Bohemian Rhapsody
Current Saga Year
1271 AD
       
Saga Mythic Europe Ordo Hermei Lusus
       
General Rules
Elementalism (revised rules)

 

The rules for Elementalists presented in Hedge Magic, Revised Edition, have some interesting concepts and a few useful mechanics, but overall are not suitable for the Bohemian Rhapsody Saga. The following altered rules will govern Elementalism of the hedge variety.

First, only a single Virtue exists for each Elementalist Technique (Summoning, Controlling, Divining, and Refining). Dividing elementalist Virtues between the three applicable Abilities (Medicine, Philosophiae, or Realm Lore) weakens such characters too much.

Second, vis use is more limited. An elementalist character is limited by the corresponding Elemental Art Score (Fire, Air, Water, or Earth); complex combinations are limited by the lowest applicable Elemental Art. Seasonal vis use (Refining) is limited by twice the Philosophiae Score of the elementalist.

Third, study from vis uses the same amounts as magi: one pawn of applicable vis per five points of score in the Elementalist Art.

Fourth, study from Hermetic texts is possible. Elementalists can study from applicable Hermetic texts (Aquam, Auram, Ignem, and Terram), treating each text as having 1/2 the Quality, and 2/3 of the level cap for Summae.

Fifth, Fatigue expenditure by an elementalist functions more leniently. In most cases, only a Short-term Fatigue level must be expended. Only in the case of summoning an elemental is a Long-term Fatigue level required; the Fatigue level may not be regained as long as the elemental remains Summoned.

Some clarification to several problematic statements regarding elementals is necessary. Elementals are not spirits, and may not be contained in "jars" or even "circles" unless the containment is large enough to fully encompass all of the matter of the elemental. Summoned animals and elementals may be affected by the elementalist as if they are "bound" for a short time after they are summoned, for the purpose of subsequent Controlling actions.

With regard to vis consumption by elementals, the sidebar on pg 24 should be disregarded. Elementals prefer vis that corresponds to their own natures, and consuming such vis is twice as effective in restoring Might (10 points per pawn of vis). Other types of vis generally restore 5 points of Might per pawn, but vis that is diametically opposed to the elemental will weaken the elemental if consumed, rather than restoring Might. Elementals dislike vis that is opposed to their own natures, and while they would like to see it destroyed, are not capable of doing so by consuming it.

Sixth, modifying bodily humors with elementalism is possible without using Medicine as part of the summoning total, but doing so is very risky, as an elementalist without an understanding of Medicine (or with a low Medicine Score) could damage a person through alteration of their humors.

Seventh, Controlling does not allow an elementalist to exorcise a disease spirit or demon, but does allow the elementalist to temporarily counter the effects of such beings on the bodily humors.

Summaries of mechanics for each Elemental Technique are listed below.


  Divining
  stress die + Perception + Elemental Divining + (Form) + aura
 

 

Note that for Divining, the applicable Ability (Medicine, Philosophiae, or Realm Lore) is not part of the Divining total.

An elementalist may Concentrate to sense elementally-aligned targets within ~100 paces; this includes a sense of the approximate direction and distance; the Divining total must exceed ~Size value of the target, but does not need to penetrate Resistance

An elementalist may sense vis aligned with an Elemental Form within ~100 paces, and may sense the amount of vis present by touching the physical manifestation of the vis

An elementalist may touch an elementally-aligned target to intuit its circumstances and situation, and may mentally communicate as applicable; the Divining total must exceed both ~Size and ~Might, and must penetrate Resistance (thus, the Divining total must be at least twice the Might of the target)

An elementalist may sense imbalanced humors in a living creature, and potentially diagnose a disease that arises from imbalanced humors

An elementalist may provide ongoing aid to Recovery rolls equal to the Divining Total / 5; this may or may not be more effective than simply applying a Medicine Score to applicable Recovery rolls, but will provide aid even for wounds and injuries that would normally require Chirurgy to affect.

An elementalist may sense natural materials that are associated with an Elemental Form, including a general sense of weight and shape; the Divining total must exceed ~Size of the materials

An elementalist may sense animals and communicate by touch with animals according to their elemental temperament; note that "communicate" does not equal "talk"

 

  Summoning
  stress die + Stamina + Summoning + (Form) + aura
 

 

Note that for Summoning, the applicable Ability (Medicine, Philosophiae, or Realm Lore) is not part of the Summoning total.

An elementalist may expend a Short-term Fatigue level to summon elemental matter (air, fire, water, or earth) from the surrounding area to a place within his immediate reach; matter travels by the most expeditious route to reach the elementalist; the amount of matter summoned is limited by the Summoning total

An elementalist may expend a Short-term Fatigue level to summon animals native to the region, according to their elemental temperament (predators are Choleric, birds are Sanguine, fish and reptiles are Phlegmatic, etc.). The size and/or collective size of the animals are limited by the Summoning total, and the total must penetrate Resistance if applicable (thus reducing the effective Summoning total for the purpose of calculating ~Size). Short-term Fatige may not be regained while the summoned targets remain bound to the elementalist.

An elementalist may expend a Short-term Fatigue level to alter the balance of humors in a body, potentially curing diseases and resolving crises; or may cause an imbalance in the humors sufficient to cause a disease; the severity of the effect is limited by the Summoning total and must penetrate Resistance if applicable.

