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

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(Elementalist Spells)
m (Elementalist Spells: Needs one wind at-will and one water encounter power)
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{{4e Power
 
{{4e Power
|name=Ash Blast
+
|name=Aqua Jet
 
|usage=At-Will
 
|usage=At-Will
|flavor=Dust, ash, pebbles, and the like slam into your foe, disorienting him for a short time.
+
|flavor=A burst of water slams into your foe, momentarily disorienting him.
 
|class=Elementalist
 
|class=Elementalist
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|keywords=Earth, Implement, Venus
+
|keywords=Cold, Implement, Mercury
 
|actiontype=Standard Action
 
|actiontype=Standard Action
 
|range=Ranged
 
|range=Ranged
Line 19: Line 19:
 
|attack=Intelligence
 
|attack=Intelligence
 
|defense=Reflex
 
|defense=Reflex
|hit=1d6 + Constitution modifier earth damage. If the target was prone, it is dazed until the end of its next turn.
+
|hit=1d6 + Wisdom modifier cold damage.
|extra='''Venus Attunement:''' Increase die size to d8.<br>'''Mars Attunement:''' The target also takes Fire damage equal to your Charisma modifier.<br>'''Mercury Attunement:''' You may slow the target until the end of its next turn. If you do, this attack does not daze the target.<br>''Level 21:'' 2d6 + Constitution modifier earth damage.
+
|extra='''Mercury Attunement:''' +1 damage per die.<br>'''Pure Mercury Attunement:''' The target is slowed until the end of his next turn.<br>''Level 21:'' 2d6 + Wisdom modifier cold damage.<br>'''Level 21 and Ice Attunement:''' If this attack is a critical hit, make an identical secondary attack against another valid target adjacent to the primary target.
 
}}
 
}}
  
 
{{4e Power
 
{{4e Power
|name=Aqua Jet
+
|name=Ash Blast
 
|usage=At-Will
 
|usage=At-Will
|flavor=A burst of water slams into your foe, momentarily disorienting him.
+
|flavor=Dust, ash, pebbles, and the like slam into your foe, disorienting him for a short time.
 
|class=Elementalist
 
|class=Elementalist
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|keywords=Cold, Implement, Mercury
+
|keywords=Earth, Implement, Venus
 
|actiontype=Standard Action
 
|actiontype=Standard Action
 
|range=Ranged
 
|range=Ranged
Line 37: Line 37:
 
|attack=Intelligence
 
|attack=Intelligence
 
|defense=Reflex
 
|defense=Reflex
|hit=1d6 + Wisdom modifier cold damage.
+
|hit=1d6 + Constitution modifier earth damage. If the target was prone, push it 1 square.
|extra='''Mercury Attunement:''' +1 damage per die.<br>'''Pure Mercury Attunement:''' The target is slowed until the end of his next turn.<br>''Level 21:'' 2d6 + Wisdom modifier cold damage.<br>'''Level 21 and Ice Attunement:''' If this attack is a critical hit, make an identical secondary attack against another valid target adjacent to the primary target.
+
|extra='''Venus Attunement:''' Increase die size to d8.<br>'''Mars Attunement:''' The target also takes Fire damage equal to your Charisma modifier.<br>'''Mercury Attunement:''' You may slow the target until the end of its next turn. If you do, this attack does not daze the target.<br>''Level 21:'' 2d6 + Constitution modifier earth damage.
 +
|special=This power counts as a ranged basic attack.
 
}}
 
}}
  
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|rangemod=10
 
|rangemod=10
 
|target=One or two creatures in front of you
 
|target=One or two creatures in front of you
|attack=Intelligence + 2
+
|attack=Intelligence
 
|defense=AC, two attacks
 
|defense=AC, two attacks
 
|hit=1d4 + Constitution modifier earth damage.
 
|hit=1d4 + Constitution modifier earth damage.
 
|extra='''Venus Attunement:''' Increase die size to d6.<br>'''Magma Attunement:''' On a critical hit, deal additional fire damage equal to your Charisma modifier.<br>'''Life Attunement:''' Damage dealt is your choice of two of earth, acid, and poison. Deal an additional 1 damage per die.<br>''Level 21:'' 2d4 + Constitution modifier earth damage.
 
|extra='''Venus Attunement:''' Increase die size to d6.<br>'''Magma Attunement:''' On a critical hit, deal additional fire damage equal to your Charisma modifier.<br>'''Life Attunement:''' Damage dealt is your choice of two of earth, acid, and poison. Deal an additional 1 damage per die.<br>''Level 21:'' 2d4 + Constitution modifier earth damage.
 
