ELEMENTALIST, the Magical Specialist Pokégirl
Type: Very Near Human
Element: Magic/Varies
Frequency: Very Rare
Diet: usually human style diet, just lots of it
Role: Spellcasting, exact role depends on spells known
Libido: Average
Strong Vs: varies (see below)
Weak Vs: varies (see below)
Attacks: Mystic Bolt, Shield, elemental attacks of the appropriate types
Enhancements: Affinity for magic, affinity for their element
Evolves: None
Evolves From: Witch (Angel Stone, Dark Stone, Diamond Stone, Dragon Scale, Dusk Stone, Fire Stone, Heavy Metal, Ice Crystal, Leaf Stone, Mana Crystal, Psi Crystal, Round Stone, Sun Stone, Thunder Stone, Venom Stone, or Water Stone)

Elementalists are restricted in the spells that they can learn, 50% of their spells must be in their specialty, and they can never learn spells from their barred elements, even if tutored in such magic it is simply too alien to their natures for them to grasp. If they knew such magic when they were a Witch then it will be immediately forgotten upon their evolution. However, when casting a spell from their specialty it is half-again as powerful as the same spell when cast by a Sorceress of the same level.

Elementalists are also more capable of using their magical knowledge, since they can now create new spells although only spells in their particular specialty. They are however much quicker than a Sorceress would be when creating such a spell. They are also capable of enchanting magical items although again only with magic related to their element, and unlike an Enchantress they must obtain a suitable item since they lack the skill to make one themselves. However because the Elementalist is so in tune with her element there is no chance of the enchantment process failing.

One weakness that all Elementalists share is carried over from their previous form, they are very ticklish. This makes taming one easy but makes them unsuitable for sex battles. Elementalists of the same element always have the same hair color and tend to be similar in personality. Their breast size can vary considerably although C-cup seems to be the average. Like Sorceresses runes appear on an Elementalist's body when they use their magic, and these runes are always the same color as the Elementalist's hair.

Feral Elementalists live near their element, and are peaceful unless attacked or their home is threatened. Threshold girls rarely become Elementalists, and those that do either live near, or have a strong connection to their element. Often once the initial shock and the resentment at the loss of their humanity has worn off these girls revel in the power of the magic that is now at their command.
   
Air Elementalist, evolved with an Angel Stone, Magic/Flying element.
Strong Vs: Bug, Fighting, Ground, Plant
Weak Vs: Electric, Ice, Rock
Barred from learning: Earth, Plant Magic.

Air Elementalists have sky blue hair and are often easily distracted from the task at hand by anything which catches their attention unless their Tamer watches them at all times. Air Elementalists are often found on ships where their ability to provide a steady wind is most prized. They do not get along with Earth Elementalists who they consider to be boring and to have no desire for fun. Air Elementalists enjoy being Tamed outdoors on their backs where they can look up and see the sky. Feral Air Elementalists usually live in mountains where they can hear the wind whistling through canyons.
   
Druidess, evolved with a Leaf Stone, Magic/Plant element.
Strong Vs: Electric, Ground, Plant, Rock, Water
Weak Vs: Bug, Fire, Flying, Ice, Poison
Barred from learning: Fire, Ice, Poison magic.

Druidesses have green hair and usually braid flowers into it. They are very aware of the changing of the seasons and have a limited ability to predict the weather for the next few days. They are very fun loving and go barefoot whenever possible so they can feel the grass beneath their feet, also any Druidess with a permanent home will seek to cultivate as many plants in the area as they can. They do not get on with Poison Elementalists finding their bitter attitude and love of destruction disgusting. Obviously Druidesses prefer to be tamed outdoors preferably on a bed of grass. Feral Druidesses live deep in the woods often with elves and other plant Pokégirls.
   
Earth Elementalist, evolved with a Diamond Stone, Magic/Ground element.
Strong Vs: Electric, Fire, Poison, Rock, Steel
Weak Vs: Flying, Ice, Plant, Water
Barred from learning: Air, Thunder magic.

