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Prerequisites:
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Elementalism
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Target:
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One adjacent creature (Arcana vs. Fortitude)
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Hit:
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2d6 + [ magic damage bonus ] petrifying damage, one petrifying arcane affliction, and the target is slowed until they dispel or shrug it off.
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Miss:
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Half damage, and the target is slowed until they dispel or shrug it off.
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|
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- Ongoing 5 petrifying damage until they dispel or shrug it off.
- If already taking ongoing petrifying damage, the target must immediately make a saving throw against that damage before applying this effect.
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Prerequisites:
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Elementalism or Telekinesis
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Target:
|
burst 2 centered within 10 paces (Arcana vs. Reflex)
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|
|-
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Hit:
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3d6 + [ magic damage bonus ] force damage, and one force arcane affliction.
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Miss:
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Half damage.
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Effect:
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The area is a zone of invisible force until the end of your next turn. Creatures that move into the zone or start their turn there take force damage equal to your magic damage bonus, and begin bleeding ongoing damage equal to your level until they shrug it off.
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- Bleeding 5 ongoing damage until they shrug it off, and the target is knocked prone.
- If the target is already prone, maximize the original attack damage.
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Prerequisites:
|
Elementalism
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Target:
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Adjacent cone 5 (Arcana vs. Reflex)
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|
|-
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Hit:
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1d6 + [ magic damage bonus ] cold damage, and one cold arcane affliction.
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Miss:
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Half damage.
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Effect:
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The area is a zone of treacherous terrain (hard DC) until the end of the encounter.
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|
Prerequisites:
|
Elementalism or Telekinesis
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Target:
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Line 8 within 5 squares (Arcana -2 vs. Reflex)
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Hit:
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1d10 + [ magic damage bonus ] force damage, one force arcane affliction, and and you slide the target into the nearest space outside the area.
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Miss:
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You slide the target into the nearest space outside the area.
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Effect:
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The area becomes an invisible, impenetrable wall of force up to 20 feet high until the end of your next turn. Creatures can see through the wall, but cannot move or attack through it. Attacks which would pass through the wall deal damage to the wall instead; the wall is dispelled after taking damage equal to twice your Intelligence score plus twice your level (the entire wall shares a single pool of hit points).
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Sustain:
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You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
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- Bleeding 5 ongoing damage until they shrug it off, and the target is knocked prone.
- If the target is already prone, maximize the original attack damage.
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Prerequisites:
|
Elementalism
|
Target:
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Line 8 within 5 squares (Arcana -2 vs. Reflex)
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Hit:
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2d10 + [ magic damage bonus ] bashing damage, and you slide the target into the nearest space outside the area. On a critical hit, the creature instead takes 2d10 + [ magic damage bonus ] petrification damage, and becomes immobilized within the wall until they break free.
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Miss:
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You slide the target into the nearest space outside the area.
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Effect:
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The area becomes an impenetrable wall of solid stone up to 20 feet high until the end of your next turn. Creatures cannot see, move, or attack through it. Attacks which would pass through the wall deal damage to the wall instead; the wall is resistant to all damage, and one space of the wall is dispelled after taking damage equal to your Intelligence score plus your level.
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Sustain:
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You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
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Aftereffect:
|
The area becomes difficult terrain until the end of the encounter.
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|
Prerequisites:
|
Elementalism
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Target:
|
Line 8 within 5 squares (Arcana -2 vs. Reflex)
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Hit:
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1d4 + [ magic damage bonus ] cold damage, and two cold arcane afflictions.
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Miss:
|
You slide the target into the nearest space outside the area.
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Effect:
|
The area becomes a wall of solid ice up to 20 feet high until the end of your next turn. The wall grants partial concealment and total cover - creatures can see hazily through the wall, but cannot move or attack through it. Attacks which would pass through the wall deal damage to the wall instead; the wall is immune to cold damage and vulnerable to fire, thunder and bashing damage, and each space of the wall is dispelled after taking damage equal to your Intelligence score plus your level.
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Sustain:
|
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
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Aftereffect:
|
The area becomes treacherous terrain (difficulty 15) until the end of your next turn.
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|
Prerequisites:
|
Elementalism
|
Target:
|
burst 2 centered within 10 paces (Arcana vs. Reflex)
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Hit:
|
3d8 + [ magic damage bonus ] acid damage, and one acid arcane affliction.
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Miss:
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Half damage.
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|
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- Ongoing 5 acid damage, and a -1 penalty to all defenses until they dispel or shrug it off.
- Each time the target takes this ongoing damage, their armor's armor bonus is reduced by 1, to a minimum of 0. This reduction lasts until they can repair their armor, even if they dispel or shrug off the ongoing damage.
- If the target is already taking ongoing acid damage, they suffer a -2 penalty to all defenses until the end of your next turn.
