Fire sings, Earth hums, Water babbles, and Air whistles. This orchestra is under the command of the elementalists, those most responsible for both causing and averting wildfires, landslides, floods, and tornadoes. Really, they are always a pleasure to have around, for who can hear the music in things anymore?
Elemental Avatar (passive): You choose to master a single element, and you gain that element's rank one spells as "free spells"; a "free spell" is one that you always have prepared and that doesn't not count towards the number of spells you can prepare each day.
Earth Spells
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Rank 1 Spells
Grease- (single target, nearby, duration): You may use this as a reaction and make a nearby surface—or one side of a surface of an object—slick for the whole day; anyone who passes through or engages with the slick area falls prone once; if this effect is localized to an object, the object is frictionless and slips out of a person's hand. This effect gives enough cover for any rolls.
Ricochet- (self, touch, sustained): You cause any weapon attacks that would have hit you to instead be received by the attacker. This effect then lasts for rounds per energy spent.
Soften- (single target, nearby, instantaneous): You end the solidified, burning, and electrified effect on a nearby single target.
Etch- (self, touch, dismissed): You carve a message into stone, metal, and the like with just the tip of your finger. This spell is active until dismissed, but the message remains engraved.
Rank 2 Spells
Rumble- (single target, engaged, instantaneous): You can leave a message in any object attached to the earth and a part of the earth--such as rocks and plants; air, fire, water, and urban structures are all excluded. Your message will remain in an object permanently, spoken at the volume you speak it at and getting softer every year until no one can hear it anymore. To activate the message, the object need only be touched. You can also use this ability to speak to earth primordials.
Grasp- (single target, nearby, duration): Roll to hit a single target that is nearby. On a success, you do 2 damage and cause the target to become trapped. The spell is treated as an obstacle the target can attempt to overcome for a maximum of rounds equal to their luck modifier.
Reveal- (self, touch, instantaneous): You are able to locate notable or hidden structures in the earth generally--nearest cave, nearest floating island, etc.
Hone- (single target, touch, instantaneous): You cure weapon flaws equal to energy spent on a single weapon item or armor item.
Rank 3 Spells
Polish- (single target, touch, instantaneous): Metals sparkle around you and rust cannot touch you. You can erase a single armor or weapon flaw a day with this spell, or use it to gleam in your armor, so long as it has metal component materials and you touch the item. When you make the item gleam, you have advantage on skill checks to garner favor or charm while wearing this item, but only for an hour.
Landslide- (single target, nearby or far away, instantaneous): You ride on the earth itself as it lifts from the ground and moves; You can move an adjacent zone away, move the zone you are in to be adjacent to another zone. All targets within the zone you are moving are carried with the same zone.
Shake- (single target, nearby or far away, instantaneous): You slam your foot to the ground, causing the earth and ground to shift to your design--lowering, heightening, splitting, or smashing together; you can cause two zones to become one zone, or split one zone in half. Targets are divided as is realistic to the GM and fair to the player.
Forge- (self, touch, instantaneous): You can shape the world around you with your bare hands. Any item that needs smithing tools to make no longer need smith's tools when you use this spell. You can craft items with ranks equal to your luck modifier.
Rank 4 Spells
Magnetize- (self, nearby, dismissed): People are naturally drawn to you and feel an otherworldly pull to engage with you. NPCs that are near you who dislike your archetype, would otherwise be indifferent to you, or not know you exist, are drawn to talk to you as a neutral NPC. All other NPCs are drawn to talk to you as well as friendly NPCs. This effect wears off after a a fail or critical fail on any skill check during conversation or until dismissed, whichever happens first.
Fossilize- (single target, nearby, sustained): You solidify a single target nearby for a minimum of rounds equal to energy spent. The target may make a physical save at the start of their turn each round to break free of the effect before the minimum number of rounds have transpired.
Stasis- (single target, variable, sustained): You cause all status effect harming a single target that you can see to stop for rounds equal to energy spent. After the spell is over, they resume.
