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Great Elemental Netbook

Version 0.1
Greetings to you all, this netbook contains some new information concerning the elemental planes that we hope
you will find useful. The Netbook is a still growing project and we would update it. We would also appreciate
new material that will be sent to us so that the netbook can be expanded beyond the stuff that we have yet to
add.
This Netbook can be adapted to any campaign but we accept material that is world specific, if we think it can be
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Flame Songdance, who was the first to think on the idea of this Netbook, has compiled some of the material we
have here but since then has abandoned it and has sent us all the material he had. We do not know where the
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material that appears in this Netbook can also be found in the Dark-Sun Netbook, the Al-Qadim Netbook, the
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Table of Contents
Introduction
Table of Contents
Races
Elemental Elves
The Genasi
Ruvkova
Characters
Elemental Wizards
Druids of Air and Water
Elemental Knights
Elemental Societies
Kannarock
Kossuth
Mage Spells
Priest Spells
Spell descriptions
New sphere: Moon
Magical Items
Monsters
7

1
1

Chardes
Dragon, Elemental
Elemental Beasts
Firebrats
Genie, Cann
Hazer
Intelligent Mist, Messenger
Intelligent Mist, Guardian
Intelligent Mist, Monarch
Koylith
Mephit, Void
Para-Elementals, Lesser (Athas)
Para-Elemental Prince
Wolf, Blizzard
Wyvern, Ice

2
3
15
18
20
21
26
26
28
136
140
143

NPCs
Appendix 1: Spells index
Appendix 2: Tables
Credits

149
150
161
162
163
164
164
164
164
165
166
167
169
170
171
173
176
182
18

Notes from the Authors:


All submissions have been edited using Americanized spelling. This was done simply to give the Great Elemental Netbook a
more coherent appearance, and should not be meant as a slight against our Anglicized authors.
The Great Elemental Netbook Release Date: 30, May 1999.

Legal Notice:
AD&D, Planescape, Al-Qadim, Forgotten Realms and Darksun are registered trademarks of TSR, Inc. This book
is not intended to represent a challenge to any TSR-held trademarks. TSR is not affiliated with this book in any way.
Material found in here is protected by copyright and is owned by its respective creators.
This Netbook may be reproduced for personal use, but may not be used to generate revenue.

Great Elemental Netbook


Races of the Elemental Planes
Elemental Elves (Yes, more elves...)
(Author: Alan D. Kohler, a.k.a. Hawkwind)

Designer's Background:

The Gear (That's rules, for you


primes):

When I updated my outer planar elves to the


Planescape setting, I got to think about another
planar elf species that I saw while wandering the
web. I ran across an interesting page, Eric Noah's
Planescape Campaign Page, which featured wind
elves. According to Eric's page, wing elves are a race
of elemental-kin that are also apparently akin to
elves.
This notion intrigued me. Elves who settled on the
inner planes might have mixed their blood with that
of other inner planar creatures, essentially making
them the elven equivalent of Genasi. Perhaps in
times ancient, elves allied with and occasionally
crossbred with some manner of elemental kin, the
prime candidates being sylphs and nymphs. Over the
years, perhaps the elves' habitation on the elemental
planes and further crossbreeding bred those traits into
the species for the long term.

Though I've not yet formally introduced elemental


elves into my game, I would entertain the thought if a
player expressed interest in such. Here's how,
assuming that you use the Skills & Powers rules for
Planescape characters per Dragon #235:
Water and Air ("Wind") elves are most likely, but
earth and fire may be allowed at the DMs discretion.
Water elves start out with the general abilities of
aquatic elves; all other elemental elves start with the
basic statistics of high elves (you might want to use
Eric Noah's altered stat modifiers for wind elves: -1
str -1 con +2 dex. Water and fire elves would be the
standard +1 dex/-1 con, and earth elves might have
no modifiers: being in the plane of earth doesn't lend
one to rapid motion, but it does lend one to extreme
hardiness.)
When choosing abilities, the player may choose
either standard elf abilities (per S&P or Dragon
#235), or abilities from the appropriate element's
Genasi list in Dragon #235. Any abilities taken from
the Genasi list costs 5 extra points each. (This is
because while Genasi are allowed 30 points to buy
these abilities, allowing elves 45 points to buy the
same abilities wouldn't quite be fair--the intention of
this article is NOT to create super Genasi.) Further, it
is consistent with the half-elf "+5 point for parental
ability" rule in Dragon #235 for half-elves. No,
elemental elves aren't half-elves, but some of their
abilities are assumed to come from crossbreeding
with elemental-kin.
Finally, the surcharge helps ensure that the elemental
elves have some standard elven abilities, and thus are
somewhat elven in flavor, not just a different kind of
Genasi.
Standard Abilities (Wind Elves): Elemental Powers,
Major (20), Levitation (10), Bow Bonus (5),
Resistance (10).
Standard Abilities (Water Elves): Elemental Powers,
Minor (15), Trident Bonus (5), Secret Doors (5),
Resistance (10), Confer Water Breathing (10). As per
aquatic elves in S&P, water elves automatically
breathe water, but can only be out of water for a
number of days equal to their fitness scores. If the elf
buys "water breathing" off of the Genasi list, they do
not have this drawback and may simply breathe
water OR air as the need arises. Water breathing

Why more elves?


You think that after introducing the outer planar elves
into my campaign, that would be enough. Well, I try
to run my campaign by three main principles (there's
that rule of three again...): Demand, logic, and
background.
Starting with demand: more players in my campaign
play elves than dwarves or other demihumans. Some
DMs try to fight this trend. I, on the other hand,
decided to go with the flow. I think it's fairly safe to
import that attitude into my Planescape campaign.
As far as logic goes, it makes sense that more elves
will have migrated to the various planes than
dwarves (for example.) The magical ability of elves
lends them to having access to the planes more easily
than nonmagical dwarves. Further, with the low
reproduction rates of elves, it is a survival trait for
elves to flee to new lands whenever they are faced
with a militarily superior foe. Dwarves are somewhat
shorter lived and more fecund, and thus more likely
to "stick it out" in a bad military situation. Given the
nature-oriented tendencies of elves, I think it just as
likely that some offshoots migrated to the inner
planes as the outer planes.
Finally is background. I've always assumed that elves
have been the forebears of mankind in the realms of
magic and other areas of cultural development.
Accordingly, I think it is fairly safe to assume that
elves would migrate to the planes as soon as or
sooner than humans.

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should be considered an exception to the 5-point
surcharge rule; it only costs the elf 10 points.

Earth and fire elves would be semi-unique beings (at


best) and have no standard abilities.

The (Nearly) Complete Genasi


(Author: aburner@erols.com)

The following section details the


race called Genasi. They are a
race of plane-touched, similar to the tiefling and the
aasimar, except that their planar parentage is from the
elemental planes. In the Planewalker's Handbook
TSR detailed the genasi for the 4 main elemental
planes. The following pages will detail the genasi
from the Para- and Quasi-elemental planes.

reach plateu in Gehenna, and the gatetown


of Faunel would all be equally attractive to
the average Ash Genasi.
In appearance, all Ash Genasi will have one or
more of the following traits:
Perpetually soot-covered skin

Skin that, while not appearing to be sooty, will


leave an ashy residue on anything touching it
An odor reminiscent of burnt wood

Ash Genasi

Dark grey skin and/or hair


Ash Genasi are the only Genasi that don't
receive modifiers to their ability scores. However,
they more than make up for this lack with their innate
abilities. Ash Genasi are immune to the effects of
both non-magical fire and non-magical cold, due to
the nature of their native plane. Additionally, every
five levels they gain a +1 bonus to their saving
throws vs. magical fire-based attacks (but not against
magical cold-based attacks). Finally, Scions of the
Dying Embers can Extinguish Flames once per day.
This ability is similar to the Affect Normal Fires
ability of Fire Genasi, except that it can only be used
to extinguish fires within the area of effect. Ash
Genasi can use this ability as though they were a 5 thlevel caster.
Ash Genasi can be fighters, mages, Fire
Elementalists,
Necromancers,
fighter/mages,
fighter/Fire Elementalists, or fighter/Necromancers.
Ash Genasi can also become rangers or druids due to
their affinity for isolated wilderness areas, but since
they have no way to study the necessary wilderness
skills while on the Plane of Ash, all Ash Genasi
rangers and druids must learn these skills after
leaving the Plane of Ash. This means that Ash Genasi
rangers and druids will be, on average, several years
older than non-ranger, non-druid Ash Genasi of
similar experience level. To reflect this, determine
their starting age normally and then add 7d4 years.
Scions of the Dying Embers can be of any nonLawful alignment.

In many respects, Scions of the Dying Embers


are the opposite of their Smoke Genasi counterparts.
Whereas Smoke Genasi prefer the closed-in hustle
and bustle of a well-populated city, Ash Genasi have
little use for large cities and even less use for crowds.
Residents of the Plane of Ash have a very solitary
outlook on life, even more so than the residents of
the other Inner Planes, and this outlook manifests
itself in the Ash Genasi's natural dislike of cities and
crowds. This isn't to say that Ash Genasi are antisocial or that they don't like the trappings of
civilization; they just prefer a less hectic existence
free of large concentrations of civilization.
Unsurprisingly, Ash Genasi and Halflings get along
quite well.
When an Ash Genasi first leaves the Plane of
Ash, they normally find themselves square in the
middle of Sigil. Given their solitary natures, and
given that Sigil is one of the largest, most crowded
cities in the Multiverse, most Ash Genasi quickly
decide that they've seen enough of the planes for one
lifetime and head back to the Plane of Ash.
Consequently, Scions of the Dying Embers are rarely
found outside their native plane.
But occasionally an Ash Genasi's natural
curiosity about the Multiverse will overcome her
initial reaction to Sigil. And even more rarely, an Ash
Genasi will find a portal or vortex that leads to
someplace besides Sigil. Regardless of how it
happens, these rare Ash Genasi avoid turning tail and
heading back to the Plane of Ash, and they head out
into the vast Multiverse looking for the secluded
areas they enjoy.
In some cases, Ash Genasi who leave their plane
take a liking to a particular area and settle down to
live out a simple, comfortable existence. In other
cases, they become Planewalkers, going from planeto-plane experiencing a variety of rustic towns,
isolated villages, and remote wilderness regions.
Note that a sweltering, unpopulated tropical jungle
on a prime world, a relatively clear and difficult-to-

Dust Genasi
In the minds of most cutters, the QuasiElemental Plane of Dust conjures up images of
decay, decomposition, and disintegration. The Plane
is inimical to both life and to created items, and both
will quickly turn to dust without the proper magical
protection. Amid all this waste and desolation are the
Loreseekers of the Eroding Sands -- the Dust Genasi.

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Dust Genasi are fascinated by the history of
things: Buildings, magical weapons, famous (or
infamous) bloods, regions, towns, you name it. Most
sages and scholars claim this is due to the fact that
Dust Genasi are raised on a plane where they
routinely see the ultimate embrace which awaits all
things, and have therefore developed a curiosity
about the life before the decay. On the other hand,
some claim that it's the symbolism of accumulated
dust (or sands through an hourglass) representing the
passage of time. And a few berks say it's because
researching the history of dead people and ruined
towns is the only thing that matches the dry, somber
personality possessed by most Dust Genasi. (Note
that this last is woefully inaccurate. While Dust
Genasi are indeed more subdued than most other
Planar races, only their Magma Genasi cousins match
their enthusiasm for research.)
Whatever the reason, most Dust Genasi explore
the planes in much the same manner as their Magma
Genasi cousins. Some Loreseekers of the Eroding
Sands focus their research on one particular location,
person, or item, and spend the rest of their lives
unearthing its history. Other Dust Genasi prefer to
dabble, rather than delve. These are the Planewalking
Loreseekers, and they accumulate a broad base of
knowledge by travelling around the Multiverse. And
finally, some Dust Genasi exist somewhere between
the two, wandering the planes for the most part, but
occasionally settling down for a year or more to more
thoroughly investigate a particular item, region or
person.
All Dust Genasi feature a colored pattern to
their skin reminiscent of sand. Additionally, they will
have one or more of the following:
A thin, perpetual coating of sand on their bodies
and/or in their hair
A dusty haze surrounding them, extending
about 1 foot out from their body
The faint howling of a sandstorm in their voice

affects only rock or stone. Dust Genasi can use this


ability on up to 20 cubic feet of rock or stone.
Dust Genasi can be fighters, mages, Earth
Elementalists, Diviners, or bards. They also have the
option of being a fighter/mage or fighter/Diviner
multiclassed character. Dust Genasi can be of any
non-Chaotic alignment.

Ice Genasi
The crisp, refreshing chill of a mountain stream
fed by melted snow; the biting cold of a deep
blizzard. These are at the heart of Ice Genasi.
The common joke is that Ice Genasi must be
emotionless since they're so cold-hearted, but the
truth is that Ice Genasi are among the most
passionate of all Genasi (Para-, Quasi-, or otherwise).
Like all Para- and Quasi-Genasi, the Children of the
Glacier are intensely curious about the rest of the
Multiverse, but the curiosity of Ice Genasi takes on a
passionate (some berks say "desperate") edge.
Common chant says that life on the Para-Elemental
Plane of Ice doesn't swing much through any
particular emotional extreme, since the natives there
do tend to be a touch on the dispassionate side. So
when the Ice Genasi venture out into the big, wide
Multiverse, it seems they want to make up for lost
time and lost experiences. (As such, most Ice Genasi
gravitate naturally to the Society of Sensation, which
shares a similar philosophy.)
In appearance, all Ice Genasi tend towards
sharp, angular features. Additionally, they have one
or more of the following traits:
White or bluish-white hair and/or skin

Extremely cold flesh


A thin layer of frost in their hair
The faint sound of a snowstorm in their voice

Due to their extremely curious and outgoing


natures, Ice Genasi receive a +1 bonus to both
Intelligence and Charisma. Since their curiosity often
gets the better of them, they suffer a -1 penalty to
Wisdom. Additionally, their health often seems as
brittle as a snowflake, so they suffer a -1 penalty to
Constitution. Ice Genasi are completely immune to
the effects of non-magical cold, and can move across
slick, icy surfaces at their normal movement rate
without fear of falling or slipping. As such, Ice
Genasi are often hired by important primes to explore
the arctic areas of various prime worlds. They are
affected normally by magical cold attacks (such as
the breath of a white dragon), but they gain a +1 to
their saving throws against all ice- or cold-based
magic every 5 levels.
Additionally, Children of the Glacier can cast
Frost once per day as though they were a 5 th level
Wizard. Frost covers various surfaces with a thin
layer of ice, but is otherwise identical to the 1 st-level

A somewhat flimsy consistency to their body, as

though their flesh was filled with sand instead


of bones and muscle
Dust Genasi receive a +1 bonus to both
Dexterity and Constitution, and receive a -1 penalty
to their Strength and Charisma. They are completely
unaffected by the disintegrating nature of their native
plane, and they have a 50% magic resistance to
Disintegrate spells (or any other spells which attack
via disintegration-like effects), in addition to
whatever saving throws may be applicable.
Additionally, they gain a +1 bonus to their saving
throws vs. Earth-based magic every 5 levels. Finally,
Dust Genasi have the ability to Shatter Rock once per
day. This is identical to the 2 nd-level Wizard spell
Shatter, except that it works only by touch, and it

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Wizard spell Grease. Ice Genasi call this ability
"composing a rime." (Ice Genasi are, for the most
part, incorrigible punsters.)
Due to their inquisitive nature and their desire to
experience a variety of things, Ice Genasi can be any
class except ranger or paladin. They can also be
multi-classed, and in fact most of them take the
multi-class route since they don't want to restrict
themselves to just one set of experiences. A
combination of any two of the four main character
classes (fighter, mage, cleric, thief) is allowed as an
acceptable multi-class for Ice Genasi. If an Ice
Genasi chooses to be a specialty Wizard, he/she must
choose either Air or Water Elementalism. Similarly,
an Ice Genasi specialty Priest must worship a power
of Ice, Cold, Air, or Water.
Ice Genasi can be of any alignment.

Divine works like an epiphany for most of the sods,


and almost all Lightning Genasi are convinced that
the True Dark of the Multiverse lies in worshiping
the right Power (which is why you'll almost never see
'em in the Athar, and only rarely in the Godsmen).
At first, their fascination tends to revolve around
Powers of storms, lightning, or thunder (since they're
the ones most likely to visit the Plane of Lightning).
But when the Lightning Genasi leave the Plane and
find themselves in the greater Multiverse, most of
'em discover that there's more to Divinity than just
storm-based Dieties. This usually results in a lot of
soul-searching and temple-visiting and asking lots of
pointed questions to the Priests of various deities.
Planewalking Lightning Genasi take this a bit further
and wander the Realms of the Powers themselves,
going from Realm to Realm and asking their pointed
questions directly of the Proxies of these powers. As
such (and depending on how respectful the Lightning
Genasi is), the life of a Planewalking Vassal of the
Storm can be either very rewarding, or very short.
All Lightning Genasi will possess one or more
of the following physical attributes:
Hair that's constantly standing on end, as from
static electricity
Brief flashes in their eyes, as though reflections
from a distant thunderstorm
Tiny, harmless sparks that dance around their
body and hair as they move
The occasional faint rumble of thunder, heard
by anyone within 5 feet of the Genasi
Vassals of the Storm gain a +1 bonus to
Dexterity and Wisdom, but suffer a -1 penalty to
Strength and Constitution. They are completely
immune to non-magical lightning (or other nonmagical electrical effects) and take only half damage
from magical lightning. Lightning Genasi are also
immune to any deafening, stunning, or other effects
which result from loud, booming noises (magical or
otherwise). Note that this only applies to loud,
booming noises similar to thunder (such as from
Drums of Panic); Lightning Genasi suffer the full
effects of the wail of a Howler, the wail of a
Banshee, the winds of Pandemonium, etc. Lightning
Genasi also gain a +1 bonus every 5 levels to their
saving throws vs. air- or electrical-based magic
attacks. Finally, Lightning Genasi have a Shocking
Grasp ability. The effects are identical to the 1 st-level
Wizard spell of the same name. Lightning Genasi can
use this ability once per day, as though they were a
5th-level Wizard.
Lightning Genasi can be fighters, mages, or
clerics. Lightning Genasi cannot be multi-classed,
but due to their fascination with Powers, they have
some interesting class options not available to any
other race in the Multiverse. Any Lightning Genasi
cleric can, upon gaining a new level, opt to become a

Lightning Genasi
More than any other Inner Plane, the QuasiElemental Plane of Lightning gets lots of visits from
Powers. Oh sure, the four major Inner Planes see
their share of visiting Powers, and the Plane of Ice
gets a few now and again. As for the other Inner
Planes, they occasionally get a Divine visitor from
time-to-time, but it's soddin' rare (and they visit the
Plane of Ooze least of all -- a fact that really torques
the Ooze Genasi). But the Plane of Lightning gets
'em on a fairly regular, fairly frequent basis.
Sometimes it seems you can't swing a dead wererat
without it passing through some God's divine aura.
Sages of the Multiverse are wont to speculate on
most things, and this subject is no exception. The
consensus seems to be that the various Powers of
storms, lightning, and thunder are more likely to
revel in their area of control. See, most Agriculture
deities (for instance) won't usually have an urge to
roll around in a big field of wheat. But the various
storm-related Powers seem to really delight in just
hanging out in the middle of rampaging
thunderstorms. Thus, they're more likely to take a
side trip to the Plane of Lightning so they can
immerse themselves in the raw, unbridled display of
The Storm.
Whatever the reason may be for these visits,
most Lightning Genasi have experienced the
nearness and presence of a Diety at least once in their
lives. Of course, since being in the direct presence of
a Power is usually enough to turn most cutters to dust
and ashes, Lightning Genasis (at least the ones still
living afterwards) are usually several miles away
when they experience this brief brush with divinity.
But divine power being what it is, this is usually
enough to have a profound impact on a sod's life, and
the Lightning Genasi seem to bear this out.
Vassals of the Storm (as they call themselves)
are fascinated by Powers. Their experience with the

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specialty priest with enough experience points to put
him at the beginning of half his new cleric level
(round fractions down). This reflects the Lightning
Genasi's tendency to investigate the Powers before
deciding which one to follow. (For example, a
Lightning Genasi cleric can, upon reaching 4 th or 5th
level, decide to become a specialty priest. The Genasi
will then become a 2nd-level specialty priest with the
bare minimum points necessary to be 2nd-level.) This
also means that a cleric must be at least 2nd level
before becoming a priest, and so no Lightning Genasi
can start out as a specialty priest.
Lightning Genasi fighters and mages can also be
dual-classed (like humans), with the following
restrictions:
The other class must be a cleric (so only fightercleric or mage-cleric dual-classed characters are
allowed).
The fighter or mage must reach at least 4 th level
before starting down the clerical path.
Once the character has risen sufficiently high in
the cleric class (i.e 2nd-level), he may opt to
switch to a specialty priest as above. However,
at that point the character must renounce his
other class forever (since the Gods don't like
their priests to be distracted). At the DM's
option, this can be waived under certain
circumstances, such as if the character is a
fighter-cleric dual class and decides to be a
specialty priest of a Power of War or Battle.
(For purposes of the +1 bonus per vs. air- or
electical-based magic every five levels mentioned
above, this goes on hold until the specialty priest
reaches the same level reached by the cleric before
he converted. So you can't reach a +3 bonus as a 15 thlevel cleric, become a 7th-level specialty priest, and
then get another +1 bonus when the priest reaches
12th level. Nice try, though, berk.)
Lightning Genasi can be of any alignment.

their Faction's most profound philosophers due to


their constant inquiry and introspection into the
nature of their beliefs and the Multiverse.
On a less political note, Magma Genasi almost
always become active planewalkers. Hopping from
plane to plane and exploring the vast variety of the
Multiverse is certainly one way to learn more about
it, after all. Other Magma Genasi have gone on to
become noted naturalists and researchers, such as
Braus Horfand, who wrote the seminal work on the
ecology of the Lower Planes.
Appearance-wise, Magma Genasi tend to be
thick and bulky, but more rounded than their Earth
Genasi counterparts. Additionally, Magma Genasi
may have one or more of the following:
Black or dark brown skin laced with streaks of
red or bright orange
Skin that's warm (even hot) to the touch

A mild odor of heated rock


The faint rumbling of a volcano in their voice
Magma Genasi add +1 to their Intelligence
because of their inquisitive natures, but lose -1 from
their Charisma since they prefer researching
interesting minutiae about the Multiverse instead of
learning standard social graces. Magma Genasi are
completely unaffected by either normal fire or by
lava, and could swim, breathe, and live in an active
volcano if they felt like it (and some do just to keep
away unwanted visitors). Furthermore, Magma
Genasi gain a +1 bonus per every 5 levels applied to
their saving throws vs. magical fire- or lava-based
attacks. Finally, Magma Genasi can Heat Rock once
per day as though they were a 5 th-Level Priest. Aside
from the fact that it affects rock instead of metal,
Heat Rock is identical to the 2nd-level Priest spell
Heat Metal.
Magma Genasi can be fighters, mages, specialist
mages, specialty priests, or a multiclassed
fighter/mage or fighter/priest character. Note that
Magma Genasi can't be standard Clerics, since their
desire to investigate and understand the Multiverse
makes them gravitate towards specific dieties.
Magma Genasi who become specialist mages must
specialize in either Elemental Earth or Elemental
Fire. Specialty priests must pick a Power of Fire,
Earth, or Lava.
Magma Genasi can be of any alignment.

Magma Genasi
"Slow, but burning with intense
energy" is the description often used to describe the
Explorers of the Lava.
Like their close cousins the Earth Gensai,
Magma Genasi tend to be ponderous and deliberate
in their outward motions. However, this slow,
monolithic movement disguises a fiercely active and
intelligent mind. As a consequence, the curiosity
typical of all Para- and Quasi-Genasi manifests in
Magma Genasi as a desire to explore, investigate,
and truly understand the Multiverse. For many
Lawfully inclined Magma Genasi, this draws them
towards the Guvners. But regardless of the Faction to
which they belong, Magma Genasi are always among

Mineral Genasi
Most sods would think a being from the QuasiElemental Plane of Mineral would be a little on the
hard, unfeeling side. After all, not only is the plane
comprised of stones that are harder than rock in most
cases, but those stones are also usually razor sharp. A
cutter has to be extremely thick-skinned -- in the
literal sense -- to survive even a day on the Plane.

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But canny bloods know that things don't always
turn out in the obvious, logical way, especially on the
planes. And so it is with Mineral Genasi. Inheritors
of the Glittering Stones are singularly large and
imposing -- larger than even their Earth Genasi
cousins -- and they've got a heart to match.
Mineral Genasi grow up on a plane where the
entire collected treasury of the Merkhant sect pales in
comparison to the riches littering the ground within a
mile's radius from thier childhood kip. As such they
really don't understand the notion of hoarding wealth,
especially just for the sake of hoarding it (which is
why you'll never see a Mineral Genasi in the
Merkhants). This doesn't mean that they don't have
any use for it. But to them, jink is part of the journey.
It ain't the destination. So while they'll keep
themselves in good repair and maybe even save some
for a rainy day (being prepared ain't the same as
"hoarding," after all), you'll never see an Inheritor of
the Glittering Stones living in anything more opulent
than a modest case.
So what do they do with the rest of their jink?
99 times out of 100, Mineral Genasi use it to help the
less fortunate of the Multiverse. Again, this goes
back to their early environment; Mineral Genasi are
raised around vast amounts of material wealth, and
they find it a little disturbing to discover that some
berks don't have two coppers to rub together.
Different Mineral Genasi have different
approaches to helping out the poor and downtrodden.
Some will open up farms or smithies (or something
similar) on one of the Upper Planes (or the portion of
the Outlands near the Upper Planar gatetowns). Then
they'll give down-on-their-luck sods a chance to
come work for 'em and learn a trade. For those less
fortunate cutters with a strong streak of pride that
don't allow 'em to accept charity, this works out fairly
well. Other Inheritors will open up soup kitchens or
resthouses to give luckless bashers 3 squares a day
and a roof over their head at night. And the rare
Mineral Genasi thief will usually find some
oppressive rich berk to steal from, and will then give
this stolen loot back to the oppressed folk in
question. (It should be noted that, despite what a
cutter might think, Mineral Genasi rarely join the
Ring-Givers. This is because the Ring-Givers give
stuff away in hopes that they'll get more stuff in
return. Inheritors of the Glittering Stones, on the
other hand, are genuinely altruistic. When they help a
cutter, they honestly don't expect anything in return.)
Planewalking Mineral Genasi tend to think a
little bigger with regard to helping out the
downtrodden, and they will usually seek out villages,
towns, or occasionally entire regions that are downon-their-luck for whatever reason (usually due to
marauding bands of raiders, drought, famine, or
something along those lines). When this happens,
they'll usually attempt to take whatever corrective

action they feel necessary to get the village, town, or


region back on its feet.
In appearance, Mineral Genasi are large, thick
and imposing. Their features are sharp and angular,
like the gemstones from their native plane. They also
have a natural armor class of 8, and will have one or
more of the following traits:
Rough, dark brown skin or smooth, dark grey
skin.
A few small (half-inch diameter) crystalline
stones of various colors embedded in their flesh
(these crumble to worthless dust if somehow
removed from the Mineral Genasi)
Eyes that seem faceted (like a cut diamond)
Inheritors of the Glittering Stones receive a +1
bonus to their Strength (big, thick Earth creatures can
pack quite a wallop), but suffer a -1 to Dexterity (big,
thick Earth creatures are rarely agile). Mineral Genasi
have a natural 50% magic resistance to all spells (or
spell-like effects) which would turn 'em to stone.
Standard saving throws will still be applicable if the
magic resistance fails. Additionally, Mineral Genasi
receive a +1 bonus to their saving throws vs. earthbased magic every 5 levels. They also can identify
and appraise precious gems and jewelry with 100%
accuracy. Finally, Inheritors of the Glittering Stones
can Shape Stone once per day, as the 3rd-level Priest
spell Stone Shape. They can affect 15 cubic feet of
stone or rock in this fashion.
Mineral Genasi can be any class but Ranger or
Druid. Mineral Genasi Paladins must be
Planewalkers, moving from plane to plane, seeking
villages, towns, or regions which are being oppressed
by raiders, corrupt officials, or what-have-you. (Note:
This excludes locations on the Lower Planes, since
these locations are evil by nature, and are not
therefore oppressed.) Once a Planewalking Mineral
Genasi Paladin finds an oppressed area, he is bound
by honor to stay until the area is no longer oppressed.
Leaving before that time will cause the permanent,
irrevocable loss of Paladin status.
Mineral Genasi thieves must steal only from
oppressive rich berks (like a greedy merchant or a
corrupt sheriff) and give the stolen wealth back to the
folks oppressed by these knaves.
Mineral Genasi can specialize in Earth
Elementalism or Necromancy. They can also be
specialty priests of Powers dealing with Earth, Wealth
or Altruism. Inheritors of the Glittering Stones can be
multiclassed
fighter/mages,
fighter/clerics,
fighter/thieves, mage/clerics, or mage/thieves. They
can be any Good alignment.

Ooze Genasi
"The...er...noble beauty of a... uh... a pig
wallow.

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The...... the melodious sound of a... a boot
splorching through the mud after... after...
BWAHAHAHA"
--Excerpt from the last performance of Gerald
the Straight-faced Bard, held at the Great Silt Palace
on the Para-Elemental Plane of Ooze.

The faint aroma of moist earth


Their resilient natures provide them with a +1
bonus to Constitution and Dexterity, but their overconfidence results in a -1 penalty to Wisdom and
Charisma. Dwellers of the Mud are amphibious and
can function in water as easily as air, and they swim
at a movement rate of 15. Additionally, they can also
function in mud as though they were in air, and many
Ooze Genasi prefer to sleep completely submerged in
pits of mud or silt. Every five levels, Ooze Genasi
also get an additional +1 bonus to their saving throws
vs. water- or earth-based magic.
Once per day, Ooze Genasi can Create Mud.
Create Mud is a lesser version of the 5th-Level Wizard
spell Transmute Rock to Mud. By standing on bare
earth or rock, an Ooze Genasi can create a 3-ft deep
mud pit, centered on the caster, with a radius of up to
50 feet. The duration of this effect is identical to the
Transmute Rock to Mud spell. Genasi use this talent
most often to give them a place to sleep while on the
trail, but since walking through a 3-ft deep pit of mud
will slow most bashers down, it also comes in handy
for thwarting pursuit. Note that they can only use this
ability to affect the ground beneath them. Cave walls
(for instance) would be unaffected by this ability,
even if the Ooze Genasi were somehow standing on
the wall, unless gravity naturally pulled her towards
the wall (as on the plane of Pandemonium).
Ooze Genasi can be fighters, mages, fighter/mages,
or (interestingly enough) paladins. Ooze Genasi
paladins (called Silt Knights) occur when an Ooze
Genasi (in typical Ooze Genasi fashion) decides that
she will be the sworn protector of a particular town
(prime or planar), region (prime or planar) or realm.
(Ooze Genasi are nothing if not big thinkers.) In
adopting this town, region, or realm, the Ooze Genasi
swears to defend it from evil at all costs. A Silt
Knight might adopt the gate town of Tradegate, for
instance, or the Great Glacier of Toril. They're free to
leave their designated area at any time (to visit
relatives, for instance), but if they undertake a quest
that doesn't directly or indirectly relate to the
protection of this area, they lose their paladin abilities
until such time as they atone for it in the normal
fashion of paladins. If the area under protection
should somehow get destroyed during the paladin's
absence, the paladin immediately (and irrevocably)
loses all paladin status, and becomes a fighter of the
same level.

As one might guess, bashers from the ParaElemental Plane of Ooze have a hard time getting
respect from the rest of the Multiverse. After all, the
other Inner Planes have something going for 'em,
from the burning majesty of the Plane of Fire to the
immeasurable wealth of the Quasi-Elemental Plane of
Mineral to the bitter cold of the Para-Elemental Plane
of Ice. Whether it's due to the beauty, the power, the
riches or the deadliness of the particular plane, the
other Inner Planes inspire respect.
On the other hand, there's nothing particularly
inspiring about Ooze. And Dwellers of the Mud (as
they call themselves) get this repeatedly drummed
into their heads from the moment they step off the
Para-Elemental Plane of Ooze. While some Ooze
berks develop a crushing inferiority complex from all
this lack of respect, most Ooze Genasi react in both
of the following ways:
First, they become over-confident overachievers.
They push themselves to the limit, and more, just to
prove their worth. For Ooze Genasi with the skill to
back it up, this can often be a boon. Many Ooze
Genasi have skyrocketed to fame and fortune due to
their "I can do it if I just try hard enough" attitude.
For Ooze Genasi less able to put their jink where
their bone-box is, this over-confidence can have
sometimes humorous, sometimes deadly, results.
While an Ooze Genasi would (almost) never be overconfident enough to do something obviously stupid
like trying to best a Titan in a wrestling contest, it's
not unheard of for an Ooze Genasi to imagine
themselves the equal of a Pit Fiend or an Arcanoloth
when it comes to understanding binding contracts and
the loopholes therein. The results of such folly are
predictable.
Secondly, they try to hold up mud, ooze, muck,
and so forth as equally worthy of respect and
admiration as the other elements (and para- and
quasi-elements). They're constantly trying to find new
ways to inspire folks with mud. From artistic
creations made of mud to cosmetic mud-baths to
weapons that sling mud, almost all Ooze Genasi
strive to increase the respect accorded their native
element. So far, the results have been less than
impressive. But the Ooze Genasi keep trying.
Ooze Genasi always display one or more of the
following traits:
Skin that seems almost to flow and drip

Radiance Genasi
Radiance Genasi (known among themselves as
Disciples of the Incandescent Colors) hail from a
plane where every moment of their existence is
surrounded by, and suffused with, a scintillating,
never-ending display of the most beautiful colors and
lights in the Multiverse. As a consequence, most of

A skin color reminiscent of mud or silt


A thin film of moisture covering their entire
body

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the Radiance Genasi that leave the Plane of Radiance
are profoundly and utterly disappointed by the
(comparatively) dull and dreary nature of the rest of
the Multiverse. And so, in a similar fashion to their
Ash Genasi cousins, most Radiance Genasi figure
they've seen enough of the Multiverse and
immediately head back home.
But, like their Ash Genasi cousins, a few stick
around. These are the Radiance Genasi who hit the
planes and figure "It can't all be this dull and dreary."
So they let their natural curiosity take hold and they
begin wandering the planes looking for things of
Beauty. To their credit, these Genasi usually discover
somewhere along the way that "Beauty" can take
forms other than blindingly brilliant and beautiful
colors, and they gain a respect for the artworks of
many cultures (both Prime and Planar). In some
cases, Radiance Genasis even learn to appreciate art
from cultures most other folks wouldn't consider
"beautiful," such as Kobold "dung and worm
sculpture" -- a medium most bashers can't appreciate.
Fortunately, most Disciples of the Incandescent
Colors don't go quite this far in their quest for art and
"beauty".
It should be noted that occasionally a Radiance
Genasi will decide to make their own beauty rather
than seeking it out. Probably the most famous of
these is the woman known simply as The Coruscate,
who has the ability to make achingly beautiful
sculptures out of "solid light." How she shapes the
lights and keeps them mobile, suspended, and
permanent is a dark to everyone but her.
And, of course, many of these Radiance Genasi,
whether they're searching for "Beauty" or making
their own, will twig to the notion that "Beauty" isn't
necessarily visual, and they'll begin seeking (or
crafting) literature, poetry, music, and so forth.
Basically, if it's artistic in any way, there's probably
some Radiance Genasi either doing it or searching it
out among the planes.
Radiance Genasi are visually striking. Their skin
is always a vibrant, distinctive color (green, blue,
purple, and so on), and their hair is usually a violently
contrasting color from their skin. Additionally, they'll
have one or more of the following:
A faint glow about them (too faint to do
anything other than pinpoint their location in a
pitch dark room)
The ability to change their hair color at will

Radiance Genasi are completely immune to both


natural fire and to being blinded by bright light (even
if the bright light is magically induced). This isn't to
say that they can't be blinded; the Wizard spell Power
Word, Blind (for instance) doesn't rely on bright light
to achieve the blinding effect, and Radiance Genasi
are therefore just as susceptible to that spell as are
any other group of berks. However, casting a
Continual Light spell (for example) on a Radiance
Genasi's eyes won't have any effect. Radiance Genasi
also receive a +1 bonus to their saving throws vs.
fire-based magic and illusions every 5 levels. Note
that this bonus applies to illusions (i.e. magical
constructs which rely on fooling the optical senses)
but not to phantasms (i.e. magical constructs placed
directly in a cutter's mind, bypassing the optical
senses entirely). Additionally, Radiance Genasi can
create Continual Light once per day, as the 2 nd-level
Wizard spell. They can use this ability as though they
were a 5th-level caster.
Radiance Genasi can be fighters, mages, Fire
Elementalists, Illusionists, clerics, specialty priests
(must follow a power of fire, light, or beauty),
thieves, or Bards. They can also be multiclassed
fighter/illusionists,
fighter/bards,
or
Illusionist/thieves. Note that most Radiance Genasi
thieves become art thieves. They can be of any
alignment.

Salt Genasi
All Para- and Quasi-Genasi have a natural
curiosity about the rest of the Multiverse, but in Salt
Genasi this curiosity has flowered into a passion for
exploring matched only by their Magma, Dust, and
Steam Genasi cousins. And like their cousins, Salt
Genasi have focused on the single-minded
exploration of one particular facet of the multiverse.
Just as Magma Genasi often focus on exploring
the naturalistic side of the Multiverse (writing
treatises on the life cycle of the Ethyk, for instance,
or studying the ecology of Jangling Hiter), Salt
Genasi tend to concentrate on exploring the
waterways of the planes. Oceans, lakes, rivers, seas,
and even swamps and marshes; any reasonably sized
body of water is enough to make the average Salt
Genasi feel an urge to map its boundaries, explore its
expanse, and experience life to the fullest while
sailing its surface.
Interestingly enough, of all the planar races,
none are as enamored of the Prime Material Plane as
are the Wanderers of the Brine. This stems from the
fact that oceans on the planes usually cover entire
layers (Ossa, Thalasia), they're usually fairly
homogeneous ("One stretch of Ossa is pretty much
the same as any other," is a common saying among
Salt Genasi), and smaller bodies of water are
infrequent in comparison to the amount of land.

Skin that's warm to the touch


Despite their vari-colored skin and hair, most
Radiance Genasi are extremely attractive, so they
gain a +1 bonus to their Charisma. They also gain a
+1 bonus to their Intelligence to reflect their natural
appreciation for art in its varied forms. Unfortunately,
Radiance Genasi are notoriously frail, so they suffer a
-1 penalty to both Strength and Constitution.

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Prime worlds, on the other hand, often have
more water than land. Moreover, the oceans of one
prime world are usually vastly different from those of
other prime worlds, and in many cases there are vast
differences within the same ocean. And for those
more interested in rivers, lakes, and other somewhat
smaller bodies of water, you really just can't beat the
Prime for variety.
As if that weren't enough (and you'd certainly
think it would be), many Salt Genasi have discovered
Spelljamming and have taken to it with the same
enthusiasm that they have for exploring oceans on the
Prime. In their minds, it's just another type of ocean
to explore. And since Spelljamming allows them to
go from Prime world to Prime world without needing
portals or gates, many Salt Genasi end up on the
Prime and never return to the Planes. Because of all
this hopping about on the Prime, Salt Genasi who
spend most of their time on the Prime call themselves
Primewalkers. This is an obvious reference to the
more common Planewalker, and a not-so-subtle hint
to their fellow Planars that the Prime is also a plane
worthy of respect, just like the Abyss or Bytopia.
This isn't to say that you won't find Salt Genasi
exploring planar waterways. In one particularly
interesting case, a Wanderer of the Brine named
Hobart Frimax has modified a Spelljamming ship to
make it submersible, and is exploring Thalasia
beneath the waves. In another instance, a Salt Genasi
named Mitel Cannate is busy exploring the layer of
Belerin (and staying one step ahead of both the
Asuras and the Hydra), on the Plane of Elysium. And
Salt Genasi who are more interested in profit than in
exploration routinely set up shop as ferrymen on the
River Oceanus. However, these are the exceptions
rather than the rule.
In appearance, Salt Genasi possess one or more
of the following traits:
An encrusting of salt on their skin and/or in
their hair
Lips which seem perpetually parched and
cracked (although this causes no discomfort to
the Salt Genasi)
An odor of brine about them at all times
The open-mindedness of Salt Genasi (without
which they'd view the Prime as a waste of time)
grants them a +1 bonus to their Wisdom scores. Their
physical appearance, however, causes them to suffer a
-1 penalty to their Charisma. Salt Genasi have no
need whatsoever to drink, and never suffer the effects
of thirst. Salt Genasi can breathe water as if it were
air, but their movements underwater suffer the same
restrictions as the movements of normal land-based
characters. Every five levels they gain a +1 bonus to
their saving throws vs. water-based magic. Wanderers
of the Brine can Destroy Water once per day, at will.
This is the reverse of the 1 st-Level Priest spell Create

Water, and Salt Genasi can cast it as though they


were a 5th-level priest.
Their wandering natures prevent them from
having the time to intensely study magic, and so they
cannot be mages. However, their wandering nature
certainly lends itself to picking up the odd bit of
magical info here and there, so Salt Genasi can be
Bards. They can also be fighters, clerics, or specialty
priests (must worship a power of water, sailors,
exploring, or the sea). They can also be multiclassed
fighter/clerics or fighter/bards, and can be of any nonLawful alignment.

Smoke Genasi
Silent, stealthy, and comfortable in shadows,
Smoke Genasi are the most urban of all the Para- and
Quasi-Genasi. This isn't because the Para-Elemental
Plane of Smoke is populated with cities, but rather
because once a Smoke Genasi leaves the Plane of
Smoke, they discover that they're uncomfortable in
wide open spaces where a berk can see for miles and
miles on a clear day. This isn't to say that a Smoke
Genasi can't function out in the open; they just don't
like it (a Smoke Genasi on a mountain top is a
miserable berk indeed). Cities (and the bigger, the
better) provide Shadows of the Vapors with a
measure of psychological security due to the closedin nature of most cities. And if the city has a lot of
smoke and/or smog, so much the better. Small
wonder, then, that Sigil has the greatest concentration
of Smoke Genasi outside of the Plane of Smoke
itself.
Para- and Quasi-Genasi are notoriously curious
about the Multiverse (or aspects thereof), and
Shadows of the Vapors are no exception. However,
their curiosity takes the same urban direction that
they themselves take; Smoke Genasi are dedicated
and enthusiastic city dwellers. This doesn't mean
they're always happy and cheerful about their lot in
life. They've got the same problems as regular berks,
after all. But Smoke Genasi are fascinated by city life
like no other race in the Multiverse. They can gaze
for hours at the endless ebb and flow of traffic on a
city street, watching the intricate patterns of life play
themselves out on the cobblestones. Indeed, many
Smoke Genasi become merchants or innkeepers
precisely so they can more fully experience the life of
the city. And the rare Smoke Genasi planewalker
travels from city to city on the planes in an effort to
compare, contrast, and explore the different urban
settings of the Multiverse.
Smoke Genasi always have a faint odor of
smoke about them, and this odor can often indicate
their mood. The pleasant odor of smoked cedar, for
instance, may indicate that the Smoke Genasi is in a
generous mood, while a sharp and acrimoniously
smoky odor might indicate anger or jealousy.

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Additionally, Smoke Genasi will have one or more of
the following:
Dark gray hair that moves of its own accord like
smoke coming off a fire
Mottled gray skin which seems to change
coloring and pattern from moment to moment
A choking, coughing tone to their speech
Smoke Genasi receive a +1 bonus to Dexterity
and Intelligence, and a -1 penalty to Strength and
Constitution. They're immune to the effects of normal
flame, but take normal damage from magical flames.
However, they receive a +1 bonus to their saving
throws vs. magical fire every 5 experience levels.
They can also breathe smoke without penalty and
suffer only half-damage from magical clouds (like
Stinking Cloud). Note that this only applies to those
magical clouds which require inhalation before the
detrimental effects occur. Spells like Cloudkill work
by contact, not inhalation, and thus Smoke Genasi
aren't any more resistant to these spells than anybody
else. Finally, Smoke Genasi can create a Wall of
Smoke once per day. This is identical to the Wizard
spell Wall of Fog, except that a barrier of smoke is
created. Creatures within this barrier suffer no
damage, but must spend the same number of rounds
recovering (clearing their eyesight, regaining their
breath, and so forth) that they spent inside the Wall of
Smoke, unless they prepared for it (by holding their
breath, perhaps, or breathing through a wet rag).
Shadows of the Vapors can be fighters, mages,
thieves, fighter/thieves, or mage/thieves. They can be
of any alignment.

But for most Steam Genasi -- the overwhelming


majority, in fact -- this means taking the first portal
out of Sigil and striking off for parts unknown. Steam
Genasi have a burning curiosity about those areas of
the Planes about which there is little (if any)
information. Find a spot on the Planes that nobody
knows anything about and you can bet that a Steam
Genasi will find some way to get there and return
alive to tell the tale. One Steam Genasi, a sod named
Strom, is systematically mapping Agathion, the
fourth layer of Pandemonium. Another Steam Genasi,
Kaul Wildmarten, is exploring the nether reaches of
Pelion, on Arborea. And an unknown Steam Genasi is
wandering about on the Great Glass Sea, on the
continent of Taladas, on the Prime world of Krynn.
Given all this exploration of the unknown, it's no
wonder why most bashers tend to be respectful of
Steam Genasi. For one thing, a lot of the knowledge
collected about the lesser-traveled regions comes
directly as a consequence of the Lanterns of the
Mists. And for another, anybody who wanders into
unknown areas of the Planes and lives to tell about it
is not someone a body would want to cross. After all,
it's one thing to visit Jangling Hiter after consulting
with sages and planewalkers to find out the
preparations needed to come back from the visit with
all your skin still attached. It's another thing entirely
to just gad about the lesser-traveled portions of the
layer of Minauros without any prior knowledge of
who may be out there or what it might take to keep
'em from putting you in the dead-book. Most sods
would call such exploring barmy, but experienced
Steam Genasi can do it and return six weeks later to
toss the chant about it over a cup of mead and a game
of dice.
Appearance-wise, Steam Genasi are the most
human-looking of all the plane-touched. All Steam
Genasi have one or more of the following traits:
Perpetually wet hair

Steam Genasi
The Quasi-Elemental Plane of Steam is known
by many names: The Great Fog, the Obscuring Mists,
or simply The Hidden. The very image of the plane
conjures up visions of secrecy and mystery and longlost Darks. As with most things in the Multiverse,
there's probably something to all these names. That
is, if the Steam Genasi are any indication.
Steam Genasi call themselves Lanterns of the
Mists, and most bashers on the Planes figure this to
be a fairly apt description. Like their Magma, Dust,
and Salt Genasi cousins, Steam Genasi are ardent,
enthusiastic explorers of the Multiverse. But the
Lanterns of the Mists specialize in (and excel at) the
exploration of the obscure.
For some Steam Genasi, this means
investigating hidden Darks and unearthing lost (or
forbidden) knowledge. This could be anything from
uncovering the Dark of why Nemausus has gone
missing from Arcadia, to discovering the pattern of a
shifting portal in the Hive, to capturing the murderer
of the late Colonel Halvart.

The odor of fog about them


A perpetual coating of water droplets on their
skin and in their hair

A faint haze surrounding them, extending about


1 foot from their skin
Interestingly enough (and with only a very few
exceptions), Steam Genasi avoid some of the more
popular fashion trends evinced by many Planars
(especially Sigillians). In particular, Steam Genasi do
not pierce their bodies (female Steam Genasi may be
occasionally seen with one piercing per earlobe, but
even this is rare), nor do they affect the tattoos or
body painting prevalent among other Planar races.
The Dark of why the Steam Genasi, as a whole, seem
to avoid these things remains a mystery. (Along these
lines, the humble author of this description pointed
out this mystery to a Steam Genasi of the author's
acquaintance. The Steam Genasi in question is now

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assembling a team to investigate. A trip to the QuasiElemental Plane of Steam is anticipated, and
interested cutters are invited to inquire at the Rotting
Treant tavern, off of Bloodmarsh Way, in the Lower
Ward.)
Steam Genasi have earned a well-deserved
reputation for being tough to kill, and this is
doubtless due to their +1 bonus to Dexterity and
Constitution. However, they do seem more
susceptible to mind-controlling spells (-1 penalty to
Wisdom), and they're not particularly powerful (-1 to
Strength). Lanterns of the Mists can breathe water as
though it was air, but they suffer the same movement
penalties underwater as if they were any other landbased race. They gain a +1 bonus to their saving
throws vs. water- and necromantic-based magic every
five levels. Finally, they can Obscure themselves
once per day. This is a spell-like ability identical to
the 2nd-level Wizard spell Obscurement, and Steam
Genasi cast it as though they were 5th-level casters.
Steam Genasi can be fighters, mages, Abjurers,
Diviners, or bards. They can also be fighter/mages,
fighter/Abjurers, or fighter/Diviners. They can be of
any alignment.

Vacuum Genasi
"There are three types of sages: Those
who do not mind admitting when they do
not know the answer to a question, and
those who do mind.
Two types of sages."
--Xansost the Slaad
Ask a sage to describe the sort of being that
would be native to the Quasi-Elemental Plane of
Vacuum, and many (perhaps most) sages would
mutter something about "creatures of pure thought"
and then quickly change the subject. Bring up the
existence of Vacuum Genasi and ask these same
sages how a "creature of pure thought" could produce
a half-breed, and most will have you forcibly
removed from the premises.
Despite the difficulties in explaining their
existence, there's no denying that they do exist. Of
course, as things in the Multiverse tend to go, lots of
berks wish they didn't. Y'see, the Quasi-Elemental
Plane of Vacuum isn't a popular plane. There's no air,
no sound, damned few pockets of other Elemental
matter, even fewer residents, and almost no visitors.
Oh sure, it has the occasional bit of excitement -after all, in an infinitely large plane, something's
bound to happen from time-to-time to break up the
monotony. But outside of the Positive and Negative
Energy Planes, the Plane of Vacuum is the most
difficult Inner Plane on which to survive (since Airy
Element and Breathe Element spells don't work on
vacuum, among other reasons), and so excitement

12

happens here a bit less on average than on the other


Inner Planes. As a consequence, the Offspring of the
Void are probably the least sophisticated race in the
planes. And that's putting it mildly.
Think of the most clueless, wide-eyed Prime
berk you can think of, and they'll look like Tarsheva
Longreach herself next to the average Vacuum
Genasi. But whereas Primes are clueless due to their
arrogant assumption that their Crystal Sphere is the
Center of the Multiverse, Vacuum Genasi are clueless
because they have absolutely no experience with
things most everyone else takes for granted. Like
razorvine. Or tanar'ri. Or smog.
And when you couple the natural curiosity about
the Multiverse that exists in all Para- and QuasiGenasi with the cluelessness that exists in all Vacuum
Genasi, you'll find that they often act even more
clueless than Prime berks. Since they come from a
plane that has almost nothing in it, everything is new
and exciting to an Offspring of the Void. So Vacuum
Genasi spend a lot of time wandering the planes with
an excited, awe-filled expression pasted on their
faces, and this is true whether they're looking at
Mount Olympus or a pile of Bebilith droppings.
Most Vacuum Genasi get over it, eventually, if
they live. But it usually takes longer for them to shed
their "cluelessness" than it does for even the most
backward Prime. And even experienced, powerful
Vacuum Genasi still have a touch of the "wide-eyed
tourist" about them. Growing up in a nearly empty
plane is not something one loses easily, after all.
Offspring of the Void all look very gaunt,
sometimes to the point of seeming emaciated
(although they're perfectly healthy). Additionally,
they have one or more of the following traits:
an area of "dead air" extending about 1 ft. from their
bodies, in which sounds seem muted, the air seems a
little thin, and/or odors are non-existent
hair that's unaffected by even the strongest wind

skin that's dry and cool to the touch, and never


perspires
Because of their gaunt frame, Vacuum Genasi
suffer a -1 penalty to Strength. But because they do
not need to breathe, they've never had to suffer from
air-borne illnesses. Consequently, their Constitution
is exceptionally hardy and they gain a +1
Constitution bonus. Vacuum Genasi are completely
immune to the effects of vacuum whether natural or
induced by magic. Since they don't need to breathe,
they're also immune to harmful vapors which do their
damage by being inhaled. Additionally, they gain a
+1 bonus to their saving throws vs. air-based magic
every 5 levels. Finally, Vacuum Genasi can create
Silence, 15' Radius with themselves in the center (like
the 2nd-level Priest spell) as though they were a 5 th
level caster.
Vacuum Genasi can be fighters, mages, clerics,
or thieves. They can also be multiclassed

Great Elemental Netbook


fighter/mages, fighter/thieves, or mage/thieves. They
can be of any alignment.
Ability Requirements
Ash
Dust
Ice
Lightning
Magma
Mineral
Ooze
Radiance
Salt
Smoke
Steam
Vacuum

Strength
3/18
3/18
3/18
3/18
9/18
9/18
5/18
3/18
3/18
3/18
3/18
3/18

Dexterity
3/18
7/18
7/18
9/18
3/18
3/18
7/18
5/18
3/18
7/18
7/18
5/18

Intelligence
7/18
5/18
5/18
5/18
7/18
3/18
3/18
7/18
5/18
7/18
3/18
5/18

Wisdom
9/18
5/18
3/18
9/18
3/18
5/18
3/18
3/18
9/18
3/18
3/18
3/18

Constitution
3/18
7/18
3/18
3/18
7/18
5/18
7/18
3/18
5/18
3/18
9/18
7/18

Charisma
3/18
3/18
3/18
3/18
3/18
3/18
3/18
9/18
3/18
3/18
3/18
3/18

Age and Aging Effects (This is similar to all genasi)


Genasi

Starting Age
20+1d10

Middle Age*
60

Old Age**
80

Venerable***
120

Maximum Age
120+6d10

Note: Add 7d4 years to starting age for a ranger or druid Ash Genasi
-1 Str/Con; +1 Int/Wis
** -2 Str/Dex, -1 Con; +1 Wis
*** -1 Str/Dex/Con; +1 Int/Wis
Average Height and Weight

Ash
Dust
Ice
Lightning
Magma
Mineral
Ooze
Radiance
Salt
Smoke
Steam
Vacuum

Height (In inches)


Male
Female
60+1d10
59+1d10
60+1d10
59+1d10
60+1d10
59+1d10
58+1d8
57+1d8
61+2d8
60+2d8
67+2d8
66+2d8
60+1d10
59+1d10
60+1d10
59+1d10
60+1d10
59+1d10
58+1d8
57+1d8
58+1d10
57+1d10
62+1d10
60+1d10

Weight (In pounds)


Male
Female
150+4d10
100+4d10
150+5d10
100+5d10
150+5d10
100+5d10
130+4d10
80+4d10
160+6d10
110+6d10
190+6d10
140+6d10
150+5d10
100+5d10
150+4d10
100+4d10
150+5d10
100+5d10
130+4d10
80+4d10
140+4d10
90+4d10
120+4d10
70+4d10

Thief Racial Adjustments:


Ash
Dust
Ice
Lightning
Magma
Mineral
Ooze

PP
-15%
-5%
-

OL
-5%
-

F/RT
-5%
-

HS
-10%
-

13

MS
-

DN
+5%
-

CW
-5%
+10%
-

RL
+10%
+15%
-

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Radiance
Salt
Smoke
Steam
Vacuum

-10%
-10%
-5%

-10%

-20%
+15%
-

+10%
+10%
+15%

+5%
-

-5%
+5%
-

+10%
+5%
-

Level Limits
Ash
Dust
Ice
Lightning
Magma
Mineral
Ooze
Radiance
Salt
Smoke
Steam
Vacuum

Fighter
11
12
11
12
15
14
13
13
13
11
14
13

Ranger
15
-

Paladin
14
15
-

Cleric (1)
14
15 (5)
14
12
12
12
13

Druid
13
-

Mage
10
11
15
11
16
13
12
13
13
13
15

Specialist
12 (2)
(3)

15 (4)
16 (6)
13 (7)
(8)

(9)

Thief
13
9
11
16
14

Bard
14
10
14
16
11
-

Includes specialty priests.


2. Can be either a Fire Elementalist or a Necromancer
3.Can be either a Diviner (15) or an Earth Elementalist
4. Can be either an Air or Water Elementalist.
5.Can attain 18th level as specialty priest
6. Can be either an Earth or Fire Elementalist.
7. Can be either an Earth Elementalist or a Necromancer.
8. Can be an Illusionist (15) or a Fire elementalist (13).
9. Can be an Abjurer (16) or a Diviner (15).

Ruvkova
Authors: Greg Jensen "belarius@juno.com" and Greg Jensen "gjensen@mail.wsu.edu", there are two of them
The ruvkova, also known as the ruvoka, are a highly
mysterious humanoid race that populates the various
inner planes. The ruvoka live in a tribal social
structure, with each tribe claiming a specific inner
plane as their home. They can be found on virtually
any inner plane, with the possible exceptions of the
energy planes (and even that may not be entirely
true). Not even the plane of Vacuum is safe from
ruvoka tribal intrusions. The most widely known
ruvoka tribes are: brajeti and zathosi (Earth), ethilum
(Air), kaltori (Fire), ramoka (Steam), sartarin (Ash),
and vandesh (Ice).
Nobody is really sure where the ruvoka came from. If
the ruvoka know, they ain't telling anyone else.
has its own distinguishing characteristics, depending
on what element they inhabit. Tribes also have a
favorite manner of dress and specific weapons of
choice. The brajeti use bronze weapons almost
exclusively, and zathosi warriors are well-known for
their large heavy mauls. The ethilum are expert
archers and spear-wielders, and have white-grey hair

Rumor has it that they were originally prime druids


who decided to make the inner planes their homes,
and became adapted to their new environment.
Ruvoka keep their own council, however, and don't
really talk much about their origins to non-ruvoka or
much of anything else for that matter. They are an
extremely reclusive race, and actively avoid contact
with others. Some rogue ruvoka have been known to
associate with members of other races. However,
even these bloods cannot be considered friendly.
They are all introverts, and remain distant from even
their closest friends.
Ruvoka are extremely tall and gaunt, but otherwise
greatly resemble humans. Each tribe
and beards. The kaltori have jet-black skin, and
prefer obsidian-tipped weapons. The ramoka have
wrinkled skin as though having been submerged in
water too long, and are one of the few tribes
preferring swords to other weapons. The albinoappearing sartarin weild heavy war clubs, and the

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At 6th level of experience, Ruvoka gain the ability to
telepathically communicate with any sentient
creature. This functions as normal speech, in all
manners. However, this form of communication
makes no actual sound (the "speaking" appears in the
minds of those in the area), and can be understood by
any sentient creature (low or higher Intelligence).
This ability to be a universal translator makes ruvoka
diplomats much in demand.
Special Hindrances: Ruvoka count as large
creatures for purposes of taking damage. No matter
how accustomed a ruvoka is to the world outside of
her tribe, she can never fully relate to members of
other races. All ruvoka PCs have a -2 penalty to all
reaction rolls.
Ruvoka also require their native element as
sustenance in addition to food. One pound or the
equivalent of the element must be consumed every
24 hours, or the ruvoka acts as though he were one
level more encumbered.
Ruvkova druids use the wizard experience point table
for advancement (although they gain d8 hit points per
level), and ruvoka fighters use the paladin/ranger
experience table. All ruvoka are neutral in alignment.
Class Options: Ruvkova may be fighters, druids, or
druid/fighters. Ruvoka druids have a few differences
from the standard druid. First, they have no charisma
requirement. Second, they have access to elemental
spheres based on their native element as follows:

hairy (some would even say furry) vandesh prefer


large spears.
Ability Adjustments: Ruvkova of all tribes have a
+1 to both Strength and Wisdom, and a -2 to
Charisma and -1 to Dexterity.
Special Abilities: Ruvkova have many potent
abilities, being a surprisingly tough elemental planar
race. All ruvkova are completely immune to the
harmful effects of their native element, and can move
through this element without hindrance. They can
breathe their native element as effectively as air.
They are still vulnerable to other forms of elemental
attack, however. The player or DM may choose the
ruvoka PC's native element, at the DMs discretion.
Alternately, the following table can be used to decide
the character's native element:
[Crossbreed: Character has parents from more than
one tribe. Is half immune (half damage) to both
elements, and can move through either element for 1
turn/level each day. (Roll again twice).]
Ruvkova begin with a base AC of 9 due to their
tough, resistant skin. Every other level gained, the
ruvoka loses one AC point, to a minimum natural AC
of 6. Ruvoka often use armor to further decrease their
armor class.
Inner Plane
Air
Earth
Fire
Water
Ooze
Ice
Magma
Smoke

Native Element
Major Air*
Major Earth*
Major Fire*
Major Water*
Major Earth, Minor Water
Major Water, Minor Air
Major Fire, Minor Earth
Major Air, Minor Fire

Inner Plane
Lightning
Steam
Mineral
Radiance
Dust
Vacuum
Salt
Ash

Native Element
Major Air, Minor Fire
Major Earth, Minor Fire
Major Water, Minor Fire
Major Fire, Minor Air
Major Earth, Minor Air
Major Air, Minor Earth
Major Water, Minor Earth
Major Fire, Minor Water

[* Spells from this sphere incur a -1 penalty to saves on attack-based spells. Finally, Ruvoka druids have no
armor or weapon restrictions. Most Ruvoka are multi-classed fighter/druids.]
Ability Requirements
Ruvkova

Strength
10/18

Dexterity
3/18

Constitution
13/18

Intelligence
8/18

Wisdom
12/18

Charisma
3/18

Strength
+1

Dexterity
-1

Constitution
-

Intelligence
-

Wisdom
+1

Charisma
-2

Ability Adjustments
Ruvkova

Average Height and Weight


Height*
Base

Weight*
Modifier

15

Base

Modifier

Great Elemental Netbook


Ruvkova

84/80

4d10

250/200

6d10

Age
Ruvkova

Starting age
20+2d10

Middle Age*
60

Old Age**
80

Venerable***
100

Maximum age
100+2d100

( * -1 Str/Con; +1 Int/Wis, ** -2 Str/Dex, -1 Con; +1 Wis, *** -1 Str/Dex/Con; +1 Int/Wis)


Level Limits
Ruvkova

Fighter
14

Ranger
n/a

Paladin
n/a

Wizard*
n/a

Cleric
n/a

Druid
14

Thief
n/a

Bard
n/a

their descriptions). So it seems that elemental magic


was on the rise but they never got down to creating
full schools for all of the elemental planes.
The release of these products captured the
attention of players to the specialists of elemental
magic and people started creating specialist mages
for the Para- and Quasi- elements. In this Netbook
we present to you the full description of elemental
mages for all the Para- and Quasi-elemental planes,
with many new spells for them
and for other wizards to use.
In addition we would like
to introduce to you another
group of elementalists, mages
whose magical education is
concentrated
on
several
elemental
schools,
while
suffering severe penalties on
learning non-elemental spells
they are also more restricted in
their choice of spells from the
elemental schools.
We hope that with the
advent of this netbook people
will delve deeper into the
mysteries of elemental magic.

Characters of
Elemental Nature
Elementalist Mages
(Author: itzhak@ibm.net)
The elemental wizard has
first appeared in the Tome of
Magic accessory for the
AD&D. In that accessory they
presented elementalists for the
4 most known elements: Air,
Earth, Fire and Water. In the
Al-Qadim and the Dark Sun
campaign setting you can find
more about elemental magic,
and not just the basic
elements.
Al-Qadim offers players to specialize in Sand
magic, although TSR as portrayed it as earth magic it
is in fact magic connected to the Quasi-plane of Dust.
In Dark Sun you have the para-elements of Magma,
Silt (again like dust), Sun (similar to radiance), and
Rain (treat these spells as water spells if you have

Like the Tome of Magic said each element has a


diametrical opposite and the diagrams below will
show you that.

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The Quasi- and Para-elementalists presented here
arent really much different from those in the Tome
of Magic; in fact they have the same abilities,
benefits and hindrances as they appear in the
aforementioned book.
For the benefit of those who do not have that
accessory here are the statistics (For those of you
who have this accessory, note that there is a small
difference in the text. This is due to the fact that this
is taken from the Players Option: Spells & Magic
where it is compatible with the abilities granted to
the other specialists):
Elementalists receive a bonus of +25% when
attempting to learn spells of their element and a
bonus of +15% when learning other elemental spells.
They suffer a penalty of -25% when trying to learn
spells that do not relate to the elements.
An elementalist may memorize one extra spell
per level, providing that at least one of the
memorized spells is from his element of specialty.
Because elementalists have an enhanced
understanding of spells within their element, they
receive a +2 bonus when making saving throws
against those spells. Other creatures suffer a -2
penalty when making saving throws against an
elementalist casting spells from his specialty.
Once per day, an elementalist may choose to cast
one memorized spell from his element of specialty as
if the mage was 1d4 levels higher. He must declare
his decision to do this immediately prior to casting
the spell. This affects range, duration, area of effect,
and damage; it does not allow the wizard to cast a
spell from a level which he normally could not use.
When an elementalist attempts to create a new
spell relating to his specialty element, the DM should
count the new spell as one level less (for determining
difficulty).
Upon reaching 11th level, an elementalist does not
need to concentrate when controlling elementals of
his specialty element summoned by the 5th-level spell
conjure elemental. The normal 5% chance of the
elemental turning upon its summoner remains in
effect.
At 14th level, there is no chance of a summoned
elemental turning upon an elementalist if the creature
is of the wizard's specialty element.

Para-Elementalist A mage that specializes in


the 4 para-elements (i.e. Ice, Smoke, Ooze &
Magma). This multi-specialist appeared after
elementalists of the para-elements became more wide
spread, and they are considered to be the pinnacle of
para- elementalism.
Quasi-Elementalist (positive) A mage that
specializes in the 4 positive quasi-elements (i.e.
Lightning, Mineral, Radiance & Steam). The positive
elements were the first quasi to be discovered and so
the first to have their own specialist.
Quasi-Elementalist (negative) A mage that
specializes in the 4 negative quasi-elements (i.e.
Vacuum, Dust, Ash & Salt). These were the last
elements that were found. It seems that a mage
cannot learn all 8 quasi- elements but the reason for
that is unknown. Theories say that dealing with all
the manifestations of both Positive and Negative
energy is dangerous, but the existence of the true
elementalists makes it is unlikely that it is true. The
reasons, if there are any, still remain a mystery.
Narrow Elementalist A mage specializing in 1
of the basic schools and its 2 quasi-elements (like
specializing in Earth, Mineral and Dust) or a basic
and its 2 para-elements (like specializing in Air, Ice
and Smoke). The first of these mages appeared
shortly after the para-elementalist, as wizards sought
to learn a basic school and the two para-elements that
stem from it. In the advent of the quasi- elementalists
a new narrow-elementalist appeared, one that learn a
basic element and it's 2 quasi- elements.
Broad Elementalist A mage specializing in a
basic school, its 2 quasi-elements and its 2 paraelements (like specializing in Fire, Radiance, Ash,
Magma, and Smoke). After all the elements were
discovered came wizards that wanted to learn all
about a basic element and so learned about it, about
its' para and about it's quasi.
Composite Elementalist A mage that
specializes in 2-4 elements, usually without any
connection save his desire but he can have some
connection. (Like specializing in Air, Magma and
Salt). Some mages did not want to be restricted in
their studies by learning a "common" thread as they
called the other elementalists. They found a way to
learn 2-4 different element, and there's no restriction
on which schools are they, they might even be
opposed to one another. In case there is an opposition
in their choice schools they must be more intelligent
than normal to be able to balance it.
True Elementalist This mage is the peak of the
elementalists. He specializes in all 16 of the
elemental schools, and cannot cast other spells except
for a few spells from the Universal School. This is
the latest kind of elemental mage to be discovered,
and according to other specialist mages it has better
be the last. These mages have must have great
intellect and stamina to be able to learn so much and
retain their sanity.

Since the abilities of the quasi- and paraelemental mages are not special lets turn to the new
elementalists. These mages are divided into several
groups of specialists:
Basic Elementalist A mage that specializes in
the 4 basic elements (i.e. Air, Earth, Fire & Water).
This was the first kind of elementalist to specialize in
several schools at the same time. They appeared right
before mages discovered the existence of the paraelements and were thought to be the pinnacle of
magecraft.

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Only a few of these mages exist and most come
from races that have a strong affinity with nature,
like elves, and there's even one swanmay known to
be one.

They must have an Int of 14 and Con of 11 to be


a specialist.
They gain +3 to their saves and inflict -3 to
opponents' saves in regard to spells of their specialty.
They get +30% to learn spells from their specialty
schools.
They get -30% to learn spells of non-elemental
nature.
Magic, Identify, Cantrip, Wizard Mark, and Dispel
Magic) and he still gets -30% to learn these spells.
He must also have Int of 16 and Con of 12.
Composite elementalists that learn opposite
schools must have an Int of 16, in addition to the
normal Con of 11.

The abilities of these new mages are similar to


those of regular specialists except for the following:

Notes: The True Elementalist cannot learn any


spells except for elemental spells and some spells
from Universal (The spells are Detect Magic, Read

For those of you who prefer tables they can be found at the end of this netbook.

Druids of Air and

Water
(Author: itzhak@ibm.net)

Those of you who have the Complete Druid's Handbook, or have looked at it, have probably seen that they
detail many branches of the druidic organization. These druids cover almost all of the geographical features on
land, but what about players that want to play druids of the air, or of the sea? There are no details for them, and
you are supposed to work them out yourself.
For those of you who do not wish to create them themselves, or who want to see how someone else have done it
we give you the following descriptions. Note that they are detailed in the same format as the branches in the
Complete Druid's Handbook.
Rumors tell of druids that are part of a branch which guards the underdark, others tell of druids that hail from
the elemental planes themselves. If these druids really exist their existence have not been confirmed and the
truth of the matter remains to be seen.

Aerial druid
(Author: itzhak@ibm.net)

This is a druid of the open skies, were the birds fly and the winds move unhindered. This druid loves the
freedom of flight. They usually come from a flying race or from some ground-based race that desires to soar
with the birds and see whatever place the winds take him to.
Ability scores - WIS 12, DEX 12, CHA 15
Races - Human, Half elf, Avariel (10), Kaledian (10), Busiral (10), Swanmay (UL), Winged human(UL).
Armor and weapons: Spear, javelin, bow (any), Crossbow (any), blowgun, dart, sling, bola, dagger: Leather
armor only, no shields.
NWP: Required - weather sense.
Recommended - animal lore, aerial-based riding.
Spheres: Major - All, Animal, Elemental (water, air), Healing, Sun, Weather.
Minor Divination, Elemental (earth), Plant.
Abilities:

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Level
Ability Gained
1st
+2 to save vs. electricity and gas spells
3rd
Ignore winds of upto 40 mph (stronger winds affect him as if they are 40 mph slower)
3rd
Learn languages of intelligent aerial creatures at a rate of 1 language every 3 levels.
3rd
Feather fall - upto 3 times per day.
5th
Fly - at will.
7th
Shapechange 3 times per day to any avian.
7th
Use control winds once per day in addition to regular spells.
Limitations:
-1 to attack rolls when on ground.
Spells of the animal sphere affect only avians
Holy symbol and grove: They use a golden feather from an eagle as holy symbol and their groves are usually a
mountain top, an eagle's nest, cloud formation, or endangered species nesting area.

Aquatic druid
(Author: itzhak@ibm.net)
This druid feels at home in the deep sea, whether on a boat or in the water, as much as in a lake or even a pond.
But will prefer the feel of rocking boat or being submerged in water than being on dry ground, unless it is
necessary, and even then the shorter the better.
Those aquatic druids that come from land-based races have had an affinity for water from their birth and that
affinity have grown stronger with time. These druids seek to protect the water bodies and their inhabitants, and
will punish ruthlessly any that would destroy the environment.
Ability scores - WIS 12, CON 15, CHA 15
Races - Merman (12), Aquatic elf (15), Sea gnome (7), Human, Half elf, Elf (9).
Armor and weapons: Spear, trident, harpoon, dagger, knife, scimitar, cutlass, net. Leather armor only.
NWP: Required - swimming, weather sense, seamanship/boating
Recommended - animal lore, fishing, healing, riding sea-borne.
Spheres: Major - All, Animal, Elemental (water, air), Healing, Weather.
Minor - Divination, Elemental (earth, fire), Plant.
Abilities:
Level
Ability Gained
1st
+2 to save vs. water and cold spells
3rd
Identify animals and plants of watery habitats unmistakably.
3rd
Learn languages of intelligent marine creatures at a rate of 1 language every 3 levels.
3rd
Can breathe water and act freely in water indefinitely.
7th
Shapechange 3 times per day to any aquatic animal.
7th
Casts spells from Air, Water and Weather spheres as a caster 2 levels higher while in or on the
surface of a water body.
Limitations:
-2 to save vs. fire and electricity.
Animal and plant spells affect only aquatic species.
Holy symbol and grove: They use a conch shell as holy symbol and their grove are usually a beautiful coral
garden or a marine with many colorful fish, but usually their groves are deep.

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The Knights
(Author: Devon Jones: legolias@holly.ACNS.colostate.edu)

From here one can access the four orders of Knights I have invented
1 The Finisterre, The Knights of Air.
2 The Herati, The Knights of Fire.
3 The Ir'Kithlen, The Knights of Water.
4 The Tolgarien, The Knights of Earth.
You can also see the description of the knight's new type of magic: Rune magic!

Finisterre
The Finisterre Knights are the knights of air. They are known as the most religious of the four knightly orders.
They are trained in many of the healing arts, and are therefore known as the 'combat medics' of the Church.
Many Finisterre are known for being zelots. More than one Finisterre has stood over the headless corpse of one
they felt was heretical.
Required Attributes: Str 12, Int 10, Wis 14
Hit Points: 1d10
THAC0: Warrior
Saving Throws: Warrior
Proficiencies: Weapon: 4 + 1/3 (Can specialize)
Non-weapon: 3 + 1/3
Non-weapon Proficiancies: Groups: General, Warrior, Priest
Bonus: Lochaber Axe, Religion, Reading/Writing, Endurance
Required: Dagger, Hearldry, Healing, Tracking
Lance, Horsemanship by 3rd level
Finisterre Axe (S), Herbalism by 6th level
Spells: Wizard: Abjuration, Alteration, Elemental Air
Priest: All, Combat, Elemental Air, Healing, Guardian, Law, Protection
Levels:
Knight in training
Red Tabbard - Church Knight in Training
1st
Finisterre Axe
Holy Symbol
Knight
White & Silver Tabbard - Finisterre Knight
Silver Tunic - Finisterre Knight
Chain Mail (AC 5)
3rd Lance
Shield
Horse of Choice
Standard (Flag of Finisterre - Put on Lance)
+1 on All Saving Throws
Full Knight
6th Silver Plate Mail (AC 3)
White & Silver Armor Tabbard

Herati

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The Herati Knights are the knights of Fire. The Herati are the police, and the Information gatherers. The Herati
can go from being reasonable to breaking heads at the snap of a finger. Despite this, they are also known for
their ability to keep level headed, and cool in any situation.
Required Attributes: Str 12, Int 13, Wis 10
Hit Points: 1d10
THAC0: Warrior
Saving Throws: Warrior
Proficiencies: Weapon: 4 + 1/3 (Can specialize)
Non-weapon: 3 + 1/3
Non-weapon Proficiancies: Groups: General, Warrior, Wizard
Bonus: Long Blades, Religion, Heraldy, Read/Write
Required: Dagger, Horsemanship, Interrogation, Blind Fighting
Lance, Spellcraft by 3rd level
Observation by 6th level
Spells: Wizard: Divination, Elemental Fire, Enchantment/Charm, Invocation/Evocation
Priest: All, Charm, Combat, Divination, Elemental Fire, Healing, Law
Levels:
Knight in training
Red Tabbard - Church Knight in Training
1st
Sword
Holy Symbol
Knight
White & Black Tabbard - Herati Knight
Black Tunic - Herati Knight
Chain Mail (AC 5)
3rd Lance
Shield
Horse of Choice
Standard (Flag of Herati - Put on Lance)
+1 on All Saving Throws
Full Knight
6th Black Enamel Plate Mail (AC 3)
White & Black Armor Tabbard

Ir'Kithlen
The Ir'Kithlen Knights are the knights of water. They are known for being a bit more on the reckless and
adventuresome side. Most of the Ir'Kithlen spend a goodly amount of their time out on the ocean. Most of their
magic relates to the sea, and to the shady arts. Many Ir'Kithlen are 'reformed' Theives. The Ir'Kithlen are the
least pious of the Church Knights
Required Attributes: Str 14, Int 13, Wis 10
Hit Points: 1d10
THAC0: Warrior
Saving Throws: Warrior
Proficiencies: Weapon: 4 + 1/3 (Can specialize)
Non-weapon: 3 + 1/3
Non-weapon Proficiancies: Groups: General, Warrior, Rogue
Bonus: Long Blades, Religion, Swimming, Read/Write
Required: Dagger, Seamanship, Heraldry, Navigation
Lance, Horsemanship by 3rd level
Rope Use by 6th level
Spells: Wizard: Conjuration/Summoning, Elemental Water, Illusion/Phantasm, Necromancy
Priest: All, Combat, Elemental Water, Law, Travelers, Weather

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Levels:
Knight in training
Red Tabbard - Church Knight in Training
1st
Sword
Holy Symbol
Knight
Dark Blue Tabbard - Ir'Kithlen Knight
Dark Blue Tunic - Ir'Kithlen Knight
Studded Leather (AC 7)
3rd Lance
Shield
Horse of Choice
Standard (Flag of the Ir'Kithlen - Put on Lance)
+1 on All Saving Throws
Full Knight
6th Plate Mail (AC 3)
High Quality Studded Leather (AC 6)
Dark Blue Armor Tabbard
Skiff

Tolgarien
The Tolgarien Knights are the Knights of the Earth. The Tolgarien Knights are the elite warriors of the church.
More than once these heavily armed and armored knights have been refered to as 'moving rocks.' The Tolgarien
are the only knights known to have active ties with the Elves.
Required Attributes: Str 15, Int 13, Wis 10
Hit Points: 1d10+1
THAC0: Warrior
Saving Throws: Warrior
Proficiencies: Weapon: 4 + 1/3 (Can specialize)
Non-weapon: 3 + 1/3
Non-weapon Proficiancies: Groups: General, Warrior, Wizard, Priest
Bonus: Axes, Religion, Weather Sense, Reading/Writing
Required: Dagger, Hearldry, Hunting, Tracking
Lance, Horsemanship by 3rd level
Endurance by 6th level
Spells: Wizard: Alteration, Conjuration/Summoning, Elemental Earth, Invocation/Evocation
Priest: All, Combat, Elemental Earth, Healing, Law, Plant
Levels:
Knight in training
Red Tabbard - Church Knight in Training
1st
Battle Axe
Holy Symbol
Knight
Green Tabbard - Tolgarien Knight
Green Tunic - Tolgarien Knight
Chain Mail (AC 5)
3rd Lance
Shield
Horse of Choice
Standard (Flag of the Tolgarien - Put on Lance)
+1 on All Saving Throws
6th Full Knight

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Full Plate Mail (AC 1)
Green Armor Tabbard

Rune Magic
The magic of the Knights is called Rune Magic. The name was given because all of the spells a knight has
access to are runes engraved upon his armor. Without his armor a knight cannot cast spells. Each spell is one
rune. Each grouping of runes of similar power is know as a structure. (Each structure being of a different spell
level) Each structure can only contain so much power, depending on the amount of runes in the structure, and
the amount of control the wearer has.(IE what level they are.)
Power is restored over time. I recommend that the armor charges at dawn each day.
To put this all simply, Each structure represents a level, and that structure contains enough energy to cast only so
many spells of that level per day. This power rises with the level of the character, and thus we get to put in one
of those spell progression charts.
The amount of runes one can have per structure is also limited, and this raises with level.
Spells are added to the armor by use of a special spell, which is central to the first level structure, (and doesn't
count as rune for the above chart) this spell is Rune Transfer, which the Knight may cast 1/Week. This spell will
either transfer new spells onto his armor, or it can move the knight's entire rune assemblage to another set of
armor. The runes will only work on specially made, or treated armor.
Runes Per Level
Spell Level
Knight
Level
1
2
3
4
5
6
1
2
1
3
3
4
5
1
5
8
3
6
10 5
7
12 8
1
8
14 10 3
9
15 12 5
10
16 14 8
1
11
17 15 10 3
12
18 16 12 5
13
19 17 14 8
1
14
20 18 15 10 3
15
21 19 16 12 5
16
22 20 17 14 8
1
17
23 21 18 15 10 3
18
24 22 19 16 12 5
19
25 23 20 17 14 8
20
26 24 21 18 15 10
The armor that the runes are on must be made of metal, furthur, the armor must contain at least some plates
(Historically, this includes Banded Mail, some forms of Brigandine, all plate mails, scale mail, and some forms
of heavier chain also included plates over vital areas.) The one exception to this is the Ir'Kithlen Knights, who
can put their runes into leather armor as well. It is reccomended that for the armor to be of a good enough
quality to support the runes, that the armor cost at least twice as much as normal armor of that type (if not
more!)
Spells per day:
Spell Level
Knight
Level 1
2
3
4
5
6
1
2
1
3
2
-

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4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

2
3
3
3
3
3
3
3
3
3
3
3
4
4
4
4
4

1
1
2
2
3
3
3
3
3
3
3
3
3
4
4
4
4

1
1
2
2
3
3
3
3
3
3
3
4
4
4

1
1
2
2
3
3
3
3
3
4
4

1
1
2
2
3
3
3
4

1
1
2
2
3

Elemental
Societies
Kanarock, LN Earth
Lord - Dark Sun
Kanarock cares only for the laws of
nature and creatures that dwell upon
the earth.
Many of his priests
change their professions and become
druids. Kanarock does not see this as

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a loss to Earth, but a gain for Athas. Due to this
outlook he is looked on favorably by Farmers,
Herders, Druids, and Rangers. Before planting many
praises are made to Kanarock for a safe growing
season. He is perhaps the most well known
Elemental Lord on Athas. Many Druids and Clerics
of Kanarock (who are very loyal to him) even go so
far as to say Kanarock is the true spirit of Athas or
that each Spirit of the land is some kind of
manifestation of Kanarock, whether these two beliefs
hold true or not is unknown but it is unwise to
question a Priest/Druid of Kanarock who holds either
of these beliefs to be true. Kanarock, does not care
for the lives of sentient beings, but has been known
to help them if it furthers Nature and Athas.
Because of this belief Clerics of Kanarock have been
know to destroy whole villages just to bring down a
hunted defiler. Priests of Kanarock are often very
stubborn when if comes to Defilers or other people
who harm the land. Priests and fledgling druids who
follow Kanarock often travel together forming small
parties. Kanarock's minions are known to be very
militant and their manner and bearing show this.

