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User:Armond/Sandbox/Elementalist/Powers

< User:Armond‎ | Sandbox‎ | Elementalist
Revision as of 00:01, 22 February 2011 by Armond (talk | contribs) (Level 1 At-Will Spells: Nerfs; I like Thunderclap the best, followed by Lesser Fireball.)

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.
Miss: Half damage, and no additional effects.
Venus Attunement: Increase die size to d8.
Mars Attunement: The target takes Fire damage equal to your Charisma modifier even if you miss.
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.
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: 1d6 + 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: 2d6 + 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.
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.
Miss: Half damage, and no additional effects.
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.
Miss: Half damage, and no additional effects.
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.
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.
Miss: Half Charisma modifier fire damage, and no additional effects.
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
Increase bonus to +4 at 21st level
Hit: 1d4 + Constitution modifier earth damage. If you chose to attack one target, 2d4 + Constitution modifier earth damage.
Venus Attunement: Increase die size to d6.
Mars Attunement: On a critical hit, instead of dealing maximum damage, deal additional fire damage equal to your Charisma modifier to both targets. If you only attacked one target, deal additional fire damage equal to twice your Charisma modifier.
Mercury 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 (4d4 + Constitution modifier earth damage against one target).
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: 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

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