# Thread: Channeling the power of the planes (with subsystem, WIP)

1. ## Re: Channeling the power of the planes (with subsystem, WIP)

Planar Mage formulas (Part 1):
Spoiler
Airy Water
5th-level Transmutation formula [Air, Water]
Minimum Cost:
5 A, 5 W
Range: 20 ft.
Area: 20-ft.-radius emanation centered on you
Duration: 5 minute (D)
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

You channel the combined energy of the Elemental Plane of Air and Elemental Plane of Water in order to turn normal water (or watery solutions) into a frothy substance that is as breathable as air. This formula functions like the spell of the same name (described in Stormwrack).

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

Augmentation: For each additional 1 A and 1 W spent on augmentation, the duration of this formula increases by 1 minute, the radius of the area increases by 5 feet, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

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 A 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.

Blackfire
8th-level Necromancy formula [Fire]
Minimum Cost:
8 F, 6 N
Range: Medium (100 ft. + 10 ft./level)
Area: A line between two creatures
Effect: Ray
Duration: 1 minute
Saving Throw: Fortitude negates and Reflex negates; see text
Spell Resistance: Yes
Augmentation: Yes

A ray of necromantic black energy springs from your hand, and on a successful ranged touch attack, a living target is engulfed in chill black flames that feed on the fuel of its life force.

A creature engulfed in blackfire must make a successful Fortitude save each round that the formula is in effect or take 1d4 points of fire damage plus 1d3 points of Constitution damage and become nauseated. A creature that makes its save takes no damage for that round and is sickened instead.

In addition to its effects on the target, blackfire can spread rapidly, and any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed itself.

Any creature whose Constitution is reduced to 0 or lower by the spell is reduced to a pile of black ash, and can be returned to life only by True Resurrection or Wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life.

If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out.

The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but an antimagic field, a successful Dispel Magic, a Remove Curse, or a Break Enchantment spell snuffs it out. As well, a creature protected by Death Ward has immunity to blackfire's effects.

Creatures that are healed by fire (such as some golems) are not healed by the fire damage caused by this formula.

This formula counters and dispel the spell of the same name (described in Complete Arcane), but the opposite is not true.

Augmentation: For every 1 F and 1 N spent after the minimum cost, the duration of this formula increases by 1 round 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.

Bridge of Sound
4th-level Conjuration (Creation) formula [Air, Sonic]
Minimum Cost:
4 A
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bridge of sound 5 ft. wide, 1 in. thick, and up to 10 ft./level long
Duration: Concentration plus 1 minute
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

You create a ribbonlike, weightless, unbreakable, invisible bridge of sound. The bridge must be anchored to solid objects at both ends, but otherwise can be at any angle. Like a wall of force, it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space.

Creatures can move on the bridge of sound without penalty, since it is no more slippery than a typical dungeon floor. It is only a physical barrier to solid objects and has no effect on spells, line of sight, gaze attacks, ethereal creatures, or incorporeal creatures and objects. The bridge of sound can support a maximum of 200 pounds per caster level. Creatures that cause the total weight on the bridge of sound to exceed this limit sink through the bridge as if it weren't there.

A bridge of sound is temporarily negated within the area of a silence spell, causing anything on it to fall. If the silence effect ends or is dispelled before the bridge's duration expires, the bridge is once again whole.

This formula counters and dispel the eponymous spell (described in Savage Species), but the spell cannot counter the formula in turn.

Augmentation: For every 1 A spent after the minimum cost, the duration of the formula after you stop concentrating increases by 1 round, the bridge is 10 feet longer and can support an additional 200 pounds, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Burst of Glacial Wrath
9th-level Evocation/Transmutation formula [Air, Cold, Water]
Minimum Cost:
9 A, 9 W
Range: 30 feet
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Augmentation: No

A quick buildup of icy blue energy centered on your hand rapidly becomes an enormous bubble of frost that washes out over the landscape, freezing all in its path.

You create a burst of icy energy that flash-freezes any creatures within the formula's area.

