Merlion
First Post
I decided to drag this puppy out and revise it a bit more.
Basically, you've got no combat ability, and a very limited spell selection, but some pretty hefty class abilities to go with it. Overall, I think it works out.
The Elementalist
The elementalist is a mage who specializes in magic dealing with the four basic elements, air, earth, fire and water, and the energies and forces associated with them (such as acid, cold and electricity). Tornados, earthquakes, forest fires, tidal waves, the power of all of these are within the grasp of the Elementalist. Eventually, an Elementalist learns the subtle connections between the elements, and many types of spells. They also gain the ability to summon an elemental companion to aid them, and they can eventually learn other ways to manipulate the elements, such as assuming the form of an elemental, or dispelling the elemental spells of others.
Adventures: Elementalists adventure for many of the same reasons as wizard, to explore, and to gain knowledge and power. Many elementalists also wish to visit many different climates and types of terrain that correspond to the different elements, such as oceans or rivers, mountains and caves, volcanos, and high windy mountaintops or plains.
Characteristics:, but also from a close connection the the elements and their power. An elementalist has spells for attack and defense, and to aid in travel. They are physically frail, but have the ability to summon an elemental to act as their companion and aid in battle. Eventually, through long study an Elementalist can learn a wider range of spell that are subtly connected to the elements (for instance, mind-affecting spells are related to Air).
Religion: Some elementalist’s are devoted followers of gods of the elements or nature. Some follow gods of knowledge and magic. Many are more devoted to their craft than any religion.
Background: Elementalist’s come from a wide range of cultural and economic backgrounds. Most Elementalists manifest their abilities early in life, and are sent away or apprenticed to older elementalists to learn to harness their power.
Races: Elves love of magic and nature often draws them to the path of the Elementalist. Humans, especially those from harsh environments, often manifest elemental magic to aid their people’s survival. Gnomes tend to favor less direct forms of magic, but some become elementalists with a focus on earth magic. Many Halflings are drawn to the practice of Air and Water magic. Dwarves are generally distrustful of arcane magic but some few have been known to become elementalists and practice earth and fire magic. Some Half-Elves follow the elemental path for the same reasons as elves. And as with Wizardry, Half-Orcs find themselves ill suited to the practice of Elementalism.
Other Classes: Elementalist get along with Druids better than most other Arcane spellcasters, since they tend to be more down to earth and share many areas of interest with druids. Fighters and other militant classes appreciate the Elementalist’s offensive capacity as well as their many useful travel spells. Cleric’s have mostly the same feelings toward Elementalists that they do towards wizards and sorcerers, unless the Cleric follows an elemental religion in which case the cleric will most likely see the elementalist as a potential convert. Elementalist’s some times compete with wizards and sorcerers since their role in a group is often similar.
Game Rule Information:
Elementalists have the following game statistics
Abilities: Charisma determines how powerful a spell an Elementalist can cast, how many spells an Elementalist can cast per day, and how hard those spells are to resist. To cast a spell an Elementalist must have a Charisma score of 10+ the level of the spell. An Elementalist gains bonus spells based on Charisma. The saving throw DC for a Elementalist’s spell is 10 + the spells level + the Elementalist’s Charisma modifier.
Charisma effects an Elementalist’s ability to rebuke Elementals, Dexterity can help compensate for their lack of armor, and Constitution for their low hit points.
Alignment: Any
Hit Die: d4
Class Skills: The Elementalist’s class skills, and the key ability for each skill are: Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis)
Skill points at first level: 2+ Int modifier x4
Skill points at each level: 2 + Int modifier
Class Features: All of the following are class features of the Elementalist class.
Armor and Weapon proficiency: The Elementalist is proficient with the staff, dagger, and crossbows. Elementalist’s are not proficient with any armor, or with shields
BAB and Saves: As Wizard
Spells: An Elementalist casts Arcane spells (The same type of spells available to Wizards, Sorcerers, and Bards) which are drawn from the elementalist spell list. An elementalist may also use the elemental Mastery class feature to expand his spell list slightly.
