Elemental Powers

The Role of a Chosen

Excerpt from the Writings of the Pale Watcher
During times of strife when the great powers of Life and Death struggle for dominance over territory, each of the Elements choose a champion to fight on their behalf. No element will ever choose more than a single champion in any conflict. Should a champion fall, the element which it serves shall too become subservient.

Known Powers

  • General Enhancements
    • Casting Time
      • 1 Standard Action (0 MP)
    • Duration
      • Up to 1 Minute (0 MP)
      • Concentration (0 MP)
      • 10 Minutes (1 MP)
      • 1 Hour (3 MP)
      • 1 Day (8 MP)
    • Range
      • Touch (0 MP)
      • Targeted
        • 30 ft (1 MP)
        • 150 ft (2 MP)
        • 800 ft (3 MP)
      • Line
        • 30 ft (2 MP)
        • 150 ft (3 MP)
        • 800 ft (5 MP)
      • Cone
        • 30 ft (3 MP)
        • 150 ft (6 MP)
        • 800 ft (12 MP)
    • Target (Aspect cannot be used with Lines or Cones)
      • A creature, object or 5ft square (0 MP)
      • 10 Ft Radius (1 MP)
      • 20 Ft Radius (3 MP)
      • 30 Ft Radius (5 MP)
      • 40 Ft Radius (7 MP)
      • 50 Ft Radius (9 MP)
  • Abjure – Saving Throw: Auto Success. Spell Resistance: Yes.
    • SPECIAL: Abjure will counter and dispel Hex debuffs by chosen with no needed saving throw, with the difference between mana costs being the remaining effect.
    • Enhancements
      • AC Bonus (Deflection Bonus)
MP Vs All Vs Self + Affinities
1 +1 +2
2 +2 +3
3 +2 +3
4 +3 +4
5 +3 +4
6 +3 +5
7 +4 +5
8 +4 +6
9 +4 +6
10 +5 +7
11 +5 +7
12 +5 +8
13 +6 +8
14 +6 +9
15 +6 +9
16 +7 +10
17 +7 +10
18 +7 +11
19 +7 +11
20 +8 +12
  • Energy Shield
MP Temp HP vs Self + Affinities
1 10
2 20
3 40
4 60
5 80
6 100
7 120
  • Damage Reduction
MP Vs All Vs Self + Affinities
1 1 2
2 2 4
3 3 6
4 3 7
5 4 8
6 4 9
7 5 10
8 5 10
9 5 11
10 5 11
11 6 12
12 6 12
13 6 13
14 6 13
15 6 13
16 7 14
17 7 14
18 7 14
19 7 15
20 7 15
  • Spell Resistance
MP Vs Self + Affinities
1 10
2 12
3 14
4 16
5 18
6 20
7 22
8 24
9 25
10 26
11 27
12 28
13 29
14 30
15 31
16 32
17 33
18 34
19 35
20 36
  • Charm – Saving Throw: Will Partial. Spell Resistance: Yes.
    • Charm Spells only work on creatures with matching element types as the chosen. They also must be charged with enough MP to affect a creature, with more powerful creatures requiring more mana. A charmed creature gets a new saving throw each round to reduce the effects by one step. When charming with an area of effect, the lowest HD creature is affected first until the spell reaches the HD threshold. These spell CAN affect mindless creatures.
    • Creature MP per HD Requirements – The maximum HD of creature affected by the spell based on mana cost. This is not additional mana paid.
MP Max HD Affected
0 5
1 6
2 7
3 8
4 9
5 10
6 12
7 14
8 16
9 18
10 20
11 23
12 26
13 29
14 32
15 35
16 39
17 43
18 47
19 51
20 55
  • Weak Effect: 0 MP (1 MP) – The first weak effect is free. Adding additional weak effects costs 1 MP each.
  • Moderate Effect: 2 MP
  • Strong Effect: 4 MP
  • Increase HD Threshold: 1 MP. For each MP spent, the max HD of the creatures affected is increased by 1 (as well as the spell being more expensive and thus deeper on the chart)
  • Subtle Charm: 3 MP. The creature does not receive a new saving throw each round to reduce the effects of the charm. For happiness, anger, fear and confusion spells, the target does not realize they were charmed when the spell ends. If another creature prompts the victim that their behavior is unusual they do get one immediate save with a +2 bonus. If the spell is also a Compel, this also functions as Subtle Compel.
  • Emotion Levels – A creature that saves vs an emotion effect will instead be affected as one less. One who fails by 5 or more will be affected as one step higher. For example a Moderate Anger effect if saved will cause the creature to be Angry instead of Raging. If failed horribly, the creature will instead be Frenzied.
Weak Moderate Strong
Anger Angry Raging Frenzied
Calm Calm Focused Serene
Confuse Confused
Courage Brave Courageous Heroic
Daze Dazed Held Stunned
Fear Shaken Frightened Panicked
Happiness Friendly Laughing Exultant
Sleep Asleep Slumber Comatose
  • Anger
    • Angry: Moves the attitude of a creature one step closer to hostile.
    • Raging: Moves the attitude of a creature two steps closer to hostile. Also gives +2 Morale bonus to Strength and Constitution and -2 morale penalty to AC. The creature is not fatigued at the end of the rage.
    • Frenzied: Creature becomes hostile to everyone, but will attack enemies before friends. +4 Morale bonus to Strength and Constitution and -4 penalty to AC. The creature is not fatigued at the end of the Frenzy.
  • Calm
    • Calm: Removes one step of emotion from a creature. Can also make a hostile creature indifferent.
    • Focused: Removes three steps of emotion from a creature. Can also dispel 3rd level or less spells with emotion descriptor.
    • Serene: Removes six steps of emotion from a creature. Can also dispel 7th level or less spells with emotion descriptor.
  • Confuse
    • Creature is in confused state.
