Elementalist Class Brainstorming Thread

Merlion said:
...according to who? I mean thats a perfectly valid aproach or opnion, but it isnt mine. Druids are great with the elements because the elements are part of nature and vice versa. But I dont think of elemental magic as being spirit based in any way.

Oh in the mythological, pagan-worship sense of elemental spirits: gnome/salamander/sylph/nymph. Perhaps I've read too much fiction... shrug.
 

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Hmm well I always thought of those as elemental beings not spirits. Anyway like I said I am going with a DnD style elementalism...my elementalists are mages, not priests or shaman.
Beholder Bob: I dont want them to be spontaneous casters, its to limiting in DnD. And I dont want any element-specfic abilities...only abilities that can apply to or work with any of the elements. Definitly they will be able to take "elemental focus" and the like.
The abilities I am most interested in fine tuning and using is the Elemental Companion, Elemental Shape, some sort of Elemental/Energy Substitiution ability, and some sort of counterspell/dispell elemental spells probably based around oposing elements. And the rebuke/command thing of course, and wizard style bonus feats.
I am trying to figure out if they all can or should fit...and how to implentment them.
here is the primary spell list, including only PH spells...I will add more later...and a few of my own design tat I shall post later.


Elementalist Spell List

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

Earth:
Magic Stone
Stone Shards*

Fire:
Burning Hands
Faerie Fire

Water:
Grease
Obscuring Mist

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:
Keen Edge
Meld Into Stone
Rusting Grasp
Stone Shape

Fire:
Fireball
Flame Arrow

Water:
Quench
Rusting Grasp
Sleet Storm
Water Breathing

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: 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


and here is a list of spells I may allow them to access at higher levels, one element at a time, via a feat

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
 

If I were you, I’d check out the Shukenja from OA. It sounds a lot like what you want. Just change the spell progression from that of a sorcerer to that of a mage, and make them memorize spells as a mage and you have it. Oh, also you’d have to change the base stat from CHA to INT and make the spells be arcane, not divine.

If you allow the standard Shukenja in the game, it makes one heck of a munchkin Shukenja(fire) (4) / Sorceror (4) / Mystic Thurge (X) combo !

-Tatsu
 

Tatsukun said:
If I were you, I’d check out the Shukenja from OA. It sounds a lot like what you want. Just change the spell progression from that of a sorcerer to that of a mage, and make them memorize spells as a mage and you have it. Oh, also you’d have to change the base stat from CHA to INT and make the spells be arcane, not divine.

If you allow the standard Shukenja in the game, it makes one heck of a munchkin Shukenja(fire) (4) / Sorceror (4) / Mystic Thurge (X) combo !

-Tatsu

I have seen the Sukenja. What would be the point of basing it on the Shukenja but make it just like a wizard when I can just base it on the wizard?
Anywho I am thinking something like this...at 3rd level, elemental companion, just like druid animal companion except an elemental, and as it gains HD it gains any of the abilities an elemental of its HD would have (DR etc)...
5th level, bonus feat, gain access to subtle correspondance spells from one element. 7th level, elemental shape, small or medium, once a day. 9th level, gain access to another element worth of subtle correspondance spells..10th level, bonus feat another use per day of Elemental shape, 12th level, Elemental shape, large, 13th another element of subtle correspondance, 14 elemental shape 3 times a day, 15 bonus feat, 17 last element subtle correspondace, and maye elemental shape 4 times a day, 18 elemental shape huge, 20 bonus feat.
Hmmm and maybe work in something for elemental counterspell/dispell in there...or maybe make it a feat...
Just a rough outline, thoughts?
 

Merlion said:
3rd level, elemental companion, just like druid animal companion except an elemental, and as it gains HD it gains any of the abilities an elemental of its HD would have (DR etc)...

I would suggest a Mephit Familiar option from the DMG rather than a true Elemental. Elementals are powerful and unwieldy creatures. They lack in the way of intelligence and social skill and in a strictly RP sense, its awefully hard to do things like go into the woods or into town with your Fire Elemental companion. However if you Do go with the elemental stick to the rules in the DMG and dont let them be larger than Size Small.

Hmmm and maybe work in something for elemental counterspell/dispell in there...or maybe make it a feat... Just a rough outline, thoughts?

Might want to look at elemental Turn/Rebuke as an option. Standard Cleric domain power.
 

Khaalis said:
I would suggest a Mephit Familiar option from the DMG rather than a true Elemental. Elementals are powerful and unwieldy creatures. They lack in the way of intelligence and social skill and in a strictly RP sense, its awefully hard to do things like go into the woods or into town with your Fire Elemental companion. However if you Do go with the elemental stick to the rules in the DMG and dont let them be larger than Size Small..

As I've already mentioned, I am at this point not considering an elemental or mephit familiar. I am considering an elemental companion, like a druid's animal companion. One that is useful in combat and gains in strength as the elementalist gains levels so it can continue to be so.
I dont really see how Mephits are any less powerful anyway...not as tough physicaly but they have spell like abilities as well.
And I really dont see how a Fire Mephit would be easier to go into town with than a Fire Elemental...besides which I may well make it an activated ability so one can just dismiss an elemental and summon another...perhaps requiring spell slots or use of Elemental Turning uses.



Khaalis said:
Might want to look at elemental Turn/Rebuke as an option. Standard Cleric domain power.

Yes..I've mentioned I plan on that being one of their abilities tho I didnt mention it in my last post.
 


Um, no :-) in Western tradition, there are 4, and thats what my class is based upon. I dont really care for eastern themed stuff in DnD...for the most part.
 

Merlion said:
Um, no :-) in Western tradition, there are 4, and thats what my class is based upon. I dont really care for eastern themed stuff in DnD...for the most part.

Western? Well, if I travel west from where I live, the first country I'll hit besides my own would be Japan...
 

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