Elementalist Last Edited 6/16/2000
Races allowed: Human, Half-Elf, Dwarf, Elf, Halfling
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.
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Table A
Experience, hit points, spell points and proficiencies. |
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Level | Experience to next level | Total Hit Dice | Total Magic Points | Point Limit/Round |
Proficiencies |
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3 |
2 |
1 |
W |
N/W |
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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 |
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Table B Magic Use Restrictions by Limit Area |
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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. |
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Table C
Magic Point Recuperation: (per element) |
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No Limit
Limit 1 Limit 2 Limit 3 |
1 every hour
1 every 4 hours 1 every 12 hours None |
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* 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. |
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:
Earth:
Fire:
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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:
Combinations: Air and Water:
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Table D
Die Point Values |
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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 |
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* 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. |