  • Courage
    • Brave: +1 morale bonus to attack rolls. Acts as weak calm against fear effects.
    • Courageous: +1 morale bonus to attack rolls, damage rolls and saves to resist charm and compulsion effects. Acts a moderate calm toward fear.
    • Heroic: +2 morale bonus to attack rolls, damage rolls, ability checks, saves and skill checks. Acts as Strong calm toward fear.
  • Daze
    • Dazed: Creature takes no actions but can defend self normally.
    • Held: Creature is immobile, loses dexterity bonus to AC and -2 AC. May take purely mental actions.
    • Stunned: Creature cannot act, loses dexterity bonus to AC, -2 AC. Drops everything held. Cannot even take a mental action.
  • Fear
    • Shaken: Creature becomes Shaken.
    • Frightened: Creature becomes Frightened.
    • Panicked: Creature becomes Panicked.
  • Happiness
    • Happy: Creatures attitude moves one step closer to Helpful
    • Laughing: Filled with great humor, aggressive acts are difficult. =2 to weapon attack and damage rolls. +10 to all diplomacy checks with this creature.
    • Exultant: Filled with uncontrollable laughter, the creature collapses into a manic glee and falls prone. The creature can take no actions but is not helpless.
  • Sleep
    • Sleep: The creature falls asleep but can be woken as a standard action or if injured.
    • Slumber: The creature can only be woken through injury or a full minute of vigorous shaking. If the creature is not woken after the spells duration ends, it continues to remain in a normal sleep.
    • Comatose: Nothing can awaken the creature for the duration, though if the creature succeeds at a subsequent save, the sleep can become less deep.
  • Compel – Saving Throw: Will Negates. Spell Resistance: Yes.
    • Compel Spells only work on creatures with matching element types as the chosen. They also must be charged with enough MP to affect a creature, with more powerful creatures requiring more mana. These spell CAN affect mindless creatures. A creature under compulsion will receive a new saving throw each round while affected. When compelling with an area of effect, the lowest HD creature is affected first until the spell reaches the HD threshold.
    • Creature MP per HD Requirements – The maximum HD of creature affected by the spell based on mana cost. This is not additional mana paid.
MP Max HD Affected
0 5
1 6
2 7
3 8
4 9
5 10
6 12
7 14
8 16
9 18
10 20
11 23
12 26
13 29
14 32
15 35
16 39
17 43
18 47
19 51
20 55
  • Language Command, Simple (0 MP): The Target must be able to see or hear and understand you. You give the target a one or two word command which it will obey, though it may distort your intent.
  • Language Command, Standard (2 MP): The Target must be able to see or hear and understand you. You give the target a one or two sentence command which it will obey. The spell will not take effect until the command is finished, so you may need to rush if the target threatens you. The target may try to distort your intent.
  • Language Command, Complex (4 MP): The target must be able to see or hear and understand you. You can give the target as complex as a command as you want. The target may try to distort your intent. Often this spell is limited by control duration time rather than instruction.
  • Telepathic Command, Simple (1 MP): You impress your will upon the target, giving the equivalent of a one or two word command, which it obeys. The creature understands your intent.
  • Telepathic Command, Standard (3 MP): You impress your will upon the target, giving the equivalent of a one or two sentence command, which it obeys. The creature understands your intent. This transfer of command happens in the instant the spell is cast.
  • Telepathic Command, Simple (5 MP): You impress your will upon the target, giving any command, which it obeys. The creature understands your intent.This transfer of command happens in the instant the spell is cast.
  • Telepathic Dominion (7 MP): For the spell’s duration, you may command the creature whenever you want and from any distance, with any level of command complexity.
  • Telepathic Communication, Simple (0 MP): You can communicate simple concepts to creatures in the area of effect, like friendship and emotion, but you cannot communicate actual language. You can only communicate with a creature as long as it is in range. The creature may also reply in kind, but you have no power to coerce information.
  • Telepathic Communication, Senselink (1 MP): As Simple Communication, but you can sense whatever the creature is sensing and you can impart your senses to it. Pain can be understood, but damage does not cross over this link.
  • Telepathic Communication, Standard (2 MP): As Simple Communication, but with speech. This does not grant the target a common language with you.
  • Telepathic Communication, Complex (4 MP): As Standard Communication, but you can communicate clearly regardless of language.
  • Mind Scan (target buff) (1 MP). By Concentrating, you can overhear the thoughts of a creature within 30 feet. IF there are multiple creatures in an area, you can focus on one at a time or try to decipher out all their thoughts at once like hearing one person in a crowded room. This does not give you the ability to understand their language but you can comprehend emotions and simple desires like fear and hunger. The creature gains a new saving throw every round to resist.
  • Mind Read (target buff) (4 MP). By Concentrating, you can deeply read the mind of the creature within 30 feet. Each round, you can either search for specific information (such as the name of a spy, the location of secret treasure or a password) or simply browse around for interesting information. Browsing normally garners nothing very urgent or secretive unless the creature was recently thinking about it, but will give you a broader sense of a creature’s mind. Reading a mind requires a Charisma Check with a bonus equal to the MP of the spell the DC is the same it would be for a Knowledge Check for that information.
  • Mind Modify (4 MP). You can rewrite the creature’s memory or knowledge. The modification only lasts as long as the spell’s duration, and you must spend about one round concentrating to change the creature’s memory. You can choose to rewrite several pieces of simple information (password, location he’s currently at, which way prisoner’s went) or rewrite on complex piece of information (make the guard think he’s an escapee, imparting knowledge equal to a feat or three skill ranks) or you can modify the memory of a single event. What constitutes an event varies but can include several small events covering no more than a month.
  • Mind Wipe (6 MP). You completely erase all the creature’s memories and knowledge. You must concentrate for a full minute to accomplish this. This will only last the duration of the spellcast.