}}
 
}}
 +
 +
=== Level 1 Encounter Spells ===
  
 
{{4e Power
 
{{4e Power
|name=Thunderclap
+
|name=Bursting Flood
|usage=At-Will
+
|usage=Encounter
|flavor=A shockwave rends the air around a foe, slamming him with concussive force.
+
|flavor=Like a burst bubble, water storms out from you, tugging at the knees of nearby foes.
 
|class=Elementalist
 
|class=Elementalist
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|keywords=Thunder, Implement, Jupiter
+
|keywords=Cold, Implement, Mercury
 
|actiontype=Standard Action
 
|actiontype=Standard Action
|range=Ranged
+
|range=Close
|rangemod=10
+
|rangemod=burst 2
|target=One creature
+
|target=Each creature in burst
 
|attack=Intelligence
 
|attack=Intelligence
 
|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=1d4 + Wisdom modifier cold damage, and the target cannot make opportunity attacks until the end of your next turn.
|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='''Venus Attunement:''' Each square in burst is considered difficult terrain for all other creatures until the end of your next turn.<br>'''Jupiter Attunement:''' Gain concealment until the end of your next turn.<br>'''Mercury Attunement:''' Increase die size to d8. You may immobilize the target until the end of its next turn if you hit.
|special=This power counts as a ranged basic attack.
 
 
}}
 
}}
 
=== Level 1 Encounter Spells ===
 
  
 
{{4e Power
 
{{4e Power
|name=Blue Bolt
+
|name=Crystalline Spray
 
|usage=Encounter
 
|usage=Encounter
|flavor=A neon blue bolt of lightning crashes into your foe, leaving him stumbling for balance.
+
|flavor=Shards of glass and crystal explode from your outstretched hand, flying into your foes.
 
|class=Elementalist
 
|class=Elementalist
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|keywords=Lightning, Implement, Mars, Jupiter
+
|keywords=Earth, Implement, Venus
 
|actiontype=Standard Action
 
|actiontype=Standard Action
|range=Ranged
+
|range=Close
|rangemod=10
+
|rangemod=blast 3
|target=One creature
+
|target=Each creature in blast
 
|attack=Intelligence
 
|attack=Intelligence
|defense=Fortitude
+
|defense=Reflex
|hit=1d6 + Dexterity modifier lightning damage.
+
|hit=1d6 + Constitution modifier earth damage, and you push the target one square.
|extra='''Mars Attunement:''' Deal 1d4 + Charisma modifier fire damage if you miss.<br>'''Jupiter Attunement:''' Increase die size to d10. You can choose not to target a creature in the origin square of the burst.<br>'''Mercury Attunement:''' You may choose to deal an additional 1d6 + Wisdom modifier cold damage instead of knocking the targets prone.
+
|extra='''Venus Attunement:''' Increase die size to d8. If you deal maximum damage, knock the target prone.<br>'''Mars Attunement:''' The target also takes Fire damage equal to your Charisma modifier.<br>'''Mercury Attunement:''' You may choose to slow the target until the end of its next turn instead of pushing it.
|special=You may choose to grant each target a -2 penalty to attack rolls until the end of its next turn even if you miss. If you do, you are knocked prone.
 
 
}}
 
}}
  
 
{{4e Power
 
{{4e Power
|name=Crystalline Spray
+
|name=Dance of Flames
 
|usage=Encounter
 
|usage=Encounter
|flavor=Shards of glass and crystal explode from your outstretched hand, flying into your foes.
+
|flavor=With the foe dangerously close to you, you radiate heat and energy, forcing him to give ground.
 
