zegram 33
2013-02-03, 10:51 AM
The Elementalist
Both its combat and utility abilities come from calling up spirits of elements as a standard action. Spirits act like summoned creatures. The party role of an elementalist can be many and varied, depending on the area he is in. for example, positive spirits can be used as out-of battle healing with no limit and any spirits may be used to attack directly. Also personally learns a decent amount of utility magic at will.
Elementalists can get on with most classes, but tend to be disliked by the followers of gods of nature or balance, and can become outright hated by druids. note that this depends on the personality of the elementalist in question, and how well he/she treats the spirits summoned.
Note that in this description, if I refer to “elementals” or “spirits”, I mean “elemental spirits” rather than incorporeal undead or more “normal” elementals.
Hit Dice: d6
Alignment: any
Skill points: 4+int modifier per level
Class skills: Diplomacy (Cha), Gather information (Cha), handle animals (Cha), Knowledge (Arcana) (int), Knowledge (Dungeoneering) (int), Knowledge (Geography) (int), Knowledge (local) (int), Knowledge (Religion) (int), Knowledge (The Planes) (int), Spellcraft (int) Survival (wis)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Elemental summoning
2nd|+1|+0|+3|+3|Endure elements at will
3rd|+1|+1|+3|+3|Speak with aimals at will
4th|+2|+1|+4|+4|Elemental Spell
5th|+2|+1|+4|+4|Deep summoning
6th|+3|+2|+5|+5|Speak with plants at will, control reduced to a move action
7th|+3|+2|+5|+5|Fusion
8th|+4|+2|+6|+6|Elemental Spell
9th|+4|+3|+6|+6|Commune with nature at will, improved evasion, 2 controls per round
10th|+5|+3|+7|+7|Resonance, spirit increase to 60ft
11th|+5|+3|+7|+7|summoning reduced to a move action
12th|+6/+1|+4|+8|+8|Elemental Spell
13th|+6/+1|+4|+8|+8|Deep summoning reduced to a full-round action
14th|+7/+2|+4|+9|+9|Harmony, control reduced to an immediate action
15th|+7/+2|+5|+9|+9|
16th|+8/+3|+5|+10|+10|Elemental Spell
17th|+8/+3|+5|+10|+10|3 controls per round
18th|+9/+4|+6|+11|+11|Redirect
19th|+9/+4|+6|+11|+11|
20th|+10/+5|+6|+12|+12|Unity
[/table]
Elemental spirits are a coalescing of the latent elemental energy present in all environments. They are non-sentient beings and tend to confer upon the area (or elementalist) effects as befitting that element. As a product of elemental spirits existence, though, the elementalist can only call up elemental spirits that roughly match the area you are in: for example a desert might allow earth, fire and air elementals whilst a volcano only allowed earth and fire elementals. Spirits last indefinatley (or until dismissed as a free action), and can venture up to 100ft from the elementalist.
An elementalist can be followed by a number of spirits equal to his Cha modifier.
However, whilst the elemental will follow its elementalist as a free action, to actually compel the element to do something requires action. Until 6th level this takes a standard action per elemental. At 6th level, it is reduced to a move action per elemental, and at 14th level it is reduced to an immediate action. Each elemental cannot act more than once in a round. Only one spirit can be controlled each turn, until 9th level, when 2 can be controlled per round. This increases again at 17th level, when three can be at the cost of a full-round action.
General Rules for Elemental "Habitats"
Fire: anywhere where there is a lot of “dry” heat.
Air: anywhere with strong winds, or very high altitude
Earth: large rocky or sandy outcroppings.
Nature: anywhere plants lie in abundance and largely undisturbed: forests, grasslands, etc. note that area’s such as farmland may not allow nature spirits to be summoned, depending on the setting.
Water: anywhere with an abundance of humidity. Note that temperature is not a prerequisite, so will be found just as often in steamy rainforests as in frozen wastelands.