Bind- (self, engaged, sustained): You emit an aura of stability. Those engaged with you cannot be affected by other spells, and where you plant your feet, you can walk (yes, including on the walls) and those engaged with you can follow you. This effect lasts for rounds equal to your luck modifier.
Rank 5 Spells
Grounded- (self, touch, duration): You end a number of status effects on you that cost one energy each. For the rest of the day, you cannot be affected by these status effects.
Meteor- (blast, chosen targets, instantaneous): You call upon the earths yet settled to careen into your foes. Roll a 1d10 per energy spent to determine the number of targets hit; this ability can hit multiple targets and hit the same targets multiple times. Each meteor does 5 damage.
Gravity- (area, nearby to far away, sustained): You shift gravity in the zone you are in and the adjacent zones. All targets are affected. Spell lasts for rounds equal to energy spent. GMs, I do apologize for the mayhem; please make a new zone as necessary to accommodate the altitude reached.
Transmute- (chosen targets, touch, instantaneous): You change a number of material equal to your luck modifier into one and only one material of your choice that you also have in your equipment.
Fire Spells
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Rank 1 Spells
Drain- (single target, variable, dismissed): you sap color from an area or an object you can see; This spell does not affect lighting, but it can be used to make colors more grayscaled which can be of benefit for people literally trying to blend in. All social checks done to hide from view and avoid attention are made at advantage. This spell lasts until dismissed.
Ignite- (single target, engaged, instantaneous): A engaged target takes 3 damage and gains the burning status effect. On half pass, they just take 3 damage.
Disorient- (area/blast, nearby, sustained): Heat waves writhe from the ground you stand obscuring everything in the zone you are in. Stealth checks are made at advantage. Additionally, you affect several targets in an area at your choosing (roll a 1d10) so long as they fail their physical save. On fail, they become sweaty. This spell lasts for rounds equal to energy spent.
Explode- (single target, nearby, instantaneous): You point to an object near you and send it flying into an adjacent zone. If the object is in any way fragile, it shatters.
Rank 2 Spells
Spitfire- (self, nearby to faraway, dismissed): Embers fly from between your teeth and your consonants crackle. You take no damage from fire spells during this time, and can speak through any source of maintained flame, such as a fireplace, a stove, etc, any where near you and up to far away from you until dismissed.
Combust- (single target, nearby, instantaneous): Roll to hit. On success, a target takes 5 damage and gains the burning status effect. On half pass, they just take 5 damage. Anyone engaged with the target makes a physical save or takes half damage.
Brighten- (area, nearby, sustained): You brighten the light in an area around you, banishing any darkness created by a spell or the absence of light and ending the highlighted status effect for minutes equal to energy spent.
Cauterize- (single target, touch, instantaneous): You bring up your hands toward someone's wound, the target takes 3 nonlethal damage (to their energy) and is healed for 3. This removes the bleeding status effect.
Rank 3 Spells
Saturate- (single target, nearby, duration/dismissed): You cause a single color--dull in color or already vivid-- in an object nearby to become even more brilliant and neon. You can use this effect gently to color or accentuate the color of clothes, or to distract NPCs. This effect lasts for one minute. It can last until dismissed if three energy are poured into it.
Inferno- (single target, nearby, instantaneous): Roll to hit. On success, a target takes 7 damage and gains the burning status effect. On half pass, they just take 7 damage. Anyone engaged with the target makes a physical save or takes half damage. Any objects that are made of wood or on the target's personal slots (not in a container, such as a bag) are consumed by the inferno.
Radiate- (area, variable, instantaneous): You become aware of the nearest natural sources of heat you can reach within a day; this can be hot springs, magma flow, magical effects causing heat, etc. In a cold area, these areas are detected as natural shelters from the cold.
Ash- (area, nearby, sustained): As a reaction, you emit a cloud of ash in the zone around you. Everyone has disadvantage to perception rolls in the zone, and everyone suffers attack-down (
See "X-Down" in Status Effects) unless engaged with another target. Disengaging becomes a free action. This effect lasts for minutes equal to energy spent.