|class=Elementalist
 
|class=Elementalist
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|keywords=Earth, Implement, Venus
+
|keywords=Fire, Implement, Mars
 
|actiontype=Standard Action
 
|actiontype=Standard Action
 
|range=Close
 
|range=Close
|rangemod=blast 3
+
|rangemod=burst 1
|target=Each creature in blast
+
|target=Each creature in burst
 
|attack=Intelligence
 
|attack=Intelligence
 
|defense=Reflex
 
|defense=Reflex
|hit=1d6 + Constitution modifier earth damage, and you push the target one square.
+
|hit=1d4 + Charisma modifier fire damage, and you push the target 1 square.
|extra='''Venus Attunement:''' Increase die size to d10. If you deal maximum damage, knock the target prone.<br>'''Mars Attunement:''' The target also takes Fire damage equal to your Charisma modifier.<br>'''Mercury Attunement:''' You may choose to slow the target until the end of its next turn instead of pushing it.
+
|extra='''Venus Attunement:''' You gain a +2 power bonus to all defenses until the end of your next turn.<br>'''Mars Attunement:''' Increase die size to d8. You gain concealment from each target you hit.<br>'''Jupiter Attunement:''' You may shift 2 squares after resolving the attack.
 
}}
 
}}
  
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{{4e Power
 
{{4e Power
|name=Seeping Chill
+
|name=Whirling Gale
 
|usage=Encounter
 
|usage=Encounter
|flavor=The air around you freezes, trapping foes near you.
+
|flavor=You summon a small gale that knocks creatures around and blows them off balance.
 
|class=Elementalist
 
|class=Elementalist
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|keywords=Cold, Implement, Mercury
+
|keywords=Wind, Implement, Jupiter
 
|actiontype=Standard Action
 
|actiontype=Standard Action
|range=Close
+
|range=Area
|rangemod=burst 2
+
|rangemod=burst 1 within 10 squares
|target=One creature
+
|target=Each creature in burst
 
|attack=Intelligence
 
|attack=Intelligence
 
|defense=Fortitude
 
|defense=Fortitude
|hit=1d4 + Wisdom modifier cold damage, and the target cannot make opportunity attacks until the end of your next turn.
+
|hit=1d6 + Dexterity modifier wind damage, and you knock the target prone.
|extra='''Venus Attunement:''' Gain resistance to all damage until the beginning of your next turn equal to your Constitution modifier.<br>'''Jupiter Attunement:''' Gain concealment until the end of your next turn.<br>'''Mercury Attunement:''' Increase die size to d8. You may immobilize the target until the end of its next turn if you hit.
+
|extra='''Mars Attunement:''' Deal 1d4 + Charisma modifier fire damage if you miss.<br>'''Jupiter Attunement:''' Increase die size to d10. You can choose not to target a creature in the origin square of the burst.<br>'''Mercury Attunement:''' You may choose to deal an additional 1d6 + Wisdom modifier cold damage instead of knocking the targets prone.
 +
|special=You may choose to grant each target a -2 penalty to attack rolls until the end of its next turn even if you miss. If you do, you are knocked prone.
 
}}
 
}}
  
 
{{4e Power
 
{{4e Power
|name=Vapor Sword
+
|name=Wind Sword
 
|usage=Encounter
 
|usage=Encounter
|flavor=The mists coalesce and solidify at your gesture, forming into a weapon that you direct at your foe.
+
|flavor=Winds coalesce and solidify at your gesture, forming into a weapon that you direct at your foe.
 
|class=Elementalist
 
|class=Elementalist
 
|type=Attack
 
|type=Attack
Line 262: Line 262:
 
|attack=Intelligence
 
|attack=Intelligence
 
|defense=Fortitude
 
|defense=Fortitude
|hit=2d4 + Wisdom modifier cold damage.
+
|hit=2d4 + Wisdom modifier wind damage.
|extra='''Venus Attunement:''' Knock the target prone if you hit.<br>'''Jupiter Attunement:''' If you hit, slide the target one square.<br>'''Mercury Attunement:''' Increase die size to d8 and push the target 3 squares if you hit.
+
|extra='''Mars Attunement:''' <br>'''Jupiter Attunement:''' Increase die size to d8 and push the target 3 squares if you hit.<br>'''Mercury Attunement:''' If you hit, slide the target one square.
}}
 
 
 
{{4e Power
 
|name=Wave of Flames
 
|usage=Encounter
 
|flavor=With the foe dangerously close to you, you radiate heat and energy, forcing him to give ground.
 
