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    Barbarian in the Playground
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    Jun 2012

    Default Re: Channeling the power of the planes (with subsystem, WIP)

    Planar Mage formulas (Part 3):
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    Quasielemental Breath
    3rd-level Evocation formula [See text]
    Minimum Cost:
    See text
    Casting Time: 1 round
    Range: 25 ft.
    Area: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: See text
    Spell Resistance: Yes
    Augmentation: Yes

    This formula allows you to concentrate quasielemental energy into your lungs, abdomen, or an equivalent body part, and expel it in a devastating cone. This formula has eight different applications, one for each quasielement. Most applications deal damage to creatures within the area of effect, but others affect them differently. The saving throw to resist the effect depends of the application used. Each application has a different cost and provides the formula with a different descriptor.
    Quasielement Effect Saving Throw Cost Descriptor
    Ash Affected creatures take 3d6 points of cold damage as the ash steals their body heat. Reflex half 3 F, 1 N Fire
    Dust Affected creatures take 3d6 points of acid damage. Reflex half 3 E, 1 N Acid, Earth
    Lightning Affected creatures take 3d6 points of electricity damage. Reflex half 3 A, 1 P Air, Electricity
    Mineral Affected creatures take 3d6 points of piercing and slashing damage. That damage is subject to damage reduction, but is treated as magic for the purpose of overcoming it. Reflex half 3 E, 1 P Earth
    Radiance* Affected creatures take 2d6 points of fire damage and are dazzled for 1 round. If the save is successful, they only take half damage and are not dazzled. The damage becomes 3d6 against undead and creatures vulnerable to bright light (still reduced by half on a successful save). Reflex partial 3 F, 1 P Fire, Light
    Salt Affected creatures take 3d6 points of dessication damage (see Sandstorm). The damage becomes 3d8 against plants and elemental creatures of the water subtype. Reflex half 3 W, 1 N Water
    Steam Affected creatures take 3d6 points of fire damage. If made of fire, they instead take 3d6 points of damage due to the water. Reflex half 3 W, 1 P Fire, Water
    Vacuum Affected creatures are unable to move away from you until the beginning of your next turn (this effect is merely the opposite of the Checked condition). Affected flying creatures are also pulled 5 feet toward you, which expose them to attacks of opportunity from those that didn't suffer the effect. If unable to move any closer to you, they instead take 1d6 points of nonlethal damage. Fortitude negates 3 A, 1 N Air

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

    The quasielements dissipate instantly after their damage is done, though some of them (Radiance and Vacuum) have lingering effects.

    The Salt and Steam applications of this formula counter and dispel the Steam Breath spell (described in Complete Arcane), and vice-versa. The other applications have no particular interaction with the spell, however.

    Augmentation: By spending 1 additional planar point of each required type, the range of the formula increases by 5 feet, it deals two additional dies of damage to each creature who would take 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. This augmentation may be applied multiple times.

    Quasielemental Claws
    7th-level Transmutation formula [See text]
    Minimum Cost:
    See text
    Range: Personal
    Target: You
    Duration: 1 minute (D)
    Augmentation: No

    You channel energy of a quasielemental plane to transform your hands or the extremities of other appendages into claws made of the very substance of that plane. These limbs are not completely transformed into the chosen quasielement : they are more accurately encased in them, and your original appendages still exist below the claws. Each use of this formula can affect at most two of your limbs : the only restriction is that you cannot use these limbs while the fomula is in effect. Thus, using this formula on one's legs is usually a bad idea, but tentacles and the like can be used by non-humanoid Planar Mages. In fact, this formula can even target claws, though characters who already have claws have little interest in learning it.

