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Serakus_DeSardis
2006-11-13, 04:42 PM
I'm looking to integrate an elemental mysticism aspect into my campaign world, something similar to the one found on the show Avatar: The Last Airbender. I was curious if there were any PrCs out there currently that focus on single element disciplines, I'd rather not reinvent the wheel unless I have to...

Anyone??

KIDS
2006-11-13, 04:44 PM
Elemental Savant from the Complete Arcane looks like what you're searching for. It's designed for fire, cold, air and earth but its flavor suggests different types too, like plasma, wood, metal, nether....
hope that helps

TheOOB
2006-11-13, 08:48 PM
Martial adepts from the Tome of Battle have a similar fighting style to the benders from avatar, but unfortunatly there is nothing like the air, water, and earth benders (well stone dragon is earth based, but it doesn't acually attack with rocks.)

Ing
2006-11-13, 08:55 PM
I previously wrote up a series of monk varients based around the kind of combat philosphy...if you want I could make something up.

knightsaline
2006-11-13, 09:31 PM
Rich did some elemental PrCs if you are interested. they are possibly rogue/wizard multiclassers, but at tenth level, they turn into elementals

pyrefiend
2006-11-14, 03:01 PM
I have been working on an elemental spellcaster for a long time now, and it may be something like what you're looking for. It's a base class, but that shouldn't get in the way of the concept. I'll be posting it as soon as I can finish making spell lists and whatnot.

Serakus_DeSardis
2006-11-14, 03:37 PM
Yeah I've commented on your Elemental class and I do like the concept. I've considered using it once you iron out the details.

TheThan
2006-11-14, 03:51 PM
Shugenja and Wu Jen from complete divine and arcane fit what your looking for, but they are base classes.

Serakus_DeSardis
2006-11-14, 03:56 PM
I have 3.0 Oriental Adventures (Rokugan), and I have looked at Shugenja and Wu Jen but they don't exactly fit what I'm looking for. I'm really looking for a class the allows the manipulation of the elements, in varying degrees of potency as it progresses. With an individual focus on one element.

I think I'll have to homebrew it. There are alot of excellent PrCs and base classes out there that touch on what I want, but none that fully envelop it.

asromta
2006-11-16, 10:55 AM
I have created this, which could be what you are looking for.

http://www.giantitp.com/forums/showthread.php?t=10808

Ing
2006-11-16, 10:04 PM
Earth Bender{table=Earth bender]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1 |+2 |+0 |+0 |Oppertunistic strike, unnarmed strike
2nd|+2 |+3 |+0 |+0 |Bending circle 1, neutral ji
3rd|+3 |+3 |+1 |+1 |bonus feat, Earthly defense
4th|+4 |+4 |+1 |+1 |bending circle 2
5th|+5 |+5 |+1 |+1 |decisive blows
6th|+6/1 |+5 |+2 |+2 |bending circle 3
7th|+7/2 |+5 |+2 |+2 |rock body
8th|+8/3 |+6 |+2 |+2 |bonus feat
9th|+9/4 |+6 |+3 |+3 |bending circle 4
10th|+10/5 |+7 |+3 |+3 |special ability 1
11th|+11/6/1 |+8 |+3 |+3 |
12th|+12/7/2 |+8 |+4 |+4 |bending circle 5
13th|+13/8/3 |+9 |+4 |+4 |special ability 2
14th|+14/9/4 |+9 |+4 |+4 |bonus feat
15th|+15/10/5 |+10 |+5 |+5 |bending circle 6
16th|+16/11/6/1 |+11 |+5 |+5 |special Ability 3
17th|+17/12/7/2 |+12 |+5 |+5 |bonus feat
18th|+18/13/8/3 |+12 |+6 |+6 |bending circle 7
19th|+19/14/9/4 |+12 |+6 |+6 |Stance Mastery
20th|+20/15/10/5 |+13 |+7 |+7 |bending mastery[/table]

Oppertunistic strike: When in defensive stance (or when using combat expertise) an EB is ready and waiting for the most oppertune moment to strike his opponents. if enemies strike at him and miss with each of one's attacks for that round the EB gains an attack of oppertunity (without the penalties from defensive stance or Combat expertise). This counts as an Attack of Oppertunity.

