The Path of the Elementalist
Mar 26, 2023 11:42:08 GMT -5
Post by Admin: Otto on Mar 26, 2023 11:42:08 GMT -5
The Path of the Elementalist
The magical domains of Charon cover a vast and intricate web of spells and abilities granted from the energies that leak forth from the primordial planes themselves. The Path of the Elementalist allows for the magically inclined to choose to build their magic based character in a variety of ways; from going the purist route of a single domain's paths and skills, to choosing a personal combination of various paths to better round out their character. (Pathways are considered Spells for interaction).
In order to purchase levels in the Prestige Class Elementalist, you must meet the following requirements.
- Must have Master in an elemental Domain Skill (Earth, Sea, Sky) to obtain level one and two
- Must have Exalted in an elemental Domain Skill (Earth, Sea, Sky) to obtain level three and four
Level One
50 Solars to purchase level one
50 Solars to purchase level one
Primordial Paths
The primordial paths of the Elementalist draw on the energies of the Primordial Planes and the very essence of the domains and elements, allowing them to claim mastery over their chosen paths as they weave fantastical elemental magic, that has been further enhanced by the loosening of the planar veil caused by the destruction of the Sol Stone. When you achieve Master level in the elemental Domains, you unlock paths to invest into with your growing ties to the Primordial Plane.
- Master Skill in a Domain allows you to open up three pathways (this counts for each time you achieve master rank in one of the three elemental domains).
- Sea Domain opens the Paths of Water and Ice, Earth Domain opens Fire and Earth, Sky Domain opens Air and Lightning.
Level Two
75 Solars and level one to purchase level two
75 Solars and level one to purchase level two
Partial Elemental Manifestation
An Elementalist is capable of manifesting the properties of an elemental over a chosen portion of their body. The elemental type is based on which paths you have opened and with multiple paths open, you can choose which elemental type you want to manifest. These properties, based on what element is chosen, are as follows: Immunity to that specific elemental damage, the ability to move through solid objects, and causes contact damage of that elemental type. This level of manifestation lasts for three posts.
Level Three
100 Solars and level two to purchase level three
100 Solars and level two to purchase level three
Enhanced Primordial Paths
You have further tapped into the energies of the Primordial Plane, giving you even more ways to bend the elements to your will. When you achieve Exalted level in the elemental Domains, you unlock more paths to invest into with your growing ties to the Primordial Plane.
You have further tapped into the energies of the Primordial Plane, giving you even more ways to bend the elements to your will. When you achieve Exalted level in the elemental Domains, you unlock more paths to invest into with your growing ties to the Primordial Plane.
- Exalted Skill in a Domain opens an additional three pathways (this counts for each time you achieve exalted rank in one of the three elemental domains).
- Sea Domain opens the Paths of Water and Ice, Earth Domain opens Fire and Earth, Sky Domain opens Air and Lightning.
- With Exalted Skill in all Domains you should have a total of eighteen pathway points to spend.
Full Elemental Manifestation
Achieving further mastery has allowed the Elementalist to evolve their Partial Manifestation into a full body physical transformation of that chosen elemental type. The duration remains the same, and you may now move through solid objects with your whole body, cause contact damage based on the element that you are manifesting with any part of your body, and whole body immunity to all elemental damage of the corresponding element.
Achieving further mastery has allowed the Elementalist to evolve their Partial Manifestation into a full body physical transformation of that chosen elemental type. The duration remains the same, and you may now move through solid objects with your whole body, cause contact damage based on the element that you are manifesting with any part of your body, and whole body immunity to all elemental damage of the corresponding element.
Level Four
125 Solars and level three to purchase level four
125 Solars and level three to purchase level four
Domain Master
You have reached the pinnacle of elemental control. All the energies of the Primordial Plane are at your fingertips, maxing out your potential to shape the elements to the limits of your own imagination.
- After you have reached Level Four in this class, and have Exalted in a specific Domain, you may spend 50 Solars per pathway to purchase any of the remaining unopened pathways within that Domain. For example, Exalted in Sea Domain will allow you to purchase out the rest of the Water and Ice Paths if so desired.