    Each quasielemental claw gives you a claw attack as a primary natural weapon, unless you already have a primary natural weapon which isn't claws, in which case it is a secondary natural weapon. Each claw attack has a base damage of 1d4 if you are Small-sized, 1d6 if you are Medium-sized and 1d8 if you are Large-sized (if you are unusually small or large, use the increase in base damage due to size augmentation in the Monster Manual as a reference to calculate your base damage), and your Strength modifier applies to the damage (full Strength modifier for a primary natural weapon, one-half for a secondary natural weapon, as normal). The type of damage inflicted is explained below. Any special proficiency you may have with claws (such as Weapon Focus) applies both to your natural claws (if any) and to those given to you by this formula.

    This formula has 8 different applications, one for each quasielement. Each application makes the claws deal a different type of damage, and has a different cost and descriptor.
    Quasielement Damage Type Cost Descriptor
    Ash Cold 7 F, 5 N Cold, Fire
    Dust Negative energy 7 E, 5 N Earth
    Lightning Electricity 7 A, 5 P Air, Electricity
    Mineral Slashing* 7 E, 5 P Earth
    Radiance** Positive energy 7 F, 5 P Fire, Light
    Salt Dessication (see Sandstorm) 7 W, 5 N Water
    Steam Fire 7 W, 5 P Water
    Vacuum See below 7 A, 5 N Air

    * Slashing 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 (with a -4 penalty to your attack rolls, as usual), though damage reduction still apply.
    ** Light spells counter and dispel darkness spells of an equal or lower level.

    The Vacuum application of this formula does not deal any damage and only requires a melee touch attack to hit. If the creature touched needs to breathe (even if it breathes water or other substance), you prevent that character from breathing for a short period of time, as a vacuum forms between its nostrils and ambient air (or water). The creature must thus hold its breath until the end of your next turn (no save, but spell resistance applies). It cannot talk or cast spells with verbal components during that time. Natural fire, while not a creature, needs air to sustain itself and may be extinguished by a claw made of vacuum. The formula usually does not last long enough, however, to suffocate someone to death (though it is certainly possible).

    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.

    Quasielement Effect Cost Descriptor
    Ash The object is covered in invisible fire, dealing an additional 1 point of fire damage on every hit. It is immune to its own damage. 3 F, 1 N Fire
    Radiance* As Continual Flame 3 F, 1 P Fire, Light

    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 Ray of Enervation don't last long enough to do so.

    An undead creature struck by the ray gains 1d45 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.

    Red Sea
    5th-level Transmutation formula [Water]
    Minimum Cost:
    5 W, 3 N
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: Cubic 20-ft.-radius spread (S)
    Duration: 1 minute (D)
    Saving Throw: None
    Spell Resistance: No
    Augmentation: Yes

    Drawing power from the Quasielemental Plane of Salt, you transform ordinary water into red sea. Red sea, as described in Sandstorm, is pure salt kept liquid through supernatural means and given a bloodred color. This formula only functions if used on a body of water.

    All living creatures immersed into a red sea take 1d6 points of dessication damage (see Sandstorm) per round of contact. Water elementals, plant creatures, and freshwater dwellers are especially vulnerable to this effect, taking 1d8 points of dessication damage per round instead. On the other hand, a salt mephit's normal rate of fast healing is doubled if it is in contact with a red sea. Weapons or armors that are primarily metallic corrode away; the damage dealt by a red sea overcomes the hardness of metal.

    When the formula's duration expires, the red sea turns back into water.

    Augmentation: For every 1 W and 1 N spent on augmentation, the duration of this formula increases by 2 rounds and the radius of the affected area increases by 5 feet.

    Red Tide
    8th-level Evocation formula [Water]
    Minimum Cost:
    8 W
    Range: Medium (100 ft. + 10 ft./level)
    Area: Burst in the shape of a circular disk, 10 ft. wide/level, 5 ft. high
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes
    Augmentation: Yes

    You tap into the power of the Elemental Plane of Water to cause a surging, frothing wave of thick, red seawater that washes over everything in the area.

    All creatures in the area of a red tide are immediately knocked prone and must make a Fortitude saving throw. Flying or swimming creatures in the area aren't knocked prone, but they take a -4 penalty on the Fortitude save.

    A living creature who makes its Fortitude save against a red tide is sickened for 1 minute and takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for that time.

