As a Wild Mage, your power is dangerous and unpredictable. The power that courses through your veins manifests as spells and effects from the Elementalism school, but the specific effects are often random. Whenever you begin an Encounter, roll 1d10 and consult the following chart:
This is your spell source's damage type until the end of the encounter, or until you achieve a critical hit. After each critical hit that you achieve, you must re-roll your spell source's damage type.
Elemental Magic manipulates the raw forces and materials of the physical world. All Elemental spells have one of five elemental aspects: earth, water, wood, wind, or flame; and have one of two polarity aspects: yin and yang. An elemental attack spell's damage types and effects are always based on its element and polarity, while elemental utility spells take advantage of the secondary properties of the elements. Some arcane healing magics are elemental in nature, usually utilizing properties of the element of wood.
Many elemental attack spells listed here list their damage type as 'Elemental'. When you prepare such a spell, you may choose one of ten options, based on your available material components. Each type of elemental damage also has a specific arcane affliction tied to it. An Elemental spell becomes Petrifying (earth/petrification), Rending (earth/force), Freezing (water/cold), Dissolving (water/acid), Choking (wood/poison), Enthralling (wood/psychic), Booming (wind/thunder), Shocking (wind/lightning), Flaming (flame/fire), or Shimmering (flame/radiant), depending on the type chosen. When you cast the spell, it causes damage and elemental afflictions (if any) of the chosen type.
When you or a summoned elemental creature attacks, if the attack inflicts your spell source's damage types, it causes an arcane affliction of the appropriate type whenever you achieve a critical hit, and you immediately re-roll your damage type.
You gain the metamagic Elemental Strike. You must choose your spell source's current damage type when you perform this metamagic.
You would damage an enemy with a melee or ranged weapon attack, or an attack that deals an elemental damage type.
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Effect:
The attack deals an additional +1d6 elemental damage and automatically causes one elemental arcane affliction, in addition to any of its other effects.
Special
If the original attack dealt a type of elemental damage, this effect deals the same type of damage and affliction. Otherwise, you may choose the elemental damage and affliction type that this spell inflicts.
When you choose an at-will maneuver, you may choose from the following options. If you choose a generic elemental spell, you do not choose a damage type, but learn the generic version of the spell. This spell always deals damage of your spell source's current damage type.
Until the end of your next turn, creatures who enter the blast area take elemental damage equal to your Dexterity modifier.
Leveling Up[]
Rank 1 Spells[]
The following rank 1 spells are in the Elementalschool of magic. If you choose a generic elemental spell, you do not choose a damage type, but learn the generic version of the spell. This spell always deals damage of your spell source's current damage type.
You slide the target into the nearest space outside the area.
Effect:
The area becomes a cloud of elemental energies until the end of your next turn. Creatures which enter the area or begin their turn there take elemental damage equal to your [ magic damage bonus ]. You may dispel the cloud as an immediate action.
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Sustain:
You may expend a move action to sustain the cloud until the end of your next turn. If you do, you may move the cloud up to 3 paces in any direction.
one space within 3 paces (Arcana vs. elemental’s Will)
Hit:
You summon an elemental minion in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.
You slide the target into the nearest space outside the area.
Effect:
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.
Sustain:
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
You slide the target into the nearest space outside the area.
Effect:
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).
Sustain:
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
You slide the target into the nearest space outside the area.
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.
Sustain:
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
half damage, and you may slide the target to the nearest space outside of the wall.
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.
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.
You slide the target into the nearest space outside the area.
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.
Sustain:
You may expend an immediate action during your turn to sustain the spell until the end of your next turn.
You slide the target into the nearest space outside the area.
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.
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.
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.
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 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.
one space within 3 paces (Arcana vs. elemental’s Will)
Hit:
You summon a lesser elemental in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.
one space within 3 paces (Arcana vs. elemental’s Will)
Hit:
You summon a number of elemental minions in or adjacent to the targeted space equal to your Charisma modifier, each of which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.
Miss:
You summon a single elemental minions in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.
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.
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.
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.
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.
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.
one 2x2 space within 3 paces (Arcana vs. elemental’s Will)
Hit:
You summon a greater elemental in the targeted space, which fights alongside you and obeys your commands until it is destroyed or until the end of the encounter.