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ELEMENTALISM MANA Mana is a measure of a character’s internal connection to one of the five primal elements. Mana is required to cast elemental spells and required to activate mana feats. Each level of mana grants 4 points of one type of mana (black, blue, green, red, white). A character must have access to an element, whether through the elemental heritage trait, the second source feat or purchasing mana levels as a starting character, in order to purchase levels of any type of mana. A character without the second source feat may not have levels in more than one type of mana. A level of mana never grants more than one type of mana. Each mana level costs 3 CP. TRAITS This section introduces a new trait. The elemental heritage trait is a special trait in that it is more powerful than a regular trait. As such, it is recommended that if a character wishes to select an elemental heritage, they be allowed to chose only a background trait in addition to Elemental Heritage. ELEMENTAL HERITAGE Because of birthright, ritual or prophecy, you are intrinsically connected to one of the five primal elements. Because of your connection, you find yourself excelling in certain pursuits. And, should you choose, you can channel the elements to fuel you abilities or even cast powerful magics. Mechanics: you gain a +1 racial bonus to a saving throw of your choice. Once this choice is made, it cannot be changed. You also gain a level of the mana type tied to your elemental heritage. In addition, choose one of the following elements to be your elemental heritage. You gain all of the benefits listed under the that element. Once this choice is made, it cannot be changed.: Darkness: The forces of darkness are alive within you and you embody some, if not all, of the traits associated with darkness. You tend towards selfishness, ambition, greed, corruption, and amorality (although you are not necessarily evil), you seek to win at all costs, delight in flexibility and might be fond of unconventional tactics. You channel black mana. Mechanics: you gain a +2 racial bonus to saving throws against charms, compulsions, fear and death effects. You gain a +2 racial bonus to ranged damage. When purchasing levels of saving throws, they cost you one less CP.

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Page 1: Elemental Bonding: Fire file · Web viewELEMENTALISM. MANA. Mana is a measure of a character’s internal connection to one of the five primal elements. Mana is required to cast elemental

ELEMENTALISM

MANAMana is a measure of a character’s internal connection to one of the five primal elements. Mana is required to cast elemental spells and required to activate mana feats.

Each level of mana grants 4 points of one type of mana (black, blue, green, red, white). A character must have access to an element, whether through the elemental heritage trait, the second source feat or purchasing mana levels as a starting character, in order to purchase levels of any type of mana. A character without the second source feat may not have levels in more than one type of mana. A level of mana never grants more than one type of mana.

Each mana level costs 3 CP.

TRAITSThis section introduces a new trait. The elemental heritage trait is a special trait in that it is more powerful than a regular trait. As such, it is recommended that if a character wishes to select an elemental heritage, they be allowed to chose only a background trait in addition to Elemental Heritage.

ELEMENTAL HERITAGEBecause of birthright, ritual or prophecy, you are intrinsically connected to one of the five primal elements. Because of your connection, you find yourself excelling in certain pursuits. And, should you choose, you can channel the elements to fuel you abilities or even cast powerful magics.

Mechanics: you gain a +1 racial bonus to a saving throw of your choice. Once this choice is made, it cannot be changed. You also gain a level of the mana type tied to your elemental heritage.

In addition, choose one of the following elements to be your elemental heritage. You gain all of the benefits listed under the that element. Once this choice is made, it cannot be changed.:

Darkness: The forces of darkness are alive within you and you embody some, if not all, of the traits associated with darkness. You tend towards selfishness, ambition, greed, corruption, and amorality (although you are not necessarily evil), you seek to win at all costs, delight in flexibility and might be fond of unconventional tactics. You channel black mana.

Mechanics: you gain a +2 racial bonus to saving throws against charms, compulsions, fear and death effects. You gain a +2 racial bonus to ranged damage. When purchasing levels of saving throws, they cost you one less CP.

Earth: The forces of the earth are alive within you and you embody some, if not all, of the traits associated with the earth. You likely relish in life, nature and vitality. There is a good chance that you trust your instincts and can see the interdependence of all things. You are willing to grow not only as a person, but also physically. As such, there is a good chance that you are larger than the average individual in your native land. You channel green mana.

Mechanics: you gain an additional hit point whenever you gain a hit die. You gain a +2 racial bonus to damage with melee weapons. You gain Armor Proficiency (Medium) as a bonus feat. When purchasing hit dice, they cost you one less CP.

Fire: The forces of fire are alive within you and you embody some, if not all, of the traits associated with fire. You tend towards passion and single-mindedness in all that you do. You might not have a temper or feel the full fury or hunger of classic fire, but you probably attack whatever you enjoy with determination and a directness bordering on mania. It is likely that you have found a home among those who practice war. Even if you don't relish in destruction and chaos (and you might), it is on the field of battle that you most likely do your best work. Even if you do enjoy the randomness of chaos, you have a well grounded center. And, you always have a trick up your sleeve for when things turn against you as you know they could. You channel red mana.

Mechanics: you gain a +1 racial bonus to hit with melee weapons. You gain proficiency with a single martial or exotic melee weapon of your choice. When purchasing levels of base attack bonus, they cost you one less CP.

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Light: The forces of light are alive within you and you embody some, if not all, of the traits associated with light. You probably believe strongly in order, organization, purity, balance, law, justice, righteousness (although not necessarily good). You know the importance of community, and you most likely have found a calling in protecting the weak and healing the sick and injured. You may have difficulty killing other individuals unless mortally threatened yourself. And, you may find that with a strong faith in law, justice and balance comes a rigidity and an inability to quickly change plans. You channel white mana.

Mechanics: you gain a +1 racial bonus to armor class. You gain proficiency with all shields except tower shields. When you purchase levels of base defense bonus, they cost you one less CP.

Water: The forces of water are alive within you and you embody some, if not all, of the traits associated with water. You are likely blessed with ingenuity, a love of knowledge and perhaps a tendency toward trickery or mischief. You are probably a skilled liar (whether you enjoy spreading untruths or not) and could, most likely, be a talented manipulator or people and situations. You may have found a calling as a minstrel, advisor, or sneak thief. You also likely have trouble understanding those people who cannot (for whatever reason) just go with the flow and adapt to their surroundings. For someone like you, who can probably blend in wherever they want, such rigidity is almost unfathomable.

Mechanics: you gain a +1 racial bonus to ranged attacks. You gain proficiency with a single martial or exotic ranged weapon of your choice. When you purchase skill levels or skill ranks, they cost you one less CP.

SKILLS

CHANNELING (CON; Trained Only)Check: Use this skill to channel mana into mana feats and to cast elemental spells. Each spell has a listed

channeling DC. Casting spells requires a channeling check against the DC of the spell being cast. All spells have a variable DC and can have greater effect based on how much the result of the channeling check exceeds the assigned DC. Channeling is also used to activate Mana feats. See the Elemental Magic section for more information on casting spells and the Feats section for more information on Mana feats.

Action: Standard or none. Often, making a Channeling check doesn’t require an action (when attempted actively as part of another action). Unless expressly noted otherwise, other uses of Channeling are standard actions.

Try Again: yes, though a success doesn’t cancel the effect of a previous failure, such as the failure of a spell you attempted to cast.

Take 10/20: you cannot normally take 10 or 20 on a Channeling check.

FEATSThis section introduces a new kind of feat, the mana feat. Mana feats are similar to elemental magic in that they allow you to spend mana to create an effect. Unlike magic, mana feats are techniques that draw upon your inner connection to your element. Unless otherwise noted, all mana feats are supernatural abilities.Like elemental magic, there is a limit to the amount of mana you may spend at one time. You may never spend more mana than half the levels of mana that you have purchased. Also, like elemental magic, you can use your channeling skill to increase the amount of mana you can invest in a feat. By succeeding a DC 15 Channeling check as part of the feat activation method, you can spend one mana more than your normal limit. By voluntarily raising the DC of this channeling check by 10, you can spend one additional mana. These is no limit to the number of times you can increase the DC this Channeling check, but by attempting to channel mana in this way, you introduce an element of risk into the investiture of mana. If you attempt a channeling check while activating a mana feat and fail, the mana is still spent as if you had succeeded, but the feat fails to activate and the mana is wasted.Attempting a Channeling check in this way is part of the feat activation method and does not provoke attacks of opportunity unless the feat activation itself does.ELEMENTAL BONDINGYou have developed a special bond to your element. You have mastered the basics of elemental magic and have found new uses for your mana.

Prerequisites: One level of mana, Wisdom 13

Benefit: You are now considered trained in the channeling skill. Your channeling check is equal to half the skill levels you have purchased. If you are already trained in the channeling skill, you gain no additional benefit. You can also channel mana into

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special magical abilities. (see the Elemental Bonding section under each element for more information.)

Special: If you have the elemental heritage trait, you must become bonded to the element of your heritage. If you have no elemental heritage, you can choose to become bonded to any one element. Although you must become bonded to an element whose mana you channel.

You may not purchase this feat more than once.

ELEMENTAL BONDING, GREATERYou have deepened the bond with your chosen element and are blessed with a powerful manifestation of that bond.

Prerequisites: Four levels of mana, Elemental Bonding, Wisdom 15

Benefit: You gain a greater connection to your bonded element. When you purchase this feat, you gain one of the abilities below, based on the element to which you are bonded.

Darkness: The night no longer holds any mystery to you. You gain darkvision 30 ft. If you already have darkvision, it increases by +30 ft.

Earth: your footsteps fail to scratch the earth. You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if you desire.

Fire: you are immune to fear (magical or otherwise). While you are conscious, each ally within 10 feet of you that can hear and see you gains a +4 morale bonus on saving throws against fear effects.

Light: you have cultivated the power to heal another’s wounds by a mere touch. As a standard action, you may transfer some of your own hit points into another. You may transfer as many as you wish, but you cannot bring your own hit points below 1 and you cannot bring the target’s hit points above their normal maximum.

Water: Like your element, you flow through obstructions that might slow others. You may move through any sort of terrain that slows movement (such as scree, rubble, natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment

Special: You may only purchase this feat once.

FLUID CHANNELINGYour mastery of the elements is so great that you can turn one element into another at the moment of channeling.

Prerequisites: Eight levels of mana, Second Source, Wisdom 17

Benefit: When you channel mana to augment a spell, you can change one kind of mana into another at a rate of two mana points to one. Mana changed in

this way can only be used to augment a spell. The entire base cost of the spell must be paid with the listed mana type.

You may only change mana into another type that you channel.

INFUSED ARMOR [MANA]You can use the power of your element to fill your armor, granting it additional protective properties.

Prerequisites: Two levels of mana, Constitution 13

Benefit: Once per encounter, as a standard action, you may spend mana to increase your armor’s effectiveness. Your armor’s damage reduction increases by +1 for every mana spent. This bonus lasts for a number of rounds equal to your constitution modifier.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED BLIND-FIGHT [MANA]You can use your mana to increase your visual acuity.

Prerequisites: Blind-fight, Wisdom 13Benefit: As a standard action, you can spend mana

to lower the miss-chance due to concealment by 10% per mana spent. This lowered miss-chance lasts for a number of rounds equal to your wisdom modifier. If you use this feat while still under its effects, you lose any previous benefit you had.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED CHARGE [MANA]By channeling the power of the elements within you, you can deal devastating strikes while charging. When you make a charge attack while using this feat, your weapon briefly becomes surrounded by a corona of the element whose mana you use to activate this feat.

Prerequisites: Strength 13Benefit: Once per encounter, you can spend a

standard action to invest mana in this feat. You gain an insight bonus on attack rolls and damage rolls equal to the invested mana on all attacks made while charging. The insight bonus gained by this feat lasts a number of rounds equal to your strength bonus.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

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INFUSED CRITICAL [MANA]You can channel mana to make your weapon strikes even more devastating.

Prerequisites: Improved Critical, Base attack bonus +8

Benefit: As a standard action, you may spend mana to increase the threat range of a weapon in your hand by 1 per mana spent. This increase lasts a number of rounds equal to your strength modifier. You can only affect weapons you are holding with this feat, any weapon improved with this feat looses any increased threat range when it leaves your hand. As such, thrown weapons gain no benefit from this feat. If you use this feat while still under its effects, you lose any previous benefit you had.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED CRITICAL, IMPROVED [MANA]In your hand a weapon infused with mana is a fearsome sight indeed

Prerequisites: Improved Critical, Infused Critical, Base attack bonus +13

Benefit: As a standard action, you may spend mana to increase the critical multiplier of a weapon in your hand by 1 per mana spent. This increase lasts a number of rounds equal to your strength modifier, or until you successfully confirm a critical strike. You can only affect weapons you hold with this feat, any weapon improved with this feat looses any increased threat range when it leaves your hand. As such, thrown weapons gain no benefit from this feat. If you use this feat while still under its effects, you lose any previous benefit you had.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED DIEHARD [MANA]Your concentration and toughness give you an almost supernatural ability to withstand damage.

Prerequisites: Diehard, Endurance, Constitution 13

Benefit: As a standard action, you may spend mana to grant yourself 3 temporary hit points per mana spent. These temporary hit points are lost first and last a number of minutes equal to your constitution modifier. If you use this feat while still under its effects, you loose any previous benefit you had.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never

spend more mana than half of the levels of mana you have purchased.

INFUSED DODGE [MANA]By filling yourself with mana, you become increasingly difficult to hit.

Prerequisites: Dodge, Dexterity 13Benefit: Once per encounter, as a standard action,

you may spend mana to increase the dodge bonus granted by your dodge feat by 1 per mana spent. The increase to your dodge bonus lasts until the end of the encounter.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED FOCUS [MANA]Any weapon you have chosen becomes an instrument of your very will.

Prerequisites: Weapon Focus, Base attack bonus +4

Benefit: As a standard action, you can spend mana to gain a +1 enhancement bonus to hit and a +1 enhancement bonus to damage per mana spent. These bonuses last for a number of rounds equal to your strength modifier and only apply with your selected weapon (or one of your selected weapons). You can only affect weapons you hold with this feat, any weapon improved with this feat looses any bonuses when it leaves your hand. As such, thrown weapons gain no benefit from this feat. If you use this feat while still under its effects, you lose any previous benefit you had.

Special: You may select this feat multiple times, each time you purchase it the benefits apply to a different weapon. Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED FORTITUDE [MANA]You can use your mana reserves to toughen yourself.

Prerequisites: Great FortitudeBenefit: Once per encounter, as a standard action,

you can increase your fortitude save by +1 per mana spent. This bonus lasts until the end of the encounter.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED INITIATIVE [MANA]You can use your mana reserves to increase your reaction time.

Prerequisites: Improved Initiative

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Benefit: You can spend mana to give yourself a +1 bonus to initiative per mana spent. This bonus is lost when you roll initiative. If you use this feat while still under its effects, you lose any previous benefit you had.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED MANY SHOT [MANA]You can create a hail of arrows made from pure mana.

Prerequisites: Manyshot, Point Blank Shot, Rapid Shot, Dexterity 17, Base attack bonus +9

Benefit: When you use the Manyshot feat, you can spend mana to gain an extra arrow per mana spent. Each arrow created this way adds a cumulative -2 to the attack roll. These arrows deal the same amount of damage dealt by normal arrows fired from the bow, but they are made of pure elemental essence and deal a different type of damage based on the kind of mana you spent to create them. If you spend more than one type of mana, each arrow can be made of a different energy type.

Black mana: acid or cold damageBlue mana: electricity or cold damageGreen mana: acid or mundane (slashing,

bludgeoning or piercing) damageRed mana: fire or sonic damageWhite mana: fire or force damageSpecial: In all other ways, this feat functions

exactly like Manyshot. Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED POINT BLANK SHOT [MANA]You can use your mana reserves to make your ranged attacks even more deadly.

Prerequisites: Point Blank Shot, Dexterity 13Benefit: As a standard action, you can spend mana

to gain a +1 enhancement bonus to hit and a +1 enhancement bonus to damage per mana spent against any foe within 30 feet. These bonuses last for a number of rounds equal to your dexterity modifier. You can only affect ranged weapons you hold with this feat, any weapon improved with this feat looses any bonuses when it leaves your hand. As such, thrown weapons gain no benefit from this feat. If you use this feat while still under its effects, you lose any previous benefit you had.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED POWER ATTACK [MANA]By channeling the power of the elements within you, you become more capable of overcoming your enemies through sheer strength.

Prerequisites: Power Attack, Constitution 13, Strength 13

Benefit: Once per encounter as a standard action, you can invest mana in this feat. You gain an insight bonus equal to the invested mana on attack rolls and ability checks made to succeed on a bull rush, overrun or sunder attack. You also gain an insight bonus equal to the invested mana on damage rolls made when using Power Attack (up to a maximum value equal to the penalty accepted on the attack roll.) These insight bonuses last for a number of rounds equal to your strength modifier.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED REFLEXES [MANA]You can use your mana reserves to quicken your reflexes.

Prerequisites: Lightning ReflexesBenefit: Once per encounter, as a standard action,

you can increase your reflex save by +1 per mana spent. This bonus lasts until the end of the encounter.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED SUNDER [MANA]You can use your mana reserves you help you shatter your opponents’ weapons and shields.

Prerequisites: Improved Sunder, Power Attack, Strength 15

Benefit: As a full round action you can attempt to make an infused sunder attempt. You make a sunder attempt as normal except your weapon does damage as if it was one size category larger per mana spent. Spend the mana before the result of the sunder attempt is known, so if the attempt fails, the mana is wasted. The weapon does not actually grow, it merely does more damage, so the size modifier for the sunder attempt does not change when you use this feat.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

INFUSED WILL [MANA]

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You can use your mana reserves to strengthen your will.

Prerequisites: Iron WillBenefit: Once per encounter, as a standard action,

you can increase your will save by +1 per mana spent. This bonus lasts until the end of the encounter.

Special: Like all feats, this one is subject to the normal restrictions on spending mana: you may never spend more mana than half of the levels of mana you have purchased.

SECOND SOURCEYou have discovered the secrets to channeling and storing multiple different kinds of mana.

Prerequisites: Two levels of mana, Wisdom 15Benefit: When you select this feat, choose an

element whose mana you do not already channel. From now on, whenever you purchase a level of mana, that mana can come from any of the elements you have access to. You cannot change the source of mana you have already purchased. Each level of mana you have purchased retains its individual elemental affinity.

Special: You can purchase this feat multiple times. Every time you purchase it, choose a different type of mana.

SMITE OPPOSITION You can use your mana reserves to deal massive damage to those who channel mana other than your chosen element

Prerequisites: One level of manaBenefit: Once per day, you may attempt to smite a

channeler of another element with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per mana level purchased. If you accidentally smite a creature that does not channel mana, or who channels the mana of your element, the smite has no effect, but the ability is still used up for that day.

Special: If you become able to channel more than one type of mana, you loose the ability to use this feat. You can purchase this feat more than once. Each time you purchase this feat, you gain one additional smite attack per day.

SPHERE OF DARKNESSYou can channel your black mana to manipulate the core essence of elemental Darkness.

Prerequisites: One level of Black ManaBenefit: You can now cast the spells contained

within the Sphere of Darkness.

SPHERE OF DEATHYou can channel your black mana to manipulate the energies of death itself.

Prerequisites: One level of Black ManaBenefit: You can now cast the spells contained

within the Sphere of Death.

SPHERE OF ENCHANTMENTYou can channel your blue mana to bend the hearts and minds of weaker creatures.

Prerequisites: One level of Blue ManaBenefit: You can now cast the spells contained

within the Sphere of Enchantment.

SPHERE OF FIREYou can channel your red mana to manipulate the destructive energies of fire.

Prerequisites: One level of Red ManaBenefit: You can now cast the spells contained

within the Sphere of Fire.

SPHERE OF HEALINGYou can channel your white mana to heal all manner of maladies.

Prerequisites: One level of White ManaBenefit: You can now cast the spells contained

within the Sphere of Healing.

SPHERE OF ILLUSIONYou can channel your blue mana to create realistic and sometimes dangerous illusions.

Prerequisites: One level of Blue ManaBenefit: You can now cast the spells contained

within the Sphere of Illusion.

SPHERE OF LIGHTYou can channel your white mana to wield the purest light.

Prerequisites: One level of White ManaBenefit: You can now cast the spells contained

within the Sphere of Light.

SPHERE OF PESTILENCEYou can channel your black mana to spread death and disease.

Prerequisites: One level of Black ManaBenefit: You can now cast the spells contained

within the Sphere of Pestilence.

SPHERE OF PROTECTIONYou can channel your white mana to create shields and wards.

Prerequisites: One level of White ManaBenefit: You can now cast the spells contained

within the Sphere of Protection.

SPHERE OF STRENGTHYou can channel your red mana to increase your own prowess.