|class=Elementalist
 
|type=Attack
 
|level=1
 
|keywords=Fire, Implement, Mars
 
|actiontype=Standard Action
 
|range=Close
 
|rangemod=burst 1
 
|target=Each creature in burst
 
|attack=Intelligence
 
|defense=Reflex
 
|hit=1d4 + Charisma modifier fire damage, and you push the target 1 square.
 
|extra='''Venus Attunement:''' You gain a +2 power bonus to all defenses until the end of your next turn.<br>'''Mars Attunement:''' Increase die size to d8. You gain concealment to each target you hit.<br>'''Jupiter Attunement:''' You may shift 2 squares after resolving the attack.
 
}}
 
 
 
{{4e Power
 
|name=Whirling Gale
 
|usage=Encounter
 
|flavor=You summon a small gale that knocks creatures around and blows them off balance.
 
|class=Elementalist
 
|type=Attack
 
|level=1
 
|keywords=Wind, Implement, Jupiter
 
|actiontype=Standard Action
 
|range=Area
 
|rangemod=burst 1 within 10 squares
 
|target=Each creature in burst
 
|attack=Intelligence
 
|defense=Fortitude
 
|hit=1d6 + Dexterity modifier wind damage, and you knock the target prone.
 
|extra='''Mars Attunement:''' Deal 1d4 + Charisma modifier fire damage if you miss.<br>'''Jupiter Attunement:''' Increase die size to d10. You can choose not to target a creature in the origin square of the burst.<br>'''Mercury Attunement:''' You may choose to deal an additional 1d6 + Wisdom modifier cold damage instead of knocking the targets prone.
 
|special=You may choose to grant each target a -2 penalty to attack rolls until the end of its next turn even if you miss. If you do, you are knocked prone.
 
 
}}
 
}}
  
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|defense=Reflex
 
|defense=Reflex
 
|hit=2d4 + Constitution modifier earth damage, and you knock the target prone.
 
|hit=2d4 + Constitution modifier earth damage, and you knock the target prone.
|extra='''Venus Attunement:''' Increase die size to d8, and the target is slowed until the end of your next turn.<br>'''Mars Attunement:''' The target also takes Fire damage equal to your Charisma modifier.<br>'''Mercury Attunement:''' Instead of knocking any targets prone, you may choose to frost over the area in the burst. Until the end of your next turn, whenever a creature enters or leaves the affected square, interrupt its movement and slide it 1 square.
+
|extra='''Venus Attunement:''' Increase die size to d8, and the target is slowed until the end of your next turn.<br>'''Mars Attunement:''' The target also takes Fire damage equal to your Charisma modifier.<br>'''Mercury Attunement:''' Instead of knocking any targets prone, you may choose to utterly soak the area in the burst. Until the end of the encounter, this area is considered difficult terrain.
 
}}
 
}}
  
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=== Level 3 Encounter Spells ===
 
=== Level 3 Encounter Spells ===
 +
 +
=== Level 5 Daily Spells ===
 +
 +
=== Level 6 Utility Spells ===
 +
 +
==== At-Will ====
 +
 +
==== Encounter ====
 +
 +
==== Daily ====
 +
 +
=== Level 7 Encounter Spells ===
  
 
{{4e Power
 
{{4e Power
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|class=Elementalist
 
|class=Elementalist
 
|type=Attack
 
|type=Attack
|level=3
+
|level=7
 
|keywords=Lightning, Implement, Mars, Jupiter
 
|keywords=Lightning, Implement, Mars, Jupiter
 
|actiontype=Standard Action
 
|actiontype=Standard Action
Line 352: Line 327:
 
}}
 
}}
  
=== Level 5 Daily Spells ===
+
=== Level 9 Daily Spells ===
 
 
=== Level 6 Utility Spells ===
 
 
 
==== At-Will ====
 
 
 
==== Encounter ====
 
 
 
==== Daily ====
 
 
 
=== Level 7 Encounter Spells ===
 
  
 
{{4e Power
 
{{4e Power
 
|name=Lightning Barrage
 
|name=Lightning Barrage
|usage=Encounter
+
|usage=Daily
 
|flavor=A neon blue bolt of lightning crashes into your foe, leaving him stumbling for balance.
 