  • Mind Modification, Permanent (8 MP): Add to any Mind Wipe and the duration of the changes becomes permanent. To add to a mind modification (to add or create knowledge) a diamond dust material cost must also be expended worth 32,000 gp
  • Subtle Compulsion (3 MP): The creature does not know it’s being compelled while the spell is in effect. The creature no longer receives a new saving throw each round to resist the compulsion. If the spell is also a Charm, this also functions as Subtle Charm.
  • Create – Saving Throw: None. Spell Resistance: No.
    • Elemental Object (2 MP) Allows you to “break” the rules of elements such as a solid fire sword.
    • Value of Object Crafted
      • 20 GP (0 MP)
      • 100 GP (1 MP)
      • 500 GP (2 MP)
      • 2500 GP (3 MP)
      • 10000 GP (4 MP)
      • 100000 GP (5 MP)
      • Unlimited (6 MP)
    • Bonus Damage on Weapons
      • +1d6 (1 MP)
      • +2d6 (3 MP)
      • +3d6 (5 MP)
      • +4d6 (8 MP)
      • +5d6 (11 MP)
      • +6d6 (15 MP)
    • Elemental Specialties
      • Acid
        • Weak Acid (0 MP): You can create mild acid that will deal up to 1 damage per round of exposure. Stronger acid is not available. if you want to deal damage with acid, take Evoke Acid.
      • AIr
        • Fresh Air (3 MP): You create enough fresh air for each creature in the area of effect to breathe for the spell’s duration. If the spell is cast outdoors the air will disperse naturally. Alternatively, you can target creatures or objects (like fire) and the spell with provide fresh air for them directly.
        • Moderate Wind (0 MP): Wind up to 20 miles per hour is created. You can direct this wind in any direction you like.
        • Strong Wind (1 MP): Winds up to 30 Miles per hour.
        • Severe Wind (2 MP): Winds up to 50 Miles per hour.
        • Windstorm (3 MP): Winds up to 70 Miles per hour.
        • Hurricane (5 MP): Winds up to 150 Miles per hour.
        • Tornado (8 MP): Winds up to 300 Miles per hour.
        • Weather (2 MP): you can create a type of weather normal to the local terrain and season. The weather takes 10 minutes to develop and once the spell ends the weather faces normally. If the spell is less than 10 minutes, the effect will not be full.
        • Giant Area (5 MP): You can only pick this enhancement if creating winds or weather. The spell covers an area with a half mile radius. You can increase this radius for 1 MP for every half-mile you add to the radius.
      • Death – Elemental objects made of death deal 1 point of negative energy damage per round to living creatures that touch them. You cannot create undead creatures with this spell. For that, use a summon spell.
      • Fire – Elemental objects made of fire deal 1 point of fire damage to anything that touches them. Normal fire does 1d6 damage per round.
      • Lava – Elemental objects made of lava deal 1 point of fire damage to anything that touches them. You cannot create lava in a manner to engulf a foe, but you can push enemies in after it is created.
      • Life – Elemental objects made of life deal 1 point of positive energy damage per round to unliving creatures that touch them. You cannot create creatures with this spell. For that, use a summon spell.
      • Light – An object created with light sheds light in a 20 ft radius.
        • Daylight (3 MP): The created objects sheds light in a 60 ft radius.
        • Luminescence (3 MP): The entire area of effect of the create spell is filled with light so that no shadows are visible.
      • Lightning – Elemental objects made of lightning deal 1 point of electric damage to anything that touches them.
      • Mist
        • Fog Cloud (0 MP): Mist obscures vision beyond 5 ft with area. Can be dispersed by a moderate wind (11+ mph) in 4 rounds or a strong wind (21+ mph) in one round.
      • Ooze
        • Semi-Solid (3 MP): You can make the created object semi-solid, so that if can only be moved through at a rate of 5 ft per round. Melee attacks in the area suffer a -2 Penaltly to attack and damage rolls. Ranged attacks are impossible except for energy bolts and rays. The created object will look normal.
      • Shadow – Objects created with shadow radiate shadows in a 20 ft radius. Darkvision sees through this as normal.
        • Darkness (1 MP): The created object radiates shadows in a 20 ft radius. This darkness is magical and even obstructs darkvision.
        • Pure Darkness (3 MP): The created object radiates pure darkness in a 60 ft radius, so dark that nothing can see through it.
      • Sound – Created sound can originate anywhere within range and will dissipate normally.
        • Volume and Complexity (Varies): 0 MP, the sound is simple and repetitive, as loud as a man talking. 1 MP, sound can be complex as a conversation or simple musical instrument and as loud as a few shouting men. 3 MP, the sound can be complex as you can imagine and as loud as a parade. 5 MP, the sound can be loud enough to require a DC 15 Fortitude save or cause permanent deafness.
      • Void – You can empty an area of liquids and gases, unnaturally sustaining a vacuum in the area of effect. You can snuff flames or suffocate creatures.
  • Evoke – Saving Throw: Reflex Half. Spell Resistance: Yes.
    • General Enhancements
      • Charge stored into a weapon to detonate on hit as well as normal targeting (0 MP)
      • Base Damage 1d6 (0 MP)
      • Each +1d6 damage – spread evenly if possible or dealt at start of spell at caster choice (1 MP)
      • Enduring Damage – deals 1d6 damage as a new attack each round or as a new save for victim each round (chosen by caster)
        • 1 Minute (4 MP)
        • 10 minutes (10 MP)
        • 1 Hour (18 MP)
    • Sonic
      • Ambient (0 MP): (Deafening Disorientation) -1 Penalty to Acrobatics and Perception for 1 round
      • Mild (1 MP): Deafness for 1 round
      • Moderate (3 MP): Deafness for 1 round per MP used
      • Major (5 MP): Deafness for 1 minute per MP used
      • Extreme (8 MP): Permanent Deafness
    • Light
      • Ambient – Area of spell is lit for duration of spell
      • Variable – Target is blinded for round equivalent to MP spent (fort save to overcome granted each round until success)
  • Illusion – Saving Throw: Will Negates. Spell Resistance: No.