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Prerequisites: One level of Red ManaBenefit: You can now cast the spells contained

within the Sphere of Strength.

SPHERE OF THE BEASTYou can channel your green mana to embody the most dangerous of beasts.

Prerequisites: One level of Green ManaBenefit: You can now cast the spells contained

within the Sphere of the Beast.

SPHERE OF THE EARTHYou can channel your green mana to manipulate the destructive power of the earth itself.

Prerequisites: One level of Green ManaBenefit: You can now cast the spells contained

within the Sphere of the Earth.

SPHERE OF WARYou can channel your red mana to turn the tides of war.

Prerequisites: One level of Red ManaBenefit: You can now cast the spells contained

within the Sphere of War.

SPHERE OF WATERYou can channel your blue mana to manipulate the destructive power of the world’s water.

Prerequisites: One level of Blue ManaBenefit: You can now cast the spells contained

within the Sphere of Water.

SPHERE OF WEALDYou can channel your green mana to manipulate plants and plant creatures.

Prerequisites: One level of Green ManaBenefit: You can now cast the spells contained

within the Sphere of Weald.

SUMMONINGYou can channel your mana to summon all manner of creatures.

Prerequisites: One level of ManaBenefit: You can now cast the spells contained

within the Sphere of Summoning.

WATER-BONDED MAGICYou fluid nature grants you special abilities when you channel mana.

Prerequisites: Elemental Heritage (Water), Two levels of Blue Mana

Benefit: Your spells are more effective when cast against an unsuspecting target. You gain a +1 bonus to a spell’s save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not).

Special: You can purchase this feat twice. If you purchase this feat a second time, the bonus to your spell’s save DC increases to +2.

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ELEMENTALISM

Casting a SpellFirst you must choose which spell to cast. You can cast any spell you know, provided you have the mana to cast it and can succeed the channeling DC. To cast a spell you must pay mana, which count against your daily total. You can cast the same spell multiple times as long as you have the mana left to pay for it.

ChannelingAll spells have a channeling DC. In order to cast a spell, you must make a channeling check to summon the mana through your body and create the spell effect.All spells have a base DC and an augmented DC. The base DC is listed in the spell description. The augmented DC is set by the caster at the time of casting. The augmented DC includes the base DC plus any modifiers for augmentations chosen by the caster. To cast a spell, roll your Channeling skill against the augmented DC of the spell you wish to cast. If you fail the channeling check, any mana spent is wasted and the spell fails. If you succeed the channeling check, the mana is spent and the spell takes effect. If you exceed the augmented DC of the spell by 10, the spell surges and you can choose to spent one more mana to augment the spell. For every 10 by which you exceed the augmented DC of the spell, you can spend one additional mana. For instance, if you were attempting to cast a DC 25 spell (DC 10 + 15 for augmentations) and you rolled an channeling check of 48, you could augmented the spell with two mana above and beyond the normal limit of spending mana. (see caster level)

ConcentrationMaking a channeling check to cast a spell requires concentration. If something interrupts your concentration while you’re casting, you must make a Concentration check or lose the mana you have spent to cast the spell. The more distracting the interruption and the more mana you are trying to channel, the higher the Concentration check DC is. If you fail the check, you lose mana just as if you had failed the channeling check to cast the spell.

InjuryIf, while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the mana spent). If you fail the Concentration check, you lose the mana and the spell fails to take effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).

If you are taking continuous damage half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + the mana spent). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.

Repeated damage does not count as continuous damage.

SpellIf you are affected by a spell while attempting to cast a spell of your own, you must make a Concentration check or lose the mana that you are spending. If the spell affecting you deals damage, the DC is 10 + points of damage + the mana spent.

If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the mana spent. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed.

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Grappling or PinnedThe only spells you can cast while grappling or pinned are those that require only mental actions. Even so, you must make a Concentration check (DC 20 + the mana spent) or the spell fails and you lose the mana.

Vigorous MotionIf you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the mana spent) or the spell fails and you lose the mana.

Violent MotionIf you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the mana spent) or lose the mana.

Violent WeatherYou must make a Concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the mana spent. If you are in wind-driven hail, dust, or debris, the DC is 10 + the mana spent. In either case, the spell fails and you lose the mana if you fail the Concentration check. If the weather is caused by a spell, use the rules in the Spell subsection above.

Casting DefensivelyIf you want to cast a spell without provoking any attacks of opportunity, you must make a Concentration check (DC 15 + mana spent) to succeed. The spell fails and you lose the mana if you fail.

EntangledIf you want to cast a spell while entangled in a net or by a tanglefoot bag or while you’re affected by a spell with similar effects, you must make a DC 15 Concentration check to cast the spell. You lose the mana if you fail.

CounterspellsIt is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character.

How Counterspells WorkTo use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.)

If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the caster’s mana spent). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.

To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell, you cast it (using the same channeling DC and spending the same amount of mana), altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

Caster LevelThe variables of a spell’s power often depends on its caster level, which for all characters is equal to the half the number of levels of mana they have purchased. A spell that can be augmented for additional effect is also limited by your caster level (you cannot spend more mana than your caster level). See Augment under descriptive text.

You can cast a spell at a lower caster level than normal, but the caster level must be high enough for you to cast the spell in question and all level-dependant features must be based on the same caster level.

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In the event that a feat or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt) but also to your caster level check to overcome your target’s spell resistance. Such feats or abilities also affect the maximum amount of mana that you may spend on any single spell.

Spell FailureIf you try to cast a spell in conditions where the characteristics of the spell (range, area, and so on) cannot be made to conform, the casting fails and the mana is wasted.

Spells also fail if your Concentration is broken (see Concentration, above).

Spell’s ResultOnce you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.

Special Spell EffectsCertain special features apply to all spells.

AttacksSome spells refer to attacking. All offensive combat actions, even those that don’t damage opponents, such as disarm and bull rush, are considered attacks. All spells that opponents can resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are considered attacks. Create Undead and similar spells are not considered attacks because the spells themselves don’t harm anyone.

Bonus TypesMany spells give creatures bonuses to ability scores, Defense, attacks, and other attributes. Each bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.

Combining Magical EffectsThe default rule for the interaction of elemental magic and other magic is simple: elemental spells interact with spells and spells interact with elemental spells in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability.

Magic TransparencyThough not explicitly called out in spell descriptions or magic item descriptions, spells, spell-like abilities, and magic items that could potentially affect elemental magic do affect elemental magic.

Spell resistance is effective against elemental magic using the same mechanics.

All spells that dispel magic have no effect on elemental magic.

The spell detect magic detects elemental spells, their number, and their strength and location within 3 rounds (though a Spellcraft check is necessary to identify the sphere and element of the magical aura).

Dead magic areas also affect elemental magic.

Multiple Effects

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Elemental effects usually work as described no matter how many other spells, or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, an elemental spell does not affect the way another spell operates. Whenever an elemental spell has a specific effect on other spells, the spell description explains the effect. Several other general rules apply when elemental spells, other spells, or magical effects operate in the same place.

Stacking EffectsSpells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells, or one from an elemental spell and one from another type of spell. You use whichever bonus gives you the better result.

Different Bonus TypesThe bonuses or penalties from two different spells stack if the effects are of different types. A bonus that isn’t named (just a “+2 bonus” rather than a “+2 insight bonus”) stacks with any bonus.

Same Effect More than Once in Different StrengthsIn cases when two or more similar or identical effects are operating in the same area or on the same target, but at different strengths, only the best one applies. If one spell is dispelled, dismissed or its duration runs out, the other spell remains in effect (assuming its duration has not yet expired).

Same Effect with Differing ResultsThe same spell can sometimes produce varying effects if applied to the same recipient more than once. The last effect in a series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.

One Effect Makes Another IrrelevantSometimes, a spell can render another spell or effect irrelevant.

Multiple Mental Control EffectsSometimes magical effects that establish mental control render one another irrelevant. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with one another, though one may modify another. If a creature is under the control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

Spells with Opposite EffectsSpells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description.

Instantaneous EffectsTwo or more magical effects with instantaneous durations work cumulatively when they affect the same object, place, or creature.

Spells And ManaElemental Magi cast spells, which involve the direct manipulation of elemental energy. These manipulations require natural talent and personal meditation. A character’s mana level limits the amount of mana available to cast spells. He can cast the same spell more than once, but each casting subtracts mana from his daily limit.

Daily Mana AcquisitionTo regain used mana, an elemental mage must have a clear mind. To clear his mind, he must first sleep for 8 hours. The character does not have to slumber for every minute of the time, but he must refrain from movement, combat, casting spells, skill use, conversation, or any other demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest to clear his mind, and he

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must have at least 1 hour of rest immediately prior to regaining mana. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining mana.

Recent Casting Limit/Rest InterruptionsIf an elemental mage has cast spells recently, the drain on his resources reduces his capacity to regain mana. When he regains mana for the coming day, all mana he has used within the last 8 hours count against his daily limit.

Peaceful EnvironmentTo regain mana, an elemental mage must have enough peace, quiet, and comfort to allow for proper concentration. The elemental mage’s surroundings need not be luxurious, but they must be free from overt distractions, such as combat raging nearby or other loud noises. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might incur while concentrating on regaining mana.

Regaining ManaOnce the elemental mage has rested in a suitable environment, he must spend one hour in meditation with the base element or elements (darkness, earth, fire, light, or water) connected to the mana he wishes to regain. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper meditative state.

Death and ManaIf a character dies, all mana stored in his body is wiped away.

Spell Descriptions

NameThe first line of every spell description gives the name by which the spell is generally known.

(DC)Next to the spell name is the base DC of the spell. This is the DC to which all augmentations are applied.

School (Subschool)Beneath the spell name is a line giving the school of magic (and the subschool, if appropriate) that the spell belongs to. Elemental Magi do not concern themselves with schools of magic. But, there are creatures, abilities, traits, and feats for which it is necessary to know to which school of magic a given spell belongs. The School entry provides this information.

[Descriptor]Appearing on the same line as the school and subschool, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor.

The descriptors are: acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and water.

Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, and so on.

A language-dependent spell uses intelligible language as a medium for communication. If the target cannot understand or cannot hear what the caster of a language-dependant spell says the spell fails.

A mind-affecting spell works only against creatures with an Intelligence score of 1 or higher.

Level

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Elemental spells to not have a level like other magic. For effects that interact with spell level. An elemental spell’s level is equal to half the mana used to cast it (round down).

ComponentsA spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has.

Verbal (V)A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.

Somatic (S)A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

Casting TimeMost spells have a casting time of one standard action. Others take one round or more, while a few require only a move or a swift action.

A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

A spell that takes one minute to cast comes into effect just before your turn one minute later (and for each of those 10 rounds, you are casting a spell as a full-round action, just as noted above for one-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails.

When you begin a spell that takes one round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell.

A spell with a casting time of a swift action doesn’t count against your normal limit of one spell per round. However, you may cast such a spell only once per round. Casting a spell with a casting time of one swift action doesn’t provoke attacks of opportunity.

You make all pertinent decisions about a spell (range, target, area, effect, version, mana spent and so forth) when the spell comes into effect.

RangeA spell’s range indicates how far from you it can reach, as defined in the Range entry of the spell description. A spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted. Standard ranges include the following:

PersonalThe spell affects only you.

TouchYou must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch as many willing targets as you can reach as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell.

Close

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The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every level of mana that you have purchased.

MediumThe spell reaches as far as 50 feet away from you. The maximum range increases by 10 feet for every level of mana that you have purchased.

LongThe spell reaches as far as 100 feet away from you. The maximum range increases by 20 feet for every level of mana that you have purchased.

Range Expressed in FeetSome spells have no standard range category, just a range expressed in feet.

Aiming A SpellYou must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defines the spell’s target (or targets), its effect, or its area, as appropriate.

Target or TargetsSome spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

If the target of a spell is yourself (the spell description has a line that reads Target: you), you do not receive a saving throw, and spell resistance does not apply. The Saving Throw and Spell Resistance lines are omitted from such spells.

Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you’re flat-footed or it isn’t your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.

Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity.

EffectSome spells create or summon things rather than affecting things that are already present.

You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spell’s range.

RaySome effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don’t have to see the creature you’re trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature you’re aiming at.

If a ray spell has a duration, it’s the duration of the effect that the ray causes, not the length of time the ray itself persists.

If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.

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SpreadSome effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that you can’t see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect (see below) to all portions of the effect.

AreaSome spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.

Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don’t control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.

You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell’s area, anything within that square is within the spell’s area. If the spell’s area only touches the near edge of a square, however, anything within that square is unaffected by the spell.

Burst, Emanation, or SpreadMost spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell’s point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, even including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst’s area defines how far from the point of origin the spell’s effect extends.

An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.

A spread spell spreads out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.

Cone, Cylinder, Line, or SphereMost spells that affect an area have a particular shape, such as a cone, cylinder, line, or sphere.

A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won’t go around corners.

When casting a cylinder-shaped spell, you select the spell’s point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area.

A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares that the line passes through.

A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads.

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CreaturesA spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape.

Many spells affect "living creatures," which means all creatures other than constructs and undead. Creatures in the spell’s area that are not of the appropriate type do not count against the creatures affected.

ObjectsA spell with this kind of area affects objects within an area you select (as Creatures, but affecting objects instead).

OtherA spell can have a unique area, as defined in its description.

(S) ShapeableIf an Area or Effect entry ends with "(S)," you can shape the spell. A shaped effect or area can have no dimension smaller than 5 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.

Line of EffectA line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

A burst, cone, cylinder, or emanation spell affects only an area, creatures, or objects to which it has line of effect from its origin (a spherical burst’s center point, a cone-shaped burst’s starting point, a cylinder’s circle, or an emanation’s point of origin).

An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell’s line of effect.

DurationA spell’s Duration entry tells you how long the magical energy of the spell lasts.

Timed DurationsMany durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends. If a spell’s duration is variable the duration is rolled secretly (the caster doesn’t know how long the spell will last).

InstantaneousThe spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.

ConcentrationThe spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your Concentration when casting a spell can also break your Concentration while you’re maintaining one, causing the spell to end.

You can’t cast a spell while concentrating on another one. Sometimes a spell lasts for a short time after you cease concentrating.

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Subjects, Effects, and AreasIf the spell affects creatures directly the result travels with the subjects for the spell’s duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area then the spell stays with that area for its duration.

Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave.

Touch Spells and Holding the ChargeIn most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates.

Some touch spells allow you to touch multiple targets as part of the spell. You can’t hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

DischargeOccasionally a spells lasts for a set duration or until triggered or discharged.

(D) DismissibleIf the Duration line ends with "(D)," you can dismiss the spell at will. You must be within range of the spell’s effect and must speak words of dismissal, which are usually a modified form of the spell’s verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.

A spell that depends on Concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.

Saving ThrowUsually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work.

NegatesThe spell has no effect on a subject that makes a successful saving throw.

PartialThe spell causes an effect on its subject. A successful saving throw means that some lesser effect occurs.

HalfThe spell deals damage, and a successful saving throw halves the damage taken (round down).

NoneNo saving throw is allowed.

DisbeliefA successful save lets the subject ignore the effect.

(object)The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, or the like) by a creature resisting the spell, in which case the object uses the creature’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects.) A magic item’s saving throw bonuses are each equal to 2 + one-half the item’s caster level.

(harmless)

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The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.

Saving Throw Difficulty ClassA saving throw against your spell usually has a DC of 10 + number of mana spent + your Wisdom modifier.

Succeeding on a Saving ThrowA creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted spell you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

Voluntarily Giving up a Saving ThrowA creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality.

Spell ResistanceSpell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance for the spell to affect that creature. The defender’s spell resistance is like an Armor Class against magical attacks. Include any adjustments to your caster level to this caster level check.

The Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place.

The terms "object" and "harmless" mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by a spell noted as harmless. In such a case, you do not need to make the caster level check described above.

Descriptive TextThis portion of a spell description details what the spell does and how it works. If one of the previous entries in the description included "see text," this is where the explanation is found.

Mana CostEach spell uses a symbol or symbols when listing the base mana cost and the augmentation costs. Each of the colored mana symbols represents one colored mana: [W] is white, [U] is blue, [B] is black, [R] is red, and [G] is green. Numeral symbols (such as [1]) are generic mana costs and represent an amount of mana that can be paid with any color of mana.

AugmentMany spells have variable effects based on the number of mana you spend when you cast them. The more mana spent, the more powerful the spell. How this extra expenditure affects a spell is specific to the spell. Some augmentations allow you to increase the number of damage dice, while others extend a spell's duration or modify a spell in unique ways. Each spell that can be augmented includes an entry giving how much mana it costs to augment and the effects of doing so. However, you can spend only a total amount of mana on a spell equal to your caster level.

Augmenting a spell takes place as part of another action (casting a spell). Unless otherwise noted in the Augment section of an individual spell description, you can augment a spell only at the time you cast it.

Mana SurgeAn elemental spell surges if a caster exceeds the augmented DC of the spell by 10. When a spell surges, the caster can choose to spend one more mana to augment the spell he is casting. Additionally, for every 10 by which he exceeds the augmented DC, he can spend one additional mana. This additional mana can be spent above and beyond

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the normal mana limit of half the caster’s purchased mana levels. The mana spent when a spell surges should always be considered when calculating the final level of the spell and the DC of the spell’s saving throw.

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DARKNESS

Elemental Bonding: Darkness

DARKNESS (DC 5)Evocation [Darkness]Components: SCasting Time: 1 standard actionRange: PersonalArea: 5 foot sphere centered on casterDuration: 3 rounds/level of mana purchased (D)Saving Throw: NoneSpell Resistance: No

EffectSpend [B] to create a small shroud of darkness. This shroud lowers the ambient light in a five foot diameter sphere around you by one step (bright light to shadows, shadows to complete darkness).

Mana AugmentationFor each additional [B] spent, you can either lower the ambient one further step, or expand the area of darkness by five feet.

SHADOW HAND (DC 5)Transmutation [Darkness]Components: SCasting Time: 1 standard actionRange: 25 feetTarget: One objectDuration: ConcentrationSaving Throw: Will negates (object)Spell Resistance: yes

EffectSpend [B] to lift and move small objects at a distance. You can lift one unattended object weighing up to 5 lb. that is no further away than 25 feet. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Mana AugmentationFor each additional [B] spent, you can lift 5 additional pounds, or reach objects that are 5 feet further away. You may never move an object more than 15 feet with a move action.

BINDING SHADOW (DC 5)Evocation [Darkness]Components: SCasting Time: 1 standard actionRange: Close (25 feet + 5 feet per level of mana purchased)Target: One creatureDuration: 1 round/level of mana purchased, see textSaving Throw: See textSpell Resistance: yes

EffectSpend [B][B][B] to wrap a foe in magical darkness. The foe must succeed three fortitude saves the DC 10 + mana spent + wisdom modifier. If the foe fails the first saving throw it is blinded for a number of rounds equal to your

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mana level. If the foe fails the second saving throw, it is deafened for a number of rounds equal to your mana level. If the for fails the third saving throw it begins to suffocate and will continue to be unable to breath for a number of rounds equal to your mana level.

Mana AugmentationFor each addition [B] spent, the save DCs increase by 1.

FORM OF THE REAVER (DC 5)Transmutation [Darkness, Cold]Components: SCasting Time: 1 standard actionRange: Personal Area: 60 feet, see textTarget: youDuration: 1 round/two levels of mana purchasedSaving Throw: See textSpell Resistance: yes, see text

EffectSpend [2][B][B][B][B] to assume the form of the reaver. For a number of rounds equal to half your mana level, you become surrounded by a 60 foot aura of supernatural shadow. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have a miss chance in the area shrouded by this magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area. Each round, at the beginning of your turn, and also when you cast the spell, creatures within this area take 2d6 points of cold damage and must succeed a fortitude save (DC 10 + mana spent + wisdom modifier) or become fatigued. In addition, you are surrounded by a ring of swirling metal blades. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round, at the beginning of your turn, and also when you cast the spell, the blades deal 4d6 points of slashing damage to all creatures in the affected area.Also, you are granted DR 10/silver and piercing for the duration of the spell.

Mana AugmentationFor each additional [B] spend, the damage for the chilling shadows and the ring of blades increases by 2d6 and the damage reduction increases by 5. For each additional 2[B] spent, the area of shadows, and the reach of the blades increases by 5 feet.

Elemental Sphere of Pestilence

WITHERING TOUCH (DC 15)Necromancy [Evil]Components: SCasting Time: 1 standard actionRange: TouchTarget: One CreatureDuration: InstantaneousSaving Throw: Fortitude partial, see textSpell Resistance: yes

EffectSpend [B] to deal 1d8 points of damage to a single target touched. A successful fortitude save DC 10 + mana spent + wisdom modifier halves this damage.