Negative: anywhere where death abounds. Battlefields, graveyards, and
other such places. Large quantities of nearby undead allow negative elemental spirits to awaken, as well.
Positive: anywhere where a large quantity of life thrives. The life can be sentient or not, fauna or flora. As such, can often be summoned in most area’s. (but note that positive and negative elementals are rarely able to be naturally summoned side by side).
Elemental spirits are partially corporeal, gaining a 50% miss chance versus nonmagical attacks, but being affected by spells or magic weapons as normal. As they only attack via projections of elemental energy, they do not ignore ac during attacks, or gain any other benefit from partial corporeality (They can interact with their environments and be grappled normally, but as they have no limbs they cannot resist a grapple attempt, nor can they pick up objects) They take the form of a coloured ball of light hovering at head height, move at a distance of 30ft per round, and have a fly speed of 5ft per round above their default head height (except earth elementals, which instead gain 5ft burrowing speed).
Elemental spirits have a fixed 1hp per class level of the elementalist and are immune to any damage from the element they deal. As a standard action they can deal 1d4 damage per elementalist level at a range of 30ft, as a ranged touch attack.
Instead of this attack, an elemental spirit may focus its damage in an outward spread, creating a 10ft diameter burst centered on the elemental.
The type of this damage is as follows (where an elemental has two
damage types, the most effective one is chosen for each situation):
Damage types
Fire: fire
Water: cold
Air: electricity
Earth: bludgeoning
Nature: poison
Negative: negative energy
Positive: positive energy
Sonic: sonic
Acid: acid
Gravity: force
Desert: slashing
Magma: bludgeoning/fire
Swamp: poison/cold
Ice: cold/piercing
Storm: slashing/electricity
Chaos: chaotic
Law: axiomatic
Death: negative
Life: non-lethal
Anti: untyped
As the elementalists level increases, he can channel his elemental spirits to cast certain spells from there sphere of ability at will, using his Int stat for these spells. channeling a spell in this way renders the elemental unable to be channeled again for 1d4 rounds. All elemental spirits give a +1 per class level to any knowledge(geography) checks relating to the land that they were summoned from, as well as to any knowledge(the planes) checks related to their particular plane (this latter being replaced by knowledge(nature) in the case of the nature elemental spirit).
Class Abilities
Deep summoning: at 5th level,a summoner can now draw out elements that are not present in the immediate surroundings by searching them out from further afield: however, doing so takes 2 consecutive full-round actions rather than a single standard action.
Fusion: at 7th level, the elemental summoner can trigger “fusion”, allowing him to “fuse” the two elementals into a single, more potent elemental. he must concentrate for a standard action to use the fusion ability.
Terrain altering effects: many fused elementals have the ability to alter the terrain around them, bringing their elements to the forefront. This effect lasts for a number of rounds equal to the elementalists Cha score, or until overwritten by a different elemental effect (or dispelled). some "terrain effects" can also be quelled by controlling the weather (for example, control weather could nullify "Downpour")
Terrain changed in this way allows the associated elements to be summoned in that area, as well as any others that could naturally be summoned there.
Terrain types and rules can be found Here (http://www.d20srd.org/srd/planes.htm), Here (http://www.d20srd.org/srd/environment.htm) and Here (http://www.d20srd.org/srd/wilderness.htm)
Improved evasion: at 9th level, elemental spirits gain the effects of the improved evasion feat.
Resonance: at 10th level, once per round, as a free action, an elemental may redirect to itself (and thus nullify)50% of the damage of an attack of the same type as it deals (ie: a fire elemental would redirect fire attacks, an earth would redirect bludgeoning attacks) as long as the target of the attack is within 10ft/class level of the elemental. Any spells or abilities that would hit multiple targets hit for half damage on all of said targets. Any additional effects that would have hit the target have a 50% chance of being completely nullified. This also effects spells (at the DM’s discretion) that fall within that element, but do not deal that type of damage (for example, earthquake would be nullified by an earth elemental 50% of the time, dispel magic by an anti-magic elemental and finger of death by a death elemental).
