Formatting code for Elementalism


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__**[[Elementalist Elementalist]]**__, __**[[Spells Spells]]**__

=====__**Elementalism**__=====

__**Level 1 - Ball of Ice**__
Spell Cost: 5, Duration: Instantaneous, Components: S/V, Type: Cantrip, Range: 100 feet, Save: Ag/2, Area of Effect: One creature.
Description: This spell creates a spinning ice ball which is hurled by the caster and explodes upon contact with the opponent, causing BC10 Concussion damage.

100: The Ice Ball explodes prematurely, causing BC10 damage to the caster.
1: The Ball gains additional power during its flight, causing 2BC10 damage to the opponent. No save.

__**Level 1 - Ice Skin**__
Spell Cost: 4/2, Duration: 2(+1), Components: S, Type: Cantrip, Save: NA, Area of Effect: One creature.
Description: This spell creates a thin sheet of ice over the skin of one creature, reducing all damage from weapons by -2. However, any roll for maximum damage will shatter the ice skin.

100: The ice penetrates the skin, causing BC10 Cold damage (one round)
1: Initial duration is four rounds. No Power cost for initial duration.

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__**Level 2 - Detect Magic**__
Spell Cost: 5, Duration: Instantaneous, Components: S, Type: Normal, Range: Touch, Save: NA, Area of Effect: One object or creature.
Description: Allows the caster to detect the presence of magic on any one object or creature. If magic is present and is of an Elemental type, the caster gains +10 to MA when rolling for this spell.

100: The caster is exhausted by the effort, and loses 1/2 End for one hour.
1: The caster can discern the type of magic, but not the strength of the magic.


__**Level 2 - Guiding Light**__
Spell Cost: 2/1, Duration: 1(+1), Components: S, Type: Normal, Range: NA, Save: NA, Area of Effect: 10 feet.
Description: The caster creates a small flame within his palm. The flame sheds no heat but will provide enough light to see 10 feet ahead in normal darkness. This spell does not affect magickal darkness.

100: The caster and all those within 10 feet of him are plunged into impenetrable magical darkness for the stated duration of the spell.
1: The Area of Effect is 20 feet.

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__**Level 3 - Gust of Wind**__
Spell Cost: 5/2, Duration: 2(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: NA, Area of Effect: One creature.
Description: Creates a gust of wind aimed at one creature that affects any missiles fired by the creature, reducing CA by 10 when firing missiles (only).

100: The wind propels the missiles from the opponent toward the caster and/or his friends, giving the opponent a +10 to CA.
1: The wind propels the missiles back to the firer, who is at normal CA. The firer takes full damage from the missiles, if they hit.

__**Level 3 - Ice Shards**__
Spell Cost: 5, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One creature.
Description: The caster creates a spinning ice ball which is hurled by the caster and explodes upon contact with the opponent, causing 2BC8 Slashing damage.

100: The crystals explode in the caster's hands, causing 2BC8 damage to the caster.
1: The crystals cause 3BC8 damage to the opponent. No save.

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__**Level 4 - Healing**__
Spell Cost: 7, Duration: Instantaneous, Components: S, Type: Normal, Range: Touch, Save: NA, Area of Effect: One creature.
Description: Allows the caster to heal any damage caused by fire, ice, earth or air, including magical damage, at the rate of 1BC6 per 5 levels of caster. This spell does not heal any other type of damage.

100: The caster takes 1BC6 of damage per 5 levels of caster.
1: Healing is at the rate of 2BC6 per 5 levels.

__**Level 4 - Wind Sight**__
Spell Cost: 7, Duration: Five rounds, Components: S, Type: Normal, Save: NA, Area of Effect: One mile.
Description: The caster re- directs the wind or breeze in the desired direction and focuses on it, causing him to be able to see one mile in that direction. All details will be seen; however, invisibles or movement will not be detected.

100: The caster is blinded for 5 rounds, and loses 1/2 Perception for one hour.
1: The caster can see 2 miles ahead.

