A complete and edited version of Elementalism is finally available. Elementalism brings a new trait, a new skill, more than 40 new feats and over 50 new spells to the table. It should be noted that Elementalism probably needs a lot more playtesting before it can be considered balanced. In my final read-through before posting I saw several areas that could be potentially problematic. And, while all of the scaling mechanics seem to work well at low CRs, higher level play might reveal serious breakdowns. I would hope that I erred on the side of caution and any problems at higher CRs have to do with a dearth of power as opposed to a glut.

As I’ve said before, in addition to the complete magic system, Elementalism has a strongly implied setting. The setting was inspired by Magic: the Gathering when I started working on the Fluidity Project in mid-2007. But, as the magic system evolved into Elementalism in the intervening time, the influence of M:tG was greatly diminished. Clearly however, the echos of M:tG remain in the five primal elements, their associated fluff, the concept of elemental mana and the mana symbols used as shorthand.

On a somewhat related note, if you’re looking for a roleplaying game that actually uses Magic: the Gathering cards, check out Mana Burn.

Finally, in the interest of full disclosure, Elementalism is, as a whole, an extremely derivative work. Most of the mana feats began life in Magic of Incarnum. The spells and spell effects were mostly distilled from already existing spells and a few originated from Spiritualism (which can be found in the awesome Iron Heroes Player’s Companion). The augmentation effects were inspired by the mechanics in the Expanded Psionics Handbook and the highly underrated Redstar Campaign Setting. And, the Ruin Construct and Verdant Defender were ripped almost whole cloth from the Astral Construct power.

Regardless of what may prove to be several serious mechanical faults and my concern about a perceived lack of originality, I think Elementalism holds up well as a more complete example of what a magic system would look like in a game built using the Fluidity Project. I think that Elementalism should hold its own with the core Fluidity magic system, Ethercraft and any other magic systems that are compatible with the Fluidity Project.

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