Game Rules
Elementform
Druids who study the path of elementform gain the ability to shapeshift into Elemental beings and commune with otherworldly planes.
Spells
Endure Elements
Exist comfortably in hot or cold regions.
Elemental Shapeshift
Transform into an elemental. This form allows you to cast elemental spells.
(fire) Flare
Target suffers -3 on their next attack roll.
(earth) Create Wall
Create a weak dirt wall in one square space. Its height in feet is equal to your intelligence.
(storm) Gust
Ranged magic attack causes storm damage equal to your intelligence. Target also suffers -1 penalty to movement for 1 round.
(fire) Flame
Ranged magic attack causes 1d6 fire damage + intelligence.
(storm) Draw Water
Draws 2 gallons of pure water from underground wells.
(storm) Quench
Ranged magic attack causes 1d4 storm damage + intelligence. Extinguishes fires.
(earth) Quake
Target is temporarily stunned for rounds equal to half your intelligence. Can only be used once per combat session.
(storm) Water Breathing
Target can breathe underwater for a few minutes.
(earth) Soften Earth and Stone
Change the environment around you. Hard stone transforms into soft clay, and dirt can transform into sand.
(fire) Flame Blade
Melee magic attack deals 1d10 fire damage + strength.
(storm) Storm Arrow
Ranged magic attack deals 1d6 storm damage and lowers target's intelligence by 1 for one round. This effect cannot stack.
(earth) Earth Crush
Ranged magic attack deals 1d6 earth damage + Intelligence.
(fire) Heat object
Makes object so hot it damages those who touch it. Cannot be a living thing.
(storm) Cool object
Cools object so it doesn't damage those who touch it. Cannot be a living thing.
(earth) Solidify
Turns your body into a living shield for one round. Your movement is reduced to 0. You cannot take damage from physical attacks and most magical attacks. Can only be used once per combat session.
(storm) Gust of Wind
Blows away or knocks down smaller creatures. Larger targets get pushed back 1 square. Targets can make a strength check to resist.
(fire) Wall of Flames
Create a wall of fire for squares equal to your intelligence. It lasts 1d4 rounds. Targets who walk through the wall will suffer 1d20 fire damage. Can only be used once per combat session.
(storm) Wind Wall
Deflects arrows, smaller creatures, and gases for one round. Wall length is equal to your intelligence. This spell can be channeled.
(storm) Obscuring Mist
A magic fog surrounds you for rounds equal to half your intelligence. Targets attempting to attack will suffer a -10 to attack rolls.
(fire) Call Meteor
Calls down meteors from the sky. Attacks all enemies in a 5 block area for 3d6 damage + intelligence. Can only use once per day. This cannot be used underground. If inside a building, the building may suffer extensive damage.
Control Weather
Changes weather in local area to your choosing. Can only use once per day.
(storm) Sleet Storm
Hampers vision and movement for rounds equal to half your intelligence. Everyone but the druid will suffer -10 on rolls to hit, and suffer -3 to movement.
(fire) Fire Bolt
Deals 2d6 fire damage + intelligence in a 10 square line.
(earth) Stone Roll
Rolling boulder deals 2d6 earth damage + strength in a straight line. Caster must spend one action to create the boulder, and the next to attack with it. The boulder can change course based on elevation of terrain.
(earth) Earthquake
Intense tremor affects a 10 square area. Everyone is affected as long as this spell is channeled causing 2d6 earth damage + intelligence and stunning all who are caught. This spell can also cause significant damage to buildings and caves.
Elemental Swarm
Summons elementals of all types equal to half your intelligence.