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

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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)
Line 12: Line 12:
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|keywords=Implement, Venus
+
|keywords=Earth, Implement, Venus
|actiontype=Minor Action
+
|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 beginning of your 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.
+
|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 Absolute Mars Attunement:''' +2 damage per die rolled. This additional damage is not cumulative.<br>''Level 21:'' 2d6 + Charisma modifier fire damage.
+
|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 Sphere
+
|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=1d8 + Wisdom modifier damage, and the target takes a -2 penalty to his next attack roll.
+
|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:'' 2d8 + Wisdom modifier damage.<br>'''Absolute Mercury Attunement:''' 2d10 + Wisdom modifier damage, and the target takes a -4 penalty to his next attack roll.
+
|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=Immolate
+
|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 d10.<br>''Level 21:'' 2d8 + Charisma modifier Fire damage.
+
|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.
 
}}
 
}}
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|attack=Intelligence
 
|attack=Intelligence
 
|defense=Fortitude
 
|defense=Fortitude
|hit=1d6 + Dexterity modifier Thunder damage, and the target grants combat advantage to the next creature to attack it.
+
|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

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.

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