Earth Elementalists have brown hair and are very focused on whatever task they are performing often to the exclusion of all else. Earth Elementalists are often found in construction and landscaping where their ability to move vast quantities of earth and rock makes them an excellent worker. They do not get along with Air Elementalists seeing them as flighty and frivolous. Earth Elementalists enjoy being outdoors and on the bottom where they can feel the earth during their Taming. Feral Earth Elementalists live in caves.
   
Fighting Mystic, evolved with a Mana Crystal, Magic/Fighting element.
Strong Vs: Bug, Dark, Ice, Normal, Rock, Steel
Weak Vs: Flying, Psychic
Additional enhancements: Enhanced Strength, Enhanced Toughness
Barred from learning: Any spell which affects the mind.

A Fighting Mystics hair is black at the roots paling to white at the tips, strangely this remains true even if she has just had a haircut. They were the last of the Elementalists to be discovered partly because during the war they were usually mistaken for other fighting Pokégirls and partly because no one considered evolving a magic Pokégirl with a Mana Crystal until a Witch was asked to hand one to her tamer and evolved. Fighting Mystics have learnt to channel their magic internally enhancing their strength and toughness (the level of enhancement increases as the Fighting Mystic increases in level). Magical researchers theorise that the Mana Crystal opens pathways in their bodies so that as well as channeling their magic externally into spells it can be channelled internally. In combat Fighting Mystics prefer to rely on their martial arts rather than use magic. Only if they are clearly losing a fight will they use their magic and then they prefer to use their specialty, magic that effects a persons body rather than any direct damage spells that they may know. The fighting style of individual Fighting Mystics varies greatly, some use weapons while others fight unarmed, some specialise in one weapon or martial arts discipline seeking to become true masters of it, while others seek to learn multiple disciplines. When they are not engaged in combat Fighting Mystics are constantly training either to improve their bodies natural strength, endurance and agility or practicing their martial arts. Fighting Mystics can also use their mana to increase their bodies ability to heal by concentrating it in injured areas, this does however require concentration. Fighting Mystics can cast spells from their speciality, spells that affect the body such as strength or healing magic, at 150% of normal power but due to their focus on training in martial arts rather than magic, they cast all other magic at only 50% effectiveness and they can never cast spells which affect their opponents minds. Fighting Mystics do not get along with Mind Mages seeing them as weaklings who win through trickery rather than relying on their own strength. Feral Fighting Mystics are constantly traveling either to find new opponents to spar with or new masters to learn from.
   
Fire Elementalist, evolved with a Fire Stone, Magic/Fire element.
Strong Vs: Bug, Fire, Ice, Plant, Steel
Weak Vs: Ground, Rock, Water
Barred from learning: Ice, Plant, Water magic.

Fire Elementalists have red hair, and are very passionate, especially about Taming, also they often argue with their Tamer about the right course of action to take in a given situation. Fire Elementalists are rarely found outside of a Tamer's Harem since other Fire-types are easier to obtain and usually just as effective in performing other roles. They do not get along with Water Elementalists seeing them as being too submissive and they consider Earth Elementalists to be boring although they don't actively dislike them. Fire Elementalists often act as though their libido is high rather than average, seeking as much Taming as possible and they enjoy new experiences, a Fire Elementalist will be willing to try just about anything once. They prefer their food hot and Feral Fire Elementalists live near active volcanos and hot springs.
   
Ice Elementalist, evolved with an Ice Crystal, Magic/Ice element.
Strong Vs: Dragon, Flying, Ground, Ice, Plant
Weak Vs: Fighting, Fire, Rock, Steel
Barred from learning: Fire, Plant magic.

