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

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m (Level 1 Encounter Spells: Bursting Flood is going to stop existing, promise!)
m (Level 1 Encounter Spells: Rebalanced old spells, introduced Flame Waves. Need a water power and to rename Wind Waves.)
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=== Level 1 Encounter Spells ===
 
=== Level 1 Encounter Spells ===
 
{{4e Power
 
|name=Bursting Flood
 
|usage=Encounter
 
|flavor=Like a burst bubble, water storms out from you, tugging at the knees of nearby foes.
 
|class=Elementalist
 
|type=Attack
 
|level=1
 
|keywords=Cold, Implement, Mercury
 
|actiontype=Standard Action
 
|range=Close
 
|rangemod=burst 2
 
|target=Each creature in burst
 
|attack=Intelligence
 
|defense=Fortitude
 
|hit=1d8 + Wisdom modifier cold damage, and the target cannot make opportunity attacks until the end of your next turn.
 
|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:''' You may immobilize the target until the end of its next turn if you hit.
 
}}
 
  
 
{{4e Power
 
{{4e Power
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|attack=Intelligence
 
|attack=Intelligence
 
|defense=Reflex
 
|defense=Reflex
|hit=1d8 + Constitution modifier earth damage, and you push the target one square.
+
|hit=2d6 + Constitution modifier earth damage, and you push the target one square. <br>'''Mercury Attunement:''' The target is also slowed until the end of your next turn.
|extra='''Venus Attunement:''' 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:''' The next creature to make a melee attack against you takes fire damage equal to your Charisma modifier.
 
}}
 
}}
  
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|defense=Reflex
 
|defense=Reflex
 
|hit=1d8 + Charisma modifier fire damage, and you push the target 1 square.
 
|hit=1d8 + 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:''' You gain concealment from each target you hit.<br>'''Jupiter Attunement:''' You may shift 2 squares after resolving the attack.
+
|extra='''Venus Attunement:''' You gain a +2 power bonus to all defenses until the end of your next turn.<br>'''Mars Attunement:''' You gain concealment until the end of your next turn.<br>'''Jupiter Attunement:''' You may shift 2 squares after resolving the attack.
 
}}
 
}}
  
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|target=One creature
 
|target=One creature
 
|attack=Intelligence
 
|attack=Intelligence
|defense=Fortitude
+
|defense=Reflex
 
|hit=1d8 + Constitution modifier earth damage, and you mark the target and pull it up to three squares.
 
|hit=1d8 + Constitution modifier earth damage, and you mark the target and pull it up to three squares.
 
|extra='''Venus Attunement:''' You gain resist 5 to the target's attacks until the end of your next turn even if you miss.<br>'''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.<br>'''Mercury Attunement:''' You knock the target prone after pulling it.
 
|extra='''Venus Attunement:''' You gain resist 5 to the target's attacks until the end of your next turn even if you miss.<br>'''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.<br>'''Mercury Attunement:''' You knock the target prone after pulling it.
 +
}}
 +
 +
{{4e Power
 +
|name=Flame Wave
 +
|usage=Encounter
 +
|flavor=Flames dart from your fingertips, scorching your foe and those caught in the way.
 +
|class=Elementalist
 +
|type=Attack
 +
|level=1
 +
|keywords=Fire, Implement, Mars
 +
|actiontype=Standard Action
 +
|range=Ranged
 +
|rangemod=20
 +
|target=One creature
 +
|attack=Intelligence
 +
|defense=Reflex
 +
|hit=2d8 + Charisma modifier fire damage.<br>'''Venus Attunement:''' 2d8 + Charisma modifier + Constitution modifier fire damage.
 +
|extra=Up to two creatures providing cover to the target take 1d4 + Charisma modifier fire damage and do not provide cover to the target for this attack.<br>'''Mars Attunement:''' The target takes a -2 penalty to Reflex until the end of your next turn.<br>'''Jupiter Attunement:''' The target takes fire damage equal to your Charisma modifier at the beginning of his next turn.
 
