# Thread: Base Class Contest XIX - Inner Might

1. ## Re: Base Class Contest XIX - Inner Might

Formulas

Planecasting is a particular kind of magic. It uses formulas, which are spell-like abilities with an accompanying cost in planar points. Formulas are cast with an effective spellcaster level equal to the planecaster level of the relevant class, taken individually for each class. The description of each formula is described in a standard format. This format follow the same pattern as the format of a spell, with the differences described in the spoiler below.

Spoiler
Level and School [Descriptor]

Beneath the formula's name is a line giving the level, school, and descriptor (if any) of the formula. A planecaster cannot learn a formula if it's level is higher than his maximum level of formulas known (taken individually for each class). Planecasting relies on the same schools of magic as spellcasting, but most formulas are from the Conjuration, Evocation or Transmutation schools. Formulas are treated as being spell-like abilities from the relevant school and with the relevant descriptors.

Minimum Cost

The next line of a formula's description gives the minimum cost (in terms of planar points) required to cast the formula. Because different planecasting classes use different types of planar points, refer to the description of the class on planar points cost.

If the formula fails, the cost is wasted.

Components

Given that formulas are spell-like abilities, they have no component. Therefore, this line is absent.

Casting Time

This is the time it takes to cast the formula. If this line is missing, then the formula has a casting time of 1 standard action.

Augmentation

Some formulas may be further enhanced by spending more planar point than their minimum cost. These formulas are identified with the mention Augmentation: Yes. In this case, see the formula's description for the details. Formulas with the mention Augmentation: No cannot be augmented.

If an augmented formula fails, the augmentation cost is wasted.

Notes

Many formulas have the same effect as the spell (or spells) stated in their description. In this case, use the formula's description (with the accompanying level, school, minimum cost, casting time, range, target, etc.) instead of the spell's, but use the spell's for the effect's purpose. If a formula duplicates a spell, it does not count as that spell for the purpose of counterspelling, unless otherwise stated (formulas can however be counterspelled by the same formula).

Planar Mage Formula list:
Spoiler
1st level
Elemental Mist
Elemental Ray

2nd level
Elemental Needles
Elemental Weapon
Gust of Wind
Sound Burst
Summon Elemental I

3rd level
Cure Disease
Light and Darkness
Quasielemental Blood
Quasielemental Flame
Summon Elemental II

4th level
Arc of Lightning
Control Water
Earth's Vigor
Fire Shield
Ice Storm
Ray of Enervation
Summon Elemental III

5th level
Dispel Element
Earth Reaver
Fire and Brimstone
Flaying Burst
Summon Elemental IV

6th level
Move Earth
Sandstorm
Storm of Fire and Ice
Summon Elemental V

7th level
Channel the Dragon
Control Weather
Detachment of the Primitive World
Summon Elemental VI

8th level
Fireburst
Summon Elemental VII

9th level
Storm of Vengeance
Summon Elemental VIII
Transmute Rock to Lava

Planar Mage Formulas (Part 1):
Spoiler

Arc of Lightning
4th-level Conjuration (Creation) formula [Air, Electricity]
Minimum Cost: 4 A, 2 P
Range: Close (25 ft. + 5 ft./2 levels)
Area: A line between two creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Augmentation: Yes

You conjure the energy from the Quasielemental Plane of Lightning to create conductivity between two creatures, and a bolt of electricity arcs between them.

This bolt deals 6d6 points of electricity damage to both creatures and to anything in the line between them.

Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets).

Draw the line from any corner in one creature's space to any corner in the other's space.

While this formula is in many ways similar to the spell of the same name (described in Complete Arcane), they don't counter one another.

Augmentation: For each 1 W and 1 P spent after the minimum cost, the damage of this formula increases by 2d6 and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Channel the Dragon
7th-level Transmutation formula [See text]
Minimum Cost: See text
Casting time: 1 round
Range: Personal
Target: You
Duration: 1 minute
Augmentation: No

Few creatures represent both the mystic and the elemental more than dragons. You tap into the elemental might of these magnificent creatures to gain a breath weapon and a defensive ability based on the element selected. Refer to the table below for the breath weapon and defensive ability granted by this formula, as well as for its cost and descriptor.
Air (Green)|7d6 acid (Reflex half)|Resistance to acid 30|7 A|Air

Earth (Copper)|Slow, 1d6 rounds (Will negates)|Damage reduction 5/adamantine|7 E|Earth

Fire (Gold/Red)|7d6 fire (Reflex half)|Resistance to fire 30|7 F|Fire

Water (Silver/White)|7d6 cold (Reflex half)|Resistance to cold 30|7 W|Water[/table]

The breath weapon takes the form of a 15-foot cone-shaped burst. Using the breath weapon requires a standard action, and each time you breathe, you must wait 1d4 rounds before breathing again. Spell resistance does not apply against the breath weapon's effect.