Ice Elementalists have white hair, and never act without thinking through their actions. They dislike Thunder Elementalists seeing them as acting rashly by not thinking through their actions. Ice Elementalists are popular among tamers since they give all the benefits of having an Ice type in their harem without drawbacks such as low body temperature or inability to handle high temperatures. Ice Elementalists prefer their tamings slow and enjoy it when their tamer take the time to "seduce" them. Ice Elementalists prefer cold food and feral Ice Elementalists live in artic areas.
   
Mind Mage, evolved with a Psi Crystal, Magic/Psychic element.
Strong Vs: Fighting, Poison, Psychic
Weak Vs: Bug, Dark, Ghost
Barred from learning: Any spell which affects the body.

Mind Mages have hair which is white at the roots darkening to black at the tips, this will remain the case even if she has just had a hair cut. Mind Mages specialise in magic that effects the mind, and prefer to win battles using their intelligence and trickery to outsmart their opponent rather than outright violence. Because they focus on the mind, Mind Mages are some of the most intelligent Pokégirls around and as such are popular as assistants to researchers. However this focus on the mind means that Mind Mages have neglected the body and can't cast any spells which affect it, except healing spells which function at only 50% of their normal effectiveness. Mind Mages are hungry for knowledge and when not fighting will be studying, some focus on one particular area of study while others are generalists. Mind Mages do not get on with Fighting Mystics seeing them as barbarians who think with their fists. Feral Mind Mages are constantly travelling in search of new knowledge.
   
Poison Elementalist, evolved with a Venom Stone, Magic/Poison element.
Strong Vs: Bug, Fighting, Plant, Poison
Weak Vs: Ground, Psychic
Barred from learning: Earth, Plant magic.

Poison Elementalists have purple hair and a bitter attitude, and enjoy viewing things that others would consider ugly such as dying plants or destroyed buildings, especially if they're responsible for it. Obviously they enjoy destroying things from buildings to plants and those in legitimate occupation usually wind up in the demolition industry. Poison Elementalists are popular among thieves because their acidic spells are an ideal way of quietly dissolving locks, safes and other such obstacles without damaging the contents. Poison Elementalists do not get on with Druidesses due to their habit of growing beautiful plants. Feral Poison Elementalists live in areas of high pollution.
   
Shadow Elementalist, evolved with a Dark Stone, Magic/Dark element.
Strong Vs: Dark, Ghost, Psychic
Weak Vs: Bug, Fighting
Special Weakness: Vulnerable to attacks which create bright flashes
Barred from learning: Any spell which creates light.

Shadow Elementalists have black hair and are sometimes mistaken for Goths. Shadow Elementalists enjoy poetry and can usually be found reading a book of it or even writing some whenever they have a free moment, they also enjoy philosophy. They enjoy discussions about philosophy, and are often seen as introspective. Shadow Elementalists don't get on with Steel Alchemists Seeing them as too focused on physical matters and not enough on matters of the spirit. Shadow Elementalists are sometimes found working for criminals who use their spells to black out large areas and so cover their escape. Feral Shadow Elementalists usually have a cave or other dark place that they use as a home. They are not harmed by sunlight, but their eyes are sensitive and any Shadow Elementalist will need to wear dark glasses should she be active during the day. This is a clue to their greatest weakness, any attack which creates a bright light will blind and disorientate a Shadow Elementalist for a few moments. This also means that a Shadow Elementalist can't cast any spells which create light, even if that light is a secondary effect such as the flash that accompanies a fireball or lightning bolt.
   
Steel Alchemist, evolved with a Heavy Metal, Magic/Steel element.
Strong Vs: Bug, Dark, Dragon, Flying, Ghost, Ice, Normal, Plant, Poison, Psychic, Rock, Steel
Weak Vs: Electric, Fighting, Fire, Ground
Barred from learning: Thunder, Water magic.