    A creature who fails this saving throw feels the full effect of the red tide. Such creatures are immediately nauseated for 1 minute (unable to attack, cast spells, or concentrate), and they take 3d6 points of Strength damage. After 1 minute the nausea ends, but the creature must make a second Fortitude saving throw or take an extra 3d6 points of Strength damage.

    Creatures immune to poison are immune to the sickening and nauseating effects of a red tide, and do not take Strength damage.

    The tainted water evoked by this formula vanishes after a few seconds of turbulence, and any objects or creatures in the area do not emerge wet.

    All open flames in the area are nevertheless extinguished if they fail a Reflex save, and all creatures with the fire subtype take 16d6 points of damage (Reflex half).

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

    Augmentation: For every 1 W spent on augmentation, the Strength damage inflicted on a failed Fortitude save increases by 1, the damage dealt to creatures with the Fire subtype increases by 2d6, 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.

    Retributive Enervation
    7th-level Necromancy formula
    Minimum Cost:
    5 N
    Range: Personal
    Target: You
    Duration: 1 minute or until expended
    Augmentation: Yes

    You channel the power of the Negative Energy Plane to surround your body with a thight veil of negative energy. For the duration of this formula, living creatures that make a successful melee attack against you in melee (regardless of whether the attack deals damage) gain one negative level (no save, but spell resistance applies).

    This formula can bestow a total of 7 negative levels. Once this limit is reached, the formula ends, even if the duration has not yet expired.

    Assuming a creature that gains negative levels survives, it regains lost levels after 7 hours. Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from this formula don't last long enough to do so.

    An undead creature that makes a successful melee attack against you while this formula is active gains 5 temporary hit points that last for up to 1 minute. This does not count toward the amount of negative levels this formula can bestow. If you are an undead creature and attack yourself in an attempt to gain temporary hit points, you do not gain them (or at least, not from this formula).

    Living Planar Mages that use this formula for the first few times do not like it as it deadens the caster's perception of the world ; most Planar Mages get over this feeling with time, and there is no mechanical effect associated with it. Those that are not living never have this sensation, and many undead Planar Mages find it quite pleasant.

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

    Augmentation: For every 1 N spent after the minimum cost, the duration of this formula increases by 2 rounds, it can bestow 1 additional negative level before being expended, and lost levels are regained 1 hour later.

    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 or 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 increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

    Scalding Touch
    7th-level Evocation formula [Fire]
    Minimum Cost:
    7 F
    Range: Touch
    Target: Up to thirteen creatures touched
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes
    Augmentation: Yes

    Your hand ignites with the white-hot fury of the Elemental Plane of Fire, dealing 13d6 points of fire damage with a successful melee touch attack. Touched creatures are also dazed for 1 round by the burning pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to thirteen times, but if you pass more than a round without at least trying to hit a target, you automatically lose all remaining uses. A given character can only be damaged by this attack once per casting of this formula (attacks that missed or did not deal any damage do not count toward either amount).

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

    Augmentation: For each 1 F spent after the minimum cost, you can use your touch two more times, each touch deals an additional 2d6 points of fire damage, 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.

    Scorching Ash
    4th-level Evocation formula [Fire]
    Minimum Cost:
    4 F, 2 N
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 20-ft.-radius burst
    Duration: Instantaneous
    Saving Throw: Reflex half or none; see text
    Spell Resistance: No
    Augmentation: Yes

    You condense energy from the Quasielemental Plane of Ash into a 2-foot-wide sphere, one feet above your head. You can then make it explode, centering the area of effect on you, or make a ranged touch attack to throw it at a creature within range. If your attack hits, the target immediately takes 2d6 points of bludgeoning damage, is denied a saving throw, and the area of effect is centered on him. If you miss, the sphere keeps its trajectory and explodes 10 feet behind the target, who is entitled a saving throw normally.

