Elementalist Last Edited 6/16/2000

Races allowed: Human, Half-Elf, Dwarf, Elf, Halfling
THACO as:
Priest
Saves as:
Priest
Hit Dice:
1d6
HP After 9th:
+1
Armour:
Organic or stone*
Weapons:
1 handed basic
Prime Req.:
Constitution of 9 or better

An Elementalist pulls magical energies from the elements around him. Each element has certain properties that can be applied to magic. The Elementalist can use these unique properties and even mix them to create different effects. Most Elementalists will have a broad set of skills in all the elements, but some will prefer to focus on one or two Elements.

He uses Magic Points. See Table A at right for the total magic points the Elementalist will have at any given level. These points will be in five different elements: Air, Earth, Fire, Spirit and Water. So a first level Elementalist can have 1 pt in Fire, 3 pts in Air, 2 pts in Earth and 2 points in Spirit, ignoring Water altogether, or 4 pts in Fire and 1s in all other elements, or even all eight points in Earth and none in the others. As the Elementalist gains levels, he may add his next 3 points wherever he sees fit, but may not rearrange the points he has already allocated.

The maximum amount of points an Elementalist can use each round is determined by the caster's level and what limit area he is in. See Tables A and B. Table C details how a typical Elementalist regains used points. Obviously, the Elementalist will want to be in No Limit as much as possible so that he can regain his points much more quickly and be free to use more powerful spells. For every element that the Elementalist doesn't have, he can choose one element that will recuperate at double normal speed. This multiplier is cumulative, but capped by the level of the caster. So an Elementalist that has only earth points will be recuperating 6pts per hour in No Limit area at 6th level or 16pts per hour at 16th level and higher. A 1st level Elementalist gains no advantage from this.

There are many effects an Elementalist can create with his powers, and here are some suggested things. New effects can be added, with the DM having final say on how it fits in and how many points it will take to do what. This is a gauge. Also, there are effects that an Elementalist will never be able to do, things like creating new magical items, teleportation or creating something from nothing. DMs should be judicious when adding new abilities. Players, be sure to ask the DM first because not every DM might allow the same abilities. Using fractions of points listed is not allowed.

The next page details some of the basic effects that an Elementalist can do and how many points each would require. Many effects can be enhanced by putting more points into it. For instance, an Elementalist can move 50lbs of substance at a movement rate of 6 for up to 10 rounds using one point of Air. Using 2 points he can double the movement rate. Using 8 points, he could double the duration, movement rate and weight allowance. Also, the Elementalist can use different effects together to create new effects. See the Cone of Cold listed under Combinations for a good example of this.

Table A
Experience, hit points, spell points and proficiencies.
Level Experience to next level Total Hit Dice Total Magic Points Point Limit/Round

Proficiencies

3

2

1

W

N/W

1
2
3
4
5
6
7
8
9
10
11
12
13
+1
0
2250
4500
9000
22500
45000
90000
168750
315000
630000
967500
1305000
1642500
+337500/ level
1d6
2d6
3d6
4d6
5d6
6d6
7d6
8d6
8d6+1
8d6+2
8d6+3
8d6+4
8d6+5
+1
8
11
14
17
20
23
26
29
32
35
38
41
44
+3/ level
0
0
1
1
1
1
2
2
2
2
3
3
3
+1/4 levels
0
1
1
2
2
3
3
4
4
5
5
6
6

+1/2 levels
1
2
3
4
5
6
7
8
9
10
11
12
13

+1/ level
2
2
2
3
3
3
3
4
4
4
4
5
5

+1/4 levels
4
4
5
5
6
6
7
7
8
8
9
9
10

+1/2 levels
Table B
Magic Use Restrictions by Limit Area
Air:
No Limit
Limit 1
Limit 2
Limit 3
Earth:
No Limit
Limit 1
Limit 2
Limit 3
Fire:
No Limit
Limit 1
Limit 2
Limit 3
Spirit:
No Limit
Limit 1
Limit 2
Limit 3
Water:
No Limit
Limit 1
Limit 2
Limit 3

Outdoors with clear air.
Indoors. Enclosed area with clear air.
Thick fog, muggy. Bad air.
Underwater, or no air but breath.

