Difference between revisions of "User:Armond/Sandbox/Elementalist/Powers"
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< User:Armond | Sandbox | Elementalist
m (→Level 1 At-Will Spells: Earth and Wind are apparently damage types now... which I guess is better than an at-will three square slide.) |
m (→Level 1 At-Will Spells) |
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|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
− | |keywords=Implement, Venus | + | |keywords=Earth, Implement, Venus |
− | |actiontype= | + | |actiontype=Standard Action |
|range=Ranged | |range=Ranged | ||
|rangemod=10 | |rangemod=10 | ||
Line 20: | Line 20: | ||
|defense=Reflex | |defense=Reflex | ||
|hit=1d8 + Constitution modifier earth damage. If the target was prone, it is dazed until the end of its next turn. | |hit=1d8 + Constitution modifier earth damage. If the target was prone, it is dazed until the end of its next turn. | ||
− | |extra='''Venus Attunement:''' On a critical hit, you stun the target until the | + | |miss=Half damage, and no additional effects. |
+ | |extra='''Venus Attunement:''' On a critical hit, you stun the target until the end of its next turn.<br>'''Mars Attunement:''' The target takes Fire damage equal to your Charisma modifier.<br>'''Mercury Attunement:''' The target is slowed until the end of its next turn.<br>''Level 21:'' 2d8 + 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. | |special=This power counts as a ranged basic attack and can be a critical hit on rolls of 19 or 20. | ||
+ | }} | ||
+ | |||
+ | {{4e Power | ||
+ | |name=Deathchill | ||
+ | |usage=At-Will | ||
+ | |flavor=A blue-green ray springs from your fingertips to strike your foe, chilling him to the core. | ||
+ | |class=Elementalist | ||
+ | |type=Attack | ||
+ | |level=1 | ||
+ | |keywords=Cold, Implement, Mercury | ||
+ | |actiontype=Standard Action | ||
+ | |range=Ranged | ||
+ | |rangemod=10 | ||
+ | |target=One creature | ||
+ | |attack=Intelligence | ||
+ | |defense=Reflex | ||
+ | |hit=1d8 + Wisdom modifier cold damage. | ||
+ | |miss=Half damage, and no additional effects. | ||
+ | |extra='''Mercury Attunement:''' +2 damage per die.<br>'''Pure Mercury Attunement:''' The target is slowed until the end of his next turn.<br>''Level 21:'' 2d8 + Wisdom modifier cold damage.<br>'''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. | ||
}} | }} | ||
Line 39: | Line 60: | ||
|defense=Reflex | |defense=Reflex | ||
|hit=1d6 + Charisma modifier fire damage. | |hit=1d6 + Charisma modifier fire damage. | ||
− | |extra='''Mars Attunement:''' Increase die size to d8.<br>'''Lightning, Magma, or | + | |miss=Half damage. |
+ | |extra='''Mars Attunement:''' Increase die size to d8.<br>'''Lightning, Magma, or Pure Mars Attunement:''' +2 damage per die rolled. This additional damage is not cumulative.<br>''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). If you do, you take a -2 penalty to this power's attack roll. | |special=You may choose to instead deal 1d10-2 damage per die rolled (1d12-2 with Mars Attunement). If you do, you take a -2 penalty to this power's attack roll. | ||
}} | }} | ||
{{4e Power | {{4e Power | ||
− | |name=Froth | + | |name=Froth Swirl |
|usage=At-Will | |usage=At-Will | ||
|flavor=You encase your target in a mad swirl of bubbles and deny him his rubber ducky. | |flavor=You encase your target in a mad swirl of bubbles and deny him his rubber ducky. | ||
Line 57: | Line 79: | ||
|attack=Intelligence | |attack=Intelligence | ||
|defense=Fortitude | |defense=Fortitude | ||
− | |hit= | + | |hit=1d6 + Wisdom modifier damage, and the target takes a -2 penalty to his next attack roll. |
− | |extra='''Mercury Attunement:''' The target is also slowed until the end of your next turn.<br>''Level 21:'' | + | |miss=Half damage, and no additional effects. |