Mana Augmentation

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Spent [B] to deal one point of damage to a stat of your choice in addition to the normal damage dealt by this spell. A successful fortitude save negates the stat damage. For each additional [B] spent, the stat damage increases by 1.For each additional [B] spent the saving throw increases by 1.Spend [B][B][B] to cause any stat damage dealt by this spell to be stat drain instead.Spend [G] to cause a creature damaged by the spell to suffer a debilitating physical ailment. When the spell is cast, choose Blinded, Deafened, Fatigued, or Sickened. A creature damaged by this spell must succeed a second fortitude save DC 10 + mana spent + wisdom modifier or suffer the chosen effect or a number of rounds equal to your wisdom modifier. A successful fortitude save negates the additional effect, but doesn’t further reduce any damage already taken.Spend [U] to cause a creature damaged by the spell to suffer a debilitating mental ailment. When the spell is cast, choose Confused, Dazed or Shaken. A creature damaged by this spell must succeed a second fortitude save DC 10 + mana spent + wisdom modifier or suffer the chosen effect for a number of rounds equal to your wisdom modifier. A successful fortitude save negates the additional effect, but doesn’t further reduce any damage already taken.Spend [W] to make the damage dealt to the target of this spell harder to heal. Any healing effect (whether natural or magical) that affects the target of this spell heals only half the damage it normally heals until all the damage dealt by this spell is healed.Spend [R] to heal a number hit points equal to the damage dealt by this spell.

Difficulty AugmentationFor a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

TOUCH OF DISEASE (DC 20)Necromancy [Evil]Components: SCasting Time: 1 standard actionRange: TouchTarget: One living creature touchedDuration: InstantaneousSaving Throw: Fortitude partial, see textSpell Resistance: yes

EffectSpend [B][B] and choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (DMG 292). The subject contracts the disease selected , which strikes immediately (no incubation period). A successful fortitude saving throw DC 10 + mana spent + wisdom modifier negates the initial damage from the disease. For all subsequent saves use the disease’s normal save DC.

Mana AugmentationFor each additional [B] spent, the DC of both the initial save of the spell and all subsequent saves of the disease increase by 1.Spend [G] to infect the target with devil chills instead.Spend [R] to infect the target with demon fever instead.Spend [U] to infect the target with mummy rot instead.Spend [W][W] to infect the target with an additional disease from the list.Spend [B][B] to cause the target to become infectious to those around them. Every time a living creature touches the target of this spell, they must succeed a fortitude save or contract the disease imbued by this spell. Diseases passed on through this effect incubate normally as listed in the DMG.

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Difficulty AugmentationFor a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

BRINGER OF BLIGHT (DC 15)Necromancy [Earth, Evil]Components: SCasting Time: 1 standard actionRange: 0 feetArea: 20 foot spread centered on casterDuration: Instantaneous, see textSaving Throw: No, see textSpell Resistance: yes

EffectSpend [B] to instantly destroy all natural non-sentient plant life in a 20 foot radius circle leaving an area of ash and dust.

Mana AugmentationSpend [B] to concentrate the destructive energy created by this spell into a 30 foot line that instantly destroys all natural plant life in the area and leaving a path of ash in its wake. Fey, vermin, plants and plant creatures, and animals caught in the area take 1d10 points of negative energy damage. A successful reflex saving throw DC 10 + mana spent + wisdom modifier halves this damage.For each [B] spent, the damage dealt by this spell increases by 1d10 points of damage.For each [B] spent, you gain 1d8 temporary hit points as you absorb the life energy contained within the plants that you destroy. These temporary hit points last for a number of hours equal to your wisdom modifier.Spend [B][B] to double the range or area of the spell. For spell effects that have both a range an area, the mana can be spent twice to double both the area and the range.

Difficulty AugmentationFor a +5 increase to the channeling DC, the area of the spread increases by 5 feet.For a +5 increase to the channeling DC, the length of the line increases by 10 feet.For a +10 increase to the channeling DC, the range of the spell becomes 30 feet. This increase only affects the base spell, a spell augmented to be a line still originates with the caster. For a +10 increase to the channeling DC, the range or area of the spell is doubled. If the caster also spends mana to increase the range or area of the spell, the range or area is doubled twice. For spell effects that have both a range an area, the DC can be increased by +10 twice to double both the area and the range.For a +20 increase to the channeling DC, the damage dealt by the spell is multiplied by 1.5.For a +20 increase to the channeling DC, the temporary hit points granted by the spell are multiplied by 1.5.For a +30 increase to the channeling DC, the spell deals maximized damage.For a +30 increase to the channeling DC, the temporary hit points granted by the spell are maximized.

Elemental Sphere of Death

PULSE OF THE REAVER (DC 10)NecromancyComponents: S

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Casting Time: 1 standard actionRange: 30 feet, see textTarget: One enemy within 30 feet, see textDuration: InstantaneousSaving Throw: Reflex PartialSpell Resistance: yes

EffectSpend [B] to deal 2d6 negative energy damage to a single enemy within 30 feet. A successful reflex save DC 10 + wisdom modifier + total mana spent halves the damage dealt.

Mana AugmentationFor each [B] spent, the damage of the spell increases by +2d6. Spend [R][R] to double the range or area of the spell. For spell effects that have both a range an area, the mana can be spent twice to double both the area and the range.Spend [G][G] to deal x1.5 damage to plants. This damage increase occurs after all augmentations.Spend [R][R] to deal x1.5 damage to constructs. This damage increase occurs after all augmentations.Spend [U][U] to deal x1.5 damage to elementals. This damage increase occurs after all augmentations.Spend [W][W] to change the damage from negative energy to positive energy.

Difficulty AugmentationFor a +5 increase to the channeling DC, the spell effect becomes a 5 foot radius spread up to 30 feet awayFor a +10 increase to the channeling DC, the spell effect becomes a 20 foot line originating from the caster.For a +15 increase to the channeling DC, the spell effect becomes a 15 foot cone originating from the caster.For a +20 increase to the channeling DC, the spell effect becomes a 20 foot burst originating from the caster.For a +10 increase to the channeling DC, the range or area of the spell is doubled. If the caster also spends mana to increase the range or area of the spell, the range or area is doubled twice. For spell effects that have both a range an area, the DC can be increased by +10 twice to double both the area and the range.For a +20 increase to the channeling DC, the damage of the spell is multiplied by 1.5.For a +30 increase to the channeling DC, the spell deals maximized damage.

DEATH TOUCH (DC 20)Necromancy [Death, Evil]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: yes

EffectSpend [B][B] to bestow one negative level on a creature touched. A successful fortitude save DC 10 + total mana spent + wisdom modifier negates this negative level.

Mana AugmentationFor each additional [B] spent, the DC of the spell increases by +1.For each [B][B] spent, the spell deals an additional negative level.

Difficulty AugmentationFor a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”

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For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

CREATE UNDEAD (DC 20)Conjuration (Creation) [Death]Components: SCasting Time: 1 full round actionRange: Close (25 feet + 5 feet per level of mana purchased)Duration: InstantaneousSaving Throw: NoSpell Resistance: No

EffectSpend [B] to create a level 1 Undead

Mana AugmentationSpend [B] to advance the undead by 1 level. For each additional [B], the undead gains 1 additional level.Spend [B] to give the undead a 10 foot aura that gives foes a –1 penalty to melee attacks. For each additional [B] the aura inflicts a further –1 penalty. A successful will save (DC 10 + undead’s hit dice + caster’s wisdom modifier) negates this penalty for 24 hours. This is a mind affecting fear effect.Spend [R] to give the undead a +1 enhancement bonus to hit. For each additional [R] the undead gains a further +1 enhancement bonus to hit.Spend [G] to give the undead a +1 natural armor bonus to defense. For each additional [G] the natural armor bonus increases by +1.Spend [U] to give the undead a frightful presence. A successful will saving throw DC 10 + ½ undead’s hit dice + [U] spent + caster’s charisma bonus makes an affected creature immune to that undead’s frightful presence for 24 hours.Spend [W] to give the undead a +1 deflection bonus to defense. For each additional [W] the deflection bonus increases by +1.

Difficulty AugmentationFor a +10 increase to the channeling DC, the range of the spell doubles.For a +10 increase to the channeling DC, the spell can be cast as a standard action.For a +20 increase to the channeling DC, the spell can be cast as a move action.For every +15 increase to the channeling DC, a second, identical Undead is created.

INFUSE UNDEAD (DC 15)Necromancy [Death]Components: SCasting Time: 1 standard actionRange: Close (25 feet +5 feet/level of mana purchased)Target: One undead creature under your commandDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [B][B][B] to bestow an undead under your command with an energy draining attack. Any living creatures hit by your undead’s natural attack gain one negative level. For each such negative level bestowed, the undead gains 5 temporary hit points. A Fortitude save (DC 10 + total mana spent + wisdom modifier)removes the negative level.

Mana Augmentation

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For each additional [B][B] spent, the undead deals one additional negative level.For each [B] spent, the DC for removing the negative level increases by +1.Spend [G] to grant your undead a consumptive aura. When living creatures die while within 20 feet of your undead, the undead gains one temporary hit point per hit die of the slain creature. For each additional [G] spent, the undead gains one additional temporary hit point per hit die of the slain creature, but takes a cumulative -1 penalty to attacks and damage.Spend [U] to fill your undead with poisoned icor. Every time your undead is struck in melee by a non-reach melee weapon, all creatures within 5 feet of the undead take 1d6 points of damage. For each [U] spent, the damage dealt by the icor increases by +1d6, but the undead takes a cumulative -5 foot penalty to speed.Spend [R] to fill your undead with the rage of the afterlife. In a rage, your undead temporarily gains a +4 bonus to Strength, a +2 morale bonus to fortitude saves, and a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. The undead also gain 2 additional hit points per hit die. For each additional [R] spent, the undead gain an additional +2 strength, +1 morale bonus to fortitude saves, +1 morale bonus to will saves and 1 hit point per hit die, but the duration of the spell decreases by 1 round. The decrease in duration is calculated before the difficulty augmentation.Spend [W] to grant your undead fast healing 1. For every additional [W] spent, the fast healing increases by +1, but the undead takes a cumulative -1 penalty to AC.

Difficulty AugmentationFor a +10 increase to the channeling DC, the range of the spell doublesFor a +10 increase to the channeling DC, the duration of the spell doublesFor every +15 increase to the channeling DC, the spell can affect one additional undead under your command.

Elemental Sphere of Darkness

ELEMENTAL BLAST (DC 10)Evocation [Acid, Cold]Components: SCasting Time: 1 standard actionRange: 30 feet, see textTarget: One enemy within 30 feet, see textDuration: InstantaneousSaving Throw: Reflex partialSpell Resistance: yes

EffectSpend [B] to deal 2d6 acid or cold damage to a single enemy within 30 feet. A successful reflex save DC 10 + total mana spent + wisdom modifier halves the damage dealt.

Mana AugmentationFor each [B] spent, the damage of the spell increases by +2d6. This damage can be either acid or cold. If augmented in this way, the spell can deal both acid and cold damage.Spend [B][B] to double the range or area of the spell. For spell effects that have both a range an area, the mana can be spent twice to double both the area and the range.

Difficulty AugmentationFor a +5 increase to the channeling DC, the spell effect becomes a 5 foot radius spread up to 30 feet awayFor a +10 increase to the channeling DC, the spell effect becomes a 20 foot line originating from the caster.For a +15 increase to the channeling DC, the spell effect becomes a 15 foot cone originating from the caster.For a +20 increase to the channeling DC, the spell effect becomes a 20 foot spherical burst originating from the caster.For a +10 increase to the channeling DC, the range or area of the spell is doubled. If the caster also spends mana to increase the range or area of the spell, the range or area is doubled twice. For spell effects that have both a range an area, the DC can be increased by +10 twice to double both the area and the range.

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For a +20 increase to the channeling DC, the damage of the spell is multiplied by 1.5.For a +30 increase to the channeling DC, the spell deals maximized damage.

RESIST ELEMENTS (DC 10)Abjuration [Acid, Cold]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [B] to grant touched creature acid resistance 5 or cold resistance 5.

Mana AugmentationFor every [B] spent, the energy resistance granted by the base effect increases by +5

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

IMBUE CREATURE (DC 15)Transmutation [Acid, Cold]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [B] and touch a creature. That creature’s natural or manufactured weapons are treated as magical weapons for the purposes of penetrating damage reduction, and the creature’s natural or manufactured weapons deal an additional 1d6+1 points of acid or cold damage per strike.

Mana AugmentationFor every [B] spent, the creature’s weapons deal an additional 1d6+1 points of damage. This damage can be either acid or cold. If augmented in this way, the spell can deal both acid and cold damage.

Difficulty Augmentation.For every +5 increase to the channeling DC, the creature’s weapons also gain an +1 enhancement bonus to hit.For a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”

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For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

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EARTH

Elemental Bonding: Earth

PURIFY FOOD (DC 5)Transmutation [Earth]Components: SCasting Time: 1 standard actionRange: TouchTarget: One serving of foodDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

EffectSpend [G] to purify one serving of food, negating any poisons or diseases that are contained within the food and bringing the food back to its peak freshness.

NATURE’S WEAPONS (DC 5)TransmutationComponents: SCasting Time: 1 standard actionRange: PersonalTarget: youDuration: 1 min./level of mana purchasedSaving Throw: NoneSpell Resistance: No

EffectSpend [G] to grow a natural attack. For natural weapons that come in a set (claws, horns, etc.), you grow one set.

Mana AugmentationFor each additional [G] spent, the damage of one existing natural attack increases by one size category. For each additional [G][G] spent, the reach of one natural attack increases by 5 feet.

PUSH OF THE EARTH (DC 5)Evocation [Earth]Components: SCasting Time: 1 standard actionRange: 20 feetTarget: One creature within 20 feetDuration: InstantaneousSaving Throw: None, see textSpell Resistance: No

EffectSpend [3][G] to perform a bull rush or trip attempt against one creature within 20 feet. Use your wisdom modifier instead of your strength modifier plus any relevant modifiers for this bull rush or trip attempt.

Mana Augmentation

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For each additional [G] spent, you either gain a +4 bonus to the bull rush or trip attempt, or increase the range of this effect by +10 feet.

AVATAR OF NATURE (DC 5)Transmutation [Earth]Components: SCasting Time: 1 standard actionRange: PersonalArea: 20 feet, see textTarget: youDuration: 1 round/two levels of mana purchasedSaving Throw: Fortitude partial, see textSpell Resistance: yes

EffectSpend [2][G][G][G][G] to become an avatar of nature. For a number of rounds equal half your mana level, you gain DR 10/cold iron and slashing, grow two size categories larger (see Enlarge Person) and gain two natural slam attacks. In addition, within a radius of 20 feet from you, grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. A creature so entangled can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save (DC 10 + wisdom modifier + levels of mana purchased) is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures in the area that have avoided or escaped entanglement.

Mana AugmentationFor each additional [G], your DR increases by +5, your entangling aura increases by 10 feet and you gain a +3 bonus to damage with your fists.

Elemental Sphere of the Beast

WILD GROWTH (DC 15)TransmutationComponents: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: yes

EffectSpend [G][G] to cause instant growth of a creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. A creature who increases to a size greater than Large gains the reach of a tall creature of that size. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.

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All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

Mana AugmentationFor each [G] spent, the target creature gains a +2 enhancement bonus to either strength or constitution.For each [G] spent, the creature gains +1 increase in natural armor bonus to AC.For each [W] spent the creature gains +1d8 temporary hit points for the duration of the spell.For each [U][U] spent, the creature gains +5 feet of reach.

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

BITE OF THE FOREST (DC 15)TransmutationComponents: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: yes

EffectSpend [G] to imbue a creature’s natural attacks with magical power. All of the target creature’s natural attacks are considered magical weapons for the purpose of penetrating damage reduction and the creature gains a +2 enhancement bonus to damage on all its natural attacks.

Mana AugmentationFor each additional [G], the creature gains a +1 enhancement bonus to hit and an additional +2 enhancement bonus to damage.Spend [U] to grant the target creature a pounce attack. The creature can make a full attack with its natural weapons at the end of a chargeSpend [R] to grant a target creature with two claws a rend attack. When the creature strikes an opponent with both claws, it deals additional damage equal to its base claw damage plus double its strength modifier.Spend [B] to grant the target creature a constrict attack. On a successful grapple check, the creature deals additional damage equal to its highest base natural weapon damage plus twice its strength modifier.Spend [W] to grant the target creature a trample attack that deals damage equal to its highest base natural weapon damage plus twice its strength modifier.

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”

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For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

FORM OF THE PREDATOR (DC 20)TransmutationComponents: SCasting Time: 1 standard actionRange: PersonalTarget: youDuration: 1 round/level of mana purchasedSaving Throw: NoneSpell Resistance: No

EffectThis spell has four different base effects, each of which are augmented separately. The caster chooses one effect per casting of the spell. Any gear worn or carried by the caster melds into the new form and becomes nonfunctional. When the caster reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the caster's feet. A caster loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) While under the effect of this spell, the caster cannot channel any mana.

Form of the Wolf: Spend [G][G] to assume the form of a quadrupedal predator (not necessarily a wolf) of your choice. You gain a bite attack that deals 1d6 points of damage, reach as a long creature of your size, a +4 enhancement bonus to strength, a +4 natural armor bonus to AC and a base land speed of 50 feet.Mana AugmentationSpend [G] to gain Mobility in your new form even if you do not meet the prerequisites of the feat.Spend [G][G] to gain Spring Attack in your new form even if you do not meet the prerequisites of the feat.

Form of the Raptor: Spend [1][G][G] to assume of the form of a winged predator (not necessarily a raptor) of your choice. You gain two talon attacks that deal 1d6 points of damage, reach of a long creature of your size, a +2 enhancement bonus to strength, a +2 enhancement bonus to reflex saves, a +4 natural armor bonus to AC and a fly speed of 40 feet (average maneuverability).Mana AugmentationSpend [G] to gain Flyby Attack in your new form even if you do not meet the prerequisites of the feat.For each [G][G] spent, you improve your flight maneuverability one stage (from average to good or good to perfect) and you gain a +20 foot bonus to your fly speed.

Form of the Bear: Spend [2][G][G] to assume the form of a bipedal predator (not necessarily a bear) of your choice. You gain a primary bite attack that deals 1d8 points of damage, two secondary claw attacks that deal 1d6 points of damage, a one size category increase in size (maximum size of colossal), reach of a long creature of your new size, a +8 enhancement bonus to strength, a +4 enhancement bonus to fortitude saves, a +8 natural armor bonus to AC and a base land speed of 40 feet.Mana AugmentationSpend [G] to gain Improved Critical (Bite) and Improved Critical (Claw) even if you do not meet the prerequisites of the feat.Spend [G][G] to gain a rend attack that deals 2d6 + 1.5x strength points of damage.

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Form of the Treant: Spend [3][G][G] to assume the form of a forest spirit (not necessarily a Treant) of your choice. You gain a slam attack that deals 1d8 points of damage, a one size category increase in size (maximum size of colossal), reach of a tall creature of your new size, a +12 enhancement bonus to strength, a +4 enhancement bonus to fortitude and will saves, a +12 natural armor bonus to AC, a base land speed of 20 feet and DR 5/slashing.Mana AugmentationSpend [G] to gain Improved Overrun even if you do not meet the prerequisites of this feat.Spend [G][G] to gain a trample attack that deals 2d8 points of damage plus 1.5 times your strength modifier.

Difficulty AugmentationThese augmentations apply regardless of the form you choose.For a +10 increase to the channeling DC, the duration of the spell becomes “10 minutes per level of mana purchased.”For a +20 increase to the channeling DC, the duration of the spell becomes “1 hour per level of mana purchased.”

Elemental Sphere of Weald

GRASPING GROWTH (DC 15)TransmutationComponents: SCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/level of mana purchased)Area: 5 foot spreadDuration: 1 round/level of mana purchasedSaving Throw: None, see textSpell Resistance: No

EffectSpend [G] to cause the grasses, weeds, bushes, and even trees within one 5 foot wide circle to erupt in riotous growth. This circle becomes difficult terrain for all who attempt to pass through it.