Spell Creation
You will work with staff to create a new spell from a single Domain of your choice that is either Earth, Sea or Sky. It will be named after you and you will receive the spell for free. After creation the spell will be added to the shop for others to purchase.
The below abilities listed under each elemental path each cost a single pathway point, meaning that if you wanted all of the abilities in the Path of Fire, you would need to spend six pathway points.
Earth Domain
Paths of Fire
Sweltering Aura: An Elementalist would be able to push forth the heat in their own body outwards to affect the world around them. You can channel a wave of fire within your body, causing the area around you to increase in temperature. The area will increase by twenty degrees, getting so much hotter than it was before. Those in the area will find it hard to breathe, breaking a sweat with the smallest of actions. This heat will also kill minor plants, causing them to shrivel up and will evaporate small bodies of water like puddles or spells. This heat wave will remain for three posts and can only be used once per topic.
Conflagration: Your spells that deal Fire damage now ignite the enemy, giving them a stack of Conflagration. They will remain ablaze for the next two posts, keeping the stack of conflagration until the end of its duration or until its triggered. If they are dealt fire damage again from any source while affected by this ability the fire will deal double damage, igniting the stack and burning even hotter than normal.
Scorching Touch: As your body continues to increase in temperature and heats up, your hands become weapons for you, with your very touch able to burn and scorch skin. They do not catch fire preventing you from igniting flammable objects, but your skin does burn, able to singe others as you touch them. You can increase or decrease this heat, allowing you to interact with others without harming them. Your hands also give off a small amount of light which can be used to navigate the dark.
Dragon’s Fire: As the Elementalist's body heat increases and its connection to the flame grows stronger, the pyromancer gains the ability to breathe fire. You can take in a breath and spew out a small cone of pure fire, flowing forth from your mouth up to a medium range. This cone will fan out an attempt to burn anyone in the immediate range and can also ignite minor flammable objects.
Molten Core: As you condense your magic and fire energy within yourself you become warm to the touch and you're body begins to steam as any excess liquid in and on your skin begins to boil and vaporize. You cannot become chilled by non-magical cold while using this ability. You begin to build Conflagration stacks within yourself for every post that you build up energy within yourself, and you can then apply these stacks to a fire based ability or spell. You can instead release these stacks in an outward dome like radiation of fire from yourself that vaporizes and turns any liquid within in its radius to steam. For every stack of built up Conflagration your dome is five feet in diameter. Releasing the stacks or using them in any way ends the spell and places it on a three turn cooldown when you do.
Endothermic Reaction: While this ability is toggled on, anything you physically touch that is another living being or recently affected by heat from any source has the heat within it drained and transferred into yourself giving you stacks of Conflagration that you can either add to existing stacks of Conflagration for use with Molten Core or immediately apply to a fire based spell or ability if you do not have molten core active. This ability can only absorb five stacks before it needs to go on cooldown for two posts.
Molten Core: As you condense your magic and fire energy within yourself you become warm to the touch and you're body begins to steam as any excess liquid in and on your skin begins to boil and vaporize. You cannot become chilled by non-magical cold while using this ability. You begin to build Conflagration stacks within yourself for every post that you build up energy within yourself, and you can then apply these stacks to a fire based ability or spell. You can instead release these stacks in an outward dome like radiation of fire from yourself that vaporizes and turns any liquid within in its radius to steam. For every stack of built up Conflagration your dome is five feet in diameter. Releasing the stacks or using them in any way ends the spell and places it on a three turn cooldown when you do.
Endothermic Reaction: While this ability is toggled on, anything you physically touch that is another living being or recently affected by heat from any source has the heat within it drained and transferred into yourself giving you stacks of Conflagration that you can either add to existing stacks of Conflagration for use with Molten Core or immediately apply to a fire based spell or ability if you do not have molten core active. This ability can only absorb five stacks before it needs to go on cooldown for two posts.
Paths of Earth
Stone Creation: The user is able to form medium sized constructs, objects no bigger then five feet in height or width, out of earthen materials that are present. Ie: stone, dirt, rock, etc. This moves the aforementioned material and reshapes it into the given construct. These constructs do not move on their own but can be moved magically by the Elementalist.
