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Creature Review: Alternate Air Elementals
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<blockquote data-quote="mercucio" data-source="post: 1644083" data-attributes="member: 7928"><p>Hi,</p><p></p><p>Been working on variant elementals based on the medieval elementals (gnome, salamander, sylph, and undine). Below is the first draft of the variant air elementals, the sylfs. Comments and feedback (esp. on CR) would be greatly appreciated.</p><p></p><p><span style="font-size: 15px">SYLPHS</span></p><p>Sylfs are humanoid spirits of elemental air. They possess a high degree of sophistication and magic ability that their more dim-witted and simple cousins, the air elementals, lack.</p><p> Males have short spikey hair that is constanly rippling as in caught in a breeze, while females posses wings (these wings increase the flying speed of female sylfs to 100 ft, perfect).</p><p> While all sylfs have some degree of magical control over the element of air, the more intelligent sylfs have access to the more subtle arts of divination and illusion.</p><p></p><p><span style="font-size: 15px">Combat</span></p><p><strong>Sylf Traits (Ex):</strong> All sylfs share a number of traits in common. </p><p>—Air Mastery: Airborne creatures take a –1 penalty on attack and damage rolls against a sylf. This is an extraordinary ability.</p><p>—Elemental: Darkvision 60 ft; immunity to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking; requires a limited wish, wish, miracle, or true resurrection, to restore to life.</p><p>—Evasion: If a sylf makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This is an extraordinary ability.</p><p>—Spear Mastery: Slyfs treat halfspears as light weapons and their range increment when throwing a spear or javelin is increased by 10’. This is an extraordinary ability.</p><p>—+4 racial bonus on Tumble checks.</p><p></p><p>Below are the descriptions of the feats and spells mentioned in various entries.</p><p></p><p><span style="font-size: 15px">FEATS</span></p><p><span style="font-size: 9px"><em>Agile Riposte [General]</em></span></p><p><span style="font-size: 9px"><strong>Prerequisites:</strong> Dexterity 13, Dodge.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Benefit:</strong> Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity with a melee weapon against that opponent. Resolve and apply the effects from both attacks simultaneously.</span></p><p><span style="font-size: 9px"><strong>Special:</strong> Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.</span></p><p><span style="font-size: 9px">Special: A fighter may select this feat as one of his bonus feats.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Note:</strong> Originally appeared in d20 Modern.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Element Focus [General]</em></span></p><p><span style="font-size: 9px">Choose one of the following four elemental descriptors: Air, Earth, Fire, or Water.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Benefit:</strong> Add +1 to the Difficulty Class for all saving throws against spells (or spell-like abilities) you cast with descriptor you select.</span></p><p><span style="font-size: 9px"><strong>Special:</strong> You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different descriptor.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Element Focus, Greater [General]</em></span></p><p><span style="font-size: 9px">Choose an elemental descriptor to which you already have applied the Element Focus feat.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Benefit:</strong> Add +1 to the Difficulty Class for all saving throws against spells (or spell-like abilities) you cast with descriptor you select. This bonus stacks with the bonus from Element Focus.</span></p><p><span style="font-size: 9px"><strong>Special:</strong> You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new elemental descriptor to which you already have applied the Element Focus feat.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Razor of the Wind</em></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Prerequisites:</strong> Dex 15+, Weapon Finesse, Base Attack Bonus +5.</span></p><p><span style="font-size: 9px"><strong>Benefit:</strong> When wield a slashing weapon to which the Weapon finesse feat may be applied, you apply your Dexterity modifier to your damage roll instead of your Strength modifier.</span></p><p></p><p><span style="font-size: 15px">Domains & Spells</span></p><p><span style="font-size: 9px">DECEPTION</span></p><p><span style="font-size: 9px"><strong>Granted Power:</strong> Add Bluff, Disguise, and Hide to your list of cleric class skills.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Deception Domain Spells</em></span></p><p><span style="font-size: 9px">1 Silent Image: Creates minor illusion of your design.</span></p><p><span style="font-size: 9px">2 Misdirection: Misleads divinations for one creature or object.</span></p><p><span style="font-size: 9px">3 Major Image: As silent image, plus sound, smell and thermal effects.</span></p><p><span style="font-size: 9px">4 Polymorph: Gives one willing subject a new form.</span></p><p><span style="font-size: 9px">5 Mirage arcane: As hallucinatory terrain, plus structures.