Merlion
First Post
Ok here is the latest form of my Elementalist class. I decided to take the advice of several who said they should be spontaneous casters, due to their limited spell list. Tell me what you think. Later I will post in some of the spells marked on their list that are of my design.
I am having trouble getting the table to paste well, but their spells per day are just like a sorcerer, and spells known are like a sorcerer accept that say at 4th level, they get 2 2nd level spells instead of one, same for 6th level and 3rd level spells etc.
The Elementalist
The elementalist is a mage who specializes in magic dealing with the four basic elements, air, earth, fire and water, and the energies and forces associated with them (such as acid, cold and electricity). Tornados, earthquakes, forest fires, tidal waves, the power of all of these are within the grasp of the Elementalist. Eventually, an Elementalist learns the subtle connections between the elements, and many types of spells. They also gain the ability to summon an elemental companion to aid them, and they can eventually learn other ways to manipulate the elements, such as assuming the form of an elemental, or dispelling the elemental spells of others.
Adventures: Elementalists adventure for many of the same reasons as wizard, to explore, and to gain knowledge and power. Many elementalists also wish to visit many different climates and types of terrain that correspond to the different elements, such as oceans or rivers, mountains and caves, volcanos, and high windy mountaintops or plains.
Characteristics:, but also from a close connection the the elements and their power. An elementalist has spells for attack and defense, and to aid in travel. They are physically frail, but have the ability to summon an elemental to act as their companion and aid in battle. Eventually, through long study an Elementalist can learn a wider range of spell that are subtly connected to the elements (for instance, mind-affecting spells are related to Air).
Religion: Some elementalist’s are devoted followers of gods of the elements or nature. Some follow gods of knowledge and magic. Many are more devoted to their craft than any religion.
Background: Elementalist’s come from a wide range of cultural and economic backgrounds. Most Elementalists manifest their abilities early in life, and are sent away or apprenticed to older elementalists to learn to harness their power.
Races: Elves love of magic and nature often draws them to the path of the Elementalist. Humans, especially those from harsh environments, often manifest elemental magic to aid their people’s survival. Gnomes tend to favor less direct forms of magic, but some become elementalists with a focus on earth magic. Many Halflings are drawn to the practice of Air and Water magic. Dwarves are generally distrustful of arcane magic but some few have been known to become elementalists and practice earth and fire magic. Some Half-Elves follow the elemental path for the same reasons as elves. And as with Wizardry, Half-Orcs find themselves ill suited to the practice of Elementalism.
Other Classes: Elementalist get along with Druids better than most other Arcane spellcasters, since they tend to be more down to earth and share many areas of interest with druids. Fighters and other militant classes appreciate the Elementalist’s offensive capacity as well as their many useful travel spells. Cleric’s have mostly the same feelings toward Elementalists that they do towards wizards and sorcerers, unless the Cleric follows an elemental religion in which case the cleric will most likely see the elementalist as a potential convert. Elementalist’s some times compete with wizards and sorcerers since their role in a group is often similar.
Game Rule Information:
Elementalists have the following game statistics
Abilities: Charisma determines how powerful a spell an Elementalist can cast, how many spells an Elementalist can cast per day, and how hard those spells are to resist. To cast a spell an Elementalist must have a Charisma score of 10+ the level of the spell. An Elementalist gains bonus spells based on Charisma. The saving throw DC for a Elementalist’s spell is 10 + the spells level + the Elementalist’s Charisma modifier.
Charisma effects an Elementalist’s ability to rebuke Elementals, Dexterity can help compensate for their lack of armor, and Constitution for their low hit points.
Alignment: Any
Hit Die: d4
Class Skills: The Elementalist’s class skills, and the key ability for each skill are: Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis)
Skill points at first level: 2+ Int modifier x4
Skill points at each level: 2 + Int modifier
Class Features: All of the following are class features of the Elementalist class.
Armor and Weapon proficiency: The Elementalist is proficient with the staff, dagger, and crossbows. Elementalist’s are not proficient with any armor, or with shields.
Spells: An Elementalist casts Arcane spells (The same type of spells available to Wizards, Sorcerers, and Bards) which are drawn from the elementalist spell list. An elementalist may also use the elemental Mastery class feature to expand his spell list slightly.
