The Elementalist

By Cyberzombie, 28Nov2000
cyberzombie23@email.com

	This is a general conversion of the Elementalist concept, but is most specifically a conversion of the version in Principalities of Glantri.  (Old DnD, 1987).

In the eastern lands of the Flanaess, magic is studied and classified in schools such as abjuration and illusion.  In the west, however, the Bakluni see magic in terms of the four elements – air, earth, fire, and water.  The greatest of their spellcasters become elementalists. 
The elementalist is, in actuality, four prestige classes: air elementalist, earth elementalist, fire elementalist, and water elementalist.  The abilities of each class, however, are nearly identical to the others, so they can be grouped together in one description.  The elementalist sees her element as the supreme element of the world.  She becomes so intimate with it that she becomes her element.
Most elementalists are clerics, sorcerers, or wizards.  Clerics who become elementalists usually possess the clerical Domain of their element.  Bards and druids sometimes become elementalists; bards usually become air elementalists and druids usually become earth or fire elementalists.  Other classes would find little benefit in becoming an elementalist.  Elves and half-elves are often drawn to air or water; gnomes to earth; halflings to air and fire; and dwarves to earth or fire.
NPC elementalists are often viewed with awe by the common folk, and hold themselves apart from society.  Air and water elementalists are often wanderers.  Fire elementalists seek power and glory and are often advisors to nobles.  Earth elementalists are often mystics or hermits.
Hit Die: d6.

Requirements 
To qualify to become an elementalist, a character must fulfil all the following criteria.
Spellcasting:  Ability to cast seven different spells of the element (see the list for each character class), one of which must be 3rd level or higher.
Skills:  Speak the elemental language (aquan for water, auran for air, ignan for fire, or terran for earth), Knowledge (the Planes) at 5 ranks, and Knowledge (Arcana) at 8 ranks.
Feats:  Spell Focus (the relevant element) and any two metamagic or item creation feats.
Class Skills 
Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Chr), Knowledge (all skills taken individually) (Int), Profession (Wis), Scry (Int, exclusive), Spellcraft (Int).  See the Player’s Handbook Chapter 4 for skill descriptions.
In addition, each type of elementalist has its own individual class skill.
Air: Jump (Str).
Earth: Appraise (Int).
Fire: Intimidate (Chr).
Water: Swim (Str).
Skill Points at each level: 2+Int Modifier.

Class Features
	All of the following are class features of the elementalist prestige class.
	Weapon and Armor Proficiency: Elementalists gain no proficiency in any weapon or armor.  Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hid, Jump, Move Silently, Pick Pocket, and Tumble.  Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
	Elemental Power: Elementalists learn to focus the power of their element through intensive study.  When an elementalist uses this extraordinary ability, she can cast any one spell of her element as if she was four levels higher.  This applies to all effects of the spell, including duration, damage, area of effect, and any other level-dependant modifier.
	Avoid Element: The elementalist learns to avoid the negative effects of her element.  If she has to make a saving throw against her element, whether from a natural or magical cause (such as alchemist’s fire or a fireball for a fire elementalist, or an avalanche or earthquake spell for an earth elementalist), she takes no damage and suffers no ill effects if she makes her saving throw.  If she fails her saving throw, she suffers the normal effects.  This is an extraordinary ability.
	Element Walk: Once per day, the elementalist can walk on or through her element.  Air elementalists can use air walk once per day; water elementalists can use water walk once per day; earth elementalists can walk through earth and stone, at a rate of 10 ft per round, for up to 10 minutes per level; and fire elementalists can walk on magma, through natural fires, and through wall of fire spells, at normal movement rates, for 10 minutes per level.  All versions of this spell-like ability use the character’s total level (not just class level) to determine the duration.
	Elemental Form: At 4th level, the Elementalist can take on the form of a Small, Medium or Large elemental of her element.  At 7th level, she can also take on the form of a Huge elemental.  At 10th level, she can take on the form of a Greater elemental.  This spell-like ability otherwise operates as the druid wild shape ability (see PHB 35, 276, and 277).
	Sure Binding: Only elementalists who are also wizards or sorcerers gain this extraordinary ability; other elementalists gain another use of Elemental Power every day.  Sure Binding allows the elementalist who casts greater planar binding, lesser planar binding, or planar binding to trap and compel service from elementals of their element.  An elemental under the effects of Sure Binding is bound and cannot break free for up to 1 day per class level.  Unreasonable and impossible demands will break the Binding and the elemental can still seek to subvert the elementalist’s instructions if it does not like them.
	Elemental Plane Adaptation: The elementalist can move, see, and operate on her elemental plane as if she was a native of that plane.  Air elementalists can fly on the plane of air and are immune to its natural storms.  Earth elementalists can move and see through the stone of the plane of earth.  Fire elementalists are unharmed by and can see normally on the plane of fire.  Water elementalists can swim and breathe perfectly on the plane of water.  The elementalist has this supernatural ability only on their elemental plane, however; it does not apply on the prime material.  This ability does not grant the ability to travel to the elemental plane; it only guarantees protection once the elementalist is there.
	Improved Avoid Element: The elementalist now suffers only half damage or effects if she fails her saving throw against her element.  She still suffers no damage or ill effects on a successful save.
	Willing Service: As with sure binding, only wizard and sorcerer elementalists gain this ability; all other elementalists gain another use of Elemental Power per day.  When the elementalist casts greater planar binding, lesser planar binding, or planar binding, she can bind an elemental to service for 1 day per class level.  Further, the elemental will willingly perform any reasonable and possible service to the best of its ability, with no subversion of intent.  As long as the elemental is treated well, it will part with the elementalist on friendly terms at the end of the service.