The formula deals 1d6 points of cold damage per caster level (maximum 20d6 points). Any living creature reduced to -1 or fewer hit points is not killed, but instead turned to solid ice (similar to the Flesh to Stone spell, but with ice instead of stone). Effectively, the formula can't reduce a creature's hit points below -9. A successful Fortitude save halves the damage.

A creature turned to solid ice by this formula gains hardness 10 as well as immunity to cold and electricity. However, it also gains vulnerability to fire, and any frozen creature reduced to -10 or fewer hit points by fire damage immediately melts (and dies). Once this occurs, the creature can be brought back to life only with a Miracle, True Resurrection, or Wish spell.

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

Channel the Dragon
7th-level Transmutation formula [See text]
Minimum Cost:
7 planar points; 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.
Element (Dragon) Breath Weapon Defensive Ability Cost 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 Cold, Water

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), and vice-versa.

Circle of Death
6th-level Necromancy formula [See text]
Minimum Cost:
4 planar points; see text
Range: Medium (100 ft. + 10 ft./level)
Area: Several creatures within a 40-ft.-radius burst; see text
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
Augmentation: Yes

Drawing energy from either the Negative Energy Plane or the Positive Energy Plane, you extinguish the life force (or death force) of several creatures. When you cast this formula, you must choose to either spend Negative Energy Points or Positive Energy Points. The formula slays 12d4 HD worth of creatures. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. The type of creatures affected by this formula, the type of saving throw they are entitled to, as well as the descriptor of the formula depend of the type of planar points used, as described on the table below.
Planar points used Type of creatures affected Saving Throw Descriptor

Both versions of this formula counter and dispel both the Circle of Death and the Undeath to Death spells. In turn, the Circle of Death spell counters and dispel the Negative Energy version of this formula, while the Undeath to Death spell counters and dispel the Positive Energy version.

Augmentation: For every planar point of the same type spent after the minimum cost, the formula slays an additional 2d4 HD worth of creatures, 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.

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

This formula functions like the spell of the same name, but it has another application; when the Raise Sand version is cast on earth elementals, dust quasielementals and other earth- or dust-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 earth 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 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.

Crystallize
9th-level Transmutation formula [Earth]
Minimum Cost:
9 E, 7 P
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corporeal creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Augmentation: No

You combine the might of the Elemental Plane of Earth and of the Positive Energy Plane to transform the body of a corporeal creature into pure crystal. The target is entitled a saving throw to resist the effect. If that save fails, the target dies and is petrified (this ignores any immunity to petrification the target may have). The crystalline body created by this formula has an hardness of 10 and as many hit points as the creature had remaining. It has the same weight as the creature did and is worth 1 gp per pound if sold on the market. Since the target is effectively dead, it is possible to resurrect it with True Resurrection, but spells that require a piece of the body will only work if the crystalline body is turned back into flesh through some other mean, such as Miracle or Wish.

This formula has no effect on creatures in gaseous form or on incorporeal creatures.

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.

Augmentation: For every 1 W, 1 N and 1 P spent after the minimum cost, the bonus to the Fortitude saves granted by this formula increases by 1. The maximum cost of this formula is 9 W, 7 N, 7 P (which gives a +8 bonus to the Fortitude saves).

Dance of the Unicorn
5th-level Abjuration formula [Water]
Minimum Cost:
5 W, 3 P
Range: Personal
Target: You
Duration: 5 minutes (D)
Augmentation: Yes

You channel the power of the Quasielemental Plane of Steam to surround yourself with a purifying, swirling mist with a radius of 5 feet per caster level that washes the air clean of smoke, dust, and poisons.

Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. Magical effects, including Acid Fog, Cloudkill, and a green dragon breath, are negated only if your caster level is greater than the offending spell's caster level (or the dragon's HD). If your level is lower than the caster level, the dance of the unicorn grants everyone within the mist a +4 bonus on their saving throws against the effect.

The cloud of mist leaves everything within its area damp.

This formula counters and dispel the spell of the same name (described in Complete Divine), and vice-versa.