Rank 4 Spells
Heat- (area, nearby, duration): You can heat a zone around you, causing the temperature to increase and targets within the zone to gain the sweaty status effect for five minutes.
Implode- (area, nearby, instantaneous): Every target in the same zone as you makes a physical save; on fail, they gain both the prone and burning status effect, and are pulled toward you--a maximum of four targets, on their failed save, can be pulled within engaged distance of you. on a successful save, targets gain only the prone status effect.
Levitate- (self, touch, instantaneous): Your fiery steps ascend can through and up zones equal to your luck modifier. On at the height and end of your distance, you then begin to float back down.
Race- (chosen targets, nearby, duration): Targets nearby equal to your luck modifier gain the hastened status effect for rounds equal to your luck modifier. This effect ends the slowed status effect.
Rank 5 Spells
Smoke- (self, nearby/variable, dismissed): You can manipulate smoke and while this spell is active, you cannot be made to cough or suffer ill effects from inhaling smoke. You can use this smoke to fill an area, sting someone's eyes, or to leave a trail. This spell is not an offensive spell and cannot function in an area with even a gentle breeze. This spell lasts until dismissed.
Incinerate- (blast, nearby, instantaneous): You hit a number of nearby targets (roll a 1d10). this ability cannot hit multiple targets and hit a single target once and only once. If the number of targets are less than the number rolled, the player and GM come to agreement on where the ambient damage goes - be that nearby allies in the same zone, yourself, or harmlessly writhing against stone. Affected targets take 9 damage and the burning status effect on a failed physical save. On half pass, they take 9 damage. Anyone engaged with the targets affected makes a physical save or takes half damage (minimum one). Any objects on a person--regardless if they are in a container, and within the zone that are made of wood or are flammable, are consumed by your incinerating blast.
Beacon- (self, engaged/variable, sustained): You become a source of light to all in a single region so long as you are unobstructed. If you are obstructed, you can still be seen distantly (up to two miles away). Anyone who engages with you while you are in this state becomes Dazzled until they disengage. Effect lasts for minutes equal to energy spent.
Shellburn- (self/blast, touch/nearby, duration/instantaneous): You dawn your armor with the hunger of flame and fire for rounds equal to your luck modifier. For every instantaneous fire spell you cast per round, your armor's defense increases by one which stacks with subsequent rounds. If you run out of energy as a result of using fire spells with this spell active, first, you, regain energy equal to your total defense as a result of this spell. then, roll a 1d10; a number of targets equal to the value rolled must make a physical save, or gain the burning status effect and take damage equal to half your current defense. On any kind of success, they only take the damage.
Air Spells
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Rank 1 Spells
Static- (self, touch, dismissed): You emit static electricity. Anyone who attempts to touch you as a part of a skill check autofail. This effect lasts until dismissed.
Gale- (blast, nearby, instantaneous): A blast of air flies from your hand; roll a 1d10, a number of targets nearby equal to the valued roll are hit and dazzled for until the start of the next turn. Additionally any object not tied down or held flies into the next adjacent zone.
Bubble- (chosen targets, variable, duration): A bubble forms around the heads of targets you can see equal to your luck modifier. The bubble is invisible unless underwater or in an area with dense fog. In this bubble, the targets can breath freely without having to worry about drowning, breathing in toxic fumes, etc. This bubble lasts for one hour.
Wisp- (self, engaged to far away, dismissed): You control the air to make the shape of a small hand which you can use to grab small objects. The wisp can move far away from you. This wisp can attack, but upon being hit by anything at all once, it disappears. Otherwise, this spell lasts until dismissed.
Rank 2 Spells
Whisper- (self, engaged to distant, instantaneous): You deliver a message through the whips of wind and wispy breezes, you can clearly be heard even when you are distant to a target, so long as you are in the same plane and not in a vacuum. You can also use this ability to speak to air primoridals.
Whirlwind- (self, nearby*, sustained): Slivers of air whirl and whip around you, flames growing and flickering in the howling winds. Ranged attacks made against you suffer disadvantage. Anyone nearby you with the burning status effect suffers an increased damage from the status effect. The burning status effect now deals +2 in addition to any other damage. This ability lasts for rounds equal to energy spent.