This formula counters and dispel the spell of the same name (described in Dragon Magic).

Control Water
4th-level Transmutation formula [Water]
Minimum Cost: 4 W
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 5 minutes (D); see text
Saving Throw: None; see text for the Control Water spell
Spell Resistance: No
Augmentation: Yes

This formula functions like the spell of the same name, but it has another application; when the Raise Water version is cast on water elementals and other water-based creatures, this formula acts as an Haste spell (Will negates (harmless)) for 5 rounds. The formula has no effect on other creatures.

This formula counters and dispel the eponymous spell and vice-versa.

Augmentation: For each water point spent after the minimum cost, the duration of the formula increases by 5 minutes (or 5 rounds for the Haste effect) and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Control Weather
7th-level Transmutation formula [Air]
Minimum Cost: 7 A
Casting Time: 10 minutes; see text for the Control Weather spell (normal) or 1 standard action (augmented)
Range: 2 miles (normal) or Long (400 ft. + 40 ft./level) (augmented)
Area/Effect: 2-mile-radius circle, centered on you; see text for the Control Weather spell (normal) or Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall (augmented)
Duration: 4d12 hours; see text for the Control Weather spell (normal) or 1 round/2 levels (maximum 1 minute) (D) (augmented)
Saving Throw: None (normal) or reflex negates; see text for the Whirlwind spell (augmented)
Spell Resistance: No (normal) or Yes (augmented)
Augmentation: Yes

This formula functions like the spell of the same name.

It also counters and dispel the spell it duplicates and vice-versa.

Augmentation: By spending an additional 1 A, this formula functions like the Whirlwind spell instead and its effective level increases by 1 for the purpose of effects that rely on it, such as its save DC.

Cure Disease
3rd-level Conjuration (Healing) formula [Water]
Minimum Cost: 3 W, 1 N, 1 P
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Augmentation: Yes

You conjure the combined essence of the Quasielemental Plane of Salt and of the Quasielemental Plane of Steam to boost the immune system of the target. The target may make an immediate Fortitude save with a +2 bonus against all diseases, parasites and similar he is currently suffering from (use the original disease's DC). He is cured of any disease for which he succeeds on his save. Certain special diseases may not be countered by this formula or may be countered only by a caster of a certain level or higher (treat this formula as a Remove Disease spell for this purpose).

Once the subject has been affected by this formula, he cannot benefit from it again for the next 24 hours, even if the attempt to cure him failed or if he contracts a new disease during this time period.

Note: Since the formula's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Detachment of the Primitive World
7th-level Transmutation formula [Earth]
Minimum Cost: 7 E, 5 N
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude Partial (object)
Spell Resistance: Yes
Augmentation: Yes

You channel the combined energy from the Elemental Plane of Earth and the Negative Energy Plane in order to turn your target to dust. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 1d6 points of damage per caster level (to a maximum of 20d6). Any creature reduced to 0 or fewer hit points by this formula is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creatures equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as a Wall of Force, but not magical effects such as a Globe of invulnerability or an Antimagic Field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

This formula counts as a Disintegrate spell for the purpose of destroying any spell or effect specifically affected by a Disintegrate spell. However, the spell and formula don't counter one another.

Augmentation: By spending an additional 2 E and 2 N, this formula instead affects everyone in a 10-foot cube (you don't need an attack roll to hit) and deals double damage (or 5d6 damage on a successful save). In addition, its effective level increases by 2 for the purpose of effects that rely on it, such as its save DC.

Dispel Element
5th-level Abjuration formula [See text]
Minimum Cost: See text
Range: Touch
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object (See text for Dispel Evil)
Duration: 1 minute or until discharged
Saving Throw: See text for Dispel Evil
Spell Resistance: See text for Dispel Evil
Augmentation: No

This formula functions like the Dispel Evil spell, except that there are many applications to it, depending of which spells and creatures you wish to be protected against. You are surrounded by energy, the color of which depends of the application use. Each application has a different cost and descriptor.

