Difference between revisions of "User:Armond/Sandbox/Elementalist/Powers"
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< User:Armond | Sandbox | Elementalist
m (→Elementalist Spells: Changing Unsteady Earth to daily, added some encounters) |
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|hit=1d6 + Constitution modifier earth damage. If the target was prone, it is dazed until the end of its next turn. | |hit=1d6 + Constitution modifier earth damage. If the target was prone, it is dazed until the end of its next turn. | ||
|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='''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. | ||
− | |||
}} | }} | ||
{{4e Power | {{4e Power | ||
− | |name= | + | |name=Aqua Jet |
|usage=At-Will | |usage=At-Will | ||
− | |flavor=A | + | |flavor=A burst of water slams into your foe, momentarily disorienting him. |
|class=Elementalist | |class=Elementalist | ||
|type=Attack | |type=Attack | ||
Line 39: | Line 38: | ||
|defense=Reflex | |defense=Reflex | ||
|hit=1d6 + Wisdom modifier cold damage. | |hit=1d6 + Wisdom modifier cold 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, the target | + | |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. |
− | |||
}} | }} | ||
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|actiontype=Standard Action | |actiontype=Standard Action | ||
|range=Area | |range=Area | ||
− | |rangemod= | + | |rangemod=blast 2 within 10 squares |
|target=Each creature in burst | |target=Each creature in burst | ||
|attack=Intelligence | |attack=Intelligence | ||
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|hit=1d6 + Wisdom modifier cold damage, and the target takes a -2 penalty to his next attack roll. | |hit=1d6 + Wisdom modifier cold damage, and the target takes a -2 penalty to his next attack roll. | ||
|extra='''Mercury Attunement:''' Increase die size to d8.<br>'''Life Attunement:''' Half of the total damage dealt is acid damage.<br>'''Ice Attunement:''' You push the target one square.<br>''Level 21:'' 2d6 + Wisdom modifier cold damage, and the target takes a -4 penalty to his next attack roll. | |extra='''Mercury Attunement:''' Increase die size to d8.<br>'''Life Attunement:''' Half of the total damage dealt is acid damage.<br>'''Ice Attunement:''' You push the target one square.<br>''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. | ||
}} | }} | ||
Revision as of 07:56, 8 March 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: 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. |
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. |
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 + 2 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. |
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
Blue Bolt Elementalist Attack 1
| |
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. |
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 d10. 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. |
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. |
Seeping Chill Elementalist Attack 1
| |
The air around you freezes, trapping foes near you. | |
Encounter ✦ Cold, Implement, Mercury | |
Standard Action | Close burst 2 |
Target: One creature | |
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: Gain resistance to all damage until the beginning of your next turn equal to your Constitution modifier. 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. |
Vapor Sword Elementalist Attack 1
| |
The mists 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 cold damage. | |
Venus Attunement: Knock the target prone if you hit. Jupiter Attunement: If you hit, slide the target one square. Mercury Attunement: Increase die size to d8 and push the target 3 squares if you hit. |
Wave 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 to each target you hit. Jupiter Attunement: You may shift 2 squares after resolving the attack. |
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. |
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 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. |
Level 2 Utility Spells
At-Will
Encounter
Daily
Level 3 Encounter Spells
Blue Bolt Elementalist Attack 3
| |
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 5 Daily Spells
Level 6 Utility Spells
At-Will
Encounter
Daily
Level 7 Encounter Spells
Lightning Barrage 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. |