Cardinal Elements
Air Create or Hide Sound
Death Hides Auras
Earth Create or Hide Tactile Sensation
Fire Create or Hide Visual Sensation
Life Reactive Illusions
Water Create or Hide Smell and Taste
Paraelements
Lava Intensify tactile Stimuli
Lightning Intensify Visual Stimuli
Mist Intensify Auditory Stimuli
Ooze Intensify Olfactory Stimuli
Positive Elements
Crystal Cheap Tactile Sensation
Ice Cheap Smell/Taste Sensation
Light Cheap Visual Sensation
Sound Cheap Auditory Sensation
Negative Elements
Acid Cheap Smell/Taste Masking
Metal Cheap Tactile Masking
Shadow Cheap Visual Masking
Void Cheap Auditory Masking
  • Simple Illusion (0 MP/1 MP): If used to conceal or create a sensory illusion that can aid a skill, add +5 to the appropriate skill check.
    • Visual: Create or hide simple things. Change clothes appearance, hide a scar, replace a door with wall, change a tapestry.
    • Audio: Create or hide simple sounds. Simple repeating sounds like wind or laughter, but nothing articulate. It can be no louder than a few men talking. Hiding it could make a quiet conversation sound like indistinct murmurs or reduce the volume of a sound slightly.
  • Standard Illusion (1 MP/3 MP): If used to conceal or create a sensory illusion that can aid a skill, add +10 to the appropriate skill check.
    • Visual: Create a bookshelf with lots of different books and titles and trinkets, Create a convincing Orc Warrior (although it you made several, they would all look alike), Hiding can blur your image as you move to create miss chance, change one person to look like another or make an immobile object invisible.
    • Audio: Creating a sound as loud as a small group of shouting men with one or two articulate sounds. You could create a conversation or a simple song. You could reduce a roar to a quack, or make one conversation sound like a completely different one, or reduce the volume substantially.
  • Complex Illusion (3 MP/5 MP): If used to conceal or create a sensory illusion that can aid a skill, add +20 to the appropriate skill check.
    • Visual: You may create any sort of image no matter how fine the details are such as a massive dragon, a group of sneaking goblins or transforming a worthless rock to appear as a priceless gemstone. When hiding things, you can make moving creatures invisible or blur multiple creatures.
    • Audio: You could create a sound as loud as a dragon’s roar or a loud parade cheering and all of it can be as articulate and precise as you want. You can hide noise by turning it into virtually any sound of the same volume or quieter
  • Intensify (4 MP/1 MP): An intense illusion does not vanish or lessen once disbelieved. It remains there to be dealt with. Each additional intensity after the first costs 1 Mana.
  • Infuse – Saving Throw: Auto Success Spell Resistance: Yes.
    • Skill Boost – +1 to single check with skill associated with ability score affinity (0 MP)
    • Ability Boost
      • Single Ability Score Boost
        • +2 Affinity Ability (1 MP)
        • +4 Affinity Ability (3 MP)
        • +6 Affinity Ability (5 MP)
        • +8 Affinity Ability (8 MP)
        • +10 Affinity Ability (11 MP)
        • +12 Affinity Ability (15 MP)
      • Two Affinity Ability Score Boost
        • +2 Affinity Ability (3 MP)
        • +4 Affinity Ability (6 MP)
        • +6 Affinity Ability (10 MP)
        • +8 Affinity Ability (14 MP)
      • Enhance Skill Check of Affinity Ability
        • +1 To Skill (0 MP/1 MP)
        • +4 To Skill (1 MP/2 MP)
        • +7 To Skill (2 MP/4 MP)
        • +10 To Skill (3 MP/5 MP)
        • +13 To Skill (4 MP/7 MP)
        • +16 To Skill (5 MP/8 MP)
        • +19 To Skill (6 MP/10 MO)
    • Lightning – Dexterity and Charisma
  • Hex – Saving Throw: Will Negates. Spell Resistance: Yes.
    • SPECIAL: Hex will counter and dispel Abjuration buff by chosen with no needed saving throw, with the difference between mana costs being the remaining effect.
    • Damage Vulnerability – Removes Damage Reduction and Negates Spell Resistance
MP DR Reduction Vs All DR Reduction Vs Self + Affinities SR Reduction
1 -1 -2 3
2 -2 -4 5
3 -3 -6 -7
4 -3 -7 -9
5 -4 -8 -11
6 -4 -9 -12
7 -5 -10 -13
8 -5 -10 -14
9 -5 -11 -15
10 -5 -11 -16
11 -6 -12 -17
12 -6 -12 -18
13 -6 -13 -19
14 -6 -13 -20
15 -6 -13 -21
16 -7 -14 -22
17 -7 -14 -23
18 -7 -14 -24
19 -7 -15 -25
20 -7 -15 -26
  • Armor Penalty
MP Vs All Vs Self + Affinities
MP Vs All Vs Self + Affinities
1 -1 -2
2 -2 -3
3 -2 -3
4 -3 -4
5 -3 -4
6 -3 -5
7 -4 -5
8 -4 -6
9 -4 -6
10 -5 -7
11 -5 -7
12 -5 -8
13 -6 -8
14 -6 -9
15 -6 -9
16 -7 -10
17 -7 -10
18 -7 -11
19 -7 -11
20 -8 -12
  • Saving Throw Penalty
MP Vs Self + Affinities
1 -2
2 -3
3 -4
4 -5
5 -6
6 -7
7 -8
8 -8
9 -9
10 -9
11 -10
12 -10
13 -11
14 -11
15 -12
16 -12
17 -13
18 -13
19 -13
20 -14
  • Binding (3 MP): You can designate an area (paid for with general enhancements) where a creature of matching elemental alignment cannot cross. They must make a Will save to pass through either physically or via planar travel. Spell Resistance can also be applied. Only one attempt may be made per minute to overcome the barrier via Will Save. This barrier prevents physical melee attacks but not ranged attacks or spells and abilities. If struck by another creature, the bound target can retaliate in kind but is still bound. If struck by the creator of the barrier, the barrier is immediately dispelled.