Soul of the Earth: An Elementalist is capable of communing with the essence of the earth, after spending a post to commune the next earth type spell they cast is upgraded by one magnitude; size, speed, effect. I.e if the Elementalist was to cast Stone Wall it would be twenty feet in height and ten feet in width instead of its standard size of ten feet by five feet.
Dust in the Wind: An Elementalist’s deep connection to the earth allows them to touch earthen objects made out of stone, dirt, rock, etc. and turn a medium size amount of that object into minute particles of that type of material effectively breaking it down into its base form. I.e you can turn constructs made with Stone Creation back into their base materials as long as you are touching it or any other medium sized earthen objects.
Geomagnetic Sense: A constant passive effect, an Elementalist has constant awareness of what moves on the ground through continuous magical energy pulses that provide a general understanding, and when focusing on a specific area that has been pulsed within its large area range can tell exactly how many and how much each of the creatures/beings weigh and move within the area as long as they are touching a solid surface that makes contact with the ground.
Animate Stone: Infusing your mana into a sizeable amount of rock/stone/metal/gems or an active stone creation, you can turn the mass or your construct from Stone Creation into an animated form. It can burrow through the earth as if it was swimming and it attacks with physical blows of great strength. It has three hit preventions regardless of its size and crumbles in place possibly bludgeoning anything in the same space as it. While this ability is in use you can have no more then two Animate Stone constructs at a time.
Rolling Stone: Encasing yourself in stone as you roll into a ball, you can begin to move much the same as a gyroscopic ball. You can move up walls of earthen make while using this ability and can perceive the area around yourself as you do so. For every post you remain in ball form you become five feet thicker, at any point you can explode the ball outwards and shoot several hundred earthen shards from yourself outwards in every direction for ten feet per turn spent in the ball.
Animate Stone: Infusing your mana into a sizeable amount of rock/stone/metal/gems or an active stone creation, you can turn the mass or your construct from Stone Creation into an animated form. It can burrow through the earth as if it was swimming and it attacks with physical blows of great strength. It has three hit preventions regardless of its size and crumbles in place possibly bludgeoning anything in the same space as it. While this ability is in use you can have no more then two Animate Stone constructs at a time.
Rolling Stone: Encasing yourself in stone as you roll into a ball, you can begin to move much the same as a gyroscopic ball. You can move up walls of earthen make while using this ability and can perceive the area around yourself as you do so. For every post you remain in ball form you become five feet thicker, at any point you can explode the ball outwards and shoot several hundred earthen shards from yourself outwards in every direction for ten feet per turn spent in the ball.
Sea Domain
Paths of Water
Curse of the Seven Seas: Spells that deal water elemental damage cause the afflicted to feel various status effects over time. One post of being affected by water elemental damage causes the afflicted to feel unstable on their feet, standard movement becomes difficult. Two posts of continued water elemental damage causes slowed breathing, further restricting movement and has the added effect of restricting spells that require spoken words. Three posts of continued water elemental damage, causes an unconscious state in the victim.
Portals of the Seven Seas: Through the Elementalist’s expertise and strong connection to the Sea Domain, they are capable of generating a portal to the Primordial Plane, specifically the aspect devoted to the ocean. The portal opens above and in front of the user, causing a deluge of seawater to fall into this planar reality forming into a medium size sphere. This can be used twice per topic.
Wave Rider: The Elementalist is in full control of the water in their environment to the point where they are incapable of being knocked down by any form of it, be it environmentally produced or via spell usage. They can stand in the middle of the most smooth pond or at the apex of a raging tsunami.
Tidal Flow: Another aspect of their control is the ability to shift the flow of water produced by an ability or a spell. Upon the usage of the ability or spell they can imbue a directional command which activates at their will. The user can imbue this command up to 3 times per topic.