{table=head]Subtype of the Opponent/Descriptor of the Spell*|Color of the Protective Energy|Cost|Descriptor
Air|Brown|5 E|Earth

Cold|Blue-white|5 F|Fire

Earth|Green|5 A|Air

Fire|Red|5 W|Cold, Water

Water|Dark blue|5 F|Fire[/table]

* Choose whichever you wish to be protected against.

The Cold and Fire applications of this formula counter and dispel the Dispel Cold spell (Frostburn), and vice-versa.

Earth Reaver
5th-level Transmutation formula [Earth, Fire]
Minimum Cost: 5 E, 5 F
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: Yes
Augmentation: Yes

You channel magical energy from the Paraelemental Plane of Magma to make the earth erupt in a shower of rock, dirt, and fire.

Creatures and objects within the area take 4d6 points of bludgeoning damage from the impact of the rock shards, as well as 3d6 points of fire damage; no saving throw applies to the damage. Creatures in the area must also succeed on a Reflex saving throw or be knocked prone.

While this formula is in many ways similar to the spell of the same name (described in Complete Mage), they don't counter one another.

Augmentation: For each 1 E and 1 F spent after the minimum cost, the formula deals an additional 1d6 points of bludgeoning damage and 1d6 points of fire damage to every creature in the area, and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Earth's Vigor
4th-level Transmutation formula [Earth]
Minimum Cost: 4 E
Range: Personal
Target: You
Duration: 1 minute or until discharged (normal) or 1 minute (D) (augmented)
Augmentation: Yes

You conjure the energy from the Elemental Plane of Earth and redirect it into your own metabolism, bestowing you with their impressive vigor. You gain damage reduction 10/adamantine (You ignore the first 10 points of damage each time you take damage from a weapon, though an adamantine weapon bypasses the reduction) Once the spell has prevented a total of 100 points of damage, it is discharged.

Augmentation: By spending an additional 4 E, this formula instead functions like the Iron Body spell, and its effective level increases by 4 for the purpose of effects that rely on it.

Elemental Mist
1st-level Conjuration (Creation) formula [See text]
Minimum Cost: See text
Range: 20 ft.
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula has two different applications; it can either create a dust cloud or a fog cloud. Both applications of this formula functions like the Obscuring Mist spell, but have a different cost and provide the formula with a different descriptor.

Dust cloud|1 A, 1 E|Air, Earth

Fog cloud|1 F, 1 W|Fire, Water[/table]

Unlike the spell it duplicates, this formula can be used just as well in and out of water.

This formula counters and dispel the spell it duplicates, and vice-versa.

Augmentation: By spending one additional planar point of each required type, the formula instead has a medium range (100 ft. + 10 ft. Level) and the effect originates from any place within the formula's range (not necessarily from you). In addition, its effective level increases by 1 for the purpose of effects that rely on it. By spending two additional planar points of each required type on top of the previous augmentation, the effect duplicates the Solid Fog spell (instead of the Obscuring Mist spell) and the effective level of the formula increases by an additional 2 for the purpose of effects that rely on it. By spending an additional 2 E and 2 W on top of the previous two augmentations, the effect duplicates the Acid Fog spell instead, though the effective level of the formula doesn't increase further.

Elemental Needles
2nd-level Evocation formula [See text]
Minimum Cost: 2 planar points; see text
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10 needles
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Augmentation: Yes

You channel energy from the elemental planes in order to create ten needles out of a given element, which are then magically thrown in direction of one or more targets within range. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 2 planar points of the selected type. Each needle deals 1 point of damage, the type of which depends of the type of planar points used (see the table below).
Air|Piercing*

Earth|Acid

Fire|Fire

Water|Cold[/table]

* Piercing damage from this formula is subject to damage reduction, but it counts as magic for the purpose of overcoming it.

If a target succeeds on his Reflex save, only half of the needles that were targetting him (rounded down) hit him. Even if they hit, the target's damage reduction or resistance (if any) apply individually to each needle.

You cannot mix more than one type of planar points with this formula.

This formula has the descriptor relative to the type of planar points used (Air, Earth, Fire or Water).