Harmony: 14th level: works as Resonance does, but within 5ft/class level, and absorbs all of the damage. Resonance and harmony are separate abilities and can both be used in the same turn. Since Resonance redirects the attack in its entirety, burst effects will still happen, merely centred on the elemental rather than the intended target.
Redirect: 18th level: works as Resonance and Harmony, but as well as nullifying the attack at its intended target, redirects it to another target within range of the original effect. This can be the attacker itself, or one of its allies.
Unity: at 20th level, the elementalist achieves true unity with the elements. Although they can still only control 1 elemental a turn (or two as a full-round action), they are treated as having all “basic” (non-fused) elementals with them at all times. Thus, they can use the 3 spirits they can summon naturally to provide an advanced elemental, yet still retain complete elemental coverage.
"Base" Elementals
Fire:
4th: produce flame
12th : scorching ray
8th:fireball
16th:incendiary cloud
Air:
4th: Gust of Wind
8th: Wind wall
12th: Control winds
16th:Control weather
Earth:
4th: Soften earth and stone
8th: Spike stones
12th:stone shape
16th: Transmute mud to rock, Transmute rock to Mud
Nature:
4th:Entagle
8th:command plants
12th:transport via plants
16th: control plants
Water:
4th: create water
8th: Torrent(water+ground): The earth cracks and water flows upwards in a spring. This continual flow of water will make one 10ft square per class level submerged in waist high water. This water reduces movement by 10ft, and imposes a -2 penalty to attack rolls. Outside of the 10ft squares designated, water almost immediately drains back into the earth. Allows summoning of earth and water spirits. Range 100ft from elementals.
12th:Control water
16th: control weather: only capable of summoning rain or fog
Negative:
(undead created by a negative energy elemental only last 1 round per class level, or until the negative elemental spirit is destroyed)
4th: command undead
8th: animate dead
12th: create undead
16th: create greater undead.
Positive:
4th:Glitterdust
8th : Restoration
12th: sunbeam
16th:regenerate
Fusion Elementals
These elementals are counted as two spirits with regards to an elementalists maximum summoned spirits. They are healed by taking damage of the same type they deal, and gain +1 fast healing per 4 class levels the elementalist has.
The following table show's which fusion elemental is produced by which two elementals after fusion. (if anyone has a better idea for what "nature+fire" would produce I would really appreciate advice, i thought of an "ash" or "wasteland" one, but couldnt think of a single ability for it, so yeh...)
{table]|Fire|Air|Earth|Nature|Water|Negative|Positive
Fire|-|Desert Elemental|Magma Elemental|Death Elemental| Sonic Elemental|Order Elemental|Chaos Elemental
Air|Desert Elemental|-|Gravity Elemental|Acid Elemental|Storm Elemental|Order Elemental|Chaos Elemental
Earth|Magma Elemental|Gravity Elemental|-|Forest Elemental|Ice Elemental|Order Elemental|Chaos Elemental
Nature|Death Elemental|Acid Elemental|Forest Elemental|-|Swamp Elemental|Order Elemental|Chaos Elemental
Water|Sonic Elemental|Storm Elemental|Ice Elemental|Swamp Elemental|-|Order Elemental|Chaos Elemental
Negative|Order Elemental|Order Elemental|Order Elemental|Order Elemental|Order Elemental|Death Elemental|Anti-Elemental
Positive|Chaos Elemental|Chaos Elemental|Chaos Elemental|Chaos Elemental|Chaos Elemental|Anti-Elemental|Life Elemental
[/table]
Fusion Elemental types
Sonic:
4th: shatter
8th:Blindness/Deafness
12th: power word: blind
16th:power word: kill
Gravity
4th: slow
8th: gravity manipulation: gravity changed in a 10ft area per class level, treating the area as if it was of a different type of gravity as detailed in http://www.d20srd.org/srd/planes.htm
12th: reverse gravity
16th:implosion
Acid
4th:acid arrow
8th:blight
12th:acid fog
16th: cloudkill
Desert
4th : Gust of wind
8th : Heatwave (fire+air): A blistering blast of baking air turns one 10ft square of ground into sand per class level. Allows summoning of earth, air, and fire elementals, and the uneven footing that results means that any creatures moving at more than half their base speed through this area must make a dc 15 balance check or fall prone. Range 100ft from elementals.