</span></p><p><span style="font-size: 9px">6 Delusions: as modify memory, except 5 minutes/caster level of the subject’s memories can be changed.</span></p><p><span style="font-size: 9px">7 Screen: Illusion hides area from vision, scrying.</span></p><p><span style="font-size: 9px">8 Polymorph Any Object: Changes any subject into anything else.</span></p><p><span style="font-size: 9px">9 Shades: As shadow conjuration, but up to 8th level and 80% real.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">STORM</span></p><p><span style="font-size: 9px"><strong>Granted Power:</strong> Gain cold and electrical resistance of 5. You are unhampered by adverse weather conditions (i.e penalties to spellcasting, being blown away by wind, ect).</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Storm Domain Spells</em></span></p><p><span style="font-size: 9px">1 Obscuring Mist: Fog surrounds you.</span></p><p><span style="font-size: 9px">2 Windkey: you have control over wind speed and direction.</span></p><p><span style="font-size: 9px">3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.</span></p><p><span style="font-size: 9px">4 Rain Dance: You conjure a short-lived rain storm that impedes ranged attacks, extinguishes flames.</span></p><p><span style="font-size: 9px">5 Control Winds: Change wind direction and speed.</span></p><p><span style="font-size: 9px">6 Call Lightning Storm: As call lightning, but 5d6 damage per bolt.</span></p><p><span style="font-size: 9px">7 Control Weather: Changes weather in local area.</span></p><p><span style="font-size: 9px">8 Whirlwind: Cyclone deals damage and can pick up creatures.</span></p><p><span style="font-size: 9px">9 Storm of Vengeance: Storm rains acid, lightning, and hail.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">FROZEN WIND</span></p><p><span style="font-size: 9px">Conjuration [Creation] [Air, Cold]</span></p><p><span style="font-size: 9px"><strong>Level:</strong> Drd 3, Sor/Wiz 2, Winter 3</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 action</span></p><p><span style="font-size: 9px"><strong>Range:</strong> Medium (100 ft. + 10 ft./level) or 50 ft. + 5 ft./level</span></p><p><span style="font-size: 9px"><strong>Area:</strong> 5 ft. wide at medium range (100 ft. + 10 ft./level); or 10 ft. wide at close range (25 ft. + 5 ft./2 levels)</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> Instant</span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> Reflex half</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The caster unleashes a howling torrent of freezing wind that deals 1d8 points of cold damage per two caster levels (max. 5d8 at 9th level) to each creature within it’s area of effect (half damage to objects). Targets caught in the area of effect also suffer the effects of a bull rush attack with at bonus equal to the caster’s spellcasting attribute modifier + 2.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">If the wind is blocked and the damage causes barrier to break or shatter, the wind may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">RAIN DANCE</span></p><p><span style="font-size: 9px">Conjuration (Creation) [Air, Water]</span></p><p><span style="font-size: 9px"><strong>Level:</strong> Drd 4, Sor/Wiz 5, Storm 4, Water 5</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 minute</span></p><p><span style="font-size: 9px"><strong>Range:</strong> Long (400 ft. + 40 ft./level)</span></p><p><span style="font-size: 9px"><strong>Area:</strong> 100 ft. radius burst/level</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> 10 minutes/level (d)</span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> None</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> No</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">You briefly summon dark gray clouds from which pours a steady, heavy rain accompanied by strong winds. The rain reduces visibility ranges by half, resulting in a -4 penalty on Listen, Spot and Search checks, and a -4 penalty of ranged attacks. It automatically extinguishes unprotected flames, and has a 50% chance of extinguishing protected flames. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">This spell does not function indoors, underground, underwater; or in desert climates. The water created with this spell slakes thirst and provides nourishment to plants.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">If cast in freezing weather the rain transforms into snow, doubling the duration, but reduces to the chance to extinguish unprotected flames to 25%, and has no effect on protected flames.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Note:</strong> Variant on the <em>cloudburst</em> spell found in Complete Divine.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">SENSITIVITY TO PSYCHIC IMPRESSIONS</span></p><p><span style="font-size: 9px">Divination</span></p><p><span style="font-size: 9px"><strong>Level:</strong> Brd 2, Sor/Wiz 3</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 hour</span></p><p><span style="font-size: 9px"><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</span></p><p><span style="font-size: 9px"><strong>Area:</strong> Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> Concentration, up to 10 min./level</span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> None</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> No</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a manifester to detect.