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Meridian Adventures: The Dragonwick Campaign
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<blockquote data-quote="Rhineglade" data-source="post: 6835029" data-attributes="member: 6801931"><p><span style="color: #FF0000"><strong>MAGIC AND SPELLCRAFT</strong></span></p><p></p><p><span style="color: #000000"><strong>New Wizard Arcane Tradition Option</strong></span></p><p></p><p><strong></strong></p><p><strong>Elementalism</strong></p><p></p><p>The arcane tradition of Elementalism focuses on one of the four basic elements: air, earth, fire or water. Elementalists begin the tradition of study by selecting one of these four elements in which to specialize. It is commonly believed by those following this tradition that the four elements are the cornerstone of all creation. All matter of the universe is composed of varying combinations of these elements. Therefore, to master one may lead to unlocking the secrets of the universe.</p><p><strong></strong></p><p><strong>Elemental Savant</strong></p><p></p><p>Beginning when you select this school at 2nd level, you must choose one of the four elements. You are considered a specialist in this element and its associated energy. You learn to speak, read and write the associated elemental language as well. Fire elementalists learn Ignan. Earth elementalists learn Terran. Water elementalists learn Aquan and Air elementalists learn Auran. Furthermore, the gold and time you must spend to copy a spell of your chosen element into your spellbook is reduced by half.</p><p></p><p><strong>Elemental Ward</strong></p><p></p><p>Beginning at 2nd level, the knowledge of your chosen element grants you advantage on saves against specific forms of energy. </p><p></p><p><strong>Element Associated Energy</strong></p><p></p><p>Air Lightning</p><p>Earth Acid</p><p>Fire Fire</p><p>Water Cold</p><p></p><p><strong>Potent Spellcaster</strong></p><p></p><p>Starting at 6th level, the wizard spells you cast from your chosen element are able to overcome resistance in your enemy. You may ignore either acid (earth), cold (water), fire (fire) or lightning (air) resistance based on your chosen element.</p><p></p><p><strong>Empowered Spellcaster</strong></p><p></p><p>Beginning at 10th level, you add your Intelligence modifier to the damage roll of any wizard spell you cast from your chosen element.</p><p></p><p><strong>Elemental Command</strong></p><p></p><p>Starting at 14th level, you can use magic to control creatures from the elemental plane associated with your chosen element. As an action, you can choose one elemental you can see within 60 feet of you. The elemental must be one from your chosen element. That creature must make a Charisma saving throw against your wizard spell DC. If it succeeds its save, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your command until you use this feature again. Intelligent elementals, like genies, are harder to control in this way. If the target has an Intelligence of 10 or higher, it has advantage on the saving throw. If it fails the saving throw, it can repeat the saving throw at the end of every hour it is under your control until it succeeds and breaks free.</p></blockquote><p></p>
[QUOTE="Rhineglade, post: 6835029, member: 6801931"] [COLOR="#FF0000"][B]MAGIC AND SPELLCRAFT[/B][/COLOR] [COLOR="#000000"][B]New Wizard Arcane Tradition Option[/B][/COLOR] [B] Elementalism[/B] The arcane tradition of Elementalism focuses on one of the four basic elements: air, earth, fire or water. Elementalists begin the tradition of study by selecting one of these four elements in which to specialize. It is commonly believed by those following this tradition that the four elements are the cornerstone of all creation. All matter of the universe is composed of varying combinations of these elements. Therefore, to master one may lead to unlocking the secrets of the universe. [B] Elemental Savant[/B] Beginning when you select this school at 2nd level, you must choose one of the four elements. You are considered a specialist in this element and its associated energy. You learn to speak, read and write the associated elemental language as well. Fire elementalists learn Ignan. Earth elementalists learn Terran. Water elementalists learn Aquan and Air elementalists learn Auran. Furthermore, the gold and time you must spend to copy a spell of your chosen element into your spellbook is reduced by half. [B]Elemental Ward[/B] Beginning at 2nd level, the knowledge of your chosen element grants you advantage on saves against specific forms of energy. [B]Element Associated Energy[/B] Air Lightning Earth Acid Fire Fire Water Cold [B]Potent Spellcaster[/B] Starting at 6th level, the wizard spells you cast from your chosen element are able to overcome resistance in your enemy. You may ignore either acid (earth), cold (water), fire (fire) or lightning (air) resistance based on your chosen element. [B]Empowered Spellcaster[/B] Beginning at 10th level, you add your Intelligence modifier to the damage roll of any wizard spell you cast from your chosen element. [B]Elemental Command[/B] Starting at 14th level, you can use magic to control creatures from the elemental plane associated with your chosen element. As an action, you can choose one elemental you can see within 60 feet of you. The elemental must be one from your chosen element. That creature must make a Charisma saving throw against your wizard spell DC. If it succeeds its save, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your command until you use this feature again. Intelligent elementals, like genies, are harder to control in this way. If the target has an Intelligence of 10 or higher, it has advantage on the saving throw. If it fails the saving throw, it can repeat the saving throw at the end of every hour it is under your control until it succeeds and breaks free. [/QUOTE]
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