12th : Move Earth
16th : Whirlwind
Magma
4th :heat metal
8th :Eruption(Fire+earth): small fissures in the ground tear open and magma spouts out, turning one 10ft square of ground into magma per class level. The caster can choose for it to form a spout up to 20ft high, or a pool 1ft high per class level. A spout will recede after 1 round unless a pool is also chosen to appear in the same 10ft area. As the magma reaches the surface, it cools slightly and thus deals only 1d4 damage per turn to creatures in that area. Allows earth and fire elementals to be summoned in the area.outside of the 10ft squares indicated, magma almost immediately drains into the earth. Range 100ft from elementals.
12th :wall of fire
16th : magma burst: the magma summoned by the magma elemental’s “eruption” ability is now treated as normal (dealing 2d6 damage, and causing half of that as residual damage for 1d3 turns after leaving said magma .
Storm
4th : endure elements
8th : Downpour(water+air): causes a rainstorm to appear, pouring water down onto the target area. If inside a cave or other interior it will instead cause water to splash through cracks in the roof, pooling on the floor. Grants +1 to hide checks to all creatures within the area for every 2 caster levels. Allows summoning of air and water elements. Range 100ft from elementals. Affects one 20ft square per caster level.
12th : call lightning
16th : chain lightning
Swamp
4th : obscuring mist
8th : Miasma(nature+water): causes water to seep amongst the ground, turning one ten foot square of ground into marsh per class level. This marsh works as “deep bog” described at the http://www.d20srd.org/srd/wilderness.htm, preventing tumble checks and costing 20ft of movement to travel 5ft, with the option of including any non-magical disease at the summoners choice. Creatures in the marsh must make a fort save every time they are injured, DC=the diseases normal dc+the damage they took. allows summoning of water and nature. Range 100ft from elementals.
12th : contagion
16th : creeping doom
Ice
4th : chill metal, sleet storm
8th :Ice Age: the ice elemental freezes a 10ft square per class level into a sheet of solid ice (around 6 inches thick, capable of freezing water to the extent that it can be walked over). Both the ground in that area, and all objects in that area, are affected as by the “grease” spell, creatures in the area take 1d4 non-lethal damage for every turn that they remain in the area. (the non-lethal damage was meant to represent that its cold enough to be uncomfortable, but not immediately life-threatening. Thinking of taking that effect out, any thoughts?)
12th : wall of ice
16th : freezing sphere
Forest
4th : plant growth
8th : Bloom(nature+earth): causes a surge of natural energy, coating one 10ft square per class level with plants and foliage. These plants will be locally appearing, and grow to be around 5ft high, granting partial concealment to anyone within them. Allows summoning of earth and nature elementals. Range 100ft from elementals.
12th : Wall of thorns
16th : Animate plants
Death
4th : Death knell
8th : Waves of Fatigue
12th :Antilife shell
16th : Ennervation
Life
4th : animate rope
8th : raise dead
12th : animate objects
16th : Resurrection
Order
4th :Magic circle against Chaos
8th : The order elemental warps an area, turning one 10ft square per class level into an impeded magic zone
12th :Dispel Chaos
16th :Dictum
Chaos
4th : Magic circle against Law
8th : The chaos elemental warps an area, turning one 10ft square per class level into a wild magic zone.
12th : Dispel Law
16th : Word of Chaos
Anti: Elementalist gains SR +1 per class level.