To learn, or cast a spell, the elementalist must have a Charisma score of equal to at least 10 + the spell’s level. The difficulty class for for a saving throw against an elementalist’s spell is 10+ the spell level + the elementalists Charisma modifier.
An Elementalists selection of spells is limited, Your elementalist begins play knowing 4 0th level spells, and 3 first level spells of your choice. At each level an Elementalist gains one or more new spells and indicated on the Elementalist Spells Known table. An elementalists number of spells known is unaffected by his Charisma modifier..
An Elementalist is limited to casting a certain number of spells per day, but he need not prepare them ahead of time. An elementalist’s bonus spells are based on Charisma, and the saving throw DC for an elementalists spells is 10+ the level of the spell, + the elementalist’s Charisma modifier.
At 4th level, and each even-numbered Elementalist level thereafter the Elementalist may chose to forget a previously known spell and exchange it for a new one. The new spell must be of the same level as the spell lost, and it must be 2 levels lower than the highest level spell the Elementalist can cast. For instance, at 4th level the Elementalist could lose one of his known 0th level spells, and exchange it for a different 0th level spell.
Spell Progression and Spells Known: As the Sorcerer, but with 1 more spell known at spell levels 2-9 (so 2 2nd level spells known at 4th level, 2 3rd level at 6th etc)
1st level: Rebuke/Command elementals: Exactly as the evil cleric ability, but usable only on Elementals
Elemental Mastery: At 1st level, and again at 5th, 10th, 15th and 20th level the elementalist may select an ability from the following list:
Elemental/Energy Substitition(Ex): The Elementalist may either choose to alter a spell with one of the acid cold electricity or fire descriptors so that it uses one of the other three of these energy types. Or, he may alter a spell with one of the air earth fire or water descriptors that deals damage or creates a quanitity of the element to use or create any of the other three elements. The alteration is made as a free action when the spell is cast. The elementalist may use this ability 1 time per day, plus one additional time per day at 5th, 10th, 15th and 20th level.
Elemental/Energy Resistance(Ex): The elementalist may choose to either gain either resistance 10 to acid, cold, electricity, or fire, or he may choose air, earth, or water and gain a resistance of 10 against any spell with the chosen elemental descriptor that deals damage and is subject to spell resistance, as well as to the physical attacks of Elementals of the chosen type.
Overcome Resistance(Ex): The Elementalist may cast a single spell and have it ignore some degree of energy resistance. Any creature affected by the chosen spell is treated as having its resistance to the spells energy descriptor as 10 points below its normal value. Using this ability is a free action that must be declared before the spell is cast. The ability may be used once per day, plus one additional time per day for every 2 levels beyond first (twice at 3rd level, 3 times at 5th level etc).
Elemental Attack(Sp): The Elementalist may manipulate and element to attack his foes at a distance. Regardless of which element is used, the ability has a range of Close. The Elementalist may use this ability once per day, plus an additional time per day at 5th, 10th, 15th and 20th level.
Air Blades: The Elementalist forms the air around him into solid blades that speed toward the target. He must succeed at a normal ranged attack to hit. The blades each deal 1d8 points of slashing damage, and threaten a critical on a 19 or 20. The Elementalist may create 1 blade, plus an additional blade for every 3 levels beyond first (2 at 4th level, 3 at 7th level, 4 at 10th level, and the maximum of 5 at 13th level). Blades may be directed at the same or different targets, but no two targets may be more than 15 feet apart. Because the blades are made of physical solidified air, they do not bypass damage reduction.
Earth Weapons: The Elementalist conjures spikes, blades or bludgeons of stone and hurls them toward an enemy. What type of weapon (and the corresponding type of damage) is chosen by the elementalist when the ability is activated, and is the same for all weapons created by that use of the ability.
Regardless of form, the weapons each deal 1d8 points of damage, and require a normal ranged attack roll to hit. The elementalist may create 1 weapon plus one per 3 levels beyond first. Weapons may be directed at the same or different targets, but no two targets may be more than 15 feet apart.