Mana AugmentationSpend [G][G] to cause plants to wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save (DC 10 + total mana spent + wisdom modifier) is not entangled but can still move at only half speed through the area. Each round at the beginning of your turn, the plants once again attempt to entangle all creatures in the area that have avoided or escaped entanglement.For each [G] spent, the radius of the area expands by 5 feet.For each [G] spent, the DC of the spell increases by 1.Spend [B] to cause the plants to grow thick and bushy, granting all creatures smaller than the area of the spell to have partial concealment while within the area of the spell.Spend [B][B][B] or to cause the plants to grow almost impassibly thick, granting all creatures smaller than the area of the spell to have total concealment while within the area of the spell.Spend [R][R] to cause the plants to become thorny and sharp. All creatures that enter the area of the spell take 1d6 points of damage (reflex half), this damage increases by 1d6 for each [R] spent. A creature that remains within the area of the spell is subject to this damage at the beginning of each turn.Spend [U][U] to cause the terrain to become very difficult to navigate. Any creature that enter the area of the spell must make a will save (DC 10 + total mana spent + wisdom modifier) or become confused. Creatures that are confused may attempt a new will save at the beginning of each turn.For each [W][W] spent, one ally designated at the time of casting is immune to the effects of this spell.

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased.

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For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased.

ANIMATE TERRAIN (DC 20)Conjuration (Creation)Components: SCasting Time: 1 full round actionRange: Close (25 feet + 5 feet/level of mana purchased)Duration: InstantaneousSaving Throw: NoneSpell Resistance: No

EffectSpend [G] to create a level 1 Verdant Defender.

Mana AugmentationSpend [G] to advance the Verdant Defender by 1 level. For each additional [G], the Verdant Defender gains 1 additional level.Spend [G] to give the Verdant Defender a +1 enhancement bonus to damage. For each additional [G] the enhancement bonus to damage increases by +1.Spend [R] to give the Verdant Defender a +1 enhancement bonus to hit. For each additional [R] the Verdant Defender gains a further +1 enhancement bonus to hit.Spend [B] to give the Verdant Defender a coating of caustic sludge. Any creature that strikes the Verdant Defender with a non-reach melee weapon is dealt 1d6 points of acid damage as the attack causes the sludge to splash. For each additional [B] the sludge deals an additional 1d6 points of acid damage.Spend [U] to give the Verdant Defender a +5 foot enhancement bonus to speed. For each additional [U] spent, the enhancement bonus to speed increases by 5 feet.Spend [W] to give the Verdant Defender 1d8 temporary hit points. For each additional [W] spend, the Verdant Defender gains an additional 1d8 temporary hit points.

Difficulty AugmentationFor a +10 increase to the channeling DC, the range of the spell doubles.For a +10 increase to the channeling DC, the spell can be cast as a standard action.For a +20 increase to the channeling DC, the spell can be cast as a move action.For every +15 increase to the channeling DC, a second, identical Verdant Defender is created.

WALL OF THORNS (DC 20)Conjuration (Creation)Components: SCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/level of mana purchased)Area: see textDuration: 1 minute/level of mana purchasedSaving Throw: NoneSpell Resistance: No

EffectSpend [G] to create a barrier of very tough, pliable, tangled brush. This bush is a block 5-feet on each side. Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Any creature within the area of the spell when it is cast takes is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed.

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A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes. Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.

Mana AugmentationFor each [G] spend, you can create an additional 5-foot square section of wall. This square must be adjacent to at least one other section of wall.Spend [G][G] to give the tangled brush needle-sharp thorns as long as a human’s finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature’s defense. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.) Of course, moving or attempting to move through the thorns incurs damage as described above. Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage. For each additional [G] spent, the thorns deal an extra 5 points of base damage

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased.For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased.

Elemental Sphere of Earth

ELEMENTAL BLAST (DC 10)Evocation [Acid, Earth]Components: SCasting Time: 1 standard actionRange: 30 feet, see textTarget: One enemy within 30 feet, see textDuration: InstantaneousSaving Throw: Reflex partialSpell Resistance: yes

EffectSpend [G] to deal 2d6 acid or mundane (slashing, bludgeoning or piercing) damage to a single enemy within 30 feet. A successful reflex save DC 10 + wisdom modifier + total mana spent halves the damage dealt.

Mana AugmentationFor each [G] spent, the damage of the spell increases by +2d6. This damage can be either acid or mundane (slashing, bludgeoning or piercing). If augmented in this way, the spell can deal both acid and mundane (slashing, bludgeoning or piercing).Spend [G][G] to double the range or area of the spell. For spell effects that have both a range an area, the mana can be spent twice to double both the area and the range.

Difficulty AugmentationFor a +5 increase to the channeling DC, the spell effect becomes a 5 foot radius spread up to 30 feet awayFor a +10 increase to the channeling DC, the spell effect becomes a 20 foot line originating from the caster.For a +15 increase to the channeling DC, the spell effect becomes a 15 foot cone originating from the caster.For a +20 increase to the channeling DC, the spell effect becomes a 20 foot burst originating from the caster.

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For a +10 increase to the channeling DC, the range or area of the spell is doubled. If the caster also spends mana to increase the range or area of the spell, the range or area is doubled twice. For spell effects that have both a range an area, the DC can be increased by +10 twice to double both the area and the range.For a +20 increase to the channeling DC, the damage of the spell is multiplied by 1.5.For a +30 increase to the channeling DC, the spell deals maximized damage.

RESIST ELEMENTS (DC 10)Abjuration [Acid, Earth]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [G] to grant touched creature acid resistance 5 or damage reduction (slashing, bludgeoning or piercing) 5

Mana AugmentationFor every [G] spent, the energy resistance or damage reduction granted by the base effect increases by +5

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

IMBUE CREATURE (DC 15)Transmutation [Acid, Earth]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [G] and touch a creature. That creature’s natural or manufactured weapons are treated as magical weapons for the purposes of penetrating damage reduction, and the creature’s natural or manufactured weapons deal an additional 1d6+1 points of acid or mundane (slashing, bludgeoning or piercing) damage per strike.

Mana AugmentationFor every [G] spent, the creature’s weapons deal an additional 1d6+1 points of damage. This damage can be either acid or mundane (slashing, bludgeoning or piercing). If augmented in this way, the spell can deal both acid and mundane (slashing, bludgeoning or piercing).

Difficulty Augmentation.

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For every +5 increase to the channeling DC, the creature’s weapons also gain an +1 enhancement bonus to hit.For a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

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FIRE

Elemental Bonding: Fire

CREATE FIRE (DC 5)Conjuration (Creation) [Fire]Components: SCasting Time: 1 standard actionRange: Personal, see textTarget: you, see textDuration: 1 round/level of mana purchased, see textSaving Throw: NoneSpell Resistance: No

EffectSpend [R] to create a small bit of fire in the palm of your hand. This fire can be used for light (it sheds light as a torch), or with a touch it can be used to set objects, but not creatures, alight.

AGAINST ALL ODDS (DC 5)EvocationComponents: SCasting Time: 1 standard actionRange: PersonalTarget: youDuration: see textSaving Throw: NoneSpell Resistance: No

EffectFor each [R] gain +1 to hit and damage for each foe that threatens you when you activate this effect. These bonuses last for a number of rounds equal to your constitution modifier.

BATTLEFIELD COMMAND (DC 5)TransmutationComponents: S, VCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/level of mana purchased)Target: One allied creatureDuration: InstantaneousSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [R] to grant an ally a move action. This granted action must be taken immediately and does not change the ally’s initiative order. You cannot affect yourself with this spell.

Mana AugmentationIf you spend an additional [R][R], you grant an ally a standard action instead.If you spend an additional [R][R][R][R], you grant an ally a full round action instead. AVATAR OF FLAME (DC 5)Transmutation [Fire, Light]Components: S

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Casting Time: 1 standard actionRange: PersonalTarget: youDuration: 1 round/two levels of mana purchasedSaving Throw: NoneSpell Resistance: No

EffectSpend [2][R][R][R][R] to become an avatar of fire. For a number of rounds equal to half your mana level, you become wreathed in flames that shed 30 feet of bright illumination and 30 feet of shadowy illumination. The flames deal 4d6 points of searing (half fire/half other) damage to anyone who strikes you with a non-reach melee weapon. Your weapons deal an additional 4d6 points of searing damage with each attack and if you are wielding a melee weapon, you gain an extra 5 feet of reach. You also gain damage reduction 4/--.

Mana AugmentationFor each additional [R] spend, the damage dealt by the retributive fire and the bonus weapon damage increase by 2d6 and the damage reduction increases by 1/--.For each additional 2[R] spent your reach increases by 5 feet.

Elemental Sphere of Strength

HOWL OF THE WARRIOR (DC 15)Enchantment (Compulsion) [Fear, Mind-affecting]Components: SCasting Time: 1 standard actionRange: 30 feetTarget: One enemy creatureDuration: 1 round/level of mana purchasedSaving Throw: Will negatesSpell Resistance: yes

EffectSpend [R] to give one enemy creature within 30 feet a –1 morale penalty to attacks. A successful will save DC 10 + charisma modifier + total mana spent negates this penalty. This is a mind affecting effect.

Mana AugmentationFor each additional [R] spent, the morale penalty to attacks increases by –1.For each [B] spent, the enemy also suffers a –2 morale penalty to reflex saving throws. For each additional [B] spent, the morale penalty to reflex saves increases by –1.For each [G] spent, the enemy suffers a –2 morale penalty to melee weapon damage. For each additional [G] spent, the morale penalty to damage increases by –1.For each [U] spent, the enemy also suffers a –2 morale penalty to will saving throws. For each additional [U] spent, the morale penalty to will saves increases by –1.For each [W] spent, the enemy suffers a –1 morale penalty to defense. For each additional [W] spent, the morale penalty to defense increases by –1.

Difficulty AugmentFor every +5 increase to the channeling DC the spell can affect one additional enemy.For a + 10 increase to the channeling DC the duration of the spell doublesFor a +10 increase to the channeling DC, the range of the spell doubles.

BOLSTER (DC 15)Enchantment (Compulsion) [Mind-affecting]

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Components: SCasting Time: 1 standard actionRange: PersonalTarget: youDuration: 1 round/level of mana purchasedSaving Throw: None, see textSpell Resistance: No

EffectSpend [R] to grant yourself a +1 insight bonus to attacks.

Mana AugmentationFor each additional [R] spent, the insight bonus increases by +1.Spend an additional [1][R] to cast this spell as a move action.Spend an additional [3][R] to cast this spell as a swift action.If you spend an additional [U][U], choose an opponent who you threaten. If that opponent fails a will save DC 10 + strength modifier + total mana spent, they are denied their dexterity bonus to defense until their next action.If you spend an additional [G][G], choose an opponent who you threaten. If that opponent fails a reflex save DC 10 + strength modifier + total mana spent, all of your attacks against that opponent for the duration of the spell are touch attacks.

Difficulty AugmentationFor every +10 increase to the channeling DC the spell can affect one additional enemy.For a + 10 increase to the channeling DC, the duration of the spell doubles.For a +10 increase to the channeling DC, the range of the spell increases to “touch” and the target of the spell changes to “one ally touched.”

UNDENIABLE STRENGTH (DC 20)TransmutationComponents: SCasting Time: 1 standard actionRange: PersonalTarget: youDuration: 1 round/level of mana purchasedSaving Throw: NoneSpell Resistance: No

EffectSpend [R] to grant yourself a +4 bonus on all opposed rolls and a +4 bonus on strength checks to break objects.

Mana AugmentationFor every additional [R] spent, the bonus to opposed rolls and strength checks increases by +2.

Difficulty AugmentationFor a + 10 increase to the channeling DC, the duration of the spell doublesFor a +10 increase to the channeling DC, the range of the spell increases to “touch” and the target of the spell changes to “one ally touched.”For a +20 increase to the channeling DC, the range of the spell increases to “30 feet” and the target of the spell changes to “one ally within 30 feet.”

Elemental Sphere of War

CREATE RUIN CONSTRUCT (DC 20)

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Conjuration (Creation) [Earth]Components: SCasting Time: One full round actionRange: Close (25 feet + 5 feet/level of mana purchased)Duration: InstantaneousSaving Throw: NoneSpell Resistance: No

EffectSpend [R] to create a level 1 Ruin Construct.

Mana AugmentationSpend [R] to advance the Ruin Construct by 1 level. For each additional [R], the Construct gains 1 additional level.Spend [R] to give the Ruin Construct a +1 enhancement bonus to hit. For each additional [R] the Construct gains a further +1 enhancement bonus to hit.Spend [B] to give the Ruin Construct a 10 foot aura that gives foes a –1 penalty to melee attacks. For each additional [B] the aura inflicts a further –1 penalty. A successful will save (DC 10 + construct’s hit dice + caster’s wisdom modifier) negates this penalty for 24 hours. This is a mind affecting fear effect.Spend [G] to give the Ruin Construct a +1 natural armor bonus to defense. For each additional [G] the natural armor bonus increases by +1.Spend [U] to give the Ruin Construct a frightful presence. A successful will saving throw DC 10 + ½ construct’s hit dice + [U] spent + caster’s charisma bonus makes an affected creature immune to that construct’s frightful presence for 24 hours.

Spend [W] to give the Ruin Construct a +1 deflection bonus to defense. For each additional [W] the deflection bonus increases by +1.

Difficulty AugmentationFor a +10 increase to the channeling DC, the range of the spell doubles.For a +10 increase to the channeling DC, the spell can be cast as a standard action.For a +20 increase to the channeling DC, the spell can be cast as a move action.For every +15 increase to the channeling DC, a second, identical ruin construct is created.

SKILLFUL COMMANDER (DC 15)Enchantment (Compulsion) [Mind-affecting]Components: S, VCasting Time: 1 standard actionRange: 30 feetTarget: One allied creature of caster’s typeDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [R] to give one ally within 30 feet a +2 morale bonus to Intimidate, Ride and Diplomacy.

Mana AugmentationSpend [B] to give one ally within 30 feet a +2 morale bonus to Listen, Spot and Move Silently instead.Spend [G] to give one ally within 30 feet a +2 morale bonus to Hide, Handle Animal and Survival instead.Spend [U] to give one ally within 30 feet a +2 morale bonus to Bluff, Sleight of Hand and Swim instead.Spend [W] to give one ally within 30 feet a +2 morale bonus to Heal, Concentration and Sense Motive instead.For every additional [1] spent the morale bonuses grated by this spell increase by +1.

Difficulty AugmentationFor every +5 increase to the channeling DC the spell can affect one additional ally.

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For a + 10 increase to the channeling DC the duration of the spell doubles

WAR CRY (DC 15)Enchantment (Compulsion) [Mind-affecting]Components: S, VCasting Time: 1 standard actionRange: 30 feetTarget: One allied creatureDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [R] to give one ally within 30 feet a +1 morale bonus to attack.

Mana AugmentationFor each additional [R] spent increase the morale bonus to attack increases by +1.For each [W] spent the targets of this spell also gains a +1 morale bonus to defense.For each [G] spent the targets of this spell also gains a +2 morale bonus to damage.For each [B] spent the targets of this spell also gains a +2 morale bonus to fortitude saves.For each [U] spent the targets of this spell also gains a +2 morale bonus to will saves.

Difficulty AugmentationFor every +5 increase to the channeling DC the spell can affect one additional ally.For a + 10 increase to the channeling DC the duration of the spell doublesFor a +10 increase to the channeling DC, the area of the spell doubles.

WALL OF REFUSE (DC 20)Conjuration (Creation) [Earth]Components: SCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/level of mana purchased)Duration: InstantaneousSaving Throw: NoneSpell Resistance: No

Effect:Spend [R] to create a wall of scrap rock and metal 5 feet tall, 5 feet wide and 1 foot thick. You can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area. Like any other stone wall, this one can be destroyed by normal means such as breaking and chipping. Each 5-foot square of the wall has 30 hit points and a hardness of 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per foot of thickness. It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

Mana AugmentationFor each [R] spent the wall gains a foot of thickness, 30 extra hit points and increases hardness by 10.

Difficulty Augmentation

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For every +5 increase to the channeling DC, the wall is made from an additional 5 foot by 5 foot section.For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased.For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased.

Elemental Sphere of Fire

ELEMENTAL BLAST (DC 10)Evocation [Fire, Sonic]Components: SCasting Time: 1 standard actionRange: 30 feet, see textTarget: One enemy within 30 feet, see textDuration: InstantaneousSaving Throw: Reflex partialSpell Resistance: yes

EffectSpend [R] to deal 2d6 fire or sonic damage to a single enemy within 30 feet. A successful reflex save DC 10 + wisdom modifier + total mana spent halves the damage dealt.

Mana AugmentationFor each [R] spent, the damage of the spell increases by +2d6. This damage can be either fire or sonic. If augmented in this way, the spell can deal both fire and sonic damage.Spend [R][R] to double the range or area of the spell. For spell effects that have both a range an area, the mana can be spent twice to double both the area and the range.

Difficulty AugmentationFor a +5 increase to the channeling DC, the spell effect becomes a 5 foot radius spread up to 30 feet away.For a +10 increase to the channeling DC, the spell effect becomes a 20 foot line originating from the caster.For a +15 increase to the channeling DC, the spell effect becomes a 15 foot cone originating from the caster.For a +20 increase to the channeling DC, the spell effect becomes a 20 foot spherical burst originating from the caster.For a +10 increase to the channeling DC, the range or area of the spell is doubled. If the caster also spends mana to increase the range or area of the spell, the range or area is doubled twice. For spell effects that have both a range an area, the DC can be increased by +10 twice to double both the area and the range.For a +20 increase to the channeling DC, the damage of the spell is multiplied by 1.5.For a +30 increase to the channeling DC, the spell deals maximized damage.

RESIST ELEMENT (DC 10)Abjuration [Fire, Sonic]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [R] to grant touched creature Fire Resistance 5, or Sonic Resistance 5

Mana AugmentationFor every [R] spent, the energy resistance granted by the base effect increases by +5

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Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

IMBUE CREATURE (DC 15)Transmutation [Fire, Sonic]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [R] and touch a creature. That creature’s natural or manufactured weapons are treated as magical weapons for the purposes of penetrating damage reduction, and the creature’s natural or manufactured weapons deal an additional 1d6+1 points of fire or sonic damage per strike.

Mana AugmentationFor every [R] spent, the creature’s weapons deal an additional 1d6+1 points of damage. This damage can be either fire or sonic. If augmented in this way, the spell can deal both fire and sonic damage.

Difficulty Augmentation.For every +5 increase to the channeling DC, the creature’s weapons also gain an +1 enhancement bonus to hit.For a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

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LIGHT

Elemental Bonding: Light

CREATE LIGHT (DC 5)Evocation [Light]Components: SCasting Time: 1 standard actionRange: 0 feetArea: 5 foot circle centered on casterDuration: see text (D)Saving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [W] to create a small light. This light raises the ambient light in a five foot diameter circle around you by one step (darkness to shadows, shadows to bright light). This effect lasts 1 minute point of wisdom modifier.

Mana AugmentationFor each additional [W] you spend, you can either raise the ambient light by one step or expand the light by five feet.

PEIRCE DECEPTION (DC 5)Divination [Light]Components: SCasting Time: 1 standard actionRange: See textTarget: See textDuration: See text (D)Saving Throw: Will negates, see textSpell Resistance: yes

EffectThis spell has three distinct, but related effects. Only one effect may be chosen at the time of casting, but if different effects are chosen on subsequent casting, the effects overlap and persist simultaneously. You cannot cast this spell on anyone but yourself.

Spend [W] to grant yourself a +2 enhancement bonus to sense motive checks. For each [W] spent, this enhancement bonus increases by +2. This bonus to Sense Motive checks lasts a number of minutes equal to your wisdom modifier.

Spend [W][W][W] to force creatures to speak only the truth. A creature that you are currently touching cannot speak any deliberate and intentional lies. You must touch a creature for this spell to affect them.Each touched and potentially affected creature is allowed a will save to avoid the effects when they are first touched. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain in contact with the caster. Creatures who break contact with you are free to speak as they choose. This effect lasts as long as you remain in contact with the affected creature up to a number of minutes equal to your wisdom modifier.

Spend [W][W][W][W][W] to see all things as they actually are. You see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under magical effects that grant a miss chance, see invisible creatures or objects normally, see through illusions, and see the true form of changed or transmuted things. Further, as a standard action, you can concentrate your vision to see into the Ethereal Plane (but

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not into extra dimensional spaces). The range of this special vision is 120 feet. The sight lasts for a number of minutes equal to your wisdom modifier.

PERSONAL SHIELD (DC 5)Abjuration [Light]Components: SCasting Time: 1 standard actionRange: PersonalTarget: youDuration: see text (D)Saving Throw: NoneSpell Resistance: No

EffectSpend [W] to grant yourself a +2 resistance bonus to all saves and a +2 deflection bonus to defense for a number of rounds equal to your wisdom modifier.

Mana AugmentationFor each additional [W] spent, these bonuses increase by +2.

