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Elementalist Class: Third Draft

Merlion

First Post
Ok done some refining on my Elementalist...I think its coming along pretty well. Tell me what you think


The Elementalist

Hit Die, BAB, BSB, Spellcasting, and Spells Per day and class skills as wizard

1st level: Rebuke/Command elementals: Exactly as the evil cleric ability, but usable only on Elementals

3rd level: Elemental Companion: At 3rd level, the Elementalist may summon an elemental companion once per day. The elemental gains in strength as the Elementalist gains levels (use the chart for Druid animal companion). The Elemental’s size and other abilities are as a normal elemental of its Hit Dice. The Elemental remains for 24 hours or until destroyed. If the Elemental is destroyed the Elementalist may not summon another for 24 hours.
At 7th level the Elementalist may choose to summon an Air, Earth, Fire or Water Mephit instead of a normal elemental. The Mephit advances according to the Elementalist’s level just as a normal elemental would




5th level: Elemental Mastery: At 5th level, and again at 10th, 15th and 20th level the elementalist may select an ability from the following list:

Elemental Substitition: The elementalist may alter an elemental or energy spell as it is cast to utilize a different element or energy type. This is a free action and functions only on spells with the Acid, Air, Cold, Earth, Electrecity, Fire or Water descriptors. The elementalist may use this ability 3 times per day, plus one additional time per day for every 5 elementalist levels beyond 5

Elemental Counterspell: An elementalist may counter a spell with an elemental or energy descriptor with any spell of equal or greater level of the oposite elemental or energy descriptor (Fire counters Water, Electricity counters Acid etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors

Elemental Dispell: An Elementalist may dispell an existing elemental or energy spell using any spell of equal or greater level with the oposite elemental or energy descriptor (Earth dispells Air, Cold dispells Fire etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors

Elemental Form: The elementalist may assume the form of a Medium air, earth, fire or water elemental once per day per 5 elementalist levels. The transformation lasts for 1 hour per elementalist level, or untill the elementalist decides to change back. This ability functions like a Polymorph spell, accept the Elementalist gains all supernatural and extraordinary abilities of the elemental form. The Elementalist may take this ability more than once. Each time it is taken, the Elementalist gains the ability to assume the form of an Elemental one size larger than he previously could

Energy Resistance: The elementalist gains resistance 10 to acid, cold, electricity, fire or damage from earth-based sources (such as Earth elementals). This ability may be taken more than once and applies to a different resistance each time.

Subtle Correspondence: The elementalist may choose to gain access to 9 subtle correspondence spells of any level and/or element. Any spells chosen of a level that the elementalist currently has access to are added to his spellbook. Any of higher levels than the elementalist has access to are added to his class spell list and can be learned normaly. This ability may be taken multiple times

Overcome Resistance: Once per day per five class levels the Elementalist may cast a single spell and have it ignore some degree of energy or elemental resistance. Any creature affected by the chosen spell is treated as having its resistance to the spells energy or elemental descriptor as 10 points below its normal value. Using this ability is a free action that must be declared before the spell is cast



Specialist Elementalists: A Elementalist may choose to focus on one of the four elements. He gains one additional spell per day at each spell level and a +2 bonus to spellcraft checks relating to spells of his element, but he looses access to spells of the opposing element as follows:
Air Lose Earth and vice versa
Fire Lose Water and vice Versa
Additionally a specialized elementalist may only use certain abilities with his own element of specialty. He may only summon an Elemental of his chosen element, he may only subsititue his own element or its associated energy type with Elemental Substitition, and he may only assume the form of an Elemental of his chosen type.






And heres the spell list...first the basics, then the subtle correspondance spells that they can gain access to via the feat.