Because they are physical weapons, they do not bypass damage reduction.
Fire Bolts: The elementalist hurls blasts of fire at the target. The elementalist must succeed at a ranged touch attack to hit. Each bolt does 1d6 points of fire damage to a target. The Elementalist may create 1 bolt, plus one per 3 levels beyond first. Bolts may be directed at the same or different targets, but no two targets may be more than 15 feet apart.
Water Blast: The Elementalist conjures a stream of water from his hand to strike the target. A normal ranged attack roll is required to hit. The stream deals 1d4 points of damage, and the target is dazed for 1 round by water spraying in its eyes, mouth, and nose. Aquatic creatures are immune to this effect.
Elemental Defense(Sp): The elementalist may use an element to shield himself from danger, or harm those that attack him. Regardless of which element is used, the ability lasts for 1 minute per elementalist level, and may be used once per day, plus an additional time per day at 5th, 10th, 15th and 20th Elementalist level.
Aura of Flame: The elementalist sheaths himself in roaring flames. He gains cold resistance 10. Additionally, anyone attacking the elementalist with hand held or natural weapons takes 1d4 points of fire damage each round they maintain the attack.
Frost Armor: The elementalist coats himself in a thick layer of frost. He gains fire resistance 10, and a +4 armor bonus to armor class. The frost armor incurs no armor check penalty or arcane spell failure chance.
Shield of Winds: The Elementalist conjures a shield of swirling winds. The shield blocks all normal and magical arrows, bolts and bullets. Melee attacks against the Elementalist suffer a 10% miss chance.
Stone Spikes: The Elementalist causes spikes of stone to protrude from his body. This grants him damage reduction 5/adamantine. Additionally, anyone attacking the elementalist with natural or hand held weapons takes 1d4 points of piercing damage each round they maintain the attack.
3rd level: Elemental Companion(Sp): At 3rd level, the Elementalist may summon an elemental companion once per day. The elemental gains in strength as the Elementalist gains levels (use the chart for Druid animal companion). The Elemental’s size and other abilities are as a normal elemental of its Hit Dice. The Elemental remains for 24 hours or until destroyed. If the Elemental is destroyed the Elementalist may not summon another for 24 hours.
At 7th level the Elementalist may choose to summon an Air, Earth, Fire or Water Mephit instead of a normal elemental. The Mephit advances according to the Elementalist’s level just as a normal elemental would
7th level: Elemental Form(Su): The elementalist eventually learns to transform himself into elemental form. At 7th level, he may change into a small or medium Elemental and back again once per day. The transformation lasts for 1 hour per elementalist level, or until the elementalist decides to change back. The elementalist gains all abilities of the new form. At 9th level, he may transform twice per day, and at 11th level, three times per day. At 13th level he may transform into a Large elemental.