    Every creature in the area of this formula take 6d6 points of damage. For creatures that do not have the Fire subtype, this is fire damage. Those that do treat it as cold damage instead. You are immune to the damage that is inflicted through your own formula, regardless of whether you are within the affected area or not (however, you are not immune to the damage inflicted by another planecaster using this formula against you).

    After the sphere of ash has exploded, there is a fallout of still hot ash in the affected area for 1 round. That ash cools down rapidly and disappears 1 round after hitting the ground (or immediately after leaving the range of the formula, if applicable).

    Augmentation: For every 1 F and 1 N spent on augmentation, this formula deals an additional 2d6 points of damage to every creature within the area.

    Smoke Cloud
    3rd-level Conjuration (Creation) formula [See text]
    Minimum Cost:
    3 A, 3 F
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Cloud spreads in 20-ft. radius, 20 ft. high
    Duration: 5 rounds
    Saving Throw: See text
    Spell Resistance: No
    Augmentation: Yes

    This formula allows you to conjure the energy of the Paraelemental Plane of Smoke and give it any shape you can afford to pay. First, this formula creates a bank of fog that obscures all sight as a Fog Cloud spell does. For the rest, this formula has six different applications. Each of them has a different cost, effective level, and saving throw, and provides the formula with a different descriptor.
    Application used Effect Cost Saving Throw Effective Level Descriptor
    Ash Cloud Ash covers the area and absorbs the heat of living creatures. All creatures within the cloud take 1d3 points of cold damage per round, but gain fire resistance (5) as long as they remain within the area 3 A, 3 F, 1 N Fortitude half 3rd Air, Fire
    Electric Cloud The cloud is electrically charged. All creatures within the cloud take 1d4 points of electricity damage per round 3 A, 3 F, 1 P Reflex half 3rd Air, Electricity, Fire
    Incendiary Cloud As the spell of the same name 8 A, 8 F Reflex half 8th Air, Fire
    Mortal Cloud All creatures within the cloud take 1 point of Constitution damage per round. Those with 1 HD or less are slain instantly (no save) 5 A, 5 F, 3 N Fortitude negates (if 2 HD or more) or None (if 1 HD or less) 5th Air, Death, Fire
    Scorching Cloud The cloud is wrapped in suffocating heat. All creatures within the cloud take 1d4 points of fire damage per round 3 A, 3 F Fortitude half 3rd Air, Fire
    Stinking Cloud As the spell of the same name 3 A, 3 F Fortitude negates 3rd Air, Fire

    If an application allows a save, that save must be made each round.

    Clouds with an effective level of at least 5th move away from you at 10 feet per round (as with a Cloudkill spell). Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the formula. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.

    As with the Fog Cloud spell, wind disperses the smoke, and the formula can't be cast underwater.

    Applications of this formula that duplicate a specific spell (other than Fog Cloud) can counter and dispel that spell, and vice-versa. The Mortal Cloud application counters and dispel the Cloudkill spell, and vice-versa. Other applications have no specific interaction in regard to countering and dispelling.

    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.

    Soften Earth and Stone
    2nd-level Transmutation formula [Earth]
    Minimum Cost:
    2 E
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 10-ft. square/level; see text for the Soften Earth and Stone spell
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    Augmentation: Yes

    This formula functions like the spell of the same name.

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

    Augmentation: For each 1 E spent after the minimum cost, the size of the affected area increases by 10 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.

    Sound Burst
    2nd-level Evocation formula [Air, Sonic]
    Minimum Cost:
    2 A
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 10-ft.-radius spread
    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 increases the effective level of the formula for the purpose of effects that rely on it, such as its save DC.
    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

    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)
    Effect: 360-ft.-radius storm cloud
    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.

    Stun Ray
    7th-level Conjuration (Creation) formula [Air, Electricity]
    Minimum Cost:
    7 A, 5 P
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Ray
    Duration: 1d4+1 rounds; see text
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes
    Augmentation: Yes

    Conjuring energy from the Quasielemental Plane of Lightning, you blast an enemy with a scintillating ray of electricity. You must succeed on a ranged touch attack with the ray to strike a target. The target is stunned for 1d4+1 rounds by the ray of electricity. If the subject makes a successful Fortitude save, it is stunned for only 1 round. Creatures that are immune to electricity are not affected by this formula.