Unnarmed strike: A EB automaticly gains improved unarmed strike even if they do not meet the requirments. the base damage is 1d6. at lv 4 this increases to 1d8 at lv 8 1d10 at lv 12 2d6 at lv 16 2d8 and at lv 20 2d10.

Bonus feats: EB's can choose a feat from teh following list. they must meet the requirments before they can take that feat though. Combat expertise, great fortitude, endurence, die hard, power attack, blind fight, combat reflexes, athletic, improved grapple, stunning fist, improved sunder, improved overrun

Nuetral Ji: an EB can choose to not take any action for a turn. for each round he skips he gains a +1 insight bonus to attack and +1 damage. The max of this bonus is equal to 1/2 EB levels. the bonus lasts 1 round when it is used. if struck he must make a con check (10+damage delt) or loose his focus and the effect ends.

Decisive Blows: when a EB lands at least 2 hits agianst a single opponent in his turn he may take an attack of oppertunity. that opponent is considered flanked for this attack of oppertunity. this counts as an AoO and cannot excede the normal AoO limit.

ROck Body: An EB gains Damage reduction agianst physical attacks equal to their con bonus. the max thsi bonus can be is 1/4 the bender level rounded down

Special ability: the EB gains a supernatural ability from the following lists at each time this class ability is gained they can choose to advance that ability or take 1st rank in anotherTremor Sense: the Eb is able to sense and feel teh world around them through the ibrations of the solid earth. they loose all benefits when removed from contact with solid ground. 1st (Improved Uncanny dodge) 2 (blindsight 60 feet +10 per wis modifie 3rd (detect lies)
Sand bending: the eb is attuned and percise enough to move small grains of earth as if they were liquid. These benefits can only be used when there is a source of heavily grainulated earth
1st (soften earth) 2nd (shape- can control sand as the spell control water) 3rd (brew sandstorm. gives half concealment and all non-sand benders take 1d6 damage per round, requires a concentration check per round to continue the effect, can take no other actions)

Metal Bender: the Eb is attuned to move metalic objects as easily as sillicates.
1 (metal hand- move metal objects up to 10 lbs per Bender level with a range of 30 ft +10 per caster level. you can use this to disarm or remove armor/sheilds from a ranged position) 2(heat/chill metal- as the spell) 3(telekensis as the spell but only metal objects)

Mountian body- you gain great health benefits as long as you stay in contact wtih the earth. loosing direct physical contact ends these abilities
1 (Sturdy- add 1/2 your bender level agianst agianst being knocked over, tripped or bullrushed) 2 (great fortitude- add your str modifier to your fortitude) 3 (Fast healing 1)

Earth Step- You gain great speed and control as you move across the earth
1 (immunity to calltraps) 2(Spider climb), (3 haste)

Bending: An Earth bender is spiritualy attune to the primal element of Earth and can move it by pure will. to use bending a Bender must make a move action, and have the ability to freely move their body. If constrained most bending fails. A bender knows 1/2 their widsom modifier per level bending moves. as they progress from one circle of power to the next they gain access to more powerful techniques to learn

Circle 1


Terrafirma: By channeling the magic of the earth and stone your become temporarily enchanted and your feet become as durable as the ground you stand on. your land speed increases by 5 feet, you are no longer effected by, cumbersome terrain, entangle or similar area of effect spells, or caltrops.

Pebbles: with a stomp of your foot you levitate a series of pebbles into the air and can hurl them at an enemy. the stones gravitate towards them giving a+4 to hit. the stones deal 1d4+1 damage each. you can gain control over 1 additional pebble for every 2 caster levels


Earth Shift: you shift the earth beneath an opponent at up to a range of 50 feet +10 per bender level, to attempt to knock them backwards onto the ground. Trip attack attempt is ranged touch.

Hold portal

Entropic Shield (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#entropic-shield):A small aura of dust and stone particulates orbits around you. causing Ranged attacks against you have 20% miss chance.

Magic Stone (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#magic-stone):Three stones gain +1 on attack rolls, deal 1d6+1 damage.

Pass without Trace (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsPtoR.html#pass-without-trace):One subject/level leaves no tracks.

Detect Snares and Pits (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#detect-snares-and-pits):Reveals natural or primitive traps.


Jump (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsHtoL.html#jump):Subject gets bonus on Jump checks.

