- Fire Elementalist – Earth spells
- Fire Elementalist – Variant Air Spells
As an expansion of an idea to let all elements interact with each other (at least those which does not oppose each other), here are some variants for spells. Note that only the main specialisation interacts with the other elements, and not the other way round (hence a Fire Elementalist gains variant Earth and Air spells, but not variant Fire spells!) .
Optional: For all variant spells, the GM may rule that to cast the Fire-themed version, they need to spend half the spell’s rank in Fire MP.
Abundance: The fruits are spicy! Those who eat the fruits find themselves better resisting the effects of water and freezing. Against cold-based attacks (such as Ice Spear), they can reduce the incoming damage by 1. Against indirect magical attacks, the eater gains +1 Magical Defence.
Spider Magic: Instead of the usual webbing and plants, the caster may instead use charred building and wood or debris, which may be more suitable in certain situation.
Forest Murmurs: No variant exists
Create Bog: The bog is of hot, volcanoic sand! Those who are stuck in the bog takes 2 points of fire damage per round till they are out or the spell expires.
Roots: The roots are immune to being burned. Also, the Fire Elementalist always get 4 roots for open ground, dry climate or desert.
Rock Wall: Heat wave emits from the rocks; those trap within must take 1d6 damage per round
Fissure: Volcanoic lava spurts out from the holes; within 3 rounds, the entire fissure will be filled. Those who fall into it and are not out by then will be immolated alive.
Give Up the Dead: No variant
Tremor: By phase 5 fire and lava will be flowing out from the land, doing an additional 1d6 damage to all those about. By phase 6, a small volcano has erupted, burying the 10m radius area in ashes and lava.
Summon the Man of Stone: The Man of Stone is in a Bloodrage the moment it emerges from the rock. The Fire Elementalist must dismiss it by pitting his Magical Attack against its Magical Defence.

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