ANGELIC FORM (DC 5)Transmutation [Good, Light]Components: SCasting Time: 1 standard actionRange: PersonalTarget: youDuration: 1 round/two levels of mana purchased (D)Saving Throw: NoneSpell Resistance: No

EffectSpend [2][W][W][W][W] to assume the form of an angel for a number of rounds equal half your mana level. While in angel form, you are surrounded by an aura of supernatural light that sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. In addition, creatures that enter the bright light or begin their turns within the bright light must make a fortitude save or be blinded. Also while in angel form, you grow wings that grant you a fly speed of 60 feet (good maneuverability). In addition, while in angel form, as a standard action, you can hurl a bolt of holy energy at a target within 120 feet. These bolts require a ranged touch attack and deal 4d6 points of holy damage (double to outsiders and undead). Any creature struck by a bolt must make a fortitude save or be dazzled for 10 rounds. Any dazzled creature who is struck by a bolt must make a second fortitude save or be blinded for 10 rounds.

Mana AugmentationFor each additional [W] spend, the damage dealt by your radiant bolts increases by 2d6.For each additional 2[W] spent the radius of your light increases by 10 feet and your fly speed increases by 10 feet.

Elemental Sphere of Healing

HEALING (DC 15)Conjuration [Healing]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touched

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Duration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: yes

EffectSpend [W] to heal 1d8 points of damage to a single target.

Mana AugmentationFor each [W] spent, the amount of damage healed by this spell increases by +1d8.Spent [W] to heal one point of damage to a stat of your choice in addition to the normal damage dealt by this spell. For each additional [W] spent this spell heals one additional point of stat damage.Spend [W][W][W] to cause any stat damage healed by this spell to heal stat drain instead. Spend [G] to heal a creature suffering from a debilitating physical ailment. When the spell is cast, choose Blinded, Deafened, Fatigued, or Sickened. The targeted creature is cured of the chosen effect.Spend [U] to heal a creature suffering from a debilitating mental ailment. When the spell is cast, choose Confused, Dazed or Shaken. The targeted creature is cured of the chosen effect.Spend [B][B] to heal a creature suffering from disease. The target creature is cured of all diseases and all parasites that might be affecting it. Certain special diseases might not be countered by this effect. This effect does not heal any of the damage already caused by a disease, nor does it prevent contraction of future diseases.Spend [R] to remove any poisons currently affecting the targeted creature. This, however, does not cure any damage that poison may have already done.

Difficulty AugmentationFor a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

VIGOR (DC 15)TransmutationComponents: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: yes

EffectSpend [1][W] to grant a target creature fast healing 1.

Mana AugmentationFor each additional [1][W] spent, the fast healing granted by this spell increases by +1.

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”

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If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

TOUGHNESS (DC 10)TransmutationComponents: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 minuteSaving Throw: Will negates (harmless)Spell Resistance: yes

EffectSpend [W] to give a target creature temporary hit points equal to 2d8 + 1 per mana level.

Mana AugmentationFor each [W] spent, the temporary hit points granted by this spell increase by +2d8.For each [G] spent, the target creature gains a +1 luck bonus on Fortitude saving throws for the duration of the spell.For each [U] spent, the target creature gains a +1 luck bonus on Reflex saving throws for the duration of the spell.For each [R] spent, the target creature gains a +1 luck bonus on Will saving throws for the duration of the spell.Spend [B][B] to grant the target creature Immunity to poison for the duration of the spell.Spend [U][U] to grant the target creature Evasion for the duration of the spell.Spend [W][W] to grant the target creature Mettle for the duration of the spell.Spend [R][R] to grant the target creature Immunity to Fear effects for the duration of the spell.

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

Elemental Sphere of Protection

WALL OF FORCE (DC 20)Conjuration (Creation)Components: SCasting Time: 1 standard actionRange: Close (25 feet + 5 feet per level of mana purchased)Duration: 1 round/level of mana purchasedSaving Throw: NoneSpell Resistance: No

EffectSpend [W] to create an invisible flat, vertical wall of force 5 feet wide and 5 feet high . The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells. Breath weapons and spells cannot pass through the wall in either direction, although teleportation and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.

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The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature at the time of casting, the spell fails.

Mana AugmentationFor each [W] spent, you create an additional 5-foot section of wall. This square must be adjacent to at least one other section of wall.

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased.For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased.

BESTOW PROTECTION (DC 15)AbjurationComponents: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: yes

EffectSpend [W] to grant the target creature a +1 armor bonus to defense.

Mana AugmentationFor each [W] spent, increase the armor bonus to defense by +1.Spend [R] to change the armor bonus to a shield bonus.Spend [R][R]to change the armor bonus to an enhancement bonus.Spend [W][W] to change the armor bonus to a deflection bonus.Spend [G] to change the armor bonus to a natural armor bonus.Spend [U] to change the armor bonus to an insight bonus.Spend [U][U] to change armor the bonus to a luck bonus.

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

SANCTUARY (DC 20)AbjurationComponents: SCasting Time: 1 standard actionRange: TouchArea: 1 foot spread centered on target creatureTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless), see textSpell Resistance: yes

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EffectSpend [W] to ward the target from attacks by creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject and all creatures within the area of effect gains a +1 deflection bonus to AC and a +1 resistance bonus on saves.

Second, the barrier blocks any attempt to possess or to exercise mental control over the warded creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature or creatures, but it suppresses the effect for the duration of the sanctuary effect. If this protection ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Mana AugmentationSpend [W] to change the area of the spell to “5 foot radius spread centered on target creature.” For each additional [W] spent, the area increases by 5 feet.For each additional [W] spent, the deflection and resistance bonuses granted by the first major effect of the spell increase by +1.Spend [W][W] to increase the protection granted by the second major effect of the spell. In additional to the protection from mental effects, the ward excludes all spell effects with an augmented channeling DC of 30 or lower. The area or effect of any such spells does not include the area of the sanctuary effect. Such spells fail to affect any target located within the sanctuary. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the area. Spells with an augmented channeling DC greater than 31 are not affected by the ward, nor are spells already in effect when the ward is cast. Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled. Spend [W][W][W][W] to increase the protection granted by the second major effect of the spell. The protection from mental control becomes blanket protection from all magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, the ward prevents the functioning of any magic items or spells within its confines. The ward suppresses, but does not dispel, any spell or magical effect used within, brought into, or cast into the area. Time spent within the ward counts against the suppressed spell’s duration. Summoned creatures of any type and incorporeal undead wink out if they enter the ward. They reappear in the same spot once the ward goes away. Time spent winked out counts normally against the duration of the effect that is maintaining the creature. If you cast this spell in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by the ward because the conjuration itself is no longer in effect, only its result.) Normal creatures can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the warded area. Two or more such wards sharing any of the same space have no effect on each other. Certain spells, such as wall of force and shimmering wall, remain unaffected by this ward (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.

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Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.Spend [W][W] to increase the third major effect of the spell. In addition to the protection against summoned creatures, any opponent attempting to strike or otherwise directly attack the warded creature or creatures, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature or creatures for the duration of the spell. Those not attempting to attack the subject or subjects remain unaffected. This spell does not prevent the warded creature or creatures from being attacked or affected by area or effect spells. The creatures protected by this spell cannot attack without breaking the spell but may use non-attack spells or otherwise act.

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

Elemental Sphere of Light

ELEMENTAL BLAST (DC 10)Evocation [Fire, Force]Components: SCasting Time: 1 standard actionRange: 30 feet, see textTarget: One enemy within 30 feet, see textDuration: InstantaneousSaving Throw: Reflex partialSpell Resistance: yes

EffectSpend [W] to deal 2d6 fire or force damage to a single enemy within 30 feet. A successful reflex save DC 10 + wisdom modifier + total mana spent halves the damage dealt.

Mana AugmentationFor each [W] spent, the damage of the spell increases by +2d6. This damage can be either fire or sonic. If augmented in this way, the spell can deal both fire and sonic damage.Spend [W][W] to double the range or area of the spell. For spell effects that have both a range an area, the mana can be spent twice to double both the area and the range.

Difficulty AugmentationFor a +5 increase to the channeling DC, the spell effect becomes a 5 foot radius spread up to 30 feet away.For a +10 increase to the channeling DC, the spell effect becomes a 20 foot line originating from the caster.For a +15 increase to the channeling DC, the spell effect becomes a 15 foot cone originating from the caster.For a +20 increase to the channeling DC, the spell effect becomes a 20 foot spherical burst originating from the caster.For a +10 increase to the channeling DC, the range or area of the spell is doubled. If the caster also spends mana to increase the range or area of the spell, the range or area is doubled twice. For spell effects that have both a range an area, the DC can be increased by +10 twice to double both the area and the range.For a +20 increase to the channeling DC, the damage of the spell is multiplied by 1.5.

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For a +30 increase to the channeling DC, the spell deals maximized damage.

RESIST ELEMENT (DC 10Abjuration [Fire, Force]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [W] to grant touched creature Fire Resistance 5, or Force Resistance 5

Mana AugmentationFor every [W] spent, the energy resistance granted by the base effect increases by +5

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

IMBUE CREATURE (DC 15)Transmutation [Fire, Force]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [W] and touch a creature. That creature’s natural or manufactured weapons are treated as magical weapons for the purposes of penetrating damage reduction, and the creature’s natural or manufactured weapons deal an additional 1d6+1 points of fire or force damage per strike.

Mana AugmentationFor every [W] spent, the creature’s weapons deal an additional 1d6+1 points of damage. This damage can be either fire or sonic. If augmented in this way, the spell can deal both fire and force damage.

Difficulty Augmentation.For every +5 increase to the channeling DC, the creature’s weapons also gain an +1 enhancement bonus to hit.For a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”

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For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

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WATER

Elemental Bonding: Water

CREATE WATER (DC 5)Conjuration (Creation) [Water]Components: SCasting Time: 1 standard actionRange: PersonalDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

EffectFor each [U] spent, you generate one gallon of wholesome, drinkable water (just like clean rain water) in your cupped hands. This water will, of course, flow out of your hands and be wasted if it does not have a receptacle to flow into.

Mana AugmentationFor each [U] spent, you create one additional gallon of water.

INVISIBILITY (DC 5)Illusion (Glamour)Components: SCasting Time: 1 standard actionRange: PersonalTarget: youDuration: 1 round/two levels of mana purchased (D)Saving Throw: NoneSpell Resistance: No

EffectBy spending [U] you become invisible, vanishing from sight, even from darkvision. If you are carrying gear, that vanishes, too. Your allies cannot see you, unless they can normally see invisible things or they employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that you carry but that extends more than 10 feet from you becomes visible. Of course, you are not magically silenced, and certain other conditions can render you detectable (such as stepping in a puddle). The spell ends if you attack any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the your perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If you attack directly, however, you immediately becomes visible along with all your gear. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Mana AugmentationBy spending an additional [U][U], the invisibility does not end immediately when you attack a creature. Instead, you will remain invisible until the end of your current turn.By spending an additional [U][U][U][U], the invisibility doesn’t end when you attack, it persists for the listed duration.

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SHIELD OF WINDS (DC 5)Abjuration [Air]Components: SCasting Time: 1 standard actionRange: PersonalArea: 2 foot spread centered on casterTarget: youDuration: 1 round/level of mana purchased (D)Saving Throw: None, see textSpell Resistance: No

EffectBy spending [U][U], you become surrounded by an invisible spherical curtain of wind. It is 2 feet thick and extends into every square adjacent to you. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in the wind. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wind has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wind (although it is no barrier to incorporeal creatures). The shield of winds moves with you and is centered on your square. Because it is spherical, it affects every adjacent square equally.

Mana AugmentationFor every additional [U] spent, the wind strength increases by one category (starting from Strong – see table). Increased in this fashion, the wind can become strong enough to block creatures’ progress or even knock them down.For every additional [U] spent, the radius of the winds increases by 5 feet. The shield of winds will always remain centered on you, always more with you and always be in the form of a sphere.

AVATAR OF THE FOUR WINDS (DC 5)Transmutation [Air, Cold, Electricity]Components: SCasting Time: 1 standard actionRange: PersonalTarget: youDuration: 1 round/two levels of mana purchased (D)Saving Throw: None, see textSpell Resistance: No

EffectSpend [2][U][U][U][U] to assume the form of the Avatar of the Four Winds for a number of rounds equal half your mana level. While in avatar form, you gain an 80 foot fly speed (perfect maneuverability), a 40 foot swim speed, and you no longer need to breath. Because of the swirling air around you and the fluid nature of your body, enemies have a 50% miss chance against you. As a standard action while in your avatar form, you can release a powerful bolt of electrical energy from your fingertips. The bolt is a 60 foot line that deals 4d6 points of electricity damage to each creature within its area (a successful reflex save halves this damage). The bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the range permits; otherwise, it stops at the barrier.Alternatively, as a standard action, while in your avatar form, you can create a sudden burst of ice to fill the air around you. In a 15 foot radius around you, sharp, jagged spears of ice suddenly appear dealing 3d6 points of cold damage and 2d6 points of piercing damage (reflex save for half damage, calculate each type of damage separately) to all creatures within its area.

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Mana AugmentationFor each additional [U] spent, your lightning bolts or ice bursts deal an additional 2d6 points of damage and you gain a +10 foot bonus to all of your forms of movement.

Elemental Sphere of Enchantment

ALTER MIND (DC 10)Enchantment (Charm) [Mind-affecting]Components: S, VCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/mana level purchased)Target: One humanoid creatureDuration: 1 round/level of mana purchased (D)Saving Throw: Will negatesSpell Resistance: yes

EffectSpend [U][U] to cause a humanoid creature to regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do (retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Mana AugmentationIf you spend an additional [U][U], you can affect non-humanoid creatures.If you spend an additional [G], you can affect animals.Spend [U] to increase the saving throw by 1.If you spend an additional [1] You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the target creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the target creature finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. But, if the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the target’s will save to be made with a penalty (such as -1 or -2). If you spend an additional [2] you seize control of the target creature’s body. You could, for instance, make an enemy warrior turn on his allies and attack them. The target creature suffers a –2 penalty to all attack rolls, base attack checks, saving throws, and skill checks it makes while under the effects of this crude control.The target creature’s initiative changes to match yours, and he acts as you command for as long as the spell’s effects persist. The target loses all ability to take actions for himself, you must spend a move action each round giving instructions, or the target creature will remain motionless and silent until instructed. The target creature can take only partial actions (one move or standard) while under this crude control. You gain command of the target’s physical abilities only: you cannot access the target’s memory or knowledge, nor cause the target creature to take any mental actions. You cannot see, hear, or otherwise sense through the target creature, so you are aware of what happens to the target creature only through your own senses. However, creatures under this crude control can speak as you command, using the exact words you choose (but you cannot force them to answer using their own knowledge). They can also make skill checks for any skills based on Strength or Dexterity, and they can make attack rolls. You may make a target creature use any feat which you knows he possesses. Your control gives you no insight into what feats your victim possesses: you must deduce this yourself. You can also make the target creature use any of his class abilities or other extraordinary abilities, but not

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supernatural or spell-like abilities (though you cannot cause the target to use any ability you do not know he possesses).This spell effect is quite obvious to observers. Any creature making a DC 10 Sense Motive check realizes that the victim is not in control of his own actions.If you spend an additional [3] you can control the actions of any humanoid creature through a telepathic link that you establish with the target’s mind. If you and the target creature have a common language, you can generally force the target to perform as you desire, within the limits of his abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the target creature is experiencing, but you do not receive direct sensory input from him, nor can he communicate with you telepathically. Once you have given the target creature a command, he continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the target’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your instructions or giving the target creature a new command is the equivalent of redirecting a spell, so it is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the target creature, though he still can’t communicate with you. You can’t actually see through the target creature’s eyes, so it’s not as good as being there yourself, but you can still get a good idea of what’s going on. Targets resist this control, and any creature forced to take actions against his nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the target creature are on the same plane. You need not see the target to control it. If you spend an additional [4], the target of this spell becomes a puppet molded to your will. This effect functions exactly as the previous augmentation except as follows: you can change the instructions given to the target creature as a free action once per round, and can deliver such instructions telepathically. As a move action, the caster can receive full sensory input as interpreted by the mind of the target creature. As a standard action, you can actually see through the target’s eyes and hear through the target’s ears.If you spend an additional [U], the duration of the spell is doubled.

Difficulty AugmentationFor a +10 increase in the channeling DC, the duration of the spell becomes 1 min./per level of mana purchased.For a +20 increase in the channeling DC, the duration of the spell becomes 1 hour/level of mana purchased.For a +30 increase in the channeling DC, the duration of the spell becomes 1 day/level of mana purchased. If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the spell each day. For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased.For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased.For every +10 increase to the channeling DC, the spell can affect one additional creature.

INHIBIT MIND (DC 15)Enchantment (Compulsion) [Mind-affecting]Components: SCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/level of mana purchased)Target: One humanoid creatureDuration: Concentration (up to 1 round/level of mana purchased)Saving Throw: Will negates, will partial (see text)Spell Resistance: yes

EffectSpend [U] to cloud the mind of a humanoid creature so that it takes no actions. A dazed subject is not stunned, so attackers get no special advantage against it. A successful will save negates the daze effect and any augmented secondary effect.

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Mana AugmentationIf you spend an additional [U][U], you can affect non-humanoid creatures.If you spend an additional [G], you can affect animals.Spend [U] to increase the saving throw by 1.For each additional [1] spend, the target of this spell takes a -10 ft. penalty to its base speed for a number of rounds equal to your wisdom modifier after you stop concentrating on the spell. A successful will save halves this penalty. A creature’s base speed cannot be reduced below 5 feet by means of this effect.If you spend an additional [2], the target of this spell may only undertake partial actions for a number of rounds equal to your wisdom modifier after you stop concentrating on the spell. A successful will save halves the length of this penalty.If you spend an additional [3], the target of this spell is paralyzed for a for a number of rounds equal to your wisdom modifier after you stop concentrating on the spell. It is aware and breathes normally but cannot take any physical actions, even speech. However, the subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components). Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)If you spend an additional [4], the target of the spell is unable to take any voluntary action of any kind, whether physical or mental, for a number of rounds equal to your wisdom modifier after you stop concentrating on the spell. They are effectively helpless, although they continue to breath normally. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)If you spend an additional [U][U], the duration of this spell is doubled. This extended duration affects both the original duration, which becomes “Concentration (up to two rounds/level)” and any secondary duration which would become “twice your wisdom modifier”

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles. This extended duration affects both the original duration, which becomes “Concentration (up to two rounds/level)” and any secondary duration which would become “twice your wisdom modifier.” Like all effects, if the duration of the spell is doubled twice, it is tripled.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +15 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

SPELL THEFT (DC see text)Conjuration (Summoning)Components: SCasting Time: see textRange: Close (25 feet + 5 feet/level of mana purchased)Duration: InstantaneousSaving Throw: NoneSpell Resistance: No

EffectIn order to cast this spell, you must ready an action (as a standard action) to cast it when an opponent casts a spell.If you successfully identify the spell being cast (see Spellcraft), you must succeed a channeling check DC 5 + the DC of the spell you plan to steal and spend [U][U] plus the mana cost of the original The spell behaves in all respects as if you had cast it, except if you wish to target the original caster, they are allowed a will save (DC 10 + your wisdom modifier + your mana spent) to resist the effects if the spell doesn’t allow a save. If the original spell does allow a save, the original caster gains a +5 bonus to any save he makes.

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Alternatively, you can take control of a magical effect already in place. This works just as above, except you spend a standard action to cast the spell, identify the effect with Spellcraft, make a channeling check, and spend the mana to take control of the effect.

In either case, the spell retains all of its original effects and its original duration, except all variable effects now use your caster level instead of the original casters. You cannot change any of the effects that are changed at casting except the target of the spell.You can only steal spells effects that have a range greater than touch

Difficulty AugmentationIf you raise the DC of this spell by 10 (DC 15 + the DC of the original spell) you can cast this spell as an immediate action in response to a spell being cast within range.

Elemental Sphere of Illusion

SHIMMERING WALL (DC 20)Abjuration Components: SCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/level of mana purchased)Duration: 1 round/level of mana purchasedSaving Throw: NoneSpell Resistance: No

EffectSpend [U] to create an a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall is 5 feet wide and 5 feet high. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall. In addition, any other creature attempting to pass through the wall must succeed a will save or be driven permanently insane. The affected creature becomes become confused, making them unable to independently determine what they will do.The wall must be cast to materialize in a space unoccupied by creatures. If the spell is cast to materialize in a space occupied by a creature it is disrupted, and the spell is wasted. The wall flashes with five colors: Green, Indigo, Red, Violet, Yellow. Each of these colors has a special effect, but must be fueled with mana in order to be truly effective. The green color stops breath weapons. The indigo color stops all spells. The red color stops all magical and non-magical ranged attacks. The violet color stops poisons, gases and petrification. The yellow color stops all divinations and mental attacks. The wall can be destroyed, color by color, in consecutive order, by an elemental blast fueled by mana of the same type that fueled the color. The elemental blast must be cast using at least as much mana as was used to fuel that color. The first color must be brought down before the second can be affected, and so on. Spell resistance is effective against a shimmering wall, but the caster level check must be repeated for each color present.