Soften Earth and Stone (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#soften-earth-and-stone):Turns stone to clay or dirt to sand or mud.


Mage Hand (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#mage-hand): 25 -pound telekinesis rock only

Alarm (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoB.html#alarm):Wards an area for 2 hours/level.

Glitterdust (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsFtoG.html#glitterdust):Blinds creatures, outlines invisible creatures.

Tiny Hut:

Keen edge: rock made weapons only

Knock

longstrider


Circle 2

Earth strike: a small wedge pushes towards an enemy dealing 1d6 damage and initiating a ranged trip attack. The range is 30 feet +10 per level maxing at 100,

Obscuring Mist (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#obscuring-mist):with a stomp of your foot you summon up a cloud of dust and dirt to surrounds you and obscure vision

Earth Sheild With a stomp of your foot you rise a small, flat plane of rock and earth up from the ground next to you. The wall is three inchs thick, five feet wide and 10 feet high. the plane gives you full cover from attacks on that side. The plane is considered to have harndess 6 and hp 50. At anytime you can as a partial move action, dismiss the wall and send it sinkng back into the earth.

Stone Slide: you rise up a slab of stone and mud to slide on. the slab moves 30 feet on even ground, 20 feet on an upward incline and 40 feet on a smooth decline and 60 feet on a steep decline (down hill) as you move you gain +4 to bullrush attempts


Telekenisis: 50 lbs per level but only rock

Boom: Chaneling mystic energy beneath the earth you build up enough pressure to cause a small gyser of rock and dust to come shooting out of the ground. the height of the geyser is 5 feet plus an additional 5 per caster level. It deals 1d6+caster level damage (reflex half) and the rock and soot gives a -1 penalty on the target for attack and dexterity based defense. The target can take a full round action to remove the dust from their eyes and thus remove the effect. obviously creatures without eyes or with blind sight are not effected.


Stone Shape (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#stone-shape):Sculpts stone into any shape.

Rock Throw: Calling upon the power of the earth you summon forth a chunk of rock that levitates in the air until you hurl it at your enemies. the rock is of M size and deals 2d6+1 per level damage. If hit the target is pinned under the rock and must make a strength check 20 to unburry themselves.

Rolling Sphere (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsFtoG.html#flaming-sphere):Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

Floating Disk (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsFtoG.html#floating-disk):Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.

Spike Growth (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#spike-growth):Creatures in area take 1d4 damage, may be slowed.

Falling stone: you fall safely as slow fall up to a distance equaling 10 ft per bender level. As you land you deal 1d6 per ten feet damage to anyone within 10 + 5 feet per five bender levels.


Circle 3:

Earth Wedge: you raise a wedge of earth out of the round and cause it to rush towards an enemy. If hit they take 1d6 damage per level (maxing at 10d6 damage) and are pined to it until it stops moving. It moves up to 50 feet +10 per level (maxing at 300). If the wedge hits a solid obeject (such as a wall or building it) it cannot break through it stops. Anyone caught on the wedge as it hits is dealt an additional 2d6 damage. The wedge stops moving if it comes to a cliff or sudden drop in elevation. A reflex save halves the damage and prevents being pinned.

Quake: you slam down hard on the earth around, causing a area to shake and burst with rocks. The radius is 20 feet. All within the area take 1d6 per bender level (max 10d6). All must make a balance check 20 or be knocked down. A reflex saves and negates the trip attempt.

Lode Stone: you levitate a rock towards the enemy. the rock levitates around them hitting unless they have concealment dealing 1d6+1 damage.

Mud Storm (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#sleet-storm): Hampers vision and movement.

Wall of Stone (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#wall-of-stone):Creates a stone wall that can be shaped.

Crack:With a mighty burst of mystical energy you send a shock wave rippling through the earth around you. in it's wake the earth and land is upheaved and dishelved, leaving the terriane cracked, uneven and cumbersome. In underground and caves, if the area of effect is larger than the tunnel or room the effect extends up to the walls and possible ceiling. If it extends to the ceiling there is a chance of cave in and rocks falling. All creatures on the land caught within the range of the spell upon casting must make a balance check of (28) or fall prone. Those on the walls or a ceiling must make a climb check (30) or fall off). The area is now considered cumbersome terrian and most creatures can only move at half land speed over it. the range of the shock wave is 20 feet +an additional 10 per caster level.