The Elementalist
	Attack	Fort.	Ref.	Will
Lvl.	Bonus	Save	Save	Save	Special						Spells per Day
1	+0	+0	+0	+2	Elemental Power 1/day				+1 level of existing class
2	+1	+0	+0	+3	Avoid Element					+1 level of existing class
3	+1	+1	+1	+3	Element Walk 					+1 level of existing class
4	+2	+1	+1	+4	Elemental Form 1/day				+1 level of existing class
5	+2	+1	+1	+4	Sure Binding or Elemental Power 2/day		+1 level of existing class
6	+3	+2	+2	+5	Elemental Plane Adaptation			+1 level of existing class
7	+3	+2	+2	+5	Elemental Form 2/day				+1 level of existing class
8	+4	+2	+2	+6	Improved Avoid Element			+1 level of existing class
9	+4	+3	+3	+6	Willing Service or Elemental Power 3/day	+1 level of existing class
10	+5	+3	+3	+7	Elemental Form 3/day				+1 level of existing class

Lvl.:  The level of the elementalist.
Attack Bonus: The elementalist’s attack bonus, added to the character’s normal attack bonus.
Fort. Save:  The save bonus on Fortitude saving throws added to the character’s normal save bonus.
Ref. Save: The save bonus on Reflex saving throws, added to the character’s normal save bonus.
Will Save: The save bonus on Will saving throws, added to the character’s normal save bonus.
Special: Level-dependent class features.

