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Elementalist Class Brainstorming Thread
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<blockquote data-quote="Merlion" data-source="post: 1379970" data-attributes="member: 10397"><p>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.</p><p> 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.</p><p> 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.</p><p> I am trying to figure out if they all can or should fit...and how to implentment them.</p><p> 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.</p><p></p><p></p><p>Elementalist Spell List</p><p></p><p>1st:</p><p>Air:</p><p>Feather Fall</p><p>Obscuring Mist</p><p>Shocking Grasp</p><p>Vortex*</p><p></p><p>Earth:</p><p>Magic Stone</p><p>Stone Shards*</p><p></p><p>Fire:</p><p>Burning Hands</p><p>Faerie Fire</p><p></p><p>Water:</p><p>Grease</p><p>Obscuring Mist</p><p></p><p>General:</p><p>Endure Elements, Summon Monster 1</p><p></p><p></p><p>2nd:</p><p></p><p>Air:</p><p>Fog Cloud</p><p>Levitate</p><p>Whispering Wind</p><p>Wind Wall</p><p></p><p>Earth:</p><p>Melf’s Acid Arrow</p><p>Soften Earth and Stone</p><p>Warp Wood</p><p>Wood Shape</p><p></p><p>Fire:</p><p>Fire Trap</p><p>Flame Blade</p><p>Flaming Sphere</p><p>Heat Metal</p><p>Produce Flame</p><p>Pyrotechnics</p><p></p><p>Water:</p><p>Chill Metal</p><p>Fog Cloud</p><p>Melf’s Acid Arrow</p><p></p><p></p><p>General: Resist Elements, Summon Monster 2</p><p></p><p>3rd:</p><p></p><p>Air:</p><p>Fly</p><p>Gaseous Form</p><p>Gust of Wind</p><p>Lightning Bolt</p><p>Sleet Storm</p><p>Stinking Cloud</p><p>Water Breathing</p><p></p><p>Earth:</p><p>Keen Edge</p><p>Meld Into Stone</p><p>Rusting Grasp</p><p>Stone Shape</p><p></p><p>Fire:</p><p>Fireball</p><p>Flame Arrow</p><p></p><p>Water:</p><p>Quench</p><p>Rusting Grasp</p><p>Sleet Storm</p><p>Water Breathing</p><p></p><p>General: Dispel Magic, Protection From Elements, Summon Monster 3</p><p></p><p></p><p>4th:</p><p>Air:</p><p>Air Walk</p><p>Call Lightning</p><p>Ice Storm</p><p>Solid Fog</p><p>Vacuum Burst*</p><p></p><p>Earth:</p><p>Spike Stones</p><p>Stoneskin</p><p></p><p></p><p>Fire:</p><p>Fire Shield</p><p>Flame Strike (All Fire)</p><p>Wall of Fire</p><p></p><p>Water:</p><p>Control Water</p><p>Ice Storm</p><p>Solid Fog</p><p>Wall of Ice</p><p></p><p>General: Summon Monster 4</p><p></p><p>5th:</p><p>Air:</p><p>Cloudkill</p><p>Control Winds</p><p></p><p>Earth:</p><p>Earth Wave*</p><p>Passwall</p><p>Transmute Mud to Rock</p><p>Transmute Rock to Mud</p><p>Wall of Iron</p><p>Wall of Stone</p><p></p><p>Fire:</p><p>Bolts of Fire*</p><p></p><p></p><p></p><p>Water</p><p>Cloudkill</p><p>Cone of Cold</p><p>Transmute Mud to Rock</p><p>Transmute Rock to Mud</p><p></p><p>General: Lesser Planar Binding, Summon Monster 5</p><p></p><p>6th:</p><p>Air:</p><p>Acid Fog</p><p>Chain Lightning</p><p>Control Weather</p><p>Whirlwind Blast*</p><p></p><p></p><p>Earth:</p><p>Acid Fog</p><p>Flesh to Stone</p><p>Move Earth</p><p>Stone to Flesh</p><p></p><p>Fire:</p><p>Delayed Blast Fireball</p><p>Fire Seeds</p><p></p><p>Water:</p><p>Acid Fog</p><p>Control Weather</p><p>Otiluke’s Freezing Sphere</p><p></p><p></p><p>General: Greater Dispelling, Planar Binding, Summon Monster 6</p><p></p><p>7th:</p><p>Air: Whirlwind, Wind Walk</p><p>Earth: Phase Door, Statue, Transmute Metal to Wood</p><p>Fire: Delayed Blast Fireball, Firestorm, </p><p>Water: Blizzard*</p><p>General: Plane Shift (Elemental planes only), Summon Monster 7</p><p></p><p>8th:</p><p>Air: Horrid Wilting, Incendiary Cloud</p><p>Earth: Earthquake, Iron Body, Repel Metal or Stone</p><p>Fire: Incendiary Cloud</p><p>Water: Horrid Wilting,</p><p>General: Greater Planar Binding, Summon Monster 8</p><p></p><p>9th:</p><p>Air: </p><p>Elemental Swarm</p><p>Earth: Elemental Swarm</p><p>Fire: Elemental Swarm, Meteor Swarm</p><p>Water: Elemental Swarm</p><p>General: Elemental Swarm, Summon Monster 9</p><p></p><p></p><p>and here is a list of spells I may allow them to access at higher levels, one element at a time, via a feat</p><p></p><p>Subtle Correspondence Spells:</p><p>0th:</p><p>Air:</p><p>Daze, Mage Hand</p><p>1st level: Charm Person, Sleep</p><p>2nd Level: Detect Thoughts, See Invisibility</p><p>3rd level: Clairaudience/Clairvoyance, Hold Person, Suggestion</p><p>4th level: Charm Monster, Confusion, Scrying, Tongues</p><p>5th level: Dominate Person, Feeblemind, Hold Monster, Mind Fog, Rary’s Telepathic Bond, Sending</p><p>6th level: Legend Lore, Mass Suggestion, Teleport, Telekinesis</p><p>7th level: Greater Scrying, Insanity, Vision</p><p>8th level: Antipathy, Mass Charm, Sympathy, Teleport Without Error, Discern Location</p><p>9th level: Dominate Monster, Foresight</p><p>Earth:</p><p>0th level: Cure Minor Wounds, Mending</p><p>1st level: Cure Light Wounds</p><p>2nd level: Bull’s Strength, Cat’s Grace, Endurance, Lesser Restoration</p><p>3rd level: Cure Moderate Wounds, Remove Blindness/Deafness, Remove Disease</p><p>4th level: Dimensional Anchor, Cure Serious Wounds, Giant’s Strength*, Superior Endurance*, Sylph’s Grace*</p><p>5th level: Cure Critical Wounds, Restoration</p><p>6th: Healing Circle, Hero’s Feast</p><p>7th level: Heal, Tenser’s Transformation</p><p>8th level: Greater Restoration, Regenerate</p><p>9th level: Mass Heal</p><p>Fire: </p><p>0th level: Dancing Lights, Flare, Light</p><p>1st level: Colour Spray, Faerie Fire</p><p>2nd level: Daylight, Shatter</p><p>3rd level: Searing Light</p><p>4th level: Emotion</p><p>5th level: </p><p>6th level: Animate Objects, Disintegrate </p><p>7th level: Resurrection, Sunbeam, Prismatic Spray</p><p>8th level: Prismatic Wall, Sunburst</p><p>9th level: Prismatic Sphere, Implosion, True Resurrection </p><p>Water:</p><p>0th: </p><p>1st level: Cure Light Wounds, Change Self, Enlarge, Reduce</p><p>2nd level: Alter Self</p><p>3rd level: Cure Moderate Wounds, Dispel Magic, Remove Curse, Remove Disease</p><p>4th level: Cure Critical Wounds, Freedom of Movement, Minor Globe of Invulnerability, Polymorph Self, Polymorph Other</p><p>5th level: Break Enchantment, Dismissal, </p><p>6th level: Antimagic Field, Globe of Invulnerability, Greater Dispelling, Healing Circle</p><p>7th level: Banishment</p><p>8th level: Mind Blank, Polymorph Any Object, Protection From Spells</p><p>9th level: Mordenkainen’s Disjunction, Shapechange</p></blockquote><p></p>
[QUOTE="Merlion, post: 1379970, member: 10397"] 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 [/QUOTE]
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