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

    Augmentation: For every 1 A and 1 P spent after the minimum cost, the subject also takes 2d6 points of electricity damage, regardless of the result of its save. If it failed its save, it is also stunned for one additional round. Finally, 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.

    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 (normal) or one or more creatures, no two of which can be more than 30 ft. apart (augmented)
    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.
    Creature Summoned Cost Descriptor
    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, 2 W Earth, Water
    Smoke Paraelemental, Small (MoP) 2 A, 2 F Air, Fire
    Water Elemental, Small 2 W Water

    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).
    Creature Summoned Cost Descriptor
    Azer 3 F Fire
    Buio* [Chaotic Neutral] 1 N
    Elemental Steward, Arctine (CP) 3 W Cold, Water
    Elemental Steward, Emberling (CP) 3 F Fire
    Elemental Steward, Geodite (CP) 3 E Earth, Sonic
    Elemental Steward, Tempestan (CP) 3 A Air, Electricity
    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

    * 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.
    Creature Summoned Cost Descriptor Recovered Planar Points
    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 Hurler [Chaotic Evil] (MH) 4 E, 4 F Earth, Fire
    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
    Stonechild [Neutral Good] (MH) 4 E Earth
    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

    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).
    Creature Summoned Cost Descriptor
    Air Elemental, Large 5 A Air
    Arrowhawk, adult 5 A Air
    Dust Twister (Sand) 5 A, 2 E, 2 F, 2 W 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
    Tojanida, adult 5 W Water
    Walking Wall [Lawful Neutral] (MH) 5 E Earth
    Water Elemental, Large 5 W Water
    Xac-yel (PlH) 5 F Fire
    Xag-ya (MoP) 3 P
    Xeg-yi (MoP) 3 N

    * When the creature returns to its native plane, the animated objects under its control become inanimate again.

    Summon Elemental V
    6th-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).
    Creature Summoned Cost Descriptor
    Air Elemental, Huge 6 A Air
    Belker [Neutral Evil] 6 A Air
    Chraal [Neutral Evil] (MMIII) 6 A, 6 W Air, Cold, Water
    Cinderspawn [Chaotic Evil] (LM) 6 F, 4 N Fire
    Earth Elemental, Huge 6 E Earth
    Fire Elemental, Huge 6 F Fire
    Ice Paraelemental, Huge (MoP) 6 A, 6 W Air, Water
    Magma Paraelemental, Huge (MoP) 6 E, 6 F Earth, Fire
    Ooze Paraelemental, Huge (MoP) 6 E, 6 W Earth, Water
    Oread (FF) 6 E Earth
    Salamander, average [Neutral Evil] 6 F Fire
    Smoke Paraelemental, Huge (MoP) 6 A, 6 F Air, Fire
    Storm Elemental, Large (MMIII) 6 A Air
    Voidwraith [Neutral Evil] (LM) 6 A, 4 N Air
    Water Elemental, Huge 6 W Water
    Xorn, average 6 E Earth

    Summon Elemental VI
    7th-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).
    Creature Summoned Cost Descriptor
    Air Elemental, Greater 7 A Air
    Arrowhawk, elder 7 A Air
    Caller from the Deeps [Neutral Evil] (Sto) 7 W Water
    Djinni (genie) [Chaotic Good] 7 A Air
    Earth Elemental, Greater 7 E Earth
    Fire Elemental, Greater 7 F Fire
    Ice Paraelemental, Greater (MoP) 7 A, 7 W Air, Water
    Inferno Spider (MMIV) 7 F Fire
    Invisible Stalker 7 A Air
    Magma Paraelemental, Greater (MoP) 7 E, 7 F Earth, Fire
    Movanic Deva [Neutral Good] (FF) 5 N, 5 P Good
    Ooze Paraelemental, Greater (MoP) 7 E, 7 W Earth, Water
    Smoke Paraelemental, Greater (MoP) 7 A, 7 F Air, Fire
    Storm Elemental, Huge (MMIII) 7 A Air
    Water Elemental, Greater 7 W Water
    Xorn, elder 7 E Earth