In a cave.
Most anywhere else.
No visible stone, dirt or mud.
Flying in the air. In the ocean.

Open torch, bonfire.
Smoldering coals, candle, lantern.
Warm air.
Only body heat and freezing temperatures.

Large crowds, 20+ people.
Four or more other people.
One to three other people.
Alone.

Glacier, Lake, River, Ocean, heavy precipitation.
Running water, snowdrifts, light precipitation.
Underground or no obvious water supply.
Completely dry air. Desert.
Table C
Magic Point Recuperation: (per element)
No Limit
Limit 1
Limit 2
Limit 3
1 every hour
1 every 4 hours
1 every 12 hours
None
* An Elementalist wearing light metal armour (chain mail, splint mail, etc) is always one limit worse in the elements. An Elementalist wearing heavy metal armour (platemail or better) will be two limits worse in the elements. This is because the armour shields him from the elements he draws his power from.

An Elementalist wearing Stone armour is always 2 limits better in Earth and one limit worse in all other Elements. Thusly, such an Elementalist could never hit the No Limit mark with any element but Earth without removing the armour and conversely would never be in limit 3 or 2 for Earth.

More AD&D 6th Edition stuff can be found at: http://www.splitreflection.com/games.html

Range:
Default
: Gives the spell up to 10ft range.
1pt
: Gives 10ft/caster level extra range. Use points from the element appropriate to what kind of substance the magic is traveling through to reach its target.
Saving throws:

Default
: Target can make a saving throw against spell, and if the save is made, then the spell has no effect. Non-magical non-sentient objects receive no saving throw, unless held or otherwise under the control of a sentient or magical object, in which case the saving throw for the controller is used, even though the target is not the controller.
5pt Earth
: Target can save for half effect.
10pt Spirit
: No save for target.

Air:
1pt
: Move 50lbs at up to Movement Rate of 6 for up to 10 rounds.
1pt
: Hurl 10lb object up to 20 feet doing 1 die point of damage per 10lbs. If there are multiple objects, they can be scattered in a cone, 10 feet wide at the far end. If used in conjunction with any of fire's ignite effects, can create a cone of fire.
4pt
: Visual Illusion in 10 feet units*.
1pt
: Gust of wind, puts out candles, torches, unhooded lanterns, moves papers, cloaks. Up to 10 rounds. 40 feet units of area*.
4pt
: Heavy buffet of wind, puts out bonfires, knocks off hats, makes all attacks at a -2 from creatures less than elephant sized. Up to 10 rounds. 40 feet units of area*.
8pt
: Gale force wind. Dexterity and Strength checks per round to remain standing. Fallen characters land 1d10 feet from where they were standing. One Strength check to get up to hands and knees and two more to stand back up. All attacks made at a -5. Up to 10 rounds. 40 feet units of area*.

Earth:
1pt
: Grow/Remove solid stone or earth in 5 feet units*.
2pt
: Lend appropriate texture and feel to illusion of 10 feet units*.
1pt
: Shatter 10 feet units* of stone into fist sized rocks or smaller.
1pt
: Turn 3 ft units* of sand or gravel or rocks into solid stone.
1pt
: Harden skin and take 1die point less damage per physical attack for 1 round.
1pt
: See through stone in a cylinder up to 20ft long or one layer, whichever comes first, with a diameter in feet equal to the caster's level. Lasts one round, requires full concentration.