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__**Level 5 - Eldritch Fire**__
Spell Cost: 10, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One creature.
Description: Allows the caster to hurl a bolt of magical flame which will do 2BC10 Fire damage and will have a 25% chance of igniting any combustible materials worn or carried by the opponent. The flame will burn for 3 rounds and cause BC6 Fire damage per round. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken at the beginning of each subsequent round.

100: The fiery bolt ricochets back to the caster, causing 2BC10 damage. Ignition is automatic.
1: The opponent takes 3BC10 damage, no Agility save allowed. Ignition is automatic.

__**Level 5 - Ice Shield**__
Spell Cost: 10, Duration: One hour, Components: S, Type: Normal, Save: NA, Area of Effect: Caster.
Description: This spell surrounds the caster with a thick dome of ice which serves as a 15-point Physical shield. This shield will also absorb Energy damage caused by Elemental spells.

100: The shield begins to form but cracks, and the resulting ice shards cause BC10 Slashing damage to the caster.
1: The shield will absorb 25 points of damage of the types listed above.

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__**Level 6 - Cauterize**__
Spell Cost: 7, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: One creature.
Description: With a quick, searing flame, the Elementalist is able to cauterize and aid healing in minor wounds received no more than an hour before casting. With this spell, the caster heals an amount of damage equal to BC4+2.

100: The flame burns for 2BC4 Fire damage.
1: 2BC4+2 damage is healed.

**__Level 6 - Soften Stone__**
Spell Cost: 7/5, Duration: 5(+1), Components: S, Type: Normal, Range: Touch, Save: N/A, Area of Effect: Special.
Description: This spell causes an area of stone equal to 1 inch thick and one square foot per 5 levels of caster to soften. The stone will not be malleable enough to shape, but will soften enough for a weapon to cut through it.

100: The caster's hands turn to stone for the stated duration of the spell, making any casting requiring gestures impossible.
1: The stone becomes soft enough to shape.

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__**Level 7 - Frost**__
Spell Cost: 7/2, Duration: 3(+1), Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2, Area of Effect: 1000 square feet.
Description: Allows the caster to lay down a thin sheet of ice which will cause any who pass over it to slip and fall, losing their next action or actions for that round. For every round that the individual is on the crystals, a save vs Ag/2 must be made.

100: The ice forms under the caster, who must save vs Ag/2 for each round of the duration stated or suffer the affects above.
1: The initial duration is doubled.

__**Level 7 - Heat Liquid**__
Spell Cost: 8, Duration: 30 minutes, Components: S, Type: Ritual, Save: N/A, Area of Effect: 5 gallons.
Description: Allows the caster to heat any liquid to its boiling point. The liquid will take 5 minutes to reach the boiling point. The liquid will boil up to 1/2 hour; however the caster may negate this spell at any time. The liquid will cool at its normal rate. If the boiling liquid is poured on a creature, it will cause BC10 scalding damage.

100: The liquid boils over instantaneously, splashing the caster and causing BC10 Burn damage. The liquid cools immediately after splashing the caster.
1: Boiling is instantaneous. Duration is doubled, if desired.

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__**Level 8 - Rock Barrage**__
Spell Cost: 10, Duration: Instantaneous, Components: S, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage, Area of Effect: One creature.
Description: Allows the caster to create 3 large rocks which hurtle at an opponent and cause a total of 3BC6 Concussion damage. The rocks have a 15% chance to stun the opponent, negating all action for the round following. A save vs Ag/2 negates this effect.

100: The rocks ricochet back to the caster, causing 3BC6 damage and stunning him for the next round.
1: The rocks do 3BC8 damage and automatically stun the opponent.