Mana AugmentationSpend [U] to increase the save DC by 1.For each [U] spent, you create an additional 5-foot section of wall. This square must be adjacent to at least one other section of wall.If you spend an additional [1][U], the blindness effect on creatures with less than 8 HD lasts 2d4 minutes.For each [1] you spend, the blindness can affect creature with 2 more HD.For each [G] spent, the green color of the wall deals 10 acid damage (reflex half).For each [U] spent, the indigo color of the wall deals 10 electricity damage (reflex half)For each [R] spent, the red color of the wall deals 10 sonic damage (fortitude half)If you spend [B][B] spent, the violet color of the wall inflicts a lethal poison (Fortitude partial for 1d6 points of Con damage instead). For each [B] spend, the poison deals an additional 2 Con damage on a successful save.For each [W] spent, the yellow color of the wall deals 10 fire damage (reflex half)

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Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased.For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased.

FOG CLOUD (DC 10)Conjuration (Creation)Components: SCasting Time: 1 standard actionRange: 10 feetArea: 10 foot radius circle centered on the casterDuration: 1 round/level of mana purchasedSaving Throw: Will negates (see text)Spell Resistance: No

EffectSpend [U] to cause a misty vapor to arise around you. The vapor fills a circular area 10 feet from you and 10 feet high. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. This spell does not function underwater.

Mana AugmentationFor each [U] spent, the radius of the fog increases by 10 feet. The fog never spreads more than 10 feet high.Spend [U] to cause the fog cloud to move away from you at 5 feet per round, rolling along the surface of the ground. For each [U] spent, the fog cloud moves 5 additional feet per round. Figure out the cloud’s new spread each round based on its new point of origin, which is 5 feet farther away from the point of origin where you cast the spell. Spend [G][G] to cause this spell’s vapors to become highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it. For each additional [G] spent, the fog deals an additional 1d6 points of acid damage.Spend [B][B] to cause the vapors to be nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. Creatures immune to poison are also immune to the nauseating effect of the cloud.Spend [B][B][B] to cause the bank of fog to be created from yellowish green and poisonous vapors. These vapors kill any living creature with 3 or fewer hit dice unless it succeeds on a fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot, however, penetrate liquids. For each additional [B] spent, the cloud affects creatures with 2 more hit dice.Spend [W][W] to cause the fog to be so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed. In addition, an affected creature takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into the cloud is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in the cloud. Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round. Spend [1][U][U] to cause the fog to be a bank of mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. Spend [U][U] to double duration of the spell.Spend [1] to increase the saving throw DC by 1.

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Difficulty AugmentationFor a +10 DC increase to the channeling DC, the range becomes 25 feet +5 feet per level and the area becomes a 10 foot radius spread.For a +20 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased, and the area becomes a 10 foot radius spread.For a +30 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased, and the area becomes a 10 foot radius spread.For a +15 increase in the channeling DC, the duration becomes 1 min./level.For a +30 increase in the channeling DC, the duration becomes 1 hour/level.

VEIL OF TRICKERY (DC 15)Illusion (Glamour)Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless), see textSpell Resistance: yes

EffectWhen you cast a veil of trickery spell, you must select a primary effect for it: alter features, blurred features, or obscure presence (each described below). Veil of trickery presents aspects that are contradictory, not complementary. They all provide the same basic function—altering the target’s appearance to trick an observer— but their specific effects differ radically.

Alter Features: With veil of trickery you change the appearance of the target to help it mimic another creature. For each [U] spent, the target gains a cumulative +5 enhancement bonus to all Disguise checks. Alternatively, the caster can make a Disguise check as part of casting this spell and apply the results to the target.

Blurred Image: This illusion creates a shimmering field of energy that makes it difficult for others to focus their vision on the target. Its features shift, and its position seems to jump about. For each [U] spent, the target gains a cumulative 10% concealment bonus against all attacks that require an attack roll to hit it. In addition, the target becomes immune to critical hits against all attackers who are subject to this miss chance—your blurred image makes it impossible for them to target vital areas.

Obscure Presence: This aspect allows you to obscure the target’s presence, making it more difficult for others to see, hear, or even smell the target (handy against guard dogs, but perhaps not against humans). When you select this aspect, pick a single sense. For each [U] spent, this spell gives a cumulative 10% chance that creatures automatically fail to notice the target with the affected sense. If you spend an additional [U][U], you can select an additional senses to mask as well. Each additional sense costs [U][U]. If the target of the spell attacks a creature in any way, the concealing magic is sundered and the spell ends.

Mana AugmentationWhen you select the obscure presence effect, for each additional [U] spent, there is a cumulative 10% chance that the effect persists after the target makes an attack. Check after each individual attack, not after each attack action. For example, if you use a full attack to make three strikes, check after each of the three blows to see whether the effect persists.

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +15 increase in the channeling DC, the duration becomes 1 min./level.For a +30 increase in the channeling DC, the duration becomes 1 hour/level.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”

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For a +20 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +30 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

PHANTASMAL FORCES (DC 10)Illusion (Shadow)Components: SCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/level of mana purchased)Duration: Concentration (see text)Saving Throw: Will negatesSpell Resistance: yes

EffectThis spell allows you to create a variety of illusory effects. Phantasmal forces never includes sound, heat, scent, or other factors. The spell has only a visual aspect unless you augment it with a sensory deception effect. When you create such an illusion, you must consider its four basic aspects: size, reality, duration and senses. (see table)

Size: Size determines the physical area your illusion covers or the size of the object it duplicates. For each [U] spent, you can create an illusion one size category larger. Regardless of the size of your illusion, you cannot duplicate a creature that has more Hit Dice than double your caster level. You can create an illusion the same size as a creature with the listed size category. For illusions that duplicate things other than creatures, use the number of squares indicated on the table instead. If you create an illusion of an object that covers multiple squares, each square the illusion occupies must be adjacent to at least one other square it covers.Small (1 square)Medium (2 squares)Large (4 squares) Huge (9 squares) Gargantuan (16 squares) Colossal (25 squares)

Reality: The reality of an illusion affects how much of the illusion translates into real damage. An illusion is by default 0% real, but for each [U] spent, the illusion is 10% more real. For example, an illusory wall might inflict damage when someone runs into it if you set its reality high enough. The percentage determines how much of any damage inflicted by an illusion counts as real damage. For example, the illusion of a monster with a 20% reality rating inflicts 20% of its normal damage with each attack. It can duplicate any monster as long as the illusion’s size permits, but cannot duplicate a creature that has more Hit Dice than double your caster level.

Duration: Duration determines how long your illusion lasts. A phantasmal force usually has a duration of Concentration, but you can increase this aspect of the spell to make an illusion last longer than normal. For each [1] spent, the illusion continues to last for 1 round after you stop concentrating on it. You can control the illusion as a free action as long as you maintain line of effect to it. If you lose line of effect, it remains still in its current place. For example, the illusion of a monster would stop fighting.

Senses: Senses allows you to create illusions that trick a creature’s hearing, scent, touch, and senses other than sight. For each [U][U] spent, you can affect a sense other than sight. Sensory deception illusions serve as good distractions. Using sensory deception in conjunction with phantasmal force to create a more believable than normal phantom. When adding senses, make a Bluff check to see whether your illusion tricks those who interact with it. You can choose to not have a visual component to you illusions, in this case, size refers to the maximum size of a creature or object you can affect with this illusion. For example, you could make a frayed, rough tapestry feel like smooth silk. The size is given in terms of creature size. If you need to know the area an illusion covers, use the number of squares indicated on the table instead.

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In the case of an illusion that doesn’t contain a visual component, or doesn’t deal damage, the reality setting would instead grant a +5 bonus to the caster’s Bluff check for each [U].

Mana AugmentationFor every [1] spent, the DC for the spell increases by 1.

Difficulty AugmentationFor a +10 increase in the channeling DC, the duration becomes 1 minute + 1 minute per [1].For a +20 increase in the channeling DC, the duration becomes 1 hour + 1 hour per [1].For a +30 increase in the channeling DC, the duration becomes 1 day + 1 day per [1].For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased.For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased.

Elemental Sphere of Water

ELEMENTAL BLAST (DC 10)Evocation [Electricity, Cold]Components: SCasting Time: 1 standard actionRange: 30 feet, see textTarget: One enemy within 30 feet, see textDuration: InstantaneousSaving Throw: Reflex partialSpell Resistance: yes

EffectSpend [U] to deal 2d6 electricity or cold damage to a single enemy within 30 feet. A successful reflex save DC 10 + wisdom modifier + total mana spent halves the damage dealt.

Mana AugmentationFor each [U] spent, the damage of the spell increases by +2d6. This damage can be either electricity or cold. If augmented in this way, the spell can deal both electricity and cold damage.Spend [W][W] to double the range or area of the spell. For spell effects that have both a range an area, the mana can be spent twice to double both the area and the range.

Difficulty AugmentationFor a +5 increase to the channeling DC, the spell effect becomes a 5 foot radius spread up to 30 feet away.For a +10 increase to the channeling DC, the spell effect becomes a 20 foot line originating from the caster.For a +15 increase to the channeling DC, the spell effect becomes a 15 foot cone originating from the caster.For a +20 increase to the channeling DC, the spell effect becomes a 20 foot spherical burst originating from the caster.For a +10 increase to the channeling DC, the range or area of the spell is doubled. If the caster also spends mana to increase the range or area of the spell, the range or area is doubled twice. For spell effects that have both a range an area, the DC can be increased by +10 twice to double both the area and the range.For a +20 increase to the channeling DC, the damage of the spell is multiplied by 1.5.For a +30 increase to the channeling DC, the spell deals maximized damage.

RESIST ELEMENT (DC 10Abjuration [Electricity, Cold]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchased

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Saving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [W] to grant touched creature Electricity Resistance 5, or Cold Resistance 5

Mana AugmentationFor every [W] spent, the energy resistance granted by the base effect increases by +5

Difficulty AugmentationFor a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

IMBUE CREATURE (DC 15)Transmutation [Electricity, Cold]Components: SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/level of mana purchasedSaving Throw: Will negates (harmless)Spell Resistance: No

EffectSpend [W] and touch a creature. That creature’s natural or manufactured weapons are treated as magical weapons for the purposes of penetrating damage reduction, and the creature’s natural or manufactured weapons deal an additional 1d6+1 points of electricity or cold damage per strike.

Mana AugmentationFor every [W] spent, the creature’s weapons deal an additional 1d6+1 points of damage. This damage can be either electricity or cold. If augmented in this way, the spell can deal both electricity and cold damage.

Difficulty Augmentation.For every +5 increase to the channeling DC, the creature’s weapons also gain an +1 enhancement bonus to hit.For a +10 increase in channeling DC, the duration of the spell doubles.For a +10 increase in the channeling DC, the range of the spell becomes 25 feet + 5 feet per level of mana purchased and the target becomes “One Creature.”For a +10 increase to the channeling DC, the range becomes 50 feet + 10 feet per level of mana purchased and the target becomes “One Creature.”For a +20 increase to the channeling DC, the range becomes 100 feet + 20 feet per level of mana purchased and the target becomes “One Creature.”If the range of the spell is no longer “touch”, for every +5 increase to the channeling DC, the spell can affect one additional creature.

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SUMMONING

SUMMONING (DC varies, see text)Conjuration (Summoning)Components: V, SCasting Time: 1 full round action Range: Close (25 feet + 5 feet/mana level purchased) Duration: 1 round/mana level purchased (D) Saving Throw: None Spell Resistance: No

EffectBy spending the listed mana on the chart below, you can summon any one of a vast menagerie of creatures.

Mana AugmentationSpend [R] to give the summoned creature a +1 enhancement bonus to hit. For each additional [R] the creature gains a further +1 enhancement bonus to hit.Spend [B] to give the summoned creature a 10 foot aura that gives foes a –1 penalty to melee attacks. For each additional [B] the aura inflicts a further –1 penalty. A successful will save negates this penalty.Spend [G] to give the summoned creature a +1 natural armor bonus to defense. For each additional [G] the natural armor bonus increases by +1.Spend [U] to give the summoned creature a frightful presence with a saving throw of 10 + summoned creature’s hit dice + caster’s charisma bonus. For each additional [U] spent, the DC of the saving throw increases by 1.Spend [W] to give the Summoned creature a +1 deflection bonus to defense. For each additional [W] the deflection bonus increases by +1.

Difficulty AugmentationFor a +10 increase to the channeling DC, the range of the spell doubles.For a +10 increase to the channeling DC, the spell can be cast as a standard action.For a +20 increase to the channeling DC, the spell can be cast as a move action.For every +15 increase to the channeling DC, a second, identical creature is created.

Creature Mana Cost Base DCAasimar, 1st-Level Warrior [W] DC 4

Aboleth [1][B][U][U] DC 23

Aboleth Mage [4][G][B][B][U][U][U][U] DC 48

Abyssal Greater Basilisk [3][B][G][G][G] DC 35

Achaierai [1][B][B] DC 18

Adult Arrowhawk [1][U][U] DC 18

Adult Black Dragon [2][G][G][B][B][B] DC 33

Adult Blue Dragon [3][R][G][G][U][U][U] DC 40

Adult Brass Dragon [3][U][R][R][R] DC 35

Adult Bronze Dragon [3][W][G][G][U][U][U] DC 43

Adult Copper Dragon [3][G][B][B][R][R][R] DC 40

Adult Gold Dragon [4][W][B][B][R][R][R] DC 45

Adult Green Dragon [3][R][U][G][G][G] DC 38

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Adult Red Dragon [3][W][G][G][R][R][R] DC 43

Adult Silver Dragon [3][W][B][B][U][U][U] DC 43

Adult Tojanida [1][U][U] DC 18

Adult White Dragon [2][B][U][U][U] DC 30

Air Mephit [U][U] DC 13

Allip [B][B] DC 13

Ancient Black Dragon [4][R][R][G][G][B][B][B] DC 53

Ancient Blue Dragon [5][B][R][R][G][G][U][U][U] DC 58

Ancient Brass Dragon [5][G][G][U][U][R][R][R] DC 55

Ancient Bronze Dragon [5][B][W][W][G][G][U][U][U][U] DC 60

Ancient Copper Dragon [5][W][G][G][B][B][R][R][R][R] DC 60

Ancient Gold Dragon [6][W][W][B][B][B][R][R][R][R][R] DC 65

Ancient Green Dragon [5][B][R][R][U][U][G][G][G] DC 58

Ancient Red Dragon [5][B][W][W][G][G][R][R][R][R] DC 63

Ancient Silver Dragon [5][R][W][W][B][B][U][U][U][U] DC 63

Ancient White Dragon [4][R][R][B][B][U][U][U] DC 50

Androsphinx [2][R][W][W][W] DC 28

Animated Object, Colossal [2][G][R][R][R] DC 30

Animated Object, Gargantuan [1][G][R][R] DC 23

Animated Object, Huge [1][R][R] DC 18

Animated Object, Large [R][R] DC 13

Animated Object, Medium [R] DC 10

Animated Object, Small [R] DC 5

Animated Object, Tiny [R] DC 3

Ankheg [B][B] DC 13

Annis hAG [1][B][B][B] DC 20

Ape [G] DC 10

Aranea [U][B] DC 15

Assassin Vine [G][G] DC 13

Astral Deva [3][U][R][R][W][W][W] DC 40

Athach [2][G][B][B] DC 25

Average Salamander [1][R][R][R] DC 20

Average Xorn [1][G][G][G] DC 20

Avoral [2][R][W][W][W] DC 28

Azer [R] DC 10

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Babau (Demon) [2][U][B][B] DC 20

Baboon [G] DC 3

Badger [G] DC 3

Baleen Whale [1][U][U][U] DC 20

Balor (Demon) [5][U][B][B][R][R][R][R] DC 55

Barbed Devil (Hamatula) [2][R][U][B][B][B] DC 33

Barghest [U][B] DC 15

Basilisk [1][G][G] DC 18

Bat [G] DC 0

Bat Swarm [G] DC 10

Bear, Black [G] DC 10

Bear, Brown [1][G] DC 15

Bear, Polar [1][G] DC 15

Bearded Devil (Barbazu) [1][R][B] DC 18

Bebilith (Demon) [2][R][R][B][B] DC 30

Behir [2][G][G][U][U] DC 25

Belker [1][U][U][U] DC 20

Bison [G] DC 10

Black Pudding (Ooze) [1][U][B][B] DC 23

Blink Dog [W] DC 10

Boar [G] DC 10

Bodak [2][R][B][B] DC 25

Bone Devil (Osyluth) [2][R][U][B][B] DC 28

Bralani (Eladrin) [1][U][U][U] DC 20

Bugbear [R] DC 10

Bulette [1][B][G][G] DC 23

Cachalot Whale [1][G][U][U] DC 23

Camel [G] DC 5

Cat [G] DC 3

Cauchemar (Nightmare) [2][B][B][R][R][R] DC 33

Celestial Charger [3][U][R][W][W][W] DC 38

Centaur [G][G] DC 13

Centipede Swarm [1][B] DC 15

Chain Devil (Kyton) [1][U][R][R] DC 20

Chaos Beast [1][U][B][B] DC 23

Carrion Crawler [1][B] DC 15

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Cheetah [G] DC 10

Chimera [R][R][U][U] DC 23

Choker [1][U] DC 10

Chuul [1][B][U][U] DC 23

Clay Golem [2][G][R][R][R] DC 30

Cloaker [1][B][B] DC 18

Cloud Giant [2][R][R][U][U][U] DC 33

Cockatrice [R][G][G] DC 13

Constrictor Snake [G] DC 10

Constrictor Snake, Giant [1][G][G] DC 18

Couatl [2][U][W][W][W] DC 30

Criosphinx [1][R][W][W] DC 23

Crocodile [G] DC 10

Crocodile, Giant [1][G] DC 15

Dark Naga [2][U][B][B] DC 25

Darkmantle [B] DC 6

Deinonychus (Dinosaur) [G][G] DC 13

Delver [2][B][G][G][G] DC 28

Derro [U][B] DC 13

Destrachan [2][R][G][G] DC 25

Devourer [2][U][B][B][B][B] DC 33

Digester [B][G][G][G] DC 20

Dire Ape [G][G] DC 13

Dire Badger [1][G] DC 10

Dire Bat [1][G] DC 10

Dire Bear [1][R][G][G] DC 23

Dire Boar [1][G][G] DC 15

Dire Lion [1][G][G] DC 18

Dire Rat [G] DC 3

Dire Shark [2][R][G][G][G] DC 28

Dire Tiger [2][R][G][G] DC 25

Dire Weasel [G] DC 10

Dire Wolf [1][G] DC 13

Dire Wolverine [G][G] DC 15

Displacer Beast [1][U] DC 15

Djinni (Genie) [1][U][U] DC 18

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Dog [G] DC 3

Dog, Riding [G] DC 6

Doppelganger [U][U] DC 13

Dragon Turtle [2][R][U][U][U] DC 28

Dragonne [1][R][W][W] DC 23

Dread Wraith [2][U][B][B][B][B] DC 33

Dretch (Demon) [R][B] DC 10

Drider [1][U][B][B] DC 23

Dryad [G][G] DC 13

Dust Mephit [G][G] DC 13

Eagle [U] DC 3

Eagle, Giant [U][U] DC 13

Earth Mephit [G][G] DC 13

Efreeti (Genie) [2][B][R][R] DC 25

Eight-Headed Cryohydra [2][G][U][U][U] DC 28

Eight-Headed Hydra [1][W][G][G] DC 23

Eight-Headed Pyrohydra [2][G][R][R][R] DC 28

Elasmosaurus (Dinosaur) [1][R][G][G] DC 23

Elder Arrowhawk [2][U][U][U] DC 25

Elder Black Pudding (Ooze) [3][U][B][B][B] DC 35

Elder Tojanida [2][G][U][U][U] DC 28

Elder Xorn [2][W][G][G] DC 25

Elephant [1][R][G][G] DC 23

Eleven-Headed Cryohydra [3][G][G][U][U][U] DC 35

Eleven-Headed Hydra [2][W][W][G][G] DC 30

Eleven-Headed Pyrohydra [3][G][G][R][R][R] DC 35

Erinyes (Devil) [1][G][R][B][B] DC 25

Ethereal Filcher [U][U] DC 13

Ethereal Marauder [U][U] DC 13

Ettercap [B][B] DC 13

Ettin [1][R][R][R] DC 20

Fire Giant [2][G][R][R][R] DC 30

Fire Mephit [R][R] DC 13

Five-Headed Cryohydra [1][U][U][U] DC 20

Five-Headed Hydra [1][G] DC 15

Five-Headed Pyrohydra [1][R][R][R] DC 20

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Flamebrother Salamander [R][R] DC 13