An elementalist may expend a Long-term Fatigue level to summon an elemental being from appropriate matter; ~Size and Might are limited by the Summoning total; Long-term Fatigue may not be regained as long as the summoned elemental remains bound to the elementalist.

 

  Controlling
  stress die + Presence + Controlling + (Form) + aura
 

 

Note that for Controlling, the applicable Ability (Medicine, Philosophiae, or Realm Lore) is not part of the Controlling total.

An elementalist may exert control over an elemental target (animal or elemental) within Voice range, by Concentrating and expending a Short-term Fatigue level to speak and gesture to the target; this must penetrate Resistance if applicable, but note that elemental targets bound to the elementalist (such as from Summoning) have an effective Controlling Target number of 0; the entire Controlling total may be applied to penetration in such cases.

An elementalist may control the emotions of humans by manipulating the bodily humors to inspire or suppress elementally-aligned emotions; this imparts a temporary Personality Trait of +/- (Controlling total / 10, rounded up); this effect lasts until the target eats and sleeps, as if recovering from Long-term Fatigue.

An elementalist may affect the motion of natural materials or organic matter by Concentrating; this uses the Form score of the lowest applicable Elemental Form. This may add to his effective Soak total against an applicable attack (if applicable, increase Soak by Controlling total / 5).

 

  Refining
  Intelligence + (Ability) + Refining + (Form) + aura
 

 

Note that for Refining, the applicable Ability (Medicine, Philosophiae, or Realm Lore) is part of the Refining total, but that no die roll applies.

For all seasonal activities, the limit on vis used is equal to Philosophiae Score * 2.

 

 
  Medicine      
 

 

With a laboratory and a season's work, an elementalist may use 1p of appropriate vis per five years of age to make a longevity ritual that reduces aging; this Refining total must include the lowest Elemental Form Score. Appropriate vis should balance the humors, and thus ideally should include equal amounts of vis from each element: elementalist longevity rituals should use 2, 3, 4 etc pawns of vis for each element, resulting in total quantities of 8p, 12p, 16p, etc. If as a result more pawns of vis are used than are required for the recipient's age, the additional pawns add to the lab total (AM5, 101).

To do otherwise may result in an effective longevity ritual, but imbalancing the humors could lead to other effects, including personality changes in the recipient or vulnerability to illness. Vis other than elemental vis may be used, of course, if an elementalist has access to Creo, Corpus, or Vim vis. Vis of those arts does not need to be balanced in the same fashion.

For people with a magical nature, a longevity ritual provides a favorable modifier equal to (Refining total / 5, rounded up); for those without a magical nature, a longevity ritual provides a favorable modifier equal to (Refining total / 10, rounded up).

With a laboratory and a season's work, an elementalist may use vis equal to (effective Refining total / 5) to create a "potion" that boosts one Characteristic by (effective Refining total / 5) for one year; the boost is limited to no more than half of the applicable Elemental Form Score; the Refining total used may be reduced to reduce vis cost.

  Element   Characteristics Affected  
  Fire   Presence or Quickness  
  Air   Communication or Dexterity  
  Water   Intelligence or Strength  
  Earth   Perception or Stamina  
 

 

Philosophiae

     
 

 

With a laboratory and a season's work, an elementalist may extract vis from a Magical Aura that corresponds to the Elemental Form used; the amount of vis extracted equals (Refining Total / 10, rounded up).

With a laboratory and a season's work, an elementalist may restore or drain Might from a supernatural animal of the appropriate temperament, increasing the Might Pool of the target creature by (Refining total / 5); if the amount of Might restored exceeds the maximum Might Pool of the target creature, one pawn of vis of an appropriate Elemental Form appears for every five points by which the Might Pool is exceeded, but no more than (target's Might Score / 5).

If draining Might, vis corresponding to the appropriate Elemental Form appears, equal to (Refining total / 5) but no more than (target's Might Score / 5). In either case, restoring or draining Might, an elementalist must penetrate applicable Resistance.

With a laboratory and a season's work, an elementalist may transfer vis from one vessel to another, up to (Refining total / 5) pawns; the entire quantity in the target vessel must be transferred.

 

  Realm Lore (Theurgical)      
 

 

For all activities using Realm Lore, the Realm Lore appropriate to the target is the only Realm Lore applicable to the Refining total; this is almost always Magic Lore.

With a laboratory and a season's work, an elementalist may restore or drain Might from an elemental corresponding to the Elemental Form used, increasing the Might Pool of the target elemental by (Refining total / 5); if the amount of Might restored exceeds the maximum Might Pool of the target elemental, one pawn of vis of an appropriate Elemental Form appears for every five points by which the Might Pool is exceeded, but no more than (target's Might Score / 5).

If the Form used is diametrically opposed to the elemental, Might is drained from the target elemental; this produces vis corresponding to the Form of the elemental, equal to (Refining total / 5) but no more than (target's Might Score / 5).

If the Form used is neither aligned with nor opposed to the elemental, half as much Might may be restored or drained from the elemental.

In any case, an elementalist must penetrate Resistance in order to affect a being with Might.

 

 
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Guide Icon
Guide for Players
(pdf)
a two-page quck guide to the basic stuff for those who are new to Ars Magica
 
 
Guide Icon
Summary of Hermetic Guidelines
(pdf)
a listing of all guidelines for Hermetic Magic as applicable to the Bohemian Rhapsody Saga