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|
|
Prerequisites:
|
Elementalism
|
Target:
|
Line 8 within 5 squares (Arcana -2 vs. Reflex)
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Hit:
|
2d6 + [ magic damage bonus ] bashing damage, and you may slide the target a number of paces up to your Intelligence modifier.
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Miss:
|
half damage, and you may slide the target to the nearest space outside of the wall.
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Effect:
|
The area becomes a wall of churning, boiling water up to 20 feet high until the end of your next turn. Creatures who enter or begin their turn in the wall immediately take bashing damage equal to your melee damage bonus and suffer a -2 penalty to all defenses until they shake it off. The wall is treacherous terrain and grants partial concealment - creatures can see hazily through the wall and may move through it, but may not attempt to attack through it. The wall may not be attacked.
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Sustain:
|
You may expend a move action during your turn to sustain the spell until the end of your next turn. When you do, you may move each space of the wall up to 3 paces, but must the wall must maintain a contiguous shape. If the wall passes over a creature as you move it, you may repeat this spell's original attack roll against that creature.
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|
Prerequisites:
|
Elementalism
|
Target:
|
burst 3 centered within 5 paces (Arcana vs. Reflex)
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Hit:
|
1d6 + [ magic damage bonus ] poison damage, and one poison arcane affliction.
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Miss:
|
Half damage.
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Effect:
|
The area is a zone of concealing vapor until the end of the next turn. Creatures that move into the zone or start their turn there take poison damage equal to your magic damage bonus and are weakened. You may sustain the zone until the end of your next turn as an immediate action, and may sustain and move the zone up to 5 paces as a move action.
|
|
Prerequisites:
|
Elementalism or Vitalism
|
Target:
|
Line 8 within 5 squares (Arcana -2 vs. Reflex)
|
Hit:
|
1d4 + [ magic damage bonus ] slashing damage, one poison arcane affliction, and the target becomes restrained until they escape or break free.
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Miss:
|
You slide the target into the nearest space outside the area.
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Effect:
|
The area becomes a wall of poisonous, thorny brambles up to 20 feet high until the end of your next turn. The wall grants total concealment and total cover - creatures cannot see or move through it, but may attempt to attack through it with a -5 total cover penalty. The wall is vulnerable to fire and slashing damage, and each space of the wall is dispelled after taking damage equal to your Intelligence modifier.
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Sustain:
|
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
|
Aftereffect:
|
The area becomes difficult terrain until the end of your next turn.
|
|
Prerequisites:
|
Elementalism or Vitalism
|
Target:
|
Line 8 within 5 squares (Arcana -2 vs. Reflex)
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Hit:
|
1d4 + [ magic damage bonus ] psychic damage, one psychic arcane affliction, and the target becomes restrained until they escape or break free.
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Miss:
|
You slide the target into the nearest space outside the area.
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Effect:
|
The area becomes a wall of lush vegetations and sweet-smelling flowers up to 20 feet high until the end of your next turn. Creatures who enter or begin their turn in a space in or adjacent to the wall immediately suffer one psychic arcane affliction. The wall grants total concealment and total cover - creatures cannot see or move through it, but may attempt to attack through it with a -5 total cover penalty. The wall is vulnerable to fire and slashing damage, and each space of the wall is dispelled after taking damage equal to your Intelligence modifier.
|
Sustain:
|
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
|
Aftereffect:
|
The area becomes difficult terrain until the end of your next turn.
|
- The target is dazed until the end of your next turn.
- If already dazed, the target becomes dominated until the end of your next turn.
|
|
|
Prerequisites:
|
Elementalism or Vitalism
|
Target:
|
burst 3 centered within 10 paces (Arcana vs. Reflex)
|
Hit:
|
The target becomes restrained until they break free or escape.
|
Miss:
|
You slide the target into the nearest space adjacent to the area, and the target is slowed until they break free or escape.
|
Effect:
|
The area is a zone of difficult terrain until the end of the encounter. Any creature that ends its movement in the zone becomes immobilized until they break free or escape.
|
|
Prerequisites:
|
Elementalism
|
Target:
|
Adjacent line 20 (Arcana vs. Reflex)
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Hit:
|
2d10 + [ magic damage bonus ] lightning damage, and one lightning arcane affliction.
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Miss:
|
Half damage.
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- The target is dazed until the end of your next turn.
- If already dazed, the target becomes stunned until they shrug it off.
|
|
|
Prerequisites:
|
Elementalism
|
Target:
|
Line 8 within 5 squares (Arcana -2 vs. Reflex)
|
Hit:
|
2d6 + [ magic damage bonus ] lightning damage, and one lightning arcane affliction.
|
Miss:
|
half damage.