Elementalist Spell List
1st:
Air:
Feather Fall
Obscuring Mist
Shocking Grasp
Vortex*

Earth:
Magic Stone
Earth Blast*

Fire:
Burning Hands
Faerie Fire
Inferno Blast*

Water:
Grease
Obscuring Mist
Waterspout*

General:
Endure Elements, Summon Monster 1


2nd:

Air:
Fog Cloud
Levitate
Whispering Wind
Wind Wall

Earth:
Melf’s Acid Arrow
Soften Earth and Stone
Warp Wood
Wood Shape

Fire:
Fire Trap
Flame Blade
Flaming Sphere
Heat Metal
Produce Flame
Pyrotechnics

Water:
Chill Metal
Fog Cloud
Melf’s Acid Arrow


General: Resist Elements, Summon Monster 2

3rd:

Air:
Fly
Gaseous Form
Gust of Wind
Lightning Bolt
Sleet Storm
Stinking Cloud
Water Breathing

Earth:
Earth Rupture*
Keen Edge
Meld Into Stone
Root*
Rusting Grasp
Stone Shape

Fire:
Fireball
Flame Arrow

Water:
Quench
Rusting Grasp
Sleet Storm
Water Breathing
Watery Fist*

General: Dispel Magic, Protection From Elements, Summon Monster 3


4th:
Air:
Air Walk
Call Lightning
Ice Storm
Solid Fog
Vacuum Burst*

Earth:
Spike Stones
Stoneskin


Fire:
Fire Shield
Flame Strike (All Fire)
Wall of Fire

Water:
Control Water
Ice Storm
Solid Fog
Wall of Ice

General: Summon Monster 4

5th:
Air:
Cloudkill
Control Winds

Earth:
Earth Wave*
Passwall
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Iron
Wall of Stone

Fire:
Bolts of Fire*



Water
Cloudkill
Cone of Cold
Transmute Mud to Rock
Transmute Rock to Mud

General: Lesser Planar Binding, Summon Monster 5

6th:
Air:
Acid Fog
Chain Lightning
Control Weather
Whirlwind Blast*


Earth:
Acid Fog
Flesh to Stone
Move Earth
Stone to Flesh

Fire:
Delayed Blast Fireball
Fire Seeds

Water:
Acid Fog
Control Weather
Otiluke’s Freezing Sphere


General: Greater Dispelling, Planar Binding, Summon Monster 6

7th:
Air: Blizzard*, Whirlwind, Wind Walk
Earth: Phase Door, Statue, Transmute Metal to Wood
Fire: Delayed Blast Fireball, Firestorm,
Water: Blizzard*
General: Plane Shift (Elemental planes only), Summon Monster 7

8th:
Air: Horrid Wilting, Incendiary Cloud
Earth: Earthquake, Iron Body, Repel Metal or Stone
Fire: Incendiary Cloud
Water: Horrid Wilting,
General: Greater Planar Binding, Summon Monster 8

9th:
Air:
Elemental Swarm
Earth: Elemental Swarm
Fire: Elemental Swarm, Meteor Swarm
Water: Elemental Swarm
General: Elemental Swarm, Summon Monster 9



Subtle Correspondence Spells:
0th:
Air:
Daze, Mage Hand
1st level: Charm Person, Sleep
2nd Level: Detect Thoughts, See Invisibility
3rd level: Clairaudience/Clairvoyance, Hold Person, Suggestion
4th level: Charm Monster, Confusion, Scrying, Tongues
5th level: Dominate Person, Feeblemind, Hold Monster, Mind Fog, Rary’s Telepathic Bond, Sending
6th level: Legend Lore, Mass Suggestion, Teleport, Telekinesis
7th level: Greater Scrying, Insanity, Vision
8th level: Antipathy, Mass Charm, Sympathy, Teleport Without Error, Discern Location
9th level: Dominate Monster, Foresight
Earth:
0th level: Cure Minor Wounds, Mending
1st level: Cure Light Wounds
2nd level: Bull’s Strength, Cat’s Grace, Endurance, Lesser Restoration
3rd level: Cure Moderate Wounds, Remove Blindness/Deafness, Remove Disease
4th level: Dimensional Anchor, Cure Serious Wounds, Giant’s Strength*, Superior Endurance*, Sylph’s Grace*
5th level: Cure Critical Wounds, Restoration
6th: Healing Circle, Hero’s Feast
7th level: Heal, Tenser’s Transformation
8th level: Greater Restoration, Regenerate
9th level: Mass Heal
Fire:
0th level: Dancing Lights, Flare, Light
1st level: Colour Spray, Faerie Fire
2nd level: Daylight, Shatter
3rd level: Searing Light
4th level: Emotion
5th level:
6th level: Animate Objects, Disintegrate
7th level: Resurrection, Sunbeam, Prismatic Spray
8th level: Prismatic Wall, Sunburst
9th level: Prismatic Sphere, Implosion, True Resurrection
Water:
0th:
1st level: Cure Light Wounds, Change Self, Enlarge, Reduce
2nd level: Alter Self
3rd level: Cure Moderate Wounds, Dispel Magic, Remove Curse, Remove Disease
4th level: Cure Critical Wounds, Freedom of Movement, Minor Globe of Invulnerability, Polymorph Self, Polymorph Other
5th level: Break Enchantment, Dismissal,
6th level: Antimagic Field, Globe of Invulnerability, Greater Dispelling, Healing Circle
7th level: Banishment
8th level: Mind Blank, Polymorph Any Object, Protection From Spells
9th level: Mordenkainen’s Disjunction, Shapechange
 
