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Great Elemental Netbook

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Greetings to you all, this netbook contains some new information concerning the elemental planes that we hope
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Table of Contents
Introduction 1 Chardes 149
Table of Contents 1 Dragon, Elemental 150
Races Elemental Beasts 161
Elemental Elves 2 Firebrats 162
The Genasi 3 Genie, Cann 163
Ruvkova 15 Hazer 164
Characters Intelligent Mist, Messenger 164
Elemental Wizards 18 Intelligent Mist, Guardian 164
Druids of Air and Water 20 Intelligent Mist, Monarch 164
Elemental Knights 21 Koylith 165
Elemental Societies Mephit, Void 166
Kannarock 26 Para-Elementals, Lesser (Athas) 167
Kossuth 26 Para-Elemental Prince 169
Mage Spells 28 Wolf, Blizzard 170
Priest Spells Wyvern, Ice 171
Spell descriptions 136 NPCs 173
New sphere: Moon 140 Appendix 1: Spells index 176
Magical Items 143 Appendix 2: Tables 182
Monsters Credits 187

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.

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Races of the Elemental Planes


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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 Though I've not yet formally introduced elemental
elf species that I saw while wandering the web. I ran elves into my game, I would entertain the thought if a
across an interesting page, Eric Noah's Planescape player expressed interest in such. Here's how,
Campaign Page, which featured wind elves. assuming that you use the Skills & Powers rules for
According to Eric's page, wing elves are a race of Planescape characters per Dragon #235:
elemental-kin that are also apparently akin to elves. Water and Air ("Wind") elves are most likely, but
This notion intrigued me. Elves who settled on the earth and fire may be allowed at the DMs discretion.
inner planes might have mixed their blood with that Water elves start out with the general abilities of
of other inner planar creatures, essentially making aquatic elves; all other elemental elves start with the
them the elven equivalent of Genasi. Perhaps in times basic statistics of high elves (you might want to use
ancient, elves allied with and occasionally crossbred Eric Noah's altered stat modifiers for wind elves: -1
with some manner of elemental kin, the prime str -1 con +2 dex. Water and fire elves would be the
candidates being sylphs and nymphs. Over the years, standard +1 dex/-1 con, and earth elves might have
perhaps the elves' habitation on the elemental planes no modifiers: being in the plane of earth doesn't lend
and further crossbreeding bred those traits into the one to rapid motion, but it does lend one to extreme
species for the long term. hardiness.)
When choosing abilities, the player may choose
Why more elves? either standard elf abilities (per S&P or Dragon
You think that after introducing the outer planar elves #235), or abilities from the appropriate element's
into my campaign, that would be enough. Well, I try Genasi list in Dragon #235. Any abilities taken from
to run my campaign by three main principles (there's the Genasi list costs 5 extra points each. (This is
that rule of three again...): Demand, logic, and because while Genasi are allowed 30 points to buy
background. these abilities, allowing elves 45 points to buy the
Starting with demand: more players in my campaign same abilities wouldn't quite be fair--the intention of
play elves than dwarves or other demihumans. Some this article is NOT to create super Genasi.) Further, it
DMs try to fight this trend. I, on the other hand, is consistent with the half-elf "+5 point for parental
decided to go with the flow. I think it's fairly safe to ability" rule in Dragon #235 for half-elves. No,
import that attitude into my Planescape campaign. elemental elves aren't half-elves, but some of their
As far as logic goes, it makes sense that more elves abilities are assumed to come from crossbreeding
will have migrated to the various planes than dwarves with elemental-kin.
(for example.) The magical ability of elves lends Finally, the surcharge helps ensure that the elemental
them to having access to the planes more easily than elves have some standard elven abilities, and thus are
nonmagical dwarves. Further, with the low somewhat elven in flavor, not just a different kind of
reproduction rates of elves, it is a survival trait for Genasi.
elves to flee to new lands whenever they are faced Standard Abilities (Wind Elves): Elemental Powers,
with a militarily superior foe. Dwarves are somewhat Major (20), Levitation (10), Bow Bonus (5),
shorter lived and more fecund, and thus more likely Resistance (10).
to "stick it out" in a bad military situation. Given the Standard Abilities (Water Elves): Elemental Powers,
nature-oriented tendencies of elves, I think it just as Minor (15), Trident Bonus (5), Secret Doors (5),
likely that some offshoots migrated to the inner Resistance (10), Confer Water Breathing (10). As per
planes as the outer planes. aquatic elves in S&P, water elves automatically
Finally is background. I've always assumed that elves breathe water, but can only be out of water for a
have been the forebears of mankind in the realms of number of days equal to their fitness scores. If the elf
magic and other areas of cultural development. buys "water breathing" off of the Genasi list, they do
Accordingly, I think it is fairly safe to assume that not have this drawback and may simply breathe water
elves would migrate to the planes as soon as or OR air as the need arises. Water breathing should be
sooner than humans. 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.

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The (Nearly) Complete Genasi


(Author: aburner@erols.com)

The following section details the race called Genasi.         In appearance, all Ash Genasi will have one or
They are a race of plane-touched, similar to the more of the following traits:
tiefling and the aasimar, except that their planar  Perpetually soot-covered skin
parentage is from the elemental planes. In the  Skin that, while not appearing to be sooty, will
Planewalker's Handbook TSR detailed the genasi leave an ashy residue on anything touching it
for the 4 main elemental planes. The following pages  An odor reminiscent of burnt wood
will detail the genasi from the Para- and Quasi-  Dark grey skin and/or hair
elemental planes.         Ash Genasi are the only Genasi that don't
receive modifiers to their ability scores. However,
Ash Genasi they more than make up for this lack with their innate
abilities. Ash Genasi are immune to the effects of
        In many respects, Scions of the Dying Embers both non-magical fire and non-magical cold, due to
are the opposite of their Smoke Genasi counterparts. the nature of their native plane. Additionally, every
Whereas Smoke Genasi prefer the closed-in hustle five levels they gain a +1 bonus to their saving
and bustle of a well-populated city, Ash Genasi have throws vs. magical fire-based attacks (but not against
little use for large cities and even less use for crowds. magical cold-based attacks). Finally, Scions of the
Residents of the Plane of Ash have a very solitary Dying Embers can Extinguish Flames once per day.
outlook on life, even more so than the residents of the This ability is similar to the Affect Normal Fires
other Inner Planes, and this outlook manifests itself in ability of Fire Genasi, except that it can only be used
the Ash Genasi's natural dislike of cities and crowds. to extinguish fires within the area of effect. Ash
This isn't to say that Ash Genasi are anti-social or that Genasi can use this ability as though they were a 5 th-
they don't like the trappings of civilization; they just level caster.
prefer a less hectic existence free of large         Ash Genasi can be fighters, mages, Fire
concentrations of civilization. Unsurprisingly, Ash Elementalists, Necromancers, fighter/mages,
Genasi and Halflings get along quite well. fighter/Fire Elementalists, or fighter/Necromancers.
        When an Ash Genasi first leaves the Plane of Ash Genasi can also become rangers or druids due to
Ash, they normally find themselves square in the their affinity for isolated wilderness areas, but since
middle of Sigil. Given their solitary natures, and they have no way to study the necessary wilderness
given that Sigil is one of the largest, most crowded skills while on the Plane of Ash, all Ash Genasi
cities in the Multiverse, most Ash Genasi quickly rangers and druids must learn these skills after
decide that they've seen enough of the planes for one leaving the Plane of Ash. This means that Ash Genasi
lifetime and head back to the Plane of Ash. rangers and druids will be, on average, several years
Consequently, Scions of the Dying Embers are rarely older than non-ranger, non-druid Ash Genasi of
found outside their native plane. similar experience level. To reflect this, determine
        But occasionally an Ash Genasi's natural their starting age normally and then add 7d4 years.
curiosity about the Multiverse will overcome her Scions of the Dying Embers can be of any non-
initial reaction to Sigil. And even more rarely, an Ash Lawful alignment.
Genasi will find a portal or vortex that leads to
someplace besides Sigil. Regardless of how it Dust Genasi
happens, these rare Ash Genasi avoid turning tail and
heading back to the Plane of Ash, and they head out         In the minds of most cutters, the Quasi-
into the vast Multiverse looking for the secluded Elemental Plane of Dust conjures up images of
areas they enjoy. decay, decomposition, and disintegration. The Plane
        In some cases, Ash Genasi who leave their plane is inimical to both life and to created items, and both
take a liking to a particular area and settle down to will quickly turn to dust without the proper magical
live out a simple, comfortable existence. In other protection. Amid all this waste and desolation are the
cases, they become Planewalkers, going from plane- Loreseekers of the Eroding Sands -- the Dust Genasi.
to-plane experiencing a variety of rustic towns,         Dust Genasi are fascinated by the history of
isolated villages, and remote wilderness regions. Note things: Buildings, magical weapons, famous (or
that a sweltering, unpopulated tropical jungle on a infamous) bloods, regions, towns, you name it. Most
prime world, a relatively clear and difficult-to-reach sages and scholars claim this is due to the fact that
plateu in Gehenna, and the gatetown of Faunel would Dust Genasi are raised on a plane where they
all be equally attractive to the average Ash Genasi. routinely see the ultimate embrace which awaits all
things, and have therefore developed a curiosity

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about the life before the decay. On the other hand,
some claim that it's the symbolism of accumulated         The crisp, refreshing chill of a mountain stream
dust (or sands through an hourglass) representing the fed by melted snow; the biting cold of a deep
passage of time. And a few berks say it's because blizzard. These are at the heart of Ice Genasi.
researching the history of dead people and ruined         The common joke is that Ice Genasi must be
towns is the only thing that matches the dry, somber emotionless since they're so cold-hearted, but the
personality possessed by most Dust Genasi. (Note truth is that Ice Genasi are among the most passionate
that this last is woefully inaccurate. While Dust of all Genasi (Para-, Quasi-, or otherwise). Like all
Genasi are indeed more subdued than most other Para- and Quasi-Genasi, the Children of the Glacier
Planar races, only their Magma Genasi cousins match are intensely curious about the rest of the Multiverse,
their enthusiasm for research.) but the curiosity of Ice Genasi takes on a passionate
        Whatever the reason, most Dust Genasi explore (some berks say "desperate") edge. Common chant
the planes in much the same manner as their Magma says that life on the Para-Elemental Plane of Ice
Genasi cousins. Some Loreseekers of the Eroding doesn't swing much through any particular emotional
Sands focus their research on one particular location, extreme, since the natives there do tend to be a touch
person, or item, and spend the rest of their lives on the dispassionate side. So when the Ice Genasi
unearthing its history. Other Dust Genasi prefer to venture out into the big, wide Multiverse, it seems
dabble, rather than delve. These are the Planewalking they want to make up for lost time and lost
Loreseekers, and they accumulate a broad base of experiences. (As such, most Ice Genasi gravitate
knowledge by travelling around the Multiverse. And naturally to the Society of Sensation, which shares a
finally, some Dust Genasi exist somewhere between similar philosophy.)
the two, wandering the planes for the most part, but         In appearance, all Ice Genasi tend towards
occasionally settling down for a year or more to more sharp, angular features. Additionally, they have one
thoroughly investigate a particular item, region or or more of the following traits:
person.  White or bluish-white hair and/or skin
        All Dust Genasi feature a colored pattern to their  Extremely cold flesh
skin reminiscent of sand. Additionally, they will have  A thin layer of frost in their hair
one or more of the following:  The faint sound of a snowstorm in their voice
 A thin, perpetual coating of sand on their bodies         Due to their extremely curious and outgoing
and/or in their hair natures, Ice Genasi receive a +1 bonus to both
 A dusty haze surrounding them, extending about Intelligence and Charisma. Since their curiosity often
1 foot out from their body gets the better of them, they suffer a -1 penalty to
 The faint howling of a sandstorm in their voice Wisdom. Additionally, their health often seems as
 A somewhat flimsy consistency to their body, as brittle as a snowflake, so they suffer a -1 penalty to
though their flesh was filled with sand instead Constitution. Ice Genasi are completely immune to
of bones and muscle the effects of non-magical cold, and can move across
        Dust Genasi receive a +1 bonus to both slick, icy surfaces at their normal movement rate
Dexterity and Constitution, and receive a -1 penalty without fear of falling or slipping. As such, Ice
to their Strength and Charisma. They are completely Genasi are often hired by important primes to explore
unaffected by the disintegrating nature of their native the arctic areas of various prime worlds. They are
plane, and they have a 50% magic resistance to affected normally by magical cold attacks (such as
Disintegrate spells (or any other spells which attack the breath of a white dragon), but they gain a +1 to
via disintegration-like effects), in addition to their saving throws against all ice- or cold-based
whatever saving throws may be applicable. magic every 5 levels.
Additionally, they gain a +1 bonus to their saving         Additionally, Children of the Glacier can cast
throws vs. Earth-based magic every 5 levels. Finally, Frost once per day as though they were a 5 th level
Dust Genasi have the ability to Shatter Rock once per Wizard. Frost covers various surfaces with a thin
day. This is identical to the 2nd-level Wizard spell layer of ice, but is otherwise identical to the 1 st-level
Shatter, except that it works only by touch, and it Wizard spell Grease. Ice Genasi call this ability
affects only rock or stone. Dust Genasi can use this "composing a rime." (Ice Genasi are, for the most
ability on up to 20 cubic feet of rock or stone. part, incorrigible punsters.)
        Dust Genasi can be fighters, mages, Earth         Due to their inquisitive nature and their desire to
Elementalists, Diviners, or bards. They also have the experience a variety of things, Ice Genasi can be any
option of being a fighter/mage or fighter/Diviner class except ranger or paladin. They can also be
multiclassed character. Dust Genasi can be of any multi-classed, and in fact most of them take the
non-Chaotic alignment. multi-class route since they don't want to restrict
themselves to just one set of experiences. A
Ice Genasi combination of any two of the four main character
classes (fighter, mage, cleric, thief) is allowed as an

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acceptable multi-class for Ice Genasi. If an Ice searching and temple-visiting and asking lots of
Genasi chooses to be a specialty Wizard, he/she must pointed questions to the Priests of various deities.
choose either Air or Water Elementalism. Similarly, Planewalking Lightning Genasi take this a bit further
an Ice Genasi specialty Priest must worship a power and wander the Realms of the Powers themselves,
of Ice, Cold, Air, or Water. going from Realm to Realm and asking their pointed
        Ice Genasi can be of any alignment. questions directly of the Proxies of these powers. As
such (and depending on how respectful the Lightning
Lightning Genasi Genasi is), the life of a Planewalking Vassal of the
Storm can be either very rewarding, or very short.
        More than any other Inner Plane, the Quasi-         All Lightning Genasi will possess one or more
Elemental Plane of Lightning gets lots of visits from of the following physical attributes:
Powers. Oh sure, the four major Inner Planes see  Hair that's constantly standing on end, as from
their share of visiting Powers, and the Plane of Ice static electricity
gets a few now and again. As for the other Inner  Brief flashes in their eyes, as though reflections
Planes, they occasionally get a Divine visitor from from a distant thunderstorm
time-to-time, but it's soddin' rare (and they visit the  Tiny, harmless sparks that dance around their
Plane of Ooze least of all -- a fact that really torques body and hair as they move
the Ooze Genasi). But the Plane of Lightning gets 'em  The occasional faint rumble of thunder, heard
on a fairly regular, fairly frequent basis. Sometimes it by anyone within 5 feet of the Genasi
seems you can't swing a dead wererat without it         Vassals of the Storm gain a +1 bonus to
passing through some God's divine aura. Dexterity and Wisdom, but suffer a -1 penalty to
        Sages of the Multiverse are wont to speculate on Strength and Constitution. They are completely
most things, and this subject is no exception. The immune to non-magical lightning (or other non-
consensus seems to be that the various Powers of magical electrical effects) and take only half damage
storms, lightning, and thunder are more likely to revel from magical lightning. Lightning Genasi are also
in their area of control. See, most Agriculture deities immune to any deafening, stunning, or other effects
(for instance) won't usually have an urge to roll which result from loud, booming noises (magical or
around in a big field of wheat. But the various storm- otherwise). Note that this only applies to loud,
related Powers seem to really delight in just hanging booming noises similar to thunder (such as from
out in the middle of rampaging thunderstorms. Thus, Drums of Panic); Lightning Genasi suffer the full
they're more likely to take a side trip to the Plane of effects of the wail of a Howler, the wail of a Banshee,
Lightning so they can immerse themselves in the raw, the winds of Pandemonium, etc. Lightning Genasi
unbridled display of The Storm. also gain a +1 bonus every 5 levels to their saving
        Whatever the reason may be for these visits, throws vs. air- or electrical-based magic attacks.
most Lightning Genasi have experienced the nearness Finally, Lightning Genasi have a Shocking Grasp
and presence of a Diety at least once in their lives. Of ability. The effects are identical to the 1 st-level
course, since being in the direct presence of a Power Wizard spell of the same name. Lightning Genasi can
is usually enough to turn most cutters to dust and use this ability once per day, as though they were a
ashes, Lightning Genasis (at least the ones still living 5th-level Wizard.
afterwards) are usually several miles away when they         Lightning Genasi can be fighters, mages, or
experience this brief brush with divinity. But divine clerics. Lightning Genasi cannot be multi-classed, but
power being what it is, this is usually enough to have due to their fascination with Powers, they have some
a profound impact on a sod's life, and the Lightning interesting class options not available to any other
Genasi seem to bear this out. race in the Multiverse. Any Lightning Genasi cleric
        Vassals of the Storm (as they call themselves) can, upon gaining a new level, opt to become a
are fascinated by Powers. Their experience with the specialty priest with enough experience points to put
Divine works like an epiphany for most of the sods, him at the beginning of half his new cleric level
and almost all Lightning Genasi are convinced that (round fractions down). This reflects the Lightning
the True Dark of the Multiverse lies in worshiping Genasi's tendency to investigate the Powers before
the right Power (which is why you'll almost never see deciding which one to follow. (For example, a
'em in the Athar, and only rarely in the Godsmen). Lightning Genasi cleric can, upon reaching 4 th or 5th
        At first, their fascination tends to revolve around level, decide to become a specialty priest. The Genasi
Powers of storms, lightning, or thunder (since they're will then become a 2nd-level specialty priest with the
the ones most likely to visit the Plane of Lightning). bare minimum points necessary to be 2nd-level.) This
But when the Lightning Genasi leave the Plane and also means that a cleric must be at least 2nd level
find themselves in the greater Multiverse, most of 'em before becoming a priest, and so no Lightning Genasi
discover that there's more to Divinity than just storm- can start out as a specialty priest.
based Dieties. This usually results in a lot of soul-

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        Lightning Genasi fighters and mages can also be Genasi counterparts. Additionally, Magma Genasi
dual-classed (like humans), with the following may have one or more of the following:
restrictions:  Black or dark brown skin laced with streaks of
 The other class must be a cleric (so only fighter- red or bright orange
cleric or mage-cleric dual-classed characters are  Skin that's warm (even hot) to the touch
allowed).  A mild odor of heated rock
 The fighter or mage must reach at least 4 th level  The faint rumbling of a volcano in their voice
before starting down the clerical path.         Magma Genasi add +1 to their Intelligence
 Once the character has risen sufficiently high in because of their inquisitive natures, but lose -1 from
the cleric class (i.e 2nd-level), he may opt to their Charisma since they prefer researching
switch to a specialty priest as above. However, interesting minutiae about the Multiverse instead of
at that point the character must renounce his learning standard social graces. Magma Genasi are
other class forever (since the Gods don't like completely unaffected by either normal fire or by
their priests to be distracted). At the DM's lava, and could swim, breathe, and live in an active
option, this can be waived under certain volcano if they felt like it (and some do just to keep
circumstances, such as if the character is a away unwanted visitors). Furthermore, Magma
fighter-cleric dual class and decides to be a Genasi gain a +1 bonus per every 5 levels applied to
specialty priest of a Power of War or Battle. their saving throws vs. magical fire- or lava-based
        (For purposes of the +1 bonus per vs. air- or attacks. Finally, Magma Genasi can Heat Rock once
electical-based magic every five levels mentioned per day as though they were a 5th-Level Priest. Aside
above, this goes on hold until the specialty priest from the fact that it affects rock instead of metal,
reaches the same level reached by the cleric before he Heat Rock is identical to the 2nd-level Priest spell
converted. So you can't reach a +3 bonus as a 15 th- Heat Metal.
level cleric, become a 7th-level specialty priest, and         Magma Genasi can be fighters, mages, specialist
then get another +1 bonus when the priest reaches mages, specialty priests, or a multiclassed
12th level. Nice try, though, berk.) fighter/mage or fighter/priest character. Note that
        Lightning Genasi can be of any alignment. Magma Genasi can't be standard Clerics, since their
desire to investigate and understand the Multiverse
Magma Genasi makes them gravitate towards specific dieties.
Magma Genasi who become specialist mages must
        "Slow, but burning with intense energy" is the specialize in either Elemental Earth or Elemental
description often used to describe the Explorers of the Fire. Specialty priests must pick a Power of Fire,
Lava. Earth, or Lava.
        Magma Genasi can be of any alignment.
        Like their close cousins the Earth Gensai,
Magma Genasi tend to be ponderous and deliberate in Mineral Genasi
their outward motions. However, this slow,
monolithic movement disguises a fiercely active and         Most sods would think a being from the Quasi-
intelligent mind. As a consequence, the curiosity Elemental Plane of Mineral would be a little on the
typical of all Para- and Quasi-Genasi manifests in hard, unfeeling side. After all, not only is the plane
Magma Genasi as a desire to explore, investigate, and comprised of stones that are harder than rock in most
truly understand the Multiverse. For many Lawfully cases, but those stones are also usually razor sharp. A
inclined Magma Genasi, this draws them towards the cutter has to be extremely thick-skinned -- in the
Guvners. But regardless of the Faction to which they literal sense -- to survive even a day on the Plane.
belong, Magma Genasi are always among their         But canny bloods know that things don't always
Faction's most profound philosophers due to their turn out in the obvious, logical way, especially on the
constant inquiry and introspection into the nature of planes. And so it is with Mineral Genasi. Inheritors of
their beliefs and the Multiverse. the Glittering Stones are singularly large and
        On a less political note, Magma Genasi almost imposing -- larger than even their Earth Genasi
always become active planewalkers. Hopping from cousins -- and they've got a heart to match.
plane to plane and exploring the vast variety of the         Mineral Genasi grow up on a plane where the
Multiverse is certainly one way to learn more about entire collected treasury of the Merkhant sect pales in
it, after all. Other Magma Genasi have gone on to comparison to the riches littering the ground within a
become noted naturalists and researchers, such as mile's radius from thier childhood kip. As such they
Braus Horfand, who wrote the seminal work on the really don't understand the notion of hoarding wealth,
ecology of the Lower Planes. especially just for the sake of hoarding it (which is
        Appearance-wise, Magma Genasi tend to be why you'll never see a Mineral Genasi in the
thick and bulky, but more rounded than their Earth Merkhants). This doesn't mean that they don't have

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any use for it. But to them, jink is part of the journey.         Inheritors of the Glittering Stones receive a +1
It ain't the destination. So while they'll keep bonus to their Strength (big, thick Earth creatures can
themselves in good repair and maybe even save some pack quite a wallop), but suffer a -1 to Dexterity (big,
for a rainy day (being prepared ain't the same as thick Earth creatures are rarely agile). Mineral Genasi
"hoarding," after all), you'll never see an Inheritor of have a natural 50% magic resistance to all spells (or
the Glittering Stones living in anything more opulent spell-like effects) which would turn 'em to stone.
than a modest case. Standard saving throws will still be applicable if the
        So what do they do with the rest of their jink? 99 magic resistance fails. Additionally, Mineral Genasi
times out of 100, Mineral Genasi use it to help the receive a +1 bonus to their saving throws vs. earth-
less fortunate of the Multiverse. Again, this goes back based magic every 5 levels. They also can identify
to their early environment; Mineral Genasi are raised and appraise precious gems and jewelry with 100%
around vast amounts of material wealth, and they find accuracy. Finally, Inheritors of the Glittering Stones
it a little disturbing to discover that some berks don't can Shape Stone once per day, as the 3rd-level Priest
have two coppers to rub together. spell Stone Shape. They can affect 15 cubic feet of
        Different Mineral Genasi have different stone or rock in this fashion.
approaches to helping out the poor and downtrodden.         Mineral Genasi can be any class but Ranger or
Some will open up farms or smithies (or something Druid. Mineral Genasi Paladins must be
similar) on one of the Upper Planes (or the portion of Planewalkers, moving from plane to plane, seeking
the Outlands near the Upper Planar gatetowns). Then villages, towns, or regions which are being oppressed
they'll give down-on-their-luck sods a chance to by raiders, corrupt officials, or what-have-you. (Note:
come work for 'em and learn a trade. For those less This excludes locations on the Lower Planes, since
fortunate cutters with a strong streak of pride that these locations are evil by nature, and are not
don't allow 'em to accept charity, this works out fairly therefore oppressed.) Once a Planewalking Mineral
well. Other Inheritors will open up soup kitchens or Genasi Paladin finds an oppressed area, he is bound
resthouses to give luckless bashers 3 squares a day by honor to stay until the area is no longer oppressed.
and a roof over their head at night. And the rare Leaving before that time will cause the permanent,
Mineral Genasi thief will usually find some irrevocable loss of Paladin status.
oppressive rich berk to steal from, and will then give         Mineral Genasi thieves must steal only from
this stolen loot back to the oppressed folk in question. oppressive rich berks (like a greedy merchant or a
(It should be noted that, despite what a cutter might corrupt sheriff) and give the stolen wealth back to the
think, Mineral Genasi rarely join the Ring-Givers. folks oppressed by these knaves.
This is because the Ring-Givers give stuff away in         Mineral Genasi can specialize in Earth
hopes that they'll get more stuff in return. Inheritors Elementalism or Necromancy. They can also be
of the Glittering Stones, on the other hand, are specialty priests of Powers dealing with Earth, Wealth
genuinely altruistic. When they help a cutter, they or Altruism. Inheritors of the Glittering Stones can be
honestly don't expect anything in return.) multiclassed fighter/mages, fighter/clerics,
        Planewalking Mineral Genasi tend to think a fighter/thieves, mage/clerics, or mage/thieves. They
little bigger with regard to helping out the can be any Good alignment.
downtrodden, and they will usually seek out villages,
towns, or occasionally entire regions that are down- Ooze Genasi
on-their-luck for whatever reason (usually due to
marauding bands of raiders, drought, famine, or "The...er...noble beauty of a... uh... a pig wallow.
something along those lines). When this happens, The...... the melodious sound of a... a boot splorching
they'll usually attempt to take whatever corrective through the mud after... after... BWAHAHAHA"
action they feel necessary to get the village, town, or --Excerpt from the last performance of Gerald
region back on its feet. the Straight-faced Bard, held at the Great Silt Palace
        In appearance, Mineral Genasi are large, thick on the Para-Elemental Plane of Ooze.
and imposing. Their features are sharp and angular,
like the gemstones from their native plane. They also         As one might guess, bashers from the Para-
have a natural armor class of 8, and will have one or Elemental Plane of Ooze have a hard time getting
more of the following traits: respect from the rest of the Multiverse. After all, the
 Rough, dark brown skin or smooth, dark grey other Inner Planes have something going for 'em,
skin. from the burning majesty of the Plane of Fire to the
 A few small (half-inch diameter) crystalline immeasurable wealth of the Quasi-Elemental Plane of
stones of various colors embedded in their flesh Mineral to the bitter cold of the Para-Elemental Plane
(these crumble to worthless dust if somehow of Ice. Whether it's due to the beauty, the power, the
removed from the Mineral Genasi) riches or the deadliness of the particular plane, the
 Eyes that seem faceted (like a cut diamond) other Inner Planes inspire respect.

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        On the other hand, there's nothing particularly most often to give them a place to sleep while on the
inspiring about Ooze. And Dwellers of the Mud (as trail, but since walking through a 3-ft deep pit of mud
they call themselves) get this repeatedly drummed will slow most bashers down, it also comes in handy
into their heads from the moment they step off the for thwarting pursuit. Note that they can only use this
Para-Elemental Plane of Ooze. While some Ooze ability to affect the ground beneath them. Cave walls
berks develop a crushing inferiority complex from all (for instance) would be unaffected by this ability,
this lack of respect, most Ooze Genasi react in both of even if the Ooze Genasi were somehow standing on
the following ways: the wall, unless gravity naturally pulled her towards
        First, they become over-confident overachievers. the wall (as on the plane of Pandemonium).
They push themselves to the limit, and more, just to     Ooze Genasi can be fighters, mages, fighter/mages,
prove their worth. For Ooze Genasi with the skill to or (interestingly enough) paladins. Ooze Genasi
back it up, this can often be a boon. Many Ooze paladins (called Silt Knights) occur when an Ooze
Genasi have skyrocketed to fame and fortune due to Genasi (in typical Ooze Genasi fashion) decides that
their "I can do it if I just try hard enough" attitude. she will be the sworn protector of a particular town
For Ooze Genasi less able to put their jink where their (prime or planar), region (prime or planar) or realm.
bone-box is, this over-confidence can have sometimes (Ooze Genasi are nothing if not big thinkers.) In
humorous, sometimes deadly, results. While an Ooze adopting this town, region, or realm, the Ooze Genasi
Genasi would (almost) never be over-confident swears to defend it from evil at all costs. A Silt
enough to do something obviously stupid like trying Knight might adopt the gate town of Tradegate, for
to best a Titan in a wrestling contest, it's not unheard instance, or the Great Glacier of Toril. They're free to
of for an Ooze Genasi to imagine themselves the leave their designated area at any time (to visit
equal of a Pit Fiend or an Arcanoloth when it comes relatives, for instance), but if they undertake a quest
to understanding binding contracts and the loopholes that doesn't directly or indirectly relate to the
therein. The results of such folly are predictable. protection of this area, they lose their paladin abilities
        Secondly, they try to hold up mud, ooze, muck, until such time as they atone for it in the normal
and so forth as equally worthy of respect and fashion of paladins. If the area under protection
admiration as the other elements (and para- and quasi- should somehow get destroyed during the paladin's
elements). They're constantly trying to find new ways absence, the paladin immediately (and irrevocably)
to inspire folks with mud. From artistic creations loses all paladin status, and becomes a fighter of the
made of mud to cosmetic mud-baths to weapons that same level.
sling mud, almost all Ooze Genasi strive to increase
the respect accorded their native element. So far, the Radiance Genasi
results have been less than impressive. But the Ooze
Genasi keep trying.         Radiance Genasi (known among themselves as
        Ooze Genasi always display one or more of the Disciples of the Incandescent Colors) hail from a
following traits: plane where every moment of their existence is
 Skin that seems almost to flow and drip surrounded by, and suffused with, a scintillating,
 A skin color reminiscent of mud or silt never-ending display of the most beautiful colors and
 A thin film of moisture covering their entire lights in the Multiverse. As a consequence, most of
body the Radiance Genasi that leave the Plane of Radiance
 The faint aroma of moist earth are profoundly and utterly disappointed by the
        Their resilient natures provide them with a +1 (comparatively) dull and dreary nature of the rest of
bonus to Constitution and Dexterity, but their over- the Multiverse. And so, in a similar fashion to their
confidence results in a -1 penalty to Wisdom and Ash Genasi cousins, most Radiance Genasi figure
Charisma. Dwellers of the Mud are amphibious and they've seen enough of the Multiverse and
can function in water as easily as air, and they swim immediately head back home.
at a movement rate of 15. Additionally, they can also         But, like their Ash Genasi cousins, a few stick
function in mud as though they were in air, and many around. These are the Radiance Genasi who hit the
Ooze Genasi prefer to sleep completely submerged in planes and figure "It can't all be this dull and dreary."
pits of mud or silt. Every five levels, Ooze Genasi So they let their natural curiosity take hold and they
also get an additional +1 bonus to their saving throws begin wandering the planes looking for things of
vs. water- or earth-based magic. Beauty. To their credit, these Genasi usually discover
        Once per day, Ooze Genasi can Create Mud. somewhere along the way that "Beauty" can take
Create Mud is a lesser version of the 5 th-Level Wizard forms other than blindingly brilliant and beautiful
spell Transmute Rock to Mud. By standing on bare colors, and they gain a respect for the artworks of
earth or rock, an Ooze Genasi can create a 3-ft deep many cultures (both Prime and Planar). In some
mud pit, centered on the caster, with a radius of up to cases, Radiance Genasis even learn to appreciate art
50 feet. The duration of this effect is identical to the from cultures most other folks wouldn't consider
Transmute Rock to Mud spell. Genasi use this talent

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"beautiful," such as Kobold "dung and worm         Radiance Genasi can be fighters, mages, Fire
sculpture" -- a medium most bashers can't appreciate. Elementalists, Illusionists, clerics, specialty priests
Fortunately, most Disciples of the Incandescent (must follow a power of fire, light, or beauty),
Colors don't go quite this far in their quest for art and thieves, or Bards. They can also be multiclassed
"beauty". fighter/illusionists, fighter/bards, or
        It should be noted that occasionally a Radiance Illusionist/thieves. Note that most Radiance Genasi
Genasi will decide to make their own beauty rather thieves become art thieves. They can be of any
than seeking it out. Probably the most famous of these alignment.
is the woman known simply as The Coruscate, who
has the ability to make achingly beautiful sculptures Salt Genasi
out of "solid light." How she shapes the lights and
keeps them mobile, suspended, and permanent is a         All Para- and Quasi-Genasi have a natural
dark to everyone but her. curiosity about the rest of the Multiverse, but in Salt
        And, of course, many of these Radiance Genasi, Genasi this curiosity has flowered into a passion for
whether they're searching for "Beauty" or making exploring matched only by their Magma, Dust, and
their own, will twig to the notion that "Beauty" isn't Steam Genasi cousins. And like their cousins, Salt
necessarily visual, and they'll begin seeking (or Genasi have focused on the single-minded
crafting) literature, poetry, music, and so forth. exploration of one particular facet of the multiverse.
Basically, if it's artistic in any way, there's probably         Just as Magma Genasi often focus on exploring
some Radiance Genasi either doing it or searching it the naturalistic side of the Multiverse (writing
out among the planes. treatises on the life cycle of the Ethyk, for instance, or
        Radiance Genasi are visually striking. Their skin studying the ecology of Jangling Hiter), Salt Genasi
is always a vibrant, distinctive color (green, blue, tend to concentrate on exploring the waterways of the
purple, and so on), and their hair is usually a violently planes. Oceans, lakes, rivers, seas, and even swamps
contrasting color from their skin. Additionally, they'll and marshes; any reasonably sized body of water is
have one or more of the following: enough to make the average Salt Genasi feel an urge
 A faint glow about them (too faint to do to map its boundaries, explore its expanse, and
anything other than pinpoint their location in a experience life to the fullest while sailing its surface.
pitch dark room)         Interestingly enough, of all the planar races,
 The ability to change their hair color at will none are as enamored of the Prime Material Plane as
 Skin that's warm to the touch are the Wanderers of the Brine. This stems from the
        Despite their vari-colored skin and hair, most fact that oceans on the planes usually cover entire
Radiance Genasi are extremely attractive, so they layers (Ossa, Thalasia), they're usually fairly
gain a +1 bonus to their Charisma. They also gain a homogeneous ("One stretch of Ossa is pretty much
+1 bonus to their Intelligence to reflect their natural the same as any other," is a common saying among
appreciation for art in its varied forms. Unfortunately, Salt Genasi), and smaller bodies of water are
Radiance Genasi are notoriously frail, so they suffer a infrequent in comparison to the amount of land.
-1 penalty to both Strength and Constitution.         Prime worlds, on the other hand, often have
        Radiance Genasi are completely immune to both more water than land. Moreover, the oceans of one
natural fire and to being blinded by bright light (even prime world are usually vastly different from those of
if the bright light is magically induced). This isn't to other prime worlds, and in many cases there are vast
say that they can't be blinded; the Wizard spell Power differences within the same ocean. And for those
Word, Blind (for instance) doesn't rely on bright light more interested in rivers, lakes, and other somewhat
to achieve the blinding effect, and Radiance Genasi smaller bodies of water, you really just can't beat the
are therefore just as susceptible to that spell as are any Prime for variety.
other group of berks. However, casting a Continual         As if that weren't enough (and you'd certainly
Light spell (for example) on a Radiance Genasi's eyes think it would be), many Salt Genasi have discovered
won't have any effect. Radiance Genasi also receive a Spelljamming and have taken to it with the same
+1 bonus to their saving throws vs. fire-based magic enthusiasm that they have for exploring oceans on the
and illusions every 5 levels. Note that this bonus Prime. In their minds, it's just another type of ocean to
applies to illusions (i.e. magical constructs which rely explore. And since Spelljamming allows them to go
on fooling the optical senses) but not to phantasms from Prime world to Prime world without needing
(i.e. magical constructs placed directly in a cutter's portals or gates, many Salt Genasi end up on the
mind, bypassing the optical senses entirely). Prime and never return to the Planes. Because of all
Additionally, Radiance Genasi can create Continual this hopping about on the Prime, Salt Genasi who
Light once per day, as the 2 nd-level Wizard spell. spend most of their time on the Prime call themselves
They can use this ability as though they were a 5 th- Primewalkers. This is an obvious reference to the
level caster. more common Planewalker, and a not-so-subtle hint

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to their fellow Planars that the Prime is also a plane miles on a clear day. This isn't to say that a Smoke
worthy of respect, just like the Abyss or Bytopia. Genasi can't function out in the open; they just don't
        This isn't to say that you won't find Salt Genasi like it (a Smoke Genasi on a mountain top is a
exploring planar waterways. In one particularly miserable berk indeed). Cities (and the bigger, the
interesting case, a Wanderer of the Brine named better) provide Shadows of the Vapors with a
Hobart Frimax has modified a Spelljamming ship to measure of psychological security due to the closed-in
make it submersible, and is exploring Thalasia nature of most cities. And if the city has a lot of
beneath the waves. In another instance, a Salt Genasi smoke and/or smog, so much the better. Small
named Mitel Cannate is busy exploring the layer of wonder, then, that Sigil has the greatest concentration
Belerin (and staying one step ahead of both the of Smoke Genasi outside of the Plane of Smoke itself.
Asuras and the Hydra), on the Plane of Elysium. And         Para- and Quasi-Genasi are notoriously curious
Salt Genasi who are more interested in profit than in about the Multiverse (or aspects thereof), and
exploration routinely set up shop as ferrymen on the Shadows of the Vapors are no exception. However,
River Oceanus. However, these are the exceptions their curiosity takes the same urban direction that they
rather than the rule. themselves take; Smoke Genasi are dedicated and
        In appearance, Salt Genasi possess one or more enthusiastic city dwellers. This doesn't mean they're
of the following traits: always happy and cheerful about their lot in life.
 An encrusting of salt on their skin and/or in their They've got the same problems as regular berks, after
hair all. But Smoke Genasi are fascinated by city life like
 Lips which seem perpetually parched and no other race in the Multiverse. They can gaze for
cracked (although this causes no discomfort to hours at the endless ebb and flow of traffic on a city
the Salt Genasi) street, watching the intricate patterns of life play
 An odor of brine about them at all times themselves out on the cobblestones. Indeed, many
        The open-mindedness of Salt Genasi (without Smoke Genasi become merchants or innkeepers
which they'd view the Prime as a waste of time) precisely so they can more fully experience the life of
grants them a +1 bonus to their Wisdom scores. Their the city. And the rare Smoke Genasi planewalker
physical appearance, however, causes them to suffer a travels from city to city on the planes in an effort to
-1 penalty to their Charisma. Salt Genasi have no compare, contrast, and explore the different urban
need whatsoever to drink, and never suffer the effects settings of the Multiverse.
of thirst. Salt Genasi can breathe water as if it were         Smoke Genasi always have a faint odor of
air, but their movements underwater suffer the same smoke about them, and this odor can often indicate
restrictions as the movements of normal land-based their mood. The pleasant odor of smoked cedar, for
characters. Every five levels they gain a +1 bonus to instance, may indicate that the Smoke Genasi is in a
their saving throws vs. water-based magic. Wanderers generous mood, while a sharp and acrimoniously
of the Brine can Destroy Water once per day, at will. smoky odor might indicate anger or jealousy.
This is the reverse of the 1st-Level Priest spell Create Additionally, Smoke Genasi will have one or more of
Water, and Salt Genasi can cast it as though they were the following:
a 5th-level priest.  Dark gray hair that moves of its own accord like
        Their wandering natures prevent them from smoke coming off a fire
having the time to intensely study magic, and so they  Mottled gray skin which seems to change
cannot be mages. However, their wandering nature coloring and pattern from moment to moment
certainly lends itself to picking up the odd bit of  A choking, coughing tone to their speech
magical info here and there, so Salt Genasi can be         Smoke Genasi receive a +1 bonus to Dexterity
Bards. They can also be fighters, clerics, or specialty and Intelligence, and a -1 penalty to Strength and
priests (must worship a power of water, sailors, Constitution. They're immune to the effects of normal
exploring, or the sea). They can also be multiclassed flame, but take normal damage from magical flames.
fighter/clerics or fighter/bards, and can be of any non- However, they receive a +1 bonus to their saving
Lawful alignment. throws vs. magical fire every 5 experience levels.
They can also breathe smoke without penalty and
Smoke Genasi suffer only half-damage from magical clouds (like
Stinking Cloud). Note that this only applies to those
        Silent, stealthy, and comfortable in shadows, magical clouds which require inhalation before the
Smoke Genasi are the most urban of all the Para- and detrimental effects occur. Spells like Cloudkill work
Quasi-Genasi. This isn't because the Para-Elemental by contact, not inhalation, and thus Smoke Genasi
Plane of Smoke is populated with cities, but rather aren't any more resistant to these spells than anybody
because once a Smoke Genasi leaves the Plane of else. Finally, Smoke Genasi can create a Wall of
Smoke, they discover that they're uncomfortable in Smoke once per day. This is identical to the Wizard
wide open spaces where a berk can see for miles and spell Wall of Fog, except that a barrier of smoke is
created. Creatures within this barrier suffer no

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damage, but must spend the same number of rounds all your skin still attached. It's another thing entirely
recovering (clearing their eyesight, regaining their to just gad about the lesser-traveled portions of the
breath, and so forth) that they spent inside the Wall of layer of Minauros without any prior knowledge of
Smoke, unless they prepared for it (by holding their who may be out there or what it might take to keep
breath, perhaps, or breathing through a wet rag). 'em from putting you in the dead-book. Most sods
        Shadows of the Vapors can be fighters, mages, would call such exploring barmy, but experienced
thieves, fighter/thieves, or mage/thieves. They can be Steam Genasi can do it and return six weeks later to
of any alignment. toss the chant about it over a cup of mead and a game
of dice.
Steam Genasi         Appearance-wise, Steam Genasi are the most
human-looking of all the plane-touched. All Steam
        The Quasi-Elemental Plane of Steam is known Genasi have one or more of the following traits:
by many names: The Great Fog, the Obscuring Mists,  Perpetually wet hair
or simply The Hidden. The very image of the plane  The odor of fog about them
conjures up visions of secrecy and mystery and long-  A perpetual coating of water droplets on their
lost Darks. As with most things in the Multiverse, skin and in their hair
there's probably something to all these names. That is,  A faint haze surrounding them, extending
if the Steam Genasi are any indication. about 1 foot from their skin
        Steam Genasi call themselves Lanterns of the         Interestingly enough (and with only a very few
Mists, and most bashers on the Planes figure this to be exceptions), Steam Genasi avoid some of the more
a fairly apt description. Like their Magma, Dust, and popular fashion trends evinced by many Planars
Salt Genasi cousins, Steam Genasi are ardent, (especially Sigillians). In particular, Steam Genasi do
enthusiastic explorers of the Multiverse. But the not pierce their bodies (female Steam Genasi may be
Lanterns of the Mists specialize in (and excel at) the occasionally seen with one piercing per earlobe, but
exploration of the obscure. even this is rare), nor do they affect the tattoos or
        For some Steam Genasi, this means investigating body painting prevalent among other Planar races.
hidden Darks and unearthing lost (or forbidden) The Dark of why the Steam Genasi, as a whole, seem
knowledge. This could be anything from uncovering to avoid these things remains a mystery. (Along these
the Dark of why Nemausus has gone missing from lines, the humble author of this description pointed
Arcadia, to discovering the pattern of a shifting portal out this mystery to a Steam Genasi of the author's
in the Hive, to capturing the murderer of the late acquaintance. The Steam Genasi in question is now
Colonel Halvart. assembling a team to investigate. A trip to the Quasi-
        But for most Steam Genasi -- the overwhelming Elemental Plane of Steam is anticipated, and
majority, in fact -- this means taking the first portal interested cutters are invited to inquire at the Rotting
out of Sigil and striking off for parts unknown. Steam Treant tavern, off of Bloodmarsh Way, in the Lower
Genasi have a burning curiosity about those areas of Ward.)
the Planes about which there is little (if any)         Steam Genasi have earned a well-deserved
information. Find a spot on the Planes that nobody reputation for being tough to kill, and this is doubtless
knows anything about and you can bet that a Steam due to their +1 bonus to Dexterity and Constitution.
Genasi will find some way to get there and return However, they do seem more susceptible to mind-
alive to tell the tale. One Steam Genasi, a sod named controlling spells (-1 penalty to Wisdom), and they're
Strom, is systematically mapping Agathion, the fourth not particularly powerful (-1 to Strength). Lanterns of
layer of Pandemonium. Another Steam Genasi, Kaul the Mists can breathe water as though it was air, but
Wildmarten, is exploring the nether reaches of Pelion, they suffer the same movement penalties underwater
on Arborea. And an unknown Steam Genasi is as if they were any other land-based race. They gain a
wandering about on the Great Glass Sea, on the +1 bonus to their saving throws vs. water- and
continent of Taladas, on the Prime world of Krynn. necromantic-based magic every five levels. Finally,
        Given all this exploration of the unknown, it's no they can Obscure themselves once per day. This is a
wonder why most bashers tend to be respectful of spell-like ability identical to the 2nd-level Wizard spell
Steam Genasi. For one thing, a lot of the knowledge Obscurement, and Steam Genasi cast it as though they
collected about the lesser-traveled regions comes were 5th-level casters.
directly as a consequence of the Lanterns of the         Steam Genasi can be fighters, mages, Abjurers,
Mists. And for another, anybody who wanders into Diviners, or bards. They can also be fighter/mages,
unknown areas of the Planes and lives to tell about it fighter/Abjurers, or fighter/Diviners. They can be of
is not someone a body would want to cross. After all, any alignment.
it's one thing to visit Jangling Hiter after consulting
with sages and planewalkers to find out the Vacuum Genasi
preparations needed to come back from the visit with

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"There are three types of sages: Those who do not Genasi with the cluelessness that exists in all Vacuum
mind admitting when they do not know the answer to Genasi, you'll find that they often act even more
a question, and those who do mind. clueless than Prime berks. Since they come from a
Two types of sages." plane that has almost nothing in it, everything is new
--Xansost the Slaad and exciting to an Offspring of the Void. So Vacuum
Genasi spend a lot of time wandering the planes with
        Ask a sage to describe the sort of being that an excited, awe-filled expression pasted on their
would be native to the Quasi-Elemental Plane of faces, and this is true whether they're looking at
Vacuum, and many (perhaps most) sages would Mount Olympus or a pile of Bebilith droppings.
mutter something about "creatures of pure thought"         Most Vacuum Genasi get over it, eventually, if
and then quickly change the subject. Bring up the they live. But it usually takes longer for them to shed
existence of Vacuum Genasi and ask these same their "cluelessness" than it does for even the most
sages how a "creature of pure thought" could produce backward Prime. And even experienced, powerful
a half-breed, and most will have you forcibly Vacuum Genasi still have a touch of the "wide-eyed
removed from the premises. tourist" about them. Growing up in a nearly empty
        Despite the difficulties in explaining their plane is not something one loses easily, after all.
existence, there's no denying that they do exist. Of         Offspring of the Void all look very gaunt,
course, as things in the Multiverse tend to go, lots of sometimes to the point of seeming emaciated
berks wish they didn't. Y'see, the Quasi-Elemental (although they're perfectly healthy). Additionally,
Plane of Vacuum isn't a popular plane. There's no air, they have one or more of the following traits:
no sound, damned few pockets of other Elemental  an area of "dead air" extending about 1 ft. from
matter, even fewer residents, and almost no visitors. their bodies, in which sounds seem muted, the air
Oh sure, it has the occasional bit of excitement -- after seems a little thin, and/or odors are non-existent
all, in an infinitely large plane, something's bound to  hair that's unaffected by even the strongest wind
happen from time-to-time to break up the monotony.  skin that's dry and cool to the touch, and never
But outside of the Positive and Negative Energy perspires
Planes, the Plane of Vacuum is the most difficult         Because of their gaunt frame, Vacuum Genasi
Inner Plane on which to survive (since Airy Element suffer a -1 penalty to Strength. But because they do
and Breathe Element spells don't work on vacuum, not need to breathe, they've never had to suffer from
among other reasons), and so excitement happens air-borne illnesses. Consequently, their Constitution is
here a bit less on average than on the other Inner exceptionally hardy and they gain a +1 Constitution
Planes. As a consequence, the Offspring of the Void bonus. Vacuum Genasi are completely immune to the
are probably the least sophisticated race in the planes. effects of vacuum whether natural or induced by
And that's putting it mildly. magic. Since they don't need to breathe, they're also
        Think of the most clueless, wide-eyed Prime immune to harmful vapors which do their damage by
berk you can think of, and they'll look like Tarsheva being inhaled. Additionally, they gain a +1 bonus to
Longreach herself next to the average Vacuum their saving throws vs. air-based magic every 5 levels.
Genasi. But whereas Primes are clueless due to their Finally, Vacuum Genasi can create Silence, 15'
arrogant assumption that their Crystal Sphere is the Radius with themselves in the center (like the 2 nd-
Center of the Multiverse, Vacuum Genasi are clueless level Priest spell) as though they were a 5 th level
because they have absolutely no experience with caster.
things most everyone else takes for granted. Like         Vacuum Genasi can be fighters, mages, clerics,
razorvine. Or tanar'ri. Or smog. or thieves. They can also be multiclassed
        And when you couple the natural curiosity about fighter/mages, fighter/thieves, or mage/thieves. They
the Multiverse that exists in all Para- and Quasi- can be of any alignment.