4th:magic aura
8th: dispel magic
12th:greater dispel magic
16th: antimagic field
Both its combat and utility abilities come from calling up spirits of elements as a standard action. Spirits act like summoned creatures. The party role of an elementalist can be many and varied, depending on the area he is in. for example, positive spirits can be used as out-of battle healing with no limit and any spirits may be used to attack directly. Also personally learns a decent amount of utility magic at will.
Elementalists can get on with most classes, but tend to be disliked by the followers of gods of nature or balance, and can become outright hated by druids. note that this depends on the personality of the elementalist in question, and how well he/she treats the spirits summoned.
Note that in this description, if I refer to “elementals” or “spirits”, I mean “elemental spirits” rather than incorporeal undead or more “normal” elementals.
Hit Dice: d6
Alignment: any
Skill points: 4+int modifier per level
Class skills: Diplomacy (Cha), Gather information (Cha), handle animals (Cha), Knowledge (Arcana) (int), Knowledge (Dungeoneering) (int), Knowledge (Geography) (int), Knowledge (local) (int), Knowledge (Religion) (int), Knowledge (The Planes) (int), Spellcraft (int) Survival (wis)
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Elemental summoning
2nd|+1|+0|+3|+3|Endure elements at will
3rd|+1|+1|+3|+3|Speak with aimals at will
4th|+2|+1|+4|+4|Elemental Spell
5th|+2|+1|+4|+4|Deep summoning
6th|+3|+2|+5|+5|Speak with plants at will, control reduced to a move action
7th|+3|+2|+5|+5|Fusion
8th|+4|+2|+6|+6|Elemental Spell
9th|+4|+3|+6|+6|Commune with nature at will, improved evasion, 2 controls per round
10th|+5|+3|+7|+7|Resonance, spirit increase to 60ft
11th|+5|+3|+7|+7|summoning reduced to a move action
12th|+6/+1|+4|+8|+8|Elemental Spell
13th|+6/+1|+4|+8|+8|Deep summoning reduced to a full-round action
14th|+7/+2|+4|+9|+9|Harmony, control reduced to an immediate action
15th|+7/+2|+5|+9|+9|
16th|+8/+3|+5|+10|+10|Elemental Spell
17th|+8/+3|+5|+10|+10|3 controls per round
18th|+9/+4|+6|+11|+11|Redirect
19th|+9/+4|+6|+11|+11|
20th|+10/+5|+6|+12|+12|Unity
[/table]
Elemental spirits are a coalescing of the latent elemental energy present in all environments. They are non-sentient beings and tend to confer upon the area (or elementalist) effects as befitting that element. As a product of elemental spirits existence, though, the elementalist can only call up elemental spirits that roughly match the area you are in: for example a desert might allow earth, fire and air elementals whilst a volcano only allowed earth and fire elementals. Spirits last indefinatley (or until dismissed as a free action), and can venture up to 100ft from the elementalist.
An elementalist can be followed by a number of spirits equal to his Cha modifier.
However, whilst the elemental will follow its elementalist as a free action, to actually compel the element to do something requires action. Until 6th level this takes a standard action per elemental. At 6th level, it is reduced to a move action per elemental, and at 14th level it is reduced to an immediate action. Each elemental cannot act more than once in a round. Only one spirit can be controlled each turn, until 9th level, when 2 can be controlled per round. This increases again at 17th level, when three can be at the cost of a full-round action.
General Rules for Elemental "Habitats"
Fire: anywhere where there is a lot of “dry” heat.
Air: anywhere with strong winds, or very high altitude
Earth: large rocky or sandy outcroppings.
Nature: anywhere plants lie in abundance and largely undisturbed: forests, grasslands, etc. note that area’s such as farmland may not allow nature spirits to be summoned, depending on the setting.
Water: anywhere with an abundance of humidity. Note that temperature is not a prerequisite, so will be found just as often in steamy rainforests as in frozen wastelands.