Earth Slide: you rise up hills and tracks in the earth to slide on, the rock slides back beneath you as you pass. you can move a maximum of 10 feet per 2 caster levels and any
caught in your path must make a reflex save or be bullrushed over and take 1d6 damage.

Bear’s Endurance (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoB.html#bears-endurance):Subject gains +4 to Con for 1 min./level.

Bull’s Strength (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoB.html#bulls-strength):Subject gains +4 to Str for 1 min./level.

Shillelagh (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#shillelagh):Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.

Barkskin (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoB.html#barkskin):Grants +2 (or higher) enhancement to natural armor.

Spike Stones (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#spike-stones):Creatures in area take 1d8 damage, may be slowed.

Rock Hold: creature is entrapped by rocks and unable to move. You may trap as much or as little of the person as possible to restrict their movements. As strength check of 20+character level can break them free or a escape artist check. A reflex save negates.

Earth stride: you move at an increased speed of 10 feet per every five bender levels.

Rock bullets: you fire a bullet of rocks, dealing You may fire one stone, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points.


Circle 4

Booms: as boom but you create one geysers one ray, plus one additional gyser for every four levels beyond 3rd

Fissure: large cracks and ditches form in the ground. You summon forth a crack wtih a powrful blow tot eh ground. it is normall 10 feet deep and 5 feet across. you can achieve a maximum length/width of the crack of 50 feet+20 per level. you can sacrifice 20 feet of length/width to increase teh depth by 10 ft. You can control the course of the crack, though it must move in a generally straight line from it's original course (cannot move backwards or sideways, must curve) and can make it split as many times as you'd like as long as it does not extend the maximum vollume allotment. anywho are caught in the fissure's course must make a reflex save or fall into it and take appropriate fall damage (DC is 10+str mod+1 for every additional 5 feet of the width)

Stone Fist: You send your fist deep into the living earth/rock. when you pull it back out it is covered in a fine armor of stone and gravel. The armor makes the same of a over sized hand. The Fist gives you an unarmed attack of 1d8+str, and grants a +2 AC bonus. when using the enchanted hand your gain a +2 to str checks. The spell can be cast twist one on either hand if the target wishes and the AC and str stacks but not damage.


Stone Pillars: great pillars of stome rise up into the air. You can make any number, any width and height, within 300 feet as long as it is less or equal to 50 cubic feet per caster level

Spider Climb (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#spider-climb):Grants ability to walk on walls and ceilings.

Transmute Mud to Rock (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#transmute-mud-to-rock):Transforms two 10-ft. cubes per level.

Transmute Rock to Mud (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#transmute-rock-to-mud):Transforms two 10-ft. cubes per level.

Rage (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsPtoR.html#rage):Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.




Circle 5

Tremor: Calling upon the mystic force of the very earth bellow your feet you cause the ground to shack and rumble, moving in pulsating shockwaves akin to a small miniaturized earthquake. All creatures moving by land through the area must make a balance check versus your spell DC or fall prone. Getting back to their feet requires a full action. A successful tumble check of (20 or spell DC whichever higher) allows one to pass unhindered. The area of the effect can be a minimum 20 feet in diameter or at max 20+10 per spell caster level.

Stone blizzard* Summons a barrage of rocks small to medium size that deal 5d6 damage in a cone. Reflex save for half


Sympathetic Vibration (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#sympathetic-vibration):Deals 2d10 damage/round to freestanding structure.

Stoneskin (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#stoneskin) M:Ignore 10 points of damage per attack.


Find the Path (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsFtoG.html#find-the-path):Shows most direct way to a location.

Interposing boulders: as interposing hand but levitating rocks instead of a prismatic hand. The boulder has hardness 10 hp 10

Earth platform: a slice of earth cracks off and rises off the ground levitating, as if the fly spell lasting 1 minute per bender level. The area is 10 feet in diameter and can be expanded five feet per every 3 bender levels at initial creation.