Augmentation: For each planar point of the selected type spent after the minimum cost, you create 10 more needles and the effective level of this formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Elemental Ray
1st-level Evocation formula [See text]
Minimum Cost: 1 planar point; see text
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

A ray of energy projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 1 planar point of the selected type. The ray deals 1d6 points of damage, the type of which depends of the type of planar points used (see the table below).
Air|Bludgeoning*

Earth|Acid

Fire|Fire

Water|Cold[/table]

* Bludgeoning damage from this formula is subject to damage reduction, but it counts as magic for the purpose of overcoming it. If you want, you may deal nonlethal damage instead, though damage reduction still apply.

You cannot mix more than one type of planar points with this formula.

This formula has the descriptor relative to the type of planar points used (Air, Earth, Fire or Water).

Augmentation: For each planar point of the selected type spent after the first, the damage increases by 2d6 and the effective level of this formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its ability to penetrate a Globe of Invulnerability.

Elemental Weapon
2nd-level Evocation formula [See text]
Minimum Cost: See text
Range: Touch
Effect: Weaponlike beam
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

This formula has four different applications, one for each element. Each application creates a weapon out of a different elemental energy. The base damage of the weapon is dictated by the spell. Each application has its own cost and provides the formula with a different descriptor.
Air|Shortspear|1d8 +1/2 caster level (maximum +10)|1 A|Air

Earth|Great club|1d10 +1/2 caster level (maximum +10)|1 E|Earth

Fire|Scimitar|1d8 +1/2 caster level (maximum +10) fire damage*|1 F|Fire

Water|Quarterstaff|1d8 +1/2 caster level (maximum +10)|1 W|Water[/table]

* Since the fire scimitar is immaterial, your Strength modifier does not apply to the damage. A fire scimitar can ignite combustible materials such as parchment, straw, dry sticks, and cloth, but does not function underwater.

The weapon is 6-foot-long and is formed of the element used. It springs forth from your hands and you can use it with proficiency. Unless the weapon is a fire scimitar, you apply your Strength modifier to the damage roll of the weapon.

You wield the weapon as if it was a weapon of the type it duplicates. For example, you wield a water weapon as if it was a quarterstaff.

Attacks with the elemental weapon are regular melee attacks.

The elemental weapon is subject to damage reduction (unless it is a fire scimitar), but it is considered a magic weapon for the purpose of overcoming it.

Augmentation: For each planar point of the same type spent after the minimum cost, the duration of this formula increases by 1 minute and its effective level increase by 1 (to a maximum of 9th level) for the purpose of effects that rely on it. The elemental weapon gains an enhancement bonus to attack rolls equal to half the amount of planar points spent on augmentation (rounded down).

Fire and Brimstone
5th-level Conjuration (Creation) formula [Fire]
Minimum Cost: 5 F
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
Augmentation: Yes

You use energy from the Elemental Plane of Fire to cause your foes to erupt in afoul, acrid-smelling burst of yellow fire.

The subject ignites in a burst of sulfuric fire that deals 8d6 points of fire damage and causes the subject to be sickened for 5 rounds.

A successful Fortitude save halves the damage and negates the sickening.

This formula counters and dispel the spell of the same name (described in Complete Mage), but the spell may only do the same if the formula is not augmented beyond its minimum cost.

Augmentation: For each fire point spent on augmentation, this formula deals an additional 2d6 points of fire damage and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Fireburst
8th-level Evocation formula [Fire]
Minimum Cost: 8 F
Range: Long (400 ft. + 40 ft./level)
Duration: Instantaneous
Saving Throw: Reflex half (normal) or Reflex partial (augmented)
Spell Resistance: Yes
Augmentation: Yes

This formula causes a globe of searing fire to explode silently from a point you select. All creatures in the globe take 6d6 points of fire damage.

Augmentation: By spending an additional 6 P, this formula acquires the Light descriptor and functions like the Sunburst spell (this replaces the normal effect of the formula), though it still has the Fire descriptor. If augmented in this way, this formula counters and dispel the Sunburst spell.

Light spells counter and dispel darkness spells of an equal or lower level.