Tennants of the Followers of Kanarock


Further the Earth
Destroy Defilers
Further Athas
Destroy the Sorcerer Kings and their minions
Kanarock's relationship's within other Lords of the
inner planes are varied. During the beginnings of the
Para-Elemental wars Kanarock's minions were
beaten down badly and Kanarock left for dead.
Kanarock noticed the effects of the Inner planes wars
on Athas and the role the Defilers of Athas played in
the Inner planes wars. He quickly gathered followers
on Athas, teaching them the ways of the Earth and
Athas. Because of his resourcefulness many other
Lords resented him. Many Earth Lords believed he
was abandoning Earth by turning to Athas for they
did not see the link between Athas and the Inner
planes. Many of the Para-Elemental lords quickly
banded together to defeat Kanarock on Athas, but he
had many priests and Druids on Athas. As a result of
this great onslaught of Para-Element attacks and the
unwillingness of other Earth Lords to help him
Kanarock was forced to turn to Fire Lords to give
him more firepower on Athas. He made a pact with a
Fire Lord name Shisstaa (to be detailed next). With
the aid of Shisstaa and her Priests Kanarock was able
to push back the onslaught of Para-Elemental attack
on Athas. With the signing of the Pact many Water
and Rain Lords warned Kanarock of the fury and
strength of Fire. Some warned that Earth and Fires
should not directly ally for the combination results in
Magma.
Kanarock pushed these Lords away
believing they were insulting both him and the
fortitude of Earth.

Path of Kanarock
Worship the Earth before all
Worship Athas before the commands of beings
Loyalty to Kanarock before loyalty to mortals
Loyalty to Priests/Druids of Kanarock
Loyalty to other Earth Lords whos goals to not
interefere with Kanarock's goals
Loyalty to other mortals who have shown favor to
Earth, Athas, Kanarock's
Priest, Earth Priests
Besides the above no other loyalties may be held by
Priests/Druids of Kanarock

The Cult of Kossuth - Forgotten Realms


Within the boundaries of Thay, the land that is ruled by
the whim of the tyrannical red wizards, a strong cult is
gaining footing. Long has the country revered fire
magic for its capacity to improve their standing against
other nations, but most have seen it only as that, a tool.
A new movement has started among a faction of the
red wizards, since the creation of the new seats on the
council for the elementalist mages. Pyros, first Zulkir
of Flame, has gathered a sizable faction under his
wings, a faction which he believes will lead Thay to
victory. (DM's note: Pyros is a very powerful and
dangerous enemy, not to be taken lightly. He is what
happens to those rare individuals who innately possess
great power).

Weapons allowed: dagger, knife, stilleto, swords (all),


and blunt weapons. NOTE: Typically theses weapons
have z-handed blades to represent flame.
Major Spheres: combat, elemental (fire spells only),
Protection
Minor Spheres: healing, divination, sun
Special Powers:
at 1st lvl they have the equivalent of endure heat
constantly in effect
at 3rd lvl they may cast any mage spell dealing with fire
as if it were a priest spell of 1 lvl higher (ie fireball
would be considered a 4th lvl spell rather than a 3rd)
at 4th lvl they have the equivalent of resist fire
constantly in effect
at 6th lvl they can summon a fire elemental with the
same number of hit dice as the priest has lvls (up to 14)
1/day for 1 hour.

Priesthood of Kossuth Requirements: Int 10 Wis 10


Armor allowed: all

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This spell has no effect on creatures resistant or


immune to cold, and even a mere 'warmth' cantrip
can cancel the effects of the spell. People suffering
from the effects of the frosty cold can cast spells on
any round that they did not take damage as normal.

Elemental Spells
for Mages

Ash Imprints - (Enchantment, Elemental-Ash)


1st level
Author:
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 1 object
Saving Throw: None

1st level spells


Andraya's Frost - (Elemental-Ice, Alteration) - 1st
level
Author:
nburgoin@chat.carleton.ca
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: Special

Upon the completion of the spell


the affected object is coated with
a fine layer of invisible ash. Any
thing who touches the object for
the duration of the spell will have
invisible ash where it made
contact with the object. The
wizard can see these imprints,
and do whatever he wants with
the person, objects, whatever. The
ash on the object disperses within 1 turn per level of
the caster but it sticks to creatures and objects for 1
day per 2 levels of the caster.
The material component is the object to be affected.

This spell, created by the


head of the Blue Order in
Coralport,
Andraya
Chandler, conjures a soft
blue glowing bolt of cold.
The caster then chooses one item or target creature
within range, and the bolt unerringly strikes it. The
item may not be more than 5 pounds plus 2 pounds
per level of the caster, and cannot be a liquid.
If the target is an item, the item is covered with a
frigid layer of frost. The item then becomes too cold
to handle with bare hands, and those doing so
encounter a -3 or -15% penalty (whichever applies)
to the actions they are attempting with the item. If the
person touching the item is bare handed, then he
suffers a -3 to his Attack and damage rolls. If the
wielder or user is wearing gloves or gauntlets, the
penalty drops to -1 or -5%. The duration of the frosty
coating and penalties is 1d4 rounds plus 1 round per
3 caster levels, doubled if the temperature is near
freezing or lower, but halved if the temperature is
very warm (subject to the DM's discretion).
The other option of the spell is to target a creature. If
a creature is hit, it makes a saving throw vs. spell. If
the creature fails this saving throw, it takes 1d4
points of damage and suffers a -2 to attack rolls and
damage rolls, a -10% to any applicable actions, and
has a -2 penalty to armor class for the same duration
as above. If the creature makes its save, it takes no
damage, and has only a -1 or -5% penalty for the
duration of the spell.

Ashen
Buckler
(Elemental-Ash,
Conjuration/Summoning) - 1st level
Author:
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
The caster of this spell creates a small buckler, made
of ash, which floats in front of him. The buckler
moves with amazing speeds to parry all incoming
attacks against the caster and absorbs the damage
they were supposed to cause. It can absorb up to 2
points of damage per level of the caster, to a
maximum of 30 points of damage.

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Only 1 such spell can be active at any given time,
and it cannot be in effect while the caster as any spell
upon him that prevents attacks from hitting him
completely, be it Stone skin or even Protection from
normal missiles. But it will work along with spells
that reduce the caster's AC or other spells that
increase his "ghost" number of HP like this spell.
Material component is a miniature brass buckler
(worth 5sp) that is smeared with ash. The component
is consumed in the casting.

Each mote deals 1d6 damage, and each must strike at


a different target than the others. Each target may
make a save vs. spells to take half damage.
Each mote automatically hits as per a magic missile
spell and any defense that work against a magic
missile spell also work against the Fiery Motes spell.
Cyrene'Lhei's Spark Aura - (Elemental-Fire,
Conjuration, Enchantment) - 1st level
Author: nburgoin@chat.carleton.ca
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

Campfire - (Elemental-Fire, Conjuration) - 1st


level
Author: wrathgon@hotmail.com
Range: 5 yards/level
Components: V, S, M
Duration: 1 hour/level
Casting Time: 1
Area of Effect: 2 square feet
Saving Throw: None

Invented by the wild elf Cyrene, this spell causes the


caster's hand to be surrounded by sizzling and
sparkling red-orange sparks of fire. The sparks are
useful in hand to hand combat, adding 1 point of fire
damage to any successful punching or wrestling or
grappling attack successfully made with the
enchanted hand. The sparks remain around the
caster's hand for up to three rounds, no longer.
The true use of the spell, however, is that every
successful touch attack causes the victim to make a
saving throw versus spells. If the save is failed, the
sparks flash from the caster's hand and surround the
target. The sparks will dance and fly around the
target for 1 round per 3 levels of the caster (1 round
at 1st level, 2 rounds at 3rd, 3 rounds at 6th, and so
forth). At the beginning of each round, the victim
must make a save vs. spells. If the victim succeeds,
the sparks did no significant harm to the target. If the
victim fails its save, the sparks deal one points of
damage that round (and ruins all spellcasting).
Whether the spell is on the hand or around a creature,
the sparks produce light about equal to three candles.

This spell creates a fire that is as powerful as a


campfire, both in heat and light. This fire will burn in
all weather situations like, high wind and heavy rain,
but it will not burn underwater. The material
component is a piece of wood that acts as the source
of the fire and is consumed at the end of the spell.
Cyrene'Lhei's Fiery Motes - (Elemental-Fire,
Evocation) - 1st level
Author: nburgoin@chat.carleton.ca
Range: 30 yards + 5 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: Special
Area of Effect: 1 or more creatures in a 30 yard + 5
yard per level radius
Saving Throw: 1/2
This spell creates a single burning fiery mote for
every two levels of the caster beyond the first (2 at
3rd, 3 at 5th, to a maximum of 9 at 19th). The
flaming motes, once the spell is cast, burst into being
within a minute, one by one, the casting time of the
spell is 1 per mote (to a maximum initiative modifier
of +9). The motes, once bursting into being, swirl
around the caster in a tight circle. Once all the motes
have arrived, they streak off at their targets. If the
spell is interrupted, all motes currently in motion
flash and strike the first named targets, in order. For
example, a 19th level wizard casting the spell rolls a
4 for initiative. An enemy who has an initiative of 8
strikes him. Only 4 of the motes will exist and fly of
to strike enemies, even though the wizard could have
created 5 more. They strike the first 4 named targets
of the spell.

Dagny's
Breathwrench
(Elemental-Air,
Elemental-Vacuum, Evocation) - 1st level
Author: nburgoin@chat.carleton.ca
Range: 10 yards
Duration: Instantaneous
Components: V, S, M
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special
This spell forces air out of a creature's lungs. Thus,
the spell will only affect creatures that breathe,
causing them to choke and gasp for air. The spell is
instantaneous, but may carry over into the next
round.
When cast, the creature must make a saving throw vs
spells. If it succeeds in this check, it merely suffers
1d3 points of damage, gasps, and swallows in enough

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air to function as normal on the next round. It is
unpleasant, but not entirely debilitating.
If the check is failed, however, the creature takes
1d4+1 points of damage, and suffers a -2 penalty to
all attack rolls for that round and the round
following, while trying to recover from the attack.
Further, no spell-casting is possible during the
second round of debilitation, as the creature is too
busy gulping in air.
The material component for this spell is a
handkerchief, which is drawn through a loop created
by the caster's thumb and forefinger, and then
wrapped around the caster's wrist. It magically
clings to the wrist for the duration of the spell (either
instantly, then falling, or staying on the wrist for two
rounds). It is not consumed in casting.

once per round. All the locations and sizes of the


specified natural earth product will be known to the
wizard on an intuitive level. Note that in certain
situations, this can lead to navigation in the dark
(down a stone corridor, for example).
The caster can choose to detect up to 1 natural earth
product (emeralds, limestone, granite, etc) per 4
levels of the caster. The results are simultaneous - he
will know each and every presence of each and every
product he is searching for, as well as which are
which.
The caster can detect cut gems and statues, or earth
products that have been superficially shaped, since
they are still natural earth products, just shaped by
man, but no earthen product that was smelted, mixed,
or in any other way modified by man.
The material component of this spell is an
earthworm, alive or dead. It is consumed in casting.

Dancing
Lightning
(ElementalLightning, Invocation/Evocation) - 1st
level

Eldritch
Fire
Invocation/Evocation) - 1st level
Author: wrathgon@hotmail.com
Range: 60'
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: 1/2

Author:
Range: 20 yards
Components: V, S
Duration: 1 round/4 levels
Casting Time: 1
Area of Effect: 10' cube/4 levels

(Elemental-Fire,

The wizard hurls a magical bolt of flame which does


1d6 points of damage on impact and has a 50%
chance of catching the target's combustibles on fire
(burning clothes do 1d6 to 2d6 points of damage
depending on how heavy they are). Victim may make
save versus spell for half damage. Fire-based
creatures take no damage; cold-based take double.

Saving Throw: 1/2


This spell causes the area to erupt with dancing
lightning all over the area. Any creature passing
through the area suffers 1d4 damage from the
lightning.

Fellstar's Flame Finger Invocation/Evocation) - 1st level


Author: wrathgon@hotmail.com
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 target
Saving Throw: 1/2

Detect Earth - (Elemental-Dust, ElementalMineral, Elemental-Earth, Divination) - 1st level


Author:
Range: 0
Duration: 3 turns
Components: V, S, M
Area of Effect: 60 ft long + 10 ft wide, plus 10ft
longer/level
Saving Throw: None
Casting Time: 1

(Elemental-Fire,

When this spell is cast, a thin bolt of searing flames


shoots forth from the wizard's index finger. This bolt
will automatically hit a single target inflicting 1d6
points of damage, plus 1 point per level of the
wizard, up to a maximum of 1d10+10. A successful
save vs. spell reduces this damage by half. If a save
is failed, possessions do not have to make a save,
unless they were targeted specifically by the spell, in
which case the owner suffers no damage, but the
object must save vs. magical fire (at +2) or be
destroyed (only one object may be targeted per
casting).

This spell allows the wizard to specify one type of


natural earth product, such as a mineral, a rock, soil,
sand, and so forth. The wizard could choose
diamond, but could not choose smelted and shaped
iron, as iron is not a natural earth product, iron ore is.
Likewise, gold deposits could be found, but not gold
coins, since gold coins would have been melted and
cast.
For the duration of the spell, the caster can scan a 60
ft long + 10ft long/level path, which is 10 ft wide,

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Gayles Glowing Wisps - (Alteration, ElementalRadiance, Elemental-Steam) - 1st level
Author: kingofchaos@geocities.com
Range: 5 yards/level
Components: V, S
Duration: 2d4 rounds plus 1 round per level
Casting Time: 1
Area of Effect: one 10-foot cube/level
Saving Throw: None

Flashing Light - (Elemental-Radiance, Alteration)


- 1st level
Author:
Range: 60 yards
Components: V, M
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 20-foot-radius globe
Saving Throw: Special

The Mist-Wizardess Gayle Matarc used this spell to


light her way in times of trouble, and it was reported
that this was the first spell she ever created herself.
The spell conjures a single 10-foot cube of wispy,
glowing vapors into being per caster level. Each cube
of wisps must touch another, and though curves and
twists of a long-line of wisps can be made, at no
point can the wisps be more than 10 feet higher than
the ground.
The wisps give off light equal to about 1
candle/caster level to all within their light.
Unfortunately, the cloudy nature of the wisps,
coupled with the light, reduces all normal and
infravision to one-half range. Outside of the wisps,
the wisps supply light for a 5-foot radius around the
edge of the wisps, and leave the rest in natural
lighting (or darkness).
The light conjured by the wisps can be white, or red,
orange, yellow, green, blue, indigo or violet. The
mists are the color they glow. If the caster desires
white glowing mists, the spell has no material
component. If the caster desires a colored mist, he
must have a piece of silk, of any size, of the color
desired. It is consumed on casting.

This is a version of the light spell that was


developed originally by humans or elves to be used
against the drow, and now it's use has spread. When
this spell is cast, a light appears in the area of effect
and instead of remaining constant it flashes bright
and dim. Anyone in the area of effect suffers -2 to his
attack rolls, and +1 to his AC if attacked by creatures
that are outside the area of effect. Those creatures
that have the blind fighting proficiency suffer only -1
to their attack rolls if inside the area or they attack
normally against someone that is in the area (he
doesn't gain the +1 bonus to AC against their
attacks).
Drow and other creatures that suffer penalties to their
attacks when in sunlight will add the -2 to attack rolls
to their normal penalties when fighting in the light.
Also note that the Hand of darkness spell will not
negate this spell but will cause the penalty to attack
rolls to be only -1, and light-hating creatures will
only suffer -1 to their attack rolls if they are in the
area of effect.
Frosts Bite - (Alteration, Elemental-Ice) - 1st level

Gayles
Mistwrap
(Elemental-Radiance,
Elemental-Steam, Enchantment, Evocation) - 1st
level
Author: nburgoin@chat.carleton.ca
Range: 10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: One or more creatures within the
spells range
Saving Throw: Special

Author:
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
This spell is a cryomantic version of shocking grasp,
a spell forbidden to cryomancers. When the spell is
cast, a flickering blue radiance surrounds the casters
hands. The spell remains in effect for one round per
level of the caster or until he touches another
creature. The frosts bite delivers 1d8 points of
damage, +1 per level of the caster (ex., a 2 nd-level
caster would inflict 1d8+2 damage). While the
wizard must come close enough to his opponent to
lay a hand on the opponents body, a like touch from
the opponent does not discharge the spell. Unlike
shocking grasp, the caster must touch the opponent
directly; he cannot touch a conductor as this spell is
not electrical in nature.

This spell, created by the Mist-Wizardess Gayle


Matarc, can affect up to 2d4 HD worth of creatures
who are within 10 yards/level of the caster. The spell
will only affect creatures that are fully included by
the hit-die maximum rolled, though the caster gets to
decide which creatures are affected upon casting the
spell (choosing the HD affected when the spell is
cast). Any creature with more than 4 HD gains a
saving throw vs. spell, and if it makes its save, the
spell has no effect on that creature. The spell
surrounds the creatures with strange, multi-colored
wisps of mist and vapors that dance around the

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victims, blurring vision and annoying the eyes with
the shifting color patterns. The mists and vapors
distract the victim, and they suffer a -2 to hit and to
damage rolls, as well as a -2 to armor class for any
attacks not coming from directly in front of them, as
peripheral vision is sorely confused. Furthermore,
normal (and infra) vision is reduced in range by half
for those surrounded in the wispy vapors.
The vapors last for 1 round per caster level, unless
there is a strong wind, in which case the spells
duration is halved, and the penalties are all reduced
by half (though vision is still cut in half).
The material components for this spell are three
strips of cloth, of different colors, from three separate
cloaks.
Healing Touch of Salt
Necromancy) 1st level
Author:
Range: Touch
Components: V, M
Duration: Permanent
Casting Time: 1
Area of Effect: 1 being
Saving Throw: None

Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 10' radius circle
Saving Throw: Neg.
When this spell is cast upon solid ice, it causes the
ice to shatter and explode, shooting arrows of sharp
ice. All creatures within 10 feet of the ice source
suffer 1 point of damage per level of the caster
(maximum of 10 points). Victims who roll a saving
throw successfully suffer no damage. This spell
destroys the ice, which must be at least one cubic
foot in size. Creatures made of ice are immune to this
spell, and ice created through spells can be affected.
This spell might be used to break a small hole in a
wall of ice, if the wall isn't thick enough to handle
losing a cubic foot.

- (Elemental-Salt,

Ice Staff - (Elemental-Ice, Conjuration) - 1st level


Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 1
Area of Effect: One Quarterstaff
Saving Throw: Special

After casting this spell the caster touches the subject,


the spell's energy then seals all of his bleeding
wounds, even if they were caused by a sword of
wounding, by creating a thin layer of salt on their
surface. Due to the salt's stinging the recipient will
suffer -1 to all of his rolls for the next 1-4 hours
while the wounds close.
The material component is a bit of salt that is touched
to the recipient.

This spell summons a staff into the hands of the


caster, equal in all regards to a normal staff, except
the staff is made of ice and weighs twice as much as
a normal staff. The staff lasts for 2 rounds plus one
round per level.
The staff is summoned from the para-elemental plane
of ice, but is not entirely sturdy. Every round that it
deals normal damage for a successful strike (1d6
damage), there is a 5% chance per point of damage
inflicted (including strength bonuses) that the staff
will shatter on the victim, ending the spell, but
forcing the victim to make a saving throw vs. spells.
If this saving throw is failed, the victim is numbed
for 1d3 rounds, having its movement rate reduced by
half, and its chance to hit reduced by 2. Proximity to
major sources of heat, such as a roaring bonfire,
improves the creature's saving throw by +2. A
creature making its saving throw suffers no numbing
at all.
The material components for this spell are a drop of
water from melted snow and a sliver of wood from a
quarterstaff. Both are consumed in casting. After
shattering, the spell's duration prematurely ends,
obviously.

Human Torch - (Elemental-Fire, Evocation) - 1st


level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 3 rounds
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This spell causes the wizard and all his clothing to
become engulfed in flames. These flames do not
harm the wizard or his equipment but cause 1d4
points of damage to anyone within 5 feet and an
additional 1d6 to anyone who actually touches him.
The flames themselves are only about as hot as a
torch but the surrounding area will feel like a blast
furnace.

Ignite - (Elemental-Fire, Evocation) - 1st level


Author: nburgoin@chat.carleton.ca
Range: 5 yards per level
Components: V, S
Duration: Special
Casting Time: 1

Ice Burst - (Elemental-Ice, Alteration, Evocation)


- 1st level
Author: nburgoin@chat.carleton.ca
Range: 5 yards/level

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Area of Effect: up to 5 cubic feet plus 1 cubic foot
per level
Saving Throw: None

glass, dirt, sand, sod, mud, etc). The affected


creature can climb at a movement rate of 6 (3 if at all
encumbered), but the creature can handle any nonstone
items
without
trouble.
Stone/Earth/Glass/Metal/Dirt items weighing less
than one pound are unmanageable, since they stick to
the users hands and feet. The caster can end the spell
at will.
The material component for this spell is a small
statue carving of two hands interlocked, of no
incredible value, consumed in casting.

This spell, long in the annals of the Order of the Red


in Coralport's secret Guild of the Grey, is a simple
spell to ignite non-living matter. This spell will not
target any item in contact with a living creature (such
as a shirt or a cloak). The caster can start the fires up
to 5 yards away per level, and need not fill the entire
area of effect of 5 cubic feet plus 1 cubic foot per
level. For example, if there were three lanterns, side
by side, the caster could light the wicks, but not have
to light the woven mat the lanterns stood upon.
The caster can ignite as many different objects as he
wishes, so long as they are all within the area of
effect. They fires start fairly small, but will spread,
as per the situation and DM's wishes. The fire will
burn for as long as it could were it started by natural
means. The flames are not magical after they have
burned for a round or more, but can be dispelled or
magically snuffed before then.

Karms
Stonestaff
(Elemental-Earth,
Conjuration) 1st level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: 2 rounds + 1 round per level
Casting Time: 1
Area of Effect: One Quarterstaff
Saving Throw: Nil
This spell summons a stone staff into the hands of the
caster, equal in all regards to a normal stone staff,
except the staff weighs three times the weight of a
normal staff. This staff lasts 2 rounds plus one round
per level.
The staff is summoned from the elemental plane of
earth, and is imbued with the magical energy of the
plane. For every 5 levels of the caster, the staff acts
as a +1 weapon in regards to whether or not the
weapon can damage creatures normally immune to
non-magical weapons. The staff itself does not gain
any magical bonuses, just gains the ability to harm
creatures not normally harmed by mundane weapons.
The staff, once summoned, can be given to others.
The material component for this spell is a sliver from
a quarterstaff, which grows and turns to stone for the
duration of the spell, and crumbles to dust at the end
of the spell.

Irritating
Dust
(Elemental-Dust,
Invocation/Evocation) - 1st level
Author:
Range: 20 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1d4 creatures in a10' cube
Saving Throw: Special
When this spell is cast a cloud of dust stirs in a 10'
cube and 1-4 creatures in this area have the dust
settle on them and make them feel uneasy if they fail
their save. The dust causes -2 to AC and -1 to hit for
the duration of the spell unless the save is made, in
which case it only lasts 1 round, or if the creature
takes one round to scratch without doing anything
else.
Material component is a pinch of dust.

Kyrells Cold of the Grave - (Necromancy,


Elemental-Ice) - 1st level
Author:
Range: Touch
Components: V, S
Duration: 2d6 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.

Karm's
Rockclimbing
(Elemental-Dust,
Elemental-Mineral, Elemental-Earth, Alteration)
- 1st level
Author:
Range: Touch
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: Creature Touched
Saving Throw: Neg.

When this spell is cast, the casters hand is


surrounded in a flickering blue radiance. The
radiance lasts for one round per level of the caster.
When the caster touches another creature (requiring a
successful attack roll if the target is unwilling), the
flickering radiance briefly surrounds the target, then
vanishes. The target must save vs. paralyzation or be
paralyzed for 2d6 rounds. Protection from paralysis

Karm's Rockclimbing is a modified Spider Climb


spell. The caster's hands and feet (both of which
must be bare for the spell to work) develop the
magical ability to cling to any natural or man-tooled
earth or stone product (including gems, stone, metal,

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Invocation/Evocation) - 1st level

wards against this spell. The paralysis can be ended


prematurely by dispel magic, remove paralysis, heal
or similar magic. Undead and creatures from other
planes are immune to this spell.

Author:
Range: 60 yards
Components: V, S

Kyrells Ice Blaze - (Evocation, Elemental-Ice) - 1st


level
Author:
Range: 20
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Creature struck
Saving Throw:

Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: 1/2
When the spell is cast small lightning leaps from the
caster's hand and strikes the designated target if
within 60 yards. The lightning causes 1d4 + 2 points
of damage per level of the caster. (Maximum damage
of 1d4 + 20 at 10th level). The target gets a save vs.
spells for half damage.

An unenchanted silver rod studded with blue gems


(worth at least 1,000 gp) is required to cast this spell.
When the spell is cast, a freezing bolt of ice blasts
forth from the tip of the rod, streaking out to up to
20. The bolt trails snowflakes and makes a highpitched screeching sound as it flies through the air.
An attack roll at the casters THAC0 is required. The
bolt inflicts 1d3 damage per caster level, to a
maximum of 10d3 damage. A saving throw vs. spell
is applicable for half damage; creatures immune to
cold take no damage. The bolt is strong enough to
shatter clay and glass, but is harmless to ivory, bone,
wood and stronger materials.
The material component of this spell is the rod
mentioned above. The rod is not consumed in the
casting.

Magnetize
(Elemental-Lightning,
Alteration) - 1st level
Author:
Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 pound/level
Saving Throw: Special

Light Bolt - (Elemental-Radiance, Evocation) - 1st


level
Author: nburgoin@chat.carleton.ca
Range: 30 yards + 5 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

The spell causes 1 pound of metal per level of the


caster to become magnetized (the entire item must be
affected for this spell to take place). The item attracts
other metals in a 5' radius per caster's level. If the
item affected is light and there is an heavier metal
item in the radius of effect then the item will move
fast in that item's direction.
This spell can be used to hit heavily armored
opponents with thrown weapons if there's no other
metal item in the vicinity. Another use for this spell
may be to cast it on a fighter's shield and helmet
while he stands beneath a wall of iron and seeing him
stuck there until the spell ends at which time he will
suffer fall damage.
Items held or carried by unwilling subjects get a save
vs. spells with their wielders' saves.

This spell creates a bolt of blazing white light that


streaks towards target, striking as a THAC0 roll of a
rogue of equal level to caster. The spell causes a base
damage of 1d4, and momentarily surrounds the target
by a blaze of white light when hit. A successful save
vs. spell means the target is blinded until the end of
the round (the rest of the round), failure means
blindness for 1d4 rounds. For every 3 levels of the
caster, a bonus of +1 to hit, -1 to opponent's save, or
+1 to damage may be added. Thus, a 9th level wizard
could create a +1 to hit, 1d4+1 damage light-bolt that
forces opponent's save at -1. Or impose a -3 penalty
to the save, etc. Any creature who is vulnerable or
suffers penalties in bright light saves at -2.

Mud Mold - (Elemental-Ooze, Conjuration) - 1st


level
Author:
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round

Lightning Blast - (Elemental-Lightning,

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Area of Effect: 1 object
Saving Throw: None.

Type of Orb Level


Air Orbs
1st
3rd
5th
Earth Orbs 1st
3rd
5th
Fire Orbs
1st
3rd
5th
Water Orbs 1st
3rd
5th

With this spell the caster can create a mold of any


small to medium sized objects. Any object of up to
1/10 pound of weight can be molded. For example
the caster can create a mold for a key, an emblem and
even a small box. During the casting the caster has to
hold the object he wishes to mold in one of his hands.
Upon completion of the spell the caster will have a
mold of the object in his other hand. The mold is
made of a mud like substance. The mold can be used
to make a duplicate of an object by pouring heated
metals into it, whereupon it dries up and must be
broken to extract the object. Note that the mold will
stay "wet" until used, or until 1 year has passed, but
it cannot be shaped into other form unless the a Stone
Shape, or similar spell is cast on it.
The material component for this spell is the object
that you want to make a mold of, it is not consume
din the casting, and a bit of mud.

Damage
1d3
1d4
1d6
1d6
1d8
1d10
1d6
1d8
1d10
1d4
1d6
1d8

Effect
Mist
Gas
Suffocate
Dust
Shards
Crush
Light
Heat
Fire
Drench
Chill
Freeze

Mist Orbs appear as a hazy ball of whirling wisps,


and when struck, a mini wall-of-fog that springs into
being within a 5' radius of the target. The Mist
moves with the target, and lasts 1d4 rounds.
Gas Orbs appear as a tight sphere of a greenish gas,
and when struck, the creature hit must make a saving
throw vs. poison. If the saving throw succeeds, the
creature suffers a -1 penalty to all attacks, saving
throws and to AC from nausea that lasts 1d4 rounds.
If the creature fails this saving throw, the creature is
struck reeling and unable to attack because of nausea
for 1d4 rounds, as per a stinking cloud spell.
Suffocation orbs appear as a strange empty space that
gas and moisture build up on the outside of. Then
struck, the target creature has its breath drawn from
its lungs. This lasts for 1d4 rounds, and deals 1d4
points of damage a round, though a successful
Constitution check means the creature gulped in
enough air to take only half-damage.
Dust orbs appear as a swirling orb of thick dust, and
when they strike, the creature is covered in a layer of
thick dust. This will extinguish all open flames the
target is carrying, and unless the target makes a
saving throw vs spells, it will also be blinded (dust in
the eyes) for 1d4 rounds. Blind creatures suffer a -4
to all attack rolls and a -4 penalty to AC.
Shard Orbs appear as a rock sphere made up of many
small shards of rock. When they hit, they also
explode, and all creatures within a five-foot radius
must make a saving throw vs. spell or take 1d4 points
of damage.
Crush Orbs appear as sphere of solid rock, and when
they hit, they cause the creature to make a DexterityBalance check or be knocked down. If this check is
failed with a natural roll of 18, 19, or 20, the creature
must also make saving throws vs. crushing force
against any items currently held or worn in the hands,
arms, chest, waist, and back.
Light Orbs appear as a glowing sphere of white light.
The light orb causes the victim to be surrounded by
light to a radius of 20 feet, as if affected by a light
spell. The effect lasts for 1d4 rounds, during which
time the victim makes his saving throws and attack
rolls with a -4 penalty, and his AC is penalized by 4.

Orb of the Elements - (Elemental-General,


Alteration, Evocation) - 1st level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: 1 Creature
Saving Throw: Neg.
This spell causes a 4-inch diameter sphere to appear
in the caster's hand. Within the limits described
below, the sphere can appear in a variety of forms,
each elemental based and indicating a different
special power. The caster can hurl the sphere at an
opponent up to 30 yards away, providing there are no
barriers between the caster and the target. If the
target is no more than 10 yards away, the to-hit roll is
made with a +3 bonus. If the target is 10-20 yards
away, the caster's roll is made with a +2 bonus. If the
target is 20-30 yards away, the caster's roll is made
with a +1 bonus.
If the orb of the elements misses its target, it
dissipates without effect. If the target creature makes
a successful saving throw, the orb of the elements is
also ineffective. Otherwise, the form of the orb
determines the amount of damage inflicted and its
special power, as summarized below.
The caster can create any single orb of any form
listed for his level or lower. The material component
for an air orb is any clear or white gem. The material
component for a fire orb is any gold, yellow, or
amber gem. The material component for a water orb
is any blue or green gem. The material component
for an earth orb is any gray, black, or brown gem.
All gems must be worth at least 50 gp.

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Heat Orbs appear as glowing spheres of yelloworange light. The heat from the orb is intense enough
to melt 1 cubic yard of ice. The victim struck by the
orb loses 1 point of strength and dexterity (or, for
creatures, a -1 to hit and a -1 penalty to AC) for 1d4
rounds.
Fire Orbs appear as glowing orbs of burning flame,
red-orange in color. It ignites all combustible
materials within 5 feet of the target, and deals 1d4
burn damage to all creatures within 5 feet that fail a
saving throw.
Drench Orbs appear as spheres of tightly packed salt
water. When they hit, they drench the target
completely, putting out any open flames, and causing
a saving throw vs. spells to be made. If the save is
failed, salt water gets into the eyes of the victim,
blinding the victim for 1d4 rounds.
Chill Orbs appear as glowing spheres of blue-white
light. They numb the target creature. Movement
rates of the affected creature are halved, and the
creature's chance to hit is reduced by 2. Both effects
last for 1d4 rounds.
Freeze Orbs appear as spheres of solid ice. They
explode when they hit, causing all creatures within 5
feet of the target to make a saving throw vs spells or
be numbed, as per a Chill Orb.
Note that elementalists cannot conjure orbs from
their opposing element, and that effective level
determines the orb that can be conjured and thrown.
(Thus, a 1st level Fire elementalist, rolling a 4 on the
1d4 that can be rolled once/day to determine
effective level of a spell, can create a Fire Orb, as he
is effectively 5th level).

Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Up to 5 creatures
Saving Throw: 1/2
This spell, long in the books of the Guild of the Grey
in Coralport, Alyon, shoots forth bright flaming
bursts of fire. For every odd level the caster has
attained (1st, 3rd, 5th, 7th, 9th, 11th and so forth) the
caster can create one flaming dart, to a maximum of
five darts, or, can add a +2 damage bonus to an
already created flame dart.
The base damage for a flaming dart is 1d3+2. All
damage bonuses and targets must be decided before
the attack rolls are made. The flame darts require a
combat THAC0 roll vs. the target's armor class,
though the wizard rolls the attack with a +1 bonus to
hit per 4 levels of the caster (+5 maximum at 20th
level), and includes any missile attack adjustment
bonuses. Thus, a 20th level caster may create 5
1d3+2 darts, and may assign 5 +2 bonuses to damage
to those darts as desired, even piling them all onto
one dart, for a single dart that does 1d3+12 points of
damage (save for half).
The wizard handles the flaming darts as normal
multiple attacks. Thus, a wizard who creates five
darts will fire off one dart when he casts the spell,
then wait for everyone's first attacks. Then another
dart appears and is fired in the correct order of
initiative for the second attacks of all involved. And
then the third, and so forth. Note that the wizard's
spell can only be interrupted if he is struck before
successfully casting the spell, though knocking him
unconscious will destroy any darts that have yet to
appear.
The darts will appear one by one, as listed, and hover
in front of the caster's outstretched finger. The caster
points at the desired target (within 10 yards per level)
and the dart launch itself at the target. The target
creature, if struck, gains a saving throw for half
damage.
The darts may ignite combustibles - if the target fails
his saving throw, item saving throws apply.
The material component for this spell is a single
sliver of gold per flaming dart to be created.

Preserve - (Alteration, Elemental-Salt) 1st level


Author:
Range: 0
Components: V, S
Duration: Until dispelled
Casting Time: 1 round
Area of Effect: 1 pound/level
Saving Throw: None
Preserve can only be cast on animal matter, as long
as it is not alive. The purpose of this spell is to give
the mage a simple way to preserve meat. The spell
salts the meat so that it can be preserved for a long
period of time, but it takes out most of the moisture
from the meat.
The spell has been known to be used by
necromancers to preserve cadavers, and later animate
them as zombies, or use their bodies as components
for the creation of flesh golem.
To dispel you have only to wet the meat with fresh
water, so crossing rivers and lakes is somewhat risky.

Raul's Cold Fire - (Elemental-Fire, Alteration) 1st level


Author: nburgoin@chat.carleton.ca
Range: 5 yards per level
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: 5 ft radius + 1 ft radius per level
Saving Throw: None

Pyric Darts - (Elemental-fire, Evocation) - 1st level


Author: nburgoin@chat.carleton.ca
Range: 10 yards/level

This spell alters all existing fire, be it magical or nonmagical, in the area of effect listed. The effect is

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instantaneous, but the effect on the flames enchanted
by the spell lasts until those flames run out of fuel or
are extinguished in any way.
All fire within the area of effect no longer produces
heat. The fire will continue to consume the material
it is burning, but will not spread any further than
currently burning. As an added bonus, the fire lasts
20% longer than it would otherwise (rounded down).
The cold fire produces no damage if stepped in,
thrown at, or in any way touched, to items, people, or
anything else.
Light ability of the fire is totally unaffected, and the
cold fire can be extinguished in any regular manner.
Note that a cold-fire in a fireplace could not be
further stoked, and would merely burn the wood it
was using at the casting of the spell, and then it
would extinguish.
This spell is very useful for homes and in cramped
quarters for torches or candles. Libraries would pay
well for this spell.
This spell has no effect on creatures of magical
flame.

Saving Throw: Special


A basic battle spell, for when all else fails, Raul
Blackfeather invented the flaming weapon spell. A
single weapon can be affected, and the caster is the
only one who may hold such a weapon. If he lets go
of the weapon, the spell will end at the end of that
round, rather than lasting the full 1 round plus 1
round per level spell duration.
Thus, missile
weapons (such as a thrown dagger or a sling-stone)
reduce this spell's duration to one-shot.
A single weapon, wielded by the caster at the time of
casting, gains a light fiery aura for the duration of the
spell. Whenever the caster hits in normal combat
with the weapon, the victim struck by the weapon
must make a save vs. spells. If they make their save,
they take 1 extra point of fire damage from the aura.
If they fail their save, the victim takes extra 1d3
points of fire damage from the spell. A save is rolled
every hit.
The caster himself suffers no damage through the
fiery aura on his weapon. Thrown daggers and slingstones only work once - the spell fails after the item
is thrown and hits (or misses, in which case the spell
is wasted). Furthermore, the spell confers no combat
bonus or penalty, merely more damage from a
normal weapon by adding magical fire to it's
damaging capabilities.
The material component for this spell is the weapon
to be enchanted and a piece of singed wood. The
wood is consumed in casting, but the weapon is not.

Raul's Dark Fire - (Elemental-Fire, Alteration) 1st level


Author: nburgoin@chat.carleton.ca
Range: 5 yards per level
Components: V, S
Duration: Permanent
Casting Time: 1
Area of Effect: 5' + 1' /level in radius
Saving Throw: None

Salty Wounds (Salt, Conjuration/Summoning)


1st level
Author:
Range: 5 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 being
Saving Throw: Neg.

In contrast to the cold fire spell, this spell, which has


the same range and duration as the cold fire spell,
removes the light- producing ability from fire and
flame, while keeping the heat ability.
The fire will still spread normally, however, the
flames will appear as a smoky darkness, not a fiery
light, and cast no light of their own, though they still
produce the normal amount of smoke. Items will
blacken and burn and radiate heat, but no light at all.
Dark Fire has the same duration as a normal fire, and
needs all the same fuel. It deals exactly the same
damage as a bright fire of equal size.
This spell has no effect on creatures of magical
flame. The spell is very useful for campfires at night,
when heat is important, but being unseen is also
important, and for burning down a building without
giving a large signal that the fire is there.

The recipient of this spell with have small salt


crystals conjured into his wounds. The salt will cause
him pain therefore less effective in his blows and
slower in his defense. The recipient suffers 2 to his
to hit rolls and 2 penalty to his AC. Obviously the
creature must have wounds for this spell to take
effect and it cannot affect creatures without blood
such as undead and golems.

Raul's Flaming Weapon - (Elemental-Fire,


Alteration) - 1st level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: 1 round plus 1round/two levels
Casting Time: 1
Area of Effect: 1 weapon

Shara's Icicle Strike - (Elemental-Ice, Evocation) 1st level


Author: nburgoin@chat.carleton.ca
Range: 10 yards + 5 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 or more creatures

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Saving Throw: None

creature must make a saving throw vs. spells. If the


creature makes its save, it breathes in a small amount
of the smoke and merely coughs a little for the
duration of the round, taking a -1 penalty to hit, to
damage, and to Armor Class until the end of the
round. If the creature fails its save, it takes 1 point of
damage from smoke inhalation, has a -3 penalty to
hit, damage and armor class until the end of the
round. Coughing in the following round cause him to
suffer a -1 penalty to hit, to damage, and to armor
class in the round following the smoke inhalation.
The caster can target one creature within a 20 ft cube,
plus another creature at every 3rd level (2 creatures
at 3rd level, 3 creatures at 6th level, etc.) to a
maximum of 5 creatures. This spell has no effect on
creatures that do not breathe air, or are from the
elemental plane of fire. This spell has no effect on
creatures made of elemental air, earth, or water,
either.
The material component for this spell is one charred
bit of white cloth per target to be affected by the
spell.

This spell, created by the Frost Wizardess Shara of


Arymyr Moon, creates one wicked sharp icicle per 2
levels (rounded up). Each icicle then streaks out at a
separate target, striking with the THAC0 of a warrior
of the same level as the wizard. All creatures must
be within a 180-degree arc of the wizard's facing, and
within 10 yards plus 5 yards per level of range. Each
icicle deals damage equal to a dagger (1d4 against
S/M, 1d3 against L) if it strikes.
The wizard has the option of creating less than the
maximum amount of icicles. If she does so, for each
icicle reduced from the maximum, all others gain a
+1 to strike. Thus, a 7th level frost mage casts this
spell, creating up to 4 icicles. Instead, the caster
creates two, and each strikes as a 7th level warrior,
with a +2 bonus to hit. No bonus to damage is ever
gained through the use of this spell.
Sharp Edge - (Alteration, Elemental-Mineral) -1st
level
Author:
Range: Touch
Components: V, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1weapon/2 levels
Saving Throw: None

Small Fire Ball - (Elemental-Fire, Evocation) - 1 st


level
Author: wrathgon@hotmail.com
Range: 5 yards + 5 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 target
Saving Throw: 1/2

The caster of this spell touches a weapon and this


spell grants it a sharpness that can otherwise only
available to weapons crafted by a skilled weaponsmith. Only weapons of piercing or slashing nature
may be affected by this spell, making them so sharp
they cause 1 extra point of damage per hit for a
period of 1 round per level of the caster. After the
duration the weapon resumes it's normal edge and
loses the 1 extra point of damage.
Only one Sharp Edge spell may be in effect on a
weapon at the same time but the caster can affect up
to 1 weapon per 2 levels of his.
The material components are the weapons to be
enchanted and a grindstone.

This is similar to a normal Fireball spell with the


following exceptions: only one target is affected (the
wizard chooses the target and the Fireball expands
until the target is engulfed), damage is 1d4 HP per
level (up to a maximum of 10d4), and exposed items
receive a +2 on their saving throws.
The material components for this spell are a bit of
burning incense, and any gems worth at least 5 GP;
both are consumed with the casting.
Smoky Figure I - (Smoke, Illusion/Phantasm) - 1st
level
Author:
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 fire source
Saving Throw: Special

Shonnas Smokepuffs - (Smoke, Evocation) - 1st


level
Author: nburgoin@chat.carleton.ca
Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 or more creatures within a 20
cube
Saving Throw: Special

When cast on a fire source the spell causes the


ensuing smoke to take on a vaguely human form
wielding a great pole arm made from smoke. The
smoke figure is only an illusion and cannot harm
anyone (treat it as phantasmal force). This spell is
usually used to frighten campers as it can't do more

This spell creates a thick puff of smoke around one


target creature. Should target the inhale the thick
smoke, which is the desired effect of the spell, the

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than that. Creatures viewing this creature can get a
save vs. spells if they disbelieve it.
The material component is the fire source.

This spell, invented by the Blue Wizards of Alyon,


grants the ability to swim with complete skill and
ease, and at a movement rate of 30, for the duration
of the spell. This spell does not give the creature
touched (which can be the caster) the ability to
breathe water in any way. Normal fatigue rates
apply, even though the swimmer now has a base
move of 30, not 12. Further, the swimmer is
assumed to have full facility in the water. The spell
grants the Swimming non-weapon proficiency to
those who do not have it, and grants a +1 bonus per 3
levels to the swimming proficiency score of a
proficient recipient of this spell. Checks are still
required as normal (in very rough seas, for example).

Soot Ball (Elemental-Ash, Invocation) 1st level


Author:
Range: 20 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 10 radius

Thanan's Hard Water Bolt - (Elemental-Water,


Alteration) - 1st level
Author: nburgoin@chat.carleton.ca
Range: 15 yards + 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 water source within 5 yards per
level
Saving Throw: 1/2

Saving Throw: Special


When this spell is cast it creates a 10 radius sphere
of soot cloud. The cloud causes 1d4 points of damage
for every odd level of the caster (maximum of 5d4
damage) to every creature in the area from the hot
ash that falls on their skin and is being inhaled into
their lungs. The soot also blinds those in the area for
1-2 rounds. A successful saving throw vs. spells will
half the damage and prevents the blindness from
occurring.

This spell makes an amount of water about equal to a


full wineskin form into a hard sphere of liquid and
lash out at a target. If the caster uses his own water
source (wineskin, bottle, cup) to form the missile, he
strikes as a fighter of equal level as the caster, and
the bolt deals 1d4 points of damage, as well as
soaking the target (the target must make a dexterity
check or all open flames carried by the target are
doused).
If the caster is near another source of open water that
is within 5 yards per level, the bolt can be formed
from line of sight, and will strike from the water
source, forming and leaping from the water's surface,
giving the caster a surprise advantage, as few suspect
a nearby pond as a source of attack. (For game
purposes, the attack is made as a fighter of equal
level to the caster with a +2 bonus). If created from a
water source larger than two wineskins (whether
from the caster's hand or a far pool), the bolt deals
1d4+1 damage.
If the water is boiling, the spell deals double damage.
The spell can be used to make a "called shot," and hit
the target is the eyes, the target must make a save vs.
spells or be effectively blind until the beginning of
the next round.
In any case, the target can make a save vs. spells to
incur half-damage.

Sweat - (Elemental-Steam, Invocation) - 1st level


Author:
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
This spell will cause a small vortex of hot steam to
appear around the target. The steam then swirls
around, making the target to feel tired and to sweat
for a number of rounds equal to the casters level.
This effect causes the target to suffer a 2 to his
attack rolls and makes spell casting difficult make a
Constitution check at 2, with failure indicating that
the spell fails but is not lost from memory. A
successful save vs. spells at +1 will negate this spell.
The material component is a sprig of desert bush that
is consumed in the casting.
Swim as the Dolphin - (Elemental-Water,
Alteration) - 1st level
Author: nburgoin@chat.carleton.ca
Range: Touch
Components: V, S
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

Thanan's Inversion - (Elemental-Fire, ElementalIce, Alteration, Abjuration) - 1st level


Reversible
Author: nburgoin@chat.carleton.ca
Range: 10 yards per level

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Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: See below
Saving Throw: Neg.

Range: 5 yards per level


Components: V, M
Duration: 1 turn plus 1 round per level
Casting Time: 1
Area of Effect: 1 creature, or the caster and
companion(s)
Saving Throw: Neg.

This spell, created by the sailor-mage Thanan


Gerinbou, can be cast upon a single creature within
sight, or fixed in place. Either version of the spell
creates a cylinder-like field where any flame or heat
capable of causing damage is instead inverted to cold
or ice that is capable of causing equal amounts of
damage. While this may not seem to be a real bonus,
Thanan knew what he was doing.
First, a fire-based attack entering the field turns into
cold radiance or frost or ice, and therefore will not
cause any fires as a side-effect, something Thanan
valued on the open sea in a wooden ship.
Second, for all intents and purposes for saving
throws, the attack becomes ice and cold based - so a
creature immune to fire can then be harmed by fireattacks, so long as the creature either stays within the
radius of the inversion, or is the target of the
inversion. (Unwilling targets make a save vs. spells
to avoid the effects of Thanan's Inversion). Third,
saving throw bonuses of ice elementalists do count,
as, for the purposes of magical attacks, any fire
attack has been changed into an ice attack, and is
thus applicable for saving throws. And finally,
fourth, all fires burning before the spell is cast vanish
when they hit the area of effect. Casting this on
himself, Thanan can wander through a burning place
and put the fire out as he walks.
If cast on a creature, the spell only reaches out as a
cylinder whose radius is one foot per level. If cast
upon a place, immobile, the cylinder is 10 feet in
radius, plus one foot in radius per caster level. If cast
on a creature, that creature also gains a +1 bonus vs.
all cold or ice based attacks.
Damage is not further effected. A fireball bursting
within Thanan's Inversion will still burst. If it would
normally do 6d6 points of fire damage, however, it
now does 6d6 points of ice/cold damage instead.
The material component is a lit candle and either
some snow, some ice, or a shard of rock crystal. One
of the last three must be used to douse the flame at
the beginning of the spell. All components vanish at
the end of the spell.
Although Thanan could not do it himself, this spell
can be reversed, changing all ice and cold based
attacks into fire and heat based attacks for the same
duration. The material components would be the
same, except the ice or snow would be held over the
flame and melted, and the rock crystal would be held
in the flame until it scorched.

This spell is a handy way to cross small bodies of


water, or to quickly move within any sized watery
environment on its surface. The spell creates a
magical wave beneath the caster, which rises and
supports him, and then speeds off in one direction,
chosen by the caster at the time of casting, carrying
him along with it.
The caster cannot change the direction of the wave
once chosen, and when the spell duration runs out,
the wave dissipates. If the wave hits a shore or a
solid object, the wave also dissipates, and in both
cases, the wave disperses gently, causing no ramming
damage at all.
If cast on an unwilling creature, the creature can
make a saving throw vs. spells in order to avoid the
affect, though if the creature fails the saving throw, it
is most likely removed from the combat entirely.
The wave travels at a maximum movement rate of 12
+ 1 for every even level of the caster beyond the first.
The caster can adjust the movement rate at casting,
but once chosen, the rate cannot be changed. Thus, a
12th level caster could make the wave move up to a
movement rate of 18, or 180 yards per round.
Spellcasting is not possible while travelling on the
wave if the spell needs somatic or material
components. Also, the traveler suffers a -2 penalty to
AC and to all combat rolls while waveriding.
If the target is the caster, he can elect to take up to 1
more willing person per every even level after the 1st
(bring 1 person with him at 2nd, 2 at 4th, 3 at 6th,
and so forth). If cast on an unwilling victim, the
spell cannot affect more than one target.
The material component for this spell is some sand
from any beach where waves crash, and it is
consumed in the casting of the Waveride spell.
Uazzigaaelds Cool Breeze - (Evocation,
Elemental-Ice, Elemental-Air) - 1st level
Author:
Range: 10 yards/level
Components: V, S
Duration: 2 rounds
Casting Time: 1
Area of Effect: Field 40 feet long, 40 feet wide and
10 feet high
Saving Throw: None

Thanan's
Waveride
(Elemental-Water,
Alteration) - 1st level
Author: nburgoin@chat.carleton.ca

The weakest of Uazzigaaelds cryomantic legacy,


cool breeze is the only spell in the nine-spell set that

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does not inflict damage. The spell only serves to
create a brisk breeze than penalizes all nonmagical
missile attacks within the area of effect by 2. The
spell can be ended with dispel magic, another
characteristic that separates it from its brethren.

Casting Time: 1
Area of Effect: Caster
Saving Throw: None
This spell grants the caster the ability to control the
air around him to such a degree that bursts of wind
seem to launch and carry the caster for fairly
significant distances. One flight can be made per
round. Outdoors, these trips can be up to 30 feet
forward or straight upward, or up to 10 feet
backwards. Indoors, these trips can be only 15 feet
forward or straight upward, though backward flight is
not altered.
Horizontal flights forward or backward cause the
caster to rise one foot off the floor per 10 feet of
distance traveled. Zephyr's Hand does not ensure
safety in landing or grasping at the end of the leap.
Zephyr's Hand appears as a whipping miniwhirlwind around the caster's legs and feet at the
time of use, and throughout the flight. It dissipates
with landing, until summoned again, a maximum of
once per round, for 1d4 rounds plus 1 round per level
of the caster. The flight is a burst only, and sustained
flight is impossible. The Zephyr's Hand spell creates
bursts of wind that carry the caster in a short hop.

Vanars
Earthstrike
(Elemental-Earth,
Alteration) 1st level
Author: nburgoin@chat.carleton.ca
Range: 30 yards plus 10 yards per level
Components: V, S
Duration - Instantaneous
Casting Time - 1
Area of Effect - 1 or more creatures within 20 feet of
each other
Saving Throw - None
Created by the leader of the Grey Order, this spell
causes shards of earthen elements near the feet or
below target creatures to be formed. They then shoot
at the target creatures with incredible speed and
accuracy, striking in the same manner as magic
missiles (and all spells that stop or affect magic
missiles affect Vanar's Earthstrike). Each target must
be standing on earth, sand, dirt, soil or other natural
or man-shaped earth (not glass or metal), though the
target can also be up to 5 ft off the ground per caster
level and still be affected. This spell is therefore
useless on a ship, in a wooden-floored building, in
water, etc.
The spell causes a shard of the natural or man-tooled
element to rip free from the ground and strike the
target. Shards are solidifed and magical in nature, so
that sandy ground will still produce a sharp shard of
rock. The shard deals 1d4 points of damage, and
appears from within 5' radius around the target,
striking on an angle, not from directly below. If cast
over stone floor or natural stone or hardened earth
product, the spell leaves a one inch diameter hole,
about 5 inches deep or so.
For every odd level of the caster, the spell can create
a single earthstrike shard, or make an existing shard
gain a +1 bonus to damage. Thus, a 1st level wizard
can only make one 1d4 shard. A 3rd level wizard
could make two 1d4 shards, or one 1d4+1 shard.
Thus, at 19th level, a wizard could have up to 10
shards, or one that deals 1d4+9 points of damage.
This is important in that the wizard can aim only one
shard at a single target. (His only way to improve the
damage against one creature is to sacrifice a possible
shard and give the one striking the creature a +1
bonus).

2nd level spells


Air Fist - (Elemental-Air, Evocation) - 2nd level
Author: wrathgon@hotmail.com
Range: 100 feet
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 target
Saving Throw: None
This spell creates a magical fist of air that attacks one
creature and does 1d4 points of damage for each
level of the caster, plus the target's AC in damage.
The caster must make a successful attack roll to hit
the target with the fist, but strikes as if the target had
an AC of 10, minus the target's Dexterity defensive
adjustment and any magical armor bonuses,
excluding shield bonuses. For example, a fighter
with plate mail +2, a Dexterity of 15, and a shield +1
has a -1 AC. When the caster rolls his attack roll, he
has to hit AC 7 (-2 for the armor and -1 for Dexterity;
the shield bonus does not apply), but when he rolls
the damage, he subtracts one from the total because
the actual AC of the fighter is -1. Note that if the
target's armor class is negative, it will negate damage
to a minimum of 0 points.

Zephyr's Hand - (Elemental-Air, Alteration) - 1 st


level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S
Duration: 1d4 rounds + 1 round per level

Antras Storm Cloud - (Evocation, ElementalLightning) - 2nd level


Author:
Range: 5 yards/level

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Components: V, S
Duration: 4 rounds
Casting Time: 2
Area of Effect: Any creature within 30 feet
Saving Throw:

Range: 5 yards/lvl
Components: V, S, M
Duration: see below
Casting time: 3
Area of Effect: 10 cubic feet/lvl
Saving throw: Nil

A creation of one of Sinthals greatest mages of all


time, this spell creates a small storm cloud that
hovers about for 4 rounds. The caster can cancel the
spell at any time with a whim. On the first round of
its creation, the cloud can emit a 15-foot lightning
bolt that inflicts 1d4 damage. On the second round,
it can emit a 20-foot bolt that inflicts 2d4 damage.
On the third round, it can emit a 25-foot bolt that
inflicts 3d4 damage. On the fourth round, it can emit
a 30-foot bolt that inflicts 4d4 damage. In all cases a
saving throw vs. spells is allowed for half damage.
The caster does not have to make the cloud emit a
bolt on any round of its existence, although holding
back a bolt wastes it. The bolts are generally too
weak to affect objects; objects struck by any bolt
save against electricity (not lightning) with a bonus
equal to five minus the bolts strength (thus the
weakest bolt allows a +4 bonus while the strongest
allows a +1 bonus).

The casting of this spell creates a small (6" in


diameter) globe of vacuum that absorbs all harmful
gases in the spell's area of effect. The globe may
absorb up to 10 cubic feet of harmful gases per level
of the caster, after which it disappears. Within the
void the gases disappear without leaving a trace,
sucked into the plane of Vacuum. If the globe is not
able to absorb its allotted amount, it will dispel itself
twenty-four hours after being cast.
The material component is a small, tightly sealed
glass bottle.
Clay Object - (Elemental-Ooze, Conjuration) - 2nd
level
Author:
Range: Touch
Components: V, M
Duration: Permanent
Casting Time: 5
Area of Effect: 1 Object
Saving Throw: None

Burst
of
Soot
(Elemental-Ash,
Conjuration/Summoning) - 2nd level
Author:
Range: 20 yards
Components: V, S, M
Duration: 1 round /4 levels
Casting Time: 2
Area of Effect: 10' cube
Saving Throw: Special

The caster, with the aid of this spell, can duplicate


any small object up to 1 pound in weight. The caster
has to hold the object in one of his hands to cast the
spell, and the other hand must be empty, as the
duplicate appears in it. Upon completion of the spell
the caster has a hard clay duplicate of the object.
Note that the duplicate does not have any magical
properties the original might have had. Objects
created like this are made of dry mud and as such are
very easy to break, so care must be taken with them
if they are to last.
The spell can also be used to create an object of
appropriate size to which the caster has its mold.
The duplicate is rock hard and very difficult to break.
The component of this spell is a small globe of
ordinary, unbaked, clay.

The Burst of Soot spell creates a cloud of soot that


hampers vision and hinders movement within a 10'
cube. All the creatures in the affected area that must
breathe are slowed to 1/3 of their movement. The
visibility is reduced to 1 yard for all creatures in the
area as the soot hinders their vision. Any attacks in
the area suffer a 4 penalty and no missile weapon
can be used in the area or into the area.
If the creatures make their saving throw then they are
slowed only to 2/3 of their movement rate and suffer
only -2 to attacks. Creatures that remain in the area
of effect must make a new saving throw every round
until either they leave the area, the spell's duration
expires, they fail a saving throw, or they cast a spell
that protects them from these effects. Note that the
effects of this spell lasts for 1-4 rounds after leaving
the area of effect, or after the spell's duration expires.
The caster needs a small pouch of soot to cast the
spell
Clarity of the Void
Abjuration) - 2nd level
Author:

Cloud Walk - (Elemental-Air, Elemental-Smoke,


Elemental-Steam, Alteration) - 2nd level
Author: wrathgon@hotmail.com
Range: Touch
Components: V, S, M
Duration: 1d6 turns + 1 turn/level
Casting Time: 3
Area of Effect: Creatures touched
Saving Throw: None

(Elemental-Vacuum,

This spell allows the recipient to walk on any form of


fog, cloud, or smoke as if it were solid. The recipient
may move at normal movement rate, plus the

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movement rate of the smoke (thus a rising column of
smoke from a fire might carry the recipient up at
movement rate 12). The smoke must be reasonably
thick, reducing visibility significantly. This spell will
not allow walking on fine mist. The material
component is a hair from a nightmare. Of course one
should consider that smoke would disperse after a
while...

burned by the lit candle, and the candle melts away


throughout the spell, turning into a puddle of wax at
the spell's end.
Cyrene'Lhei's Flame Whip - (Elemental-Fire,
Invocation/Evocation) - 2nd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: 1 round + 1 round per level
Casting Time: 2
Area of Effect: Caster
Saving Throw: Special

Cold Snap - (Elemental-Ice, Evocation) - 2nd level


Author: wrathgon@hotmail.com
Range: 0
Components: S
Duration: Instantaneous
Casting Time: 2
Area of Effect: Special
Saving Throw: 1/2

This spell conjures a whip made of flickering flames


into the hand of the caster. The whip of fire deals no
damage to the caster for summoning it, but can be
used, for all intents and purposes, as a normal whip.
It has all the usual statistics that a normal whip does,
and if the caster has no proficiency in the whip, she
has no proficiency in the flame whip, either, and
suffers the normal penalties. The flame whip strikes
for the normal 1d2/1 points of damage, and with the
usual speed rating (8). However, on a successful
strike, the target must make a saving throw vs. spells
or suffer 2d4 points of fire damage.
As a final use of the spell, the caster can whirl the
whip overhead in a circle, and then release the whip
with a crack at a single target within 20 yards. The
whip will flare at the target, dealing 3d6 points of fire
damage (save for half), then extinguish itself once
striking.
All attacks with the whip use the caster's THAC0, but
for every 5 levels of the caster, the whip grants a +1
to hit (no bonus to damage).
The material component for this spell is a piece of
burned leather.

Upon casting this spell, the caster releases a cone of


frost from his hand. This cone is 30' long and 20'
wide at its end. The frost does 2 points of damage per
level of the caster. If those in the area make their
saving throw they take only half damage.
Cyrene'Lhei's
Firebird
(Elemental-Fire,
Conjuration) - 2nd level
Author: nburgoin@chat.carleton.ca
Range: 30 yards
Components: V, S, M
Duration: 1 round plus 1round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell conjures a magical bird that appears to be
about the size and shape of a large hawk, but is
entirely red, orange and gold in coloring, and
surrounded by a hazy fiery aura.
The firebird has AC 6, Can fly at a movement rate of
33, and has maneuverability class B. It has 1 HD, a
THAC0 of 19, and deals 1d2/1d2/1 damage in
combat. (Talon/talon/beak). Once per round, the
firebird can attempt a dive attack, in which case it
can make no beak attack that round, but gains a +2 to
attack, and deals double normal talon damage on a
successful strike. It is size S (4'), and is worth 65 XP
to those killing it. The firebird is under the complete
control of the caster, and thus makes no morale rolls
of its own.
On any successful strike, the firebird forces the stuck
opponent to make a saving throw vs. spell. If the
victim fails that saving throw, the victim takes
additional 1d4+1 points of fire damage.
The firebird will last for the duration of the spell, and
the caster need only speak to direct the firebird on
which target to attack. If the bird is reduced to 0 hit
points, it vanishes in a black puff of smoke.
The Material component for this spell is the feather
of any size S bird, and a single candle. The feather is

Dagny's Breath From Within - (Elemental-Air,


Alteration, Conjuration) - 2nd level
Author: nburgoin@chat.carleton.ca
Range: 0
Duration: 2 rounds per caster level + 1d4 rounds
Components: V, S
Casting Time: 2
Area of Effect: Caster or single target
Saving Throw: None
This spell, created by Dagny Freeman, conjures
breathable air into the lungs of the target at a rate
normally used by the individual. The duration of this
air is such that the target need not breath or hold their
breath while it is in use - until 1d4 rounds plus 2
rounds/caster level have passed. This is an improved
version of Lasting Breath, except the target can
function totally normally, speaking and so forth, in
normally toxic or suffocating environments.
Dusty Trail - (Elemental-Dust, Alteration) - 2 nd
level

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Author:
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

Flipant's Incandescent Ooze - (Elemental-Ooze,


Conjuration) - 2nd level
Author:
Range: 15 yards
Components: V, M
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

This spell causes the recipients' trail to disappear 1'


behind them. The spell causes dust to be swept so
that it disguises the tracks, inflicting a -25% to the
tracking ability of the one who follows. The wizard
can affect himself and one more being for every 2
levels, but he needs to touch those he want to affect.
The material components are a small duster and a
leaf.

With this spell the caster creates a globe of dark


green ooze and hurls it upon the target. The glob
spread and covers targets of up to large size. The oily
substance the glob is flammable. It does not cause
any damage by itself but the contact with open air
will ignite it. When set on fire it burns for 1 round/ 2
levels of the caster and causes 1d10 points of damage
every round. A Dispel Magic spell can extinguish the
conflagration, as can any spell that causes the air
around the target to be drenched with water or
creates a vacuum, although the later may kill the
target. There is no save against the damage.
The material component of this spell is a small vial
of mire ooze.

Excite Fire - (Elemental-Fire, Alteration) - 2 nd


level
Author: wrathgon@hotmail.com
Range: 20 feet
Components: V, M
Duration: 1 round plus 1round/two levels
Casting Time: 1
Area of Effect: Instantaneous
Saving Throw: 1/2

Gayle's Misty Trail - (Elemental-Steam,


Divination) - 2nd level
Author: nburgoin@chat.carleton.ca
Range: Special
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 2
Area of Effect: Special
Saving Throw: None

This spell causes fire to hurl itself at a victim (attack


roll needed) for up to five feet per level to a
maximum of sixty feet. Upon contact with the victim,
the fire does 1d4 points damage per level of the
wizard minus Range from fire sources. Since the fire
is dragged from a source, that fire is effectively lost
from the source.
Extract Salt - (Elemental-Salt, Alteration) 2nd
level
Author:
Range: Touch
Components: V, S
Duration: 3 rounds/level
Casting Time: 1 round
Area of Effect: 1 cubic foot/level
Saving Throw: None

This spell, created by the mist-weaving wizard Gayle


Matarc, aided her in location of items she desired.
The caster places a candle on the floor (the material
component of the spell) or ground, and utters the
words to this spell. At the casting of the spell, the
candle will light, and wispy vapors will reach from
the candle, and begin to float towards any one nonliving thing the caster desires.
Once chosen, the item cannot be changed. Also, if
the candle is disturbed in any way, the spell will end
and the candle will go out. The wisps travel 10 yards
in a single round, leaving a wispy trail all the way
back to the candle itself, and constantly shifting and
changing colors. The wisps seek the most direct
route to their source, but will not go through walls or
through other small holes or cracks. If the wisps hit a
door, for example, they will wait for someone to
open the door before continuing. Lead blocks this
spell, and anything sought that is entombed in led
will not be found.
Items found by this spell include things such as
apparel, jewelry, furniture, tools, weapons, ladders,
staircases, or even a specific object. (If the caster can
create a clear mental picture of the item).

Extract salt causes all the minerals and salts in a


given body of liquid (in a bottle, canteen or well, for
example) to sink to the bottom and collect in a thin
layer of particles without dissolving into the liquid
until the end of the spell. Thus, this spell may enable
wizards to extract minerals and salts from a liquid,
and at the same time purifying that liquid. After 3
rounds/level, unless removed, the salts will once
again dissolve into the liquid.
Extract salt is mainly used in laboratories, or for
purifying drinking water. Many a traveling mage has
been saved when traveling through a desert seacoast
with no water to drink, and only this spell to cast.

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Furthermore, if the caster so desires, he can burn
some hair from a specific person or creature in the
candle-flame upon casting, and the mist will seek
that person out instead.
The wisps will continue to travel towards the target
in the most direct route possible (making this spell
useful in a labyrinth, castle, or dungeon-like setting)
that is passable by the caster (though stopping for
doors to be opened, etc). At the end of the spell
duration, the wisps vanish, and the candle has melted
away into nothingness. The wisps will always head
towards something, no matter the distance, but if
more than one item exists that meet the specifications
of the caster, the closer of the two is chosen.
The material component for this spell is a candle of
any color, (and perhaps some hair), and all
components are consumed upon casting. If there is a
strong wind, the duration of this spell is halved.

When icy blast is cast, a sheet of icy cold rays spread


out from the caster's hands, covering a 45-degree
angle in front of the caster. Anyone in this area must
make a save vs. spells or take 1d6 points of damage
plus 3 points per level of the caster. If the save is
made, half damage is then taken. The maximum
damage caused by this spell is 1d6+30 points of
damage.
When this spell is used against a sleeth, it acts
additionally as a slow spell for 2-5 (1d4+1) rounds.
Instant
Propulsion
Alteration) - 2nd level
Author:
Range: 20 yards
Components: S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 object
Saving Throw: None

Gayle's White Mist - (Elemental-Ice, ElementalSteam, Evocation) - 2nd level


Author: nburgoin@chat.carleton.ca
Range: 5 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 10 ft cube + 10 ft cube per level
Saving Throw: 1/2

(Elemental-Vacuum,

This spell enables the caster to cause any one object


within 20 yards of him whose weight is 1 pound or
less in any direction. The caster can fling a blowgun
dart, an arrow and any other small object by creating
a funnel of vacuum around part of it. The range of
the flung object is 5 yards per level of the caster.
The caster must make an attack roll as if he were a
fighter of 2 levels higher and the object causes the
target 3d4 points of damage if it hits. If the object
being propelled is held by someone then a strength
check is made to determine whether the object is
flung away or the holder maintains his grasp.
The material component is the object to be flung,
which is not consumed in the casting.

This spell, created by Gayle Matarc, the MistWizard, creates a cloud of snow-white vapor that is
icy and cold to the senses. The cloud can be up to 10
ft + 10 ft cubed per level of the caster, but must be
roughly square or hexagonal, and can never be more
than ten feet high off the ground.
The cloud is numbing cold, and every round inside it,
all take 1d3 points of damage (save vs. spells for half
damage - rounded down, so that some may escape
damage completely). Furthermore, as soon as a
creature fails this save, it gains a -1 penalty to
attacks, to damage, loses dexterity bonuses and takes
a -1 to armor class, as well as having movement rate
reduced by 1/3 due to the cold and shivering.
Those who are cold or shivering will do so for one
round after they leave the cloud, keeping the
penalties for that one round.
The material component is a piece of white silk. It is
consumed upon casting.

Jaan's Fiery Disc - (Elemental-Fire, Invocation) 2nd level


Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: Up to 2 rounds/level
Casting Time: 2
Area of Effect: Special
Saving Throw: Special
Upon casting this spell, the caster must hold both
hands out in front of him, palms outward. A disc of
fire will then appear, centered on his hands, directly
in front of the caster. The disc is large enough to
reach to within an inch of the ground in radius, but
will be smaller if cast in the confines of a tunnel, for
example, to its maximum use.
To keep the fire burning, the caster must maintain a
certain level of concentration. He may walk and talk,
but he may not run, nor may he cast magical spells.
Further, if he is damaged in any way, the spell will
end.

Icy Blast - (Elemental-Ice, Evocation) - 2nd level


Author: wrathgon@hotmail.com
Range: 5 ft + 1 ft/level
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: the caster
Saving Throw: 1/2

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The fiery disc functions as a frontal defense. Against
missile weapons (frontal attacks only), the fiery disc
provides an AC bonus of +1, due to the fire making it
hard for the attacker to perfectly identify the location
of the target, and the interference of the fire on
missile-fire flight paths. All non-magical missiles of
wood are destroyed if they pass through the disc
(frontal attacks only), and all magical missiles of
wood must make a saving throw vs. spell to survive
the fire disc (with a bonus equal to any bonuses to
strike). In melee, if anyone comes close enough to
the wizard to strike him (again, frontal attacks), the
wizard first enjoys a +3 to his armor class. (Due to
the fiery disc getting in the way of a good shot, and
the heat being uncomfortable at best for the foe, and
so forth). And second, any time an enemy attempts a
frontal based melee attack, he suffers 2d4 points of
fire damage, save vs. spells for half damage.
The caster can move well enough to keep the K disc
between himself and one foe, but if two foes coordinate, he will have to pick which foe will suffer
the effects of the disc. This is not true if the caster is
in a hallway or other limited area, then the caster can
maneuver him against any number of creatures, as
determined by the DM.
The disc is also very effective for starting fires, as it
burns as normal, hot fire for its duration. The fire in
no way harms the caster.
The material component for this spell is a red, gold,
or yellow candle that has been melted into a discshape. It is consumed upon casting.

consumed in casting. Another option for this spell is


to mentally instruct the stones to attack. The range is
abysmal, a mere 10 feet maximum, and the stones
strike with the caster's THAC0 (modified for missile
attack adjustment and any applicable magic). If they
hit, the stones deal 1d4 points of damage to medium
sized foes or smaller and 1d3 points of damage to
larger foes.
Firing off a rock causes it to crumble to dust,
whether or not it hits, and thus lessens the protection
of the spell, and means the wizard must get himself a
new stone to replace the one he lost.
The rocks orbit around the caster in a constant onefoot distance from his body, and will adjust
themselves in order to provide protection in cramped
environments.
Karms
Stonehards
(Elemental-Earth,
Conjuration, Invocation/Evocation) 2nd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time - 1
Area of Effect - 5' radius + 1' per level
Saving Throw - None
This spell creates a sphere of sharp stone shards, each
barely as long as a needle, all around the caster,
which explode out from around him, hitting all
within a 5 foot radius of the caster, plus one foot per
level. The damage dealt by the shards is 1d4 plus the
target's armor class, making only one roll per casting
of the spell. (If the targets include a man in Chain
Mail (AC 5) and a lich with powerful protective
magic (AC -3), and the roll is a 4, the man will take 9
points of damage, the lich will take 1, as 4 minus -3
is 1.)
Sometimes more important, another side effect of
this spell is that anyone hit by the stone shards,
whether or not they take damage, will have any spellcasting attempt ruined.
The Material Component for this spell is any piece of
a stalactite or stalagmite, which is consumed in the
casting.

Karms Six Stones - (Elemental-Earth, Alteration,


Evocation) 2nd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: 5 rounds plus 1 round per level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This spell enchants six rounded river-stones, each
about twice the size of a sling bullet, to take up orbit
around the caster, and swoop and swirl to attempt to
intercept incoming physical attacks.
For every pair of stones that whirl and dance around
the caster, the caster receives a +1 AC bonus against
all physical attacks. Thrown knives, sword slashes,
rotten apples, anything. The stones attempt to swoop
and dive in front of any physical attack, including
those from behind, and continue to offer their
protection of the caster is asleep or unconscious or
blinded or surprised.
The stones will keep in orbit up to 5 rounds plus 1
round per level of the caster. They are the material
components of the spell, and each stone must be
selected by hand, by the wizard, from a river or
beach, and carved with runes.
They are not

Kyrells Spark - (Evocation, Elemental-Lightning)


- 2nd level
Author:
Range: 20 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 10-foot cube
Saving Throw:
Yet another low-level offensive spell of Kyrells
devising, spark creates a massive buildup of
electricity in the area of effect. After a few seconds

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of this, the area is momentarily filled with blazing
sparks. Any creatures not immune to electricity take
1d12 damage, +1 per level of the caster. Metal
creatures or those carrying or wearing metal are not
allowed a saving throw; all others are allowed a
saving throw vs. spell for half damage.

made with a +1 bonus, and the chance of surprising


opponents are increased by 1. The mist will
extinguish small flames such as candles or match
flames. The mist also acts to deaden sound. Sonic
attacks are saved against with a +2 bonus. The caster
can determine how the mist will move, but the must
be set before the spell is cast.
The material components for mist are a small wet
sponge and a silver sieve.