Circle 6


Meld into Stone (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#meld-into-stone):You and your gear merge with stone.
Stone Tell; You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.
Rock stomp: For the duration of this spell, you can use a standard action to evoke a Large sized rock to rise up out of the ground . You can call forth one rock per three caster levels (maximum six rock at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature hit by the touch attack takes 4d6 points of damage. Any creature bellow large size category is pinned and must make a strength check of 18+str modifier. Reflex save negates the pinning and reduces the damage by half.
Sympathy (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#sympathy): area’s magical vibrations draw certain creatures to it



Circle 7

Earthquake (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#earthquake):Intense tremor shakes 5-ft./level radius.

Rock burst:

Imprisonment

Iron Body

Freedom

Mountian drop: you rise up off of the ground a giant slab of rock. The miniature mountain has a diameter of 60 feet +10 for every 4 bender levels maxing at 100 feet. Anyone hit must make a reflex save or be hit and pinned, having 2d8 per level damage and being pinned requiring a 40 strength check to get out. Reflex does half damage and negates pinning.

pyrefiend
2006-11-17, 06:52 PM
Cool power ideas Ing, can I use some of them? I'm deperate for a decent spell list for my elementalist class.

Ing
2006-11-17, 09:52 PM
Cool power ideas Ing, can I use some of them? I'm deperate for a decent spell list for my elementalist class.

Sure, I wrote some of them up for the spell list thing. I'll flesh out the powers out more. The hard part is to figure out exactly how powerful they are. I'll work on them, really the lack of water and earth based spells in the system is a crime.

Ing
2006-11-18, 12:48 AM
Circle 1


Terrafirma: By channeling the magic of the earth and stone your become temporarily enchanted and your feet become as durable as the ground you stand on. your land speed increases by 5 feet, you are no longer effected by, cumbersome terrain, entangle or similar area of effect spells, or caltrops.

Pebbles: with a stomp of your foot you levitate a series of pebbles into the air and can hurl them at an enemy. the stones gravitate towards them giving a+4 to hit. the stones deal 1d4+1 damage each. you can gain control over 1 additional pebble for every 2 caster levels


Earth Shift: you shift the earth beneath an opponent at up to a range of 50 feet +10 per bender level, to attempt to knock them backwards onto the ground. Trip attack attempt is ranged touch.

Hold portal

Entropic Shield (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#entropic-shield):A small aura of dust and stone particulates orbits around you. causing Ranged attacks against you have 20% miss chance.

Magic Stone (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#magic-stone):Three stones gain +1 on attack rolls, deal 1d6+1 damage.

Pass without Trace (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsPtoR.html#pass-without-trace):One subject/level leaves no tracks.

Detect Snares and Pits (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#detect-snares-and-pits):Reveals natural or primitive traps.


Jump (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsHtoL.html#jump):Subject gets bonus on Jump checks.

Soften Earth and Stone (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#soften-earth-and-stone):Turns stone to clay or dirt to sand or mud.


Mage Hand (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#mage-hand): 25 -pound telekinesis rock only

Alarm (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoB.html#alarm):Wards an area for 2 hours/level.

Glitterdust (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsFtoG.html#glitterdust):Blinds creatures, outlines invisible creatures.

Tiny Hut:

Keen edge: rock made weapons only

Knock

longstrider


Circle 2

Earth strike: a small wedge pushes towards an enemy dealing 1d6 damage and initiating a ranged trip attack. The range is 30 feet +10 per level maxing at 100,

Obscuring Mist (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#obscuring-mist):with a stomp of your foot you summon up a cloud of dust and dirt to surrounds you and obscure vision

Earth Sheild With a stomp of your foot you rise a small, flat plane of rock and earth up from the ground next to you. The wall is three inchs thick, five feet wide and 10 feet high. the plane gives you full cover from attacks on that side. The plane is considered to have harndess 6 and hp 50. At anytime you can as a partial move action, dismiss the wall and send it sinkng back into the earth.

Stone Slide: you rise up a slab of stone and mud to slide on. the slab moves 30 feet on even ground, 20 feet on an upward incline and 40 feet on a smooth decline and 60 feet on a steep decline (down hill) as you move you gain +4 to bullrush attempts


Telekenisis: 50 lbs per level but only rock

Boom: Chaneling mystic energy beneath the earth you build up enough pressure to cause a small gyser of rock and dust to come shooting out of the ground. the height of the geyser is 5 feet plus an additional 5 per caster level. It deals 1d6+caster level damage (reflex half) and the rock and soot gives a -1 penalty on the target for attack and dexterity based defense. The target can take a full round action to remove the dust from their eyes and thus remove the effect. obviously creatures without eyes or with blind sight are not effected.