Ability Requirements

Strength Dexterity Intelligence Wisdom Constitution Charisma


Ash 3/18 3/18 7/18 9/18 3/18 3/18
Dust 3/18 7/18 5/18 5/18 7/18 3/18
Ice 3/18 7/18 5/18 3/18 3/18 3/18
Lightning 3/18 9/18 5/18 9/18 3/18 3/18
Magma 9/18 3/18 7/18 3/18 7/18 3/18
Mineral 9/18 3/18 3/18 5/18 5/18 3/18
Ooze 5/18 7/18 3/18 3/18 7/18 3/18
Radiance 3/18 5/18 7/18 3/18 3/18 9/18

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Salt 3/18 3/18 5/18 9/18 5/18 3/18
Smoke 3/18 7/18 7/18 3/18 3/18 3/18
Steam 3/18 7/18 3/18 3/18 9/18 3/18
Vacuum 3/18 5/18 5/18 3/18 7/18 3/18

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

Starting Age Middle Age* Old Age** Venerable*** Maximum Age


Genasi 20+1d10 60 80 120 120+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

Height (In inches) Weight (In pounds)


Male Female Male Female
Ash 60+1d10 59+1d10 150+4d10 100+4d10
Dust 60+1d10 59+1d10 150+5d10 100+5d10
Ice 60+1d10 59+1d10 150+5d10 100+5d10
Lightning 58+1d8 57+1d8 130+4d10 80+4d10
Magma 61+2d8 60+2d8 160+6d10 110+6d10
Mineral 67+2d8 66+2d8 190+6d10 140+6d10
Ooze 60+1d10 59+1d10 150+5d10 100+5d10
Radiance 60+1d10 59+1d10 150+4d10 100+4d10
Salt 60+1d10 59+1d10 150+5d10 100+5d10
Smoke 58+1d8 57+1d8 130+4d10 80+4d10
Steam 58+1d10 57+1d10 140+4d10 90+4d10
Vacuum 62+1d10 60+1d10 120+4d10 70+4d10

Thief Racial Adjustments:

PP OL F/RT HS MS DN CW RL
Ash - - - - - - - -
Dust -15% - - - - +5% - +10%
Ice - - - -10% - - -5% +15%
Lightning - - - - - - - -
Magma - - - - - - - -
Mineral -5% -5% -5% - - - +10% -
Ooze - - - - - - - -
Radiance - - - -20% +10% - - -
Salt -10% - - - - - -5% +10%
Smoke - - - +15% +10% - - -
Steam -10% - - - - +5% +5% +5%
Vacuum -5% - -10% - +15% - - -

Level Limits

Fighter Ranger Paladin Cleric (1) Druid Mage Specialist Thief Bard
Ash 11 15 - - 13 10 12 (2) - -
Dust 12 - - - - 11 (3)
- 14
Ice 11 - - 14 - 15 15 (4) 13 -
Lightning 12 - - 15 (5) - 11 - - -
Magma 15 - - 14 - 16 16 (6) - -
Mineral 14 - 14 12 - 13 13 (7) 9 10

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Ooze 13 - 15 - - 12 - - -
Radiance 13 - - 12 - 13 (8)
11 14
Salt 13 - - 12 - - - - 16
Smoke 11 - - - - 13 - 16 -
Steam 14 - - - - 13 (9)
- 11
Vacuum 13 - - 13 - 15 - 14 -

 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 Rumor has it that they were originally prime druids
mysterious humanoid race that populates the various who decided to make the inner planes their homes,
inner planes. The ruvoka live in a tribal social and became adapted to their new environment.
structure, with each tribe claiming a specific inner Ruvoka keep their own council, however, and don't
plane as their home. They can be found on virtually really talk much about their origins to non-ruvoka or
any inner plane, with the possible exceptions of the much of anything else for that matter. They are an
energy planes (and even that may not be entirely extremely reclusive race, and actively avoid contact
true). Not even the plane of Vacuum is safe from with others. Some rogue ruvoka have been known to
ruvoka tribal intrusions. The most widely known associate with members of other races. However,
ruvoka tribes are: brajeti and zathosi (Earth), ethilum even these bloods cannot be considered friendly.
(Air), kaltori (Fire), ramoka (Steam), sartarin (Ash), They are all introverts, and remain distant from even
and vandesh (Ice). their closest friends.
Nobody is really sure where the ruvoka came from. If Ruvoka are extremely tall and gaunt, but otherwise
the ruvoka know, they ain't telling anyone else. greatly resemble humans. Each tribe
has its own distinguishing characteristics, depending breathe their native element as effectively as air.
on what element they inhabit. Tribes also have a They are still vulnerable to other forms of elemental
favorite manner of dress and specific weapons of attack, however. The player or DM may choose the
choice. The brajeti use bronze weapons almost ruvoka PC's native element, at the DM‚s discretion.
exclusively, and zathosi warriors are well-known for Alternately, the following table can be used to decide
their large heavy mauls. The ethilum are expert the character's native element:
archers and spear-wielders, and have white-grey hair
and beards. The kaltori have jet-black skin, and prefer [Crossbreed: Character has parents from more than
obsidian-tipped weapons. The ramoka have wrinkled one tribe. Is half immune (half damage) to both
skin as though having been submerged in water too elements, and can move through either element for 1
long, and are one of the few tribes preferring swords turn/level each day. (Roll again twice).]
to other weapons. The albino-appearing sartarin
weild heavy war clubs, and the hairy (some would Ruvkova begin with a base AC of 9 due to their
even say furry) vandesh prefer large spears. tough, resistant skin. Every other level gained, the
ruvoka loses one AC point, to a minimum natural AC
Ability Adjustments: Ruvkova of all tribes have a of 6. Ruvoka often use armor to further decrease their
+1 to both Strength and Wisdom, and a -2 to armor class.
Charisma and -1 to Dexterity. At 6th level of experience, Ruvoka gain the ability to
Special Abilities: Ruvkova have many potent telepathically communicate with any sentient
abilities, being a surprisingly tough elemental planar creature. This functions as normal speech, in all
race. All ruvkova are completely immune to the manners. However, this form of communication
harmful effects of their native element, and can move makes no actual sound (the "speaking" appears in the
through this element without hindrance. They can minds of those in the area), and can be understood by

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any sentient creature (low or higher Intelligence). Ruvkova druids use the wizard experience point table
This ability to be a universal translator makes ruvoka for advancement (although they gain d8 hit points per
diplomats much in demand. level), and ruvoka fighters use the paladin/ranger
Special Hindrances: Ruvoka count as large creatures experience table. All ruvoka are neutral in alignment.
for purposes of taking damage. No matter how Class Options: Ruvkova may be fighters, druids, or
accustomed a ruvoka is to the world outside of her druid/fighters. Ruvoka druids have a few differences
tribe, she can never fully relate to members of other from the standard druid. First, they have no charisma
races. All ruvoka PCs have a -2 penalty to all reaction requirement. Second, they have access to elemental
rolls. spheres based on their native element as follows:
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.

Inner Plane Native Element Inner Plane Native Element


Air Major Air* Lightning Major Air, Minor Fire
Earth Major Earth* Steam Major Earth, Minor Fire
Fire Major Fire* Mineral Major Water, Minor Fire
Water Major Water* Radiance Major Fire, Minor Air
Ooze Major Earth, Minor Water Dust Major Earth, Minor Air
Ice Major Water, Minor Air Vacuum Major Air, Minor Earth
Magma Major Fire, Minor Earth Salt Major Water, Minor Earth
Smoke Major Air, Minor Fire Ash 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

Strength Dexterity Constitution Intelligence Wisdom Charisma


Ruvkova 10/18 3/18 13/18 8/18 12/18 3/18

Ability Adjustments

Strength Dexterity Constitution Intelligence Wisdom Charisma


Ruvkova +1 -1 - - +1 -2

Average Height and Weight

Height* Weight*
Base Modifier Base Modifier
Ruvkova 84/80 4d10 250/200 6d10

Age

Starting age Middle Age* Old Age** Venerable*** Maximum age


Ruvkova 20+2d10 60 80 100 100+2d100

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

Level Limits

Fighter Ranger Paladin Wizard* Cleric Druid Thief Bard


Ruvkova 14 n/a n/a n/a n/a 14 n/a n/a

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Characters of Elemental Nature


Elementalist Mages
(Author: itzhak@ibm.net)

The elemental wizard has first appeared in the for the Para- and Quasi- elements. In this Netbook we
Tome of Magic accessory for the AD&D. In that present to you the full description of elemental mages
accessory they presented elementalists for the 4 most for all the Para- and Quasi-elemental planes, with
known elements: Air, Earth, Fire and Water. In the many new spells for them and for other wizards to
Al-Qadim and the Dark Sun campaign setting you use.
can find more about elemental magic, and not just the In addition we would like to introduce to you
basic elements. another group of elementalists, mages whose magical
Al-Qadim offers players to specialize in Sand education is concentrated on several elemental
magic, although TSR as portrayed it as earth magic it schools, while suffering severe penalties on learning
is in fact magic connected to the Quasi-plane of Dust. non-elemental spells they are also more restricted in
In Dark Sun you have the para-elements of Magma, their choice of spells from the elemental schools.
Silt (again like dust), Sun (similar to radiance), and We hope that with the advent of this netbook
Rain (treat these spells as water spells if you have people will delve deeper into the mysteries of
their descriptions). So it seems that elemental magic elemental magic.
was on the rise but they never got down to creating
full schools for all of the elemental planes. Like the Tome of Magic said each element has a
The release of these products captured the diametrical opposite and the diagrams below will
attention of players to the specialists of elemental show you that.
magic and people started creating specialist mages

The Quasi- and Para-elementalists presented here Because elementalists have an enhanced
aren’t really much different from those in the Tome understanding of spells within their element, they
of Magic; in fact they have the same abilities, receive a +2 bonus when making saving throws
benefits and hindrances as they appear in the against those spells. Other creatures suffer a -2
aforementioned book. penalty when making saving throws against an
For the benefit of those who do not have that elementalist casting spells from his specialty.
accessory here are the statistics (For those of you Once per day, an elementalist may choose to cast
who have this accessory, note that there is a small one memorized spell from his element of specialty as
difference in the text. This is due to the fact that this if the mage was 1d4 levels higher. He must declare
is taken from the Player’s Option: Spells & Magic his decision to do this immediately prior to casting
where it is compatible with the abilities granted to the the spell. This affects range, duration, area of effect,
other specialists): and damage; it does not allow the wizard to cast a
Elementalists receive a bonus of +25% when spell from a level which he normally could not use.
attempting to learn spells of their element and a When an elementalist attempts to create a new
bonus of +15% when learning other elemental spells. spell relating to his specialty element, the DM should
They suffer a penalty of -25% when trying to learn count the new spell as one level less (for determining
spells that do not relate to the elements. difficulty).
An elementalist may memorize one extra spell per Upon reaching 11th level, an elementalist does not
level, providing that at least one of the memorized need to concentrate when controlling elementals of
spells is from his element of specialty. his specialty element summoned by the 5 th-level spell
conjure elemental. The normal 5% chance of the

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elemental turning upon its summoner remains in a new narrow-elementalist appeared, one that learn a
effect. basic element and it's 2 quasi- elements.
At 14th level, there is no chance of a summoned Broad Elementalist – A mage specializing in a
elemental turning upon an elementalist if the creature basic school, it’s 2 quasi-elements and its 2 para-
is of the wizard's specialty element. elements (like specializing in Fire, Radiance, Ash,
Magma, and Smoke). After all the elements were
Since the abilities of the quasi- and para- discovered came wizards that wanted to learn all
elemental mages are not special lets turn to the new about a basic element and so learned about it, about
elementalists. These mages are divided into several its' para and about it's quasi.
groups of specialists: Composite Elementalist – A mage that
Basic Elementalist – A mage that specializes in specializes in 2-4 elements, usually without any
the 4 basic elements (i.e. Air, Earth, Fire & Water). connection save his desire but he can have some
This was the first kind of elementalist to specialize in connection. (Like specializing in Air, Magma and
several schools at the same time. They appeared right Salt). Some mages did not want to be restricted in
before mages discovered the existence of the para- their studies by learning a "common" thread as they
elements and were thought to be the pinnacle of called the other elementalists. They found a way to
magecraft. learn 2-4 different element, and there's no restriction
Para-Elementalist – A mage that specializes in on which schools are they, they might even be
the 4 para-elements (i.e. Ice, Smoke, Ooze & opposed to one another. In case there is an opposition
Magma). This multi-specialist appeared after in their choice schools they must be more intelligent
elementalists of the para-elements became more wide than normal to be able to balance it.
spread, and they are considered to be the pinnacle of True Elementalist – This mage is the peak of the
para- elementalism. elementalists. He specializes in all 16 of the
Quasi-Elementalist (positive) – A mage that elemental schools, and cannot cast other spells except
specializes in the 4 positive quasi-elements (i.e. for a few spells from the Universal School. This is
Lightning, Mineral, Radiance & Steam). The positive the latest kind of elemental mage to be discovered,
elements were the first quasi to be discovered and so and according to other specialist mages it has better
the first to have their own specialist. be the last. These mages have must have great
Quasi-Elementalist (negative) – A mage that intellect and stamina to be able to learn so much and
specializes in the 4 negative quasi-elements (i.e. retain their sanity.
Vacuum, Dust, Ash & Salt). These were the last Only a few of these mages exist and most come
elements that were found. It seems that a mage from races that have a strong affinity with nature, like
cannot learn all 8 quasi- elements but the reason for elves, and there's even one swanmay known to be
that is unknown. Theories say that dealing with all one.
the manifestations of both Positive and Negative
energy is dangerous, but the existence of the true The abilities of these new mages are similar to
elementalists makes it is unlikely that it is true. The those of regular specialists except for the following:
reasons, if there are any, still remain a mystery. They must have an Int of 14 and Con of 11 to be a
Narrow Elementalist – A mage specializing in 1 specialist.
of the basic schools and it’s 2 quasi-elements (like They gain +3 to their saves and inflict -3 to
specializing in Earth, Mineral and Dust) or a basic opponents' saves in regard to spells of their specialty.
and it’s 2 para-elements (like specializing in Air, Ice They get +30% to learn spells from their specialty
and Smoke). The first of these mages appeared schools.
shortly after the para-elementalist, as wizards sought They get -30% to learn spells of non-elemental
to learn a basic school and the two para-elements that nature.
stem from it. In the advent of the quasi- elementalists
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
Notes: The True Elementalist cannot learn any schools must have an Int of 16, in addition to the
spells except for elemental spells and some spells normal Con of 11.
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.

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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:
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

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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.

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

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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

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
3rd Knight
White & Black Tabbard - Herati Knight
Black Tunic - Herati Knight
Chain Mail (AC 5)
Lance
Shield

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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

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
Plate Mail (AC 3)
6th 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

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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
Full Knight
6th 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 Runes Per Level
the character, and thus we get to put in one of those spell progression Spell Level
Knight
charts.
Level 1 2 3 4 5 6
The amount of runes one can have per structure is also limited, and
this raises with level. 1 - - - - - -
Spells are added to the armor by use of a special spell, which is 2 1 - - - - -
central to the first level structure, (and doesn't count as rune for the 3 3 - - - - -
above chart) this spell is Rune Transfer, which the Knight may cast 4 5 1 - - - -
1/Week. This spell will either transfer new spells onto his armor, or 5 8 3 - - - - it
can move the knight's entire rune assemblage to another set of 6 10 5 - - - -
armor. The runes will only work on specially made, or treated armor.
7 12 8 1 - - -
The armor that the runes are on must be made of metal, furthur, the
armor must contain at least some plates (Historically, this includes 8 14 10 3 - - -
Banded Mail, some forms of Brigandine, all plate mails, scale mail, 9 15 12 5 - - -
and some forms of heavier chain also included plates over vital 10 16 14 8 1 - -
areas.) The one exception to this is the Ir'Kithlen Knights, who can 11 17 15 10 3 - -
put their runes into leather armor as well. It is reccomended that for 12 18 16 12 5 - -
the armor to be of a good enough quality to support the runes, that 13 19 17 14 8 1 -
the armor cost at least twice as much as normal armor of that type (if 14 20 18 15 10 3 -
not more!)
15 21 19 16 12 5 -
16 22 20 17 14 8 1
23 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
Great Elemental Netbook
Spells per day:
Knight Spell Level
Level 1 2 3 4 5 6
1 - - - - - -
2 1 - - - - -
3 2 - - - - -
4 2 1 - - - -
5 3 1 - - - -
6 3 2 - - - -
7 3 2 1 - - -
8 3 3 1 - - -
9 3 3 2 - - -
10 3 3 2 1 - -
11 3 3 3 1 - -
12 3 3 3 2 - -
13 3 3 3 2 1 -
14 3 3 3 3 1 -
15 3 3 3 3 2 -
16 4 3 3 3 2 1
17 4 4 3 3 3 1
18 4 4 4 3 3 2
19 4 4 4 4 3 2
20 4 4 4 4 4 3

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Elemental Societies
Kanarock, LN Earth Lord - Dark Sun
Kanarock cares only for the laws of nature and Besides the above no other loyalties may be held by
creatures that dwell upon the earth. Many of his Priests/Druids of Kanarock
priests change their professions and become druids.
Kanarock does not see this as a loss to Earth, but a Tennants of the Followers of Kanarock
gain for Athas. Due to this outlook he is looked on Further the Earth
favorably by Farmers, Herders, Druids, and Rangers. Destroy Defilers
Before planting many praises are made to Kanarock Further Athas
for a safe growing season. He is perhaps the most Destroy the Sorcerer Kings and their minions
well known Elemental Lord on Athas. Many Druids
and Clerics of Kanarock (who are very loyal to him) Kanarock's relationship's within other Lords of the
even go so far as to say Kanarock is the true spirit of inner planes are varied. During the beginnings of the
Athas or that each Spirit of the land is some kind of Para-Elemental wars Kanarock's minions were beaten
manifestation of Kanarock, whether these two beliefs down badly and Kanarock left for dead. Kanarock
hold true or not is unknown but it is unwise to noticed the effects of the Inner planes wars on Athas
question a Priest/Druid of Kanarock who holds either and the role the Defilers of Athas played in the Inner
of these beliefs to be true. Kanarock, does not care planes wars. He quickly gathered followers on
for the lives of sentient beings, but has been known to Athas, teaching them the ways of the Earth and
help them if it furthers Nature and Athas. Because Athas. Because of his resourcefulness many other
of this belief Clerics of Kanarock have been know to Lords resented him. Many Earth Lords believed he
destroy whole villages just to bring down a hunted was abandoning Earth by turning to Athas for they
defiler. Priests of Kanarock are often very stubborn did not see the link between Athas and the Inner
when if comes to Defilers or other people who harm planes. Many of the Para-Elemental lords quickly
the land. Priests and fledgling druids who follow banded together to defeat Kanarock on Athas, but he
Kanarock often travel together forming small parties. had many priests and Druids on Athas. As a result of
Kanarock's minions are known to be very militant this great onslaught of Para-Element attacks and the
and their manner and bearing show this. unwillingness of other Earth Lords to help him
Kanarock was forced to turn to Fire Lords to give
Path of Kanarock him more firepower on Athas. He made a pact with a
Worship the Earth before all Fire Lord name Shisstaa (to be detailed next). With
Worship Athas before the commands of beings the aid of Shisstaa and her Priests Kanarock was able
Loyalty to Kanarock before loyalty to mortals to push back the onslaught of Para-Elemental attack
Loyalty to Priests/Druids of Kanarock on Athas. With the signing of the Pact many Water
Loyalty to other Earth Lords whos goals to not and Rain Lords warned Kanarock of the fury and
interefere with Kanarock's goals strength of Fire. Some warned that Earth and Fires
Loyalty to other mortals who have shown favor to should not directly ally for the combination results in
Earth, Athas, Kanarock's Magma. Kanarock pushed these Lords away
Priest, Earth Priests believing they were insulting both him and the
fortitude of Earth.

The Cult of Kossuth - Forgotten Realms


Within the boundaries of Thay, the land that is ruled by wings, a faction which he believes will lead Thay to
the whim of the tyrannical red wizards, a strong cult is victory. (DM's note: Pyros is a very powerful and
gaining footing. Long has the country revered fire dangerous enemy, not to be taken lightly. He is what
magic for its capacity to improve their standing against happens to those rare individuals who innately possess
other nations, but most have seen it only as that, a tool. great power).
A new movement has started among a faction of the red
wizards, since the creation of the new seats on the Priesthood of Kossuth Requirements: Int 10 Wis 10
council for the elementalist mages. Pyros, first Zulkir Armor allowed: all
of Flame, has gathered a sizable faction under his

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

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Great Elemental Netbook

Elemental Spells for Mages


1st level spells Area of Effect: 1 object
Saving Throw: None
Andraya's Frost - (Elemental-Ice, Alteration) - 1 st
level Upon the completion of the spell the affected object
Author: nburgoin@chat.carleton.ca is coated with a fine layer of invisible ash. Any thing
Range: 30 yards who touches the object for the duration of the spell
Components: V, S will have invisible ash where it made contact with the
Duration: Special object. The wizard can see these imprints, and do
Casting Time: 1 whatever he wants with the person, objects, whatever.
Area of Effect: Special The ash on the object disperses within 1 turn per level
Saving Throw: Special of the caster but it sticks to creatures and objects for 1
day per 2 levels of the caster.
This spell, created by the head of the Blue Order in The material component is the object to be affected.
Coralport, Andraya Chandler, conjures a soft blue
glowing bolt of cold. The caster then chooses one Ashen Buckler - (Elemental-Ash,
item or target creature within range, and the bolt Conjuration/Summoning) - 1st level
unerringly strikes it. The item may not be more than Author:
5 pounds plus 2 pounds per level of the caster, and Range: 0
cannot be a liquid. Components: V, S, M
If the target is an item, the item is covered with a Duration: Special
frigid layer of frost. The item then becomes too cold Casting Time: 1
to handle with bare hands, and those doing so Area of Effect: Caster
encounter a -3 or -15% penalty (whichever applies) to Saving Throw: None
the actions they are attempting with the item. If the
person touching the item is bare handed, then he The caster of this spell creates a small buckler, made
suffers a -3 to his Attack and damage rolls. If the of ash, which floats in front of him. The buckler
wielder or user is wearing gloves or gauntlets, the moves with amazing speeds to parry all incoming
penalty drops to -1 or -5%. The duration of the frosty attacks against the caster and absorbs the damage
coating and penalties is 1d4 rounds plus 1 round per 3 they were supposed to cause. It can absorb up to 2
caster levels, doubled if the temperature is near points of damage per level of the caster, to a
freezing or lower, but halved if the temperature is maximum of 30 points of damage.
very warm (subject to the DM's discretion). Only 1 such spell can be active at any given time, and
The other option of the spell is to target a creature. If it cannot be in effect while the caster as any spell
a creature is hit, it makes a saving throw vs. spell. If upon him that prevents attacks from hitting him
the creature fails this saving throw, it takes 1d4 points completely, be it Stone skin or even Protection from
of damage and suffers a -2 to attack rolls and damage normal missiles. But it will work along with spells
rolls, a -10% to any applicable actions, and has a -2 that reduce the caster's AC  or other spells that
penalty to armor class for the same duration as above. increase his "ghost" number of HP like this spell.
If the creature makes its save, it takes no damage, and Material component is a miniature brass buckler
has only a -1 or -5% penalty for the duration of the (worth 5sp) that is smeared with ash. The component
spell. is consumed in the casting.
This spell has no effect on creatures resistant or
immune to cold, and even a mere 'warmth' cantrip Campfire - (Elemental-Fire, Conjuration) - 1st
can cancel the effects of the spell. People suffering level
from the effects of the frosty cold can cast spells on Author: wrathgon@hotmail.com
any round that they did not take damage as normal. Range: 5 yards/level
Components: V, S, M
Ash Imprints - (Enchantment, Elemental-Ash) – Duration: 1 hour/level
1st level Casting Time: 1
Author: Area of Effect: 2 square feet
Range: Touch Saving Throw: None
Components: V, S, M
Duration: 1 turn/level This spell creates a fire that is as
Casting Time: 1 powerful as a campfire, both in heat

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and light. This fire will burn in enchanted hand. The sparks remain around the
all weather situations like, high caster's hand for up to three rounds, no longer.
wind and heavy rain, but it will not The true use of the spell, however, is that every
burn underwater. The material successful touch attack causes the victim to make a
component is a piece of wood that saving throw versus spells. If the save is failed, the
acts as the source of the fire and sparks flash from the caster's hand and surround the
is consumed at the end of the spell. target. The sparks will dance and fly around the
target for 1 round per 3 levels of the caster (1 round
Cyrene'Lhei's Fiery Motes - (Elemental-Fire, at 1st level, 2 rounds at 3rd, 3 rounds at 6th, and so
Evocation) - 1st level forth). At the beginning of each round, the victim
Author: nburgoin@chat.carleton.ca must make a save vs. spells. If the victim succeeds,
Range: 30 yards + 5 yards per level the sparks did no significant harm to the target. If the
Components: V, S victim fails its save, the sparks deal one points of
Duration: Instantaneous damage that round (and ruins all spellcasting).
Casting Time: Special Whether the spell is on the hand or around a creature,
Area of Effect: 1 or more creatures in a 30 yard + 5 the sparks produce light about equal to three candles.
yard per level radius
Saving Throw: 1/2 Dagny's Breathwrench - (Elemental-Air,
Elemental-Vacuum, Evocation) - 1st level
This spell creates a single burning fiery mote for Author: nburgoin@chat.carleton.ca
every two levels of the caster beyond the first (2 at Range: 10 yards
3rd, 3 at 5th, to a maximum of 9 at 19th). The Duration: Instantaneous
flaming motes, once the spell is cast, burst into being Components: V, S, M
within a minute, one by one, the casting time of the Casting Time: 1
spell is 1 per mote (to a maximum initiative modifier Area of Effect: 1 creature
of +9). The motes, once bursting into being, swirl Saving Throw: Special
around the caster in a tight circle. Once all the motes
have arrived, they streak off at their targets. If the This spell forces air out of a creature's lungs. Thus,
spell is interrupted, all motes currently in motion the spell will only affect creatures that breathe,
flash and strike the first named targets, in order. For causing them to choke and gasp for air. The spell is
example, a 19th level wizard casting the spell rolls a instantaneous, but may carry over into the next round.
4 for initiative. An enemy who has an initiative of 8 When cast, the creature must make a saving throw vs
strikes him. Only 4 of the motes will exist and fly of spells. If it succeeds in this check, it merely suffers
to strike enemies, even though the wizard could have 1d3 points of damage, gasps, and swallows in enough
created 5 more. They strike the first 4 named targets air to function as normal on the next round. It is
of the spell. unpleasant, but not entirely debilitating.
Each mote deals 1d6 damage, and each must strike at If the check is failed, however, the creature takes
a different target than the others. Each target may 1d4+1 points of damage, and suffers a -2 penalty to
make a save vs. spells to take half damage. all attack rolls for that round and the round following,
Each mote automatically hits as per a magic missile while trying to recover from the attack. Further, no
spell and any defense that work against a magic spell-casting is possible during the second round of
missile spell also work against the Fiery Motes spell. debilitation, as the creature is too busy gulping in air.
The material component for this spell is a
Cyrene'Lhei's Spark Aura - (Elemental-Fire, handkerchief, which is drawn through a loop created
Conjuration, Enchantment) - 1st level by the caster's thumb and forefinger, and then
Author: nburgoin@chat.carleton.ca wrapped around the caster's wrist. It magically clings
Range: Touch to the wrist for the duration of the spell (either
Components: V, S instantly, then falling, or staying on the wrist for two
Duration: Special rounds). It is not consumed in casting.
Casting Time: 1
Area of Effect: 1 creature Dancing Lightning - (Elemental-Lightning,
Saving Throw: Special Invocation/Evocation) - 1st level
Author:
Invented by the wild elf Cyrene, this spell causes the Range: 20 yards
caster's hand to be surrounded by sizzling and Components: V, S
sparkling red-orange sparks of fire. The sparks are Duration: 1 round/4 levels
useful in hand to hand combat, adding 1 point of fire Casting Time: 1
damage to any successful punching or wrestling or Area of Effect: 10' cube/4 levels
grappling attack successfully made with the Saving Throw: 1/2

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Great Elemental Netbook
chance of catching the target's
This spell causes the area to erupt with dancing combustibles on fire (burning
lightning all over the area. Any creature passing clothes do 1d6 to 2d6 points of
through the area suffers 1d4 damage from the damage depending on how heavy they
lightning. are). Victim may make save versus
spell for half damage. Fire-based
Detect Earth - (Elemental-Dust, Elemental- creatures take no damage; cold-based
Mineral, Elemental-Earth, Divination) - 1st level take double.
Author:
Range: 0 Fellstar's Flame Finger - (Elemental-Fire,
Duration: 3 turns Invocation/Evocation) - 1st level
Components: V, S, M Author: wrathgon@hotmail.com
Area of Effect: 60 ft long + 10 ft wide, plus 10ft Range: 0
longer/level Components: V, S
Saving Throw: None Duration: Instantaneous
Casting Time: 1 Casting Time: 1
Area of Effect: 1 target
This spell allows the wizard to specify one type of Saving Throw: 1/2
natural earth product, such as a mineral, a rock, soil,
sand, and so forth. The wizard could choose When this spell is cast, a thin bolt
diamond, but could not choose smelted and shaped of searing flames shoots forth from
iron, as iron is not a natural earth product, iron ore is. the wizard's index finger. This bolt
Likewise, gold deposits could be found, but not gold will automatically hit a single
coins, since gold coins would have been melted and target inflicting 1d6 points of
cast. damage, plus 1 point per level of
For the duration of the spell, the caster can scan a 60 the wizard, up to a maximum of
ft long + 10ft long/level path, which is 10 ft wide, 1d10+10. A successful save vs. spell
once per round. All the locations and sizes of the reduces this damage by half. If a
specified natural earth product will be known to the save is failed, possessions do not
wizard on an intuitive level. Note that in certain have to make a save, unless they
situations, this can lead to navigation in the dark were targeted specifically by the
(down a stone corridor, for example). spell, in which case the owner
The caster can choose to detect up to 1 natural earth suffers no damage, but the object
must save vs. magical fire (at +2)
product (emeralds, limestone, granite, etc) per 4
or be destroyed (only one object may
levels of the caster. The results are simultaneous - he
be targeted per casting).
will know each and every presence of each and every
product he is searching for, as well as which are
which. Flashing Light - (Elemental-Radiance, Alteration)
The caster can detect cut gems and statues, or earth - 1st level
products that have been superficially shaped, since Author:
they are still natural earth products, just shaped by Range: 60 yards
man, but no earthen product that was smelted, mixed, Components: V, M
or in any other way modified by man. Duration: 1 turn/level
The material component of this spell is an Casting Time: 1
earthworm, alive or dead. It is consumed in casting. Area of Effect: 20-foot-radius globe
Saving Throw: Special
Eldritch Fire - (Elemental-Fire,
Invocation/Evocation) - 1st level This is a version of the light  spell that was developed
Author: wrathgon@hotmail.com originally by humans or elves to be used against the
drow, and now it's use has spread. When this spell is
Range: 60'
cast, a light appears in the area of effect and instead
Components: V, S
of remaining constant it flashes bright and dim.
Duration: Instantaneous
Anyone in the area of effect suffers -2 to his attack
Casting Time: 1
rolls, and +1 to his AC if attacked by creatures that
Area of Effect: 1 creature
are outside the area of effect. Those creatures that
Saving Throw: 1/2
have the blind fighting proficiency suffer only -1 to
The wizard hurls a magical bolt of their attack rolls if inside the area or they attack
flame which does 1d6 points of normally against someone that is in the area (he
damage on impact and has a 50%

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Great Elemental Netbook
doesn't gain the +1 bonus to AC against their edge of the wisps, and leave the rest in natural
attacks). lighting (or darkness).
Drow and other creatures that suffer penalties to their The light conjured by the wisps can be white, or red,
attacks when in sunlight will add the -2 to attack rolls orange, yellow, green, blue, indigo or violet. The
to their normal penalties when fighting in the light. mists are the color they glow. If the caster desires
Also note that the Hand of darkness spell will not white glowing mists, the spell has no material
negate this spell but will cause the penalty to attack component. If the caster desires a colored mist, he
rolls to be only -1, and light-hating creatures will must have a piece of silk, of any size, of the color
only suffer -1 to their attack rolls if they are in the desired. It is consumed on casting.
area of effect.
Gayle’s Mistwrap - (Elemental-Radiance,
Frost’s Bite - (Alteration, Elemental-Ice) - 1st level Elemental-Steam, Enchantment, Evocation) - 1st
Author: level
Range: Touch Author: nburgoin@chat.carleton.ca
Components: V, S Range: 10 yards/level
Duration: Special Components: V, S, M
Casting Time: 1 Duration: 1 round/level
Area of Effect: Creature touched Casting Time: 1
Saving Throw: None Area of Effect: One or more creatures within the
spell’s range
This spell is a cryomantic version of shocking grasp, a spell Saving Throw: Special
forbidden to cryomancers. When the spell is cast, a
flickering blue radiance surrounds the caster’s hands. The This spell, created by the Mist-Wizardess Gayle
spell remains in effect for one round per level of the caster Matarc, can affect up to 2d4 HD worth of creatures
or until he touches another creature. The frost’s bite who are within 10 yards/level of the caster. The spell
delivers 1d8 points of damage, +1 per level of the caster will only affect creatures that are fully included by
(ex., a 2nd-level caster would inflict 1d8+2 damage). While the hit-die maximum rolled, though the caster gets to
the wizard must come close enough to his opponent to lay decide which creatures are affected upon casting the
a hand on the opponent’s body, a like touch from the spell (choosing the HD affected when the spell is
opponent does not discharge the spell. Unlike shocking cast). Any creature with more than 4 HD gains a
grasp, the caster must touch the opponent directly; he saving throw vs. spell, and if it makes its save, the
cannot touch a conductor as this spell is not electrical in spell has no effect on that creature. The spell
nature. surrounds the creatures with strange, multi-colored
wisps of mist and vapors that dance around the
Gayle’s Glowing Wisps - (Alteration, Elemental- victims, blurring vision and annoying the eyes with
Radiance, Elemental-Steam) - 1st level the shifting color patterns. The mists and vapors
Author: kingofchaos@geocities.com distract the victim, and they suffer a -2 to hit and to
Range: 5 yards/level damage rolls, as well as a -2 to armor class for any
Components: V, S attacks not coming from directly in front of them, as
Duration: 2d4 rounds plus 1 round per level peripheral vision is sorely confused. Furthermore,
Casting Time: 1 normal (and infra) vision is reduced in range by half
Area of Effect: one 10-foot cube/level for those surrounded in the wispy vapors.
Saving Throw: None The vapors last for 1 round per caster level, unless
there is a strong wind, in which case the spell’s
The Mist-Wizardess Gayle Matarc used this spell to duration is halved, and the penalties are all reduced
light her way in times of trouble, and it was reported by half (though vision is still cut in half).
that this was the first spell she ever created herself. The material components for this spell are three strips
The spell conjures a single 10-foot cube of wispy, of cloth, of different colors, from three separate
glowing vapors into being per caster level. Each cube cloaks.
of wisps must touch another, and though curves and
twists of a long-line of wisps can be made, at no point Healing Touch of Salt - (Elemental-Salt,
can the wisps be more than 10 feet higher than the Necromancy) – 1st level
ground. Author:
The wisps give off light equal to about 1 Range: Touch
candle/caster level to all within their light. Components: V, M
Unfortunately, the cloudy nature of the wisps, Duration: Permanent
coupled with the light, reduces all normal and Casting Time: 1
infravision to one-half range. Outside of the wisps, Area of Effect: 1 being
the wisps supply light for a 5-foot radius around the Saving Throw: None

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Great Elemental Netbook
Components: V, S, M
After casting this spell the caster touches the subject, Duration: 2 rounds + 1 round/level
the spell's energy then seals all of his bleeding Casting Time: 1
wounds, even if they were caused by a sword of Area of Effect: One Quarterstaff
wounding, by creating a thin layer of salt on their Saving Throw: Special
surface. Due to the salt's stinging the recipient will
suffer -1 to all of his rolls for the next 1-4 hours while This spell summons a staff into the hands of the
the wounds close. caster, equal in all regards to a normal staff, except
The material component is a bit of salt that is touched the staff is made of ice and weighs twice as much as a
to the recipient. normal staff. The staff lasts for 2 rounds plus one
round per level.
Human Torch - (Elemental-Fire, Evocation) - 1st The staff is summoned from the para-elemental plane
level of ice, but is not entirely sturdy. Every round that it
Author: wrathgon@hotmail.com deals normal damage for a successful strike (1d6
Range: 0 damage), there is a 5% chance per point of damage
Components: V, S, M inflicted (including strength bonuses) that the staff
Duration: 3 rounds will shatter on the victim, ending the spell, but
Casting Time: 2 forcing the victim to make a saving throw vs. spells.
Area of Effect: Caster If this saving throw is failed, the victim is numbed for
Saving Throw: None 1d3 rounds, having its movement rate reduced by
half, and its chance to hit reduced by 2. Proximity to
This spell causes the wizard and all major sources of heat, such as a roaring bonfire,
his clothing to become engulfed in improves the creature's saving throw by +2. A
flames. These flames do not harm the creature making its saving throw suffers no numbing
wizard or his equipment but cause at all.
1d4 points of damage to anyone The material components for this spell are a drop of
within 5 feet and an additional 1d6 water from melted snow and a sliver of wood from a
to anyone who actually touches him. quarterstaff. Both are consumed in casting. After
The flames themselves are only about shattering, the spell's duration prematurely ends,
as hot as a torch but the obviously.
surrounding area will feel like a
blast furnace. Ignite - (Elemental-Fire, Evocation) - 1st level
Author: nburgoin@chat.carleton.ca
Ice Burst - (Elemental-Ice, Alteration, Evocation) - Range: 5 yards per level
1st level Components: V, S
Author: nburgoin@chat.carleton.ca Duration: Special
Range: 5 yards/level Casting Time: 1
Components: V, S Area of Effect: up to 5 cubic feet plus 1 cubic foot
Duration: Instantaneous per level
Casting Time: 1 Saving Throw: None
Area of Effect: 1 10' radius circle
Saving Throw: Neg. This spell, long in the annals of the Order of the Red
in Coralport's secret Guild of the Grey, is a simple
When this spell is cast upon solid ice, it causes the ice spell to ignite non-living matter. This spell will not
to shatter and explode, shooting arrows of sharp ice. target any item in contact with a living creature (such
All creatures within 10 feet of the ice source suffer 1 as a shirt or a cloak). The caster can start the fires up
point of damage per level of the caster (maximum of to 5 yards away per level, and need not fill the entire
10 points). Victims who roll a saving throw area of effect of 5 cubic feet plus 1 cubic foot per
successfully suffer no damage. This spell destroys level. For example, if there were three lanterns, side
the ice, which must be at least one cubic foot in size. by side, the caster could light the wicks, but not have
Creatures made of ice are immune to this spell, and to light the woven mat the lanterns stood upon.
ice created through spells can be affected. This spell The caster can ignite as many different objects as he
might be used to break a small hole in a wall of ice, if wishes, so long as they are all within the area of
the wall isn't thick enough to handle losing a cubic effect. They fires start fairly small, but will spread,
foot. as per the situation and DM's wishes. The fire will
burn for as long as it could were it started by natural
Ice Staff - (Elemental-Ice, Conjuration) - 1st level means. The flames are not magical after they have
Author: nburgoin@chat.carleton.ca burned for a round or more, but can be dispelled or
Range: 0 magically snuffed before then.