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Witness

First Post
Merlion said:
Hit Die, BAB, BSB, Spellcasting, and Spells Per day and class skills, as wizard
considering the very limited spell list, casting spells like a wizard isn't really appropriatte. Should be as sorcerer.

3rd level: Elemental Companion: a 3rd level or higher elementalist may expend 2 Rebuke/Command elementals uses to summon a Small Air, Earth, Fire or Water Elemental. The elemental remains until 24 hours have passed, or until it is destroyed or dismissed, and serves the Elementalist faithfuly. If the companion is destroyed or its duration elapses, the elementalist may summon another, spending another 2 rebuke attempts. It increases in power just as a Druid's animal Companion (Use the same chart as the druid). When the elemental gains suffcient hit dice to increase in size, it also gains any abilities and statistics an elemental of that size would have (DR etc).
i'm a little confused by this. Do they summon a random elemental or the same specific one? I assume its the latter. Rather than expending Rebuke attempts, change it so its like the Paladins mount; once per day for x hours per class level. Also, size increase + animal companion advancement is too powerful, especially for an elemental. I suggest you change it so they still advance, but don't get any benefits of size increases. You might also create their own advancement table to incorporate some, but not all, of the abilities they would get if they increased in size.

Elemental Substitition: The elementalist may alter an elemental or energy spell as it is cast to utilize a different element or energy type. This is a free action and functions only on spells with the Acid, Air, Cold, Earth, Electrecity, Fire or Water descriptors. The elementalist may use this ability 3 times per day, plus one additional time per day for every 5 elementalist levels beyond 5
the wording of this is a little confusing and might imply that casting the spell, rather than modifying it with this ability, is a free action. You should say 'using this ability does not change the normal casting time for the spell,' or something like that.

Another thing to consider is whether these special abilities can be used with each other and with metamagic spells. If used together, these special abilities can have some very devestating consequences. If you do allow them to be used together, doing so should increase the casting time.

Elemental Counterspell: An elementalist may counter a spell with an elemental or energy descriptor with any spell of equal or greater level of the oposite elemental or energy descriptor (Fire counters Water, Electricity counters Acid etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors
Elemental Dispell: An Elementalist may dispell an existing elemental or energy spell using any spell of equal or greater level with the oposite elemental or energy descriptor (Earth dispells Air, Cold dispells Fire etc). This ability works only with spells with the Acid, Air, Cold, Earth, Electricity, Fire or Water descriptors
The problem is that you don't list enough energy descriptors for each one to have an opposite; I assume Water counters Electricity, but then what counters Acid? Also, can you use Elemental Subsitution to change a Fire spell into a Cold spell and counter a Fire spell? Can you temporarily dispel magic items with an elemental effect? summoned creatures?

