Class
Elementalist
The classic mage — a spellcaster who shapes the elements through Essence, drawn each turn and from elemental damage flying nearby. Their signature is persistent magic: spells and effects that linger on the battlefield, kept alive through careful management of Essence.
Heroic Resource: Essence
- Gain Essence equal to your Victories at the start of an encounter, and 2 more each turn.
- Gain 1 more the first time each round that you — or anyone within 10 squares — takes damage of any type that isn't untyped or holy.
- Persistent magic: many spells can be sustained from turn to turn for a reduced Essence cost rather than recast, so you're always balancing what you keep running against what you start fresh.
- Practical Magic is your utility maneuver — a little teleport, a little damage, or shove people around.
Subclasses
- Earth — create and reshape terrain, toughen your allies, and grow more durable yourself when knocked about.
- Fire — damage and area effects: melt items, burn holes through walls, and add extra push to forced movement.
- Green — nature, growth, and healing: talk to plants and animals, shapeshift into them, and mend allies (though not amped up like the Conduit's healing).
- Void — see through illusions (and share that sight with allies), and teleport around the field.
Last updated: 7 June 2026