Elementalist Level 3

 

Banish elemental

Spell Level:             Elemental 3

Magic Points:         10

Range:                     24 yards

Duration:               Instant

Ingredients:            Water for a Fire Elemental, sulphur for a Water Elemental, a small rock for an Air Elemental, or a kite for an earth elemental.

This spell allows the caster to dispel a single elemental within 24 yards. The elemental must test against WP, to avoid the spell effects. If failed the elemental is dispelled.

 

Become ethereal

Spell Level:             Elemental 3

Magic Points:         7

Range:                     Personal

Duration:               Until dispelled

Ingredients:            A piece of gossamer

The caster can use this spell to enter an ethereal state. Once ethereal, the caster cannot use magic, Meditation skill, attack in combat or use missile weapons, but may, however, move through solid objects (such as walls), and cross obstacles or difficult ground, including water, without penalty. An ethereal character can also become visible or invisible at will.

Characters may remain ethereal for as long as they like. Clothing and immediate possessions also become ethereal, but not other creatures - including those touched, or mice secreted in pockets!

 

Breath fire

Spell Level:             Elemental 3

Magic Points:         10

Range:                     24 yards

Duration:               3 breaths or one day

Ingredients:            A Dragon tongue

The caster gains the ability to breathe fire three times during the rest of the day. Fire breath can be aimed at a group or character within 24 yards - subject to the normal rules for targeting spells. The breath is cone-shaped (see the Bestiary - Dragon), 24 yards long and 4 yards wide at its widest point. All targets within this area are automatically hit and suffer 2D4 Wounds with Strength of 4. Flammable targets take additional damage (see fire)

 

Create quick sand

Spell Level:             Elemental 3

Magic Points:         9

Range:                     48 yards

Duration:               1 hour per level

Ingredients:            eye from a bog octopus

The caster can create an area of quick sand with a radius of 6 yards anywhere within 48 yards. The quick sand may be created underneath groups of characters if desired. An area counts as double difficult ground reducing movement by 75%. Also all characters in the area have a chance of being sucked in ad drown. Creatures are allowed an I test to avoid the effects. Those that fail are sucked down beneath the surface and will suffocate in a number of rounds equal to their toughness. Those that do not need air will be trapped below the ground. The quicksand lasts for 1 hour per level or until dispelled.

 

Crumble stone

Spell Level:             Elemental 3

Magic Points:         9

Range:                     Personal

Duration:               1 hour per level

Ingredients:            The jawbone of a Troll

After casting this spell, the caster can crush stone barehanded, or affect any stone or brick building, statue, and so on, as follows. A statue may be destroyed with just a single touch, while each touch on an 8 yard long section of wall inflicts D6 damage points regardless of the wall's Toughness (see Destroying buildings).

The ability remains for 1 hour per level of the caster, or until the character casts another spell.

 

Dust storm

Spell Level:             Elemental 3

Magic Points:         5

Range:                     48 yards

Duration:               1 hour

Ingredients:            The rattle from a Giant Rattler

This spell allows the caster to create a Dust Storm with a radius of 6 yards, centred anywhere within 24 yards of the character. The Dust Storm may be moved by the caster. The Storm may move over creatures, and is not be slowed by difficult terrain.

The Dust Storm causes no damage during the round it is created. During following rounds it can be moved 12 yards in any direction the caster desires and any creature caught within its area will be attacked. A Dust Storm causes D6 wounds with Strength of 2 on every creature within it, with the usual modifiers for Toughness and armour (count only body armour). Victims may not make a Magic test to avoid the effects.

The Dust Storm lasts for 1 hour, but may be dispelled before then if desired.

 

Elemental Manifestation

Spell Level:             Elemental 3

Magic Points:         15

Range:                     caster

Duration:               2d6+6 minutes

Ingredients:            none

A very dangerous spell, it is only used under the most dire emergencies. The caster splits his body into four elemental manifestations; one each for air, earth, fire and water. They each contain the caster’s intellect (mental stats) and have his physical stats modified as follows for each form.

Air           M increased to 10, S - 2, T - 1, I +30

Fire          S - 1, Att + 3

Water      no modifications

Earth      M - 2, S + 2, T + 2, I -30

The manifestations are actual elementals, with all the benefits and disabilities pertaining to them. For example, they can only be damaged by magic weapons or spells.

