Difference between revisions of "User:Armond/Sandbox/Elementalist/Powers"

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|defense=Fortitude
 
|defense=Fortitude
 
|hit=1d6 + Dexterity modifier Thunder damage, and the target takes a -2 penalty to all defenses against the next attack made to it.
 
|hit=1d6 + Dexterity modifier Thunder damage, and the target takes a -2 penalty to all defenses against the next attack made to it.
|miss=Half damage, and no additional effects.
 
 
|extra='''Jupiter Attunement:''' Increase die size to d8.<br>'''Lightning Attunement:''' You may cause the target to take fire damage equal to your Charisma modifier the next time it moves instead of taking a penalty to its defenses.<br>'''Ice Attunement:''' You may slide the target one square instead of granting it a penalty to its defenses.<br>''Level 21:'' 2d6 + Dexterity modifier Thunder damage.
 
|extra='''Jupiter Attunement:''' Increase die size to d8.<br>'''Lightning Attunement:''' You may cause the target to take fire damage equal to your Charisma modifier the next time it moves instead of taking a penalty to its defenses.<br>'''Ice Attunement:''' You may slide the target one square instead of granting it a penalty to its defenses.<br>''Level 21:'' 2d6 + Dexterity modifier Thunder damage.
 
|special=This power counts as a ranged basic attack.
 
|special=This power counts as a ranged basic attack.

Revision as of 21:55, 22 February 2011

Elementalist Spells

The following are spells for the Elementalist base class. Note that all spells rely on Intelligence to hit and no dual-elemental spells are composed of opposing elements.

Level 1 At-Will Spells

Ash Blast
Elementalist Attack 1
Dust, ash, pebbles, and the like slam into your foe, disorienting him for a short time.
At-Will ✦ Earth, Implement, Venus
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Constitution modifier earth damage. If the target was prone, it is dazed until the end of its next turn.
Venus Attunement: Increase die size to d8.
Mars Attunement: The target also takes Fire damage equal to your Charisma modifier.
Mercury Attunement: You may slow the target until the end of its next turn. If you do, this attack does not daze the target.
Level 21: 2d6 + Constitution modifier earth damage.
Special: This power counts as a ranged basic attack and can be a critical hit on rolls of 19 or 20.

Deathchill
Elementalist Attack 1
A blue-green ray springs from your fingertips to strike your foe, chilling him to the core.
At-Will ✦ Cold, Implement, Mercury
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Wisdom modifier cold damage.
Mercury Attunement: +1 damage per die.
Pure Mercury Attunement: The target is slowed until the end of his next turn.
Level 21: 2d6 + Wisdom modifier cold damage.
Level 21 and Ice Attunement: If this attack is a critical hit, the target is stunned until the end of its next turn.
Special: This power counts as a ranged basic attack.

Flare
Elementalist Attack 1
The atmosphere momentarily ignites in the area you designate, scorching all within.
At-Will ✦ Fire, Implement, Mars
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Charisma modifier fire damage.
Miss: Half damage.
Mars Attunement: Increase die size to d8.
Level 21: 2d6 + Charisma modifier fire damage.
Special: You may choose to instead deal 1d10-2 damage per die rolled (1d12-2 with Mars Attunement, minimum 1), modified by your Charisma modifier. If you do, you take a -1 penalty to this power's attack roll.

Froth Swirl
Elementalist Attack 1
You encase your target in a mad swirl of bubbles and deny him his rubber ducky.
At-Will ✦ Cold, Implement, Mercury
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Wisdom modifier cold damage, and the target takes a -2 penalty to his next attack roll.
Mercury Attunement: Increase die size to d8.
Life Attunement: Half of the total damage dealt is acid damage.
Ice Attunement: You push the target one square.
Level 21: 2d6 + Wisdom modifier cold damage, and the target takes a -4 penalty to his next attack roll.

Gust
Elementalist Attack 1
Winds coalesce in an area and burst out, disorienting foes.
At-Will ✦ Wind, Implement, Jupiter
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Dexterity modifier wind damage, and you slide the target one square.
Lightning Attunement: If you hit, you may make a secondary attack against a target within three squares of the primary target. If you hit the secondary target, it takes 1d4 + Charisma modifier lightning damage.
Pure Jupiter Attunement: You may slide the target an additional square. He cannot end in the same square he started in.
Ice Attunement: If the target moves before the end of his next turn, he makes a saving throw with a +3 bonus. If he fails, he is knocked prone.
Absolute Jupiter Attunement: 2d8 + Dexterity modifier wind damage.

Lesser Fireball
Elementalist Attack 1
You draw forth the powers of heat and light into your hand, where they collapse into a sphere of energy.
At-Will ✦ Fire, Implement, Mars
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Charisma modifier fire damage.
Mars Attunement: Increase die size to d10.
Magma Attunement: The target takes earth damage equal to your Constitution modifier if he moves before the end of his next turn.
Lightning Attunement: One adjacent target takes lightning damage equal to your Dexterity modifier.
Pure Mars Attunement: The target takes ongoing 1 fire damage (save ends). If the target is already taking ongoing fire damage from this power, instead increase the ongoing damage by 1.
Level 21: 2d8 + Charisma modifier Fire damage.
Special: This power counts as a ranged basic attack.

Stone Daggers
Elementalist Attack 1
Two pointed stones fly from your outstretched hand and embed themselves in your targets.
At-Will ✦ Earth, Implement, Venus
Standard Action Ranged 10
Target: One creature in front of you
Attack: Intelligence + 2 vs. AC
Increase bonus to +4 at 21st level
Hit: 1d4 + Constitution modifier earth damage.
Effect: Make a secondary attack against a valid target.
Venus Attunement: Increase die size to d6.
Mars Attunement: On a critical hit, instead of dealing maximum damage, deal additional fire damage equal to your Charisma modifier.
Mercury Attunement: Damage dealt is your choice of two of earth, acid, and poison. Deal an additional 1 damage per die.
Level 21: 2d4 + Constitution modifier earth damage.

Thunderclap
Elementalist Attack 1
A shockwave rends the air around a foe, slamming him with concussive force.
At-Will ✦ Thunder, Implement, Jupiter
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Dexterity modifier Thunder damage, and the target takes a -2 penalty to all defenses against the next attack made to it.
Jupiter Attunement: Increase die size to d8.
Lightning Attunement: You may cause the target to take fire damage equal to your Charisma modifier the next time it moves instead of taking a penalty to its defenses.
Ice Attunement: You may slide the target one square instead of granting it a penalty to its defenses.
Level 21: 2d6 + Dexterity modifier Thunder damage.
Special: This power counts as a ranged basic attack.

Level 1 Encounter Spells

Level 1 Daily Spells

Level 2 Utility Spells

At-Will

Encounter

Daily

Level 3 Encounter Spells

Level 5 Daily Spells

Level 6 Utility Spells

At-Will

Encounter

Daily

Level 7 Encounter Spells

Level 9 Daily Spells

Level 10 Utility Spells

At-Will

Encounter

Daily

Level 13 Encounter Spells

Level 15 Daily Spells

Level 16 Utility Spells

At-Will

Encounter

Daily

Level 17 Encounter Spells

Level 19 Daily Spells

Level 22 Utility Spells

At-Will

Encounter

Daily

Level 23 Encounter Spells

Level 25 Daily Spells

Level 27 Encounter Spells

Level 29 Daily Spells