The Primal Elementalist
Void Skin: 4th lvl: Acting in a similar fashion to Waterskin or Fireskin, this powerful passively cast spell will create an instantaneous flicker of pure Void. The affects of the spell depend upon the type of weapon employed against the elementalist. Example: If a sword punctured the skin then the blade itself must save vs. the Void, whereas if a claw or talon punctured the skin the creature would make the same save roll.
Primal Elemental: Any elemental cast will, effectively become Primal Elementals, but this does not necessarily entail the kind of ‘proto sentience’ that the caster has in mind. The Primal Elemental is five times more able to overcome it’s normal counterpart in whatever form it appears. Programmed Elemental: 5th lvl: will be a separate spell entirely, but has the advantage of allowing the user to give it three separate tasks to perform (guard, move on command etc...). This has obvious benefits and can apply to any kind of elemental (water, earth, fire etc...). The Primal Elemental is still an elemental and can be dispelled by other ‘normal’ elementals and casters although this chance would be greatly decreased.
Stone Sight: 4th lvl: The beacon/receiver type ability of this spell is well within the boundaries of the Primal Elementalist. Restrictions apply:- This spell can be cast in only three locations at any one time. To view from a stone sight the elementalist merely has to concentrate on the location.
Elemental State: Not applicable.
Elemental Form: 5th lvl: This powerful spell will allow the caster to seep through solid rock, become the wind, liquify or move as flames in a fire. The duration is one round per level of the caster. The caster, however, is restricted whilst in this state. He or she cannot cast in anything but the human form and the transformation between one state and another takes one segment (six seconds).
Transport Via Elements: Not applicable. The druid ability transport via plants is a product of Nature’s intervention and is a semi religious skill. Another approach is required.
Peace: 3rd lvl: Area of effect 100 feet radius. Save vs. magic applies.
Enmity: 3rd lvl: As above.
Sensory Deprivation: 5th lvl: Range touch, this powerful spell will suspend the victim in a globe of nothingness surrounded by an impenetrable barrier of Void. Only the caster is able to move in and out of this space. Duration one day per level.
Elemental Guardian: 6th lvl: This spell is a more advanced form of ‘programmed elemental’ in that the creature summoned can accept verbal (even mental) commands for as long as the caster wishes. It cannot communicate, only guard, but it will last for as long as the caster wishes or until it is dispelled or destroyed. The elementalist is limited to only one elemental guardian at any time although it can be of any type. (An earth elemental would take the form of a golem although it could perform any of the tasks of that type ((tunnel etc..)) ).
Distant Sight: Not applicable. Because of the nature of the Primal Elementalist he or she will develop a natural ability to ‘know his surroundings’. It will take the form of an elemental haragei where the caster gains knowledge from the elements around him without thinking.
Location: 3rd lvl: This spell will allow the caster to find objects or people anywhere on Greyhawk. The restrictions are that this spell can only be cast on the same object/being once per level, although a successful location will allow further attempts until failure. This power will be directly affected by the elemental seasons and the caster may find that the closer to elemental festivals the better his chances of location are.
Stone Skin: 4th lvl: This spell would not affect the armour class of the caster but would add a barrier of 40 hit points to the caster’s HTK. Any damage taken would come off the stone skin first. Once the total damage was reached the spell is gone. Note: This spell is not cumulative.
Air/Water Drain: The spell is called Primal Vacuum: 6th lvl: It allows a total vacuum to be created, not as the magic user spell. See the DM !!
Lava Jet: 3rd lvl: This spell unleashes a stream of lava up to 120 feet in range at the victim. This will cause 2D6 damage / level of the caster to any it hits, not to mention untold damage to the surroundings !
Steam Jet: 3rd lvl: As above.
Tissue Control: 4th lvl: This is not a spell but is a rather unique ability of the Primal Elementalist. He or she is able to redifine the very molecules of his skin into the various elemental states. For example he could burn out a poison, redirect the flow of blood from a serious wound or mend broken limbs etc...Each usage will heal an area of between 10 and 60% of all damage.
Void Walk: See Appendices.
Life Awareness: 5th lvl: This spell lasts for one round per level and is an extremely powerful locating tool. It will see many things, including those on the Void itself or hidden in other ways. It is particularly effective against things hidden within the elements and it’s range is dependant on the power of the caster.
Compartmentalise Soul: 6th lvl: This powerful spell is cast only ever once. It divides the soul into many different fragments (always in increments of one constitution point) so that any potential risk to the soul is greatly decreased. This effectively means that the recipient of the spell is immune to possession since the demon could only ever possess one fraction of the soul at any one time. Any soul draining weapon can only ever take one point of constitution per successful hit. This spell is restricted to caster only.
Compartmentalise Mind: See ‘Primal Intelligence’.
Change Elemental State: 4th lvl: This spell gives the ability to change an object from one state to another. Range 100 feet, area of effect 5 square feet per level.
Rock to Lava: 4th lvl: As above but with 10 square feet per level area of effect.
Identify Person: Not applicable.
Primal Mental Distortion: See ‘Primal Intelligence’.
Primal Defence: 3rd lvl: This spell causes a vast distortion in the elements around the caster and makes him or her very difficult to hit. Duration one round per level and effectively lowers armour class to -5. This spell is restricted to caster only.
Multiple Spell: Not applicable. This ability is possible with a compartmentalised mind but is limited to individual casting techniques. For example it would be possible to cast an elementalist spell and a necromantic spell within the same round - not two elemental spells.
Soul Drain: 6th lvl: This spell is a dangerous weapon and requires the caster to touch his victim. Upon touch the spell is cast and soul combat ensues, with the winner reaping the rewards. From a Primal Elementalist point of view the rewards are worth the risk. The table below shows how the caster can use these drained points of constitution:
1 point - 1 magic point.
2 points - 1 hit point
5 points - 1,000 exp points
15 points - +1 attribute point (STR,DEX etc...)
Strength Drain: Not applicable, see above.
Intelligence Drain: Not applicable, see above.
Elemental Empathy: This skill is already covered under the ‘distant sight’ ability. The Primal Elementalist will gain insights into all things primal and otherwise, particularly if there are elementals about.
Projection: 4th lvl: This primal spell takes several forms, dependant upon the caster’s needs at the time. A projection can take one of four forms: earth, air, fire and water. The user must be within 500 yards of the projection which will be able to utilise the elementalists ‘distant sight’ capabilities to the full. The caster cannot cast through his projection, although he will be able to influence any other elementals which he comes into contact with.
Voice Projection: Not applicable. Breeze words is able to cause identicle results.
Air Messenger: 3rd lvl: This unusual spell causes a gaseous image of the caster to be hastened through the air on the winds to a specific location or to a specific person. The image can then give and receive a message and hasten back to the caster. The range is ten miles per level of the caster.
Elemental Chaos: 6th lvl: A dangerous, highly volatile spell that will disrupt an area of five feet diameter per level of the caster. It has the effect of randomly altering the elements within the area of affect so that fire might become water, air might become rock etc... The spell would last for a matter of a few moments.
Elemental Order: Not applicable.
Elemental Palace: Not applicable.
Tongues: See Appendices.