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your sensitivity extends into the past a maximum number of years equal to 100 x your manifester level.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Note:</strong> This a spell originally appeared in the Expanded Psionics Handbook.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">STORM HAMMER</span></p><p><span style="font-size: 9px">Transmutation [Air, Electricity, Sonic]</span></p><p><span style="font-size: 9px"><strong>Level:</strong> Drd 3</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 round</span></p><p><span style="font-size: 9px"><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</span></p><p><span style="font-size: 9px"><strong>Area:</strong> 15 ft. radius burst</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> Instant</span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> See below</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The caster unleashes a staggering peal of thunder and lightning that deals 1d8 points of damage per two caster levels, half electrical and half sonic, to all creatures within the area of effect (max. 5d8 at 9th level, Reflex half). Targets caught in the area of effect also make a Fortitude save or be stunned for 1d3 rounds.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">TEAR OF WINTER</span></p><p><span style="font-size: 9px">Evocation [Air, Cold, Water]</span></p><p><span style="font-size: 9px"><strong>Level:</strong> Sor/Wiz 6</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S, F</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 action</span></p><p><span style="font-size: 9px"><strong>Range:</strong> See text</span></p><p><span style="font-size: 9px"><strong>Target, Effect, or Area:</strong> See text</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> See text</span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> See text</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Tear of winter</em> is a multipurpose spell. The character can cast any one of the following three versions:</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Cold Ray:</em> A ray of cold springs from the character's hand to close range (25 feet + 5 feet/2 levels). The character must succeed at a ranged touch attack to hit the character's target. The ray instantaneously deals 1d6 points of cold damage per caster level (maximum 20d6).</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Frigid Sphere:</em> A tiny sphere of freezing matter steaks from the character's fingertips to up to long range (400 feet + 40 feet/level) to strike a body of water or a liquid that is principally water. When it strikes such a target, it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Globe of Cold:</em> The character creates a small globe about the size of a sling stone, cool to the touch but not harmful. This globe is a grenadelike weapon and can be hurled either as a thrown weapon (range increment 20 feet) or in a sling. The globe bursts on impact, dealing 6d6 points of cold damage instantaneously to all targets within a 10-foot radius. Affected creatures can attempt Reflex saves for half damage. If the character does not hurl the globe, it bursts on its own after 1 round per caster level. The character can command the globe to burst sooner if the character wishes, but the time cannot be changed once set (though it still bursts on impact after being hurled).</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><em>Focus:</em> a tiny crystal sphere.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Note:</strong> This spell is D&D 3.0 version of freezing sphere.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">WINDKEY</span></p><p><span style="font-size: 9px">Transmutation [Air]</span></p><p><span style="font-size: 9px"><strong>Level:</strong> Drd 2, Sor/Wiz 2</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 round</span></p><p><span style="font-size: 9px"><strong>Range:</strong> Long (400 ft. + 40 ft./level)</span></p><p><span style="font-size: 9px"><strong>Area:</strong> 40 ft. radius spread/level</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> Concentration, up to 1 minute/level</span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> See text</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> No</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">This spell grants you control over wind speed and direction. The speed of air within the area of effect can be increased or decreased by up to 10 miles per hour + 5 mph per caster level (max 60mph). You can alter the direction of any wind that moves at this speed or less by up to 90 degrees from it’s original direction. Powerful enough winds can cause creatures to be blown away, knocked down, or checked (see Table 3-17 in Chapter 3 of the DMG).</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Note:</strong> Variant of the D&D 3.0 psionic power <em>control air</em>.</span></p></blockquote><p></p>