Negative: anywhere where death abounds. Battlefields, graveyards, and
other such places. Large quantities of nearby undead allow negative elemental spirits to awaken, as well.
Positive: anywhere where a large quantity of life thrives. The life can be sentient or not, fauna or flora. As such, can often be summoned in most area’s. (but note that positive and negative elementals are rarely able to be naturally summoned side by side).
Elemental spirits are partially corporeal, gaining a 50% miss chance versus nonmagical attacks, but being affected by spells or magic weapons as normal. As they only attack via projections of elemental energy, they do not ignore ac during attacks, or gain any other benefit from partial corporeality (They can interact with their environments and be grappled normally, but as they have no limbs they cannot resist a grapple attempt, nor can they pick up objects) They take the form of a coloured ball of light hovering at head height, move at a distance of 30ft per round, and have a fly speed of 5ft per round above their default head height (except earth elementals, which instead gain 5ft burrowing speed).
Elemental spirits have a fixed 1hp per class level of the elementalist and are immune to any damage from the element they deal. As a standard action they can deal 1d4 damage per elementalist level at a range of 30ft, as a ranged touch attack.
Instead of this attack, an elemental spirit may focus its damage in an outward spread, creating a 10ft diameter burst centered on the elemental.
The type of this damage is as follows (where an elemental has two
damage types, the most effective one is chosen for each situation):
Damage types
Fire: fire
Water: cold
Air: electricity
Earth: bludgeoning
Nature: poison
Negative: negative energy
Positive: positive energy
Sonic: sonic
Acid: acid
Gravity: force
Desert: slashing
Magma: bludgeoning/fire
Swamp: poison/cold
Ice: cold/piercing
Storm: slashing/electricity
Chaos: chaotic
Law: axiomatic
Death: negative
Life: non-lethal
Anti: untyped
As the elementalists level increases, he can channel his elemental spirits to cast certain spells from there sphere of ability at will, using his Int stat for these spells. channeling a spell in this way renders the elemental unable to be channeled again for 1d4 rounds. All elemental spirits give a +1 per class level to any knowledge(geography) checks relating to the land that they were summoned from, as well as to any knowledge(the planes) checks related to their particular plane (this latter being replaced by knowledge(nature) in the case of the nature elemental spirit).
Class Abilities
Deep summoning: at 5th level,a summoner can now draw out elements that are not present in the immediate surroundings by searching them out from further afield: however, doing so takes 2 consecutive full-round actions rather than a single standard action.
Fusion: at 7th level, the elemental summoner can trigger “fusion”, allowing him to “fuse” the two elementals into a single, more potent elemental. he must concentrate for a standard action to use the fusion ability.
Terrain altering effects: many fused elementals have the ability to alter the terrain around them, bringing their elements to the forefront. This effect lasts for a number of rounds equal to the elementalists Cha score, or until overwritten by a different elemental effect (or dispelled). some "terrain effects" can also be quelled by controlling the weather (for example, control weather could nullify "Downpour")
Terrain changed in this way allows the associated elements to be summoned in that area, as well as any others that could naturally be summoned there.
Terrain types and rules can be found Here (http://www.d20srd.org/srd/planes.htm), Here (http://www.d20srd.org/srd/environment.htm) and Here (http://www.d20srd.org/srd/wilderness.htm)
Improved evasion: at 9th level, elemental spirits gain the effects of the improved evasion feat.
Resonance: at 10th level, once per round, as a free action, an elemental may redirect to itself (and thus nullify)50% of the damage of an attack of the same type as it deals (ie: a fire elemental would redirect fire attacks, an earth would redirect bludgeoning attacks) as long as the target of the attack is within 10ft/class level of the elemental. Any spells or abilities that would hit multiple targets hit for half damage on all of said targets. Any additional effects that would have hit the target have a 50% chance of being completely nullified. This also effects spells (at the DM’s discretion) that fall within that element, but do not deal that type of damage (for example, earthquake would be nullified by an earth elemental 50% of the time, dispel magic by an anti-magic elemental and finger of death by a death elemental).