}}
 
}}
  
 
{{4e Power
 
{{4e Power
 
|name=Water Orb
 
|name=Water Orb
<!-- Based off the Sorcerer power Force Orb. -->
+
<!-- Based off the Wizard power Force Orb. -->
 
|usage=Encounter
 
|usage=Encounter
 
|flavor=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.
 
|flavor=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.
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|attack=Intelligence
 
|attack=Intelligence
 
|defense=Reflex
 
|defense=Reflex
|hit=2d8 + Wisdom modifier cold damage, and the target is knocked prone. Make a secondary attack.<br>'''Mercury Attunement:''' You may immobilize the target until the end of your next turn instead of knocking it prone.
+
|hit=3d6 + Wisdom modifier cold damage, and the target is knocked prone. Make a secondary attack.<br>'''Mercury Attunement:''' You may immobilize the target until the end of your next turn instead of knocking it prone.
 
|secondarytarget=Each foe adjacent to the primary target.<br>'''Jupiter Attunement:''' Each foe within two squares of the primary target.
 
|secondarytarget=Each foe adjacent to the primary target.<br>'''Jupiter Attunement:''' Each foe within two squares of the primary target.
 
|secondaryattack=Intelligence
 
|secondaryattack=Intelligence
 
|secondarydefense=Fortitude
 
|secondarydefense=Fortitude
|secondaryhit=1d6 + Wisdom modifier cold damage.<br>'''Venus Attunement:''' 1d6 + Wisdom + Constitution modifier cold damage, and the target is slowed until the end of your next turn.
+
|secondaryhit=1d8 + Wisdom modifier cold damage.<br>'''Venus Attunement:''' 1d8 + Wisdom modifier + Constitution modifier cold damage, and the target is slowed until the end of your next turn.
 
}}
 
}}
  
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{{4e Power
 
{{4e Power
 
|name=Wind Sword
 
|name=Wind Sword
 +
<!-- Based off the Sorcerer power Explosive Pyre. -->
 
|usage=Encounter
 
|usage=Encounter
 
|flavor=Winds 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.
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|attack=Intelligence
 
|attack=Intelligence
 
|defense=Fortitude
 
|defense=Fortitude
|hit=2d8 + Wisdom modifier wind damage.
+
|hit=2d8 + Dexterity modifier wind damage.<br>'''Mars Attunement:''' Foes adjacent to your target take 1d6 fire damage.<br>'''Jupiter Attunement:''' 3d8 + Dexterity modifier wind damage, and you knock the target prone.
|extra='''Mars Attunement:''' If you hit, foes adjacent to your target take 1d6 fire damage.<br>'''Jupiter Attunement:''' Push the target 3 squares if you hit.<br>'''Mercury Attunement:''' If you hit, slide the target one square.
+
|extra='''Mercury Attunement:''' The target and all adjacent foes take a -1 penalty to attack rolls until the end of your next turn.
 
}}
 
}}
  

Revision as of 23:07, 11 April 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 wave of pressurized water streaks over and through intervening enemies on its way to your target.
At-Will ✦ Cold, Implement, Mercury
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Wisdom modifier cold damage, and the target is slowed until the end of your next turn.
Mercury Attunement: Up to two enemies providing cover to target for this attack take cold damage equal to your Wisdom modifier and do not provide cover to the target for this attack.
Level 21: 2d8 + Wisdom modifier cold damage.
Special: This power counts as a ranged basic attack.

Blue Flames
Elementalist Attack 1
With a gesture, you send two orbs of blue flames careening into your foes.
At-Will ✦ Fire, Implement, Mars
Standard Action Ranged 10
Target: One or two creatures
Attack: Intelligence vs. Reflex, two attacks
Hit: 1d8 fire damage.
Mars Attunement: Add your Charisma modifier to the damage dealt.
Level 21: 2d8 fire damage.

Flare
Elementalist Attack 1
A wave of your hand momentarily transforms a section of atmosphere into a patch of fire.
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.
Mars Attunement: The burst creates a zone of residual flame that lasts until the end of your next turn. Enemies that end their turn in the zone take fire damage equal to your Charisma modifier.
Level 21: 2d6 + 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: 1d6 wind damage, and the target is slowed until the end of your next turn.
Jupiter Attunement: If you hit both targets, add your Dexterity modifier to the damage dealt, and you may slide them one square in opposite directions.
Level 21: 2d6 wind damage.