    Summon Elemental VII
    8th-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).
    Creature Summoned Cost Descriptor
    Djinni, noble (genie) [Chaotic Good] 8 A Air
    Efreeti (genie) [Lawful Evil] 8 F Fire
    Ruin Elemental (MMV) 8 E Earth
    Salamander, noble [Neutral Evil] 8 F Fire
    Storm Elemental, Greater (MMIII) 8 A Air
    Tojanida, elder 8 W Water
    Void Ooze (PlH) 8 A, 6 N Air

    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, and the effective level of the formula increases by 1 for the purpose of effects that rely on it. You cannot augment this formula any further.

    Summon Elemental VIII
    9th-level Conjuration (Summoning) formula [See text]
    Minimum Cost:
    See text
    Casting Time: 1 round
    Effect: One summoned creature
    Duration: 1 minute (D)
    Augmentation: No

    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).
    Creature Summoned Cost Descriptor
    Air Elemental, Elder 9 A Air
    Earth Elemental, Elder 9 E Earth
    Fire Elemental, Elder 9 F Fire
    Ice Paraelemental, Elder (MoP) 9 A, 9 W Air, Water
    Magma Paraelemental, Elder (MoP) 9 E, 9 F Earth, Fire
    Ooze Paraelemental, Elder (MoP) 9 E, 9 W Earth, Water
    Smoke Paraelemental, Elder (MoP) 9 A, 9 F Air, Fire
    Unraveler (PlH) 7 A, 7 E, 7 F, 7 W, 5 N, 5 P Air, Earth, Fire, Water
    Water Elemental, Elder 9 W Water

    Suppress Flame
    6th-level Transmutation formula [Air, Cold, Water]
    Minimum Cost:
    6 A, 6 W, 4 N
    Casting Time: 1 round
    Range: Medium (100 ft. + 10 ft./level)
    Area: 10-ft. cube/level (S)
    Duration: 6 minutes
    Saving Throw: None
    Spell Resistance: No
    Augmentation: Yes

    You imbue an area with a combination of cold and negative energies that suppresses flame. Illumination emitted by fire (torches, continual flame, and so on) is reduced by half.

    In addition, all damage caused by fire, including all fire spells and spell-like effects, is reduced to 1 point per die. A caster can make a caster level check (DC 10 + your caster level) to cause normal amounts of damage from fire spells. A new caster level check must be made for each spell cast.

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

    Augmentation: For each 1 A, 1 W and 1 N 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.

    Towering Thunderhead
    9th-level Conjuration (Creation) formula [Air]
    Minimum Cost:
    9 A
    Range: Long (400 ft. + 40 ft./level)
    Area: Cylinder (40-ft. radius, 60 ft. high)
    Duration: 3 rounds (D)
    Saving Throw: None
    Spell Resistance: No
    Augmentation: No

    You channel the energy of the Elemental Plane of Air in order to create an enormous mass of dark clouds. This formula functions like the spell of the same name (described in Complete Mage).

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

    Transmute Rock to Lava
    9th-level Transmutation formula [Earth, Fire]
    Minimum Cost:
    9 E, 9 F
    Range: Medium (100 ft. + 10 ft./level)
    Area: One 10-ft. cube
    Duration: Instantaneous
    Saving Throw: Reflex half; see text for the Transmute Rock to Lava spell (Complete Arcane)
    Spell Resistance: No
    Augmentation: No

    You suffuse the earth within the area with the energy of the Elemental Plane of Fire, transforming it into lava. This formula functions like the spell of the same name (described in Complete Arcane).

    It also counters and dispel the eponymous spell and vice-versa.
    Last edited by Network; 2014-07-11 at 08:21 PM.
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?