Elemental Form: The elementalist may assume the form of a Medium air, earth, fire or water elemental once per day per 5 elementalist levels. The transformation lasts for 1 hour per elementalist level, or untill the elementalist decides to change back. This ability functions like a Polymorph spell, accept the Elementalist gains all supernatural and extraordinary abilities of the elemental form
They should be able to acquire this ability multiple times to assume the forms of larger elementals, so take it twice and they can turn into a large elemental. 3 times, a huge elemental, etc.

Energy Resistance: The elementalist gains resistance 10 to acid, cold, electricity, fire or damage from earth-based sources (such as Earth elementals). This ability may be taken more than once and applies to a different resistance each time.
either allow some very limited damage reduction as 'earth resistance' (perhaps only against bludgeoning attacks or something) or allow them to choose sonic as an energy resistance.

Subtle Correspondence: The elementalist may choose to gain access to 9 subtle correspondence spells of any level and/or element. Any spells chosen of a level that the elementalist currently has access to are added to his spellbook. Any of higher levels than the elementalist has access to are added to his class spell list and can be learned normaly. This ability may be taken multiple times
I am confused by this. If they can choose any spell from any element, what is the point of dividing the spells into seperate elements in the first place? Are Subtle Correspondence spells mentioned somewhere else and I just missed it?


Some really good ideas her, they just need a little refinement. Look forward to seeing your next update.

Oh yeah, one more little thing. It saves a lot of space if you don't give each spell its own seperate line. Though it may be a bit more difficult to analyze the spell list, it makes reading through the whole thing alot easier.
 

Merlion

First Post
considering the very limited spell list, casting spells like a wizard isn't really appropriatte. Should be as sorcerer

Why?


i'm a little confused by this. Do they summon a random elemental or the same specific one? I assume its the latter.

Its essentialy a random elemental.


I assume its the latter. Rather than expending Rebuke attempts, change it so its like the Paladins mount; once per day for x hours per class level

Again, why?

Also, size increase + animal companion advancement is too powerful, especially for an elemental. I suggest you change it so they still advance, but don't get any benefits of size increases. You might also create their own advancement table to incorporate some, but not all, of the abilities they would get if they increased in size.

I'm not sure I entirely agree, but I have considered having it not kick in till level 5 and having their "effective druid level" be either -3 or -5 their elementalist level for purposes of advancement


Another thing to consider is whether these special abilities can be used with each other and with metamagic spells. If used together, these special abilities can have some very devestating consequences. If you do allow them to be used together, doing so should increase the casting time.

This particuarly ability is equal or perhaps slightly inferior to an existing feat, and at a higher cost.
As for the confusing part, thats just a matter of editing wording.



The problem is that you don't list enough energy descriptors for each one to have an opposite; I assume Water counters Electricity, but then what counters Acid

Well, one possibility is leaving it up to DM adjudication. But looking at the elementalist spell list, and what elements what spells are grouped under is a good guide. I'm going with Acid as belonging to both Earth and Water so...
Bear in mind, I'm still in the rough stages.



Also, can you use Elemental Subsitution to change a Fire spell into a Cold spell and counter a Fire spell?

Offhand I'd say no. I'd have to consider a bit, but probably not.


Can you temporarily dispel magic items with an elemental effect? summoned creatures?

Definitly summoned creatures with an elemental type or subtype, not sure about items.


They should be able to acquire this ability multiple times to assume the forms of larger elementals, so take it twice and they can turn into a large elemental. 3 times, a huge elemental, etc.

Hmm...I suppose that wouldnt hurt.


either allow some very limited damage reduction as 'earth resistance' (perhaps only against bludgeoning attacks or something) or allow them to choose sonic as an energy resistance

Again again...why? And especialy, why sonic?



I am confused by this. If they can choose any spell from any element, what is the point of dividing the spells into seperate elements in the first place? Are Subtle Correspondence spells mentioned somewhere else and I just missed it?

Yes, you did :) theres a subtle correspondance spell list as well. Basicaly they are spells that arent directly elemental, but are linked to the elements by subtle association...mind affecting stuff and air for example. Basicaly that ability lets an elementalist expand their spell list a little. they are divided for flavour and because (although I may have forgotten to put this in) a specialist elementalist can only learn subtle correspondance spells from his speciality element.
 