Fire Shield
4th-level Evocation formula [Cold or Fire; see text]
Minimum Cost: 4 F or 4 W; see text
Range: Personal
Target: You
Duration: 1 round/2 levels (maximum 1 minute) (D)
Augmentation: Yes

This formula functions like the spell of the same name, and has therefore two version: the Warm Shield, which has a minimum cost of 4 F and provides the formula with the Fire descriptor, and the Chill Shield, which has a minimum cost of 4 W and provides the formula with the Cold descriptor.

It also counters and dispel the spell it duplicates, but the spell may only counter or dispel the formula if it is not augmented beyond its minimum cost.

Augmentation: For each additional planar planar point of the same type spent on augmentation, the damage inflicted by this formula increases by 1d6 and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Flaying Burst
5th-level Evocation formula [Air, Earth]
Minimum Cost: 5 A, 5 E
Casting Time: 1 round
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: See text for the Flaying Burst spell (Sandstorm)
Spell Resistance: Yes
Augmentation: Yes

This formula functions like the spell of the same name (described in Sandstorm).

It also counters and dispel the eponymous spell and vice-versa.

Augmentation: For each 1 A and 1 E spent on augmentation, this formula deals an additional 1d6 points of damage to the creatures within the area, and its effective level increases by 1 for the purpose of effects that rely on it, such as its save DC.

Gust of Wind
2nd-level Evocation formula [Air]
Minimum Cost: 2 A
Range: 60 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes
Augmentation: Yes

Harnessing the energy from the Elemental Plane of Air, you create a severe blast of air that originates from you. This formula functions like the spell of the same name.

It also counters and dispel the spell(s) it duplicates and vice-versa.

Augmentation: By spending an additional 1 A, the duration becomes 1 round/level (maximum 2 minutes) and this formula functions like Wind Wall instead. In addition, its effective level increases by 1 for the purpose of effects that rely on it, such as its save DC. By spending an additional 2 A on top of the previous augmentation, the formula's effective level increases by an additional 2 and it simultaneously functions like Gust of Wind and Wind Wall.

Ice Storm
4th-level Evocation formula [Air, Cold, Water]
Minimum Cost: 4 A, 4 W
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

You channel magical energy from the Paraelemental Plane of Ice to create great magical hailstones that pounds down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the formulas effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

While this formula is in many ways similar to the spell of the same name, they don't counter one another.

Augmentation: For each 1 A and 1 W spent after the minimum cost, the formula deals an additional 1d6 points of bludgeoning damage and 1d6 points of cold damage to every creature in the area, and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Light and Darkness
3rd-level Evocation formula [See text]
Minimum Cost: See text
Range: Touch
Target: Object touched
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula has two different applications : one for light and one for darkness. Each one duplicates the effect of a specific spell on the object touched. They also have a different cost and provide the formula with a different descriptor.

Darkness|Deeper Darkness|1 N|Darkness

Light|Daylight|1 P|Light[/table]

Light spells counter and dispel darkness spells of an equal or lower level, and darkness spells counter or dispel light spells of an equal or lower level. This formula also counters the spell it duplicates and vice-versa.

Augmentation: By spending four additional planar points of the same type as the base cost, this spell deals 1 points of damage per round to every creature in the area. The darkness application inflicts negative energy damage, harmful to living beings but beneficial to undead creatures. The light application inflicts positive energy damage, which heals living creatures and is detrimental to undead. In both cases, the effective level of the formula increases by 4 for the purpose of effects that rely on it.

Move Earth
6th-level Transmutation formula [Earth]
Minimum Cost: 6 E
Casting Time: See text for the Move Earth spell (normal) or 1 standard action (augmented)
Range: Long (400 ft. + 40 ft./level)
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) (normal) or 80-ft.-radius spread (S) (augmented)
Duration: Instantaneous (normal) or 1 round (augmented)
Saving Throw: None (normal) or see text for the Earthquake spell (augmented)
Spell Resistance: No
Augmentation: Yes

Drawing power from the Elemental Plane of Earth, you change the shape of the ground in the affected area. This formula functions like the spell of the same name.

It also counters and dispel the spell it duplicates and vice-versa.

Augmentation: By spending an additional 2 E, this formula functions like the Earthquake spell instead and its effective level increases by 2 for the purpose of effects that rely on it, such as its save DC.