Stone Shape (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#stone-shape):Sculpts stone into any shape.

Rock Throw: Calling upon the power of the earth you summon forth a chunk of rock that levitates in the air until you hurl it at your enemies. the rock is of M size and deals 2d6+1 per level damage. If hit the target is pinned under the rock and must make a strength check 20 to unburry themselves.

Rolling Sphere (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsFtoG.html#flaming-sphere):Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

Floating Disk (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsFtoG.html#floating-disk):Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.

Spike Growth (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#spike-growth):Creatures in area take 1d4 damage, may be slowed.

Falling stone: you fall safely as slow fall up to a distance equaling 10 ft per bender level. As you land you deal 1d6 per ten feet damage to anyone within 10 + 5 feet per five bender levels.


Circle 3:

Earth Wedge: you raise a wedge of earth out of the round and cause it to rush towards an enemy. If hit they take 1d6 damage per level (maxing at 10d6 damage) and are pined to it until it stops moving. It moves up to 50 feet +10 per level (maxing at 300). If the wedge hits a solid obeject (such as a wall or building it) it cannot break through it stops. Anyone caught on the wedge as it hits is dealt an additional 2d6 damage. The wedge stops moving if it comes to a cliff or sudden drop in elevation. A reflex save halves the damage and prevents being pinned.

Quake: you slam down hard on the earth around, causing a area to shake and burst with rocks. The radius is 20 feet. All within the area take 1d6 per bender level (max 10d6). All must make a balance check 20 or be knocked down. A reflex saves and negates the trip attempt.

Lode Stone: you levitate a rock towards the enemy. the rock levitates around them hitting unless they have concealment dealing 1d6+1 damage.

Mud Storm (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#sleet-storm): Hampers vision and movement.

Wall of Stone (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#wall-of-stone):Creates a stone wall that can be shaped.

Crack:With a mighty burst of mystical energy you send a shock wave rippling through the earth around you. in it's wake the earth and land is upheaved and dishelved, leaving the terriane cracked, uneven and cumbersome. In underground and caves, if the area of effect is larger than the tunnel or room the effect extends up to the walls and possible ceiling. If it extends to the ceiling there is a chance of cave in and rocks falling. All creatures on the land caught within the range of the spell upon casting must make a balance check of (28) or fall prone. Those on the walls or a ceiling must make a climb check (30) or fall off). The area is now considered cumbersome terrian and most creatures can only move at half land speed over it. the range of the shock wave is 20 feet +an additional 10 per caster level.


Earth Slide: you rise up hills and tracks in the earth to slide on, the rock slides back beneath you as you pass. you can move a maximum of 10 feet per 2 caster levels and any
caught in your path must make a reflex save or be bullrushed over and take 1d6 damage.

Bear’s Endurance (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoB.html#bears-endurance):Subject gains +4 to Con for 1 min./level.

Bull’s Strength (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoB.html#bulls-strength):Subject gains +4 to Str for 1 min./level.

Shillelagh (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#shillelagh):Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.

Barkskin (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoB.html#barkskin):Grants +2 (or higher) enhancement to natural armor.

Spike Stones (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#spike-stones):Creatures in area take 1d8 damage, may be slowed.

Rock Hold: creature is entrapped by rocks and unable to move. You may trap as much or as little of the person as possible to restrict their movements. As strength check of 20+character level can break them free or a escape artist check. A reflex save negates.

Earth stride: you move at an increased speed of 10 feet per every five bender levels.

Rock bullets: you fire a bullet of rocks, dealing You may fire one stone, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points.


