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Brotherhood Art of Elements

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The Art of Elements is unusual in that it has only four spells in it, but each of these spells can be based upon any of the four traditional elements (air, water, earth and fire). This makes this aspect one of the broadest available.

Elementalists generally view the universe as a garden and the Brotherhood as its caretakers. Their work with the world allows Elementalists great insight into its fundamental workings. Thus, an Elementalist can focus his mind in the proper way to rearrange the world to fit his needs.

  • Elemental Wall
  • Elemental Ball
  • Elemental Bolt
  • Resist Elements

  • ELEMENTAL WALL

    Area of Effect: 1 x 1 meter
    Range: 15 meters
    Duration: 1 minute
    Damage: varies
    Produces a wall of wind that can be used as a shield, to block passage of an enemy or to simply cause a foe damage. The form that the wind takes depends on the number of magnitudes pumped into the spell.

    For each extra magnitude, the caster can cause one of the following effects:

  • Increase the area of effect to MG x MG (a wall of wind of the third magnitude would be 3 x 3 meters ).
  • Add a third dimension (an MG 2 wall of wind would be 1 x 1 x 1 meter), which can be increased by an additional meter for each magnitude.
  • Change the element the wall is composed of, from wind to water, water to earth, and earth to fire. (A 1 x 1 MG 4 wall could be made of fire.)
  • Increase the range by 15 meters.
  • The effects vary depending upon the element used:

  • Wind: A wall of Wind has an Armor Value of 1. For each meter of thickness, it can sustain 10 points of damage before being destroyed. A wall of wind dissipates when its time expires. Anyone caught inside a wall of wind must pass a normal Agility test or be knocked to the ground.
  • Water: A wall of Water has an Armor Value of 2, and can sustain 20 points of damage for each meter of thickness. Any attacker is at -1 per meter of thickness to his chance to hit a target beyond the water wall due to the warping effect of looking through water. The water flows to the ground when the time is up, but it does not disappear -- the floor is now wet. Anyone caught inside a wall of water must pass a normal Agility test or be knocked to the ground. Prolonged time spent inside a wall of Water may result in drowning.
  • Earth: A wall of Earth has an Armor Value of 3, and can sustain 30 points of damage for each meter of thickness. The duration of the wall is permanent, until someone tears it down. A wall of earth blocks line of sight. A person cannot be caught inside a wall of earth, but it can be made to fall on a victim. The target takes 1d6 points of damage for each meter the wall is thick.
  • Fire: A wall of fire blocks line of sight. It has no Armor Value, but it cannot be destroyed (although it could be extinguished by an equivalent amount of water). Once its time has expired, the wall fades away into nothingness. Anyone caught in a wall of flame suffers 1d6 damage for every CR (approximately 2 seconds) spent inside it.

  • ELEMENTAL BALL

    Area of Effect: 1.5 meter diameter
    Range: 15 meters
    Duration: Instant
    Damage: varies
    This spell creates an explosive ball of wind that affects anyone standing in the area of effect where it goes off.

    Each added magnitude causes one of the following effects:

  • Increase the shrapnel range by 1.5 meters.
  • Change the element the ball is composed of, from wind to water, water to earth, and earth to fire. (A MG 3 ball could be made from earth.)
  • Increase the range by 15 meters.
  • The effects of the ball vary depending upon the element it is composed of:

  • Air: The target must pass an Agility test or be knocked down.
  • Water: The target must pass an Agility test or be knocked down. Additionally, it does 1d3 points of damage.
  • Earth: The target must pass an Agility test or be knocked down. Additionally, it does 1d4 points of damage.
  • Fire: The target must pass an Agility test or be knocked down. Additionally, it does 1d6 points of damage.

  • ELEMENTAL BOLT

    Area of Effect: 1 target
    Range: 15 meters
    Duration: Instant
    Damage: varies
    This spell creates a bolt of wind that affects a single target within the caster's line of sight.

    Each added magnitude causes one of the following effects:

  • Increase the number of targets by one.
  • Change the element the bolt is composed of, from wind to water, water to earth, and earth to fire. (An MG 2 bolt could be made from water.)
  • Increase the range by 30 meters.
  • Increase the amount of damage done by +2.
  • By spending two extra magnitudes, the following effect is gained:

  • Line of sight restrictions are ignored. The target need only be within range to be affected.
  • The exact effect varies depending upon the element the bolt is composed of:

  • Air: The target must pass an Agility test or be knocked down.
  • Water: The target must pass an Agility test or be knocked down. The bolt causes 1d6 points of damage.
  • Earth: The target must pass an Agility test or be knocked down. The bolt causes 1d6+2 points of damage.
  • Fire: The target must pass an Agility test or be knocked down. The bolt causes 1d6+4 points of damage.

  • RESIST ELEMENTS

    Area of Effect: 1 target
    Range: Touch
    Duration: 1 minute
    The spell makes the target immune to the effects of some or all of the four elements. This includes the effects of any elemental spells. The basic spell protects against wind only.

    Each added magnitude can cause one of the following effects:

  • Increase the number of targets by one.
  • Alter the element being resisted, from wind to water, water to earth, and earth to fire. (A MG 2 resistance could be effective against water.)
  • Increase the range by 15 meters.
  • Increase the duration of the spell by 5 minutes.
  • The benefits of the spell depend upon the element being resisted:

  • Wind: Protects against the cold, and from being knocked down by the wind.
  • Water: Allows the target to breathe freely underwater, and prevents the target from being knocked down or being subjected to currents.
  • Earth: Allows the target to breathe underground (quite useful if you've been buried alive) and to move freely through earth (not solid rock) at the target's normal walking rate.
  • Fire: The target is immune to fire and its effects.

  • LEVITATE

    Area of Effect: Personal
    Range: Personal
    Duration: Concentration
    This spell causes the caster to levitate through the air at a rate of one meter per action (approximately 2 seconds).

    Each added magnitude can cause one of the following effects:

  • Duration is increased to 1 minute without Concentration. Every additional magnitude beyond this will increase the duration by 5 minutes.
  • The caster will move forward with a speed of 15 meters per action. Extra magnitudes will increase this speed by 15 meters per action.
  • Range is changed to Touch (allowing this to be cast on someone else). Every extra magnitude on top of this will increase range by 15 meters.
  • Area of Effect is increased by one victim/recipient. (This has to be combined with a Range increase at least to "Touch" to work.)

  • EXPLOSION

    Area of Effect: approximately 1.5 meters diameter
    Range: 15 meters
    Duration: Instant
    Damage: 1d4
    With this power, the caster shapes the air into a swirling ball of gases, which then is ignited and thrown at an enemy from the caster's palm, exploding on impact. (Line of sight is required to the target.)

    Each added magnitude causes one of the following effects:

  • The shrapnel range is increased by 1.5 meters.
  • Damage is increased by +1.
  • Range is increased by 30 m

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