The Rolling Main: Any water spell or ability that you use that makes contact with another being can push or pull them twenty feet from where they where including if you use water spells or abilities on yourself. This allows you freely move people or objects as if they were struck by a tidal wave as long as you affect them with a water spell or ability. You can only push or pull anything affected by this ability once per turn per object or person.
Dousing Rod: You can detect water within 100 feet of you regardless of what lays between you and it, due to your mystical connection to the primordial plane of water. When within twenty feet of a water source you can will it to move towards and gather around you at a rate of five gallons per post. This can then be used for a myriad of uses and you can freely move any of your gathered water around yourself.
The Rolling Main: Any water spell or ability that you use that makes contact with another being can push or pull them twenty feet from where they where including if you use water spells or abilities on yourself. This allows you freely move people or objects as if they were struck by a tidal wave as long as you affect them with a water spell or ability. You can only push or pull anything affected by this ability once per turn per object or person.
Dousing Rod: You can detect water within 100 feet of you regardless of what lays between you and it, due to your mystical connection to the primordial plane of water. When within twenty feet of a water source you can will it to move towards and gather around you at a rate of five gallons per post. This can then be used for a myriad of uses and you can freely move any of your gathered water around yourself.
Paths of Ice
Crystallization: Focusing your magic on a visible liquid, the Elementalist is capable of turning that liquid into ice after two posts of concentration. This freezing effect covers a total of a medium size object/creature/person at a time.
Heat Death: Once a creature/person is affected by Crystallization any ice spell or effect that hits that creature/person will cause their movement to slow to half upon first contact. Any subsequent contact will further the effects; no movement, slowed breathing, minimal breathing, and lastly an unconscious state.
Mirrored Dance: Upon a medium size object falling under the effects of Crystallization, the Elementalist is able to conjure a physical manifestation of their personage from any frozen surface within their immediate surroundings.
Frost Cloak: Upon entering a meditative state, the Elementalist is capable of generating falling snow within a large area. Each subsequent post after the initial meditative state will generate three feet of snow, up to a total of twelve feet of snow.
Snow Globe: You generate a field of flurrying snow, producing an obscuring effect, around yourself for three posts. This field extends out fifteen feet in every direction and anything that enters the field comes under the effect of Crystallization. When used in tandem with Frost Cloak, Frost Cloak will now also cause the Crystallization effect over three posts to any living entity within it.
Flash Freeze: Any surface that you touch you can cause to freeze over making it slippy and difficult to traverse or gain purchase upon. This effect lasts for three posts per surface touched, this only affects up to five by five feet of surface per usage. Extreme heat can melt this ice removing its effects.
Snow Globe: You generate a field of flurrying snow, producing an obscuring effect, around yourself for three posts. This field extends out fifteen feet in every direction and anything that enters the field comes under the effect of Crystallization. When used in tandem with Frost Cloak, Frost Cloak will now also cause the Crystallization effect over three posts to any living entity within it.
Flash Freeze: Any surface that you touch you can cause to freeze over making it slippy and difficult to traverse or gain purchase upon. This effect lasts for three posts per surface touched, this only affects up to five by five feet of surface per usage. Extreme heat can melt this ice removing its effects.
Sky Domain
Paths of Air
Windtalker: Your elemental attachment to the realm of air is all encompassing and gifts you with the ability to harness and guide airflow around you up to ten feet in all directions. This culminates in the ability to push and pull objects within ten feet of you that weigh 1 point or less, as well as letting you levitate a foot off the ground permanently.
Cloud Waltzing: Your mastery of air allows you to both ride along existing clouds and form one of your own to use as a flying mount as if you had master rank in animal handling. These clouds are solid to you and up to three other people or creatures that you designate.
Cloud Gazing: Your connection to the realm of air is so strong that you can see through the very clouds themselves. This allows you to scry or gaze upon an area that is under cloud coverage, be it natural or magical.
Howling Gale: Your mastery has become so pervasive that you are like a maelstrom, able to create a tornado like effect that encircles you beginning at ten feet from your body and going out another five feet from there. The harsh winds buffet and slice at any you deem an enemy while being completely harmless to yourself and allies. You can see through the effect but others cannot, and it automatically blocks any sky domain or ranged weapon attacks that are used against you, while speeding up those same spells and attacks that you and your allies use.