Harmony: 14th level: works as Resonance does, but within 5ft/class level, and absorbs all of the damage. Resonance and harmony are separate abilities and can both be used in the same turn. Since Resonance redirects the attack in its entirety, burst effects will still happen, merely centred on the elemental rather than the intended target.
Redirect: 18th level: works as Resonance and Harmony, but as well as nullifying the attack at its intended target, redirects it to another target within range of the original effect. This can be the attacker itself, or one of its allies.
Unity: at 20th level, the elementalist achieves true unity with the elements. Although they can still only control 1 elemental a turn (or two as a full-round action), they are treated as having all “basic” (non-fused) elementals with them at all times. Thus, they can use the 3 spirits they can summon naturally to provide an advanced elemental, yet still retain complete elemental coverage.
"Base" Elementals
Fire:
4th: produce flame
12th : scorching ray
8th:fireball
16th:incendiary cloud
Air:
4th: Gust of Wind
8th: Wind wall
12th: Control winds
16th:Control weather
Earth:
4th: Soften earth and stone
8th: Spike stones
12th:stone shape
16th: Transmute mud to rock, Transmute rock to Mud
Nature:
4th:Entagle
8th:command plants
12th:transport via plants
16th: control plants
Water:
4th: create water
8th: Torrent(water+ground): The earth cracks and water flows upwards in a spring. This continual flow of water will make one 10ft square per class level submerged in waist high water. This water reduces movement by 10ft, and imposes a -2 penalty to attack rolls. Outside of the 10ft squares designated, water almost immediately drains back into the earth. Allows summoning of earth and water spirits. Range 100ft from elementals.
12th:Control water
16th: control weather: only capable of summoning rain or fog
Negative:
(undead created by a negative energy elemental only last 1 round per class level, or until the negative elemental spirit is destroyed)
4th: command undead
8th: animate dead
12th: create undead
16th: create greater undead.
Positive:
4th:Glitterdust
8th : Restoration
12th: sunbeam
16th:regenerate
Fusion Elementals
These elementals are counted as two spirits with regards to an elementalists maximum summoned spirits. They are healed by taking damage of the same type they deal, and gain +1 fast healing per 4 class levels the elementalist has.
The following table show's which fusion elemental is produced by which two elementals after fusion. (if anyone has a better idea for what "nature+fire" would produce I would really appreciate advice, i thought of an "ash" or "wasteland" one, but couldnt think of a single ability for it, so yeh...)
{table]|Fire|Air|Earth|Nature|Water|Negative|Positive
Fire|-|Desert Elemental|Magma Elemental|Death Elemental| Sonic Elemental|Order Elemental|Chaos Elemental
Air|Desert Elemental|-|Gravity Elemental|Acid Elemental|Storm Elemental|Order Elemental|Chaos Elemental
Earth|Magma Elemental|Gravity Elemental|-|Forest Elemental|Ice Elemental|Order Elemental|Chaos Elemental
Nature|Death Elemental|Acid Elemental|Forest Elemental|-|Swamp Elemental|Order Elemental|Chaos Elemental
Water|Sonic Elemental|Storm Elemental|Ice Elemental|Swamp Elemental|-|Order Elemental|Chaos Elemental
Negative|Order Elemental|Order Elemental|Order Elemental|Order Elemental|Order Elemental|Death Elemental|Anti-Elemental
Positive|Chaos Elemental|Chaos Elemental|Chaos Elemental|Chaos Elemental|Chaos Elemental|Anti-Elemental|Life Elemental
[/table]
Fusion Elemental types
Sonic:
4th: shatter
8th:Blindness/Deafness
12th: power word: blind
16th:power word: kill
Gravity
4th: slow
8th: gravity manipulation: gravity changed in a 10ft area per class level, treating the area as if it was of a different type of gravity as detailed in http://www.d20srd.org/srd/planes.htm
12th: reverse gravity
16th:implosion
Acid
4th:acid arrow
8th:blight
12th:acid fog
16th: cloudkill
Desert
4th : Gust of wind
8th : Heatwave (fire+air): A blistering blast of baking air turns one 10ft square of ground into sand per class level. Allows summoning of earth, air, and fire elementals, and the uneven footing that results means that any creatures moving at more than half their base speed through this area must make a dc 15 balance check or fall prone. Range 100ft from elementals.