Air Elementalist Spells

	Wizard Air Spells		Cleric Air Spells		Druid Air Spells		Bard Air Spells	
1st 	Endure Elements	1st	Obscuring Mist	1st	Endure Elements	1st	Feather Fall	
1st 	Feather Fall	2nd	Wind Wall	1st	Obscuring Mist	1st	Protection from Chaos	
1st 	Obscuring Mist	3rd	Gaseous Form	1st	Summon Nature's Ally I	1st	Protection from Evil	
1st 	Protection from Chaos	4th	Air Walk	2nd	Resist Elements	1st	Protection from Good	
1st 	Protection from Evil	5th	Control Winds	2nd	Summon Nature's Ally II	1st	Protection from Law	
1st 	Protection from Good	6th	Chain Lightning	3rd	Call Lightning	1st	Summon Monster I	
1st 	Protection from Law	7th	Control Weather	3rd	Protection from Elements	2nd	Levitate	
1st 	Shocking Grasp	8th	Whirlwind	3rd	Summon Nature's Ally III	2nd	Shatter	
1st 	Summon Monster I	9th	Elemental Swarm	3rd	Water Breathing	2nd	Silence	
2nd 	Fog Cloud			4th	Sleet Storm	2nd	Sound Burst	
2nd 	Levitate	1st	Endure Elements	4th	Summon Nature's Ally IV	2nd	Summon Monster II	
2nd 	Resist Elements	1st	Obscuring Mist	5th	Control Winds	2nd	Whispering Wind	
2nd 	Shatter	1st	Summon Monster I	5th	Summon Nature's Ally V	3rd	Gaseous Form	
2nd 	Summon Monster II	1st	Protection from Chaos	6th	Summon Nature's Ally VI	3rd	Gust of Wind	
2nd 	Whispering Wind	1st	Protection from Evil	7th	Control Weather	3rd	Magic Circle against Chaos	
3rd	Fly	1st	Protection from Good	7th	Summon Nature's Ally VII	3rd	Magic Circle against Evil	
3rd	Gaseous Form	1st	Protection from Law	7th	Wind Walk	3rd	Magic Circle against Good	
3rd	Gust of Wind	2nd	Resist Elements	8th	Repel Metal or Stone	3rd	Magic Circle against Law	
3rd	Lightning Bolt	2nd	Shatter	8th	Summon Nature's Ally VIII	3rd	Summon Monster III	
3rd	Magic Circle against Chaos	2nd	Silence	8th	Whirlwind	3rd	Wind Wall	
3rd	Magic Circle against Evil	2nd	Sound Burst	9th	Elemental Swarm	4th	Dismissal	
3rd	Magic Circle against Good	2nd	Summon Monster II	9th	Summon Nature's Ally IX	4th	Shout	
3rd	Magic Circle against Law	3rd	Magic Circle against Chaos			4th	Summon Monster IV	
3rd 	Protection from Elements	3rd	Magic Circle against Evil			5th	Contact Other Plane	
3rd	Sleet Storm	3rd	Magic Circle against Good			5th	Summon Monster V	
3rd	Stinking Cloud	3rd	Magic Circle against Law			6th	Control Weather	
3rd	Summon Monster III	3rd	Protection from Elements			6th	Plane Shift	
3rd	Water Breathing	3rd	Summon Monster III			6th	Summon Monster VI	
3rd	Wind Wall	3rd	Water Breathing					
4th	Shout	3rd	Wind Wall					
4th	Solid Fog	4th	Air Walk					
4th	Summon Monster IV	4th	Dismissal					
5th 	Cloudkill	4th	Lesser Planar Ally					
5th 	Contact Other Plane	4th	Summon Monster IV					
5th 	Dismissal	5th	Dispel Chaos					
5th 	Lesser Planar Binding	5th	Dispel Evil					
5th 	Summon Monster V	5th	Dispel Good					
6th 	Chain Lightning	5th	Dispel Law					
6th 	Control Weather	5th	Ethereal Jaunt					
6th 	Planar Binding	5th	Plane Shift					
6th 	Summon Monster VI	5th	Summon Monster V					
7th	Acid Fog	6th	Banishment					
7th 	Banishment	6th	Etherealness					
7th	Ethereal Jaunt	6th	Planar Ally					
7th	Plane Shift	6th	Summon Monster VI					
7th	Summon Monster VII	6th	Wind Walk					
8th	Etherealness	7th	Control Weather					
8th	Greater Planar Binding	7th	Summon Monster VII					
8th	Incendiary Cloud	8th	Greater Planar Ally					
8th	Summon Monster VIII	8th	Summon Monster VIII					
9th 	Gate	9th	Gate					
9th 	Summon Monster IX	9th	Storm of Vengeance					
		9th	Summon Monster IX					

