SteelDraco
First Post
I put the following content together for the elves in my setting, who consider Life and Death elemental powers just like Earth, Air, Fire, and Water. This is an expansion on the material presented in the APG. Elven wizards in my campaign setting are almost always elementalist wizards - in 3.5, they were shugenja.
Death Elementalist Powers
Death Supremacy (Su): You gain resistance 5 to negative energy damage. At 10th level, this resistance increases to 10. At 20th level you become immune to negative energy damage. You also gain a +1 bonus on all saves made to resist or remove a negative level. This bonus increases by one for every five wizard levels.
Entropic Blast (Su): You release a wave of negative energy in a 15' cone. All creatures in the cone take 1d6 points of negative energy damage, +1 for every two wizard levels you possess, and are fatigued for one round. A successful Fortitude save halves the damage and negates the fatigue effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Aura of Ruin (Su): You can radiate an aura of destruction that causes wounds to fester with negative energy. This is a 20' radius emanation centered on you. Activating the aura is a standard action; maintaining it is a swift action. Any living creature in this aura that takes damage must make a Fortitude save or gain a 1d6 negative energy bleed effect. This lasts until the aura ends, the affected creature leaves the aura, gains magical healing, or a Heal check is made on the affected creature to stop the damage. The DC of the save and the Heal check is equal to 10 + half your level + your Intelligence modifier. At 12th level, an affected target gains the fatigued condition as well as the bleed damage. At 16th level, the damage of the bleed effect increases to 2d6. At 20th level, the healing granted by all Conjuration [Healing] spells and effects in the area are halved.
Death Spells
0th
Bleed
Touch of Fatigue
1st
Cause Fear
Chill Touch
Ray of Enfeeblement
2nd
Blindness/Deafness
Death Knell
Ghoul Touch
Scare
3rd
Contagion
Ray of Exhaustion
Vampiric Touch
4th
Bestow Curse
Enervation
Fear
5th
Blight
Suffocation
Symbol of Pain
Waves of Fatigue
6th
Circle of Death
Eyebite
Symbol of Fear
Undeath to Death
7th
Finger of Death
Symbol of Weakness
Waves of Exhaustion
8th
Horrid Wilting
Symbol of Death
9th
Energy Drain
Power Word Kill
Suffocation, Mass
Wail of the Banshee
Life Elementalist Powers
Life Supremacy (Su): The positive energy that flows through you makes you nearly tireless and extremely healthy. You gain a +2 resistance bonus on all saves against disease and all effects that grant the fatigued, exhausted, sickened, or nauseated conditions. This bonus increases by +1 for every five wizard levels you possess. At 5th level, you gain the Endurance feat.
Touch of Life (Su): As a standard action, you can perform a melee touch attack that infuses a target living creature with positive energy. They are healed 1d6 points + 1 point per two wizard levels you possess. If the target currently has the bleed, fatigued, or sickened conditions, these immediately end. If this healing exceeds the target's normal hit point total, they gain any excess as temporary hit points. These temporary hit points last for one minute. If the target is an undead creature, they take damage instead of gaining hit points (Will save DC 10 + 1/2 level + Intelligence modifier for half). This is a Conjuration [Healing] effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Invigorating Aura (Su): At 8th level, you learn to channel positive energy to bolster those around you, releasing a 20' radius emanation of positive energy and light. Starting this ability is a standard action, maintaining it is a swift action. While this power is active, you radiate light as a Continual Flame spell. All allied living creatures in the area gain fast healing 1 while in the area, and any bleed, fatigued, or sickened conditions on them end immediately, and they are immune to these conditions for the duration while they are in the aura. At 13th and 18th level, the amount of fast healing granted increases by 1. You can use this ability a number of rounds per day equal to your wizard level, though these rounds need not be consecutive.
Life Spells
0th
Stabilize
Virtue
1st
Enlarge Person
Expeditious Retreat
Jump
2nd
Bear's Endurance
Bull's Strength
Cat's Grace
False Life
3rd
Beast Shape I
Gentle Repose
Haste
4th
Beast Shape II
Enlarge Person, Mass
Locate Creature
5th
Animal Growth
Beast Shape III
Life Bubble
Planar Adaptation
Plant Shape I
Polymorph
6th
Bear's Endurance, Mass
Bull's Strength, Mass
Cat's Grace, Mass
Plant Shape II
Transformation
7th
Giant Form I
Planar Adaptation, Mass
Plant Shape III
Polymorph, Greater
8th
Giant Form II
Polymorph Any Object
9th
Shapechange
Death Elementalist Powers
Death Supremacy (Su): You gain resistance 5 to negative energy damage. At 10th level, this resistance increases to 10. At 20th level you become immune to negative energy damage. You also gain a +1 bonus on all saves made to resist or remove a negative level. This bonus increases by one for every five wizard levels.