Driftless: If you make successful physical contact with an object or person you can alter their gravity for two posts making them freely float within twenty feet of their starting position as if gravity didn't affect them. If they receive contact from anything they move away from the point of contact for another ten feet. Unless they have a way to move themselves they are unable to manipulate themselves with physical movements. You can only affect up to three objects/beings with this ability at a time.
Breathe In, Breathe Out: You can create an orb of air around your hands, and for two posts if you make successful physical contact with a creature that can breath, you can either give or remove the oxygen in their body. This either removes suffocation or causes it. When suffocating a creature cannot use anything that requires the use of their lungs or mouth and also cannot use spells or abilities that deal wind or fire damage. Suffocation lasts for two posts or ends if a spell or ability removes the effects of suffocation. Giving oxygen to a creature removes the suffocation status effect, eliminates inhaled poisons, and provides fresh breathable air if there otherwise wasn't any
Driftless: If you make successful physical contact with an object or person you can alter their gravity for two posts making them freely float within twenty feet of their starting position as if gravity didn't affect them. If they receive contact from anything they move away from the point of contact for another ten feet. Unless they have a way to move themselves they are unable to manipulate themselves with physical movements. You can only affect up to three objects/beings with this ability at a time.
Breathe In, Breathe Out: You can create an orb of air around your hands, and for two posts if you make successful physical contact with a creature that can breath, you can either give or remove the oxygen in their body. This either removes suffocation or causes it. When suffocating a creature cannot use anything that requires the use of their lungs or mouth and also cannot use spells or abilities that deal wind or fire damage. Suffocation lasts for two posts or ends if a spell or ability removes the effects of suffocation. Giving oxygen to a creature removes the suffocation status effect, eliminates inhaled poisons, and provides fresh breathable air if there otherwise wasn't any
Paths of Lightning
Bolt Dancer: Whenever you use the Lighting Bolt spell you can instead of damaging with it, move with the bolt itself materializing where it ends. This has a one post cooldown between uses but can be used any amount of times in a thread.
Electrical Surge: As you cast lightning spells you built up static charges within yourself. 1 charge for Novice, 2 charges for Master, and 3 charges for Exalted level spells. You can never have more then 4 charges at a time, and you may spend these charges to enhance a spell one stage higher then it currently is for the purpose of damage and clashing. You do not gain charges for a spell that was enhanced with charges.
Static Synapses: If you posses static charges from other Path of Lightning abilities you can use them in hand to hand combat to paralyze and control the movement of your foes. If you posses any charges you can release them upon a successful melee attack to stun the affected limb for an equivalent amount of posts equal to the static charges you used.
Sound of Thunder: Anytime you cast a spell that deals lightning damage you can create a thunderous boom as well, causing concussive force (Blunt Damage) to be added to the aforementioned spell and its affected area. This has a side effect of disrupting any sound based spells or abilities within the immediate area of the thunderous boom.
Magnetism: You can magnetize any metallic object that you effect with a spell or ability that deals lightning damage placing a static charge upon it. This allows you to freely manipulate the object and whatever is attached to it when within ten feet of you.
Snap, Crackle, Pop: Any spell or ability that is currently using charges from Electrical Surge can as an alternative effect from enhancement, produce a foot diameter sphere of electrical discharge in the area when activated by this ability. This electrical discharge produces a brief moment of paralysis that lasts a single post. The number of charges that are being used affects the number of times the Elementalist can activate the electrical discharge.
Magnetism: You can magnetize any metallic object that you effect with a spell or ability that deals lightning damage placing a static charge upon it. This allows you to freely manipulate the object and whatever is attached to it when within ten feet of you.
Snap, Crackle, Pop: Any spell or ability that is currently using charges from Electrical Surge can as an alternative effect from enhancement, produce a foot diameter sphere of electrical discharge in the area when activated by this ability. This electrical discharge produces a brief moment of paralysis that lasts a single post. The number of charges that are being used affects the number of times the Elementalist can activate the electrical discharge.