__**Level 8 - Wind Storm**__
Spell Cost: 8/5, Duration: 3(+1), Components: S/V, Type: Ritual, Range: 100 feet, Save: Strength/2, Area of Effect: Special.
Description: Allows the caster to direct any existing wind to create a tornado-like vortex which can travel up to 10 ft. in any direction. The vortex will be 10 ft. wide at its base and can extend to 100 ft in the air. It can extinguish fires up to medium-sized, dissipate magickal or non-magickal mists or fogs, and will be of sufficient force to capsize small vessels such as canoes, lifeboats, etc. Any creatures in the path of the windstorm must save vs Ag/2 at the beginning of each round of the spell or be swept up by it and thrown 10-40 feet (d4x10), taking BC6 Concussion damage per 10 feet thrown. A failed save for the round negates any action or actions for that round. A successful advance will take the creature out of the vortex. Creatures weighing over 400 lbs. are not affected by this spell.This spell must be cast outdoors.

100: The vortex centers on the caster.
1: Initial Duration is doubled.

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__**Level 9 - Create Water**__
Spell Cost: 10, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 50 feet, Save: N/A.
Description: Allows the caster to create up to 5 gallons of pure water per 5 caster levels. The caster may specify how much water is created, within the limits above. A container is necessary to hold the water.

100: The water will be tainted; if drunk there will be a 50% chance of the drinker becoming ill (effects of Lvl 10 poison)
1: The water will contain healing properties, healing 1 pt of Stamina per 5 caster levels.

__**Level 9 - Tunnel**__
Spell Cost: 12, Duration: Special, Components: S/V, Type: Normal, Save: None, Area of Effect: Two feet per caster level.
Description: The Elementalist forces earth, sand, and lose stones temporarily aside, creating a small tunnel through walls and hillsides. The distance of the Tunnel is 2 ft/level max and cannot be used on solid rock. The Tunnel will remain for 10 rounds maximum and collapses behind as the caster passes through. Multiple castings of this spell allow for longer Tunnels to be created, although direction becomes very difficult to control as length increases.

100: The tunnel collapses immediately.
1: The tunnel becomes permanent, subject to erosion or faulty support.

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__**Level 10 - Deluge**__
Spell Cost: 15, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: End/2 for half damage, Area of Effect: 50' radius.
Description: Allows the caster to create a deluge of water which causes all within the area of effect to take 3BC10 Concussion damage. The water forms up to 50' feet above the area it is spilling down into.

100: The Deluge centers on the caster, with full effects to all within a 50' radius, as above.
1: Save End/3, water crashes down from max 100' and has chunks of ice in it doing doing +2 damage per die.

__**Level 10 - Elemental Armor**__
Spell Cost: 10/2, Duration: 3(+1), Components: S/V, Type: Normal, Save: N/A, Area of Effect: Caster.
Description: Allows the caster to create a full set of magical armour composed of any one of the four elements. The caster's Defense is raised by 20, with no Speed penalty. Also, all damage, magickal and mundane, from that particular element will be prevented as long as the spell is maintained. Note: Some limitations do exist based upon the exact type of damage; a suit of Earth Armor would protect from a Petrify spell, but not from a landslide.

100: The element of the armour damages the caster during creation, causing BC8 damage.
1: Initial duration is doubled. No initial Power points used.

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__**Level 11 - Fire Walk**__
Spell Cost: 10, Duration: 10 rounds, Components: S/V, Type: Normal, Save: N/A, Range: One creature.
Description: Allows the caster to cause any one creature to be able to pass through normal fires without taking damage. This spell does not hasten the creature's movement; however, the creature may run through the flames.

100: Fire erupts around the caster, causing BC10 Fire damage, with a 25% chance of ignition.
1: The duration is doubled. No Power points used.

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__**Level 12 - Elemental Wall**__
Spell Cost: 12/3, Duration: 1(+1), Components: S/V, Type: Normal, Range: 50 feet, Area of Effect: 5 square feet per level.
Description: Allows the caster to create a vertical wall composed purely of any one element. There must be a reasonably large quantity of that element on hand. The size can be of any dimension the caster is able to create, although all Walls are 1 foot thick. A Wall of Air can effectively prevent anyone or anything, including gases, from passing through it. A Wall of Fire will ignite anything flammable passing through (BC6 Fire damage for 3 rounds), along with inflicting 3BC10 Fire damage. A Wall of Water starts as a pool, with a waterfall-like effect, soaking anything passing through but preventing passage of fire or water. A Wall of Earth forms a solid, immovable barrier which springs up from the ground.