Augmentation: For every 1 W and 1 P spent after the minimum cost, the duration of this formula increases by 1 minute and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

8th-level Conjuration (Creation) formula [Earth, Fire]
Minimum Cost:
8 E, 8 F
Range: 60 ft.
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No
Augmentation: Yes

Calling upon the essence of the Paraelemental Plane of Magma, you create a liquid landslide of molten-hot volcanic material.

All creatures in the area of this formula take 10d6 points of fire damage. Additionally, those creatures are coated in a thick layer of the viscous substance, slowing them (as the slow spell) for the next 3 rounds and dealing an additional 2d6 points of fire damage per round. A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.

This formula counters and dispel the spell of the same name (described in Complete Mage), and vice-versa.

Augmentation: For every 1 E and 1 F spent on augmentation, the duration of the slow effect and additional damage increases by 1 round, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Destroy City
5th-level Evocation formula [Air, Cold, Electricity, Water]
Minimum Cost:
5 A, 5 W, 3 P
Casting Time: 1 round
Range: 10 miles/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

You combine the power of the Paraelemental Plane of Ice and of the Quasielemental Plane of Lightning to cover the area in a thin layer of ice filled with electricity. Each creature within the area of this formula (including you and creatures that do not touch the ground) take 1 point of cold damage and 1 point of electricity damage immediately. In addition, anyone attempting to move through this icy area must make a DC 10 Balance check or fall prone. A creature that runs or charges through the area must make a DC 20 Balance check to avoid falling.

This formula is so named because of its ability to literally destroy inhabited populations without difficulty from the part of the planecaster, especially if combined with effects that increase the damage dealt.

None: Due to the large area involved, it is important to remember that many innocents bystanders may be harmed by this formula and hold a grudge against the caster (since they are unlikely to die from two points of damage). That, of course, should be roleplayed by the Game Master.

Augmentation: By spending an additional 1 A, 1 W and 1 P, this formula deals double damage. This augmentation may only be applied once per casting.

Destruction
7th-level Necromancy formula [Death]
Minimum Cost:
5 N
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Augmentation: Yes

This formula instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly.

If the target's Fortitude saving throw succeeds, it instead takes 7d6 points of damage.

The only way to restore life to a character who has failed to save against this formula is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

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

Augmentation: For every 1 N spent on augmentation, the damage inflicted on a failed save increases by 1d6.

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 used. Each application has a different cost and descriptor.
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

* Choose whichever you wish to be protected against.

The Cold and Fire applications of this formula counter and dispel both the Dispel Cold and the Dispel Fire spells (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 the Spell Compendium), 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 the impressive vigor of the earth. 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 formula 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 Infusion
1st-level Transmutation formula [See text]
Minimum Cost:
1 planar point; see text
Range: Touch
Target: Up to three tiny objects touched
Duration: 1 round
Saving Throw: Fortitude negates (object, harmless)
Spell Resistance: Yes (object, harmless)
Augmentation: Yes

You may cast this formula on up to three tiny objects that you are holding, like pebbles or coins. The items are thus infused with the energy of one of the four elemental planes. They can then be thrown as shurikens or used as sling bullets with full proficiency. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 1 planar point of the selected type. Attacks with the infused items are normal ranged attacks, but they inflict 1d3 points of damage, the type of which depends of the type of planar points spent on the formula (see the table below). The strength modifier of the attacker does not apply to the damage dealt by an infused item.

Planar points used Damage Type
Air Sonic
Earth Acid
Fire Fire
Water Cold

Handling an infused item does not harm the wielder.

You cannot mix more than one type of planar points with this formula, and if two infusions are put on the same item, the last one takes precedence, dispelling the former.

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 same type spent after the minimum cost, you may infuse two additional tiny-sized items at a time, each of them deals an additional 1d3 points of damage, the duration of the formula increases by 1 round 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.

You may also forfeit the infusion of tiny items to infuse melee weapons at a ratio of seven items per weapon, in any combination. Melee weapons infused in this way will deal the damage from this formula as bonus elemental damage on all of their attacks for the formula's duration.

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 function like the Obscuring Mist spell, but have a different cost and provide the formula with different descriptors.