Elementalist Spell List
1st:
Air:
Feather Fall
Obscuring Mist
Shocking Grasp
Vortex*
Earth:
Magic Stone
Earth Blast*
Fire:
Burning Hands
Faerie Fire
Inferno Blast*
Water:
Grease
Obscuring Mist
Waterspout*
General:
Endure Elements, Summon Monster 1
2nd:
Air:
Fog Cloud
Levitate
Whispering Wind
Wind Wall
Earth:
Melf’s Acid Arrow
Soften Earth and Stone
Warp Wood
Wood Shape
Fire:
Fire Trap
Flame Blade
Flaming Sphere
Heat Metal
Produce Flame
Pyrotechnics
Water:
Chill Metal
Fog Cloud
Melf’s Acid Arrow
General: Resist Elements, Summon Monster 2
3rd:
Air:
Fly
Gaseous Form
Gust of Wind
Lightning Bolt
Sleet Storm
Stinking Cloud
Water Breathing
Earth:
Earth Rupture*
Keen Edge
Meld Into Stone
Root*
Rusting Grasp
Stone Shape
Fire:
Fireball
Flame Arrow
Water:
Quench
Rusting Grasp
Sleet Storm
Water Breathing
Watery Fist*
General: Dispel Magic, Protection From Elements, Summon Monster 3
4th:
Air:
Air Walk
Call Lightning
Ice Storm
Solid Fog
Vacuum Burst*
Earth:
Spike Stones
Stoneskin
Fire:
Fire Shield
Flame Strike (All Fire)
Wall of Fire
Water:
Control Water
Ice Storm
Solid Fog
Wall of Ice
General: Summon Monster 4
5th:
Air:
Cloudkill
Control Winds
Earth:
Earth Wave*
Passwall
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Iron
Wall of Stone
Fire:
Bolts of Fire*
Water
Cloudkill
Cone of Cold
Transmute Mud to Rock
Transmute Rock to Mud
General: Lesser Planar Binding, Summon Monster 5
6th:
Air:
Acid Fog
Chain Lightning
Control Weather
Whirlwind Blast*
Earth:
Acid Fog
Flesh to Stone
Move Earth
Stone to Flesh
Fire:
Delayed Blast Fireball
Fire Seeds
Water:
Acid Fog
Control Weather
Otiluke’s Freezing Sphere
General: Greater Dispelling, Planar Binding, Summon Monster 6
7th:
Air: Blizzard*, Whirlwind, Wind Walk
Earth: Phase Door, Statue, Transmute Metal to Wood
Fire: Delayed Blast Fireball, Firestorm,
Water: Blizzard*
General: Plane Shift (Elemental planes only), Summon Monster 7
8th:
Air: Horrid Wilting, Incendiary Cloud
Earth: Earthquake, Iron Body, Repel Metal or Stone
Fire: Incendiary Cloud
Water: Horrid Wilting,
General: Greater Planar Binding, Summon Monster 8
9th:
Air:
Elemental Swarm
Earth: Elemental Swarm
Fire: Elemental Swarm, Meteor Swarm
Water: Elemental Swarm
General: Elemental Swarm, Summon Monster 9
Basically, you've got no combat ability, and a very limited spell selection, but some pretty hefty class abilities to go with it. Overall, I think it works out.
The Elementalist
The elementalist is a mage who specializes in magic dealing with the four basic elements, air, earth, fire and water, and the energies and forces associated with them (such as acid, cold and electricity). Tornados, earthquakes, forest fires, tidal waves, the power of all of these are within the grasp of the Elementalist. Eventually, an Elementalist learns the subtle connections between the elements, and many types of spells. They also gain the ability to summon an elemental companion to aid them, and they can eventually learn other ways to manipulate the elements, such as assuming the form of an elemental, or dispelling the elemental spells of others.
Adventures: Elementalists adventure for many of the same reasons as wizard, to explore, and to gain knowledge and power. Many elementalists also wish to visit many different climates and types of terrain that correspond to the different elements, such as oceans or rivers, mountains and caves, volcanos, and high windy mountaintops or plains.
Characteristics:, but also from a close connection the the elements and their power. An elementalist has spells for attack and defense, and to aid in travel. They are physically frail, but have the ability to summon an elemental to act as their companion and aid in battle. Eventually, through long study an Elementalist can learn a wider range of spell that are subtly connected to the elements (for instance, mind-affecting spells are related to Air).
Religion: Some elementalist’s are devoted followers of gods of the elements or nature. Some follow gods of knowledge and magic. Many are more devoted to their craft than any religion.
Background: Elementalist’s come from a wide range of cultural and economic backgrounds. Most Elementalists manifest their abilities early in life, and are sent away or apprenticed to older elementalists to learn to harness their power.
Races: Elves love of magic and nature often draws them to the path of the Elementalist. Humans, especially those from harsh environments, often manifest elemental magic to aid their people’s survival. Gnomes tend to favor less direct forms of magic, but some become elementalists with a focus on earth magic. Many Halflings are drawn to the practice of Air and Water magic. Dwarves are generally distrustful of arcane magic but some few have been known to become elementalists and practice earth and fire magic. Some Half-Elves follow the elemental path for the same reasons as elves. And as with Wizardry, Half-Orcs find themselves ill suited to the practice of Elementalism.
