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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