Lightning Speed - (Elemental-Lightning,


Alteration) - 2nd level
Author:

Nereid Spit - (Elemental-Water, Alteration) - 2nd


level
Author: nburgoin@chat.carleton.ca
Range: 20 feet
Components: V, S ,M
Casting Time: 2
Area of Effect: 1 creature
Duration: 1 round per 3 levels
Saving Throw: None

Range: 60 yards
Components: V, S, M
Duration: 1 hour/2 levels
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell, created by the Blue Wizards of Alyon,


allows the caster to create a mouthful of venomoussaline water like the water elemental-kin Nereid, and
spit it up to 20 feet at target victims.
The caster can target one creature per round, with a
normal THAC0 roll against the victim. If hit, the
creature is blinded for 2d6 rounds or until it washes
the venom away with water. Blinded creatures suffer
a -4 to AC and to all combat rolls.
The caster can spit one venom attack at one target per
round, and the spell lasts one round per 3 levels of
the caster, to a maximum of 5 rounds (and 5 attacks)
at 15th level. If the caster so desires, he can forgo an
attack in a given round, though the duration is not
affected, and the venom spit is lost. The caster can
even cast spells instead.
The material component for this spell is a drop of
saline water.

This spell causes the recipient to be able to run and


walk at triple speed. This spell does not grant any
bonuses in combat as it only affects cross-country
movement. Like the Haste spell this spell also ages
faster but only at the rate of 1 week's aging for every
hour's duration.
The material component is a horseshoe and a small
crystal.
Mangar's Bloodfire - (Elemental-Fire, Evocation,
Necromancy) - 2nd level
Author: wrathgon@hotmail.com
Range: 40 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: 1/2

Northlight - (Elemental-Radiance, Alteration,


Divination, Enchantment/Charm) - 2nd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 lantern
Saving Throw: None

This spell engulfs a creature with blue fire that burns


for 1d4 points of damage per 3 wizard levels (or
fraction thereof) on round 1, then loses 1d4 points of
damage per round until it goes out. The flames do not
ignite flammable objects they just hurt creatures.
Mist - (Evocation, Elemental-Steam) - 2nd level
Author: catdrag@vnet.net
Range: 60' + 10' per level
Components: V, S, M
Duration: 10 rounds + 2 rounds/level
Casting Time: 8
Area of Effect: 50'X50' + 10'X10' per level
Saving Throw: None

This spell must be cast on a new never-before-used


lantern. The lantern must be filled with oil while the
spell is being cast and it lasts until the oil burns out,
the lantern is put out or until more oil is added
(putting the maximum duration at 1 pint or 1 hour).
For the duration of the spell the lantern will act like a
beacon lantern, except that its light will always aims
north. The material components for this spell are oil,
any normal hooded lantern, and cartographer's tool or

This spell is a version of stinking cloud, without the


yellow color or the choking fumes. Within the area of
effect, climbing is reduced by 20% (the moisture of
the cloud makes things slippery), saves vs. fire are

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piece of map. All components vanish at end of the
spell, including the lantern.

in a stone building, the spell will only grant


knowledge of the current level of the building (the
level the caster is upon), as well as stairs leading up
or down from the level, but not any other levels.
Walls or doors do not stop this spell, as the spell
simply ignores the walls as 'space' before the ground
continues. The caster can therefore get a detailed
map of a floor, by filling in walls where he feels a
'space' of no level ground.
The image stays clear and precise as it was the
instant the caster touched the ground in the caster's
memory for 1 round per level (it does not update
itself every round). After that, the caster's normal
memory is used to determine what he or she
remembers. (the DM may give the player a map, but
take it away after 1 round per level has passed).
Smart casters will sit down and sketch a rough map
as fast as possible when using this spell to navigate.
This spell is useless if the caster cannot touch natural
or man-tooled earth, or in wooden buildings.
Furthermore, it will not read any earth more than
one-half foot per caster level under water (so the
spell fizzles out at water's edge).
The material component for this spell is any writing
or charting implement used by a mapmaker (usually
his pen, ink, or quill). It is consumed upon casting.

Raul's Fiery Circle - (Elemental-Fire, Alteration) 2nd level


Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: Caster
Saving Throw: 1/2
When the wizard casts this spell, his hands must be
held together, thumbs touching, fingers spread.
Then, with a sweeping gesture, the caster moves his
hands apart and around, forming a jet of searing
flame, much like the Burning Hands spell, but in a
full, complete 360 degree circle, five feet in length.
Any creature in the area of the flames suffers 1d3
points of damage, plus 1 point of damage for every
level of experience (to a maximum of 1d3+20 points
damage). Those successfully making a saving throw
vs. spell receive half damage. Flammable materials
touched by the fire burn. Such materials can be
extinguished in the next round if no other action is
taken.

Salt
Crystals
(Elemental-Salt,
Invocation/Evocation) 2nd level
Author:
Range: 20 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Special

Read the Earth - (Elemental-Dust, Divination) 2nd level


Range: Touch
Duration: 1 round per level
Components: V, S, M
Casting Time: 2
Area of Effect: 30 yard radius + 10 yard per level
Saving Throw: None
This rather strange divination spell was created in the
Guild of the Grey, of Alyon, but its author is lost to
time. The spellcaster kneels or sits down on the
ground, or just bends over. He or she then touches
the ground, which must be of earth or stone or dirt or
sand products (but not metal or glass, though the
earth products can be man-shaped or altered, not that
far).
He instantly gets a 'surface' reading of the ground in
his mind, centred on where his hand touches the
ground, in a 30 yard radius + 10 yard per level circle.
He gains a mental representation of the top surface of
all the ground looks like, as well as whatever is
immediately on top of that ground. For example, the
caster could know there is a pit trap, since the actual
surface of the ground slopes down into a pit, and
know that there is wood across the top of the pit,
since the wood touches the sides of the pit, but not
know that dirt or leaves was piled on top of the
wood. He could know there is a rug in the stone
dining-hall to his right, as well as a table and chairs,
but not what was on the table, chairs, or rug. If cast

The spell causes salt crystals to fly from the caster's


hands and hit the specified target. The crystals inflict
1d3/level of the caster and since the salt enters the
blood stream the victim in stunned for 1 round from
the pain. If a save is made then the victim suffers
only half the damage and is not stunned but only
suffers -1 to AC and to hit rolls for 1 round.
The material components are salt crystals that are
thrown at the target during the casting.
Shifting Colors - (Elemental-Radiance, Alteration)
- 2nd level
Author:
Range: 25 yards
Components: S, M
Duration: 1 week
Casting Time: 2
Area of Effect: 1 creature or object
Saving Throw: Neg.
With this spell the caster can change the color of a
living thing or an object for a period of 1 week. The

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caster uses a prism to break the surrounding light into
its spectral components. This has to be done outside,
during the day, or by the aid of a Light spell. The
caster then chooses a color or a combination of
colors and casts it on his subject. The subjected
object or creature then assumes the color. A
successful throw against spells negates the spells
effect. A Dispel Magic spell will not remove the
color change, as it becomes the natural color of the
object or creature for the duration of the spell.
Developed by a mage that loved to play pranks on his
fellows it proved to be very effective when his party
tried to sneak into a camp of black-skinned humans,
negating the need for the more powerful Polymorph
Self Spell, which he didn't have at the time.
A small crystal prism of 2000gp worth is necessary
for the casting of this spell.

Shonna's Updraft - (Elemental-Air, Alteration) 2nd level


Author: nburgoin@chat.carleton.ca
Range: 10 yards per level
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 2
Area of Effect: 5 ft radius plus 1 ft radius per 2
levels
Saving Throw: Special
This spell creates a cone of fiercely strong wind that
travels straight up. It can be placed up to 10 yards
from the caster per level, and creates a cone 5 feet
plus 1 foot per caster level in radius. No height need
be determined, as the cone will reach as high as
possible.
The cone will lift all items and creatures within it
straight up (no horizontal movement), but can only
lift items and creatures weighing up to a maximum of
25 pounds per caster level (a 5th level wizard can
create an updraft so strong it lifts 125lb items and
creatures).
Items and creatures caught in the updraft rise at a
movement rate of 1 per round plus 1 per five levels
(2 at 5th level, 3 at 10th level, 4 at 15th level, and 5
at 20th level). The caster can cause the winds to
decrease so that all items hover, but cannot reverse
the airflow - no one can gently lower to the ground
with the use of the Updraft spell. Most wizards use
this spell to get to balconies, or to keep enemies from
moving around. Once the spell expires, creatures and
items caught in the updraft suffer normal falling
damage.
Any missile fire passing into or out of the Updraft
suffers a to-hit penalty equal to the current movement
rate strength of the wind. (no penalty if the caster is
causing all items to hover, -1 if the movement rate
for rising is 1, and so forth). For creatures attempting
to make attacks while above the ground, the stability
penalties of the spell 'Levitate' are used to determine
penalties.
While rising or hovering, the caster loses all dexterity
adjustments to armor class.
Each turn, any unwilling creature can make a saving
throw vs. spells to not be affected by the wind that
turn - effectively staying in place, wherever that may
be. (At the beginning of the spell, making a save will
allow the creature to stay on the ground, but if they
have risen a few feet during the spell, a save makes
them go no higher that particular round - it does not
cause them to sink.)
The material components for this spell are a feather
and a small circle of silver wire. Both are consumed
in casting.

Shonna's Airsphere - (Elemental-Air, Abjuration,


Alteration) - 2nd
Author: nburgoin@chat.carleton.ca
Range: 0
Duration: 5 rounds per level
Components: V, S, M
Casting Time: 3
Area of Effect: Up to a 1-yard radius per level
Saving Throw: None
This spell creates a sphere of whipping wind that
surrounds the caster, moving with her, and offers a
type of protection from all physical incoming missile
fire. The spell offers protection in the form of a -1
penalty to hit for all physical incoming missile fire,
with another -1 for every 2 levels gained past third
level. (-2 at 5th level, -3 at 7th level, -4 at 9th level,
to a maximum of -5 at 11th level). Further, any
missiles that manage to hit the target after passing
through the air sphere deal 1 less damage (to a
minimum of 1 point of damage).
The sphere itself can be enlarged at the casting to a
size that is a maximum of 1 yard per caster level in
radius. People can move freely through the sphere,
but missile attacks that pass through the sphere,
whether from within or without, suffer the same
penalties.
Magical attacks that are not physical are not effected
by this spell. A magic missile would ignore the
effects, as would a ray of enfeeblement, but an ice
knife or acid arrow would suffer the penalty.
The spell has another added benefit. If the caster is
falling, it will reduce all damage to all those within
the radius of the sphere by one half, as the swirling
sphere of air causes a fairly protective updraft. On
steady ground, this only creates a mildly interesting
visual effect - the caster's robes ripple and flow about
her.
The material component for this spell is a feather and
a small glass marble, both of which are consumed in
the casting of the spell.

Shonna's Windwarp - (Elemental-Air, Alteration)


- 2nd
Author: nburgoin@chat.carleton.ca

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Range: 0
Components: V, S, M
Duration: 3 rounds plus 1 round per level
Casting Time: 2
Area of Effect: 10' radius per level
Saving Throw: None

gets its wielders save vs. breath weapon. Otherwise it


makes a save vs. crushing blow. Cloth and leather
cannot be affected by this spell. Armors and shields
will offer half the protection it normally does
(rounded down, so, for example, shields offer no
protection if affected) protection except for
bludgeoning weapons and to grappling attacks, in
which case it offers normal protection. Weapons
affected by this spell are ineffective and cannot do
damage, except for their magical bonus, if applicable.

This spell allows the caster to control the direction of


wind within a 10 ft per level radius of where she is
standing. All the wind in the radius is affected - she
merely decides which direction she wishes the wind
to go, and it will go that way. The area of effect
moves with the caster.
This spell, however, has no effect on wind-strength
or speed. So, if there is only a light breeze present,
the caster can only change the direction of the breeze
within the range of the spell, not raise the breeze to a
gale force.
The direction of the wind can be changed once per
round, as the caster desires. The spell takes no
concentration to maintain, and the caster is free to
cast other spells. Shonna Silbrayus developed this
spell to work hand in hand with the Ride the Wind
spell.
Note that with strong enough winds, this spell
becomes an effective way to deal with most gasbased spell attacks, since the caster can decide to
have the wind come from behind her, and therefore
push the gasses away from any direction she is
facing. The caster is not, however, protected from
any wind-based spells that occur if they are of 3rd
spell level or higher, or 1st or 2nd-level wind based
spells cast by a higher level caster. Also, any natural
consequences of the wind are not ignored - a gale
force wind still has the normal destructive potential,
and the caster of Windwarp only has the added bonus
of picking which direction she desires to be flung.
The material component is a small paper fan, which
is consumed in casting. The caster must have one
hand free to point to change the wind direction in any
given round.

The material components are a bit of clay and jar


with a Pudding, Jelly, Slime or Ooze inside it. The
jar's occupant will suffice for 2-5 uses before
consumed.
Smoke
Sleep
(Elemental-Smoke,
Enchantment/Charm) - 2nd level
Author:
Range: 20 yards
Components: V, S, M
Duration: 1 hour + 5 rounds/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
A variation on the normal sleep spell found in the
PHB, smoke sleep causes thin wisps of smoke to
form in the air around the targets of the spell as they
fall into deep slumber. During the first hour of the
original casting of the spell, these strands of smoke
thicken in the area of the targets, until the air is thick
with smoke and breathing it causes 1 hit point of
damage per round. Normal methods of awaking the
victims of smoke sleep such as slapping, wounding or
attacking will end the enchantment, but not the
damage caused by breathing of the smoke. Thus, if
the air is not dispersed after one hour since the
casting time, or the spell is not ended (either by the
spell's duration or waking the targets), targets may
suffocate to death.
The spell affects 2d4 HD of targets, although
creatures with more than 5 HD are unaffected by the
sleep, although they may still suffer damage from the
smoke.
The material components for this spell are a smoking
candle, or a pinch of dry hash.

Slimy Object - (Elemental-Ooze, Conjuration)


2nd level
Author:
Range: 20 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 object
Saving Throw: Negates

Stone Swallow - (Alteration, Elemental-Earth)


2nd level
Author: catdragi@vnet.net
Range: 20
Components: V, S, M
Duration: Permanent
Casting Time: 2
Area of Effect: 1 10 square per three levels of the
caster
Saving Throw: None

After casting this spell the caster points at the object


he wants to affect, usually an opponents weapon or a
wand or things like that. The spell causes the object,
if the item fails its save, to become softer, malleable
and slimy so as to render it ineffective and slippery
making it impossible to wield them unless glue or the
spider climb spell is used. If the item is held then it

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Stone swallow causes the earth or stone underneath
an object to open up and swallow whatever small
objects lie on top of it. One hole can be opened for
every three levels of the caster. Once covered by the
earth or stone, the object must be dug or chiseled
out.
The spell only affect objects and can not be used
against living items. Stone swallow will not affect
things or animals that appear inanimate (such as
pelterasts or mimics). The holes that this spell creates
can only swallow small things, thing no bigger than a
large dagger. If a large object is swallowed, then it
will be partially encased in earth or stone, but is
easily pulled out.
Typically this spell is used by drow to swallow
continual light pebbles or the like. However, drow
also use the spell to construct spiked pits and traps.
The material components for this spell is a samll
pinch of lime and a equal amount of acid. The lime is
added to the acid and becomes a sludge during the
casting of the spell.

less damage, and always break on a natural to-hit roll


of 1.
Thanan's Improved Waveride - (Elemental-Water,
Alteration) - 2nd level
Author: nburgoin@chat.carleton.ca
Range: 5 yards per level
Components: V, M
Duration: 1 turn plus 1 round per level
Casting Time: 2
Area of Effect: 1 creature, or the caster and
companion(s)
Saving Throw: Neg.
This spell is exactly the same as Thanan's Waveride,
the first level spell, with a few differences. First, the
caster can raise or lower the movement rate by up to
2 per round. Second, the caster can cause the wave
to turn up to 90 degrees in a single round. If the
wave is motionless, the caster can even cast another
spell. All alterations to the path of the wave take
about as much concentration as walking, and thus the
caster is fairly useful in other situations.
The changes in course of the waveride can only be
done by the caster, and thus, even if successfully cast
on an unwilling victim (who still gets a save), the
caster can change the waveride path for the victim at
will, so long as he remains in sight.
All changes in course or speed of the waveride occur
at the end of the round they were desired in. The
caster must decide the course of the wave before any
initiative rolls are made.

Tereses Earthen Strengthening - (ElementalEarth, Alteration) 2nd level


Reversible
Author: nburgoin@chat.carleton.ca
Range: 5 yards
Components: V, S
Duration: 1 day per level
Casting Time: 1
Area of Effect: One item up to 5 cubic feet/level
Saving Throw: None
This spell, created by the earth elementalist Terese,
strengthens a single, non-magical, stone item against
harm and breakage. A series of connecting walls is
considered one item, so long as the Area of Effect is
continuous. No two sections of wall, unless they
touch, can be strengthened with one casting of this
spell.
For the duration of the spell, the stone item affected
by 'Earthen Strengthening' gains a +1 Saving Throw
bonus per three levels against all attacks, be they
magical or not.Furthermore, any straight-damage
done to stone items protected by this spell is reduced
by 1 per 5 levels of the caster, though no successful
attack can deal less than 1 point damage.
Stone weapons that rely on blunt impact damage gain
a +1 bonus to damage for the duration of the spell.
Catapult shots, sling stones, etc, can all be affected,
but only one item per casting of the spell, and none
of these enchanted stone weapons will break on a
natural roll of 1.
The reverse of the spell, 'Terese's earthen weakening,'
merely changes all bonuses to penalties. Thus,
Saving Throw penalties are -1 per 3 levels, damage
done to stone items is increased by 1 per 5 levels of
the caster any time that item is struck. For the
duration of the spell, enchanted stone weapons deal 1

Thanan's Steam Cloud - (Elemental-Steam,


Evocation) - 2nd level
Author: nburgoin@chat.carleton.ca
Range: 30 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: 10' cube plus 10' cube per level
Saving Throw: 1/2
This spell creates a cloud of vapor that is very similar
to Wall of Fog in appearance. The vapor, however, is
boiling steam. All vision, including infravision, is
reduced to two feet.
A strong wind will blow the vapors away, and a
moderate wind will cut the duration in half. Also, if
it is very cold (Below 0 degrees), the spell duration
will also be halved.
The maximum duration of a Steam Cloud spell is 5
rounds, however, for determining how many rounds
the steam cloud will last in strong wind or cold
conditions, first figure out the 1 round / level for the
caster's level, then cut it in half. If the caster has 5 or
more rounds left, even after the duration has been
halved, the spell lasts 5 rounds. The caster must be a
roughly cubic or rectangular mass, at least ten feet

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wide in its smallest dimension, but may choose to
create less than his listed maximum area of effect.
On the 1st round of 5, the spell deals 1d8 points of
steam damage. On the 2nd round of 5, the spell deals
1d6 points of steam damage. On the 3rd round of 5,
the spell deals 1d4 points of steam damage. On the
4th round of 5, the spell deals 1d3 points of steam
damage, and on the final, 5th, round of 5, the spell
deals 1 point of damage. On any given round, all
those within the area of effect may make a saving
throw vs. spells to take half damage (rounded up).
If the spell lasts for less than 5 rounds, then the final
round deals 1 point of damage, the 2nd-last deals
1d3, the 3rd-last deals 1d4, and so on.
The material components for this spell are a small
paper fan and a wineskin of water, which magically
boils and blows to the target at the beginning of the
spell. All items except for the wineskin container are
used in casting.

Duration: 2 rounds
Casting Time: 2
Area of Effect: Field 40 feet long, 40 feet wide and
10 feet high
Saving Throw: Neg.
Another creation of the self-proclaimed King of
Liches, cold wind creates the same brisk breeze as
cool breeze, penalizes nonmagical missile attacks
within the area of effect by 2. In addition, all
creatures within the area of effect must save vs.
spells or take 1 point of damage. Creatures immune
to cold need not make this save; they are immune to
this damage. A successful saving throw indicates no
damage.
Unyielding Frost of Andraya - (Elemental-Ice,
Evocation) - 2nd level
Author: nburgoin@chat.carleton.ca
Range: 20 yards
Components: V, S
Duration: 2 rounds
Casting Time: 2
Area of Effect: Special
Saving Throw: Special

Transmute Water to Ice - (Elemental-Ice,


Elemental-Water, Alteration) - 2nd level
Reversible
Author: nburgoin@chat.carleton.ca
Range: 10 yards per level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One 20' cube per level
Saving Throw: None

Upon casting this spell, the caster calls forth a


torrential spray of small ice shards, snow, and sleet,
and cold to issue forth from the caster's outstretched
hands, which are held together as if casting a Burning
Hands spell.
The spray can only be targeted at one creature, up to
20 yards away. So long as that creature is within 20
yards, the unyielding frost automatically hits, doing
3d4+2 points of cold damage, with no save. The
spray is five feet wide, and goes from the caster's
hands to the target in a straight line. If others get in
the way, they take 1d4+1 points of damage (save vs.
spells for negation of damage, however).
The caster of the unyielding spray cannot choose to
do anything but stand there and let the spray shoot
out at the target for two whole rounds. On the
second round, assuming that the victim is still within
range, the damage is once again applied, with no
save. If the victim moves out of range, there is no
damage, but the spray will always aim towards the
victim for the full two rounds that the spell is active.
Thus, an intelligent enemy could wander around, and
even turn the spray on the friends of the caster, by
maneuvering himself behind them, though still
staying out of range of the unyielding frost. The
caster cannot move while the unyielding frost is
issuing forth.

This spell, invented by Thanan Grenibou, transforms


natural water of any sort into an equal volume of ice.
The depth of the ice can never exceed more than onehalf its breadth or length. Ice will melt normally,
depending on the temperature, but all creatures in the
water will be frozen in it, subject to either
suffocation, or mere annoyance, depending on the
depth involved. Note that ice not frozen to the
ground of a body of water will float, indeed, the spell
was often used by Thanan to create a mini-iceberg
when pursued by pirate ships, just in front of the
enemy vessel.
The reverse of this spell turns an equal amount of ice
directly into water, and at a temperature of 2 degrees
Celsius per caster level, and subject to re-freezing
depending on the environmental conditions. The
water will immediately attempt to flow downhill,
losing any shape the ice may have held.
The material component for either version of the
spell is a drop of water and a chip of quartz or ice.
Uazzigaaelds Cold Wind - (Evocation, ElementalIce, Elemental-Air) - 2nd level

Vanar's
Dustcloud
(Elemental-Dust,
Conjuration/Summoning) - 2nd level
Author: nburgoin@chart.carleton.ca
Range: 10 yards/level
Components: V, S, M

Author:
Range: 10 yards/level
Components: V, S

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Duration: 1d4 rounds + 1 round per level
Casting Time: 2
Area of Effect: 10 ft cube + 10 ft cube per 3 levels
Saving Throw: Special

must make a dexterity check or fall down, and be


unable to stand until the beginning of the next round.
All spellcasting and further attacks are ruined.
If the creature fails its save, it takes 2d4 points of
shrapnel damage, and is thrown to the ground and
dazed, unable to act for 1d3+1 rounds, after which he
can rise and act as normal. Dazed creatures are not
entirely helpless, but are on the ground and treated to
be lying down for purposes of combat, and cannot
initiate attacks or move, so severe is the shock to the
system. Still, they are not considered to be an
automatic kill.
Victims gain a +1 to their Saving Throw for every leg
or tail they possess beyond two, and mounted riders
suffer no ill effect, though they must make a riding
check if their mount is dazed or fall off the mount.
The material component of this spell is the caster's
staff, which is not consumed upon casting.

This spell creates a cloud of thick dirty dust within


the area of effect, which is 10 ft cubed, plus another
10 ft cubed for every 3rd level (3rd, 6th, 9th, etc).
Within the area, while the spell is in effect, vision is
reduced to one-half. Furthermore, all invisible
creatures reveal themselves by the swirling patterns
of dust and an apparent 'hole' in the dust they create.
Also, the dust is so thick that any creature in the
cloud must make a saving throw vs. spells. If the
save is successful, the creature coughs and sputters
mildly, taking a penalty of -1 to attack, damage, and
initiative rolls. If the save is failed, the creature
cannot help but cough and hack this round. He takes
a -4 penalty to armor class, a -4 to all hit and damage
rolls, a -4 to initiative, and can only move up to 1/3
normal rate until the end of the round.
Any creature that coughs and hacks in a given round
suffers a -2 cumulative penalty in the next and all
rounds thereafter. Any creature that coughs and
hacks for three successive rounds will pass out until
the spell duration ends and they breathe clean air for
1d4 turns. One round of breathing clean air per
round of coughing and hacking will remove the
penalties for those victims that escaped passing out.
A moderate breeze (8-18 mph) will halve the
duration of this spell, and the spell is dispersed in one
round by a stronger breeze.
The material component of this spell is a fistful of
dust, which is consumed in casting.

3rd level spells


Absorb
Lightning
(ElementalLightning, Alteration) - 3rd level
Author:
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
This spell enables the caster to absorb with minimal
damage electrical attacks directed at him. The caster
can absorb a total of up to 10 points of damage for
every level he has and suffers only 1 point for every
10 absorbed from the slight overload in his body.
If an attack causes more than then the caster can
absorb then he absorbs what he can and the rest of
the damage is reduced normally. Note that the caster
still gets a save to reduce the damage caused by
electrical attacks if applicable.
The spell lasts until the caster absorbed all he can or
until 24 hours have passed, whichever comes first.
The material components an oaken staff taken from
an oak that was hit by lightning..

Vanars Tremor - (Elemental-Earth, Evocation)


2nd level
Author: nburgoin@chat.carleton.ca
Range: 20 yards + 5 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
At the casting of this spell, the wizard raps his staff
against the ground near his feet. The spell creates a
ripple of force, like an earthquake tremor, in a narrow
path towards one creature, which must be standing
on the natural ground, and be within 20 yards + 5
yards per level of the caster.
This spell has no effect on flying, immaterial, or
levitating creatures, and will not work indoors.
The ripple races to beneath the feet of the caster, then
the ground beneath the creature shatters and breaks
as if a tiny earthquake had occurred under its feet,
including a minor explosion of rocks and pebbles.
The creature must make a Saving Throw vs. spells.
If it succeeds, it takes 1d4 points of damage, and

Aeries Thunderclap - (Alteration, ElementalLightning) - 3rd level


Author:
Range: 5 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: All creatures within hearing range
Saving Throw: Neg.

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One of the famous air elementalists, this is Aeries
few non-air spells. Thunderclap creates a miniature
sonic boom at a point anywhere up to 5 yards per
level of the caster away. All creatures within hearing
range must save vs. paralysis or be stunned 1d4
rounds. Regardless of whether they save or not, all
affected creatures suffer a 2 penalty to all rounds for
1 turn. Deaf creatures, those from other planes and
undead are immune to this spell.

Andraya's Coldburst - (Elemental-Ice, Evocation)


- 3rd level
Author: nburgoin@chat.carleton.ca
Range: 10 yards/level
Duration: 1 round
Components: V, S, M
Casting Time: 3
Area of Effect: 5 ft radius sphere + 1 ft radius per
level
Saving Throw: 1/2

Alpha's Comet - (Elemental-Fire, ElementalEarth, Conjuration, Evocation) - 3rd level


Author: wrathgon@hotmail.com
Range: 10 feet + 5 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell, invented by the water elementalist head of


the Guild of the Grey in Coralport, causes a
shimmering star-like bolt of light to form at the
caster's fingertip. The caster points, and the bolt
streaks to where the caster wishes the effect to occur,
up to 10 yards per level away.
The star-light mote will streak to the target, and then
explode with a flash of white light. A cold wave will
be released upon the casting of the spell (at the time
the wizard's turn in initiative arrives), dealing 1d4
points of damage per 2 caster levels, to all those
within a five foot radius plus 1 foot per caster level
of where the mote exploded. All creatures gain a
saving throw vs. spells for half damage.
At the end of the round that the caster uses a
Coldburst spell, the secondary magical wave bursts
from where the shimmering mote flared. It deals 1d6
points of damage per three levels of the caster, and is
a wave of hard, blunt, force. Again, a saving throw
vs. spells is allowed for half damage, but if the
saving throw is failed, the creature is knocked off its
feet and moves 1 ft directly away from the center of
the coldburst effect per caster level.
If this causes a collision with a wall or other
unmoving object, the creature takes 1d4+1 more in
impact damage. It takes a full round to stand up and
prepare to move again.
The material components for this spell can be either a
piece of glass and a piece of ice, or a single pearl
worth at least 50gp. All are consumed upon casting.

This spell creates a flaming missile with a trail of


superheated noxious gasses. The comet unerringly
strikes one target, the impact causing 3d6 points of
damage and the flames an additional 3d6.
Furthermore, any creature within 5 feet of the
comet's path will suffer 2d4 points of fire damage.
All those within 5 feet of the point of impact will
suffer 3d4 points of damage. Anyone who suffers
damage from this spell is also considered to have
been engulfed in the noxious fumes, and will be at -2
on all rolls (10% spell failure chance) for 1d6 rounds
due to coughing, choking, and blurred vision.
The material component is a ball of pitch mixed with
sulfur and phosphorus.
Alpha's Night of the Leonids - (Elemental-Fire,
Elemental-Earth, Conjuration/Summoning) - 3rd
level
Author: wrathgon@hotmail.com
Range: 30 yards + 10 yards/level
Components: V, S, M
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None

Andraya's Water Scout - (Elemental-Water,


Conjuration/Summoning, Enchantment) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 30 feet plus 10 feet/level
Duration: 1 round/level
Components: V, S
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell can only be cast outdoors at night. It calls


down a number of flaming meteorites to strike
unerringly any targets within range. The wizard can
call down 1d4 meteorites, plus another for every five
levels of experience (1d4+1 at 5th-9th, 1d4+2 at
10th-14th, etc.). Each meteorite strikes a single
target, though more than one may strike any given
target. Each of these "Leonids" comes blazing down
from the heavens, striking for 1d6+1 points of impact
damage and additional 1d6+1 points of fire damage.
The material component for this spell is a bit of
meteoric iron.

When using this spell, the caster can cause any


amount of water within 30 ft plus 10 ft per level to
form a double of him, as per a watery double. The
water scout, however, has no attacks and no ability to
harm others. If it is hit for 1 point damage per 2

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levels of the caster, it will fall apart. It is armor class
10.
The water scout has no function other than to walk
and move as the caster desires. This takes limited
concentration. The scout walks (on or away from
water) at twice the caster's speed, and while
concentrating, the caster can move at 1/2 normal
speed. Also, the water scout and seep through any
sized opening in a single round, but must spend the
entire round to accomplish this feat. The scout itself
cannot open a door or any other manipulation of a
physical object. If the caster stops concentrating, the
spell does not end, but the double stands still. At any
time, the caster can 'see' out the eyes of the water
scout, and if the caster has infravision through
magical or non-magical means, so does the scout.
This is not something that requires concentration, and
the caster can still see normally. Any other sensory
abilities of the caster that are natural are also granted,
but no other magical sight abilities will work through
the water scout.
The scout can only form from water, not any liquid,
though it can be salt or fresh, or even boiling. If the
caster tries to attack with the scout, the scout will
splash into nothingness. The scout will use all the
water it can to attempt to be the same size as the
caster. But if it cannot, it will be a scaled smaller
version, and will only move at a speed equal to the
caster's (no matter how small it is, this is as slow as it
will move). The caster can make the scout run if he
so desires, but each round spent running reduces the
duration of the spell by 1 round, as water splashes off
from the scout. This spell was mostly used by
Andraya as a way to scout on an approaching ship
while at sea, though once or twice she used the spell
as a bluff in order to scare a ship of pirates into
believing they faced a minor water elemental.

maximum multiplier or divisor for the size (in


volume) and effects of the fire.
The material component differs for the two different
uses of the spell: if the spell is used to increase a fire,
the material component is a tinderbox, which is not
consumed in the casting. If the spell is used to shrink
a fire, the material component is a drop of water.
Cyrene'Lhei's
Flare
(Elemental-Fire,
Invocation/Evocation) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 0
Duration: 1 round per 5 levels of the caster
Components: V, S, M
Casting Time: 3
Area of Effect: 1 or more spells cast by caster
Saving Throw: None
This spell, created by the famous elven
warrior/wizard, was used to help her compensate
against the flame-wizards she sought to outdo in
magical combat. While the Flare spell is active, all
non-instantaneous fire elemental spells cast last 1
round longer per 4 levels of the caster. Also, any fire
spells that cause damage, whether instantaneous or
not, gain a bonus of +1 per die of damage rolled. A
fireball cast by a 9th level mage normally inflicts 9d6
damage. If cast while Flare is in effect, it deals
9d6+9 points of damage.
Flare lasts 1 round for every 5 levels of the caster.
This spell is a modified Augmentation I spell, except
by narrowing the focus of the spell's effects to fire
spells only, the wizard found she could affect any
level of fire spell she knew. At higher levels the mage
can even extend the duration of the Flare spell and
get off two, three, or four fire spells with added
benefit.
The material component is a piece of coal from a fire
started by any magic (including a simple cantrip),
that is consumed in the casting.

Control Normal Fires - (Elemental-Fire,


Alteration) -3rd level
Author: wrathgon@hotmail.com
Range: 1 foot/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 cubic foot/level
Saving Throw: None

Dagny's Turbulence - (Elemental-Air, Alteration) 3rd level


Author: nburgoin@chat.carleton.ca
Range: 5 yards/level
Components: V, S, M
Duration: 2 rounds / level
Casting Time: 3
Area of Effect: 10 ft radius sphere, + 5 ft radius per
level
Saving Throw: None
This spell, created by the head of the Order of the
White, Dagny Freeman, alters the air flow within a
sphere 10 ft + 5 ft / level in radius to become entirely
unstable. The wind whips and turns in on itself, with
a wicked turbulence.
The effect of the turbulence is threefold. First, all
missile attacks that come through the turbulence at
any point in their flight are at a -3 penalty to hit. And

This spell enables the wizard to cause fires as small


as a torch or lantern to become as large as a 6-foot
diameter bonfire or to cause a bonfire to shrink to the
size of a torch or explode into a fire with a diameter
of 18 feet. In this process fuel is burned according to
the size of the fire. Also heat dissipation can be
adjusted which will also affect the amount of fuel
used. The amount of change a wizard can affect in a
fire is determined as follows: take the wizard's level
divided by 2 and round it down. This is the

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any attacks made while airborne (by flying wizards,
pegasi, or any other non-grounded creature) are made
at a -2 to hit also (for a cumulative penalty of -5 if a
flying archer were to attack, for example). This is
due to lack of stability, and wind interference with
flight paths. Second, the maneuverability class of
flying creatures or items is considered one class
worse (A becomes B, B to C, and so forth). If a
creature or object is maneuverability class E before
entering the turbulence, it begins to lose control, and
must land in 1d4 rounds (no damage, just grounded).
If it stays up in the air anyway, it will crash in 1d3
more rounds, taking 1d6 points of damage per caster
level (to a maximum of 8d6). Crash-landing items
must make a saving throw vs. crushing blow - if they
succeed, they lose only 1/4 their current structural
capacity/hit points. Otherwise, if the roll is failed, it
loses half. And third, while within the turbulence, all
flying or levitating or otherwise non-grounded
creatures and objects have their movement rate
reduced by half.
The material components for this spell are four paper
fans, tied together to create a circle. They are
consumed in casting.

Duration: 1 round/2 levels


Casting Time: 3
Area of Effect: 10' radius
Saving Throw: 1/2
This attack spell creates a fast moving vortex that
tears the skin of those in the 10' radius it affects. The
spell causes 2d6 points of damage every round from
the dust particles. The vortex moves at the speed of
24 and must be directed by the mage or it will
continue in the previous round's direction and speed.
Material component is a handful of dust that the
caster must blow upon.
Dust Blind (Elemental-Dust, Evocation) - 3rd
level
Author:
Range: 30
Components: V, S, M
Duration: 2d4 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
When cast, a miniature blizzard of swirling dust
appears around the target, causing the target to suffer
near total blindness and all penalties associated with
it. The dust stays for 2-8 rounds, unless a successful
save is made, in which case the duration is only 1-4
rounds.
The material component is a desert hawk feather,
which is not consumed in the casting.

Debonairs Bolt Fist - (Alteration, ElementalLightning) - 3rd level


Author:
Range: Touch
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Creature touched
Saving Throw:

Dusting (Elemental-Dust, Alteration) - 3rd level


Author:
Range: 60 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 10 cube
Saving Throw: Special

A powerful version of shocking grasp, the former


Emperor of Vector, Kaus Debonair, created this spell.
It is the only known spell of his devising that remains
known; all the others were lost when Vector was
sacked at the end of the Dark War. When the spell is
cast, both of the casters hands are surrounded in a
bright, flickering radiance. When the caster touches
another creature or a conductor another creature is
touching, the radiance leaps from his hand and
shocks the target, inflicting 4d6 damage, +1 per level
of the caster, to a maximum of 4d6+10 damage.
Each fists charge can be used once. The caster
cannot use weapons or hold onto things while the
spell is in effect or the charge effects the object (save
vs. lighting). The charges last for 2 rounds per level
of the caster or until discharged.

The spell removes all the dust and sand from the area
of effect. Although it is a good house cleaning spell
it's main purpose is against things of dust and sand
nature.
Any creature of sand and dust within the area of
effect must make a saving throw vs. spells or suffer
1-3 points of damage per level of the caster, to a
maximum damage of 15d3. If the save is successful
then he only suffers half damage. Spells of elemental
dust within the 10' cube are checked as if a Dispel
Magic spell was cast on them by a mage of the
caster's level. Magical dusts and sands are affect to as
if a Dispel Magic spell was cast on them.
The spell was developed and used by an unknown
mage against a rival mage that specialized in dust
magic. Ironically the mage was said to have died by

Dervan's Dust Vortex - (Eleemntal-Dust,


Invocation/Evocation) - 3rd level
Author:
Range: 30 yards
Components: V, S, M

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the spell known as Dust of the Ancient Tomes that
was laid upon the rival mages spellbook.
The material components are a small duster and a
wind fan (both cost 5 gp)

points of dexterity for the duration of the battle. The


caster may select an additional target for the pulses
every five levels. Targets are hit simultaneously, but
there's a catch for all this! Damage done from the
pulses is divided between targets. A Saving Throw
vs. spells may be rolled for negating this spell (The
spell has missed if the throw succeeds), but each
target must roll.

Earth
Fist
(Elemental-Earth,
Invocation/Evocation) 3rd level
Author: wrathgon@hotmail.com
Range: 10 yards + 5 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One Target
Saving Throw: 1/2

Elemental Lash - (Elemental-General, Evocation)


- 3rd level
Author: nburgoin@chat.carleton.ca
Range: 10 yards per level
Duration: Instantaneous
Components: V, S, M
Casting Time: 4
Area of Effect: Up to 4 targets within a 180-degree
arc from caster's facing position
Saving Throw: Special

The caster, in activating the spell, must throw the


spell components into the air, then punch them when
they come back down to fist level. Upon this action,
the Earth Fist projectile is released, and hits an
opponent for 1d4 + 1 damage points per level of the
caster. This spell may be blocked by shield magic of
any type, with the exception of spells with a antimagic prefix in their name (i.e. Anti-Magic Wall,
Anti-Magic Shell, etc.).
The material components are a bit of rock and a dull
crystal worth at least 15 gp

At the casting of this spell, the caster holds his hands


together in front of him, then lets go and whips both
hands in a half-circle away from the center, creating
up to 4 separate lashes of elemental magic, one of
each element, or any combination.
Note that
elementalist wizards cannot create a lash of their
opposing element type, so a fire elementalist could
create 2 fire lashes, one air lash, and one earth lash,
but never a water lash.
The caster has 10 yards per level of range to play
with, which must be divided up between the four
lashes. All 4 lashes must be aimed at targets in front
of the caster (in an 180 degree arc in front of the
caster). All lashes strike with the THAC0 of a fighter
of equal level to the wizard, any missed lashes will
travel to their maximum range, with effects
determined by the DM.
Fire Lash - This lash creates a swath of fire from the
caster's hand swipe, which lashes out towards a target
creature. If the lash hits, it deals 1d4+1 damage per
10 yards the lash traveled, to a maximum of 5d4+5.
The target creature may save vs. spells for halfdamage. Creatures vulnerable to fire take double
damage, making the fire lash most effective against
such creatures.
Air Lash - This lash is a blast of very strong wind,
which knocks a creature back if the strike is
successful. For every 10 yards the lash traveled, the
creature is knocked back 1d4 yards and takes 1 point
damage, and falls down, to a maximum of 5d4 yards
and 5 points of damage. If the creature strikes a solid
surface (such as a wall), it incurs another 1d4 points
of collision damage. If the creature makes a
successful saving throw vs. spells, it will only be
forced back 1/2 the listed amount, takes no damage,
and will not fall down, though in either case spell
casting is ruined. Obviously, the air lash is most
effective in knocking a creature back, or distracting
spell casters, not damaging them.

Earthblaster - (Elemental-Earth, Evocation) 3rd


level
Author: wrathgon@hotmail.com
Range: 20 yards + 7 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One Target/5 levels
Saving Throw: Negates
Useful for a quick, but relatively strong magical
assault, Earth Blaster has become very popular with
low-level earth mages for its simplicity in casting.
Higher-level mages will also find the large number of
charges the spell projects at the target intriguing.
At the start of the spell, the caster draws up energy
from the earth via the components (A medium-sized
black pot filled with three pints of muddy water, and
25 gp placed inside) into his left hand. The caster
then levitates 7 feet off of the ground, continually
drawing energy from the black pot in the form of a
light purple vapor. At the end of the energy transfer,
the caster's hand explodes into a flash of lightning
which surges upward to the caster's right hand, held
high above the mage's head. Following this, the
caster shoots from his right hand 2d6 glowing, violet
charges + two extra charges/level (No limit). The
charges inflict 1d3 of earth damage each, exploding
into a small violet burst when connecting with the
target. The target must also make a strength check at
-1 or lose 1 point of strength for the duration of the
battle, as well as a dexterity check at -2 or lose 2

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Water Lash - This lash is a burst of cold water that
strikes out at the target creature. It deals only 1d3
points of impact damage per 10 yards traveled, to a
maximum of 5d3, and deals no damage if the
creature makes a successful save vs. spells.
However, regardless of whether or not the creature
makes a successful saving throw, the creature is
totally soaked, and all flames carried by the creature
are doused if they would at all be vulnerable to the
water lash. Creatures vulnerable to water take 1d6
points of damage per 10 yards, to a maximum of 5d6,
save vs spells for half damage. Obviously, the water
lash is most effective to creatures vulnerable to
water.
Earth Lash - This lash is a series of sharp shards of
stone and dirt and pebbles that whip out at a high
speed. They pepper the target for 1d4 per 10 yards
traveled by the lash, to a maximum of 5d4 points of
damage, but the targets armor class is added to the
roll. Thus, a creature with AC 3 hit by a 20-yard lash
would take 2d4+3 points of damage, where a creature
with AC -4 would take 2d4-4. Any creature hit can
make a save vs. spells to take half damage.
Obviously, the earth lash is most effective to
creatures not wearing armor.
The spell can be cast as a single lash or up to 4 lashes
in any combination desired by the caster (even 4 of
the same element), but each lash must be sent at a
different target.
The material components depend on which lashes are
going to be summoned. A single feather is needed
for each air lash, a lump of coal for each fire lash, a
pebble for each earth lash, and a drop of water for
each water lash. All components are consumed in the
casting.
Lashes can be longer than 50 yards, but damage
maximizes at the 50 yard or longer range.

they have the staff weapon proficiency, otherwise


they incur normal non-proficiency penalties.
The elemental plane to which the staff is effective
must be chosen upon casting, and cannot be changed
thereafter.
The material components for this spell are the staff,
which is not consumed, and an item that depends on
the plane to be chosen: A stick of incense for the
elemental plane of air, a handful of dirt for creatures
of the elemental plane of earth, a drop of water for
creatures of the elemental plane of water, and a lump
of charcoal for creatures of the elemental plane of
fire. Para-elemental Staves can be created, if
appropriate substances are used (Ice for the ParaElemental Plane of Ice, and so forth).
Fire Extinguisher - (Elemental-Fire, Alteration)
-3rd level
Author: wrathgon@hotmail.com
Range: 120 yards
Components: V, S, M
Duration: Permanent
Casting Time: 4
Area of Effect: 10 cubic feet/level
Saving Throw: None
This spell is a more powerful version of the affect
normal fires spell. It can douse both magical and
non-magical fires. It is mainly used to help control
large fires or those that are started and fueled by
magic.
The material component is a magically burnt piece of
wood.
Flames Earthen Sphere - (Elemental-Earth,
Abjuration) 3rd level
Author: wrathgon@hotmail.com
Range: 30 feet
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: 30 foot globe
Saving Throw: Nil

Elemental
Staff
(Elemental-General,
Enchantment) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V,M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 1 staff
Saving Throw: None

This spell creates a earthen sphere to protect area


chosen by caster. The only problem is that only 1
turn of air is trapped and cannot see or hear outside
sphere. No air or sound can get though.

A wizard can use this spell to enchant a staff, causing


it to become a magical quarterstaff. This magical
weapon acts as a staff +4 against creatures of a
chosen elemental plane, inflicting 5-10 points of
damage (1d6+4), and as a quarterstaff +1 against all
other opponents, inflicting 2-7 (1d6+1) hit points of
damage. The staff is perfectly normal before and
after the spell, and must not be already magical
before the spell begins.
If proficiency rules are in play, the bearer of the
Elemental Staff is proficient with the staff only if

Gamalon's Fiery Backlash - (Elemental-Fire,


Charm, Evocation) - 3rd level
Author: wrathgon@hotmail.com
Range: 360 feet + 30 feet/level
Components: V, S
Duration: 1 turn + 1 round/2 level
Casting Time: 1
Area of Effect: 1-4 targets in 30' radius
Saving Throw: Neg.

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Makes invisible dweomers around the targets chosen
by caster. When target cast a fire-based spell, the
spell is immediately redirected onto the casting being
or object with all normal effects.

Invented by the Aiklynite Mist-Wizardess of the


White Order, this spell changes the caster and all she
is wearing and carrying into a pale mist that is the
same color as the caster's eyes. The mist is
amorphous, a low-sitting cloud of vapors. In this
form, the caster can travel through any crack or hole
or opening of any kind or size. The caster can only
be harmed by magical weapons (+1 or better) for the
duration of this spell. The cloud can be safely
stretched (the caster has some control over the shape
of the vapors) to dimensions 10 feet in each length
(ten foot cube). However, for each foot beyond 10'
in any dimension, the caster suffers 1d4 points of
damage every round.
The mistform is resistant to wind, but a strong wind
reduces the spells duration to half (or, at the GM's
discretion, ends the spell, causing the caster to
coalesce and form solid). The caster can see and
hear, but has only about one-quarter his sense of
touch or smell, no sense of taste, and cannot speak at
all. Any saves vs gas attacks are automatically
failed.
The caster can float along the ground at a rate of 12,
or can fly above the ground at a rate of 6 per round
(moving up, down, or horizontal without being
within a foot of the ground is considered flying for
the purposes of the spell). If the caster returns to
solidity in the air, he will fall as normal. The caster
has maneuverability class D while in mist form.
The caster can remain in mist-form for 2 rounds plus
1 round per level, or dispel it at will.
The material component for this spell is any piece of
silk.

Gayle's Fingers of Mist - (Elemental-Steam,


Evocation, Alteration) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 5 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell, invented by the Mist-Wizard Gayle
Matarc, creates wispy vapor from each hand of the
caster. Each hand creates a misty double of the
caster's own hands, on a long trail of mist that leads
back to the caster's hands, which must be free for the
duration of the spell to use the spell's abilities.
Each round, the caster can move the misty hands up
to 10 feet. (The hands are slow). Thus, if the caster
wanted to reach with the hands at something 30 feet
away, it would take 3 rounds for the caster to stand
still and concentrate enough for the misty hands to
travel 10 feet per round, reaching the target in 3
rounds.
When the caster stops concentrating, the spell ends.
This includes spell casting, or being hurt in combat.
Each hand can manipulate up to one half-pound per
caster level (both hands together can manipulate 1
pound per caster level, in other words). The caster
can divide up the hands to two separate tasks, and
need only slightly mimic what he wants the hands to
do with his own.
The caster can use the misty hands to pick up objects,
gather items, pull a key to him from within a cell,
and open a door or chest. This can be done only if the
door or chest is light enough or balanced for easy use
- the spell has a relative strength rating of only about
1 to 3).
If both hands are used, the spell can be made to
actively bother an opponent in combat, the opponent
gets a -1 to all to-hit and damage rolls, a +1 AC
penalty, and a +1 penalty to initiative.
In a strong wind, this spell's duration is halved.

Gayle's Wall of Mist - (Elemental-Steam,


Invocation/Evocation) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: Up to 5 yards per level away
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: 2' thick wall that is 10' x 10' per level
Saving Throw: None
This spell, created by Gayle Matarc, creates a wall of
strange, dark and pale blue and violet mists that curl
and twist within them. Each 10ft by 10ft section of
the wall must touch another, but the caster is free to
warp the shape as desired (making spheres, curves,
corners, etc). At any point, the wall is 2 feet thick.
The wall provides total concealment to all attempting
to attack those on an opposite side of the wall, for no
normal vision, infravision or otherwise, can penetrate
the misty wall.
Furthermore, any fire passing through the wall, be it
magical or not, must make a saving throw vs magic
as either the caster or the bearer of the fire. If the
saving throw is failed, the fire is extinguished (no
damage), and if the saving throw is made, the fire is

Gayle's Mistform - (Elemental-Steam, Alteration)


- 3rd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: 2 rounds plus 1 round per level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None

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reduced by half intensity (half whatever damage
would normally be done by the spell, and then also
take into account the saving throws provided by the
spell itself).
People passing through the wall must hold their
breath. This takes no roll to achieve, since the wall is
a mere two feet thick. However, if someone breathes
the vapors of the wall, they must make a constitution
check. Failure means the loss of all actions on the
round they passed through the wall, and also the
round thereafter, as the victim chokes and coughs on
the strange vapors. They gain a -2 penalty to AC and
lose Dexterity bonuses while coughing and choking,
and have movement rates reduced by half.
Strong winds will reduce the duration of this spell by
half.

vs. fire is used to determine if the object catches on


fire. Wood may smolder and blacken, but will not
burst into flame.
The heat wave ends if it strikes a solid surface (wall,
ceiling, door, etc.). The heat wave's area of effect is
chosen by the spellcaster: either a wave ten feet in
width and 40 feet in length, or a wave five feet in
width, and 80 feet in length.
The material components for this spell are a piece of
wax from a once-lit candle, a piece of gold, orange,
or yellow ribbon, and a piece of flint. All are
consumed in casting.
Jaan's Fiery Bands - (Elemental-Fire, Evocation,
Conjuration) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 20 yards
Components: V, S, M
Duration: Up to 2 rounds/level
Casting Time: 3
Area of Effect: Up to 3 creatures
Saving Throw: Special

Heat Shield - (Elemental-Fire, Elemental-Ice,


Alteration) - 3rd level
Reversible
Author: wrathgon@hotmail.com
Range: Touch
Components: V, S
Duration: 1 Hour/Level
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None

This spell, invented by the flame-wizard Jaan 'The


Phoenix' Merchant, was invented to hold people
hostage for a short amount of time, but more often
than not just ended up damaging opponents. He
worked with the magic, and eventually found that it
could have a defensive purpose as well. The
spellcaster creates three flaming rings which then
flash out from his hands and surround up to three
targets (one ring each; two rings on one person, one
ring on another; or three rings on one target) or
himself (all three rings).
The rings form a fairly tight loop around the person
targeted. There is not enough room for the target to
wield a weapon, or perform any spellcasting that
needs somatic components. If material components
are needed for a spell, they can only be cast if the
components are on the person's waist, in their hands,
belt-pouch, etc, but not in a backpack, sack or other
hard-to-reach places.
The bands of fire will not move if cast on a target
other than the caster. If someone who is trapped by a
fiery band tries to move, he will incur 2d6 points of
fire damage (save vs. spells for half- damage) per
ring that surrounds him. If the creature is able to fly
straight up, or levitate, or in any other way remove
himself vertically, no damage is taken. Other
creatures that pass through the fiery band have
exactly the same effects occur to them.
If the caster chooses to put all three rings on him, he
becomes a walking weapon. All he has to do is get
near enough to someone for them to get the 2d6
damage (save for half) for each ring around him. He
needs to be within 1 yard of someone for him or her
to burn. However, he cannot cast spells as above
unless he is willing to be burned (in which case the
spell will fail anyway), and cannot wield melee

This spell gives the caster the ability to endure the


effects of prolonged exposure to the cold. It raises
the temperature of the immediate area around the
caster to 70 degrees. This allows the caster to suffer
no ill effects from temperatures as low as -40 degrees
f for the duration of the spell. This spell will not
protect the caster from breath weapons, magical
attacks or cold using creature attacks.
Heat Wave - (Elemental-Fire, Evocation) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 20 yards + 5 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2
Upon casting this spell, the wizard releases a rippling
wave of heat that inflicts 1d4+1 points of damage per
level of the spellcaster (maximum damage of
10d4+10) to each creature within its area of effect. A
successful saving throw vs. spell reduces this damage
to half (round fractions down). The wave begins at a
range and height decided by the caster, and streaks
outward in a direct line from the casting wizard. The
wave can begin up to 20 yards + 5 yards/level away.
The heat wave is visible as a visual distortion of hot
airs (a rippling effect).
The heat wave may ignite very dry combustible
substances (straw, paper, etc.) An item saving throw

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weapons without getting burned, either. However,
while under the effect of the fiery rings, any time
anyone gets close enough to attempt to hit him
(whether or not they succeed) with a melee weapon,
they will take the damage as above (with save).
The material component for this spell is three gold
rings (of any quality).

Casting Time: 2
Area of Effect: Special
Saving Throw: Nil
An improved version of Karm's Stonestaff spell, this
spell conjures into being a stone staff, exactly as per
the Karm's Stonestaff spell. However, this staff is
inherently magical, and unlike Karm's Stonestaff,
actually functions with a magical bonus to hit and to
damage, instead of being merely able to affect
creatures as if it had the bonuses.
Karm's Improved Stonestaff has a +1 to hit and to
damage for every 5 levels of the caster against
ordinary foes, and is in all other ways a normal
quarterstaff (same damage, weapon speed, etc.)
However, if the staff is used to strike creatures of
elemental earth or native to the plane of elemental
earth, the staff inflicts double damage.
As per Karm's Stonestaff, the Improved Stonestaff
can be given to others.
The material component for this spell is any splinter
of wood taken from a quarterstaff, and a handful of
dirt. The splinter grows into the stonestaff for the
duration of the spell, then crumbles into dust, along
with the dirt, at the ending of the spell.

Jaan's Flaming Missiles - (Elemental-Fire,


Enchantment, Alteration) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Up to two missile weapons per
caster level
Saving Throw: Special
A more specialized version of the 'Flame Arrow'
spell, this spell was created by the Fire Elementalist
head of the Order of the Red in the Grey Guild of
Coralport.
The spell enchants up to two missiles per caster level.
Missiles can be sling rocks or bullets, crossbow bolts,
throwing knives, darts, spears, arrows, or whatever
else can be used as a missile weapon. The wizard
must be within 10 yards of the missiles to be
enchanted, and they can be prepared to fire if
necessary.
After casting the spell, the missile weapons selected
remain magical for one turn. After that, they are no
longer enchanted by the Flaming Missile spell.
When thrown or fired, the missile weapon's magic is
activated. Upon impact with creature, ground, or
other physical force, the weapon deals normal
damage as usual, then bursts into flame. All
creatures and items struck make a save vs. spells (vs.
magical fire for items) or take 1d3 points of extra fire
damage. Creatures or items making their save take
only 1 extra point damage. Furthermore, all items
may suffer incendiary damage. In any case, the
missile weapon enchanted is destroyed (the spell will
not affect magical items).
This spell is quite useful in military strikes, and was
created for the long-awaited attack on Coralport by
the Ebon Star Orcs. Some said that Jaan had too
much time on his hands and too much fire in his
brain.'
The material components for the spell are a bottle of
oil and a shard of flint. Both are consumed in
casting.

Karms
Stonesphere
(Elemental-Earth,
Evocation) 3rd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 4
Area of Effect: Caster
Saving Throw: Nil
This spell creates a magical stone sphere around the
caster, a last ditch effort designed by Karm to buy
himself time in battle. The stone sphere is made of
solid granite, and is six inches thick, plus one inch
for every two levels above 6th (7 inches at 8th, 8
inches at 10th, 9 inches at 12th, 10 inches at 14th, 11
inches at 16th, a foot at 18th). The sphere is
magically connected to the ground. The sphere is
large enough to comfortably stand, or to lay out flat,
hollow inside, and with enough air to survive the
spell duration. The interior is magically lit with a
dull, glowing light that seems to come from tiny
mineral gems in the stone.
The stonesphere makes all saves as solid stone, and
has any bonuses to Saving Throws that the caster
may have, through magical items or inherent
abilities.
The caster and those inside the stonesphere with him
cannot see what goes on outside the sphere, and viceversa.
The stonesphere will last 2 rounds per level, or until
it has been successfully damaged (by weapon or
magic) 1d4 times plus 1 per level. Thus, a 6th level

Karms Improved Stonestaff - (Elemental-Earth,


Conjuration) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, M
Duration: 2 rounds plus 1 round per level

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caster creates a stonesphere that will last 12 minutes,
or until 7 to 10 attacks have been made upon it. For
the purposes of determining whether a non-magical
weapon attack dealt enough damage to harm the
stonesphere see the follwoing:
Treat only blunt attacks that deal 2 or more points of
damage
Slashing attacks that deal 3 or more points of damage
And piercing attacks that deal 4 or more points of
damage as successful.
Thus, peppering the stonesphere with arrows is not as
useful as bashing it with a mace. The DM rolls the
'hypothetical' damage to see if the stonesphere was
harmed enough to count as one attack.
The material components are a small shard of quartz,
and a granite marble, both are consumed in casting.

caster, and his magic, can have no effect on natural


and man-tooled earth for the duration of the spell. A
fireball cast by a Stonewalking wizard will not burn
an earth elemental, nor will it be stopped by earthen
walls. Whether this is a blessing or a curse will
depend on situation.
The material component for this spell is a piece of
sandstone with a nail driven through it. Both vanish
upon casting.
Kyrells Icy Touch - (Evocation, Elemental-Ice) 3rd level
Author:
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: Special

Karms Stonewalk -(Elemental-Earth, Alteration)


3rd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, M
Duration: 1 turn/level or special
Casting Time: 3
Area of Effect: Caster
Saving Throw: Nil

This spell is one of Kyrells more sinister creations.


When the spell is cast, the mages hand is surrounded
by a flickering aura of black and blue flames. The
flames last for one round per caster level or until
another sentient creature is touched. If another
creature is touched (requiring an attack roll if the
target is unwilling), the flames briefly surround the
target, then vanish. The target takes 1d10 damage
and must save vs. paralysis or be paralyzed
indefinitely, or until cured by a remove paralysis
spell. A protection from paralysis spell protects
against the paralysis but not the damage; immunity to
cold protects against the damage but not the
paralysis. Undead are not affected by this spell.
The material component to the spell is a scrap of
flesh, bone or cloth from a lich.

This spell makes the caster's body phase in regards to


natural and man-tooled earth, dirt, stone and soil.
Wood and Iron and Glass are not included in this
spell.
For the duration of the spell, any earth, dirt, stone or
soil attack on the caster simply passes through him,
and the caster cannot handle any objects that he was
not carrying at casting of the item types listed above.
The true use of this spell, however, is the ability to
walk through stone, dirt, brick, soil and earth as if it
were not there. This puts more of a strain on the
spell, and the caster is limited to a total of 10 yards
worth of phased walking per caster level. If the
caster uses up all these phased walking before the 1
turn/level time limit of the spell, the spell ends
prematurely. The caster can breathe, even when
totally encased in stone or earth or dirt - for it does
not exist for him in any physical sense. Nor does his
passing in any way disturb the earthen solids.
The caster can also dive into the ground and 'swim'
underneath the surface. He can also walk on top of
soil or dirt or stone or other earth type without
sinking into it with minimal concentration, even cast
another spell.
A downside to this spell is that while it is in
operation, the caster cannot cast any other earth
elementalist spell, as the magic is out of phase with
his existence. The caster can end the spell at any
time.
While this spell would seem to offer excellent
protection from Earth Elementals (and indeed, other
earth and stone creatures cannot harm the caster), the

Lightning Shield - (Abjuration,


Lightning) - 3rd level
Author:
Range: Touch
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: creature touched
Saving Throw: None

Elemental-

This spell causes the formation of a negative-charge


electrical area around the recipient of the spell, i.e.
the target has an area reaching around him for 1 foot
in all directions which will absorb electrical damage.
The shield absorbs 5 points of electrical damage for
each level of the caster. Note that any prior defenses,
such as partial immunities to lightning, protective
magical items (rings, bracers, etc.) or saving throws
will first come into account. Only after these
protections apply will the lightning shield take effect.
Due to the nature of the spell, it is prohibited for the
recipient to carry more than 1 pound of conductive

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metals. Carrying such a load will prevent the spell
from working. This does not include magical
protections such as bracers and rings but does include
swords and helmets, even if they grant any kind of
magical protection. The wearing of any kind of
metallic armor also forbidden as it will immediately
abort the spell and cause both the caster and the
recipient 1d6 electrical damage (if the caster casts
this spell on himself, he only takes 1d6 damage).
A side effect of the spell is that the negative charge
surrounding the recipient causes anyone who comes
in contact with the recipient's body, be it actual skin
or through a conductive material, to suffer 1d4 points
electrical damage for each round of contact.
The material components of the spell are wire made
of a conductive metal (usually copper) wrapped
around a rod of coal, or the same wire placed in a
bowl filled with smoking incense.

This spell causes an area of the earth to bubble up


molten lava in its area of effect. After the wizard
spends one round casting, using up material
components of sulfur and lava rock, the spell begins.
In the first round the ground tremors slightly, and
those not wearing heavy feet covering such as metal
boots can feel a slight warmth. In the second round
of the spell the heat becomes very pronounced, and
will ignite paper, cloth, and dry vegetation touching
the ground. If the people in the area of effect did not
announce that they were moving in this round, they
are going to be injured. In the third round the ground
becomes molten lava, wooden furniture bursts into
flames, and metals with low melting points start to
soften. Anyone in the area of effect takes 3d6 points
of damage, 2d6 this round only if wearing thick
shoes. In each additional round spent in the area of
effect a person takes 3d6 points of damage, and any
items carried by the person must safe vs. fire or be
destroyed. The intense heat of the lava may cause
structural damage to walls that are near or in the area
of effect. Wooden walls will be destroyed by fire just
like wooden furniture. Protection from Fire will
protect a person but not his items from this spell.
Note that lava rock is hard to obtain in most medieval
settings, and that the lava generated by this spell will
not work as a component for later casting (it's
marked by magic).

Marcs Blinding Ray - (Elemental-Radiance,


Alteration, Illusions/Phantasm) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 30 yards + 10 yards per level
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: Negation
When this spell is cast, the caster's index finger
begins to emit a beam of light 30 yards + 10 yards
per level, about as bright as a beacon lantern. The
beam can be shorter, but that must be decided upon
casting, and can't be changed thereafter. No
concentration required to keep the beam going - in
fact, it can't be put out for duration of spell, even if
unconscious. Each round, the beam can be aimed at
one creature with eyes. Each target is allowed a save
vs. spells, success indicating nothing happens.
Should the creature fails, it is blinded as with the 2 nd
level wizard spell, for 1 turn per caster level. If the
spellcaster casts another spell with a somatic
component while under effects of this spell, there is a
5% chance per spell level being cast of blinding self
or nearby person (normal save). Note that having a
finger like a beacon lantern makes it hard to sneak
around.
The material component is any shard of broken
mirror.

Rasps Crackling Eyes - (Evocation, ElementalLightning) - 3rd level


Author:
Range: 20 feet
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: Any creature within range
Saving Throw:
The purple dragon Rasp developed this spell as a
supplement to his formidable breath weapon. When
the spell is cast, twin bolts of blazing electrical
energy leap from the casters eyes and strike any
creature within range of sight without any chance of
missing. The bolts inflict 3d4+4 damage on any
creature not resistant to electrical damage. A saving
throw is allowed for half damage.

Molten Ground - (Elemental-Magma, Alteration)


- 3rd level
Author: wrathgon@hotmail.com
Range: 20 feet
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 1-foot/level radius circle
Saving Throw: none

Raul's Fireflight - (Elemental-Fire, Alteration,


Evocation) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 0
Duration: 5 rounds plus 2 rounds/level
Components: V, S, M
Casting Time: 3
Area of Effect: Caster

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Saving Throw: Special
The Stormwall spell brings forth an immobile curtain
of dark, swirling clouds that crackle and rumble with
small flashes of lightning and low rumbles of
thunder, like a storm on its edge. The spell creates
either an opaque wall of stormy clouds up to one 10
foot square per level of the spellcaster, or a ring with
a radius of up to 5 feet + 5 feet per two levels of the
caster. In either form, the stormwall is 20 feet high.
The stormwall must be cast so that it is vertical with
respect to the caster.
Whenever someone passes through the wall, they are
electrocuted for 2d4 points of damage with no save.
If wearing metal armor or carrying significant
amounts of metal, such as a long sword, the creature
will in fact take double rolled damage (DM's
discretion as to what constitutes enough metal), and
they release a booming thunderclap from the point at
which they passed through the wall. All within 10
feet of this point must make a saving throw vs. spell.
If they succeed, they are deafened (as per the spell)
for only 2d4 rounds. If they fail, they are deafened
(as per the spell) for 2d4 turns. Also, this sound can
be heard by those further away, and makes for a good
warning that people come. Objects passing through
the spell do not cause either effect. The wall itself is
a mere 2 feet thick.
The wall lasts for as long as the wizard concentrates
on it, or for one round/level of the wizard in the event
that he does not want to concentrate on it.
The material components for this spell are a drop of
rainwater collected during a rainstorm, a small piece
of amber or glass, and a pinch of fur. All are
consumed in casting.

Created by the nephew of Vanar Blackfeather, this


spell was yet another example of Raul's philosophy
that fire could do much more than burn and harm
people, and was, in fact, useful for other things also.
Unfortunately for Raul's philosophy (and fortunate
for others in many occasions), this spell did both.
This spell surrounds the caster with an aura of
explosive flames, strongest at his feet, that grants him
the ability of flight. However, the explosive force
that grants flight has quite a few drawbacks. First,
the caster cannot hover at any point once flight is
reached. He must keep flying, at a minimum speed
of 6, or the spell will fizzle out. Second, when he
first takes off, the spell looses a backlash of fire at his
feet, dealing 2d6+1 points of fire damage to all
within a 5 ft radius of the caster's take-off point (they
may each attempt a save vs. spell for half-damage).
Third, if the caster lands before the spell duration is
over, the spell will release an equal backlash of fire
damage to all within a 5 ft radius of the caster's
landing point. (Again, 2d6+1 damage, save vs. spells
for half). And if the caster does choose to land before
the spell duration is over, the spell ends immediately.
On the positive side, the fiery aura around the caster
does serve to give him a +1 bonus to his Armor
Class, just from the protection and haze provided by
the fire and heat. The fire and heat in no way harms
the caster of the spell. However, in melee combat
that is hand-to-hand or with weapons of size M or S,
those struck by the flying caster must make a saving
throw vs. spells. If they fail their saving throw, they
take additional 1d4+1 points of damage. If they
succeed the saving throw vs. spells, they take only 1
point of damage, in both cases from the sparks and
motes of fire that surround the caster.
The caster has a flying movement rate of 20 (twice
that when diving, half that when rising), and a
maneuverability class of C. If the caster is still flying
when the spell ends, he falls, and suffers damage as
normal.
The material component for this spell is a candle
shaped to look like the caster, which lights at the start
of the caster's spellcasting, and melts away to nothing
at the finish of spellcasting. And a small token made
of gold in the shape of a wing feather from any bird
(costs about 25 gp to create). Both are consumed in
casting.

Salty Essence - (Alteration,


Elemental-Water) - 3rd level
Reversible
Author:
Range: 10'
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: 1 pint/level
Saving Throw: Special

Elemental-Salt,

When this spell is cast upon a liquid it turns that


liquid, to a maximum amount of 1 pint per level of
the caster, into a salt cube. The salt cube's dimensions
are 1-inch cube for every pint transformed.
Note that this spell also affects magical liquids such
as potions.
The transformation is permanent unless a Dispel
Magic spell or the reverse of this spell is cast upon it.
If returned to it's liquid state it will resume it's
previous form and retain it's abilities (i.e. poison
retains it's potency, and magical potions regain it's
magical properties, etc.).

Ren's
Stormwall
(Elemental-Lightning,
Elemental-Steam, Evocation) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: Special

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This spell can also be cast upon water-based
creatures, in which case it causes them 1-2 points of
damage for every pint of liquid it would otherwise
affect. The damage caused by this spell is permanent
unless the creature manages to take the salt cubes to
someone who could restore them to their original
form while he wields them. These creatures get a
save vs. spells to avoid the effects of the spell.
The material components are the liquid to be affected
and a pinch of salt.

any bonuses or additions are added. A punch would


do 1 point of damage, a war hammer would do 2
points, not 1d4+1. All slashing weapons do halfdamage rounded down, to a minimum of 1.
All piercing weapons do full damage minus one, to a
minimum of 1 point of damage.
Magical weapons add their bonuses after the base
damage has been determined as above.
As
mentioned earlier, this spell is no help against
magical attacks such as Ice Knife, Lightning Bolt,
Magic Missile, or other attacks, even if they are blunt
or slashing or piercing in nature.
The cushion of air, however, absorbs the damage
dealt to it. The caster suffers none of it. The Shoal
can handle 1 hit point of damage per level of the
caster before it dissipates. The caster does not suffer
this damage. Any damage that dissipates the Shoal,
if more than necessary to do so, carries over to the
caster.
For example, a 6th level caster casts 'Shoal of Air.'
He normally has AC 9 (due to Dexterity). He now
has AC 7. A club hits him, and the shoal takes 1
point of damage (it can handle 5 more points). The
next round, he is hit by an Ice Knife attack, which
goes against his normal AC of 9, not 7, as it is a
magical attack. Luckily, it misses. The next round,
he is hit by a short sword +1, which deals 1d6
damage, -1 for being a piercing weapon, and then +1
for being magical. A 6 is rolled, and this is modified
to a 6. This is one extra point of damage than the
Shoal can handle, and the Shoal collapses, the spell
ending, and the caster take 1 point of damage.
The caster gains a +4 bonus on all saving throws
made vs. gas or wind/air based attacks for the
duration of the Shoal spell.
The caster can end the Shoal at will.

Searing Serpent - (Elemental-Fire, Summoning) 3rd level


Author: wrathgon@hotmail.com
Range: 90 feet
Components: V, S
Duration: 2 rounds + 1 round/level
Casting Time: 2
Area of Effect: special
Saving Throw: Special
Use of this spell conjures a serpent composed of
writhing flame from the plane of fire. The serpent
appears anywhere within the spell's range and may
be moved at a rate of 15 if concentration is
maintained and as long as the serpent remains in the
spell's range. The serpent may also strike using
caster's thac0, doing 1d8 fire damage a hit. The
serpent also sets fire to flammable items that its body
touches (Wooden floors, bed, carpets, and even
leather), requiring a save vs. magical fire every round
of contact with a -1 every round to max of -5. Is
easily put out by quart of water.
Shoal of Air - (Elemental-Air, Alteration,
Abjuration) - 3rd levek
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: The Caster
Saving Throw: None
By far the weakest of the Shoal spells, this spell
forces air to compact and form a dense barrier of
wind and air against the body of the caster. It is
visible in that it seems like a small windstorm that is
whipping closely to the caster's body, and twigs, dirt,
etc will whip around the caster while he walks.
The spell creates a tight cushion of air around the
caster, leaving only his eyes, nose, ears, hands, and
mouth uncovered. The cushion gives an overall
armor class improvement of only +2, but has a
greater effect than that. The Shoal has no effect on
magical spells or spell-like, and the AC bonus is not
included in any spells that target the victim based on
his AC.
All blunt weapons or attacks, when striking the Shoal
of air, only do one point of damage per die, before

Shoal of Earth - (Elemental-Earth, Alteration,


Abjuration) 3rd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: Caster
Saving Throw: Nil
This spell, which offers the easiest had protection of
all the Shoal spells, causes the ground at the caster's
feet to move and mold over him, creating armor that
the caster can maneuver with and still cast spells
while wearing. In all cases, the armor covers the
caster's entire body, except for slits for the ears, eyes,
nose, mouth, and hands. Dexterity bonuses to AC
still apply, though the magic isn't cumulative with
other protective magic.
If the caster is standing on sand or loose dirt, the
Shoal of Earth spell creates a sandy or dirt armor that

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grants AC of 7. This armor provides a +1 save vs.
fire attacks.
If the caster is standing on soft earth, such as damp
soil, the Shoal of Earth spell creates a soil armor that
grants AC of 6. This armor provides a +2 save vs.
fire attacks.
If the caster is standing on hard earth, such as dried
soil, the Shoal of Earth spell creates a harder dirt
armor that grants AC of 5. This armor grants a +3
save vs. fire attacks. His movement rate is reduced
by 1/4, however.
If the caster is standing on a lot of stones, such as a
riverside full of pebbles, the spell creates a suit of
pebbles that grants AC 4. This suit is almost like
scale mail, but has enough holes that fire attacks deal
normal damage.
If the caster is standing on solid stone, such as a
marble floor, or the side of a mountain, or on top of a
boulder, the spell creates what appears to be plate
mail made of stone, that grants AC 3. This armor
offers a +4 on all saves vs. fire attacks, and reduces
damage dealt by piercing attacks to a mere 1 point of
damage per normal die of damage, as a Shoal of Air
spell does for blunt damage. His movement rate is
reduced by 1/2, however.
The Shoal of Earth absorbs all damage dealt to it, and
lasts until it takes 1 point of damage per level of the
caster. Thus, a 6th level caster standing on a boulder
would create armor class 3 that lasts until the armor
absorbs 6 points of damage. If there is 'overkill' on
the armor, remaining damage is applied to the caster,
as per the Shoal of Air spell.
Note that the Shoal of Earth spell will act against
magical incoming spell attacks that deal with the
caster's AC. (An Ice Knife strikes against the caster's
AC and if it hits the damage is absorbed by the
armor).
However, area-effect attacks are not
absorbed by the armor, though the protective value
still stands. (A Stone Shoal of earth provides a +4
save vs. fire, but wouldn't absorb the damage from a
fireball, for example, the caster would take all
damage suffered to his hit points).
The caster can dispel the Shoal at any time, and it is a
very obvious spell to behold.
Note the caster will be dirty when the spell ends, or
standing in a pile of pebbles and rock.

spell. If the caster is standing in water, the spell


covers the caster in a layer of tightly compressed
water, much as the Shoal of Air spell does with wind
and air. If the caster is standing in ice, the spell
creates a suit of plate-mail made of ice, much like the
Stone version of the Shoal of Earth spell.
In either case, the armor provided leaves the eyes,
ears, nose, mouth, and hands uncovered. In either
case, the armor absorbs 1 hit point of damage per
caster level, then vanishes, with over-kill being dealt
to the caster, as per the Shoal of Air spell description.
If the water version is created, (which is the case for
rain, water, snow, slush, and anything other than
solid ice), the caster gains a bonus to his AC of +3.
Slashing attacks deal half-damage, blunt attacks deal
only 1 point of damage per die, and piercing attacks
deal one-less point of damage than usual, in all cases
a minimum of 1 point damage is dealt. For magical
effects, the water version of the Shoal of Water spell
is the same as the Shoal of Air spell - magical attacks
that rely on the caster's AC slice right through the +3
protection as if it weren't there. One exception is
made, however. Fire attacks deal only 1 point of
damage per die rolled, and this damage is absorbed
by the armor, even if the attack was an area-affect.
(The caster, for example, is hit by a 10 die fireball.
The armor absorbs 10 points of damage, and the
caster takes none, if the caster happened to be of 10th
level or higher. Otherwise, it would absorb as much
as possible, and the leftover would hit the caster as
normal. A 7th level Shoal of Water, for example,
against a 10 die of damage fireball would absorb 7
die of damage, and fall apart. The caster would take
only 3d6 die of effect, save for half.) Even if the fire
attack is usually an automatic hit, the absorbing
occurs.
If the ice version is created, the armor is AC 4, and
any dexterity bonuses apply, though more magical
protection does not apply. The ice provides the same
protection against fire that the Water shoal does,
reduces the caster's movement rate by 1/2, and
reduces all piercing attacks to 1 point of damage per
die normally rolled, as a Shoal of Earth, Stone
version. Slashing attacks deal half-normal damage,
to a minimum of 1 point of damage, and blunt attacks
are as normal.
This spell can be dispelled at will, and is a very
obvious spell to see. Note that the end of the Shoal
spell means that ice or water comes loose - the caster
will most likely be drenched or standing in a pile of
ice.

