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Changes
m
Adding Elemental Augmentation, but oh so temporary!
|date_adopted=
|status=lol.
|editing=Due to campaign-specific everything, major editsplease discuss<br>by request only major edits (minor cleanup always welcome).
|img=
}}
|skills=Arcana, Bluff, Dungeoneering, Endurance, Heal, Insight, Intimidate, Nature, Perception.
|builds=Venus Elementalist, Mars Elementalist, Jupiter Elementalist, Mercury Elementalist.
|features=Elemental Attunement, Elemental Augmentation
}}
|range=Ranged
|rangemod=10
|target=One The triggering creature
|actiontype=Immediate Interrupt
|trigger=A creature within range makes an attack.
| Mercury, Pure Mercury, and Absolute Mercury Attunements
|}
==== Elemental Augmentation ====
Since the Cataclysm, the very nature of elemental power has been unstable, chaotic, and malleable. An elementalist can augment his spells by drawing deeper upon the powers of the elements - at risk to himself.
The elementalist can augment any of his spells according to his Attunements. If he knows multiple augmentations, he may apply only one to any particular spell.
'''Venus Augmentation:''' You may choose that any spell that deals fire or cold damage to deal half of that damage as earth damage instead.
=== Elementalist Powers ===