+ | |extra='''Mercury Attunement:''' The target is also slowed until the end of your next turn.<br>''Level 21:'' 2d6 + Wisdom modifier damage.<br>'''Absolute Mercury Attunement:''' 2d8 + Wisdom modifier damage, and the target takes a -4 penalty to his next attack roll. | ||
|special=This power counts as a ranged basic attack. | |special=This power counts as a ranged basic attack. | ||
}} | }} | ||
Line 69: | Line 92: | ||
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
− | |keywords=Implement, Jupiter | + | |keywords=Wind, Implement, Jupiter |
|actiontype=Standard Action | |actiontype=Standard Action | ||
|range=Ranged | |range=Ranged | ||
Line 77: | Line 100: | ||
|defense=Fortitude | |defense=Fortitude | ||
|hit=1d8 + Dexterity modifier wind damage, and you slide the target one square. | |hit=1d8 + Dexterity modifier wind damage, and you slide the target one square. | ||
+ | |miss=Half damage, and no additional effects. | ||
|extra='''Jupiter Attunement:''' You slide the target an additional square.<br>''Level 21:'' 2d8 + Dexterity modifier wind damage. | |extra='''Jupiter Attunement:''' You slide the target an additional square.<br>''Level 21:'' 2d8 + Dexterity modifier wind damage. | ||
}} | }} | ||
{{4e Power | {{4e Power | ||
− | |name= | + | |name=Lesser Fireball |
|usage=At-Will | |usage=At-Will | ||
|flavor=By focusing the lines of power around your foe, you cause him to burst into flame. | |flavor=By focusing the lines of power around your foe, you cause him to burst into flame. | ||
Line 95: | Line 119: | ||
|defense=Reflex | |defense=Reflex | ||
|hit=1d8 + Charisma modifier Fire damage. | |hit=1d8 + Charisma modifier Fire damage. | ||
− | |extra='''Mars Attunement:''' Increase die size to | + | |miss=Half damage, and no additional effects. |
+ | |extra='''Mars Attunement:''' Increase die size to d12.<br>'''Magma Attunement:''' The target takes earth damage equal to your Constitution modifier if he moves before the end of his next turn.<br>'''Lightning Attunement:''' If you hit, one adjacent target takes lightning damage equal to your Dexterity modifier.<br>''Level 21:'' 2d8 + Charisma modifier Fire damage. | ||
+ | |special=This power counts as a ranged basic attack. | ||
+ | }} | ||
+ | |||
+ | {{4e Power | ||
+ | |name=Stone Daggers | ||
+ | |usage=At-Will | ||
+ | |flavor=Two pointed stones fly from your outstretched hand and embed themselves in your targets. | ||
+ | |class=Elementalist | ||
+ | |type=Attack | ||
+ | |level=1 | ||
+ | |keywords=Earth, Implement, Venus | ||
+ | |actiontype=Standard Action | ||
+ | |range=Ranged | ||
+ | |rangemod=10 | ||
+ | |target=One or two creatures within five squares of each other | ||
+ | |attack=Intelligence + 2<br>Increase bonus to +4 at 21st level. | ||
+ | |defense=AC | ||
+ | |hit=1d6 + Constitution modifier earth damage. | ||
+ | |miss=Half damage. | ||
+ | |extra='''Venus Attunement:''' Increase die size to d10.<br>'''Mars Attunement:''' The targets take additional fire damage equal to the earth damage dealt on a critical hit.<br>'''Mercury Attunement:''' Damage dealt is two of earth, acid, and poison. Deal an additional 1 damage per die.<br>''Level 21:'' 2d6 + Constitution modifier earth damage. | ||
|special=This power counts as a ranged basic attack. | |special=This power counts as a ranged basic attack. | ||
}} | }} | ||
Line 113: | Line 158: | ||
|attack=Intelligence | |attack=Intelligence | ||
|defense=Fortitude | |defense=Fortitude | ||
− | |hit=1d6 + Dexterity modifier Thunder damage, and the target | + | |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>''Level 21:'' 2d6 + Dexterity modifier Thunder damage. | + | |miss=Half damage, and no additional effects. |
+ | |extra='''Jupiter Attunement:''' Increase die size to d8.<br>'''Lightning Attunement:''' The target takes fire damage equal to one-half your Charisma modifier the next time it moves instead of taking a penalty to its defenses.<br>'''Ice Attunement:''' 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 09:52, 19 February 2011
