Game Rules

Elementform

Druids who study the path of elementform gain the ability to shapeshift into Elemental beings and commune with otherworldly planes.

Spells

Level
1

Endure Elements

Exist comfortably in hot or cold regions.

Level
1

Elemental Shapeshift

Transform into an elemental. This form allows you to cast elemental spells.

Level
2

(fire) Flare

Target suffers -3 on their next attack roll.

Level
3

(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.

Level
4

(fire) Flame

Ranged magic attack causes 1d6 fire damage + intelligence.

(storm) Draw Water

Draws 2 gallons of pure water from underground wells.

Level
5

(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.

Level
6

(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.

Level
7

(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.

Level
8

(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.

Level
9

(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.

Level
10

(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.

Level
11

(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.

Level
12

(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.

Level
13

(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.

Level
14

(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.

Level
15

Elemental Swarm

Summons elementals of all types equal to half your intelligence.

Battleyborned X 2024