12th : Move Earth
16th : Whirlwind
Magma
4th :heat metal
8th :Eruption(Fire+earth): small fissures in the ground tear open and magma spouts out, turning one 10ft square of ground into magma per class level. The caster can choose for it to form a spout up to 20ft high, or a pool 1ft high per class level. A spout will recede after 1 round unless a pool is also chosen to appear in the same 10ft area. As the magma reaches the surface, it cools slightly and thus deals only 1d4 damage per turn to creatures in that area. Allows earth and fire elementals to be summoned in the area.outside of the 10ft squares indicated, magma almost immediately drains into the earth. Range 100ft from elementals.
12th :wall of fire
16th : magma burst: the magma summoned by the magma elemental’s “eruption” ability is now treated as normal (dealing 2d6 damage, and causing half of that as residual damage for 1d3 turns after leaving said magma .
Storm
4th : endure elements
8th : Downpour(water+air): causes a rainstorm to appear, pouring water down onto the target area. If inside a cave or other interior it will instead cause water to splash through cracks in the roof, pooling on the floor. Grants +1 to hide checks to all creatures within the area for every 2 caster levels. Allows summoning of air and water elements. Range 100ft from elementals. Affects one 20ft square per caster level.
12th : call lightning
16th : chain lightning
Swamp
4th : obscuring mist
8th : Miasma(nature+water): causes water to seep amongst the ground, turning one ten foot square of ground into marsh per class level. This marsh works as “deep bog” described at the http://www.d20srd.org/srd/wilderness.htm, preventing tumble checks and costing 20ft of movement to travel 5ft, with the option of including any non-magical disease at the summoners choice. Creatures in the marsh must make a fort save every time they are injured, DC=the diseases normal dc+the damage they took. allows summoning of water and nature. Range 100ft from elementals.
12th : contagion
16th : creeping doom
Ice
4th : chill metal, sleet storm
8th :Ice Age: the ice elemental freezes a 10ft square per class level into a sheet of solid ice (around 6 inches thick, capable of freezing water to the extent that it can be walked over). Both the ground in that area, and all objects in that area, are affected as by the “grease” spell, creatures in the area take 1d4 non-lethal damage for every turn that they remain in the area. (the non-lethal damage was meant to represent that its cold enough to be uncomfortable, but not immediately life-threatening. Thinking of taking that effect out, any thoughts?)
12th : wall of ice
16th : freezing sphere
Forest
4th : plant growth
8th : Bloom(nature+earth): causes a surge of natural energy, coating one 10ft square per class level with plants and foliage. These plants will be locally appearing, and grow to be around 5ft high, granting partial concealment to anyone within them. Allows summoning of earth and nature elementals. Range 100ft from elementals.
12th : Wall of thorns
16th : Animate plants
Death
4th : Death knell
8th : Waves of Fatigue
12th :Antilife shell
16th : Ennervation
Life
4th : animate rope
8th : raise dead
12th : animate objects
16th : Resurrection
Order
4th :Magic circle against Chaos
8th : The order elemental warps an area, turning one 10ft square per class level into an impeded magic zone
12th :Dispel Chaos
16th :Dictum
Chaos
4th : Magic circle against Law
8th : The chaos elemental warps an area, turning one 10ft square per class level into a wild magic zone.
12th : Dispel Law
16th : Word of Chaos
Anti: Elementalist gains SR +1 per class level.
4th:magic aura
8th: dispel magic
12th:greater dispel magic
16th: antimagic field