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Great Elemental Netbook
This spell summons a stone staff into the hands of the
Irritating Dust - (Elemental-Dust, caster, equal in all regards to a normal stone staff,
Invocation/Evocation) - 1st level except the staff weighs three times the weight of a
Author: normal staff. This staff lasts 2 rounds plus one round
Range: 20 yards per level.
Components: V, S, M The staff is summoned from the elemental plane of
Duration: 1 round/level earth, and is imbued with the magical energy of the
Casting Time: 1 plane. For every 5 levels of the caster, the staff acts
Area of Effect: 1d4 creatures in a10' cube as a +1 weapon in regards to whether or not the
Saving Throw: Special weapon can damage creatures normally immune to
non-magical weapons. The staff itself does not gain
When this spell is cast a cloud of dust stirs in a 10' any magical bonuses, just gains the ability to harm
cube and 1-4 creatures in this area have the dust settle creatures not normally harmed by mundane weapons.
on them and make them feel uneasy if they fail their The staff, once summoned, can be given to others.
save. The dust causes -2 to AC and -1 to hit for the The material component for this spell is a sliver from
duration of the spell unless the save is made, in which a quarterstaff, which grows and turns to stone for the
case it only lasts 1 round, or if the creature takes one duration of the spell, and crumbles to dust at the end
round to scratch without doing anything else. of the spell.
Material component is a pinch of dust.
Kyrell’s Cold of the Grave - (Necromancy, Elemental-
Karm's Rockclimbing - (Elemental-Dust, Ice) - 1st level
Elemental-Mineral, Elemental-Earth, Alteration) - Author:
1st level Range: Touch
Author: Components: V, S
Range: Touch Duration: 2d6 rounds
Components: V, S, M Casting Time: 1
Duration: 2 rounds/level Area of Effect: 1 creature
Casting Time: 1 Saving Throw: Neg.
Area of Effect: Creature Touched
Saving Throw: Neg. When this spell is cast, the caster’s hand is surrounded in a
flickering blue radiance. The radiance lasts for one round
Karm's Rockclimbing is a modified Spider Climb per level of the caster. When the caster touches another
spell. The caster's hands and feet (both of which creature (requiring a successful attack roll if the target is
must be bare for the spell to work) develop the unwilling), the flickering radiance briefly surrounds the
magical ability to cling to any natural or man-tooled target, then vanishes. The target must save vs.
earth or stone product (including gems, stone, metal, paralyzation or be paralyzed for 2d6 rounds. Protection
glass, dirt, sand, sod, mud, etc). The affected from paralysis wards against this spell. The paralysis can
creature can climb at a movement rate of 6 (3 if at all be ended prematurely by dispel magic, remove paralysis,
encumbered), but the creature can handle any non- heal or similar magic. Undead and creatures from other
stone items without trouble. planes are immune to this spell.
Stone/Earth/Glass/Metal/Dirt items weighing less
than one pound are unmanageable, since they stick to Kyrell’s Ice Blaze - (Evocation, Elemental-Ice) - 1st level
the users hands and feet. The caster can end the spell Author:
at will. Range: 20’
The material component for this spell is a small Components: V, S, M
statue carving of two hands interlocked, of no Duration: Instantaneous
incredible value, consumed in casting. Casting Time: 1
Area of Effect: Creature struck
Karm’s Stonestaff - (Elemental-Earth, Saving Throw: ½
Conjuration) – 1st level
Author: nburgoin@chat.carleton.ca An unenchanted silver rod studded with blue gems (worth
Range: 0 at least 1,000 gp) is required to cast this spell. When the
Components: V, S, M spell is cast, a freezing bolt of ice blasts forth from the tip of
Duration: 2 rounds + 1 round per level the rod, streaking out to up to 20’. The bolt trails
Casting Time: 1 snowflakes and makes a high-pitched screeching sound as
Area of Effect: One Quarterstaff it flies through the air. An attack roll at the caster’s THAC0
Saving Throw: Nil 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

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no damage. The bolt is strong enough to shatter clay and
glass, but is harmless to ivory, bone, wood and stronger The spell causes 1 pound of metal per level of the
materials. caster to become magnetized (the entire item must be
The material component of this spell is the rod mentioned affected for this spell to take place). The item attracts
above. The rod is not consumed in the casting. other metals in a 5' radius per caster's level. If the
item affected is light and there is an heavier metal
Light Bolt - (Elemental-Radiance, Evocation) - 1st item in the radius of effect then the item will move
level fast in that item's direction.
Author: nburgoin@chat.carleton.ca This spell can be used to hit heavily armored
Range: 30 yards + 5 yards/level opponents with thrown weapons if there's no other
Components: V, S metal item in the vicinity. Another use for this spell
Duration: Instantaneous may be to cast it on a fighter's shield and helmet
Casting Time: 1 while he stands beneath a wall of iron and seeing him
Area of Effect: 1 creature stuck there until the spell ends at which time he will
Saving Throw: Special suffer fall damage.
Items held or carried by unwilling subjects get a save
This spell creates a bolt of blazing white light vs. spells with their wielders' saves.
that streaks towards target, striking as a THAC0
roll of a rogue of equal level to caster. The spell Mud Mold - (Elemental-Ooze, Conjuration) - 1st
causes a base damage of 1d4, and momentarily level
surrounds the target by a blaze of white light Author:
when hit. A successful save vs. spell means the Range: Touch
target is blinded until the end of the round (the Components: V, S, M
rest of the round), failure means blindness for Duration: Special
1d4 rounds. For every 3 levels of the caster, a Casting Time: 1 round
bonus of +1 to hit, -1 to opponent's save, or +1 Area of Effect: 1 object
to damage may be added. Thus, a 9 th level Saving Throw: None.
wizard could create a +1 to hit, 1d4+1 damage
light-bolt that forces opponent's save at -1. Or With this spell the caster can create a mold of any
impose a -3 penalty to the save, etc. Any small to medium sized objects. Any object of up to
creature who is vulnerable or suffers penalties in 1/10 pound of weight can be molded. For example
bright light saves at -2. the caster can create a mold for a key, an emblem and
even a small box. During the casting the caster has to
Lightning Blast - (Elemental-Lightning, hold the object he wishes to mold in one of his hands.
Invocation/Evocation) - 1st level Upon completion of the spell the caster will have a
Author: mold of the object in his other hand. The mold is
Range: 60 yards made of a mud like substance. The mold can be used
Components: V, S to make a duplicate of an object by pouring heated
Duration: Instantaneous metals into it, whereupon it dries up and must be
Casting Time: 1 broken to extract the object. Note that the mold will
Area of Effect: 1 creature stay "wet" until used, or until 1 year has passed, but it
Saving Throw: 1/2 cannot be shaped into other form unless the a Stone
Shape, or similar spell is cast on it.
When the spell is cast small lightning leaps from the The material component for this spell is the object
caster's hand and strikes the designated target if that you want to make a mold of, it is not consume
within 60 yards. The lightning causes 1d4 + 2 points din the casting, and a bit of mud.
of damage per level of the caster. (Maximum damage
of 1d4 + 20 at 10th level). The target gets a save vs. Orb of the Elements - (Elemental-General,
spells for half damage. Alteration, Evocation) - 1st level
Author: nburgoin@chat.carleton.ca
Magnetize - (Elemental-Lightning, Alteration) Range: 0
- 1st level Components: V, S, M
Author: Duration: Special
Range: Touch Casting Time: 1
Components: V, S Area of Effect: 1 Creature
Duration: 1 round/level Saving Throw: Neg.
Casting Time: 1
Area of Effect: 1 pound/level This spell causes a 4-inch diameter sphere to appear
Saving Throw: Special in the caster's hand. Within the limits described

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Great Elemental Netbook
below, the sphere can appear in a variety of forms, Constitution check means the creature gulped in
each elemental based and indicating a different enough air to take only half-damage.
special power. The caster can hurl the sphere at an Dust orbs appear as a swirling orb of thick dust, and
opponent up to 30 yards away, providing there are no when they strike, the creature is covered in a layer of
barriers between the caster and the target. If the thick dust. This will extinguish all open flames the
target is no more than 10 yards away, the to-hit roll is target is carrying, and unless the target makes a
made with a +3 bonus. If the target is 10-20 yards saving throw vs spells, it will also be blinded (dust in
away, the caster's roll is made with a +2 bonus. If the the eyes) for 1d4 rounds. Blind creatures suffer a -4
target is 20-30 yards away, the caster's roll is made to all attack rolls and a -4 penalty to AC.
with a +1 bonus. Shard Orbs appear as a rock sphere made up of many
If the orb of the elements misses its target, it small shards of rock. When they hit, they also
dissipates without effect. If the target creature makes explode, and all creatures within a five-foot radius
a successful saving throw, the orb of the elements is must make a saving throw vs. spell or take 1d4 points
also ineffective. Otherwise, the form of the orb of damage.
determines the amount of damage inflicted and its Crush Orbs appear as sphere of solid rock, and when
special power, as summarized below. they hit, they cause the creature to make a Dexterity-
The caster can create any single orb of any form Balance check or be knocked down. If this check is
listed for his level or lower. The material component failed with a natural roll of 18, 19, or 20, the creature
for an air orb is any clear or white gem. The material must also make saving throws vs. crushing force
component for a fire orb is any gold, yellow, or against any items currently held or worn in the hands,
amber gem. The material component for a water orb arms, chest, waist, and back.
is any blue or green gem. The material component Light Orbs appear as a glowing sphere of white light.
for an earth orb is any gray, black, or brown gem. The light orb causes the victim to be surrounded by
All gems must be worth at least 50 gp. light to a radius of 20 feet, as if affected by a light
spell. The effect lasts for 1d4 rounds, during which
Type of Level Damage Effect time the victim makes his saving throws and attack
Orb rolls with a -4 penalty, and his AC is penalized by 4.
Air Orbs 1st 1d3 Mist Heat Orbs appear as glowing spheres of yellow-
3rd 1d4 Gas orange light. The heat from the orb is intense enough
5th 1d6 Suffocate to melt 1 cubic yard of ice. The victim struck by the
Earth 1st 1d6 Dust orb loses 1 point of strength and dexterity (or, for
Orbs 3rd 1d8 Shards creatures, a -1 to hit and a -1 penalty to AC) for 1d4
5th 1d10 Crush rounds.
Fire Orbs 1st 1d6 Light Fire Orbs appear as glowing orbs of burning flame,
3rd 1d8 Heat red-orange in color. It ignites all combustible
materials within 5 feet of the target, and deals 1d4
5th 1d10 Fire
burn damage to all creatures within 5 feet that fail a
Water 1st 1d4 Drench
saving throw.
Orbs 3rd 1d6 Chill
Drench Orbs appear as spheres of tightly packed salt
5th 1d8 Freeze
water. When they hit, they drench the target
completely, putting out any open flames, and causing
Mist Orbs appear as a hazy ball of whirling wisps, a saving throw vs. spells to be made. If the save is
and when struck, a mini wall-of-fog that springs into failed, salt water gets into the eyes of the victim,
being within a 5' radius of the target. The Mist blinding the victim for 1d4 rounds.
moves with the target, and lasts 1d4 rounds. Chill Orbs appear as glowing spheres of blue-white
Gas Orbs appear as a tight sphere of a greenish gas, light. They numb the target creature. Movement
and when struck, the creature hit must make a saving rates of the affected creature are halved, and the
throw vs. poison. If the saving throw succeeds, the creature's chance to hit is reduced by 2. Both effects
creature suffers a -1 penalty to all attacks, saving last for 1d4 rounds.
throws and to AC from nausea that lasts 1d4 rounds. Freeze Orbs appear as spheres of solid ice. They
If the creature fails this saving throw, the creature is explode when they hit, causing all creatures within 5
struck reeling and unable to attack because of nausea feet of the target to make a saving throw vs spells or
for 1d4 rounds, as per a stinking cloud spell. be numbed, as per a Chill Orb.
Suffocation orbs appear as a strange empty space that Note that elementalists cannot conjure orbs from their
gas and moisture build up on the outside of. Then opposing element, and that effective level determines
struck, the target creature has its breath drawn from the orb that can be conjured and thrown. (Thus, a 1st
its lungs. This lasts for 1d4 rounds, and deals 1d4 level Fire elementalist, rolling a 4 on the 1d4 that can
points of damage a round, though a successful be rolled once/day to determine effective level of a

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Great Elemental Netbook
spell, can create a Fire Orb, as he is effectively 5th then the third, and so forth. Note that the wizard's
level). spell can only be interrupted if he is struck before
successfully casting the spell, though knocking him
Preserve - (Alteration, Elemental-Salt) – 1st level unconscious will destroy any darts that have yet to
Author: appear.
Range: 0 The darts will appear one by one, as listed, and hover
Components: V, S in front of the caster's outstretched finger. The caster
Duration: Until dispelled points at the desired target (within 10 yards per level)
Casting Time: 1 round and the dart launch itself at the target. The target
Area of Effect: 1 pound/level creature, if struck, gains a saving throw for half
Saving Throw: None damage.
The darts may ignite combustibles - if the target fails
Preserve can only be cast on animal matter, as long his saving throw, item saving throws apply.
as it is not alive. The purpose of this spell is to give The material component for this spell is a single
the mage a simple way to preserve meat. The spell sliver of gold per flaming dart to be created.
salts the meat so that it can be preserved for a long
period of time, but it takes out most of the moisture Raul's Cold Fire - (Elemental-Fire, Alteration) -
from the meat. 1st level
The spell has been known to be used by Author: nburgoin@chat.carleton.ca
necromancers to preserve cadavers, and later animate Range: 5 yards per level
them as zombies, or use their bodies as components Components: V, S
for the creation of flesh golem. Duration: Permanent
To dispel you have only to wet the meat with fresh Casting Time: 1
water, so crossing rivers and lakes is somewhat risky. 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 This spell alters all existing fire, be it magical or non-
Range: 10 yards/level magical, in the area of effect listed. The effect is
Components: V, S, M instantaneous, but the effect on the flames enchanted
Duration: Instantaneous by the spell lasts until those flames run out of fuel or
Casting Time: 1 are extinguished in any way.
Area of Effect: Up to 5 creatures All fire within the area of effect no longer produces
Saving Throw: 1/2 heat. The fire will continue to consume the material
it is burning, but will not spread any further than
This spell, long in the books of the Guild of the Grey currently burning. As an added bonus, the fire lasts
in Coralport, Alyon, shoots forth bright flaming 20% longer than it would otherwise (rounded down).
bursts of fire. For every odd level the caster has The cold fire produces no damage if stepped in,
attained (1st, 3rd, 5th, 7th, 9th, 11th and so forth) the thrown at, or in any way touched, to items, people, or
caster can create one flaming dart, to a maximum of anything else.
five darts, or, can add a +2 damage bonus to an Light ability of the fire is totally unaffected, and the
already created flame dart. cold fire can be extinguished in any regular manner.
The base damage for a flaming dart is 1d3+2. All Note that a cold-fire in a fireplace could not be
damage bonuses and targets must be decided before further stoked, and would merely burn the wood it
the attack rolls are made. The flame darts require a was using at the casting of the spell, and then it
combat THAC0 roll vs. the target's armor class, would extinguish.
though the wizard rolls the attack with a +1 bonus to This spell is very useful for homes and in cramped
hit per 4 levels of the caster (+5 maximum at 20th quarters for torches or candles. Libraries would pay
level), and includes any missile attack adjustment well for this spell.
bonuses. Thus, a 20th level caster may create 5 This spell has no effect on creatures of magical
1d3+2 darts, and may assign 5 +2 bonuses to damage flame.
to those darts as desired, even piling them all onto
one dart, for a single dart that does 1d3+12 points of Raul's Dark Fire - (Elemental-Fire, Alteration) -
damage (save for half). 1st level
The wizard handles the flaming darts as normal Author: nburgoin@chat.carleton.ca
multiple attacks. Thus, a wizard who creates five Range: 5 yards per level
darts will fire off one dart when he casts the spell, Components: V, S
then wait for everyone's first attacks. Then another Duration: Permanent
dart appears and is fired in the correct order of Casting Time: 1
initiative for the second attacks of all involved. And Area of Effect: 5' + 1' /level in radius

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Great Elemental Netbook
Saving Throw: None
Salty Wounds – (Salt, Conjuration/Summoning) –
In contrast to the cold fire spell, this spell, which has 1st level
the same range and duration as the cold fire spell, Author:
removes the light- producing ability from fire and Range: 5 yards/level
flame, while keeping the heat ability. Components: V, S
The fire will still spread normally, however, the Duration: 1 round/level
flames will appear as a smoky darkness, not a fiery Casting Time: 1
light, and cast no light of their own, though they still Area of Effect: 1 being
produce the normal amount of smoke. Items will Saving Throw: Neg.
blacken and burn and radiate heat, but no light at all.
Dark Fire has the same duration as a normal fire, and The recipient of this spell with have small salt
needs all the same fuel. It deals exactly the same crystals conjured into his wounds. The salt will cause
damage as a bright fire of equal size. him pain therefore less effective in his blows and
This spell has no effect on creatures of magical slower in his defense. The recipient suffers –2 to his
flame. The spell is very useful for campfires at night, to hit rolls and –2 penalty to his AC. Obviously the
when heat is important, but being unseen is also creature must have wounds for this spell to take
important, and for burning down a building without effect and it cannot affect creatures without blood
giving a large signal that the fire is there. such as undead and golems.

Raul's Flaming Weapon - (Elemental-Fire, Shara's Icicle Strike - (Elemental-Ice, Evocation) -


Alteration) - 1st level 1st level
Author: nburgoin@chat.carleton.ca Author: nburgoin@chat.carleton.ca
Range: 0 Range: 10 yards + 5 yards per level
Components: V, S, M Components: V, S
Duration: 1 round plus 1round/two levels Duration: Instantaneous
Casting Time: 1 Casting Time: 1
Area of Effect: 1 weapon Area of Effect: 1 or more creatures
Saving Throw: Special Saving Throw: None

A basic battle spell, for when all else fails, Raul This spell, created by the Frost Wizardess Shara of
Blackfeather invented the flaming weapon spell. A Arymyr Moon, creates one wicked sharp icicle per 2
single weapon can be affected, and the caster is the levels (rounded up). Each icicle then streaks out at a
only one who may hold such a weapon. If he lets go separate target, striking with the THAC0 of a warrior
of the weapon, the spell will end at the end of that of the same level as the wizard. All creatures must be
round, rather than lasting the full 1 round plus 1 within a 180-degree arc of the wizard's facing, and
round per level spell duration. Thus, missile weapons within 10 yards plus 5 yards per level of range. Each
(such as a thrown dagger or a sling-stone) reduce this icicle deals damage equal to a dagger (1d4 against
spell's duration to one-shot. S/M, 1d3 against L) if it strikes.
A single weapon, wielded by the caster at the time of The wizard has the option of creating less than the
casting, gains a light fiery aura for the duration of the maximum amount of icicles. If she does so, for each
spell. Whenever the caster hits in normal combat icicle reduced from the maximum, all others gain a
with the weapon, the victim struck by the weapon +1 to strike. Thus, a 7th level frost mage casts this
must make a save vs. spells. If they make their save, spell, creating up to 4 icicles. Instead, the caster
they take 1 extra point of fire damage from the aura. creates two, and each strikes as a 7th level warrior,
If they fail their save, the victim takes extra 1d3 with a +2 bonus to hit. No bonus to damage is ever
points of fire damage from the spell. A save is rolled gained through the use of this spell.
every hit.
The caster himself suffers no damage through the Sharp Edge - (Alteration, Elemental-Mineral) -1 st
fiery aura on his weapon. Thrown daggers and sling- level
stones only work once - the spell fails after the item Author:
is thrown and hits (or misses, in which case the spell Range: Touch
is wasted). Furthermore, the spell confers no combat Components: V, M
bonus or penalty, merely more damage from a normal Duration: 1 round/level
weapon by adding magical fire to it's damaging Casting Time: 1
capabilities. Area of Effect: 1weapon/2 levels
The material component for this spell is the weapon Saving Throw: None
to be enchanted and a piece of singed wood. The
wood is consumed in casting, but the weapon is not.

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Great Elemental Netbook
The caster of this spell touches a weapon and this
spell grants it a sharpness that can otherwise only This is similar to a normal Fireball
available to weapons crafted by a skilled weapon- spell with the following exceptions:
smith. Only weapons of piercing or slashing nature only one target is affected (the
may be affected by this spell, making them so sharp wizard chooses the target and the
they cause 1 extra point of damage per hit for a Fireball expands until the target is
period of 1 round per level of the caster. After the engulfed), damage is 1d4 HP per
duration the weapon resumes it's normal edge and level (up to a maximum of 10d4), and
loses the 1 extra point of damage. exposed items receive a +2 on their
Only one Sharp Edge spell may be in effect on a saving throws.
weapon at the same time but the caster can affect up The material components for this
to 1 weapon per 2 levels of his. spell are a bit of burning incense,
The material components are the weapons to be and any gems worth at least 5 GP;
enchanted and a grindstone. both are consumed with the casting.

Shonna’s Smokepuffs - (Smoke, Evocation) - 1st Smoky Figure I - (Smoke, Illusion/Phantasm) - 1st
level level
Author: nburgoin@chat.carleton.ca Author:
Range: 10 yards/level Range: 10 yards
Components: V, S, M Components: V, S, M
Duration: Instantaneous Duration: 1 round/level
Casting Time: 1 Casting Time: 1
Area of Effect: 1 or more creatures within a 20’ cube Area of Effect: 1 fire source
Saving Throw: Special Saving Throw: Special

This spell creates a thick puff of smoke around one When cast on a fire source the spell causes the
target creature. Should target the inhale the thick ensuing smoke to take on a vaguely human form
smoke, which is the desired effect of the spell, the wielding a great pole arm made from smoke. The
creature must make a saving throw vs. spells. If the smoke figure is only an illusion and cannot harm
creature makes its save, it breathes in a small amount anyone (treat it as phantasmal force). This spell is
of the smoke and merely coughs a little for the usually used to frighten campers as it can't do more
duration of the round, taking a -1 penalty to hit, to than that. Creatures viewing this creature can get a
damage, and to Armor Class until the end of the save vs. spells if they disbelieve it.
round. If the creature fails its save, it takes 1 point of The material component is the fire source.
damage from smoke inhalation, has a -3 penalty to
hit, damage and armor class until the end of the Soot Ball – (Elemental-Ash, Invocation) - 1st
round. Coughing in the following round cause him to level
suffer a -1 penalty to hit, to damage, and to armor Author:
class in the round following the smoke inhalation. Range: 20 yards
The caster can target one creature within a 20 ft cube, Components: V, S
plus another creature at every 3rd level (2 creatures at Duration: Instantaneous
3rd level, 3 creatures at 6th level, etc.) to a maximum Casting Time: 1
of 5 creatures. This spell has no effect on creatures Area of Effect: 10’ radius
that do not breathe air, or are from the elemental Saving Throw: Special
plane of fire. This spell has no effect on creatures
made of elemental air, earth, or water, either. When this spell is cast it creates a 10’ radius sphere
The material component for this spell is one charred of soot cloud. The cloud causes 1d4 points of damage
bit of white cloth per target to be affected by the for every odd level of the caster (maximum of 5d4
spell. damage) to every creature in the area from the hot ash
that falls on their skin and is being inhaled into their
Small Fire Ball - (Elemental-Fire, Evocation) - 1st lungs. The soot also blinds those in the area for 1-2
level rounds. A successful saving throw vs. spells will half
Author: wrathgon@hotmail.com the damage and prevents the blindness from
Range: 5 yards + 5 yards/level occurring.
Components: V, S, M
Duration: Instantaneous Sweat - (Elemental-Steam, Invocation) - 1st level
Casting Time: 2 Author:
Area of Effect: 1 target Range:  30 yards
Saving Throw: 1/2 Components: V, S, M

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Great Elemental Netbook
Duration: 1 round/level the target (the target must make a dexterity check or
Casting Time: 1 all open flames carried by the target are doused).
Area of Effect: 1 creature If the caster is near another source of open water that
Saving Throw: Neg. is within 5 yards per level, the bolt can be formed
from line of sight, and will strike from the water
This spell will cause a small vortex of hot steam to source, forming and leaping from the water's surface,
appear around the target. The steam then swirls giving the caster a surprise advantage, as few suspect
around, making the target to feel tired and to sweat a nearby pond as a source of attack. (For game
for a number of rounds equal to the caster’s level. purposes, the attack is made as a fighter of equal
This effect causes the target to suffer a –2 to his level to the caster with a +2 bonus). If created from a
attack rolls and makes spell casting difficult – make a water source larger than two wineskins (whether
Constitution check at –2, with failure indicating that from the caster's hand or a far pool), the bolt deals
the spell fails but is not lost from memory. A 1d4+1 damage.
successful save vs. spells at +1 will negate this spell. If the water is boiling, the spell deals double damage.
The material component is a sprig of desert bush that The spell can be used to make a "called shot," and hit
is consumed in the casting. the target is the eyes, the target must make a save vs.
spells or be effectively blind until the beginning of
Swim as the Dolphin - (Elemental-Water, the next round.
Alteration) - 1st level In any case, the target can make a save vs. spells to
Author: nburgoin@chat.carleton.ca incur half-damage.
Range: Touch
Components: V, S Thanan's Inversion - (Elemental-Fire, Elemental-
Duration: 5 rounds/level Ice, Alteration, Abjuration) - 1st level
Casting Time: 1 Reversible
Area of Effect: 1 creature Author: nburgoin@chat.carleton.ca
Saving Throw: None Range: 10 yards per level
Components: V, S, M
This spell, invented by the Blue Wizards of Alyon, Duration: 2 rounds/level
grants the ability to swim with complete skill and Casting Time: 1
ease, and at a movement rate of 30, for the duration Area of Effect: See below
of the spell. This spell does not give the creature Saving Throw: Neg.
touched (which can be the caster) the ability to
breathe water in any way. Normal fatigue rates This spell, created by the sailor-mage Thanan
apply, even though the swimmer now has a base Gerinbou, can be cast upon a single creature within
move of 30, not 12. Further, the swimmer is assumed sight, or fixed in place. Either version of the spell
to have full facility in the water. The spell grants the creates a cylinder-like field where any flame or heat
Swimming non-weapon proficiency to those who do capable of causing damage is instead inverted to cold
not have it, and grants a +1 bonus per 3 levels to the or ice that is capable of causing equal amounts of
swimming proficiency score of a proficient recipient damage. While this may not seem to be a real bonus,
of this spell. Checks are still required as normal (in Thanan knew what he was doing.
very rough seas, for example). First, a fire-based attack entering the field turns into
cold radiance or frost or ice, and therefore will not
Thanan's Hard Water Bolt - (Elemental-Water, cause any fires as a side-effect, something Thanan
Alteration) - 1st level valued on the open sea in a wooden ship.
Author: nburgoin@chat.carleton.ca Second, for all intents and purposes for saving
Range: 15 yards + 5 yards per level throws, the attack becomes ice and cold based - so a
Components: V, S, M creature immune to fire can then be harmed by fire-
Duration: Instantaneous attacks, so long as the creature either stays within the
Casting Time: 1 radius of the inversion, or is the target of the
Area of Effect: 1 water source within 5 yards per inversion. (Unwilling targets make a save vs. spells to
level avoid the effects of Thanan's Inversion). Third,
Saving Throw: 1/2 saving throw bonuses of ice elementalists do count,
as, for the purposes of magical attacks, any fire attack
This spell makes an amount of water about equal to a has been changed into an ice attack, and is thus
full wineskin form into a hard sphere of liquid and applicable for saving throws. And finally, fourth, all
lash out at a target. If the caster uses his own water fires burning before the spell is cast vanish when they
source (wineskin, bottle, cup) to form the missile, he hit the area of effect. Casting this on himself, Thanan
strikes as a fighter of equal level as the caster, and the can wander through a burning place and put the fire
bolt deals 1d4 points of damage, as well as soaking out as he walks.

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Great Elemental Netbook
If cast on a creature, the spell only reaches out as a components. Also, the traveler suffers a -2 penalty to
cylinder whose radius is one foot per level. If cast AC and to all combat rolls while waveriding.
upon a place, immobile, the cylinder is 10 feet in If the target is the caster, he can elect to take up to 1
radius, plus one foot in radius per caster level. If cast more willing person per every even level after the 1st
on a creature, that creature also gains a +1 bonus vs. (bring 1 person with him at 2nd, 2 at 4th, 3 at 6th, and
all cold or ice based attacks. so forth). If cast on an unwilling victim, the spell
Damage is not further effected. A fireball bursting cannot affect more than one target.
within Thanan's Inversion will still burst. If it would The material component for this spell is some sand
normally do 6d6 points of fire damage, however, it from any beach where waves crash, and it is
now does 6d6 points of ice/cold damage instead. consumed in the casting of the Waveride spell.
The material component is a lit candle and either
some snow, some ice, or a shard of rock crystal. One Uazzigaaeld’s Cool Breeze - (Evocation,
of the last three must be used to douse the flame at Elemental-Ice, Elemental-Air) - 1st level
the beginning of the spell. All components vanish at Author:
the end of the spell. Range: 10 yards/level
Although Thanan could not do it himself, this spell Components: V, S
can be reversed, changing all ice and cold based Duration: 2 rounds
attacks into fire and heat based attacks for the same Casting Time: 1
duration. The material components would be the Area of Effect: Field 40 feet long, 40 feet wide and 10 feet
same, except the ice or snow would be held over the high
flame and melted, and the rock crystal would be held Saving Throw: None
in the flame until it scorched.
The weakest of Uazzigaaeld’s cryomantic legacy, cool
Thanan's Waveride - (Elemental-Water, breeze is the only spell in the nine-spell set that does not
Alteration) - 1st level inflict damage. The spell only serves to create a brisk
Author: nburgoin@chat.carleton.ca breeze than penalizes all nonmagical missile attacks within
Range: 5 yards per level the area of effect by –2. The spell can be ended with
Components: V, M dispel magic, another characteristic that separates it from
Duration: 1 turn plus 1 round per level its brethren.
Casting Time: 1
Area of Effect: 1 creature, or the caster and Vanar’s Earthstrike - (Elemental-Earth,
companion(s) Alteration) – 1st level
Saving Throw: Neg. Author: nburgoin@chat.carleton.ca
Range: 30 yards plus 10 yards per level
This spell is a handy way to cross small bodies of Components: V, S
water, or to quickly move within any sized watery Duration - Instantaneous
environment on its surface. The spell creates a Casting Time - 1
magical wave beneath the caster, which rises and Area of Effect - 1 or more creatures within 20 feet of
supports him, and then speeds off in one direction, each other
chosen by the caster at the time of casting, carrying Saving Throw - None
him along with it.
The caster cannot change the direction of the wave Created by the leader of the Grey Order, this spell
once chosen, and when the spell duration runs out, causes shards of earthen elements near the feet or
the wave dissipates. If the wave hits a shore or a below target creatures to be formed. They then shoot
solid object, the wave also dissipates, and in both at the target creatures with incredible speed and
cases, the wave disperses gently, causing no ramming accuracy, striking in the same manner as magic
damage at all. missiles (and all spells that stop or affect magic
If cast on an unwilling creature, the creature can missiles affect Vanar's Earthstrike). Each target must
make a saving throw vs. spells in order to avoid the be standing on earth, sand, dirt, soil or other natural
affect, though if the creature fails the saving throw, it or man-shaped earth (not glass or metal), though the
is most likely removed from the combat entirely. target can also be up to 5 ft off the ground per caster
The wave travels at a maximum movement rate of 12 level and still be affected. This spell is therefore
+ 1 for every even level of the caster beyond the first. useless on a ship, in a wooden-floored building, in
The caster can adjust the movement rate at casting, water, etc.
but once chosen, the rate cannot be changed. Thus, a The spell causes a shard of the natural or man-tooled
12th level caster could make the wave move up to a element to rip free from the ground and strike the
movement rate of 18, or 180 yards per round. target. Shards are solidifed and magical in nature, so
Spellcasting is not possible while travelling on the that sandy ground will still produce a sharp shard of
wave if the spell needs somatic or material rock. The shard deals 1d4 points of damage, and

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Great Elemental Netbook
appears from within 5' radius around the target, Saving Throw: None
striking on an angle, not from directly below. If cast
over stone floor or natural stone or hardened earth This spell creates a magical fist of
product, the spell leaves a one inch diameter hole, air that attacks one creature and
about 5 inches deep or so. does 1d4 points of damage for each
For every odd level of the caster, the spell can create level of the caster, plus the
a single earthstrike shard, or make an existing shard target's AC in damage. The caster
gain a +1 bonus to damage. Thus, a 1st level wizard must make a successful attack roll
can only make one 1d4 shard. A 3rd level wizard to hit the target with the fist, but
could make two 1d4 shards, or one 1d4+1 shard. strikes as if the target had an AC
Thus, at 19th level, a wizard could have up to 10 of 10, minus the target's Dexterity
shards, or one that deals 1d4+9 points of damage. defensive adjustment and any magical
This is important in that the wizard can aim only one armor bonuses, excluding shield
shard at a single target. (His only way to improve the bonuses. For example, a fighter
damage against one creature is to sacrifice a possible with plate mail +2, a Dexterity of
shard and give the one striking the creature a +1 15, and a shield +1 has a -1 AC.
bonus). When the caster rolls his attack
roll, he has to hit AC 7 (-2 for the
Zephyr's Hand - (Elemental-Air, Alteration) - 1st armor and -1 for Dexterity; the
level shield bonus does not apply), but
when he rolls the damage, he
Author: nburgoin@chat.carleton.ca
subtracts one from the total because
Range: 0
the actual AC of the fighter is -1.
Components: V, S
Note that if the target's armor
Duration: 1d4 rounds + 1 round per level
class is negative, it will negate
Casting Time: 1
damage to a minimum of 0 points.
Area of Effect: Caster
Saving Throw: None
Antra’s Storm Cloud - (Evocation, Elemental-
This spell grants the caster the ability to control the
Lightning) - 2nd level
air around him to such a degree that bursts of wind
Author:
seem to launch and carry the caster for fairly
Range: 5 yards/level
significant distances. One flight can be made per
Components: V, S
round. Outdoors, these trips can be up to 30 feet
Duration: 4 rounds
forward or straight upward, or up to 10 feet
Casting Time: 2
backwards. Indoors, these trips can be only 15 feet
Area of Effect: Any creature within 30 feet
forward or straight upward, though backward flight is
Saving Throw: ½
not altered.
Horizontal flights forward or backward cause the
A creation of one of Sinthal’s greatest mages of all time,
caster to rise one foot off the floor per 10 feet of
this spell creates a small storm cloud that hovers about for
distance traveled. Zephyr's Hand does not ensure
4 rounds. The caster can cancel the spell at any time with
safety in landing or grasping at the end of the leap.
a whim. On the first round of its creation, the cloud can
Zephyr's Hand appears as a whipping mini-whirlwind
emit a 15-foot lightning bolt that inflicts 1d4 damage. On
around the caster's legs and feet at the time of use,
the second round, it can emit a 20-foot bolt that inflicts 2d4
and throughout the flight. It dissipates with landing,
damage. On the third round, it can emit a 25-foot bolt that
until summoned again, a maximum of once per
inflicts 3d4 damage. On the fourth round, it can emit a 30-
round, for 1d4 rounds plus 1 round per level of the
foot bolt that inflicts 4d4 damage. In all cases a saving
caster. The flight is a burst only, and sustained flight
throw vs. spells is allowed for half damage. The caster
is impossible. The Zephyr's Hand spell creates bursts
does not have to make the cloud emit a bolt on any round
of wind that carry the caster in a short hop.
of its existence, although holding back a bolt wastes it. The
bolts are generally too weak to affect objects; objects
2nd level spells struck by any bolt save against electricity (not lightning)
with a bonus equal to five minus the bolt’s strength (thus
Air Fist - (Elemental-Air, Evocation) - the weakest bolt allows a +4 bonus while the strongest
2nd level allows a +1 bonus).
Author: wrathgon@hotmail.com
Range: 100 feet Burst of Soot - (Elemental-Ash,
Components: V, S Conjuration/Summoning) - 2nd level
Duration: Instantaneous Author:
Casting Time: 2 Range: 20 yards
Area of Effect: 1 target

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Great Elemental Netbook
Components: V, S, M The caster, with the aid of this spell, can duplicate
Duration: 1 round /4 levels any small object up to 1 pound in weight. The caster
Casting Time: 2 has to hold the object in one of his hands to cast the
Area of Effect: 10' cube spell, and the other hand must be empty, as the
Saving Throw: Special duplicate appears in it. Upon completion of the spell
the caster has a hard clay duplicate of the object.
The Burst of Soot spell creates a cloud of soot that Note that the duplicate does not have any magical
hampers vision and hinders movement within a 10' properties the original might have had. Objects
cube. All the creatures in the affected area that must created like this are made of dry mud and as such are
breathe are slowed to 1/3 of their movement. The very easy to break, so care must be taken with them if
visibility is reduced to 1 yard for all creatures in the they are to last.
area as the soot hinders their vision. Any attacks in The spell can also be used to create an object of
the area suffer a –4 penalty and no missile weapon appropriate size to which the caster has its mold. The
can be used in the area or into the area. duplicate is rock hard and very difficult to break.
If the creatures make their saving throw then they are The component of this spell is a small globe of
slowed only to 2/3 of their movement rate and suffer ordinary, unbaked, clay.
only -2 to attacks. Creatures that remain in the area of
effect must make a new saving throw every round Cloud Walk - (Elemental-Air, Elemental-
until either they leave the area, the spell's duration Smoke, Elemental-Steam, Alteration) - 2nd
expires, they fail a saving throw, or they cast a spell level
that protects them from these effects. Note that the Author: wrathgon@hotmail.com
effects of this spell lasts for 1-4 rounds after leaving Range: Touch
the area of effect, or after the spell's duration expires. Components: V, S, M
The caster needs a small pouch of soot to cast the Duration: 1d6 turns + 1 turn/level
spell Casting Time: 3
Area of Effect: Creatures touched
Clarity of the Void - (Elemental-Vacuum, Saving Throw: None
Abjuration) - 2nd level
Author: This spell allows the recipient to walk on any form of
Range: 5 yards/lvl fog, cloud, or smoke as if it were solid. The recipient
Components: V, S, M may move at normal movement rate, plus the
Duration: see below movement rate of the smoke (thus a rising column of
Casting time: 3 smoke from a fire might carry the recipient up at
Area of Effect: 10 cubic feet/lvl movement rate 12). The smoke must be reasonably
Saving throw: Nil thick, reducing visibility significantly. This spell will
not allow walking on fine mist. The material
The casting of this spell creates a small (6" in component is a hair from a nightmare. Of course one
diameter) globe of vacuum that absorbs all harmful should consider that smoke would disperse after a
gases in the spell's area of effect. The globe may while...
absorb up to 10 cubic feet of harmful gases per level
of the caster, after which it disappears. Within the Cold Snap - (Elemental-Ice, Evocation) - 2nd level
void the gases disappear without leaving a trace, Author: wrathgon@hotmail.com
sucked into the plane of Vacuum. If the globe is not Range: 0
able to absorb its allotted amount, it will dispel itself Components: S
twenty-four hours after being cast. Duration: Instantaneous
The material component is a small, tightly sealed Casting Time: 2
glass bottle. Area of Effect: Special
Saving Throw: 1/2
Clay Object - (Elemental-Ooze, Conjuration) - 2nd
level Upon casting this spell, the caster releases a cone of
Author: frost from his hand. This cone is 30' long and 20'
Range: Touch wide at its end. The frost does 2 points of damage per
Components: V, M level of the caster. If those in the area make their
Duration: Permanent saving throw they take only half damage.
Casting Time: 5
Area of Effect: 1 Object Cyrene'Lhei's Firebird - (Elemental-Fire,
Saving Throw: None Conjuration) - 2nd level
Author: nburgoin@chat.carleton.ca
Range: 30 yards

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Great Elemental Netbook
Components: V, S, M with a crack at a single target within 20 yards. The
Duration: 1 round plus 1round/level whip will flare at the target, dealing 3d6 points of fire
Casting Time: 2 damage (save for half), then extinguish itself once
Area of Effect: Special striking.
Saving Throw: None All attacks with the whip use the caster's THAC0, but
for every 5 levels of the caster, the whip grants a +1
This spell conjures a magical bird that appears to be to hit (no bonus to damage).
about the size and shape of a large hawk, but is The material component for this spell is a piece of
entirely red, orange and gold in coloring, and burned leather.
surrounded by a hazy fiery aura.
The firebird has AC 6, Can fly at a movement rate of Dagny's Breath From Within - (Elemental-Air,
33, and has maneuverability class B. It has 1 HD, a Alteration, Conjuration) - 2nd level
THAC0 of 19, and deals 1d2/1d2/1 damage in Author: nburgoin@chat.carleton.ca
combat. (Talon/talon/beak). Once per round, the Range: 0
firebird can attempt a dive attack, in which case it can Duration: 2 rounds per caster level + 1d4 rounds
make no beak attack that round, but gains a +2 to Components: V, S
attack, and deals double normal talon damage on a Casting Time: 2
successful strike. It is size S (4'), and is worth 65 XP Area of Effect: Caster or single target
to those killing it. The firebird is under the complete Saving Throw: None
control of the caster, and thus makes no morale rolls This spell, created by Dagny Freeman, conjures
of its own. breathable air into the lungs of the target at a rate
On any successful strike, the firebird forces the stuck normally used by the individual. The duration of this
opponent to make a saving throw vs. spell. If the air is such that the target need not breath or hold their
victim fails that saving throw, the victim takes breath while it is in use - until 1d4 rounds plus 2
additional 1d4+1 points of fire damage. rounds/caster level have passed. This is an improved
The firebird will last for the duration of the spell, and version of Lasting Breath, except the target can
the caster need only speak to direct the firebird on function totally normally, speaking and so forth, in
which target to attack. If the bird is reduced to 0 hit normally toxic or suffocating environments.
points, it vanishes in a black puff of smoke.
The Material component for this spell is the feather Dusty Trail - (Elemental-Dust, Alteration) - 2 nd
of any size S bird, and a single candle. The feather is level
burned by the lit candle, and the candle melts away Author:
throughout the spell, turning into a puddle of wax at Range: Touch
the spell's end. Components: V, S, M
Duration: 1 turn/level
Cyrene'Lhei's Flame Whip - (Elemental-Fire, Casting Time: 4
Invocation/Evocation) - 2nd level Area of Effect: Special
Author: nburgoin@chat.carleton.ca Saving Throw: None
Range: 0
Components: V, S, M This spell causes the recipients' trail to disappear 1'
Duration: 1 round + 1 round per level behind them. The spell causes dust to be swept so
Casting Time: 2 that it disguises the tracks, inflicting a -25% to the
Area of Effect: Caster tracking ability of the one who follows. The wizard
Saving Throw: Special can affect himself and one more being for every 2
levels, but he needs to touch those he want to affect.
This spell conjures a whip made of flickering flames The material components are a small duster and a
into the hand of the caster. The whip of fire deals no leaf.
damage to the caster for summoning it, but can be
used, for all intents and purposes, as a normal whip. Excite Fire - (Elemental-Fire, Alteration) - 2nd
It has all the usual statistics that a normal whip does, level
and if the caster has no proficiency in the whip, she Author: wrathgon@hotmail.com
has no proficiency in the flame whip, either, and Range: 20 feet
suffers the normal penalties. The flame whip strikes Components: V, M
for the normal 1d2/1 points of damage, and with the Duration: 1 round plus 1round/two levels
usual speed rating (8). However, on a successful Casting Time: 1
strike, the target must make a saving throw vs. spells Area of Effect: Instantaneous
or suffer 2d4 points of fire damage. Saving Throw: 1/2
As a final use of the spell, the caster can whirl the
whip overhead in a circle, and then release the whip This spell causes fire to hurl

