1. Objects

Elementalist's Brand

Developed a few decades after elementalists began to emerge in the realm of Verden, these enchanted brands were formulated to both enhance the magical abilities of their bearer as well as acting as a focus to control them by. Carved into the bearer's flesh during a quick yet incredibly painful ritual, the Brand's shape and design and placement is unique to the individual who bears it, with the design typically reflecting an aspect of their personality or elemental bond and the placement acting as an indicator of their innate magical strength: they closer to the heart, the more powerful the Elementalist.

Though they were designed primarily as instruments of control, the Brands do hold some benefit to those marked by them, serving to focus and strengthen their elemental capabilities. While marked with an Elementalist's Brand, the bearer is granted additional abilities depending on their elemental affinity in addition to some universal effects. Upon the bearer reaching 8th and 12th level, the Branding spell may be repeated to further enhance the powers it grants. This enhancement requires the use of a Branding Rod and one skilled in its use.

All elementalist's brands provide a +1 enhancement bonus to spell attack rolls. Additional spells granted by the Brand are useable once per day and automatically heightened to your highest spell casting level and also use the bearer's spell DC.

Fire:

The bearer gains resistance 2 to fire. This increases to 5 upon the second enhancement and 10 upon the third.

Bonus Spells: Produce Flame, Fireball (8th), Wall of Fire (12th)

Water

The bearer gains resistance 2 to water and attacks from water creatures. This increases to 5 upon the second enhancement and 10 upon the third.

Bonus Spells: Spout, Aqueous Orb (8th), Hydraulic Torrent (12th)

Earth

The bearer gains resistance 2 to physical damage. This increases to 5 upon the second enhancement and 10 upon the third.

Bonus Spells: Scatter Scree, Meld into Stone (8th), Spike Stones (12th)

Air

The bearer gains resistance 2 to falling damage. This increases to 5 upon the second enhancement and 10 upon the third.

Bonus Spells: Gale Blast, Wall of Wind (8th), Air Walk (12th)

Lightning

The bearer gains resistance 2 to electricity. This increases to 5 upon the second enhancement and 10 upon the third.

Bonus Spells: Electric Arc, Lightning Bolt (8th), Draw the Lightning (12th)

Ice

The bearer gains resistance 2 to cold. This increases to 5 upon the second enhancement and 10 upon the third.

Bonus Spells: Ray of Frost, Ice Storm (8th), Cone of Cold (12th)


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