  • Greater Binding (+2 MP): When added to a standard binding, none of the creature’s ranged spells or abilities can cross the barrier.
  • Enduring Binding (+3 MP): When added to a standard binding, the trapped creature only gets a single Will Save per day.
  • Mix
    • Allows the chosen to mix multiple spell effects together in a single cast. IE: 1 MP Range, 1 MP Hex Fire, 3 MP Evoke.
    • Allows for multiple Chosen to cast a spell together and mix their effects. Chosen MUST hold actions and act on the same action to accomplish this. If participating chosen are not within touch distance of one another, they must pay a range cost that reaches the primary caster of the chosen mix in order to add to the spell. This Range MP is not added to the spell’s effect.
  • Move – Saving Throw: Auto Success or Fortitude. Spell resistance: Yes
    • An effect that varies wildly between elements but allows special movement rules.
    • Baleful (5 MP) – Allows the Move spell to be used as an attack.
      • Life
        • Astral Projection
      • Crystal
        • Crystal Glide (5 MP) – You may move your movement speed through crystalline objects
      • Earth
        • Earth Glide – Adjust movement based on the follow chart.
1 Reduce 1 Step
4 Reduce 2 Steps
7 Reduce 3 Steps
10 Full movement
  • Steps Chart
Metal Stone Dirt Sludge Air
  • Fire
    • Increases the target’s base movement speed.
0 10 ft
1 20 ft
2 30 ft
4 50 ft
6 80 ft
8 120 ft
10 175 ft
  • Light
    • Teleports the caster or target(s) to a point within range. SPECIAL: Light must be able to enter target location
1 10 ft
2 30 ft
4 100 ft
7 1000 ft
8 1 mile
10 10 miles
12 100 Miles
15 1000 Miles
  • Lightning
    • Teleports the caster or target(s) to a point within range. SPECIAL: Cast as a swift action. Location must be visible. Travel must be in a straight line.
    • If Evoke Lightning is possessed, target may pay 1 MP per D6 of damage as a line attack from origin point to exit point. Reflex halves damage.
3 30 ft
6 100 ft
9 1000 ft
  • Mist
    • Grants the following flight related abilities
0 Featherfall
3 Levitate
4 Fly (Average)
6 Fly (Perfect)
  • Sound
    • Increases the target’s base movement speed for 1 round. SPECIAL: Cast as a swift action. Cannot increase duration.
1 10 ft
3 30 ft
5 60 ft
7 100 ft
9 150 ft
11 220 ft
  • Transform – Saving Throw: Fortitude Negates. Spell Resistance: Yes.
    • You can spend MP to transform a creature into a type matching the elemental power of the chosen.
    • Different Element (1 MP) – If you wish to add another element type to a creature or change it completely to a new elemental type, you must pay for this enhancement.
    • Harmless Creature (4 MP) – You can change a creature into a small or tiny harmless creature of the appropriate type.
    • Reversal (4 MP) – You can reverse an adverse transformation effect affiliated with your element.
    • Force Change (7 MP) – This must be paid or else the transformation will only affect willing creatures. Without this enhancement all saving throws are automatically successful.
    • Splitting (1 MP) – If you wish to split a single creature into multiple independent creatures, you must purchase this enhancement once for each additional creature. All creatures are standard for their types but one prime creature will have your full stats, abilities and gear. Duplicate creatures are either naked or have non-magical duplicates of your gear as appropriate for the spell.
    • Crafting (1 MP per Hour) – You may shape raw inanimate matter made of your element (not applicable to non-solids) to shape or craft it into items. This works as an appropriate craft check with a +5 tool modifier, though no tools are actually required. You need the base materials for this to function and it will not affect elements that you do not have command of.
    • Elemental Specific Enhancements
      • Air
        • Elemental Form I: Air (7 MP): Duration decided by enhancements. Otherwise the same as an Air elemental effect of Elemental Body I
        • Elemental Form II: Air (9 MP): As Elemental Form I, Otherwise the same as an Air elemental effect of Elemental Body II
        • Elemental Form III: Air (11 MP): As Elemental Form I, Otherwise the same as an Air elemental effect of Elemental Body III
        • Elemental Form IV: Air (13 MP): As Elemental Form I, Otherwise the same as an Air elemental effect of Elemental Body IV
        • Giant Form I: Cloud Giant (13 MP): Duration decided by enhancements. Otherwise identical to the spell Giant Form I
        • Giant Form II: Cloud Giant (15 MP): Identical to Giant Form I except using the spell Giant Form II
        • Dragon Form I: Cloud Dragon (11 MP): Duration Decided by enhancements. Otherwise identical to Blue Dragon Form of the Dragon I
        • Dragon Form II: Cloud Dragon (13 MP): Duration Decided by enhancements. Otherwise identical to Blue Dragon Form of the Dragon II
        • Dragon Form III: Cloud Dragon (15 MP): Duration Decided by enhancements. Otherwise identical to Blue Dragon Form of the Dragon III
      • Acid
        • Green Dragon
        • Acid Elemental as Water
        • Jungle Giant
      • Crystal
        • Elemental Form I: Ice (7 MP): Duration decided by enhancements. Otherwise the same as an earth elemental effect of Elemental Body I
        • Elemental Form II: Ice (9 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body II
        • Elemental Form III: Ice (11 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body III
        • Elemental Form IV: Ice (13 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body IV
        • Giant Form I: Desert Giant (13 MP): Duration decided by enhancements. Otherwise identical to the spell Giant Form I
        • Giant Form II: Desert Giant (15 MP): Identical to Giant Form I except using the spell Giant Form II
        • Dragon Form I: Crystal Dragon (11 MP): Duration Decided by enhancements. Breath Weapon: 30 Ft Cone of Piercing (6d8 Damage, 1 Use). Resist Acid 20. Otherwise identical to Form of the Dragon I
        • Dragon Form II: Crystal Dragon (13 MP): Duration Decided by enhancements. Breath Weapon: 40 Ft Cone of Piercing (8d8 Damage, 2 Uses). Resist Acid 30. Otherwise identical to Form of the Dragon II
        • Dragon Form III: Crystal Dragon (15 MP): Duration Decided by enhancements. Breath Weapon: 50 Ft Cone of Piercing (12d8 Damage, No Use Limit). Acid Immunity. Otherwise identical to Form of the Dragon III
      • Death
        • De-animate (2 MP) – Must be purchased as an enhancement if you wish to turn a creature into an inanimate object.