Contents
- 1 Elementalist Spells
- 1.1 Level 1 At-Will Spells
- 1.2 Level 1 Encounter Spells
- 1.3 Level 1 Daily Spells
- 1.4 Level 2 Utility Spells
- 1.5 Level 3 Encounter Spells
- 1.6 Level 5 Daily Spells
- 1.7 Level 6 Utility Spells
- 1.8 Level 7 Encounter Spells
- 1.9 Level 9 Daily Spells
- 1.10 Level 10 Utility Spells
- 1.11 Level 13 Encounter Spells
- 1.12 Level 15 Daily Spells
- 1.13 Level 16 Utility Spells
- 1.14 Level 17 Encounter Spells
- 1.15 Level 19 Daily Spells
- 1.16 Level 22 Utility Spells
- 1.17 Level 23 Encounter Spells
- 1.18 Level 25 Daily Spells
- 1.19 Level 27 Encounter Spells
- 1.20 Level 29 Daily Spells
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: 1d8 + Constitution modifier earth damage. If the target was prone, it is dazed until the end of its next turn. | |
Miss: Half damage, and no additional effects. | |
Venus Attunement: On a critical hit, you stun the target until the end of its next turn. Mars Attunement: The target takes Fire damage equal to your Charisma modifier. Mercury Attunement: The target is slowed until the end of its next turn. Level 21: 2d8 + 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: 1d8 + Wisdom modifier cold damage. | |
Miss: Half damage, and no additional effects. | |
Mercury Attunement: +2 damage per die. Pure Mercury Attunement: The target is slowed until the end of his next turn. Level 21: 2d8 + 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. Lightning, Magma, or Pure Mars Attunement: +2 damage per die rolled. This additional damage is not cumulative. 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). If you do, you take a -2 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 damage, and the target takes a -2 penalty to his next attack roll. | |
Miss: Half damage, and no additional effects. | |
Mercury Attunement: The target is also slowed until the end of your next turn. Level 21: 2d6 + Wisdom modifier damage. Absolute Mercury Attunement: 2d8 + Wisdom modifier 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. | |
Miss: Half damage, and no additional effects. | |
Jupiter Attunement: You slide the target an additional square. Level 21: 2d8 + Dexterity modifier wind damage. |
Lesser Fireball Elementalist Attack 1
| |
By focusing the lines of power around your foe, you cause him to burst into flame. | |
At-Will ✦ Fire, Implement, Mars | |
Standard Action | Ranged 10 |
Target: One creature | |
Attack: Intelligence vs. Reflex | |
Hit: 1d8 + Charisma modifier Fire damage. | |
Miss: Half damage, and no additional effects. | |
Mars Attunement: Increase die size to d12. Magma Attunement: The target takes earth damage equal to your Constitution modifier if he moves before the end of his next turn. Lightning Attunement: If you hit, one adjacent target takes lightning damage equal to your Dexterity 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 within five squares of each other | |
Attack: Intelligence + 2 Increase bonus to +4 at 21st level. vs. Armor Class | |
Hit: 1d6 + Constitution modifier earth damage. | |
Miss: Half damage. | |
Venus Attunement: Increase die size to d10. Mars Attunement: The targets take additional fire damage equal to the earth damage dealt on a critical hit. Mercury Attunement: Damage dealt is two of earth, acid, and poison. Deal an additional 1 damage per die. Level 21: 2d6 + Constitution modifier earth damage. | |
Special: This power counts as a ranged basic attack. |
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. | |
Miss: Half damage, and no additional effects. | |
Jupiter Attunement: Increase die size to d8. Lightning Attunement: The target takes fire damage equal to one-half your Charisma modifier the next time it moves instead of taking a penalty to its defenses. Ice Attunement: 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. |