Spheres of Power
Elementalists specialize in the command and control of elemental magic, using it to control the battle area, protect allies, and rain destruction down upon their foes.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The elementalist’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Arcane; Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Class Features

Table: The Elementalist
Level Base Attack Bonus Fort Save Ref Save Will Save Special Base Caster Level Magic Talents
1st +0 +2 +2 +2 Casting, spell pool, weave energy +0 (1) 0 (+2)
2nd +1 +3 +3 +3 Evasion, combat feat +1 1
3rd +2 +3 +3 +3 Favored element +2 2
4th +3 +4 +4 +4 Dodge bonus +1 +3 3
5th +3 +4 +4 +4 Elemental defense +3 3
6th +4 +5 +5 +5 Combat feat +4 4
7th +5 +5 +5 +5 Elemental movement +5 5
8th +6/+1 +6 +6 +6 Dodge bonus +2 +6 6
9th +6/+1 +6 +6 +6 Favored element +6 6
10th +7/+2 +7 +7 +7 Combat feat +7 7
11th +8/+3 +7 +7 +7 Elemental defense, improved evasion +8 8
12th +9/+4 +8 +8 +8 Dodge bonus +3 +9 9
13th +9/+4 +8 +8 +8 Elemental movement +9 9
14th +10/+5 +9 +9 +9 Combat feat +10 10
15th +11/+6/+1 +9 +9 +9 Favored element +11 11
16th +12/+7/+2 +10 +10 +10 Dodge bonus +4 +12 12
17th +12/+7/+2 +10 +10 +10 Elemental defense +12 12
18th +13/+8/+3 +11 +11 +11 Combat feat +13 13
19th +14/+9/+4 +11 +11 +11 Elemental movement +14 14
20th +15/+10/+5 +12 +12 +12 Dodge bonus +5, energy body +15 15

Weapon and Armor Proficiency

An elementalist is proficient with all simple weapons and light armor.


An elementalist may combine spheres and talents to create magical effects. An elementalist is considered a Mid-Caster and uses Charisma as his casting stat modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool

An elementalist gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

An elementalist gains 1 magic talent every time he gains a caster level, according to Table: Elementalist. This does not stack with caster levels gained from other sources.

Weave Energy

An elementalist gains the Destruction sphere as a bonus magic talent and uses his class level as his caster level with the Destruction sphere. This stacks normally with caster levels gained from other sources.

Evasion (Ex)

At 2nd level an elementalist learns to avoid damage from many area-effect attacks. If an elementalist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the elementalist is wearing light armor or no armor and carrying no more than a light load. A helpless elementalist does not gain the benefit of evasion.

Combat Feat

An elementalist’s martial focus grants him a bonus combat feat at 2nd level and every 4 levels thereafter, chosen from those for which he qualifies.

Favored Element (Su)

At 3rd level, the elementalist chooses one damage type he may inflict with his Destruction sphere (the basic destructive blast, or a blast type talent he possesses). When creating a destructive blast of this type, it deals an additional +1/2 damage per elementalist level.

At 9th and 15th level, the elementalist chooses an additional favored element, gaining the same bonus. In addition, the bonus granted by his previous favored elements increase by an additional +1/2 damage per elementalist level.

Dodge Bonus

At 4th level, an elementalist gains a +1 dodge bonus to their AC. This increases by one for every 4 levels thereafter, to a maximum of +5 at 20th level.

Elemental Defense (Su)

At 5th level, an elementalist gains resistance 5 to acid, electricity, fire, and cold. At 11th level, this resistance increases to 10. At 17th level, this resistance increases to 15.

Elemental Movement

At 7th level, the elementalist gains one of the following: a 30 ft Swim speed, a 20 ft fly speed with maneuverability (average), a 15 ft burrow speed, or a +20 bonus to his base move speed. At 13th and 19th levels, the elementalist gains an additional elemental movement and all elemental movements possessed increase by 10 ft.

Improved Evasion (Ex)

At 11th level, an elementalist’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless elementalist does not gain the benefit of improved evasion.

Energy Body

At 20th level, the elementalist’s body has become one with the energy he weaves. His elemental defense increases to resistance 20, and he gains immunity to sneak attacks and critical hits, and gains DR 10/magic.