100: The wall crumbles around the caster, causing 3BC10 damage, then dissipates.
1: Initial Duration is doubled. No initial Power points used.

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__**Level 13 - Inferno**__
Spell Cost: 14, Duration: Instantaneous/Special, Components: S/V, Type: Normal, Range: 100 feet, Save: Ag/2 for no ignition, Area of Effect: 25' radius.
Description: The caster causes all flammable materials within the area of effect to ignite and combust, causing BC6 Fire damage per round until the flames are extinguished. The fires will then burn as long as there is fuel and oxygen. Creatures who save limit the damage to BC6 the first round, and will not ignite. Persons surrounded by intense fire, such as within a burning room, will suffer BC8 damage per round. In such cases, the fire may take longer to extinguish, although the creatures may escape the area, if possible. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken at the beginning of each subsequent round. Anyone in the area of effect may spend the remainder of the round exiting the area if he has at least one action remaining or was just disrupted, or one action in a subsequent round.

100: The fire erupts on the caster, with full effects.
1: No Power points used.

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**__Level 14 - Air Walk__**
Spell Cost: 15/3, Duration: 2(+1), Components: S, Type: Normal, Save: N/A, Area of Effect: Caster.
Description: Allows the caster to cause the air beneath his feet to become somewhat solidified and lift him up 10 feet. The caster may move in any direction at the rate of 10 feet per round, and the air will follow his movements. The caster may do nothing else but move at this rate while concentrating on this spell.

100: The caster loses control of the air and is swept up by a sudden wind which lifts and then hurls him to the ground, causing 3BC8 Concussion damage.
1: No initial Power points used. Initial duration is doubled.

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__**Level 15 - Fiery Missiles**__
Spell Cost: 15, Duration: Instantaneous, Components: S, Type: Normal, Range: 100 feet, Save: Ag/2 for half damage and no ignition, Area of Effect: One to four creatures.
Description: Allows the caster to create 4 missiles of fire which strike a creature or creatures, causing BC10 Fire damage each. The caster may opt to divide the missiles among up to 4 different creatures. There is a 25% chance that the missiles will ignite, causing BC6 Fire damage per round for the following 3 rounds. A save negates this effect. An ignited target may spend the remainder of the round putting out the flames if he has at least one action remaining or was just disrupted, or one action in a subsequent round. Ignition damage is taken at the beginning of each subsequent round.

100: The missiles explode around the caster, causing 4BC10 Fire damage and automatic ignition.
1: An additional missile is created. If the caster has divided the missiles, it will strike a random opponent among those targeted. The Spell cost is 5 Power points.

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__**Level 16 - Water Breathing**__
Spell Cost: 15/3, Duration: 2(+2), Components: S, Range: Touch, Save: N/A, Area of Effect: One creature.
Description: Allows the caster to cause any single creature to breathe naturally underwater for the duration of the spell.

100: The caster loses consciousness for the initial duration and takes BC6 Concussion damage.
1: No initial Power points used.

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__**Level 17 - Greater Ice Shield**__
Spell Cost: 20, Duration: One hour, Components: S/V, Type: Normal, Save: N/A, Area of Effect: Caster.
Description: Allows the caster to form a domed shield of Ice around himself that serves as a 35-point Physical shield. This shield also absorbs Energy damage caused by Elementalism spells.

100: The shield begins to form and shatters around the caster, causing 2BC10 Slashing damage.
1: The shield thickens and is able to absorb up to 45 points of damage. Spell cost is 10.

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__**Level 18 - Hypnotic Flames**__
Spell Cost: 17, Duration: 5 rounds, Components: S, Type: Normal, Range: 100 feet, Save: Will/2 each round, Area of Effect: One creature.
Description: Allows the caster to create dancing flames that will entrance one target, allowing no movement or action. The flames appear as normal fire to all but the target, and can do no damage. The creature is allowed a save vs Willpower/2 for each round; a save dissipates the flames.