Steel Alchemists have grey hair with a metallic sheen. Steel Alchemists are capable of constructing devices that they call mechanicals, these mechanicals then fight for them in battle. In order to create a mechanical a Steel Alchemist must first forge all the parts and then assemble them inside a magic circle, they must then go through a day long ritual to activate it and bond it to their control. Once a mechanical has been activated it appears to be constructed of living metal since it can heal from damage although only at the same rate as the Steel Alchemist would, but it can benefit from healing magic and techniques just as the Steel Alchemist would. Initially a Steel Alchemist can only control one mechanical but as she levels up the number increases to a maximum of three. These mechanicals are roughly human in size but can be whatever shape the Steel Alchemist desires, some are humanoid while others might be shaped like a giant crab or a giant cat, although because of their weight no mechanical can fly or swim so ones shaped like fish or birds are unlikely. In combat mechanicals have strength x8 and toughness x6 and they can be fitted with weapons, initially a mechanical might have only a simple blade or a grasping claw but as the Steel Alchemists level increases she can add more weapons. Examples of weapons found on mechanicals include flamethrowers, net launchers, shuriken throwers, poison gas dispensers and shields. A Steel Alchemists can imbue her mechanical with spells which it can then cast so long as she has enough mana to power the spell, initially a mechanical can have only one spell imbued but as a Steel Alchemist levels up she can imbue more spells into a mechanical. The spells that a Steel Alchemist has imbued in a mechanical can be changed, but it takes one hour per spell that she wishes to change to do so. When she is not using them a Steel Alchemist stores her mechanicals in a pocket dimension, and this is also where she stores the toolkit which all Steel Alchemists seem to have from birth. Mechanicals are not without their weaknesses, first they share the same elemental strengths and weaknesses as the Steel Alchemist. Second the Steel Alchemist must concentrate to control them which means that she is virtually defenseless herself. Third any damage to her mechanicals is also inflicted on the Steel Alchemists spirit and it is a rare Steel Alchemist that can remain concious if all her mechanicals are rendered non-functional. Finally Steel Alchemists cast spells at 100% effectiveness only if they have imbued them in a mechanical, they can cast spells normally without using a mechanical but then the spell is at only 50% of its normal effectiveness. Some Steel Alchemists replace one or more of their limbs with mechanical prostheses, this is done either to replace a lost limb or deliberately to increase their combat power since these prostheses do not count against the number of mechanicals that a Steel Alchemist can control. However due to their small size they can only have one weapon and one spell stored in them. As might be expected Steel Alchemists are among the best metal workers and engineers in the world and many find themselves working in these fields. Steel Alchemists are very practical and they don't get on with Shadow Elementalists seeing them as being too interested in matters that have no practical bearing on life. Feral Steel Alchemists live near junkyards or other areas where they can find metal to construct their mechanicals.
   
Thunder Elementalist, evolved with a Thunder Stone, Magic/Electric element.
Strong Vs: Electric, Flying, Steel, Water
Weak Vs: Dragon, Ground, Plant, Rock
Barred from learning: Earth, Water magic.

Thunder Elementalists have blonde hair and tend to act on instinct rather than think things through. They dislike Ice Elementalists seeing them as wasting their time thinking about problems rather than doing something to solve it. They are sometimes employed by people who may need an emergency source of electricity. Thunder Elementalists like their tamers to get on with it during taming rather than having them attempt a slow seduction. Feral Thunder Elementalists are the ones that people are most likely to encounter since they often live near power stations and lines, those in wilder areas live in places that have frequent thunder storms.
   
Water Elementalist, evolved with a Water Stone, Magic/Water element.
Strong Vs: Fire, Rock, Water
Weak Vs: Electric, Ice, Plant
Barred from learning: Fire, Thunder magic.

Water Elementalists have sea green hair and are calm and usually content to go with the flow. They despise Fire Elementalists for their tendency to argue with their Tamer and it would take extreme circumstances for a Water Elementalist to argue with or disobey her Tamer. They tend to frown on how flighty and undependable Air Elementalists are, though they don't actively dislike them. They are often found working on farms, particularly in arid areas where their ability to conjure large quantities of water is much prized. Like most Water-types they enjoy being in the water during Taming, they are also slightly submissive and are particularly excited by a Pokégirl who can use the Vine Bondage attack. Feral Water Elementalists live near large bodies of water.