Gust
Elementalist Attack 1
A quick burst of air forces a foe back.
At-Will ✦ Wind, Implement, Jupiter
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Dexterity modifier wind damage, and you slide the target one square.
Mars Attunement: You may deal fire damage equal to your dexterity modifier to an enemy within 10 squares of the target instead of sliding the target.
Jupiter Attunement: You may slide the target an additional square. He cannot end in the same square he started in.
Mercury Attunement: You may cause the target to be slowed until the end of your next turn instead of sliding it.
Level 21: 2d10 + Dexterity modifier wind damage.
Special: This power counts as a ranged basic attack.

Stalagmite
Elementalist Attack 1
You summon a stalagmite that falls on your foe and shatters, sending shrapnel flying.
At-Will ✦ Earth, Implement, Venus
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Constitution modifier earth damage.
Venus Attunement: Enemies adjacent to the target take earth damage equal to your Contitution modifier.
Level 21: 2d8 + Constitution modifier earth damage.

Stone Strike
Elementalist Attack 1
You imbue your weapon with the power of stone and lash out at your foe.
At-Will ✦ Earth, Implement, Venus
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Armor Class
Hit: 1[W] + Constitution modifier damage, and you slide the target 1 square.
Venus Attunement: You may mark the target until the end of your next turn instead of sliding it.
Level 21: 2d8 + Constitution modifier earth damage.
Special: This power counts as a melee basic attack.

Water Spout
Elementalist Attack 1
Jets of water blast from your staff, palm, or fingertips and slam into your foes.
At-Will ✦ Cold, Implement, Mercury
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Wisdom modifier cold damage.
Mercury Attunement: You gain temporary hit points equal to your Wisdom modifier + one-half your level.
Level 21: 2d6 + Wisdom modifier cold damage.

Level 1 Encounter Spells

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: 2d6 + Constitution modifier earth damage, and you push the target one square.
Mercury Attunement: The target is also slowed until the end of your next turn.
Venus Attunement: You gain a +2 power bonus to all defenses until the end of your next turn.
Mars Attunement: The next creature to make a melee attack against you takes fire damage equal to your Charisma modifier.

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: 1d8 + 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: You gain concealment until the end of your next turn.
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. Reflex
Hit: 1d8 + Constitution modifier earth damage, and you mark the target and pull it up to three squares.
Venus Attunement: 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.

Flame Wave
Elementalist Attack 1
Flames dart from your fingertips, scorching your foe and those caught in the way.
Encounter ✦ Fire, Implement, Mars
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Charisma modifier fire damage.
Venus Attunement: 2d8 + Charisma modifier + Constitution modifier fire damage.
Up to two creatures providing cover to the target take 1d4 + Charisma modifier fire damage and do not provide cover to the target for this attack.
Mars Attunement: The target takes a -2 penalty to Reflex until the end of your next turn.
Jupiter Attunement: The target takes fire damage equal to your Charisma modifier at the beginning of his next turn.

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: 3d6 + Wisdom modifier cold damage, and the target is knocked prone. Make a secondary attack.
Mercury Attunement: You may immobilize the target until the end of your next turn instead of knocking it prone.
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: 1d8 + Wisdom modifier cold damage.
Venus Attunement: 1d8 + Wisdom modifier + Constitution modifier cold damage, and the target is slowed until the end of your next turn.

Wind Waves
Elementalist Attack 1
A focused blast of wind forces your foes back.
Encounter ✦ Wind, Implement, Jupiter
Standard Action Close burst 3
Target: One, two, or three creatures in burst
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Dexterity modifier wind damage, and you slide the target a number of squares equal to your Dexterity modifier. If you target only one creature, increase damage dealt to 2d10 + Dexterity modifier.
Mars Attunement: Instead of sliding the target, you may deal an additional 1d6 + Charisma modifier fire damage. If you target only one creature, increase this damage to 2d6 + Charisma modifier.
Jupiter Attunement: You may knock each target prone if you hit.
Mercury Attunement: Instead of sliding the targets, you may choose to gain concealment and a +2 bonus to all defenses until the end of your next turn.

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: 2d8 + Dexterity modifier wind damage.
Mars Attunement: Foes adjacent to your target take 1d6 fire damage.
Jupiter Attunement: 3d8 + Dexterity modifier wind damage, and you knock the target prone.
Mercury Attunement: The target and all adjacent foes take a -1 penalty to attack rolls until the end of your next turn.

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

Ignite Appendage
Elementalist Attack 3
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: 2d8 + 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 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.

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