells.
Memory. Gaining control over Memory allows you to both cast Memory spells and recall any of your past experiences with perfect clarity, unless inflicted with arcane-borne amnesia.
Water. Water enables you to both cast Water spells and to breathe underwater.
Time is the element of the unceasing, ever-flowing river that ensures everything is constantly moving forward and that a cause will always have its effect.
To control and alter the flow of time is the domain of Tempomancy; while this usually results in slowing events down or speeding creatures up, Tempomancers can also conjure symbols of time passing such as shifting sands, flowing waters, or the cogs of a clock to exert physical influence. Lastly, part of having the very element of Time fused to your soul means that it doesn't affect you like it does others: from 1st level onward, you age at a rate equal to 1/your Elemancer level. Due to Time's adjacency to Magic and Space, advanced Tempomancers are able to bend both Memory and Prophecy to their wills.
At levels 5, 10, and 15, your powers in Tempomancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.
At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Possibility and Reality spells.
Memory. Gaining control over Memory allows you to both cast Memory spells and recall any of your past experiences with perfect clarity, unless inflicted with arcane-borne amnesia.
Prophecy. Prophecy grants you Prophecy spells, makes you unable to be surprised, and grants you advantage on Reflex saves against traps.