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Great Elemental Netbook
itself at a victim (attack roll Gayle's Misty Trail - (Elemental-Steam,
needed) for up to five feet per Divination) - 2nd level
level to a maximum of sixty feet. Author: nburgoin@chat.carleton.ca
Upon contact with the victim, the Range: Special
fire does 1d4 points damage per Components: V, S, M
level of the wizard minus Range from Duration: 2 rounds per level
fire sources. Since the fire is Casting Time: 2
dragged from a source, that fire is Area of Effect: Special
effectively lost from the source. Saving Throw: None

Extract Salt - (Elemental-Salt, Alteration) – 2nd This spell, created by the mist-weaving wizard Gayle
level Matarc, aided her in location of items she desired.
Author: The caster places a candle on the floor (the material
Range: Touch component of the spell) or ground, and utters the
Components: V, S words to this spell. At the casting of the spell, the
Duration: 3 rounds/level candle will light, and wispy vapors will reach from
Casting Time: 1 round the candle, and begin to float towards any one non-
Area of Effect: 1 cubic foot/level living thing the caster desires.
Saving Throw: None Once chosen, the item cannot be changed. Also, if
the candle is disturbed in any way, the spell will end
Extract salt causes all the minerals and salts in a and the candle will go out. The wisps travel 10 yards
given body of liquid (in a bottle, canteen or well, for in a single round, leaving a wispy trail all the way
example) to sink to the bottom and collect in a thin back to the candle itself, and constantly shifting and
layer of particles without dissolving into the liquid changing colors. The wisps seek the most direct
until the end of the spell. Thus, this spell may enable route to their source, but will not go through walls or
wizards to extract minerals and salts from a liquid, through other small holes or cracks. If the wisps hit a
and at the same time purifying that liquid. After 3 door, for example, they will wait for someone to open
rounds/level, unless removed, the salts will once the door before continuing. Lead blocks this spell,
again dissolve into the liquid. and anything sought that is entombed in led will not
Extract salt is mainly used in laboratories, or for be found.
purifying drinking water. Many a traveling mage has Items found by this spell include things such as
been saved when traveling through a desert seacoast apparel, jewelry, furniture, tools, weapons, ladders,
with no water to drink, and only this spell to cast. staircases, or even a specific object. (If the caster can
create a clear mental picture of the item).
Flipant's Incandescent Ooze - (Elemental-Ooze, Furthermore, if the caster so desires, he can burn
Conjuration) - 2nd level some hair from a specific person or creature in the
Author: candle-flame upon casting, and the mist will seek that
Range: 15 yards person out instead.
Components: V, M The wisps will continue to travel towards the target in
Duration: Special the most direct route possible (making this spell
Casting Time: 3 useful in a labyrinth, castle, or dungeon-like setting)
Area of Effect: 1 creature that is passable by the caster (though stopping for
Saving Throw: None doors to be opened, etc). At the end of the spell
duration, the wisps vanish, and the candle has melted
With this spell the caster creates a globe of dark away into nothingness. The wisps will always head
green ooze and hurls it upon the target. The glob towards something, no matter the distance, but if
spread and covers targets of up to large size. The oily more than one item exists that meet the specifications
substance the glob is flammable. It does not cause of the caster, the closer of the two is chosen.
any damage by itself but the contact with open air The material component for this spell is a candle of
will ignite it. When set on fire it burns for 1 round/ 2 any color, (and perhaps some hair), and all
levels of the caster and causes 1d10 points of damage components are consumed upon casting. If there is a
every round. A Dispel Magic spell can extinguish the strong wind, the duration of this spell is halved.
conflagration, as can any spell that causes the air
around the target to be drenched with water or creates Gayle's White Mist - (Elemental-Ice, Elemental-
a vacuum, although the later may kill the target. Steam, Evocation) - 2nd level
There is no save against the damage. Author: nburgoin@chat.carleton.ca
The material component of this spell is a small vial of Range: 5 yards per level
mire ooze. Components: V, S, M
Duration: 1 round per level

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Great Elemental Netbook
Casting Time: 2 a funnel of vacuum around part of it. The range of the
Area of Effect: 10 ft cube + 10 ft cube per level flung object is 5 yards per level of the caster.
Saving Throw: 1/2 The caster must make an attack roll as if he were a
fighter of 2 levels higher and the object causes the
This spell, created by Gayle Matarc, the Mist-Wizard, target 3d4 points of damage if it hits. If the object
creates a cloud of snow-white vapor that is icy and being propelled is held by someone then a strength
cold to the senses. The cloud can be up to 10 ft + 10 check is made to determine whether the object is
ft cubed per level of the caster, but must be roughly flung away or the holder maintains his grasp.
square or hexagonal, and can never be more than ten The material component is the object to be flung,
feet high off the ground. which is not consumed in the casting.
The cloud is numbing cold, and every round inside it,
all take 1d3 points of damage (save vs. spells for half Jaan's Fiery Disc - (Elemental-Fire, Invocation) -
damage - rounded down, so that some may escape 2nd level
damage completely). Furthermore, as soon as a Author: nburgoin@chat.carleton.ca
creature fails this save, it gains a -1 penalty to attacks, Range: 0
to damage, loses dexterity bonuses and takes a -1 to Components: V, S, M
armor class, as well as having movement rate reduced Duration: Up to 2 rounds/level
by 1/3 due to the cold and shivering. Casting Time: 2
Those who are cold or shivering will do so for one Area of Effect: Special
round after they leave the cloud, keeping the Saving Throw: Special
penalties for that one round.
The material component is a piece of white silk. It is Upon casting this spell, the caster must hold both
consumed upon casting. hands out in front of him, palms outward. A disc of
fire will then appear, centered on his hands, directly
Icy Blast - (Elemental-Ice, Evocation) - 2nd level in front of the caster. The disc is large enough to
Author: wrathgon@hotmail.com reach to within an inch of the ground in radius, but
Range: 5 ft + 1 ft/level will be smaller if cast in the confines of a tunnel, for
Components: V, S example, to its maximum use.
Duration: Instantaneous To keep the fire burning, the caster must maintain a
Casting Time: 2 certain level of concentration. He may walk and talk,
Area of Effect: the caster but he may not run, nor may he cast magical spells.
Saving Throw: 1/2 Further, if he is damaged in any way, the spell will
end.
When icy blast is cast, a sheet of icy cold rays spread The fiery disc functions as a frontal defense. Against
out from the caster's hands, covering a 45-degree missile weapons (frontal attacks only), the fiery disc
angle in front of the caster. Anyone in this area must provides an AC bonus of +1, due to the fire making it
make a save vs. spells or take 1d6 points of damage hard for the attacker to perfectly identify the location
plus 3 points per level of the caster. If the save is of the target, and the interference of the fire on
made, half damage is then taken. The maximum missile-fire flight paths. All non-magical missiles of
damage caused by this spell is 1d6+30 points of wood are destroyed if they pass through the disc
damage. (frontal attacks only), and all magical missiles of
When this spell is used against a sleeth, it acts wood must make a saving throw vs. spell to survive
additionally as a slow spell for 2-5 (1d4+1) rounds. the fire disc (with a bonus equal to any bonuses to
strike). In melee, if anyone comes close enough to
Instant Propulsion - (Elemental-Vacuum, the wizard to strike him (again, frontal attacks), the
Alteration) - 2nd level wizard first enjoys a +3 to his armor class. (Due to
Author: the fiery disc getting in the way of a good shot, and
Range: 20 yards the heat being uncomfortable at best for the foe, and
Components: S, M so forth). And second, any time an enemy attempts a
Duration: Instantaneous frontal based melee attack, he suffers 2d4 points of
Casting Time: 2 fire damage, save vs. spells for half damage.
Area of Effect: 1 object The caster can move well enough to keep the K disc
Saving Throw: None between himself and one foe, but if two foes co-
ordinate, he will have to pick which foe will suffer
This spell enables the caster to cause any one object the effects of the disc. This is not true if the caster is
within 20 yards of him whose weight is 1 pound or in a hallway or other limited area, then the caster can
less in any direction. The caster can fling a blowgun maneuver him against any number of creatures, as
dart, an arrow and any other small object by creating determined by the DM.

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Great Elemental Netbook
The disc is also very effective for starting fires, as it Saving Throw - None
burns as normal, hot fire for its duration. The fire in
no way harms the caster. This spell creates a sphere of sharp stone shards, each
The material component for this spell is a red, gold, barely as long as a needle, all around the caster,
or yellow candle that has been melted into a disc- which explode out from around him, hitting all within
shape. It is consumed upon casting. a 5 foot radius of the caster, plus one foot per level.
The damage dealt by the shards is 1d4 plus the
Karm’s Six Stones - (Elemental-Earth, Alteration, target's armor class, making only one roll per casting
Evocation) – 2nd level of the spell. (If the targets include a man in Chain
Author: nburgoin@chat.carleton.ca Mail (AC 5) and a lich with powerful protective
Range: 0 magic (AC -3), and the roll is a 4, the man will take 9
Components: V, S, M points of damage, the lich will take 1, as 4 minus -3 is
Duration: 5 rounds plus 1 round per level 1.)
Casting Time: 2 Sometimes more important, another side effect of this
Area of Effect: Caster spell is that anyone hit by the stone shards, whether
Saving Throw: None or not they take damage, will have any spell-casting
attempt ruined.
This spell enchants six rounded river-stones, each The Material Component for this spell is any piece of
about twice the size of a sling bullet, to take up orbit a stalactite or stalagmite, which is consumed in the
around the caster, and swoop and swirl to attempt to casting.
intercept incoming physical attacks.
For every pair of stones that whirl and dance around Kyrell’s Spark - (Evocation, Elemental-Lightning) - 2nd
the caster, the caster receives a +1 AC bonus against level
all physical attacks. Thrown knives, sword slashes, Author:
rotten apples, anything. The stones attempt to swoop Range: 20 yards/level
and dive in front of any physical attack, including Components: V, S
those from behind, and continue to offer their Duration: Instantaneous
protection of the caster is asleep or unconscious or Casting Time: 2
blinded or surprised. Area of Effect: 10-foot cube
The stones will keep in orbit up to 5 rounds plus 1 Saving Throw: ½
round per level of the caster. They are the material
components of the spell, and each stone must be Yet another low-level offensive spell of Kyrell’s devising,
selected by hand, by the wizard, from a river or spark creates a massive buildup of electricity in the area of
beach, and carved with runes. They are not effect. After a few seconds of this, the area is momentarily
consumed in casting. Another option for this spell is filled with blazing sparks. Any creatures not immune to
to mentally instruct the stones to attack. The range is electricity take 1d12 damage, +1 per level of the caster.
abysmal, a mere 10 feet maximum, and the stones Metal creatures or those carrying or wearing metal are not
strike with the caster's THAC0 (modified for missile allowed a saving throw; all others are allowed a saving
attack adjustment and any applicable magic). If they throw vs. spell for half damage.
hit, the stones deal 1d4 points of damage to medium
sized foes or smaller and 1d3 points of damage to Lightning Speed - (Elemental-Lightning,
larger foes. Alteration) - 2nd level
Firing off a rock causes it to crumble to dust, Author:
whether or not it hits, and thus lessens the protection Range: 60 yards
of the spell, and means the wizard must get himself a Components: V, S, M
new stone to replace the one he lost. Duration: 1 hour/2 levels
The rocks orbit around the caster in a constant one- Casting Time: 1
foot distance from his body, and will adjust Area of Effect: 1 creature
themselves in order to provide protection in cramped Saving Throw: None
environments.
This spell causes the recipient to be able to run and
Karm’s Stonehards - (Elemental-Earth, walk at triple speed. This spell does not grant any
Conjuration, Invocation/Evocation) – 2nd level bonuses in combat as it only affects cross-country
Author: nburgoin@chat.carleton.ca movement. Like the Haste spell this spell also ages
Range: 0 faster but only at the rate of 1 week's aging for every
Components: V, S, M hour's duration.
Duration: Instantaneous The material component is a horseshoe and a small
Casting Time - 1 crystal.
Area of Effect - 5' radius + 1' per level

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Mangar's Bloodfire - (Elemental-Fire, Evocation, creature is blinded for 2d6 rounds or until it washes
Necromancy) - 2nd level the venom away with water. Blinded creatures suffer
Author: wrathgon@hotmail.com a -4 to AC and to all combat rolls.
Range: 40 yards The caster can spit one venom attack at one target per
Components: V, S, M round, and the spell lasts one round per 3 levels of the
Duration: Special caster, to a maximum of 5 rounds (and 5 attacks) at
Casting Time: 2 15th level. If the caster so desires, he can forgo an
Area of Effect: One creature attack in a given round, though the duration is not
Saving Throw: 1/2 affected, and the venom spit is lost. The caster can
even cast spells instead.
This spell engulfs a creature with The material component for this spell is a drop of
blue fire that burns for 1d4 points saline water.
of damage per 3 wizard levels (or
fraction thereof) on round 1, then Northlight - (Elemental-Radiance, Alteration,
loses 1d4 points of damage per round Divination, Enchantment/Charm) - 2nd level
until it goes out. The flames do not Author: nburgoin@chat.carleton.ca
ignite flammable objects they just Range: 0
hurt creatures. Components: V, S, M
Duration: Special
Mist - (Evocation, Elemental-Steam) - 2nd level Casting Time: 1 round
Author: catdrag@vnet.net Area of Effect: 1 lantern
Range: 60' + 10' per level  Saving Throw: None
Components: V, S, M 
Duration: 10 rounds + 2 rounds/level  This spell must be cast on a new never-before-used
Casting Time: 8  lantern. The lantern must be filled with oil while the
Area of Effect: 50'X50' + 10'X10' per level  spell is being cast and it lasts until the oil burns
Saving Throw: None  out, the lantern is put out or until more oil is
added (putting the maximum duration at 1 pint or
This spell is a version of stinking cloud, without 1 hour). For the duration of the spell the lantern
the yellow color or the choking fumes. Within the will act like a beacon lantern, except that its light
area of effect, climbing is reduced by 20% (the will always aims north. The material
moisture of the cloud makes things slippery), components for this spell are oil, any normal
saves vs. fire are made with a +1 bonus, and the hooded lantern, and cartographer's tool or piece
chance of surprising opponents are increased by of map. All components vanish at end of the
1. The mist will extinguish small flames such as spell, including the lantern.
candles or match flames. The mist also acts to
deaden sound. Sonic attacks are saved against Raul's Fiery Circle - (Elemental-Fire, Alteration) -
with a +2 bonus. The caster can determine how 2nd level
the mist will move, but the must be set before Author: nburgoin@chat.carleton.ca
the spell is cast. Range: 0
The material components for mist are a small Components: V, S
wet sponge and a silver sieve.  Duration: Instantaneous
Casting Time: 2
Nereid Spit - (Elemental-Water, Alteration) - 2nd Area of Effect: Caster
level Saving Throw: 1/2
Author: nburgoin@chat.carleton.ca
Range: 20 feet When the wizard casts this spell, his hands must be
Components: V, S ,M held together, thumbs touching, fingers spread.
Casting Time: 2 Then, with a sweeping gesture, the caster moves his
Area of Effect: 1 creature hands apart and around, forming a jet of searing
Duration: 1 round per 3 levels flame, much like the Burning Hands spell, but in a
Saving Throw: None full, complete 360 degree circle, five feet in length.
Any creature in the area of the flames suffers 1d3
This spell, created by the Blue Wizards of Alyon, points of damage, plus 1 point of damage for every
allows the caster to create a mouthful of venomous- level of experience (to a maximum of 1d3+20 points
saline water like the water elemental-kin Nereid, and damage). Those successfully making a saving throw
spit it up to 20 feet at target victims. vs. spell receive half damage. Flammable materials
The caster can target one creature per round, with a touched by the fire burn. Such materials can be
normal THAC0 roll against the victim. If hit, the

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extinguished in the next round if no other action is The material component for this spell is any writing
taken. or charting implement used by a mapmaker (usually
his pen, ink, or quill). It is consumed upon casting.
Read the Earth - (Elemental-Dust, Divination) -
2nd level Salt Crystals - (Elemental-Salt,
Range: Touch Invocation/Evocation) – 2nd level
Duration: 1 round per level Author:
Components: V, S, M Range: 20 yards
Casting Time: 2 Components: V, S, M
Area of Effect: 30 yard radius + 10 yard per level Duration: Instantaneous
Saving Throw: None Casting Time: 2
Area of Effect: 1 creature
This rather strange divination spell was created in the Saving Throw: Special
Guild of the Grey, of Alyon, but its author is lost to
time. The spellcaster kneels or sits down on the The spell causes salt crystals to fly from the caster's
ground, or just bends over. He or she then touches hands and hit the specified target. The crystals inflict
the ground, which must be of earth or stone or dirt or 1d3/level of the caster and since the salt enters the
sand products (but not metal or glass, though the blood stream the victim in stunned for 1 round from
earth products can be man-shaped or altered, not that the pain. If a save is made then the victim suffers
far). only half the damage and is not stunned but only
He instantly gets a 'surface' reading of the ground in suffers -1 to AC and to hit rolls for 1 round.
his mind, centred on where his hand touches the The material components are salt crystals that are
ground, in a 30 yard radius + 10 yard per level circle. thrown at the target during the casting.
He gains a mental representation of the top surface of
all the ground looks like, as well as whatever is Shifting Colors - (Elemental-Radiance, Alteration)
immediately on top of that ground. For example, the - 2nd level
caster could know there is a pit trap, since the actual Author:
surface of the ground slopes down into a pit, and Range: 25 yards
know that there is wood across the top of the pit, Components: S, M
since the wood touches the sides of the pit, but not Duration: 1 week
know that dirt or leaves was piled on top of the wood. Casting Time: 2
He could know there is a rug in the stone dining-hall Area of Effect: 1 creature or object
to his right, as well as a table and chairs, but not what Saving Throw: Neg.
was on the table, chairs, or rug. If cast in a stone
building, the spell will only grant knowledge of the With this spell the caster can change the color of a
current level of the building (the level the caster is living thing or an object for a period of 1 week. The
upon), as well as stairs leading up or down from the caster uses a prism to break the surrounding light into
level, but not any other levels. its spectral components. This has to be done outside,
Walls or doors do not stop this spell, as the spell during the day, or by the aid of a Light spell. The
simply ignores the walls as 'space' before the ground caster then chooses a color or a combination of colors
continues. The caster can therefore get a detailed and casts it on his subject. The subjected object or
map of a floor, by filling in walls where he feels a creature then assumes the color. A successful throw
'space' of no level ground. against spells negates the spell’s effect. A Dispel
The image stays clear and precise as it was the instant Magic spell will not remove the color change, as it
the caster touched the ground in the caster's memory becomes the natural color of the object or creature for
for 1 round per level (it does not update itself every the duration of the spell.
round). After that, the caster's normal memory is Developed by a mage that loved to play pranks on his
used to determine what he or she remembers. (the fellows it proved to be very effective when his party
DM may give the player a map, but take it away after tried to sneak into a camp of black-skinned humans,
1 round per level has passed). negating the need for the more powerful Polymorph
Smart casters will sit down and sketch a rough map Self Spell, which he didn't have at the time.
as fast as possible when using this spell to navigate. A small crystal prism of 2000gp worth is necessary
This spell is useless if the caster cannot touch natural for the casting of this spell.
or man-tooled earth, or in wooden buildings.
Furthermore, it will not read any earth more than one- Shonna's Airsphere - (Elemental-Air, Abjuration,
half foot per caster level under water (so the spell Alteration) - 2nd
fizzles out at water's edge). Author: nburgoin@chat.carleton.ca
Range: 0
Duration: 5 rounds per level

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Components: V, S, M Items and creatures caught in the updraft rise at a
Casting Time: 3 movement rate of 1 per round plus 1 per five levels (2
Area of Effect: Up to a 1-yard radius per level at 5th level, 3 at 10th level, 4 at 15th level, and 5 at
Saving Throw: None 20th level). The caster can cause the winds to
This spell creates a sphere of whipping wind that decrease so that all items hover, but cannot reverse
surrounds the caster, moving with her, and offers a the airflow - no one can gently lower to the ground
type of protection from all physical incoming missile with the use of the Updraft spell. Most wizards use
fire. The spell offers protection in the form of a -1 this spell to get to balconies, or to keep enemies from
penalty to hit for all physical incoming missile fire, moving around. Once the spell expires, creatures and
with another -1 for every 2 levels gained past third items caught in the updraft suffer normal falling
level. (-2 at 5th level, -3 at 7th level, -4 at 9th level, damage.
to a maximum of -5 at 11th level). Further, any Any missile fire passing into or out of the Updraft
missiles that manage to hit the target after passing suffers a to-hit penalty equal to the current movement
through the air sphere deal 1 less damage (to a rate strength of the wind. (no penalty if the caster is
minimum of 1 point of damage). causing all items to hover, -1 if the movement rate for
The sphere itself can be enlarged at the casting to a rising is 1, and so forth). For creatures attempting to
size that is a maximum of 1 yard per caster level in make attacks while above the ground, the stability
radius. People can move freely through the sphere, penalties of the spell 'Levitate' are used to determine
but missile attacks that pass through the sphere, penalties.
whether from within or without, suffer the same While rising or hovering, the caster loses all dexterity
penalties. adjustments to armor class.
Magical attacks that are not physical are not effected Each turn, any unwilling creature can make a saving
by this spell. A magic missile would ignore the throw vs. spells to not be affected by the wind that
effects, as would a ray of enfeeblement, but an ice turn - effectively staying in place, wherever that may
knife or acid arrow would suffer the penalty. be. (At the beginning of the spell, making a save will
The spell has another added benefit. If the caster is allow the creature to stay on the ground, but if they
falling, it will reduce all damage to all those within have risen a few feet during the spell, a save makes
the radius of the sphere by one half, as the swirling them go no higher that particular round - it does not
sphere of air causes a fairly protective updraft. On cause them to sink.)
steady ground, this only creates a mildly interesting The material components for this spell are a feather
visual effect - the caster's robes ripple and flow about and a small circle of silver wire. Both are consumed
her. in casting.
The material component for this spell is a feather and
a small glass marble, both of which are consumed in Shonna's Windwarp - (Elemental-Air, Alteration)
the casting of the spell. - 2nd
Author: nburgoin@chat.carleton.ca
Shonna's Updraft - (Elemental-Air, Alteration) - Range: 0
2nd level Components: V, S, M
Author: nburgoin@chat.carleton.ca Duration: 3 rounds plus 1 round per level
Range: 10 yards per level Casting Time: 2
Components: V, S, M Area of Effect: 10' radius per level
Duration: 5 rounds per level Saving Throw: None
Casting Time: 2
Area of Effect: 5 ft radius plus 1 ft radius per 2 This spell allows the caster to control the direction of
levels wind within a 10 ft per level radius of where she is
Saving Throw: Special standing. All the wind in the radius is affected - she
merely decides which direction she wishes the wind
This spell creates a cone of fiercely strong wind that to go, and it will go that way. The area of effect
travels straight up. It can be placed up to 10 yards moves with the caster.
from the caster per level, and creates a cone 5 feet This spell, however, has no effect on wind-strength or
plus 1 foot per caster level in radius. No height need speed. So, if there is only a light breeze present, the
be determined, as the cone will reach as high as caster can only change the direction of the breeze
possible. within the range of the spell, not raise the breeze to a
The cone will lift all items and creatures within it gale force.
straight up (no horizontal movement), but can only The direction of the wind can be changed once per
lift items and creatures weighing up to a maximum of round, as the caster desires. The spell takes no
25 pounds per caster level (a 5th level wizard can concentration to maintain, and the caster is free to
create an updraft so strong it lifts 125lb items and cast other spells. Shonna Silbrayus developed this
creatures).

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Great Elemental Netbook
spell to work hand in hand with the Ride the Wind Casting Time: 2
spell. Area of Effect: Special
Note that with strong enough winds, this spell Saving Throw: None
becomes an effective way to deal with most gas-
based spell attacks, since the caster can decide to A variation on the normal sleep spell found in the
have the wind come from behind her, and therefore PHB, smoke sleep causes thin wisps of smoke to form
push the gasses away from any direction she is in the air around the targets of the spell as they fall
facing. The caster is not, however, protected from into deep slumber. During the first hour of the
any wind-based spells that occur if they are of 3rd original casting of the spell, these strands of smoke
spell level or higher, or 1st or 2nd-level wind based thicken in the area of the targets, until the air is thick
spells cast by a higher level caster. Also, any natural with smoke and breathing it causes 1 hit point of
consequences of the wind are not ignored - a gale damage per round. Normal methods of awaking the
force wind still has the normal destructive potential, victims of smoke sleep such as slapping, wounding or
and the caster of Windwarp only has the added bonus attacking will end the enchantment, but not the
of picking which direction she desires to be flung. damage caused by breathing of the smoke. Thus, if
The material component is a small paper fan, which the air is not dispersed after one hour since the
is consumed in casting. The caster must have one casting time, or the spell is not ended (either by the
hand free to point to change the wind direction in any spell's duration or waking the targets), targets may
given round. suffocate to death.
The spell affects 2d4 HD of targets, although
Slimy Object - (Elemental-Ooze, Conjuration) – creatures with more than 5 HD are unaffected by the
2nd level sleep, although they may still suffer damage from the
Author: smoke.
Range: 20 yards The material components for this spell are a smoking
Components: V, S, M candle, or a pinch of dry hash.
Duration: 1 round/level
Casting Time: 1 Stone Swallow - (Alteration, Elemental-Earth) –
Area of Effect: 1 object 2nd level
Saving Throw: Negates Author: catdragi@vnet.net
Range: 20’
After casting this spell the caster points at the object Components: V, S, M
he wants to affect, usually an opponent’s weapon or a Duration: Permanent
wand or things like that. The spell causes the object, Casting Time: 2
if the item fails its save, to become softer, malleable Area of Effect: 1 10’ square per three levels of the
and slimy so as to render it ineffective and slippery caster
making it impossible to wield them unless glue or the Saving Throw: None
spider climb spell is used. If the item is held then it
gets its wielders save vs. breath weapon. Otherwise it Stone swallow causes the earth or stone underneath
makes a save vs. crushing blow. Cloth and leather an object to open up and swallow whatever small
cannot be affected by this spell. Armors and shields objects lie on top of it. One hole can be opened for
will offer half the protection it normally does every three levels of the caster. Once covered by the
(rounded down, so, for example, shields offer no earth or stone, the object must be dug or chiseled
protection if affected) protection except for out. 
bludgeoning weapons and to grappling attacks, in The spell only affect objects and can not be used
which case it offers normal protection. Weapons against living items. Stone swallow will not affect
affected by this spell are ineffective and cannot do things or animals that appear inanimate (such as
damage, except for their magical bonus, if applicable. pelterasts or mimics). The holes that this spell creates
can only swallow small things, thing no bigger than a
The material components are a bit of clay and jar large dagger. If a large object is swallowed, then it
with a Pudding, Jelly, Slime or Ooze inside it. The will be partially encased in earth or stone, but is
jar's occupant will suffice for 2-5 uses before easily pulled out. 
consumed. Typically this spell is used by drow to swallow
continual light pebbles or the like. However, drow
Smoke Sleep - (Elemental-Smoke, also use the spell to construct spiked pits and traps. 
Enchantment/Charm) - 2nd level The material components for this spell is a samll
Author: pinch of lime and a equal amount of acid. The lime is
Range: 20 yards added to the acid and becomes a sludge during the
Components: V, S, M casting of the spell. 
Duration: 1 hour + 5 rounds/level

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Great Elemental Netbook
Terese’s Earthen Strengthening - (Elemental- much concentration as walking, and thus the caster is
Earth, Alteration) – 2nd level fairly useful in other situations.
Reversible The changes in course of the waveride can only be
Author: nburgoin@chat.carleton.ca done by the caster, and thus, even if successfully cast
Range: 5 yards on an unwilling victim (who still gets a save), the
Components: V, S caster can change the waveride path for the victim at
Duration: 1 day per level will, so long as he remains in sight.
Casting Time: 1 All changes in course or speed of the waveride occur
Area of Effect: One item up to 5 cubic feet/level at the end of the round they were desired in. The
Saving Throw: None caster must decide the course of the wave before any
initiative rolls are made.
This spell, created by the earth elementalist Terese,
strengthens a single, non-magical, stone item against Thanan's Steam Cloud - (Elemental-Steam,
harm and breakage. A series of connecting walls is Evocation) - 2nd level
considered one item, so long as the Area of Effect is Author: nburgoin@chat.carleton.ca
continuous. No two sections of wall, unless they Range: 30 yards
touch, can be strengthened with one casting of this Components: V, S, M
spell. Duration: 1 round per level
For the duration of the spell, the stone item affected Casting Time: 2
by 'Earthen Strengthening' gains a +1 Saving Throw Area of Effect: 10' cube plus 10' cube per level
bonus per three levels against all attacks, be they Saving Throw: 1/2
magical or not.Furthermore, any straight-damage
done to stone items protected by this spell is reduced This spell creates a cloud of vapor that is very similar
by 1 per 5 levels of the caster, though no successful to Wall of Fog in appearance. The vapor, however, is
attack can deal less than 1 point damage. boiling steam. All vision, including infravision, is
Stone weapons that rely on blunt impact damage gain reduced to two feet.
a +1 bonus to damage for the duration of the spell. A strong wind will blow the vapors away, and a
Catapult shots, sling stones, etc, can all be affected, moderate wind will cut the duration in half. Also, if
but only one item per casting of the spell, and none of it is very cold (Below 0 degrees), the spell duration
these enchanted stone weapons will break on a will also be halved.
natural roll of 1. The maximum duration of a Steam Cloud spell is 5
The reverse of the spell, 'Terese's earthen weakening,' rounds, however, for determining how many rounds
merely changes all bonuses to penalties. Thus, the steam cloud will last in strong wind or cold
Saving Throw penalties are -1 per 3 levels, damage conditions, first figure out the 1 round / level for the
done to stone items is increased by 1 per 5 levels of caster's level, then cut it in half. If the caster has 5 or
the caster any time that item is struck. For the more rounds left, even after the duration has been
duration of the spell, enchanted stone weapons deal 1 halved, the spell lasts 5 rounds. The caster must be a
less damage, and always break on a natural to-hit roll roughly cubic or rectangular mass, at least ten feet
of 1. wide in its smallest dimension, but may choose to
create less than his listed maximum area of effect.
Thanan's Improved Waveride - (Elemental- On the 1st round of 5, the spell deals 1d8 points of
Water, Alteration) - 2nd level steam damage. On the 2nd round of 5, the spell deals
Author: nburgoin@chat.carleton.ca 1d6 points of steam damage. On the 3rd round of 5,
Range: 5 yards per level the spell deals 1d4 points of steam damage. On the
Components: V, M 4th round of 5, the spell deals 1d3 points of steam
Duration: 1 turn plus 1 round per level damage, and on the final, 5th, round of 5, the spell
Casting Time: 2 deals 1 point of damage. On any given round, all
Area of Effect: 1 creature, or the caster and those within the area of effect may make a saving
companion(s) throw vs. spells to take half damage (rounded up).
Saving Throw: Neg. If the spell lasts for less than 5 rounds, then the final
round deals 1 point of damage, the 2nd-last deals
This spell is exactly the same as Thanan's Waveride, 1d3, the 3rd-last deals 1d4, and so on.
the first level spell, with a few differences. First, the The material components for this spell are a small
caster can raise or lower the movement rate by up to paper fan and a wineskin of water, which magically
2 per round. Second, the caster can cause the wave to boils and blows to the target at the beginning of the
turn up to 90 degrees in a single round. If the wave is spell. All items except for the wineskin container are
motionless, the caster can even cast another spell. used in casting.
All alterations to the path of the wave take about as

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Great Elemental Netbook
Transmute Water to Ice - (Elemental-Ice, Area of Effect: Special
Elemental-Water, Alteration) - 2nd level Saving Throw: Special
Reversible
Author: nburgoin@chat.carleton.ca Upon casting this spell, the caster calls forth a
Range: 10 yards per level torrential spray of small ice shards, snow, and sleet,
Components: V, S, M and cold to issue forth from the caster's outstretched
Duration: Permanent hands, which are held together as if casting a Burning
Casting Time: 5 Hands spell.
Area of Effect: One 20' cube per level The spray can only be targeted at one creature, up to
Saving Throw: None 20 yards away. So long as that creature is within 20
yards, the unyielding frost automatically hits, doing
This spell, invented by Thanan Grenibou, transforms 3d4+2 points of cold damage, with no save. The
natural water of any sort into an equal volume of ice. spray is five feet wide, and goes from the caster's
The depth of the ice can never exceed more than one- hands to the target in a straight line. If others get in
half its breadth or length. Ice will melt normally, the way, they take 1d4+1 points of damage (save vs.
depending on the temperature, but all creatures in the spells for negation of damage, however).
water will be frozen in it, subject to either The caster of the unyielding spray cannot choose to
suffocation, or mere annoyance, depending on the do anything but stand there and let the spray shoot
depth involved. Note that ice not frozen to the out at the target for two whole rounds. On the second
ground of a body of water will float, indeed, the spell round, assuming that the victim is still within range,
was often used by Thanan to create a mini-iceberg the damage is once again applied, with no save. If
when pursued by pirate ships, just in front of the the victim moves out of range, there is no damage,
enemy vessel. but the spray will always aim towards the victim for
The reverse of this spell turns an equal amount of ice the full two rounds that the spell is active. Thus, an
directly into water, and at a temperature of 2 degrees intelligent enemy could wander around, and even turn
Celsius per caster level, and subject to re-freezing the spray on the friends of the caster, by maneuvering
depending on the environmental conditions. The himself behind them, though still staying out of range
water will immediately attempt to flow downhill, of the unyielding frost. The caster cannot move
losing any shape the ice may have held. while the unyielding frost is issuing forth.
The material component for either version of the spell
is a drop of water and a chip of quartz or ice. Vanar's Dustcloud - (Elemental-Dust,
Conjuration/Summoning) - 2nd level
Uazzigaaeld’s Cold Wind - (Evocation, Elemental- Author: nburgoin@chart.carleton.ca
Ice, Elemental-Air) - 2nd level Range: 10 yards/level
Author: Components: V, S, M
Range: 10 yards/level Duration: 1d4 rounds + 1 round per level
Components: V, S Casting Time: 2
Duration: 2 rounds Area of Effect: 10 ft cube + 10 ft cube per 3 levels
Casting Time: 2 Saving Throw: Special
Area of Effect: Field 40 feet long, 40 feet wide and 10 feet
high This spell creates a cloud of thick dirty dust within
Saving Throw: Neg. the area of effect, which is 10 ft cubed, plus another
10 ft cubed for every 3rd level (3rd, 6th, 9th, etc).
Another creation of the self-proclaimed King of Liches, cold Within the area, while the spell is in effect, vision is
wind creates the same brisk breeze as cool breeze, reduced to one-half. Furthermore, all invisible
penalizes nonmagical missile attacks within the area of creatures reveal themselves by the swirling patterns
effect by –2. In addition, all creatures within the area of of dust and an apparent 'hole' in the dust they create.
effect must save vs. spells or take 1 point of damage. Also, the dust is so thick that any creature in the
Creatures immune to cold need not make this save; they cloud must make a saving throw vs. spells. If the
are immune to this damage. A successful saving throw save is successful, the creature coughs and sputters
indicates no damage. mildly, taking a penalty of -1 to attack, damage, and
initiative rolls. If the save is failed, the creature
Unyielding Frost of Andraya - (Elemental-Ice, cannot help but cough and hack this round. He takes
Evocation) - 2nd level a -4 penalty to armor class, a -4 to all hit and damage
Author: nburgoin@chat.carleton.ca rolls, a -4 to initiative, and can only move up to 1/3
Range: 20 yards normal rate until the end of the round.
Components: V, S Any creature that coughs and hacks in a given round
Duration: 2 rounds suffers a -2 cumulative penalty in the next and all
Casting Time: 2 rounds thereafter. Any creature that coughs and

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Great Elemental Netbook
hacks for three successive rounds will pass out until Range: 0
the spell duration ends and they breathe clean air for Components: V, S, M
1d4 turns. One round of breathing clean air per Duration: Special
round of coughing and hacking will remove the Casting Time: 3
penalties for those victims that escaped passing out. Area of Effect: Caster
A moderate breeze (8-18 mph) will halve the duration Saving Throw: None
of this spell, and the spell is dispersed in one round
by a stronger breeze. This spell enables the caster to absorb with minimal
The material component of this spell is a fistful of damage electrical attacks directed at him. The caster
dust, which is consumed in casting. can absorb a total of up to 10 points of damage for
every level he has and suffers only 1 point for every
Vanar’s Tremor - (Elemental-Earth, Evocation) – 10 absorbed from the slight overload in his body.
2nd level If an attack causes more than then the caster can
Author: nburgoin@chat.carleton.ca absorb then he absorbs what he can and the rest of the
Range: 20 yards + 5 yards per level damage is reduced normally. Note that the caster still
Components: V, S, M gets a save to reduce the damage caused by electrical
Duration: Instantaneous attacks if applicable.
Casting Time: 2 The spell lasts until the caster absorbed all he can or
Area of Effect: One creature until 24 hours have passed, whichever comes first.
Saving Throw: Special The material components an oaken staff taken from
an oak that was hit by lightning..
At the casting of this spell, the wizard raps his staff
against the ground near his feet. The spell creates a Aerie’s Thunderclap - (Alteration, Elemental-
ripple of force, like an earthquake tremor, in a narrow Lightning) - 3rd level
path towards one creature, which must be standing on Author:
the natural ground, and be within 20 yards + 5 yards Range: 5 yards/level
per level of the caster. Components: V, S
This spell has no effect on flying, immaterial, or Duration: Instantaneous
levitating creatures, and will not work indoors. Casting Time: 3
The ripple races to beneath the feet of the caster, then Area of Effect: All creatures within hearing range
the ground beneath the creature shatters and breaks as Saving Throw: Neg.
if a tiny earthquake had occurred under its feet,
including a minor explosion of rocks and pebbles. One of the famous air elementalists, this is Aerie’s few non-
The creature must make a Saving Throw vs. spells. If air spells. Thunderclap creates a miniature sonic boom at a
it succeeds, it takes 1d4 points of damage, and must point anywhere up to 5 yards per level of the caster away.
make a dexterity check or fall down, and be unable to All creatures within hearing range must save vs. paralysis
stand until the beginning of the next round. All or be stunned 1d4 rounds. Regardless of whether they
spellcasting and further attacks are ruined. save or not, all affected creatures suffer a –2 penalty to all
If the creature fails its save, it takes 2d4 points of rounds for 1 turn. Deaf creatures, those from other planes
shrapnel damage, and is thrown to the ground and and undead are immune to this spell.
dazed, unable to act for 1d3+1 rounds, after which he
can rise and act as normal. Dazed creatures are not Alpha's Comet - (Elemental-Fire,
entirely helpless, but are on the ground and treated to Elemental-Earth, Conjuration,
be lying down for purposes of combat, and cannot Evocation) - 3rd level
initiate attacks or move, so severe is the shock to the Author: wrathgon@hotmail.com
system. Still, they are not considered to be an Range: 10 feet + 5 feet/level
automatic kill. Components: V, S, M
Victims gain a +1 to their Saving Throw for every leg Duration: Instantaneous
or tail they possess beyond two, and mounted riders Casting Time: 3
suffer no ill effect, though they must make a riding Area of Effect: Special
check if their mount is dazed or fall off the mount. Saving Throw: None
The material component of this spell is the caster's
staff, which is not consumed upon casting. This spell creates a flaming missile
with a trail of superheated noxious
gasses. The comet unerringly strikes
3rd level spells one target, the impact causing 3d6
points of damage and the flames an
Absorb Lightning - (Elemental-Lightning, additional 3d6. Furthermore, any
Alteration) - 3rd level creature within 5 feet of the
Author:

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Great Elemental Netbook
comet's path will suffer 2d4 points streaks to where the caster wishes the effect to occur,
of fire damage. All those within 5 up to 10 yards per level away.
feet of the point of impact will The star-light mote will streak to the target, and then
suffer 3d4 points of damage. Anyone explode with a flash of white light. A cold wave will
who suffers damage from this spell be released upon the casting of the spell (at the time
is also considered to have been the wizard's turn in initiative arrives), dealing 1d4
engulfed in the noxious fumes, and points of damage per 2 caster levels, to all those
will be at -2 on all rolls (10% within a five foot radius plus 1 foot per caster level of
spell failure chance) for 1d6 rounds where the mote exploded. All creatures gain a saving
due to coughing, choking, and throw vs. spells for half damage.
blurred vision. At the end of the round that the caster uses a
The material component is a ball of Coldburst spell, the secondary magical wave bursts
pitch mixed with sulfur and from where the shimmering mote flared. It deals 1d6
phosphorus. points of damage per three levels of the caster, and is
a wave of hard, blunt, force. Again, a saving throw
Alpha's Night of the Leonids - vs. spells is allowed for half damage, but if the saving
(Elemental-Fire, Elemental-Earth, throw is failed, the creature is knocked off its feet and
Conjuration/Summoning) - 3rd level moves 1 ft directly away from the center of the
Author: wrathgon@hotmail.com coldburst effect per caster level.
Range: 30 yards + 10 yards/level If this causes a collision with a wall or other
Components: V, S, M unmoving object, the creature takes 1d4+1 more in
Duration: 1 round
impact damage. It takes a full round to stand up and
Casting Time: 3
prepare to move again.
Area of Effect: Special
The material components for this spell can be either a
Saving Throw: None
piece of glass and a piece of ice, or a single pearl
worth at least 50gp. All are consumed upon casting.
This spell can only be cast outdoors
at night. It calls down a number of
flaming meteorites to strike Andraya's Water Scout - (Elemental-Water,
unerringly any targets within range. Conjuration/Summoning, Enchantment) - 3rd level
The wizard can call down 1d4 Author: nburgoin@chat.carleton.ca
meteorites, plus another for every Range: 30 feet plus 10 feet/level
five levels of experience (1d4+1 at Duration: 1 round/level
5th-9th, 1d4+2 at 10th-14th, etc.). Components: V, S
Each meteorite strikes a single Casting Time: 1 round
target, though more than one may Area of Effect: Special
strike any given target. Each of Saving Throw: None
these "Leonids" comes blazing down
from the heavens, striking for 1d6+1 When using this spell, the caster can cause any
points of impact damage and amount of water within 30 ft plus 10 ft per level to
additional 1d6+1 points of fire form a double of him, as per a watery double. The
damage. water scout, however, has no attacks and no ability to
The material component for this harm others. If it is hit for 1 point damage per 2
spell is a bit of meteoric iron. levels of the caster, it will fall apart. It is armor class
10.
Andraya's Coldburst - (Elemental-Ice, Evocation) The water scout has no function other than to walk
- 3rd level and move as the caster desires. This takes limited
Author: nburgoin@chat.carleton.ca concentration. The scout walks (on or away from
Range: 10 yards/level water) at twice the caster's speed, and while
Duration: 1 round concentrating, the caster can move at 1/2 normal
Components: V, S, M speed. Also, the water scout and seep through any
Casting Time: 3 sized opening in a single round, but must spend the
Area of Effect: 5 ft radius sphere + 1 ft radius per entire round to accomplish this feat. The scout itself
level cannot open a door or any other manipulation of a
Saving Throw: 1/2 physical object. If the caster stops concentrating, the
spell does not end, but the double stands still. At any
This spell, invented by the water elementalist head of time, the caster can 'see' out the eyes of the water
the Guild of the Grey in Coralport, causes a scout, and if the caster has infravision through
shimmering star-like bolt of light to form at the magical or non-magical means, so does the scout.
caster's fingertip. The caster points, and the bolt This is not something that requires concentration, and