Other Classes: Elementalist get along with Druids better than most other Arcane spellcasters, since they tend to be more down to earth and share many areas of interest with druids. Fighters and other militant classes appreciate the Elementalist’s offensive capacity as well as their many useful travel spells. Cleric’s have mostly the same feelings toward Elementalists that they do towards wizards and sorcerers, unless the Cleric follows an elemental religion in which case the cleric will most likely see the elementalist as a potential convert. Elementalist’s some times compete with wizards and sorcerers since their role in a group is often similar.
Game Rule Information:
Elementalists have the following game statistics
Abilities: Charisma determines how powerful a spell an Elementalist can cast, how many spells an Elementalist can cast per day, and how hard those spells are to resist. To cast a spell an Elementalist must have a Charisma score of 10+ the level of the spell. An Elementalist gains bonus spells based on Charisma. The saving throw DC for a Elementalist’s spell is 10 + the spells level + the Elementalist’s Charisma modifier.
Charisma effects an Elementalist’s ability to rebuke Elementals, Dexterity can help compensate for their lack of armor, and Constitution for their low hit points.
Alignment: Any
Hit Die: d4
Class Skills: The Elementalist’s class skills, and the key ability for each skill are: Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis)
Skill points at first level: 2+ Int modifier x4
Skill points at each level: 2 + Int modifier
Class Features: All of the following are class features of the Elementalist class.
Armor and Weapon proficiency: The Elementalist is proficient with the staff, dagger, and crossbows. Elementalist’s are not proficient with any armor, or with shields
BAB and Saves: As Wizard
Spells: An Elementalist casts Arcane spells (The same type of spells available to Wizards, Sorcerers, and Bards) which are drawn from the elementalist spell list. An elementalist may also use the elemental Mastery class feature to expand his spell list slightly.
To learn, or cast a spell, the elementalist must have a Charisma score of equal to at least 10 + the spell’s level. The difficulty class for for a saving throw against an elementalist’s spell is 10+ the spell level + the elementalists Charisma modifier.
An Elementalists selection of spells is limited, Your elementalist begins play knowing 4 0th level spells, and 3 first level spells of your choice. At each level an Elementalist gains one or more new spells and indicated on the Elementalist Spells Known table. An elementalists number of spells known is unaffected by his Charisma modifier..
An Elementalist is limited to casting a certain number of spells per day, but he need not prepare them ahead of time. An elementalist’s bonus spells are based on Charisma, and the saving throw DC for an elementalists spells is 10+ the level of the spell, + the elementalist’s Charisma modifier.
At 4th level, and each even-numbered Elementalist level thereafter the Elementalist may chose to forget a previously known spell and exchange it for a new one. The new spell must be of the same level as the spell lost, and it must be 2 levels lower than the highest level spell the Elementalist can cast. For instance, at 4th level the Elementalist could lose one of his known 0th level spells, and exchange it for a different 0th level spell.
Spell Progression and Spells Known: As the Sorcerer, but with 1 more spell known at spell levels 2-9 (so 2 2nd level spells known at 4th level, 2 3rd level at 6th etc)
1st level: Rebuke/Command elementals: Exactly as the evil cleric ability, but usable only on Elementals
Elemental Mastery: At 1st level, and again at 5th, 10th, 15th and 20th level the elementalist may select an ability from the following list:
Elemental/Energy Substitition(Ex): The Elementalist may either choose to alter a spell with one of the acid cold electricity or fire descriptors so that it uses one of the other three of these energy types. Or, he may alter a spell with one of the air earth fire or water descriptors that deals damage or creates a quanitity of the element to use or create any of the other three elements. The alteration is made as a free action when the spell is cast. The elementalist may use this ability 1 time per day, plus one additional time per day at 5th, 10th, 15th and 20th level.
