YANFANG -- CLASS -- ELEMENTAL MANIPULATION
School of Elemental Manipulation
The School of Elemental Manipulation take three forms: the ability to create an element where it does not presently exist; the ability to control already-present elements; and finally, to reverse or cancel various forms of magic.
From Nothing
the lowest level spells allow you to create a small amount of an element from nothing. Higher level spells allow you to conjure a greater amount of that element and also have more control over the initial effect of the spell.
1 (create element)
exhale
gust
of wind
air
elemental, small
whirlwind,
small
globe
of high wind, surrounding caster
wind
wall
whirlwind,
medium
air
elemental, medium
horizontal
twister
tempest
drop of blood
anemia
(cause bleeds to deal double damage)
heal
wound, light
open
wound, light
heal
wound, moderate
open
wound, moderate
heal
wound, major
open
wound, major
drain
blood, y+xd6 damage heal for half; if fully healed, add x temporary
base health
clone
self
blood
rot
change
blood type, self or other
blood
elemental
toxic tear
poisonous
liquid
apply
magical poison to any weapon attack for x turns
poison
cloud
poison
spray
poison
elemental
poison
wall
poison
wave
pool
of acid
acid
rain
mass
contagion
toxic
storm
snap and spark
shocking
touch
arc
of lightning
lightning
bolt
chain
lightning
electric
field
orb
of electricity
globe
of lightning
pillars
of electricity
tower
of electricity
lightning
storm
misty globe, pearl of water
pure
water
cleansing
water
douse
flame
intense
fog
summon
water elemental
water
fall
capsize
river
of restoration
pummeling
waves
tidal
fist
floral palms
create
edible plant
tangling
vines
thorn
wall
strangling
vines
venom
vines
bamboo
spike trap
toxic
pollen
overgrow
summon
floral or tree elemental
fuse
other, vegetation
air crystals
icy
grasp
ice
shoot
crystal
shard
ice
shield
crystalline
amber
ice
elemental
aerial
diamond saw
1000
slices
knives
from the sky
eternal
winter
stone
hand, dust mote
earth
sink
fool's
gold
conjure
boulder
summon
earth elemental
summon
gem elemental
quicksand
conjure
shelter
create
hill, mountain
cut
canyon
earthquake
a ray of sunlight
fire
bolt, up to 10
flame
orbs, up to 5
fire
wall
pillar
of flame, up to 3
fire
elemental
incendiary
device, projectile fire ball
combustion
conflagration
inferno
fiery
vortex
Will to Change: you learn to target and control an already-existing element. If an element already exists this will reduce the cast time of a spell relative to a desired effect that requires conjuring the element first.
protection from element (DR)
weakness to element (-DR)
increase save against element-based spell
decrease save against element-based spell
grow/shrink
expand
heighten
intensify
Area of Effect
control (beam, ray, shape, wall)
elemental phantasm
summon element animus
storm
Negation
dispel
magic
dispel illusion
detect invisible
detect ethereal
remove
curse
stop madness
inert potion
reverse potion
ability damage
replenish over x turns
invisible dome
force wall
circle of
protection (adds physical DR for allies within circle)
sacred space
(anti-movement)
increase saves against spells for allies
magic
damage shield – self or other
spell stop -- reverse spell -- reflect
spell
absorb energy
null magic item for x turns -- curse item for x turns
banish summon
mass silence
mass stasis
anti-magic field
Conditioning –
spell concentration
defensive casting
unarmored proficiency (mobility, saves)
temporary base health
cool down reduction
mental ability damage
reduction
long distance running
snare immunity for x turns
increased save against petrified/freezing/immobilization status
effects
increased save against fear/hallucination/hysteria
DR
against spell type (up to 4 types at 8th level, 5 at 10th,
6 at Q)
treat wound (blood pool DR)
DR while casting -- additional DR
if triggering A/O
bonus to DR while moving
positional awareness (+%
heart skill to defend against flank attacks)
protection (up to 5d6)
against stealth attacks
stun resistance
trip resistance
DR when
hearts are gone
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