Earth Elementalist Spells

	Wizard Earth Spells		Cleric Earth Spells		Druid Earth Spells		Bard Earth Spells	
1st 	Endure Elements	1st	Magic Stone	1st	Endure Elements	1st	Protection from Chaos	
1st 	Protection from Chaos	2nd	Soften Earth and Stone	1st	Pass without Trace	1st	Protection from Evil	
1st 	Protection from Evil	3rd	Stone Shape	1st	Summon Nature's Ally I	1st	Protection from Good	
1st 	Protection from Good	4th	Spike Stones	2nd	Resist Elements	1st	Protection from Law	
1st 	Protection from Law	5th	Wall of Stone	2nd	Soften Earth and Stone	1st	Summon Monster I	
1st 	Summon Monster I	6th	Stoneskin	2nd	Summon Nature's Ally II	2nd	Bull's Strength	
2nd 	Bull's Strength	7th	Earthquake	3rd	Meld into Stone	2nd	Shatter	
2nd 	Resist Elements	8th	Iron Body	3rd	Protection from Elements	2nd	Summon Monster II	
2nd 	Shatter	9th	Elemental Swarm	3rd	Stone Shape	3rd	Magic Circle against Chaos	
2nd 	Summon Monster II			3rd	Summon Nature's Ally III	3rd	Magic Circle against Evil	
3rd	Magic Circle against Chaos	1st	Endure Elements	4th	Spike Stones	3rd	Magic Circle against Good	
3rd	Magic Circle against Evil	1st	Magic Stone	4th	Summon Nature's Ally IV	3rd	Magic Circle against Law	
3rd	Magic Circle against Good	1st	Protection from Chaos	5th	Summon Nature's Ally V	3rd	Summon Monster III	
3rd	Magic Circle against Law	1st	Protection from Evil	5th	Transmute Mud to Rock	4th	Dismissal	
3rd 	Protection from Elements	1st	Protection from Good	5th	Transmute Rock to Mud	4th	Hallucinatory Terrain	
3rd	Summon Monster III	1st	Protection from Law	6th	Ironwood	4th	Summon Monster IV	
4th	Hallucinatory Terrain	1st	Summon Monster I	6th	Stone Tell	5th	Contact Other Plane	
4th	Stoneskin	2nd	Bull's Strength	6th	Summon Nature's Ally VI	5th	Summon Monster V	
4th	Summon Monster IV	2nd	Resist Elements	6th	Wall of Stone	6th	Plane Shift	
5th 	Contact Other Plane	2nd	Shatter	7th	Summon Nature's Ally VII	6th	Summon Monster VI	
5th 	Dismissal	2nd	Summon Monster II	7th	Transmute Metal to Wood			
5th 	Lesser Planar Binding	3rd	Magic Circle against Chaos	8th	Repel Metal or Stone			
5th	Mirage Arcana	3rd	Magic Circle against Evil	8th	Reverse Gravity			
5th 	Passwall	3rd	Magic Circle against Good	8th	Summon Nature's Ally VIII			
5th 	Stone Shape	3rd	Magic Circle against Law	9th	Earthquake			
5th 	Summon Monster V	3rd	Meld into Stone	9th	Elemental Swarm			
5th 	Transmute Mud to Rock	3rd	Protection from Elements	9th	Summon Nature's Ally IX			
5th 	Transmute Rock to Mud	3rd	Stone Shape					
5th 	Wall of Iron	3rd	Summon Monster III					
5th 	Wall of Stone	4th	Dismissal					
6th	Flesh to Stone	4th	Lesser Planar Ally					
6th 	Move Earth	4th	Summon Monster IV					
6th 	Planar Binding	5th	Dispel Chaos					
6th	Stone to Flesh	5th	Dispel Evil					
6th 	Summon Monster VI	5th	Dispel Good					
7th 	Banishment	5th	Dispel Law					
7th	Ethereal Jaunt	5th	Ethereal Jaunt					
7th	Plane Shift	5th	Plane Shift					
7th 	Reverse Gravity	5th	Summon Monster V					
7th 	Statue	5th	Wall of Stone					
7th	Summon Monster VII	6th	Banishment					
8th	Etherealness	6th	Etherealness					
8th	Greater Planar Binding	6th	Planar Ally					
8th	Iron Body	6th	Summon Monster VI					
8th	Summon Monster VIII	7th	Summon Monster VII					
9th 	Gate	8th	Earthquake					
9th 	Summon Monster IX	8th	Greater Planar Ally					
		8th	Summon Monster VIII					
		9th	Gate					
		9th	Summon Monster IX					

