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<blockquote data-quote="paradox42" data-source="post: 5335610" data-attributes="member: 29746"><p><strong>Foundationist Soulmelds: Fire</strong></p><p></p><p>These are melds that will have -1 essentia capacity for a Water Foundationist, but benefit from Expanded Element Capacity for a Fire Foundationist. The three "Elemental" melds (Avatar, Channel, and Chasuble) show only the Fire effects, where they appear on this list.</p><p></p><p><span style="color: crimson"><strong>*Burning Greaves*:</strong></span> +(5+5E) feet to land speed. <strong>(Shared: Soulborn)</strong></p><p> <span style="color: indigo"><strong>Feet:</strong></span> +(10+10E) feet to land speed instead.</p><p> <span style="color: indigo"><strong>Soul:</strong></span> StdA <em>Time Stop</em> 1/week.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> SwfA at end of your turn, gain another MvA; you take (2+E)d6 unblockable damage. Usable (3+E) times before (U).</p><p></p><p> <span style="color: crimson"><strong>Diadem of Purelight:</strong></span> Constant illuminate a (20+10E)-foot radius, +2 insight Perception within radius.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA Turn Undead (as feat, using ML as Cleric level, and your CON modifier instead of CHA for the save DC). Usable (3+E) times before (U).</p><p></p><p> <span style="color: crimson"><strong>*Elemental Avatar (Fire)*:</strong></span> +(2E) insight melee damage rolls.</p><p> <span style="color: indigo"><strong>Soul:</strong></span> Constant <em>Elemental Body IV</em> (you turn into a Huge Fire Elemental).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> +30 feet enhancement land speed.</p><p></p><p> <span style="color: crimson"><strong>*Elemental Channel (Fire)*:</strong></span> <em>Dancing Lights</em> at will.</p><p> <span style="color: indigo"><strong>Arms:</strong></span> Meld becomes a +(E) Flaming Longsword. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Flaming Burst Sword.</p><p> <span style="color: indigo"><strong>Hands:</strong></span> StdA <em>Heat Metal</em> within (5+5E) feet. Maximum (3+E) uses before (U).</p><p> <span style="color: indigo"><strong>Heart:</strong></span> StdA Summon an Elder Fire Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U).</p><p> <span style="color: indigo"><strong>Throat:</strong></span> StdA <em>Prismatic Spray</em> with range (10+5E) feet. Maximum (3+E) uses before (U).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Fire damage. Maximum (3+E) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Elemental Chasuble (Fire)*:</strong></span> Considered native on any Inner Plane adjacent to or associated with Fire, Resist Fire (10+5E).</p><p> <span style="color: indigo"><strong>Heart:</strong></span> StdA <em>Gate</em> to any plane matching your element, 1/week (you must pay the normal cost if you use the Calling function).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA Summon a Small Fire Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>Flame Cincture:</strong></span> Resist Fire (10+5E).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> SwfA release damage prevented by meld within the last round on one adjacent target (Reflex half).</p><p></p><p> <span style="color: crimson"><strong>*Flaming Blade*:</strong></span> StdA melee touch (1+E)d6 Fire damage.</p><p> <span style="color: indigo"><strong>Arms:</strong></span> As Hands, plus same damage 1 round later if save fails.</p><p> <span style="color: indigo"><strong>Hands:</strong></span> StdA ranged touch within 30 feet deals (1+E)d6 Fire.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> Melee touch deals same damage 1 round later if save fails.</p><p></p><p> <span style="color: crimson"><strong>Heart of Fire:</strong></span> +(1+E) insight attack & damage vs. Cold creatures.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA 15-foot Cone of Fire, (1+E)d4 damage (Reflex half). Maximum (3+E) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Lava Cloak*:</strong></span> Resist Fire (5+5E).</p><p> <span style="color: indigo"><strong>Shoulders:</strong></span> 1/round Counterspell spells with the Cold descriptor by making a (ML) check against DC (11 + spell's caster level).</p><p> <span style="color: indigo"><strong>Throat:</strong></span> Resist Cold (5E).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> ImmA Counterspell a spell with the Cold descriptor by making a (ML) check against DC (11 + spell's caster level). Usable (3+E) times before (U).</p><p></p><p> <span style="color: crimson"><strong>Mantle of Flame:</strong></span> Attackers striking you in melee take (1+E)d6 Fire damage (no save).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> MvA ranged touch within 60 feet deals (E)d6 Fire. Maximum (ML) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>Phoenix Belt:</strong></span> Comfortably withstand ambient temperatures between 40° and 140° F, Resist Fire (5E).