        • Beast Form I: Undead (5 MP): Duration decided by enhancements. Otherwise identical to the spell Beast Shape I
        • Beast Form II: Undead (7 MP): Duration decided by enhancements. Otherwise identical to the spell Beast Shape II
        • Beast Form III: Undead (9 MP): Duration decided by enhancements. Otherwise identical to the spell Beast Shape III
        • Beast Form IV: Undead (11 MP): Duration decided by enhancements. Otherwise identical to the spell Beast Shape IV
        • Plant Shape I: Undead (9 MP) – Duration governed by enhancements, but otherwise Identical to the spell Plant Shape I
        • Plant Shape II: Undead (11 MP) – Duration governed by enhancements, but otherwise Identical to the spell Plant Shape II
        • Plant Shape III: Undead (13 MP) – Duration governed by enhancements, but otherwise Identical to the spell Plant Shape III
        • Giant Form I: Undead (13 MP): Duration decided by enhancements. Otherwise identical to the spell Giant Form I
        • Giant Form II: Undead (15 MP): Identical to Giant Form I except using the spell Giant Form II
        • Dragon Form I: Underworld Dragon (11 MP): Duration Decided by enhancements. Breath Weapon: 30 Ft Cone of Negative Energy (6d8 Damage, 1 Use). Resist Cold 20. Otherwise identical to Form of the Dragon I
        • Dragon Form II: Underworld Dragon (13 MP): Duration Decided by enhancements. Breath Weapon: 40 Ft Cone of Negative Energy (8d8 Damage, 2 Uses). Resist Cold 30. Otherwise identical to Form of the Dragon II
        • Dragon Form III: Underworld Dragon (15 MP): Duration Decided by enhancements. Breath Weapon: 50 Ft Cone of Negative Energy (12d8 Damage, No Use Limit). Cold Immunity. Otherwise identical to Form of the Dragon III
      • Earth
        • Elemental Form I: Earth (7 MP): Duration decided by enhancements. Otherwise the same as an earth elemental effect of Elemental Body I
        • Elemental Form II: Earth (9 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body II
        • Elemental Form III: Earth (11 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body III
        • Elemental Form IV: Earth (13 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body IV
        • Giant Form I: Stone Giant (13 MP): Duration decided by enhancements. Otherwise identical to the spell Giant Form I
        • Giant Form II: Stone Giant (15 MP): Identical to Giant Form I except using the spell Giant Form II
        • Dragon Form I: Earth Dragon (11 MP): Duration Decided by enhancements. Breath Weapon: 30 Ft Cone of Bludgeoning (6d8 Damage, 1 Use). PoisonImmunity. Otherwise identical to Form of the Dragon I
        • Dragon Form II: Earth Dragon (13 MP): Duration Decided by enhancements. Breath Weapon: 40 Ft Cone of Bludgeoning (8d8 Damage, 2 Uses). PoisonImmunity. Otherwise identical to Form of the Dragon II
        • Dragon Form III: Earth Dragon (15 MP): Duration Decided by enhancements. Breath Weapon: 50 Ft Cone of Bludgeoning (12d8 Damage, No Use Limit). PoisonImmunity. Otherwise identical to Form of the Dragon III
      • Fire
        • Elemental Form I: Fire (7 MP): Duration decided by enhancements. Otherwise the same as an Fire elemental effect of Elemental Body I
        • Elemental Form II: Fire (9 MP): As Elemental Form I, Otherwise the same as an Fire elemental effect of Elemental Body II
        • Elemental Form III: Fire (11 MP): As Elemental Form I, Otherwise the same as an Fire elemental effect of Elemental Body III
        • Elemental Form IV: Fire (13 MP): As Elemental Form I, Otherwise the same as an Fire elemental effect of Elemental Body IV
        • Giant Form I: Fire Giant (13 MP): Duration decided by enhancements. Otherwise identical to the spell Giant Form I
        • Giant Form II: Fire Giant (15 MP): Identical to Giant Form I except using the spell Giant Form II
        • Dragon Form I: Red Dragon (11 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon I
        • Dragon Form II: Red Dragon (13 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon II
        • Dragon Form III: Red Dragon (15 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon III
      • Ice
        • Elemental Form I: Ice (7 MP): Duration decided by enhancements. Otherwise the same as an earth elemental effect of Elemental Body I
        • Elemental Form II: Ice (9 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body II
        • Elemental Form III: Ice (11 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body III
        • Elemental Form IV: Ice (13 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body IV
        • Giant Form I: Frost Giant (13 MP): Duration decided by enhancements. Otherwise identical to the spell Giant Form I
        • Giant Form II: Frost Giant (15 MP): Identical to Giant Form I except using the spell Giant Form II
        • Dragon Form I: Silver Dragon (11 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon I
        • Dragon Form II: Silver Dragon (13 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon II
        • Dragon Form III: Silver Dragon (15 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon III
      • Life
        • Animate (2 MP) – Must be purchased as an enhancement if you wish to turn an inanimate object into a creature.