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Great Elemental Netbook
the caster can still see normally. Any other sensory Cyrene'Lhei's Flare - (Elemental-Fire,
abilities of the caster that are natural are also granted, Invocation/Evocation) - 3rd level
but no other magical sight abilities will work through Author: nburgoin@chat.carleton.ca
the water scout. Range: 0
The scout can only form from water, not any liquid, Duration: 1 round per 5 levels of the caster
though it can be salt or fresh, or even boiling. If the Components: V, S, M
caster tries to attack with the scout, the scout will Casting Time: 3
splash into nothingness. The scout will use all the Area of Effect: 1 or more spells cast by caster
water it can to attempt to be the same size as the Saving Throw: None
caster. But if it cannot, it will be a scaled smaller
version, and will only move at a speed equal to the This spell, created by the famous elven
caster's (no matter how small it is, this is as slow as it warrior/wizard, was used to help her compensate
will move). The caster can make the scout run if he against the flame-wizards she sought to outdo in
so desires, but each round spent running reduces the magical combat. While the Flare spell is active, all
duration of the spell by 1 round, as water splashes off non-instantaneous fire elemental spells cast last 1
from the scout. This spell was mostly used by round longer per 4 levels of the caster. Also, any fire
Andraya as a way to scout on an approaching ship spells that cause damage, whether instantaneous or
while at sea, though once or twice she used the spell not, gain a bonus of +1 per die of damage rolled. A
as a bluff in order to scare a ship of pirates into fireball cast by a 9th level mage normally inflicts 9d6
believing they faced a minor water elemental. damage. If cast while Flare is in effect, it deals
9d6+9 points of damage.
Control Normal Fires - (Elemental- Flare lasts 1 round for every 5 levels of the caster.
Fire, Alteration) -3rd level This spell is a modified Augmentation I spell, except
Author: wrathgon@hotmail.com by narrowing the focus of the spell's effects to fire
Range: 1 foot/level spells only, the wizard found she could affect any
Components: V, S, M level of fire spell she knew. At higher levels the mage
Duration: 1 round/level can even extend the duration of the Flare spell and
Casting Time: 2 get off two, three, or four fire spells with added
Area of Effect: 1 cubic foot/level benefit.
Saving Throw: None The material component is a piece of coal from a fire
started by any magic (including a simple cantrip),
This spell enables the wizard to that is consumed in the casting.
cause fires as small as a torch or
lantern to become as large as a 6- Dagny's Turbulence - (Elemental-Air, Alteration)
foot diameter bonfire or to cause a - 3rd level
bonfire to shrink to the size of a Author: nburgoin@chat.carleton.ca
torch or explode into a fire with a Range: 5 yards/level
diameter of 18 feet. In this process Components: V, S, M
fuel is burned according to the size Duration: 2 rounds / level
of the fire. Also heat dissipation Casting Time: 3
can be adjusted which will also Area of Effect: 10 ft radius sphere, + 5 ft radius per
affect the amount of fuel used. The level
amount of change a wizard can affect
Saving Throw: None
in a fire is determined as follows:
This spell, created by the head of the Order of the
take the wizard's level divided by 2
White, Dagny Freeman, alters the air flow within a
and round it down. This is the
sphere 10 ft + 5 ft / level in radius to become entirely
maximum multiplier or divisor for
unstable. The wind whips and turns in on itself, with
the size (in volume) and effects of
a wicked turbulence.
the fire.
The effect of the turbulence is threefold. First, all
The material component differs for
the two different uses of the spell: missile attacks that come through the turbulence at
if the spell is used to increase a any point in their flight are at a -3 penalty to hit. And
fire, the material component is a any attacks made while airborne (by flying wizards,
tinderbox, which is not consumed in pegasi, or any other non-grounded creature) are made
the casting. If the spell is used to at a -2 to hit also (for a cumulative penalty of -5 if a
shrink a fire, the material flying archer were to attack, for example). This is
component is a drop of water. 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

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Great Elemental Netbook
creature or object is maneuverability class E before Material component is a handful of dust that the
entering the turbulence, it begins to lose control, and caster must blow upon.
must land in 1d4 rounds (no damage, just grounded).
If it stays up in the air anyway, it will crash in 1d3 Dust Blind – (Elemental-Dust, Evocation) - 3rd
more rounds, taking 1d6 points of damage per caster level
level (to a maximum of 8d6). Crash-landing items Author:
must make a saving throw vs. crushing blow - if they Range: 30’
succeed, they lose only 1/4 their current structural Components: V, S, M
capacity/hit points. Otherwise, if the roll is failed, it Duration: 2d4 rounds
loses half. And third, while within the turbulence, all Casting Time: 3
flying or levitating or otherwise non-grounded Area of Effect: 1 creature
creatures and objects have their movement rate Saving Throw: Special
reduced by half.
The material components for this spell are four paper When cast, a miniature blizzard of swirling dust
fans, tied together to create a circle. They are appears around the target, causing the target to suffer
consumed in casting. near total blindness and all penalties associated with
it. The dust stays for 2-8 rounds, unless a successful
Debonair’s Bolt Fist - (Alteration, Elemental- save is made, in which case the duration is only 1-4
Lightning) - 3rd level rounds.
Author: The material component is a desert hawk feather,
Range: Touch which is not consumed in the casting.
Components: V, S
Duration: Special Dusting – (Elemental-Dust, Alteration) - 3rd level
Casting Time: 3 Author:
Area of Effect: Creature touched Range: 60 yards
Saving Throw: ½ Components: V, S, M
Duration: Instantaneous
A powerful version of shocking grasp, the former Emperor Casting Time: 5
of Vector, Kaus Debonair, created this spell. It is the only Area of Effect: 10’ cube
known spell of his devising that remains known; all the Saving Throw: Special
others were lost when Vector was sacked at the end of the
Dark War. When the spell is cast, both of the caster’s The spell removes all the dust and sand from the area
hands are surrounded in a bright, flickering radiance. of effect. Although it is a good house cleaning spell
When the caster touches another creature or a conductor it's main purpose is against things of dust and sand
another creature is touching, the radiance leaps from his nature.
hand and shocks the target, inflicting 4d6 damage, +1 per Any creature of sand and dust within the area of
level of the caster, to a maximum of 4d6+10 damage. effect must make a saving throw vs. spells or suffer
Each fist’s charge can be used once. The caster cannot 1-3 points of damage per level of the caster, to a
use weapons or hold onto things while the spell is in effect maximum damage of 15d3. If the save is successful
or the charge effects the object (save vs. lighting). The then he only suffers half damage. Spells of elemental
charges last for 2 rounds per level of the caster or until dust within the 10' cube are checked as if a Dispel
discharged. Magic spell was cast on them by a mage of the
caster's level. Magical dusts and sands are affect to as
Dervan's Dust Vortex - (Eleemntal-Dust, if a Dispel Magic spell was cast on them.
Invocation/Evocation) - 3rd level The spell was developed and used by an unknown
Author: mage against a rival mage that specialized in dust
Range: 30 yards magic. Ironically the mage was said to have died by
Components: V, S, M the spell known as Dust of the Ancient Tomes that
Duration: 1 round/2 levels was laid upon the rival mage’s spellbook.
Casting Time: 3 The material components are a small duster and a
Area of Effect: 10' radius wind fan (both cost 5 gp)
Saving Throw: 1/2
Earth Fist - (Elemental-Earth,
This attack spell creates a fast moving vortex that Invocation/Evocation) – 3rd level
tears the skin of those in the 10' radius it affects. The Author: wrathgon@hotmail.com
spell causes 2d6 points of damage every round from Range: 10 yards + 5 yards/level
the dust particles. The vortex moves at the speed of Components: V, S, M
24 and must be directed by the mage or it will Duration: Instantaneous
continue in the previous round's direction and speed. Casting Time: 1

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Great Elemental Netbook
Area of Effect: One Target also make a strength check at -1 or
Saving Throw: 1/2 lose 1 point of strength for the
duration of the battle, as well as a
The caster, in activating the spell, dexterity check at -2 or lose 2
must throw the spell components into points of dexterity for the duration
the air, then punch them when they of the battle. The caster may select
come back down to fist level. Upon an additional target for the pulses
this action, the Earth Fist every five levels. Targets are hit
projectile is released, and hits an simultaneously, but there's a catch
opponent for 1d4 + 1 damage points for all this! Damage done from the
per level of the caster. This spell pulses is divided between targets. A
may be blocked by shield magic of Saving Throw vs. spells may be
any type, with the exception of rolled for negating this spell (The
spells with a anti-magic prefix in spell has missed if the throw
their name (i.e. Anti-Magic Wall, succeeds), but each target must
Anti-Magic Shell, etc.). roll.
The material components are a bit of
rock and a dull crystal worth at Elemental Lash - (Elemental-General, Evocation)
least 15 gp - 3rd level
Author: nburgoin@chat.carleton.ca
Earthblaster - (Elemental-Earth, Range: 10 yards per level
Evocation) – 3rd level Duration: Instantaneous
Author: wrathgon@hotmail.com Components: V, S, M
Range: 20 yards + 7 yards/level Casting Time: 4
Components: V, S, M Area of Effect: Up to 4 targets within a 180-degree
Duration: Instantaneous arc from caster's facing position
Casting Time: 2 Saving Throw: Special
Area of Effect: One Target/5 levels
Saving Throw: Negates At the casting of this spell, the caster holds his hands
together in front of him, then lets go and whips both
Useful for a quick, but relatively hands in a half-circle away from the center, creating
strong magical assault, Earth up to 4 separate lashes of elemental magic, one of
Blaster has become very popular with each element, or any combination. Note that
low-level earth mages for its elementalist wizards cannot create a lash of their
simplicity in casting. Higher-level opposing element type, so a fire elementalist could
mages will also find the large create 2 fire lashes, one air lash, and one earth lash,
number of charges the spell projects but never a water lash.
at the target intriguing. The caster has 10 yards per level of range to play
At the start of the spell, the
with, which must be divided up between the four
caster draws up energy from the
lashes. All 4 lashes must be aimed at targets in front
earth via the components (A medium-
of the caster (in an 180 degree arc in front of the
sized black pot filled with three
caster). All lashes strike with the THAC0 of a fighter
pints of muddy water, and 25 gp
of equal level to the wizard, any missed lashes will
placed inside) into his left hand.
travel to their maximum range, with effects
The caster then levitates 7 feet off
determined by the DM.
of the ground, continually drawing
energy from the black pot in the Fire Lash - This lash creates a swath of fire from the
form of a light purple vapor. At the caster's hand swipe, which lashes out towards a target
end of the energy transfer, the creature. If the lash hits, it deals 1d4+1 damage per
caster's hand explodes into a flash 10 yards the lash traveled, to a maximum of 5d4+5.
of lightning which surges upward to The target creature may save vs. spells for half-
the caster's right hand, held high damage. Creatures vulnerable to fire take double
above the mage's head. Following damage, making the fire lash most effective against
this, the caster shoots from his such creatures.
right hand 2d6 glowing, violet Air Lash - This lash is a blast of very strong wind,
charges + two extra charges/level which knocks a creature back if the strike is
(No limit). The charges inflict 1d3 successful. For every 10 yards the lash traveled, the
of earth damage each, exploding into creature is knocked back 1d4 yards and takes 1 point
a small violet burst when connecting damage, and falls down, to a maximum of 5d4 yards
with the target. The target must and 5 points of damage. If the creature strikes a solid

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Great Elemental Netbook
surface (such as a wall), it incurs another 1d4 points damage (1d6+4), and as a quarterstaff +1 against all
of collision damage. If the creature makes a other opponents, inflicting 2-7 (1d6+1) hit points of
successful saving throw vs. spells, it will only be damage. The staff is perfectly normal before and
forced back 1/2 the listed amount, takes no damage, after the spell, and must not be already magical
and will not fall down, though in either case spell before the spell begins.
casting is ruined. Obviously, the air lash is most If proficiency rules are in play, the bearer of the
effective in knocking a creature back, or distracting Elemental Staff is proficient with the staff only if
spell casters, not damaging them. they have the staff weapon proficiency, otherwise
Water Lash - This lash is a burst of cold water that they incur normal non-proficiency penalties.
strikes out at the target creature. It deals only 1d3 The elemental plane to which the staff is effective
points of impact damage per 10 yards traveled, to a must be chosen upon casting, and cannot be changed
maximum of 5d3, and deals no damage if the creature thereafter.
makes a successful save vs. spells. However, The material components for this spell are the staff,
regardless of whether or not the creature makes a which is not consumed, and an item that depends on
successful saving throw, the creature is totally the plane to be chosen: A stick of incense for the
soaked, and all flames carried by the creature are elemental plane of air, a handful of dirt for creatures
doused if they would at all be vulnerable to the water of the elemental plane of earth, a drop of water for
lash. Creatures vulnerable to water take 1d6 points of creatures of the elemental plane of water, and a lump
damage per 10 yards, to a maximum of 5d6, save vs of charcoal for creatures of the elemental plane of
spells for half damage. Obviously, the water lash is fire. Para-elemental Staves can be created, if
most effective to creatures vulnerable to water. appropriate substances are used (Ice for the Para-
Earth Lash - This lash is a series of sharp shards of Elemental Plane of Ice, and so forth).
stone and dirt and pebbles that whip out at a high
speed. They pepper the target for 1d4 per 10 yards Fire Extinguisher - (Elemental-Fire,
traveled by the lash, to a maximum of 5d4 points of Alteration) -3rd level
damage, but the targets armor class is added to the Author: wrathgon@hotmail.com
roll. Thus, a creature with AC 3 hit by a 20-yard lash Range: 120 yards
would take 2d4+3 points of damage, where a creature Components: V, S, M
with AC -4 would take 2d4-4. Any creature hit can Duration: Permanent
make a save vs. spells to take half damage. Casting Time: 4
Obviously, the earth lash is most effective to Area of Effect: 10 cubic feet/level
creatures not wearing armor. Saving Throw: None
The spell can be cast as a single lash or up to 4 lashes
in any combination desired by the caster (even 4 of This spell is a more powerful
the same element), but each lash must be sent at a version of the affect normal fires
different target. spell. It can douse both magical and
The material components depend on which lashes are non-magical fires. It is mainly used
going to be summoned. A single feather is needed to help control large fires or those
for each air lash, a lump of coal for each fire lash, a that are started and fueled by
pebble for each earth lash, and a drop of water for magic.
each water lash. All components are consumed in the The material component is a
casting. magically burnt piece of wood.
Lashes can be longer than 50 yards, but damage
Flame’s Earthen Sphere - (Elemental-
maximizes at the 50 yard or longer range.
Earth, Abjuration) – 3rd level
Author: wrathgon@hotmail.com
Elemental Staff - (Elemental-General,
Range: 30 feet
Enchantment) - 3rd level
Components: V, S, M
Author: nburgoin@chat.carleton.ca
Duration: 2 rounds/level
Range: 0
Casting Time: 1
Components: V,M
Area of Effect: 30 foot globe
Duration: 1 round/level Saving Throw: Nil
Casting Time: 1 round
Area of Effect: 1 staff This spell creates a earthen sphere
Saving Throw: None to protect area chosen by caster.
The only problem is that only 1 turn
A wizard can use this spell to enchant a staff, causing of air is trapped and cannot see or
it to become a magical quarterstaff. This magical hear outside sphere. No air or
weapon acts as a staff +4 against creatures of a sound can get though.
chosen elemental plane, inflicting 5-10 points of

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Great Elemental Netbook
gets a -1 to all to-hit and damage rolls, a +1 AC
Gamalon's Fiery Backlash - penalty, and a +1 penalty to initiative.
(Elemental-Fire, Charm, Evocation) - In a strong wind, this spell's duration is halved.
3rd level
Author: wrathgon@hotmail.com Gayle's Mistform - (Elemental-Steam, Alteration)
Range: 360 feet + 30 feet/level - 3rd level
Components: V, S Author: nburgoin@chat.carleton.ca
Duration: 1 turn + 1 round/2 level Range: 0
Casting Time: 1 Components: V, S, M
Area of Effect: 1-4 targets in 30' Duration: 2 rounds plus 1 round per level
radius Casting Time: 3
Saving Throw: Neg. Area of Effect: Caster
Saving Throw: None
Makes invisible dweomers around the
targets chosen by caster. When Invented by the Aiklynite Mist-Wizardess of the
target cast a fire-based spell, the White Order, this spell changes the caster and all she
spell is immediately redirected onto is wearing and carrying into a pale mist that is the
the casting being or object with all same color as the caster's eyes. The mist is
normal effects. amorphous, a low-sitting cloud of vapors. In this
form, the caster can travel through any crack or hole
Gayle's Fingers of Mist - (Elemental-Steam, or opening of any kind or size. The caster can only
Evocation, Alteration) - 3rd level be harmed by magical weapons (+1 or better) for the
Author: nburgoin@chat.carleton.ca duration of this spell. The cloud can be safely
Range: 5 yards/level stretched (the caster has some control over the shape
Components: V, S of the vapors) to dimensions 10 feet in each length
Duration: 1 round/level (ten foot cube). However, for each foot beyond 10' in
Casting Time: 3 any dimension, the caster suffers 1d4 points of
Area of Effect: Special damage every round.
Saving Throw: None The mistform is resistant to wind, but a strong wind
reduces the spells duration to half (or, at the GM's
This spell, invented by the Mist-Wizard Gayle discretion, ends the spell, causing the caster to
Matarc, creates wispy vapor from each hand of the coalesce and form solid). The caster can see and
caster. Each hand creates a misty double of the hear, but has only about one-quarter his sense of
caster's own hands, on a long trail of mist that leads touch or smell, no sense of taste, and cannot speak at
back to the caster's hands, which must be free for the all. Any saves vs gas attacks are automatically failed.
duration of the spell to use the spell's abilities. The caster can float along the ground at a rate of 12,
Each round, the caster can move the misty hands up or can fly above the ground at a rate of 6 per round
to 10 feet. (The hands are slow). Thus, if the caster (moving up, down, or horizontal without being within
wanted to reach with the hands at something 30 feet a foot of the ground is considered flying for the
away, it would take 3 rounds for the caster to stand purposes of the spell). If the caster returns to solidity
still and concentrate enough for the misty hands to in the air, he will fall as normal. The caster has
travel 10 feet per round, reaching the target in 3 maneuverability class D while in mist form.
rounds. The caster can remain in mist-form for 2 rounds plus
When the caster stops concentrating, the spell ends. 1 round per level, or dispel it at will.
This includes spell casting, or being hurt in combat. The material component for this spell is any piece of
Each hand can manipulate up to one half-pound per silk.
caster level (both hands together can manipulate 1
pound per caster level, in other words). The caster Gayle's Wall of Mist - (Elemental-Steam,
can divide up the hands to two separate tasks, and Invocation/Evocation) - 3rd level
need only slightly mimic what he wants the hands to Author: nburgoin@chat.carleton.ca
do with his own. Range: Up to 5 yards per level away
The caster can use the misty hands to pick up objects, Components: V, S
gather items, pull a key to him from within a cell, and Duration: 1 round/level
open a door or chest. This can be done only if the Casting Time: 3
door or chest is light enough or balanced for easy use Area of Effect: 2' thick wall that is 10' x 10' per level
- the spell has a relative strength rating of only about Saving Throw: None
1 to 3).
If both hands are used, the spell can be made to This spell, created by Gayle Matarc, creates a wall of
actively bother an opponent in combat, the opponent strange, dark and pale blue and violet mists that curl

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Great Elemental Netbook
and twist within them. Each 10ft by 10ft section of Casting Time: 3
the wall must touch another, but the caster is free to Area of Effect: Special
warp the shape as desired (making spheres, curves, Saving Throw: 1/2
corners, etc). At any point, the wall is 2 feet thick.
The wall provides total concealment to all attempting Upon casting this spell, the wizard releases a rippling
to attack those on an opposite side of the wall, for no wave of heat that inflicts 1d4+1 points of damage per
normal vision, infravision or otherwise, can penetrate level of the spellcaster (maximum damage of
the misty wall. 10d4+10) to each creature within its area of effect. A
Furthermore, any fire passing through the wall, be it successful saving throw vs. spell reduces this damage
magical or not, must make a saving throw vs magic to half (round fractions down). The wave begins at a
as either the caster or the bearer of the fire. If the range and height decided by the caster, and streaks
saving throw is failed, the fire is extinguished (no outward in a direct line from the casting wizard. The
damage), and if the saving throw is made, the fire is wave can begin up to 20 yards + 5 yards/level away.
reduced by half intensity (half whatever damage The heat wave is visible as a visual distortion of hot
would normally be done by the spell, and then also airs (a rippling effect).
take into account the saving throws provided by the The heat wave may ignite very dry combustible
spell itself). substances (straw, paper, etc.) An item saving throw
People passing through the wall must hold their vs. fire is used to determine if the object catches on
breath. This takes no roll to achieve, since the wall is fire. Wood may smolder and blacken, but will not
a mere two feet thick. However, if someone breathes burst into flame.
the vapors of the wall, they must make a constitution The heat wave ends if it strikes a solid surface (wall,
check. Failure means the loss of all actions on the ceiling, door, etc.). The heat wave's area of effect is
round they passed through the wall, and also the chosen by the spellcaster: either a wave ten feet in
round thereafter, as the victim chokes and coughs on width and 40 feet in length, or a wave five feet in
the strange vapors. They gain a -2 penalty to AC and width, and 80 feet in length.
lose Dexterity bonuses while coughing and choking, The material components for this spell are a piece of
and have movement rates reduced by half. wax from a once-lit candle, a piece of gold, orange,
Strong winds will reduce the duration of this spell by or yellow ribbon, and a piece of flint. All are
half. consumed in casting.

Heat Shield - (Elemental-Fire, Jaan's Fiery Bands - (Elemental-Fire, Evocation,


Elemental-Ice, Alteration) - 3rd level Conjuration) - 3rd level
Reversible Author: nburgoin@chat.carleton.ca
Author: wrathgon@hotmail.com Range: 20 yards
Range: Touch Components: V, S, M
Components: V, S Duration: Up to 2 rounds/level
Duration: 1 Hour/Level Casting Time: 3
Casting Time: 1 round Area of Effect: Up to 3 creatures
Area of Effect: Creature touched Saving Throw: Special
Saving Throw: None
This spell, invented by the flame-wizard Jaan 'The
This spell gives the caster the Phoenix' Merchant, was invented to hold people
ability to endure the effects of hostage for a short amount of time, but more often
prolonged exposure to the cold. It than not just ended up damaging opponents. He
raises the temperature of the worked with the magic, and eventually found that it
immediate area around the caster to could have a defensive purpose as well. The
70 degrees. This allows the caster spellcaster creates three flaming rings which then
to suffer no ill effects from flash out from his hands and surround up to three
temperatures as low as -40 degrees f targets (one ring each; two rings on one person, one
for the duration of the spell. This ring on another; or three rings on one target) or
spell will not protect the caster himself (all three rings).
from breath weapons, magical attacks The rings form a fairly tight loop around the person
or cold using creature attacks. targeted. There is not enough room for the target to
wield a weapon, or perform any spellcasting that
Heat Wave - (Elemental-Fire, Evocation) - 3rd level needs somatic components. If material components
Author: nburgoin@chat.carleton.ca are needed for a spell, they can only be cast if the
Range: 20 yards + 5 yards/level components are on the person's waist, in their hands,
Components: V, S, M belt-pouch, etc, but not in a backpack, sack or other
Duration: Instantaneous hard-to-reach places.

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The bands of fire will not move if cast on a target missile weapon enchanted is destroyed (the spell will
other than the caster. If someone who is trapped by a not affect magical items).
fiery band tries to move, he will incur 2d6 points of This spell is quite useful in military strikes, and was
fire damage (save vs. spells for half- damage) per created for the long-awaited attack on Coralport by
ring that surrounds him. If the creature is able to fly the Ebon Star Orcs. Some said that Jaan had too
straight up, or levitate, or in any other way remove much time on his hands and too much fire in his
himself vertically, no damage is taken. Other brain.'
creatures that pass through the fiery band have The material components for the spell are a bottle of
exactly the same effects occur to them. oil and a shard of flint. Both are consumed in
If the caster chooses to put all three rings on him, he casting.
becomes a walking weapon. All he has to do is get
near enough to someone for them to get the 2d6 Karm’s Improved Stonestaff - (Elemental-Earth,
damage (save for half) for each ring around him. He Conjuration) - 3rd level
needs to be within 1 yard of someone for him or her Author: nburgoin@chat.carleton.ca
to burn. However, he cannot cast spells as above Range: 0
unless he is willing to be burned (in which case the Components: V, M
spell will fail anyway), and cannot wield melee Duration: 2 rounds plus 1 round per level
weapons without getting burned, either. However, Casting Time: 2
while under the effect of the fiery rings, any time Area of Effect: Special
anyone gets close enough to attempt to hit him Saving Throw: Nil
(whether or not they succeed) with a melee weapon,
they will take the damage as above (with save). An improved version of Karm's Stonestaff spell, this
The material component for this spell is three gold spell conjures into being a stone staff, exactly as per
rings (of any quality). the Karm's Stonestaff spell. However, this staff is
inherently magical, and unlike Karm's Stonestaff,
Jaan's Flaming Missiles - (Elemental-Fire, actually functions with a magical bonus to hit and to
Enchantment, Alteration) - 3rd level damage, instead of being merely able to affect
Author: nburgoin@chat.carleton.ca creatures as if it had the bonuses.
Range: Special Karm's Improved Stonestaff has a +1 to hit and to
Components: V, S, M damage for every 5 levels of the caster against
Duration: Special ordinary foes, and is in all other ways a normal
Casting Time: 1 round quarterstaff (same damage, weapon speed, etc.)
Area of Effect: Up to two missile weapons per caster However, if the staff is used to strike creatures of
level elemental earth or native to the plane of elemental
Saving Throw: Special earth, the staff inflicts double damage.
As per Karm's Stonestaff, the Improved Stonestaff
A more specialized version of the 'Flame Arrow' can be given to others.
spell, this spell was created by the Fire Elementalist The material component for this spell is any splinter
head of the Order of the Red in the Grey Guild of of wood taken from a quarterstaff, and a handful of
Coralport. dirt. The splinter grows into the stonestaff for the
The spell enchants up to two missiles per caster level. duration of the spell, then crumbles into dust, along
Missiles can be sling rocks or bullets, crossbow bolts, with the dirt, at the ending of the spell.
throwing knives, darts, spears, arrows, or whatever
else can be used as a missile weapon. The wizard Karm’s Stonesphere - (Elemental-Earth,
must be within 10 yards of the missiles to be Evocation) – 3rd level
enchanted, and they can be prepared to fire if Author: nburgoin@chat.carleton.ca
necessary. Range: 0
After casting the spell, the missile weapons selected Components: V, S, M
remain magical for one turn. After that, they are no Duration: 2 rounds per level
longer enchanted by the Flaming Missile spell. Casting Time: 4
When thrown or fired, the missile weapon's magic is Area of Effect: Caster
activated. Upon impact with creature, ground, or Saving Throw: Nil
other physical force, the weapon deals normal
damage as usual, then bursts into flame. All This spell creates a magical stone sphere around the
creatures and items struck make a save vs. spells (vs. caster, a last ditch effort designed by Karm to buy
magical fire for items) or take 1d3 points of extra fire himself time in battle. The stone sphere is made of
damage. Creatures or items making their save take solid granite, and is six inches thick, plus one inch for
only 1 extra point damage. Furthermore, all items every two levels above 6th (7 inches at 8th, 8 inches
may suffer incendiary damage. In any case, the at 10th, 9 inches at 12th, 10 inches at 14th, 11 inches

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Great Elemental Netbook
at 16th, a foot at 18th). The sphere is magically totally encased in stone or earth or dirt - for it does
connected to the ground. The sphere is large enough not exist for him in any physical sense. Nor does his
to comfortably stand, or to lay out flat, hollow inside, passing in any way disturb the earthen solids.
and with enough air to survive the spell duration. The caster can also dive into the ground and 'swim'
The interior is magically lit with a dull, glowing light underneath the surface. He can also walk on top of
that seems to come from tiny mineral gems in the soil or dirt or stone or other earth type without
stone. sinking into it with minimal concentration, even cast
The stonesphere makes all saves as solid stone, and another spell.
has any bonuses to Saving Throws that the caster A downside to this spell is that while it is in
may have, through magical items or inherent abilities. operation, the caster cannot cast any other earth
The caster and those inside the stonesphere with him elementalist spell, as the magic is out of phase with
cannot see what goes on outside the sphere, and vice- his existence. The caster can end the spell at any
versa. time.
The stonesphere will last 2 rounds per level, or until While this spell would seem to offer excellent
it has been successfully damaged (by weapon or protection from Earth Elementals (and indeed, other
magic) 1d4 times plus 1 per level. Thus, a 6th level earth and stone creatures cannot harm the caster), the
caster creates a stonesphere that will last 12 minutes, caster, and his magic, can have no effect on natural
or until 7 to 10 attacks have been made upon it. For and man-tooled earth for the duration of the spell. A
the purposes of determining whether a non-magical fireball cast by a Stonewalking wizard will not burn
weapon attack dealt enough damage to harm the an earth elemental, nor will it be stopped by earthen
stonesphere see the follwoing: walls. Whether this is a blessing or a curse will
Treat only blunt attacks that deal 2 or more points of depend on situation.
damage The material component for this spell is a piece of
Slashing attacks that deal 3 or more points of damage sandstone with a nail driven through it. Both vanish
And piercing attacks that deal 4 or more points of upon casting.
damage as successful.
Thus, peppering the stonesphere with arrows is not as Kyrell’s Icy Touch - (Evocation, Elemental-Ice) - 3rd
useful as bashing it with a mace. The DM rolls the level
'hypothetical' damage to see if the stonesphere was Author:
harmed enough to count as one attack. Range: 0
The material components are a small shard of quartz, Components: V, S, M
and a granite marble, both are consumed in casting. Duration: Special
Casting Time: 3
Karm’s Stonewalk -(Elemental-Earth, Alteration) Area of Effect: Special
– 3rd level Saving Throw: Special
Author: nburgoin@chat.carleton.ca
Range: 0 This spell is one of Kyrell’s more sinister creations. When
Components: V, M the spell is cast, the mage’s hand is surrounded by a
Duration: 1 turn/level or special flickering aura of black and blue flames. The flames last for
Casting Time: 3 one round per caster level or until another sentient creature
Area of Effect: Caster is touched. If another creature is touched (requiring an
Saving Throw: Nil attack roll if the target is unwilling), the flames briefly
surround the target, then vanish. The target takes 1d10
This spell makes the caster's body phase in regards to damage and must save vs. paralysis or be paralyzed
natural and man-tooled earth, dirt, stone and soil. indefinitely, or until cured by a remove paralysis spell. A
Wood and Iron and Glass are not included in this protection from paralysis spell protects against the
spell. paralysis but not the damage; immunity to cold protects
For the duration of the spell, any earth, dirt, stone or against the damage but not the paralysis. Undead are not
soil attack on the caster simply passes through him, affected by this spell.
and the caster cannot handle any objects that he was The material component to the spell is a scrap of flesh,
not carrying at casting of the item types listed above. bone or cloth from a lich.
The true use of this spell, however, is the ability to
walk through stone, dirt, brick, soil and earth as if it Lightning Shield - (Abjuration, Elemental-
were not there. This puts more of a strain on the Lightning) - 3rd level
spell, and the caster is limited to a total of 10 yards Author:
worth of phased walking per caster level. If the Range: Touch
caster uses up all these phased walking before the 1 Components: V, S, M
turn/level time limit of the spell, the spell ends Duration: 2 rounds/level
prematurely. The caster can breathe, even when Casting Time: 5

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Area of Effect: creature touched spell, there is a 5% chance per spell level being
Saving Throw: None cast of blinding self or nearby person (normal
save). Note that having a finger like a beacon
This spell causes the formation of a negative-charge lantern makes it hard to sneak around.
electrical area around the recipient of the spell, i.e. The material component is any shard of broken
the target has an area reaching around him for 1 foot mirror.
in all directions which will absorb electrical damage.
The shield absorbs 5 points of electrical damage for Molten Ground - (Elemental-Magma, Alteration) -
each level of the caster. Note that any prior defenses, 3rd level
such as partial immunities to lightning, protective Author: wrathgon@hotmail.com
magical items (rings, bracers, etc.) or saving throws Range: 20 feet
will first come into account. Only after these Components: V, S, M
protections apply will the lightning shield take effect. Duration: 1 round/level
Due to the nature of the spell, it is prohibited for the Casting Time: 1 round
recipient to carry more than 1 pound of conductive Area of Effect: 1-foot/level radius circle
metals. Carrying such a load will prevent the spell Saving Throw: none
from working. This does not include magical
protections such as bracers and rings but does include This spell causes an area of the earth to bubble up
swords and helmets, even if they grant any kind of molten lava in its area of effect. After the wizard
magical protection. The wearing of any kind of spends one round casting, using up material
metallic armor also forbidden as it will immediately components of sulfur and lava rock, the spell begins.
abort the spell and cause both the caster and the In the first round the ground tremors slightly, and
recipient 1d6 electrical damage (if the caster casts those not wearing heavy feet covering such as metal
this spell on himself, he only takes 1d6 damage). boots can feel a slight warmth. In the second round
A side effect of the spell is that the negative charge of the spell the heat becomes very pronounced, and
surrounding the recipient causes anyone who comes will ignite paper, cloth, and dry vegetation touching
in contact with the recipient's body, be it actual skin the ground. If the people in the area of effect did not
or through a conductive material, to suffer 1d4 points announce that they were moving in this round, they
electrical damage for each round of contact. are going to be injured. In the third round the ground
The material components of the spell are wire made becomes molten lava, wooden furniture bursts into
of a conductive metal (usually copper) wrapped flames, and metals with low melting points start to
around a rod of coal, or the same wire placed in a soften. Anyone in the area of effect takes 3d6 points
bowl filled with smoking incense. of damage, 2d6 this round only if wearing thick
shoes. In each additional round spent in the area of
Marc’s Blinding Ray - (Elemental-Radiance, effect a person takes 3d6 points of damage, and any
Alteration, Illusions/Phantasm) - 3rd level items carried by the person must safe vs. fire or be
Author: nburgoin@chat.carleton.ca destroyed. The intense heat of the lava may cause
Range: 30 yards + 10 yards per level structural damage to walls that are near or in the area
Components: V, S, M of effect. Wooden walls will be destroyed by fire just
Duration: 1 round/level like wooden furniture. Protection from Fire will
Casting Time: 3 protect a person but not his items from this spell.
Area of Effect: Special Note that lava rock is hard to obtain in most medieval
Saving Throw: Negation settings, and that the lava generated by this spell will
not work as a component for later casting (it's marked
When this spell is cast, the caster's index finger by magic).
begins to emit a beam of light 30 yards + 10
yards per level, about as bright as a beacon Rasp’s Crackling Eyes - (Evocation, Elemental-
lantern. The beam can be shorter, but that must Lightning) - 3rd level
be decided upon casting, and can't be changed Author:
thereafter. No concentration required to keep the Range: 20 feet
beam going - in fact, it can't be put out for Components: V, S
duration of spell, even if unconscious. Each Duration: Instantaneous
round, the beam can be aimed at one creature Casting Time: 3
with eyes. Each target is allowed a save vs. Area of Effect: Any creature within range
spells, success indicating nothing happens. Saving Throw: ½
Should the creature fails, it is blinded as with the
2nd level wizard spell, for 1 turn per caster level. The purple dragon Rasp developed this spell as a
If the spellcaster casts another spell with a supplement to his formidable breath weapon. When the
somatic component while under effects of this spell is cast, twin bolts of blazing electrical energy leap

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Great Elemental Netbook
from the caster’s eyes and strike any creature within range of gold in the shape of a wing feather from any bird
of sight without any chance of missing. The bolts inflict (costs about 25 gp to create). Both are consumed in
3d4+4 damage on any creature not resistant to electrical casting.
damage. A saving throw is allowed for half damage.
Ren's Stormwall - (Elemental-Lightning,
Raul's Fireflight - (Elemental-Fire, Alteration, Elemental-Steam, Evocation) - 3rd level
Evocation) - 3rd level Author: nburgoin@chat.carleton.ca
Author: nburgoin@chat.carleton.ca Range: 60 yards
Range: 0 Components: V, S, M
Duration: 5 rounds plus 2 rounds/level Duration: Special
Components: V, S, M Casting Time: 3
Casting Time: 3 Area of Effect: Special
Area of Effect: Caster Saving Throw: Special
Saving Throw: Special
The Stormwall spell brings forth an immobile curtain
Created by the nephew of Vanar Blackfeather, this of dark, swirling clouds that crackle and rumble with
spell was yet another example of Raul's philosophy small flashes of lightning and low rumbles of
that fire could do much more than burn and harm thunder, like a storm on its edge. The spell creates
people, and was, in fact, useful for other things also. either an opaque wall of stormy clouds up to one 10
Unfortunately for Raul's philosophy (and fortunate foot square per level of the spellcaster, or a ring with
for others in many occasions), this spell did both. a radius of up to 5 feet + 5 feet per two levels of the
This spell surrounds the caster with an aura of caster. In either form, the stormwall is 20 feet high.
explosive flames, strongest at his feet, that grants him The stormwall must be cast so that it is vertical with
the ability of flight. However, the explosive force respect to the caster.
that grants flight has quite a few drawbacks. First, Whenever someone passes through the wall, they are
the caster cannot hover at any point once flight is electrocuted for 2d4 points of damage with no save.
reached. He must keep flying, at a minimum speed If wearing metal armor or carrying significant
of 6, or the spell will fizzle out. Second, when he amounts of metal, such as a long sword, the creature
first takes off, the spell looses a backlash of fire at his will in fact take double rolled damage (DM's
feet, dealing 2d6+1 points of fire damage to all within discretion as to what constitutes enough metal), and
a 5 ft radius of the caster's take-off point (they may they release a booming thunderclap from the point at
each attempt a save vs. spell for half-damage). Third, which they passed through the wall. All within 10
if the caster lands before the spell duration is over, feet of this point must make a saving throw vs. spell.
the spell will release an equal backlash of fire If they succeed, they are deafened (as per the spell)
damage to all within a 5 ft radius of the caster's for only 2d4 rounds. If they fail, they are deafened
landing point. (Again, 2d6+1 damage, save vs. spells (as per the spell) for 2d4 turns. Also, this sound can
for half). And if the caster does choose to land before be heard by those further away, and makes for a good
the spell duration is over, the spell ends immediately. warning that people come. Objects passing through
On the positive side, the fiery aura around the caster the spell do not cause either effect. The wall itself is
does serve to give him a +1 bonus to his Armor a mere 2 feet thick.
Class, just from the protection and haze provided by The wall lasts for as long as the wizard concentrates
the fire and heat. The fire and heat in no way harms on it, or for one round/level of the wizard in the event
the caster of the spell. However, in melee combat that he does not want to concentrate on it.
that is hand-to-hand or with weapons of size M or S, The material components for this spell are a drop of
those struck by the flying caster must make a saving rainwater collected during a rainstorm, a small piece
throw vs. spells. If they fail their saving throw, they of amber or glass, and a pinch of fur. All are
take additional 1d4+1 points of damage. If they consumed in casting.
succeed the saving throw vs. spells, they take only 1
point of damage, in both cases from the sparks and Salty Essence - (Alteration, Elemental-Salt,
motes of fire that surround the caster. Elemental-Water) - 3rd level
The caster has a flying movement rate of 20 (twice Reversible
that when diving, half that when rising), and a Author:
maneuverability class of C. If the caster is still flying Range: 10'
when the spell ends, he falls, and suffers damage as Components: V, S, M
normal. Duration: Permanent
The material component for this spell is a candle Casting Time: 3
shaped to look like the caster, which lights at the start Area of Effect: 1 pint/level
of the caster's spellcasting, and melts away to nothing Saving Throw: Special
at the finish of spellcasting. And a small token made

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Great Elemental Netbook
When this spell is cast upon a liquid it turns that Saving Throw: None
liquid, to a maximum amount of 1 pint per level of By far the weakest of the Shoal spells, this spell
the caster, into a salt cube. The salt cube's dimensions forces air to compact and form a dense barrier of
are 1-inch cube for every pint transformed. wind and air against the body of the caster. It is
Note that this spell also affects magical liquids such visible in that it seems like a small windstorm that is
as potions. whipping closely to the caster's body, and twigs, dirt,
The transformation is permanent unless a Dispel etc will whip around the caster while he walks.
Magic spell or the reverse of this spell is cast upon it. The spell creates a tight cushion of air around the
If returned to it's liquid state it will resume it's caster, leaving only his eyes, nose, ears, hands, and
previous form and retain it's abilities (i.e. poison mouth uncovered. The cushion gives an overall
retains it's potency, and magical potions regain it's armor class improvement of only +2, but has a
magical properties, etc.). greater effect than that. The Shoal has no effect on
This spell can also be cast upon water-based magical spells or spell-like, and the AC bonus is not
creatures, in which case it causes them 1-2 points of included in any spells that target the victim based on
damage for every pint of liquid it would otherwise his AC.
affect. The damage caused by this spell is permanent All blunt weapons or attacks, when striking the Shoal
unless the creature manages to take the salt cubes to of air, only do one point of damage per die, before
someone who could restore them to their original any bonuses or additions are added. A punch would
form while he wields them. These creatures get a do 1 point of damage, a war hammer would do 2
save vs. spells to avoid the effects of the spell. points, not 1d4+1. All slashing weapons do half-
The material components are the liquid to be affected damage rounded down, to a minimum of 1.
and a pinch of salt. All piercing weapons do full damage minus one, to a
minimum of 1 point of damage.
Searing Serpent - (Elemental-Fire, Magical weapons add their bonuses after the base
Summoning) - 3rd level damage has been determined as above. As
Author: wrathgon@hotmail.com mentioned earlier, this spell is no help against
Range: 90 feet magical attacks such as Ice Knife, Lightning Bolt,
Components: V, S Magic Missile, or other attacks, even if they are blunt
Duration: 2 rounds + 1 round/level or slashing or piercing in nature.
Casting Time: 2 The cushion of air, however, absorbs the damage
Area of Effect: special dealt to it. The caster suffers none of it. The Shoal
Saving Throw: Special can handle 1 hit point of damage per level of the
caster before it dissipates. The caster does not suffer
Use of this spell conjures a serpent this damage. Any damage that dissipates the Shoal,
composed of writhing flame from the if more than necessary to do so, carries over to the
plane of fire. The serpent appears caster.
anywhere within the spell's range For example, a 6th level caster casts 'Shoal of Air.'
and may be moved at a rate of 15 if He normally has AC 9 (due to Dexterity). He now
concentration is maintained and as has AC 7. A club hits him, and the shoal takes 1
long as the serpent remains in the point of damage (it can handle 5 more points). The
spell's range. The serpent may also next round, he is hit by an Ice Knife attack, which
strike using caster's thac0, doing goes against his normal AC of 9, not 7, as it is a
1d8 fire damage a hit. The serpent magical attack. Luckily, it misses. The next round,
also sets fire to flammable items he is hit by a short sword +1, which deals 1d6
that its body touches (Wooden
damage, -1 for being a piercing weapon, and then +1
floors, bed, carpets, and even
for being magical. A 6 is rolled, and this is modified
leather), requiring a save vs.
to a 6. This is one extra point of damage than the
magical fire every round of contact
Shoal can handle, and the Shoal collapses, the spell
with a -1 every round to max of -5.
ending, and the caster take 1 point of damage.
Is easily put out by quart of water.
The caster gains a +4 bonus on all saving throws
made vs. gas or wind/air based attacks for the
Shoal of Air - (Elemental-Air, Alteration,
duration of the Shoal spell.
Abjuration) - 3rd levek
The caster can end the Shoal at will.
Author: nburgoin@chat.carleton.ca
Range: 0
Shoal of Earth - (Elemental-Earth, Alteration,
Components: V, S
Abjuration) – 3rd level
Duration: Special
Author: nburgoin@chat.carleton.ca
Casting Time: 3
Range: 0
Area of Effect: The Caster
Components: V, S

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Great Elemental Netbook
Duration: Special The caster can dispel the Shoal at any time, and it is a
Casting Time: 3 very obvious spell to behold.
Area of Effect: Caster Note the caster will be dirty when the spell ends, or
Saving Throw: Nil standing in a pile of pebbles and rock.

