<strong>Elementalism</strong><br/>This calling art summons aid from the elemental forces of<br/>the world. Unfortunately for the Magician, there is never any<br/>guarantee what form that help will take. If the Willpower cost<br/>is paid, the aid will arrive, though it might take a little while to<br/>occur and may not precisely be what the Magician was hoping<br/>for. Elementalism is notorious for giving the Dessi what they<br/>need while rarely giving them what they actually want. Upon<br/>selecting this Elder Art, the Magician of Dessi<span class="bbc_u">immediately<br/>gains one free rank in Knowledge (the planes)</span>.<br/><br/>Earth Spirit (4 Willpower)<br/>When called up, the Earth spirits will answer within 2d4<br/>rounds (being the slowest of the elements to respond) by<br/>shaking the ground, causing a landslide, shattering some<br/>non-magical metal or stone object important to the enemy, or<br/>something equally destructive or disruptive. Earth spirits will<br/>never inflict more than a Magician’s base magical damage on<br/>a single target but they can cause damage to every foe within<br/>100 feet of the Magician if that is what they choose to do.<br/>Opponents on shaking ground must make an Acrobatics check<br/>with a DC equal to the spell’s saving throw DC or fall prone.<br/><br/>Air Spirit (4 Willpower)<br/>Mercurial and impossible to predict, these mischievous spirits<br/>can unleash inclement weather, blow objects out of people’s<br/>hands, or even summon thunder to deafen a Magician’s<br/>opponents. Air spirits have a tendency to impede the Magician<br/>himself at the same time, though never to the same extent as<br/>his enemies. Buffeted creatures get a Strength ability check<br/>(DC equals the spell’s save) to avoid being blown away by<br/>the spirit and Fortitude saves may be necessary to resist the<br/>deafening effect of thunder. A failed save against the latter<br/>effect also stuns the target for one round. Air spirits take only<br/>1d4 rounds to answer a calling.<br/><br/>Fire Spirit (4 Willpower)<br/>The embodiment of both creativity and destruction, fire<br/>spirits answer within a single round and usually do so in some<br/>inventively destructive way. Knocked over lanterns that set<br/>the nearby surrounding on fire, an exploding torch, or fire<br/>magic raging out of control are all hallmarks of a fire spirit’s<br/>‘aid’. Fire spirits inflicting damage will not inflict more than<br/>half the Magician’s base magical damage. All saving throws<br/>are equal to this spell’s DC and if an opponent succeeds he<br/>still takes half damage as the wrath of the fire spirit is not<br/>entirely controllable or friendly.<br/><br/>Water Spirit (4 Willpower)<br/>Water spirits can be very effective, especially if called while<br/>an opponent is drinking. Liquids can try to drown targets<br/>(forcing the target to use the usual drowning rules found on<br/>page 156), waves can make an approaching enemy’s boat veer<br/>off course or marine creatures might appear and attack the<br/>Magician’s foes. Water responds in 1d6 rounds, and may – at<br/>its option – choose to simply aid the Magician by healing him<br/>for an amount equal to his base magical damage instead of<br/>manifesting in any other way.