1st-level Transmutation formula [See text]
Minimum Cost: 1 planar point; see text
Range: Touch
Target: Creature touched
Duration: 1 minute (D)
Augmentation: Yes

This formula has six different applications, one for each inner plane. Each application makes it easier for the target to live in a given inner plane and similar planes. They also have a different cost and provide the formula with a different descriptor.
Elemental Plane of Air|When in a plane with the subjective directional gravity trait, the target automatically succeeds on his Wisdom check to set a new direction of gravity.|1 A|Air

Elemental Plane of Earth|If the target is inside a plane with the earth-dominant elemental trait, he gains a burrow speed equal to his base land speed, and he leave an useable tunnel behind him when he burrows. If the target already has a faster burrow speed or is not inside a plane with the earth-dominant elemental trait, this application has no effect.|1 E|Earth

Elemental Plane of Fire|The target and his equipment don't take fire damage as a result of being in a plane with the fire-dominant elemental trait. He does not gain fire resistance, however.|1 W|Fire

Elemental Plane of Water|If the target is inside a plane with the water-dominant elemental trait, he can breathe underwater. He can't do so if he is merely underwater, but not in a water-dominant plane. If the target is made of fire, he doesn't take damage as a result of being in a plane with the water-dominant elemental trait.|1 F|Water

Negative Energy Plane|If the target is living, he doesn't take damage as a result of being in a plane with the minor negative-dominant energy trait, and treats that major negative-dominant energy trait as the minor negative-dominant energy trait instead.|1 P|

Positive Energy Plane|The target can never gain more temporary hit points than his normal hit point total as a result of being in a plane with the major positive-dominant energy trait. Also, he is not blinded in such circumstances. If the target is harmed by positive energy, he doesn't take damage as a result of being in a plane with the minor or major positive-dominant energy trait (if the GM houseruled it as such).|1 N|[/table]

Most applications of this formula function by creating a shield out of an element or energy to protect against the opposite element. In this case, they are not affected by the impended magic trait of the plane they are intended to be used in, but are nonetheless affected by the impended magic trait of the opposite plane. The applications associated with the Elemental Plane of Air and the Elemental Plane of Earth are exceptions, as the element is channelled in a way that let you control your environment better.

Augmentation: By spending two additional planar points of the same type, the target of this formula may also ignore the impended magic trait of the inner plane associated with the application used.

Quasielemental Blood
3rd-level Transmutation formula [See text]
Minimum Cost: See text
Range: Personal
Target: You
Duration: 1 minute (D)
Augmentation: No

You mix the planar energy from one elemental plane and one energetic plane of your choosing, and redirect the quasielemental energy into your own blood. This formula has eight different applications, one for each quasielement. Each application duplicates the effect of one or more spells on you. They also have a different cost and provide the formula with a different descriptor.
Ash|False Life and Resist Energy (fire)|3 F, 1 N|Fire

Dust|Blur|3 E, 1 N|Earth

Lightning|Lesser Vigor (CD) and Resist Energy (electricity)|3 A, 1 P|Air, Electricity

Mineral|Barkskin and Lesser Vigor (CD)|3 E, 1 P|Earth

Radiance*|Darkvision and Lesser Vigor (CD)|3 F, 1 P|Fire, Light

Salt|False Life and Resist Energy (acid)|3 W, 1 N|Acid, Water

Steam|Resist Energy (cold) and Swim (CAr, Sto)|3 W, 1 P|Water

Vacuum|False Life and Resist Energy (sonic)|3 A, 1 N|Air[/table]

* Light spells counter and dispel darkness spells of an equal or lower level.

Quasielemental Flame
3rd-level Evocation formula [See text]
Minimum Cost: See text
Range: Touch
Target: Object touched
Effect: See text
Duration: 2 hours
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula has two different applications, one for each fire-based quasielement. Both applications have a different cost and provide the formula with a different descriptor.

Ash|The object is covered in invisible fire, dealing an additional 1 point of fire damage on every hit. It is immune to it's own damage.|3 F, 1 N|Fire
Radiance*|As Continual Flame|3 F, 1 P|Fire, Light[/table]

Both applications of this formula can counter and dispel Continual Flame, but Continual Flame may only counter or dispel the Radiance application.

* Light spells counter and dispel darkness spells of an equal or lower level.

Augmentation: For each fire point spent after the minimum cost, the duration of the formula increases by 1 hour and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Ray of Enervation
4th-level Necromancy formula [Death]
Minimum Cost: 2 N
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None (normal) or Fortitude partial (augmented)
Spell Resistance: Yes
Augmentation: Yes

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must succeed on a ranged touch attack to hit the target. If the attack succeeds, the subject gains 1d4 negative levels.