        • Beast Form I (5 MP): Duration decided by enhancements. Otherwise identical to the spell Beast Shape I
        • Beast Form II (7 MP): Duration decided by enhancements. Otherwise identical to the spell Beast Shape II
        • Beast Form III (9 MP): Duration decided by enhancements. Otherwise identical to the spell Beast Shape III
        • Beast Form IV (11 MP): Duration decided by enhancements. Otherwise identical to the spell Beast Shape IV
        • Plant Shape I (9 MP) – Duration governed by enhancements, but otherwise Identical to the spell Plant Shape I
        • Plant Shape II (11 MP) – Duration governed by enhancements, but otherwise Identical to the spell Plant Shape II
        • Plant Shape III (13 MP) – Duration governed by enhancements, but otherwise Identical to the spell Plant Shape III
        • Giant Form I: Larger Base Creature (13 MP): Duration decided by enhancements. Otherwise identical to the spell Giant Form I
        • Giant Form II: Larger Base Creature (15 MP): Identical to Giant Form I except using the spell Giant Form II
        • Dragon Form I: Salvation Dragon (11 MP): Duration Decided by enhancements. Breath Weapon: 30 Ft Cone of Positive Energy (Does not harm the living) (6d8 Damage, 1 Use). Resist Fire 20. Otherwise identical to Form of the Dragon I
        • Dragon Form II: Salvation Dragon (13 MP): Duration Decided by enhancements. Breath Weapon: 40 Ft Cone of Positive Energy (Does not harm the living) (8d8 Damage, 2 Uses). Resist Fire 30. Otherwise identical to Form of the Dragon II
        • Dragon Form III: Salvation Dragon (15 MP): Duration Decided by enhancements. Breath Weapon: 50 Ft Cone of Positive Energy (Does not harm the living) (12d8 Damage, No Use Limit). Fire Immunity. Otherwise identical to Form of the Dragon III
      • Light
        • Elemental Form I: Light (7 MP): Duration decided by enhancements. Otherwise the same as an fire elemental effect of Elemental Body I
        • Elemental Form II: Light (9 MP): As Elemental Form I but the same as an fire elemental effect of Elemental Body II
        • Elemental Form III: Light (11 MP): As Elemental Form I but the same as an fire elemental effect of Elemental Body III
        • Elemental Form IV: Light (13 MP): As Elemental Form I but the same as an fire elemental effect of Elemental Body IV
        • Giant Form I: Flashing Titan (13 MP): Duration decided by enhancements. Special Ability: Glorious Flash (Reflex Save DC 19 + Cha or be Blinded for 1d4+1 Rounds. Creatures that save are immune for 24 hours to same creature’s effect) Otherwise identical to the spell Giant Form I
        • Giant Form II: Flashing Titan (15 MP): Identical to Giant Form I except Special Ability: Glorious Flash (Reflex Save DC 19 + Cha or be Blinded for 1d4+1 Rounds. Creatures that save are immune for 24 hours to same creature’s effect) using the spell Giant Form II
        • Dragon Form I: Gold Dragon (11 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon I
        • Dragon Form II: Gold Dragon (13 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon II
        • Dragon Form III: Gold Dragon (15 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon III
      • Lightning
        • Elemental Form I: Lightning (7 MP): Duration decided by enhancements. Otherwise the same as an Air elemental effect of Elemental Body I
        • Elemental Form II: Lightning (9 MP): As Elemental Form I, Otherwise the same as an Air elemental effect of Elemental Body II
        • Elemental Form III: Lightning (11 MP): As Elemental Form I, Otherwise the same as an Air elemental effect of Elemental Body III
        • Elemental Form IV: Lightning (13 MP): As Elemental Form I, Otherwise the same as an Air elemental effect of Elemental Body IV
        • Giant Form I: Storm Giant (13 MP): Duration decided by enhancements. Otherwise identical to the spell Giant Form I
        • Giant Form II: Storm Giant (15 MP): Identical to Giant Form I except using the spell Giant Form II
        • Dragon Form I: Blue Dragon (11 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon I
        • Dragon Form II: Blue Dragon (13 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon II
        • Dragon Form III: Blue Dragon (15 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon III
      • Magma
        • Ash Giant
        • Magma Dragon
        • Magma Elemental
      • Metal
        • Iron Dragon (as earth but slashing)
        • Ferrous Elemental (As Earth)
        • Rune Giant
      • Mist
        • Mist Elemental: As air
        • Giant Form I: Storm Giant (13 MP): Duration decided by enhancements. Otherwise identical to the spell Giant Form I
        • Giant Form II: Storm Giant (15 MP): Identical to Giant Form I except using the spell Giant Form II
        • Sea Dragon Form
      • Ooze
        • Elemental Form I: Mud (7 MP): Duration decided by enhancements. Otherwise the same as an earth elemental effect of Elemental Body I
        • Elemental Form II: Mud (9 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body II
        • Elemental Form III: Mud (11 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body III
        • Elemental Form IV: Mud (13 MP): As Elemental Form I, Otherwise the same as an earth elemental effect of Elemental Body IV
        • Giant Form I: Marsh Giant (13 MP): Duration decided by enhancements. Otherwise identical to the spell Giant Form I
