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 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 his next turn. | |
Mercury Attunement: Any enemy providing cover to target for this attack takes cold damage equal to your Wisdom modifier and does 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. |
Ash Blast Elementalist Attack 1
| |
Dust, ash, pebbles, and the like explode from your palm onto your foe. | |
At-Will ✦ Earth, Implement, Venus | |
Standard Action | Melee touch |
Target: One creature | |
Attack: Intelligence vs. Reflex | |
Hit: 1d8 + Constitution modifier earth 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. |
Flare Elementalist Attack 1
| |
With a wide sweep of your hand, the atmosphere in front of you ignites, scorching foes within. | |
At-Will ✦ Fire, Implement, Mars | |
Standard Action | Close blast 3 |
Target: Each creature in blast | |
Attack: Intelligence vs. Reflex | |
Hit: 1d4 + Charisma modifier fire damage. | |
Mars Attunement: Before or after the attack, you may shift 1 square. Magma Attunement: The target takes earth damage equal to your Constitution modifier if he moves before the end of your next turn. Lightning Attunement: All creatures in the area take lightning damage equal to your Dexterity modifier. Pure Mars Attunement: Increase area to blast 4. Level 21 and Full Mars Attunement: 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: 1d6 + Dexterity modifier wind damage, and the target is slowed until the end of its next turn. | |
Jupiter Attunement: If you hit both targets, you may slide them one square in opposite directions. Level 21: 2d6 + Dexterity modifier wind damage. |
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. | |
Effect: The target's space becomes a zone of froth and bubbles until the end of your next turn. The zone is considered difficult terrain for all enemies, and any enemy that starts its turn in the zone takes earth damage equal to your Wisdom modifier. | |
Mercury Attunement: You may choose for any creature that starts its turn in the zone to be weakened until the end of your next turn. If you do, the zone is not considered difficult terrain. Level 21: 2d6 + Wisdom modifier cold damage. |
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: Make a secondary attack against the initial target. If you hit, the target is knocked prone the next time he moves before the end of your next turn. 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: 1d6 + Constitution modifier earth damage. | |
Venus Attunement: Level 21: 2d6 + 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 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
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. |