Witness

First Post
Merlion said:
Compared to how many spells a typical wizard has, with their very limited spell list, casting spells like a wizard really isn't viable.

Its essentialy a random elemental.
You mention that the elemental advances, so it doens't really make sense that its not the same elemental each time.

Again, why?
Because its more balanced and consistant with an existing mechanic. Elementals are usually more rare than undead, so the elementalist will probably be able to summon a powerful elemental multiple times per day without giving up anything.

One other thing I noticed, you don't list what type of abilities each of the special powers are (Ex, Su, or Sp), though this is only important for the elemental companion and the energy resistance.

Offhand I'd say no. I'd have to consider a bit, but probably not.
I don't see anything wrong with allowing elemental mastery abilities to stack; its a potentially powerful ability, but not necesarily too powerful. If they can stack though, their should be some limiting factor; either increased casting time, or limiting how often elemental mastery abilities can be used, individually or in total.

Again again...why? And especialy, why sonic?
Well, I assume the reason you didn't list sonic is because theirs no correlation between sonic and one of the traditional elements. Their really isn't a clear link between any energy type and a traditional element except fire. So a better question IMO, is why not?

Yes, you did :) theres a subtle correspondance spell list as well. Basicaly they are spells that arent directly elemental, but are linked to the elements by subtle association...mind affecting stuff and air for example. Basicaly that ability lets an elementalist expand their spell list a little. they are divided for flavour and because (although I may have forgotten to put this in) a specialist elementalist can only learn subtle correspondance spells from his speciality element.
As I said above, with a spell list so limited, Wizard-like spellcasting isn't the best solution. If you want to keep Wizard-type spellcasting, then many the subtle correspondance spells should go into the general spell list.

I don't think subtle correspondance is a bad idea, but their does need to be a bit more consistancy, so all Water spells are Cure (or Inflict) spells, all Air spell are illusions or mind affecting, all earth spells are protection or defensive, all fire spells are boostsm, ot whatever you decide. Each acquisition of subtle correspondance should grant all SC spells for one specific element.
 

Merlion

First Post
Compared to how many spells a typical wizard has, with their very limited spell list, casting spells like a wizard really isn't viable.

I still dont understand. Why is it not viable?


You mention that the elemental advances, so it doens't really make sense that its not the same elemental each time

I dont think it really makes a difference. Every elemental the Elementalist summons has/is given the same abilities.


Because its more balanced and consistant with an existing mechanic. Elementals are usually more rare than undead, so the elementalist will probably be able to summon a powerful elemental multiple times per day without giving up anything.

You've lost me again :)


One other thing I noticed, you don't list what type of abilities each of the special powers are (Ex, Su, or Sp), though this is only important for the elemental companion and the energy resistance.

That'll get into the final draft.


I don't see anything wrong with allowing elemental mastery abilities to stack; its a potentially powerful ability, but not necesarily too powerful

well I just dont really see how/why any of them would stack...most of them arent anything that would really interact with any of the others but i may be missing something..


Well, I assume the reason you didn't list sonic is because theirs no correlation between sonic and one of the traditional elements

And because I've already written a number of [Earth] spells that deal damage


Their really isn't a clear link between any energy type and a traditional element except fire

WEll, I think air/Electricity is pretty clear, and cold/water makes sense. I also see Acid as a fusion of Earth and Water.

So a better question IMO, is why not?

Because I dont like it :)


As I said above, with a spell list so limited, Wizard-like spellcasting isn't the best solution. If you want to keep Wizard-type spellcasting, then many the subtle correspondance spells should go into the general spell list.

I'm still unclear as to why wizard casting is inviable. And I think adding all those spells to their list might push them a little over the top.


but their does need to be a bit more consistancy, so all Water spells are Cure (or Inflict) spells, all Air spell are illusions or mind affecting, all earth spells are protection or defensive, all fire spells are boostsm, ot whatever you decide

Well, most of the elements are associated with various things...I've thrown in a few spells for each.


