User:Armond/Sandbox/Elementalist/Powers
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< User:Armond | Sandbox | Elementalist
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
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: Deal 1 additional damage per die. Full Mercury Attunement: The target is slowed until the end of his next turn. Pure Mercury Attunement: If this attack is a critical hit, deal cold damage equal to your Wisdom modifier to your target or a creature adjacent to your target. Level 21: 2d6 + Wisdom modifier cold damage. |
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, push it 1 square. | |
Venus Attunement: Increase die size to d8. Slide the target instead of pushing it. Full Venus Attunement: You may choose to weaken the target until the end of its next turn instead of sliding it. Level 21: 2d6 + Constitution modifier earth damage. | |
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 blast 2 within 10 squares |
Target: Each creature in blast | |
Attack: Intelligence vs. Reflex | |
Hit: 1d4 + Charisma modifier fire damage. | |
Mars Attunement: Increase die size to d6. Magma Attunement: The target takes earth damage equal to your Constitution modifier if he moves before the end of his next turn. Lightning Attunement: All creatures in blast take lightning damage equal to your Dexterity modifier. Pure Mars Attunement: Increase area to blast 3. Level 21: 2d4 + 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: 1d4 + Dexterity modifier wind damage, and the target is slowed until the end of its next turn. | |
Jupiter Attunement: Increase die size to d6. Full Jupiter Attunement: If you hit both targets, you may slide them one square in opposite directions. Level 21: 2d4 + Dexterity modifier wind damage. |
Froth Swirl Elementalist Attack 1
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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 1d6 + Charisma modifier lightning damage. Full 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 +2 bonus. If he fails, he is knocked prone. Pure 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. If the target was at full health, add your Intelligence modifier to the damage dealt. | |
Mars Attunement: Increase die size to d10. Pure Mars Attunement: On a critical hit, the target takes ongoing fire damage equal to your Charisma 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 in front of you | |
Attack: Intelligence 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. |
Level 1 Encounter Spells
Bursting Flood Elementalist Attack 1
| |
Like a burst bubble, water storms out from you, tugging at the knees of nearby foes. | |
Encounter ✦ Cold, Implement, Mercury | |
Standard Action | Close burst 2 |
Target: Each creature in burst | |
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: Each square in burst is considered difficult terrain for all other creatures until the end of your next turn. 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. |
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 d8. 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. |
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: 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 from each target you hit. 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. Fortitude | |
Hit: 1d4 + Constitution modifier earth damage, and you mark the target and pull it 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. |
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: 2d4 + Wisdom modifier cold damage, and the target is knocked prone. Make a secondary attack. Mercury Attunement: 2d8 + Wisdom modifier cold damage, and the target is knocked prone or immobilized until the end of your next turn (your choice). Make a secondary attack. | |
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: 1d6 + Wisdom modifier cold damage. Venus Attunement: 1d6 + Wisdom + Constitution modifier cold damage, and the target is slowed until the end of your next turn. |
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. |
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: 2d4 + Wisdom modifier wind damage. | |
Mars Attunement: If you hit, foes adjacent to your target take 1d6 fire damage. Jupiter Attunement: Increase die size to d8 and push the target 3 squares if you hit. Mercury Attunement: If you hit, slide the target one square. |
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 Wave Elementalist Attack 1
| |
Bursts of fire explode outwards from your palms, scorching foes in front of you. | |
Daily ✦ Fire, Implement, Mars | |
Standard Action | Close blast 3 |
Target: Each creatures in blast | |
Attack: Intelligence vs. Reflex | |
Hit: 3d8 + Charisma modifier fire damage, and ongoing 3 fire damage (save ends). | |
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
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. |