This spell, which offers the easiest had protection of Shoal of Water - (Elemental-Water, Alteration,
all the Shoal spells, causes the ground at the caster's Abjuration) - 3rd level
feet to move and mold over him, creating armor that Author: nburgoin@chat.carleton.ca
the caster can maneuver with and still cast spells Range: 0
while wearing. In all cases, the armor covers the Components: V, S
caster's entire body, except for slits for the ears, eyes, Duration: Special
nose, mouth, and hands. Dexterity bonuses to AC Casting Time: 3
still apply, though the magic isn't cumulative with Area of Effect: The Caster
other protective magic. Saving Throw: None
If the caster is standing on sand or loose dirt, the
Shoal of Earth spell creates a sandy or dirt armor that This spell has two versions, depending on what
grants AC of 7. This armor provides a +1 save vs. material the caster is standing on at the casting of the
fire attacks. spell. If the caster is standing in water, the spell
If the caster is standing on soft earth, such as damp covers the caster in a layer of tightly compressed
soil, the Shoal of Earth spell creates a soil armor that water, much as the Shoal of Air spell does with wind
grants AC of 6. This armor provides a +2 save vs. and air. If the caster is standing in ice, the spell
fire attacks. creates a suit of plate-mail made of ice, much like the
If the caster is standing on hard earth, such as dried Stone version of the Shoal of Earth spell.
soil, the Shoal of Earth spell creates a harder dirt In either case, the armor provided leaves the eyes,
armor that grants AC of 5. This armor grants a +3 ears, nose, mouth, and hands uncovered. In either
save vs. fire attacks. His movement rate is reduced case, the armor absorbs 1 hit point of damage per
by 1/4, however. caster level, then vanishes, with over-kill being dealt
If the caster is standing on a lot of stones, such as a to the caster, as per the Shoal of Air spell description.
riverside full of pebbles, the spell creates a suit of If the water version is created, (which is the case for
pebbles that grants AC 4. This suit is almost like rain, water, snow, slush, and anything other than solid
scale mail, but has enough holes that fire attacks deal ice), the caster gains a bonus to his AC of +3.
normal damage. Slashing attacks deal half-damage, blunt attacks deal
If the caster is standing on solid stone, such as a only 1 point of damage per die, and piercing attacks
marble floor, or the side of a mountain, or on top of a deal one-less point of damage than usual, in all cases
boulder, the spell creates what appears to be plate a minimum of 1 point damage is dealt. For magical
mail made of stone, that grants AC 3. This armor effects, the water version of the Shoal of Water spell
offers a +4 on all saves vs. fire attacks, and reduces is the same as the Shoal of Air spell - magical attacks
damage dealt by piercing attacks to a mere 1 point of that rely on the caster's AC slice right through the +3
damage per normal die of damage, as a Shoal of Air protection as if it weren't there. One exception is
spell does for blunt damage. His movement rate is made, however. Fire attacks deal only 1 point of
reduced by 1/2, however. damage per die rolled, and this damage is absorbed
The Shoal of Earth absorbs all damage dealt to it, and by the armor, even if the attack was an area-affect.
lasts until it takes 1 point of damage per level of the (The caster, for example, is hit by a 10 die fireball.
caster. Thus, a 6th level caster standing on a boulder The armor absorbs 10 points of damage, and the
would create armor class 3 that lasts until the armor caster takes none, if the caster happened to be of 10th
absorbs 6 points of damage. If there is 'overkill' on level or higher. Otherwise, it would absorb as much
the armor, remaining damage is applied to the caster, as possible, and the leftover would hit the caster as
as per the Shoal of Air spell. normal. A 7th level Shoal of Water, for example,
Note that the Shoal of Earth spell will act against against a 10 die of damage fireball would absorb 7
magical incoming spell attacks that deal with the die of damage, and fall apart. The caster would take
caster's AC. (An Ice Knife strikes against the caster's only 3d6 die of effect, save for half.) Even if the fire
AC and if it hits the damage is absorbed by the attack is usually an automatic hit, the absorbing
armor). However, area-effect attacks are not occurs.
absorbed by the armor, though the protective value If the ice version is created, the armor is AC 4, and
still stands. (A Stone Shoal of earth provides a +4 any dexterity bonuses apply, though more magical
save vs. fire, but wouldn't absorb the damage from a protection does not apply. The ice provides the same
fireball, for example, the caster would take all protection against fire that the Water shoal does,
damage suffered to his hit points). reduces the caster's movement rate by 1/2, and
reduces all piercing attacks to 1 point of damage per

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die normally rolled, as a Shoal of Earth, Stone Shonna's Windrein - (Elemental-Air, Alteration) -
version. Slashing attacks deal half-normal damage, 3rd level
to a minimum of 1 point of damage, and blunt attacks Author: nburgoin@chat.carleton.ca
are as normal. Range: 0
This spell can be dispelled at will, and is a very Components: V, S, M
obvious spell to see. Note that the end of the Shoal Duration: 1 turn plus 1 turn per 2 levels
spell means that ice or water comes loose - the caster Casting Time: 3
will most likely be drenched or standing in a pile of Area of Effect: Caster
ice. Saving Throw: Special

Shonna's Cyclone - (Elemental-Air, Alteration) - This spell, upon casting, forms a series of rings of
3rd level constrained, whipping wind around the caster. The
Author: nburgoin@chat.carleton.ca wizard can then fly at a rate of 18, (twice that when
Range: 0 diving, half that when rising). The movement class
Duration: Instantaneous of the caster is C, making this spell less delicate or
Components: V, S controlled than a Fly spell, and with a lesser duration
Casting Time: Up to 1 round per level than a Fly spell.
Area of Effect: Cone reaching from the caster, 1 foot However, this spell has other benefits. If cast
in diameter and 5 feet long per caster level outdoors during a strong wind, this spell lasts one
Saving Throw: 1/2 extra round per caster level. If cast during a wind
storm or other storm with high winds, not only does
Invented by the air-elementalist Shonna, this spell has the spell gain the extra duration of one round per
a strong capability to do some serious damage, caster level, but it also improves in speed, allowing
especially outside or during a storm, but has the the caster to reach speeds of up to 24. All bonuses
rather unfortunate trait of being a fairly slow spell. continue even if the weather conditions change.
This spell creates a mini-cyclone from the caster's Another bonus of the spell is the ability of the wizard
fingertips. The caster holds her arms outstretched, to release some of the stored wind in bolts of hard air,
elbows touching, and begins to pull in air in a which race at targets chosen by the caster. The caster
magical vortex. Each round the magical vortex can release one bolt per round. The bolts have an
grows stronger, building up more power. The caster initiative modifier of 3, and they roll to strike as the
can hold the vortex together for up to 1 round per caster's normal THAC0, and have a range of 30
level of the caster. When the vortex is released at the yards. Any strike deals 3d6 damage and knocks man-
end of a round, or the caster reaches the maximum sized or smaller targets down. If a save vs. spells is
casting time for her level, the cyclone lashes out as a made, the bolt deals half damage, and the target does
cylinder 1 foot in diameter per 5 levels of the caster, not fall over. The down-side, however, is that the
and 5 feet long per caster level from the caster's wizard has released some of the stored wind that the
fingertips. The spell deals 1d4 points of damage, caster reined in to create the spell, and for each bolt
plus 1d4 per round the caster managed to maintain fired, the caster loses 1 turn of normal duration, as
the vortex after the first. well as a lowering of maximum airspeed by 2. Thus,
If the vortex is interrupted, by taking damage or by a 10th level wizard using the windreign spell begins
casting a new spell, the vortex is unleashed directly with airspeed of 18 and 6 turns of duration. If she
forward from the caster's facing direction. fires off two bolts, the airspeed has dropped to 14
Otherwise, the caster can chose any direction to aim maximum, and the duration falls to 4 turns. If ever
the cyclone, even straight up. All creatures within duration or airspeed drops to 0 or less, the spell
the cone take damage, but all may make a saving expires immediately. Once the spell expires, the
throw vs. spells to take half damage, those that fail caster falls to the ground if she is not standing on it
this save are also knocked down. Against physical already, suffering normal damage.
objects, this spell causes a save vs. crushing blow, The material component of this spell is a feather,
with a +5 bonus, modified -1 per d4 damage over the which is sealed inside a small glass bottle. At the end
first. of the spell, the feather has turned to dust. If the
If cast outdoors during strong winds, this spell gains caster uses the wind bolt ability of the spell, even
+1 per die of damage. If cast outdoors during a full- once, the bottle will also crumble to dust at the end of
blown storm (rain, thunder, snow or any other kind of the spell. Otherwise, the bottle is not consumed.
storm), the spell deals double damage. Note this
means the spell has a maximum damage of 20d4, Slime - (Elemental-Ooze, Alteration) – 3rd level
20d4+20, or (20d4) x2 - but only after 20 rounds of Author:
preparation. Range: 0
Components: V, S, M
Duration: 1 round/level

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Casting Time: 2 Duration: Instantaneous
Area of Effect: Caster Casting Time: 3
Saving Throw: Nil Area of Effect; Special
Saving Throw: 1/2
This spell covers the caster with an almost invisible
slimy material that enables the caster to move freely This spell can affect up to one-half cubic foot per
through web and entangle spells and makes it level of natural earth (not glass or metal) of the
impossible to grab and grasp him (including bear caster, and causes this material to explode. It
hugs and other grips). explodes in a radius of twice the amount of cubic feet
As a side effect the caster cannot wield any weapon affected, as a spherical radius (Thus, causing 2 and
during the spell's duration but can still manipulate one-half cubic feet of rock to explode affects a five-
spell components. foot radius sphere around it).
Material components are a bit of slime, ooze or Mud or Sand deals 1d3 points of damage per cubic
pudding. foot exploded (Maximum of 10d3). Soft Earth
(planting soil) deals 1d4 points of damage per cubic
Snowball - (Elemental-Ice, Evocation) - 3rd level foot exploded (Maximum of 10d4), Hard Earth
Author: wrathgon@hotmail.com (packed earth, frozen ground) deals 1d4 points of
Range: 10" + 1"/level damage per cubic half-foot exploded (Maximum
Components: V, S, M 10d4 damage), and Stone deals 1d4+1 points of
Duration: Instantaneous damage per cubic half-foot exploded (Maximum
Casting Time: 3 segments 10d4+10 damage).
Area of Effect: 2" radius sphere The caster can choose how much material to explode,
Saving Throw: 1/2 and can pick material to explode by line of sight, up
to 5 yards away per level. Note that all the material
A snowball is an explosive burst of cold gas, which to be exploded must be continuous (you cannot create
comes into being with a loud "whoosh" and delivers two small explosions, only one big one).
damage proportional to the level of the mage who This spell, at high levels, could be used to blow a
cast it, i.e. one six-sided die (d6) per level of the spell hole in a stone wall, or even dig a tunnel (in a
caster, to a maximum of 10d6. The snowball doesn't haphazard way). The shards of flung earth products
expend a considerable amount of pressure, and it will that scatter about in the explosion cause the damage,
generally conform to the shape of the area in which it and they will be stopped as makes sense (stone walls
occurs, thus covering an area equal to its normal would curtail the explosion's radius, but a glass
spherical volume. window might shatter and allow the full area of
The area, which is covered by the snowball, is a total effect, DM's discretion).
volume of roughly 33,000 cubic feet. Besides causing The Material Component for Stoneburst is any rock
damage to the target, the snowball freezes all liquids dug up from at least 1 inch underground by the caster
within its radius. Items exposed to the spell's effects himself, which is consumed in casting. It can be of
must make a saving throw to avoid being affected. any size.
Items carried by a creature that makes its saving
throw are considered to be unaffected. The mage Thick Air - (Elemental-Air, Alteration, Elemental-
points his finger and speaks the range (distance and Steam) - 3rd level
height) at which the snowball is to come into being. Author:
A streak flashes from the pointing digit and unless it Range: 120 yards + 5 yards/level
impacts upon a material body prior to attaining the Components: V, S
pre-described range, blossoms into the snowball. If a Duration: 1 round/level
creature fails its saving throw, it takes full hit point Casting Time: 3
damage from the spell. Those who make their saving Area of Effect: 30' radius
throw manage to dodge, fall flat or roll aside, and Saving Throw: None
thus take only half damage from the effect of the
spell. This spell affects movement in a given area affected
The material component of this spell is a hollow by a thick air spell. Movement in such areas become
crystal filled with water; suspended in the water are sluggish and considerably slower - speed factor is cut
tiny white quartz flakes down to quarter speed. The air, while it does not
actually change, feels like a gelatinous material - thus
Stoneburst - (Elemental-Earth, Alteration, constricting movement of creatures, objects and
Evocation) – 3rd level forces.
Author: nburgoin@chat.carleton.ca Even winds are slowed in areas of thick air, and
Range: 5 yards/level attacks are slowed as well. Missiles are affected
Components: V, S, M considerably by this spell. Any arrows shot from

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bows lose their momentum and fall to the ground Even small details such as scars and clothing worn
diverted by the change in consistency of the air. Only may be identified.
crossbow bolts, shot from medium or heavy Once a set of footprints is chosen and the creature's
crossbows may still continue their flight, albeit their shape is viewed, the spell is nullified. Material
ranges are cut to half. components include fine sea-sand, or the dust of
Except for a hardly noticeable blurring of vision in eagle bones.
the area of effect, thick air areas are impossible to
detect. Uazzigaaeld’s Frigid Gale - (Evocation,
Elemental-Ice, Elemental-Air) - 3rd level
Thunder Wall - (Conjuration/Summoning, Author:
Elemental-Lightning) - 3rd level Range: 10 yards/level
Author: Components: V, S
Range: 20 yards Duration: 2 rounds
Components: V, S, M Casting Time: 3
Duration: 1 round/level Area of Effect: Field 40 feet long, 40 feet wide and 10 feet
Casting Time: 3 high
Area of Effect: Wall 1 foot thick, 2 feet high/level, 5 feet Saving Throw: ½
long/level
Saving Throw: Special Frigid gale is a large step up from its predecessor, cold
wind. The spell penalizes all non-magical missile attacks
This powerful spell creates a large field of static electricity within the area of effect by –2, and also inflicts 1d3 damage
barely visible as a shimmering, hazy field. The thunder per level of the caster every round to all creatures within
wall must be anchored to at least one flat surface; thus, it the area of effect. A saving throw is allowed for half
could stand tall based on a floor or hang off of a roof. Note damage; creatures protected against cold attacks are
the area of effect above is a maximum; if the thunder wall is immune to this damage.
cast in an area too small to accommodate it, it simply forms
as large as possible. Any creature passing through a Vacuum Seal - (Invocation/Evocation, Elemental-
thunder wall takes 6d6 damage, +1 per level of the caster. Vacuum) - 3rd level
Those who are immune to electrical energy of course take Author:
no damage; others are allowed a saving throw vs. spells for Range: Touch
half damage. Any creatures wearing or carrying a Components: V, S, M
substantial quantity of metal have a –2 penalty to their Duration: Special
saving throw. Casting time: 1 Turn
The material component is a small cube of amber. Area of Effect: 1 object
Saving throw: None
Traces in the Dust - (Enchantment/Charm,
Elemental-Dust) - 3rd level This spell affects 1d6 container-type objects (of up to
Author: 30 pounds) causing them to be sealed with a vacuum.
Range: 5' These objects then become harder to open, resistant
Components: S, M to surrounding conditions (such as heat/cold, strong
Duration: Special winds, ect.) and even harder to open (requires at least
Casting Time: 1 round a strength of 12 to open). Wines in casks, perfumes in
Area of Effect: 10' radius/3 levels vials, coffee in cans all remain fresh and unaffected
Saving Throw: None by outside conditions when under the effect of this
spell. Even gases become less prone to leak from
With this spell a mage may enchant a given area in containers thus sealed. Materials thus protected will
order to identify creatures that pass through it. The receive a +4 bonus on all saving throws. The effect of
caster first spreads fine sea-sand over the area of the spell ends once the container is opened.
effect and enchant it, causing the sand to become Another effect this spell may be set with is that upon
invisible. Any creature passing through the area will opening, a trigger will be set by the change in
leave a magical imprint in the dust that only the pressure--thus emitting gases, poison or acid--but the
caster may see. The caster, upon seeing the enchanted container has to be properly prepared for such.
area, will immediately recognize the race of any Layering acid on top of another material (which is
creature that passed through the dust. At any later acid-resistant) in a container and cast with this spell
time, the caster may select one set of tracks, causing is an example of its usefulness. The acid does not
the enchanted dust to rise and form the precise shape react without air, and upon the opening of the
of the specific creature. Every outer physical detail container, the vacuum expels acid in the face of
may be viewed and the creature may be recognized. whoever opened the container.

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The material component is the container and a sealed have one attack each at THAC0 20 that deals 1d6
sphere of glass. points of damage on a successful strike. And so on.
The clay critters in no way have to resemble real
Vanar’s Clay Critters - (Elemental-Ooze, creatures.
Enchantment, Alteration) - 3rd level The material component for this spell, other than the
Author: nburgoin@chart.carleton.ca clay statuettes that must be crafted by the caster (and
Range: 20 yards can be entirely crude and inartistic), is any tool of any
Components: V, S, M worker of stone or clay that has been used at least
Duration: 2 rounds + 1 round/level once. It is consumed in casting, the statuettes are not
Casting Time: 3 necessarily consumed (only if the critter is destroyed
Area of Effect: 1-4 clay statuettes while animate).
Saving Throw: None
Vanar's Elemental Indifference - (Elemental-
This spell, created by the head of the Order of the General, Abjuration) - 3rd level
Grey in Coralport's secret Wizard's Guild, allows the Reversible
caster to create small golem-like creatures. Author: nburgoin@chat.carleton.ca
The caster must first craft small clay creatures that Range: Touch
the spell will animate. Anything will do, as long as it Components: V, S, M
has a means of mobility (legs or feet, or wings in Duration: 1 turn plus 2 rounds/level
some cases) and some method of attack or Casting Time: 3
manipulative appendage (a bite, claws, tentacle, a Area of Effect: Target Creature
hand, etc). Saving Throw: None
Once the spell is cast, these mini clay statuettes,
which can be prepared far ahead of time, vanish, and Created by the earth elementalist Vanar Blackfeather,
the creatures appear up to 20 yards away from the this spell allows the caster to seem entirely non-
caster, as life-sized finely sculpted clay creatures. threatening and beneath notice to all creatures from
The creatures will either attack target creatures one chosen elemental plane (or para-elemental
named by the wizard or perform any tasks the wizard plane). For the duration of the spell, the person
asks to the best of their clay ability. If they are protected by Vanar's Indifference will not become the
destroyed, they and the clay statuette are lost. subject of attacks from creatures native to that plane.
Otherwise, at the end of the spell duration, the clay Thus, if the spell protects the user from earth
statuettes return to the caster's hands. elemental plane, the user wouldn't be attacked by
The caster has 4 HD to play with. He can create four earth elementals of any kind.
1 HD clay creatures, two 2 HD creatures, one 3 HD This protection is a form of indifference on the part
and one 1 HD creature, and so forth, as he desires. of the creatures. They cannot seem to bother to
The creatures have a starting THAC0 as a monster of notice the individual as a threat. The individual is
their hit-dice, deal one attack per round for 1d4 NOT invisible, just not worth bothering. If a wizard
damage (no matter the method, be it bite, a claw, or told an elemental to guard a door and attack all that
punch), have a movement rate of 12, and are AC 6. try to enter, the elemental would guard the door from
The caster can sacrifice 2 HD worth of the spell to the individual, but would not harm them in any way.
give one creature the ability to fly at a movement rate Furthermore, if the individual protected by Vanar's
of 12 and maneuverability rating of C. The caster Indifference should attack a creature native to the
can sacrifice 1 HD worth of the spell to grant a single plane the spell protects him from, the spell ends
creature another attack per round (two or more, one immediately.
extra granted for each 1 HD the caster does not use The material component is a small jar full of some
up elsewhere). The caster can sacrifice 1 HD worth material that is common to the plane chosen.
of the spell to make one creature's attack deal 1d6, (Charcoal for fire, smoke for air, sand for earth, and
not 1d4 (no matter how many attacks it has, all will brine for water).
deal 1d6). Finally, by sacrificing 1 HD worth of the The reverse of this spell, Vanar's Elemental
spell, the caster can also grant one creature +6 more Antagonism forces all creatures native to the chosen
to its ground movement rate (never its flying ability). plane to make a saving throw vs. spells any time they
Thus, the wizard could create four 1 HD clay critters, see the person under the influence of the spell. If
THAC0 20, that have one attack per round and deal they fail their save, and are hostile, they will attack
1d4 points of damage on a successful strike. Or, the the individual over all others. If the native of the
wizard could sacrifice 3 HD worth of the spell and plane chosen is not hostile, it will still be antagonized
create a single 1 HD creature that flies and has two and hostile if not violent to the individual.
attacks at THAC0 20 that deal 1d4 points of damage.
Or, the wizard could create two 1 HD creatures that Wall of Dust - (Elemental-Dust, Evocation) - 3rd
level

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Great Elemental Netbook
Range: 5 yards per level radius of up to 5 ft plus 5 ft per 2 levels of the caster.
Components: V, S, M In either form, the wall of heat is 20 feet high.
Duration: 1 round/level The wall of heat must be cast so that it is vertical with
Casting Time: 3 respect to the caster. Those within 15 feet of the wall
Area of Effect: 2' thick wall that is 10 ft x 10 ft per (either side) must make a saving throw every round
level or suffer 1d4 points of heat damage. Those within 5
Saving Throw: Special feet of the wall will take 2d4 points of heat damage,
with a saving throw for half. If any creature passes
The wall of Dust spell brings forth an immobile through the wall of heat, it will take 2d4 points of
curtain of thick dust, which is magically suspended, damage, plus one per level of the caster, with a
in the air. It swirls in and around itself, and is so saving throw for half damage. Note that trying to
thick that normal vision (Infravision included) cannot catch a creature with a wall of heat is difficult at best,
penetrate the dust at all. the creature is allowed to make a saving throw vs.
Further, fire or fire attacks passing through the wall spell. Success meaning the creature is not caught, and
must make a saving throw vs. spell. If normal fire (a is on a side of the heat wall that makes sense due to
torch, or a candle, for example) fails this save, it is its direction and speed.
extinguished. If normal fire makes the save, it does The wall of heat will last as long as the caster
not go out, but will flicker and flame low for a full concentrates. If the caster chooses not to concentrate
round (half-normal damage and light produced, etc.) while casting the spell, the spell will last 1 round per
If a magical fire passes through the wall of dust level.
(Even a fireball, or flame arrow), the caster must The material component for this spell is a lump of
make a saving throw vs. spell. A successful roll charcoal.
means that the fire spell has half normal duration,
effect, and damage/light, while a failed roll means the Warboulder - (Elemental-Earth,
fire spell has one-quarter normal duration, effect, and Alteration) – 3rd level
damage/light. Fire elementals passing through the Author: wrathgon@hotmail.com
wall are unaffected - the wall of dust isn't enough to Range: 0
hamper them. Components: V, S, M
If a creature passes through the wall of dust without Duration: Special
protecting its eyes, it must make a saving throw vs. Casting Time: 1 turn
spell or be blinded (-4 to hit, and to AC), for 1d4 Area of Effect: Special
rounds while the dust is cleared out of the eyes. The Saving Throw: Nil
dust also covers anyone walking through, and makes
him or her exceptionally dirty. A successful saving This creates a similar enchantment
throw means no effect. as the Warstone on a single boulder
Note that the wall of dust has no effect against the (up to large catapult size). The
undead or other non-living, non-corporeal creatures. wizard can then make this boulder
The material component for this spell is a pinch of hurl itself up to a distance of 10
dust, tossed into the air upon casting. feet per level, doing damage as if
hurled by a catapult. Upon striking,
Wall of Heat - (Elemental-Fire, Evocation) - 3rd the boulder shatters and inflicts
level 2d8 damage in a 30-foot radius.
Author: nburgoin@chat.carleton.ca
Range: 5 yards per level Winter’s Chill - (Evocation, Elemental-Ice) - 3rd
Components: V, S, M level
Duration: Special Author:
Casting Time: 3 Range: 10 yards + 10 yards//level
Area of Effect: Special Components: V, S, M
Saving Throw: None Duration: Instantaneous
Casting Time: 3
The wall of heat spells brings forth an immobile Area of Effect: 20-foot radius
curtain of magical heat, visible only as a shimmering Saving Throw: ½
distortion of hot air amidst cooler air (as seen over
deserts and the like). Visibility through the wall of This spell is a cryomantic version of fireball, although the
heat is good enough so that there are no penalties to spells’ appearances are different. Winter’s chill has no
combat or visibility in any way, though fine details outward appearance; when it is cast, the area of effect is
are fuzzy and hard to determine. suddenly plunged into a momentary freeze that damages
The spell either brings forth a sheet of heat up to one all creatures within the area of effect. The spell inflicts 1d6
10 foot square per level of the caster, or a ring with a damage per level to a maximum of 10d6 damage.

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Great Elemental Netbook
Creatures immune to cold take no damage; others are 60 feet into the air and raining
allowed a save vs. spells for half damage. down within a 30-foot radius area
The material component is a bit of ice or snow and a piece surrounding the perimeter of the
of a plant that died from frost. basic fire source. All in this area
of effect suffer 2d6 points of fire
4th level spells damage with no saving throw allowed.
Further, a central prominence of
flame is thrown upwards by this
Alpha's Chill of the Void - spell, and the wizard may direct
(Elemental-Vacuum, Elemental-Ice, this column of fire at a single
Alteration, Evocation) - 4th level target within 60 feet of the fire
Author: wrathgon@hotmail.com source. This plume of fire will
Range: 0 inflict 4d10 damage to the victim,
Components: V, S, M although a saving throw vs. breath
Duration: 1 round weapon is possible to halve this
Casting time: 5 damage. The liquid fire continues to
Area of Effect: 20' wide, 5'/level long path burn during the following round,
Saving throw: None under the same conditions as during
the first round, although the fire
This spell brings forth a wave of is less intense and causes only half
supernatural cold, rolling forth the damage caused during the first
from the wizard's outstretched arms round. Combustibles in the area of
to the maximum area of effect. Its effect must save vs. normal fire (if
cold vacuum kills all normal struck only by the burning spray) or
vegetation in the area except for magical fire (if the victim of the
trees, which have a 50%-100% chance central plume fails his saving throw
to survive (DM's discretion, based or if the central plume is directed
on size and native environment). at an inanimate object) to avoid
This cold inflicts 3d4 damage and being set afire. A creature who is
the vacuum an additional 3d4 to all within the area of the spray who is
living creatures within the area of targeted by the central plume will
effect. Vegetable and fungoid not also suffer fire damage from the
monsters suffer double damage from spray, as this minor flame is all
this spell. but lost in the fury of the central
The material component is a piece of prominence. The spray does not fall
ice. within the area of the original fire
source, but only within 30 feet of
Alpha's Firefall - (Elemental-Fire, the perimeter of the fire source. An
Alteration) - 4th level aerial creature flying within 60
Author: wrathgon@hotmail.com feet above the rising geyser of
Range: 10 yards/level liquid fire is affected just as a
Components: V, S, M creature on the ground would be, and
Duration: Special may also be targeted with the
Casting Time: 4 central plume, if the wizard so
Area of Effect: Special desires.
Saving Throw: Special The material component for this
spell is a lump of pitch mixed with
This spell is an improved version of sulfur, saltpeter, and magnesium, as
the second-level Pyrotechnics spell well as an existing fire source.
(q.v.), specifically the "fireworks"
application of that spell. That Alpha's Flames of the Faltine -
portion of the spell functions (Elemental-Fire, Alteration,
exactly as the Pyrotechnics spell Evocation) - 4th level
does with respect to duration, area Author: wrathgon@hotmail.com
of effect, saving throw, and the Range: 0
blinding effect created. However, Components: V, S, M
the "fireworks" created by this Duration: 2 rounds + 1 round/level
spell are more along the lines of a Casting Time: 3
geyser of brightly burning liquid Area of Effect: Special
fire, arcing upwards approximately Saving Throw: None

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Great Elemental Netbook
Casting Time: 3
This spell sheathes the wizard in Area of Effect: One creature
hot yellow flames and blurs the Saving Throw: 1/2
wizard's features somewhat, causing
them to assume a smooth and somewhat This spell calls down a bolt of
indistinct shape, also turning a reddish-purple lightning, which
dark red color. The flames will strikes a single creature within
appear to be present even coming out range. The bolt inflicts 1d6 points
of the wizard's eyes and mouth. of damage per level of the wizard.
These flames give the wizard no Cold or water-based creatures suffer
special protection, but they do shed an additional 1 points of damage per
bright light in a 30-foot radius. die, while creatures resistant to
Furthermore, any creature striking heat OR electricity suffer half
the wizard with a claw, bite, or normal damage (1/4 with a successful
similar attack or a hand-held weapon save). All non-magical metal worn by
less than 5 feet long will suffer the target must save vs. lightning
damage as though contacting a Wall (at +2 if the save was made, but at
of Fire spell 2d6 points of damage + -2 if the save was failed) or be
1 point per level of the wizard. fused to any nearby metal (sword
Undead suffers double damage, and fused to gauntlet, pieces of armor
creatures especially susceptible to fused together, preventing
flame may also take additional movement).
damage. The wizard may attempt a The material component of this spell
melee attack to burn others with is a short glass rod, a bit of fur,
this fire, a successful blow causing and a bit of iron or lodestone.
1d6 points of damage + 1 point per
two levels of the wizard. Creatures Alpha's Starfire - (Elemental-Fire,
passing within a 5-foot radius of Elemental-Radiance, Evocation) - 4th
the wizard suffer 1d4 points of heat level
damage. By standing still and Author: wrathgon@hotmail.com
concentrating, the wizard may extend Range: 30 yards
this heat radiation, inflicting 2d4 Components: V, S, M
within a 5-foot radius and 1d4 Duration: 1 round
within a 10-foot radius, but this Casting Time: 1
falls back to the usual level if the Area of Effect: 5' diameter column,
wizard stops concentrating or 30' high
resumes moving. The wizard can Saving Throw: Special
attempt to destroy inanimate objects
by touching them, requiring a save This spell creates a column of
vs. normal fire to avoid brilliant, blazing silvery-white
destruction. This may be attempted flames. All within 10 feet of the
once per round, at a -1 cumulative column not looking away must save
penalty for each consecutive round vs. petrification or be blinded for
of handling. Items on the wizard's 1 round and dazzled (-2 to hit, +2
person at the time of the casting of to be hit) for an additional 1d3
this spell are unaffected by the rounds. Creatures adversely affected
flame. The wizard may end this spell by bright light (e.g. drow, duergar)
prematurely if desired. The material save at -3 vs. this effect. Any
component for this spell is a flask creature within the narrow column of
of oil, poured over the wizard's fire (most likely only a single
head during the casting of the creature) is automatically blinded
spell, and an open flame of any and dazzled as above and
size. additionally suffers 1d6 points of
damage per level of the wizard, up
Alpha's Heat Lightning - (Elemental- to a maximum of 10d6. A save vs.
Lightning, Evocation) - 4th level spells will halve this damage. If
Author: wrathgon@hotmail.com the spell is cast outdoors under a
Range: 10 yards/level night sky, a bonus of +1 per die of
Components: V, S, M damage is added. The material
Duration: Instantaneous

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component for this spell is a bit of Components: V, S, M
silver and a shard of crystal. Duration: 1 round/level
Casting Time: 3
Andraya's Water Blast - (Elemental-Water, Area of Effect: Special
Evocation) - 4th level Saving Throw: None
Author: nburgoin@chat.carleton.ca
Range: 0 This spell can summon a Class II
Duration: Instantaneous type of intelligent mist from the
Components: V, S, M elemental plane of steam. The
Casting Time: 4 creature is summoned when an event
Area of Effect: Special triggers the spell (similar to Magic
Saving Throw: 1/2 Mouth). The mist attacks first
person encountered. The mist will
This spell is also known as 'Water Plane Blast.' stop an attack after it has been
This spell can have one of three effects. For all three summoned upon conditions set by the
cases, however, the spell creates a cone-effect to wizard. The mist is actually a being
appear from the caster's hand, 1 ft in diameter and 5 ft from the elemental plane of air
long for every 2 levels of the caster. Thus, a 10th (albeit a low powered one). The
level caster creates a cone 5 ft in diameter and 25 ft difference between intelligent mists
long. and other summoned creatures is that
The first use of the spell creates a numbing cold, the mists actually have access to
similar to that of the higher-level cone of cold spell. the knowledge of their summoner.
Those within the blast of cold must make a saving This includes 1 language (chosen by
the wizard) and information (not
throw vs. spell or suffer 1d4 points of damage per 2
spells) dictated by the casting
levels of the caster. Those who make their save
wizard.
suffer only half-damage.
For a detailed description of the
The second use of this spell creates a solid jet of fast
different types of intelligent
moving water. It will douse all non-magical flame
mists, see the monster description
and cause magical flame to be reduced by half
provided with the level 5 spell,
intensity (half base damage) for 1d4 rounds if it is a
Magic Mist. Whether the mist stops
persistent effect, or snuff it to half its potential if it is attacking or wins the battle, it
instantaneous or only one round in duration. Those will not return to its own plane
hit by the stream of water must make a saving throw until either dispelled or the spell
vs. spell or suffer 1d3 points of damage, plus 1 point duration expires.
per 2 caster levels, of blunt force damage. If they For example, Raji casts an Attacking
make their save, they get half damage, but if they fail Mist spell. He states that a mist
their save and have ocular organs like those of a will be summoned when anyone comes
human being (typical eyes), they are also blinded into this room, and will cease to
(with the penalties of the Blindness spell) for 1d4 attack anyone who speaks his name.
rounds as the salty water splashes into their eyes.
The final use of this spell is to create a sharp barrage Beri’s Prismatic Rings - (Radiance,
of shards of solid ice. This stream of ice shards deals Conjuration/Summoning) - 4th level
1d4+1 points of damage per two caster levels as a Author: nburgoin@chat.carleton.ca
piercing attack to those within the attack, who may Range: 20 yards + 1 yard/level
make a saving throw vs spells to suffer only half- Components: V, S, M
damage. Creatures vulnerable to any one particular Duration: 1 turn or special
form of this spell will suffer double normal damage Casting Time: 4
or whatever is usually applied (as per the Monstrous Area of Effect: up to 7 creatures
Manual). Creatures resistant to any one particular Saving Throw: Negation
form of this spell will suffer half damage or whatever
is usually applied (as per the Monstrous Manual). This spell creates 7 shimmering rings of force,
The material component for this spell is a small tube one each of the colors red, orange, yellow,
made of glass or ice or clear crystal rock, which is green, blue, violet and indigo. Each ring can be
consumed upon casting. tossed at one creature each, or can put multiple
rings on each creature desired. No roll to hit is
Attacking Mist - (Elemental-Steam, necessary and each creature struck by a ring
Conjuration/Summoning) - 4th level must make a save vs. spells: If the victim
Author: wrathgon@hotmail.com succeeds in his save, then the ring has no effect
Range: 10 yards
and leaves. If he fails, then the ring surrounds

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and constricts and is anchored, holding person The material components are a small iron bar worth
still, unable to move from current position, but at least 20 gp and a bit of copper wire.
can talk, cast V spells, etc. Each ring beyond the
first tossed at a single creature causes others to Control Oozes - (Elemental-Ooze, Charm) – 4th
be saved against with a -1 cumulative penalty. level
Each ring exists for 1 turn. When the caster Author:
finishes casting this spell, he can decide for the Range: 60 yards
rings to explode at end of 1 turn and deal Components: V, S
damage to each person inside ring. Not that Duration: Special
each ring has a different effect (see below). Casting Time: 5
Furthermore, if the target inside ring makes a Area of Effect: 20’ radius
bend bars/lift gates, the ring will release him, but Saving Throw: Negates
will burst as described below:
 Red: 2d6 damage, save spells for half This is a specialized version of the charm monster
(fire damage). spell but it affects only Oozes, Slimes, Jellies and
 Orange: 3d6 damage, save spells for Puddings. The spell causes 2d6 HD worth of these
half (heat damage). creatures that are in a 20' radius to be charmed if they
 Yellow: 4d6 damage, save spells for fail their saving throw vs. spells. Any damage
half (force damage). inflicted on these creatures on the round of casting
 Green: 3d8 damage, save poison for grants those who were hurt a new save with a bonus
half (poison damage). of +1 for every point of damage inflicted.
 Blue: Save vs. paralyzation: Success: Those affected by the spell will not harm the caster or
slowed for 1d4 rounds; fail: paralyzed for his allies unless attacked by them in which case they
1d3 rounds. will attack the one who attack them (If the caster
 Indigo: Save vs. wands: Success: attacks them then they immediately break the spell).
headache, -2 attacks & AC for 1d4 rounds. The caster can only relay simple commands to them
Failure: Confusion for 1d6 rounds. and in an emphatic manner (they'll sense his desire)
 Violet: Save Spells: Success: blink out Those affected gets a new save every period of time
to nowhere until end of round. Failure: Blink (use the table on page 154 in the PHB).
as spell for 1d4 rounds.
The material components for this spell are a Cyrene'Lhei's Flame Ward - (Elemental-Fire,
silver chain or rings upon which are little metal Elemental-Ice, Abjuration) - 4th level
rings painted with the colors listed above. All the Reversible
rings and the chain are consumed in casting this Author: nburgoin@chat.carleton.ca
spell. Range: Touch
Components: V, S, M
Cage Lightning - (Elemental-Lightning, Duration: Special
Invocation/Evocation, Alteration) - 4th level Casting Time: 4
Author: Area of Effect: Caster or person touched
Range: 10'/level Saving Throw: None
Components: V, S, M
Duration: Special This spell works in a similar style to the Armor spell
Casting Time: 3 in that it lasts until the recipient has taken a certain
Area of Effect: 10' radius amount of damage. It differs in that the spell only
Saving Throw: Special cares about fire damage, and absorbs the fire damage
  entirely.
This spell creates a cage made of crackling lightning. This spell can absorb 8 points of fire damage, plus 2
Around the target/s from which they get one chance points per level of the caster if cast upon herself, or 8
to escape if they successfully save vs. breath weapon. points of damage plus 1 per level if cast on another.
If they fail their save then they are trapped for as long This damage must be fire-based, whether magical or
as the caster maintains his concentration on the spell not, and the caster still makes any saving throws
and for 1 round for every 4 levels thereafter. Anyone normally granted. For example, a wizard under the
inside the cage suffers 1d4 damage from lightning. 'Flame Ward' spell that is hit by a fireball still makes
Every round and 4d4 damage if they touch the "bars". their save (and hopefully succeeds well enough that
The caster can move the cage, with or without it's the flame ward doesn't end).
occupants, but if he moves it without it's occupants The flame ward ends when all the potential damage
then they suffer 4d4 damage and get a new save to has been done, or until one day per 2 caster levels has
escape the spell. passed. Any damage over the absorption potential is
suffered fully. For example, a creature has 18 points

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of flame ward protection, and is hit by a 13 point Dandurnal’s Icespears - (Evocation, Elemental-
fireball (after save). They have 5 points of protection Ice) - 4th level
left. Later, a burning hands spell hits them for 9 Author:
points of damage, and they take 4 of that, the other 5 Range: 10 feet/level
being absorbed by the spell. Components: V, S, M
Fire damage neither bothers nor interrupts the spell- Duration: Instantaneous
casting abilities of a person under a flame-ward. Casting Time: 4
The material component of a flame-ward is a piece of Area of Effect: 9 square feet/level
fire-forged steel in a vaguely humanoid shape. It is Saving Throw: ½
consumed with casting.
The spell can be reversed into a Chill Ward, which A creation of the Crown Wizard of Eginbear, icespears is a
works exactly the same as the flame ward, but affects powerful battle spell. When the spell is cast, a torrent of
only cold and ice based damage, be it magical or not. enlarged icicles rains down on the area of effect. All
The material component for the reverse is either a creatures not immune to cold take 10d4 damage, +3 per
piece of ice carved into a generally humanoid shape, caster level, to a maximum of 10d4+30 damage. A saving
or rock crystal humanoid statuette, either of which is throw vs. spells is allowed for half damage. Those armored
consumed in casting. A creature can only benefit in field plate, plate mail or banded mail and possessing a
from one flame ward and chill ward at any given tower, kite or full shield save with a +3 bonus; solid
time, even if said ward has only 1 point of damage creatures (aurumvorae, gorgons, etc.) and those made of
protection left. stone or with a stone-like hide save with a +5 bonus. Army
units affected by this spell must pass a morale check or
Cyrene'Lhei's Heat Sphere - (Elemental-Fire, rout.
Evocation) - 4th level The material component is an icicle.
Author: nburgoin@chat.carleton.ca
Range: 0 Dawn till Dusk - (Elemental-Radiance, Alteration,
Components: V, S Illusion/Phantasm) - 4th level
Duration: Up to 10 rounds Author:
Casting Time: 3 Range: 5 yards/level
Area of Effect: 5' radius/2 levels Components: V, S, M
Saving Throw: 1/2 Duration: 1 turn/4 levels
Casting Time: 1 round
This spell creates intense heat from around the caster, Area of Effect: 10' cube/level
who is not affected by the heat. The spell lasts one Saving Throw: Nil
round for every two caster levels. On the first round,
the spell deals 1d4 damage to all those within 5 feet. The caster can change the hue and color of the light,
On the second round, the spell deals 2d4 to those during daylight hours, to resemble the hue of any
within 5 feet, and 1d4 to those within 10 feet. On the weather and time of day. Thus he can create the
third round, the spell deals 3d4 to those within 5 feet, illusion of afternoon in the morning and of a cloudy
2d4 to those within 10 feet, and 1d4 to those within sky on a sunny day. He can set the color in the area of
15 feet. On the fourth and consecutive rounds, the the spells effect and hold it without concentrating.
spell deals 1d4 more damage to those within 5 feet, Should he want to change the light again he has to
and losing 1d4 damage for every 5 feet away from concentrate for one segment.
the caster the creature is thereafter. At the end of the Although this spell may seem not to be useful it may
spell, all heat dissipates. prove a great help when trying to fight or capture
The caster must maintain a fair level of concentration creatures that move around only on a certain time in
to keep the spell building. If at any time the caster is the day. Thus a lion could be sent to seek a shade if
hit for combat damage, or casts another spell, or is used to create a feeling of an African afternoon, or a
knocked unconscious, the spell begins to falter, snake could be made to get out of it's lair if
losing 1d4 worth of heat damage each round or until convinced that daylight is on the waning.
the normal duration of the spell would play out. The The material component is a 500gp worth crystal.
maximum duration is 1 round per 2 levels of the
caster, up to 10 rounds total. Dust Cloud - (Elemental-Dust,
The intense heat harms all creatures within range, Invocation/Evocation) - 4th level
though each round all within range may save vs. Author:
spells for half- damage, and at damage levels of 3d4 Range: 60 yards
or higher, flammable objects may ignite if very dry Components: V, S, M
(such as paper, or thatch). Duration: 1 round/level
Casting Time: 4
Area of Effect: 10' radius/level

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Saving Throw: Special Area of Effect: 1 creature
Saving Throw: Special
After the spell is cast a cloud of dust swirls in the
area of effect reducing sight to a mere 1' range, This spell allows the caster to
causing 1 point of damage per level of the caster and seize control of an elemental
causing a penalty of -1 to all rolls. Those in the area summoned by someone else. Has 50%
of effect get a save vs. breath weapon that if made it base and is adjusted by the
reduces damage by half and they suffers no penalty to difference in HD between the wizard
their rolls. and the creature he seeks to
Material component is a small fan made of paper. control. This roll is further
modified by the difference between
Earthball - (Invocation/Evocation, the original summoner's Intelligence
Elemental-Earth) – 4th level and the caster's. The different is
Author: wrathgon@hotmail.com a bonus to whoever has greater.
Range: 10 yards + 10 yards/level Only one attempt may be made per
Components: V, S, M creature. If the wizard does not
Duration: Instantaneous seize control of the elemental, no
Casting Time: 3 future effects will succeed. If
Area of Effect: 20' radius successful, the elemental obeys the
Saving Throw: 1/2 wishes of the wizard for the
remainder of its stay on the
An earthball is an explosive burst physical plane.
of earth, which detonates with a low
roar & delivers damage proportional Elemental Vulnerability -
to the mage who cast it - 1d6 points (Elemental-General, Abjuration,
of damage for each level of Alteration) - 4th level
experience of the spellcaster (up to Author: wrathgon@hotmail.com
a maximum of 10d6). exposed items Range: 10 yards/level
require a saving throw vs. crushing Components: V, S, M
blow to determine if they are Duration: 1 round / level
affected, but items in the Casting Time: 4
possession of a creature that rolls Area of Effect: 1 target
a successful saving throw are Saving Throw: Special
unaffected by the earthball. The
mage points his finger & speaks the Thayan wizards use this spell quite
range (distance & height) at which frequently, particularly against
the earthball is to burst. a streak other spell casters. It is used to
flashes from the pointing digit &, invert the abilities of natural or
unless it impacts upon a material magical resistance to flame, frost,
body or solid barrier prior to or lightning. However, it may only
attaining the prescribed range, affect one such resistance, and must
blossoms into the earthball (an be memorized beforehand against said
early impact results in an early type (for instance, the caster must
detonation). Creatures failing their choose fire vulnerability when
saving throws each suffer full memorizing). This has a different
damage from the blast. Those who effect depending on the type of
roll successful Saving Throws manage protection offered (either natural
to dodge, fall, flat, or roll aside, or magical). Against a being with
each receiving half damage (the natural protection or magical
material component of this spell is protection, a hell hound being
a tiny ball of bat guano & a small immune to fire or a person wearing a
handful of earth. ring of fire resistance, this spell
simply causes such protections to
Elemental Control - (Elemental- cease (if the save is failed) or to
General, Abjuration) - 4th level only have half its normal stopping
Author: wrathgon@hotmail.com power. (If it normally stopped all
Range: 30 feet + 3 feet/level the damage, the being will take half
Components: V, S of whatever is rolled, If it
Duration: Special normally reduced the damage, the
Casting Time: 1 round amount of reduction is cut in half).