Fire:
1pt
: Increase temperature of 50lbs of material by 10 degrees. This must be enough to heat the whole unit, if localized, i.e., he can't boil part of a lake unless he has alot of points, but if water from the lake is taken out in a pot, it can be boiled separately. Will fade in 5 mins to an hour, depending on the substance.
1pt
: Ignite as if match had been held to it for up to 1 second (light dry woods, tinder, light cloth, and petroleum.) Will cause 1 die point of damage on creatures not immune to fire.
2pt
: Ignite as if match had been held to it for up to 1 minute (dry hard woods, oily substances) Will cause 2 die points of damage on creatures not immune to fire.
4pt
: Ignite as if high temperature torch held to it. Will cause 4 die points of damage on creatures not immune to fire.
2pt
: Illusionary sound with max volume of 1 person.
1pt
: Control shape of existing fire with 8 feet units* of area, directing heat, or even causing it to move at a movement rate of 6 along flammable areas, 12 to 24 in highly flammable areas (pine needles - petroleum) or 2 in areas with nothing to feed the flames. If the flames have no fuel when the duration ends, they will go out immediately. Lasts up to 4 rounds.

Spirit:
4pt
: Add animation to an illusion of 10 feet units*
1pt
: Cause sleep in target of up to 1HD for 30 rounds minus the target's Wisdom (20 rounds if Wisdom score is unknown.)
4pt
: Charm for 20 rounds minus target's Wisdom (10 if unknown) Treat anything said to target as a suggestion.
1pt
: Suggest one action to target. The target gets two saving throws if it is an action the target holds with distaste. The target gets three saving throws if the target holds the action to be against it's morals or natural instincts. The suggestion must be made in a language that the target is fluent in. No save cannot be used with this effect. If the target saves for half, the target will spend one round in contemplation, deciding if that action is actually something he wants to do. The maximum duration for the action is 20 rounds minus the target's Wisdom.
1pt
: Heal 1die point of damage.

Water:
4pt
: Provide mobility to an illusion 10 feet units*
1pt
: Lower temperature of 50lbs of material by 10 degrees (can be localized, but in no smaller units than 50lbs unless the entire item is less than 50lbs, i.e., can freeze the surface of a lake in a path so it can be walked upon. Substance to be frozen must also be seen, i.e. an Elementalist cannot freeze a character's blood without using enough points to completely freeze the character.) (Body temp = 97 degrees, freezing is 32, so the difference is 70 degrees. 7*2 = 14pts is enough to completely freeze a 100lb person.) A sphere of air with a 10' radius weighs approximately 50lbs.
1pt
: Freeze 3 feet units* of fairly pure water (1 cubic foot is equivalent to 3 gallons and weighs about 30lbs. 3 frozen gallon can float supporting about 30lbs of weight.) Water is the only known liquid that expands when it freezes.
2pt
: Freeze 4 feet units* of murky opaque water
3pt
: Freeze 3 feet units* of thick liquid (mud, oil, etc.)
1pt
: Cull 1 gallon of pure water from unpure water or mud.
1pt
: Control water in 8ft units* for up to 2 rounds.

Combinations: Air and Water:
1pt Air, 1pt Water
: Cull 3 feet units* of fairly pure water from the air (3 days worth of water for one person) or cull 3 feet units* of breathable air from water (equivalent to 3 minute's worth of breath for one person)
4pt Air, 2pt Water
: Cone of Cold: Cull 1 cubic foot of water from the air and freeze it into shards of ice, hurling them to a range of 20 feet in a cone 10 feet wide at the end, doing 3 die points (2d4) of damage to all in the area of effect. This is an example of combining effects. 1pt air, 1pt water to create the water, 1pt water to freeze it, 3pt air to hurl it.

Table D
Die Point Values
1
2
3
4
6
8
1d2
1d4+1
2d4
2d6
2d10
4d8
10
12
16
20
24
32
4d10
6d10
12d6
10d10
24d6
24d8
* Note on feet units. 40 feet units can be a volume of 5x5x30 feet (5+5+30 = 40) or 10x10x20 feet (10+10+20 = 40) The trick is to make sure that the three positive non-zero integers used for dimensions add up.
About Elementalist Illusions
: Any illusion created by an Elementalist will last as long as someone still believes it and is experiencing the intended effects. If the viewer has doubts about its reality, they will get a saving throw, even if the illusion has the No Save applied to it. All viewers get a saving throw initially upon viewing it unless No Save is used. If the illusion is saved against, that viewer will only see wisps of the elements it is composed of.