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Effect:
|
The area becomes a wall of softly rolling fog up to 20 feet high until the end of your next turn, that flickers and rumbles with lightning. Creatures who enter or begin their turn in the wall immediately take lightning damage equal to your melee damage bonus, and one lightning arcane affliction. The wall grants partial concealment - creatures can see hazily through the wall and may move through it, and may attempt to attack through it with a -2 partial concealment penalty. The wall may not be attacked.
|
Sustain:
|
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
|
- The target is dazed until the end of your next turn.
- If already dazed, the target becomes stunned until they shrug it off.
|
|
|
Prerequisites:
|
Elementalism
|
Target:
|
burst 3 centered within 20 paces (Arcana vs. Fortitude)
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Hit:
|
1d8 + [ magic damage bonus ] thunder damage, and the target is pulled into a space adjacent to the center of this spell’s area and lifted up to 10 feet off the ground.
|
Miss:
|
Half damage, and the target is pulled 1 pace.
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Effect:
|
The central burst 1 area is a zone of violent swirling wind until the end of your next turn. Creatures that move into the whirlwind or start their turn there take 1d6 thunder damage one thunder arcane affliction.
You may move the whirlwind 5 paces as a move action, and may sustain this spell each turn as a standard action. If you do, repeat the original attack using the center of tornado’s current zone as the center of the blast 3 area.
|
|
Prerequisites:
|
Elementalism
|
Target:
|
burst 3 centered within 20 paces (Arcana vs. Reflex)
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Hit:
|
4d6 + [ magic damage bonus ] fire damage.
|
Miss:
|
Half damage.
|
|
|
- Ongoing 10 fire damage until they dispel or shrug it off.
- If already on fire, increase the amount of ongoing fire damage by 5.
|
|
|
Prerequisites:
|
Elementalism
|
Target:
|
Line 8 within 5 squares (Arcana -2 vs. Reflex)
|
Hit:
|
2d6 + [ magic damage bonus ] fire damage, and one fire arcane affliction.
|
Miss:
|
half damage.
|
Effect:
|
The area becomes a wall of intense flame up to 20 feet high until the end of your next turn. Creatures who enter or begin their turn in a space in the wall immediately take fire damage equal to your melee damage bonus, and one fire arcane affliction. The wall grants partial concealment - creatures can see hazily through the wall and may move through it, and may attempt to attack through it with a -2 partial concealment penalty. The wall may not be attacked.
|
Sustain:
|
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
|
|
|
- Ongoing 10 fire damage until they dispel or shrug it off.
- If already on fire, increase the amount of ongoing fire damage by 5.
|
|
|
Prerequisites:
|
Elementalism
|
Target:
|
burst 3 centered within 20 paces (Arcana vs. Reflex)
|
Hit:
|
1d8 + [ magic damage bonus ] radiant damage, and one radiant arcane affliction.
|
Miss:
|
Half damage.
|
Effect:
|
The area is a zone of intense light until the end of your next turn. Enemies within the zone grant advantage to you and your allies.
|
|
|
- The target becomes marked by you or an ally of your choice and grants advantage to you and your allies until the end of your next turn.
- If already granting advantage, the target becomes dazed until the end of your next turn.
- If already dazed, the target becomes blinded until they shrug it off.
|
|
|
Prerequisites:
|
Elementalism
|
Target:
|
Line 8 within 5 squares (Arcana -2 vs. Reflex)
|
Hit:
|
1d8 + [ magic damage bonus ] radiant damage, and two radiant arcane afflictions.
|
Miss:
|
half damage.
|
Effect:
|
The area becomes a wall of blinding light up to 20 feet high until the end of your next turn. Creatures who enter or begin their turn in a space in the wall immediately take radiant damage equal to your melee damage bonus, and one radiant arcane affliction. The wall grants total concealment - creatures cannot see through the wall but may move through it, and may attempt to attack through it with a -5 total concealment penalty. The wall may not be attacked.
|
Sustain
|
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
|
|
|
- The target becomes marked by you or an ally of your choice and grants advantage to you and your allies until the end of your next turn.
- If already granting advantage, the target becomes dazed until the end of your next turn.
- If already dazed, the target becomes blinded until they shrug it off.
|
|
|
Prerequisites:
|
Elementalism
|
Target:
|
Line 8 within 5 squares (Arcana -2 vs. Fortitude)
|
Hit:
|
2d6 + [ magic damage bonus ] thunder damage, and one thunder arcane affliction.
|
Miss:
|
half damage, and the target is flung a number of squares equal to your Intelligence modifier.
|
Effect:
|
The area becomes a wall of howling wind up to 20 feet high until the end of your next turn. Creatures who enter or begin their turn in the wall must make a Fortitude save vs. 15 + half your level, or be flung a number of squares equal to your magic damage bonus. The wall grants partial cover - creatures can see through the wall and may attempt to move through it, and may attempt to attack through it with a -2 partial cover penalty. The wall may not be attacked.
|
Sustain:
|
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
|
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