You Are the Storm. 

Associated Skills: Combat, Education, Marksman.

Concepts: Elemental monk, Stormcaller,  civil engineer.

Artifice • Divinity Elementalism • Sorcery Relativistics 


Elementalists summon the power of the Storms to do all manner of interesting—often harmful—things. The exact form this takes depends on the     storm being called, but in general the Stormcaller summons the energy of the storm in question into being, then shapes it to his will. This could take the form of a cage of lighting, a hurled spike of frost, a ripple of force through the earth, or anything else that the player can think of.

While there are specific rules and limitations on what Elementalism does based on which storm is called, they share some basics in common; for instance, the force that is summoned must be expressed externally to the character doing the summoning in a literal fashion. With these magics, you can summon the ability to flow like water around your enemy's attacks, smite him with fire, or make it rain stones.  Any description of effect must be couched in terms of how summoning, projecting, and shaping the force in question can get said effect.

Elementalism In Action

Overcome an Obstacle 

Elementalism tends to be a bit crude for all but the most direct of overcome actions, such as knocking something down. But it definitely excels at that. 

Create an Advantage 

The creation of advantages is a common effect of Stormcalling, summoning up walls of fire or opening up pits in the floor. The more concrete storms—Earthquake and Ice—tend to be strongest at this sort of effect, as their efforts tend to be more durable. Most effects can be treated as a normal roll to create an advantage, using an aspect on the scene to reflect that advantage, but there are some special cases. Specifically, Stormcalling can be used to create a barrier of the appropriate element. In this case, the caller picks two zones and makes a check against a difficulty of 0. The result of the roll indicates the difficulty to bypass the created barrier. Other advantage effects depend on the specific element invoked. See Barriers for more.


Here's where this school really shines, and with reason. From the famous elemental blades of the Knights of Onyx to every fireball ever thrown in anger, no other school is as combat-oriented as Elementalism, and all of the Storms are very, very good at it.  As a rule of thumb you can make an attack in-zone at no penalty, -1 per zone distance. These are normal attacks, but may have additional effects based on the Storm used… fire is still fire, after all. Best to not use it too liberally in, say, a library. 


Elements may also be used to defend against attacks, obviously. Whether it's a cloaking whirlwind to foil archers, a lightning shield to keep attackers at bay, a buckler made of ice to parry attacks or even just stones yanked up out of the ground, there's plenty of good defensive options for this style of magic. 

Compatible Stunts


  • Fast-Casting: Most spells require two actions; one to shape the magic, the other to release it. If you want to cast the spell in one action, then you need to use an aspect—either for free, or by spending a fate point—without gaining the +2 bonus. This makes fast casting pretty shaky business. This stunt removes that cost. 



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