|flavor=A neon blue bolt of lightning crashes into your foe, leaving him stumbling for balance.
 
|class=Elementalist
 
|class=Elementalist
 
|type=Attack
 
|type=Attack
|level=7
+
|level=9
 
|keywords=Lightning, Implement, Mars, Jupiter
 
|keywords=Lightning, Implement, Mars, Jupiter
 
|actiontype=Standard Action
 
|actiontype=Standard Action
Line 382: Line 347:
 
|special=You may choose to grant each target a -2 penalty to attack rolls until the end of its next turn even if you miss. If you do, you are knocked prone.
 
|special=You may choose to grant each target a -2 penalty to attack rolls until the end of its next turn even if you miss. If you do, you are knocked prone.
 
}}
 
}}
 
=== Level 9 Daily Spells ===
 
  
 
=== Level 10 Utility Spells ===
 
=== Level 10 Utility Spells ===
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=== Level 13 Encounter Spells ===
 
=== Level 13 Encounter Spells ===
 +
 +
{{4e Power
 +
|name=Thunderclap
 +
|usage=At-Will
 +
|flavor=A shockwave rends the air around a foe, slamming him with concussive force.
 +
|class=Elementalist
 +
|type=Attack
 +
|level=1
 +
|keywords=Thunder, Implement, Jupiter
 +
|actiontype=Standard Action
 +
|range=Ranged
 +
|rangemod=10
 +
|target=One creature
 +
|attack=Intelligence
 +
|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.
 +
|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.
 +
}}
  
 
=== Level 15 Daily Spells ===
 
=== Level 15 Daily Spells ===

Revision as of 14:28, 8 March 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

Aqua Jet
Elementalist Attack 1
A burst of water slams into your foe, momentarily disorienting him.
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, make an identical secondary attack against another valid target adjacent to the primary target.

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, push it 1 square.
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.

Flare
Elementalist Attack 1
The atmosphere momentarily ignites in the area you designate, scorching all within.
At-Will ✦ Fire, Implement, Mars
Standard Action Area blast 2 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.
Special: This power counts as a ranged basic attack.

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 or two creatures in front of you
Attack: Intelligence vs. AC, two attacks
Hit: 1d4 + Constitution modifier earth damage.
Venus Attunement: Increase die size to d6.
Magma Attunement: On a critical hit, deal additional fire damage equal to your Charisma modifier.
Life 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.

Level 1 Encounter Spells

Bursting Flood
Elementalist Attack 1
Like a burst bubble, water storms out from you, tugging at the knees of nearby foes.
Encounter ✦ Cold, Implement, Mercury
Standard Action Close burst 2
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d4 + Wisdom modifier cold damage, and the target cannot make opportunity attacks until the end of your next turn.
Venus Attunement: Each square in burst is considered difficult terrain for all other creatures until the end of your next turn.
Jupiter Attunement: Gain concealment until the end of your next turn.
Mercury Attunement: Increase die size to d8. You may immobilize the target until the end of its next turn if you hit.

Crystalline Spray
Elementalist Attack 1
Shards of glass and crystal explode from your outstretched hand, flying into your foes.
Encounter ✦ Earth, Implement, Venus
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d6 + Constitution modifier earth damage, and you push the target one square.
Venus Attunement: Increase die size to d8. If you deal maximum damage, knock the target prone.
Mars Attunement: The target also takes Fire damage equal to your Charisma modifier.
Mercury Attunement: You may choose to slow the target until the end of its next turn instead of pushing it.

Dance of Flames
Elementalist Attack 1
With the foe dangerously close to you, you radiate heat and energy, forcing him to give ground.
Encounter ✦ Fire, Implement, Mars
Standard Action Close burst 1
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d4 + Charisma modifier fire damage, and you push the target 1 square.
Venus Attunement: You gain a +2 power bonus to all defenses until the end of your next turn.
Mars Attunement: Increase die size to d8. You gain concealment from each target you hit.
Jupiter Attunement: You may shift 2 squares after resolving the attack.

