Saturday, 15 January 2011

Elementalist spells 3

Following on from the elementines, here are the spells to summon them, in addition to a few more low level elementalist spells. The elementalist spell list is rounding out quite nicely now, at the low levels especially.

The rest of this post is designated Open Gaming Content according to the Open Gaming License.


Banish Elementine

Level: 1
Duration: Instant
Range: 120'

This spell causes summoned elementines to return to their plane of origin. The number of creatures affected depends on the caster's level - up to 1 HD per level.

Firelight
Level: 1
Duration: 1 hour, +1 turn per level
Range: 90'

The elementalist conjures forth a ball of flickering flame, which sheds light but not heat. The ball of flame can be manifested around the caster's hand, around an object he holds (such as a staff), or floating above his shoulder. The flame produced cannot be used to ignite other objects, and cannot cause damage. However at any point during the spell's duration, the caster may cause the flame to flare suddenly, dazzling any creatures within 30' who fail a saving throw versus spells. Dazzled creatures suffer -2 to attack rolls for 2 rounds. The caster is not affected by the flare, but his allies may be, unless warned to shut their eyes. After the firelight flares it disappears and the spell ends.

Lasting Breath
Level: 1
Duration 1 turn
Range: 10'

The creature touched gains the ability to go without oxygen for the duration of the spell. This can grant water-breathing creatures the ability to function in an air medium, and air-breathing creatures to function underwater, for example. One creature per caster level can be affected.

Summon Greater Elementine
Level: 2
Duration: 1d4 rounds, +1 round per level
Range: 60'

This spell functions in the same way as summon lesser elementine, but conjures a greater elementine of a type chosen by the caster.

Summon Lesser Elementine
Level: 1
Duration: 1d4 rounds, +1 round per level
Range: 60'

This spell summons a lesser elementine of a type chosen by the caster, which appears within range. The caster has complete control of the elementine for the duration of the spell, and can command it to attack nearby foes or perform other tasks within its capabilities.

Tidal Force
Level: 2
Duration: 1 round per level
Range: 60'

This spell creates an amplified tidal force which enables the caster to influence the movements of bodies of water and water-based creatures (including most humanoids and animals). Each round the caster must choose which direction the tidal force will push. All affected creatures in range must make a saving throw versus spells or be pushed 20' in the chosen direction. The spell does not have the force to lift creatures off the ground or to prevent them from falling.

No comments:

Post a Comment

Note: only a member of this blog may post a comment.