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

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{{4e Power
 
{{4e Power
|name=Flame Wave
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|name=Flame Waves
 
<!-- Based on the Sorcerer power Lightning Breath -->
 
<!-- Based on the Sorcerer power Lightning Breath -->
 
|usage=Daily
 
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|actiontype=Standard Action
 
|actiontype=Standard Action
 
|range=Close
 
|range=Close
|rangemod=blast 3
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|rangemod=burst 3
|target=Each creatures in blast
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|target=One, two, or three creatures or squares in burst, plus all creatures in a line between you and the selected targets
 
|attack=Intelligence
 
|attack=Intelligence
 
|defense=Reflex
 
|defense=Reflex
|hit=3d8 + Charisma modifier fire damage, and ongoing 3 fire damage (save ends).
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|hit=2d6 + Charisma modifier fire damage.
 
|miss=Half damage.
 
|miss=Half damage.
 
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Revision as of 03:52, 17 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: Deal 1 additional damage per die.
Full Mercury Attunement: The target is slowed until the end of his next turn.
Pure Mercury Attunement: If this attack is a critical hit, deal cold damage equal to your Wisdom modifier to your target or a creature adjacent to your target.
Level 21: 2d6 + Wisdom modifier cold damage.

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. Slide the target instead of pushing it.
Full Venus Attunement: You may choose to weaken the target until the end of its next turn instead of sliding it.
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 blast
Attack: Intelligence vs. Reflex
Hit: 1d4 + Charisma modifier fire damage.
Mars Attunement: Increase die size to d6.
Magma Attunement: The target takes earth damage equal to your Constitution modifier if he moves before the end of his next turn.
Lightning Attunement: All creatures in blast take lightning damage equal to your Dexterity modifier.
Pure Mars Attunement: Increase area to blast 3.
Level 21: 2d4 + Charisma modifier fire damage.

Flurry of Wind
Elementalist Attack 1
Winds coalesce in an area and burst out, disorienting foes.
At-Will ✦ Wind, Implement, Jupiter
Standard Action Ranged 10
Target: One or two adjacent creatures
Attack: Intelligence vs. Fortitude, two attacks
Hit: 1d4 + Dexterity modifier wind damage, and the target is slowed until the end of its next turn.
Jupiter Attunement: Increase die size to d6.
Full Jupiter Attunement: If you hit both targets, you may slide them one square in opposite directions.
Level 21: 2d4 + Dexterity modifier wind damage.

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 1d6 + Charisma modifier lightning damage.
Full 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 +2 bonus. If he fails, he is knocked prone.
Pure 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. If the target was at full health, add your Intelligence modifier to the damage dealt.
Mars Attunement: Increase die size to d10.
Pure Mars Attunement: On a critical hit, the target takes ongoing fire damage equal to your Charisma modifier.
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 mark the target and pull it 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.

Water Orb
Elementalist Attack 1
A globe of water slams into your foe with enough force to stagger him. Water flies everywhere, and the area is chilled enough to harm your other foes.
Encounter ✦ Cold, Implement, Mercury
Standard Action Ranged 10
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + Wisdom modifier cold damage, and the target is knocked prone. Make a secondary attack.
Mercury Attunement: 2d8 + Wisdom modifier cold damage, and the target is knocked prone or immobilized until the end of your next turn (your choice). Make a secondary attack.
Secondary Target: Each foe adjacent to the primary target.
Jupiter Attunement: Each foe within two squares of the primary target.
Secondary Attack: Intelligence vs. Fortitude
Hit: 1d6 + Wisdom modifier cold damage.
Venus Attunement: 1d6 + Wisdom + Constitution modifier cold damage, and the target is slowed until the end of your next turn.

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 ✦ Wind, Implement, Jupiter
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d4 + Wisdom modifier wind damage.
Mars Attunement: If you hit, foes adjacent to your target take 1d6 fire damage.
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

Blinding Flash
Elementalist Attack 1
You summon a burst of light in front of your foe's eyes, burning them enough that it will take some time for him to recover.
Daily ✦ Radiant, Implement, Jupiter
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Dexterity modifier radiant damage, and the target is blinded (save ends).
Miss: Half damage, and the target is blinded until the end of its next turn.
Jupiter Attunement: Increase die size to d8. If the target succeeds his first save against this effect, he is blinded until the end of his next turn.

Binding Earth
Elementalist Attack 1
Earth and stone grasp at your foes' legs, encasing them and preventing them from moving.
Daily ✦ Earth, Implement, Venus
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d4 + Constitution modifier earth damage, and the target is immobilized until the end of its next turn.
Miss: Half damage, and the target is slowed until the end of its next turn.
Effect: The burst creates a zone of twisted, writhing stone and earth. The zone is considered difficult terrain for enemies.
Venus Attunement: Increase die size to d6.
Sustain minor: The zone persists, and you deal earth damage to one prone foe in the zone equal to your Constitution modifier.

Flame Waves
Elementalist Attack 1
Bursts of fire explode outwards from your palms, scorching foes in front of you.
Daily ✦ Fire, Implement, Mars
Standard Action Close burst 3
Target: One, two, or three creatures or squares in burst, plus all creatures in a line between you and the selected targets
Attack: Intelligence vs. Reflex
Hit: 2d6 + Charisma modifier fire damage.
Miss: Half damage.

Magnetic Grasp
Elementalist Attack 1
You impose yourself as a distraction to your foes, fortifying your skin with the strength of stone and metal as you do so.
Daily ✦ Earth, Implement, Venus
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Intelligence vs. Will
Hit: 2d6 + Constitution modifier earth damage, the target is marked until the end of your next turn, and you pull the target to the nearest empty square to you.
Miss: Half damage.
Effect: Until the end of your next turn, you gain resist 3 to all damage for each creature you mark and a +2 power bonus to all defenses.
Venus Attunement: Increase die size to d8, and the power bonus to your defenses equals 1 + your Constitution modifier.

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