Flesh Golem [1][W][R][R] DC 23

Formian Myrmarch [2][G][W][W][W] DC 30

Formian Queen [4][R][G][G][W][W][W][W] DC 48

Formian Taskmaster [1][G][W][W] DC 23

Formian Warrior [W][W] DC 13

Formian Worker [W] DC 3

Frost Giant [2][R][R][U][U] DC 28

Frost Worm [3][R][U][U][U] DC 35

Gargoyle [1][R] DC 15

Gelatinous Cube [B][B] DC 13

Ghaele (Eladrin) [3][R][W][W][U][U][U] DC 38

Ghast [B] DC 13

Ghoul [B] DC 6

Giant Ant, Queen [B] DC 10

Giant Ant, Soldier [B] DC 10

Giant Ant, Worker [B] DC 8

Giant Bee [B] DC 8

Giant Bombardier Beetle [R] DC 10

Giant Fire Beetle [R] DC 3

Giant Praying Mantis [B][B] DC 13

Giant Stag Beetle [1][B][B] DC 15

Giant Wasp [B][B] DC 13

Gibbering Mouther [1][B][B] DC 15

Girallon [1][G][G][G] DC 20

Glabrezu (Demon) [3][R][R][B][B][B] DC 38

Golden Protector (Celestial Half-Dragon Lammasu) [3][R][B][W][W][W] DC 38

Gorgon [2][W][G][G] DC 25

Gray Ooze [1][B] DC 15

Gray Render [2][R][G][G] DC 25

Great Wyrm Black Dragon [5][U][R][R][G][G][B][B][B][B] DC 60

Great Wyrm Blue Dragon [6][B][R][R][G][G][G][U][U][U][U] DC 68

Great Wyrm Brass Dragon [5][W][G][G][U][U][R][R][R][R] DC 63

Great Wyrm Bronze Dragon [6][B][W][W][G][G][G][U][U][U][U] DC 68

Great Wyrm Copper Dragon [6][W][G][G][B][B][B][R][R][R][R] DC 68

Great Wyrm Gold Dragon [6][G][W][W][B][B][B][R][R][R][R][R] DC 73

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Great Wyrm Green Dragon [6][B][R][R][U][U][U][G][G][G][G] DC 65

Great Wyrm Red Dragon [6][B][W][W][G][G][G][R][R][R][R]

[R]

DC 73

Great Wyrm Silver Dragon [6][R][W][W][B][B][B][U][U][U][U] DC 70

Great Wyrm White Dragon [5][W][R][R][B][B][U][U][U] DC 58

Greater Barghest [1][U][B] DC 18

Greater Shadow [2][W][B][B] DC 25

Greater Stone Golem [4][G][G][W][R][R][R] DC 45

Green Hag [1][B][B] DC 18

Grick [B][B] DC 13

Griffon [1][W] DC 15

Grig (Sprite) [G] DC 8

Grimlock [B] DC 8

Guardian Naga [2][B][W][W][W] DC 30

Gynosphinx [2][R][W][W] DC 25

Harpy [1][R] DC 15

Harpy Archer [3][B][R][R][R] DC 33

Hawk [U] DC 3

Hell Hound [R][R] DC 13

Hellcat (Bezekira) (Devil) [1][G][R][R] DC 23

Hellwasp Swarm [2][R][B][B] DC 25

Hezrou (Demon) [2][B][R][R][R][R] DC 33

Hieracosphinx [1][W][W] DC 18

Hill Giant [1][G][R][R] DC 23

Hippogriff [U] DC 10

Hobgoblin [R] DC 3

Homunculus [U] DC 8

Horned Devil (Cornugon) [4][W][R][R][B][B][B] DC 45

Horse, Heavy [G] DC 8

Horse, Light [G] DC 8

Hound Archon [1][W][W] DC 15

Hound Archon Hero [4][G][R][R][W][W][W] DC 45

Howler [B] DC 13

Hyena [G] DC 8

Ice Devil (Gelugon) [3][U][R][B][B][B] DC 38

Ice Mephit [U][U] DC 13

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Imp [U][B] DC 10

Invisible Stalker [1][U][U][U] DC 23

Iron Golem [3][G][W][R][R][R] DC 38

Janni [1][U] DC 15

Juvenile Black Dragon [1][G][B][B] DC 23

Juvenile Blue Dragon [2][G][U][U] DC 25

Juvenile Brass Dragon [2][U][R][R] DC 25

Juvenile Bronze Dragon [2][G][G][U][U] DC 28

Juvenile Copper Dragon [2][B][B][R][R] DC 28

Juvenile Gold Dragon [2][B][B][R][R][R] DC 33

Juvenile Green Dragon [2][U][G][G] DC 25

Juvenile Red Dragon [2][G][G][R][R] DC 30

Juvenile Silver Dragon [2][B][B][U][U] DC 30

Juvenile Tojanida [U][U] DC 13

Juvenile White Dragon [1][U][U][U] DC 20

Juvenille Arrowhawk [U][U] DC 13

Kobold [R] DC 3

Kolyarut (Inevitable) [3][R][W][W][W] DC 35

Kraken [3][G][U][U][U] DC 35

Krenshar [R] DC 8

Kuo-Toa [U] DC 6

Lamia [1][B][B][B] DC 20

Lammasu [2][R][W][W][W] DC 25

Lantern Archon [W] DC 10

Lemure (Devil) [B] DC 6

Leonal [3][R][W][W][W] DC 35

Leopard [G] DC 10

Lillend [1][U][W][W] DC 23

Lion [G][G] DC 13

Lizard [G] DC 0

Lizard, Monitor [G] DC 10

Lizardfolk [U] DC 8

Locathah [U] DC 3

Locust Swarm [B][B] DC 13

Magma Mephit [R][R] DC 13

Magmin [R][R] DC 13

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Manta Ray [U] DC 8

Manticore [1][B][B] DC 18

Marilith (Demon) [4][U][U][R][R][B][B][B] DC 48

Marut (Inevitable) [3][B][R][R][W][W][W] DC 43

Mature Adult Black Dragon [3][R][G][G][B][B][B] DC 40

Mature Adult Blue Dragon [4][R][G][G][U][U][U] DC 45

Mature Adult Brass Dragon [3][G][U][U][R][R][R] DC 43

Mature Adult Bronze Dragon [4][W][G][G][U][U][U][U] DC 48

Mature Adult Copper Dragon [4][G][B][B][R][R][R] DC 45

Mature Adult Gold Dragon [4][W][W][B][B][R][R][R][R] DC 53

Mature Adult Green Dragon [4][R][U][U][G][G][G] DC 45

Mature Adult Red Dragon [4][W][G][G][R][R][R][R] DC 50

Mature Adult Silver Dragon [4][W][B][B][U][U][U][U] DC 50

Mature Adult White Dragon [3][B][U][U][U] DC 35

Medusa [1][G][B][B] DC 23

Megaraptor (Dinosaur) [R][G][G][G] DC 20

Merfolk, 1st-Level Warrior [U] DC 3

Mimic [1][U] DC 15

Mind Flayer [2][B][U][U][U] DC 25

Minor Xorn [G][G] DC 13

Minotaur [1][R] DC 15

Mohrg [2][U][B][B] DC 25

Monkey [G] DC 0

Monstrous Centipede, Colossal [2][W][B][B][B] DC 28

Monstrous Centipede, Gargantuan [1][B][B][B] DC 20

Monstrous Centipede, Huge [B] DC 10

Monstrous Centipede, Large [B] DC 8

Monstrous Centipede, Medium [B] DC 4

Monstrous Centipede, Small [B] DC 3

Monstrous Centipede, Tiny [B] DC 0

Monstrous Scorpion, Colossal [3][R][B][B][B] DC 35

Monstrous Scorpion, Gargantuan [2][R][B][B][B] DC 30

Monstrous Scorpion, Huge [1][R][B][B] DC 23

Monstrous Scorpion, Large [B][B] DC 13

Monstrous Scorpion, Medium [B] DC 8

Monstrous Scorpion, Small [B] DC 4

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Monstrous Scorpion, Tiny [B] DC 3

Monstrous Spider, Colossal [2][G][G][B][B][B] DC 33

Monstrous Spider, Gargantuan [2][G][B][B] DC 25

Monstrous Spider, Huge [1][B][B] DC 18

Monstrous Spider, Large [B] DC 10

Monstrous Spider, Medium [B] DC 8

Monstrous Spider, Small [B] DC 4

Monstrous Spider, Tiny [B] DC 3

Mule [G] DC 8

Mummy [1][B][B] DC 18

Mummy Lord [3][W][U][U][B][B][B] DC 43

Nalfeshnee (Demon) [3][U][G][G][B][B][B] DC 40

Nessian Warhound [2][W][R][R][R] DC 28

Night Hag [2][U][U][B][B] DC 28

Nightcrawler [4][R][U][U][B][B][B][B] DC 50

Nightmare [1][R][R] DC 18

Nightwalker [4][R][U][U][B][B][B] DC 45

Nightwing [3][R][U][U][B][B][B] DC 40

Nine-Headed Cryohydra [2][G][U][U][U] DC 30

Nine-Headed Hydra [2][W][G][G] DC 25

Nine-Headed Pyrohydra [2][G][R][R][R] DC 30

Nixie (Sprite) [G] DC 8

Noble Salamander [2][W][R][R][R] DC 30

Nymph [1][W][U][U] DC 23

Ochre Jelly (Ooze) [1][B][B] DC 18

Octopus [U] DC 8

Octopus, Giant [2][U][G][G] DC 25

Ogre [R][R] DC 13

Ogre Barbarian [1][G][R][R] DC 23

Ogre Mage [2][U][R][R] DC 25

Old Black Dragon [4][R][G][G][B][B][B] DC 45

Old Blue Dragon [4][R][R][G][G][U][U][U] DC 50

Old Brass Dragon [4][G][G][U][U][R][R][R] DC 48

Old Bronze Dragon [4][W][W][G][G][U][U][U][U] DC 53

Old Copper Dragon [4][G][G][B][B][R][R][R][R] DC 53

Old Gold Dragon [5][G][W][W][B][B][R][R][R] DC 58

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Old Green Dragon [4][R][R][U][U][G][G][G] DC 50

Old Red Dragon [5][W][W][G][G][R][R][R] DC 55

Old Silver Dragon [5][W][W][B][B][R][R][R] DC 55

Old White Dragon [3][R][B][B][U][U][U] DC 43

Ooze Mephit [U][U] DC 13

Orca [1][U][U] DC 18

Otyugh [1][B] DC 15

Owl [G][U] DC 3

Owl, Giant [U][U] DC 13

Owlbear [1][G] DC 15

Pegasus [W][W] DC 13

Phantom Fungus [G][G] DC 13

Phase Spider [W][U][U] DC 18

Phasm [1][B][U][U] DC 23

Pit Fiend (Devil) [5][W][B][B][B][R][R][R] DC 55

Pixie (Sprite) [1][G] DC 15

Pixie (with irresistible dance) (Sprite) [1][G][G] DC 18

Planetar [4][U][R][R][W][W][W] DC 45

Pony [G] DC 3

Pony, War [G] DC 4

Porpoise [U] DC 4

Pseudodragon [R] DC 8

Purple Worm [3][R][G][G][G] DC 35

Quasit (Demon) [R][B] DC 10

Rakshasa [2][W][U][U][U] DC 30

Rast [1][R][R] DC 18

Rat [G] DC 0

Rat Swarm [G] DC 10

Raven [U] DC 0

Ravid [1][W][W] DC 18

Remorhaz [1][U][R][R] DC 23

Retriever (Demon) [2][U][U][B][B][B] DC 33

Rhinoceros [1][G] DC 15

Roc [2][G][U][U][U] DC 28

Roper [3][G][G][B][B] DC 35

Rust Monster [R][R] DC 13

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Sahuagin [U] DC 10

Salt Mephit [R][R] DC 13

Satyr (with pipes) [1][G] DC 15

Satyr (without pipes) [G] DC 10

Sea Cat [1][U] DC 15

Sea Hag [1][B] DC 15

Seven-Headed Cryohydra [2][G][U][U] DC 25

Seven-Headed Hydra [1][G][G][G] DC 20

Seven-Headed Pyrohydra [2][G][R][R] DC 25

Shadow [B][B] DC 13

Shadow Mastiff [1][B][B] DC 18

Shambling Mound [1][G][G][G] DC 20

Shark, Huge [1][U] DC 15

Shark, Large [U] DC 10

Shark, Medium [U] DC 8

Shield Guardian [2][U][R][R] DC 25

Shocker Lizard [U] DC 10

Shrieker [G] DC 6

Six-Headed Cryohydra [1][G][U][U] DC 23

Six-Headed Hydra [1][G][G] DC 18

Six-Headed Pyrohydra [1][G][R][R] DC 23

Skum [B] DC 10

Snake, Huge Viper [1][G] DC 13

Snake, Large Viper [G] DC 10

Snake, Medium Viper [G] DC 8

Snake, Small Viper [G] DC 4

Snake, Tiny Viper [G] DC 3

Solar [5][B][U][R][R][R][W][W][W][W] DC 63

Spectre [1][U][B][B] DC 23

Spider Eater [1][G][G] DC 18

Spider Swarm [B] DC 8

Spirit Naga [2][B][U][U] DC 28

Squid [U] DC 8

Squid, Giant [2][G][U][U][U] DC 28

Steam Mephit [R][R] DC 13

Stirge [B] DC 4

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Stone Giant [2][R][G][G] DC 25

Stone Golem [2][G][G][R][R][R] DC 33

Storm Giant [3][G][R][U][U][U] DC 38

Succubus (Demon) [1][B][B][U][U] DC 23

Tendriculos [1][G][G][G] DC 20

Ten-Headed Cryohydra [2][G][G][U][U][U] DC 33

Ten-Headed Hydra [2][W][G][G][G] DC 28

Ten-Headed Pyrohydra [2][G][G][R][R][R] DC 33

Thoqqua [R] DC 10

Tiefling, 1st-Level Warrior [B] DC 4

Tiger [1][G] DC 15

Titan [4][W][G][G][G][G][R][R][R][R] DC 58

Toad [G] DC 0

Treant [2][R][G][G] DC 25

Triceratops (Dinosaur) [2][R][G][G][G] DC 28

Triton [U] DC 10

Troglodyte [B] DC 8

Troll [1][G][G] DC 18

Troll Hunter [2][R][R][G][G][G] DC 33

Truly Horrid Umber Hulk [3][B][B][B][R][R][R] DC 40

Trumpet Archon [3][U][R][R][W][W][W] DC 40

Twelve-Headed Cryohydra [3][W][G][U][U][U] DC 38

Twelve-Headed Hydra [2][W][W][G][G][G] DC 33

Twelve-Headed Pyrohydra [3][W][G][R][R] DC 38

Tyrannosaurus (Dinosaur) [2][R][G][G] DC 25

Umber Hulk [2][B][R] DC 23

Unicorn [W][W] DC 13

Vampire Spawn [1][B] DC 15

Vargouille [B] DC 10

Very Old Black Dragon [4][R][R][G][G][B][B][B] DC 50

Very Old Blue Dragon [4][R][R][G][G][U][U][U][U] DC 53

Very Old Brass Dragon [4][G][G][U][U][R][R][R][R] DC 53

Very Old Bronze Dragon [5][W][W][G][G][U][U][U] DC 55

Very Old Copper Dragon [5][G][G][B][B][R][R][R] DC 55

Very Old Gold Dragon [5][G][W][W][B][B][R][R][R][R] DC 60

Very Old Green Dragon [4][R][R][U][U][G][G][G][G] DC 53

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Very Old Red Dragon [5][B][W][W][G][G][R][R][R] DC 58

Very Old Silver Dragon [5][R][W][W][B][B][U][U][U] DC 58

Very Old White Dragon [4][R][R][B][B][U][U][U] DC 48

Very Young Black Dragon [1][B] DC 15

Very Young Blue Dragon [1][U] DC 15

Very Young Brass Dragon [1][R] DC 15

Very Young Bronze Dragon [1][U][U] DC 18

Very Young Copper Dragon [1][R][R] DC 18

Very Young Gold Dragon [1][B][R][R] DC 23

Very Young Green Dragon [1][G] DC 15

Very Young Red Dragon [1][R][R] DC 18

Very Young Silver Dragon [1][U][U] DC 18

Very Young White Dragon [U][U] DC 13

Violet Fungus [G][G] DC 13

Vrock (Demon) [2][R][U][U][B][B] DC 28

Warhorse, Heavy [G] DC 10

Warhorse, Light [G] DC 8

Water Mephit [U][U] DC 13

Water Naga [1][W][U][U] DC 23

Weasel [G] DC 3

Werebear (Lycanthrope) [1][R][R] DC 18

Wereboar (Lycanthrope) [1][R] DC 15

Wererat (Lycanthrope) [R] DC 10

Weretiger (Lycanthrope) [1][R][R] DC 18

Werewolf (Lycanthrope) [R][R] DC 13

Werewolf Lord (Lycanthrope) [3][B][G][G][R][R][R] DC 40

Wight [B][B] DC 13

Will-O’-Wisp [1][W][W][W] DC 20

Winter Wolf [1][U][U] DC 18

Wolf [G] DC 8

Wolverine [G] DC 10

Worg [R] DC 10

Wraith [1][B][B] DC 18

Wyrm Black Dragon [5][R][R][G][G][B][B][B] DC 55

Wyrm Blue Dragon [5][B][R][R][G][G][G][U][U][U][U] DC 63

Wyrm Brass Dragon [5][W][G][G][U][U][R][R][R][R] DC 58

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Wyrm Bronze Dragon [5][B][W][W][G][G][G][U][U][U][U] DC 63

Wyrm Copper Dragon [5][W][G][G][B][B][B][R][R][R][R] DC 63

Wyrm Gold Dragon [6][G][W][W][B][B][B][R][R][R][R] DC 68

Wyrm Green Dragon [5][B][R][R][U][U][G][G][G][G] DC 60

Wyrm Red Dragon [6][B][W][W][G][G][R][R][R][R] DC 65

Wyrm Silver Dragon [6][R][W][W][B][B][B][U][U][U][U] DC 68

Wyrm White Dragon [4][R][R][B][B][U][U][U][U] DC 53

Wyrmling Black Dragon [B][B] DC 13

Wyrmling Blue Dragon [U][U] DC 13

Wyrmling Brass Dragon [R][R] DC 13

Wyrmling Bronze Dragon [U][U] DC 13

Wyrmling Copper Dragon [R][R] DC 13

Wyrmling Gold Dragon [1][R][R] DC 18

Wyrmling Green Dragon [G][G] DC 13

Wyrmling Red Dragon [R][R] DC 15

Wyrmling Silver Dragon [U][U] DC 15

Wyrmling White Dragon [U] DC 10

Wyvern [1][R][R][R] DC 20

Xill [1][B][B][B] DC 20

Yeth Hound [B][B] DC 13

Young Adult Black Dragon [2][G][B][B][B] DC 28

Young Adult Blue Dragon [2][G][G][U][U][U] DC 33

Young Adult Brass Dragon [2][U][R][R][R] DC 30

Young Adult Bronze Dragon [3][G][U][U][U] DC 35

Young Adult Copper Dragon [2][B][B][R][R][R] DC 33

Young Adult Gold Dragon [3][W][B][B][R][R][R] DC 40

Young Adult Green Dragon [2][U][U][G][G][G] DC 33

Young Adult Red Dragon [3][W][G][G][R][R] DC 38

Young Adult Silver Dragon [3][W][B][B][U][U] DC 38

Young Adult White Dragon [2][B][U][U] DC 25

Young Black Dragon [1][B][B] DC 18

Young Blue Dragon [1][U][U][U] DC 20

Young Brass Dragon [1][R][R][R] DC 20

Young Bronze Dragon [1][G][U][U] DC 23

Young Copper Dragon [1][B][R][R] DC 23

Young Gold Dragon [2][B][R][R][R] DC 28

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Young Green Dragon [1][G][G] DC 18

Young Red Dragon [1][G][R][R] DC 23

Young Silver Dragon [1][B][U][U] DC 23

Young White Dragon [U][U] DC 15

Yrthak [2][U][U][G][G] DC 28

Zelekhut (Inevitable) [2][R][W][W][W] DC 28

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CREATURES

RUIN CONSTRUCT

Ruin constructs are brought into existence by the spell create ruin construct in the Elemental Sphere of War. They are formed from whatever raw materials can be found on the battlefield. Usually formed from abandoned weapons, debris from fallen fortifications or crumbling siege towers, ruin constructs are composed entirely of rubble and typically appear as immense hunchbacked bipeds. The mana spent by the construct’s creator during the casting of the spell determine the level of the ruin construct created. However, even ruin constructs of the same level vary somewhat from each other, depending on the whims of their creators.