Cacophony- (self, nearby, sustained): You create an effect centered on you that affects the whole zone; you amplify the sounds around you, causing a ruckus in the zone you are in and echoing out around you. Anyone attempting to perceive conversations or sources of sounds they are not directly engaged with must make a skill check (perception, most likely) at disadvantage. If only you are in the zone, your voice booms causing anyone in the adjacent zones to need to make a physical save or become dazzled until the start of their next turn. Othereise, you can be heard for miles away. This effect lasts for minutes equal to energy spent.
Burst- (area/chosen target, touch, instantaneous*): You pressurize the inside of an otherwise sealed container; this could be a well-sealed room, or a container of food. Food in this container lasts for years, and cannot become diseased unless it was already so. If you release the burst, the GM makes a physical save for the object to see if it bursts. If you pressurize a room and release the pressure, everyone inside the room must make a physical save or become diseased for an hour.
Rank 3 Spells
Perfume- (single target, nearby*, duration): You can amplify or mute a smell, and you can target yourself to put on a smell of any kind that you have smelled before. To NPCs who have experienced the smell before, memories are triggered that are related to that smell and can be easily mindread; NPCs will be drawn to (culturally) pleasant scents that remind them of home or good memories and are friendly toward you for one minute upon smelling the effect. On the other hand, NPCs will avoid you when presented with a (culturally) offensive smell, and will act indifferent toward you until the smell is removed. This spell lasts for one hour.
Lightning- (blast, nearby to far away, instantaneous): You call down a bolts of lightning (roll a 1d10 per energy spent) can cause them to strike targets (or a single target) nearby to far away, each bolt does 2 damage.
Weathervane- (self, variable, instantaneous): You know what direction the winds will blow for the day, and can, on a social save, persuade them to blow in a direction you prefer, enough to affect travel. You know whether the winds carry with them a storm, and can use this spell to make a storm, magical or not, disappear on a successful mental save.
Dull- (single target, nearby, instantaneous): You target a weapon nearby and cause it to rust and dull, making it gain a weapon flaw equal to energy spent, thus reducing it’s damage.
Rank 4 Spells
Pressure- (area, nearby, dismissed): The air around you gets tense and thick around you. Any--Players and NPCs alike--who roll influence checks with the intention of coercing or forcing cooperation are rolled at advantage for as long as the effect lasts--until dismissed. Multiple pressures at one time do not stack advantage.
Shock- (self, touch, sustained): You dawn an armor of electricity. Any targets who successfully attack you with a melee weapon must make a physical save. On fail, they gain the electrified status effect. This effect lasts for rounds equal to energy spent.
Gaseous- (chosen targets, nearby, dismissed): Willing targets (including yourself, but) you can see equal to your luck modifier become as light as a feather. They transform into cloud-like beings become invisible. Affected targets can hide anywhere where there is air enough to hold your person, which exempts another living being’s lungs. you can, however fit through cracks in a wall and can condense to fit in an object as big as you are. This effect lasts until dismissed for each individual target.
Screen- (area, nearby, sustained): You shield an entire zone around you from sound escaping outside, centering the effect on a single person or object for minutes equal to energy spent. All targets inside are silenced.
Rank 5 Spells
Gasp- (single target, variable, instantaneous ): Targeting a single NPC you can see, you force them to take a breath, which momentarily pauses conversation (and the target's turn is skipped). If this effect is used again on the same target, or if this effect is used with malicious intent, the NPC makes a mental save. On any success they avoid the effect, and on fail, they are forced to take a breath no matter where they are, no matter what they are doing. This effect does not work a third time.
Glassify- (area, nearby, instantaneous): You electrify the air; lightning forms orbs and strikes out at everything around it at such speed and heat that objects it comes into contact with are turned into glass. This ability works on objects, and costs one energy per size, starting at one energy for small size. This ability can target items worn or held as well; The target wearing or holding them makes a physical save to avoid the effect. On any kind of fail the objects are turned to glass; they maintain their armor defense and/or resistance, or weapon damage until they are hit or used to attack, respectively; until a successful hit, they shatter.
