Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Life and Death Elementalist Wizards
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SteelDraco" data-source="post: 5560538" data-attributes="member: 359"><p>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.</p><p></p><p><strong>Death Elementalist Powers</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Death Spells</p><p>0th</p><p> Bleed</p><p> Touch of Fatigue</p><p>1st</p><p> Cause Fear</p><p> Chill Touch</p><p> Ray of Enfeeblement</p><p>2nd</p><p> Blindness/Deafness</p><p> Death Knell</p><p> Ghoul Touch</p><p> Scare</p><p>3rd</p><p> Contagion</p><p> Ray of Exhaustion</p><p> Vampiric Touch</p><p>4th</p><p> Bestow Curse</p><p> Enervation</p><p> Fear</p><p>5th</p><p> Blight</p><p> Suffocation</p><p> Symbol of Pain</p><p> Waves of Fatigue</p><p>6th</p><p> Circle of Death</p><p> Eyebite</p><p> Symbol of Fear</p><p> Undeath to Death</p><p>7th</p><p> Finger of Death</p><p> Symbol of Weakness</p><p> Waves of Exhaustion</p><p>8th</p><p> Horrid Wilting</p><p> Symbol of Death</p><p>9th</p><p> Energy Drain</p><p> Power Word Kill</p><p> Suffocation, Mass</p><p> Wail of the Banshee</p><p></p><p></p><p><strong>Life Elementalist Powers</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Life Spells</p><p>0th</p><p> Stabilize</p><p> Virtue</p><p>1st</p><p> Enlarge Person</p><p> Expeditious Retreat</p><p> Jump</p><p>2nd</p><p> Bear's Endurance</p><p> Bull's Strength</p><p> Cat's Grace</p><p> False Life</p><p>3rd</p><p> Beast Shape I</p><p> Gentle Repose</p><p> Haste</p><p>4th</p><p> Beast Shape II</p><p> Enlarge Person, Mass</p><p> Locate Creature</p><p>5th</p><p> Animal Growth</p><p> Beast Shape III</p><p> Life Bubble</p><p> Planar Adaptation</p><p> Plant Shape I</p><p> Polymorph</p><p>6th</p><p> Bear's Endurance, Mass</p><p> Bull's Strength, Mass</p><p> Cat's Grace, Mass</p><p> Plant Shape II</p><p> Transformation</p><p>7th</p><p> Giant Form I</p><p> Planar Adaptation, Mass</p><p> Plant Shape III</p><p> Polymorph, Greater</p><p>8th</p><p> Giant Form II</p><p> Polymorph Any Object</p><p>9th</p><p> Shapechange</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 5560538, member: 359"] 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. [b]Death Elementalist Powers[/b] 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 [b]Life Elementalist Powers[/b] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Life and Death Elementalist Wizards
Top