        • Giant Form II: Marsh Giant (15 MP): Identical to Giant Form I except using the spell Giant Form II
        • Dragon Form I: Black Dragon (11 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon I
        • Dragon Form II: Black Dragon (13 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon II
        • Dragon Form III: Black Dragon (15 MP): Duration Decided by enhancements. Otherwise identical to Form of the Dragon III
      • Shadow
        • Umbral Dragon
        • Shadow Elemental (as Fire)
        • Shadow Giant
      • Sound
        • Elemental Form I: Sonic (7 MP): Duration decided by enhancements. Remove Whirlwind for Thunderclap ( 30 ft range. Will Save DC 13 + Cha or be deafened permanently. Creatures that save are immune for 24 hours to same creature’s effect). Otherwise the same as an air elemental effect of Elemental Body I
        • Elemental Form II: Sonic (9 MP): As Elemental Form I but Thunderclap: 40 ft range, Will Save 15 + Cha. Otherwise the same as an air elemental effect of Elemental Body II
        • Elemental Form III: Sonic (11 MP): As Elemental Form I but Thunderclap: 50 ft range, Will Save 17 + Cha. Otherwise the same as an air elemental effect of Elemental Body III
        • Elemental Form IV: Sonic (13 MP): As Elemental Form I but Thunderclap: 60 ft range, Will Save 19 + Cha. Otherwise the same as an air elemental effect of Elemental Body IV
        • Giant Form I: Thunder Titan (13 MP): Duration decided by enhancements. Special Ability: Thunderclap (60 ft range Will Save DC 17 + Cha or be deafened permanently. Creatures that save are immune for 24 hours to same creature’s effect) Otherwise identical to the spell Giant Form I
        • Giant Form II: Thunder Titan (15 MP): Identical to Giant Form I except Special Ability: Thunderclap (80 ft range Will Save DC 19 + Cha or be deafened permanently. Creatures that save are immune for 24 hours to same creature’s effect) using the spell Giant Form II
        • Dragon Form I: Sonic Dragon (11 MP): Duration Decided by enhancements. Breath Weapon: 30 Ft Cone of Sonic (6d8 Damage, 1 Use). Resist Sonic 20. Otherwise identical to Form of the Dragon I
        • Dragon Form II: Sonic Dragon (13 MP): Duration Decided by enhancements. Breath Weapon: 40 Ft Cone of Sonic (8d8 Damage, 2 Uses). Resist Sonic 30. Otherwise identical to Form of the Dragon II
        • Dragon Form III: Sonic Dragon (15 MP): Duration Decided by enhancements. Breath Weapon: 50 Ft Cone of Sonic (12d8 Damage, No Use Limit). Sonic Immunity. Otherwise identical to Form of the Dragon III
      • Void
        • Cave Giant
        • Void Elemental (as air)
        • Spire Drake Dragon Form
      • Water
        • Sea Giant
        • Brine Dragon
        • Water Elemental

Elemental Relations

Element Friendly Elements Opposed Elements Related Ability Score
Acid Void, Water Fire, Light, Sound Intelligence, Wisdom
Air Lightning, Mist, Sound Lava, Ooze Dexterity
Crystal Ice, Light Constitution, Strength
Death Life Intelligence
Earth Lava, Ooze Strength
FIre Lava, Lightning Acid, Ice, Water Charisma
Ice (Cold) Mist, Shadow Fire, Lava Wisdom, Constitution
Lava Fire Air, Ice, Water Charisma, Strength
Life Death Constitution
Light Sound, Void Ice Shadow Charisma, Constitution
Lightning Air, Fire, Ice Ooze, Shadow, Water Dexterity, Charisma
Metal Ooze Intelligence, Strength
Mist Air, Water Fire, Lava Dexterity, Wisdom
Ooze Sound, Water Air, Lightning Strength, Wisdom
Shadow Acid, Void Light, Lightning Charisma, Intelligence
Sound (Sonic) Air, Ice, Light Void Dexterity, Constitution
Void Shadow Air, Mist, Sound Dexterity, Intelligence
Water Acid, Mist, Ooze Fire, Lava, Lightning Wisdom

Gained powers:
Access to Mix
Access to Metamagic Feats
Passive Resistance 1 to attuned element.

The Elemental Champions

  • Life – Princess Veranna Rylan
    • Heal (Light)
    • Compel (Water)
    • Charm (Wind)
    • Transform (Magma)
    • Drain (Fire)
    • Mix (Life)
  • Light – Asher Armstrong
    • Evoke (Water)
    • Abjure (Crystal)
    • Mix (Light)
    • Illusion (Wind)
    • Move (Magma)
    • Summon (Fire)
    • Create (Life)
  • Ice – Claimed – Unknown
  • Sound – Taliesin of Beleriand
    • Evoke (Water)
    • Illusion (Crystal)
    • Mix (Light)
    • Infuse (Wind)
    • Move (Magma)
    • Transform (Fire)
    • Control Magic (Sound)
  • Crystal – Dywin Tenk
    • Create (Water)
    • Infuse (Crystal)
    • Mix (Light)
    • Abjure (Wind)
    • Transform (Magma)
    • Evoke (Fire)
    • Transform (Life)
  • Water – Claimed
  • Ooze – Claimed
  • Earth – Alex Louis Armstrong, Earth Kineticist and Strongarm Alchemist of Amestris
    • Move
    • Abjure
    • Mix
  • Magma – Claimed – Unknown
  • Fire – Lissia Tuttle, Warpriest of the Sun
    • Evoke (Crystal)
    • Move (Light)
    • Mix (Water)
    • Create (Wind)
    • Transform (Magma)
    • Control Magic (Life)
  • Lightning – Illisia Galesong
    • Infuse (Water)
    • Evoke (Crystal)
    • Mix (Light)
    • Transform (Wind)
    • Move (Magma)
    • Control Magic (Fire)
    • Summon (Life)
  • Air – Claimed – A Kandorian General
  • Mist – Cuerlith
    • Transform (Wind)
    • Move (Magma)
    • Create (Fire)
    • Mix (Life)
  • Death – CLAIMED – Some powerful Death Entity
  • Void – Hadaroth, Hobgoblin Warlord
  • Shadow – Nox Merlot, Human Rogue
    • Illusion
    • ???
    • ???
    • ???
    • ???
    • ???
  • Metal – Some Half-Giant
  • Acid – Unknown

Elemental Powers

The Dark Horizon Frieth