Each acquisition of subtle correspondance should grant all SC spells for one specific element.

I abandoned that because I dont want anything...accept the option of specialzation I included...to involve only a single element.
 

Witness

First Post
Merlion said:
I still dont understand. Why is it not viable?
Okay, let me see if I can explain: The reason the wizard class is so powerful and (arguably) more powerful than the sorcerer, is because they can know and prepare enough spells to be ready for any challenge or situation. Sorcerers aren't able to know enough spells to diversify in the same way. What the elementalist class does though, is take away the diverse spell selection. Their are only a fraction of the number of spells on the elementalist class spell list as on the wizard class spell list, and so the elementalist has only a fraction of the wizard's versatility. A spontaneously-casting elementalist would likewise be weaker than a sorcerer, but the gap is less signifigant because the sorcerer already has such a limited number of spells known. Either way, I think you need to add some spells to the class spell list, but you wouldn't need to add as many if they cast spells as a sorcerer, becuase sorcerer's benefit less from a diverse class spell list than wizards do.

You've lost me again :)
In most campaigns, elementals are more rare than undead, so the elementalist will get less use out of their turning ability than a cleric or paladin would. This also means that the elementalist will have most or all of their turning uses to use on summoning elementals. Even if the elemental is destroyed, an elementalist with a decent Cha will be able to summon an elemental 2 or even 3 times per day. Also, the elementalist's companion is more powerful than a familiar, animal companion, or paladin mount for a character of equal level. So, not only is the elementalist's companion more powerful than other companions/mounts, if it is destroyed, he can summon another one without penalty. This is too powerful. At least, it should be changed so that the use and duration are consistant with the most similar ability for a Core class; the paladin's mount.

well I just dont really see how/why any of them would stack...most of them arent anything that would really interact with any of the others but i may be missing something..

Elemental Substitition: The elementalist may alter an elemental or energy spell as it is cast to utilize a different element or energy type. This is a free action and functions only on spells with the Acid, Air, Cold, Earth, Electrecity, Fire or Water descriptors.
Imagine that the elementalist knows a Fire spell. If he has the Elemental Dispel ability, he can dispel a Cold spell. If he has the Elemental Substitution ability, he can change his Fire spell into an Acid, Cold, or Electricty spell, or an Air, Earth, or Water spell, although these last 3 don't mean anything as a damage type. If however he has Elemental Substitution and Elemental Dispel (or Counter), he can turn his Fire spell into a Cold spell to dispel (or counter) another Fire spell, or into an Air spell to dispel an Earth spell, etc. The synergy between these abilites is very interesting, but their should be some limit in how often they are used together (I noticed the part in Elemental Substitution about uses per day, was that there before?).

I'm still unclear as to why wizard casting is inviable. And I think adding all those spells to their list might push them a little over the top.
They have less than a 3rd of the number of spells as the wizard/sorc. I think that adding a few spells to the class spell list won't put them over the top.
 

Merlion

First Post
Okay, let me see if I can explain: The reason the wizard class is so powerful and (arguably) more powerful than the sorcerer, is because they can know and prepare enough spells to be ready for any challenge or situation. Sorcerers aren't able to know enough spells to diversify in the same way. What the elementalist class does though, is take away the diverse spell selection. Their are only a fraction of the number of spells on the elementalist class spell list as on the wizard class spell list, and so the elementalist has only a fraction of the wizard's versatility. A spontaneously-casting elementalist would likewise be weaker than a sorcerer, but the gap is less signifigant because the sorcerer already has such a limited number of spells known. Either way, I think you need to add some spells to the class spell list, but you wouldn't need to add as many if they cast spells as a sorcerer, becuase sorcerer's benefit less from a diverse class spell list than wizards do.


I dont really see a problem here personaly...at this stage at least. I didnt make them spontaneous casters because that would mean having to deal with the absurdly tiny number of spells known. It would require me to entirely redo the concept of subtle correspondance. But if one wanted to do it that way, it wouldnt be terribly hard...it could go either way.