Elemental/Energy Resistance(Ex): The elementalist may choose to either gain either resistance 10 to acid, cold, electricity, or fire, or he may choose air, earth, or water and gain a resistance of 10 against any spell with the chosen elemental descriptor that deals damage and is subject to spell resistance, as well as to the physical attacks of Elementals of the chosen type.
Overcome Resistance(Ex): The Elementalist may cast a single spell and have it ignore some degree of energy resistance. Any creature affected by the chosen spell is treated as having its resistance to the spells energy descriptor as 10 points below its normal value. Using this ability is a free action that must be declared before the spell is cast. The ability may be used once per day, plus one additional time per day for every 2 levels beyond first (twice at 3rd level, 3 times at 5th level etc).
Elemental Attack(Sp): The Elementalist may manipulate and element to attack his foes at a distance. Regardless of which element is used, the ability has a range of Close. The Elementalist may use this ability once per day, plus an additional time per day at 5th, 10th, 15th and 20th level.
Air Blades: The Elementalist forms the air around him into solid blades that speed toward the target. He must succeed at a normal ranged attack to hit. The blades each deal 1d8 points of slashing damage, and threaten a critical on a 19 or 20. The Elementalist may create 1 blade, plus an additional blade for every 3 levels beyond first (2 at 4th level, 3 at 7th level, 4 at 10th level, and the maximum of 5 at 13th level). Blades may be directed at the same or different targets, but no two targets may be more than 15 feet apart. Because the blades are made of physical solidified air, they do not bypass damage reduction.
Earth Weapons: The Elementalist conjures spikes, blades or bludgeons of stone and hurls them toward an enemy. What type of weapon (and the corresponding type of damage) is chosen by the elementalist when the ability is activated, and is the same for all weapons created by that use of the ability.
Regardless of form, the weapons each deal 1d8 points of damage, and require a normal ranged attack roll to hit. The elementalist may create 1 weapon plus one per 3 levels beyond first. Weapons may be directed at the same or different targets, but no two targets may be more than 15 feet apart.
Because they are physical weapons, they do not bypass damage reduction.
Fire Bolts: The elementalist hurls blasts of fire at the target. The elementalist must succeed at a ranged touch attack to hit. Each bolt does 1d6 points of fire damage to a target. The Elementalist may create 1 bolt, plus one per 3 levels beyond first. Bolts may be directed at the same or different targets, but no two targets may be more than 15 feet apart.
Water Blast: The Elementalist conjures a stream of water from his hand to strike the target. A normal ranged attack roll is required to hit. The stream deals 1d4 points of damage, and the target is dazed for 1 round by water spraying in its eyes, mouth, and nose. Aquatic creatures are immune to this effect.
Elemental Defense(Sp): The elementalist may use an element to shield himself from danger, or harm those that attack him. Regardless of which element is used, the ability lasts for 1 minute per elementalist level, and may be used once per day, plus an additional time per day at 5th, 10th, 15th and 20th Elementalist level.
Aura of Flame: The elementalist sheaths himself in roaring flames. He gains cold resistance 10. Additionally, anyone attacking the elementalist with hand held or natural weapons takes 1d4 points of fire damage each round they maintain the attack.
Frost Armor: The elementalist coats himself in a thick layer of frost. He gains fire resistance 10, and a +4 armor bonus to armor class. The frost armor incurs no armor check penalty or arcane spell failure chance.
Shield of Winds: The Elementalist conjures a shield of swirling winds. The shield blocks all normal and magical arrows, bolts and bullets. Melee attacks against the Elementalist suffer a 10% miss chance.
Stone Spikes: The Elementalist causes spikes of stone to protrude from his body. This grants him damage reduction 5/adamantine. Additionally, anyone attacking the elementalist with natural or hand held weapons takes 1d4 points of piercing damage each round they maintain the attack.