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In addition, if the save is failed
and the protection is magically Firebolt - (Elemental-Fire, Evocation) - 4th level
created, the magic actually enhances Author: catdrag@vnet.net (Bobby Nichols) 
the incoming elemental magic (+1 per Range: 20 yards + 5 yards/level
die of damage, -2 on saves). Components: V, S, M
1st example, the mage casts this Duration: Instantaneous
spell at a white dragon (immune to Casting Time: 4
frost damage). If the dragon fails Area of Effect: Special
its save, it is now vulnerable to Saving Throw: 1/2
cold damage. If it makes its save,
it takes half damage from cold The spell creates a powerful bolt of fire that inflicts
attacks. 1d8 points of damage per level to those in its area of
2nd example, the mage casts this effect (maximum damage is 12d8). This bolt is 60'
spell at a person wearing a ring of long by 5' wide. It can not be forked. It streaks
fire resistance (magical outward much like the spell lightning bolt. It does not
protection). If the person fails reflect, however. If the firebolt hits a wall, the fire
his save, the ring quits working and spreads out in a 5' radius hemisphere, causing
actually enhances fire damage (+1 damage to any in the hemisphere. Thus it is possible
per die of damage -2 to saves). to hit someone standing near a wall twice with the
Otherwise, its stopping power is cut firebolt, once with the bolt and once with the back-
in half (-1 per die rather than -2 blast. The firebolt automatically sets fire to anything
per die).
combustible in the path or in the hemisphere. It has
3rd example, the mage casts this
the same penetration ability as a lightning bolt.
spell on an elementalist with a Fire
The material components are a stick, a bit of sulfur,
Shield. If the elementalist failed
and a dab of honey.
his save versus the elemental
invulnerability, the Fire Shield Flame's Reflex Shield - (Elemental-
would quit any protective ability Fire, Abjuration) - 4th level
and begin ENHANCING incoming fire Author: wrathgon@hotmail.com
magic so long as the Fire Shield Range: 0
lasted. If the elementalist made Components: V, S
his save against the elemental Duration: 2 rounds/level
vulnerability, however, the fire Casting Time: 4
shield would continue working but Area of Effect: caster
all stopped damage would be cut in Saving Throw: none
half (i.e. if a fireball hit the
Fire Shield for 36 points of damage, This spell creates an invisible
the mage would save v/s the shield that will reflect flame
fireball. If he made his save, sources at 45-degree angles either
normally it would stop all 36 points up or down (1d6). Can only reflect
(so it only stops 18); if he failed one source a round form any
his save, normally it would stop 18 direction even if caster does not
points (so it only stops 9 leaving know its there. That includes spells
27 points of damage for the caster like fireball, it would reflect the
to absorb). ball up if the range was past the
Note that this works only against caster but if fireball explodes
spells or natural abilities that shield does not help. It does
hinder, reflect, or stop fire, protect against dragon breath.
frost, or lightning damage
SPECIFICALLY. It does not work
Freicht's Iron Spears - (Elemental-Mineral,
against spells which reflect or
Conjuration) - 4th level
absorb incoming spells (such as a
globe of invulnerability, spell Author:
turning, spelltrap, wall of force, Range: 10 yards/level
prismatic sphere, etc...). Components: V, S, M
The material component is a piece of Duration: 1 round
the body of a creature which is Casting Time: 4
immune to the type of elemental Area of Effect: 60' radius
attack mentioned (whether it be Saving Throw: None
scale, eye, drop of blood, etc....).

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This spell cause the area so affected to be smitten successful attack roll on the part
with iron spears that fall and disappear to where ever of the caster, with modifiers from
they came from. Any creature in the area of effect is dexterity adjustments, and no
hit by 1-3 spears that inflict 1d10 damage each. penalties for distance.
The material components are a bit of iron and dust Additionally, the caster receives a
from a gem worth at least 10 gp. +1 to attack for every two levels he
has (e.g. +1 at level 2, +2 at
Gayle's Forceful Mists - (Elemental-Steam, level 4, etc.), due to the size of
Evocation) - 4th level the GrowthBall. For every five feet
Author: nburgoin@chat.carleton.ca of distance, the ball grows half a
Range: 5 yards/level foot in diameter, starting at one
Components: V, S half foot at five feet. While in
Duration: 1 round per 2 levels the spell's range, the GrowthBall
Casting Time: 4 strikes opponents, and does not stop
Area of Effect: 1 or more creatures (rolls over them) unless it comes
Saving Throw: Special upon an obstacle which requires it
to travel straight upward
This spell, capable of harming and incapacitating (perpendicular to the surface).
enemies, was created by the air-wizard Gayle Matarc, Whereupon it will cease to move if
also known as the mist-weaver. The caster holds out it cannot break through using its
own size and velocity, thus expiring
his hands, fingers spread, and thick, multi-colored
the duration then and there. Once
mists flare out from the fingertips of the caster, and
the GrowthBall has rolled out of the
lash out at one target within range.
spell's maximum range, then it
The mists only affect a target who breathes, and
ceases to grow, and continues to
affects the target being by forcing itself into the
roll, without the aid of magic to
mouth, and nose (or other breathing orifice) of the
maintain inertia. The GrowthBall
creature, making it near impossible to breathe. Each
causes 1d6 damage per 1 foot in
round, the victim gets a constitution check. If it diameter the ball has attained, with
makes its check, it takes only 1 point of damage, and a maximum of 10d6 at 10 feet in
manages to get in some air. If the check is failed, the diameter (the maximum size of the
creature takes 1d4 points of damage that round. If a GrowthBall), with a saving throw for
creature fails three consecutive checks, it passes half damage. Note that although the
unconscious for 2d4 rounds (the caster can still aim ball is made entirely of ice, it is
the forceful wisps at the prone creature, which no not a cold-based attack, and
longer gains any saves for lesser damage). creatures that are immune or harmed
The caster can choose a new target each round, so by cold based attacks are not
long as they are within range. affected abnormally by this spell.
When a creature is under attack by this spell, it Also note that the GrowthBall need
cannot cast spells, and has a -1 penalty to AC, to-hit not necessarily roll in a straight
rolls, and damage rolls, due to a lack of line in order to gain mass and
concentration. volume. It is possible to cast this
spell at opponents at the bottom of
Gen's Gigantic GrowthBall - a hill, and although the victims are
(Elemental-Ice, Alteration, out of the spell's range, the
Conjuration/Summoning) - 4th level GrowthBall will still continue to
Author: wrathgon@hotmail.com roll down the slope of the hillside
Range: 5 feet/level (possibly picking up more speed than
Duration: 1 turn it had originally had!). If the
Area of Effect: Special GrowthBall exceeds the maximum roll
Casting Time: 3 distance for the spell, it does not
Components: V, S shrink, but characters receive a +1
Saving Throw: 1/2 damage bonus to save vs. spells for every
10 feet across level ground,
This spell creates a ball of ice in modified for better or worse,
the caster's hand, roughly 3 inches depending upon the incline or
in diameter. The caster then decline of the terrain, DM's
proceeds to throw this ball at his discretion, until it has rolled 10
opponent(s),hurtling it across the feet per 1 foot of diameter, DM's
floor or ground. This requires a discretion. The GrowthBall may be

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Great Elemental Netbook
manipulated by anyone once it has
rolled its maximum distance, Heat Cloak - (Elemental-Fire,
although the GrowthBall disappears Alteration, Illusion) - 4th level
once the duration expires. Author: wrathgon@hotmail.com
Range: 0
Giga Bolt - (Elemental-Lightning, Components: V, S
Elemental-Earth, Invocation/Evocation, Duration: 2 rounds/level
Conjuration) - 4th level Casting Time: 3
Author: wrathgon@hotmail.com Area of Effect: Creature touched
Range: 15 yards + 10 yards/level Saving Throw: None
Components: V, S, M
Duration: Instantaneous This spell creates a shimmering aura
Casting Time: 4 of heat that surrounds the caster.
Area of Effect: Special This gives off no heat, but it does
Saving Throw: Negates create an effect that tricks the
vision of any creature that is
Upon casting the spell (Pointing at looking at or attacking the caster.
the target is required), a reddish- It appears that the caster is
brown bolt of lightning, surrounded standing in one area when in fact
by earth-biased debris, strikes a they are off a few feet. This spell
target from the sky, exploding into bestows similar effects of a cloak
several small bursts. (No save vs. of displacement, except that the
fire for objects the target might creature gets a -2 penalty when
possess or around the bolts field of attacking the caster after the first
damage is needed, though). The spell attack for the duration of the
deals 7d4 damage to the bolt spell. Any spell that is directed at
recipient, and 2d4 damage to all the caster, and is not an area of
life forms within the bolts effect spell, gives the caster a +2
aftermath bursts. Especially to their saving throw.
effective against creatures of the Examples of this are touch spells,
water elemental; dealing double disintegrate, finger of death, etc.
damage. (7d6 and 2d6) Unfortunately, But an area effect spell like a
this spell is stopped by all fireball will damage the caster with
appropriate shield spells. no penalty.
The prime components for this spell
are a small/large glass rod of no Improved Stone Swallow - (Alteration, Elemental-
less than 120 gp value, smeared with Earth) – 4th level
mud and powdered with ash. The mud Author: catdragi@vnet.net
and ash are consumed by the spell, Range: 0
but the rod remains intact. Components: V, S, M
Duration: 1 day/level
Gilidarius’s Energy Burst - (Evocation, Casting Time: 1 turn
Elemental-Lightning) - 4th level Area of Effect: 20’ square per three levels of the
Author: caster
Range: 5 yards/level Saving Throw: Nil
Components: V, S
Duration: Instantaneous Improved stone swallow causes the earth or stone
Casting Time: 4 underneath an object to open up and swallow
Area of Effect: 20-foot cube whatever small objects lie on top of it, just as the 2 nd
Saving Throw: ½ level spell stone swallow does. However, the duration
of the spell allows the spell to be used as a guardian
This powerful spell is a creation of the archmage Gilidarius; spell. Any objects that fall on a surface protected by
it is the spell he used to attempt to kill Antra Boh. When improved stone swallow will be immediately
the spell is cast, the area of effect is momentarily filled with swallowed by the earth or stone. The spell last for the
a powerful electrical charge. Any creatures within the area stated duration or until 1 object per level of the
of effect take 5d4+30 electrical damage. Metal creatures wizard has been 'swallowed' by the ground. Once
are not allowed a saving throw; others can save vs. spells covered by the earth or stone, the object must be dug
for half damage. Objects within the area of effect must or chiseled out. Note that this spell must be cast of a
save vs. lightning or be destroyed.

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bare and clean surface, or the spell will clean the area slide-like a trench down the side of
by swallowing all loose objects on the ground.  an icy hill for a quick escape
The material components for this spell are a samll route. The area of effect equals
pinch of lime, a equal amount of acid, and a copper the cube of the one-half the
coin. The lime is added to the acid and becomes caster's level (rounded up) in feet.
sludge during the casting of the spell. The copper Hence a 7th-level caster could
coin slows the reaction of the lime and acid.  eliminate an area of ice equal to 64
cubic feet. This could be a
Incandescent Spheres - (Elemenatl-Magma, 4'x4'x4' cube, a 64'x1'x1' trench,
Invocation/Evocation) - 4th level etc., as long as the total cubic
Author: footage is no greater than 64 cubic
Range: 70 yards feet. The process leaves no trace
Components: V, S, M of ice and uses no heat. Instant
Duration: Instantaneous sublimation can also be used to
Casting Time: 4 damage ice elementals, frost mephits
Area of Effect: 50' radius and similar creatures composed of
Saving Throw: Half ice. Within range, any one creature
of HD equal to or less than the
With this spell the caster creates 2 balls of lava for level of the caster can be targeted,
every 4 levels of experience. Every sphere, when and upon the casting of the spell
must make a saving throw vs. spell
hurled, causes 1d8 point of damage and ignites
or have a portion of their mass
flammable materials upon contact. A creature gets to
equivalent to the spell's area of
save only once against the spheres that hit him, and
effect evaporated. Even if the
only on the round of impact. If successful then the
effect is not enough to totally
damage will be halved and on the next round he will
destroy the target creature, most
suffer another 1d4 points of damage, with no save
living ice beings would not be able
allowed. If the save is failed then the damage will
to withstand such a loss.
continue for two more rounds as the magma Nevertheless, those saving suffer
continues to burn his skin and flesh. In these rounds 1d6 points of damage.
he will suffer 1d6 and 1d4 respectively, again no save
is granted against this.
Jaan's Fire Blast - (Elemental-Fire, Evocation) -
The caster can designate all the spheres to strike a
4th level
single target or he can distribute them among as
Author: nburgoin@chat.carleton.ca
many enemies as he wants, as long as all opponents
Range: 0
are within a 50' radius, whose center is no more than
Components: V, S, M
70 yards away from him.
Duration: Instantaneous
The material component is a piece of coal or
Casting Time: 4
obsidian.
Area of Effect: Special
Saving Throw: 1/2
Instant Sublimation - (Elemental-Ice,
This spell is also known as 'Fire Plane Blast.'
Alteration) - 4th level
This spell can have one of two effects, and was
Author: wrathgon@hotmail.com
created by the Head of the Red Order of the Guild of
Range: 10 yards per level
the Grey in Coralport, Jaan "The Phoenix" Merchant.
Components: V, S
The spell has the same area of effect, for either
Duration: Instantaneous
version. It creates a ray, 1 foot in diameter and 5 feet
Casting Time: 4
Area of Effect: Special long per 2 caster levels, directly aimed out from the
Saving Throw: Special caster's pointed hands. Thus, a 10th level caster
creates a column from his fingertips that is 5 feet in
Instant sublimation causes all snow diameter and 25 feet long.
and ice within the area of effect to The first version of the spell creates an incredible
rapidly evaporate. Thus the caster heat within the area of effect. All creatures must
might employ the spell in much the make a saving throw vs. spells or suffer 1d4 points of
same fashion as the dig spell, damage per 2 caster levels. Those making their saves
burrowing a hole into a glacial wall take half damage. The heat may be enough to ignite
or creating a slippery trench to some materials (very dry straw, for example).
hinder pursuing foes. Creative The second version of the spell creates a searing ray
casters have been known to use of flame within the area of effect. All creatures must
instant sublimation to evaporate a make a saving throw vs. spells or suffer 1d6 points of

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damage per 2 caster levels. Those making their Area of Effect: One 10' cube/level
saving throw taking only half damage. This version Saving Throw: 1/2
of the spell will also ignite all combustibles within
the area of effect. When cast, this spell brings into
For either version of the spell, the caster needs a being a field of energy wherever the
small tube made of gold or a crystal substance that is wizard wants within the area of
red or orange. It is consumed upon casting. effect. The distribution of the
cubes is also under the wizard's
Karm’s Dimensional Earthwalk - (Elemental- control with the exception that they
Earth, Alteration) – 4th level must all be contiguous. The field
Author: nburgoin@chat.carleton.ca itself can be cold, hot, or
Range: 0 electrical at the wizard's
discretion. It causes 1d6 damage
Components: V
plus 1 point per level of the wizard
Duration: Instantaneous
(e.g.: a tenth-level wizard would
Casting Time: 1
cause 1d6+10 hit points of damage).
Area of Effect: Caster and one or more creatures
The damage is delivered once per
Saving Throw: Nil
round to any being in it with a save
for half damage.
Invented by the Earth-Elementalist Karm "Mhorb"
The material component is a
Sea-Circle, this spell is similar to a Dimension Door tinderbox that is destroyed when the
spell, but not exactly the same. Upon casting, the spell is cast.
wizard, as well as up to one other willing creature per
3 levels of the caster (rounded down), gain the ability
Lava Wave - (Elemental-Magma,
to instantly slide into any natural or man-tooled earth
Conjuration/Summoning) - 4th level
and stone. They temporarily exist on the elemental Author: wrathgon@hotmail.com
plane of earth, and then re-appear up to 40 yards Range: 10 yards per level
distance away per caster level. Components: V, S, M
The re-appearance is just as strange, the people who Duration: Instantaneous (see below)
took the dimensional jump arrive out of stone or Casting Time: 4
earth, sliding into existence. Area of Effect: One 20'x40'
The jump can be made through any stone or earthen rectangle or 30' square
surface, and must also end at a stone or earthen Saving Throw: Special
surface. Walls can be used, as can floors or even
ceilings (though the drop might be interesting). The This spell is similar to lava bolt
caster can visualize where he is going (if he knows except that it conjures a wave of
it), or give a direction. If the wizard or his molten lava over the given area. All
companions arrive in a space already occupied by creatures within take 1d6 per 2
matter or other bodies, those who would arrive inside levels of the caster (rounded up;
something are stuck in the elemental plane of earth. maximum 6); unless a successful
The earthwalk must occur through earth products that saving throw is made, this damage
touch each other or are continuous (through castle will continue, at the rate of 3d6
walls, or hills, or from inside a castle to the cliffs per round, for 1 round per 3 levels
below the mountain that the castle stands upon, etc.) of the caster beyond fourth.
The spell always transports perfectly, to where the The material component is 4 ounces
wizard desires. All companions also arrive as the of volcanic rock, and an open flame
wizard desires (he can arrange them at will). There is of any kind (the flame is not
no recovery period after the transport, at the end of extinguished in the casting).
the round the spell is cast, the earthwalk will have
occurred, and by the start of the next round, the group Marc’s Blinding Flash - (Radiance, Alteration,
can act. Illusion/Phantasm) - 4th level
Author: nburgoin@chat.carleton.ca
Kiri's Energy Field - (Elemental- Range: 10 yards/level
General, Invocation/Evocation) - 4th Components: V, S, M
level Duration: Instantaneous
Author: wrathgon@hotmail.com Casting Time: 4
Range: 10-feet/level Area of Effect: Special
Components: V, S, M Saving Throw: Special
Duration: 1 round/level
Casting Time: 4

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This spell causes a flash of blinding light foe successfully attacks a 3rd-level
centering any point up to 10 yards away for wizard with a long sword and rolls 6
every level of the caster. Those within 60 ft of points of damage, the caster rolls
the flash must save vs. spells or be blinded 1d4+3 (+1 for each experience
permanently as the spell. Note that normal ways level). He rolls a 2 for a total of
of removing the effects of the blindness spell will 5; the caster suffers but one point
succeed in restoring the lost sight. If the victim of damage.
saves, he is only blinded for 2d4 rounds. Should Bonuses from Strength are not
the caster choose to have the spell center on counted (that is, an attacker with a
himself, he himself will not be subject to the +3 bonus to damage due to high
spell's effects and rather the spell will affect all Strength would automatically deal 3
those within 120 feet of the caster. In addition, points of damage, regardless of the
those who make a successful save vs. spells will effects of the spell). If the minor
be blinded for 1 turn, and not 2d4 rounds. The frost mantle absorbs all damage
material component for this spell are a clear caused by a non-magical melee weapon
quartz gem worth at least 100 gp and a white (again regardless of Strength
candle, both components are consumed in bonuses), however, a thick layer of
casting. ice has formed around the weapon,
giving the attacker a -2 to hit and
Minor Frost Mantle - (Elemental-Ice, a -3 penalty to weapon speed (or to
Evocation, Air, frost) - 4th level initiative, if the optional weapon
Author: wrathgon@hotmail.com speed rules are not in effect), and
Range: 0 inflicting 1 point of cold damage
Components: V, S, M each round. Also, successive
Duration: 1d6 turns+1 per level attacks with that weapon deal only a
Casting Time: 2 meager 1d2 points of bludgeoning
Area of Effect: 1'-radius field damage. The ice surrounding the
around the caster weapon melts as per the climate
Saving Throw: None (i.e. in temperatures below
freezing, the ice will virtually
By means of the minor frost mantle never melt). The material components
spell, the caster creates a small, for this spell are 50 gp worth of
luminescent, magical field of diamond dust and a small, polished,
intense cold and turbulent wind. silver disk worth no less than 50
Visually, the initial effect is gp, both of which are consumed in
similar to faerie fire, tracing the casting.
caster's silhouette. All the frost
mantle spells glow bright blue or Orko's Gaseous Form - (Elemental-Air,
white (caster's choice). This spell Alteration) - 4th level
does not adversely affect the Author: wrathgon@hotmail.com
caster. A minor frost mantle lowers Range: Touch
the caster's AC by 2 (AC 8 becomes Components: V, S
AC 6, 5 becomes 3, etc.). This bonus Duration: 1 round /2 levels
is cumulative with any applicable Casting Time: 4
bonuses for high Dexterity or magic, Area of Effect: Creature touched
but not actual armor. If any armor Saving Throw: None
is worn during casting, the spell
instantly fails and is lost from This spell allows the recipient and
memory. More impressively, though, gear he carries to assume solid or
the magical cold and arctic wind of gaseous form, at will, for the
a minor frost mantle lessen damage duration of the spell. Each change
suffered from successful melee requires a full round, with no other
attacks. When a non-magical melee actions permitted. Gaseous form is
weapon strikes the caster, the transparent and insubstantial and
attacker rolls damage normally. The flows at a base speed of 3 per
caster rolls a 1d4, adding +1 for 2 round. Any area effect spells will
level he has. The caster's roll is harm the caster but not much else.
subtracted from the attacker's rolls
and the result is the damage
suffered by the caster. Thus, if a

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Orko's Geyser - (Elemental-Water, Range: 10 yards + 10 yards/level
Elemental-Steam, Evocation) -4th Components: V, S, M
level Duration: Instantaneous
Author: wrathgon@hotmail.com Casting Time: 3
Range: 0 Area OF Effect: 20' radius
Components: V, S, M Saving Throw: 1/2
Duration: 1 round per level
Casting Time: 5 An airball spell is an explosive
Area of Effect: 5-yard wide, 60-yard burst of air, which detonates with a
long stream low roar & delivers damage
Saving Throw: Special proportional to the level of the
mage who cast it - 1d6 points of
This spell creates a jet of steaming damage for each level of experience
water, which extends 60 yards in a of the spellcaster (up to a maximum
straight line and is 5 yards wide, of 10d6). The burst of the airball
from the wizard's hand. All fires, creates little pressure & generally
normal and magical, will be conforms to the shape of an area in
extinguished. Any creature struck by which it occurs. The airball fills
the stream must save vs. an area equal to its normal
petrification at a -1 or be blinded spherical volume (roughly 33,000
until the stream is moved or cubic feet - 33 10'x10'x10' cubes).
stopped. Regardless of the save Exposed items require saving throws
there will be a substantial amount vs. crushing blow to determine if
of damage done due to the heat (2d6 affected, but items in the
hp of damage). possession of a creature that rolls
The material component of this spell a successful saving throw are
is a drop of water. unaffected by the airball. The mage
points his finger & speaks the range
Protection from Ice - (Abjuration, Elemental-Ice) (distance & height) at which the
- 4th level airball is to burst. A streak
Author: flashes from the pointing digit &,
Range: Touch unless it impacts upon a material
Components: V, S body or solid barrier prior to
Duration: Special attaining prescribed range, blossoms
Casting Time: 6 into the airball (An early impact
Area of Effect: Creature touched causes early detonation). Creatures
Saving Throw: None failing their saving throws suffer
full damage from the blast. Those
This spell, like the priest spell protection from fire (from who rolled a successful saving throw
which it is derived) has two versions. The caster can either manage to dodge, fall flat, or roll
choose to ward himself or another when he castes the aside, each receives half damage
spell. If he protects himself, he receives complete The material component is a tiny
immunity to normal snow and ice and adverse effects of ball of bat guano & a small
such (he can pass through snowdrifts like air, does not get container of air.
cold or wet from melted snow, etc.). He also receives
complete immunity to all magical cold and ice attacks until Rock Wall - (Elemental-Earth,
the spell has absorbed 12 points of ice damage for each Summoning, Invocation/Evocation) –
caster level. Note every five minutes of exposure to frigid 4th level
conditions counts as a point of damage. Author: wrathgon@hotmail.com
If the spell is cast on another creature, that creature Range: 0
receives immunity to normal cold and the effects of such as Components: V, S, M
described above, a +4 to saving throws vs. magical cold Duration: 1 round
and a 50% reduction in all damage from cold. This form of Casting Time: 1
the spell lasts 1 hour per caster level. Area of Effect: 3 foot radius
Saving Throw: Nil
Roaring Ball of Air - (Elemental-Air,
Upon casting the spell and driving
Invocation/Evocation) - 4th level
Author: wrathgon@hotmail.com the one component into the ground
with an earthward stab, a rock wall
Level: 4
made entirely of granite, shoots up

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to 8 feet from the ground and Stone Beam - (Elemental-Earth,
surrounds the caster in a 3-foot Evocation, Conjuration) – 4th level
radius. The caster can control the Author: wrathgon@hotmail.com
height of the wall, but it can not Range: 35 yards + 10 yards/level
exceed 8 feet. Components: V, S, M
The granite wall will protect the Duration: Instantaneous
caster from most spells below level Casting Time: 3
4 and attacks made by non-magical Area of Effect: One Target, and
weapons, but the wall will shatter anything else that enters the path
if hit by an enchanted weapon of +3 of the beam
or more. Otherwise the wall will Saving Throw: Special
take 2 hits by an enchanted weapon
for every point of enchantment below Upon casting the spell, the caster's
3 (i.e. an enchanted weapon of +2 hands are held out in front of
would have to hit the wall two him/her, and a sword-thick beam
times, and a +1 six times). The shoot forth from them, dealing the
shattered wall will harm neither the target 1d8 damage, and the beam ends
attacker nor the caster. in a stony blast.
The one component for this spell is If the Saving Throw made by the
a dagger-shaped rock embedded with a victim succeeds, full damage by the
small, clear gem worth at least 50 beam is taken but no effects occur.
gp. The rock is not consumed by the If the Saving Throw fails, the
spell in the casting, but the gem victim must roll a 1d20 to decide
is. his/her fate. Results are as
follows:
Salt Javelins - (Salt, Conjuration/Summoning) - 4 th
level Rol Effect
Author: l
Range: 0 1-5 Victim's feet are locked
Components: V, S, M in stone for 1d6 rounds.
Duration: Special Victim can still attack
Casting Time: 1 or defend within the
Area of Effect: One creature range of his/her weapon,
Saving Throw: None but can't move or turn
around.
This spell causes 1 crystalline javelin per level (up to 6- An extra 1d8 points of
a maximum of 15) to appear near the caster. These 10 earth damage is given to
javelins may be magically hurled upon command the victim.
towards 1-3 targets. The javelins need not be actually 11- The victim's dexterity
thrown, instead the wizard may simply point one of 15 goes down 1 point per 2
his hands at the target, and the javelins will fly to hit. levels of the caster.
Each javelin attack must be rolled, using the caster's 16- The victim's movement
own THAC0 with a +2 bonus. The target takes 1d6 19 rate is slowed to 1/4 of
points of damage for every javelin that successfully what it is for 1d4
hits. Once a javelin has been used, whether it hits or rounds. A Dispel Magic
misses, it shatters into a fine salt crystal powder. spell will end the
The spell's greatest strength is its penalty of to the effect.
target's AC and attack rolls, applying a cumulative -1 20 The victim is turned to
for each javelin that hits its mark. This effect is caused stone, and only a Heal,
by the salts that enter the targets wounds when the Stone to Flesh, Dispel
javelins hit. In order to cure the victim of this effect, Magic, or Remove Curse
one must first cast purify water and then any healing spell will restore the
spell (even a cure light wounds will do) on the wound. victim to normal. Of
Material components for this spell is a blade carved course, wishes also work.
from a natural block of salt, or a mix of three different
colored salts which are consumed during the casting The main components of this spell
of the spell. are a feather bound in a gray ribbon
to a rock, and a gray crystal worth
no less than 150 gp

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The spell cast on the gem must be one that can target
Summon Firebrats - (Elemental-Fire, one person. Spells such as blindness, hold person,
Conjuration/Summoning) - 4th level magic missile, detect invisibility, armor, and so forth
Range: 10 yards are all possible. However, spells that require
Components: V, S, M judgement cannot be used, such as teleport (since the
Duration: Special caster has to decide where to go) or limited wish
Casting Time: 4 (since the caster has to decide what to wish for). The
Area of Effect: Special spell produces all visible effects as normal - for
Saving Throw: None example, someone drinking fireball spellwater will
seem to explode suddenly, the center of effect of the
This spell summons a swarm of small insects from fireball spell. Whoever drinks the spellwater is
the Elemental Plane of Fire. The Firebrats will arrive automatically the target of the spell - drinking an ice-
in 1-4 rounds at the spot desired (usually some pile of knife spellwater does not allow the imbiber to aim the
paper) by the wizard. Harmless on their own plane, knife outward - the knife simply lashes out from the
they devour books, tomes, and scrolls on the prime drink and hits the drinker (with all usual saving
planes with an affinity towards magical writings. throws).
Once summoned, the wizard has no control over what Casting a Dispel Magic spell on the water will cause
books or papers will be attacked. A bane to any it to become normal, non-magical water. Mixing the
library or collection, the swarm will eat an average water with other liquids, or cooking with it, for
sized book in 3 turns. An observant person might example, does not affect the magic of the water at all
notice small wisps of smoke emanating from a book - though dividing it into portions may make it hard to
being consumed. To be rid of these bugs you must determine which bowl of stew holds the Ice Storm
cast Dispel Magic, spells banishing extra-planar spell.
creatures, or cold-based magic will eliminate them. Any wizard who knows the Spellwater spell can tell
When the temperature falls below 55 degrees if a portion of water has a spell in it, and what spell is
Fahrenheit, they will lie dormant and can be in the water.
destroyed one by one (a tedious proposition). The material component for this spell is an
Otherwise they'll start eating again when it is warmer. aquamarine worth 500gp per spell level. If the caster
See the monster section for more details on this cannot find a gem valuable enough, he may add any
creature. number of aquamarines he can find, as long as their
The material component is a fire opal gemstone value adds up to 500gp per spell level to be created.
(1000 gp) which is consumed in the casting. The caster will also need a container to place the
gems in, as they turn to water as soon as the wizard
Thanan's Spellwater - (Elemental-Water, casts the spell he wishes the gems to create upon
Enchantment, Alteration) - 4th level them.
Author: nburgoin@chat.carleton.ca The casting time, material components and memory
Range: Touch loss of the spell placed on the aquamarine(s) is as
Components: V, S, M normal. Only one gem can be turned into spellwater
Duration: Special per casting of the Spellwater spell.
Casting Time: Special This spell has many subtle uses fit for assassination -
Area of Effect: 1 Aquamarine especially of someone who does not merit a taster.
Saving Throw: None
Vacuum Tunnel - (Elemental-Vacuum,
This spell, developed by the water elementalist sailor- Invocation/Evocation) - 4th level
mage Thanan Gerinbou, changes a single aquamarine Author:
gem into water capable of producing a spell effect Range: 30 yards
when even a slightest bit of the water is imbibed. For Components: V, S, M
every three levels of the caster, the gem can turn into Duration: 4 rounds + 2 rounds/level
water capable of casting a spell of one spell level. Casting time: 6
Thus, a 9th level caster can create water that can Area of Effect: Special
create spell effects of up to 3rd level. If even a tiny Saving throw: None
bit of the water is drunk, then the spell takes effect.
The rest of the water becomes non-magical. It can be Creating a closed tunnel devoid of matter, this spell is
stored as desired, and can even change containers. If used mainly for moving objects from one place to
the volume of the liquid (one-gem forms enough to another, especially when the object is delicate or
fill a water-skin) is split up, the larger half maintains dangerous. The spell works by creating a force field
the magic, and the other half becomes non-magical. tunnel closed off from the environment for its length,
The stored spell will last 1 hour per caster level. which can reaches up to 3d6+1 yard/level.

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Great Elemental Netbook
Opened at both ends, the caster can choose if matter round thereafter, if the assault lasts more than three
will be able to move through, whether water, gas or a rounds, until the save is failed. A creature making
steel sword, at the caster’s will they will be sucked this extra save is not blinded.
into the tunnel, and in incredible speed end out the A creature under assault by the blasting sand is at -2
other end. to hit and suffers a -2 AC penalty.
The caster may determine the speed of the object’s The target chosen by the caster is automatically hit,
movement through the tunnel. If used to hurl but may make a saving throw vs. spell to take half
weapons at creatures, the attack roll will follow the damage. The material component for this spell is a
priest’s THAC0 chart, not that of the caster. pinch of sand and some powdered quartz.
The tunnel itself is 1 yard in diameter, and thus
objects placed in it may be limited by size. Living Vanar’s Stonespells - (Elemental-Earth,
beings may not enter the tunnel, any attempt will Enchantment) – 4th level
cause the spell to abort and the residue of the magical Author: nburgoin@chat.carleton.ca
energies to off a surge of wild magic. Range: Touch
The material components are a crystal tube, 1 foot Components: V, S, M
long, and the sap from a hardwood tree. Duration: Special
Casting Time: Special
Vanar's Blasting Sand - (Elemental-Dust, Area of Effect: One or more prepared Spellstones
Conjuration, Alteration) - 4th level Saving Throw: Nil
Author: nburgoin@chart.carleton.ca
Range: 0 Created by the earth elementalist leader of the Guild
Components: V, S, M of the Grey, Vanar Blackfeather, this spell allows the
Duration: Special caster to store earth elementalist spells in specially
Casting Time: 4 prepared stones. One spell level can be stored for
Area of Effect: 1 creature per round every 3 levels of the caster (Thus, a 9th level wizard
Saving Throw: 1/2 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
This spell, created by the head of the Grey Guild of spell, for example).
Coralport at the time of the Ebon Star War, creates a Spells to be stored in the stones are memorized
forceful, biting stream of sand, which flays and cuts normally, then cast after the Stonespell spell is cast,
at the target of the stream. using up all material components as normal. The
The caster must hold both hands out, and points them spell is wiped from memory, and the casting of the
at the target. The target must be within 10 feet plus 5 spell requires normal Casting Time. All spells to be
feet per 2 levels of the caster, for that is the maximum stored in stones must be cast into the stones within 1
length of the stream of sand. Once the stream of sand turn.
hits a single creature, however, it does not go further. To release a spell from a spellstone, the caster merely
The base damage of the stream of sand is 1d6 per 2 touches the stone and concentrates for a moment,
levels of the caster. Each round, the base damage giving the spell a Casting Time of 1. All stored spells
drops by 1d6, and when the spell has no more base remain in their respective spellstone until cast,
damage capability, it ends. Add the target's armor dispelled, or up to 1 hour per level of the caster.
class to the damage received each round (An 8th After this time, all stored spells fade away.
level caster aims at a warrior in chain mail. He Only wizards who know the spellstones spell can cast
receives 4d6+5 points of damage. On the next round, spells from another wizard's spellstone. This applies
the caster aims the sand at a warrior in chain mail +3 to wizards who have never learned or could not
with a shield +3, dealing 3d6-1 damage). normally cast the spells stored in a given stone. If the
The caster can switch to a new target at the start of caster of the Spellstones spell so desires, however, he
every round. The caster can dismiss the spell by can include a command word with each sstone which
thought. The initiative modifier of using the stream must be known by anyone wishing to use a given
of sand is +1 on all rounds after the casting of the stone.
spell, and a target is picked upon casting the spell. The material components for this spell are the
If the same target, with eyes' protection from sand (no spellstones. The stones are not consumed in casting,
magical protection, or a visor, or other protective but each stone must contain a 500gp emerald for
device), is chosen for three consecutive rounds or every spell level the stone is to store. A given
more he can be blinded. The target must make a spellstone can only store one spell each, no matter the
saving throw vs. spells at the end of the 3rd round or level of the spell. So, if a 9th level caster wishes to
be blinded by the sand and dirt that has managed to hold 3 1st level earth elementalist spells in
get into his eyes. Treat as the 2nd level spell spellstones, he needs 3 spellstones, each containing a
blindness, with duration of 1d4 rounds after the sandy 500gp emerald. If he also wishes to have a stone
assault has stopped. The save must be made every capable of holding a 3rd level spell, he needs to craft

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Great Elemental Netbook
one with either 3 500gp emeralds, or an emerald pointing digit &, unless it impacts
worth 1500gp or more. upon a material body or solid
barrier prior to attaining the
Vanar’s Tremors - (Elemental-Earth, Evocation) – prescribed range, blossoms into the
4th level waterball (an early impact results
Author: nburgoin@chat.carleton.ca in an early detonation).
Range: 1'/level Creatures failing their saving
Components: v, s, m throws each suffer full damage from
Duration: Instantaneous the blast. Those who roll successful
Casting Time: 4 saving throws manage to dodge, fall
Area of Effect: 5' radius/4 levels flat, or roll aside, each receiving
Saving Throw: Special half damage.
The material component of this spell
This spell is an improved version of Vanar's Tremor. is a tiny ball of bat guano & a
It is ring-shaped in area of effect, with a hole in the small container of water.
middle where no effect occurs. The ring is always
centered on the caster. The hole can be up to 1 ft per Whirlwind - (Elemental-Air,
caster level (so as not to include the caster's allies). Invocation/Evocation) - 4th
Once it starts, the ring affects an area 5-ft thick per 4 Author: nburgoin@chat.carleton.ca
levels of the caster. Range: 10 yards
All those within the area are affected as if a Vanar's Components: V, S
Tremor spell was cast. Duration: Special
The material component for this spell is the caster's Casting Time: 4
staff, rapped on the ground to start the spell. It is not Area of Effect: Special
consumed on casting. Saving Throw: None
This spell, long researched by the White Wizards of
Waterball - (Invocation\Evocation, Alyon, mimics the ability of an Air Elemental to form
Elemental-Water) - 4th level a whirlwind. The whirlwind is 10 feet in diameter at
Author: wrathgon@hotmail.com it's base, and 30 ft in diameter at it's top, like a
Range: 10 Yards + 10 yards/level truncated, reversed, cone.
Components: V, S, M Upon casting the spell, the winds in the area begin to
Duration: Instantaneous warp and speed. The caster need not concentrate,
Casting Time: 3 and, in fact, cannot stop the process once the spell is
Area of Effect: 20' radius cast. Winds continue to get worse for one turn. At
Saving Throw: 1/2 the end of that turn, the whirlwind appears, where
chosen by the caster, and lasts for one round. Then it
A waterball is an explosive burst of takes another turn to dissipate, though it has no
water, which detonates with a low harmful effects beyond that one round.
roar & delivers damage proportional The whirlwind is 40 feet tall, plus another 20 feet tall
to the mage who cast it - 1d6 points at 12th and at 16th level (Maximum height of 80 feet
of damage for each level of at 16th level).
experience of the spellcaster (up to Any creature caught within the whirlwind of 3 HD or
a maximum of 10d6). The burst of the less is killed instantly, swept away by the incredible
waterball creates little pressure & force of the winds. All others are dealt 2d8 points of
generally conforms to the shape of damage from debris. During that one round, missile
the area in which it occurs. A fire in and out of the whirlwind is impossible, and
waterball fills an area equal to its controlled flight is equally impossible (hence the
normal spherical volume (roughly damage or death).
33,000 cubic feet - 33 10'x10'x10' If for any reason (overhead obstruction, for example)
cubes). Exposed items require saving the whirlwind cannot reach its maximum height (the
throws vs. crushing blow to caster cannot choose to make it smaller), it will kill
determine if the are affected, but only those creatures of 2 HD or less, and deal 1d8
items in the possession of a points of damage to all others.
creature that rolls a successful A dispel magic at any point before the whirlwind hits
saving throw are unaffected by the will dispel the whirlwind, and stop it from occurring.
waterball. The mage points his Due to the one-turn lag, this spell is most often cast at
finger & speaks the range (distance the beginning of a battle, where the caster is sure
& height) at which the waterball is enemies will still be when the whirlwind strikes. The
to burst. a streak flashes from the winds whip and tear before the whirlwind hits, and

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Great Elemental Netbook
the DM may allow Weather Knowledge or Spellcraft Projectiles of a small nature will
rolls to interpret what is about to occur. Otherwise, not penetrate the winds and the
most will think the whirlwind's buildup is nothing wizard's armor class and saving
more than bad weather. throws vs. dodging have a +4 bonus
while inside the eye of the
Whirlwind Travel - (Elemental-Air, whirlwind.
Conjuration/Summoning) - 4th level The second variation is not as fast
Author: wrathgon@hotmail.com and cannot be turned on and off (it
Range: 0 is only good for a one-way trip).
Components: V, S, M But, its area of effect is a 20-foot
Duration: Special diameter column which is 10 feet
Casting Time: 1 round high (centered on the wizard) and it
Area of Effect: Special can carry along anything in the area
Saving Throw: None or special of effect on a relatively safe ride
over long distances. Movement
This spell encapsulates the wizard conforms as above but the base rate
and possibly more people and/or is 12 + 1 per level of the wizard
equipment inside a conjured over fifth level and the duration is
whirlwind. One of two variations of 1 hour per level. All spells cast
this spell may be cast without prior from inside conform as above, as do
preparation at the option of the effects of area spells cast at the
wizard. whirlwind. All inside have a +4 AC
The first variation can be used for bonus since they cannot be seen but
personal transportation or there are no dodging bonuses and
protection. While encapsulated in saves vs. dodging are based on the
the whirlwind's eye the wizard can wizard for the entire group. Weight
view the outside normally and cause is not a factor when determining
the whirlwind to travel over any what is picked up for the ride.
relative continuous surface with Anything not securely rooted to the
short hops over ditches or small ground will be picked up. Once
obstacles not over 4 feet in height started, the winds may only be
being possible. The wizard may not exited or penetrated after startup
carry more than his normal by making a successful saving throw
encumbrance and all equipment must vs. spell at a penalty of 1 for
be on his person (exceeding this every 3 levels of the wizard,
limit causes the whirlwind to rounded down. Flying creatures that
fizzle). No other creature may enter or exit from the top have no
occupy the whirlwind unless it is penalty on their saving throw.
carried. On solid ground the Creatures larger than the area of
whirlwind can move up to 24 + 1 per effect will simply push the
level above fifth level. Rate of whirlwind away if they try to enter
Movement is the same at all times. it. The wizard may stop the winds at
There is change going uphill, any time. The material component of
downhill, or on stairs. Over loose this spell is a piper's flute, which
sand or marsh the movement rate is is played to bring the whirlwind
2/3 of normal and over water the from the elemental plane of air.
movement rate is 1/2 of normal. Wind
velocities can affect the rate of Wind Shear - (Elemental-Air, Alteration) - 4th
travel. This variation's duration is Author: nburgoin@chat.carleton.ca
1 turn per level and can be turned Range: 5 yards per level
on and off any time during the Components: V, S, M
duration. It takes 5 segments to Duration: 1 round
turn the winds on or off (a good Casting Time: 4
wizard would calculate a spell so Area of Effect: 1 creature
that it goes off the segment after Saving Throw: Special
the whirlwind stops). The wizard is This spell does very little to creatures that are on the
still susceptible to outside damage ground. It causes the wind to whip wildly around one
from spells, but only takes 1/2 or creature, pulling, tugging, and pushing all at once.
no damage if saving throws are made Those on the ground are battered for a mere 2d4
while inside the whirlwind. points of damage, and must make a saving throw vs.