The caster is unable to use magic while split, and any items he was carrying are now part of his elemental bodies, and are now ineffective.

When the spell duration expires, the caster’s elemental manifestations must all be present (within 10 yards) or dire effects will occur. If the caster is missing any elemental manifestations (or they are dead) at the time the spell ends, the caster must role a sudden death critical of the level equal to the amount of missing manifestations. If he survives, he still suffers the permanent loss of 25% of his stats for each manifestation missing. His body will still reform using elements from his surroundings.

 

Flame sheet

Spell Level:             Elemental 3

Magic Points:         8 per round

Range:                     Personal

Duration:               1+ rounds

Ingredients:            a burning ribbon

Elementalists travelling on foot can use this spell to lay a wall of flame behind them as they walk along. The sheet is 2 yards wide and follows the course of the caster during the non-combat rounds. At the beginning of the next round, It will go out unless the caster expends further magic points.

Any creature within the fire path, or attempting to cross it, suffers fur damage as normal (D4 Wounds, 2D4Wounds on flammable targets). The flames are high enough to affect any creatures flying 10 yards or less above the ground.

 

Floatstone

Spell Level:             Elemental 3

Magic Points:         10

Range:                     touch

Duration:               1d6+3 rounds

Ingredients:            a piece of pumice

This spell heats a quantity of rock and fills it with small air pockets as it cools. The resultant stone is as light as wood, yet much stronger.

Caster can produce 1 cubic foot per round of floatstone. Commonly produced in 1-foot cubic blocks, or 6x1x2 planks, more complex shapes may be created as desired. Molten floatstone cools in 10 rounds.

This spell can conceivably be used as an attack. Any creature touching molten floatstone takes a Strength 6 fire hit (d4 dmg) for each round in contact.

 

Fouls air

Spell Level:             Elemental 3

Magic Points:         8

Range:                     48 yards

Duration:               2D6 rounds

Ingredients:            A rotten egg

The caster can create a pocket of foul air with a radius of up to 12 yards, centred anywhere within 48 yards. All creatures in this area must make a successful Poison test each round or suffer the effects of 1 dose of the toxin which is most effective against that type of creature (see Poison). In other words, the foul air has the effects of all known toxins, and works on all non- magical animals with the same potency as spider venom. Spells such as Dust Storm and WindBlast will dispel a pocket of Foul Air; otherwise it lasts for 2D6 rounds, or until dispelled by the caster.

 

Heat Metal

Spell Level:             Elemental 3

Magic Points:         10

Range:                     24 yards

Duration:               see below.

Ingredients:            A piece of unrefined ore.

This spell causes non-magical metal to slowly heat until red-hot, effectively cooking a target in metal armour. It may be cast at any single target or group within 24 yards.

During the first D3 rounds the targets will feel uncomfortably hot. The round after that, the heat will rise to such a level that Strength 0 hit will be taken to each location covered by metal armour. The next round, the armour will glow with heat, inflicting a Strength 3 hit to each location so covered.

Metal weapons must be dropped unless a Will Power test is passed each round after the first. If the weapon is held onto damage is taken to the wielder's hand (arm) as above. Heat metal will not affect magical armour, except to make it uncomfortably warm for the spell's duration.

 

Steam Cloud

Spell Level:             Elemental 3

Magic Points:         5

Range:                     48 yards

Duration:               see below

Ingredients:            A drop of water and a burning torch within 12 yards.

By casting this spell, the Elementalist brings into existence a cloud of super-heated steam 12 yards in diameter. Creatures suffer one automatic Wound each round they remain within the Steam Cloud, irrespective of any protection, magical or otherwise. Further, creatures within the Steam Cloud are disoriented, and if they fail an Int test they will move only in a random direction. Random movement is handled as follows; roll a D12 on a clock face chart (12 O'clock being the direction the creature is facing) to determine the direction of movement. The distance moved is found using a suitable die, depending on the creature's Movement characteristic.

Creatures successfully making the Int test (which must be made each round) can move towards the nearest edge of the cloud to escape the harmful effects.

 

 

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