3rd level: Elemental Companion(Sp): At 3rd level, the Elementalist may summon an elemental companion once per day. The elemental gains in strength as the Elementalist gains levels (use the chart for Druid animal companion). The Elemental’s size and other abilities are as a normal elemental of its Hit Dice. The Elemental remains for 24 hours or until destroyed. If the Elemental is destroyed the Elementalist may not summon another for 24 hours.
At 7th level the Elementalist may choose to summon an Air, Earth, Fire or Water Mephit instead of a normal elemental. The Mephit advances according to the Elementalist’s level just as a normal elemental would
7th level: Elemental Form(Su): The elementalist eventually learns to transform himself into elemental form. At 7th level, he may change into a small or medium Elemental and back again once per day. The transformation lasts for 1 hour per elementalist level, or until the elementalist decides to change back. The elementalist gains all abilities of the new form. At 9th level, he may transform twice per day, and at 11th level, three times per day. At 13th level he may transform into a Large elemental.
Elementalist Spell List
1st:
Air:
Feather Fall
Obscuring Mist
Shocking Grasp
Vortex*
Earth:
Magic Stone
Earth Blast*
Fire:
Burning Hands
Faerie Fire
Inferno Blast*
Water:
Grease
Obscuring Mist
Waterspout*
General:
Endure Elements, Summon Monster 1
2nd:
Air:
Fog Cloud
Levitate
Whispering Wind
Wind Wall
Earth:
Melf’s Acid Arrow
Soften Earth and Stone
Warp Wood
Wood Shape
Fire:
Fire Trap
Flame Blade
Flaming Sphere
Heat Metal
Produce Flame
Pyrotechnics
Water:
Chill Metal
Fog Cloud
Melf’s Acid Arrow
General: Resist Elements, Summon Monster 2
3rd:
Air:
Fly
Gaseous Form
Gust of Wind
Lightning Bolt
Sleet Storm
Stinking Cloud
Water Breathing
Earth:
Earth Rupture*
Keen Edge
Meld Into Stone
Root*
Rusting Grasp
Stone Shape
Fire:
Fireball
Flame Arrow
Water:
Quench
Rusting Grasp
Sleet Storm
Water Breathing
Watery Fist*
General: Dispel Magic, Protection From Elements, Summon Monster 3
4th:
Air:
Air Walk
Call Lightning
Ice Storm
Solid Fog
Vacuum Burst*
Earth:
Spike Stones
Stoneskin
Fire:
Fire Shield
Flame Strike (All Fire)
Wall of Fire
Water:
Control Water
Ice Storm
Solid Fog
Wall of Ice
General: Summon Monster 4
5th:
Air:
Cloudkill
Control Winds
Earth:
Earth Wave*
Passwall
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Iron
Wall of Stone
Fire:
Bolts of Fire*
Water
Cloudkill
Cone of Cold
Transmute Mud to Rock
Transmute Rock to Mud
General: Lesser Planar Binding, Summon Monster 5
6th:
Air:
Acid Fog
Chain Lightning
Control Weather
Whirlwind Blast*
Earth:
Acid Fog
Flesh to Stone
Move Earth
Stone to Flesh
Fire:
Delayed Blast Fireball
Fire Seeds
Water:
Acid Fog
Control Weather
Otiluke’s Freezing Sphere
General: Greater Dispelling, Planar Binding, Summon Monster 6
7th:
Air: Blizzard*, Whirlwind, Wind Walk
Earth: Phase Door, Statue, Transmute Metal to Wood
Fire: Delayed Blast Fireball, Firestorm,
Water: Blizzard*
General: Plane Shift (Elemental planes only), Summon Monster 7
8th:
Air: Horrid Wilting, Incendiary Cloud
Earth: Earthquake, Iron Body, Repel Metal or Stone
Fire: Incendiary Cloud
Water: Horrid Wilting,
General: Greater Planar Binding, Summon Monster 8
9th:
Air:
Elemental Swarm
Earth: Elemental Swarm
Fire: Elemental Swarm, Meteor Swarm
Water: Elemental Swarm
General: Elemental Swarm, Summon Monster 9
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