Fire Elementalist Spells

	Wizard Fire Spells		Cleric Fire Spells		Druid Fire Spells		Bard Fire Spells	
0th	Dancing Lights	1st	Burning Hands	0th	Flare	0th	Dancing Lights	
0th 	Flare	2nd	Produce Flame	0th	Light	0th	Flare	
0th	Light	3rd	Resist Elements	1st	Endure Elements	0th	Light	
1st	Burning Hands	4th	Wall of Fire	1st	Faerie Fire	1st	Protection from Chaos	
1st 	Endure Elements	5th	Fire Shield 	1st	Summon Nature's Ally I	1st	Protection from Evil	
1st 	Protection from Chaos	6th	Fire Seeds	2nd	Fire Trap	1st	Protection from Good	
1st 	Protection from Evil	7th	Fire Storm	2nd	Flame Blade	1st	Protection from Law	
1st 	Protection from Good	8th	Incendiary Cloud	2nd	Flaming Sphere	1st	Summon Monster I	
1st 	Protection from Law	9th	Elemental Swarm	2nd	Heat Metal	2nd	Daylight	
1st 	Summon Monster I			2nd	Produce Flame	2nd	Pyrotechnics	
2nd	Continual Flame	0th	Light	2nd	Resist Elements	2nd	Summon Monster II	
2nd 	Flaming Sphere	1st	Endure Elements	2nd	Summon Nature's Ally II	3rd	Magic Circle against Chaos	
2nd	Daylight	1st	Protection from Chaos	3rd	Protection from Elements	3rd	Magic Circle against Evil	
2nd	Pyrotechnics	1st	Protection from Evil	3rd	Summon Nature's Ally III	3rd	Magic Circle against Good	
2nd 	Resist Elements	1st	Protection from Good	4th	Flame Strike	3rd	Magic Circle against Law	
2nd 	Summon Monster II	1st	Protection from Law	4th	Quench	3rd	Summon Monster III	
3rd	Fireball	1st	Summon Monster I	4th	Summon Nature's Ally IV	4th	Dismissal	
3rd	Flame Arrow	2nd	Resist Elements	5th	Summon Nature's Ally V	4th	Summon Monster IV	
3rd	Magic Circle against Chaos	2nd	Summon Monster II	5th	Wall of Fire	5th	Contact Other Plane	
3rd	Magic Circle against Evil	3rd	Continual Flame	6th	Fire Seeds	5th	Summon Monster V	
3rd	Magic Circle against Good	3rd	Daylight	6th	Summon Nature's Ally VI	6th	Plane Shift	
3rd	Magic Circle against Law	3rd	Magic Circle against Chaos	7th 	Fire Storm	6th	Summon Monster VI	
3rd 	Protection from Elements	3rd	Magic Circle against Evil	7th	Summon Nature's Ally VII			
3rd	Summon Monster III	3rd	Magic Circle against Good	7th	Sunbeam			
4th	Fire Shield	3rd	Magic Circle against Law	8th	Summon Nature's Ally VIII			
4th 	Fire Trap	3rd	Protection from Elements	8th	Sunburst			
4th	Summon Monster IV	3rd	Searing Light	9th	Elemental Swarm			
4th	Wall of Fire	3rd	Summon Monster III	9th	Summon Nature's Ally IX			
5th 	Contact Other Plane	4th	Dismissal					
5th 	Dismissal	4th	Lesser Planar Ally					
5th 	Lesser Planar Binding	4th	Summon Monster IV					
5th 	Summon Monster V	5th	Dispel Chaos					
6th 	Planar Binding	5th	Dispel Evil					
6th 	Summon Monster VI	5th	Dispel Good					
7th	Plane Shift	5th	Dispel Law					
7th 	Banishment	5th	Ethereal Jaunt					
7th 	Delayed Blast Fireball	5th	Flame Strike					
7th	Ethereal Jaunt	5th	Plane Shift					
7th	Summon Monster VII	5th	Summon Monster V					
8th	Etherealness	6th	Banishment					
8th	Greater Planar Binding	6th	Etherealness					
8th	Incendiary Cloud	6th	Planar Ally					
8th	Summon Monster VIII	6th	Summon Monster VI					
8th	Sunburst	7th	Summon Monster VII					
9th 	Gate	8th	Fire Storm					
9th 	Meteor Swarm	8th	Greater Planar Ally					
9th 	Summon Monster IX	8th	Summon Monster VIII					
		9th	Gate					
		9th	Summon Monster IX					