In most campaigns, elementals are more rare than undead, so the elementalist will get less use out of their turning ability than a cleric or paladin would. This also means that the elementalist will have most or all of their turning uses to use on summoning elementals. Even if the elemental is destroyed, an elementalist with a decent Cha will be able to summon an elemental 2 or even 3 times per day. Also, the elementalist's companion is more powerful than a familiar, animal companion, or paladin mount for a character of equal level. So, not only is the elementalist's companion more powerful than other companions/mounts, if it is destroyed, he can summon another one without penalty. This is too powerful. At least, it should be changed so that the use and duration are consistant with the most similar ability for a Core class; the paladin's mount.


Hmmm I suppose I could alter it a bit...I wouldnt want it identical to the paladin ability but something a little different might not be a bad idea.




Imagine that the elementalist knows a Fire spell. If he has the Elemental Dispel ability, he can dispel a Cold spell. If he has the Elemental Substitution ability, he can change his Fire spell into an Acid, Cold, or Electricty spell, or an Air, Earth, or Water spell, although these last 3 don't mean anything as a damage type. If however he has Elemental Substitution and Elemental Dispel (or Counter), he can turn his Fire spell into a Cold spell to dispel (or counter) another Fire spell, or into an Air spell to dispel an Earth spell, etc. The synergy between these abilites is very interesting, but their should be some limit in how often they are used together (I noticed the part in Elemental Substitution about uses per day, was that there before?).

I dont think I'd allow this...I dont really like the feel of it. Yes, it was there before.


They have less than a 3rd of the number of spells as the wizard/sorc. I think that adding a few spells to the class spell list won't put them over the top.

I would rather do it by simply writting more pure elemental spells, which I am doing. And remember they also have more and better class abilities than a wizard or sorcerer.
 
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Merlion

First Post
heres some of the new spells...Vortex/Earth Blast/Inferno Blast/Waterspout are already up



Earth Wave
Transmutation [Earth]
Sor/Wiz 5, Dru 6
Components: V,S,M
Range: Close (25 feet +5 feet/2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: No


This spell causes the ground in front of the caster to rise up in a wave that gains in strength and size as it moves away. Anyone caught in this area takes 1d4 points of bludgeoning damage per caster level, to a maximum of 15d4, and is knocked prone and stunned for one round by the impact. A successful Reflex save reduces the damage by half, and negates the knockdown and stun. This spell may only be cast on open ground, or through thin (2 inch thickness or less) wooden flooring.
Material Component: a bit of earth from the area the spell is to be cast upon.



Vacuum Burst
Transmutation [Air]
Wiz/Sor 4
Components: V, S
Range: Long (400 ft + 40 ft/level)
Area: 20ft radius
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes

This spell evacuates the air from the area of effect for a brief moment, causing an explosive implosion of air. Creatures in the area take 1d6 damage per caster level (max 15d6) and are stunned for 1d4 rounds. A successful Reflex save halves the damage, and a successful Fortitude save negates the stun. This spell does not function in an airless environment



Whirlwind Blast
Transmutation [Air]
Wiz/Sor 6, Dru 7
Components: V, S
Range: Close (25 ft +5 ft/2 levels)
Area: Cone
Duration: 1 round
Saving Throw: See Text
Spell Resistance: Yes

This spell projects a swirling tornado towards your enemies. Creatures caught in the area take 1d6 points of wind damage per level, max 15d6, and are knocked prone and blown along the path of the spell to its end. A successful Reflex save halves the damage and causes the creature to be ejected from the cone of the spell, knocked prone. This spell does not function in an airless environment



Watery Fist
Conjuration (Creation) [Water]
Level: Dru 3, Wiz/Sor 3
Components: V, S
Range: Close (25 ft, +5 ft/2 levels)
Effect: Fist of Water
Duration: Concentration, up to 1 round/level
Saving Throw: See Text
Spell Resistance: No

This spell conjures a Large fist made entirely of water that you can use to perform tasks or attack your enemies. The hand has a Strength score of 20+ your Wisdom, Intelligence, or Charisma modifier (for Druids, Wizards and Sorcerers respectively), and a base attack bonus equal to your caster level (although the hand never gains multiple attacks). Its armor class is equal to 9 + your relevant spellcasting ability score modifier. The hand has Damage reduction 10/magic.The hand takes double damage from fire-based attacks. You can command the hand to attack creatures in which case it deals 1d8 points of bludgeoning damage, plus its Strength bonus (at least +6). The hand can grapple creatures no larger than itself, and constrict for 2d8 damage per round, plus one and a half times its Strength bonus. You my also use the Hand to lift and move objects, break down doors, and perform other similar tasks.