Swarm Mage, evolved with a Sun Stone, Magic/Bug element.
Strong Vs: Dark, Fighting, Ground, Plant, Psychic
Weak Vs: Fire, Flying, Rock
Barred from learning: Fire, Flying magic.

Swarm Mages often cover themselves completely, most often because their ability to summon insects leaves others unnerved, especially after they learn that most of this subtype don't mind the bugs hitching a ride on the Swarm Mage's person. This subtype has hair in a variety of colors, from dark camoflague colors to brilliant colors akin to a butterfly's coloration. Able to use their knowledge of insects as well as Bug types to great effect, these Mages often resort to magical forms of insect attacks as well as summoning other Bug types. They avoid fire and flying types, though often use water and electric spells to give themselves an edge over their elemental weaknesses. They have something of a rivalry with Stone Sages, viewing their sister elementalists as too focused on defense to be very effective in battle. They become aroused if their Tamer isn't bothered by their various bug 'pets' and are most often seen in the company of bug type enthusiasts.

Stone Sage, evolved with a Round Stone, Magic/Rock element.
Strong Vs: Bug, Electric, Fire, Flying, Ice, Poison
Weak Vs: Fighting, Ground, Plant, Steel, Water
Barred from learning: Fighting, Plant magic.

Stone Sages have a personal philosophy of the best offense being a good defense, and employ walls, pitfalls and other hampering terrain effects to the best of their abilities. Many of this subtype wear armor made of plates of magically enhanced rock, though a distinguishing feature of this subtype is that they carry no weapons. Their hair comes in a variety of stone colors, even leaning towards gemstones like Jade or Ruby. They typically employ fire walls or magically created barriers to stop attacks from pokegirls they are weak to, but often employ a strategy of letting their opponents wear themselves out before using the terrain to take them out. They share something of a rivalry with Swarm Sages, believing that their sister subtype is too focused on offense with either their own spells or other summoned insects or pokegirls. Warm baths often make this magical pokegirl highly aroused, and an oddity of the subtype is their enjoyment of aquatic taming.

Wyrm Mage, evolved with a Dragon Scale, Magic/Dragon element.
Strong Vs: Dragon, Electric, Fire, Plant, Water
Weak Vs: Ice
Barred from learning: Ice, Steel magic

Wyrm Mages have hair in a multitude of colors, often leaning towards metallic shades like gold, copper, or silver. These pokegirls use blood magic, a potent style of magic involving using their own blood to weave powerful dragon elemental spells. As a Wyrm Mage gains experience, she learns how to transform herself into the form of a Dragon, the length of this transformation is dependent on the pokegirl's experience, though the appearance is often up to the individual. Wyrm Mages are proud, but have a honorable streak, and tend to help those weaker than themselves. They consider themselves at their peak when they can transform fully into a Dragon form. They have a slight rivalry with Steel Alchimists, finding their mechanicals annoying, and with Ice Elementalists, though this is rumored to be due to an intimidation factor.

Spectral Sage, evolved with a Dusk Stone, Magic/Ghost element.
Strong Vs: Bug, Fighting, Ghost, Poison, Psychic, Rock
Weak Vs: Dark
Barred from learning: Dark, Steel magic

Spectral Sages have no distinctive features, aside from a leaning towards white hair, though tend to make people uneasy by their presence alone. These Elementalists use powerful spiritual magic of varying styles, most commonly shamanistic magic involving totems and drawing their various powers from there. They have the ability to use ghost type techniques, and can learn potentially any of these along with their various magical spells. Oddly, Spectral Sages are uneasy around Shadow Elementalists, though their dark type cousins tend to enjoy the company of the Spectral Sages. This subtype has a curiosity towards Steel Alchimists, but honestly can't understand the sub-types love of mechanicals.