Type of cloud Cost Descriptor
Dust cloud 1 A, 1 E Air, Earth
Fog cloud 1 F, 1 W Fire, Water

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 Monolith
9th-level Conjuration (Summoning) formula [See text]
Minimum Cost:
9 planar points; see text
Casting Time: 1 round or 1 minute ; see text
Range: Medium (100 ft. + 10 ft./level)
Duration: 2 rounds (D) or Concentration, up to 1 minute (D) ; see text
Augmentation: No

This formula functions like Summon Elemental I (described below), but it can only be used to summon an elemental monolith (see Complete Arcane), and the duration is much shorter. You spend 9 planar points of the same type as the elemental monolith you want to summon (Air, Earth, Fire, Water), and the formula's descriptor is determined accordingly.

You must spend at least 1 full round to cast this formula. You can stop casting at any time between the beginning of your next turn and the end of your 9th turn of casting ; this sets the duration of the formula to 2 rounds, and you don't need to concentrate on it during this time. If you spend a full minute casting this formula, its duration increases to up to 1 minute, but you need to concentrate on the formula to maintain it. In both cases, the formula is dismissible as per the standard rules.

This formula counters and dispel the Summon Elemental Monolith spell (described in Complete Arcane), and vice-versa.

Note: If the GM is using Dragon #347 into his game, you may also use this formula to summon a paraelemental monolith. In that case, you spend 9 planar points of both types associated with the paraelemental monolith (A and W for ice, E and F for magma, E and W for ooze, A and F for smoke), and the formula's descriptor is determined accordingly.

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).
Planar points used Damage Type
Air Piercing*
Earth Acid
Fire Fire
Water Cold

* 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).
Planar points used Damage Type
Air Bludgeoning*
Earth Acid
Fire Fire
Water Cold

* 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 Storm
7th-level Evocation formula [See text]
Minimum Cost:
7 planar points; see text
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: Two 10‐ft. cubes/level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Augmentation: Yes

When an Elemental Storm formula is cast, the whole area is shot through with sheets of destructive elemental energies. The energies do not harm natural vegetation, ground cover, and plant creatures in the area you wish to exclude. Any other creatures within the area take 14d6 points of energy damage. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 7 planar point of the selected type. The damage type and descriptor of this formula depend of the type of planar points used (see the table below).
Application Damage Type Descriptor
Air Sonic Air, Sonic
Earth Acid Acid, Earth
Fire Fire Fire
Water Cold Cold, Water

The fire and water applications of this formula counter and dispel the Fire Storm spell, and vice-versa.

Augmentation: For each planar point of the same type spent after the minimum cost, this formula deals an additional 2d6 points of 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.

Elemental Tentacle
5th-level Conjuration (Creation) formula [See text]
Minimum Cost:
5 planar points; see text
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One tentacle
Duration: 1 minute (D)
Saving Throw: None (normal) or Fortitude partial (augmented)
Spell Resistance: No
Augmentation: Yes

You conjure energy from any one of the four elemental planes to create a tentacle-shaped mass of the element, which will attack an enemy as you direct it. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 5 planar point of the selected type.
The tentacle appears at a particular point within range and can't move from that location. It attacks the opponent you designate once each round, starting with the round the spell is cast. It has a reach of 20 feet (though it can't make attacks of opportunity). Its attack bonus is equal to your caster level plus your Charisma modifier. The tentacle deals 2d8 + your Charisma modifier points of damage with a successful hit. An air, earth or water tentacle deals bludgeoning and slashing damage (which does not bypass damage reduction, but is treated as magic for the purpose of overcoming it), while a fire tentacle deals fire damage.
The tentacle never provides nor benefits from a flanking bonus. Once a tentacle has been directed to attack a foe, it continues to do so until the spell is redirected to a new target (a move action). The tentacle has 5 hit points per effective caster level and an AC of 10 + your effective caster level. It automatically fails all saves. If reduced to 0 hp, the tentacle is destroyed.

The Blackwater Tentacle spell (described in Stormwrack) can counter and dispel the fire and water versions of this formula (augmented or not), while these versions must be augmented in order to counter the spell. The air and earth versions of this formula have no particular interaction with the spell, however.