Entropic Blast (Su): You release a wave of negative energy in a 15' cone. All creatures in the cone take 1d6 points of negative energy damage, +1 for every two wizard levels you possess, and are fatigued for one round. A successful Fortitude save halves the damage and negates the fatigue effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Aura of Ruin (Su): You can radiate an aura of destruction that causes wounds to fester with negative energy. This is a 20' radius emanation centered on you. Activating the aura is a standard action; maintaining it is a swift action. Any living creature in this aura that takes damage must make a Fortitude save or gain a 1d6 negative energy bleed effect. This lasts until the aura ends, the affected creature leaves the aura, gains magical healing, or a Heal check is made on the affected creature to stop the damage. The DC of the save and the Heal check is equal to 10 + half your level + your Intelligence modifier. At 12th level, an affected target gains the fatigued condition as well as the bleed damage. At 16th level, the damage of the bleed effect increases to 2d6. At 20th level, the healing granted by all Conjuration [Healing] spells and effects in the area are halved.
Death Spells
0th
Bleed
Touch of Fatigue
1st
Cause Fear
Chill Touch
Ray of Enfeeblement
2nd
Blindness/Deafness
Death Knell
Ghoul Touch
Scare
3rd
Contagion
Ray of Exhaustion
Vampiric Touch
4th
Bestow Curse
Enervation
Fear
5th
Blight
Suffocation
Symbol of Pain
Waves of Fatigue
6th
Circle of Death
Eyebite
Symbol of Fear
Undeath to Death
7th
Finger of Death
Symbol of Weakness
Waves of Exhaustion
8th
Horrid Wilting
Symbol of Death
9th
Energy Drain
Power Word Kill
Suffocation, Mass
Wail of the Banshee
Life Elementalist Powers
Life Supremacy (Su): The positive energy that flows through you makes you nearly tireless and extremely healthy. You gain a +2 resistance bonus on all saves against disease and all effects that grant the fatigued, exhausted, sickened, or nauseated conditions. This bonus increases by +1 for every five wizard levels you possess. At 5th level, you gain the Endurance feat.
Touch of Life (Su): As a standard action, you can perform a melee touch attack that infuses a target living creature with positive energy. They are healed 1d6 points + 1 point per two wizard levels you possess. If the target currently has the bleed, fatigued, or sickened conditions, these immediately end. If this healing exceeds the target's normal hit point total, they gain any excess as temporary hit points. These temporary hit points last for one minute. If the target is an undead creature, they take damage instead of gaining hit points (Will save DC 10 + 1/2 level + Intelligence modifier for half). This is a Conjuration [Healing] effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Invigorating Aura (Su): At 8th level, you learn to channel positive energy to bolster those around you, releasing a 20' radius emanation of positive energy and light. Starting this ability is a standard action, maintaining it is a swift action. While this power is active, you radiate light as a Continual Flame spell. All allied living creatures in the area gain fast healing 1 while in the area, and any bleed, fatigued, or sickened conditions on them end immediately, and they are immune to these conditions for the duration while they are in the aura. At 13th and 18th level, the amount of fast healing granted increases by 1. You can use this ability a number of rounds per day equal to your wizard level, though these rounds need not be consecutive.
Life Spells
0th
Stabilize
Virtue
1st
Enlarge Person
Expeditious Retreat
Jump
2nd
Bear's Endurance
Bull's Strength
Cat's Grace
False Life
3rd
Beast Shape I
Gentle Repose
Haste
4th
Beast Shape II
Enlarge Person, Mass
Locate Creature
5th
Animal Growth
Beast Shape III
Life Bubble
Planar Adaptation
Plant Shape I
Polymorph
6th
Bear's Endurance, Mass
Bull's Strength, Mass
Cat's Grace, Mass
Plant Shape II
Transformation
7th
Giant Form I
Planar Adaptation, Mass
Plant Shape III
Polymorph, Greater
8th
Giant Form II
Polymorph Any Object
9th
Shapechange