Vaccuum- (area, nearby, dismissed): You create a vacuum in zone you are in. Every target must hold their breathe in order to be safely in the zone. Everyone who is attacked within your zone must make a physical save every time they are successfully attacked or lose their air. when this happens, they begin to suffocate. This effect lasts until dismissed, or until you have to breathe in to avoid suffocation.
Meditate- (chosen targets, variable, instantaneous): You end all status effects on a number of targets that you can see equal to your luck modifier.
Water Spells
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Rank 1 Spells
Chill- (area/chosen targets, nearby, duration): You can chill a zone around you, causing the temperature to drop, but not significantly. You can localize this effect on a number of objects equal to your Luck Modifier at one time. If done in a helpful way, this removes an NPC's dislike toward you for as long as the effect is helpful and beneficial. You can dismiss this effect is instantaneous and wears off after an hour in warm conditions.
Scald- (single target, engaged, instantaneous): You stir up the water around you, and attempt to splash it onto a target engaged with you. On success, they take three damage and are both burning and drenched. On half-pass, they only take three damage.
Cloud- (area, nearby to far away, duration): You can control the clouds in an area—the zone you are in and the adjacent zones, causing several weather effects that you can create or dismiss: humidity, fog, rain, or snow. If the area is already humid, foggy, rainy, or snowy, the weather effect becomes worse. If you want to dismiss or create a severe effect of rain, fog, or snow from nothing, you must roll to hit to dismiss or create. On a half-pass their effect is reduced--to that of calm rainfall or the like, or created—as gentle snow fall instead of a blizzard. In humid conditions, anyone who takes a complex action gains the sweaty effect until the start of their turn. In snowy, rainy, or foggy conditions, you gain the invisibility effect to everyone except those engaged with you. Additionally, the rain and snow can provide clean water for 5 people. The effect, however, lasts for minutes equal to one's luck modifier.
Float- (chosen targets, touch, duration): A number of targets you touch to your luck modifier gain the floating status effect for one hour.
Rank 2 Spells
Mirror- (self, touch, instantaneous): You use water to look through its reflective surface to teleport you and only you through it to a location of water you have seen before; taking other targets with you costs one additional energy. The water must be enough for you to stand in, and must be at least 1 foot deep to teleport to. If the spell fails because the source of water is no longer there, you are aware of this, and you keep the energy you would have otherwise spent.
Fluid- (self, touch, sustained): You take on the aspect of water allowing you to dodge and negate the damage of incoming attacks. When in this state, damage equal to or less than your luck modifier (as affected too by your defense) does not harm you and is negated completely. You are also completely immune to elemental damage from fire. However, when in this state, you are weak to elemental damage from air. This spell lasts for rounds equal to energy spent.
Pillar- (single target, nearby*, instantaneous): A pillar of ice crystallizes and juts into a single direction with enough force to hold up a structure. It will freeze to the solid surface it is cast on, but on water, it eventually falls over. The Pillar forms at a point you designate near you. When cast with additional energy, it can go another zone further. Used creatively, it could be used to push creatures off of walls, or to propel you higher up. It melts at the end of an hour.
Purify- (single target*, engaged, instantaneous): You remove all physical disease and sickness from a single source—a body of water, a single handful of food. When targeting a person, roll to hit. The GM here rules what kind of success is minimally needed to remove the disease or sickness and considers if the length of infection makes it less possible to cure the effect. If the disease or sickness has replaced the person they used to be, they take one damage instead.
Rank 3 Spells
Sputter- (self/single target, touch/nearby, instantaneous): You can be heard perfectly underwater or through water sources near you. You can use this ability to speak to water primordial.