To learn, or cast a spell, the elementalist must have a Charisma score of equal to at least 10 + the spell’s level. The difficulty class for for a saving throw against an elementalist’s spell is 10+ the spell level + the elementalists Charisma modifier.
An Elementalists selection of spells is limited, Your elementalist begins play knowing 4 0th level spells, and 3 first level spells of your choice. At each level an Elementalist gains one or more new spells and indicated on the Elementalist Spells Known table. An elementalists number of spells known is unaffected by his Charisma modifier..
An Elementalist is limited to casting a certain number of spells per day, but he need not prepare them ahead of time. An elementalist’s bonus spells are based on Charisma, and the saving throw DC for an elementalists spells is 10+ the level of the spell, + the elementalist’s Charisma modifier.
At 4th level, and each even-numbered Elementalist level thereafter the Elementalist may chose to forget a previously known spell and exchange it for a new one. The new spell must be of the same level as the spell lost, and it must be 2 levels lower than the highest level spell the Elementalist can cast. For instance, at 4th level the Elementalist could lose one of his known 0th level spells, and exchange it for a different 0th level spell. This ability may not be used with spells learned through the Subtle Correspondance Elemental Mastery ability.
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 or Large 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. You must be at least 10th level to take this ability
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 learns a number of Subtle Correspondance spells equal to his Charisma bonus. Thease spells may be of any element or level, but if he chooses spells of a level to which he does not yet have access, they are added to his class list and must be learned as normal. This ability may be taken any number of 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.
The Elementalist Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +0 +0 +2 Rebuke/Command Elementals 5 3 --- --- --- --- --- --- --- ---
2 +1 +0 +0 +3 6 4 --- --- --- --- --- --- --- ---
3 +1 +1 +1 +3 Elemental Companion 6 5 --- --- --- --- --- --- --- ---
4 +2 +1 +1 +4 6 6 3 --- --- --- --- --- --- ---
5 +2 +1 +1 +4 Elemental Mastery 6 6 4 --- --- --- --- --- --- ---
6 +3 +2 +2 +5 6 6 5 3 --- --- --- --- --- ---
7 +3 +2 +2 +5 6 6 6 4 --- --- --- --- --- ---
8 +4 +2 +2 +6 6 6 6 5 3 --- --- --- --- ---
9 +4 +3 +3 +6 6 6 6 6 4 --- --- --- --- ---
10 +5 +3 +3 +7 Elemental Mastery 6 6 6 6 5 3 --- --- --- ---
11 +5 +3 +3 +7 6 6 6 6 6 4 --- --- --- ---
12 +6/+1 +4 +4 +8 6 6 6 6 6 5 3 --- --- ---
13 +6/+1 +4 +4 +8 6 6 6 6 6 6 4 --- --- ---
14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 --- ---
15 +7/+2 +5 +5 +9 Elemental Mastery 6 6 6 6 6 6 6 4 --- ---
16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 ---
17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 ---
18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +6 +12 Elemental mastery 6 6 6 6 6 6 6 6 6 6
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 2
2 5 2
3 5 3
4 6 3 2
5 6 4 2
6 7 4 2 2
7 7 5 3 2
8 8 5 3 2 2
9 8 5 4 3 2
10 9 5 4 3 2 2
11 9 5 5 4 3 2
12 9 5 5 4 3 2 2
13 9 5 5 4 4 3 2
14 9 5 5 4 4 3 2 2
15 9 5 5 4 4 4 3 2
16 9 5 5 4 4 4 3 2 2
17 9 5 5 4 4 4 3 3 2
18 9 5 5 4 4 4 3 3 2 2
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3
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, Giant’s Strength*, Superior Endurance*, Sylph’s Grace*
5th level: Cure Serious Wounds, Restoration
6th: Cure Light Wounds, Mass, Hero’s Feast
7th level: Cure Critical Wounds, Tenser’s Transformation
8th level: Cure Moderate Wounds, Mass, Greater Restoration, Regenerate
9th level: 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: Freedom of Movement, Minor Globe of Invulnerability, Polymorph Self, Polymorph Other
5th level: Cure Serious Wounds, Break Enchantment, Dismissal,
6th level: Antimagic Field, Cure Light Wounds, Mass, Globe of Invulnerability, Greater Dispelling,
7th level: Banishment, Cure Critical Wounds
8th level: Cure Moderate Wounds, Mass, Mind Blank, Polymorph Any Object, Protection From Spells
9th level: Heal, Mordenkainen’s Disjunction, Shapechange
I am having trouble getting the table to paste well, but their spells per day are just like a sorcerer, and spells known are like a sorcerer accept that say at 4th level, they get 2 2nd level spells instead of one, same for 6th level and 3rd level spells etc.