The following are feats from Spheres of Power that are particularly relevant or useful for the Elementalist.

Extra Electrokinetic Stunt

Prerequisites: Electrokinetic Stunt class feature

Benefit: You gain an additional electrokinetic stunt for which you qualify. You may take this feat multiple times. The effects stack.

Extra Magic Talent [Core]

Prerequisite: Basic Magic Training or Casting class feature.

Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.

Extra Spell Points [Core]

Prerequisite: Spell Pool.

Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.

Improved Favored Element

Prerequisites: Two favored elements

Benefit: Your second and third favored elements receive the same damage bonus as your first favored element.

Sphere Focus [Core]

Prerequisite: Casting class feature.

Benefit: Choose a sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere. You may take this feat multiple times. The effects do not stack. each time it is gained, apply this benefit to a different sphere.

Favored Class Bonuses


Deal +1/2 damage to evil outsiders and undead with your destructive blasts.


+1 energy resistance to acid, cold, electricity, fire, or sonic (maximum 10 per energy type), This stacks with the energy resistance normally gained through this class or any other source.


+1 ft to one movement type the elementalist possesses. In combat, this only has an effect for every five increases to the movement’s speed.


+1/6th of a magic talent.


Add +1/2 to damage rolls the elementalist makes with destructive blasts against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.


+1/6 bonus to all damage dealt with unarmed strikes.


Increase the damage dealt with all destructive blasts not augmented by favored element by +1/2.


Gain +1/6 of a dodge bonus to AC.


Gain +1/6th of a bonus magic talent.


Gain DR 1/piercing for every 6 times this benefit is taken.


Deal an additional +1/2 bonus damage vs objects when using a destructive blast.


All destructive blasts deal an additional +1/4 negative energy damage. This extra negative energy damage has no effect on undead, or other targets normally healed by negative energy.


-Admixture Savant

The Admixture Savant is an expert in the use of the Admixture ability from the Destruction sphere, with class abilities that allow them to use it more effectively than others.


The Arcanophage specializes in mimicking the powers they've seen - but the more they imitate, the higher the chance of triggering Wild Magic becomes!

-Earth Warrior

The Earth Warrior loses some of the Elementalist's versatility to focus on the use of Stone Blasts from the Destruction sphere and the Earth package from the Nature sphere.


The Electrokinetic specializes in the use of electric abilities and the Telekinesis sphere, gaining a selection of special stunts to help them make the most of their abilities.

-Flame Warrior

The Flame Warrior loses some of the Elementalist's versatility to focus on the use of Fire Blasts from the Destruction sphere and the Fire package from the Nature sphere.


The Geomancer is a generalist archetype that switches some of the Elementalist's focus on Destruction for broader ability with the Nature sphere.

-Soul Adept

Soul Adepts use the Death sphere to gain greater power over spirits.

-Twinsoul Elementalist

The Twinsoul Elementalist uses the Conjuration sphere to summon a splinter of themselves that can channel their power.

-Water Warrior

The Water Warrior loses some of the Elementalist's versatility to focus on the use of Frost Blasts from the Destruction sphere and the Water package from the Nature sphere.

-Wind Warrior

The Wind Warrior loses some of the Elementalist's versatility to focus on the use of Air Blasts from the Destruction sphere. Unlike the other three Warrior archetypes, the Wind Warrior does not gain added ability with the Nature sphere, and instead gains improved ability to make Bull Rushes with their Air Blasts.

Archetype Compatibility
Weapon & Armor Proficiency Weave Energy Evasion Combat Feats Favored Element
Admixture Savant X X X
Earth Warrior X
Electrokinetic X M
Flame Warrior X
Geomancer X X
Water Warrior X
Wind Warrior X
Dodge Bonus Elemental Defense Improved Evasion Elemental Movement Energy Body
Admixture Savant X X X
Earth Warrior M X X
Electrokinetic M M
Flame Warrior X X X
Water Warrior X X X
Wind Warrior X X X

Guide: M = Modifies, X = Replaces, Blank = No Change

Spheres of Power by Drop Dead Studios
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