[QUOTE="mercucio, post: 1644083, member: 7928"] Hi, Been working on variant elementals based on the medieval elementals (gnome, salamander, sylph, and undine). Below is the first draft of the variant air elementals, the sylfs. Comments and feedback (esp. on CR) would be greatly appreciated. [SIZE=4]SYLPHS[/SIZE] Sylfs are humanoid spirits of elemental air. They possess a high degree of sophistication and magic ability that their more dim-witted and simple cousins, the air elementals, lack. Males have short spikey hair that is constanly rippling as in caught in a breeze, while females posses wings (these wings increase the flying speed of female sylfs to 100 ft, perfect). While all sylfs have some degree of magical control over the element of air, the more intelligent sylfs have access to the more subtle arts of divination and illusion. [SIZE=4]Combat[/SIZE] [B]Sylf Traits (Ex):[/B] All sylfs share a number of traits in common. —Air Mastery: Airborne creatures take a –1 penalty on attack and damage rolls against a sylf. This is an extraordinary ability. —Elemental: Darkvision 60 ft; immunity to poison, sleep effects, paralysis, and stunning; not subject to critical hits or flanking; requires a limited wish, wish, miracle, or true resurrection, to restore to life. —Evasion: If a sylf makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. This is an extraordinary ability. —Spear Mastery: Slyfs treat halfspears as light weapons and their range increment when throwing a spear or javelin is increased by 10’. This is an extraordinary ability. —+4 racial bonus on Tumble checks. Below are the descriptions of the feats and spells mentioned in various entries. [SIZE=4]FEATS[/SIZE] [SIZE=1][I]Agile Riposte [General][/I] [B]Prerequisites:[/B] Dexterity 13, Dodge. [B]Benefit:[/B] Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity with a melee weapon against that opponent. Resolve and apply the effects from both attacks simultaneously. [B]Special:[/B] Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round. Special: A fighter may select this feat as one of his bonus feats. [B]Note:[/B] Originally appeared in d20 Modern. [I]Element Focus [General][/I] Choose one of the following four elemental descriptors: Air, Earth, Fire, or Water. [B]Benefit:[/B] Add +1 to the Difficulty Class for all saving throws against spells (or spell-like abilities) you cast with descriptor you select. [B]Special:[/B] You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different descriptor. [I]Element Focus, Greater [General][/I] Choose an elemental descriptor to which you already have applied the Element Focus feat. [B]Benefit:[/B] Add +1 to the Difficulty Class for all saving throws against spells (or spell-like abilities) you cast with descriptor you select. This bonus stacks with the bonus from Element Focus. [B]Special:[/B] You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new elemental descriptor to which you already have applied the Element Focus feat. [I]Razor of the Wind[/I] [B]Prerequisites:[/B] Dex 15+, Weapon Finesse, Base Attack Bonus +5. [B]Benefit:[/B] When wield a slashing weapon to which the Weapon finesse feat may be applied, you apply your Dexterity modifier to your damage roll instead of your Strength modifier.[/SIZE] [SIZE=4]Domains & Spells[/SIZE] [SIZE=1]DECEPTION [B]Granted Power:[/B] Add Bluff, Disguise, and Hide to your list of cleric class skills. [I]Deception Domain Spells[/I] 1 Silent Image: Creates minor illusion of your design. 2 Misdirection: Misleads divinations for one creature or object. 3 Major Image: As silent image, plus sound, smell and thermal effects. 4 Polymorph: Gives one willing subject a new form. 5 Mirage arcane: As hallucinatory terrain, plus structures. 6 Delusions: as modify memory, except 5 minutes/caster level of the subject’s memories can be changed. 7 Screen: Illusion hides area from vision, scrying. 8 Polymorph Any Object: Changes any subject into anything else. 9 Shades: As shadow conjuration, but up to 8th level and 80% real. STORM [B]Granted Power:[/B] Gain cold and electrical resistance of 5. You are unhampered by adverse weather conditions (i.e penalties to spellcasting, being blown away by wind, ect). [I]Storm Domain Spells[/I] 1 Obscuring Mist: Fog surrounds you. 2 Windkey: you have control over wind speed and direction. 3 Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. 4 Rain Dance: You conjure a short-lived rain storm that impedes ranged attacks, extinguishes flames. 5 Control Winds: Change wind direction and speed. 6 Call Lightning Storm: As call lightning, but 5d6 damage per bolt. 7 Control Weather: Changes weather in local area. 8 Whirlwind: Cyclone deals damage and can pick up creatures. 9 Storm of Vengeance: Storm rains acid, lightning, and hail. FROZEN WIND Conjuration [Creation] [Air, Cold] [B]Level:[/B] Drd 3, Sor/Wiz 2, Winter 3 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 action [B]Range:[/B] Medium (100 ft. + 10 ft./level) or 50 ft. + 5 ft./level [B]Area:[/B] 5 ft. wide at medium range (100 ft. + 10 ft./level); or 10 ft. wide at close range (25 ft. + 5 ft./2 levels) [B]Duration:[/B] Instant [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes The caster unleashes a howling torrent of freezing wind that deals 1d8 points of cold damage per two caster levels (max. 5d8 at 9th level) to each creature within it’s area of effect (half damage to objects). Targets caught in the area of effect also suffer the effects of a bull rush attack with at bonus equal to the caster’s