This formula has the descriptor relative to the type of planar points used (Air, Earth, Fire or Water), without accounting for the augmentation cost.

Augmentation: By spending an additional 3 N, you can infuse the tentacle with negative energy. Any Large or smaller creature hit by an augmented tentacle must succeed on a Fortitude save or gain a negative level. Multiple hits by the same tentacle are cumulative, but the negative levels last only for the duration of the formula.

Elemental Weapon
2nd-level Evocation formula [See text]
Minimum Cost:
2 planar points; see text
Range: Touch
Effect: Weaponlike beam
Duration: 2 minutes (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 formula. Each application has its own cost and provides the formula with a different descriptor.
Element Weapon created Base damage Cost Descriptor
Air Shortspear 1d8 +1/2 caster level (maximum +10) 2 A Air
Earth Great club 1d10 +1/2 caster level (maximum +10) 2 E Earth
Fire Scimitar 1d8 +1/2 caster level (maximum +10) fire damage* 2 F Fire
Water Quarterstaff 1d8 +1/2 caster level (maximum +10) 2 W Water

* 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 increases 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).

Extract Water Elemental
6th-level Transmutation formula [Water]
Minimum Cost:
6 W
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: No
Augmentation: Yes

Calling upon the essence of the Elemental Plane of Water, you painfully extract water from the body of the target creature. This formula causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 12d6 points of dessication damage (see Sandstorm), or half damage on a successful Fortitude save. If the targeted creature is slain by this formula, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as if you summoned it, and disappears after 1 minute.

This formula has no effect on living creatures with the fire subtype.

This formula counters and dispel the spell of the same name (described in Spell Compendium), and vice-versa.

Augmentation: For each 1 W spent after the minimum cost, 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 save DC.

Field of Earth
3rd-level Transmutation formula [See text]
Minimum Cost:
3 E
Range: Medium (100 ft. + 10 ft./level)
Duration: 5 rounds
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
Augmentation: Yes

This formula creates an area of earth, infused with another form of energy. First, creatures can make Reflex saves to avoid being caught in the area upon which the formula is first cast. Only the surface of the earth is affected by the formula, so creatures burrowing beneath the area are unaffected unless they break its surface. Creatures that do so immediately suffer the effect of the formula. For the rest, this formula has seven different applications. Each of them has a different cost and provides the formula with a different descriptor.
Application used Effect Cost Descriptor
Field of Black Sand As the Black Sand spell (Sand) 3 E, 3 S*, 1 N Darkness, Earth
Field of Dense Rubble The floor becomes dense rubble. It costs 2 squares of movement to enter a square with dense rubble. Dense rubble adds 5 to the DC of Balance and Tumble checks, and it adds 2 to the DC of Move Silently checks. Creatures are not affected 3 E Earth
Field of Dust Living creatures take 1d4 points of negative energy damage per round. Undead creatures are not healed 3 E, 1 N Earth
Field of Flagstone The floor becomes flagstone that is easy to move across. Creatures are not affected 3 E Earth
Field of Magma Creatures take 1d4 points of fire damage per round (the magma is not hot enough to inflict any substantial damage) 3 E, 3 F Earth, Fire
Field of Mineral Creatures that move within the area take 1d4 points of slashing damage per move action (including other actions that generate movement) 3 E, 1 P Earth
Field of Ooze Creatures take 1d4 points of acid damage per round 3 E, 3 W Acid, Earth, Water

* S, or shadow points, are a type of planar points granted by the Astral Trickster base class. Single-classed Planar Mages usually do not have access to them.

Creatures that didn't succeed on their initial saving throw, including those that entered the area after the formula has been cast, are affected by this formula as long as they remain within the affected area (no save).

The Black Sand spell (described in Sandstorm) counters and dispel the Field of Black Sand and Field of Dust applications of this formula. In turn, the Field of Black Sand application (but not the Field of Dust application) counters and dispel that spell.

Augmentation: While this formula cannot be augmented per see, planar points spent in excess of the minimum cost count as planar points spent on augmentation.