Powers and Trappings by Element

General Magic Rules

Range and Attribute-dependent power effects

When a power stat block in the rule book mentions an Attribute (often the case with Range for each power), it tends to refer to the Smarts Attribute. Instead of relying on Smarts to determine range, each power that uses this method instead uses the Attribute associated with the element. For example, the Entangle power has a Range of Smarts. As Entangle appears on the Earth list, the Range at which Entangle can be cast is dependent upon the casters Strength, since Strength is Attribute associated with the earth element.

General Information on Trappings

Each element is associated with a Trapping, a physical manifestation of the power’s effect. Air powers, for example, manifest with electricity effects. The Bolt power discharges a ball of lighting and the Armor power shields the target in a cracking field of electric force. The trappings are not just cosmetic, however. Each trapping has an Optional Effect that can be added to the power as it is cast and in the case of hostile targets, has an additional effect on a raise.

General Metamagic Powers

A few powers are foundational to the functioning of magic itself and thus appear on every elemental list below. They are gathered here for convenience.

Concentrate, Detect / Conceal Arcana, Dispel, Ledgermane

Air

Practitioners of elemental air magic are defenders and healers. While they lack substantial offensive capabilities, they are a critical part of any team looking to survive long in the wastelands outside of Edge.

Trapping: Electricity
Affinities: Health, Protection, Light, Perception
Opposing Element: Fire
Associated Attribute: Vigor

Trapping Optional Effect: Armor Piercing The electricity arcs to a foe’s exposed areas, ignoring some armor (AP2) at the cost of 1 power point.
Trapping Raise Effect: Spasms Electricity surges through the target, causing temporary muscle contractions. The target suffers a -2 Parry until its next action.

Arcane Rank Spell List
Novice Armor,Bolt (electric), Boost / Lower Trait (vigor), Damage Field, Darksight, Deflection, Detect / Conceal Arcana, Elemental Manipulation (Air), Environmental Protection, Healing, Ledgermane, Light, Succor
Seasoned Barrier (electricity), Bless / Curse, Concentrate, Dispel, Farsight
Veteran Banish, Fly, Healing (Greater)
Heroic Spirit Fetch

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Water

Practitioners of elemental water magic are enchanters and deceivers. They shun dealing direct damage, preferring instead to sow confusion and lethargy among their foes.

Trapping: Ice
Affinities: Knowledge, Manipulation, Illusion, The Mind
Opposing Element: Earth
Associated Attribute: Smarts

Trapping Optional Effect: Armor Piercing Splinters of ice stab into a foe’s exposed areas, ignoring some armor (AP2) at the cost of 1 power point.
Trapping Raise Effect: Slow The target is chilled to the bone. Its movement is counted as Difficult Terrain for as long as the power is in effect or until its next movement (for instantaneous powers).

Arcane Rank Spell List
Novice Analyze Foe, Blind, Bolt (ice), Boost / Lower Trait (smarts), Confusion, Detect / Conceal Arcana, Elemental Manipulation (water), Fear, Ledgermane, Mind Reading, Obscure, Speak Language
Seasoned Barrier (water), Concentrate, Create Water, Disguise, Dispel, Draining Touch, Havoc, Slumber, Teleport
Veteran no powers
Heroic Divination

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Fire

Practitioners of elemental fire magic are destroyers and slayers. They focus on dealing direct damage and have little in the way of utility magic to aid them in other ways. They also have the smallest power list by far compared to the other magic users.

Trapping: Flame
Affinities: Freedom, Emotion, Impulse, Destruction
Opposing Element: Air
Associated Attribute: Spirit

Trapping Optional Effect: Armor Piercing Fire and heat pass through cracks in the armor, ignoring some armor (AP2) at the cost of 1 power point.
Trapping Raise Effect: Flammable The target may burst into flame. Roll a d6. On a 6 (or less if the target is very flammable), the target catches fire. See page 101 for more details.

Arcane Rank Spell List
Novice Bolt (flame), Boost / Lower Trait (spirit), Burst (flame), Detect / Conceal Arcana, Elemental Manipulation (flame), Jet (flame), Ledgermane, Speed
Seasoned Barrier (flame), Blast (flame), Concentrate, Dispel
Veteran no powers
Heroic no powers

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Earth

Practitioners of elemental earth magic are brawlers and masters of their surroundings. They focus their magic inward to improve their abilities or outward to physically batter their foes

Trapping: Stone
Affinities: Growth, Instinct, Nature, Physical World
Opposing Element: Water
Associated Attribute: Strength

Trapping Optional Effect: Armor Piercing Splinters of stone stab into a foe’s exposed areas, ignoring some armor (AP2) at the cost of 1 power point.
Trapping Raise Effect: Battered The target may be battered by the force of the spell and must make a Vigor test at -2 or suffer a -1 on all Strength or Agility-related tests for 1 round.

Arcane Rank Spell List
Novice Bolt (stone), Boost / Lower Trait (strength), Burrow, Detect / Conceal Arcana, Elemental Manipulation (stone), Entangle, Ledgermane, Shape change, Smite, Stun, Wall Walker
Seasoned Barrier (stone), Concentrate, Dispel, Growth / Shrink, Pummel, Quickness, Sluggish Reflexes, Telekenesis, Warrior’s Gift
Veteran no powers
Heroic no powers

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Powers and Trappings by Element

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