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains lost levels after 10 minutes. Usually, negative levels have a chance of permanently draining the victims levels, but the negative levels from enervation dont last long enough to do so.

An undead creature struck by the ray gains 1d4Χ5 temporary hit points for 1 minute.

Augmentation: By spending an additional 3 N, the target must also make a Fortitude save or die instantly. The subject may die from negative levels even if it succeeds on its saving throw.

Sandstorm
6th-level Conjuration (Creation) formula [Air, Earth]
Minimum Cost: 6 A, 6 E
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40 ft. high
Duration: 6 minutes
Saving Throw: Fortitude negates
Spell Resistance: No
Augmentation: Yes

You channel the combined energy of the Elemental Plane of Air and Elemental Plane of Earth in order to create a duststorm of sandstorm. This formula functions like the spell of the same name (described in Sandstorm).

It also counters and dispel the eponymous spell and vice-versa.

Augmentation: For each additional 1 A and 1 E spent on augmentation, the duration of this formula increases by 1 minute, and its effective level of increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Sound Burst
2nd-level Evocation formula [Air, Sonic]
Minimum Cost: 2 A
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Augmentation: Yes

You tap the power of the Elemental Plane of Air in order to blast an area with a tremendous cacophony. Every creature in the area takes sonic damage and must succeed on a Fortitude save to avoid being stunned for a certain number of rounds. The amount of damage inflicted and the duration of the stunning depends of the amount of air points spent on the formula (maximum 10 points). Spending a certain amount of points also increase the effective level of the formula for the purpose of effects that rely on it, such as the save DC.
{table=head]Air Points Spent|Damage Inflicted|Duration of the Stunning|Effective Level of the Formula
2|1d8|1 round|2nd
3|2d6|1d2 rounds|3rd
4|3d8|1d2 rounds|3rd
5|4d8|1d3 rounds|4th
6|5d8|1d3+1 rounds|5th
7|6d8|1d4+1 rounds|6th
8|7d8|1d6+1 rounds|7th
9|8d8|1d8+2 rounds|8th
10|10d8|1d10+2 rounds|9th[/table]

This formula counters and dispel the spell of the same name, but the spell may only do the same if the formula is not augmented beyond its minimum cost.

Augmentation: See the table above.

Storm of Fire and Ice
6th-level Evocation formula [Air, Cold, Fire, Water]
Minimum Cost: 6 A, 6 F, 6 W
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 round
Saving Throw: Reflex half
Spell Resistance: Yes
Augmentation: Yes

You combine the power of three of the four elemental planes to bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice.

A shower of lava globs and hailstones rains down for 1 round, dealing 6d6 points of cold damage and 6d6 points of fire damage to everything in the area.

The cylinder provides concealment similar to the Fog Cloud spell and also applies a -4 penalty on Listen checks made within the area.

Movement costs within the area of the spell are doubled.

At the end of the duration, the lava and ice disappear, leaving no lingering effects (other than the damage dealt).

While this formula is in many ways similar to the spell of the same name (described in Complete Mage), they don't counter one another.

Augmentation: For each 1 A, 1 F and 1 W spent after the minimum cost, this formula deals an additional 1d6 points of cold damage and 1d6 points of fire damage to everything in the area, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Storm of Vengeance
9th-level Conjuration (Summoning) formula [Air, Water]
Minimum Cost: 9 A, 9 W
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: See text for the Storm of Vengeance spell
Spell Resistance: Yes
Augmentation: No

You channel the combined energy from the Elemental Plane of Air and Elemental Plane of Water in order to conjure an enormous black storm cloud. This formula functions like the spell of the same name.

It also counters and dispel the eponymous spell and vice-versa.