Shoal of Water - (Elemental-Water, Alteration,


Abjuration) - 3rd level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S
Duration: Special
Casting Time: 3
Area of Effect: The Caster
Saving Throw: None

Shonna's Cyclone - (Elemental-Air, Alteration) 3rd level


Author: nburgoin@chat.carleton.ca
Range: 0
Duration: Instantaneous
Components: V, S
Casting Time: Up to 1 round per level

This spell has two versions, depending on what


material the caster is standing on at the casting of the

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Area of Effect: Cone reaching from the caster, 1 foot
in diameter and 5 feet long per caster level
Saving Throw: 1/2

However, this spell has other benefits. If cast


outdoors during a strong wind, this spell lasts one
extra round per caster level. If cast during a wind
storm or other storm with high winds, not only does
the spell gain the extra duration of one round per
caster level, but it also improves in speed, allowing
the caster to reach speeds of up to 24. All bonuses
continue even if the weather conditions change.
Another bonus of the spell is the ability of the wizard
to release some of the stored wind in bolts of hard
air, which race at targets chosen by the caster. The
caster can release one bolt per round. The bolts have
an initiative modifier of 3, and they roll to strike as
the caster's normal THAC0, and have a range of 30
yards. Any strike deals 3d6 damage and knocks
man-sized or smaller targets down. If a save vs.
spells is made, the bolt deals half damage, and the
target does not fall over. The down-side, however, is
that the wizard has released some of the stored wind
that the caster reined in to create the spell, and for
each bolt fired, the caster loses 1 turn of normal
duration, as well as a lowering of maximum airspeed
by 2. Thus, a 10th level wizard using the windreign
spell begins with airspeed of 18 and 6 turns of
duration. If she fires off two bolts, the airspeed has
dropped to 14 maximum, and the duration falls to 4
turns. If ever duration or airspeed drops to 0 or less,
the spell expires immediately. Once the spell expires,
the caster falls to the ground if she is not standing on
it already, suffering normal damage.
The material component of this spell is a feather,
which is sealed inside a small glass bottle. At the end
of the spell, the feather has turned to dust. If the
caster uses the wind bolt ability of the spell, even
once, the bottle will also crumble to dust at the end of
the spell. Otherwise, the bottle is not consumed.

Invented by the air-elementalist Shonna, this spell


has a strong capability to do some serious damage,
especially outside or during a storm, but has the
rather unfortunate trait of being a fairly slow spell.
This spell creates a mini-cyclone from the caster's
fingertips. The caster holds her arms outstretched,
elbows touching, and begins to pull in air in a
magical vortex. Each round the magical vortex
grows stronger, building up more power. The caster
can hold the vortex together for up to 1 round per
level of the caster. When the vortex is released at the
end of a round, or the caster reaches the maximum
casting time for her level, the cyclone lashes out as a
cylinder 1 foot in diameter per 5 levels of the caster,
and 5 feet long per caster level from the caster's
fingertips. The spell deals 1d4 points of damage,
plus 1d4 per round the caster managed to maintain
the vortex after the first.
If the vortex is interrupted, by taking damage or by
casting a new spell, the vortex is unleashed directly
forward from the caster's facing direction.
Otherwise, the caster can chose any direction to aim
the cyclone, even straight up. All creatures within
the cone take damage, but all may make a saving
throw vs. spells to take half damage, those that fail
this save are also knocked down. Against physical
objects, this spell causes a save vs. crushing blow,
with a +5 bonus, modified -1 per d4 damage over the
first.
If cast outdoors during strong winds, this spell gains
+1 per die of damage. If cast outdoors during a fullblown storm (rain, thunder, snow or any other kind of
storm), the spell deals double damage. Note this
means the spell has a maximum damage of 20d4,
20d4+20, or (20d4) x2 - but only after 20 rounds of
preparation.

Slime - (Elemental-Ooze, Alteration) 3rd level


Author:
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: Nil

Shonna's Windrein - (Elemental-Air, Alteration) 3rd level


Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: 1 turn plus 1 turn per 2 levels
Casting Time: 3
Area of Effect: Caster
Saving Throw: Special

This spell covers the caster with an almost invisible


slimy material that enables the caster to move freely
through web and entangle spells and makes it
impossible to grab and grasp him (including bear
hugs and other grips).
As a side effect the caster cannot wield any weapon
during the spell's duration but can still manipulate
spell components.
Material components are a bit of slime, ooze or
pudding.

This spell, upon casting, forms a series of rings of


constrained, whipping wind around the caster. The
wizard can then fly at a rate of 18, (twice that when
diving, half that when rising). The movement class
of the caster is C, making this spell less delicate or
controlled than a Fly spell, and with a lesser duration
than a Fly spell.

Snowball - (Elemental-Ice, Evocation) - 3rd level


Author: wrathgon@hotmail.com

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Range: 10" + 1"/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3 segments
Area of Effect: 2" radius sphere
Saving Throw: 1/2

damage per cubic half-foot exploded (Maximum


10d4 damage), and Stone deals 1d4+1 points of
damage per cubic half-foot exploded (Maximum
10d4+10 damage).
The caster can choose how much material to explode,
and can pick material to explode by line of sight, up
to 5 yards away per level. Note that all the material
to be exploded must be continuous (you cannot
create two small explosions, only one big one).
This spell, at high levels, could be used to blow a
hole in a stone wall, or even dig a tunnel (in a
haphazard way). The shards of flung earth products
that scatter about in the explosion cause the damage,
and they will be stopped as makes sense (stone walls
would curtail the explosion's radius, but a glass
window might shatter and allow the full area of
effect, DM's discretion).
The Material Component for Stoneburst is any rock
dug up from at least 1 inch underground by the caster
himself, which is consumed in casting. It can be of
any size.

A snowball is an explosive burst of cold gas, which


comes into being with a loud "whoosh" and delivers
damage proportional to the level of the mage who
cast it, i.e. one six-sided die (d6) per level of the spell
caster, to a maximum of 10d6. The snowball doesn't
expend a considerable amount of pressure, and it will
generally conform to the shape of the area in which it
occurs, thus covering an area equal to its normal
spherical volume.
The area, which is covered by the snowball, is a total
volume of roughly 33,000 cubic feet. Besides
causing damage to the target, the snowball freezes all
liquids within its radius. Items exposed to the spell's
effects must make a saving throw to avoid being
affected. Items carried by a creature that makes its
saving throw are considered to be unaffected. The
mage points his finger and speaks the range (distance
and height) at which the snowball is to come into
being. A streak flashes from the pointing digit and
unless it impacts upon a material body prior to
attaining the pre-described range, blossoms into the
snowball. If a creature fails its saving throw, it takes
full hit point damage from the spell. Those who make
their saving throw manage to dodge, fall flat or roll
aside, and thus take only half damage from the effect
of the spell.
The material component of this spell is a hollow
crystal filled with water; suspended in the water are
tiny white quartz flakes
Stoneburst - (Elemental-Earth,
Evocation) 3rd level
Author: nburgoin@chat.carleton.ca
Range: 5 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect; Special
Saving Throw: 1/2

Thick Air - (Elemental-Air, Alteration, ElementalSteam) - 3rd level


Author:
Range: 120 yards + 5 yards/level
Components: V, S
Duration: 1 round/level
Casting Time: 3
Area of Effect: 30' radius
Saving Throw: None
This spell affects movement in a given area affected
by a thick air spell. Movement in such areas become
sluggish and considerably slower - speed factor is cut
down to quarter speed. The air, while it does not
actually change, feels like a gelatinous material - thus
constricting movement of creatures, objects and
forces.
Even winds are slowed in areas of thick air, and
attacks are slowed as well. Missiles are affected
considerably by this spell. Any arrows shot from
bows lose their momentum and fall to the ground
diverted by the change in consistency of the air. Only
crossbow bolts, shot from medium or heavy
crossbows may still continue their flight, albeit their
ranges are cut to half.
Except for a hardly noticeable blurring of vision in
the area of effect, thick air areas are impossible to
detect.

Alteration,

This spell can affect up to one-half cubic foot per


level of natural earth (not glass or metal) of the
caster, and causes this material to explode. It
explodes in a radius of twice the amount of cubic feet
affected, as a spherical radius (Thus, causing 2 and
one-half cubic feet of rock to explode affects a fivefoot radius sphere around it).
Mud or Sand deals 1d3 points of damage per cubic
foot exploded (Maximum of 10d3). Soft Earth
(planting soil) deals 1d4 points of damage per cubic
foot exploded (Maximum of 10d4), Hard Earth
(packed earth, frozen ground) deals 1d4 points of

Thunder Wall - (Conjuration/Summoning,


Elemental-Lightning) - 3rd level
Author:
Range: 20 yards
Components: V, S, M
Duration: 1 round/level

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Casting Time: 3
Area of Effect: Wall 1 foot thick, 2 feet high/level, 5
feet long/level
Saving Throw: Special

Casting Time: 3
Area of Effect: Field 40 feet long, 40 feet wide and
10 feet high
Saving Throw:

This powerful spell creates a large field of static


electricity barely visible as a shimmering, hazy field.
The thunder wall must be anchored to at least one
flat surface; thus, it could stand tall based on a floor
or hang off of a roof. Note the area of effect above is
a maximum; if the thunder wall is cast in an area too
small to accommodate it, it simply forms as large as
possible. Any creature passing through a thunder
wall takes 6d6 damage, +1 per level of the caster.
Those who are immune to electrical energy of course
take no damage; others are allowed a saving throw
vs. spells for half damage. Any creatures wearing or
carrying a substantial quantity of metal have a 2
penalty to their saving throw.
The material component is a small cube of amber.

Frigid gale is a large step up from its predecessor,


cold wind. The spell penalizes all non-magical
missile attacks within the area of effect by 2, and
also inflicts 1d3 damage per level of the caster every
round to all creatures within the area of effect. A
saving throw is allowed for half damage; creatures
protected against cold attacks are immune to this
damage.
Vacuum Seal - (Invocation/Evocation, ElementalVacuum) - 3rd level
Author:
Range: Touch
Components: V, S, M
Duration: Special
Casting time: 1 Turn
Area of Effect: 1 object
Saving throw: None

Traces in the Dust - (Enchantment/Charm,


Elemental-Dust) - 3rd level
Author:
Range: 5'
Components: S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 10' radius/3 levels
Saving Throw: None

This spell affects 1d6 container-type objects (of up to


30 pounds) causing them to be sealed with a vacuum.
These objects then become harder to open, resistant
to surrounding conditions (such as heat/cold, strong
winds, ect.) and even harder to open (requires at least
a strength of 12 to open). Wines in casks, perfumes in
vials, coffee in cans all remain fresh and unaffected
by outside conditions when under the effect of this
spell. Even gases become less prone to leak from
containers thus sealed. Materials thus protected will
receive a +4 bonus on all saving throws. The effect of
the spell ends once the container is opened.
Another effect this spell may be set with is that upon
opening, a trigger will be set by the change in
pressure--thus emitting gases, poison or acid--but the
container has to be properly prepared for such.
Layering acid on top of another material (which is
acid-resistant) in a container and cast with this spell
is an example of its usefulness. The acid does not
react without air, and upon the opening of the
container, the vacuum expels acid in the face of
whoever opened the container.
The material component is the container and a sealed
sphere of glass.

With this spell a mage may enchant a given area in


order to identify creatures that pass through it. The
caster first spreads fine sea-sand over the area of
effect and enchant it, causing the sand to become
invisible. Any creature passing through the area will
leave a magical imprint in the dust that only the
caster may see. The caster, upon seeing the enchanted
area, will immediately recognize the race of any
creature that passed through the dust. At any later
time, the caster may select one set of tracks, causing
the enchanted dust to rise and form the precise shape
of the specific creature. Every outer physical detail
may be viewed and the creature may be recognized.
Even small details such as scars and clothing worn
may be identified.
Once a set of footprints is chosen and the creature's
shape is viewed, the spell is nullified. Material
components include fine sea-sand, or the dust of
eagle bones.

Vanars Clay Critters - (Elemental-Ooze,


Enchantment, Alteration) - 3rd level
Author: nburgoin@chart.carleton.ca
Range: 20 yards
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 3
Area of Effect: 1-4 clay statuettes
Saving Throw: None

Uazzigaaelds Frigid Gale - (Evocation,


Elemental-Ice, Elemental-Air) - 3rd level
Author:
Range: 10 yards/level
Components: V, S
Duration: 2 rounds

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This spell, created by the head of the Order of the
Grey in Coralport's secret Wizard's Guild, allows the
caster to create small golem-like creatures.
The caster must first craft small clay creatures that
the spell will animate. Anything will do, as long as it
has a means of mobility (legs or feet, or wings in
some cases) and some method of attack or
manipulative appendage (a bite, claws, tentacle, a
hand, etc).
Once the spell is cast, these mini clay statuettes,
which can be prepared far ahead of time, vanish, and
the creatures appear up to 20 yards away from the
caster, as life-sized finely sculpted clay creatures.
The creatures will either attack target creatures
named by the wizard or perform any tasks the wizard
asks to the best of their clay ability. If they are
destroyed, they and the clay statuette are lost.
Otherwise, at the end of the spell duration, the clay
statuettes return to the caster's hands.
The caster has 4 HD to play with. He can create four
1 HD clay creatures, two 2 HD creatures, one 3 HD
and one 1 HD creature, and so forth, as he desires.
The creatures have a starting THAC0 as a monster of
their hit-dice, deal one attack per round for 1d4
damage (no matter the method, be it bite, a claw, or
punch), have a movement rate of 12, and are AC 6.
The caster can sacrifice 2 HD worth of the spell to
give one creature the ability to fly at a movement rate
of 12 and maneuverability rating of C. The caster
can sacrifice 1 HD worth of the spell to grant a single
creature another attack per round (two or more, one
extra granted for each 1 HD the caster does not use
up elsewhere). The caster can sacrifice 1 HD worth
of the spell to make one creature's attack deal 1d6,
not 1d4 (no matter how many attacks it has, all will
deal 1d6). Finally, by sacrificing 1 HD worth of the
spell, the caster can also grant one creature +6 more
to its ground movement rate (never its flying ability).
Thus, the wizard could create four 1 HD clay critters,
THAC0 20, that have one attack per round and deal
1d4 points of damage on a successful strike. Or, the
wizard could sacrifice 3 HD worth of the spell and
create a single 1 HD creature that flies and has two
attacks at THAC0 20 that deal 1d4 points of damage.
Or, the wizard could create two 1 HD creatures that
have one attack each at THAC0 20 that deals 1d6
points of damage on a successful strike. And so on.
The clay critters in no way have to resemble real
creatures.
The material component for this spell, other than the
clay statuettes that must be crafted by the caster (and
can be entirely crude and inartistic), is any tool of
any worker of stone or clay that has been used at
least once. It is consumed in casting, the statuettes
are not necessarily consumed (only if the critter is
destroyed while animate).

Reversible
Author: nburgoin@chat.carleton.ca
Range: Touch
Components: V, S, M
Duration: 1 turn plus 2 rounds/level
Casting Time: 3
Area of Effect: Target Creature
Saving Throw: None
Created by the earth elementalist Vanar Blackfeather,
this spell allows the caster to seem entirely nonthreatening and beneath notice to all creatures from
one chosen elemental plane (or para-elemental
plane). For the duration of the spell, the person
protected by Vanar's Indifference will not become the
subject of attacks from creatures native to that plane.
Thus, if the spell protects the user from earth
elemental plane, the user wouldn't be attacked by
earth elementals of any kind.
This protection is a form of indifference on the part
of the creatures. They cannot seem to bother to
notice the individual as a threat. The individual is
NOT invisible, just not worth bothering. If a wizard
told an elemental to guard a door and attack all that
try to enter, the elemental would guard the door from
the individual, but would not harm them in any way.
Furthermore, if the individual protected by Vanar's
Indifference should attack a creature native to the
plane the spell protects him from, the spell ends
immediately.
The material component is a small jar full of some
material that is common to the plane chosen.
(Charcoal for fire, smoke for air, sand for earth, and
brine for water).
The reverse of this spell, Vanar's Elemental
Antagonism forces all creatures native to the chosen
plane to make a saving throw vs. spells any time they
see the person under the influence of the spell. If
they fail their save, and are hostile, they will attack
the individual over all others. If the native of the
plane chosen is not hostile, it will still be antagonized
and hostile if not violent to the individual.
Wall of Dust - (Elemental-Dust, Evocation) - 3rd
level
Range: 5 yards per level
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 2' thick wall that is 10 ft x 10 ft per
level
Saving Throw: Special
The wall of Dust spell brings forth an immobile
curtain of thick dust, which is magically suspended,
in the air. It swirls in and around itself, and is so
thick that normal vision (Infravision included) cannot
penetrate the dust at all.

Vanar's Elemental Indifference - (ElementalGeneral, Abjuration) - 3rd level

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Further, fire or fire attacks passing through the wall
must make a saving throw vs. spell. If normal fire (a
torch, or a candle, for example) fails this save, it is
extinguished. If normal fire makes the save, it does
not go out, but will flicker and flame low for a full
round (half-normal damage and light produced, etc.)
If a magical fire passes through the wall of dust
(Even a fireball, or flame arrow), the caster must
make a saving throw vs. spell. A successful roll
means that the fire spell has half normal duration,
effect, and damage/light, while a failed roll means
the fire spell has one-quarter normal duration, effect,
and damage/light. Fire elementals passing through
the wall are unaffected - the wall of dust isn't enough
to hamper them.
If a creature passes through the wall of dust without
protecting its eyes, it must make a saving throw vs.
spell or be blinded (-4 to hit, and to AC), for 1d4
rounds while the dust is cleared out of the eyes. The
dust also covers anyone walking through, and makes
him or her exceptionally dirty. A successful saving
throw means no effect.
Note that the wall of dust has no effect against the
undead or other non-living, non-corporeal creatures.
The material component for this spell is a pinch of
dust, tossed into the air upon casting.

saving throw vs. spell. Success meaning the creature


is not caught, and is on a side of the heat wall that
makes sense due to its direction and speed.
The wall of heat will last as long as the caster
concentrates. If the caster chooses not to concentrate
while casting the spell, the spell will last 1 round per
level.
The material component for this spell is a lump of
charcoal.
Warboulder - (Elemental-Earth, Alteration) 3rd
level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Nil
This creates a similar enchantment as the Warstone
on a single boulder (up to large catapult size). The
wizard can then make this boulder hurl itself up to a
distance of 10 feet per level, doing damage as if
hurled by a catapult. Upon striking, the boulder
shatters and inflicts 2d8 damage in a 30-foot radius.

Wall of Heat - (Elemental-Fire, Evocation) - 3 rd


level
Author: nburgoin@chat.carleton.ca
Range: 5 yards per level
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None

Winters Chill - (Evocation, Elemental-Ice) - 3rd


level
Author:
Range: 10 yards + 10 yards//level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20-foot radius
Saving Throw:

The wall of heat spells brings forth an immobile


curtain of magical heat, visible only as a shimmering
distortion of hot air amidst cooler air (as seen over
deserts and the like). Visibility through the wall of
heat is good enough so that there are no penalties to
combat or visibility in any way, though fine details
are fuzzy and hard to determine.
The spell either brings forth a sheet of heat up to one
10 foot square per level of the caster, or a ring with a
radius of up to 5 ft plus 5 ft per 2 levels of the caster.
In either form, the wall of heat is 20 feet high.
The wall of heat must be cast so that it is vertical
with respect to the caster. Those within 15 feet of the
wall (either side) must make a saving throw every
round or suffer 1d4 points of heat damage. Those
within 5 feet of the wall will take 2d4 points of heat
damage, with a saving throw for half. If any creature
passes through the wall of heat, it will take 2d4
points of damage, plus one per level of the caster,
with a saving throw for half damage. Note that
trying to catch a creature with a wall of heat is
difficult at best, the creature is allowed to make a

This spell is a cryomantic version of fireball,


although the spells appearances are different.
Winters chill has no outward appearance; when it is
cast, the area of effect is suddenly plunged into a
momentary freeze that damages all creatures within
the area of effect. The spell inflicts 1d6 damage per
level to a maximum of 10d6 damage. Creatures
immune to cold take no damage; others are allowed a
save vs. spells for half damage.
The material component is a bit of ice or snow and a
piece of a plant that died from frost.

4th level spells


Alpha's Chill of the Void - (Elemental-Vacuum,
Elemental-Ice, Alteration, Evocation) - 4th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 1 round

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Casting time: 5
Area of Effect: 20' wide, 5'/level long path
Saving throw: None

the perimeter of the fire source. An aerial creature


flying within 60 feet above the rising geyser of liquid
fire is affected just as a creature on the ground would
be, and may also be targeted with the central plume,
if the wizard so desires.
The material component for this spell is a lump of
pitch mixed with sulfur, saltpeter, and magnesium, as
well as an existing fire source.

This spell brings forth a wave of supernatural cold,


rolling forth from the wizard's outstretched arms to
the maximum area of effect. Its cold vacuum kills all
normal vegetation in the area except for trees, which
have a 50%-100% chance to survive (DM's
discretion, based on size and native environment).
This cold inflicts 3d4 damage and the vacuum an
additional 3d4 to all living creatures within the area
of effect. Vegetable and fungoid monsters suffer
double damage from this spell.
The material component is a piece of ice.

Alpha's Flames of the Faltine - (Elemental-Fire,


Alteration, Evocation) - 4th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None

Alpha's Firefall - (Elemental-Fire, Alteration) - 4th


level
Author: wrathgon@hotmail.com
Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: Special

This spell sheathes the wizard in hot yellow flames


and blurs the wizard's features somewhat, causing
them to assume a smooth and somewhat indistinct
shape, also turning a dark red color. The flames will
appear to be present even coming out of the wizard's
eyes and mouth. These flames give the wizard no
special protection, but they do shed bright light in a
30-foot radius. Furthermore, any creature striking the
wizard with a claw, bite, or similar attack or a handheld weapon less than 5 feet long will suffer damage
as though contacting a Wall of Fire spell 2d6 points
of damage + 1 point per level of the wizard. Undead
suffers double damage, and creatures especially
susceptible to flame may also take additional
damage. The wizard may attempt a melee attack to
burn others with this fire, a successful blow causing
1d6 points of damage + 1 point per two levels of the
wizard. Creatures passing within a 5-foot radius of
the wizard suffer 1d4 points of heat damage. By
standing still and concentrating, the wizard may
extend this heat radiation, inflicting 2d4 within a 5foot radius and 1d4 within a 10-foot radius, but this
falls back to the usual level if the wizard stops
concentrating or resumes moving. The wizard can
attempt to destroy inanimate objects by touching
them, requiring a save vs. normal fire to avoid
destruction. This may be attempted once per round,
at a -1 cumulative penalty for each consecutive round
of handling. Items on the wizard's person at the time
of the casting of this spell are unaffected by the
flame. The wizard may end this spell prematurely if
desired. The material component for this spell is a
flask of oil, poured over the wizard's head during the
casting of the spell, and an open flame of any size.

This spell is an improved version of the second-level


Pyrotechnics spell (q.v.), specifically the "fireworks"
application of that spell. That portion of the spell
functions exactly as the Pyrotechnics spell does with
respect to duration, area of effect, saving throw, and
the blinding effect created. However, the "fireworks"
created by this spell are more along the lines of a
geyser of brightly burning liquid fire, arcing upwards
approximately 60 feet into the air and raining down
within a 30-foot radius area surrounding the
perimeter of the basic fire source. All in this area of
effect suffer 2d6 points of fire damage with no saving
throw allowed. Further, a central prominence of
flame is thrown upwards by this spell, and the wizard
may direct this column of fire at a single target
within 60 feet of the fire source. This plume of fire
will inflict 4d10 damage to the victim, although a
saving throw vs. breath weapon is possible to halve
this damage. The liquid fire continues to burn during
the following round, under the same conditions as
during the first round, although the fire is less intense
and causes only half the damage caused during the
first round. Combustibles in the area of effect must
save vs. normal fire (if struck only by the burning
spray) or magical fire (if the victim of the central
plume fails his saving throw or if the central plume is
directed at an inanimate object) to avoid being set
afire. A creature who is within the area of the spray
who is targeted by the central plume will not also
suffer fire damage from the spray, as this minor
flame is all but lost in the fury of the central
prominence. The spray does not fall within the area
of the original fire source, but only within 30 feet of

Alpha's Heat Lightning - (Elemental-Lightning,


Evocation) - 4th level
Author: wrathgon@hotmail.com
Range: 10 yards/level
Components: V, S, M

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Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: 1/2

appear from the caster's hand, 1 ft in diameter and 5


ft long for every 2 levels of the caster. Thus, a 10th
level caster creates a cone 5 ft in diameter and 25 ft
long.
The first use of the spell creates a numbing cold,
similar to that of the higher-level cone of cold spell.
Those within the blast of cold must make a saving
throw vs. spell or suffer 1d4 points of damage per 2
levels of the caster. Those who make their save
suffer only half-damage.
The second use of this spell creates a solid jet of fast
moving water. It will douse all non-magical flame
and cause magical flame to be reduced by half
intensity (half base damage) for 1d4 rounds if it is a
persistent effect, or snuff it to half its potential if it is
instantaneous or only one round in duration. Those
hit by the stream of water must make a saving throw
vs. spell or suffer 1d3 points of damage, plus 1 point
per 2 caster levels, of blunt force damage. If they
make their save, they get half damage, but if they fail
their save and have ocular organs like those of a
human being (typical eyes), they are also blinded
(with the penalties of the Blindness spell) for 1d4
rounds as the salty water splashes into their eyes.
The final use of this spell is to create a sharp barrage
of shards of solid ice. This stream of ice shards deals
1d4+1 points of damage per two caster levels as a
piercing attack to those within the attack, who may
make a saving throw vs spells to suffer only halfdamage. Creatures vulnerable to any one particular
form of this spell will suffer double normal damage
or whatever is usually applied (as per the Monstrous
Manual). Creatures resistant to any one particular
form of this spell will suffer half damage or whatever
is usually applied (as per the Monstrous Manual).
The material component for this spell is a small tube
made of glass or ice or clear crystal rock, which is
consumed upon casting.

This spell calls down a bolt of reddish-purple


lightning, which strikes a single creature within
range. The bolt inflicts 1d6 points of damage per
level of the wizard. Cold or water-based creatures
suffer an additional 1 points of damage per die, while
creatures resistant to heat OR electricity suffer half
normal damage (1/4 with a successful save). All nonmagical metal worn by the target must save vs.
lightning (at +2 if the save was made, but at -2 if the
save was failed) or be fused to any nearby metal
(sword fused to gauntlet, pieces of armor fused
together, preventing movement).
The material component of this spell is a short glass
rod, a bit of fur, and a bit of iron or lodestone.
Alpha's Starfire - (Elemental-Fire, ElementalRadiance, Evocation) - 4th level
Author: wrathgon@hotmail.com
Range: 30 yards
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: 5' diameter column, 30' high
Saving Throw: Special
This spell creates a column of brilliant, blazing
silvery-white flames. All within 10 feet of the
column not looking away must save vs. petrification
or be blinded for 1 round and dazzled (-2 to hit, +2 to
be hit) for an additional 1d3 rounds. Creatures
adversely affected by bright light (e.g. drow, duergar)
save at -3 vs. this effect. Any creature within the
narrow column of fire (most likely only a single
creature) is automatically blinded and dazzled as
above and additionally suffers 1d6 points of damage
per level of the wizard, up to a maximum of 10d6. A
save vs. spells will halve this damage. If the spell is
cast outdoors under a night sky, a bonus of +1 per die
of damage is added. The material component for this
spell is a bit of silver and a shard of crystal.

Attacking
Mist
(Elemental-Steam,
Conjuration/Summoning) - 4th level
Author: wrathgon@hotmail.com
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None

Andraya's Water Blast - (Elemental-Water,


Evocation) - 4th level
Author: nburgoin@chat.carleton.ca
Range: 0
Duration: Instantaneous
Components: V, S, M
Casting Time: 4
Area of Effect: Special
Saving Throw: 1/2

This spell can summon a Class II type of intelligent


mist from the elemental plane of steam. The creature
is summoned when an event triggers the spell
(similar to Magic Mouth). The mist attacks first
person encountered. The mist will stop an attack after
it has been summoned upon conditions set by the
wizard. The mist is actually a being from the
elemental plane of air (albeit a low powered one).
The difference between intelligent mists and other
summoned creatures is that the mists actually have

This spell is also known as 'Water Plane Blast.'


This spell can have one of three effects. For all three
cases, however, the spell creates a cone-effect to

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Indigo: Save vs. wands: Success: headache, -2

access to the knowledge of their summoner. This


includes 1 language (chosen by the wizard) and
information (not spells) dictated by the casting
wizard.
For a detailed description of the different types of
intelligent mists, see the monster description
provided with the level 5 spell, Magic Mist. Whether
the mist stops attacking or wins the battle, it will not
return to its own plane until either dispelled or the
spell duration expires.
For example, Raji casts an Attacking Mist spell. He
states that a mist will be summoned when anyone
comes into this room, and will cease to attack anyone
who speaks his name.
Beris
Prismatic
Rings
Conjuration/Summoning) - 4th level
Author: nburgoin@chat.carleton.ca
Range: 20 yards + 1 yard/level
Components: V, S, M
Duration: 1 turn or special
Casting Time: 4
Area of Effect: up to 7 creatures
Saving Throw: Negation

attacks & AC for 1d4 rounds. Failure:


Confusion for 1d6 rounds.
Violet: Save Spells: Success: blink out to
nowhere until end of round. Failure: Blink as
spell for 1d4 rounds.
The material components for this spell are a silver
chain or rings upon which are little metal rings
painted with the colors listed above. All the rings and
the chain are consumed in casting this spell.
Cage Lightning - (Elemental-Lightning,
Invocation/Evocation, Alteration) - 4th
level

(Radiance,

Author:
Range: 10'/level
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 10' radius
Saving Throw: Special
This spell creates a cage made of crackling lightning.
Around the target/s from which they get one chance
to escape if they successfully save vs. breath weapon.
If they fail their save then they are trapped for as
long as the caster maintains his concentration on the
spell and for 1 round for every 4 levels thereafter.
Anyone inside the cage suffers 1d4 damage from
lightning. Every round and 4d4 damage if they touch
the "bars".
The caster can move the cage, with or without it's
occupants, but if he moves it without it's occupants
then they suffer 4d4 damage and get a new save to
escape the spell.
The material components are a small iron bar worth
at least 20 gp and a bit of copper wire.

This spell creates 7 shimmering rings of force, one


each of the colors red, orange, yellow, green, blue,
violet and indigo. Each ring can be tossed at one
creature each, or can put multiple rings on each
creature desired. No roll to hit is necessary and each
creature struck by a ring must make a save vs. spells:
If the victim succeeds in his save, then the ring has
no effect and leaves. If he fails, then the ring
surrounds and constricts and is anchored, holding
person still, unable to move from current position,
but can talk, cast V spells, etc. Each ring beyond the
first tossed at a single creature causes others to be
saved against with a -1 cumulative penalty. Each ring
exists for 1 turn. When the caster finishes casting this
spell, he can decide for the rings to explode at end of
1 turn and deal damage to each person inside ring.
Not that each ring has a different effect (see below).
Furthermore, if the target inside ring makes a bend
bars/lift gates, the ring will release him, but will burst
as described below:
Red: 2d6 damage, save spells for half (fire
damage).
Orange: 3d6 damage, save spells for half (heat
damage).
Yellow: 4d6 damage, save spells for half (force
damage).
Green: 3d8 damage, save poison for half
(poison damage).
Blue: Save vs. paralyzation: Success: slowed
for 1d4 rounds; fail: paralyzed for 1d3 rounds.

Control Oozes - (Elemental-Ooze, Charm) 4th


level
Author:
Range: 60 yards
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: 20 radius
Saving Throw: Negates
This is a specialized version of the charm monster
spell but it affects only Oozes, Slimes, Jellies and
Puddings. The spell causes 2d6 HD worth of these
creatures that are in a 20' radius to be charmed if they
fail their saving throw vs. spells. Any damage
inflicted on these creatures on the round of casting
grants those who were hurt a new save with a bonus
of +1 for every point of damage inflicted.

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Those affected by the spell will not harm the caster
or his allies unless attacked by them in which case
they will attack the one who attack them (If the caster
attacks them then they immediately break the spell).
The caster can only relay simple commands to them
and in an emphatic manner (they'll sense his desire)
Those affected gets a new save every period of time
(use the table on page 154 in the PHB).

Cyrene'Lhei's Heat Sphere - (Elemental-Fire,


Evocation) - 4th level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S
Duration: Up to 10 rounds
Casting Time: 3
Area of Effect: 5' radius/2 levels
Saving Throw: 1/2

Cyrene'Lhei's Flame Ward - (Elemental-Fire,


Elemental-Ice, Abjuration) - 4th level
Reversible
Author: nburgoin@chat.carleton.ca
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Caster or person touched
Saving Throw: None

This spell creates intense heat from around the caster,


who is not affected by the heat. The spell lasts one
round for every two caster levels. On the first round,
the spell deals 1d4 damage to all those within 5 feet.
On the second round, the spell deals 2d4 to those
within 5 feet, and 1d4 to those within 10 feet. On the
third round, the spell deals 3d4 to those within 5 feet,
2d4 to those within 10 feet, and 1d4 to those within
15 feet. On the fourth and consecutive rounds, the
spell deals 1d4 more damage to those within 5 feet,
and losing 1d4 damage for every 5 feet away from
the caster the creature is thereafter. At the end of the
spell, all heat dissipates.
The caster must maintain a fair level of concentration
to keep the spell building. If at any time the caster is
hit for combat damage, or casts another spell, or is
knocked unconscious, the spell begins to falter,
losing 1d4 worth of heat damage each round or until
the normal duration of the spell would play out. The
maximum duration is 1 round per 2 levels of the
caster, up to 10 rounds total.
The intense heat harms all creatures within range,
though each round all within range may save vs.
spells for half- damage, and at damage levels of 3d4
or higher, flammable objects may ignite if very dry
(such as paper, or thatch).

This spell works in a similar style to the Armor spell


in that it lasts until the recipient has taken a certain
amount of damage. It differs in that the spell only
cares about fire damage, and absorbs the fire damage
entirely.
This spell can absorb 8 points of fire damage, plus 2
points per level of the caster if cast upon herself, or 8
points of damage plus 1 per level if cast on another.
This damage must be fire-based, whether magical or
not, and the caster still makes any saving throws
normally granted. For example, a wizard under the
'Flame Ward' spell that is hit by a fireball still makes
their save (and hopefully succeeds well enough that
the flame ward doesn't end).
The flame ward ends when all the potential damage
has been done, or until one day per 2 caster levels has
passed. Any damage over the absorption potential is
suffered fully. For example, a creature has 18 points
of flame ward protection, and is hit by a 13 point
fireball (after save). They have 5 points of protection
left. Later, a burning hands spell hits them for 9
points of damage, and they take 4 of that, the other 5
being absorbed by the spell.
Fire damage neither bothers nor interrupts the spellcasting abilities of a person under a flame-ward.
The material component of a flame-ward is a piece of
fire-forged steel in a vaguely humanoid shape. It is
consumed with casting.
The spell can be reversed into a Chill Ward, which
works exactly the same as the flame ward, but affects
only cold and ice based damage, be it magical or not.
The material component for the reverse is either a
piece of ice carved into a generally humanoid shape,
or rock crystal humanoid statuette, either of which is
consumed in casting. A creature can only benefit
from one flame ward and chill ward at any given
time, even if said ward has only 1 point of damage
protection left.

Dandurnals Icespears - (Evocation, ElementalIce) - 4th level


Author:
Range: 10 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 9 square feet/level
Saving Throw:
A creation of the Crown Wizard of Eginbear,
icespears is a powerful battle spell. When the spell
is cast, a torrent of enlarged icicles rains down on the
area of effect. All creatures not immune to cold take
10d4 damage, +3 per caster level, to a maximum of
10d4+30 damage. A saving throw vs. spells is
allowed for half damage. Those armored in field
plate, plate mail or banded mail and possessing a
tower, kite or full shield save with a +3 bonus; solid
creatures (aurumvorae, gorgons, etc.) and those made

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of stone or with a stone-like hide save with a +5
bonus. Army units affected by this spell must pass a
morale check or rout.
The material component is an icicle.

Saving Throw: 1/2


An earthball is an explosive burst of earth, which
detonates with a low roar & delivers damage
proportional to the mage who cast it - 1d6 points of
damage for each level of experience of the spellcaster
(up to a maximum of 10d6). exposed items require a
saving throw vs. crushing blow to determine if they
are affected, but items in the possession of a creature
that rolls a successful saving throw are unaffected by
the earthball. The mage points his finger & speaks
the range (distance & height) at which the earthball is
to burst. a streak flashes from the pointing digit &,
unless it impacts upon a material body or solid
barrier prior to attaining the prescribed range,
blossoms into the earthball (an early impact results in
an early detonation). Creatures failing their saving
throws each suffer full damage from the blast. Those
who roll successful Saving Throws manage to dodge,
fall, flat, or roll aside, each receiving half damage
(the material component of this spell is a tiny ball of
bat guano & a small handful of earth.

Dawn till Dusk - (Elemental-Radiance, Alteration,


Illusion/Phantasm) - 4th level
Author:
Range: 5 yards/level
Components: V, S, M
Duration: 1 turn/4 levels
Casting Time: 1 round
Area of Effect: 10' cube/level
Saving Throw: Nil
The caster can change the hue and color of the light,
during daylight hours, to resemble the hue of any
weather and time of day. Thus he can create the
illusion of afternoon in the morning and of a cloudy
sky on a sunny day. He can set the color in the area
of the spells effect and hold it without concentrating.
Should he want to change the light again he has to
concentrate for one segment.
Although this spell may seem not to be useful it may
prove a great help when trying to fight or capture
creatures that move around only on a certain time in
the day. Thus a lion could be sent to seek a shade if
used to create a feeling of an African afternoon, or a
snake could be made to get out of it's lair if
convinced that daylight is on the waning.
The material component is a 500gp worth crystal.

Elemental
Control
(Elemental-General,
Abjuration) - 4th level
Author: wrathgon@hotmail.com
Range: 30 feet + 3 feet/level
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Special

Dust
Cloud
(Elemental-Dust,
Invocation/Evocation) - 4th level
Author:
Range: 60 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: 10' radius/level
Saving Throw: Special

This spell allows the caster to seize control of an


elemental summoned by someone else. Has 50%
base and is adjusted by the difference in HD between
the wizard and the creature he seeks to control. This
roll is further modified by the difference between the
original summoner's Intelligence and the caster's.
The different is a bonus to whoever has greater.
Only one attempt may be made per creature. If the
wizard does not seize control of the elemental, no
future effects will succeed.
If successful, the
elemental obeys the wishes of the wizard for the
remainder of its stay on the physical plane.

After the spell is cast a cloud of dust swirls in the


area of effect reducing sight to a mere 1' range,
causing 1 point of damage per level of the caster and
causing a penalty of -1 to all rolls. Those in the area
of effect get a save vs. breath weapon that if made it
reduces damage by half and they suffers no penalty
to
their
rolls.
Material component is a small fan made of paper.

Elemental Vulnerability - (Elemental-General,


Abjuration, Alteration) - 4th level
Author: wrathgon@hotmail.com
Range: 10 yards/level
Components: V, S, M
Duration: 1 round / level
Casting Time: 4
Area of Effect: 1 target
Saving Throw: Special

Earthball - (Invocation/Evocation, ElementalEarth) 4th level


Author: wrathgon@hotmail.com
Range: 10 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20' radius

Thayan wizards use this spell quite frequently,


particularly against other spell casters. It is used to
invert the abilities of natural or magical resistance to

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flame, frost, or lightning. However, it may only
affect one such resistance, and must be memorized
beforehand against said type (for instance, the caster
must choose fire vulnerability when memorizing).
This has a different effect depending on the type of
protection offered (either natural or magical).
Against a being with natural protection or magical
protection, a hell hound being immune to fire or a
person wearing a ring of fire resistance, this spell
simply causes such protections to cease (if the save is
failed) or to only have half its normal stopping
power. (If it normally stopped all the damage, the
being will take half of whatever is rolled, If it
normally reduced the damage, the amount of
reduction is cut in half). In addition, if the save is
failed and the protection is magically created, the
magic actually enhances the incoming elemental
magic (+1 per die of damage, -2 on saves).
1st example, the mage casts this spell at a white
dragon (immune to frost damage). If the dragon fails
its save, it is now vulnerable to cold damage. If it
makes its save, it takes half damage from cold
attacks.
2nd example, the mage casts this spell at a person
wearing a ring of fire resistance (magical protection).
If the person fails his save, the ring quits working
and actually enhances fire damage (+1 per die of
damage -2 to saves). Otherwise, its stopping power
is cut in half (-1 per die rather than -2 per die).
3rd example, the mage casts this spell on an
elementalist with a Fire Shield. If the elementalist
failed his save versus the elemental invulnerability,
the Fire Shield would quit any protective ability and
begin ENHANCING incoming fire magic so long as
the Fire Shield lasted. If the elementalist made his
save against the elemental vulnerability, however, the
fire shield would continue working but all stopped
damage would be cut in half (i.e. if a fireball hit the
Fire Shield for 36 points of damage, the mage would
save v/s the fireball. If he made his save, normally it
would stop all 36 points (so it only stops 18); if he
failed his save, normally it would stop 18 points (so
it only stops 9 leaving 27 points of damage for the
caster to absorb).
Note that this works only against spells or natural
abilities that hinder, reflect, or stop fire, frost, or
lightning damage SPECIFICALLY. It does not work
against spells which reflect or absorb incoming spells
(such as a globe of invulnerability, spell turning,
spelltrap, wall of force, prismatic sphere, etc...).
The material component is a piece of the body of a
creature which is immune to the type of elemental
attack mentioned (whether it be scale, eye, drop of
blood, etc....).

Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: 1/2
The spell creates a powerful bolt of fire that inflicts
1d8 points of damage per level to those in its area of
effect (maximum damage is 12d8). This bolt is 60'
long by 5' wide. It can not be forked. It streaks
outward much like the spell lightning bolt. It does not
reflect, however. If the firebolt hits a wall, the fire
spreads out in a 5' radius hemisphere, causing
damage to any in the hemisphere. Thus it is possible
to hit someone standing near a wall twice with the
firebolt, once with the bolt and once with the backblast. The firebolt automatically sets fire to anything
combustible in the path or in the hemisphere. It has
the same penetration ability as a lightning bolt.
The material components are a stick, a bit of sulfur,
and a dab of honey.
Flame's Reflex Shield Abjuration) - 4th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: caster
Saving Throw: none

(Elemental-Fire,

This spell creates an invisible shield that will reflect


flame sources at 45-degree angles either up or down
(1d6). Can only reflect one source a round form any
direction even if caster does not know its there. That
includes spells like fireball, it would reflect the ball
up if the range was past the caster but if fireball
explodes shield does not help. It does protect against
dragon breath.
Freicht's Iron Spears
Conjuration) - 4th level
Author:
Range: 10 yards/level
Components: V, S, M
Duration: 1 round
Casting Time: 4
Area of Effect: 60' radius
Saving Throw: None

- (Elemental-Mineral,

This spell cause the area so affected to be smitten


with iron spears that fall and disappear to where ever
they came from. Any creature in the area of effect is
hit by 1-3 spears that inflict 1d10 damage each.
The material components are a bit of iron and dust
from a gem worth at least 10 gp.

Firebolt - (Elemental-Fire, Evocation) - 4th level


Author: catdrag@vnet.net (Bobby Nichols)
Range: 20 yards + 5 yards/level
Components: V, S, M

Gayle's Forceful Mists


Evocation) - 4th level

75

(Elemental-Steam,

Great Elemental Netbook


Author: nburgoin@chat.carleton.ca
Range: 5 yards/level
Components: V, S
Duration: 1 round per 2 levels
Casting Time: 4
Area of Effect: 1 or more creatures
Saving Throw: Special

cease to move if it cannot break through using its


own size and velocity, thus expiring the duration then
and there. Once the GrowthBall has rolled out of the
spell's maximum range, then it ceases to grow, and
continues to roll, without the aid of magic to
maintain inertia.
The GrowthBall causes 1d6
damage per 1 foot in diameter the ball has attained,
with a maximum of 10d6 at 10 feet in diameter (the
maximum size of the GrowthBall), with a saving
throw for half damage. Note that although the ball is
made entirely of ice, it is not a cold-based attack, and
creatures that are immune or harmed by cold based
attacks are not affected abnormally by this spell.
Also note that the GrowthBall need not necessarily
roll in a straight line in order to gain mass and
volume. It is possible to cast this spell at opponents
at the bottom of a hill, and although the victims are
out of the spell's range, the GrowthBall will still
continue to roll down the slope of the hillside
(possibly picking up more speed than it had
originally had!). If the GrowthBall exceeds the
maximum roll distance for the spell, it does not
shrink, but characters receive a +1 bonus to save vs.
spells for every 10 feet across level ground, modified
for better or worse, depending upon the incline or
decline of the terrain, DM's discretion, until it has
rolled 10 feet per 1 foot of diameter, DM's
discretion. The GrowthBall may be manipulated by
anyone once it has rolled its maximum distance,
although the GrowthBall disappears once the
duration expires.

This spell, capable of harming and incapacitating


enemies, was created by the air-wizard Gayle
Matarc, also known as the mist-weaver. The caster
holds out his hands, fingers spread, and thick, multicolored mists flare out from the fingertips of the
caster, and lash out at one target within range.
The mists only affect a target who breathes, and
affects the target being by forcing itself into the
mouth, and nose (or other breathing orifice) of the
creature, making it near impossible to breathe. Each
round, the victim gets a constitution check. If it
makes its check, it takes only 1 point of damage, and
manages to get in some air. If the check is failed, the
creature takes 1d4 points of damage that round. If a
creature fails three consecutive checks, it passes
unconscious for 2d4 rounds (the caster can still aim
the forceful wisps at the prone creature, which no
longer gains any saves for lesser damage).
The caster can choose a new target each round, so
long as they are within range.
When a creature is under attack by this spell, it
cannot cast spells, and has a -1 penalty to AC, to-hit
rolls, and damage rolls, due to a lack of
concentration.
Gen's Gigantic GrowthBall - (Elemental-Ice,
Alteration, Conjuration/Summoning) - 4th level
Author: wrathgon@hotmail.com
Range: 5 feet/level
Duration: 1 turn
Area of Effect: Special
Casting Time: 3
Components: V, S
Saving Throw: 1/2 damage

Giga Bolt - (Elemental-Lightning, ElementalEarth, Invocation/Evocation, Conjuration) - 4th


level
Author: wrathgon@hotmail.com
Range: 15 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: Negates

This spell creates a ball of ice in the caster's hand,


roughly 3 inches in diameter. The caster then
proceeds to throw this ball at his opponent(s),hurtling
it across the floor or ground. This requires a
successful attack roll on the part of the caster, with
modifiers from dexterity adjustments, and no
penalties for distance. Additionally, the caster
receives a +1 to attack for every two levels he has
(e.g. +1 at level 2, +2 at level 4, etc.), due to the size
of the GrowthBall. For every five feet of distance,
the ball grows half a foot in diameter, starting at one
half foot at five feet. While in the spell's range, the
GrowthBall strikes opponents, and does not stop
(rolls over them) unless it comes upon an obstacle
which requires it to travel straight upward
(perpendicular to the surface). Whereupon it will

Upon casting the spell (Pointing at the target is


required), a reddish-brown bolt of lightning,
surrounded by earth-biased debris, strikes a target
from the sky, exploding into several small bursts. (No
save vs. fire for objects the target might possess or
around the bolts field of damage is needed, though).
The spell deals 7d4 damage to the bolt recipient, and
2d4 damage to all life forms within the bolts
aftermath bursts. Especially effective against
creatures of the water elemental; dealing double
damage. (7d6 and 2d6) Unfortunately, this spell is
stopped by all appropriate shield spells.
The prime components for this spell are a small/large
glass rod of no less than 120 gp value, smeared with
mud and powdered with ash. The mud and ash are
consumed by the spell, but the rod remains intact.

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Gilidariuss Energy Burst
Elemental-Lightning) - 4th level

Improved stone swallow causes the earth or stone


underneath an object to open up and swallow
whatever small objects lie on top of it, just as the 2 nd
level spell stone swallow does. However, the duration
of the spell allows the spell to be used as a guardian
spell. Any objects that fall on a surface protected by
improved stone swallow will be immediately
swallowed by the earth or stone. The spell last for the
stated duration or until 1 object per level of the
wizard has been 'swallowed' by the ground. Once
covered by the earth or stone, the object must be dug
or chiseled out. Note that this spell must be cast of a
bare and clean surface, or the spell will clean the area
by swallowing all loose objects on the ground.
The material components for this spell are a samll
pinch of lime, a equal amount of acid, and a copper
coin. The lime is added to the acid and becomes
sludge during the casting of the spell. The copper
coin slows the reaction of the lime and acid.

(Evocation,

Author:
Range: 5 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 20-foot cube
Saving Throw:
This powerful spell is a creation of the archmage
Gilidarius; it is the spell he used to attempt to kill
Antra Boh. When the spell is cast, the area of effect
is momentarily filled with a powerful electrical
charge. Any creatures within the area of effect take
5d4+30 electrical damage. Metal creatures are not
allowed a saving throw; others can save vs. spells for
half damage. Objects within the area of effect must
save vs. lightning or be destroyed.

Incandescent Spheres - (Elemenatl-Magma,


Invocation/Evocation) - 4th level
Author:
Range: 70 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 50' radius
Saving Throw: Half

Heat Cloak - (Elemental-Fire, Alteration, Illusion)


- 4th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None

With this spell the caster creates 2 balls of lava for


every 4 levels of experience. Every sphere, when
hurled, causes 1d8 point of damage and ignites
flammable materials upon contact. A creature gets to
save only once against the spheres that hit him, and
only on the round of impact. If successful then the
damage will be halved and on the next round he will
suffer another 1d4 points of damage, with no save
allowed. If the save is failed then the damage will
continue for two more rounds as the magma
continues to burn his skin and flesh. In these rounds
he will suffer 1d6 and 1d4 respectively, again no save
is granted against this.
The caster can designate all the spheres to strike a
single target or he can distribute them among as
many enemies as he wants, as long as all opponents
are within a 50' radius, whose center is no more than
70 yards away from him.
The material component is a piece of coal or
obsidian.

This spell creates a shimmering aura of heat that


surrounds the caster. This gives off no heat, but it
does create an effect that tricks the vision of any
creature that is looking at or attacking the caster. It
appears that the caster is standing in one area when in
fact they are off a few feet. This spell bestows similar
effects of a cloak of displacement, except that the
creature gets a -2 penalty when attacking the caster
after the first attack for the duration of the spell. Any
spell that is directed at the caster, and is not an area
of effect spell, gives the caster a +2 to their saving
throw.
Examples of this are touch spells, disintegrate, finger
of death, etc. But an area effect spell like a fireball
will damage the caster with no penalty.
Improved Stone Swallow - (Alteration, ElementalEarth) 4th level
Author: catdragi@vnet.net
Range: 0
Components: V, S, M
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: 20 square per three levels of the
caster
Saving Throw: Nil

Instant Sublimation - (Elemental-Ice, Alteration) 4th level


Author: wrathgon@hotmail.com
Range: 10 yards per level
Components: V, S
Duration: Instantaneous
Casting Time: 4

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Area of Effect: Special
Saving Throw: Special

damage per 2 caster levels. Those making their


saving throw taking only half damage. This version
of the spell will also ignite all combustibles within
the area of effect.
For either version of the spell, the caster needs a
small tube made of gold or a crystal substance that is
red or orange. It is consumed upon casting.

Instant sublimation causes all snow and ice within


the area of effect to rapidly evaporate. Thus the
caster might employ the spell in much the same
fashion as the dig spell, burrowing a hole into a
glacial wall or creating a slippery trench to hinder
pursuing foes. Creative casters have been known to
use instant sublimation to evaporate a slide-like a
trench down the side of an icy hill for a quick escape
route. The area of effect equals the cube of the onehalf the caster's level (rounded up) in feet. Hence a
7th-level caster could eliminate an area of ice equal
to 64 cubic feet. This could be a 4'x4'x4' cube, a
64'x1'x1' trench, etc., as long as the total cubic
footage is no greater than 64 cubic feet. The process
leaves no trace of ice and uses no heat. Instant
sublimation can also be used to damage ice
elementals, frost mephits and similar creatures
composed of ice. Within range, any one creature of
HD equal to or less than the level of the caster can be
targeted, and upon the casting of the spell must make
a saving throw vs. spell or have a portion of their
mass equivalent to the spell's area of effect
evaporated. Even if the effect is not enough to
totally destroy the target creature, most living ice
beings would not be able to withstand such a loss.
Nevertheless, those saving suffer 1d6 points of
damage.

Karms Dimensional Earthwalk - (ElementalEarth, Alteration) 4th level


Author: nburgoin@chat.carleton.ca
Range: 0
Components: V
Duration: Instantaneous
Casting Time: 1
Area of Effect: Caster and one or more creatures
Saving Throw: Nil
Invented by the Earth-Elementalist Karm "Mhorb"
Sea-Circle, this spell is similar to a Dimension Door
spell, but not exactly the same. Upon casting, the
wizard, as well as up to one other willing creature per
3 levels of the caster (rounded down), gain the ability
to instantly slide into any natural or man-tooled earth
and stone. They temporarily exist on the elemental
plane of earth, and then re-appear up to 40 yards
distance away per caster level.
The re-appearance is just as strange, the people who
took the dimensional jump arrive out of stone or
earth, sliding into existence.
The jump can be made through any stone or earthen
surface, and must also end at a stone or earthen
surface. Walls can be used, as can floors or even
ceilings (though the drop might be interesting). The
caster can visualize where he is going (if he knows
it), or give a direction. If the wizard or his
companions arrive in a space already occupied by
matter or other bodies, those who would arrive inside
something are stuck in the elemental plane of earth.
The earthwalk must occur through earth products that
touch each other or are continuous (through castle
walls, or hills, or from inside a castle to the cliffs
below the mountain that the castle stands upon, etc.)
The spell always transports perfectly, to where the
wizard desires. All companions also arrive as the
wizard desires (he can arrange them at will). There
is no recovery period after the transport, at the end of
the round the spell is cast, the earthwalk will have
occurred, and by the start of the next round, the
group can act.

Jaan's Fire Blast - (Elemental-Fire, Evocation) 4th level


Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: 1/2
This spell is also known as 'Fire Plane Blast.'
This spell can have one of two effects, and was
created by the Head of the Red Order of the Guild of
the Grey in Coralport, Jaan "The Phoenix" Merchant.
The spell has the same area of effect, for either
version. It creates a ray, 1 foot in diameter and 5 feet
long per 2 caster levels, directly aimed out from the
caster's pointed hands. Thus, a 10th level caster
creates a column from his fingertips that is 5 feet in
diameter and 25 feet long.
The first version of the spell creates an incredible
heat within the area of effect. All creatures must
make a saving throw vs. spells or suffer 1d4 points of
damage per 2 caster levels. Those making their saves
take half damage. The heat may be enough to ignite
some materials (very dry straw, for example).
The second version of the spell creates a searing ray
of flame within the area of effect. All creatures must
make a saving throw vs. spells or suffer 1d6 points of

Kiri's Energy Field - (Elemental-General,


Invocation/Evocation) - 4th level
Author: wrathgon@hotmail.com
Range: 10-feet/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 4
Area of Effect: One 10' cube/level

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Great Elemental Netbook


Saving Throw: 1/2

component for this spell are a clear quartz gem worth


at least 100 gp and a white candle, both components
are consumed in casting.

When cast, this spell brings into being a field of


energy wherever the wizard wants within the area of
effect. The distribution of the cubes is also under the
wizard's control with the exception that they must all
be contiguous. The field itself can be cold, hot, or
electrical at the wizard's discretion. It causes 1d6
damage plus 1 point per level of the wizard (e.g.: a
tenth-level wizard would cause 1d6+10 hit points of
damage). The damage is delivered once per round to
any being in it with a save for half damage.
The material component is a tinderbox that is
destroyed when the spell is cast.

Minor Frost Mantle - (Elemental-Ice, Evocation,


Air, frost) - 4th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 1d6 turns+1 per level
Casting Time: 2
Area of Effect: 1'-radius field around the caster
Saving Throw: None
By means of the minor frost mantle spell, the caster
creates a small, luminescent, magical field of intense
cold and turbulent wind. Visually, the initial effect is
similar to faerie fire, tracing the caster's silhouette.
All the frost mantle spells glow bright blue or white
(caster's choice). This spell does not adversely affect
the caster. A minor frost mantle lowers the caster's
AC by 2 (AC 8 becomes AC 6, 5 becomes 3, etc.).
This bonus is cumulative with any applicable
bonuses for high Dexterity or magic, but not actual
armor. If any armor is worn during casting, the spell
instantly fails and is lost from memory. More
impressively, though, the magical cold and arctic
wind of a minor frost mantle lessen damage suffered
from successful melee attacks. When a non-magical
melee weapon strikes the caster, the attacker rolls
damage normally. The caster rolls a 1d4, adding +1
for 2 level he has. The caster's roll is subtracted from
the attacker's rolls and the result is the damage
suffered by the caster. Thus, if a foe successfully
attacks a 3rd-level wizard with a long sword and rolls
6 points of damage, the caster rolls 1d4+3 (+1 for
each experience level). He rolls a 2 for a total of 5;
the caster suffers but one point of damage.
Bonuses from Strength are not counted (that is, an
attacker with a +3 bonus to damage due to high
Strength would automatically deal 3 points of
damage, regardless of the effects of the spell). If the
minor frost mantle absorbs all damage caused by a
non-magical melee weapon (again regardless of
Strength bonuses), however, a thick layer of ice has
formed around the weapon, giving the attacker a -2 to
hit and a -3 penalty to weapon speed (or to initiative,
if the optional weapon speed rules are not in effect),
and inflicting 1 point of cold damage each round.
Also, successive attacks with that weapon deal only a
meager 1d2 points of bludgeoning damage. The ice
surrounding the weapon melts as per the climate (i.e.
in temperatures below freezing, the ice will virtually
never melt). The material components for this spell
are 50 gp worth of diamond dust and a small,
polished, silver disk worth no less than 50 gp, both of
which are consumed in casting.

Lava
Wave
(Elemental-Magma,
Conjuration/Summoning) - 4th level
Author: wrathgon@hotmail.com
Range: 10 yards per level
Components: V, S, M
Duration: Instantaneous (see below)
Casting Time: 4
Area of Effect: One 20'x40' rectangle or 30' square
Saving Throw: Special
This spell is similar to lava bolt except that it
conjures a wave of molten lava over the given area.
All creatures within take 1d6 per 2 levels of the
caster (rounded up; maximum 6); unless a successful
saving throw is made, this damage will continue, at
the rate of 3d6 per round, for 1 round per 3 levels of
the caster beyond fourth.
The material component is 4 ounces of volcanic rock,
and an open flame of any kind (the flame is not
extinguished in the casting).
Marcs Blinding Flash - (Radiance, Alteration,
Illusion/Phantasm) - 4th level
Author: nburgoin@chat.carleton.ca
Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
This spell causes a flash of blinding light centering
any point up to 10 yards away for every level of the
caster. Those within 60 ft of the flash must save vs.
spells or be blinded permanently as the spell. Note
that normal ways of removing the effects of the
blindness spell will succeed in restoring the lost
sight. If the victim saves, he is only blinded for 2d4
rounds. Should the caster choose to have the spell
center on himself, he himself will not be subject to
the spell's effects and rather the spell will affect all
those within 120 feet of the caster. In addition, those
who make a successful save vs. spells will be blinded
for 1 turn, and not 2d4 rounds. The material

Orko's

79

Gaseous

Form

(Elemental-Air,

Great Elemental Netbook


Alteration) - 4th level
Author: wrathgon@hotmail.com
Range: Touch
Components: V, S
Duration: 1 round /2 levels
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None

immunity to all magical cold and ice attacks until the


spell has absorbed 12 points of ice damage for each
caster level. Note every five minutes of exposure to
frigid conditions counts as a point of damage.
If the spell is cast on another creature, that creature
receives immunity to normal cold and the effects of
such as described above, a +4 to saving throws vs.
magical cold and a 50% reduction in all damage from
cold. This form of the spell lasts 1 hour per caster
level.

This spell allows the recipient and gear he carries to


assume solid or gaseous form, at will, for the
duration of the spell. Each change requires a full
round, with no other actions permitted. Gaseous form
is transparent and insubstantial and flows at a base
speed of 3 per round. Any area effect spells will
harm the caster but not much else.

Roaring Ball of Air Invocation/Evocation) - 4th level


Author: wrathgon@hotmail.com
Level: 4
Range: 10 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area OF Effect: 20' radius
Saving Throw: 1/2

Orko's Geyser - (Elemental-Water, ElementalSteam, Evocation) -4th level


Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: 5-yard wide, 60-yard long stream
Saving Throw: Special

(Elemental-Air,

An airball spell is an explosive burst of air, which


detonates with a low roar & delivers damage
proportional to the level of the mage who cast it 1d6 points of damage for each level of experience of
the spellcaster (up to a maximum of 10d6). The burst
of the airball creates little pressure & generally
conforms to the shape of an area in which it occurs.
The airball fills an area equal to its normal spherical
volume (roughly 33,000 cubic feet - 33 10'x10'x10'
cubes). Exposed items require saving throws vs.
crushing blow to determine if affected, but items in
the possession of a creature that rolls a successful
saving throw are unaffected by the airball. The mage
points his finger & speaks the range (distance &
height) at which the airball is to burst. A streak
flashes from the pointing digit &, unless it impacts
upon a material body or solid barrier prior to
attaining prescribed range, blossoms into the airball
(An early impact causes early detonation). Creatures
failing their saving throws suffer full damage from
the blast. Those who rolled a successful saving throw
manage to dodge, fall flat, or roll aside, each receives
half damage
The material component is a tiny ball of bat guano &
a small container of air.

This spell creates a jet of steaming water, which


extends 60 yards in a straight line and is 5 yards
wide, from the wizard's hand. All fires, normal and
magical, will be extinguished. Any creature struck by
the stream must save vs. petrification at a -1 or be
blinded until the stream is moved or stopped.
Regardless of the save there will be a substantial
amount of damage done due to the heat (2d6 hp of
damage).
The material component of this spell is a drop of
water.
Protection from Ice - (Abjuration, Elemental-Ice)
- 4th level
Author:
Range: Touch
Components: V, S
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None

Rock Wall - (Elemental-Earth, Summoning,


Invocation/Evocation) 4th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 1
Area of Effect: 3 foot radius
Saving Throw: Nil

This spell, like the priest spell protection from fire


(from which it is derived) has two versions. The
caster can either choose to ward himself or another
when he castes the spell. If he protects himself, he
receives complete immunity to normal snow and ice
and adverse effects of such (he can pass through
snowdrifts like air, does not get cold or wet from
melted snow, etc.). He also receives complete

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Great Elemental Netbook


Upon casting the spell and driving the one
component into the ground with an earthward stab, a
rock wall made entirely of granite, shoots up to 8 feet
from the ground and surrounds the caster in a 3-foot
radius. The caster can control the height of the wall,
but it can not exceed 8 feet.
The granite wall will protect the caster from most
spells below level 4 and attacks made by nonmagical weapons, but the wall will shatter if hit by an
enchanted weapon of +3 or more. Otherwise the wall
will take 2 hits by an enchanted weapon for every
point of enchantment below 3 (i.e. an enchanted
weapon of +2 would have to hit the wall two times,
and a +1 six times). The shattered wall will harm
neither the attacker nor the caster.
The one component for this spell is a dagger-shaped
rock embedded with a small, clear gem worth at least
50 gp. The rock is not consumed by the spell in the
casting, but the gem is.

Duration: Instantaneous
Casting Time: 3
Area of Effect: One Target, and anything else that
enters the path of the beam
Saving Throw: Special
Upon casting the spell, the caster's hands are held out
in front of him/her, and a sword-thick beam shoot
forth from them, dealing the target 1d8 damage, and
the beam ends in a stony blast.
If the Saving Throw made by the victim succeeds,
full damage by the beam is taken but no effects
occur. If the Saving Throw fails, the victim must roll
a 1d20 to decide his/her fate. Results are as follows:
Roll
1-5

Salt Javelins - (Salt, Conjuration/Summoning) 4th level


Author:
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This spell causes 1 crystalline javelin per level (up to
a maximum of 15) to appear near the caster. These
javelins may be magically hurled upon command
towards 1-3 targets. The javelins need not be actually
thrown, instead the wizard may simply point one of
his hands at the target, and the javelins will fly to hit.
Each javelin attack must be rolled, using the caster's
own THAC0 with a +2 bonus. The target takes 1d6
points of damage for every javelin that successfully
hits. Once a javelin has been used, whether it hits or
misses, it shatters into a fine salt crystal powder.
The spell's greatest strength is its penalty of to the
target's AC and attack rolls, applying a cumulative -1
for each javelin that hits its mark. This effect is
caused by the salts that enter the targets wounds when
the javelins hit. In order to cure the victim of this
effect, one must first cast purify water and then any
healing spell (even a cure light wounds will do) on the
wound.
Material components for this spell is a blade carved
from a natural block of salt, or a mix of three different
colored salts which are consumed during the casting
of the spell.
Stone Beam - (Elemental-Earth,
Conjuration) 4th level
Author: wrathgon@hotmail.com
Range: 35 yards + 10 yards/level
Components: V, S, M

Evocation,

81

Effect
Victim's feet are locked in stone for 1d6
rounds. Victim can still attack or defend
within the range of his/her weapon, but
can't move or turn around.
6-10 An extra 1d8 points of earth damage is
given to the victim.
11-15 The victim's dexterity goes down 1 point
per 2 levels of the caster.
16-19 The victim's movement rate is slowed to
1/4 of what it is for 1d4 rounds. A Dispel
Magic spell will end the effect.
20
The victim is turned to stone, and only a
Heal, Stone to Flesh, Dispel Magic, or
Remove Curse spell will restore the
victim to normal.
Of
course,
wishes also work.
The main components of this spell are a feather
bound in a gray ribbon to a rock, and a gray crystal
worth no less than 150 gp
Summon
Firebrats
(Elemental-Fire,
Conjuration/Summoning) - 4th level
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell summons a swarm of small insects from
the Elemental Plane of Fire. The Firebrats will arrive
in 1-4 rounds at the spot desired (usually some pile of
paper) by the wizard. Harmless on their own plane,
they devour books, tomes, and scrolls on the prime
planes with an affinity towards magical writings.
Once summoned, the wizard has no control over
what books or papers will be attacked. A bane to any
library or collection, the swarm will eat an average
sized book in 3 turns. An observant person might
notice small wisps of smoke emanating from a book
being consumed. To be rid of these bugs you must

Great Elemental Netbook


cast Dispel Magic, spells banishing extra-planar
creatures, or cold-based magic will eliminate them.
When the temperature falls below 55 degrees
Fahrenheit, they will lie dormant and can be
destroyed one by one (a tedious proposition).
Otherwise they'll start eating again when it is
warmer.
See the monster section for more details on this
creature.
The material component is a fire opal gemstone
(1000 gp) which is consumed in the casting.

determine which bowl of stew holds the Ice Storm


spell.
Any wizard who knows the Spellwater spell can tell
if a portion of water has a spell in it, and what spell is
in the water.
The material component for this spell is an
aquamarine worth 500gp per spell level. If the caster
cannot find a gem valuable enough, he may add any
number of aquamarines he can find, as long as their
value adds up to 500gp per spell level to be created.
The caster will also need a container to place the
gems in, as they turn to water as soon as the wizard
casts the spell he wishes the gems to create upon
them.
The casting time, material components and memory
loss of the spell placed on the aquamarine(s) is as
normal. Only one gem can be turned into spellwater
per casting of the Spellwater spell.
This spell has many subtle uses fit for assassination especially of someone who does not merit a taster.

Thanan's
Spellwater
(Elemental-Water,
Enchantment, Alteration) - 4th level
Author: nburgoin@chat.carleton.ca
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: 1 Aquamarine
Saving Throw: None

Vacuum
Tunnel
(Elemental-Vacuum,
Invocation/Evocation) - 4th level
Author:
Range: 30 yards
Components: V, S, M
Duration: 4 rounds + 2 rounds/level
Casting time: 6
Area of Effect: Special
Saving throw: None

This spell, developed by the water elementalist


sailor-mage Thanan Gerinbou, changes a single
aquamarine gem into water capable of producing a
spell effect when even a slightest bit of the water is
imbibed. For every three levels of the caster, the gem
can turn into water capable of casting a spell of one
spell level. Thus, a 9th level caster can create water
that can create spell effects of up to 3rd level. If even
a tiny bit of the water is drunk, then the spell takes
effect. The rest of the water becomes non-magical.
It can be stored as desired, and can even change
containers. If the volume of the liquid (one-gem
forms enough to fill a water-skin) is split up, the
larger half maintains the magic, and the other half
becomes non-magical. The stored spell will last 1
hour per caster level.
The spell cast on the gem must be one that can target
one person. Spells such as blindness, hold person,
magic missile, detect invisibility, armor, and so forth
are all possible. However, spells that require
judgement cannot be used, such as teleport (since the
caster has to decide where to go) or limited wish
(since the caster has to decide what to wish for). The
spell produces all visible effects as normal - for
example, someone drinking fireball spellwater will
seem to explode suddenly, the center of effect of the
fireball spell. Whoever drinks the spellwater is
automatically the target of the spell - drinking an iceknife spellwater does not allow the imbiber to aim
the knife outward - the knife simply lashes out from
the drink and hits the drinker (with all usual saving
throws).
Casting a Dispel Magic spell on the water will cause
it to become normal, non-magical water. Mixing the
water with other liquids, or cooking with it, for
example, does not affect the magic of the water at all
- though dividing it into portions may make it hard to

Creating a closed tunnel devoid of matter, this spell


is used mainly for moving objects from one place to
another, especially when the object is delicate or
dangerous. The spell works by creating a force field
tunnel closed off from the environment for its length,
which can reaches up to 3d6+1 yard/level.
Opened at both ends, the caster can choose if matter
will be able to move through, whether water, gas or a
steel sword, at the casters will they will be sucked
into the tunnel, and in incredible speed end out the
other end.
The caster may determine the speed of the objects
movement through the tunnel. If used to hurl
weapons at creatures, the attack roll will follow the
priests THAC0 chart, not that of the caster.
The tunnel itself is 1 yard in diameter, and thus
objects placed in it may be limited by size. Living
beings may not enter the tunnel, any attempt will
cause the spell to abort and the residue of the magical
energies to off a surge of wild magic.
The material components are a crystal tube, 1 foot
long, and the sap from a hardwood tree.
Vanar's Blasting Sand - (Elemental-Dust,
Conjuration, Alteration) - 4th level
Author: nburgoin@chart.carleton.ca
Range: 0
Components: V, S, M

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Great Elemental Netbook


Duration: Special
Casting Time: 4
Area of Effect: 1 creature per round
Saving Throw: 1/2

Created by the earth elementalist leader of the Guild


of the Grey, Vanar Blackfeather, this spell allows the
caster to store earth elementalist spells in specially
prepared stones. One spell level can be stored for
every 3 levels of the caster (Thus, a 9th level wizard
can store up to 3 levels of spells: 3 1st level spells, or
1 2nd level spell and 1 3rd level spell, or 1 3rd level
spell, for example).
Spells to be stored in the stones are memorized
normally, then cast after the Stonespell spell is cast,
using up all material components as normal. The
spell is wiped from memory, and the casting of the
spell requires normal Casting Time. All spells to be
stored in stones must be cast into the stones within 1
turn.
To release a spell from a spellstone, the caster merely
touches the stone and concentrates for a moment,
giving the spell a Casting Time of 1. All stored spells
remain in their respective spellstone until cast,
dispelled, or up to 1 hour per level of the caster.
After this time, all stored spells fade away.
Only wizards who know the spellstones spell can cast
spells from another wizard's spellstone. This applies
to wizards who have never learned or could not
normally cast the spells stored in a given stone. If
the caster of the Spellstones spell so desires,
however, he can include a command word with each
sstone which must be known by anyone wishing to
use a given stone.
The material components for this spell are the
spellstones. The stones are not consumed in casting,
but each stone must contain a 500gp emerald for
every spell level the stone is to store. A given
spellstone can only store one spell each, no matter
the level of the spell. So, if a 9th level caster wishes
to hold 3 1st level earth elementalist spells in
spellstones, he needs 3 spellstones, each containing a
500gp emerald. If he also wishes to have a stone
capable of holding a 3rd level spell, he needs to craft
one with either 3 500gp emeralds, or an emerald
worth 1500gp or more.

This spell, created by the head of the Grey Guild of


Coralport at the time of the Ebon Star War, creates a
forceful, biting stream of sand, which flays and cuts
at the target of the stream.
The caster must hold both hands out, and points them
at the target. The target must be within 10 feet plus 5
feet per 2 levels of the caster, for that is the
maximum length of the stream of sand. Once the
stream of sand hits a single creature, however, it does
not go further.
The base damage of the stream of sand is 1d6 per 2
levels of the caster. Each round, the base damage
drops by 1d6, and when the spell has no more base
damage capability, it ends. Add the target's armor
class to the damage received each round (An 8th
level caster aims at a warrior in chain mail. He
receives 4d6+5 points of damage. On the next round,
the caster aims the sand at a warrior in chain mail +3
with a shield +3, dealing 3d6-1 damage).
The caster can switch to a new target at the start of
every round. The caster can dismiss the spell by
thought. The initiative modifier of using the stream
of sand is +1 on all rounds after the casting of the
spell, and a target is picked upon casting the spell.
If the same target, with eyes' protection from sand
(no magical protection, or a visor, or other protective
device), is chosen for three consecutive rounds or
more he can be blinded. The target must make a
saving throw vs. spells at the end of the 3rd round or
be blinded by the sand and dirt that has managed to
get into his eyes. Treat as the 2nd level spell
blindness, with duration of 1d4 rounds after the
sandy assault has stopped. The save must be made
every round thereafter, if the assault lasts more than
three rounds, until the save is failed. A creature
making this extra save is not blinded.
A creature under assault by the blasting sand is at -2
to hit and suffers a -2 AC penalty.
The target chosen by the caster is automatically hit,
but may make a saving throw vs. spell to take half
damage. The material component for this spell is a
pinch of sand and some powdered quartz.

Vanars Tremors - (Elemental-Earth, Evocation)


4th level
Author: nburgoin@chat.carleton.ca
Range: 1'/level
Components: v, s, m
Duration: Instantaneous
Casting Time: 4
Area of Effect: 5' radius/4 levels
Saving Throw: Special

Vanars
Stonespells
(Elemental-Earth,
Enchantment) 4th level
Author: nburgoin@chat.carleton.ca
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: Special
Area of Effect: One or more prepared Spellstones
Saving Throw: Nil

This spell is an improved version of Vanar's Tremor.


It is ring-shaped in area of effect, with a hole in the
middle where no effect occurs. The ring is always
centered on the caster. The hole can be up to 1 ft per
caster level (so as not to include the caster's allies).
Once it starts, the ring affects an area 5-ft thick per 4
levels of the caster.

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Great Elemental Netbook


All those within the area are affected as if a Vanar's
Tremor spell was cast.
The material component for this spell is the caster's
staff, rapped on the ground to start the spell. It is not
consumed on casting.

and, in fact, cannot stop the process once the spell is


cast. Winds continue to get worse for one turn. At
the end of that turn, the whirlwind appears, where
chosen by the caster, and lasts for one round. Then it
takes another turn to dissipate, though it has no
harmful effects beyond that one round.
The whirlwind is 40 feet tall, plus another 20 feet tall
at 12th and at 16th level (Maximum height of 80 feet
at 16th level).
Any creature caught within the whirlwind of 3 HD or
less is killed instantly, swept away by the incredible
force of the winds. All others are dealt 2d8 points of
damage from debris. During that one round, missile
fire in and out of the whirlwind is impossible, and
controlled flight is equally impossible (hence the
damage or death).
If for any reason (overhead obstruction, for example)
the whirlwind cannot reach its maximum height (the
caster cannot choose to make it smaller), it will kill
only those creatures of 2 HD or less, and deal 1d8
points of damage to all others.
A dispel magic at any point before the whirlwind hits
will dispel the whirlwind, and stop it from occurring.
Due to the one-turn lag, this spell is most often cast
at the beginning of a battle, where the caster is sure
enemies will still be when the whirlwind strikes. The
winds whip and tear before the whirlwind hits, and
the DM may allow Weather Knowledge or Spellcraft
rolls to interpret what is about to occur. Otherwise,
most will think the whirlwind's buildup is nothing
more than bad weather.

Waterball - (Invocation\Evocation, ElementalWater) - 4th level


Author: wrathgon@hotmail.com
Range: 10 Yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20' radius
Saving Throw: 1/2
A waterball is an explosive burst of water, which
detonates with a low roar & delivers damage
proportional to the mage who cast it - 1d6 points of
damage for each level of experience of the spellcaster
(up to a maximum of 10d6). The burst of the
waterball creates little pressure & generally conforms
to the shape of the area in which it occurs. A
waterball fills an area equal to its normal spherical
volume (roughly 33,000 cubic feet - 33 10'x10'x10'
cubes). Exposed items require saving throws vs.
crushing blow to determine if the are affected, but
items in the possession of a creature that rolls a
successful saving throw are unaffected by the
waterball. The mage points his finger & speaks the
range (distance & height) at which the waterball is to
burst. a streak flashes from the pointing digit &,
unless it impacts upon a material body or solid
barrier prior to attaining the prescribed range,
blossoms into the waterball (an early impact results
in an early detonation).
Creatures failing their saving throws each suffer full
damage from the blast. Those who roll successful
saving throws manage to dodge, fall flat, or roll
aside, each receiving half damage.
The material component of this spell is a tiny ball of
bat guano & a small container of water.

Whirlwind
Travel
(Elemental-Air,
Conjuration/Summoning) - 4th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None or special
This spell encapsulates the wizard and possibly more
people and/or equipment inside a conjured
whirlwind. One of two variations of this spell may be
cast without prior preparation at the option of the
wizard.
The first variation can be used for personal
transportation or protection. While encapsulated in
the whirlwind's eye the wizard can view the outside
normally and cause the whirlwind to travel over any
relative continuous surface with short hops over
ditches or small obstacles not over 4 feet in height
being possible. The wizard may not carry more than
his normal encumbrance and all equipment must be
on his person (exceeding this limit causes the
whirlwind to fizzle). No other creature may occupy
the whirlwind unless it is carried. On solid ground
the whirlwind can move up to 24 + 1 per level above

Whirlwind
(Elemental-Air,
Invocation/Evocation) - 4th
Author: nburgoin@chat.carleton.ca
Range: 10 yards
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell, long researched by the White Wizards of
Alyon, mimics the ability of an Air Elemental to
form a whirlwind. The whirlwind is 10 feet in
diameter at it's base, and 30 ft in diameter at it's top,
like a truncated, reversed, cone.
Upon casting the spell, the winds in the area begin to
warp and speed. The caster need not concentrate,

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fifth level. Rate of Movement is the same at all times.
There is change going uphill, downhill, or on stairs.
Over loose sand or marsh the movement rate is 2/3 of
normal and over water the movement rate is 1/2 of
normal. Wind velocities can affect the rate of travel.
This variation's duration is 1 turn per level and can
be turned on and off any time during the duration. It
takes 5 segments to turn the winds on or off (a good
wizard would calculate a spell so that it goes off the
segment after the whirlwind stops). The wizard is
still susceptible to outside damage from spells, but
only takes 1/2 or no damage if saving throws are
made while inside the whirlwind. Projectiles of a
small nature will not penetrate the winds and the
wizard's armor class and saving throws vs. dodging
have a +4 bonus while inside the eye of the
whirlwind.
The second variation is not as fast and cannot be
turned on and off (it is only good for a one-way trip).
But, its area of effect is a 20-foot diameter column
which is 10 feet high (centered on the wizard) and it
can carry along anything in the area of effect on a
relatively safe ride over long distances. Movement
conforms as above but the base rate is 12 + 1 per
level of the wizard over fifth level and the duration is
1 hour per level. All spells cast from inside conform
as above, as do effects of area spells cast at the
whirlwind. All inside have a +4 AC bonus since they
cannot be seen but there are no dodging bonuses and
saves vs. dodging are based on the wizard for the
entire group. Weight is not a factor when determining
what is picked up for the ride. Anything not securely
rooted to the ground will be picked up. Once started,
the winds may only be exited or penetrated after
startup by making a successful saving throw vs. spell
at a penalty of 1 for every 3 levels of the wizard,
rounded down. Flying creatures that enter or exit
from the top have no penalty on their saving throw.
Creatures larger than the area of effect will simply
push the whirlwind away if they try to enter it. The
wizard may stop the winds at any time. The material
component of this spell is a piper's flute, which is
played to bring the whirlwind from the elemental
plane of air.

still defend themselves, with a -2 penalty to their


AC).
Against flying creatures, however, this spell is
dangerous. The whipping winds deal 6d6 points of
damage, and worse, the spell reduces the creature's
Maneuverability class by 2 steps (from A to C, from
C to E). If a creature's maneuverability class is
reduced below
the lowest (E), it will spiral out of control, and be
unable to recover for 1d4 rounds. This may mean a
crash into the ground. A saving throw vs. spells will
reduce this disorientation and lack of control to a
single round.
Against Air elementals and creatures made of
wind/gas, this spell deals 1d4 points of damage per
caster level, to a maximum of 10d4.
The material component is a sheet of parchment,
which is ripped and torn apart and tossed into the
wind at the casting of the spell. Note that indoors, or
in areas sheltered from the natural winds, this spell
does 1/2 damage, cannot stop a creature from moving
if grounded, and drops maneuverability class by only
1 class.

5th level spells


Aerial Protector - (Elemental-Air, Conjuration,
Alteration) - 5th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
This is a spell only an air mage can cast. This spell
summons a air elemental to protect the caster by
surround caster with its body which can enable the
caster to breath where there is no air, protects from
poison gas because it turns into harmless gas when
comes into contact with elemental. If it is dragon
breath the air elemental does not turn the breath into
harmless gas but redirects it around the caster so it
hits him in the front and comes out the back. The
spell cannot be dispelled because the elemental is the
basic material. Cast can only fight with weapons and
cannot cast spells. If does 5%/level that the elemental
will go free willed and attack its summoner. The Max
duration is 3 turns and every time turns harm gas into
air duration is shorten by 1 round. When protecting
for gas loses 1 round for every 3 dice of damage.

Wind Shear - (Elemental-Air, Alteration) - 4th


Author: nburgoin@chat.carleton.ca
Range: 5 yards per level
Components: V, S, M
Duration: 1 round
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special
This spell does very little to creatures that are on the
ground. It causes the wind to whip wildly around
one creature, pulling, tugging, and pushing all at
once. Those on the ground are battered for a mere
2d4 points of damage, and must make a saving throw
vs. spell or be unable to move fur the round (they can

Alcoreax's Icetrail - (Elemental-Ice, Evocation) 5th level


Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M

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Duration: 1 round/level
Casting Time: 4
Area of Effect: See below
Saving Throw: Neg.

at +2. The wizards own attacks are at +4 to hit (or -4


to the target's save) and +6 to damage. He can further
affect any elemental creature with any weapon,
regardless of its level of enchantment. The wizard
may converse with creatures of the chosen element,
and they will respect him if alignments are similar, or
fear (if the wizard appears strong) or hate and desire
to slay (if the wizard appears weak) if alignments are
dissimilar. The spell's association with one element
results in a saving throw penalty to the wizard while
the spell is in effect, depending on which element is
chosen:

This spell creates a wave of hardened ice, which the


wizard actively directs. After casting, the wizard
simply taps the ground to activate the spell. The
wave of ice begins where the wizard taps the ground,
and reaches its full dimensions after advancing only
10 feet. It travels at a speed of 40 feet per round. The
crest of the wave is 10 feet high and 15' wide; after
the crest of the wave has passed, the height of the
remaining "trail" is only 3 feet high. Creatures
coming into contact with the crest suffer 2d6 points
plus 1 point damage per level of the wizard, or half
this amount if the creature is cold-using (in general,
cold-dwelling creatures take half damage from this
spell, rounded down, and cannot suffocate as a result
of this spell). In addition, creatures of less than large
size must save against paralyzation or be buried
under the crest. Buried individuals take an additional
1d3 points of cold damage each round and must
initially make another save against paralyzation or
start to suffocate under the ice (use the rules for
drowning). Trapped creatures may break free, taking
1 more point of damage per level of the wizard from
sharp ice. The crest of the wave can be disrupted by
30 or more points of fire damage, or negated by a
Wall of fire in any case. At the end of the spell
duration, the crest of the ice wave immediately loses
all momentum and melts; the spell will cause no
more damage, and trapped creatures can easily break
free taking no damage.
The material components for this spell are a steel pin
and a glass of icewater.

Element
Air
Earth
Fire
Water

Saving Throw Penalty


2 vs. petrification
-2 vs. electricity -2 vs. water or cold
-2 vs. fire

The material component is a substantial amount (at


least 1 cube foot) of the element in opposition to the
element the wizard desires to dominate.
Alpha's Saint Elmo's Fire - (Elemental-Lightning,
Evocation) - 5th level
Author: wrathgon@hotmail.com
Range: 5 yards per level
Components: V, S, M
Duration: 1 round per 2 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
This spell ionizes the air around the target of the
spell, surrounding him with a blue-white, glowing
nimbus of electrically charged air in a 5-foot radius.
The target of the spell may save vs. breath weapon at
to avoid the spell. This save is at an additional -2 if
the target is carrying large, mostly metallic weapons
(e.g. swords, battle-axes) or wearing partial metal
armor (e.g. studded, ring), and at -4 if wearing full
metal armor (scale or heavier). If successful, the
target will suffer only 3d6 electrical damage as he
dodges out of the area of effect, and the spell will
then dissipate that round without a focus to coalesce
about. If the save is failed, the victim will suffer 4d6
damage every round until a save vs. breath weapon
(with modifiers as for the initial save, but with a +1
cumulative per round bonus) is successful, at which
point the spell will dissipate.
Any creature entering the 5-foot radius nimbus
suffers 1d6 electrical damage with no save. Any
creature that touches or is touched by the victim of
the spell will suffer 3d6 damage with no save if the
contact was via skin, or 2d6 if it was through a
conductor. If the target is in water, the electricity will
inflict 3d6 damage with any contact, 2d6 within 5
feet, and 1d6 within 15 feet. The target of this spell
may, if desired, intentionally try to use the nimbus of

Alpha's Incantation of Elemental Domination


(Elemental-General, Abjuration, Enchantment) 5th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 3 turns per level
Casting Time: 1 turn
Area of Effect: Caster
Saving Throw: None
In the casting of this spell, the wizard must choose
one element to have dominance over. Elementals of
this plane cannot approach within 5 feet of the
wizard or attack the wizard in any way. The wizard
can forego this protection if desired, and attempt to
charm the elemental (cf. Charm Monster), applying a
-2 penalty to the save. If this is attempted, than this
total ward against elementals is lost. In any event,
any elemental creature (water weird, xorn, etc.) is at
-1 to hit and -1 per die of damage when attacking the
wizard. The wizard makes all saves vs. their attacks

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electricity and the personal electrical charge as a
weapon. The wizard may end this spell at any point,
if desired.
The material components are phosphorus, a bit of fur,
amber, and a bit of cold iron.
Ashen
Reconstruction
Alteration) - 5th level
Range: 20 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 item
Saving Throw: Special

Red: 1d4+1/caster level of fire damage, save


spell for half .
Orange: 2d4+2/caster level of heat damage, save
spell for half.
Yellow: 4d4+4/caster level of force damage, save
spell for half.
Green: Bolt of poison, onset time 1d4 rounds,
save vs. poison: 20 points if fail, 5 points if
succeed.
Blue: Save vs. paralyzation or be paralyzed for
2d4 rounds. Succeed: slow for 1d4+1 rounds.
Indigo: Save vs. wands or act as if affect by the
spell confusion for 1d6+1 rounds. Succeed: major
headache for 1d6+1 rounds, -2 to AC attacks,
saves and loses dexterity bonus to AC.
Violet: Save vs. spells
or
vanish
to
dimensional limbo for
2d4 rounds, succeed:
vanish to dimensional
limbo for remainder of
round and all of next
round.
The material components for this spell are seven
strips or any cloth or silk or threads of the seven
colors of the spell. The threads, strips or cloth vanish
on casting.

(Elemental-Ash,

The casting of this spell causes the reconstruction of


a burned item from its remaining ashes, even if only
a small piece of the original item remains. The item
is permanently restored, although it may still once
again be burned. Items reconstructed do not regain
their magical enchantments but retain their original
quality and material, and may be enchanted again.
Ashen reconstruction can affect up to 20 cubic feet of
volume per level of the caster (this area of effect is
true for the item's original size).
To successfully be reconstructed, the leftover
remains of the item must save vs. crushing blow as
the material they were before being burned (i.e., the
ash of a burned ship would save as wood). Should
the item be made up of a multitude of materials (like
a ship), it saves like the material that composed the
majority of its original mass.
The material components of the spell are a small
piece of the original item that survived the burning,
some of that item's ash and a jigsaw puzzle worth at
least 50 gp.

Blizzard - (Elemental-Ice, Evocation) -5th level


Author: wrathgon@hotmail.com
Range: 10 yards per level
Components: V,S,M
Duration: 1 round per level
Casting Time: 5
Area of Effect: 5-foot per level radius area (100-foot
maximum)
Saving Throw: Special

Beris
Prismatic
Bolts
(Radiance,
Invocation/Evocation) - 5th level
Author: nburgoin@chat.carleton.ca
Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Up to 7 creatures or targets
Saving Throw: Special

This spell causes a blizzard to hit the area of effect,


resulting in the following: movement rate is cut in
half due to drifts and wind, no missile fire or flying
due to wind, and all normal flames are extinguished.
This will negate a heat metal spell, and affects
magical fires as if they had been hit with Dispel
Magic. There are no saving throws vs. these effects.
In addition, great chunks of ice and snow fall within
the area of effect, causing 3d12 points of damage per
round to anyone caught inside. A successful saving
throw vs. spell reduces this damage to 1/2 the normal
amount.
The material components required for this spell are
five acorns and any semi-precious gem worth at least
100 GP.

When the caster uses this spell, 7 bolts of light, as per


spectrum, spring forth from his hand. The red ray
appears on the left and each color proceeds in order
from right to the left: Red - Orange - Yellow - Green
- Blue - Indigo - Violet. The arc of light must be
aimed in an arc in front of caster no larger than 180
degrees. The Violet bolt hits the target most to the
right, the red bolt hits the target most to the left, and
the others hit in order between. Each bolt strikes as
THAC0 of caster, with a +1 to hit for each 4 levels of
the caster (rounded down). Each bolts deals a
different effect:

Cone of Electricity - (Evocation, ElementalLightning) - 5th level


Author:

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Great Elemental Netbook


Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw:

Author: wrathgon@hotmail.com
Range: 5 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 20' radius
Saving Throw: 1/2

This spell is effluviamancers answer the to the


cryomantic copying of shocking grasp to frosts bite.
When cone of electricity is cast, it causes a coneshaped area of extreme static chard originating at the
effluviamancers hand and extending outwards in a
cone five feet long and one foot in diameter per level
of the caster. The charge inflicts 1d4+1 damage per
level of the caster to all creatures within the area of
effect. For example, a 10th-level wizard would cast a
cone of electricity 10 feet in diameter, 50 feet long
and inflicting 10d4+10 points of damage.
The material component is identical for the
cryomantic version of the spell: a crystal or glass
cone of very small size.

This spell is used my elementalist to bypass MR of


creatures. Only elementalist can cast this spell since
they understand the inner planes better than most.
When cast tiny portal opens for a second and fire
from the fire plane pours out in a 20-foot radius from
were the caster targeted the spell. It does
1d6/levelpoints of damage (max 10d6) with a save
vs. half. The reason that it is based on level is the
higher level the longer you keep it out but is still only
last less than a round. There is a 20% - 1%/level of
caster that something will come though and attack
the caster.
Conjured
Frost
Bolt
(Elemental-Ice,
Conjuration/Summoning) - 5th level
Author: wrathgon@hotmail.com
Range: 20 yards + 10 yards/2levels
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 50-foot long, 10-foot wide bolt
Saving Throw: 1/2

Cone of Fire - (Elemental-Fire, Evocation) - 5 th


level
Author: wrathgon@hotmail.com
Range: 5 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

This spell is similar to Conjured Lightning Bolt. It


conjures a bolt of frost and ice from the paraelemental plane of ice. The chance that an extraplanar creature enters the wizard's plane is the same
as that of the Conjured Lightning Bolt spell. The bolt
is 50 feet long and 10 feet wide; anyone hit by the
bolt suffers 1d6 points of damage per level of the
wizard (up to a maximum of 10d6). A successful save
vs. spells reduces the damage by half.
There is a 20% -1% level of caster that something
follows the spell throw from the ice plane. If so the
creature is not under control of the caster of this
spell.
The material component for this spell is a large
chunk of ice or snow; this is consumed with the
casting.

When this spell is cast, it causes a cone-shaped area


of fire originating at the wizard's hand and extending
outwards in a cone 1/2-inch long per level of the
wizard. It causes inflammable objects to catch on
fire, and great heat in nonflammable objects. Damage
is 1d4 + 1 per level of the wizard. For example, a
tenth-level wizard would cast a Cone of Fire causing
10d4+10 points of damage. Its material component is
a red garnet worth at least 100 gp.
Cone of Steam - (Elemental-Steam, Evocation) 5th level
Author: wrathgon@hotmail.com
Range: 5 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Neg.

Conjured
Light
Conjuration/Summoning) - 5th level
Author: wrathgon@hotmail.com
Range: 5 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30 feet long
Saving Throw:

This spell is identical to Cone of Cold, except that it


inflicts damage with superheated steam.
The material component is a small cone made of salt
from boiled seawater.
Conjured Fireball - (Conjuration, Elemental-Fire)
- 5th level

(Radiance,

Elementalists use this spell to bypass MR of

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Great Elemental Netbook


creatures. Only elementalists can cast this spell since
they understand the workings of the inner planes
better than most. When cast, a tiny portal to the inner
plane of radiance opens momentarily shooting out a
thin beam of light that acts like a laser (which can be
reflected with a mirror). The light beam does 1d4 hp
damage/level (max 10d4) with a save vs. spells for
half (the reason that it is based on level is the higher
level the longer you keep it out but is still only last
less than a round). There is a 20% - 1%/level of
caster that something will come though and attack
the caster.

This spell is a long-range Fireball. It can be cast at


any line of sight target with a range equal to the
caster's level in miles. However, the cruise fireball is
not as fast as a normal Fireball and can be seen
coming. It takes a full round to cast cruise fireball
and only travels at the speed of 1 mile per round (60
mph). Furthermore, for each mile that the cruise
fireball travels, it loses one die of damage. When it
runs out of dice, the fireball collapses causing no
damage.
Crystal Wall - (Elemental-Mineral, Conjuration,
Invocation/Evocation) - 5th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 1 round
Casting Time: 3
Area of Effect: 3' radius
Saving Throw: None

Conjured Lightning - (Elemental-Lightning,


Conjuration) - 5th level
Author: wrathgon@hotmail.com
Range: 5 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 40' line
Saving Throw: 1/2

In improvement on the Rock Wall spell created by an


earth mage, this spell is stronger and can withstand
higher level spells.
Casting the spell successfully creates a rainbow
tinted, many-faceted crystal wall, gleaming with
magic to sprout from the ground and protect the
caster from most spells - levels 5 and below. The wall
may be no more than 7 feet in height. In addition, the
wall will refract spells in a different, random
direction due to its many surfaces. It may hit friend
or foe. Regarding weapons, magical ones will not
break the barrier by any means. Only normal
weapons will, and they must hit 1 time per level of
the caster (No matter how much damage they inflict).
The components for this spell are 3 sp, one small
glass globe, and one polished crystal worth no less
than 200 gp. All materials are consumed by the spell
during casting.

This spell is used my elementalist to bypass MR of


creatures. Only elementalist can cast this spell since
they understand the inner planes better than most.
When cast a tiny portal open for a second and from
the lightning plane shoots out a lightning bolt. It
does 1d6/level (max 10d6) with a save vs. half. There
is a 20% - 1%/level of caster that something will
come though and attack the caster.
Continual Fly - (Elemental-Air, Enchantment) 5th level
Author: wrathgon@hotmail.com
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Neg.

Cyrene'Lhei's Fiery Retribution - (ElementalFire, Abjuration, Evocation) - 5th level


Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: 2 rounds + 1 round per level
Casting Time: 5
Area of Effect: Caster
Saving Throw: Special

This spell function as the third-level Fly spell except


that the duration applies to time actually spent flying,
not time elapsed since the casting of the spell. E.g.,
you can fly for a total of 1d6 turns + 1 turn/level.
You can use half the duration today and the other half
tomorrow.
Cruise Fireball - (Elemental-Fire, Evocation) - 5 th
level
Author: catdrag@vnet.net (Bobby Nichols)
Range: 1 mile/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 30' radius
Saving Throw: 1/2

This spell make the caster totally immune to all


damage caused by fire, be it magical or non-magical,
for the duration of the spell. Furthermore, the caster
can 'store' the damage that would have occurred
inside her and channel it back out in the form of K
bolts.
The wizard must still make all saving throws for fire
spells used against her, and thus, saving against a
fireball gives her less damage to return upon her foes.

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Roll damage normally, except apply none to the
caster. Instead, note the number of points of damage
the caster would have received at the hands of the
fire damage as 'stored damage.' At the start of any
round, the wizard can decide to release stored fire
damage as magical flame bolts. The bolts strike with
the caster's thac0 +2, and with a range of 50 yards.
Firing stored damage as bolts has an initiative
penalty of +3. For every 4 points of stored damage
the wizard drains into the bolt, the bolt deals 1d4
points of damage (the recycling nature of the
abjuration magic causes significant damage loss).
The wizard can choose to use however much she
desires in the bolts, so long as she has 4 stored fire
damage for every 1d4 she wishes to expel.
When the spell expires, any remaining fire stored
inside the body of the caster lashes out, directly
ahead of the caster (in whichever position the caster
is facing), streaking out 50 yards (or until the first
physical object) and dealing 1d4 damage per 4 stored
damage placed in the caster. Any remnant fire
damages (1, 2, or 3 points) simply fades, doing
nothing.
This spell can be particularity deadly if the caster has
a large fire source to stand in. Note that the fire
protection extends to the caster's clothing and
equipment, though not to a mount or significantly
large equipment (a flag on a pole, for example, or a
ladder).
The material component is a small silver mirror that
is held in a candle flame until it blackens. The mirror
is consumed in the casting.

For each die in a given pyroblast beyond the first, the


damage gains a +1 bonus. Thus, the examples above
would create these pyroblasts: 4d6+3, 3d6+2 and
5d6+4; and 10d6+9 and 6d6+5.
The pyroblasts strike as per the caster's THAC0, with
a +3 bonus to hit as well as any missile attack
adjustments. The material component for this spell is
a needle made of fine gold, and one inch of golden
thread per single pyroblast created by the spell.
All creatures hit by a pyroblast may make a saving
throw vs. spells to incur half damage.
Dust of the Ancient Tomes - (Elemental-Dust,
Abjuration) - 5th level
Author:
Range: Touch
Components: M, S
Duration: Until discharged
Casting Time: 1 round
Area of Effect: 1 closed object
Saving Throw: Special
This spell is usually cast by the mage upon a tome or
a document he wishes to see protected, although it
can also be cast on chests, drawers and other objects
that can be closed of a size equal to or less than 3'
cube. The caster spreads a thin layer of dust upon the
object and casts the spell. Upon completion of the
spell the dust becomes invisible. If someone who is
not the caster touches the protected objects the dust
rises in a cloud to engulf the offender completely.
The dust follows the victim and suffocates him in
1d6 rounds. If the victim succeeds in the saving
throw against spells then he is only rendered
unconscious for 1d12 +4 rounds. A mage within the
cloud cannot cast any spell. A dispel magic spell can
disperse the cloud of dust and negate the spell.
The component necessary for this spell is dust that
was undisturbed for several (at least 10) years.

Cyrene'Lhei's Pyroblast - (Elemental-Fire,


Evocation) - 5th level
Author: nburgoin@chat.carleton.ca
Range: 10 yards + 10 yards per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 10' cube + 5' cube/level
Saving Throw: 1/2

Eldarr's
Flameshroud
(Elemental-Fire,
Abjuration, Invocation/Evocation) - 5th level
Author: wrathgon@hotmail.com
Range: Special
Components: V, S, M
Duration: 1 round/level (but see below)
Casting Time: 4
Area of Effect: Caster
Saving Throw: Special

This spell, invented by the fire-wielding Rothar elf


Cyrene, creates billowing blasts of fire that can
streak out a maximum of 10 yards + 10 yards per
level at = targets within a 10' cube + 5 cubic feet per
level of each other.
The pyroblast has a damage potential of 1d6 per
caster level, to a single pyroblast maximum of 10d6,
but each pyroblast can only hit and damage one
creature. The caster chooses to divide up the dice as
he pleases; thus a 12th level wizard could fire off 3
pyroblasts: 4d6, 3d6 and 5d6, or any other
combination that adds to 12d6. A 16th level caster
would be able to create a 10d6 pyroblast and a 6d6
pyroblast, but could not create a 16d6 pyroblast, as
the maximum for one blast is 10d6.

When this spell is cast, the wizard is enveloped in an


invisible shroud of flames; a True Seeing spell or
similar magic will reveal the shroud, and a Detect
Magic will reveal strong lines of abjuration and
evocation magic. The spell imparts on the wizard,
the equivalent of fire resistance for the duration of
the spell (see description of Ring of Fire resistance).
In addition to the protection aspect of this spell, the
wizard may also use it offensively. Any target that

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comes within 10 feet of the wizard may be attacked
using the shroud. A small finger of (clearly visible)
flames shoots from the shroud and strikes the victim,
inflicting 1d4 points of damage, plus 1 point per level
of the wizard (up to a maximum of 1d4+20). A
successful save vs. spell reduces the damage by half.
Only one such attack may be made per round, and
each attack reduces the spell's duration by one round
(thus, an attack may not be made the last round the
spell is in affect). Anyone who scores a successful
melee hit on the wizard while he is under the
protection of this spell, suffers damage equal to that
inflicted by an attack from the shroud (1d4 + 1 per
level); again, a successful save vs. spell reduces the
damage by one half. The duration of the spell is not
affected in this case.
The material component for this spell is any normal
cape with a chunk of sulfur placed in the pocket; the
cape must be worn throughout the duration of the
spell; if it is removed, the spell ends prematurely. The
cape is not affected by the casting of this spell, but
the sulfur is consumed when the spell ends.
Empower
Gem

Enchantment) - 5th level


Author:
Range: Touch
Components: V, S, M
Duration: 1 day/level
Casting time: 1 turn
Area of Effect: 1 gem
Saving throw: Neg.

gp and every time the spell is discharged the gem


looses 10 gp of value.
Fire Protection - (Elemental-Fire, Abjuration) - 5th
level
Author: wrathgon@hotmail.com
Range: Touch
Components: V, S
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: None
This spell is exactly the same as the priest spell,
protection from fire. The caster has total
invulnerability to normal fire and heat. The caster
absorbs 12 points of heat and fire damage per level
until the spell is negated. The spell can last up to a
maximum of 1 turn per level of the caster.
Fire
Warrior
(Elemental-Fire,
Conjuration/Summoning) - 5th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 1 round
Area of Effect: 30 feet
Saving Throw: None

(Elemental-Mineral,

This spell enables the caster to summon warriors


from the elemental plane of fire. These warriors will
protect the caster from physical harm for the duration
of the spell or until they are destroyed. These special
warriors fight with fire swords that inflict 1d10
points of damage, plus 2d4 points of fire damage for
all those within 10ft of the warrior from the intense
heat. Any cold using, avian, or regenerating creatures
take double damage from these warriors. Any heatusing creature will only take half damage from the
weapon and no heat damage. These warriors have an
armor class of 2, 1/2 hit points of the caster and
attack as fighters 3 levels less than the level of the
caster. When the warriors are destroyed they return to
the plane of fire. The caster can summon 1-4 fire
warriors.
The material component for this spell is sulfur,
phosphorus, and a small replica of a long sword.

This spell enchants 1 gem (of no less than 100 gp of


value) so that it can hold a spell in it. The spell in the
empowered gem is counted towards the total number
of spells that the mage can cast in a day. (i.e. a 9 th
level mage that has cast this spell, and put a Flaming
sphere spell in the gem will be able to learn for the
next 9 days (the spells duration) only 2 spells from
2nd level). The spell to be stored must be cast on the
gem on the round following the casting of this spell.
The caster can choose to put any spell of 1 st-2nd level
spell or even a 3rd level spell, if it is an abjuration or
metamagic. A gem will glow with an inner glow
when it has a spell in it. To release the spell a person
must touch the gem and will it to release the spell,
giving the spell a casting time of 1. Please note that
anyone can use the empowered gems, so mages
should be careful not to let them be stolen since they
can be used against him.
A caster can have a maximum of 1 empowered gem
per 5 levels operating at the same time.
The spell was originally developed by a mage that
wanted to help his adventuring friends, but could not
come with them so he gave them these gems.
The material component is the gem upon which the
spell is cast. The gem must be worth more than 100

Frigid Encasement - (Elemental-Ice, Alteration,


Evocation) - 5th level
Author: wrathgon@hotmail.com
Range: 10 yards per level
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 1 creature per level
Saving Throw: Special

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In casting frigid encasement, the wizard calls forth
around the target an area of cold so intense as to
freeze all moisture in the surrounding atmosphere.
Targets failing a saving throw vs. spell receive a -3
penalty on all attack and damage rolls for 1d4 rounds
plus 1 per level of the caster.
In addition, those failing their initial saving throw
must make a saving throw vs. paralysis or be totally
encased in a covering of solid ice approximately 1
inch thick for every 2 levels of the caster. The ice
melts at 1 inch per round in normal heat (about 60
F) ; however, if cast in colder climes (below
freezing) the ice lasts for 1 turn per inch, and in
warmer temperatures (above 60 F) the ice melts
twice as fast as normal (2 inches per round). Those
affected are allowed a bend bars/lift gates roll to
escape, with every inch lessening chances by 1%.
Obviously, encasing one's entire body in ice is
debilitating; however, the greater danger lies in
suffocation. If a breathing target fails both saving
throws and becomes covered in ice, the target takes 1
point of suffocation damage per round, cumulatively.
So the target takes 1 point of damage the first round,
2 points the next round, 3 the third, etc. If the target
is not protected from cold (either by a resist cold
spell or by similar measures) or if the target is not a
cold-using or cold-dwelling creature, this damage is
doubled due to cold.
A fireball or similar magic may melt the ice created
by frigid encasement, but creatures inside the ice
must save vs. spell to avoid taking damage from the
magical fire.
The material component for this spell is a tiny bit of
fur and some water or snow in a small glass vial.

Should the person receiving the message be a mage


of the same of the caster, or of greater level, then he
may reply in a similar fashion without casting the
spell, and without knowing the location of the
original caster's fire. Please note that this does not
reveal the identity of the casting mage, and only
people familiar with the mage will recognize his face
in the smoke.
The spell may only reach fire sources on the same
plane and may not cross planar boundaries. Material
components are the fire source and the feathers of a
pigeon that must be burned in the fire.
Heat Pattern - (Elemental-Fire, Illusion) - 5th level
Author: wrathgon@hotmail.com
Range: 30 feet
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell is used to fool creature with infravision. It
creates one heat source/level and makes others think
there are more of you. The caster controls each and
can make them attack but only if infravision is in use.
Each does 1 damage/level and has the Thac0 of
caster. 75% of damage is not real but can's be
dispelled or disbelieved. Each has 2 hp/level but
takes x2 from slashing weapon. If cast in light (or
when infravision is not in use) spell does not work.
Must be cast in darkness
Heat Wave II - (Elemental-Fire, Evocation) - 5 th
level
Author: wrathgon@hotmail.com
Range: 10 yards
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: 40' wide, 20' high, 20' deep
Saving Throw: Neg.

Hearth to Hearth - (Elemental-Smoke, Alteration,


Conjuration/Summoning) - 5th level
Author:
Range: 100 miles/2 levels
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

This spell creates a wall of heat that moves away


from the caster at a rate of 10 feet per round. The
wave cannot be turned back towards the caster but a
cone of cold will negate its effects. The wave
increases the temperature of the area effected by 90
degrees + 2 degrees/level. The wave causes 2d6 + 1
point of damage per level of the caster each round to
any creature caught in the effect. Because of the
intense heat, the vision of creatures that are caught in
the wave is affected. Creatures become disoriented
and their movement rate is reduced by one third if
they are caught in the wave. This spell does double
damage to any cold using or regenerating creatures
and no damage to fire based creatures.

A unique form of communication, hearth to hearth


enables a mage to whisper a short message (a
maximum of 6 words per level) to an existing fire
source of minimal size (must be at least the size of a
small cooking fire). The mage then designates
another fire source to receive his message. In the
receiving fire source, the face of the caster will then
appear formed by the smoke rising from the fire,
speaking the message.
The caster must know the general area where the
designated receiving fire burns. If the designated
place be a doused fire or hearth, a small fire will
suddenly come to life and the face will appear to
relay the message, afterwards the fire dies.

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Icicles to Daggers - (Alteration, Elemental-Ice) 5th level

spells, not immune to elemental lightning spell; SZ L


(12 feet); INT Semi- (2-4); AL N; ML fearless (20);
XP 12,000.

Reversible

The material component for the spell is the statue to


be enchanted.

Author:
Range: 30 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 7
Area of Effect: 1d4 icicles + 1 icicle/level in a 10'
cube
Saving Throw: None

Jelly Armor - (Ooze, Invocation/Evocation) 5th


level
Author:
Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Nil

A cryomantic version of the priest spell sticks to


snakes, icicles to daggers changes the above listed
amount of icicles into steel daggers of totally average
construction; thus a 11th-level wizard can change 1215 icicles into a like number of daggers. The daggers
can then be distributed as the caster wishes. Note
when the icicles become daggers they fall to the
ground when applicable. Affected icicles must be at
least four inches long and no longer than two feet.
Similarly, they must be at least one inch in
circumference and no more than one foot in
circumference.
The material components of the spell are the icicles
to be changed.
The reverse of the spell changes an equal number of
normal daggers (whether they be wood, steel, bone or
something else) into icicles for the duration of the
spell. Note that if the environment is warm and the
icicles melt, they will not reform into daggers at the
end of the spells duration. Daggers held may make
a saving throw equal to the possessors saving throw
vs. polymorph. This form of the spell also cancels
the reverse.

This spell is an improved version of the 3rd level


slime spell. The creature touched is coated by a
gelatinous substance that prevents him from being
gripped, webbed or entangled but also reduces
damage from piercing and slashing weapons by half
and prevents the recipient from being damaged by
bludgeoning weapons.
Material components are a whole jelly, ooze, slime or
pudding (that is consumed in the casting) and a
medium shield.
Lava Pool (Elemental-Magma, Alteration) - 5th
level
Range: 5 yards/level
Components: V, S, M
Duration: 1 turn
Casting Time: 5
Area of Effect: 40 radius
Saving Throw: None
This spell causes a 40 radius of earth to change into
lava with the middle of the lava being 10 deep. The
lava is formed at the end of the 3rd round, stays fully
formed for 4 rounds and reverts back to earth in the
start of the 8th round. Movement through the magma
is half the normal. On the 1st and 10th round the pool
causes 1d4 points of damage. On the 2nd and 9th
rounds it causes 2d4 damage. On the 3rd and 8th
round in causes 3d4 points of damage. And on the
4th through 7th rounds the lava inflicts 4d4 points of
damage per round.
The material component is a small golden drop worth
at least 20 GP. The golden drop is not consumed in
the casting of the spell.

Icy
Sentinel
(Conjuration/Summoning,
Elemental-Ice) - 5th level
Author:
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell must be cast on massive golem-like statue
hewn of pure ice. The spell imbues the statue with
some sense of intelligence. The statue only obeys the
orders of its creator and never goes berserk like some
golems.

Lightning
Ward (Elemental-Lightning,
Alteration) - 5th level
Author: catdrag@vnet.net (Bobby Nichols)
Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 5

Icy Sentinel: THAC0 11; #At 1; Dmg 2d6+7


(punch); AC 2; HD 10; hp 55; MV 9; SD immune to
most spells and cold; SW destroyed by transmute ice
to wood spell, takes double damage from elemental

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Area of Effect: 30' radius
Saving Throw: None

iron and a ball of rubber that is placed on the rod


during the casting of the spell. The rod and rubber
disappear that the end of the spell. If destroyed
prematurely,
the
spell
ends
immediately.

Lightning ward establishes a 30' radius globe around


the caster that prevents lightning and electricity from
entering the sphere and harming any under its
protection. The theory behind the spell is the magic
decreases the probability that lightning strikes and
electric discharges will happen within the area of
effect.
There is a second effect of this spell that is more
protective. Any who were not in the area of effect of
the spell when it was cast has a 5% chance per round
the spell has been active of being struck by lightning
when they enter the area. Once this strike has
occurred, then the new person is under the effect of
the spell. The DM determines damage caused by this
lightning strike, but in a normal thunderstorm, it is
typically 8d8 of damage. A save vs. petrification will
reduce this damage by half, but will leave the victim
prone on the ground (he dove for cover from the bolt)
whether he succeeds in the save or not.
If any individual who was under the protection of
this spell leaves the area of effect, there is 5% chance
per round of protection that they will be struck by
lightning immediately after leaving the area of effect.
Once this strike takes place, then the lightning ward
no longer protects the individual. If he seeks to reenter the area of effect, then he will be struck by
lightning before being protected once again (as
detailed above). Again, the DM determines damage,
but in a normal lightning storm, it is typically 8d8
points of damage. Again a save is applicable, though
it will leave the victim prone on the ground whether
he succeeds in his save or not.
If allowed to end normally, no lightning bolts will
strike the caster or any others that were once under
its protection.
Note that this spell is of limited use and thus most
spell casters find it to be interesting, but not very
useful. However, Mandlar of Waterdeep, a mage that
has journeyed into Undermountain has reported that
there is a cavern where lightning erupts periodically
from the walls. Apparently a trap has been set up so
that a lightning ward protects its entrances. Thus as
someone enters the room they are not struck by
lightning, but as they investigate and leave the area
of effect of the lightning ward, they will be struck at
least twice more.
While under the effects of this spell, wands of
lightning and any other spells that have electrical
effects (such as shocking grasp) cast by someone
under its protection automatically fail though the
spell is cast. Lightning quasi-elementals are unable to
enter the area of effect of a lightning ward and this
enrages them. They have been known to follow
someone under the protection of this spell and attack
when its duration ends.
The material component for this spell is a 2' length of

Magic Mist - (Elemental-Steam, Conjuration/


Summoning) - 5th level
Author: wrathgon@hotmail.com
Range: 10 yards
Components: V, S, M
Duration: 1 round per level
Casting Time: 3
Area of Effect: Special
Saving Throw: None
This spell summons a Class III intelligent mist from
the elemental plane
of air. The creature has
spellcasting ability, and can cast its own spells as
well as any spells given to it by the wizard (can only
have 1/3 the level of caster's level in spells. And only
4th level or lower spells, which must be memorized
when he cast the Magic Mist spell).
Other than this increased ability, these mists conform
to the Attacking Mist spell.
Monochromatic Light - (Elemental-Radiance,
Alteration) - 5th level
Author:
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: 10' radius/level
Saving Throw: Nil
With this spell the caster creates a sphere of
monochromatic gray light with him at its center.
Within the area of effect the only discernable color is
gray. All hidden doors, monsters and objects resident
or moving through the area of the spells effect are
revealed to the eye and all illusion are seen for what
they are, making any sort of magical disguise
unusable within this area.
When a creature moves out of the sphere of gray
light all spells of illusion will again take effect, as the
spell does not negate the magic. Just remember that
the duration of the spell still runs, even while in the
gray light sphere.
The components for this spell are a tallow candle in a
pure crystal holder 100gp worth.
Obsidian
Shards
(Elemental-Earth,
Conjuration/Summoning) 5th level
Author: wrathgon@hotmail.com
Range: 13 yards + 3 yards/level.
Components: V, S, M
Duration: 1 round/3 levels of the caster
Casting Time: 4
Area of Effect: Special

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Saving Throw: Negates
This spell calls into being a large, semi-transparent,
greenish sphere to appear at any location within
range, as appointed by the caster. This sphere is
intangible, and anything can pass through it, although
living creatures will feel a distinct "electric" feeling.
One round after blinking into existence, the area
within the sphere will flare into a green electrical
frenzy, with forks of electricity crackling from one
end of the sphere to another, filling the area of effect.
This lasts for one round, after which the sphere and
the electricity blink back out of existence. Any
creatures caught within the sphere during "discharge"
must save vs. spells (without dexterity bonuses) or be
jolted into unconsciousness. Undead creatures and
those with complete immunity to electricity are
unaffected. Those partially affected by electricity
receive a +5 bonus to save. Creatures that are larger
than the area of effect, but still have appendages
within the area of effect are affected normally.
Unconsciousness is not prolonged magically, but
creatures affected in such a manner may only be
brought back to consciousness using extreme
procedures (smelling sauces, excessive damage, or
any other shocking circumstances). Otherwise, they
remain unconscious for 1d10 turns.
The material component for this spell is a ball of cat
fur, or any other substance, which is to be statically
charged, through rubbing or other means.

Upon casting the spell, a large slab of Obsidian rock


rises up from the earth, and at the casters command,
starts to spin top over bottom very quickly. When the
slab reaches maximum velocity, large, dagger-like
shards break loose from the slab and careen at a
target of the casters choosing. The slab lasts 1 extra
round for every 3 levels of the caster, and with each
additional round, another target can be specified and
bombarded with shards. At the end of the duration of
the spell, the Obsidian slab disintegrates. Should the
recipient roll a failing Saving Throw, The shards
inflict 1d10 damage and can shatter almost any spell
barrier, such as a Wall of Light or Protection from
Normal Missiles spell, and the shattered barriers
shards inflict 1d4 damage within 5' of the barrier's
radius. A successful Saving Throw means that the
Obsidian shards have been evaded, and will
disintegrate upon missing the target.
The material components for this spell are a small
chunk of obsidian, and a dark gem or piece of onyx
worth no less than 400 gp. All materials are
consumed by the spell during casting.
Risleys
Rainbow
Conjuration/Summoning) - 5th level
Author:
Range: 10 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: Special
Saving Throw: Nil

(Radiance,

Slimy Blob of Imprisonment - (Elemental- Ooze,


Invocation/Evocation) - 5th level
Author:
Range: 30 yards
Components: V, S, M
Duration: 1 round/level of caster
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.

When cast, the spell conjures a rainbow that appears


somewhat like a bridge, and acts as one. The bridge
is 10' wide and can stretch out for as long as 20'/level
of the caster in length, and with the height of 10' for
every 20' of length. The bridge is sturdy enough to
support 500 pounds per level of the caster of weight
but will disappear immediately when it's duration
expires
or
when
dispelled.
If the caster has the Tactics of magic proficiency
(From the Players Option: Spell & Magic
sourcebook) then he can make a bridge whose height
will reach a castle's wall, for example.
The material components are a drop of water and a
mirror.

This spell allows its caster to imprison a creature in a


globe of viscous ooze. The caster hurls the blob at his
victim and entraps him within its confines. The shape
of the blob can be changed to encompass parts or the
whole victim, thus allowing him to breathe or
strangling him. The creature, once trapped, cannot
move. If enclosed breathing creatures suffocate and
suffer damage at a rate of 1d4+2 point of damage per
round.
The creature gets a saving throw with the following
modifiers according to their size:

Shock
Sphere
(Elemental-Lightning,
Invocation/Evocation) - 5th level
Author: unknown
Range: 10 yards/level
Components: V, S, M
Duration: 2 rounds
Casting Time: 4
Area of Effect: 5' radius/level
Saving Throw: Negates

Size
Tiny
Small
Medium
Large
Huge
Gargantuan

95

Modifier
-3
-1
No modifier
+1
+3
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Summon Frozen Shade - (Conjuration/
Summoning, Necromancy, Elemental-Ice) - 5th
level

The material component necessary for this spell is a


vial of bog-mire ooze.

Author:
Range: 10 yards
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 5
Area of Effect: 10-foot cube
Saving Throw: None

Slitherform - (Elemental-Ooze, Alteration) 5th


level
Author:
Range: Touch
Components: V, S, M
Duration: 2 turns/level
Casting Time: 5
Area of Effect: Creature Touched
Saving Throw: None

When this spell is cast, the wizard conjures one


frozen shade from either the Para-Elemental Plane of
Ice or the vaults beneath the Frozen Oracle in Mainz
and the Icy Fortress deep in the High Mountains for
each three levels of experience he possesses. The
monsters are under the control of the caster and
attack his enemies on command. The shades remain
until slain, turned or the spell duration expires.

When cast on a willing creature, that creature and all


of its belongings change in form, causing it to
become a Slithering tracker (MM page 280). The
caster moves at a speed of 12, being almost invisible
to detection (5% to be spotted), and without making
any noise. Creatures in this form may move through
the tiniest of cracks and crevices although in this
form mages cannot attack, cannot use any item and
cannot cast spells. The polymorphed subject retains
his original hit points, and intelligence, but can only
use the creatures special attack form and THAC0.
Thus, creatures transformed by the spell may use the
paralyzing attack of the Slithering Tracker, although
they may not gain sustenance from victims thus
subdued.
Like the Polymorph self spell the recipient is in no
danger of alterations to his personality or mental
condition and he retains his, or her, own intelligence.
The material component is a small amount of the
jelly-like material from which the body of a
Slithering tracker is made of.

Frozen Shade: THAC0 14; #At 1; Dmg 1d4


damage/ AC above 0 (at least 1d4 damage); AC 0;
HD 7; MV 15; SA paralysis as lich; SD standard
undead immunities; SW turned as ghost, 2d4 damage
from holy water, double damage from fire; SZ M (6
feet); INT Low (5-7); AL CE; ML champion (15-16);
XP 9,000.
The material component for the spell is any small
blue or white gem (consumed in the casting).
Vanar's Elemental Transformation - (Alteration) 5th level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 5
Area of Effect: The Caster
Saving Throw: None

Smokey Figure II - (Alteration, Fire) - 5th level


Author:
Range: 50 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 3
Area of Effect: 1 fire source
Saving Throw: Special

This spell transforms the caster into the single


elemental type of his choice. This includes all the
basic elementals (fire, air, earth, and water) as well as
any other elemental that the caster has seen (Such as
an ice elemental).
While under the effect of this spell, the caster and all
items carried by the caster turn into the form of the
elemental of the caster's choice. The caster retains
his own hit points, but other than that, gains all the
movement rates, armor classes, damage abilities etc
of the elemental chosen. The caster gains all of the
magical immunities of the form, magical attacks, and
other natural abilities of the elemental form chosen
(water elementals can squeeze through small
openings, earth elementals can travel through stone,
etc.)

This spell is similar to the smoky figure I spell except


that the figure is partially real. The creature's
statistics are as following:
AC 0; HP 60 (HD 10); #AT 2; Dmg 1-12/1-12;
THAC0 11; Movement 12. If the creatures seeing
him disbelieve then they suffer only half damage
from his attacks and they attack him as if he has AC
6 and only 30 hp.

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Also, however, casters using this spell are
constrained to all the natural vulnerabilities of the
spell. If any ability of the elemental is based on hitdie, the ability is only given if the caster has that
many levels or more (for example, the cyclone ability
of the air elemental).
The caster may choose which elemental form he
takes, but elementalists cannot choose their opposing
element. If killed or knocked unconscious, the caster
returns to normal form.
No items carried by the caster may be used while in
Elemental form - the are absorbed into the form
itself.
The caster cannot speak normally while in elemental
form, therefore, the caster cannot cast other spells.
The spell lasts until the caster wills it to end, or until
one turn plus 1 round per level has passed.
The material component for this spell is the same as
the Conjure Elemental spell.
New elementals (such as the Ice Elemental) may
require further research by the caster in order to
determine what material components are required.

Components: V, S
Duration: 1 round/level
Casting Time: 5
Area of Effect: 40 feet wide, 20 feet high, 20 foot
deep cloud
Saving Throw: Special
This spell is a cold-based version of Cloudkill,
creating a light grey cloud that leaves frost in its
wake. It functions just like a Cloudkill, except that
damage comes from cold, making fire based
creatures more vulnerable to the spell (treat them as
having 2 fewer hit dice, and they automatically take
double damage). Creatures who fail their saving
throws by 4 or more are encased in a thin layer of ice
(about 1/4 inch). Those who make their saving
throws still take appropriate damage (1d10). Coldbased creatures are immune to this spell, and some
(like white dragons) might find it refreshing.
Hit Dice Fire-Based
creatures
4 or less 6 or less
4+1
to6+1 to 7+1
5+1
5+1 to 6 7+1 to 8
6+1
or8+1 or more
more

Vanars Wall of Admittance - (Elemental-Earth,


Evocation) 5th level
Author: nburgoin@chat.carleton.ca
Range: 5 yards per 2 levels
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: Special
Saving Throw: Nil

Saving Throw
Killed instantly
Save vs. Spell at -4
Save vs. Spell
None, 1d10 damage
(2d10 for fire based)

This spell has no material components.


Vanquil's Freeze Ray - (Elemental-Ice, Evocation)
- 5th level
Author: wrathgon@hotmail.com
Range: 5 feet/level
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special

This spell creates a stone wall, exactly like the 6th


level spell Wall of Stone, though it has a different
range. Also, the wizard can only create a wall 1/4inch thick and 5 feet square per level, not 20.
The true advantage of this spell, however, is that in
its casting, the wizard can designate one individual
per caster level, named during casting, to be able to
pass through the wall of stone the spell creates as if
the wall did not exist. For everyone else, the wall is
solid rock. For those named (of which the caster is
automatically named, and does not count for the total
number of people named) the wall might as well not
be there, though it appears to be (hence, they cannot
see through the wall without stepping through it).
This aspect of the spell does not affect its structural
integrity, and the wall can be dispelled, disintegrated,
or destroyed naturally as rock.
The material component is a small block of granite,
with one silver spike driven through it per person
named in casting. All material components are
consumed.

This is an modified version of Cone Of Cold that


effects only one creature. It creates a beam of intense
cold 5 feet long per wizard level, but only a tenth of
an inch wide. If the target fails its saving throw (vs.
spell), it takes 1d8 points of damage per wizard level
(up to 12d8). If the target makes its saving throw, it
narrowly dodges the beam, but is close enough for its
body heat to dissipate the beam. Of course, that also
means the beam cools down the target, causing 1
point of damage per wizard level (up to a maximum
of 12). Creatures that are cold-based (like white
dragons or ice para-elementals) take no damage from
this spell, but fire-based creatures (like red dragons
and salamanders) take +1 point of damage per hit
die. Undead takes no damage from this version.

Vanquil's Drifting Blizzard - (Elemental-Ice,


Evocation) - 5th level
Author: wrathgon@hotmail.com
Range: 10 yards

Wall of Vacuum - (Invocation/Evocation,


Elemental-Vacuum) - 5th level

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Author:
Range: 30 yards
Components: V, S, M
Duration: 1 round/level
Casting time: 5
Area of Effect: 20 cube + 10 cube/level
Saving throw: None

The reverse Straighten metal will cause bent metal


objects to straighten to their former form, thereby
negating the effects of this spell.
Material component is a piece from a mimic.

6th level spells


Alpha's
Firefountain
Alteration) - 6th level
Author: wrathgon@hotmail.com
Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: Special

The spell causes an area of 20' cube plus 10 cube per


level of the caster to become devoid of air, at least
for a duration of 1 round per level of caster. The wall
causes all who pass through it to suffer 4d4 points of
damage per 10 they traveled through. Creatures that
need not breathe suffer only 2d4 points of damage,
this is due to the fact that their bodies try to expand
to fill the vacuum.
The vacuum has an additional ability, any missile
weapon, including boulders from a catapult an such,
will be slowed as they pass through the wall. Small
missiles, like arrows, sling bullets, and such, will not
cause damage. Boulders and missiles from catapult,
ballista or those thrown by giants will fall short of
target by 5 per 10 they passed through the wall. If
they hit a creature use the next lowest dice to
calculate damage (i.e. if a boulder would normally
have done 3d6 then it causes 3d4 instead).
The material component is a air-tight container.

(Elemental-Fire,

This spell is similar to the fourth level Alpha's


Firefall spell, but is more powerful in two ways.
First, the spray of liquid fire burns for a total of three
rounds, inflicting 3d6 damage the first round, 2d6 the
second, and 1d6 the third. There is no saving throw
vs. the damage inflicted by the spray. Second, the
wizard is able to throw up one prominence of flame
(for 4d10 fire damage the first round, and 2d10 the
second, with a save vs. breath weapon to halve
damage) for every six levels of the wizard (rounding
off all fractions).
The material component is a lump of pitch, sulfur,
saltpeter, and magnesium and an available fire
source.

Warp Metal (Elemental-Mineral, Alteration) 5th level


Reversible
Author:
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: 3 pounds/level
Saving Throw: Special
When cast a volume of metal, any kind of metal,
equal to 3 pounds per level of the caster or less,
becomes bent and warped for ever unless it is shaped
anew in a forge or by another spell. Note that a
Dispel magic spell will have no effect. Warped
missile weapons are useless and warped melee
weapons suffer 4 to hit and inflict their minimum
damage if they hit. Metallic armors are only half as
effective and they cannot be removed unless special
measures are taken since theyre so warped. Also
note that the wearer cannot move with the armor
unless its only a breastplate. In order to affect
enchanted metal items the caster must be of a level
higher than the level of the items enchanter. (There
is a table in the Dispel magic spell about the level
that magical items are considered to be or you can
use the level depicted in the items description if
applicable). The chance is 5% per level of difference.
(Note that artifacts and relics cannot be affected by
this spell).

Alpha's Shooting Stars - (Elemental-Fire,


Conjuration/Summoning) - 6th level
Author: wrathgon@hotmail.com
Range: 5 feet per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
This spell creates glowing missiles with flaming
trails, one for each six levels of the wizard (dropping
all fractions). The victim of the spell receives no
saving throw, and suffers 4d6 damage from the
impact and 8d6 from the fiery blast that accompanies
the impact. All within 5 feet of the impact point are
also in the blast radius, but they may save for half
damage. The original intended target may attempt to
save vs. Petrification to avoid being struck. This save
is at -4 if within 20 feet and at -2 if within 40 feet. If
this save fails, he suffers as above. If he succeeds,
however, the shooting star(s) directed at him
continue on in a straight line to the extent of their
range, at which point they explode in a fiery burst as
above. Anyone else in the path of the shooting star(s)
must save as for the original intended target, or

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become the victim of the spell. If the wizard has
more than one missile, he may direct them at one or
several targets as desired. Anyone within 5 feet of the
path of the missile will suffer 2d6 (save for half) fire
damage simply from the heat of the passage of the
shooting star. The material component is a bit of
meteoric iron and a piece of igneous rock.
Antras Plane of Electricity
Elemental-Lightning) - 6th level

Casting Time: 6
Area of Effect: 10' cube/level
Saving Throw: Special
The wizard who casts this spell cleaves the next
stone object he touches, the force from his fingertips
manifesting in a spray of light and a thick, winding
crack that appears in the stone with considerable
force. The crack reduces an amount of stone to
rubble equal to the spell's area of effect, but it does
nothing to clear this rubble away. Rubble fills the
gap to a height of half that of the original wall and
sloping away from each side at about a 45 degree
angle. There is a 3 segment delay between the
magic-user's touch and the full extent of the spell's
damage, which is usually enough time for a mobile
caster to escape being crushed by his own spell. A
successful Dispel Magic during this interval period
negates this spell. If this spell is cast on a stone
floor, a fissure opens and the rubble settles quickly,
dropping the floor 1-4 feet and 1d4 damage to all in
the area of effect. Does 1d8/level to stone creature or
save vs. spell 1/2. Magical item that are made of
stone save at -4 vs. disintegration.
Material is 1000 gp diamond-tipped chisel, which
disappears at end of casting.

(Evocation,

Author:
Range: 30 yards/level
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 6
Area of Effect: Up to 10-foot square/level
Saving Throw: Special
This spell is a more powerful version of wall of force.
The spell creates an invisible, immobile barrier that
is totally unaffected by most spells, including dispel
magic. A disintegrate, sphere of ultimate destruction
or Mordenkainens disjunction spell, a rod of
cancellation, sphere of annihilation or a wand of
negation will destroy the wall. The wall is not
effected by blows (see below), cold, electricity, fire,
missiles, etc. Spells and breath weapons cannot pass
through it in either direction, although dimension
door, teleport and similar spells can bypass the
barrier.
The caster can, if desired, form the wall into a
spherical shape with a radius of up to one foot per
level or an open hemispherical shape of 1.5-foot
radius per caster level. The plane of electricity must
be continuous and unbroken when formed; if any
object or creature breaks its surface, the spell fails.
The caster can end the spell on his command.
If any creature comes in contact with the wall, or a
conductor comes in contact with a creature and the
wall, the creature takes 1d4 damage per level of the
caster, to a maximum of 20d4 damage. This damage
does not reduce the duration or other properties of
the wall in any way. Creatures not affected by
electrical damage can touch the wall without
consequence, but still cannot pass through the wall.
Creatures taking damage from the wall are allowed a
saving throw vs. spells for half damage.
The material components are a pinch of powdered
diamond worth 5,000 gp, small amber, glass or
crystal rod and a bit of fur.

Cyrene'Lhei's Immolation - (Elemental-Fire,


Evocation) - 6th level
Author: nburgoin@chat.carleton.ca
Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
At the casting of this spell, the wizard chooses up to
one creature per caster level, all within a range of 10
yards per level. The creatures must all be within a
15' cube of each other (per caster level). At the
casting of the spell, all creatures chosen burst into
flame.
The creatures each make a saving throw vs. spells,
consulting the chart below.
Creature's
Hit Die
Under 2
2 to 4
4+1 to 6+3
6+4 to 8+3
Over 8+3

Ballants
Stonesplit
(Elemental-Earth,
Evocation) 6th level
Author: wrathgon@hotmail.com
Range: Touch
Components: V, S, M
Duration: Permanent

Save failed

Save succeeded

Explode
Explode
Die
Damage
Half Damage

Explode
Die
Damage
Half Damage
No Effect

Creatures that explode are slain and leave no body


behind. They also deal 4d6 points of fire damage to
all within 10 feet of the explosion, with a saving
throw vs. spells for half damage. Creatures that die
are charred to a cinder by the flames of this spell, and

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all those within 5 feet suffer 2d6 points of heat
damage, save vs. spells for half damage. Creatures
that are listed as 'Damage' take 8d6 points of fire
damage. 'Half Damage' means they take 4d6.
The material component for this spell is a ruby worth
no less than 500 gp, which shatters upon casting the
spell.
This spell has no effect on creatures made of fire,
native to the elemental plane of fire, or protected
from fire damage. Any creature vulnerable to fire is
treated as having only 3/4 its real Hit Die for the
purposes of determining the effects of the spell,
rounded down.
Elemental
Beast
(Elemental-General,
Conjuration/Summoning) 6th level
Range: 60 yards
Components: V, S, M
Duration: 1 turn/level
Casting time: 1 turn
Area of Effect: Special
Saving Throw: None
Like all of the spells of the general elemental school
this spell have 16 different versions, one for each of
the elemental planes. With the aid of this spell the
caster can summon a beast of the elemental planes,
whose plane of origin is according to the version he
memorized that day.
If the mage memorized this spell more than once
then he can conjure several of these beasts, even
from different planes, but the more beasts he
conjures the more chance he has of losing control on
them.
As with the Conjure Elemental spell the caster must
concentrate on the beast to control them or they'll
turn on him. There is a 5% chance that the beast will
break free from his control and attack him. The roll is
made at the end of the second round and every round
thereafter. The caster can only control the beasts he
summoned or summon more beasts, if he has
memorized this spell more than once, but cannot cast
spells whose casting time is 1 round or more, or
spells of 7th level and above.. For every extra beast
beyond the first the chance of them breaking free
increases by 5%, so a mage that conjured 4 beasts
has 20% per round for every beast of it breaking free.
Note that if a beast breaks free the caster has only
50% chance of being able to dispel it.
The caster can control the beast for a range of up to
50 yards per level.
The material component is a small quantity of the
element from where the beast will come from. (I.e.
lighting for lightning beast, vacuum for vacuum
beast, etc.).
Fellstar's
Flame Arc
Invocation/Evocation) - 6th level
Author: wrathgon@hotmail.com

(Elemental-Fire,

Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: 1/2
This spell is similar to the first-level spell Burning
Hands, but is much more potent. When cast, this
spell will emit an arc of flames from the hand of the
wizard; the arc may be one of four sizes as listed on
the following table:
Arc
90 degrees
180 degrees
270 degrees
360 degrees

Range
20 feet
15 feet
10 feet
5 feet

The arc of flames will have a width of one foot,


centered on the wizard's hand, so the height of the
wizard's hand at the time of casting will determine
the height of the flames. Thus if the flames are at
waist level, it is possible to escape the effects of this
spell if lying prone. The wizard may elect to cast the
arc in a "doughnut" shape; that is, he may create an
area around himself that is untouched by the flames
(a good idea if the wizard is in the midst of a friendly
party). The radius of the hole may be any size the
wizard desires, up to half the range as given in the
table above. Anyone hit by the flames suffers 4d10
points of damage, plus 1 point per level of the wizard
(to a maximum of 4d10+20); a successful save vs.
spell reduces the damage by half. If a victim fails a
save, all possessions must save vs. magical fire or be
consumed. Obstacles block these flames, and they
will not rejoin behind the barrier. This will create
gaps in the arc; therefore, if a target is standing
behind a large enough obstacle, he will be shielded
from the flames, even if the blocking obstacle is tens
of feet away.
The material component for this spell is a chunk of
volcanic rock and a lit candle; the rock is consumed
with the casting, but the candle is not.
Fellstar's Flame Dome Invocation/Evocation) - 6th level
Author: wrathgon@hotmail.com
Range: 80 yards
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Special
Saving Throw: None

(Elemental-Fire,

This spell is similar to the Wall of Fire spell, but it


creates a dome of flames instead of a wall. The dome
has a radius along the ground of 10 feet plus 5 feet
per level of the wizard; it is 25 feet high at its peak.

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The dome must be cast so its base is resting on solid
ground. Unlike a Wall of Fire, the Flame Dome gives
off waves of heat on all sides; anyone within 10 feet
of the dome suffers 1d6 points of damage, while
those within 20 feet suffer 1d4 points of damage. In
addition, the dome inflicts 2d6 points of damage,
plus 1 point per level of the wizard on anyone who
passes through the dome (like a Wall of Fire,
creatures subject to fire will suffer more damage at
the DM's discretion, and undead always suffer double
damage). The procedures for trapping creatures with
the dome, as well as the duration of the spell, are as
per the Wall of Fire spell.
The material components for this spell are specimens
of phosphorus and sulfur, both of which are
consumed with the casting.
Fire Encasement - (Elemental-Fire, Evocation) 6th level
Author: wrathgon@hotmail.com
Range: 10 feet/level
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 6
Area of Effect: One creature
Saving Throw: Neg.
This spell encases one creature on ANY size that fails
their save. It prevents creature from attacking or
moving at all. Every round it takes 10 damage for 10
rounds. Get save every round for half damage.
The material component is a small fire inside a glass
case. During the casting the case is thrown on the
ground.
Fire Maze - (Elemental-Fire, Evocation) - 6th level
Author: wrathgon@hotmail.com
Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special

of damage, plus 1 point of damage per level of the


spell caster. If the creature passes through more than
two walls not using the doorways, they receive full
damage from any remaining walls they pass through.
Any creature that is within 5' of the outside wall of
the maze must make a saving throw. If they make it,
they are outside the effect of the maze. If they miss
they are placed in the outer most wall of the maze.
Any creature inside the maze that is close to a wall
when it first appear gets a saving throw to see if they
are moved closer to the center or moved away from
the center of the maze.
The material component for this spell is phosphorus
and a model of a maze.
Flame's Elemental Square - (Elemental-General,
Abjuration) - 6th level
Author: wrathgon@hotmail.com
Range: 10 feet
Components: V, S
Duration: permanent
Casting Time: 1 turn
Area of Effect: 10-square feet/level
Saving Throw: none
By means of this spell, the elementalist inscribes a
square into a circle. Within the square, the wizard is
protected from elementals and elemental forces but
can cast elemental spell out of the square.
The material components for this spell are a vial of
water, some dust, and burning incense, that must be
placed in three of the four corners of the square. The
wizard must blow in the fourth corner to complete
the spell.
Gayle's Beings of Mist - (Elemental-Steam,
Conjuration/Summoning) - 6th level
Author: nburgoin@chat.carleton.ca
Range: 5 yards/level
Components: V, S, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell creates a maze of opaque fire 20' high and


up to 30' square per level of the caster. There can be
3 types of mazes that the caster may use. A circular
maze, a square maze, or a garden maze. The circular
and square mazes both start at the center and work
there way out by a constant expansion to an exit. The
garden maze is square but it has walls that dead-end
or walls with only one exit from the inner section to
the next wall out. The exits are 10 ft wide and
distinguished with a dark glow around them. There is
ultimately one exit from all three mazes that the
victims can use to escape. The walls in all three
mazes are 10 ft apart and inflict 2d4 points of
damage per round. If the creature passes through a
wall not using the true door they receive 2d6 points

This spell, created by the mist-wizard Gayle Matarc,


summons forth minor air elemental beings known as
Mist Beings. The spell will conjure forth one Mist
Being per 5 levels of the caster. The beings will
perform any tasks as the caster desires, but they are
made entirely of misty vapors, and can only affect
the real world (for carrying, lifting, etc) as if they had
strength of 3. They have no real physical form to
speak of, and accomplish these physical attacks
through willpower and by strengthening the misty
form of their hands to be as solid as possible.
The Mist Beings can only be harmed by magical
weapons of +1 or better. They have 4 HD, a
movement rate of 12, but can also fly at a movement

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rate of 6, and a maneuverability class of D. Their
only attack is to attempt to force themselves inside an
individual's nose, mouth, ears, etc, attempting to stop
their breathing. This forces the individual to make a
constitution check. If the check is made, enough air
is gasped in to take only 1 point of damage. If this
check is failed, the being takes 1d4 points of damage.
This attack has no effect on non-breathing creatures.
Another option is for the mist beings to swirl around
a being, and bother it. This leaves the being with a -2
to armor class, halves his vision range, and gives him
a -1 penalty to hit and to damage rolls from the
distraction, as well as reducing movement by half.
The material component for this spell is one candle
per mist being to be summoned, each of which must
have been lit once and blown out by the caster at
some point before the casting of the spell.
Glamden's Acid Fire - (Elemental-Fire,
Invocation/Evocation) - 6th level
Author: wrathgon@hotmail.com
Range: 5 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: 10x10x5'/level cloud
Saving Throw: Special
This spell causes an acid cloud to form anywhere
within range of the spell; the cloud billows out to its
full dimensions (10 x 10 x 5 feet for each level of the
wizard) instantaneously and everyone caught inside
the
area of effect suffers 4d6 points of damage; a
successful save vs. spell reduces damage by half.
Anyone who fails the save must roll saves vs. Acid
for all possessions to avoid destruction. Immediately
after the acid cloud forms, it bursts into flames,
inflicting another 4d6 points of damage to all inside.
As before, a successful save vs. spells reduces the
damage by half; those individuals who successfully
saved vs. the acid, receive a +4 bonus to their save
vs. the fire. If this second save fails, possessions must
save vs. magical fire or be consumed (the +4 bonus
mentioned previously, does not apply to these saves).
The material components for this spell are the
intestines of a black dragon and the heart of a red
dragon; both are consumed when the spell is cast.
Glass Coffin - (Elemental-Mineral, Summoning,
Alteration) - 6th level
Author:
kingofchaos@geocities.com
Range: 50 yards
Components: V, S, M
Duration: 2 rounds
Casting Time: 6
Area of effect: 1 creature
Save: 1/2

When cast a victim must role a save vs. spell or have


one of their legs or arms start to crystallize. The first
round the spell takes effect they lose half of their HP
as they turn to crystal. The next round they get
another saving throw, this one is rolled at a -4
penalty, if they pass then the spell ends then, but they
are still half crystal and will die in 1d4 days if a
Stone to Flesh spell is not cast on the crystallized
body parts. If they fail then they are turned into a
statue of crystal, but this is not where the spell ends.
In another round the statue will explode causing
everyone in 100 ft 6d6 points of damage.
The material components for this spell are a piece of
glass
and
a
sprinkle
of
Salt
Peter.
This spell was created in the bowels of Black Bone
Keep to be used as a trap against adventuring
planeswalkers who dared enter the castle looking for
its supposed and true vault of magic. This spell has
killed many and left other wishing they hadn't set
eyes upon the gigantic black castle.
High-Speed Flight - (Elemental-Air, Alteration) 6th level
Author: wrathgon@hotmail.com
Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 6
Area of Effect: One Creature
Saving Throw: None
This spell is similar to Fly, except that the flight
speed of the recipient has the potential of being
significantly higher. The flier may take off at an
initial speed of 6", and accelerates at the rate of 1"
per round per round. Thus, the flier has a speed of 7"
the second round of flight, 9" on the third, 12" on the
fourth, 16" on the fifth, etc. The flier may choose to
stop accelerating, but then any subsequent
accelerating must start again (+1" the first round, +2"
the second, etc.). Deceleration may occur at the same
rate in reverse (-1" the first round, -2"the second,
etc.) Maximum speed possible with this spell is 670"
(Mach 1).
Fliers using this spell may attack, but at speeds above
36" this becomes difficult--a -1 to hit penalty is
assessed at 36", and another -1 is assessed for every
5" above 36". However, flying creatures gain a
double damage bonus at 36-60", triple damage at 6185", quadruple at 86-110", etc.
The material components of the spell are a flask of
kerosene, the blood of a red dragon, and a single
feather from some high-speed bird (eagle, hawk, owl,
etc.)
Ice
Bolt
(Elemental-Ice,
Conjuration/Summoning) - 6th level
Author: wrathgon@hotmail.com

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Components: V, S, M
Range: 60 yards
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
With this spell, the wizard opens a small hole in the
spatial fabric into the supernatural cold of the paraelemental plane of ice. It brings forth a shaft of solid
para-elemental ice 6 inches thick and 10 feet long
(the hole is opened for only a very brief time). This
missile hits with great force, causing 3d10 points of
damage from the impact alone. If the target saves vs.
petrification, only a glancing blow is dealt, and the
victim suffers only 1d10 points of damage. An
additional save (also vs. petrification, and at +4 if
only a glancing blow was suffered) must be made, or
the victim will be stunned for 1d6 rounds from the
force of the blow. The ice absorbs heat from the
nearby air, and this causes 1d6 points of cold damage
(no saving throw) to all within 5 feet of the bolt's
path, and within a 10-foot radius of the target
creature. The bolt shatters upon striking its target,
and the victim will suffer an additional 4d6 points of
cold damage (2d6 if only a glancing blow was
suffered). Fire-using creatures take double damage
from the cold caused by the bolt, while those
resistant to cold take none. Both types of creatures
suffer full damage from the bolt itself. Water-based
creatures in liquid form will suffer only 1d10 points
of damage from the blow, and cannot be stunned, but
they will automatically be slowed for 2d4 melee
rounds. If the target creature is struck fully (i.e. fails
the initial saving throw), then exposed items on that
side of the wizard must make a save vs. crushing
blow, and all items carried by the wizard must save
vs. magical frost. (Note also that items on the side
struck by the bolt must save at -10, due to the cold
and the blow).
The material component of this spell is a clear gem
worth not less than 100 GP.
Intoxicating Fumes - (Invocation/Evocation,
Elemental-Steam) - 6th level
Author:
Range: 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: 10' cube/2 levels
Saving Throw: Special
This spell causes a cloud of alcoholic fumes to
appear filling an area of up to 80 cubic feet (10 cubic
feet for every 2 levels of the caster, up to level 16).
Anyone within the area must make a saving throw vs.
breath weapon or become intoxicated - suffering a -4
to all ability scores and required rolls, and losing all

spell memory. However, the effect of the alcohol


fumes cause the intoxicated victim to gain a +4 to
morale and +20% to their HP due to the effect of the
alcohol on their mind and body - the fumes causing a
numbing of the senses due to the intoxication. Those
who succeed in their saving throw will suffer only
half the above effect. In both cases, for those who fail
and for those who succeed, the effect lasts 2-4 hours.
The fumes remain in place for 2-4 rounds, after
which they dissipate into the air without a trace.
The material component is a bottle filled with any
strong alcoholic beverage in it. Note that if a weak
form of alcoholic beverage, such as beer or ale, is
used then the creatures get a bonus of +1 to their
saving throws against the spell's effect.
Lightning
Travel

(Elemental-Lightning,
Alteration, Apportation) - 6th level
Author:
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This is the lightning mages version of the most
famous Teleport spell. This spell operates only in
cloudy weather. A lighting falls from the sky, striking
the recipient and then the lightning goes back to the
sky, coming down again in a different location where
it deposits the person. The point of destination must
have clouds in at least 50 radius, but if not then the
spell will carry the person to a place as close as it
can.
Although the spell cannot take a person between
planes the teleportation is without error (i.e. the
person is always on solid surface. The recipient of
this spell can take along with him 100 pounds plus 50
pounds per level of the caster above 10th.
Orko's Dragonfire - (Elemental-Fire, Evocation) 6th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
When this spell is cast, it causes a cone shaped area
of fire, originating at the wizards hands and
extending outward in a cone 30 feet in diameter and
5 feet + 5 feet per level of the wizard long. It melts
ice and causes
damage equal to the wizards hit points. The wizard
must give up 1/10 of his hp to the spell which can be
healed in normal ways. The component for this spell

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if a small golden cone (50 GP) which melts after the
spell is completed.
Protection from Elements - (Elemental-General,
Abjuration) -6th level
Author: wrathgon@hotmail.com
Range: touch
Components: V, S, M
Duration: 1 hour/h
Casting Time: 6
Area of Effect: creature touch
Saving Throw: Special
This spell gives complete protection against the
elements. The first attack of each element is
immediately canceled, with no damage incurred to
the subject of this spell. After protecting against an
element, further attacks will be handled normally.
Only one such spell can be in effect at a single time,
and subsequent castings will not affect the being,
unless the spell was negated, run out of duration, or
did it's work.
The material component is a ring with 16 different
gems, worth no less than 9,000 gp. The ring is not
lost in the casting but for every casting a gem
disappears. Each gem costs no less than 500 gp.
Quicksand - (Elemental-Dust, Alteration) - 6 th
level
Author:
Range: 10 yards/ level
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: 10' cube/level
Saving Throw: Special
When cast the spell turn rock or sand into quicksand
of equal volume. The volume is 10' cube per level of
the caster and the depth of the quick sand cannot
more than it's length or breadth (which ever is
shorter). Those in the area of effect must save vs.
polymorph to escape the area of effect (if fast
enough) or to be unaffected by the quicksand for this
round (if not fast enough to escape the area of effect).
Creatures who fail their save (Note that flyers, if they
have undamaged wings, automatically save) sink at a
rate of 5' per round and start suffocating if wholly
submerged.
If the creatures' strength (or HD if they have no
strength score) is twice the caster's then he can
escape by him self, moving at a rate of 10' per round.
The quicksand remains until dispelled or until 1-6
days have passed, in which time it returns to it's
previous form.
The material components are a handful of sand and
some water.

Author:
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.
The origins of this spell are lost in the mists of time,
but rumors persist that it used to be a priestly spell
but was adapted by mages. The spell works the same
as the famous Flesh to Stone spell except that it
changes flesh to salt.
Another difference between these two spells is that
the caster must set a condition for the spell to work,
therefore making the spell dormant until the
condition is fulfilled. The condition can be any that
the mage chooses, but only the target can fulfill it. If
the mage sets that the spell will work if a goblin is
killed then if the target kills a goblin the spell will
work. So a target can simply catch the goblin and
have others kill it to circumvent the condition but if
he kills a polymorphed goblin the condition will be
fulfilled and the spell will take effect. So, DMs this is
in your hands.
The material components are some salt and a drop of
water.
Snowstorm
(Elemental-Ice,
Conjuration/Summoning, Evocation) - 6th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 1 round/3 levels
Casting Time: 4
Area of Effect: 35 yard radius + 5 yards/level
Saving Throw: 1/2
Upon the spell's start, a heavy snow begins to fall,
inflicting 1d2 of cold damage.
Then, upon reaching the second round of action,
winds begin to whip around the effected area, and
hailstones begin to fall. All non-magical fires in the
area will be extinguished at this point, and recipients
within the field of the spell receive 1d8 of cold
damage, plus a -2 penalty to hit, due to heavy snow.
Those outside of the spell's radius will be unharmed.
Upon the third round of action, bigger hailstones fall
from the storm-riddled sky, and snow now whips at
the spell recipient's faces, causing 2d6 of cold
damage, and giving the caster's party a +3 bonus to
escape.
At the beginning of the fourth round (If the caster has
enough levels for the spell to go that far), gigantic
hailstones (roughly around 5 feet in diameter) careen
to earth, causing 2d8 of cold damage. The spell's
recipients must roll a saving throw vs. spells or be
frozen with cold and numbness for 1d4 rounds. Upon

Salt Pillar - (Alteration, Elemental-Salt) - 6th level

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surpassing the fourth round, the spell ends and the
weather returns to normal.
A saving throw vs. ice (Same as saving throw vs.
fire) may be rolled at the beginning of each round the
spell is in effect for a chance to take 1/2 damage
from the spell.
The components for this spell include a crushed
crystal's dust, worth no less than 500 gp, a clear gem
of any kind worth at least 300 gp, and a sphere
molded out of ice. All three are thrown into the air
when the verbal part of the spell is cast, and all three
are consumed by the spell.
Summon
Lightning
Shadow
(Conjuration/Summoning, Elemental-Lightning) 6th level
Author:
Range: 10 yards
Components: V, S, M
Duration: 1 round + 1 round/level
Casting Time: 6
Area of Effect: 10-foot cube
Saving Throw: None
When this spell is cast, the wizard conjures one
lightning shadow (a special type of undead) from the
Para-Elemental Plane of Lightning. The shadow
obeys the wizards commands to the best of its
abilities, and will fight for the caster. The shadow
remains until slain, turned or the spell duration
expires.
Lightning Shadow: THAC0 9; #At 1; Dmg
3d8+8; AC 1; HD 12; MV 15; SA +8
electrical damage; SD standard undead
immunities, immune to electricity; SW
turned as ghost, 2d4 damage from holy
water, double damage from water attacks;
SZ L (7 feet); INT Low (5-7); AL CE; ML
champion (15-16); XP 12,000.

start up a forge or burn things, Magman are happy to


comply when their mission involves burning many
strange and different materials (well, most materials
are new and strange to Magmen as they hair from the
little-visited Para-elemental Plane of Magma).
However, they are very much reluctant to fight and if
ordered to attack creatures more powerful than
themselves, the mage will need to contest his will
against the summoned Magman. The mage's will is
determined by an average of his Intelligence and his
wisdom (unless using Players Option: Skills &
Powers rules, for then the mage must use his
willpower - wisdom sub-ability), while the
Magmans is determined by his intelligence + his
morale rate (since Magman are a cowardly race, their
fear is as much a factor as their intelligence).
If the wizard wins the battle of wills, the Magman
will do his bidding - if not in whole heart, but should
the Magman win, the spell is broken and the creature
is loose.
Should the summoned Magman be incapable of
completing the task he was set to before the duration
of the spell ends, again - the spell is broken and the
caster has a loose Magman (a dangerous thing
indeed!) on his hands.
Unlike most summoning spells, if the spell is broken,
the Magman cannot return to his home plane. The
only way for him to return to where he was prior to
his summoning is by completing the task he was set
to or the caster banishing him.
The material component of the spell is a stone bowl
filled with burning oil and coal.
Uazzigaaelds Frigid Snowstorm - (Evocation,
Elemental-Ice) - 6th level

The material component for the spell is any small


yellow or white gem (consumed in the casting).
Summon Magman - (Conjuration/Summoning,
Elemental-Magma) - 6th level
Range: 20 yards
Components: V, S, M
Duration: 6 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell summons a Magman (PS Box Set) from
the Para-elemental Plane of Magma and binds him to
do the bidding of the caster for the duration of the
spell. Mostly summoned when a wizard wants to

Author:
Range: 10 yards/level
Components: V, S
Duration: 2 rounds
Casting Time: 6
Area of Effect: Field 40 feet long, 40 feet wide and
10 feet high
Saving Throw:
This mighty spell creates a swirling miasma of snow,
ice and howling winds in the area of effect. Nonmagical communication is impossible.
The
snowstorm also penalizes all non-magical missile
attacks within the area of effect by 4, as well as
inflicting 1d6 damage per two levels per round to all
creatures within the area of effect.
Creatures
immune to cold do not take this damage; all others
are allowed a saving throw vs. spells for half
damage. All objects must make a save vs. cold with
a +1 bonus or be destroyed.

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Vacuum Trap - (Alteration, Elemental-Vacuum) 6th level
Author:
Range: 0
Components: V, S, M
Duration: Until triggered
Casting time: 1 turn
Area of Effect: 1 room
Saving throw: None
A vacuum trap spell enables that caster to enchant a
room, chamber or large container (must be large
enough to hold at least 10 human-sized creatures)
and sucks out all of the air in it, creating a vacuum
after which the chamber must be sealed. It need not
be locked, only that it will be airtight (- the vacuum
will hold the door closed tight enough).
The trap works when the door to the enchanted
chamber is opened. The vacuum causes the air (or
water, if underwater) to be pulled in, with whomever
opened the door, or stood near. The change in
pressure hurls the traps victims into the chamber
where sharpened stakes, acid or other deadly things
may await them.
Another use for the trap is when the door to the room
is fixed so that it will open in when triggered but
once the victims are pulled in, another door will
cover the opening, and the vacuum will hold this
closed tight - preventing escape before suffocation of
the victims.
The material components of this spell are a sealed
platinum bottle, holding a vacuum inside, which is
opened upon the completion of the casting.
Volcanic Geyser - (Elemental-Magma, Alteration,
Evocation) - 6th level
Author: wrathgon@hotmail.com
Range: 240 yards
Components: V, S, M
Duration: 1 round
Casting Time: 1 round
Area of Effect: 60 yards radius
Saving Throw: None
This spell causes an area of the ground to open up
and volcanic lava to shoot from it. All those within
30 ft of the epicenter are inflicted 1d10 points of
damage for every 2 levels of the caster. Those
between 31 and 60 feet are inflicted 1d10 points of
damage for every 4 levels of experience of the caster.
The lava continues to burn for 1 turn after the
eruption inflicting 2d8 points of damage per round to
those standing or moving through the lava. All those
within 10 feet of the lava take 2d6 points of heat
damage and 1d6 points of damage for those within
20 feet of the lava.
The material component for this spell is a piece of
hardened lava and a red ruby worth 500 gp.

Wall of Magma - (Evocation, Elemental-Magma) 6th level


Range: 5 yards/level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: Special
Saving Throw: None
A combination of the more common wall of fire and
wall of stone spells, wall of magma brings forth a
wall of blazing rock, still hot and partially melted.
Essentially, a wall of cooling lava which the caster
can place anywhere between 2 rock surfaces,
adjoining them. The thickness of the wall never
changes, and will always be 1 foot thick. However,
its surface may reach up to 25 square feet per level.
Differing from its original component spells, wall of
magma radiates heat to both sides, and does not need
to be placed vertically to the positioning of the caster.
Furthermore, the damage it does is much greater: 1d6
points of heat damage to those 15 feet away, 2d6 to
those within 10 feet of the wall, and 3d6 points of
damage to all those within 5 feet of the wall.
Since the wall isnt completely solid, it is still
physically possible to walk through it, albeit with
difficulty - it is similar to walking through hardening
cement, if one can ignore the heat. All those who
attempt such a feat, without magical protections from
heat and fire, will suffer 6d6 points of fire damage.
The duration of the spell, however, greatly differs
from other wall spells, within the first 15 rounds of
the spell, the caster may decided for the wall of
magma to burn out in 1d4 rounds after the decision,
thus the wall may disappear from where it was
placed. If the wizard chooses not to, or fails to decide
on time, the wall will harden to a granite rock wall identical to the wall of stone spell.
The material components for this spell are a block of
cement made with pieces of granite and phosphorus.

7th level spells


Alpha's Shadowfire - (Elemental-Fire, Evocation,
Necromancy) - 7th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1' diameter, 5'/level long ray
Saving Throw: 1/2
This spell calls forth a seething black ray shot
through with veins of green fire. All creatures in the
path of the spell will suffer 1d4 damage per level of
the wizard, up to a maximum of 20d4. A successful
save vs. breath weapon will result in only half

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damage. A creature that is immune to fire or to
energy drain will suffer only one-half damage (onequarter if a successful save is made). If the damage
rolled exceeds a target's remaining hit points, that
target is disintegrated.
The material component is a black opal worth at least
500 GP.
Avenging Flame - (Elemental-Fire, Evocation) - 7th
level
Author: wrathgon@hotmail.com
Range: 10 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20-foot radius globe
Saving Throw: 1/2
This spell creates a fireball, with all normal effects
save one. The flame effect will not damage anything
without some sort of alignment, i.e. stones, clothing,
trees, etc, and will affect only certain alignments, at
that. The caster may choose either to "destroy" or
"protect" one alignment, for each of ethos (law and
chaos) and morality (good and evil).
An example: Daryl the mage and his party (all good)
are fighting a mixed group of orcs (evil) and
mercenaries (neutral). Because the enemies are
within the party, Daryl decides to cast an avenging
flame spell. He decides to "protect good" and lets
loose the fireball, killing or harming the orcs and
mercenaries both (all neutral or evil) and leaving his
friends unharmed. If there were also some good
creatures Daryl wanted dead (BAD Daryl!) he could
have restricted his protection to Neutral Good
(leaving the neutral goods alive and ALL other
alignments dead or harmed).
Another example: Later on, Daryl (Neutral Good)
and his party (Lawful or Neutral Good) come across
some helpless peasants (Lawful Neutral) as they are
being attacked by some Gith pirates (Chaotic
Neutral). While the rest of the party charges to attack
the pirates, Daryl stays behind and lets loose another
avenging flame. He knows that the peasants are
neutral, and the Gith aren't evil, so a spell affecting
Neutrals only ("destroy neutral") would fry the
peasants, and one leaving Neutrals untouched
("protect neutral") would leave the Gith alone. But
the only chaotic targets are the Gith. He restricts the
spell to Chaotics only ("destroy chaos") and fries the
Gith, leaving their silver swords (and their clothing,
and the peasants) unharmed.
The wizard always has the choice of not affecting
ethos (good and evil) or morality (law and chaos),
but must always affect at least one (the mage may
decide to protect lawful goods or destroy chaotic
evils, or (s)he may decide to protect good alignments
only or destroy chaotics only). When the choice is
made to "protect" an alignment, the resulting fireball

will affect every alignment *except* the named one.


When a wizard chooses to destroy a certain
alignment, *only* that alignment will be harmed by
the spell. In no case will the spell ever affect the
wizard (exceptions: spell turning, DM's discretion,
space hamsters with new and heretofore unknown
powers of reflection, etc).
The material components are a pinch of sulfur and a
holy symbol (which is not consumed; any god's will
do).
Beris Prismatic Armor - (Elemental-Radiance,
Abjuration, Conjuration/Summoning) - 7th level
Author: nburgoin@chat.carleton.ca
Range: 0
Components: V, S
Duration: 5 rounds + 1 round/level
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
This spell creates a colored aura around the caster.
Only one color can be used at any given time. With
the order of Red-Orange-Yellow-Green-Blue-IndigoViolet, Should the caster not choose, it will start with
red. Any round where caster doesn't concentrate on
the spell the aura will progress one color along the
spectrum (and from Violet to Red). If caster
concentrates (spellcasting disrupts concentration,
although the caster can still move and attack), can
choose which color surrounds the caster for that
round, even making the spell only create one color
for it's entire duration.
Each color aura protects against something different,
and has a weakness. Should the caster be exposed to
that which negates his current aura, that weakness
will cause the given aura to vanish from the spell,
and it will be skipped from then on and cant be
chosen thereafter. If all 7 auras are diffused, the spell
ends.
Red: complete protection (no damage) from nonmagical missiles. Weakness: Cone of Cold.
Orange: complete protection from magical
missiles. Weakness: Gust of Wind.
Yellow: stops all poisons, gasses, and petrifaction
attacks. Weakness: Disintegrate.
Green: stops all forms of breath weapons.
Weakness: Passwall.
Blue: stops all location/detection spells and
mental attacks. Weakness: Magic Missile.
Indigo: stops all new magical spells from
affecting the caster (even his own). Weakness:
Continual Light.
Violet: stops all kinetic attacks - is a force field
(although won't stop things like a cone of cold, or
a ray of enfeeblement). Weakness: Dispel Magic.
Braduck's Spontaneous Human Combustion (Elemental-Fire, Evocation) - 7th level

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Author: wrathgon@hotmail.com
Range: 10 yards/level
Components: V, S, M
Duration: instantaneous
Casting Time: 5
Area of Effect: 30' radius
Saving Throw: Special
This powerful spell causes the creature that the spell
is centered on to erupt in a fiery explosion that
completely destroys them. If the creature that the
spell is centered on makes their save, there is no
effect. But if they fail their save, the explosion is
equal to an 8d8 fireball. All creatures caught in the
area of effect of the fireball can save for half damage.
Only a resurrection or wish spell can bring the
exploded creature back. The material component of
this spell is a small doll covered in sulfur and bat
guano and a ruby worth 1000 gp.
Create Lava - (Elemental-Magma, Summoning) 7th level
Author: wrathgon@hotmail.com
Range: 100 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 30' square/level, 5 feet high
Saving Throw: none
This spell makes a square of molten Lava to appear
in the area of effect. Every round creatures are in
Lava takes 30 damage unless protected from fire then
takes 15. Movement is 1/2 in lava and if under need
thing to breath. Material components are Harden
Lava, 5 live fire snakes, 1 Red Dragon Scale. All
components are consumed in the casting.
Cyrene'Lhei's Fireshove - (Elemental-Fire,
Alteration) - 7th level
Author: nburgoin@chat.carleton.ca
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special
This spell weakens the dimensional integrity between
the prime material plane and the elemental plane of
fire, and more specifically, does so next to the
creature chosen by the caster. The caster points at
the creature, and the creature must then make a
saving throw vs. spells. If the creature fails, it is
given a one-way shove into the plane of elemental
fire, and most likely killed (as per the DM's desires,
and the abilities of the creature). In any case, the
spell provides no way back, and such creatures can
usually at least be counted on as not returning any

time soon after the casting of the spell. If the


creature makes its save vs. spells, it is not shoved
into the plane of elemental fire at all.
In either case, the dimensional weakening allows
tendrils of flame and heat to break through to the
prime material plan. And all those within 5 yards of
the target (including the target itself should it make
its save and remain on the prime material plane) will
take 3d8 points of fire damage. All creatures except
for the target gaining a saving throw vs. spells for
half-damage.
The material component for this spell is a gold
gauntlet, made to fit the caster's hand, worn while
casting. It is not consumed in casting, however, the
caster must also have a ruby worth at least 250gp,
which he holds in the gauntlet wearing hand, and
which he crushes to dust upon casting the spell.
Fellstar's Flame Fog Invocation/Evocation) - 7th level
Author: wrathgon@hotmail.com
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 40x20x20' cloud
Saving Throw: 1/2

(Elemental-Fire,

This spell creates a fog resembling that produced by


a Cloudkill spell. The cloud may be created up to 10
yards away, and moves 10 feet per round as directed
by the wizard; strong winds will move the cloud in
the other direction, but will not disperse it, nor will
they move the cloud back towards the wizard. Thick
vegetation will break up the cloud in 3 rounds. The
fog itself is not harmful, and has no other affect
besides obscuring vision. During any round after the
spell is cast, the wizard may ignite the fog with a
single word. When this is done, the entire fog cloud
becomes a roaring sheet of flames inflicting 5d10
points of damage, plus 1point per level of the wizard
(up to a maximum of 5d10+20) to those caught
inside. A successful save vs. spell reduces the
damage by half. Those victims who fail their saves
must roll for all their possessions vs. magical fire;
those items that fail their saves are destroyed. If any
type of fire comes into contact with the fog cloud, it
ignites immediately; if a Fireball, or similar spell, is
cast into the cloud, the damage inflicted is
cumulative, and a saving throw for each effect must
be made separately.
The material components for this spell are several
strands of hair from a cloud giant, and the scales of a
red dragon; all components are consumed when the
spell is cast.
Fire Globe - (Elemental-Fire,
Alteration) - 7th level
Author: wrathgon@hotmail.com

108

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Range: 0
Components: V, S, M
Duration: 10 rounds
Casting Time: 3
Area of Effect: 10 feet/level
Saving Throw: 1/2
Only a Fire Elementalist can control the power of
this spell. If any other casts it they are burned from
the inside out with no save. When cast a portal opens
into the Hottest place on the Plane of Fire and fire
rushes out. Then the Fire Elementalist shapes into the
globe. All in area of effect are affected and take 5d6
every round with a save for half every round for 10
rounds. Also a save vs. death is roll or they burn up.
Cast must make this save also. The caster takes
damage too and ANY protections from fire are
negated for the caster only. Movement in globe as
followed: 10' from caster 1/4 MV, 30-40' 1/3 MV,
50+' 1/2.
The material components are the caster's finger (it
disappears when the spell is cast), a lock of caster's
hair, and ruby worth 5000 gp that has been to the
hottest place on the fire plane.
Fire Hurricane - (Elemental-Fire, Evocation) - 7 th
level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: 2r/level
Casting Time: 7
Area of Effect: 30 feet radius
Saving Throw: special
This spell causes a hurricane of fire to come around
the caster. Any 1 or 2 HD monsters in area of effect
are slain. Others are pulled into the hurricane and
must save or get knocked out by flying objects.
Creatures in the hurricane take 3d6 points of fire
damage every round and can save vs. breath to get
out. The storm will burn any burnable material and
anything who comes in 10 feet will start to get pulled
(save vs. spell). The storm is 2 feet/level high and
caster is in the eye of the storm. Caster can must at
half movement or cast other spells without losing
spell. Up to one man-sized/level can be held in
hurricane or one large creature/ 2 levels.
Flame Chase - (Elemental-Fire, Evocation) - 7 th
level
Author: wrathgon@hotmail.com
Range: 90' + 30'/level
Components: V, S, M
Duration: 2 rounds + 1round/level
Casting Time: 3
Area of Effect: special
Saving Throw: 1/2

Upon casting this spell, the wizard causes several


paths of paths begin to pursue all opponents in the
area in order to engulf each of them in a column of
flames. The spell creates one 3 wide path of flame
for every 2 levels, max of 6. The paths begin 3' away
from caster and travel straight toward any foe on the
ground that the mage is aware of and who are in
range of spell. The MV is 24 and can travel across
any horizontal surfaces except water, snow, ice, and
other wet surfaces.
The fire does not need
combustible materials to travel. When the path
catches its target, the victim will be engulfed in a
column of flames that causes 3d6 damage
immediately and 1d6 damage per round for the
remaining of spell. The flame path and column
continues to follow burning victims until the spells,
is dispelled, or crosses the above surfaces. Any items
in path or on person burning must save vs. magical
fire each round. Can climb 45 degrees, as long as the
surface is wind enough to take path's width. Victims
able to outdistance the pursuing flames and are in 10
feet at the end of the round get a flame jumping at
them doing 6d6. Only happens if MV is greater that
24 or there is an obstruction. Items save vs. fire at -2
with this last jump of the spell. Rolls separate
initiatives for each flame path. Unintended victims
caught in flame's way take 1d6 as long as in path.
Any incidental fires causes by the spell are
considered non-magical for the purpose of saves and
may not be dispelled.
The material components are a small pouch filled
equally with sulfur and coal dust, a live caterpillar,
and a live firefly. The material components are
consumed in the casting.
Gem Swirl - (Alteration, Elemental-Mineral) - 7th
level
Author:
Range: 60 yards
Components: V, S, M
Duration: 1 round/2 levels
Casting Time: 1 round
Area of Effect: Special
Saving Throw: 1/2
After this spell is cast all the gems within a 60 yard
radius of the caster will separate themselves from
their places, unless stuck with universal solvent
(DMG page 240), and start swirling, causing anyone
inside the area to suffer damage.
For every 5 gems, or a fraction thereof, the area they
swirl in has a radius of 5'. It has been noted that this
spell also affects crystal and glass baubles, although
every 10 of these are equal in effect to 5 gems. The
gems cause any creature inside the area 4d4 points of
damage every round. All creatures in the area are
eligible to a saving throw in order to sustain only half
damage. Once the spell ends all the gems return to
the locations they were in before the spell was cast,

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as if nothing happened and they never left their place
(including gems that were embedded in weapons and
jewelry). Should no gems be present in the area
during the casting the spell, the magic will be
nullified.
The material components for this spell are the gems
and baubles that are affected by it.
Healing Flame - (Elemental-Fire, Abjuration) - 7 th
level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S
Duration: 1 round
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
ONLY a Fire elementalist can cast this spell. ANY
damage taken in the round this spell is cast and the
following round by fire or heat adds to caster's hit
points if he makes his save. If he fails, even if
immune to fire takes FULL DAMAGE WITH NO
SAVE!!!!. Only spells cast by others will the caster
get healing from. Also the casters HP can go past
max to double him normal max. The extra hp will
remain for 10 rounds.
Kyrells Explodet - (Evocation,
Lightning) - 7th level
Author:
Range: 50 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: 5 radial yards/level
Saving Throw:

Elemental-

Kyrells most dangerous spell, Kyrells explodet is


famous for its use in the destruction of the Tower of
Lundurran in central Matango by the Kyell-minati.
Kyrell and several of his most powerful aides
levitated above the tops of the trees and bombarded
the elven fortress-cathedral for three hellish minutes.
When they were finished, the magically protected
stone citadel was cinder.
This spell, a very powerful lightning version of
fireball, differs from that spell in numerous ways.
First, the spell does not include any sort of warning
the spell is cast and the area of effect is filled with
superheated air, sparks, electrical energy and
crushing force. Second, the spell has far superior
range and area of effect. Third, the spell must be cast
at the ground and cannot, say, be cast to attack a
flying opponent.
The spell does not manifest as an explosion similar to
that of fireball. Rather, it is a hemisphere of blazing
fire, energy and force that quickly grows to
encompass the area of effect then collapse on itself,

creating a huge plume of superheated oily smoke that


smells of ozone and ash. Creatures caught in the area
of effect take 20d4 damage, with a saving throw vs.
spells allowed for half damage. Of course, creatures
immune to electricity take no damage. Structures
must save vs. crushing blow at 4 or be ruined and
vs. magical fire at 8 or catch fire (or melt, as befits
metal, stone, etc.).
Lode
Avalanche
(Elemental-Earth,
Conjuration/Summoning) 7th level
Author: wrathgon@hotmail.com
Range: 60 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: 20 yard radius
Saving Throw: 1/2
Created by an unknown mage long ago and found in
a recent spellbook, this spell is tried and true,
inflicting massive damage to all targets within the 20
yard radius.
Gesturing his hands skyward and then pointing at the
desired Area of Effect, the caster summons a
rainstorm of giant lodestone boulders, crashing into
ground zero, causing 1d2 damage for the first
boulder, 1d4 for the second, 1d8 for the third, 2d8 for
the fourth, 4d8 for the 5th, etc. The caster gets to rain
4 boulders upon recipients at first use of the spell, but
gains an extra boulder for every 3 experience levels
past level 7 (Maximum 7 boulders). The damage
really adds up this way!
Targeted creatures, if failing the saving throw, must
make a dexterity check at -4 or be temporarily
stunned for 1d4 rounds, due to the effects of the
massive impact. Also, any recipients wearing metal
armor receive a +3 AC penalty due to dents. But, if
the first saving throw rolled (The one for half
damage) was successful, the character only takes 1/2
damage, and does not gain any AC, get stunned, etc.
The material components for this spell is a crystal
magnet, and an amount of smoky glass orbs equal to
the number of boulders intended to fall on the
targeted area, worth at least 10 gp each. The glass
orbs are thrown into the air at the beginning of the
spell, and then the caster throws the magnet straight
into the ground, invoking the falling boulders. The
orbs are consumed by the spell, as is the magnet, but
there is a 50% chance that the magnet may remain
after the spell is cast.
Object to Ash (Elemental-Ash, Alteration) - 7th
level
Reversible
Range: 5 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 4

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Area of Effect: 1 object
Saving Throw: Neg.
The caster shoots from his hand a black ray and aims
it a single object within 5 yards per level of his. The
item so struck must save vs. disintegration at 2 (note
that it doesnt matter if its being wielded or not) or it
will turn into ash. The spell may seem similar to
disintegrate but it can only affect nonliving material
and is reversible. The caster can affect a single object
whose volume does not exceed 5 cube per level of
the caster but the material can be anything, it doesnt
affect only objects that can be burned down so even
metal an be affected.
The reverse Ash to object will cause a pile of ash to
return to its former shape, including items that were
destroyed using this spell.
The material components are a pinch of ash and a
Zombies bone.
Pilpin's Ravaging Spheres of Fire - (ElementalFire, Evocation) - 7th level
Author: wrathgon@hotmail.com
Range: Special
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: One 3' radius sphere/level
Saving Throw: Neg.
This spell is an enhancement of the second-level
spell Flaming Sphere. The spell creates one burning
globe of fire per level of the wizard. The globes all
appear within 30 yards of the wizard and roll in
whichever direction the wizard points, at a rate of
200' per round. The spheres can roll over any
obstacle, even a city wall. Combustible substances
are ignited by contact with a sphere. Creatures
contacting a sphere must successfully roll a saving
throw versus spells or suffer 2d4 hp of damage.
Those within five feet of a sphere must also save or
suffer 1d4 points of damage. A successful saving
throw means no damage is suffered.
The spheres move in the direction the wizard directs,
otherwise the spheres will wander aimlessly. Spheres
can be extinguished by the same means as any
normal fire of their size. The surface of the spheres
has a spongy, yielding consistency and does not
cause damage except by its flames. It can not push an
unwilling creature aside or batter down large
obstacles. If the spell is unleashed on a large source
of easily combustible material (such as a city of at
least 50% wooden buildings or a dry forest) there is a
25% chance that a firestorm will start. A firestorm
will burn out of control for many days until at least
90% of the combustibles are burned. It will also be
so hot that it will melt soft metals and crack thin
stone walls.

The material components are a pinch of sulfur, a bit


of tallow, a dusting of powdered iron, and a live fire
dwelling/using creature, such as a fire beetle or fire
bat, which must be slain during casting.
Pyros'
Emblazonment
Enchantment) - 7th level
Author: wrathgon@hotmail.com
Range: 30 feet
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Neg.

(Elemental-Fire,

Pyros' Emblazonment dispels any and all fire


resistance (natural immunity, fire shields, elemental
aura's, rings of fire resistance, resist fire, endure heat,
protection from fire, etc...) presently on the targets
and twists the magic to make them especially
susceptible to fire magic such that they take +1
damage per die of damage rolled. It will not work to
enhance the fire damage on a person who is not
protected against fire magic, as it requires the energy
of the previous dweomer to twist. An odd twist to
this magic is that the more powerful the spell
protecting the person, the less likely it is to ward off
this magic as it is usually even more focused on fire
protection than normal. As a result, for every three
levels of the spell protecting a person, he gets a -1 to
his save (thus, a 4th level fire shield would give a -2
penalty). This will not work against such magic as
Minor globe, etc.; it only affects fire preventive
magic.
Seeker - (Elemental-Magma, Evocation) - 7th level
Author: wrathgon@hotmail.com
Range: 300 feet
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: 20' radius
Saving Throw: 1/2
This spell follows a chosen living target that is in the
range of spell. If mage does not say which target, it
goes after a random target. The ball of fire flies at 15
and will explode on contact on a hard, solid object or
living being. It looks like a 3' diameter ball of liquid
lava.
When contacts does 1d6+1/level (Max
15d6+15).
Material components are Bat crap, Sulfur, Arrow of
Seeking.(not used up)
Smoke
Screen
(Elemental-Smoke,
Invocation/Evocation) - 7th level
Author:
Range: 70 yards
Components: V, S, M

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Duration: 2d4 rounds + 1 round/3 levels of the
caster
Casting Time: 6
Area of Effect: Special
Saving Throw: Neg. (see below)
Causing a large area to be immediately filled with
smoke, smoke screen limits both vision and
infravision to a range of 2d4 feet within the smoking
area. Furthermore, the spell utterly prevents the
working of true sight spells in its area of effect.
All creatures in the affected area, besides the visions
limitations, must also save vs. Breath Weapon and
save vs. Death Magic.
Failing the Breath save causes 6d6 points of damage
from choking, and success reduces damage by half. A
successful save vs. Death will result in coughing for
1d4 rounds which prevents any action in those
rounds short of running at quarter speed out of the
smoky area. Failing the save results in 2d4 rounds of
blindness. Every 4 rounds in the spells area of effect
will mandate another save vs. Death. Note that
creatures who dont breath will not be affected by the
smoke, but will still be hindered by the spells affects
on vision.
The material component for this spell is the eye of a
Beholder that must be burned during the casting of
the spell.

spell or its reverse is being cast. Furthermore, 500 gp


worth of powdered bloodstone is required for the
Water to Blood spell, and 500 gp worth of powdered
aquamarine is required for the Blood to Water spell.
Both are consumed in casting.
The reverse of the spell, Transmute Water to Blood
has two uses. Either to undo the effects of a
previously successful casting of the Blood to Water
spell (it does not restore life, however, just turns the
body of water back into a body of blood). Or
transform one 10-foot cube of water per caster's level
into an equal amount of blood from the same type of
creature as the caster himself. Creatures made of
water hit by the Water to Blood spell gain a saving
throw vs. spell, or receive 1d6 points of damage per
caster level, success meaning half-damage.
Uazzigaaelds Deathly
Elemental-Ice) - 7th level

Cold

(Evocation,

Author:
Range: 10 yards/level
Components: V, S
Duration: 2 rounds
Casting Time: 7
Area of Effect: Field 40' long, 40' wide and 10' high
Saving Throw:

Transmute Blood to Water - (Elemental-Water,


Alteration) - 7th level
Author: nburgoin@chat.carleton.ca
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Neg.

This spell is one of Uazzigaaelds two spells that do not


penalize missile fire within the area of effect. This
spell drastically lowers the temperature in the area of
effect, inflicting 1d8 damage per two levels per round
to all creatures within the area of effect. Those
immune to cold do not suffer this damage; others are
allowed a save for half damage. Objects must save vs.
cold with a 2 penalty or be destroyed.

This spell, one of the few nefarious spells created in


the history of the Blue Guild of Raan, strikes at the
blood of a living being and attempts to magically
turn the blood into water, thereby killing the creature.
The creature gains a saving throw vs. spells, and if
they make their save, they instead take only 1d6+1
points of damage from the small minute amounts of
blood that did change into water. A creature killed by
the Blood to Water spell cannot be brought back to
life by most means unless the water is somehow
turned back into blood, either through the reverse of
this spell, a Limited Wish, or a Wish spell. A Raise
Dead will not suffice, though a Resurrection spell
will.
Another version of the Blood to Water spell would
turn 10 cubic feet of non-living blood (blood not in
the veins of a creature) into fresh or salt water (as
desired by the caster), with no saving throw required.
The material component for this spell is a drop of
water and a drop of blood, regardless of whether the

Vacuum
Bubble
(Invocation/Evocation,
Elemental-Vacuum) - 7th level
Author:
Range: 30 yards
Components: V, S
Duration: 1 round
Casting time: 4
Area of Effect: 1 creature
Saving throw: Neg.
A powerful attack spell, vacuum bubble causes a
sphere empty of matter to form around a single living
target. The target then must save vs. death magic at
-2 penalty or blow up, as the particles which make up
his being begin breaking up into gas, and then into
plasma. The visage is horrifying, as one actually sees
the victim of the spell break up in seconds, and after
the round of the spell, the bubble breaks and out of
the air falls a pile of gray colorless dirt and some
gases.

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Beings under the effect of temporal stasis, statue
spells and the like are unaffected by a vacuum bubble
spell.
Wind Tunnel - (Elemental-Air, Alteration) - 7th
level
Author: wrathgon@hotmail.com
Range: 0
Components: V, M
Duration: 1d10 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
By use of this spell, the wizard creates a cylindrical
tunnel of wind ten feet directly in front of the wizard,
ten feet in diameter, and stretching 10 feet per level
in length. As long as the wizard maintains
concentration on the spell, the tunnel's primary
section will be under the wizard's control. Once
concentration is broken, however, it cannot be
retained, and the tunnel will move and grow in a
random fashion for the spell's duration, which cannot
be shortened. The tunnel is capable of moving 10 feet
per round and growing at both ends at the same rate.
If it splits into parts due to this movement, it will
grow at all loose ends for the duration of the spell.
The wizard and designated friends may pass through
the controlled tunnel unscathed. Others, however,
must make Strength checks to avoid being pulled into
the tunnel, make melee attacks at -2, and may take a
point of damage per round from loose sand, dirt, or
pebbles. While in the tunnel, missile and hurled
attacks are made at -5. Such attacks through the
tunnel "skin" are next to impossible. Note that the
wizard may walk, communicate non-verbally, and
still maintain control, however if the wizard is hit or
distracted, then control is lost.
The material component for this spell is a fan.
Xanezibar's Baneful Bloodfrost - (Elemental-Ice,
Alteration, Necromancy) - 7th level
Author: wrathgon@hotmail.com
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg.
This dangerous spell allows the caster to actually
freeze a victim's vascular system (heart and blood
vessels) from the inside out. The process is difficult,
however, and requires that the caster stay in contact
with the target for the full casting time of the spell; a
target who makes its saving throw vs. spell has
avoided the caster's icy touch and broken the spell.
Note that "contact" need not be skin-to- skin. A
caster wearing gloves is still able to deliver the spell.

If the victim fails its save, it dies instantly, as its


veins and heart freeze solid. Undead and those
creatures without vascular systems suffer no damage
from the spell regardless of saving throw, although
puddings, jellies and so forth are affected as if under
a slow spell. However, most wizards dare not cast
bloodfrost on puddings and their cousins, as the
caster must physically touch the target for the spell to
take effect, and most such creatures secrete deadly
acids as part of their attack routines. Xanezibar's
baneful bloodfrost actually repairs ice golems and
other magical constructs made of ice, healing 3d8+3
hp or structural points.
The material component for the bloodfrost spell is a
small, faceted ruby (worth no less than 100gp) frozen
in a ball of ice.

8th level spells


Air Burn - (Elemental-Air, Elemental-Fire,
Alteration, Evocation/Invocation) - 8th level
Author: wrathgon@hotmail.com
Range: 200 yards/level
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 10' radius/level
Saving Throw: Special
This spell burns all the oxygen out of the area effect.
A 15d6+15 fireball explodes in the area. And for 3
rounds there is no air in the area if cast outside.
Every round in area makes save vs. breath at -3. If
the Constitution score is more than 14 he gets a +1,
16-17 +2, 18 +3, 19+ +4 or pass out. If cast in an
area where air is not circulated, it lasts 10 rounds.
The blast can be as small as a fireball or max area
caster chooses.
The material component must be a piece of metal
melted by Red Dragon Breath, a Piece of Fire Plane,
or a Piece of Fire Elemental.
Airball - (Elemental-Air, Evocation) - 8th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Casting Time: 3
Duration: Instantaneous
Area of Effect: 10' diameter sphere
Saving Throw: None
Then this spell is cast, a boulder-sized sphere of air
under incredible pressure is created within a 100
radius of the caster. If the cast in the air, the ball falls
toward the ground. If it has fallen 20 feet or more,
the ball breaks into eight separate blast of wind upon
striking the ground, each equal to a gust of wind spell
in all respects (winds of 30 MPH) and each blowing

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in one of eight compass directions from the point of
impact. In addition, the winds stir up all local dust
and dirt for 1d4 rounds, limiting all vision to 10 in
their areas of effect. If cast in desert area, damage is
1d10 and 1d6 the second round. The ball is a stormy
blue in color and cannot be moved, if it fails to burst,
once it touches the ground. The ball is stationary and
permanent until broken. The sphere is AC 6; any
damage will penetrate its sensitive surface and set it
off, although touching or pushing on it won't do so.
Material is open air at lest 100x100x100 area
Braduck's Fire Cage Conjuration) - 8th level
Author: wrathgon@hotmail.com
Range: 60 yards
Components: V, S
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: 10' cube
Saving Throw: Special

(Elemental-Fire,

This spell calls forth fire from the elemental plane of


fire to surround a creature in the form of a cage. The
cage is solid to the touch and the bars give off no
heat, but its true power is seen when the imprisoned
creature tries to escape. If the cage is touched, it
inflicts 2d10 points of damage with no save. If the
creature inside tries to teleport or dimension door
through the cage, it inflicts 1d8 points of damage per
level of the caster. The cage can only be destroyed by
a disintegrate spell or an extinguish spell.
This powerful spell can also be used in conjunction
with a firetrap or explosive runes spell. The creature
gets a save vs. the first spell, and if they are
successful they get a save verses the fire cage. If the
save verses the cage is made, the cage does not come
into existence. But the creature that triggered the
spell takes double damage from the first spells
effects. If the save verses the fire cage is failed the
cage comes into existence. If the save against the first
spell is failed the creature gets no save verses the fire
cage.
Braduck's Fire Grasp Evocation) - 8th level
Author: wrathgon@hotmail.com
Range: 10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None

(Elemental-Fire,

This spell works very similar to Bigby's Grasping


Hand. Not only does it disable your opponent and
slow their movement, but it also damages them with
fire. The hand inflicts 2d4 points of damage each
round to the held creature and 1d4 points of damage

to all creatures within 10 feet. The hand can be


brought down with a successful dispel magic spell.
The hand has an armor class of 0 and has the casters
hit points. The material component is a glove
covered in sulfur.
Conjured Delayed Fireball - (Elemental-Fire,
Conjuration) -8th level
Author: wrathgon@hotmail.com
Range: 10 feet/level
Components: V, S, M
Duration: 1 round/3 levels
Casting Time: 8
Area of Effect: special
Saving Throw: None
This spell opens a portal to the elemental plane of
fire for a number of rounds. While the portal is open
it is open at the center of a fireball. The fireball does
15d6+15 and on the next round the portal opens and
the plane spill out to fill any empty space at a rate of
70 feet a round. Any in area of effect must save vs.
death or be vaporized unless protected from fire. If a
save is successful the creature takes 5d6 points of fire
damage. Every round a save vs. death must be made.
Material is fire from fire plane.
Cyrene'Lhei's Pyric Ring - (Elemental-Fire,
Evocation) - 8th level
Author: nburgoin@chat.carleton.ca
Range: 0
Duration: Instantaneous
Components: V, S, M
Casting Time: 8
Area of Effect: 5' radius/2 levels
Saving Throw: 1/2
This spell causes a blazing ring of fire to issue forth
from around the caster, who holds her arms out at her
sides to form the ring. The ring then flares off,
growing, in a perfect circle, and lashes out to the full
area of effect. The ring itself is as tall as the caster,
but never actually touches the ground.
All in the path of the ring take 1d8 points of damage
per 2 levels of the caster (Maximum of 10d8), but
any 1s are re-rolled (thus damage is 20-80 points).
Those making successful saving throws vs. spell take
only half damage.
Further, all objects in the path of the pyric ring's
wave must make saving throws vs. magical fire or be
destroyed. Even if they make the save, they will at
least be singed. Creatures who fail their saving
throws must make item saving throws for all of their
equipment vs. magical fire.
The pyric ring will stop if it hits walls that succeed in
their saving throw, or any impassable barrier,
forming a 'wedge' of safety behind it. Otherwise, the
ring will expand to its maximum range. There is an
'eye' in the center of the ring that is under the control

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of the caster, but can be up to 1 ft in radius per 2
levels of the caster, thus the caster's companions
might not be harmed.
Note that this spell is particularly nasty if cast in a
forest.
The material component for this spell is a golden ring
large enough to be placed on the caster's head as a
tiara. It must also contain any number of red-hue
gems worth 200 gp in total.
Dripping Flesh - (Elemental-Ooze, Alteration)
8th level
Author:
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.
One of the most powerful touch-attack spells,
dripping flesh causes the targets body to become a
jelly-like substance and ooze away in 1d4 rounds.
Unless the victim saves and the spell is thwarted, the
change is permanent and will result in the targets
death unless a limited wish is cast within the 1d4
rounds he is oozing away. Otherwise, only a carefully
worded wish spell will return the victim to life.
The material component for this spell is a living
piece of ooze (MM pages 276-279) in a closed
container.
Fellstar's
Flame
Jet
(Elemental-Fire,
Invocation/Evocation) - 8th level
Author: wrathgon@hotmail.com
Range: 10 yards/level
Components: V, S, M
Duration: 1 round/5 levels
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
When this spell is cast, a jet of flames shoots forth
from the wizard's hand; this jet is 5 feet wide and has
a length of up to 5 feet per level of the wizard (the
wizard may vary the length from 1 foot up to the
maximum range). The jet travels in a straight line and
is blocked by normal obstacles (i.e. stone, metal,
etc.). If the jet is blocked, it will it will not rebound,
but may flow around the barrier if it is small enough
(less than 5 feet across). Anyone struck by the jet
suffers 1d10 points of damage per two levels of the
wizard (up to a maximum of 10d10). A successful
save vs. spell reduces the damage by one half. If this
save fails, all possessions must save vs. magical fire
or be consumed. The flames from this spell will melt
ice and ignite wood on contact. They are able to melt
a hole in a Wall of Ice in a single round (though they
will not destroy it), and can bring down a Wall of

Fog instantly; other wall spells are not affected by


this spell. The jet will remain in effect for one round
for every 5 levels of the wizard, up to a maximum of
4 rounds. A single creature must be chosen as the
target for the jet (but others may be struck if they are
in the path of the flames) and a new target may be
selected each round the spell is in effect. If the
wizard chooses, two jets (one from each hand) may
be employed instead of one; if this is the case, range
and damage are halved (in some cases, one jet will
do one more die of damage than the other). A
separate target may be chosen for each of these jets
each round they are in effect. At the beginning of
each round the spell is in effect, the wizard may split
a single jet in two, or may combine two jets into a
single one.
The material components for this spell are a
powdered ruby and a powdered fire opal, which must
be worth a least 500 GP together. The powdered
gems are mixed together in the hand(s) of the wizard
at the time of the casting; all material components are
consumed with the casting.
Fire Gem - (Elemental-Fire, Abjuration,
Evocation) - 8th level
Author: Douglas Murray <solauren@yesic.com>
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: One gem
Saving Throw: None
This spell requires an expensive gem. The value of
the gem depends on the number of spell levels that
will be cast into the gem. The gem's value must be
1000 GP per spell level of the spell or spells
(cumulative). This spell causes a gem to have a flame
appear at the center. The flame has no real
significance other than that the gem is ready to
receive spell(s). After a spell is cast into a gem it can
be called forth in one tenth of a round. The spell will
act at the level it was cast into the gem. The gem will
decay by 100 gp each time a spell is released. Spell
can be held inside gem for one day per level.
The total spell levels that is going to be placed into a
fire gem must be equal to or less than the wizard's
level. So a 18th level wizard could place 18 spell
levels into the gem. If permanency is cast on the gem
each spell can be used 1/day. Note that the gem still
decays, so after some time the gem will disappear.
Flaming Wheel - (Elemental-Fire, Invocation) - 8 th
level
Author: Douglas Murray <solauren@yesic.com>
Range: 0
Components: V, S, M
Duration: 2 rounds / level
Casting Time: 8

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Area of Effect: 20' radius
Saving Throw: 1/2
By using this spell, the caster is able to destroy any
object within the 20-foot radius of the flames. All
people in the area must make a successful save or
take half damage that round, and additional rounds
that the victim(s) are in the round causes the next
save to have a +4 penalty. Anyone in the area takes
1d10 damage per level of caster (up to 16d10)*. Any
none living objects make a saving throw vs. Magic
Fire or become dust. The caster acts as the center
point for the wheel of fire and cannot move or be
distracted, if he is the spell puffs up in smoke causing
blindness for 1d4 rounds to everyone within 40 feet
including the caster, unless characters pass saving
throw. The smoke lasts only 1 round.
Material components for the spell are flammable oil
in a glass flask (oil is magically burned in the flask
during the spell and must be replaced after each use).
Original Source: Unknown
Flashburn - (Elemental-Fire, Evocation) - 8th level
Author: wrathgon@hotmail.com
Range: 20' + 10'/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
This spell causes a stunning burst of fire to explode
around the victim. Such is the suddenness of this
burst that any creature so struck must make a save vs.
paralyzation or be stunned for 1d6 rounds. While this
explosive shock is intense in the extreme, it is also
confined so that others even within a couple of feet
of the victim will receive no damage. All items on
the person of (or being touched by) the victim must
save vs. Magic fire or be destroyed. The individual
graced by this spell will receive 1d6 (counting all
ones as twos) of damage per level of the wizard(max
15d6). There is no saving throw vs. the fire effect of
this spell unless the creature struck is resistant to fire.
In this instance, a save for 1/2 damage is applicable.
The material component of this spell is jasper stone
worth at least 50 GP.
Freeze Storm II - (Elemental-Ice, Invocation) - 8th
level
Author: "Douglas Murray" <solauren@yesic.com>
Range: 10' per level
Components: V, S, M
Duration: 1 round
Casting Time: 8 segments
Area of Effect: 30' cube
Saving Throw: Neg.

Freeze Storm II causes rain, sleet, and freezing


temperatures in the area of effect. All creatures
caught in this storm that fail to make their saving
throw are frozen solid and unable to move. Any
creature having cold protection spells or devices in
effect at the time of the storm will be granted an
additional +3 on their saving throw.
While frozen, the victim(s) are in a state of
suspended animation. Thawing them out will return
them to active duty.
Note: In an arctic or mountain top campaign, or any
other area where the snows never melt, the victim
will be unable to escape without the aid of someone.
In any other campaign, the sun will eventually melt
the victim free."
Original Source: Net Tome of Magicks (Modified)
Gustar's Perpetual Annihilator - (Elemental-Fire,
Invocation/Evocation) - 8th level
Author: wrathgon@hotmail.com
Range: 10 feet/level
Components: V, S
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature/level within a 30' radius
sphere
Saving Throw: Special
All intended creatures within the area of effect must
make a saving throw vs. death magic or be slain.
Otherwise, all intended creatures receive 5 hit points
of damage + 1 hit points per round for the duration of
the spell. This damage is due to "internal fire
damage", and weapons, armor, and other equipment
are unaffected by this spell. A successful Dispel
Magic or the like will dispel Gustar's Perpetual
Annihilator, and at any time, the sorcerer can end the
spell before expiration by silent act of will alone.
Icesteel - (Elemental-Ice, Alteration) - 8th level
Author: wrathgon@hotmail.com
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Object touched
Saving Throw: None
Essentially an ice-based version of the glassteel spell,
icesteel gives normal, non-magical ice the physical
resilience of steel. The object remains cold to the
touch, but will not melt unless subjected to the heat
normally required to melt steel. This spell is useful
for creating durable weapons and tools, such as long
swords, ladders, etc., out of ice. Only a small
amount of ice can be affected with any one
application of the spell, up to a maximum of 10 lbs.
per level of the caster, and it must form one whole
object. The Armor Class of the object is 1.

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The material components of the spell are a small
piece of steel and a chunk of smoky quartz, which
are not consumed in casting.
Infernal Tornado - (Elemental-Fire, Invocation) 8th level
Author: Douglas Murray <solauren@yesic.com>
Range: 10 feet per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 1 day
Area of Effect: Special
Saving Throw: None
While the wizard is casting this spell, a dark ominous
cloud begins to gather in a 1 mile-diameter region
centered over the target. Upon completion of the
spell, a dark, fiery tornado of fire grows from the
base of the cloud until it touches the ground. The
whirling mass of fire proceeds to wander about the
area, incinerating everything in its path.
Each round, the tornado travels in a random direction
at a movement rate of 20. The flames inflict 10
points of damage for every level of experience of the
spell caster, every round. The diameter of the
cylinder is about 50 feet, and anyone within 25 feet
must make a Strength check each round to keep from
being sucked into the cylinder by the powerful blast
of winds.
The material component of this spell is a large iron
pot filled with charcoal that must be kept burning for
the duration of the casting. Sulfur and 500 GP worth
of crushed amber must be gradually added to the pot
Original Source: Unknown

returning. However, the action must be completed


within one round.
Note: the caster can also choose not to detonate the
magma ball and still blink reappearing at the end of
the following round.
Lightning Storm - (Evocation,
Lightning) - 8th level
Author:
Range: 40 yards + 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 8
Area of Effect: Special
Saving Throw:

Elemental-

Believed to be a creation of the late Storming Magi,


lightning storm is an effluviamantic adaptation of
meteor swarm. The spell creates one lightning bolt
(with the statistics of the 3 rd-level spell lightning bolt
cast at the casters level) for each five levels of
experience the caster possesses (round down). The
caster can either launch all the bolts in a single
round, at multiple or a single target, or launch one
per round and perform other actions as well
(excluding spellcasting). The caster can also choose
whether each bolt is forked or straight. If the caster
casts a spell while lightning storm is in effect, his
remaining bolts are lost. Each bolt has the exact
statistics of a lightning bolt cast at the casters level
of experience (see the Players Handbook, page
151).
The material components are a bit of fur and a small
rod made of amber, crystal or glass.

Leurocian's Magma Ball - (Elemental-Magma,


Alteration, Evocation) - 8th level
Author: wrathgon@hotmail.com
Components: V, S
Range: 10 feet/level
Casting Time: 1
Duration: 1 round
Saving Throw: 1/2
Area of Effect: Special

Orko's Elemental Triads - (Elemental-General,


Evocation) -8th level
Author: wrathgon@hotmail.com
Range: 15 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: 1/2

This spell appears to transform the caster into a 3'


diameter ball of molten lava and race toward a
singular target. The caster takes ld4 points of
damage, so he can momentarily transport himself to
an extra dimensional safe hold. Magical means can
only heal this damage. On contact with the target,
the magma ball explodes (very much like a Fireball)
inflicting 60 hit points of damage. All other targets
within a 20' radius of the blast receive 2dl2 hit points
of damage. After the explosion, the caster blinks
within a 60' radius of the explosion and reappears at
the end of the following round. During the round that
the caster is in his safe hold, he may cast a spell, read
a scroll, or prepare himself in anyway, before

When this spell is cast, three bolts of fire, electricity,


frost, water, or acid shoot forth from the palm of the
wizard. They may strike one, two or three targets. If
more than one target is struck, the targets must be
within 60 degrees of each other. The damage
inflicted is 1d6 hp + 1 hp per level. The wizard must
be able to see the targets. Successful saving throws
halve the damage. A save applies to each separate
bolt so if only one creature is attacked then it must
make three saves.
The material component for this spell is a small piece
of gold shaped like a pyramid.

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Rain of Stalactites - (Conjuration, ElementalMineral) - 8th level
Author:
Range: 60 yards
Components: V, S
Duration: 2 + 1 round/5 levels of the caster
Casting Time: 4
Area of Effect: 15 yards + 1/level in radius
Saving Throw: Special

Duration: 1 hour/level
Casting Time: 1 turn
Area of Effect: 30 cubic yards/level
Saving Throw: Nil

Developed by a drow mage deep in the underdark of


a prime world, this is a powerful attack spell for
subterranean ranges. Rain of stalactites causes rock
from the ceiling of a cavern to melt into many
stalactites which fall on all those in the area of effect
of the spell causing 10d6 + 8 points of damage for
each round to all those in the area.
Unless they reach cover (at least 1 foot of wood, or
half a foot of stone), or attempt to dodge the
stalactites, all those in the area of effect will suffer
the damage. In order to dodge some of the stalactites,
one must be successful in 2 Dexterity checks. This
will result in a reduction of a third of the damage.
Rumors of an even more powerful version of the
spell, rain of stalagmites claim that such a spell can
be used anywhere - as the rain comes from the
ground, rather than the ceiling.

This spell will protect any magical or non-magical


stone in the area of effect from the following spells:
Transmute Rock to Mud, Passwall, Phase Door,
Disintegrate, Stone to Flesh, Animate Object,
Earthquake, Polymorph Any Object, Stone Shape,
Distance Distortion, and Animate Rock. Furthermore,
it gives the stone affected a +3 on saving throws
against other attack forms (Fireball, Lightning Bolt,
cold, acid, blows, etc.).
An earth elemental can neither be conjured in the
area nor enter it. This spell will have no effect on
stone golems or clay golems, but it will prevent xorn,
umber hulks, purple worms and similar creatures
from burrowing in the affected area. At the DM's
option, non-standard spells, spell-like effects (e.g.
Horn of Blasting), and psionic abilities which affect
stone may be prevented from operating. This spell
can be made permanent by Permanency spell with
the loss of one point of Constitution from the caster
due to the use of the Permanency spell. The material
component of this spell is a boulder of at least 400
GP weight.

Smoke Cage - (Alteration, Elemental-Smoke) - 8th


level
Author: wrathgon@hotmail.com
Range: 10 feet/level
Components: V, S, M
Duration: 1d4 rounds + 1 round/level
Casting Time: 7
Area of Effect: 20-foot radius
Saving Throw: Special

Tunnel of the Selkie - (Elemental-Water,


Alteration) - 8th level
Author: nburgoin@chat.carleton.ca
Range: Special
Components: V, S, M
Duration: 1 turn
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Neg.

This spell creates a 20-foot radius cloud of purple


and black smoke up to 10 feet away per level of the
wizard. The smoke is impervious to all forms of
vision. The smoke cloud is actually extradimensional, employing forces similar to the distance
distortion spell. The internal diameter of the cloud is
100 to 150 feet; furthermore, the vapors contain a
powerful misdirection spell (save -2) which prevents
those within from wandering out. The cloud persists
for 1d4 rounds plus one round per level of the
wizard, after which it disperses. Only a strong wind
will break it up prematurely. Extra-dimensional
devices in the cloud are unaffected. The material
component is a black pearl worth at least 500 GP and
a bent compass needle.

This spell, created by the Selkie that live far to the


south of many other lands, was used to enable them
to travel far enough to maintain contact in case of
emergency with those who lived far away. The spell
creates a dimensional flux, forming a tubular,
cylindrical tunnel of raging, circular water that can
be swum or sailed (depending on the caster's wishes)
through the elemental plane of water, as a sort of
short cut.
The caster casts the spell, and the caster and up to 10
cubic feet of others or material per level enters the
strange tunnel. The tunnel allows normal travel for
what appears to be a mere ten minutes. However, at
the spells end, a huge distance can be traveled.
The distance traveled can be up to 2 days worth of
travel, at the current speed and move used when
entering the tunnel, per caster level. Thus, after ten
minutes, a sixteenth level caster could have moved
up to over a months travel away.
The limitations of the spell are the amount of
material the caster can bring into the tunnel, and that

Stone Protection - (Elemental-Earth, Abjuration)


8th level
Author: wrathgon@hotmail.com
Range: 10 yards/level
Components: v, s, m

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the start and end of the spell must be locations
familiar to the caster, and on water. The water need
not be continuous (the caster could move his ship to a
pond if he really wanted to, though he'd have to use
the spell to get back out).
As a further use of the spell, the caster can over-exert
himself and pull more material into the tunnel. For
each factor the material affected by the spell that the
wizard increases the normal limits of the spell, he
will remain unconscious for 1 hour after the casting
of the spell. Nothing short of a heal spell or a limited
wish will rouse him earlier. And if the caster is
unconscious for more than 1 hour per his maximum
constitution score, he must make a system's shock
roll or perish. This roll is made with a +10% penalty
per extra hour over and above his constitution score
he remained unconscious, and is made at the end of
the time asleep. No matter how much the wizard
over-extends himself, whether it be one hour or ten,
he loses all memorized spells upon waking. Further,
until he has had a full nights rest thereafter, he is
shaky and week, suffering a -2 to all ability checks,
attack and damage rolls, and saving throws.
For example, 16th level wizard wishes to bring 1000
cubic feet of companions and materials with him
during the casting of the spell. Normally, he is
allowed 160 cubic feet. By multiplying by a factor
of 7, he will bring 1120 cubic feet with him on the
journey, and remain unconscious for 7 hours after
arriving, and will wake with no spells memorized. If
his constitution was only 6, he would have to make a
system's shock roll, with a +10% penalty, or die.
The material components for this spell are two
crystal glasses, worth no less than 50gp each. One
must be full of water, with a pearl inside it. The
caster pours the pearl and water from the one glass
into the other during the casting of the spell, and all
components vanish upon casting the spell.
Uazzigaaelds Absolute
Elemental-Ice) - 8th level

Zero

(Evocation,

Author:
Range: 10 yards/level
Components: V, S
Duration: 2 rounds
Casting Time: 8
Area of Effect: Field 40 feet long, 40 feet wide and
10 feet high
Saving Throw:
Contrary to the name, this spell does not reduce the
temperature to absolute zero, although the creatures
caught in this terrible spell would not be able to tell
the difference. The spell inflicts 1d10 damage per
two levels per round to all creatures not immune to
cold. Others can save vs. spell for half damage.

Objects must save vs. cold with a 4 penalty or be


destroyed.
Vac - (Elemental-Vacuum, Evocation, Alteration) 8th level
Author: wrathgon@hotmail.com
Range: 30 feet/level
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 5 rounds
Area of Effect: 100 yards/level
Saving Throw: Special
This spell removes all the air from closed off
area(including the air inside creatures lungs so there
is no holding ones breath)( like deep underground. A
large room with no widows etc.) Every breathing
creatures must make saves vs. Breath weapon every
round. If fail die of lack of air. All fires go out. If
some openings gets +2 to save and duration is
halved. You must first summon an air elemental and
the spell uses it to remove all air from area.
Material: air elemental released and used up in spell.

9th level spells


Althiaosts
Effluvia
Column
(Conjuration/Summoning, Elemental-Lightning) 9th level
Author:
Range: 5 yards/level
Components: V, S
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Column up to 90-feet high, 10-foot
diameter
Saving Throw: Special
Before going on a quest with his companions into the
lair of a blue dragon, the elven archmage Althiaost
developed this spell. When cast, a blazing, stationary
column of electricity forms anywhere within the
range of the spell. If the column cannot form to its
maximum size (given above), it manifests as large as
possible in the given space. Note the diameter
cannot be made to increase if the height is reduces,
and vice verse. No object or creature can break the
column's area or the spell will fail.
Anyone touching the column takes 6d6 damage (with
a save vs. spells allowed for half), but that is not the
purpose of the spell. Any electrical ray or bolt
attacks, spells or spell-like abilities cast or used
within 200 yards of the column not obscured by a
solid barrier will not reach their target. Instead, these
attacks are sucked into the column and wasted
(increasing the damage caused by touching the
column by the amount of damage the attack would
have done). Touch attacks, such as shocking grasp,

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function normally, but behir, bronze dragon and blue
dragon breath, lightning bolt, chain lightning and
similar electrical attacks are pulled into the column.
Dispel magic will not dispel the column, though a
wall of water or improved create water spell centered
on the column will cause it to explode, inflicting half
as much damage as it would normally to all creatures
within 30 yards (with a saving throw for half damage
allowed). Wish, Mordenkainens disjunction, a rod of
cancellation or a wand of negation will destroy the
column without the explosion. Note the caster can
leave the vicinity of the column and cast other spells
at will after the casting is complete. He can also
cancel the spell with but a thought if within 200
yards of it and can see the column.

Braduck's Continuos Spontaneous Human


Combustion - (Elemental-Fire, Evocation) 9th
level
Author: wrathgon@hotmail.com
Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Special
Saving Throw: Special
This extremely powerful spell is similar to
spontaneous human combustion. If the original
creature makes their saving throw, nothing happens.
If the original creature misses the save and explodes,
any creature caught in the 30-ft radius fireball must
make 2 saving throws. The first save is to see if they
explode themselves. If the creatures caught in the
fireball make this first save, they do not explode and
do not need to make that save again for the remainder
of the combat. The creatures must then make the
second save verses full or half the damage of the
10d8 fireball. However, any time a creature within
the 30-ft radius of a fireball misses their first save,
they themselves explode causing a new fireball.
Every creature within the 30-ft radius of each new
fireball, regardless of a successful first save, must
make a saving throw for full or half damage for each
new fireball. It is possible that numerous fireballs are
exploding around a creature at the same time. The
more creatures that explode, the further the spell
moves away from the epicenter. The material
component for this spell are two matching rubies
both valuing 2,500 gp each.
Braduck's
Fiery
Death
Conjuration) 9th level
Author: wrathgon@hotmail.com
Range: 5 yards/level
Components: V, S
Duration: 3 rounds

(Elemental-Fire,

Casting Time: 9
Area of Effect: 1 cubic foot/level
Saving Throw: Special
This spell draws a sphere of fire from the elemental
plane of fire. If the creature being centered on by the
spell makes their save, a 12d8, 30' radius fireball
explodes. If the creature misses their save, an opaque
sphere of fire that nothing can see or pass through
(including Dimension Door, Teleport, and Teleport
Without Error) comes into existence. After the sphere
is in existence, a 10d6 fireball explodes inside the
sphere every round for the duration of the spell. This
fireball always goes first in the round and each
creature is given a save for half damage. Any
creature within 10 ft of the sphere will suffer 1d8
points of damage per every 3 levels of the caster, no
save is given for this effect. At the end of the spell,
the sphere explodes into a 10d8 fireball effecting all
creatures within a 30' radius of the sphere, including
the trapped creature. The sphere can be brought
down with a Disintegrate spell, Limited Wish or a
Wish spell, dispel magic will not work.
Coradon's Conflagration Invocation/Evocation) - 9th level
Author: wrathgon@hotmail.com
Range: 150 yards
Components: V, S, M
Duration: 4 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: 1/2

(Elemental-Fire,

This spell causes a fiery explosion similar to that of a


Fireball, but with a smaller radius (initially a 20-foot
radius sphere). However, the flames caused by this
spell will continue to burn for 4 rounds (the initial
round, plus 3 additional rounds). The damage
inflicted on victims inside the area of effect, the
bonus to the victim's saving throw, and the radius of
the flames vary according to how long the flames
have been burning, as follows:
Round
1
2
3
4

Damage
8d8
4d8
2d8
1d8

Radius Save Bonus


20'
0
15'
+1
10'
+2
5'
+3

Damage suffered is cumulative from one round to the


next, but the save bonus is not. Anyone who makes a
successful save takes only half damage that round,
and automatically saves on any subsequent rounds;
those who fail their saves suffer full damage, and
must have all their possessions save vs. magical fire
to avoid destruction. If anyone leaves the area of
effect and returns later, a new save must be made,
even if the previous one was successful. The

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conflagration may, or may not conform to a confined
space, at the wizard's discretion. Apart from the
changes mentioned above, the conflagration
otherwise acts like a Fireball. The material
components for this spell are the heart of a red
dragon, and a powdered diamond worth at least 600
GP.
Cyrene'Lhei's Dimensional Firehole - (ElementalFire, Alteration) - 9th level
Author: nburgoin@chat.carleton.ca
Range: 15 yards per level
Components: V, S, M
Duration: 1 round per level
Casting Time: 9
Area of Effect: 10 yards + 5 yards/level in radius
Saving Throw: Special
This spell opens a small hole between the prime
material plane and the elemental plane of fire,
spewing forth a spherical, blazing, magical flame in
all directions. The full radius of the sphere is split
into three, however, to determine the effects of the
spell.
In the inner third of the spell, all items must save vs.
magical fire at -4 each round or be destroyed. All
creatures within the middle third of the spell are
simply incinerated, with no save, unless they have
magical protection against fire, in which case they
may not be affected. The middle third of the sphere
is less hot, though still incredible. Items must save
vs. magical fire every round with a -2 penalty of be
destroyed, and creatures are incinerated unless they
make a saving throw vs. spells at -2, in which case
they still take 10d8 points of fire damage. The outer
third of the sphere is the least damaging, though still
incredibly hot. Items must make a saving throw vs.
magical fire every round or be destroyed, and all
creatures take 10d8 points of damage, save vs. spells
for half.
Walls and solid rock must make the saves required as
any other item, however, the flame effect will NOT
pass through walls that have yet to be destroyed.
This spell, however, can destroy a decent chunk of a
castle, and smoke and set fire to the rest.
The material components of this spell is a piece of
red silk, a gold needle (which pierces the silk at the
casting of the spell), and a ruby worth no less than
1000gp, all of which are consumed in casting.
Note that creatures able to withstand the heat and
flame may make total use of the dimensional hole
that appears in the center of the spell's target (it is 6
inches in radius per caster level) and this includes
creatures on the elemental plane of fire. Nasty GMs
can use this to punish players that abuse this spell
(razing all the evil castles down to the ground, for
example).

Elemental Aura - (Abjuration,


Elemental-Ice) - 9th level

Evocation,

Author:
Range: 0
Components: V
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
This spell was first described in the Tome of
Magic. Sinthalian cryomancers were quick to
create a cryomantic version of the spell. Like the
other elemental auras, the benefits of this aura only
affect the caster and he can only benefit from one
aura at a time. The cryomantic aura is a three-inch
thick haze of swirling blue mist. The aura has these
effects:
Immunity to water and cold based attacks

Total protection from physical attacks by


creatures from the Para-Elemental Plane of
Ice
Ability to move and breathe at full
movement rate within snow and ice
Total protection from hostile environmental
effects while traveling in the Para-Elemental
Plane of Ice
Ability to cast winters chill once

The aura does not restrict the casters movement in any


way. He is free to move, act and cast spells normally
while under the effects of the aura.
Fellstar's Flame Sheet Invocation/Evocation) -9th level
Author: wrathgon@hotmail.com
Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: 1/2

(Elemental-Fire,

This is an improved version of Fellstar's Flame Arc;


it is identical to that spell, with the following
exceptions:
The flames fall to the ground from the height at
which they were cast, so in effect, anyone at the
initial height or below is affected by the flames. In
addition, if an obstacle blocks these flames, they will
flow around the barrier and will rejoin at a distance
equal to the width the obstacle; therefore, if a 2-foot
wide boulder blocks the flames, they will rejoin 2
feet behind the rock. This applies in both the
horizontal and vertical dimensions. The flames from
this spell will continue to burn for one round after the

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spell is cast; anyone hit by the flames on the first
round suffers 10d10 points of damage, and those hit
on the second round suffer 5d10 points of damage.
On either round, a successful save vs. spell reduces
the damage by half (saves for the second round are at
+2); if this save fails, all possessions must save vs.
magical fire or be destroyed. Note that damage is
cumulative if caught in the flames on both rounds the
spell is in effect. The material components for this
spell are as per those for the Flame Arc spell, with
the addition of one or more gems worth at least 500
GP. The gems and the volcanic rock are consumed
when the spell is cast.
Gate to Inner Planes - (Elemental-General,
Conjuration/Summoning) - 9th level
Author: wrathgon@hotmail.com
Range: 10 feet
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
This spell opens a portal to any of the Inner planes
the caster has visited. Portal is two way but if caster
does not want creature to come through most make a
save vs. spell at -4 and even then can close the portal
before creature comes through. Can only open one
portal with this spell, but if many spells are cast can
have a Max of level div by 6 portal open. The
duration is as long as the caster thinks about the
portal(s) but if he casts any other spell other than
another Gate to Inner planes the portal will start to
shrink. If not thinking about portal(s) then it will last
1h/level. Can stop and then rethink after but the total
never change. Like if a mage cast the spell and then
goes to sleep for 8 hours and wakes and starts to
think about portal, 8 hours of the duration is used.
Material is piece of plane than what to open gate to.
Ice Swarm - (Elemental-Ice, Evocation) - 9th level
Author: nburgoin@chat.carleton.ca
Range: 40 yards + 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: 1/2
An Ice Swarm is a very powerful and spectacular
spell which is similar to the explosion of many
fireballs, except the explosions in Ice Swarm are all
of frigid cold, ice, and sleet/snow. When it is cast,
either four spheres of two foot diameter or eight
spheres of one foot diameter spring from the
outstretched hand of the wizard and streak in a
straight line to the distance demanded by the
spellcaster, up to the maximum range. Any creature

in the straight-line path of these missiles receives the


full effect of the missile, or missiles, without benefit
of a saving throw. The ice missiles leave a long trail
of ice, slush, and swirling snow, and then each bursts
similar to a fireball. The large spheres inflict 10d4
points of damage, bursting in a diamond or box
pattern. Each has a 30' diameter of effect, and each
sphere is twenty feet apart, along the sides of the
pattern, so that there are overlapping areas of effect,
and the center will be exposed to all four blasts. The
eight spheres have half the diameter and half the
damage potential (15 feet diameter, 5d4 damage).
They burst in a pattern of a box within a diamond, or
vice-versa, each of the outer sides 20 feet long. Note
that the center has four areas of overlapping effect,
and there are numerous peripheral areas that have
two overlapping areas of effect. A saving throw for
each area of effect will indicate whether full damage
or half-damage is sustained by creatures within each
area, except as already stated with regard to the
missiles impacting.
Luminescent
Wrath
Invocation/Evocation) - 9th level
Author:
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 rounds
Area of Effect: Special
Saving Throw: See below

(Radiance,

One of the most powerful attack incantations in


existence, luminescent wrath is a unique spell that
utilizes the light in the area surrounding the caster
directing it into harmful energies.
The spell focus is a rare and unique clear gem
(usually a diamond) of at least 30,000 gp worth, on
which the spell is cast. The gem concentrates all the
light in a 30' radius (centered on the caster) on itself
and contains it, where it breaks the light to its
composite colors that the mage may now use in
various attacks. The light caught in the gem, split to
its seven component colors, may now be used by the
mage to create the following effects:
Red: Shoots out a ray of red light, causing 10d4
heat damage and setting fire to combustible and
flammable materials. Save vs. spells for half
damage.
Orange: The use of this color forces the target to
make a saving throw vs. petrifaction, a failed save
resulting in the victim's turning to stone.
Yellow: The caster directs a powerful ray of
magical force at the target, causing 5d4 damage
and throwing the victim back 10d4 feet, causing
1d6 damage for every 10 feet thrown back. A
saving throw vs. breath weapon is allowed only
for the force damage, halving it if successful.
Green: Fired at a target, this ray causes an acid-

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like effect which causes 5d8 corrosive damage.
The victim may save vs. spells to halve damage,
with a failed save to be followed by saves vs. acid
for all of his possessions.
Blue: Affecting only undead, this ray of light
affects its unliving targets like a mace of
disruption.
Indigo: The target of this spell, should he fail his
save vs. petrifaction, will be paralyzed for a
duration of 5d6 rounds. Should he save, he will
only be paralyzed for one round.
Violet: Using this color, the caster may send out a
ray of light causing 10d4 extreme cold damage.
Saving vs. spells will reduce the damage
sustained by half.

The material components are the original creature to


be cloned and the remains of oozes and slimes whose
total HD equal the creature's HD or level.
Parboiling Cloud - (Invocation/Evocation,
Elemental-Steam) - 9th level
Author:
Range: 0
Components: V, S
Duration: 5 rounds
Casting Time: 5
Area of Effect: 50' radius
Saving Throw:

All saving throws for the targets possessions are to


be penalized at 2 Every attack may only be used
once, and only one attack may be used each round,
restricted to a single target up to 80' away. The
changes in light in the 30' area of the effect cause a
blur-like effect that lasts for the spell's duration.
If spell effects from the school of elemental radiance
occur within the 30' radius of the mage, for every
three spell-levels of these radiance spells, the caster
of luminescent wrath will regain the use of one
expended color. In any event, the radiance spell will
not take effect and will be absorbed by the gem.
Material components for this spell include only the
gem of at least 30,000 gp worth, which is consumed
in the casting.
Ooze
Twin
(Conjuration/Summoning,
Elemental-Ooze) - 9th level
Author:
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Neg.
This spell is similar to the Clone spell it that it
creates a duplicate of the creature, with all the
memories and abilities of the original but there are
several differences. The duplicate is made of mud
and ooze, not from flesh and blood and so any
damage it suffers is permanent, it cannot be healed
unless a Wish spell is used (In which case it recovers
10-60 points of damage). Furthermore, the twin is
very sluggish and moves at the movement rate of
the original.
The caster must be able to touch the subject during
the entire casting time and if interrupted then the
spell is lost. As soon as the casting is over a duplicate
of the creature appears next to it and is under the
control of the caster. Like the Clone spell, the
original and the twin will seek each other out, trying
to kill the other.

The spell creates a great cloud of hot steam around


the caster and for 50' away from him. Anyone within
this cloud except for the caster, must make a saving
throw vs. spell or suffer 6d4 points of damage every
round. If the saving throw is successful they suffer
only half damage.
The caster is unaffected by the cloud, and will can
also see through it as if it didn't exist. Anyone else
suffers 2 to their attack rolls and saving throws.
Due to the large amount of moisture and heat in the
area all fire and ice spells are only half as effective as
they would normally be for the duration of the spell.
This is somewhat offset by the fact that since the
creatures inside cannot see much they receive no
saving throws unless someone can warn them about
the danger.
When cast underwater, this spell has a 100' radius,
but causes only 4d4 points of damage per round.
Phoenix
(Elemental-Fire,
Alteration) 9th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: Special

Necromancy,

This is a very powerful spell that activates only upon


the death of the Arch-Mage. One round after death,
the remains of the body become extremely hot
igniting any nearby combustibles. The spell will not
function if less than 50% of the remains exist,
whatever shape they may be in, or if body parts are
spread out over a 10-foot radius. During the next
nine rounds, the remains will continue to magically
burn. At the end of one turn, the flames will erupt
bursting into a huge fireball. The size of which is
1/4" radius sphere per level of the caster. The blast
will cause d6 damage per level to anyone or anything
- 1/2 damage if a saving throw is made. Any
remaining possessions of the Arch-mage or objects
within 20 feet are totally destroyed in the blast.

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From the flames, the spell enables the soul of the
deceased to create a firebird - a flaming roc-like bird
described below. The main objective is to fly home
to a specially prepared nest to be reborn. However,
the Arch-Mage can use her new form to attack her
enemies. She has a potent new body to fight with,
but there is a price for quick revenge. Every round
that is not spent flying towards the nest will reduce
the chance of rebirth by 5%. (See example below)
The nest is usually located in some secret place
known only to the caster. The location is usually
stockpiled with water, clothes and a spare spell book,
and is carefully warded against intruders. The nest is
composed of chunks of jet (at least 10%) and stones
from the Arch-Mage's homeland stacked together in
an oval shape. The size of which is about 5-6 feet
long and 2-3 feet wide. The nest's bottom is
sprinkled with 10,000gp worth of diamond dust and
one pint of the caster's dried blood. When the
firebird arrives at this nest, it immolates itself.
Within the ashes, an egg is formed and lies
incubating. The egg incubates and grows a number
of days equal to the number of levels the Arch-Mage
had. Note: the caster's egg is very vulnerable to
attack during this time. At the end of the last day, the
Arch-Mage must make a system shock survival roll.
Example: the recently deceased Arch-Mage had a 12
constitution and spent 8 rounds fighting before flying
away. Thus she needs to roll (80 - 40 = 40) 40% or
less to live again. If she flew directly to the nest and
didn't fight, her chance of making the system shock
roll is 80%.
In addition, the spell must be renewed with ritual
utterances every new moon. The spell is cast into a
golden amulet shaped like a phoenix with deep blood
red ruby eyes. The minimum value of which is
15,000gp. It must be worn singly (other magical
amulets, medallions or necklaces will negate its
effects) at the time of death for the spell to take
effect.
Firebird
Activity Cycle: Any
Intelligence: Same as the caster
Treasure: None
Armor Class: 2
Movement: 3"/36" class B
Hit Dice: Same as the caster
THAC0: Attacks as a monster equal to caster's level
No. of Attacks: 2 claws or 1 bite
Damage/Attack: 2-12/2-12 or 3-18
Special Attacks: Excess heat causes all within 10' to
take 1-6 points of damage/round.
Special Defenses: Ethereal at will, homing instinct
for nest, hit only by +2 or better weapons.
Magic Resistance: Same as the caster
Size: Wingspan is 2' per every level of the caster

Salt Boulders - (Salt, Invocation/Evocation) - 9th


level
Author:
Range: 120 yards
Components: V, S, M
Duration: 1 round
Casting Time: 1 round
Area of Effect: 60 yards diameter
Saving Throw: Neg.
One of the most powerful attack spells among the
Quasi-Elemental Schools, salt boulders causes 3d4
large salt boulders to fall from the sky in an area of
the casters choice. Upon impact with the ground (or
anything else unlucky enough to end between it and
the boulders) the boulders shatter, hurling many
sharp shards of hardened salt crystals in all
directions.
While the 5d4 crushing damage by the boulders is
only caused in the limited 30 yard radius circular
range where the boulders may fall, each shattered
boulder will cause more damage from flying shards
in relations to the distance from the point of impact:
Within the basic 30 yard radius: 5d4 (crushing
damage) + 12d4 (shards)
30-40 yard radius: 10d4
40-50 yard radius: 8d4
50-60 yard radius: 4d4
Please note that the shard damage range is not only in
radius in parallel to the ground, but also in a sphere
towards the sky as well. If cast at mid-air, it will
affect a full 60 yard sphere from the target point.
In addition, due to the large amounts of salt in the
victims wounds, no healing (short of the 6 th level
priest spell heal) will work on the spells victims for
the next 1d10 rounds.
The material components of this spell are 3 round,
hard, salt balls with the wizards personal symbol or
insignia carved into them, and filled with melted
platinum.
Smoky Figure III - (Conjuration/Summoning,
Elemental-Smoke) - 9th level
Author:
Range: 100 yards
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 1 fire source
Saving Throw: Nil
This spell's name is similar to the smoky figure I and
smoky figure II spells but this is where the similarity
ends for the spell summons the creature known as
Hazer through a gate opened in the fire source. The
creature's statistics are as follows: INT 13; AC 0;
HD 16 (100 hp); THAC0 5; #AT 2; Dmg 2-20/2-20.

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The creature looks like the smoky figure created by
the smoky figure I spell but is very substantial.
Tendrils of Dust - (Invocation/Evocation,
Elemental-Dust) - 9th level
Author:
Range: 20 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: 50' sphere
Saving Throw: 1/2
The caster of this spell creates a sphere of dust in his
hand, from which extend 10 tendrils. The caster can
choose to control the tendrils or to do another spell,
the dust sphere does not hinder his ability. The
tendrils can reach any creature within 50' of the
caster, attaching itself to the creature, preferably to
the nose and mouth. Every tendril causes 1d10 points
of damage per round. Every round beyond the first
the tendril is attached to the same target that person
suffers a cumulative -1 to his hit and saves, as he is
being gagged with sand and dust. The penalties
remain for the same number of rounds that the tendril
remained attached or until the victim spends 1 round
to get it all out.
The caster can use more than one tendril against a
single target in which case the effects are multiplied
by the number of tendrils attached to him.
Every round the target gets a save vs. spells to suffer
half damage and evade the penalties.
Any creature that dies from this spell will rise as a
Kyolith (See the monster section for more details) if a
Animate Dead spell is cast on him.
The material component is a bit of bone dust.
Uazzigaaelds Cataclysmic Blizzard - (Evocation,
Elemental-Ice) - 9th level
Author:
Range: 10 yards/level
Components: V, S
Duration: 2 rounds
Casting Time: 9
Area of Effect: Field 40 feet long, 40 feet wide and
10 feet high
Saving Throw:

This spell is the most powerful Uazziggaeld ever


created. The spell makes non-magical missile attacks
and non-magical communication impossible within
the area of effect. In addition, creatures within the
area of effect not immune to cold damage take 10d10
damage the first round and 6d10 damage the second
round of the spell, with a saving throw for half
damage both rounds. Objects must save vs. cold
with a 6 penalty or be destroyed.
Windwar - (Elemental-Air, Elemental-Lightning,
Evocation) -9th level
Author: wrathgon@hotmail.com
Range: 0
Components: V, S
Duration: 1 t + 3r/level
Casting Time: 9
Area of Effect: 1-mile radius sphere
Saving Throw: Special
This spell brings froth a power tempest of thunder,
lightning, wind, and rain that may damage multiple
targets in aerial combat with the caster. The primary
effect of the spell is its turbulent winds. Winds
continually buffet and whip all targets in the area of
effect, tossing them through the air in various
random directions. In order to simulate the swirling
of wind in the area, roll 1d8 for the compass
direction and 1d6x10 for distance in yards that each
target is flung through the air. The effects of the
winds on all aerial targets are as follows: 2 HD or
less take 2d8 damage/round and are hurled twice
normal distance, attacking, defending, and normal
move is impossible. Man-sized take 1d8 damage but
move is half and attacks at -4 to hit. Larger than man
moved is 1/3, but are not buffeted about and take no
damage; larger beasts are unaffected. Lightning also
strikes out at selected living targets in the area of
effect: 1d4 single lightning bolt. The bolts do 5d6
damage to one target each, and save can save for
half. Thunderclaps sound every time the lightning
bolts strike. All targets in the air must save vs. death
or be stunned for one round by the deafening thunder.
If 8 HD or less must make a save or pummel to
ground. The heavy, swirling rains in the area also
reduce visibility to one-half but cause no damage,
except to those creatures affected by water. The
caster must be in the air when cast spell and he and
mount are not affected other by reduced sight

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Elemental Spells
for Priests
The following spells were created due to the fact that
a druid or priest of nature lacks a wide variety of
spells when dealing with the spheres of Elemental
and Weather. Some of the spells were as a result of a
desire to give the Aerial and Aquatic druids new
spells that will give them a better control on the
respective "terrain".
Any spell whose author is not written is my own
(itzhak@ibm.net) creation.
1st level spells
Missile Flight - (Alteration) 1st level
Sphere: Air, Combat
Range: 5 yards
Components: V, S, M
Duration: 2 rounds
CT: 4
Area of effect: 2 arrows/level
Saving throw: None
The missile flight spell is cast on a number of arrows
with the intention of giving their users a better chance
of hitting opponents. When the arrows are fired from
bow there are small gusts of wind that help correct
their flight and grant them a better chance to hit their
intended target.
The missile must be within 5 yards of the caster to be
affected and the enchantment lasts for 2 rounds,
giving the arrows a +1 bonus to the to hit roll. If not
used within those 2 rounds then the arrows lose the
enchantment, though it can be cast again.
The material components for this spell are a
miniature archery target, bow and arrow all made
from silver and costs about 5 gp.
Stone Quiet - (Alteration) 1st level
Sphere: Earth
Range: Touch
Components: V, S, M
Duration: 1 round/level
CT: 3
Area of effect: 1 person
Saving throw: None
The druid must touch the subject of this spell for the
spell to work. The spell causes the stone upon which
the person steps to absorb all sound made by his
movement and so grant him the ability to move
silently while he walks. This works even when the
ground is littered with dry leaves or bones and even
when the person is wearing a noisome plate mail
armor.

Note that this spell will not work while the person
walks on surfaces that are either not solid or not
stone-based (i.e. water, metal, gem, solid fogs, etc.).
Druids use the spell, along with the Pass without
trace spell, to spy on people that walk through the
forest before they introduce themselves.
The material components are mistletoe and some fine
dust to spread upon the person's feet
2nd level spells
Breeze Message- (Invocation) - 2nd level
Sphere: Air
Range: 200 yards/level
Components: V
Duration: Instantaneous
CT: 1
Area of effect: Special
Saving throw: None
With this spell the priest can send a short message, of
upto 1 word per level, to any person within 200' per
level of the priest. The priest whispers the message he
would like to send and state the person it will be sent
to. If the specified person is within range he will feel
a breeze and the message will be related to him, and
only he will hear it. If the person is not within range
then the message will be spoken in a normal volume
in the place that is in his direction and on the
maximum range the priest can send it to.
Cloak of Winds - (Abjuration) 2nd level
Sphere: Air, Protection
Range: 0
Components: V, M
Duration: Special
CT: 2
Area of effect: Caster
Saving throw: None
The cloak of winds spell causes the caster to be
surrounded by small gusts of wind about his person.
Whenever a missile weapon comes close to the cleric
the winds rush and force the missile to land near the
cleric but without causing any damage. Note that the
caster need not see the missiles for the spell to deflect
it and he can even be asleep at the time.
The spell will deflect a maximum of 2 arrows per
level of the caster and the cleric can have no more
than 1 of these spells upon his person at a specific
time. (i.e. he can have one such spell active and
another in memory but if he casts the spell anew then
the first spell is immediately negated)
The spell will last 10 hours or until it has protected
the caster from all the missiles it can.
The winds will not protect from magic missile or
similar spells but will deflect Flame arrow if it was
cast on arrows. The DM has the final judgement on
the spells that it can deflect and those it cannot.

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The material components are a broken arrow and a
feather.
Earth Affinity - (Alteration) 2nd level
Sphere: Earth
Range: 0
Components: V, S, M
Duration: 1 round/level
CT: 4
Area of effect: Caster
Saving throw: None
As the spell is cast the caster gains a affinity with
stone and metal and is granted the ability to suffer -1
from weapons made of stone and metal for a period
of 1 round per level of the caster. The priest can
choose to lower the duration by 4 rounds and increase
the reduction by another -1 to the damage.
Note that a weapon will still cause a minimum of 1
point of damage, unless the damage roll indicated 1,
in which case the priest suffers no damage from the
attack.
The material component is the priest's holy symbol
and he must be standing on solid ground for this to
work.
Murky Water - (Alteration) 2nd level
Sphere: Water
Range: 5 yards/level
Components: V, M
Duration: 1 round/level
CT: 4
Area of effect: 10' radius
Saving throw: Neg.
This spell causes the water within the 10' radius to
become murky and filled with visual impediments.
Any creature that swims through that area will have
his vision reduced as if swimming in a swamp,
reducing the range of seeing movement to 20 yards in
a clear day instead of 100 yards in normal seawater.
(See pages 69-71 on the Of Ships and the Sea
accessory for the full tables of vision underwater)
The murkiness also grants +20% to anyone trying to
Hide in shadows within the area or from someone
that is inside the area.
The casting priest can decide to cast this spell upon a
creature, in which case the creature must make a
saving throw vs. spells to escape the spell's effect. If
he fails the spell will affect only him and anyone
within 1' of him and he will suffer the reduced vision
mentioned above.
The material component is a bit of seaweed or mud.
Note that this spell is best used to hide the effects of a
Sand bar, Raise reef, or a Create shoal spell, in which
case the ship or creature will be in for a nasty
surprise.

Riptide - (Alteration) 2nd level


Sphere: Water
Range: 200 yards
Components: V, S, M
Duration: Special
CT: 1 round
Area of effect: 1 ship
Saving throw: Special
This spell is considered by many sailors to be a kind
of curse upon a ship. The spell causes the water
around the ship to have strong crosscurrents for as
long as the priest concentrates on his spell. The
currents cause the ship to slow down to half its
speed, rounding fractions down.
It should be noted that due to the extreme
concentration that is required of the caster for this
spells maintenance he can do nothing except walk at
speed. If he even have a conjured creature and
must concentrate on him then the spell will stop. He
cannot do anything except moving at speed.
Sand Bar - (Conjuration) 2nd level
Sphere: Earth, Water
Range: 50 yards
Components: V, M
Duration: 1 round/level
CT: 5
Area of effect: 5' square/level
Saving throw: Special
The sand bar spell is only cast in shallow water (upto
30 of depth). When cast it causes the sand to gather
in the area and create a sand bar. Any sea-going
vessel that comes upon it must make a Seaworthiness
check at + 10% or it will run aground. A grounded
ship can be repaired in 1-2 days.
A creature that smash into it suffers 2-12 points of
damage and is stunned for 1 round. If the creature is
of size L or larger then the sand bar is destroyed.
The material component for this spell is a handful of
sand from a shore.
3rd level spells
Wind Blast - (Invocation/Evocation) 3rd level
Sphere: Air
Range: 20'
Components: V, S, M
Duration: Instantaneous
CT: 5
Area of effect: Special
Saving throw: Neg.
With this spell the priest creates a powerful gust of
wind. The wind encompass an area whose size is 5'
cube per 2 levels of the priest, arranged as the priest
would like, but no less than 10' long.
All creatures within this area must make a saving
throw vs. spells, adding their defense bonus from
Dex, or be buffeted by the wind, losing their actions

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for this round and they will be taken to the end of the
area of effect.
Missile weapons, of size M and below, coming from
that direction will automatically miss, and scatter
along the edge of the wind. The missiles will not
cause damage to anyone, having lost its momentum
and being buffeted by the wind.
The material component is the priest's holy symbol.

Whirlpool - (Invocation) 4th level


Sphere: Water
Range: 50 yards/level
Components: V, S, M
Duration: 1 turn/level
CT: 2 rounds
Area of effect: 20 yards radius/level
Saving throw: Seamanship check

4th level spells


Air Pocket - (Invocation) 4th level
Sphere: Air
Range: 20 yards/level
Components: V, S, M
Duration: Instantaneous
CT: 5
Area of effect: Special
Saving throw: Special
Priests who follow gods of winds developed this
spell, to be used against pursuing opponents. The
spell causes the area around its recipient to become
still. The sudden stop of air causes disorientation to
the target, and he must make a save vs. breath
weapon to avoid losing control. If the target makes
the saving throw he will fall 10-40 feet but will
resume normal flight after that. But if the target
misses his save he will fall down for 1-4 rounds,
losing an altitude of 1,000 feet every round of free
fall.
The spell was once used in a war, and it caused a unit
of fighters riding bator to plummet to their death, on
the heads of their ground army.
The use of Air Pocket has spread to many priests who
can cast spells from the sphere of air, but aerial druids
are its main users, against aerial monsters.
Raise Reef - (Conjuration) 4th level
Sphere: Earth, Water
Range: 100 yards
Components: V, S, M
Duration: 2 rounds/level
CT: 1 round
Area of effect: 5' square/level
Saving throw: Special
This spell can be considered to be a higher level
version of the Sand bar spell. When this spell is cast
it creates a coral/stone reef to appear in the area of
effect. Raise reef can only be cast in waters of up to
70 depth.
Any ship that comes across it must make
Seaworthiness check or it will run aground and sink
within 2-6 hours. Creatures that smash into it suffer
2-20 points of damage and are stunned for 1-3
rounds. If the creature is of size H or larger then the
reef is destroyed in the process.
The material component is a piece of coral or stone
from a reef.

On the second round of the casting time a whirlpool


forms with a radius of 20 yards per level of the caster
and starts drawing all floating objects towards itself.
Every ship within that radius must have her captain or
helmsmen make a successful Seamanship check at 1
every turn or it will be drawn in. Only one attempt
per turn can be made and it takes 1d6 turns until the
ship is drawn in so much that it has small chances to
be saved.
Ships whose speed is 15 or more are considered to
have automatically succeeded in their Seamanship
check. If a ship doesnt escape then she will break
within 1d6 rounds. Every round the captain can make
a Seamanship check to try to evade this fate but he
suffers a cumulative penalty of 1, in addition to the
1 stated above, every round he stays inside.
People onboard the ship will drown within one half of
their constitution score unless they have magic to lift
them above the water or if the spell's duration ends
before the aforementioned time.
5th level spells
Still Winds - (Abjuration) - 5th level
Sphere: Wards, Weather
Range: 10 yards
Components: V, S
Duration: 1 turn/level
CT: 1 round
Area of effect: 40' radius/level
Saving throw: None
The instant this spell is completed the air around the
priest becomes stationary, as if it was an "eye" of a
hurricane. No winds, be they magical or mundane
will enter the area of effect during the spell's duration
and so most of the spells from the priestly spheres of
Air and Weather will not affect those inside the are of
effect.
Any air-based creature (like air elemental and djinni)
and spells that summon beings from the elemental
plane of air will not work inside this place or be able
to enter it. All air-based creatures inside the area of
effect will immediately leave the area of effect as
they feel uncomfortable.
The affected area does not move with the priest, it is
stationary.
Torrential Blast - (Invocation/Evocation)- 5th level
Author: kingofchaos@geocities.com

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Sphere: Water
Range: 30' straight line
Components: V, M
Duration: Instantaneous
Casting Time: 7
Area of Effect: All hit by the blast
Saving Throw: Half

to ward of the cold. Furthermore, all spells involving


ice or cold cast against them will be only half effect if
they fail their save and no effect if they make their
saving throw. They will also have a saving throw of
17 against ice- cold-based spells, which normally
have no save.
The material component is a scale from a white
dragon and the priest's holy symbol.

This spell causes a portal to open to the Elemental


Plane of Water. The water then blasts from the portal
causing d6 points of damage per level of the priest up
to a maximum of 10d6, this spell will successfully
put out a large fire, such as a burning house, this may
also attract water elementals seeking to return to their
own plane of existence.
6th level spells
Create Shoal - (Conjuration) 6th level
Sphere: Earth, Water
Range: 200 yards
Components: V, S, M
Duration: 2 rounds/level
CT: 3 rounds
Area of effect: 2 5' squares/level
Saving throw: Special
Like the Sand bar and Raise reef spells this spell
creates a barrier that is used to damage ships, except
that this spell destroys them. The great shoal created
by this spell covers an area of 2 5 squares per level
of the caster. To a maximum area of 5x200 or any
other combination. This mighty spell can be cast in
waters of up to 100 of depth.
Ships entering this area must make a Seaworthiness
check or they will be smashed upon the shoal.
Creatures that smash into it suffer 2-20 points of
damage and are stunned for 2-8 rounds. Only
creatures of size G (100' or more) can bring down this
barrier.
The material components for this spell is a piece of a
smashed ship and a small diamond (50 gp or more).
Winter's Grace - (Abjuration, Alteration) 6th
level
Sphere: Travelers, Weather
Range: 0
Components: V, S, M
Duration: 1 turn/level
CT: 1 round
Area of effect: 10' radius
Saving throw: None
Winter's Grace allows its recipients to ignore the
dangerous effects of extreme cold weather, and walk
on snow and ice with no penalty. All creatures within
10 feet of the caster when the spell is cast are subject
to this spell's effects.
Those affected will not be slowed by the cold
weather, even in the snow, will not slip when walking
on snow or ice, and will not need to wear many layers

7th level spells


Elemental Travel - (Alteration, Elemental) - 7th
level
Sphere: Elemental
Range: 0
Duration: 1 turn/level
CT: 2 rounds
Components: V, S, M
Area of effect: Caster
Saving throw: None
Before this spell is cast the priest must choose which
element he wants to bond with. The spell causes the
priest to become bonded with the element so he suffer
no damage from it and can Teleport without error to
any place where the element exists. The priest can
also decide to travel to the corresponding elemental
plane in which case the spell will last for 1 round per
level and after wards he will be subjected to the
plane's environment. If the priest return to the prime
material before the spell is over then the spell ends,
whether the duration expired or not.
The material components are a large diamond worth
at least 5000 gp and a Ring of the heirophant. The
diamond is consumed in the casting.
Lake of Fire - (Alteration, Fire) - 7th level
Author: kingofchaos@geocities.com
Sphere: Fire, Water
Range: 30'
Components: V, M
Duration: 2 rounds/level
CT: 7
Area of effect: 20'x20'x10'/level
Saving throw: None
After the priest prays for this spell he can turn a
certain amount of water into a raging inferno of fire.
If this is cast on the water of a sea port it can set the
whole docks on fire within seconds if the water is
ignited and can be used as a good defense against
enemy ships at sea. A caster at 14 th level can ignite a
cube of water that is 280 ft wide, 280ft long and 140ft
deep.
Any ship caught in this inferno suffers 3d6 hull
damage from the inferno each round. All crew
sections aboard the ship takes one strike for every 2
levels of the priest every round. Special characters
aboard the ship (captain, officers, PCs and important
NPCs) suffer 5d6 damage per round.

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Quest spells
Maelstrom (Invocation) Quest spell
Sphere: Water
Range: 1.5 miles
Components: V, S, M
Duration: 1 turn/level
CT: 2 rounds
Area of effect: 1 mile radius
Saving throw: Seamanship check
This is a more powerful version of the Whirlpool
spell. On the second round of the casting time a great
whirlpool forms and starts drawing all floating
.

objects towards itself. Any ship within a 1 mile radius


must make have her captain or helmsmen make a
successful Seamanship check at 1 every turn or it
will be drawn in. Only one attempt per turn can be
made and it takes 1d6 turns until the ship is drawn in
so much that it has small chances to be saved. Ships
whose speed is 15 or more are considered to have
automatically succeeded in their Seamanship check.
If a ship doesnt escape then she will break within
1d6 rounds. Every round the captain can make a
Seamanship check to try to evade this fate but he
suffers a cumulative penalty of 1, in addition to the
1 stated above, every round he stays inside

New Priestly

sphere: MOON

With the release of the Complete Priest's Handbook by TSR, and the introduction of the specialty priests in a
better manner, it became more and more evident that the distinction between gods of moon and gods of sun is
very thin. To our help has come the author of this new priestly sphere, but I'm afraid the name of the person and
of his site has gone down along with other material in my computer-crash. This new sphere gives priests of
moon gods some new spells that will set them apart from sun priests. Even if you do not want to use this new
sphere you can use them, as part of the Sun sphere.
3rd Level spells

5th Level spells

This spell, yet another variant on the popular sun


saber, causes a weapon to shine with an aura of slow,
light blue flames. These flames do not damage the
weapon.
The moonblade cannot be cast on an enchanted
weapon, and is not cumulative in any way with sun
saber, white saber, blade of thunder or any other
weapon enchantment (adamantium mace, holy strike,
etc.). The weapon affects any creature (except gods),
even those immune to all but +5 weapons. It inflicts
an extra 2 damage to most opponents, but those
immune to cold suffer only 1 point extra damage, and
those made of fire or using fire as an attack form
(salamanders, fire elementals, efreet, red and flame
dragons, etc.) suffer 5 extra damage. The moonblade
can be disarmed, but cannot be dispelled like sun
saber, white saber or blade of thunder.
The material component is the priest's holy symbol
(which, like in all spells of this nature, is not used
up).

Moonblade - (Artifice, Enchantment/Charm) - 5 th


level
Sphere: Celestial (moon), Combat
Range: Touch
Components: V, S, M
Duration: 1 round/level
CT: 5
Area of Effect: One size S or M weapon
Saving Throw: None

Moonblaze - (Illusion, Invocation/Evocation) - 5th


level
Sphere: Celestial (moon)
Range: 20 yards
Components: V, S
Duration: 1 turn/level
CT: 1 round
Area of Effect: One 1' cube/level
Saving Throw: None

Moonlight - (Alteration) - 3rd level


Sphere: Celestial (moon)
Range: 60 yards
Components: V, S, M
Duration: 1 round/level
CT: 3
Area of Effect: 1' radius/level
Saving Throw: None
This spell creates a makeshift spotlight of soft white
light anywhere within the listed range. The spotlight
can move up to 20' per round at the whim of the
caster. The caster cannot cast other spells while
maintaining the light; it ends on his whim or with a
successful dispel magic.
The material component is the priest's holy symbol
(which is not used up).

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This spell is used as Alianite festivals and
celebrations. The spell does nothing more than create
white, silver, blue, yellow and green fireworks in the
air within the listed range. Typically, dozens of
priests will cast the spell at the same time, and the
sky will be lit up for miles with the miniature
explosions and mist that follows. If the caster is level
18 or higher, he can create specific images and words
in the mist that can persist for hours.
Novan-tamus's Light - (Invocation/Evocation) - 5 th
level
Sphere: Celestial (moon, stars)
Range: 10 yards
Components: V, S, M
Duration: 1 round/level
CT: 5
Area of Effect: 50' radius
Saving Throw: None
A late Novantami priest developed this fairly recent
spell.
Novan-tamus's light creates blazing light in the area
of effect. The light dispels shadows (as the 3rd level
spell), and doubles penalties suffered for bright light
(such as drow penalties). In addition, it inflicts 1d12
damage to undead each round that they remain in the
area of effect, with no saving throw. The spell is
immobile after being cast, and can be canceled by a
silent act of will by the caster or a nightfall spell cast
by a Zeromite of equal or higher experience level.
The material component for the spell is the priest's
holy symbol and a small white candle.

Blessed
Touch
of
Alianora
(Invocation/Evocation, Necromancy) - 7th level
Sphere: Celestial (moon), Healing
Range: Touch
Components: V, S, M
Duration: Special
CT: 6
Area of Effect: One creature
Saving Throw: None

This spell, developed by Moonstar Queen of the


Lighted Moon Celest (the current high priestess of
Alianora), is the exact opposite of the baneful touch
of Alianora. This spell also channels the moon's
energy, but not the chilling power, but rather, the
mystical and healing power of it.
The spell heals any one creature (which must be
touched and is not undead, extra-planar or evilly
aligned) of 1d4+2 damage per level of the casting
priest. Casting this spell on undead or evil extraplanar creatures acts as a baneful touch of Alianora to
them.
The material components are the tears of a dryad.
Quest Spell
Harvest Moon - (Alteration, Necromancy) - Quest
spell
Sphere: Celestial (moon), Creation
Range: 0
Components: V, S, M
Duration: Instantaneous
CT: 1 turn
Area of Effect: 1 mile radius/level
Saving Throw: None

7th Level spells


Baneful
Touch
of
Alianora
(Invocation/Evocation, Necromancy) - 7th level
Sphere: Celestial (moon), Necromancy
Range: Touch
Components: V, S, M
Duration: Instantaneous
CT: 6
Area of Effect: One creature
Saving Throw:

This simple spell channels the chill power of the


moon through the priest and into the target he
touches. The spell does 1d4+2 damage for each level
of the priest. Damage potential is unlimited. The
target is allowed a save vs. spell to receive half
damage. If the target is a worshiper of Endora, the
save is at a -2 penalty.
The material component is a piece of ice from
Frostreaver Glacier (or water that was previously a
piece of ice from
Frostreaver Glacier).

Priests who either had


bad harvests year after
year or needed an
exceptionally large crop
to feed some multitude
of
destitute
souls
developed this powerful
spell.
When the casting is
completed, there is a
bright flash of silver in
all the area of effect.
Any living creature
within the area of effect
is healed as per a heal
spell. But that is only the secondary effect.
Any crops within the area of effect (the spell is
usually cast at the center of huge crop fields) grow
healthy and strong. They are immune to diseases,
flood and poisoned water, and locusts and other
insects avoid them. The plants grow unnaturally
large, and yield quadruples the normal harvest. The

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product (and all the food made from it) tastes
exceptionally good.
The material components are a seed of grain from an
exceptionally good (and natural) harvest, the priest's

holy symbol, ten gems of at least 500 gp value each,


and the essence of an avangion. All the components
but the holy symbol are consumed.

Magical Items of Elemental Nature


The mages of the elemental schools, like all other mages, used their knowledge to craft magical items that will
either augment their abilities, or duplicate some of their spells, thereby giving them the use of more magi per
day.
The following magical items include some powerful magical items of elemental nature that have been found
throughout the planes.

Elemental Armor (Earth)


(Zbudweiser@aol.com)
A suit of mail infused with power from the elemental
plane of earth. These magical suits of mail are
exceedingly rare. It is rumored that Aragon of TriCastle created the first suit of mail with the help of a
gifted dwarven smith Mongo to avenge the treachery
of an evil Dao. Aragon was a suitor to Jei'Ya, an
enchanting member of the elvish court. Jei'Ya was
abducted by clansmen native to the Cragrock
mountains while travelling with a spice caravan on a
mission of political importance. Aragon tracked her
with resolve. His quest led him to the wastelands of
Trevass, where he discovered the evidence linking the
disappearance of his beloved to the Dao, "Mei
Chujiu".
Mei Chujiu plotted to establish a permanent gate
linking his native elemental plane of earth to the
prime material plane. What his goals are or were, is
unclear, but he was methodically establishing a
remote stronghold, fortifying it with elemental
guardians and making pacts with whomever (and
oftentimes WHATever) he could attract to his cause.
Aragon discovered the fate of Jei'Ya as he neared Mei
Chujiu's hold. She had been transformed into an
elemental guardian...a beautiful prisoner to be sure,
but a prisoner nonetheless. Mei Chujiu had bound her
to his element; transforming a forest loving elf into a
solitary Stone Maiden. A stone maiden must never
leave the stone to which she is linked, and Jei'Ya had
no choice but to accept her new role...to do anything
else was to invite death.
Aragon plotted his assault for nearly two years. In the
ensuing raid, all trace of him vanished and with him
Mei Chujiu as well. The Dao's followers fell to
infighting and disarray without the Dao's leadership,
and today the remote hold of Mei Chujiu is all but
forgotten. However, there are still those that remain...
This set of chainmail grants the wearer strength of
18/95 (+2/+5) and allows the wearer to alter his or her
molecular structure as a Xorn, gaining the additional
movement form of Burrowing at a rate of 9" per
round. However, the wearer may only activate the
Xorn ability to move through stone 1/day lasting 1d6
turns, and is subject to the same restrictions on

movement as a Xorn.(1 round to readjust molecular


structure, Passwall cast while moving through stone
causes 1d10+10 damage, a Phasedoor spell cast at the
wearer while he/she is passing through stone instantly
slays him/her.)
If the wearer is still in solid stone when the movement
duration expires, roll d100 to see the effect:
01-90 Ejected to the nearest open space (stunned for
1-4 rounds)
91-98 Trapped in state of perpetual molecular
readjustment.
The wearer makes a save vs.
petrification. Success means that the wearer is
trapped within the stone, and is in a state of
suspended animation until physically freed from the
rock. If the save is failed, the wearer is instantly slain
- no chance for resurrection, as his molecules scatter
into the surrounding rock.
99-00 The armor opens a one-way rift between the
Prime Material Plane and the Elemental Plane of
Earth. The wearer is caught in the rift and drawn
through.
Each time the armor is used to allow the wearer to
pass though stone, there is a 5% chance that the action
will draw the attention of a 12 HD earth elemental.
The elemental will arrive in 1d4+4 rounds and will
attempt to seize the armor (this usually involves the
indelicate removal of the owner first)
Note: There is a rumor that an even more potent suit
of elemental armor exists that bestows the ability to
move freely between the prime material plane and the
elemental plane of earth. It is also rumored to give
the wearer the power to summon and command
creatures native to that plane. Some speculate that the
more powerful version is a set of plate armor, but this
has not been substantiated.
How this suit of armor is used in your campaign, is up
to the DM. It may be interesting to develop an
adventure surrounding the history of the
armor...perhaps Aragon or Jei'Ya still live. Or Mei'
Chujiu returns unbeaten, to reclaim his foothold on
the prime. Of course you can always ignore the
history of it and give it to your fighter/thief to conduct

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a string of perfect crimes across the city...vanishing
through vaults and treasury walls to make off with
riches. (If he gets too cocky and self-assured of his
success, there's always the 3 ton mound of rock
waiting to reclaim the suit. -- a.k.a. 12 HD earth
elemental)

Four swords of the


elementalists
(Flame Songdance flame@ican.net)
Each sword is made of the finest elven steel. There
are four swords.
All get +1 for each combined sword, so the short
swords are +1 and the long swords are +2 etc.
Each by itself is a short sword. All powers are cast at
12th lvl.
Each has the following powers:
* Transform user into elemental 3/day(1 turn like ring
of elemental metamorphic. Doesnt need magic
weapons to be harmed but get damage and AC as well
as immunity to that natural element)
* Can breath freely within natural element but not the
elemental plane
* Grants wizard save bonus of +2 vs that element
spells
* If wizard, all spells cast from that element gets -2(in
addition to any other bonuses normally given)
* With the touch of the weapon can change 30 cubic
feet of the sword's element to opposite 1/day. If
elemental it must save vs wand or die. IF pass takes
6d6 if 12 HD or less, if higher no effect.
Now each sword has it own power based on the
element it is from.
First each sword has old elven runes that spell each of
the elemental gods going down the blade. If all four
are placed side my side the elemental gods spell
OVERLORD. (IMC in the realms the elemental god
have a overlord since it is clear that AO does not
control them someone got to keep them in line). The
air sword hilt is two hurricanes that meet a cloud. The
blade can change but will have white specks all over
the blade (like small stars).The fire sword hilt has a
bonfire for the handle and two jets of flame that meet
it in the center. They seem to flicker in poor light. The
blade is a red-orange colour and each of the colours
mix together to give the illusion of flames. The water
sword has a whirlpool as its centerpiece and two
icicles meeting it. The handle is a geyser. A line
separates the blade's top and bottom and each side has
what looks like a wave moving towards the center.
The earth sword has two crossed picks and an upside
down mountain for the handle (Netheril anyone:). The

blade has a dark tint to it and the edges seen to break


away and fall off.
Air
* Can hurl any physical object you can normally
throw triple distance with +3 to dmg. Takes 2 weeks
to master throwing
things where you
want them to go. Can only be used by elementalist.
* Can cast: fly, alter normal winds, solid fog. 1/day
each
* If wizard, Can memorize any air spell of levels 1-5
in half time(e.g. take 5 min intend on 10 for lvl 1)
Earth
* Can make a extra-dimensional space like the Warp
Marble (ToM) to hide in. Only wielder and all his
equipment enter but not the sword. If the sword is
destroyed the person inside dies. Cannot cast spell be
can memorize them. Can use it 2/day for as long as
wish. Only a elementalist can use this.
* Immune to all missiles attacks
* Can cast move sand, sleep on hit, dig, transmute
rock to mud in 100 radius (2 foot solid ground around
wielder) 1/day
* Can cut through elemental earth at 10x10x60 feet a
round
Fire
* Can make blade produce cold fire or dark fire 3/day
* Sword does not detect as magical
* Can cast affect normal fires, pyrotechnics, fireball
(10d6), fire aura 1/day
* Can redirect any one fire spell that is cast at caster
1/day (includes fireball). Only elementalist can use
this.
Water
* Can purify water 30 L/day
* Can cast chill touch on hit 3/day
* Can breath underwater at will
* Can shoot a cone of steam 1x3x5. Does 6d6 first
round, 2nd round does 2d4 and does down 2 dice a
round. Get save for half 3/day. Only elementalist can
use these.
When two of the swords are brought in 2 feet of each
other, the merged into a long sword and gain some
new powers:
Fire + Earth
* Can cause molten lave to shoot from ground up to
30 feet away doing 3d10 to any in 10 foot radius from
that point.
Water + Earth
* Can cause quicksand up to 30 feet away, 30 feet
radius. Caster is unaffected by it

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Air + Fire
* Can cause the air around a target to burn for 1 round
doing 3d10(no save).
Water + Air
* Cause an ice block 10x10x10 to appear and fall on
top of a target breaking doing 3d10.
If three swords are found and combined they form a
bastard sword and the sword gets these powers:
* +2 vs. all three elemental spells, -2 each die rolled
for damage.
* If wizard +1 each damage on all spells cast from the
three elemental schools
* Can use each power an extra 1/day (so if 1/day
before now it is 2/day)
And finally if all four swords are found and combined
they make a two-handed sword with all past power
plus:
* Can summon a 16 HD elemental of any type to help
for 1 turn.(comes in 2 rounds)
* Can call the creator of sword to ask for help (an
16/18 f/m elf if need stats just ask)
* Can travel the inner planes without being harmed by
the planes.
* No elementals will attack wielder if wielder does
not attack them
* Can understand elemental speech but cannot talk it.
* Immune to one element of wielder's choice for
3 hours 1/day

Icer

(author

unknown)
TYPE: Scimitar
INNATE ABILITIES: Strength +2 (1 time/day)
ENCHANTMENT: +4
INTELLIGENCE: 16
ALIGNMENT: LG
EGO: 17
COMMUNICATION: Speech**+
LANGUAGES: 2
PRIMARY ABILITIES:
Detect large traps, 10' radius.
Detect invisible objects, 10' radius.
Detect magic, 10' radius.
Protect from fire and fire breathing creatures.
EXTRAORDINARY ABILITIES:
Heal -- 1 time/day.
SPECIAL PURPOSE: Overthrow law and/or chaos.

HISTORY/DESCRIPTION of Icer:
A Frost Giant high up created icer in the Ice
Mountains in my Campaign. This Frost Giant liked to
seek out and slay fire breathing dragons. This
Scimitar will also protect and help you defeat fiends
from the depths of the Nine Hells.

Phoenix Armor
(DrkBlde@AOL.com)
Some of the spell effects listed here are from TSR's
Tome of Magic. This magical armor is a powerful
artifact in a campaign. It should be mentioned that the
armor is not intelligent but it does have an alignment
of Neutral Good it can be worn by any class that can
wear Magical Elven Chainmail and are of a Good
Alignment. The longer the Armor is worn the closer
the wears alignment gets to Neutral Good. Any
reference to a specific spell is in reference to what
that particular effect acts, & looks like and for the
DM's use on how it works that is why there are some
alterations to the listed spells, this means that it is
NOT that spell only a similar effect. The reason for
creating the armor was left vague so as to let the Dm
create a clever story lineA Phoenix who was gifted
with the ability to look into the future created the
Mystical Phoenix Armor.
Before the Phoenix was to die he looked into the
future one last time. What he saw frightened him he
then called on one of his best Elven friends. He asked
him to forge a suit of Magical Elven Chain Mail.
After the Phoenix died and the furious energies were
released they entered into the Armor and imbued it
with the Phoenixs power, with the armor animated by
the power of the Phoenix it allowed the friend to
question what the Phoenix did. The friend asked it
why had the Phoenix sacrificed itself instead of let the
newly born Phoenix carry on. The Phoenix answered
by stating that in its last vision of the future he saw a
being of great evil and in this vision he saw a Sage
wizard and he heard him say that this great evil can
only be destroyed by valiant hero who is a true
Humanoid.POWERS:in armor form.
1.AC 0, Acts as Magical Elven Chain Mail with Steel
Plates on various places. The entire armor is the
colors of a fire (red,orange,yellow,white).
2.The Armor Bestows Protection as per Spell
Elemental Aura (Fire), Fire Shield (Warmth)[without
the double dam. for failed saving throws], & Flame
Walk (without the 1/2 damage protection) they are
always active & permanent. As well the armor
absorbs heat & fire damage as HP only to the wearer's
max.

SPECIAL POWER: Paralysis* for 1d4 rounds.

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3. Also the armor bestows these effects permanently
and they can be activated and deactivated at the will
of the wearer. Affect Normal Fire, Flame Blade.
4. The armor suffers from one hindrance (this does
not harm the wearer only at those who touch it).
When the armor is within 10 of any heat source that
is at least 200 F, it undergoes the effect of the priest
spell Heat Metal. Except that the effect takes longer to
reach full power, it takes 2 rounds instead of one to
increase in intensity and it doesn't diminish until the
wearer steps more that 10 from the heat, then the
effect ends in the normal spell duration. There is an
up side to the heat increase the wearer of the armor
gains strength while in the heat. He/she gains 1 pt of
strength per round to the maximum strength of 25
( the DM is recommended to change this rule to a
max. gained of 5 STR points if the wearer's strength is
25 or over or the wearer is incredibly weak because it
would take to long). The wearer regenerates as a ring
of regeneration save that it heals 3 points of damage
per turn as long as the wearer stays within 10 of the
heat. The gained strength is lost after 1d4 turns.
5. The armor wearer can use a special effect only
when his/her HP drop below 1/5 of their max. This
effect is the same as the spell Flame Strike save that it
always targets the wearer and never misses its target
the Flame does not harm the wearer and any one else
in the area of effect in any way, however it does heal
the wearer of 2d8 pts of dam. +1 per level of wearer (
to a max. of +14 HP). The effect is only usable once
each time while in the armor form. When used the
wearer is transformed into the second stage.Powers in
Flame Form:1) When the wearer of the armor uses
the Fifth effect Flame Strike he/she will be encased in
flames (ie: Human Torch) in this form the wearer of
the armor gains all of the above mentioned powers
save for the Flame Strike.
2) It also grants the power similar to the priest spell
Produce Flame, the effect can be called upon
infinitely and at will save for one clause. The effect
can last for 1d6 rounds +2 rounds/per level. After the
effect ends the effect cannot be used until 1/2 the #of
rounds used passes.
3) The wearer receives the ability to use an effect that
is similar to the wizard spell Burning Hands save that
it is fired out of the eyes rather than the hands the
effect can be used infinitely and at will.
4) When in flame form the wearer gains a permanent
version of the spell Fly. The spell effects the wearer
as such that he/she has a maneuverability class of A
and they fly at double norm. MV rate x2 if diving.
With concerns to flying combat they fight as if they
were a natural born flyer.
5) The wearer receives the ability to use an effect that
equals the priest spell of Fire Seeds.
6) The armor maintains the same hindrance and
benefits as above though now it is constant. If the

wearer is within 10' of a heat source that is 100


degrees over his/her current temp. he/she gains the
effect of a modified Tensers Transformation. The
effect is the same as the spell save for when dam. is
taken off from his normal HP it is not double dam.
There is no restriction on which weapons are used and
all weapons used only once per round but the wearer
can wield 2 weapons without restriction and each
weapon gains +4 to attack and damage rolls.

Belirions Flying Flame


(Author: itzhak@ibm.net)
The sword was created by an elven bladesinger who
especially loved to fight trolls, He crafted the sword
and
enchanted it
himself. The
sword was passed on in his family was many
generations until the end of the second Chaos wars,
when it's wielder disappeared on his way home from
fighting the undead armies of Bloodstone.
This sword is a +1 short sword. In the hands of a good
aligned creature it will grant him the knowledge of
her other powers:
Shoot flames Roll to hit as if missile, Ranges
are 5/7/10 and it causes 3d4 damage upon hit. Can be
used up to 3 times per day.
Grant fly the wielder can fly, as per the spell ,
cast by a 10th level mage.
Fire storm Causes a small fire storm in a 15
cube ensuing from the tip of the sword., causing 8d8
to any in the area.
XP: 1,200

Brands Chromatic Cloak


(Author: itzhak@ibm.net)
An accomplished bard, brand is famous all over the
lands that once comprised the empire of Khandar. He
was given the cloak as a gift from a female mage he
adventured with. They were lovers, but the mage had
died in battle against a lightning elemental beast (See
the monster section for details on this new creature).
This is a cloth cloak with many bright
and colorful patches on it. The cloak has the
following abilities:
gaze reflection 1/day
hypnotic pattern 1/day
color spray 1/day
All powers act as if cast by an 8th level mage.
XP: 1,000

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Diamond Armor

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(Author: itzhak@ibm.net)
This is a racial armor (like the elven chain and such)
of the dwarves. The armor is made from an unknown
metal that was somehow fused with diamonds and
was made stronger and shinier but didn't lose its
already low flexibility. It grants AC 0 to its wearer
and comes only in dwarf sizes. There are only 7 suits
of this armor and among them only 1 is magical but
they are heavily guarded by the dwarves of
Diamondrock.
XP value: +2,500

This weapon is a nine-tailed whip with a +2 bonus.


Upon hitting a
3
radius fireball
explodes causing 3d6 to any in the area in addition to
normal damage. The fireballs can be created only
three times per day. The scourge itself is immune to
any fire and heat.
There are rumors of variations to this item with
frostballs and even a rare specimen of acid balls that
continues to inflict 1d4 extra damage every round for
1d4 rounds thereafter.
XP value: 1,200

Sea

Drums of Storm

Carriage

(Author: itzhak@ibm.net)

(Author: itzhak@ibm.net)

Because they live in a land that is mostly jungle and


swamp they have come to realize that the bets way to
fight their enemies is to summon up a storm. Even
though a druid or a priest with the access to the sphere
of Weather can achieve this effect, if he is of an high
enough level, they decided to have an easier and more
handy way to do it. The rhythmist bards of them can
use these drums to duplicate this effect, enabling them
to have a storm conjured even while the battle as
began without exposing a druid or priest to danger.
These drums are made by the Pakari from the skin of
an elephant after it undergone a special treatment by
one of their Runans. When beaten by one of their
rhythmist bards it can be caused to create one of the
following effects. Only one of which can be activated
in one round:
Shout - 3/day
Thunder - 3/day. Causes deafness in a 20'
radius upto 50 yards away.
Lightning bolt - 1/day
Weather summoning - 1/week
XP value 1,500

Earth Hammer
(Author: itzhak@ibm.net)
This is a hammer made from stone. It is +3 to hit and
+4 to hit aerial and air-based creatures. The hammer
also grant it's wielder the ability to speak with dao, to
conjure a wall of stone once per day (as the spell), to
shape stone once per day (as per stone shape spell),
and to cause earthquake once every week.
XP value: 3,200

Scourge of Fireballs
(Author: itzhak@ibm.net)

This looks like a normal carriage with the place to


harness 4 horses to it. The people of Denaviir built it
before they fled their almost overwhelmed homeland.
Whenever it touches water with more than 2 feet deep
it changes into a sea-borne carriage and the horses
change into dolphins. The secret of their making was
rediscovered 138 years ago by the sea folk and their
numbers and use as been increased since then after
their secret was spread among sea folk mages.
XP value: 3,000

Sword of Effluvia
(Author: itzhak@ibm.net)
This is a +2 longsword, which along its blade you can
see images of lightning that seem to be moving and
almost life-like. It acts as a sword of speed and can
emit 3 lightning bolts every day each causing 5d6
damage. In the round in which the wielder uses a
lightning bolt he cannot attack with the sword but he
can parry somewhat, granting him a bonus of -2 to his
AC.
XP value: 2,000

Swords of Light
(Author: itzhak@ibm.net)
These are Elven long or short swords with a +2
bonus. There are two gems on the hilt - A moonstone
and a sunstone. The hilt itself changes color like the
color of the sky and the blade is surrounded by an
aura of light to a distance of 2' with a golden color
during the day and silvery during the night. The blade
causes double damage to undead and inflicts penalties
on light-hating creatures (such as drow) as if daylight.
The sword can emit 5 light shafts (like magic missile)

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up to 3 times per day and can use sol's searing orb up
to 3 times per week. The wielder can dim the sword's

light aura so he could see in the dark as if in broad


daylight.
XP value: 7,000.

being so paranoid about his attack. But as


any planewalker knows, grudges, and lusts
never fade. He was dreadfully unprepared
when the attack came. He was shredded to
pieces a mere ten feet from where I
stood..."
-- Excerpt from Med Mert's Travel Journal

Elemental
Monsters
Chardes

One of the most fearsome creatures of the Inner


Planes, chardes always appear as thin cylindrical
metal rods, the surface glittering
with microscopic crystalline barbs.
They range in size anywhere
between 1 inch long, to a full 70
feet long. Despite their length they
remain a mere 1/4 inch thin.

(Author: The Jester Lich)

Climate/Terrain: Outlands, Quasiplane of Mineral


Frequency: Rare
Organization: Pack
Activity Cycle: Any
Diet: Any mineral
Intelligence: Average (810)
Treasure: Nil
Alignment: Neutral
No. Appearing: 2-20
Armor Class: 5
Movement: Fl 20 (A)
Hit Dice: 6
THAC0: 13
No. of Attacks: 2
Damage/Attack: 2d6 /
3d10 or impale
Special Attacks: Coil, impale
Special Defenses: Immune to metal weapons and
acid
Magic Resistance: Nil
Size: Varies
Morale: Fearless (19-20)
XP Value: 650
"Aye, seen them I have. Nasty things they
be, too. They cut down me whole lot o'
friends. And I mean that literally. I was
lucky though, I was. They only got me
arms. Hurt like the nine hells though.
Lucky I says, I got myself away from there
right quick like. Or I'd be a headless
bubber and not an armless one. And a
headless bubber is no bubber at all."
"I ain't the least bit ashamed to say I still
get nightmares about the things. They say
they hunt you after they attack. I believe
it, if not literally then figuratively. Now if
you'll be excusin' me I need to see a
bubser about a drink."
And with that he left, the poor retired
traveler heading towards the nearest
alehouse, long ago having given up on

Combat: In combat chardes are


particularly fierce adversaries.
When an encounter starts they use
their natural senses to detect magic,
then they direct their initial attack at
a magic user, or a hand holding an
enchanted item. They attack in three
ways.
First and most common is a
dive/slash, which causes 2d6 damage.
Second and definitely more devastating is their coil
attack. They will wrap themselves around an arm, leg,
neck, tail, or any other section of the body their length
allows them to surround at least twice around. They
then begin to spin at lightning quick speeds, causing
3d10 damage, and quickly sawing through all nonmagic material. Enchanted materials at less than +2
requires a saving throw. They can not destroy +3 or
better items. This includes armor, weapons, body
parts, etc. Please use your own judgment for items
such as magical staves, rods, wands, etc. Items save
against disintegration; PCs save versus paralyzation.
Those items failing their rolls are sawn in half, those
PCs that fail loses a limb as per a vorpal sword.
Should a charde get a natural 20 on its attack roll it
automatically cuts through all armors regardless of it's
magical bonus, and severs the limb.
Lastly they can impale a victim on themselves. By
launching themselves at their target and getting a
successful attack they proceed to bore through armor
(again, non-magical is destroyed automatically, under
+2 a saving throw, +3 or above deflects the attack). A
successful impalement causes 4d4 damage.
Often when large groups of chardes attack they will
impale a victim many times over, coiling around
while still embedded in flesh, and saw chunks off.

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Many times a victim of a charde attack is little less
than a pile of powdered bones and pulp.

The only end to these stalkings is the death of either


the prey, or the hunter.

Habitat/Society: Chardes roam the Quasielemental


Plane of Minerals in packs of 2d10 creatures. They
devour precious gem deposits, and often other
inhabitants of their home plane. They constantly hunt,
and are hunted by, the Tsnng.
Aside from that they have little to no society. No one
has yet to see how, or when they reproduce, but there
is never a shortage of Chardes on this plane.
When a lucky cutter escapes a pack of chardes he'd
best watch his back. 90% of the time chardes will
hunt their wounded prey down. They have an
uncanny sense to track the wounded they have drawn
blood from. If the target shifts planes of existence
there is a 70% chance the chardes will end the pursuit.
Otherwise they will actively seek a portal and hunt
them down. While they may not know what plane
their target fled to, they instinctively recognize it
if/when they arrive.

Ecology: Not much is known about chardes. There a


few theories out there I will share with you:
The most widespread belief is that some clueless
priest found his way onto the plain and tried to cast a
Blade Barrier spell. It's effects twisting to create the
first of many chardes.
Another popular belief is they are small bits broken
off of some larger, crystalline porcupine type creature.
Neither story can be confirmed, but what about the
planes can? Regardless of their origins, be wary of
them, or you'll find yourself in boxes and pieces.
Once dead, chardes continue to spin. A careful blood
with a long-winded hold spell could conceivably
create a magical blade, more fearsome than any sword
of sharpness known. There is reputed to be one
traveler that sells magic items made of chardes.

Dragon, Elemental
(Authors: John Kastronis and Jon Winter)

When it comes to the so-called elemental dragons, a


lot of greybeards scratch their heads, frown and start
to look worried. See, nobody really knows if they're
actually real dragons or not. Oh sure, they look like
dragons, they roar like dragons, and they breathe
fiery death (or watery, or whatever) like dragons...you
get the idea...but is that enough?
See, the elemental dragons are made of sterner stuff
than your average Prime Material dragon. For starters,
they not only dwell on the Inner Planes, but they also
thrive there. Even a hardy old red would find the
hottest parts of the Plane of Fire a little uncomfortable
at times. Elemental dragons seem to be made of the
planar material themselves.
If you follow this line of reasoning, the elemental
dragons are little more than glorified mephits, or
dragon-shaped elementals with brains. Perhaps that's
right, but if so, what mephits they are! Few creatures
in existence are more beautiful than a radiant dragon
in flight, or more hardy than an earth dragon.
The chant seems divided as to the origins of these
creatures. As might be expected there are three
opinions:
Perhaps the elemental dragons are the ancestors of the
more common prime dragons. After leaving their
elemental homes and staying on the prime for a few
millennia, the elemental dragons could have slowly
became prime dragons with similar alignment and
abilities (ie. a lawful good fire dragon would become
a gold dragon, while a chaotic evil one would become
a red dragon).
Or maybe the prime dragons are the ancestors of
elemental dragons. When a prime dragon spends a

few millennia on an elemental plane, it might slowly


becomes an elemental of similar alignment (ie. a
silver dragon on the elemental plane of earth would
slowly become a good earth dragon, while if it were
on the elemental plane of fire, it would become a fire
dragon).
The last school of thought suggests the elemental
dragons are something entirely natural to the Inner
Planes and unrelated to the prime dragons. Maybe
each plane evolves its own supreme life form, and
primes just happen to have called the elemental ones
"dragons".
Of course, nobody seems to know which of these
tales is true, and the dragons themselves certainly ain't
telling. Still, a few facts are known about these
strange creatures, from which you may draw your
own conclusions...
Chant goes that if a elemental dragon is forced into
the plane diametrically opposing its own element
(such as a fire dragon being tricked through a portal to
the Plane of Water), it is instantly and irrevocably
destroyed. The chant goes on to say that elemental
dragons ain't immune to the effects of other Inner
Planes either. Apparently, the dragons' bodily
composition changes slowly to reflect its
environment, so if the same fire dragon instead went
to the Plane of Air and stayed there long enough it'd
become an air dragon.
Now, nobody seems to know just how much time
"long enough" is, but many Inner Planewalkers
who've observed elemental dragons out of their home
planes maintain the creatures' personalities do seem to
drift slowly. This leads some greybeards to suggest

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there is really only one "elemental dragon" and the
apparently different subspecies are merely facets of
these beings reflecting their current planes.
Think whatever you like, basher, but one thing's a
cert; elemental dragons are affected by potions of
dragon control and swords versus dragons just like
any Prime specimen.
.

Do the elemental dragons mutate while on the Prime?


Can they visit the Outer Planes without ill effect?
Cutter, that's as dark as they come. Nobody really
knows, and perhaps the dragons want to keep it that
way

The following Elemental Dragons have been detailed so far...

Dragon, Elemental Air


(Copyright 1998 by John Kastronis and Jon Winter)

Climate/Terrain: Elemental Air, mountain tops


Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Special
Intelligence: Supra-genius (19-20)
Treasure: Special
Alignment: Varies
No. Appearing: 1 (2-5)
Armor Class: -5 (base)
Movement: 2, Fl 50 (A)
Hit Dice: 18 (base)
THAC0: 3 (at 18 HD)
No. of Attacks: 3 + special
Damage/Attack: 2d6 / 2d6 / 4d10
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Special
Size: G (30' base)
Morale: Fanatic (17-18)
XP Value: Variable
The smallest of all elemental dragons, air dragons are
perhaps the most tenacious as well. They are
incredibly quick of wit, and can come up with a
solution to near any problem. They know how to use
their speed, spells, and abilities to overcome nearly
any situation.
Air dragons cannot normally be seen. They are all but
invisible to the naked eye, and they radiate no heat,
making them invisible to infravision too. A cutter can
perceive a general outline of one if he concentrates
hard (and the dragon isn't moving) for several minutes.
If magically viewed (through detect invisibility or
similar spells), the dragon will appear as a glass-clear
mist dragon.
Air dragons speak their own tongue, the language of
air elementals, and a language common to all
elemental dragons. They have a 17% chance of
understanding any sentient tongue at birth. This chance
increases by 6% per age category.
Combat: As stated before, air dragons know how to
employ their natural talents to the best of their

abilities. They seem to have the uncanny ability to


anticipate the actions of their enemies, perhaps
stemming from their great intelligence. While not
terribly physically challenging (compared with other
dragons, that is!), air dragons can make mean
opponents, especially when they can't be seen.
Breath Weapon/Special Abilities: An air dragon's
breath weapon is a funnel of wind that is 5' wide at the
base, 30' wide at the end, and extends 60' forward.
Creatures caught in the funnel are picked up off the
ground and thrown 6d10 feet up into the air, and up to
4d20 feet backwards, taking any falling damage that
may occur as a side result (as well as damage from
slamming into objects behind them). Creatures who
pass their save vs. breath weapon are merely knocked
to the ground and stunned for one round, after which
they may get back up.
When on the Plane of Air and away from solid
surfaces or gravity, a victim of an air dragon's breath
weapon is liable to be blown many miles away...there's
nothing to stop his fall and the wind envelope isn't

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slowed easily either. Air dragons usually use this as a
convenient time to escape.

strong gossamer thread. These semi-transparent


objects look more like large eggs than anything, and
their owners take great care in hiding them in
inaccessible (to non-air dragons) locations on the
plane, such as inside tornadoes.
Many (55%) air dragons are neutral. The remaining are
either good (25%) or evil (20%). Similarly, the
majority of air dragons (60%) are neutral, while the
rest are usually chaotic (35%). Only a very few are
lawful in alignment (5%).

An air dragon casts spells and uses its magical


abilities at 16th level plus its combat modifier.
Air dragons are born immune to air- and windaffecting spells and abilities (such as control weather,
and wall of wind) and energy-draining. They take half
damage from electricity and cold.
Unless detected magically, air dragons are invisible
to most creatures. Air dragons can also detect
invisibility as per the wizard spell at will.
As they age, they gain the following abilities: Very
Young: wall of fog at will. Young Adult: gust of wind
three times per day. Mature Adult: wind wall three
times per day. Very Old: control weather three times
per day. Wyrm: summon air elemental three times per
day. Great Wyrm: incendiary cloud three times per
day.

Ecology: As far as can be determined, air dragons


survive on spores in the air, or on pure air itself. They
never seem to consume anything solid, at least.
A few major hurricanes have been attributed to air
dragon influence; though only one of these can
actually be confirmed as having been caused by an air
dragon. Chant tells, however, of a burg deep in the
Plane of Air called Bellows. Apparently, it's infested
with air dragons who work in teams to pump a colossal
set of bellows made from spider webs and giant hair.
The great gusts of wind emitted by this weird
contraption stir up the Plane of Air and keep it fresh
and breezy. If they pump hard enough, the dragons can
create storms which blow across the Ethereal and into
the Prime too. So the chant goes, at least...
Occasionally, visitors to the Elemental Plane of Air
have seen air dragons and air elementals in physical
contact with one another. The exact reason or effects of
this union have not been found, and there is very little
solid evidence to theorize upon. ;-)

Habitat/Society: Air dragons, like all other elemental


dragons, very rarely leave their home plane. When
they are encountered on other planes, they are usually
found living amongst cloud or storm giant castles, or
with cloud dragons, or in their own clouds. Air
dragons are known to get on well with the mortai of
the Beastlands, though dwelling as far apart as they do,
encounters between the two races are rare.
Any treasure an air dragon might acquire is usually
kept well hidden in a nest-like construction of steelAge
1
2
3
4
5
6
7
8
9
10
11
12

Body (')
3-6
6-14
14-22
22-31
31-41
41-52
52-64
64-77
77-91
91-105
105-121
121-138

Tail (')
2-5
5-12
12-18
18-24
24-34
34-44
44-54
54-64
64-74
74-84
84-94
94-104

AC
Wizard/Priest
-2 Nil
-3 Nil
-4 1
-5 2
-6 2 2
-7 2 2 2
-8 2 2 2 / 1
-9 2 2 2 2 / 2
-10 2 2 2 2 2 / 2 2
-11 2 2 2 2 2 2 / 2 2 2
-12 2 2 2 2 2 2 2 / 2 2 2 2
-13 3 3 3 3 2 2 2 / 3 3 2 2

MR
Nil
Nil
30%
35%
40%
45%
50%
55%
60%
65%
70%
75%

Dragon, Elemental Earth


(Copyright 1998 by John Kastronis and Jon Winter)

Climate/Terrain: Elemental Plane of Earth, mountains


Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Special
Intelligence: Exceptional (15-16)
Treasure: Special
Alignment: Varies
No. Appearing: 1 (2-5)

140

Treasure
Nil
Nil
E, R
H, R
H, R
H, R
H, Rx2
H, Rx2
H, Rx3
H, Rx3
H, Rx4
H, Rx4

XP Value
18,000
19,000
20,000
22,000
23,000
24,000
25,000
27,000
28,000
29,000
31,000
33,000

Great Elemental Netbook


Armor Class: -6 (base)
Movement: 6, Br 35, Jp 2
Hit Dice: 18 (base)
THAC0: 3 (at 18 HD)
No. of Attacks: 3 + special
Damage/Attack: 3d8 / 3d8 / 6d10
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Special
Size: G (70' base)
Morale: Fanatic (17-18)
XP Value: Variable
Earth dragons are slow, lumbering creatures. They
look like a cross between a brown dragon and an earth
elemental. At first glance, they could even be
mistaken for statues, until a person sees the dragon's
eyes following them around, and its muscles gently
rippling across its body.
Earth dragons are slow moving and slow thinking
("slow as a treant and galeb duhr combined" goes the
saying). They aren't the brightest of the elemental
dragons, but they are by no means stupid; they are
still able to outsmart most humans. They have slow
tempers to go with their slow action. Happily, they're
are slow to anger, but they're also slow to forgive or
forget. In fact, the only creature to hold grudges
longer than earth dragons are fiends and powers
themselves.
Earth dragons speak their own tongue, as well as the
tongues of earth elementals and that common to all
elemental dragons. At birth, 10% of earth dragons can
speak with any intelligent creature. This chance goes
up by 3% per age category.
Combat: While earth dragons are slow and not
maneuverable, they more than make up for in
physical power what they lack in speed and wit.
Perhaps the most physically imposing of all the
elemental dragons, they can inflict massive damage
with their claws and bite. They can also make use of
their innate spell abilities and breath weapon when
needed, but the prefer to fight claw to hand.
Breath Weapon/Special Abilities: An earth dragon's
breath weapon is a cloud-like spray of rock shards
and fragments that is 50' long, 40' wide, and 30' high.
Creatures caught in the cloud must save vs. breath
weapon or be turned to stone. Creatures who save
Ecology: Earth dragons have little need for
sustenance. They survive on eating stones and metals.
Earth dragon tunnels are a good way of navigating the
otherwise solid Plane of Earth, provided the earth
Age
1
2
3

Body (')
18-30
30-42
42-54

Tail (')
17-28
28-39
39-49

suffer 1d20 points of damage from sharp edges and


pebbles.
An earth dragon casts spells and uses its magical
abilities at 13th-level plus its combat modifier.
Earth dragons are born immune to energy
draining, stoning, fire, and cold. They can also
meld with stone at will.
As they age, they gain the following abilities:
Very Young: create earth at will. Young Adult:
transmute rock to mud three times per day.
Mature Adult: move earth three times per day.
Very Old: stone shape three times per day. Wyrm:
summon earth elemental three times per day.
Great Wyrm: disintegrate three times per day.
Habitat/Society: Earth dragons, like all other
elemental dragons, very rarely leave their home plane.
When they are encountered on other planes, they are
usually found living in (via their meld with stone
ability) mountains. Sometimes they can be found in
deep caverns.
Nearly all (90%) of earth dragons are neutral. There is
an equal (5%) chance that they are either evil or good.
All earth dragons are neutral in relation to law and
chaos.
Of all the Outer Planes, earth dragons are drawn to
the mountains of Gehenna and Mount Olympus itself;
there are said to be at least half a dozen earth dragons
dwelling on the slopes of the plane-spanning pathway.
The creatures aren't known on Mount Celestia;
presumably they find the atmosphere of Lawful
Goodness too oppressive. Chant also goes that a great
wyrm named Gor'rok dwells at the foot of the Spire
itself, gnawing away at the great pillar of stone. What
the rilmani think of this is unknown.
dragon isn't still in them. Since the Earth Plane
"heals" itself fairly rapidly, this is often a risky
proposition...

AC
Wizard/Priest
-3 Nil
-4 Nil
-5 Nil

141

MR
Nil
Nil
20%

Treasure
Nil
Nil
H, Q

XP Value
18,000
19,000
20,000

Great Elemental Netbook


4
5
6
7
8
9
10
11
12

54-61
61-78
78-91
91-104
104-117
117-131
131-145
145-159
159-173

49-61
61-71
71-81
81-95
95-106
106-119
119-131
131-144
144-157

-6 Nil
-7 Nil
-8 Nil
-9 2
-10 2 2
-11 2 2 2 / 1
-12 2 2 2 2 / 2
-13 2 2 2 2 2 / 2 2
-14 2 2 2 2 2 2 2 / 2 2 2

25%
H, Qx2, E
30%
H, Qx3, E, S
35%
Hx2, Qx4, E, S
40% Hx2, Qx4, E, S, T
45% Hx3, Qx5, E, S, T
50% Hx3, Q, E, S, T, U
55% Hx3, Q, E, S, T, U, V
60% Hx4, Q, E, S, T, U, V
65% Hx4, Q, E, S, T, U, V

22,000
23,000
24,000
25,000
27,000
28,000
29,000
31,000
33,000

Dragon, Elemental Fire


(Copyright 1998 by John Kastronis and Jon Winter)

Climate/Terrain: Elemental Plane of Fire, volcanoes


Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Special
Intelligence: Genius (17-18)
Treasure: Special
Alignment: Varies
No. Appearing: 1 (2-5)
Armor Class: -6 (base)
Movement: 12, Fl 35 (C), Jp 3
Hit Dice: 18 (base)
THAC0: 3 (at 18 HD)
No. of Attacks: 3 + special
Damage/Attack: 2d10 / 2d10 / 5d12
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Special
Size: G (65' base)
Morale: Fanatic (17-18)
XP Value: Variable
Fire dragons are deadly creatures, born of elemental
flame and all-consuming in nature. They're
mesmerising beasts to watch; their bodies flicker and
dance in an almost hypnotic pattern. Physically, they
appear similar in shape to red dragons, suggesting
some ancient link between the two races, but rather
than being made of solid flesh, their scales are pure
flame. Fire dragons are also fiery-tempered. They are
quick to take action, whether it be a friendly gesture
or a deadly attack.
Fire dragons speak their own language, the language
of fire elementals, and a language common to all
elemental dragons. When born, there is a 13% chance
that the dragon can communicate with all sentient
creatures. This chance increases by 4% per age
category.

they prefer to use their fire charm ability to soften


them up first.
Breath Weapon/Special Abilities: A fire dragon's
breath weapon is a cone of elemental fire, 90' long, 5'
wide at the dragon's mouth and 30' at the base.

Combat: Fire dragons fight efficiently and


mercilessly. They know they are powerful, and they
use that power to their advantage. Fire dragons often
like to attack with their breath weapon before moving
into physical combat. When fighting creatures that
seem useful or who could possess useful information,

142

Fire dragons are born immune to energy draining


and electricity. They take double damage from
cold or water attacks (easier said than done on the
Plane of Fire, however). When attacked with fire,
they actually gain a number of hit points equal to
the number of hit dice the attack would have
inflicted. For example, a 12th-level mage casts a
fireball, which would normally do 12d8 damage.
The fire dragon gains 12 hit points instead of
taking damage.
Any being that comes into physical contact with
a fire dragon takes Xd8 points of damage, where
X is equal to the dragon's age category. A
successful save vs. breath weapon can halve this
damage, and immunity and resistance to fire can
also reduce this damage. When a being not

Great Elemental Netbook


immune to fire or heat comes within 30' of the
dragon, they take 1d4 points of damage per age
category of the dragon. Once within 30', anything
combustible must make a successful saving
throw or catch fire.
A fire dragon cast spells and uses its magical
abilities at 16th-level plus its combat modifier.
As they age, they gain the following additional
abilities: Very Young: fire charm at will. Young:
burning hands three times per day. Juvenile:
fireball three times per day. Adult: flame strike
three times per day. Mature Adult: delayed blast
fireball three times per day. Old: meteor swarm
three times per day. Very Old: summon fire
elemental three times per day.
Habitat/Society: Fire dragons very rarely leave their
home on the Elemental Plane of Fire. Those that do
normally make their homes in active volcanoes and
lava flows. They are solitary creatures, only coming
together to mate.
Most (50%) of fire dragons are neutral. The rest are
evenly split between good and evil (25% chance of
either). Of these dragons, roughly 40% are neutral,
and the rest lawful or chaotic (30% chance of either).
Age
1
2
3
4
5
6
7
8
9
10
11
12

Body (')
15-27
27-39
39-51
51-58
58-75
75-88
88-101
101-114
114-128
128-142
142-156
156-170

Tail (')
14-25
25-36
36-46
46-58
58-68
68-78
78-92
92-103
103-116
116-128
128-141
141-154

AC Breath Weapon
-3
4d12+1
-4
6d12+2
-5
8d12+3
-6
10d12+4
-7
12d12+5
-8
14d12+6
-9
16d12+7
-10
18d12+8
-11
20d12+9
-12
22d12+10
-13
24d12+11
-14
26d12+12

Ecology: Fire dragons sustain themselves on flames


and heat, very rarely actually eating something. Even
when they do this, sages speculate, they don't gain
any benefit from it. They hate water and ice dragons
and will attack them on sight (although the species
rarely encounter each other).
Fire dragons can be extremely damaging to the life
surrounding their lair (unless they're on the Plane of
Fire, of course!). When they leave the lair, their
extreme body temperature can ignite dry wood as far
as 30' away. They can easily start forest or brush fires,
destroying an ecology within a matter of hours. Fire
dragons love doing this, although permanent forest
fires in one area tend to be a bit of a giveaway that
something odd is going on...
Chant goes that the efreet have a platoon of fire
dragons guarding their City of Brass. Considering
that the efreet hate fire dragons as much as they
do any other creature, and that the feeling's
entirely mutual, it's likely that these dragons are
enslaved somehow. Djinn legends also tell of fire
dragons with efreet riders; a lethal combination
of malevolent force. Fortunately nobody seems to
have seen anything like this for hundreds of
years, but those rumors always have a habit or
resurfacing.

Wizard/Priest
Nil
Nil
Nil
1
2
22
222
2222/1
22222/2
222222/22
2222222/222
22222221/2222

Dragon, Elemental Water


(Copyright 1998 by John Kastronis)

Climate/Terrain: Elemental Plane of Water, deep seas


Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Special
Intelligence: Genius (17-18)
Treasure: Special
Alignment: Varies
No. Appearing: 1 (2-5)
Armor Class: -3 (base)
Movement: 4, Sw 35
Hit Dice: 18 (base)
THAC0: 3 (at 18 HD)
No. of Attacks: 3 + special

143

MR Treasure XP Value
Nil
Nil
18,000
Nil
Nil
19,000
35%
E, S, T
20,000
40%
H, S, T
22,000
45%
H, S, T
23,000
50% H, S, Tx2
24,000
55% H, S, Tx2
25,000
60% H, S, Tx2
27,000
65% H, S, Tx3
28,000
70% H, S, Tx3
29,000
80% H, S, Tx3
31,000
85% H, S, Tx4
33,000

Great Elemental Netbook


Damage/Attack: 1d12 / 1d12 / 4d10
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Special
Size: G (40' base)
Morale: Fanatic (17-18)
XP Value: Variable
Water dragons are extremely fluid creatures, in form
and personality. They are quick to change from one
emotion to another, forming an opinion of someone at
first glance, then quickly changing it as the situation
warrants. They are quick to anger and quick to
forgive.
Water dragons look like cloud dragons made of pure
water. They always blend in perfectly with the water
they are in, whether it is the clear water of the
Elemental Plane of Water, the murky depths of an
ocean, or the crystal blue waters of a flowing river.
While in water they are effectively invisible. When on
land, water dragons take on a slight blue hue, but they
are clear overall.
Water dragons speak their own tongue, as well as the
tongues of water elementals and that common to all
elemental dragons. At birth, 16% of earth dragons can
speak with any intelligent creature. This chance goes
up by 5% per age category.
Combat: Water dragons are effective fighters both in
the water and on land. While in water, they prefer to
sneak up on potential opponents, gauging their actions
and seeing if they act in a hostile manner. When they
are on land, they have the disadvantage of being
seeable, but their watery nature makes up for this.
Breath Weapon/Special Abilities: A water dragon's
breath weapon is a stream of water that is 5' wide and
extends 60' in a straight direction. Creatures hit by the
stream must save vs. breath weapon stunned for 1d6
rounds from the force, as well as taking the listed
damage. Creatures who make their save are still
knocked to the ground for 1 round and take half
damage.
A water dragon casts spells and uses its magical
abilities at 15th level plus its combat modifier.
Water dragons are born immune to water, wateraffecting spells (such as transmute water to dust),

acid, and energy-draining. They take half damage


from electricity and double damage from fire. Spells
which induce cold (such as cone of cold), inflict
normal damage, but act as a slow spell cast upon the
dragon.
While in any sufficiently large body of water (at
least large enough to cover their bodies), water
dragons are invisible. If kept out of water for
more than a day, they begin to evaporate, losing
1d4 hit points per hour out of the water. If they
return to a sufficiently large body of water (such
as a lake or river), they immediately regain the
lost hit points. Normal weapons don't affect water
dragons, they pass through their bodies
harmlessly. Magical weapons of less than +2
enchantment only inflict half damage.
As they age, they gain the following abilities:
Very Young: create water at will. Young Adult:
transmute dust to water three times per day.
Mature Adult: airy water three times per day.
Very Old: part water three times per day. Wyrm:
summon water elemental three times per day.
Great Wyrm: tsunami three times per day.
Habitat/Society: Water dragons, like all other
elemental dragons, very rarely leave their home plane.
When they are encountered on other planes, they are
usually found living in deep oceans or other large
bodies of water.
Most (60%) of water dragons are neutral. There is an
equal (20%) chance that they are either evil or good.
Half (50%) of all water dragons are chaotic, some
(40%) are neutral, and only a few (10%) are lawful.
Ecology: Water dragons have little need for
sustenance. They survive by contact with water. They
loathe to venture out of water for more than a few
hours, and they'll never go near any dry, hot, or
extremely cold place

144

Great Elemental Netbook


.Age Body (')
1
3-12
2
12-21
3
21-30
4
30-40
5
40-50
6
50-61
7
61-72
8
72-83
9
83-94
10
94-106
11 106-118
12 118-132

Tail (')
1-8
8-17
26-35
26-35
35-42
42-50
50-58
58-68
68-78
78-88
88-98
98-108

AC Breath Weapon
Wizard/Priest
0
4d10+1
Nil
-1
6d10+2
Nil
-3
8d10+3
1
-3
10d10+4
1
-4
12d10+5
2
-5
14d10+6
22
-6
16d10+7
222
-7
18d10+8
222/1
-8
20d10+9
2222/2
-9
22d10+10 2 2 2 2 2 / 2 2
-10
24d10+11 2 2 2 2 2 2 / 2 2 2
-11
26d10+12 2 2 2 2 2 2 2 / 2 2 2 2

MR
Nil
Nil
35%
35%
40%
45%
50%
55%
60%
65%
70%
75%

Treasure XP Value
Nil
19,000
Nil
20,000
1/2 D
22,000
1/2 D
23,000
D
24,000
D, A
25,000
D, A, B
27,000
D, A, Bx2
28,000
D, A, Bx3
29,000
D, A, Bx3
31,000
D, A, Bx4
32,000
D, A, Bx4
33,000

Dragon, Quasi-Elemental Lightning


(Copyright 1998 by John Kastronis)

Climate/Terrain: Quasi-Elemental Plane of Lightning, thunder storms, thunder clouds


Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Special
Intelligence: Genius (17-18)
Treasure: Special
Alignment: Varies (primarily Neutral)
No. Appearing: 1 (2-5)
Armor Class: -5 (base)
Movement: 12, Fl 35 (C), Jp 3
Hit Dice: 17 (base)
THAC0: 4 (at 17 HD)
No. of Attacks: 3 + special
Damage/Attack: 2d10 / 2d10 / 5d12
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Special
Size: G (50' base)
Morale: Fanatic (17-18)
XP Value: Variable
Stormy and with tempers as quick as greased
lightning (pardon the pun), lightning dragons are one
of the more dangerous elemental dragons to those
caught unprepared. They are often seen flitting (if
something of their size can flit) among the brilliant
flashes of lightning that occupy the Quasi-elemental
Plane of Lightning.
Appearing as blue dragons with crackling lightning
dancing from their scales, they prove to be an
intimidating sight. They are surrounded by a soft light
which grows in intensity as they become angry. An
extremely mad dragon may get bright enough to blind
a person. They emit a barely audible rumble that
increases in volume proportionally to the brightness
of the light. The sound, however, never posses a
serious threat to damaging ears.
Lightning dragons speak their own tongue and one
common to all elemental dragons. When they are
born, they have a 13% chance to speak the language

of any sentient creature. This chance increases by 4%


per age category.
Combat: Lightning dragons like to take an offensive
approach to combat, employing whatever means they
have to eradicate opponents. They rarely flee from
combat, even if they are gravely injured. Their
penchant for destruction has been described by at
least on invoker as "charming"
Breath Weapon/Special Abilities: A lightning
dragon's breath weapon is a 5' wide stroke of
lightning that streaks 100' in a straight line. This bolt
inflicts double damage to creatures wearing metal
armour or carrying more than 30 lbs. of metallic
materials.
Lightning dragons cast spells and use their magical
abilities at 14th-level plus their combat modifiers.

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Great Elemental Netbook


Any AC bonus gained from metal armour is
negated when fighting a lightning dragon. If a
metal shield is used, the AC bonus from that is
negated as well. If a lightning dragon is struck by
a metal weapon, the wielder is shocked as if she
had just been attacked by the lightning dragon's
innate shocking grasp ability.
When reduced to less than 1/4 of their maximum
hit points, lightning dragons will become so
angry and glow so brightly, that all who look at
them must save vs. spell or be blinded for 1d10
rounds. Those who pass the save may look at the
dragon as they please.
Lightning dragons are born immune to energy
draining, blindness, and electricity. They are born
with the innate ability to use shocking grasp at
will.
As they age, they gain the following additional
abilities: Young: lightning bolt three times per
day. Juvenile: thunder staff three times per day.
Adult: chain lightning three times per day.
Mature Adult: wall of lightning (similar to wall
of fire but with lightning instead of fire) three
times per day. Very Old: summon the storm (a
version of control weather which always
produces an intense lightning storm) three times
per day.

Habitat/Society: Lightning dragons prefer to remain


on their home plane, but occasionally make jaunts
onto other planes. Storm giants seem to have a
particular liking of the creatures, as do many
invokers.
Lightning dragons have the greatest chance of all
elemental dragons to have a moral bend, with an
equal (45%) chance of being good or evil. The rest
(10%) are morally neutral. This tendency is offset by
a low ethical deviation, with only a small number
being lawful or chaotic (5% chance of either). The
others (90%) are ethically neutral.
Ecology: Lightning dragons sustain themselves on
electricity. They seem to be able to gain small
amounts of "natural electricity" from anywhere they
are, so it's near impossible to starve them outside of a
vacuum. They draw electricity towards themselves,
often leaving a "tunnel" behind them when travelling
on the Quasi-Elemental Plane of Lightning. Canny
adventurers have followed lightning dragons through
the plane to escape being hit with a nasty bolt of
lightning.
Because they have a tendency to cause storms, they
can be devastating to an ecology, especially a coastal
one. They tend to do this infrequently, however

.
Age
1
2
3
4
5
6
7
8
9
10
11
12

Body (')
9-15
15-27
27-39
39-51
51-63
63-76
76-89
89-102
102-116
116-130
130-144
144-158

Tail (')
7-12
12-24
24-34
34-46
46-56
56-66
66-80
80-91
91-104
104-116
116-129
129-142

AC Breath Weapon
Wizard/Priest
-2
4d8+2
Nil
-3
6d8+3
Nil
-4
8d8+4
1
-5
10d8+5
2
-6
12d8+6
22
-7
14d8+6
222
-8
16d8+7
2222/1
-9
18d8+8
22222/2
-10
20d8+9
222222/22
-11
22d8+10 2 2 2 2 2 2 2 / 2 2 2
-12
24d8+11 2 2 2 2 2 2 2 1 / 2 2 2 2
-13
25d8+12 2 2 2 2 2 2 2 2 / 2 2 2 2

MR Treasure XP Value
Nil
Nil
15,000
Nil
Nil
18,000
40% 1/2H, S
19,000
45%
H, S
20,000
50%
H, S
22,000
55%
H, S
23,000
60%
H, Sx2
24,000
65%
H, Sx2
25,000
70%
H, Sx2
27,000
75%
H, Sx3
28,000
80%
H, Sx3
29,000
85%
H, Sx4
31,000

Dragon, Quasi-Elemental Radiant


(Copyright 1998 by John Kastronis)

Climate/Terrain: Quasi-Elemental Plane of Radiance, rainbows


Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Special
Intelligence: Supra-Genius (19-20)
Treasure: Special
Alignment: Varies (primarily Neutral)
No. Appearing: 1 (2-5)
Armor Class: -5 (base)
Movement: 12, Fl 35 (C), Jp 3
Hit Dice: 17 (base)

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Great Elemental Netbook


THAC0: 4 (at 17 HD)
No. of Attacks: 3 + special
Damage/Attack: 2d8 / 2d8 / 5d12
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Special
Size: G (60' base)
Morale: Fanatic (17-18)
XP Value: Variabl
e
Radiant dragons are majestic creatures. They are
similar in appearance to amethyst dragons, but much
larger. Their skin is a shimmering mass of silky
material, which constantly changes color.
Radiant dragons speak their own tongue and a tongue
common to all elemental dragons. Also, 20% of
hatchling radiant dragons can speak with any
intelligent creature. The chance to posses this ability
increases 6% per age category.
Combat: Radiant dragons are honorable and
respectful of their opponents. They are not foolish,
however. They will take advantage of any weakness
and attack their opponent without mercy.
Breath Weapon/Special Abilities: A radiant dragon's
breath weapon is a stream of brilliant radiance, 50'
long, 20' high, and 10' wide. This instantly kills any
creature of less than 6 HD that doesn't save vs. dragon
breath, a successful save still induces blindness for
2d20 rounds and the creature takes the damage listed
below. A creature of more than 12 HD that makes its
save takes half the damage and isn't blinded,
otherwise they take full damage and are blinded for
the same length of time.
Radiant dragons cast spells and use their magical
abilities at 15th-level plus their combat modifiers.

Age
1
2
3
4
5
6
7
8
9
10
11
12

Body (')
13-25
25-37
37-49
49-61
56-73
73-86
86-99
99-112
112-126
126-140
140-154
154-168

Tail (')
12-22
22-34
34-44
44-56
56-66
66-76
76-90
90-101
101-114
114-126
126-139
139-152

Radiant dragons are born immune to energy


draining, blindness, and electricity. They are born
with the following abilities: chromatic orb at
will, color spray at will, dancing lights at will,
and continual light three times per day.
As they age, they gain the following additional
abilities: Young: hypnotism three times per day.
Juvenile: rainbow pattern three times per day.
Adult: prismatic spray three times per day.
Mature Adult: prismatic wall/ three times per
day. Very Old: prismatic sphere three times per
day.
Habitat/Society: Radiant dragons are very reclusive
creatures. Very few live on the Prime Material Plane,
most dwell on the Plane of Radiance. Radiant dragons
prefer to layer in areas of brilliant light displays, such
as in crystal chambers where colorful light is
reflected.
Some 50% of radiant dragons are neutral in
alignment, of the rest, half are good and half evil. On
the law-chaos axis, 40% of radiant dragons are lawful,
40% neutral, and only 20% chaotic.
Ecology: Radiant dragons eat little, if anything at all.
They usually only eat right before going into a long
sleep, usually consuming a few large animals. When
they are awake, light seems to sustain them.

AC Breath Weapon
Wizard/Priest
-2
2d12+2
Nil
-3
4d12+3
Nil
-4
6d12+4
1
-5
8d12+5
2
-6
10d12+5
22
-7
12d12+6
222
-8
14d12+7
2222/1
-9
16d12+8
22222/2
-10
18d12+9
222222/22
-11
20d12+10
2222222/222
-12
22d12+11
22222221/2222
-13
24d12+12
22222222/2222

MR Treasure XP Value
Nil
Nil
15,000
Nil
Nil
18,000
45%
E, S, T
19,000
50%
H, S, T
20,000
55%
H, S, T
22,000
60% H, S, Tx2
23,000
65% H, S, Tx2
24,000
70% H, S, Tx2
25,000
75% H, S, Tx3
27,000
80% H, S, Tx3
28,000
85% H, S, Tx3
29,000
90% H, S, Tx4
31,000

Dragon, Quasi-Elemental Steam


(Copyright 1998 by John Kastronis)

Climate/Terrain: Quasi-Elemental Plane of Steam, hot springs, fog banks, jungles

147

Great Elemental Netbook


Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Special
Intelligence: Genius (17-18)
Treasure: Special
Alignment: Varies (primarily Neutral)
No. Appearing: 1 (2-5)
Armor Class: -6 (base)
Movement: 12, Fl 35 (C), Jp 3
Hit Dice: 17 (base)
THAC0: 4 (at 17 HD)
No. of Attacks: 3 + special
Damage/Attack: 2d10 / 2d10 / 5d10
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Special
Size: G (55' base)
Morale: Fanatic (17-18)
XP Value: Variable
Steam dragons are wispy creatures. The are quite
aloof and distant, never remaining in contact with
other beings for long. They prefer solitude to the
companionship most other creatures crave. They see
the company of other beings as an excuse for idle chat
and flights of fancy, things that they do not normally
endorse.
When in solid form, steam dragons appear to be misty
cloud dragons. A slight vapor always seems to be
rising from the surface of their bodies, although, in
truth, it is just part of their bodies similar to hair on a
human. They tend to be gray in color, although the
gray runs the gamut of light to dark.
Steam dragons speak their own language and that
common to all elemental dragons. At birth, they have
a 16% chance to speak the language of any sentient
creature. This chance increases by 5% per age
category.
Combat: Steam dragons prefer to avoid combat, if
possible, as it is generally a waste of time. When
engaged in combat, however, they seek to end it as
quickly as possible, often attempting to take out what
seems to be a leader then engaging the remaining
attackers. They very rarely chase those who flee from
them.
Breath Weapon/Special Abilities: A steam dragon's
breath weapon is a cloud of scalding steam, 90' long,
30' wide, and 30' high. Creatures caught in the cloud
can roll saving throws vs. breath weapon for half
damage. In still air, the cloud remains for 1d4+4
rounds. On the second round and third rounds, it
inflicts half normal damage, on the fourth and
subsequent rounds, it condenses into a clammy fog
that blinds creatures for 1d4 rounds and inflicts 3d4
points of drowning damage per round for as long as

the creature remains in the cloud (a successful save


vs. breath weapon negates both effects).
Steam dragons cast spells and use their magical
abilities at 14th-level plus their combat modifiers.
Steam dragons are born immune to energy
draining, water attacks, and heat (but not fire).
Steam dragons are born with the ability to
assume (or leave) a cohesive mist-like form at
will, once per round. In this form, they are 75%
unlikely to be distinguished from normal mist.
Their armor class improves by -3 while in mist
form and their magic resistance increases by
15%. They can employ spells and innate abilities
while in mist form, but they cannot attack
physically or use their breath weapons. They can
fly at a rate of 9 (MC: A) while in mist form.
As they age, they gain the following additional
powers. Very Young: fog cloud three times per
day. Young: wall of fog three times per day.
Juvenile: stinking cloud three times per day.
Adult: solid fog three times per day. Mature
Adult: cloudkill three times per day. Old: death
fog twice per day. Very Old: neutralise gas three
times per day. Ancient: airy water three times
per day.
Habitat/Society: When encountered outside their
home plane, steam dragons often times lair with or
close to mist dragons. The two species seem to have a
friendly relationship. They also like to lair in hot,
steamy jungles, near natural hot springs, and in areas
of dense fog.
The majorities (80%) of steam dragons are neutral.
Otherwise, there is an equal (10%) chance of them
being good or evil. A surprising majority (90%) of
steam dragons is lawful. The rest (10%) are neutral.
No chaotic steam dragon has ever been encountered.

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Ecology: Steam dragons sustain themselves on vapors
and water particles in the air. They shy away from

deserts and arctic climates because of the lack of


moisture in the air. They tend to be non-damaging to
the environments they prefer to live in.

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Age
1
2
3
4
5
6
7
8
9
10
11
12

Body (')
13-25
25-37
37-49
49-61
56-73
73-86
86-99
99-112
112-126
126-140
140-154
154-168

Tail (')
12-22
22-34
34-44
44-56
56-66
66-76
76-90
90-101
101-114
114-126
126-139
139-152

AC Breath Weapon
Wizard/Priest
-2
3d6+2
Nil
-3
5d6+3
Nil
-4
7d6+4
1
-5
9d6+5
2
-6
11d6+5
22
-7
13d6+6
222
-8
15d6+7
2222/1
-9
17d6+8
22222/2
-10
19d6+9
222222/22
-11
21d6+10
2222222/222
-12
23d6+11
22222221/2222
-13
25d6+12
22222222/2222

MR Treasure XP Value
Nil
Nil
15,000
Nil
Nil
18,000
45%
Y, Z
19,000
50%
X, Y, Z
20,000
55%
X, Y, Z
22,000
60% X, Y, Zx2
23,000
65% X, Y, Zx2
24,000
70% X, Y, Zx2
25,000
75% X, Y, Zx3
27,000
80% X, Y, Zx3
28,000
85% X, Y, Zx3
29,000
90% X, Y, Zx4
31,000

Elemental Beast
(Author: itzhak@ibm.net)

Climate/Terrain: The inner planes


Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: None
Intelligence: High (13-14)
Treasure: Nil
Alignment: Any Neutral (LN, TN, or CN)
No. Appearing: 1
Armor Class: 0
Movement: 12
Hit Dice: 10
THAC0: 11
No. of Attacks: 4
Damage/Attack: 1d10/1d10/1d10/1d0
Special Attacks: Spells
Special Defenses: Elemental immunity
Magic Resistance: Nil
Size: L (10' tall)
Morale: Champion (15-16)
XP Value: 9,000
These hulking creatures have been compared by many
to be the Hordlings of the inner planes. Although all
have the same statistics and size, their shapes differ,
and no two beasts look alike, not even when two
beasts hail from the same element.
All of them sport 4 appendages that they use to attack,
and their entire body is composed from their
respective element. It makes sages think that these
beasts are a manifestation of their element but other
facts seems to contradict this.
Combat: When encountering a creature who is not a
native of their home plane they will immediately
attack it in an attempt to remove the "contamination",
as they refer to this. They lash will their 4 appendages
and can attack multiple opponents.
Their most fearsome mode of attack is the fact that
they duplicate any spell of their element of up to 4 th
level. It is suspected that every time a new spell is
researched they immediately know of it, and can

duplicate it. You are forewarned that they are


dangerous combatants. The "good" side of it is that
they use some of their power to give the spells shape
and suffer 1 point of damage for every spell level they
"cast".
An elemental beast is immune to its element and will
suffer only half damage from 2 other elements that
are related to it.
Habitat/Society: As written before, they are solitary,
and cannot reproduce. The only time someone
witnessed two beasts meet it was when they both
attacked him. And he was very lucky to have made it
alive, at least he made it enough to tell about it, but
then he died from his wounds.
Ecology: Elemental beasts are the cleaners of the
elemental planes, their job is to rid them of creatures
that are not natives.
Mages have found a spell that allows them to
summon these creatures, and give them control on

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them. But extensive research has raised a question.
Not matter how many times they summoned them,
they have never seen a case when an elemental beast
on the elemental planes disappeared. It seem that
when the spell is cast the beast is created and sent to
the wizard's location.
Furthermore, they discovered that some of the
elemental beasts that are summoned become real,

meaning that upon their destruction, or the spell's


duration has expired they appear in their respective
plane. It made some sages think that these creatures
have actually came into existence because of the
mages who found the means for the spell that
summons these beasts.

Firebrats
(Author: unknown)

Climate/Terrain: Any hot area


Frequency: Very rare
Organization: Insect swarm
Activity Cycle: Any
Diet: Paper, vellum or papyrus
Intelligence: None
Treasure: None
Alignment: Neutral
No. Appearing: 20-80
Armor Class: 7
Movement: 3"
Hit Dice: 2 (swarm)
THACO: n/a
No. of Attacks: special
Damage/Attack: 0
Special Attacks: Consumes books and scrolls
Special Defenses: Immune to fire
Magic Resistance: 25%
Size: T (1" long)
Morale: 12
XP Value: 28 + 2/hp
Firebrast are small insects from the elemental plane of
fire. On their home plane they are harmless, but when
they are summoned they are a bane.
Combat: They do not attack living creatures, and any
damage is only incidental. They will flee from
combat, and seek to find paper, books, and such to
digest.
Habitat/Society: These small creatures look similar
to the prime material fly. They move around in small

swarms of 20-80 members. They seek warm places,


because in temperatures below 55 degrees Fahrenheit
they enter a dormant state, and then they can be killed
with ease.
Ecology: They do not contribute to the ecology. They
feed on paper, and can eat an average sized book
within 3 turns. They are a bane to all libraries, and are
of no use in the creation of magical items. Only fire
mages seem to enjoy summoning them, after
protecting their books, of course.

Genie, Cann (Para-Elemental Ice)


(Author: DreamThiev@aol.com)

Climate/Terrain: Para-plane of Ice


Frequency: Very rare
Organization: Khanate
Activity Cycle: Any
Diet: Omnivore
Intelligence: High to genius (13-18)
Treasure: Nil
Alignment: Neutral

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No. Appearing: 1
Armor Class: 2
Movement: 9, Fl 20 (A), Sw 18
Hit Dice: 9+2
THAC0: 9
No. of Attacks: 1
Damage/Attack: 4d5
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Nil
Size: L (12' tall)
Morale: Champion (15-16)
XP Value: 9,000
The Cann (plural Canni) are the genies of the Plane of
Ice. They are pure white with blue veins showing
through. They have silver eyes and no hair.
Combat: Canni perform as 22nd level spell casters.
They can call forth a Cone of Cold twice per day.
They can Detect Alignment, Magic, and Create
Illusions at will. They are capable of producing 100
gallons of near-frozen water every day. They can
Walk on Water at will, and may call forth a powerful
snow storm once per week.
They can carry up to 800 pounds with little to no
effort on foot or flying. Double or more weight causes
them to tire.

Habitat/Society: The Khan of the Canni makes tight


and restrictive rules, but rarely cares whether or not
they are followed. When the Khan dies or is killed
somehow the throne often goes empty for years
before some one claims it, no one really cares.
Canni is lounge around the Great Ice Palace trying not
to do too much. One of the more respected Canni has
not moved more than three inches in a decade. The
only thing they really care about is invaders, which
they will all defend against.
Ecology: Canni tolerate anything and everything as
long as it does not make too much of a stir. They do
not regard anything as equal, superior, or lesser to
themselves. They are rarely summoned because it is
hard to motivate them

Hazer
(Author: Itzhak Even)
Climate/Terrain: Plane of Smoke
Frequency: Very Rare
Organization: Groups
Activity Cycle: Any
Diet: None
Intelligence: High (13-14)
Treasure: Nil
Alignment: LE
No. Appearing: 1-4
Armor Class: 0
Movement: Fl 24 (B)
Hit Dice: 16 (100 hp)
THACO: 5
No. of Attacks: 2
Damage/Attack: 2-20/2-20
Special Attacks: See below
Special Defenses: Magical weapons +2 or more to hit
Magic Resistance: 10%
Size: L (9' tall)
Morale: 17-18
XP Value: 12,000

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The hazer resembles a large smoke cloud whose form
resembles that of a humanoid. None knows their
origin, but tales from across the inner planes point to
it that they were created by the efreet, and have
managed to escape their servitude.
Although they appear as if using a pole-arm, made of
smoke, the cause of the damage is thought to
originate from them. It seems that they create the
weapons to make an impression, and not because
they need a weapon to inflict damage.
If they have their own language is a mystery, as they
have attacked anyone who approached within 50' of
them.

Smoke Sleep - They can use this 3 times a day.


Pyrotachnics - They can use this 3 times a day.
Smoke Screen - Can use this once per day.
They prefer to attack spell-casters at first chance, and
either smoke sleep them or kill them as fast as
possible.
Habitat/Society: They sometimes travel as groups,
and even then it's in small groups. They are the
guardians of the plane of smoke, set to guard places
and items, but whatever more powerful beings live
there.
Ecology: They are considered to be the creations of
the evil efreet, but have since escaped their slavery.
They will attack efreet at sight, and will fight till one
side is destroyed. Rumors tell that they now serve
willingly to a powerful race that inhabits the plane of
smoke, but no traces of this race were found as of yet

Combat: They fight with their pole-arms, inflicting


2d10 points of damage, and attacking twice in a
round. In addition to their physical attacks they can
use the following array of spell-like abilities, cast as
a 12th level mage, that they can use against
opponents:
.

Intelligent Mist
(Author: wrathgon@hotmail.com)

Climate/Terrain:
Frequency:
Organization:
Activity Cycle:
Diet:
Intelligence:
Treasure:
Alignment:
No. Appearing:
Armor Class:
Movement:
Hit Dice:
THAC0:
No. of Attacks:
Damage/Attack:
Special Attacks:
Special Defenses:
Magic Resistance:
Size:
Morale:
XP Value:

Messengers (Class I)
Planes of Air and Steam
Rare
Solitary
Any
None
10-12
Nil
Neutral
1
4
24 (A)
2
17
1
1d2
Suffocation
Dissipate
Nil
S (4' diameter)
12-13
300

Guardians (Class II)


Planes of Air and Steam
Very rare
Solitary
Any
None
13-15
Nil
Neutral
1
2
12 (A)
4
15
2
1d6
Suffocation
Dissipate
Nil
M (6' diameter)
15-16
800

Intelligent mists are normally solitary creatures that


exist on the elemental planes of air and steam. They
normally only occur on the prime material plane when
summoned by a Talking Mist, Attacking Mist or
Magic Mist spell, which summons a mist of Class I,
II, and III respectively.
Combat: Messenger Mists (Class I) only attack in
self-defense, and even then they can avoid a conflict
by dissipating. Guardian Mists (Class II) attack by
making whip-like appendages semi-corporeal. On an

Monarchs (Class III)


Planes of Air and Steam
Very rare
Solitary
Any
None
16-19
Nil
Neutral
1
2
18 (A)
6
13
1
1d6
Suffocation, Spells
Dissipate
Nil
L (8' diameter)
18-19
2500

attack roll of 20, the mist has succeeded in either


suffocating its enemy which causes 1d6 point damage
for each roll (no attack roll necessary) until the victim
is dead or the Mist is destroyed. When a Mist's hit
points reach 0 on the prime material plane, the
creature is not killed, but is sent back to it own plane.
Killing it on its own plane does kill it.
Monarch Mists (Class III) have the following spells,
which they can cast once per day: Wall of Fog; Fog
Cloud; Darkness, 15-foot Radius; Gust of Wind; Wind

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Wall and Lightning Bolt. They cast these spells as
seventh-level wizards.

Koylith
(Author: itzhak@ibm.net)

Climate/Terrain: Any
Frequency: Very rare
Activity Cycle: Any
Diet: Nil
Intelligence: Non (0)
Treasure: Nil
Alignment: Neutral Evil
No. Appearing: 1-4 (1d4)
Armor Class: 5
Movement: 12, Br 6, Fl 12 (A) Hit Dice: 2 THAC0: 19
No. Of Attacks: 1 Damage/Attack: 1-10Special Attacks: Dust cloud
Special Defenses: See below
Magic Resistance: Nil
Size: M (5')Morale: Fearless (20)
XP Value: 420
Dusty Death are a special kind of mindless undead
created by animating creatures that died from the
Tendrils of Dust spell. These creature look like they
did in life, with no visible wounds. Their creator
controls them. If their creator dies then they will
collapse and become dust.

In addition to the normal undead immunities they are


immune to spells of dust and earth, except the
Dusting spell, and they become slowed if attacked
with water or ice spells. Dust spells that would
otherwise cause damage will instead heal them by the
same amount.
When destroyed they turn into a small heap of dust.

Combat: The Dusty Death attack by creating a small


could of dust around the target causing it 1-10 points
of damage. They can also burrow the ground and
spring from it, but it can be done only in soft ground,
such as mud or sand. They suffer half damage from
all piercing and slashing weapons, as they are quite
elastic.
They have a unique ability to assume a form of
swirling dust, attacking their opponents by enveloping
them. In this form they can fly at the same speed as
they walk.

Habitat\Society: These unnatural creatures have no


society. Ruled by their creators' will they have no will
of their own.
Ecology: They have no part in the ecology, like all
undead. It was noted by one mage that using the dust
left when they die in the casting of dust-based spells
inflicts a -1 to saves or increases duration by 1 round
if no save is allowed.

Mephit, Void
(Authors: David Whitley and Jon Winter)

Climate/Terrain: Any
Frequency: Very rare
Organization: Group
Activity Cycle: Any (but prefers night)
Diet: Anything
Intelligence: Exceptional (15-16)
Treasure: None
Alignment: Neutral Evil
No. Appearing: 2-4
Armor Class: 2 (0)
Movement: 12, Fl 24 (A)
Hit Dice: 5+5
THACO: 14
No. of Attacks: 3
Damage/Attack: 1d8+2 / 1d8+2 / 1d10+3

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Special Attacks: See below
Special Defenses: See below
Magic Resistance: 100% (but see below)
Size: M (7' tall)
Morale: Elite (13-14)
XP Value: 4250
For a long time no one thought that void mephits
existed. After all, the Plane of Vacuum was not
thought to sustain any sort of life at all. However,
very rarely something large (such as the Doomguard
Citadel Exhalus) enters the plane of Void. Because
something has come into the plane full of emptiness,
the same amount of void is pushed out, (don't ask me
to explain this, just chalk up another one to the
Mysteries of the Multiverse.) This void-stuff forms
itself into void mephits.
Much larger, stronger and more powerful than other
sorts of mephits, void mephits appear as large imps or
abishai, with completely black, but somehow also
transparent (you'd know what I mean if you saw one)
fiendish bodies and baleful red glowing eyes. In fact,
they are only called mephits because they are created
from their home plane in the same way that other
mephits are. Because they are made in this strange
manner, void mephits only exist off the Plane of
Vacuum...should they try and return to the plane they
instantly merge with it and disappear forever. Perhaps
it's this enforced exile from their home that makes
them such nasty pieces of work.
Combat: Void mephits do not have as much stupid
pride as other mephits do and they work in small
groups. They often attack at night because due to their
insubstantial, shadowy form they are much harder to
hit at night, (Armor Class of 0). They hide in the
shadows,(85% chance) around their victim(s) and
leap on them when they least expect it, automatically
gaining surprise. Void mephits attack using their sharp
claws and their spiked tails, which cause extra
damage due to the fact that they are made of
nothingness, and they cause painful pulling on the
flesh, which tries to draw itself into the void. When a
void mephit has landed on a victim, it can
automatically strike with all its three attacks each
round, unless the victim can break free by rolling a
strength check to beat the mephit's strength of 17.
.

A void mephit's very nature causes parts of its


enemy's flesh to be sucked into it. Therefore, it can
cast the equivalent of a weakness or a feeblemind
spell every 4 rounds. Also, by having no heat the
mephit emits an aura of extreme cold, which it can
focus into any version of an Otiluke's Freezing
Sphere spell once per day.
A void mephit has no definite shape, (although they
seem to prefer the one above) and they can therefore
reshape their bodies to fit trough the smallest holes or
gaps. They also have complete resistance to many
types of magic, because magic can't hit something
that isn't really anything. Area effect spells aimed at a
void mephit's general location can have the normal
consequences, however. By another strange trick of
the Multiverse void mephits are affected by normal
weapons or natural weapons like claws, although
magical weapons have no extra effect.
Habitat/Society: Void Mephits are usually hired as
assassins by high-up fiends. They are thoroughly evil
and can live in any habitat, no matter how
inhospitable. However, they are hated by other
mephits who do not consider them their own brethren,
and probably because they are secretly afraid of them,
although you would never get one of them to admit
this. Other mephits attack void mephits on sight.
Obviously, void mephits cannot gate in other mephits
to help them.
Ecology: Void mephits will not do anything to help
any local ecology they come into. They need to
consume 7 square feet of any sort of matter every
day by drawing it into their bodies by touch. They
usually 'eat' their enemies but they will try anything
at a pinch. If they are deprived of food for on month
(not an easy feat by any means!) then they will
disappear with an audible 'pop', the magic holding
their non-existent body together breaking up and the
surrounding air filling the void where they had been

Para-Elemental, Lesser (Dark-Sun)


(Author: David Schwartz DAVID@SCHWARTZ.MANAWATU.GEN.NZ)
Climate/Terrain:
Frequency:
Organization:
Active Cycle:

Magma
Rain
Dry land or magma During rain
Rare
Rare
Solitary
Solitary
Any
Any

Silt
Sea of Silt
Rare
Solitary
Any

155

Sun
Above Ground
Rare
Solitary
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Diet:
Intelligence:
Treasure:
Alignment:

Magma and earth


Low (5-7)
Nil
Neutral

Rain
Low (5-7)
Nil
Neutral

No. Appearing:
1
1
Armor Class:
4
4
Movement:
6, Br 6
Fl 18 (A)
Hit Dice:
2,4, or 6
2,4, or 6,
THAC0 2HD:
19
19
THAC0 4HD:
17
17
THAC0 6HD:
15
15
No. of Attacks:
1
1
Damage/Attack:
(2HD)1-8
1-6
(4HD)2-16
1-10
(6HD)3-24
1-12
Special Attack:
See Below
See Below
Special Defense: +1 or better weapon+1 or better weapon
to hit
to hit
Magic Resistance: Nil
Nil
Size:
S to M (2' to 6' tall) S to M (2' to 6' tall)
Morale
(2HD) Steady (11-12)
Steady (11-12)
(4HD/6HD)Elite (13-14)
Elite (13-14)
XP Value 2HD:
420
420
XP Value 4HD:
650
650
XP Value 6HD:
975
975
Magma: Magma para-elementals can be conjured in
any area containing of volcanic activity. On the prime
material plane, they look like humanoids made of
magma with cooling rock on the surface. The
language of magma para-elemental sounds like
bubbling lava and exploding volcanoes. Magma
elementals cannot enter or cross water, but must go
around or burrow under it. Magma para-elementals
travel through earth by melting the rock in front of
them.
Combat: The fists of a magma para-elemental, while
not as hard as an earth elemental's, are fired by
internal heat. The amount of damage is based on the
hit dice of the para-elemental. All damage against
airborne and waterborne opponents is halved. Against
creatures who have fire-based attacks or immunity to
fire (including from magical items) take 1 point per
die less damage. In addition, any flammable object
struck by a magma para-elemental must save vs.
magical fire or immediately begin to burn.
Rain: Lesser rain para-elementals resemble small rain
clouds floating just above the ground. There must be
at least a light rain to summon a lesser rain paraelemental.
Rain para-elementals cannot go
underground. They rarely speak on the prime material
plane, but when they do it sounds like rolling thunder
and crackling lightning.

Silt
Low (5-7)
Nil
Neutral

Sunlight
Low (5-7)
Nil
Neutral

1
4
6, SW 18
2,4, or 6
19
17
15
1

1
4
Fl 15 (A)
2,4, or 6
19
17
15
1

2-12
3-18
4-24
See Below
+1 or better weapon
to hit
Nil
S to M (2' to 6' tall)
Steady (11-12)
Elite (13-14)
420
650
975

1-6
1-12
2-20
See Below
+1 or better weapon
to hit
S to M (2' to 6' tall)
Steady (11-12)
Elite (13-14)
420
650
975

Combat: Rain para-elementals have no physical


attacks, but once per round can shoot a small
lightning bolt. The maximum distance is equal to the
para-elementals' level in feet and damage varies with
HD. Creatures who are immune to lightning attacks,
such as behir, take half damage from the rain paraelementals' attacks. Opponents in metal armor gain
no benefits for that armor, but other non-conductive
armors provide protection.
Silt: Silt para-elementals can only be conjured on or
near the Sea of Silt or a silt lake. Lesser silt paraelementals on the prime material plane take the form
of amorphous blobs. Their language sound like
waves crashing on rocky shores and the howl of silt
cyclones.
Combat: Lesser silt elementals can attack in two
ways. It can attempt to ram an opponent by moving
full speed towards her. This attack does 4d8 points of
damage. If it doesn't have enough room to charge, or
it is already in melee, the silt para-elemental will
attack with a pseudopod, inflicting the damage listed
above.
Lesser silt para-elementals cannot move more than 30
yards from a source of silt. Unlike water elementals
though, they suffer no damage from exposure to the
sun.

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Sun: Sun para-elementals can only be summoned
above ground, during the day. Lesser sun elementals
resemble miniature suns with a diameter equal to their
HD. Unlike other elementals, the language of sun
para-elementals is not based on sound, but light.
While usually red, they change color when 'talking'.
Combat: A lesser sun para-elemental can attack in
one of two ways. It can either move up against its
target to burn it, or shoot a beam of light. The beam
can effect a victim up to 3 feet away. Although they
have the same damage, they have slightly different
effects. Any flammable object 'touched' by the sun

para-elemental must save vs. magical fire or be burnt.


Fire-based creatures take half-damage from this
attack. Anyone hit by the beam of light must save vs.
breath weapons or be blinded for 1d10 turns. Blinded
individuals attack with a -4 penalty to hit, and
opponents get a +4 to hit them, unless the blinded
character has blind fighting proficiency.
A sun para-elemental cannot go into any area
untouched by the sun's light, such as buildings, caves,
or shadowy areas. If forced, the para-elemental will
return to its own plane. A darkness spell causes 1d8
points of damage to a sun para-elemental.

Para-Elemental ,Prince
(Author: solauren@yesic.com)

Climate/Terrain:
Frequency:
Organization:
Activity Cycle:
Diet:
Intelligence:
Treasure:
Alignment:
No. Appearing:
Armor Class:
Movement:
Hit Dice:
THAC0:
No. of Attacks:
Damage/Attack:
Special Attacks:
Special Defenses:
Magic Resistance:
Size:
Morale:
XP Value:

Ehkahk of Smoke
Plane of Smoke
Unique
Solitary
Constant
Atmospherivore
Genius (17)
H, S, T
Neutral Evil
1
-7
Fl 36 (MC B)
14 (120 hit points)
3
2
2d8, 2d8
Poison Smoke, Cloud Kill,
See Below
See Below
56%
H (30' diameter)
Fearless(20)
45,000

Chlimbia of Magma
Plane of Magma
Unique
Solitary
Constant
Mineralvore
Supra-Genius (20)
H, S, T
Lawful Evil
1
-6
24
15 (150 hit points)
3
2 + See Below
3d12, 3d12 + See Below
See Below
See Below
80%
L (10' tall)
Fearless(20)
45,000

Recap from Fiend Folio, 1st Edition:


The Elemental Princes of Evil are powerful beings
from the Elemental Planes, with followers on the
Prime Material Plane(s). They are Demi-Powers,
whose Priests can advance up to 14th level in
experience and can cast spells of up to 5th level.
All Elemental Princes share these powers, at 20th level
of use:
Detect Invisible, Detect Magic, Dispel Magic,
Infravision, know alignment, suggestion (duration 12
hours), and teleport without error at will. They can
also converse with any creature using Telepathy, 3
times per day they can read languages and read
magic. They can also use telekinetic 1/day with up to
6,000 GP in weight (or 600 lbs.)

Bwimb of Ooze
Plane of Ooze
Unique
Solitary
Constant
Ooze, Magical Energy
Genius (18)
H, S, T
Chaotic Evil
1
-6
12, Swim 24
14 (105 hit points)
3
1
3d8
Envelope, Smoother, See
Below
See Below
75%
H (15' diameter)
Fearless (20)
45,000

The XP value shown is for killing the power on the


Prime Material Plane. Killing them on there home
plane (where their hit points are 5x's that listed, and
powers jump to 40th level) they are worth 10x's that
listed.
Ehkahk of Smoke (Male)
Along with Cryonax, Ehkahk is the other male
Elemental Prince of Evil, ruling a large portion of the
Elemental Plane of Smoke.
Ehkahk appears to be a giant cloud of smoke and
smog, approximately 30' in diameter. He can alter his
size to go as small at 1' in diameter, or as large as 100'
feet. However, for every 10' increase in size beyond
30, his Armor Class drops by 1 point.

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Anyone hit by 1 of Enkahk's attacks (taking the form
of smoke like tentacles) must save versus poison with
a -6 penalty or be affected by a "slow" spell, resulting
from coughing.
Ehkahk can cast the following spells, at 20th level of
power, as noted below
Cloud kill: 3/day, Stinking Cloud: 10/day, Wall of
Fog (at will).
While Ehkahk lacks the summoning powers of his
fellow Elemental Princes, 2 corrupted Dragons attend
him. The first is a Male named "AshWind', a
corrupted Great Wyrm Mist Dragon of Neutral Evil
alignment. The second is "SmokeStorm" a corrupted
Great Wyrm Cloud Dragon of Lawful Evil Alignment.
Both have maximum hit points, and the spells of a
14th level priest.
Ehkahk is immune to all fire, poison, or air based
attacks, each adding 1 point to his total (not exceeding
his maximum) per dice of damage they would have
inflicted. Attacks without damage at 1 point per spell
level.
Ehkahk can only be harmed by +2 or better weapons.
Chlimbia of Magma (Female)
Chlimbia, the Elemental Princess of Magma, is the
offspring of Imix, the Prince of Evil Fire Creatures,
and a powerful Athasian Earth Elemental Priestess.
She is arguably the most powerful Para-Elemental
Prince (Cyronax would argue this, but should be
noted has avoided fighting with her), having inherited
much of both of her parents powers, including her
mothers awesome Psionic powers.
Chlimbia has two forms. Her "true" form is that of a
10' tall magma woman, with coloration ranges
matching humans, but in hues of Orange, Yellow and
Red. Her eyes look human in this form.
Her "second" form is that of a beautiful 5'6 tall HalfElven woman. In this form, she has the following
statistics:
Str: 19, Int: 20, Wis: 17, Dex; 16, Con: 20, Cha: 25. In
this form, she can control her powers from being a
Elemental Princess.
Chlimbia has the following powers, which are always
active except in her human form:
Heat Metal, 10' radius

Blistering Heat, 30' radius (save or take 2d6 points of


heat damage each round)
Chlimbia has the following powers, usable at will, at
15th level
Magma Bolt (treat as a Lightning Bolt cast at 20 th
level, no damage restriction, made of Magma) 3/day
Magma Ball (treat as Fireball with the properties of
Magmabolt) 5/day
Wall of Fire (3/day)
Wall of Iron (3/day) The Iron is superheated and
radiates heat as she does
Chlimbia can also cast Priest spells (including Dark
Sun Psionic Enchantments if they are available) as a
20th level priest, and has the following Psionic's as a
20th level Psionicist with 400 PSP. (And it should be
noted, her powers mainly come from "Will and the
Way" and "Dragon Kings" if they are not available,
use others) with access to all power types.
Bwimb of Ooze (Female)
Bwimb holds a singular distinction among the ParaElemental Princes. Her parents are Ogremoch, the
Elemental Prince of Evil Earth and Olhydra,
Elemental Princess of Evil Water! She resulted from a
temporary alliance between the two in an attempt to
destroy Chlimbia, Imix's daughter.
Dispite her (as she puts it) "divine elemental royal
nature", she is not as powerful as one might imagine.
One Prime Material Sage has compared her to "a
semi-divine Mudman".
Bwimb has all the powers of a Mudman from the
Prime Material plane (at 5x's strength), as well as the
following additional powers.
Transmute Rock to Mud/Mud to Rock (at will, 20 th
level of power)
Wall of Stone (at will, 4/day)
Tsunami (1/day) (detailed in Oriental Adventures)
Bwimb hates Chlimbia, a result of her conception,
and scheme against her constantly.
Also, because of her "heritage" Bwimb she herself
has the ultimate ruler of the Para-Elemental planes,
and schemes to attain the power to enforce her will.
Rumor has it she is even considering a "alliance" with
Cyronax to obtain this power, and defeat Chlimbia in
a 2 on 1 fight.

Wolf, Blizzard
(Copyright 1997 by Kristias Fireflight and Jon Winter)
Climate/Terrain: Plane of Ice
Frequency: Uncommon
Organization: Pack
Activity Cycle: Any
Diet: Frost / carnivore
Intelligence: Semi (2-4)
Treasure: None
Alignment: Neutral
No. Appearing: 1-10
Armor Class: 3

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Movement: Fl 30 (A)
Hit Dice: 2-6
THACO: 19 (at 2 HD)
17 (3-4 HD)
15 (5-6 HD)
No. of Attacks: 3 + special
Damage/Attack: 1-6/1-6/1-12
Special Attacks: Frost touch, cone of cold, ice storm
Special Defenses: See below
Magic Resistance: 20%
Size: L (6-8'long)
Morale: Fearless (20)
XP Value: 650 (2 HD)
975 (3 HD)
1,400 (4 HD)
2,000 (5 HD)
3,000 (6 HD)
Blizzard wolves, also called wind wolves, are native
predators of the plane of Frost, and resemble nothing
so much as white winds and frost coalesced into the
form of a long 'tail' and the fore body of a canine
bearing oversized claws and fangs, with two empty
pits for eyes. When still (something that happens very
rarely), they more resemble conventional wolves.
Combat: Blizzard wolves will attack anything and
anybody that crosses their path. Ice elementals,
mephits, humanoids -- it doesn't matter; once they
attack, they fight until victorious or slain. Blizzard
wolves don't so much run as swoop; the creatures are
intangible and can fly at incredible speeds. A pack of
blizzard wolves chasing you is one of the scarier
sights of the Inner Planes...all too often it's one of
your last; the wolves howling like the coldest Winter
winds of Pandemonium.
In combat the wolves attack with two claws and a
savage bite; in addition to normal damage, the windwolves' touch chills for 1-4 hp additional damage.
They take no damage from slashing and half damage
from piercing weapons, as the weapons pass right
through the wolf's semi-corporeal body.
In addition, non-magical weapons must save vs.
magical cold or become brittle, breaking on a roll of
1-3 on 1d20. Any unprotected contacts with a blizzard
wolf causes 1-4 hp cold damage.
More fearsome still are the pack tactics of the blizzard
wolves. Working together, a group of three wolves

can create an effect identical to that of a cone of cold,


up to three times per day. When backed into a corner,
a blizzard wolf may panic (50% chance) and release
its most deadly defense. The body of the creature
dissolves into nothing and seconds later, an ice storm
hits the area. This kills the creature, but since other
blizzard wolves are not affected by it can save a
hunting pack by sacrificing one.
Habitat/Society: Blizzard wolves live a life of
constant "running" and hunting, attacking and feeding
on anything they encounter. They are entirely
indigenous to the Plane of Frost, though marauding
bands of the beasts can sometimes be seen on the
Plane of Ice. It's also said that blizzard wolves have
been spotted on Caina, the eighth layer of Baator. If
that's true, they must be mighty touch to survive the
attentions of the rapacious gelugons that guard the
layer.
Ecology: With no real opponents, blizzard wolves sit
at the top of the heap in the plane of Frost. Their main
prey is ice elementals and mephits; the rare ice or
frost genasi and almost unknown planewalker are
considered especial delicacies. Blizzard wolves give
nothing back to their ecology save the odd humanoid
corpse. Mage chant goes that the semi-corporeal tails
of blizzard wolves are good ingredients in potions of
cold resistance and the like.

Wyvern, Ice
(Author: Robert H. Nichols (catdrag@vnet.net)
Climate/Terrain: Arctic/Mountains
Frequency: Very rare
Organization: Pack
Activity Cycle: Nocturnal

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Diet: Carnivorous
Intelligence: Low
Treasure: C, D, Q*5, X (YCMV)
Alignment: Chaotic Evil
No. Appearing: 2-5
Armor Class: 4
Movement: 6, Fl 18 (B)
Hit Dice: 4
THACO: 17
No. of Attacks: 3 or 2
Damage/Attack: 1d6+1/1d6+/2d4 (claw/claw/bite) or 2d4/2d4 (tail club/bite)
Special Attacks: Surprise, frost breath
Special Defenses: Camouflage
Magic Resistance: Nil
Size: L (18-24' long)
Morale: 11
XP Value: 975
The ice wyvern is a feared predator that inhabits the
Arctic climes and high mountain ranges of the coldest
terrain. The ice wyvern is distantly related to the
normal wyvern, but is slightly smaller and more
hesitant in entering melee combat.
The ice wyvern appears as a small white dragon,
though it lacks the forelegs of the dragon. Its eyes are
usually blue, though the dominant member of the pack
has eyes of silver.
Combat: The ice wyvern prefers to attack from
ambush, surprising its victims and flying off with
whatever prey it can carry. The ice wyvern is able to
carry a small pony or a light riding horse (though its
maneuverability class drops to D). If the wyvern is
able to surprise its victim, it automatically hits with its
claws and attempts to fly away with the victim.
After grabbing its victim, the ice wyvern can choose
to use its tail to club or bite. Generally it prefers to use
its tail so that it can store its (live) food for later.
Ice wyverns are immune to cold-based attacks.
However, they never get save against fire based

attacks and always take an extra point of damage for


every die of damage rolled against it. Because of this,
ice wyverns are cowardly when facing foes that use
fire, usually fleeing before attacking.
Thrice per day the ice wyvern can breathe a stream of
super-cold air. This air strikes in a line for 3d6 point of
damage, save vs. breath weapon for half. The ice
wyvern can breathe out to 30 feet.
Because of the ice wyverns white scales and cold
nature, they like to hide in snow banks and leap out on
unsuspecting travelers and horses. When they do this
they gain a surprise bonus of +3.
Habitat/Society: The ice wyvern fly in packs. This
allows the wyverns to strike with greater success.
Ecology: The ice wyvern prefers its food frozen.
When it captures food, it knocks it unconscious and
then shoves it in a snowbank or ice pond to freeze.
Once it is frozen, the ice wyvern will then eat it.

Non-

Player
Characters

Ibraekoan

Tentacle Migral

(Author:
Male Drow
14th Level Ooze
Ghaunadaur

draegarius@hotmail.com)
Elementalist, 5th Level Priest of

AC: -1 (bracers of defense


AC2, ring of protection +3); MV:
12 or special; hp: 39;
THAC0: 16; #AT: 1; Dmg: 1d6+2
(quarterstaff +2); Str: 8, Dex: 16, Con: 9, Int: 17, Wis: 14, Cha: 13; AL: Chaotic Evil; Wizrd spells: 5 each

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of 1st through 3rd levels, 4 each in both 4th and 5th levels, 2 6th level spells and 1 7th level spell; Priest Spells: 3 1st
level spells, 3 2nd level spell and 1 3rd level spell.
Nonweapon Proficiencies:
Notes: Ibraekoans quarterstaff is topped by a small globe containing green slime (MM pg. 278) which breaks
onto a target on a natural attack roll of 20.
Special Abilities: Ibraekoan is totally immune to the effects attack or influences of any kind of ooze, slime or
jelly, sentient or not. In addition, he may exert his will upon them able to fully command numbers of up to
twice his level as a mage.
Special Equipment: Bracers of defense AC2, ring of protection +3, quarterstaff +2 and a dagger of venom.
Personality: Vengeful and scheming yet sometimes helpful (if it means striking at Lolth or her priestesses).
A former mage of the powerful Drow house Migral, Ibraekoan is one of the members of the reclusive masters of
Sorcere. As a young and promising mage, Ibraekoan was very egotistical and rash, taking no heed as to who he
was insulting or belittling. Until the day he insulted his older sister, a high priestess of Lolth. Furious at the
upstart mage, she magically overpowered him and left him to die hanging by a burning rope over a pit filled
with various oozes, slimes and jellies deep in the underdark. Awaking later in the pit, immersed in the various
slimes and oozes, he found he was unharmed by the creatures and was able to command them to his will.
Wandering the underdark looking for the way back to his dark homeland, Ibraekoan heard a voice calling him,
leading him to an ancient temple dedicated to the Elder Elemental God, Gaunadaur. Realizing the god had saved
him, in awe and fear he swore his life to the god. In return, the god gave him a vision, changing him from a
sorcerer to an elementalist mage of ooze, in addition to giving him the powers of a priest of Gaunadaur.
All the way back to his dark homeland, hearing the whispering voice of the god, he learned to use his newly
found powers of controlling and directing all oozes, slimes, jellies and other creatures of the Elder Eye.
Immediately following his return, he took his revenge upon his cruel sister, swarming her quarters with oozes,
and escaped into the dark tower complex of Sorcere. Ever since then Ibraekoan has been hard at work
attempting to found a proper cult of the Elder Eye in the city and its surroundings, an attempt succeeding
especially among rebellious males angry at Lolth and her enslaving priestesses. To appease his god and aid his
new following he has also created several new spells and magical items, most of which have something to do
with the elemental power of Ooze or the creatures of Gaunadaur.
So far, he has been free in his actions and occupations, except a venture once a year, when he must return to the
lost temple of the Elder Elemental God and make a living sacrifice of a powerful mage or priest.

Pyros of Thay
(Author: Unknown)
Male Human
18th Level Fire Elementalist, 6th Level Priest of Kossuth
AC: 4 (bracers of defense AC4); MV: 12; hp: 51; THAC0: 15; #AT: 1; Dmg: 1d8+3 (long sword +3); Str: 8,
Dex: 11, Con: 15, Int: 18, Wis: 16, Cha: 10; AL: Chaotic Evil; Wizard spells: 5 each of 1st through 5th levels,
3 each in both 6th and 7th levels, 2 8th level spells and 1 9th level spell; Priest Spells: 3 1st level spells, 3 2nd level
spells and 2 3rd level spells.
Weapon Proficiencies: dagger, flail, staff, sling, long sword, arquebus.
Nonweapon Proficiencies: swim, ride (landbased), herbalism, religion, spellcraft, fire-building, local history
(Thay), ancient history (the formation of Mulhorand), seamanship, engineering, healing, rope use, language
modern - common, language modern - elvish.
Special Abilities: Pyros is a psionic wild talent, commanding 137 PSPs and with the wild talents of control
flames, molecular agitation and telekinesis.
Special Equipment: Ring fire elemental command, ring of regeneration, wand of frost (38), bracers of protection
AC 4, long sword +3 and boots of flying.
Personality: Utterly insane and quick to anger, Pyros is somewhat explosive.
Pyros learned of his affinity with fire at an early age, when, in a burst of uncontrolled rage, he unloosed his psionic
powers on a neighbor's child who was picking on him. His parents watched in horror as the boy fell over, his skin
suddenly smoldering and popping from within. Pyros' father buried the boy in the nearby woods, thinking that an
evil spirit had come to his home, little did he know that the evil spirit was his own child.

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As Pyros grew older, he learned to control his powers. He would spend hours alone in the woods, setting small fires,
which he would then make dance about and entertain, for him. In his confused mind, he began to believe the fire was
his friend, and that he was special because it would not play for anyone else. But his parents were not fully blind to
his activities, soon coming to fear their child.
One day, he traveled to the city of Tyratauros with his parents, where he was presented to the priests of Kossuth,
Lord of Fire. Pyros quickly became a ranking member among the priesthood, using powers that the High Priest did
not understand. But, he had problems revering fire, he felt it was more his friend than his lord. He left the
priesthood, though he still practiced its edicts, to study under the college of invocation. However, unlike others, he
focused himself on fire magic, and he even learned from schools forbidden to invokers. Over the past fifteen years,
Pyros has become a powerful force within Thay, rivaling the Zulkir of invocation himself.
Pyros is not your average fire elementalist. He is filled with an intense love of fire. It reproduces, it grows, it feeds.
To Pyros it is nothing but another creature, no more than animal (though perhaps of a more noble "character"). In
fact, it was this fanatical belief that fire is a living being which called Zesper, a fire phantom, to be his familiar and
personal servant.
Zesper, fire phantom familiar, (MV 12 (18 flying) AC 5 HD 2+2 HP 14 Dmg 1d4 SA can ignite things that he
touches, fire gate (can step into a fire and reappear in any other fire within 1/2 mile) 2/day, summon 1-2 fire
phantoms (50% chance) 1/day for 1 turn), pyrotechnics 2/day.
Zesper is a 1 ft tall, fairy like being, except that his body is dark red, with wings of flame. He was once a servant
within the court of Kossuth himself, being the lord of Fire's personal hat carrier. One day, however, he tripped,
spilling the pillow on which the Lord's Fez sat. Zesper fled before the intense anger of his lord, and ever since he has
tried to get back within the Lord's good graces. That's where Pyros came in. When the little being saw the mage
lighting the brazier to call his familiar, he noticed the way the man reacted to the fire, his belief that he was creating a
living being. In fact, the man's belief was so strong that he was able to seize Zesper with his magic. Zesper was
displeased at first, but he soon came to realize the power that the man held, and consequently, the power that Zesper
would have at hand. This little being has the ear of Pyros, and he uses his twisted tongue well. He feeds on Pyros'
insane nature, telling him what a great world it would be if fire covered everything. He hopes by doing so, that his
Lord will once again take notice of him and forgive him for his past mistake.

Fiera
(Author: Unknown)
Female Human
10th Level Priestess of Kossuth (fighting monk kit)
AC: 1 (cloak of displacement, bracers of defense AC4); MV: 12; hp: 75; THAC0: 14; #AT: 1; Dmg: 1d8+2
(long sword +2); Str: 11, Dex: 15, Con: 16, Int: 12, Wis: 17, Cha: 13; AL: Neutral Evil; Priest Spells: 4 1st
level spells, 4 2nd level spells, 3 3rd level spells, 3 4th level spells and 2 5th level spells.
Weapon Proficiencies: longsword, martial arts (4 times specialized).
Nonweapon Proficiencies: Fire-building, swim, spellcraft, blind-fighting, disguise, tumbling, tightrope
walking, Local History (Thay), Languages Modern (common), Reading/Writing (common)
Special Equipment: Flaming gauntlets (these gauntlets burst into flame upon command, doing an extra 1d3
damage to those hit), cloak of displacement, bracers of protection AC 4, longsword +2, potion of extra-healing.
Personality: Fun and flashy, yet deceitful. Hiding hatred and cravings under a false exterior.
Fiera is a beautiful, young woman with brilliant red hair accentuated by her bright red, yellow and orange silk
outfits. She typically wears lots of jewelry, and she is a very fun personality to be around. However, beneath all this
flash & fanfare lies a heart of stone - Fiera is out for one thing, and one thing only power, willing to do everything
she can to get it.
Fiera is a bit more down to earth about her purpose in this world than her master, Pyros. Fiera had originally
intended on becoming a red wizard herself, but she just didn't meet the standards that her teachers wanted. Although
she had the ability to advance, she did not have the inherent book learning required to advance at the rate that her
teachers wanted. Still, she craved the power of magic, so she turned to the priests of Kossuth. They accepted her
into their order, and since then she has become a shining example for new members.

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Fiera is still envious of the red wizards and their power, but she realizes that within Thayvian politics they are her
masters. Due to this hatred, she has secretly been assassinating those red wizards who oppose her.

Appendix 1:
Spells' Index

Minor Frost Mantle


Orko's Gaseous Form
Roaring Ball of Air
Whirlwind
Whirlwind Travel
Wind Breath
Wind Shear

Complete
Elemental
Mage Spell List
The following spell list
includes all spells from the
PHB, ToM, CWH, PO:S&M
sourcebooks, as well as all the
new spells detailed in here.
Spells from the aforementioned
books are listed in Italicized
letter. We realize that many
schools have no spells at
certain level and are we're
working even now to fill in the
missing places, but we would appreciate
new spells that you submit to fill them.
NOTE: We will welcome any spell you
send us, but make sure it isn't the same
as a spell that already appears.

Air Elemental Spells


1st level spells
Dagny's Breathwrench
Feather Fall
Lasting Breath
Zephyr's Hand
2nd level spells
Air Fist
Cloud Walk
Dagny's Breath from Within
Filter
Ride the Wind
Shonna's Airsphere
Shonna's Updraft
Shonna's Windwarp
Whispering Wind
3rd level spells
Dagny's Turbulence
Gust of Wind
Lance of Disruption
Shoal of Air
Shonna's Cyclone
Shonna's Windrein
Thick Air
Water Breathing/Air Breathing
Wind Wall
4th level spells

7th level spells


Object to Ash
8th level spells
Defoliate
9th level spells

Dust Elemental Spells


1st level spells
Detect Earth
Irritating Dust
Karm's Rockclimbing
2nd level spells
Dusty Trail
Read the Earth
Vanar's Dustcloud
3rd level spells
Dervan's Dust Vortex
Dust Blind
Dusting
Wall of Dust

5th level spells


Aerial Protector
Airy Water
Continual Fly

4th level spells


Dust Cloud
Vanar's Blasting Sand

6th level spells


Control Weather
High-speed Flight

5th level spells


Dust of the Ancient Tomes

7th level spells


Neutralize Gas
Wind Tunnel

6th level spells


Quicksand
Transmute Water to Dust/Improved
Create Water

8th level spells


Air Burn
Airball
Airboat

7th level spells


8th level spells
9th level spells
Tendrils of Dust

9th level spells


Windwar

Earth Elemental Spells

Ash Elemental Spells

1st level spells


Detect Earth
Fist of Stone
Karm's Rockclimbing
Karm's Stonestaff
Vanar's Earthstrike

1st level spells


Ash Imprints
Ashen Buckler
Soot Ball
2nd level spells
Burst of Soot
3rd level spells
4th level spells
5th level spells
Ashen Reconstruction
6th level spells

163

2nd level spells


Fool's Gold
Karm's Six Stones
Karm's Stoneshards
Maximilian's Earthen Grasp
Read the Earth
Stone Swallow
Terese's Earthen Strengthening
Vanar's Tremor

Great Elemental Netbook


3rd level spells
Alpha's Comet
Alpha's Night of the Leonids
Earth Fist
Earthblaster
Flame's Earthen Sphere
Karm's Improved Stonestaff
Karm's Stonesphere
Karm's Stonewalk
Maximilian's Stony Grasp
Shoal of Earth
Stone Burst
Warboulder
4th level spells
Dig
Earthball
Giga Bolt
Improved Stone Swallow
Karm's Dimensional Earthwalk
Rockwall
Stone Beam
Stoneskin
Turn Pebble to Boulder/Turn Boulder
to Pebble
Vanar's Stonespells
Vanar's Tremors
5th level spells
Distance Distortion
Obsidian Shards
Passwall
Stone Shape
Transmute Rock to Mud/Transmute
Mud to Rock
Vanar's Wall of Admittance
Wall of Stone
th

6 level spells
Ballant's Stonesplit
Move Earth
Stone to Flesh/Flesh to Stone
7th level spells
Hatch the Stone from the Egg
Lode Avalanche
Statue
8th level spells
Sink
Stone Protection
9th level spells

Fire Elemental Spells


1st level spells
Affect Normal Fires
Burning Hands
Campfire
Cyrene'lhei's Fiery Motes
Cyrene'lhei's Spark Aura
Eldritch Fire
Fellstar's Flame Finger

Fire Burst
Human Torch
Ignite
Pyric Darts
Raul's Cold Fire
Raul's Dark Fire
Raul's Flaming Weapon
Small Fireball
Thanan's Inversion
2nd level spells
Cyrene'lhei's Fire Bird
Cyrene'lhei's Flame Whip
Excite Fire
Flaming Sphere
Jaan's Fiery Disc
Mangar's Bloodfire
Pyrotechnics
Raul's Fiery Circle
3rd level spells
Alpha's Comet
Alpha's Night of the Leonids
Control Normal Fires
Cyrene'lhei's Flare
Fire Extinguisher
Fireball
Flame Arrow
Gamalan's Fiery Backlash
Heat Shield
Heat Wave
Jaan's Fiery Bands
Jaan's Flaming Missiles
Melf's Minute Meteors
Raul's Fire Flight
Searing Serpent
Wall of Heat
4th level spells
Alpha's Firefall
Alpha's Flames of the Faltine
Alpha's Strafire
Cyrene'lhei's Flame Ward
Cyrene'lhei's Heat Sphere
Fire Aura
Fire Bolt
Fire Charm
Fire Shield
Fire Trap
Flame's Reflex Shield
Heat Cloak
Jaan's Fire Blast
Summon Firebrats
Wall of Fire
5th level spells
Cone of Fire
Conjured Fireball
Cruise Fireball
Cyrene'lhei's Fiery Retribution
Cyrene'lhei's Pyroblast
Eldarr's Flameshroud
Fire Protection
Fire Warrior
Heat Pattern

164

Heat Wave II
Proofing vs. Combustion
6th level spells
Alpha's Firefountain
Alpha's Shooting Stars
Cyrene'lhei's Immolation
Fellstar's Flame Arc
Fellstar's Flame Dome
Fire Encasement
Fire Maze
Forest's Fiery Constrictor
Glamden's Acid Fire
Orko's Dragonfire
7th level spells
Alpha's Shadow Fire
Avenging Flame
Braduck's Spontaneous Human
Combustion
Cyrene'lhei's Fireshove
Delayed Blast Fireball
Fire Globe
Fire Hurricane
Flame Chase
Healing Flame
Malec-Keth's Flame Fist
Pilpin's Ravaging Spheres of Fire
Pyros' Emblazonment
8th level spells
Air Burn
Braduck's Fire Cage
Braduck's Fire Grasp
Conjured Delayed Fireball
Cyrene'lhei's Pyric Ring
Fellstar's Flame Jet
Fire Gem
Flaming Wheel
Flashburn
Gustar's Perpetual Annihilator
Incediary Cloud
Infernal Tornado
9th level spells
Braduck's Continuos Spontaneous
Human Combustion
Braduck's Fiery Death
Coradon's Conflagoration
Cyrene'lhei's Dimensional Firehole
Fellstar's Flame Sheet
Meteor Swarm
Phoenix

General Elemental Spells


1st level spells
Orb of the Elements
2nd level spells
3rd level spells
Alamir's Fundamental Breakdown
Elemental Lash
Elemental Staff
Vanar's Elemental Indifference

Great Elemental Netbook


4th level spells
Conjure Elemental-Kin
Elemental Control
Elemental Vulnerability
Kiri's Energy Field
th

5 level spells
Alpha's Incantation of Elemental
Domination
Conjure Elemental
Vanar's Elemental Transformation
6th level spells
Elemental Beast
Flame's Elemental Square
Protection from Elements
th

7 level spells
8th level spells
Orko's Elemental Triads

Protection from Ice


Wall of Ice
5th level spells
Alcoreax's Icetrail
Blizzard
Cone of Cold
Conjured Frost Bolt
Frigid Encasement
Icicles to Daggers
Icy Sentinel
Summon Frozen Shade
Vanquil's Drifting Blizzard
Vanquil's Freeze Ray
th

6 level spells
Ice Bolt
Otiluke's Freezing Sphere
Snowstorm
Uazzigaaelds Frigid Snowstorm
th

9th level spells


Elemental Aura
Gate to Inner Plane

Ice Elemental Spells


1st level spells
Andraya's Frost
Frosts Bite
Ice Burst
Ice Staff
Kyrells Cold of the Grave
Kyrells Ice Blaze
Shara's Icicile Strike
Thanan's Inversion
Uazzigaaelds Cool Breeze
nd

2 level spells
Cold Snap
Gayle's White Mist
Ice Knife
Icy Blast
Transmute Water to Ice/Transmute
Ice to Water
Uazzigaaelds Cold Wind
Unyielding Frost of Andaraya
rd

3 level spells
Andraya's Coldburst
Heat Shield
Kyrells Icy Touch
Snowball
Uazzigaaelds Frigid Gale
Winters Chill
4th level spells
Alpha's Chill of the Void
Cyrene'lhei's Flame Ward
Dandurnals Icepspears
Gen's Gigantic Growthball
Ice Storm
Instant Sublimation
Minor Frost Mantle

7 level spells
Uazzigaaelds Deathly Cold
Xanezibar's Baneful Bloodfrost
8th level spells
Icesteel
Freeze Storm II
Uazzigaaelds Absolute Zero
9th level spells
Elemental Aura (Ice version)
Ice Swarm
Uazzigaaelds Cataclysmic Blizzard

Lightning Elemental Spells


1st level spells
Dancing Lightnings
Lightning Blast
Magentize
Shocking Grasp
2nd level spells
Antras Storm Cloud
Kyrells Spark
Lightning Speed
3rd level spells
Absorb Lightning
Aerie's Thunderclap
Debonairs Bolt Fist
Lightning Bolt
Lightning Shield
Rasps Crackling Eyes
Ren's Stormwall
Thunder Wall

Alpha's Saint Elmo's Fire


Cone of Electricity
Conjured Lightning
Lightning Ward
Shock Sphere
6th level spells
Antras Plane of Electricity
Chain Lightning
Lightning Travel
Summon Lightning Shadow
7th level spells
Kyrells Explodet
8th level spells
Lightning Storm
9th level spells
Althiaosts Effluvia Column
Windwar

Magma Elemental Spells


1st level spells
2nd level spells
3rd level spells
Molten Ground
4th level spells
Incandescent Spheres
Lava Wave
5th level spells
Lava Pool
6th level spells
Summon Magman
Volcanic Geyser
Wall of Magma
7th level spells
Create Lava
Seeker
8th level spells
Leurocian's Magma Ball
9th level spells

Mineral Elemental Spells


1st level spells
Karm's Rockclimbing
Sharp Edge

4th level spells


Alpha's Heat Lightning
Cage Lightning
Giga Bolt
Gilidariuss Energy Burst

2nd level spells


3rd level spells
4th level spells
Freicht's Iron Spears

5th level spells

5th level spells

165

Great Elemental Netbook


Crystal Wall
Empower Gem
Rusting Grasp
Wall of Iron
Warp Metal
6th level spells
Glass Coffin
Glassee
7th level spells
Gem Swirl
8th level spells
Glassteel
Iron Body
Rain of Stalactites
9th level spells
Crystal Brittle

Ooze Elemental Spells


st

1 level spells
Grease
Mud Mold
2nd level spells
Clay Object
Flipant's Incandescent Ooze
Slimy Object
3rd level spells
Slime
Vanar's Clay Critters
4th level spells
Control Oozes
5th level spells
Jelly Armour
Slimy Blob of Imprisonment
Slitherform
Transmute Rock to Mud/Transmute
Mud to Rock

Shonna's Smokepuffs
Smoken Figure I

2nd level spells


Continual Light
Northlight
Shifting Colors

2nd level spells


Pyrotechnics
Smoke sleep

3rd level spells


Marc's Blinding Ray
4th level spells
Alpha's Starfire
Beri's Prismatic Rings
Dawn till Dusk
Marc's Blinding Flash
Rainbow Pattern

9th level spells


Ooze twin

Radiance Elemental Spells


st

1 level spells
Chromatic Orb
Color Spray
Dancing Lights
Flashing Light
Gayle's Glowing Wisps
Gayle's Mistwrap
Light
Light Bolt

6th level spells


7th level spells
Smoke Screen

5th level spells


Beri's Prismatic Bolts
Conjured Light
Monochromatic Light
Risley's Rainbow

8th level spells


Smoke Cage

6th level spells


7th level spells
Beri's Prismatic Armor
Prismatic Spray

Steam Elemental Spells

8th level spells


Prismatic Wall
9th level spells
Luminescent Wrath
Prismatic Sphere

Salt Elemental Spells


1st level spells
Healing Touch of Salt
Preserve
Salty Wounds
2nd level spells
Extract Salt
Salt Crystals

9th level spells


Smoken Figure III

1st level spells


Gayle's Mistwrap
Sweat
Wall of Fog
2nd level spells
Cloud Walk
Fog Cloud
Gayle's Misty Trail
Gayle's White Mist
Mist
Stinking Cloud
Thanan's Steam Cloud
3rd level spells
Gayle's Fingers of Mist
Gayle's Mistform
Gayle's Wall of Mist
Ren's Stormwall
4th level spells
Attacking Mist
Gayle's Forceful Mists
Orko's Geyser
Solid Fog

rd

6th level spells


7th level spells
8th level spells
Dripping Flesh

3rd level spells


4th level spells
5th level spells
Smoken Figure II

3 level spells
Salty Essence
4th level spells
Salt Javelins

5th level spells


Cloudkill
Cone of Steam
Magic Mist

5th level spells


6th level spells
Salt Pillar
7th level spells
8th level spells
Abi-Dalzim's Horrid Wilting
9th level spells
Salt Boulders

Smoke Elemental Spells


1st level spells

166

6th level spells


Death Fog
Gayle's Beings of Mist
Intoxicating Fumes
7th level spells
Fellstar's Flame Fog
8th level spells
Incendiary Cloud

Great Elemental Netbook


9th level spells
Parboiling Cloud

Vacuum Bubble

Vacuum Elemental Spells


1st level spells
Dagny's Breathwrench
2nd level spells
Clarity of the Void
Instant Propulsion
3rd level spells
Vacuum Seal
4th level spells
Alpha's Chill of the Void
Vacuum Tunnel
5th level spells
Wall of Vacuum
6th level spells
Vacuum Trap
7th level spells
Suffocate
s

Water Breathing/Air Breathing


Watery Double

8th level spells


Vac
9th level spells

Water Elemental Spells


1st level spells
Metamorphose Liquids
Swim as the Dolphin
Thanan's Hard Water Bolt
Thanan's Waveride
2nd level spells
Insatiable Thirst
Nereid Spit
Thanan's Improved Waveride
Transmute Water to Ice/Transmute
Ice to Water
3rd level spells
Andraya's Water Scout
Salty Essence
Shoal of Water
Wall of Water

4th level spells


Andraya's Water Blast
Orko's Geyser
Thanan's Spellwater
Vitriolic Sphere
Waterball
5th level spells
Rusting Grasp
6th level spells
Lower Water
Part Water
Transmute Water to Dust/Improved
Create Water
7th level spells
Transmute Blood to Water
8th level spells
Tunnel of the Selkie
9th level spell

Complete Elemental Priest Spell List


The following spell list includes all spells from the PHB, ToM, PO:S&M sourcebooks, as well as all the new spells detailed in
here. Spells from the aforementioned books are listed in Italicized letter. We realize there are few priestly spells, but this is
because few are those who have created new spells for priests and not many of these are of elemental nature.
General Elemental Spells
Elemental travel - 7th
Air spells
Missile flight - 1st
Wind column - 1st
Breeze message - 2nd
Cloak of winds - 2nd
Dust devil - 2nd
Wind blast - 3rd
Wind servant -3rd
Zone of sweet air - 3rd
Air pocket - 4th
Windborne -4th
Air walk -5th
Cloud of purification - 5th
Control winds - 5th
Whirlwind - 6th
Conjure Air elemental - 7th
Wind walk - 7th
Earth spells
Strength of stone - 1st
Stone quiet - 1st
Earth affinity - 2nd
Sand bar -2nd
Soften earth and stone - 2nd
Meld into stone - 3rd
Stone shape - 3rd

Adamantite mace - 4th


Earthmaw - 4th
Raise reef -4th
Nature's charm - 5th
Spike stones - 5th
Strenghten stone - 5th
Transmute rock to mud/Transmute
mud to rock - 5th
Create shoal - 6th
Stone tell - 6th
Animate rock - 7th
Antimineral shell -7th
Conjure earth elemental - 7th
Earthquake - 7th
Transmute metal to wood - 7th
Fire spells
Firelight -1st
Log of everburning - 1st
Fire trap - 2nd
Flame blade - 2nd
Heat metal/chill metal - 2nd
Produce flame - 2nd
Flame walk - 3rd
Protection from fire - 3rd
Pyrotechnics - 3rd
Produce fire/Quench fire - 4th
Animate flame - 5th
Wall of fire - 5th

167

Conjure fire elemental - 6th


Fire seeds - 6th
Chariot of sustarre - 7th
Fire storm - 7th
Lake of fire - 7th
Water spells
Create water/Destroy water - 1st
Murky water - 2nd
Riptide - 2nd
Sand bar -2nd
Watery fist - 2nd
Water breathing/Air breathing - 3rd
Water walk - 3rd
Lower water/Raise water - 4th
Raise reef -4th
Reflecting pool - 4th
Whirlpool - 4th
Nature's Charm - 5th
Produce ice - 5th
Create shoal - 6th
Part water - 6th
Transmute water to dust/Improved
create water - 6th
Conjure water elemental - 7th
Tsunami - 7th
Maelstrom - Quest spell
Weather spells

Great Elemental Netbook


Faerie fire - 1st
Whisperward - 1st
Obscurement - 1st
Call lightning - 3rd
Weather prediction - 3rd
Control temperature, 10' radius - 4th
Protection from lightning - 4th
Weather stasis - 4th
Cloudscape - 5th
l

Control winds - 5th


Rainbow - 5th
Still winds - 5th
Weather summoning - 6th
Winter's grace - 6th
Control weather - 7th

Moonlight - 3rd
Starshine - 3rd
Moonbeam - 5th
Moonblade - 5th
Moonblaze - 5th
Novam-tamus' light - 5th
Baneful touch of Alianora -7th
Blessed touch of Alianora -7th
Harvest moon - Quest spel

Moon spells
Light/Darkness - 1st

Appendix 2: Tables
Table 1: Ability Requirements
Ash Genasi
Dust Genasi
Ice Genasi
Lightning Genasi
Magma Genasi
Mineral Genasi
Ooze Genasi
Radiance Genasi
Salt Genasi
Smoke Genasi
Steam Genasi
Vacuum Genasi
Ruvkova

Strength
3/18
3/18
3/18
3/18
9/18
9/18
5/18
3/18
3/18
3/18
3/18
3/18
10/18

Dexterity
3/18
7/18
7/18
9/18
3/18
3/18
7/18
5/18
3/18
7/18
7/18
5/18
3/18

Constitution
3/18
7/18
3/18
3/18
7/18
5/18
7/18
3/18
5/18
3/18
9/18
7/18
12/18

Intelligence
7/18
5/18
5/18
5/18
7/18
3/18
3/18
7/18
5/18
7/18
3/18
5/18
13/18

Wisdom
9/18
5/18
3/18
9/18
3/18
5/18
3/18
3/18
9/18
3/18
3/18
3/18
8/18

Charisma
3/18
3/18
3/18
3/18
3/18
3/18
3/18
9/18
3/18
3/18
3/18
3/18
3/18

Intelligence
+1
+1
+1
+1
-

Wisdom
-1
+1
-1
+1
-1
+1

Charisma
-1
+1
-1
-1
+1
-1
-2

Table 2: Ability Adjustments


Ash Genasi
Dust Genasi
Ice Genasi
Lightning Genasi
Magma Genasi
Mineral Genasi
Ooze Genasi
Radiance Genasi
Salt Genasi
Smoke Genasi
Steam Genasi
Vacuum Genasi
Ruvkova

Strength
-1
-1
+1
-1
-1
-1
-1
+1

Dexterity
+1
+1
-1
+1
+1
+1
-1

Constitution
+1
-1
-1
+1
-1
-1
+1
+1
-

Table 3:
Height and Weight

Ash Genasi
Dust Genasi
Ice Genasi
Lightning Genasi

Average

Height (In inches)


Male
Female
60+1d10
59+1d10
60+1d10
59+1d10
60+1d10
59+1d10
58+1d8
57+1d8

168

Weight (In pounds)


Male
Female
150+4d10
100+4d10
150+5d10
100+5d10
150+5d10
100+5d10
130+4d10
80+4d10

Great Elemental Netbook


Magma Genasi
Mineral Genasi
Ooze Genasi
Radiance Genasi
Salt Genasi
Smoke Genasi
Steam Genasi
Vacuum Genasi
Ruvkova

61+2d8
67+2d8
60+1d10
60+1d10
60+1d10
58+1d8
58+1d10
62+1d10
84+4d10

60+2d8
66+2d8
59+1d10
59+1d10
59+1d10
57+1d8
57+1d10
60+1d10
80+4d10

160+6d10
190+6d10
150+5d10
150+4d10
150+5d10
130+4d10
140+4d10
120+4d10
250+6d10

110+6d10
140+6d10
100+5d10
100+4d10
100+5d10
80+4d10
90+4d10
70+4d10
200+6d10

Table 4: Age and Aging Effects


Genasi (All)
Ruvkova

Starting Age
20+1d10
20+2d10

Middle Age*
60
60

Old Age**
80
80

Venerable***
120
100

Maximum Age
120+6d10
100+2d100

Note: Add 7d4 years to starting age for a ranger or druid Ash Genasi
* -1 Str/Con; +1 Int/Wis
** -2 Str/Dex, -1 Con; +1 Wis
*** -1 Str/Dex/Con; +1 Int/Wis

Table 5: Level Limits


Ash Genasi
Dust Genasi
Ice Genasi
Lightning Genasi
Magma Genasi
Mineral Genasi
Ooze Genasi
Radiance Genasi
Salt Genasi
Smoke Genasi
Steam Genasi
Vacuum Genasi
Ruvkova

Fighter Ranger
11
15
12
11
12
15
14
13
13
13
11
14
13
14
-

Paladin
14
15
-

Cleric (1)
14
15 (5)
14
12
12
12
13
-

Druid
13
14

Mage
10
11
15
11
16
13
12
13
13
13
15
-

Specialist
12 (2)
(3)

15 (4)
16 (6)
13 (7)
(8)

(9)

Thief
13
9
11
16
14
-

Bard
14
10
14
16
11
-

1. Includes specialty priests.


2. Can be either a Fire Elementalist or a Necromancer
3. Can be either a Diviner (15) or an Earth Elementalist
4. Can be either an Air or Water Elementalist.
5. Can attain 18th level as specialty priest
6. Can be either an Earth or Fire Elementalist.
7. Can be either an Earth Elementalist or a Necromancer.
8. Can be an Illusionist (15) or a Fire elementalist (13).
9. Can be an Abjurer (16) or a Diviner (15).

Table 6: Thief Racial Adjustments


Ash Genasi
Dust Genasi
Ice Genasi
Lightning Genasi
Magma Genasi

PP
-15%
-

OL
-

F/RT
-

HS
-10%
-

169

MS
-

DN
+5%
-

CW
-5%
-

RL
+10%
+15%
-

Great Elemental Netbook


Mineral Genasi
Ooze Genasi
Radiance Genasi
Salt Genasi
Smoke Genasi
Steam Genasi
Vacuum Genasi

-5%
-10%
-10%
-5%

-5%
-

-5%
-10%

-20%
+15%
-

+10%
+10%
+15%

+5%
-

+10%
-5%
+5%
-

+10%
+5%
-

Table 7: Native Plane (For Ruvkova)


Inner Plane
Air
Earth
Fire
Water
Ooze
Ice
Magma
Smoke

Native Element
Major Air*
Major Earth*
Major Fire*
Major Water*
Major Earth, Minor Water
Major Water, Minor Air
Major Fire, Minor Earth
Major Air, Minor Fire

Inner Plane
Lightning
Steam
Mineral
Radiance
Dust
Vacuum
Salt
Ash

Native Element
Major Air, Minor Fire
Major Earth, Minor Fire
Major Water, Minor Fire
Major Fire, Minor Air
Major Earth, Minor Air
Major Air, Minor Earth
Major Water, Minor Earth
Major Fire, Minor Water

Table 8: Elemental Specialists


Elementalist:
Specializes in:

Basic
Air, Earth, Fire, Water

Barred from:
Ability scores:
Benefits:

Ice, Smoke, Ooze, Magma


Int 14
+3 to save vs. specialty
schools
-3 to opponents saving
throw
+30% to learn spells from
specialty schools
+15% to learn spells of
elemental other than
specialty
1/day can cast a spell as if
he was 1d4 levels higher
At 11th level the mage need
not concentrate to control
conjured elemental of
specialty
At 14th level there is no
chance that a conjured
elemental of his specialty
will turn on him.
30% to learn nonelemental spells
Cannot use magical items
that duplicate effects
similar to spells of schools
from his barred schools

Hindrances:

Elementalist:
Specializes in:

Negative QuasiVacuum, Salt, Dust, Ash

ParaPositive quasiIce, Smoke, Ooze, Magma Lightning, Steam, Mineral,


Radiance
Earth, Fire, Water, Air
Vacuum, Salt, Ash, Dust
Int 14
Int 14
+3 to save vs. specialty
+3 to save vs. specialty
schools
schools
-3 to opponents saving
-3 to opponents saving
throw
throw
+30% to learn spells from +30% to learn spells from
specialty schools
specialty schools
+15% to learn spells of
+15% to learn spells of
elemental other than
elemental other than
specialty
specialty
1/day can cast a spell as if 1/day can cast a spell as if
he was 1d4 levels higher he was 1d4 levels higher
At 11th level the mage need At 11th level the mage need
not concentrate to control not concentrate to control
conjured elemental of
conjured elemental of
specialty
specialty
At 14th level there is no
At 14th level there is no
chance that a conjured
chance that a conjured
elemental of his specialty elemental of his specialty
will turn on him.
will turn on him.
30% to learn non30% to learn nonelemental spells
elemental spells
Cannot use magical items Cannot use magical items
that duplicate effects
that duplicate effects
similar to spells of schools similar to spells of schools
from his barred schools
from his barred schools
Narrow (quasi-)
A basic school and its
quasi-elements (for
example: Air, Lightning

170

Narrow (para-)
A basic school and its paraelements
(for example: Fire, Magma

Great Elemental Netbook


Barred from:
Ability scores:
Benefits:

Hindrances:

Elementalist:
Specializes in:

Barred from:
Ability scores:
Benefits:

and Vacuum)
Lightning, Steam, Mineral, Their opposites
Radiance
(for example: Earth,
Mineral and Dust)
Int 14
Int 14
+3 to save vs. specialty
+3 to save vs. specialty
schools
schools
-3 to opponents saving
-3 to opponents saving
throw
throw
+30% to learn spells from +30% to learn spells from
specialty schools
specialty schools
+15% to learn spells of
+15% to learn spells of
elemental other than
elemental other than
specialty
specialty
1/day can cast a spell as if 1/day can cast a spell as if
he was 1d4 levels higher he was 1d4 levels higher
At 11th level the mage need At 11th level the mage need
not concentrate to control not concentrate to control
conjured elemental of
conjured elemental of
specialty
specialty
At 14th level there is no
At 14th level there is no
chance that a conjured
chance that a conjured
elemental of his specialty elemental of his specialty
will turn on him.
will turn on him.
30% to learn non30% to learn nonelemental spells
elemental spells
Cannot use magical items Cannot use magical items
that duplicate effects
that duplicate effects
similar to spells of schools similar to spells of schools
from his barred schools
from his barred schools

and Smoke)
Their opposites
(for example: Ice, Water
and Ooze)
Int 14
+3 to save vs. specialty
schools
-3 to opponents saving
throw
+30% to learn spells from
specialty schools
+15% to learn spells of
elemental other than
specialty
1/day can cast a spell as if
he was 1d4 levels higher
At 11th level the mage need
not concentrate to control
conjured elemental of
specialty
At 14th level there is no
chance that a conjured
elemental of his specialty
will turn on him.
30% to learn nonelemental spells
Cannot use magical items
that duplicate effects
similar to spells of schools
from his barred schools

Broad
Composite
A basic school its quasi- 2-4 elements of the mages
and para- elements
choice
(for example: Ice, Water,
Ooze, Steam and salt)
Their opposites
2-4 elements of the DMs
(for example: Fire, Magma, choice
Smoke, Ash and radiance)
Int 14
Int 14
+3 to save vs. specialty
+3 to save vs. specialty
schools
schools
-3 to opponents saving
-3 to opponents saving
throw
throw
+30% to learn spells from +30% to learn spells of
specialty schools
elemental nature
+15% to learn spells of
+15% to learn spells of
elemental other than
elemental other than
specialty
specialty
1/day can cast a spell as if 1/day can cast a spell as if
he was 1d4 levels higher he was 1d4 levels higher

True
All 16 elemental schools

All non-elemental schools


Int 16, Con 12
+3 to save vs. specialty
schools
-3 to opponents saving
throw
+30% to learn spells of
elemental nature
1/day can cast a spell as if
he was 1d4 levels higher

At 11th level the mage need


not concentrate to control
conjured elemental
At 11th level the mage need At 11th level the mage need At 14th level there is no
not concentrate to control not concentrate to control chance that a conjured
conjured elemental of
conjured elemental of
elemental will turn on him
specialty
specialty
At 14th level there is no
At 14th level there is no

171

Great Elemental Netbook


Hindrances:

chance that a conjured


elemental of his specialty
will turn on him.
30% to learn nonelemental spells

chance that a conjured


elemental of his specialty
will turn on him.
30% to learn lesser
divination (or universal
magic) spells
Cannot use magical items Cannot use magical items
that duplicate effects
that duplicate effects
similar to spells of schools similar to spells of schools
from his barred schools
from his barred schools

30% to learn lesser


divination (or universal
magic) spells
Cannot use magical items
that duplicate effects
outside Universal and
Elemental magic

Note: Whenever it is written conjured elemental it pertains to all elemental beings unless said so otherwise in the
description of the spell that conjures the elemental being.
You may have noticed that the abilities of the new mages do not differ except for the elemental schools
they specialize in. This is due to the fact that they can specialize in several schools at the same time, which is especially true
for the True Elementalist, who learns all 16 elemental schools. I did it like this because they have less schools to learn from
but it is somewhat neutralized by the fact that they get some of these abilities for several schools which makes them strong.

Credits
We wish to thank here all those people who helped to bring this project forth, and made the Great Elemental
Netbook what it is.
First, we must thank Flame Songdance, the first pioneer in this project who aided us considerably when he
passed the flame on to us. It burns still!
In addition, we would like to give a special thanks to Jon Winter of the mimir.net site who aided considerably
and cooperated with us over a long period of time on this project. We hope that our continuing partnership will
bear even more fruit in the future.
Now, we would like to
Elemental Netbook who've
bringing you this humble
you this all the way from

introduce the team of the Great


worked hard over the past year in
source of elemental fun. Bringing
the Holy Land are:

Itzhak Even
- The brain behind the
idea and headed the work
editor.

(ElementalNetbook@rpghost.com)
book. He first came up with the
as main compiler and assistant

David Alexander
working hand on the
spelling mistakes at bay
and assistant compiler.

(draegarius@hotmail.com) - The
project, he tried his best to keep
(wolfsbane anyone?) as main editor

Robert Peretz
(Robi@metallicafan.com) - The
heart behind the project, aiding both in ideas and moral support, we salute you!
And now, the people who contributed to this netbook, spicing it with their ideas and fleshing it out with their
writings:
Flame Songdance (flame@ican.net)
Jon Winter (jon@mimir.net)
Devon Jones (legolias@holly.ACNS.colostate.edu)
David Whitley (g.s.w.@virgin.net)
John Kastronis (psychojohn@aol.com)
David Schwartz (david@schwartzmanwatu.gen.nz)
Douglas Murray (solauren@yesic.com)

172

Great Elemental Netbook


Robert H. Nichols (catdrag@vnet.net)
Nathan Burgoin (nburgoin@chat.carleton.ca)
Greg Jensen (belarius@juno.com) - Yes. We have two of them.
Greg Jensen (gjensen@mail.wsu.edu) - So don't get confused.
Karl Thierfelder, a.k.a. The Jester Lich (thejesterlich@home.com)
Kristias Fireflight (kristias@hotmail.com)
Afterburner (aburner@erols.com)
Alan D. Kohler (hawkwind@olg.com)
Tomer Cohen (tomer21@yahoo.com) - For giving a helping hand in editing.
(wrathgon@hotmail.com) - Inactive E-mail. Please contact us to update this e-mail.
(DrkBlde@aol.com) - Please, contact us.
(kingofchaos@geocities.com) - To let us know.
(DragonThiev@aol.com) - Your alias/name.
Paul Ban (paul1@isdn.net.il) - For giving us ideas for some of the spells.
Lastly, we want the people responsible for the following sites to contact us. We lost you name and your E-mail.
"Sinthal"

173

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