spellcasting attribute modifier + 2. If the wind is blocked and the damage causes barrier to break or shatter, the wind may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. RAIN DANCE Conjuration (Creation) [Air, Water] [B]Level:[/B] Drd 4, Sor/Wiz 5, Storm 4, Water 5 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 minute [B]Range:[/B] Long (400 ft. + 40 ft./level) [B]Area:[/B] 100 ft. radius burst/level [B]Duration:[/B] 10 minutes/level (d) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No You briefly summon dark gray clouds from which pours a steady, heavy rain accompanied by strong winds. The rain reduces visibility ranges by half, resulting in a -4 penalty on Listen, Spot and Search checks, and a -4 penalty of ranged attacks. It automatically extinguishes unprotected flames, and has a 50% chance of extinguishing protected flames. This spell does not function indoors, underground, underwater; or in desert climates. The water created with this spell slakes thirst and provides nourishment to plants. If cast in freezing weather the rain transforms into snow, doubling the duration, but reduces to the chance to extinguish unprotected flames to 25%, and has no effect on protected flames. [B]Note:[/B] Variant on the [i]cloudburst[/i] spell found in Complete Divine. SENSITIVITY TO PSYCHIC IMPRESSIONS Divination [B]Level:[/B] Brd 2, Sor/Wiz 3 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 hour [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Area:[/B] Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you [B]Duration:[/B] Concentration, up to 10 min./level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past. The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a manifester to detect. The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language. Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your sensitivity extends into the past a maximum number of years equal to 100 x your manifester level. [B]Note:[/B] This a spell originally appeared in the Expanded Psionics Handbook. STORM HAMMER Transmutation [Air, Electricity, Sonic] [B]Level:[/B] Drd 3 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 round [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Area:[/B] 15 ft. radius burst [B]Duration:[/B] Instant [B]Saving Throw:[/B] See below [B]Spell Resistance:[/B] Yes The caster unleashes a staggering peal of thunder and lightning that deals 1d8 points of damage per two caster levels, half electrical and half sonic, to all creatures within the area of effect (max. 5d8 at 9th level, Reflex half). Targets caught in the area of effect also make a Fortitude save or be stunned for 1d3 rounds. TEAR OF WINTER Evocation [Air, Cold, Water] [B]Level:[/B] Sor/Wiz 6 [B]Components:[/B] V, S, F [B]Casting Time:[/B] 1 action [B]Range:[/B] See text [B]Target, Effect, or Area:[/B] See text [B]Duration:[/B] See text [B]Saving Throw:[/B] See text [B]Spell Resistance:[/B] Yes [I]Tear of winter[/I] is a multipurpose spell. The character can cast any one of the following three versions: [I]Cold Ray:[/I] A ray of cold springs from the character's hand to close range (25 feet + 5 feet/2 levels). The character must succeed at a ranged touch attack to hit the character's target. The ray instantaneously deals 1d6 points of cold damage per caster level (maximum 20d6). [I]Frigid Sphere:[/I] A tiny sphere of freezing matter steaks from the character's fingertips to up to long range (400 feet + 40 feet/level) to strike a body of water or a liquid that is principally water. When it strikes such a target, it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so. [I]Globe of Cold:[/I] The character creates a small globe about the size of a sling stone, cool to the touch but not harmful. This globe is a grenadelike weapon and can be hurled either as a thrown weapon (range increment 20 feet) or in a sling. The globe bursts on impact, dealing 6d6 points of cold damage instantaneously to all targets within a 10-foot radius. Affected creatures can attempt Reflex saves for half damage. If the character does not hurl the globe, it bursts on its own after 1 round per caster level. The character can command the globe to burst sooner if the character wishes, but the time cannot be changed once set (though it still bursts on impact after being hurled). [I]Focus:[/I] a tiny crystal sphere. [B]Note:[/B] This spell is D&D 3.0 version of freezing sphere. WINDKEY Transmutation [Air] [B]Level:[/B] Drd 2, Sor/Wiz 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 round [B]Range:[/B] Long (400 ft. + 40 ft./level) [B]Area:[/B] 40 ft. radius spread/level [B]Duration:[/B] Concentration, up to 1 minute/level [B]Saving Throw:[/B] See text [B]Spell Resistance:[/B] No This spell grants you control over wind speed and direction. The speed of air within the area of effect can be increased or decreased by up to 10 miles per hour + 5 mph per caster level (max 60mph). You can alter the direction of any wind that moves at this speed or less by up to 90 degrees from it’s original direction. Powerful enough winds can cause creatures to be blown away, knocked down, or checked (see Table 3-17 in Chapter 3 of the DMG). [B]Note:[/B] Variant of the D&D 3.0 psionic power [I]control air[/I].[/SIZE] [/QUOTE]
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