Riptide- (chosen targets, nearby, instantaneous): At your feet, water rises with a lashing current insidiously hidden underneath that you command. You may target a number equal to your luck modifier who are in the same zone as you. The chosen targets make a physical save; on fail of any kind, the targets fall prone until the start of their next turn and are moved away to the next zone. On success of any kind, targets simply fall prone until the start of their next turn.
Slipstream- (chosen targets, variable, duration): You persuade the currents and excite the seas; water forms a barrier between the soles of your feet or shoes and the earth below, allowing your greater movement. A number of targets (people or objects) you can see equal to your luck modifier gain the ability to take a traversal as part of their free action, in additional to the slow and/or quick traversal. Objects targeted in this way, are difficult to grab and move further away at a quickened speed. This effect lasts 1 minute.
Corrode- (area, nearby, sustained): You are able to corrode and weaken metals in an area that you are in. Metal this way begins to change colors and warp, weapons gain weapon flaws which reduce damage per round the effect is sustained. Done long enough, the metals become brittle and easy to break. Effect lasts for rounds equal to energy spent.
Rank 4 Spells
Drink- (single target, touch, instantaneous): You enchant a drink, whose container you touch, to refresh the one who drinks from it. Those who drink have their resolve regained by 1d10 + your Luck Modifier.
Freeze- (area, nearby, sustained): You breath cold air from your very lips, freezing over the area near you. All caught in the area make a physical save. On success, nothing happens. On fail, targets gain the trapped status effect until the start of their next turn. If more than one energy is spent, the area becomes icy. Any who move while in this area must make a physical save against becoming prone. If a target fails their save against becoming prone two times in a row, on the second failed save, the target becomes trapped until the start of their next turn. This spell lasts for rounds equal to energy spent.
Biting- (single target*, touch, duration): You can create a frozen melee weapon, or a projectile ranged weapon's arrow. The weapon's rank, and therefore its damage, is equal to your luck modifier. This ability lasts for one hour.
Dowse- (chosen targets, nearby and far away, instantaneous): When you cast this spell, you end all burning, soiled, or confused status effects for a number of targets equal to your luck modifier that are in the same zone as you as well as adjacent zones.
Rank 5 Spells
Memorize- (single target, touch, instantaneous): You cause a memory in yourself to be burned into your brain; you cannot forget it not even by magical means. You can also do this to another target. If unwilling the NPC makes a social save; on success of any kind, the spell fails and they can never ever ever ever (ever!) be retargetted. On fail, they are forced to carry the memory.
Engulf- (area, nearby, sustained): This spell causes a zone to acquire a new landmark; water blooms at the center of the zone pulling every target in the zone inside as it transofrms into a watery spherical prison. Every creature in the zone makes a physical save or is pulled into the sphere at the center of the zone. They are engulfed and gain both trapped status effect and must hold their breathe in order to gain the suffocating status effect. Creatures outside the globe can attack the creatures inside at disadvantage, or help pull others out of the orb with a contest check against yourself. Whoever rolls higher "wins", and either pulls out their target or are swallowed into the globe. Targets inside the orb can make this save every round to escape but are prone until the start of their next round. The spell lasts for rounds equal to energy spent.
Wave- (chosen targets, touch, duration): You cause the water of the world to swell underneath you and lift you to carry you to your destination. The wave acts like a flat surface you can sit, stand, or even sleep on, side by side with willing targets you choose but equal to your luck modifier. You must stay on the wave for it to continue moving, and effects that knock you back end the spell prematurely. Otherwise, the wave travels in only one straight direction and carries its riders safely over and above obstacles until it A) reaches the end of the land it can travel on, B) until it reaches its destination, or C) until the spell's duration ends, whichever happens first. The spell lasts for hours equal to energy spent.
Acid- (area, nearby and far away, duration): You call upon the polluted essence of water, be it in rain or snow, and make it fall in your own zone and any adjacent zones. This ability can be done regardless of cloud cover, but cannot be done indoors. Acid negates the defense provided by magic or armor, does not affect a targets innate resistances, and causes all within the effected areas to become drenched. Plants in the area affected become badly damaged and die, statues corrode, and buildings discolor. Effects lasts for one hour.
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