Circle 4

Booms: as boom but you create one geysers one ray, plus one additional gyser for every four levels beyond 3rd

Fissure: large cracks and ditches form in the ground. You summon forth a crack wtih a powrful blow tot eh ground. it is normall 10 feet deep and 5 feet across. you can achieve a maximum length/width of the crack of 50 feet+20 per level. you can sacrifice 20 feet of length/width to increase teh depth by 10 ft. You can control the course of the crack, though it must move in a generally straight line from it's original course (cannot move backwards or sideways, must curve) and can make it split as many times as you'd like as long as it does not extend the maximum vollume allotment. anywho are caught in the fissure's course must make a reflex save or fall into it and take appropriate fall damage (DC is 10+str mod+1 for every additional 5 feet of the width)

Stone Fist: You send your fist deep into the living earth/rock. when you pull it back out it is covered in a fine armor of stone and gravel. The armor makes the same of a over sized hand. The Fist gives you an unarmed attack of 1d8+str, and grants a +2 AC bonus. when using the enchanted hand your gain a +2 to str checks. The spell can be cast twist one on either hand if the target wishes and the AC and str stacks but not damage.


Stone Pillars: great pillars of stome rise up into the air. You can make any number, any width and height, within 300 feet as long as it is less or equal to 50 cubic feet per caster level

Spider Climb (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#spider-climb):Grants ability to walk on walls and ceilings.

Transmute Mud to Rock (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#transmute-mud-to-rock):Transforms two 10-ft. cubes per level.

Transmute Rock to Mud (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsTtoZ.html#transmute-rock-to-mud):Transforms two 10-ft. cubes per level.

Rage (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsPtoR.html#rage):Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.




Circle 5

Tremor: Calling upon the mystic force of the very earth bellow your feet you cause the ground to shack and rumble, moving in pulsating shockwaves akin to a small miniaturized earthquake. All creatures moving by land through the area must make a balance check versus your spell DC or fall prone. Getting back to their feet requires a full action. A successful tumble check of (20 or spell DC whichever higher) allows one to pass unhindered. The area of the effect can be a minimum 20 feet in diameter or at max 20+10 per spell caster level.

Stone blizzard* Summons a barrage of rocks small to medium size that deal 5d6 damage in a cone. Reflex save for half


Sympathetic Vibration (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#sympathetic-vibration):Deals 2d10 damage/round to freestanding structure.

Stoneskin (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#stoneskin) M:Ignore 10 points of damage per attack.


Find the Path (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsFtoG.html#find-the-path):Shows most direct way to a location.

Interposing boulders: as interposing hand but levitating rocks instead of a prismatic hand. The boulder has hardness 10 hp 10

Earth platform: a slice of earth cracks off and rises off the ground levitating, as if the fly spell lasting 1 minute per bender level. The area is 10 feet in diameter and can be expanded five feet per every 3 bender levels at initial creation.



Circle 6


Meld into Stone (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsMtoO.html#meld-into-stone):You and your gear merge with stone.
Stone Tell; You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.
Rock stomp: For the duration of this spell, you can use a standard action to evoke a Large sized rock to rise up out of the ground . You can call forth one rock per three caster levels (maximum six rock at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature hit by the touch attack takes 4d6 points of damage. Any creature bellow large size category is pinned and must make a strength check of 18+str modifier. Reflex save negates the pinning and reduces the damage by half.
Sympathy (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#sympathy): area’s magical vibrations draw certain creatures to it



Circle 7

Earthquake (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#earthquake):Intense tremor shakes 5-ft./level radius.

Rock burst:

Imprisonment

Iron Body

Freedom

Mountian drop: you rise up off of the ground a giant slab of rock. The miniature mountain has a diameter of 60 feet +10 for every 4 bender levels maxing at 100 feet. Anyone hit must make a reflex save or be hit and pinned, having 2d8 per level damage and being pinned requiring a 40 strength check to get out. Reflex does half damage and negates pinning.

The_Shaman
2006-11-18, 07:52 PM
The elemental archons from Faiths and Pantheons are divine casters who are pledged to one element as opposed to all others. The windwalker (iirc, also Faiths and Pantheons) is a specialized cleric of a deity of winds and travel, while the Raptorans had a cleric/druid PrC (in Races of the Wild, I think it was called Skypledged) that had a pact with the air elements and could call on their servants.

Also, there are cases of elemental or paraelemental PrCs in various environmental books such as my favourite Frost Mage or the Sandshaper (from Frostburn and Sandstorm, respectively). What element are you focusing on, by the way?

KazilDarkeye
2006-11-30, 04:58 PM
In the Planar Handbook there are stats for elemental warriors where you choose an element at the beginning and you could improve on this for flavour (It only shows 5 levels of advancement)