100: The flames surround and hypnotize the caster, who must save vs Will/2 each round.
1: No Power points used. Save is Willpower/4.

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__**Level 19 - Summon Elemental**__
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Special, Save: Special, Area of Effect: Special.

Description: In a ritual that requires three hours' unbroken concentration to perform, the elementalist can summon one or more elementals into Bierilon. The ritual consumes materials equal to 15 ss per level of extraplanar summoned (i.e., summoning two Level 5 elementals would cost 150 ss in materials, and summoning a single Level 20 elemental would consume 300 ss in materials). These materials are expended even if the spell fails. Additionally, the caster must have a summoning circle, which requires 500 ss in materials to construct and is not transportable. The circle can be re-used.

The caster can specify types of elementals to be summoned, but this is an inexact art and there is always a risk that more, fewer, or different creatures will answer the call than requested. There is a base 50% chance of getting exactly the number and type of celestial(s) called, with a 25% chance of skewing high and a 25% chance of skewing low. The specifics of what will happen upon skewing high or low will vary depending on exactly what the caster is trying to summon. Those versed in cosmology are able to tailor their summons more precisely.

The caster can summon up to 1.5 times his own level in extraplanars (i.e., a Level 20 elementalist can summon up to 30 levels of extraplanar beings). This is a total control limit, not per spell; if a mage already has some extraplanars summoned, and wishes to call more, he must dismiss the old ones or the spell automatically fails. Elementals count as their own levels. Fiends, celestials, and creatures of Ombrathond count as 1.5 times their actual levels. The same multiplier applies to the creature's effective level for purposes of determining the control check.

Upon summoning the extraplanar creature, the caster must succeed in a contested Will check to control it. The elementalist and the summoned creature each roll d100 and add their Wills to the result; the higher total wins. For every level that the mage is higher than the total of all creatures summoned with the spell, he gains a +10 bonus to his roll. For every level that he is lower, the extraplanar gets a +10 bonus. If multiple creatures are summoned, each rolls a separate Will check, but the same modifiers apply to each roll.

If the elementalist wins the contest, he can give the summoned creature instructions, which it is bound to obey, or ask it questions, which it is bound to answer truthfully (but not always completely). The elemental will remain in Bierilon for up to one day per caster level; however, for each day after the first that it remains, it gets another contested Will check with the same modifiers to break free of the caster's control. If the caster chooses to interrogate the elemental rather than giving it orders, he may ask one question for every four levels he possesses (fractions rounded down). For each question after that limit, the creature gets another contested Will check to escape control. In either case, the caster will not automatically know that his elemental has broken loose and may be unpleasantly surprised.

An elemental that has escaped control, but is still inside its summoning circle, may save vs. Will/2 to break free of its confines. If it fails, the mage can send it back to its home plane without further consequence. If the elemental is already out of the circle (such as if it is performing extended tasks and slips control while doing that), it is automatically freed. A free-willed elemental remains in Bierilon until "slain," which banishes it back to its home plane. If multiple creatures are in a summoning circle, and one of them breaks free, all of them can escape.

100: The caster accidentally draws the attention of a much more powerful creature than desired.
1: The caster gains a +25 bonus to his control check.

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__**Level 20 - Sandstorm**__
Spell Cost: 20, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 100 feet, Save: End/2 for half damage, Area of Effect: 50x50' square.
Description: With howling winds and flying earth, the caster creates a chaotic Sandstorm within the area of effect. Loose objects are tossed about and all within the area of effect remain trapped for the round and suffer 5BC8 damage. This damage simultaneously counts as Concussion, Piercing, and Slashing damage.

100: The caster suffers 5BC8 Psychic damage from the backlash.
1: Spell cost is 10. The Sandstorm increases in intensity, causing 5BC10 damage to all within the area.

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