Construct Traits: A ruin construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired through the use of an appropriate craft skill. A ruin construct does not need to breath or sleep.Special Abilities: Every time a ruin construct is created, the spell caster can choose to apply one special ability to the construct. When the spell caster begins to cast the create ruin construct spell, he chooses one or more special abilities from a menu of abilities appropriate to that level of ruin construct.In addition to the abilities gained through menu choices, all ruin constructs have the following:Rock Throwing (Ex) Like giants, ruin constructs are accomplished rock throwers. A ruin construct of Medium size can hurl rocks weighing up to 20 pounds (Tiny objects) up to five range increments. A ruin construct of Large size can hurl rocks weighing up to 50 pounds (Small objects) up to five range increments. A Huge ruin construct can hurl rocks weighing up to 80 pounds (Medium objects) up to five range increments. The range increment is 150 feet for a ruin construct's thrown rocks.

CREATING A RUIN CONSTRUCTWhen casting the ruin construct spell, the spell caster assembles the desired creature from a menu of choices, as specified in the construct’s statistics block. A caster can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.A ruin construct does not need to meet the prerequisites for a feat granted by a menu choice.

Ruin Construct Menu AA spell caster creating a 1st-level, 2nd-level, or 3rd-level ruin construct can choose one special ability from this menu.Cleave (Ex): The ruin construct gains the Cleave feat. Improved Bull Rush (Ex): The ruin construct gains the Improved Bull Rush feat.Improved Slam Attack (Ex): The ruin construct gains the Improved Natural Attack feat.Mobility (Ex): The ruin construct gains the Mobility feat.Power Attack (Ex): The ruin construct gains the Power Attack feat.Trip (Ex): If the ruin construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the ruin construct.

Ruin construct Menu BA spell caster creating a 4th-level, 5th-level, or 6th-level ruin construct can choose one special ability from this menu. Alternatively, the construct can have two special abilities from Menu A.Extra Attack: If the ruin construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-

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1/2. If the ruin construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged. Fast Healing (Ex): The ruin construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.Improved Critical (Ex): The ruin construct gains the Improved Critical feat with its slam attacks.Improved Damage Reduction (Ex): The ruin construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself. Improved Sunder (Ex): The ruin construct gains the Improved Sunder feat with its slam attacks.Muscle (Ex): The ruin construct gains a +4 bonus to its Strength score.Pounce (Ex): If the ruin construct charges a foe, it can make a full attack. Smite (Su): Once per day the ruin construct can make one attack that deals extra damage equal to its Hit Dice.Trample (Ex): As a standard action during its turn each round, a Large or larger ruin construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 ruin construct’s Hit Dice + ruin construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a –4 penalty.

Ruin construct Menu CA spell caster creating a 7th-level, 8th-level, or 9th-level ruin construct can choose one special ability from this menu. Alternatively, the ruin construct can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)Blindsight (Ex): The ruin construct has blindsight out to 60 feet.Constrict (Ex): The ruin construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the ruin construct deals damage equal to its slam damage.Extreme Damage Reduction (Ex): The ruin construct’s surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.Rend (Ex): The ruin construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An ruin construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier.Shock Wave (Ex): Every 1d4 rounds, as a swift action, a ruin construct can strike the ground to create a shock wave in a 20-foot-radius spread centered on itself. All creatures not of the earth subtype within the radius of the shock wave are treated as if bull rushed by the ruin construct. The ruin construct receives a +4 bonus for each size category it is larger than the targeted opponent in addition to the +4 from the Improved Bull Rush feat (if applicable, see Menu A). Creatures that fail the opposed checks are pushed back 5 feet and knocked prone.Spring Attack (Ex): The ruin construct gains the Spring Attack feat.Whirlwind Attack (Ex): The ruin construct gains the Whirlwind Attack feat.

1ST-LEVEL RUIN CONSTRUCT Small Construct (Earth)Hit Dice: 1d10+10 (15 hp)Initiative: +2Speed: 30 ft. (6 squares)Armor Class: 18 (+2 Dex, +5 natural, +1 size), touch 13, flatfooted 16Base Attack/Grapple: +0/–2Attack: Slam +3 melee (1d4+2)Full Attack: Slam +3 melee (1d4+2)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: One ability from Menu A, construct traits, darkvision 60 ft., low-light visionSaves: Fort +0, Ref +2, Will +0Abilities: Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10

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Skills: —Feats: —Challenge Rating: 1/2Alignment: Always neutral

2ND-LEVEL RUIN CONSTRUCT Medium Construct (Earth)Hit Dice: 2d10+20 (31 hp)Initiative: +2Speed: 40 ft. (8 squares)Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16Base Attack/Grapple: +1/+4Attack: Slam +4 melee (1d6+3)Full Attack: Slam +4 melee (1d6+3)Space/Reach: 5 ft./5 ft.Special Attacks: Rock throwingSpecial Qualities: One ability from Menu A, construct traits, darkvision 60 ft., low-light visionSaves: Fort +0, Ref +2, Will +0Abilities: Str 17, Dex 15, Con —, Int —, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 1Alignment: Always neutral

3RD-LEVEL RUIN CONSTRUCT Medium Construct (Earth)Hit Dice: 3d10+20 (36 hp)Initiative: +2Speed: 40 ft. (8 squares)Armor Class: 20 (+2 Dex, +8 natural), touch 12, flatfooted 18Base Attack/Grapple: +2/+7Attack: Slam +7 melee (1d6+5)Full Attack: Slam +7 melee (1d6+5)Space/Reach: 5 ft./5 ft.Special Attacks: Rock throwingSpecial Qualities: One ability from Menu A, construct traits, darkvision 60 ft., low-light visionSaves: Fort +1, Ref +3, Will +1Abilities: Str 21, Dex 15, Con —, Int —, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 2Alignment: Always neutral

4TH-LEVEL RUIN CONSTRUCT Medium Construct (Earth)Hit Dice: 5d10+20 (47 hp)Initiative: +2Speed: 40 ft. (8 squares)Armor Class: 22 (+2 Dex, +10 natural), touch 12, flatfooted 20

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Base Attack/Grapple: +3/+10Attack: Slam +10 melee (1d6+7)Full Attack: Slam +10 melee (1d6+7)Space/Reach: 5 ft./5 ft.Special Attacks: Rock throwingSpecial Qualities: One ability from Menu B, construct traits, darkvision 60 ft., low-light visionSaves: Fort +1, Ref +3, Will +1Abilities: Str 25, Dex 15, Con —, Int —, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 3Alignment: Always neutral

5TH-LEVEL RUIN CONSTRUCT Large Construct (Earth)Hit Dice: 7d10+30 (68 hp)Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 23 (+1 Dex, +13 natural, –1 size), touch 10, flat-footed 22Base Attack/Grapple: +5/+18Attack: Slam +13 melee (1d8+9)Full Attack: 2 slams +13 melee (1d8+9)Space/Reach: 10 ft./10 ft.Special Attacks: Rock throwingSpecial Qualities: One ability from Menu B, construct traits, damage reduction 5/magic,

darkvision 60 ft., lowlight visionSaves: Fort +2, Ref +3, Will +2Abilities: Str 29, Dex 13, Con —, Int —, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 5Alignment: Always neutral

6TH-LEVEL RUIN CONSTRUCT Large Construct (Earth)Hit Dice: 10d10+30 (85 hp)Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 25 (+1 Dex, +15 natural, –1 size), touch 10, flat-footed 24Base Attack/Grapple: +7/+22Attack: Slam +17 melee (1d8+11)Full Attack: 2 slams +17 melee (1d8+11)Space/Reach: 10 ft./10 ft.Special Attacks: Rock throwingSpecial Qualities: One ability from Menu B, construct traits, damage reduction 10/magic,

darkvision 60 ft., lowlight visionSaves: Fort +3, Ref +4, Will +3Abilities: Str 33, Dex 13, Con —, Int —, Wis 11, Cha 10Skills: —Feats: —

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Challenge Rating: 7Alignment: Always neutral

7TH-LEVEL RUIN CONSTRUCT Large Construct (Earth)Hit Dice: 13d10+30 (101 hp)Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 27 (+1 Dex, +17 natural, –1 size), touch 10, flat-footed 26Base Attack/Grapple: +9/+25Attack: Slam +20 melee (1d8+12)Full Attack: 2 slams +20 melee (1d8+12)Space/Reach: 10 ft./10 ft.Special Attacks: Rock throwingSpecial Qualities: One ability from Menu C, construct traits, damage reduction

10/magic, darkvision 60 ft., lowlight visionSaves: Fort +4, Ref +5, Will +4Abilities: Str 35, Dex 13, Con —, Int —, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 8Alignment: Always neutral

8TH-LEVEL RUIN CONSTRUCT Large Construct (Earth)Hit Dice: 16d10+30 (118 hp)Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 29 (+1 Dex, +19 natural, –1 size), touch 10, flat-footed 28Base Attack/Grapple: +12/+30Attack: Slam +25 melee (1d8+14)Full Attack: 2 slams +25 melee (1d8+14)Space/Reach: 10 ft./10 ft.Special Attacks: Rock throwingSpecial Qualities: One ability from Menu C, construct traits, damage reduction

15/magic, darkvision 60 ft., lowlight visionSaves: Fort +5, Ref +6, Will +5Abilities: Str 39, Dex 13, Con —, Int —, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 9Alignment: Always neutral

9TH-LEVEL RUIN CONSTRUCT Huge ConstructHit Dice: 19d10+40 (144 hp)Initiative: +0Speed: 50 ft. (10 squares)

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Armor Class: 33 (+25 natural, –2 size), touch 8, flatfooted 33Base Attack/Grapple: +14/+38Attack: Slam +28 melee (2d6+16)Full Attack: 2 slams +28 melee (2d6+16)Space/Reach: 15 ft./15 ft.Special Attacks: Rock throwingSpecial Qualities: Two abilities from Menu C, construct traits, damage reduction

15/magic, darkvision 60 ft., lowlight visionSaves: Fort +6, Ref +6, Will +6Abilities: Str 43, Dex 11, Con —, Int —, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 10Alignment: Always neutral

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VERDANT DEFENDER

Verdant defenders are brought into existence by the spell create verdant defender in the Elemental Sphere of Weald. They are formed from the most common local flora. A verdant defender created in a temperate environment is usually formed from trees, vine and bushes. But, a verdant defender created in a desert might be made from cacti or scrub grass. Likewise, a verdant defender created in a tundra might mostly lichen and frozen peat. The mana spent by the verdant defender’s creator during the casting of the spell determine the level of the verdant defender created. However, even verdant defenders of the same level vary somewhat from each other, depending on the whims of their creators.

Verdant Defender Traits: A verdant defender has immunity to poison, sleep, paralysis, polymorph effects, stunning, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to critical hits. A verdant defender breaths, but does not sleep.Special Abilities: Every time a verdant defender is created, the spell caster can choose to apply one special ability to the verdant defender. When the spell caster begins to cast the create verdant defender spell, he chooses one or more special abilities from a menu of abilities appropriate to that level of verdant defender.

CREATING A VERDANT DEFENDERWhen casting the verdant defender spell, the spell caster assembles the desired creature from a menu of choices, as specified in the verdant defender’s statistics block. A caster can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed.A verdant defender does not need to meet the prerequisites for a feat granted by a menu choice.

Verdant defender Menu AA spell caster creating a 1st-level, 2nd-level, or 3rd-level verdant defender can choose one special ability from this menu.Cleave (Ex): The verdant defender gains the Cleave feat. Improved Bull Rush (Ex): The verdant defender gains the Improved Bull Rush feat.Improved Slam Attack (Ex): The verdant defender gains the Improved Natural Attack feat.Mobility (Ex): The verdant defender gains the Mobility feat.Power Attack (Ex): The verdant defender gains the Power Attack feat.Trip (Ex): If the verdant defender hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the verdant defender.

Verdant defender Menu BA spell caster creating a 4th-level, 5th-level, or 6th-level verdant defender can choose one special ability from this menu. Alternatively, the verdant defender can have two special abilities from Menu A.Extra Attack: If the verdant defender is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the verdant defender is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged. Fast Healing (Ex): The verdant defender heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.Improved Critical (Ex): The verdant defender gains the Improved Critical feat with its slam attacks.Improved Damage Reduction (Ex): The verdant defender’s surface forms a hard carapace and provides an additional 5 points of damage reduction (or damage reduction 5/slashing if it does not already have damage reduction).Improved Grab (Ex): To use this ability, the verdant defender must hit with its slam attack. A verdant defender can use this ability only on a target that is at least one size smaller than itself. Improved Sunder (Ex): The verdant defender gains the Improved Sunder feat with its slam attacks.Muscle (Ex): The verdant defender gains a +4 bonus to its Strength score.

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Poison Touch (Ex): If the verdant defender hits with a melee attack, the target must make an initial Fortitude save (DC 10 + 1/2 verdant defender’s HD + verdant defender’s Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.Pounce (Ex): If the verdant defender charges a foe, it can make a full attack. Smite (Su): Once per day the verdant defender can make one attack that deals extra damage equal to its Hit Dice.Trample (Ex): As a standard action during its turn each round, a Large or larger verdant defender can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 2d6 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 verdant defender’s Hit Dice + verdant defender’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a –4 penalty.

Verdant defender Menu CA spell caster creating a 7th-level, 8th-level, or 9th-level verdant defender can choose one special ability from this menu. Alternatively, the verdant defender can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)Animate Trees (Sp): As a standard action, a verdant defender can animate trees (or other large masses of vegetation) within 180 feet at will, controlling up to two such trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights in all respects as a verdant defender of one level lower. Animated trees lose their ability to move if the verdant defender that animated them is incapacitated or moves out of range. Blindsight (Ex): The verdant defender has blindsight out to 60 feet.Constrict (Ex): The verdant defender has the improved grab ability with its slam attack. In addition, on a successful grapple check, the verdant defender deals damage equal to its slam damage.Extreme Damage Reduction (Ex): The verdant defender’s surface forms hard, armor-like plates and provides an additional 10 points of damage reduction.Rend (Ex): The verdant defender makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An verdant defender that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 3d6 + 1-1/2 times its Str modifier.Spring Attack (Ex): The verdant defender gains the Spring Attack feat.Whirlwind Attack (Ex): The verdant defender gains the Whirlwind Attack feat.

1ST-LEVEL VERDANT DEFENDER Small PlantHit Dice: 2d8+4 (13 hp)Initiative: +2Speed: 30 ft. (6 squares)Armor Class: 18 (+2 Dex, +5 natural, +1 size), touch 13, flatfooted 16Base Attack/Grapple: +1/–1Attack: Slam +3 melee (1d4+2)Full Attack: Slam +3 melee (1d4+2)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: One ability from Menu A, plant traits, low-light visionSaves: Fort +5, Ref +2, Will +0Abilities: Str 15, Dex 15, Con 15, Int 12, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 1/2Alignment: Always neutral

Medium Plant

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Hit Dice: 3d8+6 (19 hp)Initiative: +2Speed: 40 ft. (8 squares)Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16Base Attack/Grapple: +2/+5Attack: Slam +5 melee (1d6+3)Full Attack: Slam +5 melee (1d6+3)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: One ability from Menu A, plant traits, low-light visionSaves: Fort +6, Ref +3, Will +0Abilities: Str 17, Dex 15, Con 17, Int 12, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 1Alignment: Always neutral

3RD-LEVEL VERDANT DEFENDER Medium PlantHit Dice: 4d8+20 (38 hp)Initiative: +2Speed: 40 ft. (8 squares)Armor Class: 20 (+2 Dex, +8 natural), touch 12, flatfooted 18Base Attack/Grapple: +3/+8Attack: Slam +8 melee (1d6+5)Full Attack: Slam +8 melee (1d6+5)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: One ability from Menu A, plant traits, low-light visionSaves: Fort +9, Ref +3, Will +1Abilities: Str 21, Dex 15, Con 21 Int 12, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 2Alignment: Always neutral

4TH-LEVEL VERDANT DEFENDER Medium PlantHit Dice: 6d8+30 (57 hp)Initiative: +2Speed: 40 ft. (8 squares)Armor Class: 22 (+2 Dex, +10 natural), touch 12, flatfooted 20Base Attack/Grapple: +4/+11Attack: Slam +11 melee (1d6+7)Full Attack: Slam +11 melee (1d6+7)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: One ability from Menu B, plant traits, low-light visionSaves: Fort +11, Ref +3, Will +1Abilities: Str 25, Dex 15, Con 25, Int 12, Wis 11, Cha 10

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Skills: —Feats: —Challenge Rating: 3Alignment: Always neutral

5TH-LEVEL VERDANT DEFENDER Large PlantHit Dice: 8d8+72 (104 hp)Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 23 (+1 Dex, +13 natural, –1 size), touch 10, flat-footed 22Base Attack/Grapple: +6/+17Attack: Slam +15 melee (1d8+9)Full Attack: 2 slams +15 melee (1d8+9)Space/Reach: 10 ft./10 ft.Special Attacks: —Special Qualities: One ability from Menu B, plant traits, damage reduction 5/slashing,

lowlight visionSaves: Fort +15, Ref +3, Will +2Abilities: Str 29, Dex 13, Con 29, Int —, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 5Alignment: Always neutral

6TH-LEVEL VERDANT DEFENDER Large PlantHit Dice: 11d8+121 (170 hp)Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 25 (+1 Dex, +15 natural, –1 size), touch 10, flat-footed 24Base Attack/Grapple: +8/+23Attack: Slam +21 melee (1d8+11)Full Attack: 2 slams +21 melee (1d8+11)Space/Reach: 10 ft./10 ft.Special Attacks: —Special Qualities: One ability from Menu B, plant traits, damage reduction 10/slashing,

lowlight visionSaves: Fort +18, Ref +4, Will +3Abilities: Str 33, Dex 13, Con 33 Int 12, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 7Alignment: Always neutral

7TH-LEVEL VERDANT DEFENDER Large PlantHit Dice: 13d8+156 (214 hp)

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Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 27 (+1 Dex, +17 natural, –1 size), touch 10, flat-footed 26Base Attack/Grapple: +9/+25Attack: Slam +21 melee (1d8+12)Full Attack: 2 slams +21 melee (1d8+12)Space/Reach: 10 ft./10 ft.Special Attacks: —Special Qualities: One ability from Menu C, plant traits, damage reduction 10/slashing,

lowlight visionSaves: Fort +20, Ref +4, Will +3Abilities: Str 35, Dex 13, Con 35 Int 12, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 8Alignment: Always neutral

8TH-LEVEL VERDANT DEFENDER Large PlantHit Dice: 16d8+224 (296 hp)Initiative: +1Speed: 40 ft. (8 squares)Armor Class: 29 (+1 Dex, +19 natural, –1 size), touch 10, flat-footed 28Base Attack/Grapple: +12/+30Attack: Slam +26 melee (1d8+14)Full Attack: 2 slams +26 melee (1d8+14)Space/Reach: 10 ft./10 ft.Special Attacks: —Special Qualities: One ability from Menu C, plant traits, damage reduction 15/slashing,

lowlight visionSaves: Fort +24, Ref +6, Will +5Abilities: Str 39, Dex 13, Con 39, Int 12, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 9Alignment: Always neutral

9TH-LEVEL VERDANT DEFENDER Huge PlantHit Dice: 19d8+304 (389 hp)Initiative: +0Speed: 50 ft. (10 squares)Armor Class: 33 (+25 natural, –2 size), touch 8, flatfooted 33Base Attack/Grapple: +14/+38Attack: Slam +30 melee (2d6+16)Full Attack: 2 slams +30 melee (2d6+16)Space/Reach: 15 ft./15 ft.Special Attacks: —Special Qualities: Two abilities from Menu C, plant traits, damage reduction 15/slashing,

lowlight vision

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Saves: Fort +27, Ref +6, Will +6Abilities: Str 43, Dex 11, Con 43, Int 12, Wis 11, Cha 10Skills: —Feats: —Challenge Rating: 10Alignment: Always neutral