The Elementalist
The elementalist is a mage who specializes in magic dealing with the four basic elements, air, earth, fire and water, and the energies and forces associated with them (such as acid, cold and electricity). Tornados, earthquakes, forest fires, tidal waves, the power of all of these are within the grasp of the Elementalist. Eventually, an Elementalist learns the subtle connections between the elements, and many types of spells. They also gain the ability to summon an elemental companion to aid them, and they can eventually learn other ways to manipulate the elements, such as assuming the form of an elemental, or dispelling the elemental spells of others.
Adventures: Elementalists adventure for many of the same reasons as wizard, to explore, and to gain knowledge and power. Many elementalists also wish to visit many different climates and types of terrain that correspond to the different elements, such as oceans or rivers, mountains and caves, volcanos, and high windy mountaintops or plains.
Characteristics:, but also from a close connection the the elements and their power. An elementalist has spells for attack and defense, and to aid in travel. They are physically frail, but have the ability to summon an elemental to act as their companion and aid in battle. Eventually, through long study an Elementalist can learn a wider range of spell that are subtly connected to the elements (for instance, mind-affecting spells are related to Air).
Religion: Some elementalist’s are devoted followers of gods of the elements or nature. Some follow gods of knowledge and magic. Many are more devoted to their craft than any religion.
Background: Elementalist’s come from a wide range of cultural and economic backgrounds. Most Elementalists manifest their abilities early in life, and are sent away or apprenticed to older elementalists to learn to harness their power.
Races: Elves love of magic and nature often draws them to the path of the Elementalist. Humans, especially those from harsh environments, often manifest elemental magic to aid their people’s survival. Gnomes tend to favor less direct forms of magic, but some become elementalists with a focus on earth magic. Many Halflings are drawn to the practice of Air and Water magic. Dwarves are generally distrustful of arcane magic but some few have been known to become elementalists and practice earth and fire magic. Some Half-Elves follow the elemental path for the same reasons as elves. And as with Wizardry, Half-Orcs find themselves ill suited to the practice of Elementalism.
Other Classes: Elementalist get along with Druids better than most other Arcane spellcasters, since they tend to be more down to earth and share many areas of interest with druids. Fighters and other militant classes appreciate the Elementalist’s offensive capacity as well as their many useful travel spells. Cleric’s have mostly the same feelings toward Elementalists that they do towards wizards and sorcerers, unless the Cleric follows an elemental religion in which case the cleric will most likely see the elementalist as a potential convert. Elementalist’s some times compete with wizards and sorcerers since their role in a group is often similar.
Game Rule Information:
Elementalists have the following game statistics
Abilities: Charisma determines how powerful a spell an Elementalist can cast, how many spells an Elementalist can cast per day, and how hard those spells are to resist. To cast a spell an Elementalist must have a Charisma score of 10+ the level of the spell. An Elementalist gains bonus spells based on Charisma. The saving throw DC for a Elementalist’s spell is 10 + the spells level + the Elementalist’s Charisma modifier.
Charisma effects an Elementalist’s ability to rebuke Elementals, Dexterity can help compensate for their lack of armor, and Constitution for their low hit points.
Alignment: Any
Hit Die: d4
Class Skills: The Elementalist’s class skills, and the key ability for each skill are: Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis)
Skill points at first level: 2+ Int modifier x4
Skill points at each level: 2 + Int modifier
Class Features: All of the following are class features of the Elementalist class.
Armor and Weapon proficiency: The Elementalist is proficient with the staff, dagger, and crossbows. Elementalist’s are not proficient with any armor, or with shields.
Spells: An Elementalist casts Arcane spells (The same type of spells available to Wizards, Sorcerers, and Bards) which are drawn from the elementalist spell list. An elementalist may also use the elemental Mastery class feature to expand his spell list slightly.
To learn, or cast a spell, the elementalist must have a Charisma score of equal to at least 10 + the spell’s level. The difficulty class for for a saving throw against an elementalist’s spell is 10+ the spell level + the elementalists Charisma modifier.