Summon Elemental I
2nd-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (maximum 1 minute) (D)
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula summons a creature from one of the elemental planes. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

The formula conjures a creature from the following table. Each creature has a different cost and provide the formula with a different descriptor. All the creatures on the table are neutral unless otherwise noted.
Air Elemental, Small|2 A|Air

Earth Elemental, Small|2 E|Earth

Fire Elemental, Small|2 F|Fire

Ice Paraelemental, Small (MoP)|2 A, 2 W|Air, Water

Magma Paraelemental, Small (MoP)|2 E, 2 F|Earth, Fire

Ooze Paraelemental, Small (MoP)|2 E, 2http://www.giantitp.com/forums/forumdisplay.php?f=15 W|Earth, Water

Smoke Paraelemental, Small (MoP)|2 A, 2 F|Air, Fire

Water Elemental, Small|2 W|Water[/table]

Augmentation: By spending 1 additional planar point of each type required to summon a specific kind of creature, you can summon 1d3 creatures of that kind instead of only one. By spending 2 additional planar points of each type required to summon a specific kind of creature, you can summon 1d4+1 creatures of that kind instead of only one. In addition, the effective level of the formula increases by 1 or 2, respectively, for the purpose of effects that rely on it. These two augmentations cannot be combined.

Summon Elemental II
3rd-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round

This formula functions like Summon Elemental I (described above), but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
Azer|3 F|Fire

Buio* [Chaotic Neutral]|1 N|

Grue, chaggrin [Neutral Evil] (CAr)|3 E|Earth, Evil

Grue, harginn [Neutral Evil] (CAr)|3 F|Evil, Fire

Grue, ildriss [Neutral Evil] (CAr)|3 A|Air, Evil

Grue, vardigg [Neutral Evil] (CAr)|3 W|Evil, Water

Lumi* [Lawful Neutral] (MMIII)|1 P|

Stone Spike (MMII)|3 E|Earth

Storm Elemental, Small (MMIII)|3 A|Air

Thoqqua|3 E, 3 F|Earth, Fire[/table]

* The creature is unable to use its Cure Light Wounds or Inflict Light Wounds spell-like ability.

Summon Elemental III
4th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list). In addition, summoning some creatures may let you recover planar points of a specific type, as indicated on the table. This recovery happens immediately after the formula is successfully cast.
Air Elemental, Medium|4 A|Air|

Air Mephit|4 A|Air|

Aoa, droplet (FF)|2 N, 2 P||

Arrowhawk, juvenile|4 A|Air|

Desiccator [Neutral Evil] (LM)|4 W, 2 N|Water|

Dust Mephit|4 E, 2 N|Air|+1 A

Earth Elemental, Medium|4 E|Earth|

Earth Mephit|4 E|Earth|

Fire Elemental, Medium|4 F|Fire|

Fire Bat [Neutral Evil] (MMII)|4 F|Fire|

Fire Mephit|4 F|Fire|

Glass Mephit (Sand)|4 E, 4 F|Earth, Fire|

Ice Mephit|4 A, 4 W|Air|+1 W

Ice Paraelemental, Medium (MoP)|4 A, 4 W|Air, Water|

Magma Mephit|4 E, 4 F|Fire|+1 E

Magma Paraelemental, Medium (MoP)|4 E, 4 F|Earth, Fire|

Magmin|4 F|Fire|

Ooze Mephit|4 E, 4 W|Water|+1 E

Ooze Paraelemental, Medium (MoP)|4 E, 4 W|Earth, Water|

Salamander, flamebrother [Neutral Evil]|4 F|Fire|

Salt Mephit|4 W, 2 N|Earth|+1 E

Smoke Paraelemental, Medium (MoP)|4 A, 4 F|Air, Fire|

Steam Mephit|4 W, 2 P|Fire|+1 F

Sulfur Mephit (Sand)|4 A, 4 E|Air, Earth|

Tojanida, juvenile|4 W|Water|

Water Elemental, Medium|4 W|Water|

Water Mephit|4 W|Water|

Xorn, minor|4 E|Earth|[/table]

Summon Elemental IV
5th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
Air Elemental, Large|5 A|Air

Earth Elemental, Large|5 E|Earth

Fire Elemental, Large|5 F|Fire

Ice Paraelemental, Large (MoP)|5 A, 5 W|Air, Water

Janni (genie)|5 A, 5 E, 5 F, 5 W|Air, Earth, Fire, Water

Magma Paraelemental, Large (MoP)|5 E, 5 F|Earth, Fire

Ooze Paraelemental, Large (MoP)|5 E, 5 W|Earth, Water

Rast|5 F|Fire

Ravid*|3 P|

Smoke Paraelemental, Large (MoP)|5 A, 5 F|Air, Fire

Storm Elemental, Medium (MMIII)|5 A|Air