Water Elementalist Spells

	Wizard Water Spells		Cleric Water Spells		Druid Water Spells		Bard Water Spells	
0th	Ray of Frost	1st	Obscuring Mist	0th	Create Water	1st	Protection from Chaos	
1st 	Endure Elements	2nd	Fog Cloud	0th	Purify Food & Drink	1st	Protection from Evil	
1st 	Obscuring Mist	3rd	Water Breathing	1st	Endure Elements	1st	Protection from Good	
1st 	Protection from Chaos	4th	Control Water	1st	Obscuring Mist	1st	Protection from Law	
1st 	Protection from Evil	5th	Ice Storm	1st	Summon Nature's Ally I	1st	Summon Monster I	
1st 	Protection from Good	6th	Cone of Cold	2nd	Chill Metal	2nd	Summon Monster II	
1st 	Protection from Law	7th	Acid Fog	2nd	Resist Elements	3rd	Magic Circle against Chaos	
1st 	Summon Monster I	8th	Horrid Wilting	2nd	Summon Nature's Ally II	3rd	Magic Circle against Evil	
2nd	Fog Cloud	9th	Elemental Swarm	3rd	Protection from Elements	3rd	Magic Circle against Good	
2nd	Melf's Acid Arrow			3rd	Summon Nature's Ally III	3rd	Magic Circle against Law	
2nd 	Resist Elements	0th	Create Water	3rd	Water Breathing	3rd	Summon Monster III	
2nd 	Summon Monster II	0th	Purify Food & Drink	4th	Quench	4th	Dismissal	
3rd	Magic Circle against Chaos	1st	Endure Elements	4th	Rusting Grasp	4th	Summon Monster IV	
3rd	Magic Circle against Evil	1st	Obscuring Mist	4th	Sleet Storm	5th	Contact Other Plane	
3rd	Magic Circle against Good	1st	Protection from Chaos	4th	Summon Nature's Ally IV	5th	Control Water	
3rd	Magic Circle against Law	1st	Protection from Evil	5th	Ice Storm	5th	Summon Monster V	
3rd 	Protection from Elements	1st	Protection from Good	5th	Summon Nature's Ally V	6th	Control Weather	
3rd	Sleet Storm	1st	Protection from Law	6th	Summon Nature's Ally VI	6th	Plane Shift	
3rd	Summon Monster III	1st	Summon Monster I	7th	Control Weather	6th	Summon Monster VI	
3rd	Water Breathing	2nd	Resist Elements	7th	Summon Nature's Ally VII			
4th 	Fire Shield	2nd	Summon Monster II	8th	Summon Nature's Ally VIII			
4th 	Ice Storm	3rd	Create Food & Water	9th	Elemental Swarm			
4th	Summon Monster IV	3rd	Magic Circle against Chaos	9th	Summon Nature's Ally IX			
4th	Wall of Ice	3rd	Magic Circle against Evil					
5th 	Dismissal	3rd	Magic Circle against Good					
5th	Cone of Cold	3rd	Magic Circle against Law					
5th 	Contact Other Plane	3rd	Protection from Elements					
5th 	Lesser Planar Binding	3rd	Summon Monster III					
5th 	Summon Monster V	3rd	Water Breathing					
6th	Control Water	4th	Control Water					
6th 	Control Weather	4th	Dismissal					
6th	Otiluke's Freezing Sphere	4th	Lesser Planar Ally					
6th 	Planar Binding	4th	Summon Monster IV					
6th 	Summon Monster VI	5th	Dispel Chaos					
7th	Acid Fog	5th	Dispel Evil					
7th 	Banishment	5th	Dispel Good					
7th	Ethereal Jaunt	5th	Dispel Law					
7th	Plane Shift	5th	Ethereal Jaunt					
7th	Summon Monster VII	5th	Plane Shift					
8th	Etherealness	5th	Summon Monster V					
8th	Greater Planar Binding	6th	Etherealness					
8th	Horrid Wilting	6th	Banishment					
8th	Summon Monster VIII	6th	Planar Ally					
9th 	Gate	6th	Summon Monster VI					
9th 	Summon Monster IX	7th	Control Weather					
		7th	Summon Monster VII					
		8th	Greater Planar Ally					
		8th	Summon Monster VIII					
		9th	Gate					
		9th	Storm of Vengeance					
		9th	Summon Monster IX