An Elementalists selection of spells is limited, Your elementalist begins play knowing 4 0th level spells, and 3 first level spells of your choice. At each level an Elementalist gains one or more new spells and indicated on the Elementalist Spells Known table. An elementalists number of spells known is unaffected by his Charisma modifier..
An Elementalist is limited to casting a certain number of spells per day, but he need not prepare them ahead of time. An elementalist’s bonus spells are based on Charisma, and the saving throw DC for an elementalists spells is 10+ the level of the spell, + the elementalist’s Charisma modifier.
At 4th level, and each even-numbered Elementalist level thereafter the Elementalist may chose to forget a previously known spell and exchange it for a new one. The new spell must be of the same level as the spell lost, and it must be 2 levels lower than the highest level spell the Elementalist can cast. For instance, at 4th level the Elementalist could lose one of his known 0th level spells, and exchange it for a different 0th level spell. This ability may not be used with spells learned through the Subtle Correspondance Elemental Mastery ability.
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 or Large 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. You must be at least 10th level to take this ability
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 learns a number of Subtle Correspondance spells equal to his Charisma bonus. Thease spells may be of any element or level, but if he chooses spells of a level to which he does not yet have access, they are added to his class list and must be learned as normal. This ability may be taken any number of 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.
The Elementalist Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +0 +0 +2 Rebuke/Command Elementals 5 3 --- --- --- --- --- --- --- ---
2 +1 +0 +0 +3 6 4 --- --- --- --- --- --- --- ---
3 +1 +1 +1 +3 Elemental Companion 6 5 --- --- --- --- --- --- --- ---
4 +2 +1 +1 +4 6 6 3 --- --- --- --- --- --- ---
5 +2 +1 +1 +4 Elemental Mastery 6 6 4 --- --- --- --- --- --- ---
6 +3 +2 +2 +5 6 6 5 3 --- --- --- --- --- ---
7 +3 +2 +2 +5 6 6 6 4 --- --- --- --- --- ---
8 +4 +2 +2 +6 6 6 6 5 3 --- --- --- --- ---
9 +4 +3 +3 +6 6 6 6 6 4 --- --- --- --- ---
10 +5 +3 +3 +7 Elemental Mastery 6 6 6 6 5 3 --- --- --- ---
11 +5 +3 +3 +7 6 6 6 6 6 4 --- --- --- ---
12 +6/+1 +4 +4 +8 6 6 6 6 6 5 3 --- --- ---
13 +6/+1 +4 +4 +8 6 6 6 6 6 6 4 --- --- ---
14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 --- ---
15 +7/+2 +5 +5 +9 Elemental Mastery 6 6 6 6 6 6 6 4 --- ---
16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 ---
17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 ---
18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +6 +12 Elemental mastery 6 6 6 6 6 6 6 6 6 6
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 2
2 5 2
3 5 3
4 6 3 2
5 6 4 2
6 7 4 2 2
7 7 5 3 2
8 8 5 3 2 2
9 8 5 4 3 2
10 9 5 4 3 2 2
11 9 5 5 4 3 2
12 9 5 5 4 3 2 2
13 9 5 5 4 4 3 2
14 9 5 5 4 4 3 2 2
15 9 5 5 4 4 4 3 2
16 9 5 5 4 4 4 3 2 2
17 9 5 5 4 4 4 3 3 2
18 9 5 5 4 4 4 3 3 2 2
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3
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, Giant’s Strength*, Superior Endurance*, Sylph’s Grace*
5th level: Cure Serious Wounds, Restoration
6th: Cure Light Wounds, Mass, Hero’s Feast
7th level: Cure Critical Wounds, Tenser’s Transformation
8th level: Cure Moderate Wounds, Mass, Greater Restoration, Regenerate
9th level: 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: Freedom of Movement, Minor Globe of Invulnerability, Polymorph Self, Polymorph Other
5th level: Cure Serious Wounds, Break Enchantment, Dismissal,
6th level: Antimagic Field, Cure Light Wounds, Mass, Globe of Invulnerability, Greater Dispelling,
7th level: Banishment, Cure Critical Wounds
8th level: Cure Moderate Wounds, Mass, Mind Blank, Polymorph Any Object, Protection From Spells
9th level: Heal, Mordenkainen’s Disjunction, Shapechange
Last edited:






