Sunday, June 14, 2009

Submission: Elementalism Variations, we have some!

Elementalism is a bond between a being and the Elementals. The Elementals are the beings who make up the physical plane, the basis for every nonliving thing we see or hear. They show respect for the Elementalists and the Elementalists show respect for them. Elementals are impartial to Od, as they are unaffected, but have an aversion to warp, as it causes them pain, disfigurement, and death, since it is harmful to the land, and therefore, the Elementals.
There is a mutual agreement between the Elementals and the Elementalists. In exchange for protecting them from and reversing warp, the Elementals agree to serve and aid the Elementalists. But there is no doubt that the Elementalist are not grateful for these abilities and will do anything to help out Elementals suffering from warp. There are three types of Elementalists, for the three different bonds shared.

Elemental Shifter Anchor 0/P 8 CP
Elemental Shifters have learned to mimic Elementals in both shape and abilities. They are able to shift into Elementals and therefore are able to connect with the world around them better. May use Elemental Shifter cards. May only have one Elementalism anchor.

Elemental Summoner Anchor 0/P 8 CP The Elemental Summoner has deep respect and a great friendship with Elementals. They have learned to call upon them and enhance them. May use Elemental Summoner cards. All augmentation cards are to be played when summoned. (The cards stay drained until the elemental leaves or dies, at which point, they can be gained again through any regular means.) May only have one Elementalism anchor.

Elemental Upgrader Anchor 0/P 8CP
Elemental Upgraders are skilled at harnessing Elemental power and combining it with other abilities. They are intrigued at how the world is made up of Elementals and how they can combine with each other to form other substances. This card allows the character to upgrade any form they use to be more like the Elementals they have bonded with. May use Elemental Upgrader cards. May only have one Elementalism anchor.

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Form Enchantment: Air; Elemental Upgrader Ace 0/V 3CP
STR -1, COR +1, SPD +2
This character looks slightly insubstantial. He gains no benefits from looking similar to a ghost.

Greater Form Enchantment: Air; Elemental Upgrader Ace 0/V 9CP
COR +4, SPD +4
This character looks slightly insubstantial. He gains no benefits from looking similar to a ghost.



Form Enchantment: Earth; Elemental Upgrader Ace 0/V 4CP
STR +2, DEF +2, SPD -1, CAP +1
Play with a form card to make the character look more like an earth elemental in the form of the shifter. This is the only elemental form that can be disguised.

Greater Form Enchantment: Earth; Elemental Upgrader Ace 0/V 6CP
STR +3, DEF +3, SPD -3, CAP +2
Play with a form card to make the character look more like an earth elemental in the form of the shifter. This is the only elemental form that can be disguised.

Form Enchantment: Fire; Elemental Upgrader Ace 0/V 3CP
COR +2, SPD +2, CAP -1
This character looks like a shifter that is engulfed in flame. The flame however does no damage to attackers. This character is bad at stealth with a -2 penalty.

Greater Form Enchantment: Fire; Elemental Upgrader Ace 0/V 5CP
COR +3, SPD +3, CAP -3
This character looks like a shifter that is engulfed in flame. The flame however does no damage to attackers. This character is bad at stealth with a -4 penalty.

Form Enchantment: Water; Elemental Upgrader Ace 0/V 4CP
STR +1, COR +1, DEF +1, SPD +1
This character looks like water shaped like the shifter

Form Enchantment: Water; Elemental Upgrader Ace 0/V 6CP
STR +3, COR +2, DEF +2, SPD +1
This character looks like water shaped like the shifter

Mud Bath 6cp, Elemental Upgrader 1/V Caster places target in a mixture of earth and water to recharge target's aces at 1 per 20 min. Effect lasts 2 hours or until target uses an action or independent action. If target falls asleep she may recharge aces and HP as normal. May not be combined with Meditative Rest.

Earthquake: 9CP, 1/F Caster calls upon earth to shift under a standing target, shaking and jabbing the target. Quake causes 2D6+5 damage. The target must win a contest roll of +SPD+COR vs. +5 or be trapped under a rock. If trapped, the target must use an action to dig himself out. (Target does not have to be in direct contact with earth or rock as long as what he's standing on is.)

Earth Drain: 9CP, 0/F Caster calls on earth to absorb D6 +WIS aces from target standing on earth or rock. Requires a +1+WIS vs +WIS contest roll.

Wall of Fire: 7CP, 1/V Caster calls on an existing spark or flame to grow into a 10 x 10 foot wall of flame. Only the caster may see through this barrier. Creatures passing through the wall of fire take 2D6 - SPD magical fire damage. Wall requires 2 independent actions per round to maintain.

Rain Storm: 12CP, 1/C Caster calls on the power of air and water to bring a rainstorm covering a 50 foot area. The storm extinguishes all fires, including magically produced fire, in the area. Characters attempting to generate magical fire in a rain storm must win an unmodified contest roll.

Fog Barrier: 3CP, 0/F Caster calls on water and air to create a 10x10 foot blanket of fog around target. Creatures suffer a -6 perception trying to see through the fog. Fog will break up within 1D6 hours.
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Elemental Form: Air; Elemental Shifter Ace 1/V 10CP
STR -1, COR +1, DEF +3, SPD +4, CAP -1
Play to shapeshift a character into an air elemental. The character gains the ability to ignore defense for one strike a round.

Greater Elemental Form: Air; Elemental Shifter Ace 1/V 14CP
STR -2, COR +3, DEF +3, SPD +5, CAP -2
Play to shapeshift a character into an air elemental. The character gains the ability to ignore defense for one strike a round.

Elemental Form: Earth; Elemental Shifter Ace 1/V 9CP
STR +3, DEF +4, SPD -1, CAP +2
Play to shapeshift a character into an earth elemental. The character gains the ability to throw one stone dagger a round as an independent action. The stone dagger does 2d6+COR physical damage.

Greater Elemental Form: Earth; Elemental Shifter Ace 1/V 14CP
STR +5, DEF +6, SPD -1, CAP +4
Play to shapeshift a character into an earth elemental. The character gains the ability to throw one stone dagger a round as an independent action. The stone dagger does 2d6+COR physical damage.

Elemental Form: Fire; Elemental Shifter Ace 1/V 12CP
COR +2, DEF +3, SPD +2, CAP +1
Play to shapeshift a character into a fire elemental. The character gains the ability to do 1d6 magical fire damage to the attacker every time he is hit.

Elemental Form: Fire; Elemental Shifter Ace 1/V 12CP
COR +2, DEF +3, SPD +2, CAP +1
Play to shapeshift a character into a fire elemental. The character gains the ability to do 1d6 magical fire damage to the attacker every time he is hit.

Elemental Form: Water; Elemental Shifter Ace 1/V 7CP
STR +2, COR +1, DEF +2, CAP +1
Play to shape shift this character into a water elemental. The water elemental gains the ability to throw a 2d6+COR ice bolt once per round as an independent action.

Water of Life: 8CP, 0/F Caster sprinkles water on the target and calls on the power of water to heal 3D6 +10 HP. This heals poison damage but not disease damage.

Breath of Life: 8CP, 1/F Caster blows on target and calls on the power of air to heal 3D6 +10 damage. Heals disease damage but not poison. If all disease damage is healed, target is cured.

Sink Hole: 4CP, 0/F Caster calls on earth to open a 6-foot deep hole directly under a target standing on earth or rock. Target takes 2D6+6 damage and must use an action and a movement to get out of the hole. (Hey, he was here a minute ago!) Note: the hole doesn't go away by itself, so watch your step!

Fire Storm: 10CP, 1/F Caster calls on existing spark or flame to jump to and engulf a target in flames causing 2D6 +6 physical damage through DEF. Target loses 1 DEF for current combat. Target must be within 20 feet of fire source.

Smoke Screen: 3CP, 0/F Caster calls on an existing spark or flame to surround a target with 15X15 feet of smoke, hiding it from view. Smoke Screen lasts 1D6 rounds and does not move with target. Anyone in the smokescreen can only see 5 feet.

Fresh Breeze: 2CP, 0/F Caster calls a breeze to spring up which clears a 30 foot area of all fog, haze and smoke. Magically produced fog and smoke may require a +stat roll to clear.
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Air Elemental; Elemental Summoner Ace 1/V 6CP
STR 0, COR 0, DEF 3, SPD 4, WIS 0, HP 16, CAP 2
Summons an air elemental with the listed stats. All attacks by the air elemental ignore defense. Once per round as an independent action, the air elemental can make a second dodge.

Earth Elemental; Elemental Summoner Ace 1/V 8CP
STR 4, COR 1, DEF 5, SPD -1, WIS 0, HP 24, CAP 2
Summons an earth elemental with the listed stats. Once per round as an independent action, it can throw a rock for 2d6+6 physical damage.

Fire Elemental; Elemental Summoner Ace 1/V 7CP
STR 2, COR 0, DEF 5, SPD 1, WIS 0, HP 20, CAP 2
Summons a fire elemental with the listed stats. An attacker takes 1d6 magical fire damage every time he/she hits the fire elemental.

Water Elemental; Elemental Summoner Ace 1/V 8CP
STR 3, COR 1, DEF 3, SPD 0, WIS 0, HP 16, CAP 2
Summons a water elemental with the listed stats. The water elemental takes half damage from physical attacks. The water elemental can use its action to get a +COR contest roll against a target. If successful the target takes 2d6+6 damage that ignores defense.
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Speed Augmentation; Elemental Summoner Ace 0/P 5CP
SPD +3
This card augments the speed of the summoned elemental by 3.

Strength Augmentation; Elemental Summoner Ace 0/P 5CP
STR +3
This card augments the strength of the summoned elemental by 3.

Prime Augmentation; Elemental Summoner Ace 0/P 22CP
STR +6, COR +6, DEF +8, SPD +6, HP +60, CAP +12
This card augments the summoned elemental by the listed stats.

Greater Augmentation; Elemental Summoner Ace 0/P 11CP
STR +3, COR +3, DEF +4, SPD +3, HP +20, CAP +5
This card augments the summoned elemental by the listed stats.

Hit Point Augmentation; Elemental Summoner Ace 0/P 5CP
HP +20
This card augments the hit points of the summoned elemental by 12.

Coordination Augmentation; Elemental Summoner Ace 0/P 5CP
COR +3
This card augments the coordination of the summoned elemental by 3.

Defense Augmentation; Elemental Summoner Ace 0/P 5CP
DEF +4
This card augments the defense of the summoned elemental by 4.

Draconic Augmentation; Elemental Summoner Ace 0/P 25CP
STR +10, COR +0, DEF +6, SPD +4, WIS +0, HP +20, CAP +5
This card augments the summoned elemental by the listed stats.

Dual Action Augmentation; Elemental Summoner Ace 0/P 11CP
This card augments the summoned elemental by allowing it to take two actions per round.

Dual Hit Augmentation; Elemental Summoner Ace 0/P 10CP
This card augments the summoned elemental by allowing it to hit the same target twice each round. If the target dies before the second hit, the second hit is lost.
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Summon Air Sprite, Elemental Summoner 2CP, 1/R, An air sprite may carry a simple message to another location, it may give information on the location of any creature above ground within 1 mile of the summoner.

Summon Earth Sprite, Elemental Summoner 2CP, 1/R, An earth sprite may give information on the location of any creature beneath ground within a 1 mile radius of the summoner. It may also report the direction and distance to the nearest warped, pristine, wasted or normal terrain.

Summon Water Sprite, Elemental Summoner 2CP, 1/R, A water sprite may give the location of water and/or food within a 1 mile radius. It may purify 1 ration of tainted food or water. It may give the location of an item or creature in water within a 500 foot radius of the summoner.

Summon Fire Sprite, Elemental Summoner 2CP,1/R, A fire sprite may warm and/or light up a 20 foot area for 1 hour. It may give information on any active magic within 1 mile of the summoner.

Submission: Elemental Variation, another way

Air Elemental Elemental Ace 1/C 15CP
STR 0, COR 0, DEF 3, SPD 4, WIS 0, HP 12, CAP 2
Summons an air elemental with the listed stats. All attacks by the air elemental ignore defense. Once per round as an independent action, the air elemental can make a second dodge.

Astral Elemental Elemental Ace 1/C 18CP
STR 1, COR 1, DEF 3, SPD 2, WIS 0, HP 20, CAP 2
Summons an astral elemental with the listed stats. The astral elemental takes no damage from magical attacks. All attacks made by the astral elemental are magical damage instead of physical damage.

Earth Elemental Elemental Ace 1/C 10CP
STR 4, COR 1, DEF 5, SPD -1, WIS 0, HP 32, CAP 2
Summons an earth elemental with the listed stats. Once per round as an independent action, it can throw a rock for 2d6+6 physical damage.

Fire Elemental Elemental Ace 1/C 11CP
STR 1, COR 0, DEF 4, SPD 1, WIS 0, HP 16, CAP 2
Summons a fire elemental with the listed stats. An attacker takes 1d6 magical fire damage every time he/she hits the fire elemental.

Odkin Elemental Elemental Ace 1/C 16CP
STR 3, COR 0, DEF 4, SPD 1, WIS 0, HP 24, CAP 2
Summons an odkin elemental with the listed stats. Odkin elementals take half damage from all magic attacks except Necromancy. Once per round as an independent action, the elemental can make a 2d6+6 Od damage attack. This elemental cannot be summoned in Warp terrain.

Spirit Elemental Elemental Ace 1/C 18CP
STR 1, COR 1, DEF 3, SPD 2, WIS 0, HP 20, CAP 2
Summons a spirit elemental with the listed stats. The spirit elemental takes half damage from witchcraft spells. Once per round the spirit elemental can drain a number of cards from the target just hit equal to the amount of damage dealt to the targets HP.

Warp Elemental Elemental Ace 1/C 16CP
STR 4, COR 0, DEF 4, SPD 1, WIS 0, HP 24, CAP 2
Summons a warp elemental with the listed stats. Warp elementals take half damage from all magic attacks except Wizardry. Once per round as an independent action, it can make a 2d6+6 warp damage attack. This elemental cannot be summoned in pristine terrain.

Water Elemental Elemental Ace 1/C 10CP
STR 3, COR 1, DEF 3, SPD 0, WIS 0, HP 16, CAP 2
Summons a water elemental with the listed stats. The water elemental takes half damage from physical attacks. The water elemental can use its action to get a +COR contest roll against a target. If successful the target takes 2d6+6 damage that ignores defense.

Elemental Augmentation Elemental Anchor 0/P 4CP
An elementalist may augment an elemental as it is summoned with a single augmentation card.

This anchor can be taken more than once. Every augmentation anchor increases the number of augmentations that can be placed on a single elemental at a time by 1.

Speed Augmentation Elemental Ace 0/C 3CP
SPD +3
This card augments the speed of the summoned elemental by 3.

The character must have the elemental augmentation anchor to use this ace card.

Strength Augmentation Elemental Ace 0/C 3CP
STR +3
This card augments the strength of the summoned elemental by 3.

The character must have the elemental augmentation anchor to use this ace card

Prime Augmentation Elemental Ace 0/C 30CP
STR +6, COR +6, DEF +8, SPD +6, HP +90, CAP +12
This card augments the summoned elemental by the listed stats.

The character must have the elemental augmentation anchor to use this ace card

Greater Augmentation Elemental Ace 0/C 15CP
STR +3, COR +3, DEF +4, SPD +3, HP +30, CAP +4
This card augments the summoned elemental by the listed stats.

The character must have the elemental augmentation anchor to use this ace card

Hit Point Augmentation Elemental Ace 0/C 3CP
HP +30
This card augments the hit points of the summoned elemental by 30.

The character must have the elemental augmentation anchor to use this ace card

Movement Augmentation Elemental Ace 0/C 3CP
This card augments the movement of the summoned elemental by 60 feet.

The character must have the elemental augmentation anchor to use this ace card

Coordination Augmentation Elemental Ace 0/C 3CP
COR +3
This card augments the coordination of the summoned elemental by 3.

The character must have the elemental augmentation anchor to use this ace card

Defense Augmentation Elemental Ace 0/C 3CP
DEF +4
This card augments the defense of the summoned elemental by 4.

The character must have the elemental augmentation anchor to use this ace card.

Draconic Augmentation Elemental Ace 0/C 50CP
STR +20, COR +10, DEF +15, SPD +10, WIS +0, HP +150, CAP +20
This card augments the summoned elemental by the listed stats.

The character must have the elemental augmentation anchor to use this ace card.

Dual Action Augmentation Elemental Ace 0/C 10CP
This card augments the summoned elemental by allowing it to take two actions per round.

The character must have the elemental augmentation anchor to use this ace card.

Dual Hit Augmentation Elemental Ace 0/C 8CP
This card augments the summoned elemental by allowing it to hit the same target twice each round. If the target dies before the second hit, the second hit is lost.

The character must have the elemental augmentation anchor to use this ace card

Submission: More Elementalism Variations

I see elementalism as a school of magic. The other magic schools draw the magic power through the energies of life: potential (WIT),
living (WIZ) and residual (SHA). Elementalism uses the basic building blocks of life - earth, air, fire and water - to draw power, focusing it through sympathetic magic. All magic comes from the same source - od. Each draws and focuses it is a different way. Astral may use the forces that hold the elements together. Ritual may use the power of repeated patterns.

Elementalist background/anchor 0/P 4cp. this person has been trained to use the basic elements of earth, air, fire and water to create sympathtic magic spells. Practitioners seek to maintain the balance between the elements to insure the health of all life. An elementalist may tell if the area is warped, wasted, pristine or normal.

Elementalist anchor 0/P 8cp
same text as above.

Elemental Master anchor 0/P 5cp
An elemental master has learned to maintain his personal balance in any area. +3 warp DEF, +3 od DEF, +3 waste DEF (numbers open for discussion)

Spells as listed on the first blog and revised for clarity.

Summon Air Sprite, 3CP, 1/R. Caster shapes a sprite form of air which may communicate information about creatures above ground within 1 mile of itself. +1+WIS allows sprite to take a simple message to another location within 1 territory.

Summon Water Sprite, 3CP, 1/R. Caster shapes a sprite form of water which may communicate information about creatures in water or the location of water within 1 mile of itself. +1+WIS allows a water sprite to purify 1 ration of water.

Summon Earth Sprite, 3CP, 1/R. Caster shapes a sprite form of earth which may communicate information about creatures below ground or the location of food within 1 mile of itself. +1+WIS allows an earth sprite to purify 1 ration of food.

Summon Fire Sprite, 3CP, 1/R Caster shapes fire into a sprite form which may give information on any magic actively drawing power within 1 mile of itself. +1+WIS allows a fire sprite to light and warm the area within 10 feet of itself - effect lasts for 1 hour.

Water of Healing, 1CP, 0/F independent, Caster sprinkles water on target, calling on the power of water, to heal 1D6 HP including poison damage. (Water traditionally purifies poison)

Water of Life, 8CP, 0/F independent. Caster sprinkles water on target, calling on the power of water, to heal 3D6+10 HP including poison damage.

Breath of Health, 1CP, 0/F independent. Caster blows air on target, calling on the power of air, to heal 1D6 HP including disease damage. If all disease damage is healed, target is cured. (Air traditionally clears out disease and pestulance.)

Breath of Life, 8CP,0/F independent. Caster blows air over target, calling on the power of air, to heal 3D6+10 HP including disease damage. If all disease damage is healed, target is cured.

Water of Enlightenment, 4CP, 1/F Caster anoints target’s eyes with water and calls on the power of water. Success at 2D6 +WIS vs 2D6 – target’s WIS (assuming target never wanted to be enthralled and is subconsciously resisting) frees target from one Trust in Me spell.

Water of Purity, 8CP, 1/* Caster bathes target with ½ ration of water, calling on the power of water, to purify 1 warp feature of the caster’s choice. This ritual may take up to 1 hour to complete. (Yes, this gives the bad guys the ability to purify warp features. But, after all, Black Bane & Vinta Nor don’t do boils.)

Mud Bath, 7CP, 1/V. Caster places target in a mix of earth and water, calling on the power of earth and water, to recharge target’s aces at 1 per 20 min. If target falls asleep, she may recharge aces and HP as normal. May not be used with Meditative Rest. Spell is broken if target uses an action, leaves mud bath or in 2 hours when bath dries up. May be combined with Warmth spell. (Fastidious folks will never fall asleep – they may need to be held down.)

Warmth, 3CP, 1/V. Caster sprinkles earth into a fire, calling on earth and fire, to spread the fire’s warmth through the earth within 10 feet of the fire. Effect lasts 8 hours or until fire goes out.

Bubble Shelter, 5CP, 1/V. Caster dribbles water in a circle up to 20 feet in diameter calling on air and water to form a protective bubble. Air within bubble remains fresh but objects and creatures smaller than a hen’s egg cannot pass through the bubble. Caster may use an independent action to create a temporary opening to allow entry or exit. Bubble lasts 8 hours or until punctured from the inside. May be combined with Warmth.

Bubble Shield, 2CP, 1/V. Caster blows bubbles into a handful of water calling on air and water to create a protective bubble. Bubble will expand to cover up to 4 people who remain in touching distance by adding 1 CP in elemental spells per person. Air inside bubble stays fresh but objects and creatures smaller than a hen’s egg may not pass through the bubble. Bubble lasts 1 hour. May be extended by using an 1 action per added hour.

Dry, 2CP, 1/F Caster passes fire over an item, calling on fire and air, to remove the water from it. Spell may dry up to 3CAP of items. Spell does not work on living creatures.

Fresh Breeze, 2CP, 0/F independent, Caster calls a breeze which clears a 30 foot area of fog, haze and smoke. Magically produced fog and smoke may require a +stat roll.

Wind at Your Back, 3CP, 0/C Caster calls on the power of wind to back up the target adding +3 to target’s SPD.

Wind Gust, 3CP, O/F independent. Caster calls on wind to divert a missile in flight. May only be used once per round.

Fog Barrier, 3CP, 0/F independent. Caster calls on water and air to create a 10x10 foot blanket of fog around target. Creatures suffer a -6 perception trying to see into or through the fog. Fog breaks up in 1D6 hours.

Smoke Screen, 3CP, 0/F independent. Caster calls on fire and air to wrap smoke from an existing fire or flame around a target, hiding it from view. Smoke screen lasts 1D6 rounds and does not move with target.

Wall of Flame, 9CP, 1/R. Caster calls on an existing spark or flame to grow into a wall of fire 15’wide x10’ ht.x10’ deep. Only caster may see through this barrier. Creatures trying to pass through or over wall take 4D6 – SPD physical damage and lose 1DEF. Wall requires 1 independent action per round to maintain.

Rain Storm, 10CP, 1/C. Caster calls on air and water to bring a heavy rainstorm covering a 50 foot area. The storm extinguishes all fires, including magically produced fires, in the area. Characters attempting to generate normal or magical fire in a rain storm must win an unmodified contest roll.

Fire Storm, 6CP, 1/F Caster calls on fire to make an existing spark or flame to jump to and engulf a target in flames causing 2D6 +8 physical damage through DEF. Target loses 1 DEF for current combat. Target must be within 20 feet of the fire source.

Sink Hole, 4CP, 0/F independent. Caster pokes a hole into a handful of dirt and calls on earth to open a 6 foot deep hole directly under a target standing on earth or rock. Target takes 2D6+6 damage and must use an action and movement to get out of the hole. (Note to GMs – holes don’t disappear so others could fall in later- ground like Swiss cheese).

Earthquake, 9CP, 1/F. Caster crumbles a handful of dirt and calls on the power of earth to make the earth shift under a target, burying it completely. Quake causes 4D6 +10 damage to anyone within 3 ft of target. Target loses next action and must use an action and movement to dig himself out. Target does not need to be in direct contact with earth.

Earth Drain, 5CP, 0/F independent. Caster calls on earth to absorb 2D6 magic aces from target standing on earth or rock. Requires a +2 vs +0 contest roll. (or absorb 2D6+WIS magic aces, +2+WIS vs +WIS contest roll)

Earth Balance, 7CP, 1/* Caster calls on the four elements to remove 1 point of taint from the earth within 100 feet of the caster. Spell requires 1 hour of meditation in full contact with the earth. Caster takes 1D6+taint in unstoppable damage.

We have play tested several of these with great success. We have also discussed how an elementalist might create amulets containing a bit of an elementor elements and holding a spell like Dry or Bubble Shield. Breaking the amulet wold invoke the spell. After all, elementalists have to make a living too. We expect most necromancers would distain elementalism as superstitious nonsense.

Wednesday, June 10, 2009

Submission: A different Elementalism

This was sent to me as a submission. It has good mechanics, but it turns the Elementals into just another tool. I prefer creating something with more personality, however, that may not be what the community is looking for.

These will also need serious reduction of the text to make cards of them. They appear to be about a third too long to fit in cards.

I did not take the time to reformat this for the web, if I had expended the time, they would never go up.


Elementalism (8)
The character that takes this anchor has learned the ancient magic that allows them to form, call and control Elementals. A called Elemental has a mental link with its summoner and will obey his commands to the best of their ability. Elementals do not need to eat, drink, sleep or breathe, but must remain within one mile of the caster or dissipate. A character may have one Elemental in play at a time plus one additional Elemental for each 50 card points the character has attained.



Call Air Elemental (5) Str-1 Cor-2 Def-2 Wis-0 Spd-3 Hp-14 Cap-6
Air Elementals are wispy and sleek and always fly.
Lightning Strike: An Air Elemental can launch a lightning bolt that deals 1d6+2 points of magical damage each round as a 1/F.
Fleet: An Air Elemental gains a second movement each round that can only be used to dodge a melee attack. Spell 1/V


Call Greater Air Elemental (15) Str-4 Cor-2 Def-4 Wis-0 Spd-4 Hp-44 Cap-7
Air Elementals are wispy and sleek and always fly.
Lightning Strike: An Air Elemental can launch a lightning bolt that deals 2d6+4 points of magical damage each round as a 1/F.
Fleet: An Air Elemental gains a second movement each round that can only be used to dodge a melee or ranged attack. Spell 1/V


Call Prime Air Elemental (30) Str-8 Cor-2 Def-6 Wis-1 Spd-6 Hp-80 Cap-8
Air Elementals are wispy and sleek and always fly.
Lightning Strike: An Air Elemental can launch a lightning bolt that deals 3d6+6 points of magical damage each round as a 1/F.
Fleet: An Air Elemental gains a second movement each round that can only be used to dodge a melee, ranged or magic attack. Spell 1/V


Legacy of Air (0) Str-0 Cor-0 Def-0 Wis-0 Spd-2 Hp-0 Cap-0
This spell is cast simultaneously with any Call Air Elemental. An elementalist can carry one Legacy of Air per Call Air Elemental spell. This spell can only be dispelled by dispelling all Call Air Elemental spells in affect. Only one Legacy of Air spell can be in affect at a time.
Flight: This spell grants the caster 30 minutes of flight time per day per five card points of the Call Air Elemental spell in affect. Spell 1/V


Call Earth Elemental (5) Str-4 Cor-0 Def-5 Wis-0 Spd-(-1) Hp-20 Cap-8
Earth Elementals are slow-moving but powerful, and can move through unworked stone and earth at a rate of 10 feet per round.
Tremorstrike: An Earth Elemental can strike the ground with a powerful blow hitting one target that is touching the ground or an object in contact with the ground (such as a tree or building). Success at +2 versus the targets COR causes the target to lose its next move action. Spell 1/V





Call Greater Earth Elemental (15) Str-12 Cor-0 Def-10 Wis-0 Spd-(-2) Hp-50 Cap-10
Earth Elementals are slow-moving but powerful, and can move through unworked stone and earth at a rate of 20 feet per round.
Tremorstrike: An Earth Elemental can strike the ground with a powerful blow hitting one target that is touching the ground or an object in contact with the ground (such as a tree or building). Success at +4 versus the targets COR causes the target to lose its next move action.
Dual Strike: An Earth Elemental can make two simultaneous melee attacks per round.


Call Prime Earth Elemental (30) Str-18 Cor-0 Def-16 Wis-1 Spd-(-2) Hp-120 Cap-14
Earth Elementals are slow-moving but powerful, and can move through unworked stone and earth at a rate of 30 feet per round.
Tremorstrike: An Earth Elemental can strike the ground with a powerful blow hitting one target that is touching the ground or an object in contact with the ground (such as a tree or building). Success at +6 versus the targets COR causes the target to lose its next move action.
Dual Strike: An Earth Elemental can make two simultaneous melee attacks per round.


Legacy of Earth (0) Str-0 Cor-0 Def-2 Wis-0 Spd-0 Hp-0 Cap-0
This spell is cast simultaneously with any Call Earth Elemental. An elementalist can carry one Legacy of Earth per Call Earth Elemental spell. This spell can only be dispelled by dispelling all Call Earth Elemental spells in affect. Only one Legacy of Earth spell can be in affect at a time.
Earth Sense: This spell grants the caster a +1 bonus (+2 for Greater, +3 for Prime) to all non-combat rolls when in contact with the ground, and in a natural setting.


Call Fire Elemental (5) Str-2 Cor-2 Def-3 Wis-0 Spd-1 Hp-16 Cap-7
Fire Elementals are graceful and elegant infernos of flame, and are immune to fire and magical fire.
Fire Strike: A Fire Elemental can launch a fireball that deals 1d6+1 points of physical fire damage that ignores defense each round as a 1/F.
Aura of Flames: Any creature attacking a fire elemental with a melee attack takes 2 points of physical fire damage that ignores defense. Spell 1/V


Call Greater Fire Elemental (15) Str-5 Cor-4 Def-5 Wis-1 Spd-2 Hp-46 Cap-8
Fire Elementals are graceful and elegant infernos of flame, and are immune to fire and magical fire.
Fire Strike: A Fire Elemental can launch a fireball that deals 2d6+2 points of physical fire damage that ignores defense each round as a 1/F.
Aura of Flames: Any creature attacking a fire elemental with a melee attack takes 4 points of physical fire damage that ignores defense. Spell 1/V




Call Prime Fire Elemental (30) Str-10 Cor-6 Def-8 Wis-2 Spd-4 Hp-86 Cap-9
Fire Elementals are graceful and elegant infernos of flame, and are immune to fire and magical fire.
Fire Strike: A Fire Elemental can launch a fireball that deals 3d6+3 points of physical fire damage that ignores defense each round as a 1/F.
Aura of Flames: Any creature attacking a fire elemental with a melee attack takes 6 points of physical fire damage that ignores defense. Spell 1/V


Legacy of Fire (0) Str-0 Cor-2 Def-0 Wis-0 Spd-0 Hp-0 Cap-0
This spell is cast simultaneously with any Call Fire Elemental. An elementalist can carry one Legacy of Fire per Call Fire Elemental spell. This spell can only be dispelled by dispelling all Call Fire Elemental spells in affect. Only one Legacy of Fire spell can be in affect at a time.
Create Flame: This spell allows the caster to create a fire (stationary or around himself) at will that casts light 10 feet and prevents 1 point of cold damage per five card points of the Call Fire Elemental Spell. Spell 1/V


Call Water Elemental (5) Str-6 Cor-1 Def-3 Wis-1 Spd-0 Hp-18 Cap-8
Water Elementals are powerful and fluid, and can swim at a rate of 60 feet.
Tidal Rush: A Water Elemental can attempt to engulf ANY single target currently in melee with it, or within movement. Success at opposed strength rolls causes the target to move with the Water elemental, and lose their next action. This uses both its action and movement.
Semi-Solid Form: Water Elementals only take half damage from melee and ranged weapon attacks, including natural weapons. Spell 1/V.


Call Greater Water Elemental (15) Str-12 Cor-1 Def-6 Wis-2 Spd-1 Hp-48 Cap-10
Water Elementals are powerful and fluid, and can swim at a rate of 60 feet.
Tidal Rush: A Water Elemental can attempt to engulf ANY single target currently in melee with it, or within movement. Success at opposed strength rolls causes the target to move with the Water elemental, and lose their next action. This uses both its action and movement.
Semi-Solid Form: Water Elementals only take half damage from melee and ranged weapon attacks, including natural weapons. Spell 1/V.


Call Prime Water Elemental (30) Str-20 Cor-0 Def-10 Wis-3 Spd-2 Hp-80 Cap-12
Water Elementals are powerful and fluid, and can swim at a rate of 60 feet.
Tidal Rush: A Water Elemental can attempt to engulf ANY single target currently in melee with it, or within movement. Success at opposed strength rolls causes the target to move with the Water elemental, and lose their next action. This uses both its action and movement.
Semi-Solid Form: Water Elementals only take half damage from melee and ranged weapon attacks, including natural weapons. Spell 1/V.




Legacy of Water (0) Str-2 Cor-0 Def-0 Wis-0 Spd-0 Hp-0 Cap-0
This spell is cast simultaneously with any Call Water Elemental. An elementalist can carry one Legacy of Water per Call Water Elemental spell. This spell can only be dispelled by dispelling all Call Water Elemental spells in affect. Only one Legacy of Water spell can be in affect at a time.
Create Water: This spell allows the caster to create 10 rations of water a day per five card points of the Call Water Elemental Spell. Spell 1/V




Friday, June 5, 2009

More Elementalism - Submitted Ideas

I decided that since the earlier Elementalist cards are here, and not on the Beta Board, that it would be best to put them here. I find these to be appealing additions. What are everyone else's thoughts? - Mark



One of the things I think is missing is the transformation. This game is about shifters, so let’s give them a boost.



Fire Elemental Form (6)

Elementalist Ace 1/C

STR +4, DEF +2


May only have 1 form card active at any time.
Any time an opponents engages in melee with you he takes 1d6 magic damage
Add 2d6 Fire (Physical) damage to any melee attack you make
May not use any equipment well in this form.



Water Elemental Form (6)

Elementalist Ace 1/C


May only have 1 form card active at any time.
Regenerate 2D6 damage by spending a free action. May only use this ability once a turn
Spend an attack action to make a ranged attack at +10 coordination.
May not use any equipment well in this form.



Air Elemental Form (6)

Elementalist Ace 1/C

Cor +2, Spd +8

May only have 1 form card active at any time.
May take 1 extra move action or doge action per turn
Immune to ranged physical attacks
May not use any equipment well in this form.



Rock Elemental Form (6)

Elementalist Ace 1/C

STR +4, Dex -2, Spd -2, DEF +12

May only have 1 form card active at any time.
May only take 1 action per turn (either move or attack). May not doge
May pick up and throw boulders as a ranged attack using his Str. bonus
May not use any equipment well in this form.



Now that we have those, we can add more to them. 2 quick actions to each on ace cards should do it.


Spark (3)

Fire Elemental Ace 0/F


Can Only be used well in Fire Elemental Form
Does 1d6+Wis Magic fire damage to target. Can also be used to set a flammable target alight. Range: 30 Ft.



Enflame (5)

Fire Elemental Ace 0/F




Can Only be used well in Fire Elemental Form.
Success at +Wis Vs. Targets Cor. The target’s weapon burst into flame for 1 round. The target takes 1d6 damage and drops the weapon. At the end of the round, the targets weapon will be laying on the ground unharmed.




Circle of Fire (7)

Fire Elemental Ace 1/F


Can only be used well in Fire Elemental Form
Does 3D6 fire damage to all targets within 5 feet of the Fire Elemental




Splash (3)

Water Elemental Ace 0/F


Can only be used well in Water Elemental Form
Can be used well a target is casting a spell with a casting time of at least 1 action. Success at +Wis Vs +the CP value of the spell. May only use one Splash against any given spell.



Soothing Touch

Water Elemental Ace 0/F


Can only be used well in Water Elemental Form
Heals 2D6 Damage to a person you are in direct contact with. Range: Touch



Wave of Healing (6)

Water Elemental Ace 1/F



Can only be used well in Water Elemental Form
Heals 2D6+Wis+1 body to everyone within 5 feet of you, and yourself. Range: 5 foot burst centered around you.



Gust of Wind (2)

Air Elemental Ace 0/F


Can only be used well in Air Elemental Form
Deflect any one physical ranged attack within 60 ft. making it miss it’s target. A Gust of Wind ace may only be played once per round.



Blown Away (5)

Air Elemental Ace 0/F


Can only be used well in Air Elemental Form
Your target gets blown 1D6*5ft. away from you in a str8 line. if your D6 was higher then your targets Cor, the target loses his movement action on his next turn.



Vortex (10)

Air Elemental Ace 1/*


Can only be used well in Air Elemental Form
You entrap a single target in your own body with a +Cor +2 VS +Cor check. You may continue to entrap your victim on your turn by making the same check. The victim losses all his turns until he escapes. You may choose to end this spell at any time.



Form Boulder (1)

Rock Elemental Ace 0/*


Can only be used well in Rock Elemental Form
A large 10 ft. diameter boulder forms in your hand. The boulder is permanent, and will not vanish at the duration of the spell.



Stone Strike (4)

Rock Elemental Ace 0/F


Can only be used well in Rock Elemental Form
You can take an immediate attack action.



Crush (8)

Rock Elemental Ace 1/F


Can only be used well in Rock Elemental Form
Treat this ace as a standard attack, it can be dogged. +Str vs. +Dex. Success kills the target.



These are just some of my idea’s, I hope you like.

Monday, March 23, 2009

The Theory of Elementals

As with any "alpha" discussion these concepts are disjointed, poorly organized and generally ready for your input. Since I slid the Beta Fire Elemental out there, as a beta card, it appears I need to start this rolling.

Elementals are fragments of the physical world that have been affected by the magics washing over the physical world. They have acquired sentience, mobility, and special abilities, courtesy of magic. This makes them self determining cast members.

I will start with their sentience. Their thought patterns are alien to the other creatures of the physical world. Few people are able to make deals with Elementals or even communicate in a sensible way. Only the Elementalist has the secret of negotiating with Elementals.

Attitude. Elementals are always annoyed at what people do to the physical world. It seems to matter little to them if it is a good, bad or any usage. They don't appear to even like you walking on the ground. They are foul tempered and easily sparked to violence. They should be classified as belligerent. It does not help any that they can be affected by the warp, acquire warp features, and become madspawn. Not good. Elementals do not appear to have problems among themselves. Elementals are immune to standard Charm and Persuasion.

Mobility. All elementals are able to move through the ground as though they were walking, but only air elementals fly, and this is a good thing. Fire elementals usually avoid water by walking under the water. Water elementals avoid fire by walking through the ground under it.

Elemental Types. Fire, water, rock and air are usual. The earth is their road and is shared in common. A number of other esoteric varieties seem to exist and the GM should create these as desired. If you want to create Sand elementals, an earth elemental as a tree, or anything else that seems like it would be fun, just do it!

Elemental Home Ground. Elementals have a place they are attached to, usually where they first came into existence. They will probably be violent when you are in what they consider their home. When they are traveling they will ignore people and, if intercepted, they may be violent. They do not recognize the rights of none elementals to have homes. If one is in their path, they walk through. More not good stuff, but at least it is not personal. Home ground is "marked" in some way so each elemental can avoid troubling each other.

Elemental Cults: In some places where an Elemental has a home near a village the locals will have created a local religion based around the Elemental. Since the relationship between the Elemental and it's worshippers is localized each GM will be setting these up and everyone will be different. Everything from Good old Human Sacrifices and everything else within the GM's imagination is possible.

Elemental Cards:
I have taken a different approach with the Elemental Cast cards. There is a basic elemental cast card and then a series of Feature cards designed for that elemental cast. By combining the Cast card with one of the Feature cards you can create an Elemental, a Greater Elemental, a Prime Elemental or an Ancient Elemental. The example is on the Elethay Prayers PDF. So go download it. The link is in the DSbeta blog, just scroll down to find the section.

Reusing the Elemental Feature Cards:
The GM gets these cards to have fun with. Therefore a GM may decide to take one of these Elemental Features and apply it to a different creature. The players will be mildly bemused to stumble across a wakana with the Ancient Elemental Feature added. This type of cast construction is designed into the game and the worlds erratic magic explains the rest. Since the GM is the highest authority in DS, this can't even be considered breaking the rules - we intended for this type of wild encounters.

Elementalists have special Elemental allure rolls to help them deal with Elementals. Greatflames get a natural ability to try to calm elementals at +1. They also gain a +1 to other Elemental rolls.

Elementalists are able to make "deals" with individual Elementals they meet. This will be represented by cards which they will have and which are permanently drained after use. Elementalists are rare, but the ability to have one show up to assist is powerful, yet expensive.

The following Elementalist Spells and Skills are, at this point, broadly defined. This is the way we use them allowing players the ability to mold their characters powers. However, we will need to tighten them up for publication. So speak up.

Elemental Abilities, skills and spells:

Elementalist (8 cp)

Elementalist, Anchor, 0/P

Must be learned initially from a Mentor. The Elementalist is trained to be able to use and acquire Elementalist cards. An Elementalist may not use Shaman, Wizardry, Necromancy or Astral spells. All Elementalist cards must be learned from a Mentor.

Fascinating Allure (3 cp)

Elementalist, ACE, 5/V

Success at +2 versus +0 allows the Elementalist to safely camp in, or cross, an Elementals "home" territory.

Calming Allure (2 cp)

Elementalist, ACE, 1/C

Success at +2 versus +0 allows the Elementalist to calm an angry/violent Elemental. The Elemental will wander off.

Magnetic Allure I (2 cp Boon)

Elementalist, ACE, 10/V

May be used on an Standard, non-madspawn, Elemental that is effected by Fascinating Allure. It is now attached and may be "called" by the Elementalist. Once called this card drains permanently.

Magnetic Allure II (4 cp Boon)

Elementalist, ACE, 10/V

May be used on an Greater, non-madspawn, Elemental that is effected by Fascinating Allure. It is now attached and may be "called" by the Elementalist. Once called this card drains permanently.

Magnetic Allure III (8 cp Boon)

Elementalist, ACE, 10/V

May be used on an Prime, non-madspawn, Elemental that is effected by Fascinating Allure. It is now attached and may be "called" by the Elementalist. Once called this card drains permanently.

Magnetic Allure IV (16 cp Boon)

Elementalist, ACE, 10/V

May be used on an Ancient, non-madspawn, Elemental that is effected by Fascinating Allure. It is now attached and may be "called" by the Elementalist. Once called this card drains permanently.

Call Elemental (3 cp)

Elementalist, ACE, IND 0/1 hour

May be used to call an Elemental that the Elementalist has Magnetic Allure Attachment with. May not be used to call a random Elemental. The elemental appears next to the caster at the end of the current round.

Sense Home Ground (2 cp)

Elementalist, ACE, IND 0/V

May be used to sense the borders of an elementals home ground. Stays in play as long as the caster expends an Independent Action each round to maintain it.

Sense Elemental (3 cp)

Elementalist, ACE, 1*/C

Expending an Action each round to concentrate, the caster may sense an elementals presence within 150 feet of her in any direction.

Burst of Wind (2 cp)

Elementalist, ACE, IND, 0/F

The caster creates a burst of wind which deflects missile weapons and adds +6 DEF versus a melee attack.

Lightning Strike I (6 cp)

Elementalist, ACE, IND, 0/F

The caster creates a quick lightning strike that does 2d6+3 magical lightning damage. The Strike has a range of 180 feet.

Lightning Strike II (12 cp)

Elementalist, ACE, IND, 0/F

The caster creates a quick lightning strike that does 4d6+9 magical lightning damage. The Strike has a range of 180 feet.

Lightning Strike III (24 cp)

Elementalist, ACE, IND, 0/F

The caster creates a quick lightning strike that does 8d6+24 magical lightning damage. The Strike has a range of 180 feet.

Breath of Life (40 cp Boon)

Elementalist, Anchor, 30/P

The caster may fuse the spirit of a dead individual back into their fully healed body. The target must permanently drain 100 Card points to return to the living.

Safe Breath (4 cp)

Elementalist, ACE, IND, 0/V

Expending an Independent each round to maintain the spell the caster may safely breath poison gases, water or any liquid.

Wednesday, March 18, 2009

Draco Beasts

There are a number of native creatures scattered through out the Stormlands. This is an alpha overview of the general category that we could do as a series of Cast members for Dragon Storm, if there is enough interest. How much commentary we get here will help decide if these go forward.


Forestdragonette



The picture above is of the small Forest Draco. They are omnivores and use camouflage.


The Mountain Draco live in cliff side holes and hunt the hill sides and valleys nearby. They are Omnivores


The Spotted snow Draco lives in snow covered mountains and at the south pole beyond the Selenese Empire. These hulking predators are wingless.


The stripped cave Draco lives underground and has found even the sewers and labrynths below cities liveable. They see in the dark, but have no wings.


The Huscinble are large, lazy herbivores found in the open plains and forests of the Stormlands.


Any of these Draco beasts can become a serious problem when they become warp spawn.

We would want to add Greater and Prime features for these Draco Beasts to show the dominant versions of each.

Any thoughts? What kind of native abilities would you add to these?