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA (E)d6 Fire damage to all adjacent creatures (Reflex half).</p><p></p><p> <span style="color: crimson"><strong>*Rainbow Bracelets*:</strong></span> Illuminate a (30+10E)-foot radius. <strong>(Shared: Soulborn)</strong></p><p> <span style="color: indigo"><strong>Arms:</strong></span> Creatures you strike in melee are Blinded for 1d4 minutes (Fort negates).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA <em>Color Spray</em>. Maximum (ML) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Sunburst Mask*:</strong></span> Constant <em>See Invisibility</em> within (20+10E)-foot radius.</p><p> <span style="color: indigo"><strong>Brow:</strong></span> Immune to Blindness or Dazzle, +(E) Will vs. Illusions or Confusion.</p><p> <span style="color: indigo"><strong>Throat:</strong></span> StdA ranged touch within 30 feet deals (2+E)d4 damage.</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> StdA ranged touch within 60 feet deals (E)d8 damage. Undead instead take (2E)d6 damage, except Undead which are specifically vulnerable to bright light (in which case the target takes (2E)d8 damage). A Construct or inanimate object instead takes (E)d6 damage. Maximum (3+E) uses before (U).</p><p></p><p> <span style="color: crimson"><strong>*Volcanic Boots*:</strong></span> Resist Fire (5+5E).</p><p> <span style="color: indigo"><strong>Feet:</strong></span> +(1+E)d4 Fire damage on melee attack at end of a Charge.</p><p> <span style="color: indigo"><strong>Heart:</strong></span> FullA convert one adjacent 5-foot square of earth or stone to molten magma. The magma burns for (ML) minutes before cooling to merely warm rock, and during the time it burns, any creature touching it takes (4+E)d6 Fire damage (no save). A creature in the space during the round it converts to magma is allowed a Reflex save for half damage (provided it immediately leaves the molten space).</p><p> <span style="color: darkorange"><strong>Pattern:</strong></span> SwfA For 1 round, every 5-foot square of stone or earth that you enter is filled with a magical trap (called Magma Bombs) which lasts for (E) minutes. The DC to detect these traps is (25+E), for characters capable of using Perception to find magical traps. Magma Bombs cannot be disabled using Disable Device. Any creature moving into a square containing Magma Bombs takes 1d4 Fire damage and 1d4 Bludgeoning damage, and must make a Reflex save to avoid taking leg injuries which reduce its speed to half normal for the following 24 hours (or until it receives a <em>Cure</em> spell, or is treated successfully by the Heal skill). Treating the injury with the Heal skill requires 10 minutes and carries a DC equal to the save DC for the meld. Maximum (3+E) uses before (U).</p></blockquote><p></p>
[QUOTE="paradox42, post: 5335610, member: 29746"] [b]Foundationist Soulmelds: Fire[/b] These are melds that will have -1 essentia capacity for a Water Foundationist, but benefit from Expanded Element Capacity for a Fire Foundationist. The three "Elemental" melds (Avatar, Channel, and Chasuble) show only the Fire effects, where they appear on this list. [COLOR=crimson][B]*Burning Greaves*:[/B][/COLOR] +(5+5E) feet to land speed. [B](Shared: Soulborn)[/B] [COLOR=indigo][B]Feet:[/B][/COLOR] +(10+10E) feet to land speed instead. [COLOR=indigo][B]Soul:[/B][/COLOR] StdA [I]Time Stop[/I] 1/week. [COLOR=darkorange][B]Pattern:[/B][/COLOR] SwfA at end of your turn, gain another MvA; you take (2+E)d6 unblockable damage. Usable (3+E) times before (U). [COLOR=crimson][B]Diadem of Purelight:[/B][/COLOR] Constant illuminate a (20+10E)-foot radius, +2 insight Perception within radius. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA Turn Undead (as feat, using ML as Cleric level, and your CON modifier instead of CHA for the save DC). Usable (3+E) times before (U). [COLOR=crimson][B]*Elemental Avatar (Fire)*:[/B][/COLOR] +(2E) insight melee damage rolls. [COLOR=indigo][B]Soul:[/B][/COLOR] Constant [I]Elemental Body IV[/I] (you turn into a Huge Fire Elemental). [COLOR=darkorange][B]Pattern:[/B][/COLOR] +30 feet enhancement land speed. [COLOR=crimson][B]*Elemental Channel (Fire)*:[/B][/COLOR] [I]Dancing Lights[/I] at will. [COLOR=indigo][B]Arms:[/B][/COLOR] Meld becomes a +(E) Flaming Longsword. You are proficient. If (E) > 4, meld instead becomes a +(E-2) Flaming Burst Sword. [COLOR=indigo][B]Hands:[/B][/COLOR] StdA [I]Heat Metal[/I] within (5+5E) feet. Maximum (3+E) uses before (U). [COLOR=indigo][B]Heart:[/B][/COLOR] StdA Summon an Elder Fire Elemental which lasts for (ML) rounds. Maximum (3+E) uses before (U). [COLOR=indigo][B]Throat:[/B][/COLOR] StdA [I]Prismatic Spray[/I] with range (10+5E) feet. Maximum (3+E) uses before (U). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA, (5E)-foot radius Burst within (20E) feet dealing (2E-1)d6 Fire damage. Maximum (3+E) uses before (U). [COLOR=crimson][B]*Elemental Chasuble (Fire)*:[/B][/COLOR] Considered native on any Inner Plane adjacent to or associated with Fire, Resist Fire (10+5E). [COLOR=indigo][B]Heart:[/B][/COLOR] StdA [I]Gate[/I] to any plane matching your element, 1/week (you must pay the normal cost if you use the Calling function). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA Summon a Small Fire Elemental which lasts for (1+E) rounds, maximum (ML) uses before (U). [COLOR=crimson][B]Flame Cincture:[/B][/COLOR] Resist Fire (10+5E). [COLOR=darkorange][B]Pattern:[/B][/COLOR] SwfA release damage prevented by meld within the last round on one adjacent target (Reflex half). [COLOR=crimson][B]*Flaming Blade*:[/B][/COLOR] StdA melee touch (1+E)d6 Fire damage. [COLOR=indigo][B]Arms:[/B][/COLOR] As Hands, plus same damage 1 round later if save fails. [COLOR=indigo][B]Hands:[/B][/COLOR] StdA ranged touch within 30 feet deals (1+E)d6 Fire. [COLOR=darkorange][B]Pattern:[/B][/COLOR] Melee touch deals same damage 1 round later if save fails. [COLOR=crimson][B]Heart of Fire:[/B][/COLOR] +(1+E) insight attack & damage vs. Cold creatures. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA 15-foot Cone of Fire, (1+E)d4 damage (Reflex half). Maximum (3+E) uses before (U). [COLOR=crimson][B]*Lava Cloak*:[/B][/COLOR] Resist Fire (5+5E). [COLOR=indigo][B]Shoulders:[/B][/COLOR] 1/round Counterspell spells with the Cold descriptor by making a (ML) check against DC (11 + spell's caster level). [COLOR=indigo][B]Throat:[/B][/COLOR] Resist Cold (5E). [COLOR=darkorange][B]Pattern:[/B][/COLOR] ImmA Counterspell a spell with the Cold descriptor by making a (ML) check against DC (11 + spell's caster level). Usable (3+E) times before (U). [COLOR=crimson][B]Mantle of Flame:[/B][/COLOR] Attackers striking you in melee take (1+E)d6 Fire damage (no save). [COLOR=darkorange][B]Pattern:[/B][/COLOR] MvA ranged touch within 60 feet deals (E)d6 Fire. Maximum (ML) uses before (U). [COLOR=crimson][B]Phoenix Belt:[/B][/COLOR] Comfortably withstand ambient temperatures between 40° and 140° F, Resist Fire (5E). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA (E)d6 Fire damage to all adjacent creatures (Reflex half). [COLOR=crimson][B]*Rainbow Bracelets*:[/B][/COLOR] Illuminate a (30+10E)-foot radius. [B](Shared: Soulborn)[/B] [COLOR=indigo][B]Arms:[/B][/COLOR] Creatures you strike in melee are Blinded for 1d4 minutes (Fort negates). [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA [I]Color Spray[/I]. Maximum (ML) uses before (U). [COLOR=crimson][B]*Sunburst Mask*:[/B][/COLOR] Constant [I]See Invisibility[/I] within (20+10E)-foot radius. [COLOR=indigo][B]Brow:[/B][/COLOR] Immune to Blindness or Dazzle, +(E) Will vs. Illusions or Confusion. [COLOR=indigo][B]Throat:[/B][/COLOR] StdA ranged touch within 30 feet deals (2+E)d4 damage. [COLOR=darkorange][B]Pattern:[/B][/COLOR] StdA ranged touch within 60 feet deals (E)d8 damage. Undead instead take (2E)d6 damage, except Undead which are specifically vulnerable to bright light (in which case the target takes (2E)d8 damage). A Construct or inanimate object instead takes (E)d6 damage. Maximum (3+E) uses before (U). [COLOR=crimson][B]*Volcanic Boots*:[/B][/COLOR] Resist Fire (5+5E). [COLOR=indigo][B]Feet:[/B][/COLOR] +(1+E)d4 Fire damage on melee attack at end of a Charge. [COLOR=indigo][B]Heart:[/B][/COLOR] FullA convert one adjacent 5-foot square of earth or stone to molten magma. The magma burns for (ML) minutes before cooling to merely warm rock, and during the time it burns, any creature touching it takes (4+E)d6 Fire damage (no save). A creature in the space during the round it converts to magma is allowed a Reflex save for half damage (provided it immediately leaves the molten space). [COLOR=darkorange][B]Pattern:[/B][/COLOR] SwfA For 1 round, every 5-foot square of stone or earth that you enter is filled with a magical trap (called Magma Bombs) which lasts for (E) minutes. The DC to detect these traps is (25+E), for characters capable of using Perception to find magical traps. Magma Bombs cannot be disabled using Disable Device. Any creature moving into a square containing Magma Bombs takes 1d4 Fire damage and 1d4 Bludgeoning damage, and must make a Reflex save to avoid taking leg injuries which reduce its speed to half normal for the following 24 hours (or until it receives a [I]Cure[/I] spell, or is treated successfully by the Heal skill). Treating the injury with the Heal skill requires 10 minutes and carries a DC equal to the save DC for the meld. Maximum (3+E) uses before (U). [/QUOTE]
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