Earth Tug
Elementalist Attack 1
You pull the foe towards you and away from your allies, giving them a moment to recover.
Encounter ✦ Earth, Implement, Venus
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d4 + Constitution modifier earth damage, and you pull the target up to three squares.
Venus Attunement: Increase die size to d8, and you gain resist 5 to the target's attacks until the end of your next turn even if you miss.
Mars Attunement: The target takes fire damage equal to your Charisma modifier if it ends its movement in a square adjacent to one of your allies until the end of its next turn.
Mercury Attunement: You knock the target prone after pulling it.

Ignite Appendage
Elementalist Attack 1
You light the target's sleeve, hand, or tentacle on fire, distracting him from what he was intending to do.
Encounter ✦ Fire, Implement, Mars
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Charisma modifier fire damage, and the target takes a -2 penalty to attack rolls until the beginning of your next turn.
Venus Attunement: Increase the penalty to attack rolls to 1 + your Constitution modifier.
Mars Attunement: Increase die size to d8 and the penalty to attack rolls to 2 + your Charisma modifier.
Jupiter Attunement: The target takes fire damage equal to your Dexterity modifier at the start of its next turn.
Special: You may choose to make an identical secondary attack against a different target. If you do, take a -2 penalty to both attack rolls.

Whirling Gale
Elementalist Attack 1
You summon a small gale that knocks creatures around and blows them off balance.
Encounter ✦ Wind, Implement, Jupiter
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Dexterity modifier wind damage, and you knock the target prone.
Mars Attunement: Deal 1d4 + Charisma modifier fire damage if you miss.
Jupiter Attunement: Increase die size to d10. You can choose not to target a creature in the origin square of the burst.
Mercury Attunement: You may choose to deal an additional 1d6 + Wisdom modifier cold damage instead of knocking the targets prone.
Special: You may choose to grant each target a -2 penalty to attack rolls until the end of its next turn even if you miss. If you do, you are knocked prone.

Wind Sword
Elementalist Attack 1
Winds coalesce and solidify at your gesture, forming into a weapon that you direct at your foe.
Encounter ✦ Cold, Implement, Mercury
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d4 + Wisdom modifier wind damage.
Mars Attunement:
Jupiter Attunement: Increase die size to d8 and push the target 3 squares if you hit.
Mercury Attunement: If you hit, slide the target one square.

Level 1 Daily Spells

Unsteady Earth
Elementalist Attack 1
The ground underneath your foe's feet bucks and trembles as he struggles to keep his footing.
Daily ✦ Earth, Implement, Venus
Standard Action Area burst 3 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d4 + Constitution modifier earth damage, and you knock the target prone.
Venus Attunement: Increase die size to d8, and the target is slowed until the end of your next turn.
Mars Attunement: The target also takes Fire damage equal to your Charisma modifier.
Mercury Attunement: Instead of knocking any targets prone, you may choose to utterly soak the area in the burst. Until the end of the encounter, this area is considered difficult terrain.

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

Blue Bolt
Elementalist Attack 7
A neon blue bolt of lightning crashes into your foe, leaving him stumbling for balance.
Encounter ✦ Lightning, Implement, Mars, Jupiter
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Dexterity modifier lightning damage.
Mars Attunement: Deal 1d4 + Charisma modifier fire damage if you miss.
Jupiter Attunement: Increase die size to d10. You can choose not to target a creature in the origin square of the burst.
Mercury Attunement: You may choose to deal an additional 1d6 + Wisdom modifier cold damage instead of knocking the targets prone.
Special: You may choose to grant each target a -2 penalty to attack rolls until the end of its next turn even if you miss. If you do, you are knocked prone.

Level 9 Daily Spells

Lightning Barrage
Elementalist Attack 9
A neon blue bolt of lightning crashes into your foe, leaving him stumbling for balance.
Daily ✦ Lightning, Implement, Mars, Jupiter
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Dexterity modifier lightning damage.
Mars Attunement: Deal 1d4 + Charisma modifier fire damage if you miss.
Jupiter Attunement: Increase die size to d10. You can choose not to target a creature in the origin square of the burst.
Mercury Attunement: You may choose to deal an additional 1d6 + Wisdom modifier cold damage instead of knocking the targets prone.
Special: You may choose to grant each target a -2 penalty to attack rolls until the end of its next turn even if you miss. If you do, you are knocked prone.

Level 10 Utility Spells

At-Will

Encounter

Daily

Level 13 Encounter Spells

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 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