Blizzard
Evocation [Cold, Water, Air]
Level: Dru 8, Elm 7, Sor/Wiz 7
Components: V, S, M
Range: Long (400 ft, +40 ft/level)
Area: Cylinder (40 ft wide, 60 ft high)
Duration: Concentration, up to 1 round/level
Saving Throw: See Text
Spell Resistance: Yes

This spell causes a storm of snow and ice to rage through the area of the spell. This has several effects on creatures in the area. All creatures take 4d6 points of damage each round of exposure. Additionally, any creature that takes damage from the spell is numbed with cold for the duration and can only take a single standard or move action each round. A creature is allowed a Fortitude save each round to reduce that rounds damage by half, and negate the numbing for that round. Also, any creature attempting to move on the ground within the spells area must make a successful Balance check or Reflex save to avoid slipping on the ice and falling prone
Material Component: A white opal worth at least 500 GP


Bolts of Fire
Evocation [Fire]
Level: Dru 7, Elm 5, Wiz/Sor 5
Components: V, S
Range: Medium (100ft +10 ft/level)
Targets: One or more creatures or objects
Duration: 1 round/2 levels
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell allows you to project searing bolts of fire from your hands or eyes. The spell deals 1d6 damage per caster level, to a maximum of 15d6. You may divide this damage among individual bolts however you choose, but each bolt must deal at least 1d6 damage. You must succeed at a ranged touch attack to strike your target. You may fire a single bolt as a standard action (including on the round you cast the spell) or you may use a full attack action to attack with the spell up to the limit of your base attack bonus. Additionally, any creature struck by a bolt must succeed at a fortitude save or catch fire.


Root
Alteration (Earth)
Level: Dru 3, Sor/Wiz 3, Elm 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft +10/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Reflex Negates
Spell Resistance: Yes


This spell causes the ground to rise up and clamp a creatures feat. The effected creature cannot take move actions, and loses any Dexterity bonus to armor class. Each round after the first, the creature may make a strength check to break free. The DC is 18+ caster level.
The spell effects any creature up to Large size. This increases by one size category for every 3 levels beyond 7th.
 

Ionmancer

First Post
Would this class be better as a prestige class rather than a core class? As a prestige class, the prerequisites could be set up to allow a wizard, sorcerer or druid to take it. By making the elementalist presitge class you allow the player to decide what core class to use as a prerequisite and that makes your idea much more flexible and useful. With a previous caster class the "elementalist" could focus on some of what the character already knows. The special abilities would also fit better with a prestige class than a core class, just my opinion. I liked what you have done so far and am considering the prestige class route for the ideas above for my campaign. I am not going to say which caster class makes more sense because I see that as a preference, one I will leave up to the player. Nice additional spells too, btw.
 

Storyteller01

First Post
Have you read the elementalist book from MGP?

BAsically, you spend exp to gain 'Circles' in you chosen element (as long as you cast arcane spells). From there, it acts as a wizard specialization (one extra spell per day, but you can't cast spells of the opposing element).

You could also exchange prepared spells or spontaneous spell slots for elemental enery points (to create elemental effects not listed in spells). Many of the abilities you listed are available to elementalists in this manner.

The best part (IMHO) was that the higher circles were concerned with philosophical aspects of each element (change and emotion for fire, speed for air, etc.), so elementalists could do more than just throw rocks/lighting/fire/water at you.

Tends to make your ideas available to all arcane casters (although the sorcerer would have the advantage in raw overall power)
 
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