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Great Elemental Netbook
spell or be unable to move fur the round (they can shorten by 1 round. When protecting
still defend themselves, with a -2 penalty to their for gas loses 1 round for every 3
AC). dice of damage.
Against flying creatures, however, this spell is
dangerous. The whipping winds deal 6d6 points of Alcoreax's Icetrail - (Elemental-Ice,
damage, and worse, the spell reduces the creature's Evocation) - 5th level
Maneuverability class by 2 steps (from A to C, from Author: wrathgon@hotmail.com
C to E). If a creature's maneuverability class is Range: 0
reduced below Components: V, S, M
the lowest (E), it will spiral out of control, and be Duration: 1 round/level
unable to recover for 1d4 rounds. This may mean a Casting Time: 4
crash into the ground. A saving throw vs. spells will Area of Effect: See below
reduce this disorientation and lack of control to a Saving Throw: Neg.
single round.
Against Air elementals and creatures made of This spell creates a wave of
wind/gas, this spell deals 1d4 points of damage per hardened ice, which the wizard
caster level, to a maximum of 10d4. actively directs. After casting, the
The material component is a sheet of parchment, wizard simply taps the ground to
which is ripped and torn apart and tossed into the activate the spell. The wave of ice
wind at the casting of the spell. Note that indoors, or begins where the wizard taps the
in areas sheltered from the natural winds, this spell ground, and reaches its full
does 1/2 damage, cannot stop a creature from moving dimensions after advancing only 10
if grounded, and drops maneuverability class by only feet. It travels at a speed of 40
1 class. feet per round. The crest of the
wave is 10 feet high and 15' wide;
after the crest of the wave has
5th level spells passed, the height of the remaining
"trail" is only 3 feet high.
Aerial Protector - (Elemental-Air, Creatures coming into contact with
Conjuration, Alteration) - 5th level the crest suffer 2d6 points plus 1
Author: wrathgon@hotmail.com point damage per level of the
Range: 0 wizard, or half this amount if the
Components: V, S creature is cold-using (in general,
Duration: 2 rounds/level cold-dwelling creatures take half
Casting Time: 5 damage from this spell, rounded
Area of Effect: Caster down, and cannot suffocate as a
Saving Throw: None result of this spell). In addition,
creatures of less than large size
This is a spell only an air mage can must save against paralyzation or be
cast. This spell summons a air buried under the crest. Buried
elemental to protect the caster by individuals take an additional 1d3
surround caster with its body which points of cold damage each round and
can enable the caster to breath must initially make another save
where there is no air, protects from against paralyzation or start to
poison gas because it turns into suffocate under the ice (use the
harmless gas when comes into contact rules for drowning). Trapped
with elemental. If it is dragon creatures may break free, taking 1
breath the air elemental does not more point of damage per level of
turn the breath into harmless gas the wizard from sharp ice. The crest
but redirects it around the caster of the wave can be disrupted by 30
so it hits him in the front and or more points of fire damage, or
comes out the back. The spell cannot negated by a Wall of fire in any
be dispelled because the elemental case. At the end of the spell
is the basic material. Cast can only duration, the crest of the ice wave
fight with weapons and cannot cast immediately loses all momentum and
spells. If does 5%/level that the melts; the spell will cause no more
elemental will go free willed and damage, and trapped creatures can
attack its summoner. The Max easily break free taking no damage.
duration is 3 turns and every time
turns harm gas into air duration is

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Great Elemental Netbook
The material components for this
spell are a steel pin and a glass of The material component is a
icewater. substantial amount (at least 1 cube
foot) of the element in opposition
Alpha's Incantation of Elemental to the element the wizard desires to
Domination (Elemental-General, dominate.
Abjuration, Enchantment) - 5th level
Author: wrathgon@hotmail.com Alpha's Saint Elmo's Fire -
Range: 0 (Elemental-Lightning, Evocation) - 5th
Components: V, S, M level
Duration: 3 turns per level Author: wrathgon@hotmail.com
Casting Time: 1 turn Range: 5 yards per level
Area of Effect: Caster Components: V, S, M
Saving Throw: None Duration: 1 round per 2 levels
Casting Time: 5
In the casting of this spell, the Area of Effect: Special
wizard must choose one element to Saving Throw: Special
have dominance over. Elementals of
this plane cannot approach within 5 This spell ionizes the air around
feet of the wizard or attack the the target of the spell, surrounding
wizard in any way. The wizard can him with a blue-white, glowing
forego this protection if desired, nimbus of electrically charged air
and attempt to charm the elemental in a 5-foot radius. The target of
(cf. Charm Monster), applying a -2 the spell may save vs. breath weapon
penalty to the save. If this is at to avoid the spell. This save is
attempted, than this total ward at an additional -2 if the target is
against elementals is lost. In any carrying large, mostly metallic
event, any elemental creature (water weapons (e.g. swords, battle-axes)
weird, xorn, etc.) is at -1 to hit or wearing partial metal armor (e.g.
and -1 per die of damage when studded, ring), and at -4 if wearing
attacking the wizard. The wizard full metal armor (scale or heavier).
makes all saves vs. their attacks at If successful, the target will
+2. The wizards own attacks are at suffer only 3d6 electrical damage as
+4 to hit (or -4 to the target's he dodges out of the area of effect,
save) and +6 to damage. He can and the spell will then dissipate
further affect any elemental that round without a focus to
creature with any weapon, regardless coalesce about. If the save is
of its level of enchantment. The failed, the victim will suffer 4d6
wizard may converse with creatures damage every round until a save vs.
of the chosen element, and they will breath weapon (with modifiers as for
respect him if alignments are the initial save, but with a +1
similar, or fear (if the wizard cumulative per round bonus) is
appears strong) or hate and desire successful, at which point the spell
to slay (if the wizard appears weak) will dissipate.
if alignments are dissimilar. The Any creature entering the 5-foot
spell's association with one element radius nimbus suffers 1d6 electrical
results in a saving throw penalty to damage with no save. Any creature
the wizard while the spell is in that touches or is touched by the
effect, depending on which element victim of the spell will suffer 3d6
is chosen: damage with no save if the contact
was via skin, or 2d6 if it was
Elemen Saving Throw through a conductor. If the target
t Penalty is in water, the electricity will
Air 2 vs. inflict 3d6 damage with any contact,
petrification 2d6 within 5 feet, and 1d6 within 15
Earth -2 vs. feet. The target of this spell may,
electricity - if desired, intentionally try to use
Fire -2 vs. water or the nimbus of electricity and the
cold personal electrical charge as a
Water -2 vs. fire weapon. The wizard may end this

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Great Elemental Netbook
spell at any point, if desired. Red: 1d4+1/caster level of fire damage, save
The material components are spell for half .
phosphorus, a bit of fur, amber, and Orange: 2d4+2/caster level of heat damage,
a bit of cold iron. save spell for half.
Yellow: 4d4+4/caster level of force damage,
Ashen Reconstruction - (Elemental-Ash, save spell for half.
Alteration) - 5th level Green: Bolt of poison, onset time 1d4
Range: 20 yards rounds, save vs. poison: 20 points if fail, 5
Components: V, S, M points if succeed.
Duration: Permanent Blue: Save vs. paralyzation or be paralyzed
Casting Time: 1 turn for 2d4 rounds. Succeed: slow for 1d4+1
Area of Effect: 1 item rounds.
Saving Throw: Special Indigo: Save vs. wands or act as if affect by
the spell confusion for 1d6+1 rounds.
The casting of this spell causes the reconstruction of Succeed: major headache for 1d6+1 rounds,
a burned item from its remaining ashes, even if only a -2 to AC attacks, saves and loses dexterity
small piece of the original item remains. The item is bonus to AC.
permanently restored, although it may still once again Violet: Save vs.
be burned. Items reconstructed do not regain their spells or vanish to
magical enchantments but retain their original quality dimensional limbo
and material, and may be enchanted again. Ashen for 2d4 rounds,
reconstruction can affect up to 20 cubic feet of succeed: vanish to
volume per level of the caster (this area of effect is dimensional limbo
true for the item's original size). for remainder of
To successfully be reconstructed, the leftover remains round and all of next
of the item must save vs. crushing blow as the round.
material they were before being burned (i.e., the ash The material components for this spell are seven
of a burned ship would save as wood). Should the strips or any cloth or silk or threads of the seven
item be made up of a multitude of materials (like a colors of the spell. The threads, strips or cloth
ship), it saves like the material that composed the vanish on casting.
majority of its original mass.
The material components of the spell are a small Blizzard - (Elemental-Ice, Evocation) -
piece of the original item that survived the burning, 5th level
some of that item's ash and a jigsaw puzzle worth at Author: wrathgon@hotmail.com
least 50 gp. Range: 10 yards per level
Components: V,S,M
Beri’s Prismatic Bolts - (Radiance, Duration: 1 round per level
Invocation/Evocation) - 5th level Casting Time: 5
Author: nburgoin@chat.carleton.ca Area of Effect: 5-foot per level
Range: 10 yards/level radius area (100-foot maximum)
Components: V, S, M Saving Throw: Special
Duration: Instantaneous
Casting Time: 5 This spell causes a blizzard to hit
Area of Effect: Up to 7 creatures or targets the area of effect, resulting in the
Saving Throw: Special following: movement rate is cut in
half due to drifts and wind, no
When the caster uses this spell, 7 bolts of light, missile fire or flying due to wind,
as per spectrum, spring forth from his hand. The and all normal flames are
red ray appears on the left and each color extinguished. This will negate a
proceeds in order from right to the left: Red - heat metal spell, and affects
Orange - Yellow - Green - Blue - Indigo - Violet. magical fires as if they had been
The arc of light must be aimed in an arc in front hit with Dispel Magic. There are no
of caster no larger than 180 degrees. The Violet saving throws vs. these effects. In
bolt hits the target most to the right, the red bolt addition, great chunks of ice and
hits the target most to the left, and the others hit snow fall within the area of effect,
in order between. Each bolt strikes as THAC0 of causing 3d12 points of damage per
caster, with a +1 to hit for each 4 levels of the round to anyone caught inside. A
successful saving throw vs. spell
caster (rounded down). Each bolts deals a
different effect:

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Great Elemental Netbook
reduces this damage to 1/2 the Duration: Instantaneous
normal amount. Casting Time: 5
The material components required for Area of Effect: Special
this spell are five acorns and any Saving Throw: Neg.
semi-precious gem worth at least 100
GP. This spell is identical to Cone of
Cold, except that it inflicts damage
Cone of Electricity - (Evocation, Elemental- with superheated steam.
Lightning) - 5th level The material component is a small
Author: cone made of salt from boiled
Range: 0 seawater.
Components: V, S, M
Duration: Instantaneous Conjured Fireball - (Conjuration,
Casting Time: 5 Elemental-Fire) - 5th level
Area of Effect: Special Author: wrathgon@hotmail.com
Saving Throw: ½ Range: 5 feet/level
Components: V, S, M
This spell is effluviamancers’ answer the to the cryomantic Duration: Instantaneous
copying of shocking grasp to frost’s bite. When cone of Casting Time: 8
electricity is cast, it causes a cone-shaped area of extreme Area of Effect: 20' radius
static chard originating at the effluviamancer’s hand and Saving Throw: 1/2
extending outwards in a cone five feet long and one foot in
diameter per level of the caster. The charge inflicts 1d4+1 This spell is used my elementalist
damage per level of the caster to all creatures within the to bypass MR of creatures. Only
area of effect. For example, a 10 th-level wizard would cast elementalist can cast this spell
a cone of electricity 10 feet in diameter, 50 feet long and since they understand the inner
inflicting 10d4+10 points of damage. planes better than most. When cast
The material component is identical for the cryomantic tiny portal opens for a second and
version of the spell: a crystal or glass cone of very small fire from the fire plane pours out
size. in a 20-foot radius from were the
caster targeted the spell. It does
Cone of Fire - (Elemental-Fire, 1d6/levelpoints of damage (max 10d6)
Evocation) - 5th level with a save vs. half. The reason
Author: wrathgon@hotmail.com that it is based on level is the
Range: 5 feet/level higher level the longer you keep it
Components: V, S, M out but is still only last less than
Duration: Instantaneous a round. There is a 20% - 1%/level
Casting Time: 5 of caster that something will come
Area of Effect: Special though and attack the caster.
Saving Throw: 1/2
Conjured Frost Bolt - (Elemental-Ice,
When this spell is cast, it causes a Conjuration/Summoning) - 5th level
cone-shaped area of fire originating Author: wrathgon@hotmail.com
at the wizard's hand and extending Range: 20 yards + 10 yards/2levels
outwards in a cone 1/2-inch long per Components: V, S, M
level of the wizard. It causes Duration: Instantaneous
inflammable objects to catch on Casting Time: 4
fire, and great heat in nonflammable Area of Effect: 50-foot long, 10-
objects. Damage is 1d4 + 1 per level foot wide bolt
of the wizard. For example, a tenth- Saving Throw: 1/2
level wizard would cast a Cone of
Fire causing 10d4+10 points of This spell is similar to Conjured
damage. Its material component is a Lightning Bolt. It conjures a bolt
red garnet worth at least 100 gp. of frost and ice from the para-
elemental plane of ice. The chance
Cone of Steam - (Elemental-Steam, that an extra-planar creature enters
Evocation) - 5th level the wizard's plane is the same as
Author: wrathgon@hotmail.com that of the Conjured Lightning Bolt
Range: 5 feet/level spell. The bolt is 50 feet long and
Components: V, S, M 10 feet wide; anyone hit by the bolt

92
Great Elemental Netbook
suffers 1d6 points of damage per from the lightning plane shoots out
level of the wizard (up to a maximum a lightning bolt. It does 1d6/level
of 10d6). A successful save vs. (max 10d6) with a save vs. half.
spells reduces the damage by half. There is a 20% - 1%/level of caster
There is a 20% -1% level of caster that something will come though and
that something follows the spell attack the caster.
throw from the ice plane. If so the
creature is not under control of the Continual Fly - (Elemental-Air,
caster of this spell. Enchantment) - 5th level
The material component for this Author: wrathgon@hotmail.com
spell is a large chunk of ice or Range: Touch
snow; this is consumed with the Components: V, S, M
casting. Duration: Special
Casting Time: 5
Conjured Light - (Radiance, Area of Effect: One creature
Conjuration/Summoning) - 5th level Saving Throw: Neg.
Author: wrathgon@hotmail.com
Range: 5 feet/level This spell function as the third-
Components: V, S, M level Fly spell except that the
Duration: Instantaneous duration applies to time actually
Casting Time: 8 spent flying, not time elapsed since
Area of Effect: 30 feet long the casting of the spell. E.g., you
Saving Throw: ½ can fly for a total of 1d6 turns + 1
turn/level. You can use half the
Elementalists use this spell to duration today and the other half
bypass MR of creatures. Only tomorrow.
elementalists can cast this spell
since they understand the workings Cruise Fireball - (Elemental-Fire, Evocation) - 5th
of the inner planes better than level
most. When cast, a tiny portal to Author: catdrag@vnet.net (Bobby Nichols)
the inner plane of radiance opens Range: 1 mile/level 
momentarily shooting out a thin beam Components: V, S, M
of light that acts like a laser Duration: 1 round/level 
(which can be reflected with a Casting Time: 1 round
mirror). The light beam does 1d4 hp Area of Effect: 30' radius
damage/level (max 10d4) with a save Saving Throw: 1/2
vs. spells for half (the reason that
it is based on level is the higher This spell is a long-range Fireball. It can be cast at
level the longer you keep it out but any line of sight target with a range equal to the
is still only last less than a caster's level in miles. However, the cruise fireball is
round). There is a 20% - 1%/level of not as fast as a normal Fireball and can be seen
caster that something will come coming. It takes a full round to cast cruise fireball
though and attack the caster. and only travels at the speed of 1 mile per round (60
mph). Furthermore, for each mile that the cruise
Conjured Lightning - (Elemental- fireball travels, it loses one die of damage. When it
Lightning, Conjuration) - 5th level runs out of dice, the fireball collapses causing no
Author: wrathgon@hotmail.com damage. 
Range: 5 feet/level
Components: V, S, M Crystal Wall - (Elemental-Mineral,
Duration: Instantaneous Conjuration, Invocation/Evocation) -
Casting Time: 8 5th level
Area of Effect: 40' line Author: wrathgon@hotmail.com
Saving Throw: 1/2 Range: 0
Components: V, S, M
This spell is used my elementalist Duration: 1 round
to bypass MR of creatures. Only Casting Time: 3
elementalist can cast this spell Area of Effect: 3' radius
since they understand the inner Saving Throw: None
planes better than most. When cast a
tiny portal open for a second and

93
Great Elemental Netbook
In improvement on the Rock Wall she has 4 stored fire damage for every 1d4 she wishes
spell created by an earth mage, this to expel.
spell is stronger and can withstand When the spell expires, any remaining fire stored
higher level spells. inside the body of the caster lashes out, directly ahead
Casting the spell successfully of the caster (in whichever position the caster is
creates a rainbow tinted, many- facing), streaking out 50 yards (or until the first
faceted crystal wall, gleaming with physical object) and dealing 1d4 damage per 4 stored
magic to sprout from the ground and damage placed in the caster. Any remnant fire
protect the caster from most spells damages (1, 2, or 3 points) simply fades, doing
- levels 5 and below. The wall may nothing.
be no more than 7 feet in height. In This spell can be particularity deadly if the caster has
addition, the wall will refract a large fire source to stand in. Note that the fire
spells in a different, random protection extends to the caster's clothing and
direction due to its many surfaces. equipment, though not to a mount or significantly
It may hit friend or foe. Regarding large equipment (a flag on a pole, for example, or a
weapons, magical ones will not break ladder).
the barrier by any means. Only The material component is a small silver mirror that
normal weapons will, and they must is held in a candle flame until it blackens. The mirror
hit 1 time per level of the caster is consumed in the casting.
(No matter how much damage they
inflict). Cyrene'Lhei's Pyroblast - (Elemental-Fire,
The components for this spell are 3
Evocation) - 5th level
sp, one small glass globe, and one
Author: nburgoin@chat.carleton.ca
polished crystal worth no less than
Range: 10 yards + 10 yards per level
200 gp. All materials are consumed
Components: V, S, M
by the spell during casting.
Duration: Instantaneous
Casting Time: 4
Cyrene'Lhei's Fiery Retribution - (Elemental-
Area of Effect: 10' cube + 5' cube/level
Fire, Abjuration, Evocation) - 5th level
Saving Throw: 1/2
Author: nburgoin@chat.carleton.ca
Range: 0
This spell, invented by the fire-wielding Rothar elf
Components: V, S, M
Cyrene, creates billowing blasts of fire that can streak
Duration: 2 rounds + 1 round per level
out a maximum of 10 yards + 10 yards per level at =
Casting Time: 5
targets within a 10' cube + 5 cubic feet per level of
Area of Effect: Caster
each other.
Saving Throw: Special
The pyroblast has a damage potential of 1d6 per
caster level, to a single pyroblast maximum of 10d6,
This spell make the caster totally immune to all
but each pyroblast can only hit and damage one
damage caused by fire, be it magical or non-magical,
creature. The caster chooses to divide up the dice as
for the duration of the spell. Furthermore, the caster
he pleases; thus a 12th level wizard could fire off 3
can 'store' the damage that would have occurred
pyroblasts: 4d6, 3d6 and 5d6, or any other
inside her and channel it back out in the form of K
combination that adds to 12d6. A 16th level caster
bolts.
would be able to create a 10d6 pyroblast and a 6d6
The wizard must still make all saving throws for fire
pyroblast, but could not create a 16d6 pyroblast, as
spells used against her, and thus, saving against a
the maximum for one blast is 10d6.
fireball gives her less damage to return upon her foes.
For each die in a given pyroblast beyond the first, the
Roll damage normally, except apply none to the
damage gains a +1 bonus. Thus, the examples above
caster. Instead, note the number of points of damage
would create these pyroblasts: 4d6+3, 3d6+2 and
the caster would have received at the hands of the fire
5d6+4; and 10d6+9 and 6d6+5.
damage as 'stored damage.' At the start of any round,
The pyroblasts strike as per the caster's THAC0, with
the wizard can decide to release stored fire damage as
a +3 bonus to hit as well as any missile attack
magical flame bolts. The bolts strike with the caster's
adjustments. The material component for this spell is
thac0 +2, and with a range of 50 yards. Firing stored
a needle made of fine gold, and one inch of golden
damage as bolts has an initiative penalty of +3. For
thread per single pyroblast created by the spell.
every 4 points of stored damage the wizard drains
All creatures hit by a pyroblast may make a saving
into the bolt, the bolt deals 1d4 points of damage (the
throw vs. spells to incur half damage.
recycling nature of the abjuration magic causes
significant damage loss). The wizard can choose to
Dust of the Ancient Tomes - (Elemental-Dust,
use however much she desires in the bolts, so long as
Abjuration) - 5th level

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Great Elemental Netbook
Author: (up to a maximum of 1d4+20). A
Range: Touch successful save vs. spell reduces
Components: M, S the damage by half. Only one such
Duration: Until discharged attack may be made per round, and
Casting Time: 1 round each attack reduces the spell's
Area of Effect: 1 closed object duration by one round (thus, an
Saving Throw: Special attack may not be made the last
round the spell is in affect).
This spell is usually cast by the mage upon a tome or Anyone who scores a successful melee
a document he wishes to see protected, although it hit on the wizard while he is under
can also be cast on chests, drawers and other objects the protection of this spell,
that can be closed of a size equal to or less than 3' suffers damage equal to that
cube. The caster spreads a thin layer of dust upon the inflicted by an attack from the
object and casts the spell. Upon completion of the shroud (1d4 + 1 per level); again, a
spell the dust becomes invisible. If someone who is successful save vs. spell reduces
not the caster touches the protected objects the dust the damage by one half. The duration
rises in a cloud to engulf the offender completely. of the spell is not affected in this
The dust follows the victim and suffocates him in 1d6 case.
rounds. If the victim succeeds in the saving throw The material component for this
against spells then he is only rendered unconscious spell is any normal cape with a
chunk of sulfur placed in the
for 1d12 +4 rounds. A mage within the cloud cannot
pocket; the cape must be worn
cast any spell. A dispel magic spell can disperse the
throughout the duration of the
cloud of dust and negate the spell.
spell; if it is removed, the spell
The component necessary for this spell is dust that
ends prematurely. The cape is not
was undisturbed for several (at least 10) years.
affected by the casting of this
spell, but the sulfur is consumed
Eldarr's Flameshroud - (Elemental-
when the spell ends.
Fire, Abjuration,
Invocation/Evocation) - 5th level
Author: wrathgon@hotmail.com Empower Gem – (Elemental-Mineral,
Range: Special Enchantment) - 5th level
Components: V, S, M Author:
Duration: 1 round/level (but see Range: Touch
below) Components: V, S, M
Casting Time: 4 Duration: 1 day/level
Area of Effect: Caster Casting time: 1 turn
Saving Throw: Special Area of Effect: 1 gem
Saving throw: Neg.
When this spell is cast, the wizard  
is enveloped in an invisible shroud This spell enchants 1 gem (of no less than 100 gp of
of flames; a True Seeing spell or value) so that it can hold a spell in it. The spell in the
similar magic will reveal the empowered gem is counted towards the total number
shroud, and a Detect Magic will of spells that the mage can cast in a day. (i.e. a 9 th
reveal strong lines of abjuration level mage that has cast this spell, and put a Flaming
and evocation magic. The spell sphere spell in the gem will be able to learn for the
imparts on the wizard, the next 9 days (the spell’s duration) only 2 spells from
equivalent of fire resistance for 2nd level). The spell to be stored must be cast on the
the duration of the spell (see gem on the round following the casting of this spell.
description of Ring of Fire The caster can choose to put any spell of 1st-2nd level
resistance). In addition to the spell or even a 3rd level spell, if it is an abjuration or
protection aspect of this spell, the metamagic. A gem will glow with an inner glow
wizard may also use it offensively. when it has a spell in it. To release the spell a person
Any target that comes within 10 feet must touch the gem and will it to release the spell,
of the wizard may be attacked using giving the spell a “casting” time of 1. Please note that
the shroud. A small finger of anyone can use the empowered gems, so mages
(clearly visible) flames shoots from should be careful not to let them be stolen since they
the shroud and strikes the victim, can be used against him.
inflicting 1d4 points of damage, A caster can have a maximum of 1 empowered gem
plus 1 point per level of the wizard per 5 levels operating at the same time.

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Great Elemental Netbook
The spell was originally developed by a mage that of fire. The caster can summon 1-4
wanted to help his adventuring friends, but could not fire warriors.
come with them so he gave them these gems. The material component for this
The material component is the gem upon which the spell is sulfur, phosphorus, and a
spell is cast. The gem must be worth more than 100 small replica of a long sword.
gp and every time the spell is discharged the gem
looses 10 gp of value. Frigid Encasement - (Elemental-Ice,
   Alteration, Evocation) - 5th level
Fire Protection - (Elemental-Fire, Author: wrathgon@hotmail.com
Abjuration) - 5th level Range: 10 yards per level
Author: wrathgon@hotmail.com Components: V, S, M
Range: Touch Duration: Special
Components: V, S Casting Time: 5
Duration: Special Area of Effect: 1 creature per level
Casting Time: 6 Saving Throw: Special
Area of Effect: Creature touched
Saving Throw: None In casting frigid encasement, the
wizard calls forth around the target
This spell is exactly the same as an area of cold so intense as to
the priest spell, protection from freeze all moisture in the
fire. The caster has total surrounding atmosphere. Targets
invulnerability to normal fire and failing a saving throw vs. spell
heat. The caster absorbs 12 points receive a -3 penalty on all attack
of heat and fire damage per level and damage rolls for 1d4 rounds plus
until the spell is negated. The 1 per level of the caster.
spell can last up to a maximum of 1 In addition, those failing their
turn per level of the caster. initial saving throw must make a
saving throw vs. paralysis or be
Fire Warrior - (Elemental-Fire, totally encased in a covering of
Conjuration/Summoning) - 5th level solid ice approximately 1 inch thick
Author: wrathgon@hotmail.com for every 2 levels of the caster.
Range: 0 The ice melts at 1 inch per round in
Components: V, S, M normal heat (about 60° F) ; however,
Duration: 2 rounds/level if cast in colder climes (below
Casting Time: 1 round freezing) the ice lasts for 1 turn
Area of Effect: 30 feet per inch, and in warmer
Saving Throw: None temperatures (above 60° F) the ice
melts twice as fast as normal (2
This spell enables the caster to inches per round). Those affected
summon warriors from the elemental are allowed a bend bars/lift gates
plane of fire. These warriors will roll to escape, with every inch
protect the caster from physical lessening chances by 1%.
harm for the duration of the spell Obviously, encasing one's entire
or until they are destroyed. These body in ice is debilitating;
special warriors fight with fire however, the greater danger lies in
swords that inflict 1d10 points of suffocation. If a breathing target
damage, plus 2d4 points of fire fails both saving throws and becomes
damage for all those within 10ft of covered in ice, the target takes 1
the warrior from the intense heat. point of suffocation damage per
Any cold using, avian, or round, cumulatively. So the target
regenerating creatures take double takes 1 point of damage the first
damage from these warriors. Any round, 2 points the next round, 3
heat-using creature will only take the third, etc. If the target is
half damage from the weapon and no not protected from cold (either by a
heat damage. These warriors have an resist cold spell or by similar
armor class of 2, 1/2 hit points of measures) or if the target is not a
the caster and attack as fighters 3 cold-using or cold-dwelling
levels less than the level of the creature, this damage is doubled due
caster. When the warriors are to cold.
destroyed they return to the plane

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Great Elemental Netbook
A fireball or similar magic may melt think there are more of you. The
the ice created by frigid caster controls each and can make
encasement, but creatures inside the them attack but only if infravision
ice must save vs. spell to avoid is in use.
taking damage from the magical fire. Each does 1 damage/level and has the
The material component for this Thac0 of caster. 75% of damage is
spell is a tiny bit of fur and some not real but can's be dispelled or
water or snow in a small glass vial. disbelieved. Each has 2 hp/level
but takes x2 from slashing weapon.
Hearth to Hearth - (Elemental-Smoke, Alteration, If cast in light (or when
Conjuration/Summoning) - 5th level infravision is not in use) spell
Author: does not work. Must be cast in
Range: 100 miles/2 levels darkness
Components: V, S, M
Duration: Special Heat Wave II - (Elemental-Fire,
Casting Time: 1 round Evocation) - 5th level
Area of Effect: Special Author: wrathgon@hotmail.com
Saving Throw: Special Range: 10 yards
Components: V, S
A unique form of communication, hearth to hearth Duration: 1 round/level
enables a mage to whisper a short message (a Casting Time: 4
maximum of 6 words per level) to an existing fire Area of Effect: 40' wide, 20' high,
source of minimal size (must be at least the size of a 20' deep
small cooking fire). The mage then designates Saving Throw: Neg.
another fire source to receive his message. In the
receiving fire source, the face of the caster will then This spell creates a wall of heat
appear formed by the smoke rising from the fire, that moves away from the caster at a
speaking the message. rate of 10 feet per round. The wave
The caster must know the general area where the cannot be turned back towards the
caster but a cone of cold will
designated receiving fire burns. If the designated
negate its effects. The wave
place be a doused fire or hearth, a small fire will
increases the temperature of the
suddenly come to life and the face will appear to
area effected by 90 degrees + 2
relay the message, afterwards the fire dies.
degrees/level. The wave causes 2d6
Should the person receiving the message be a mage
+ 1 point of damage per level of the
of the same of the caster, or of greater level, then he
caster each round to any creature
may reply in a similar fashion without casting the
caught in the effect. Because of the
spell, and without knowing the location of the intense heat, the vision of
original caster's fire. Please note that this does not creatures that are caught in the
reveal the identity of the casting mage, and only wave is affected. Creatures become
people familiar with the mage will recognize his face disoriented and their movement rate
in the smoke. is reduced by one third if they are
The spell may only reach fire sources on the same caught in the wave. This spell does
plane and may not cross planar boundaries. Material double damage to any cold using or
components are the fire source and the feathers of a regenerating creatures and no damage
pigeon that must be burned in the fire. to fire based creatures.
Heat Pattern - (Elemental-Fire, Icicles to Daggers - (Alteration, Elemental-Ice) -
Illusion) - 5th level
5th level
Author: wrathgon@hotmail.com
Reversible
Range: 30 feet
Author:
Components: V, S, M
Range: 30 yards
Duration: 2 rounds/level
Components: V, S, M
Casting Time: 5
Duration: 2 rounds/level
Area of Effect: Special
Casting Time: 7
Saving Throw: None
Area of Effect: 1d4 icicles + 1 icicle/level in a 10' cube
This spell is used to fool creature Saving Throw: None
with infravision. It creates one
heat source/level and makes others A cryomantic version of the priest spell sticks to snakes,
icicles to daggers changes the above listed amount of

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Great Elemental Netbook
icicles into steel daggers of totally average construction; and prevents the recipient from being damaged by
thus a 11th-level wizard can change 12-15 icicles into a like bludgeoning weapons.
number of daggers. The daggers can then be distributed Material components are a whole jelly, ooze, slime or
as the caster wishes. Note when the icicles become pudding (that is consumed in the casting) and a
daggers they fall to the ground when applicable. Affected medium shield.
icicles must be at least four inches long and no longer than
two feet. Similarly, they must be at least one inch in Lava Pool – (Elemental-Magma, Alteration) - 5th
circumference and no more than one foot in circumference. level
The material components of the spell are the icicles to be Range: 5 yards/level
changed. Components: V, S, M
The reverse of the spell changes an equal number of Duration: 1 turn
normal daggers (whether they be wood, steel, bone or Casting Time: 5
something else) into icicles for the duration of the spell. Area of Effect: 40’ radius
Note that if the environment is warm and the icicles melt, Saving Throw: None
they will not reform into daggers at the end of the spell’s
duration. Daggers held may make a saving throw equal to  This spell causes a 40’ radius of earth to change into
the possessor’s saving throw vs. polymorph. This form of lava with the middle of the lava being 10’ deep. The
the spell also cancels the reverse. lava is formed at the end of the 3rd round, stays fully
formed for 4 rounds and reverts back to earth in the
Icy Sentinel - (Conjuration/Summoning, start of the 8th round. Movement through the magma
Elemental-Ice) - 5th level is half the normal. On the 1st and 10th round the pool
Author: causes 1d4 points of damage. On the 2nd and 9th
Range: Touch rounds it causes 2d4 damage. On the 3rd and 8th
Components: V, S, M round in causes 3d4 points of damage. And on the 4th
Duration: Permanent through 7th rounds the lava inflicts 4d4 points of
Casting Time: 1 turn damage per round.
Area of Effect: Special The material component is a small golden drop worth
Saving Throw: None at least 20 GP. The golden drop is not consumed in
the casting of the spell.
This spell must be cast on massive golem-like statue hewn
of pure ice. The spell imbues the statue with some sense Lightning Ward - (Elemental-Lightning,
of intelligence. The statue only obeys the orders of its Alteration) - 5th level
creator and never goes berserk like some golems. Author: catdrag@vnet.net (Bobby Nichols)
Range: 0
Icy Sentinel: THAC0 11; #At 1; Dmg 2d6+7 (punch); AC 2; Components: V, S, M
HD 10; hp 55; MV 9; SD immune to most spells and cold; Duration: 1 turn/level
SW destroyed by transmute ice to wood spell, takes double Casting Time: 5
damage from elemental spells, not immune to elemental Area of Effect: 30' radius
lightning spell; SZ L (12 feet); INT Semi- (2-4); AL N; ML Saving Throw: None
fearless (20); XP 12,000.
Lightning ward establishes a 30' radius globe
The material component for the spell is the statue to be around the caster that prevents lightning and
enchanted. electricity from entering the sphere and harming
any under its protection. The theory behind the
Jelly Armor - (Ooze, Invocation/Evocation) – 5th spell is the magic decreases the probability that
level lightning strikes and electric discharges will
Author: happen within the area of effect. 
Range: Touch There is a second effect of this spell that is more
Components: V, S, M protective. Any who were not in the area of
Duration: 1 round/level effect of the spell when it was cast has a 5%
Casting Time: 5 chance per round the spell has been active of
Area of Effect: 1 creature being struck by lightning when they enter the
Saving Throw: Nil area. Once this strike has occurred, then the
new person is under the effect of the spell. The
This spell is an improved version of the 3rd level DM determines damage caused by this lightning
slime spell. The creature touched is coated by a strike, but in a normal thunderstorm, it is typically
gelatinous substance that prevents him from being 8d8 of damage. A save vs. petrification will
gripped, webbed or entangled but also reduces reduce this damage by half, but will leave the
damage from piercing and slashing weapons by half victim prone on the ground (he dove for cover

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Great Elemental Netbook
from the bolt) whether he succeeds in the save intelligent mist from the elemental
or not.  plane of air. The creature has
If any individual who was under the protection of spellcasting ability, and can cast
this spell leaves the area of effect, there is 5% its own spells as well as any spells
chance per round of protection that they will be given to it by the wizard (can only
struck by lightning immediately after leaving the have 1/3 the level of caster's level
area of effect. Once this strike takes place, then in spells. And only 4th level or
the lightning ward no longer protects the lower spells, which must be
individual. If he seeks to re-enter the area of memorized when he cast the Magic
effect, then he will be struck by lightning before Mist spell).
being protected once again (as detailed above). Other than this increased ability,
Again, the DM determines damage, but in a these mists conform to the Attacking
normal lightning storm, it is typically 8d8 points Mist spell.
of damage. Again a save is applicable, though it
will leave the victim prone on the ground Monochromatic Light - (Elemental-Radiance,
whether he succeeds in his save or not.  Alteration) - 5th level
If allowed to end normally, no lightning bolts will Author:
strike the caster or any others that were once Range: 0
under its protection.  Components: V, S, M
Note that this spell is of limited use and thus Duration: 1 round/level
most spell casters find it to be interesting, but Casting Time: 5
not very useful. However, Mandlar of Area of Effect: 10' radius/level
Waterdeep, a mage that has journeyed into Saving Throw: Nil
Undermountain has reported that there is a
cavern where lightning erupts periodically from With this spell the caster creates a sphere of
the walls. Apparently a trap has been set up so monochromatic gray light with him at its center.
that a lightning ward protects its entrances. Thus Within the area of effect the only discernable color is
as someone enters the room they are not struck gray. All hidden doors, monsters and objects resident
by lightning, but as they investigate and leave or moving through the area of the spell’s effect are
the area of effect of the lightning ward, they will revealed to the eye and all illusion are seen for what
be struck at least twice more.  they are, making any sort of magical disguise
While under the effects of this spell, wands of unusable within this area.
lightning and any other spells that have electrical When a creature moves out of the sphere of gray light
effects (such as shocking grasp) cast by all spells of illusion will again take effect, as the spell
someone under its protection automatically fail does not negate the magic. Just remember that the
though the spell is cast. Lightning quasi- duration of the spell still runs, even while in the gray
elementals are unable to enter the area of effect light sphere.
of a lightning ward and this enrages them. They The components for this spell are a tallow candle in a
have been known to follow someone under the pure crystal holder 100gp worth.
protection of this spell and attack when its
duration ends.  Obsidian Shards - (Elemental-Earth,
The material component for this spell is a 2' Conjuration/Summoning) – 5th level
length of iron and a ball of rubber that is placed Author: wrathgon@hotmail.com
on the rod during the casting of the spell. The Range: 13 yards + 3 yards/level.
rod and rubber disappear that the end of the Components: V, S, M
spell. If destroyed prematurely, the spell ends Duration: 1 round/3 levels of the
immediately.  caster
Casting Time: 4
Magic Mist - (Elemental-Steam, Area of Effect: Special
Conjuration/ Summoning) - 5th level Saving Throw: Negates
Author: wrathgon@hotmail.com
Range: 10 yards Upon casting the spell, a large slab
Components: V, S, M of Obsidian rock rises up from the
Duration: 1 round per level earth, and at the casters command,
Casting Time: 3 starts to spin top over bottom very
Area of Effect: Special quickly. When the slab reaches
Saving Throw: None maximum velocity, large, dagger-like
shards break loose from the slab and
This spell summons a Class III careen at a target of the casters

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Great Elemental Netbook
choosing. The slab lasts 1 extra Area of Effect: 5' radius/level
round for every 3 levels of the Saving Throw: Negates
caster, and with each additional
round, another target can be This spell calls into being a large, semi-transparent,
specified and bombarded with shards. greenish sphere to appear at any location within
At the end of the duration of the range, as appointed by the caster. This sphere is
spell, the Obsidian slab intangible, and anything can pass through it, although
disintegrates. Should the recipient living creatures will feel a distinct "electric" feeling.
roll a failing Saving Throw, The One round after blinking into existence, the area
shards inflict 1d10 damage and can within the sphere will flare into a green electrical
shatter almost any spell barrier, frenzy, with forks of electricity crackling from one
such as a Wall of Light or end of the sphere to another, filling the area of effect.
Protection from Normal Missiles This lasts for one round, after which the sphere and
spell, and the shattered barriers the electricity blink back out of existence. Any
shards inflict 1d4 damage within 5' creatures caught within the sphere during "discharge"
of the barrier's radius. A must save vs. spells (without dexterity bonuses) or be
successful Saving Throw means that jolted into unconsciousness. Undead creatures and
the Obsidian shards have been those with complete immunity to electricity are
evaded, and will disintegrate upon unaffected. Those partially affected by electricity
missing the target. receive a +5 bonus to save. Creatures that are larger
The material components for this than the area of effect, but still have appendages
spell are a small chunk of obsidian,
within the area of effect are affected normally.
and a dark gem or piece of onyx
Unconsciousness is not prolonged magically, but
worth no less than 400 gp. All
creatures affected in such a manner may only be
materials are consumed by the spell
brought back to consciousness using extreme
during casting.
procedures (smelling sauces, excessive damage, or
any other shocking circumstances). Otherwise, they
Risley’s Rainbow - (Radiance,
remain unconscious for 1d10 turns.
Conjuration/Summoning) - 5th level
The material component for this spell is a ball of cat
Author:
fur, or any other substance, which is to be statically
Range: 10 yards
charged, through rubbing or other means.
Components: V, S, M
Duration: 2 rounds/level
Slimy Blob of Imprisonment - (Elemental- Ooze,
Casting Time: 5
Invocation/Evocation) - 5th level
Area of Effect: Special
Author:
Saving Throw: Nil
Range: 30 yards
Components: V, S, M
When cast, the spell conjures a rainbow that appears
Duration: 1 round/level of caster
somewhat like a bridge, and acts as one. The bridge is
Casting Time: 5
10' wide and can stretch out for as long as 20'/level of
Area of Effect: 1 creature
the caster in length, and with the height of 10' for
Saving Throw: Neg.
every 20' of length. The bridge is sturdy enough to
support 500 pounds per level of the caster of weight
This spell allows its caster to imprison a creature in a
but will disappear immediately when it's duration
globe of viscous ooze. The caster hurls the blob at his
expires or when dispelled.
victim and entraps him within its confines. The shape
If the caster has the Tactics of magic proficiency
of the blob can be changed to encompass parts or the
(From the Player’s Option: Spell & Magic
whole victim, thus allowing him to breathe or
sourcebook) then he can make a bridge whose height
strangling him. The creature, once trapped, cannot
will reach a castle's wall, for example.
move. If enclosed breathing creatures suffocate and
The material components are a drop of water and a
suffer damage at a rate of 1d4+2 point of damage per
mirror.
round.
The creature gets a saving throw with the following
Shock Sphere - (Elemental-Lightning,
modifiers according to their size:
Invocation/Evocation) - 5th level
Author: unknown
Size Modifier
Range: 10 yards/level
Tiny -3
Components: V, S, M
Duration: 2 rounds Small -1
Casting Time: 4 Medium No modifier
Large +1

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Great Elemental Netbook
Huge +3 Summon Frozen Shade - (Conjuration/
Gargantuan +5 Summoning, Necromancy, Elemental-Ice) - 5th
level
The material component necessary for this spell is a Author:
vial of bog-mire ooze. Range: 10 yards
Components: V, S, M
Slitherform - (Elemental-Ooze, Alteration) – 5 th Duration: 1 round + 1 round/level
level Casting Time: 5
Author: Area of Effect: 10-foot cube
Range: Touch Saving Throw: None
Components: V, S, M
Duration: 2 turns/level When this spell is cast, the wizard conjures one frozen
Casting Time: 5 shade from either the Para-Elemental Plane of Ice or the
Area of Effect: Creature Touched vaults beneath the Frozen Oracle in Mainz and the Icy
Saving Throw: None Fortress deep in the High Mountains for each three levels
of experience he possesses. The monsters are under the
When cast on a willing creature, that creature and all control of the caster and attack his enemies on command.
of its belongings change in form, causing it to The shades remain until slain, turned or the spell duration
become a Slithering tracker (MM page 280). The expires.
caster moves at a speed of 12, being almost invisible
to detection (5% to be spotted), and without making Frozen Shade: THAC0 14; #At 1; Dmg 1d4 damage/ AC
any noise. Creatures in this form may move through above 0 (at least 1d4 damage); AC 0; HD 7; MV 15; SA
the tiniest of cracks and crevices although in this paralysis as lich; SD standard undead immunities; SW
form mages cannot attack, cannot use any item and turned as ghost, 2d4 damage from holy water, double
cannot cast spells. The polymorphed subject retains damage from fire; SZ M (6 feet); INT Low (5-7); AL CE; ML
his original hit points, and intelligence, but can only champion (15-16); XP 9,000.
use the creature’s special attack form and THAC0.
Thus, creatures transformed by the spell may use the The material component for the spell is any small blue or
paralyzing attack of the Slithering Tracker, although white gem (consumed in the casting).
they may not gain sustenance from victims thus
subdued. Vanar's Elemental Transformation - (Alteration) -
Like the Polymorph self spell the recipient is in no 5th level
danger of alterations to his personality or mental Author: nburgoin@chat.carleton.ca
condition and he retains his, or her, own intelligence. Range: 0
The material component is a small amount of the Components: V, S, M
jelly-like material from which the body of a Duration: 1 turn + 1 round/level
Slithering tracker is made of. Casting Time: 5
Area of Effect: The Caster
Smokey Figure II - (Alteration, Fire) - 5th level Saving Throw: None
Author:
Range: 50 yards This spell transforms the caster into the single
Components: V, S, M elemental type of his choice. This includes all the
Duration: 1 round/level basic elementals (fire, air, earth, and water) as well as
Casting Time: 3 any other elemental that the caster has seen (Such as
Area of Effect: 1 fire source an ice elemental).
Saving Throw: Special While under the effect of this spell, the caster and all
items carried by the caster turn into the form of the
This spell is similar to the smoky figure I spell except elemental of the caster's choice. The caster retains
that the figure is partially real. The creature's his own hit points, but other than that, gains all the
statistics are as following: movement rates, armor classes, damage abilities etc
of the elemental chosen. The caster gains all of the
AC 0; HP 60 (HD 10); #AT 2; Dmg 1-12/1-12; magical immunities of the form, magical attacks, and
THAC0 11; Movement 12. If the creatures seeing other natural abilities of the elemental form chosen
him disbelieve then they suffer only half damage (water elementals can squeeze through small
from his attacks and they attack him as if he has AC 6 openings, earth elementals can travel through stone,
and only 30 hp. etc.)
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 hit-

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Great Elemental Netbook
die, the ability is only given if the caster has that Area of Effect: 40 feet wide, 20
many levels or more (for example, the cyclone ability feet high, 20 foot deep cloud
of the air elemental). Saving Throw: Special
The caster may choose which elemental form he
takes, but elementalists cannot choose their opposing This spell is a cold-based version
element. If killed or knocked unconscious, the caster of Cloudkill, creating a light grey
returns to normal form. cloud that leaves frost in its wake.
No items carried by the caster may be used while in It functions just like a Cloudkill,
Elemental form - the are absorbed into the form itself. except that damage comes from cold,
The caster cannot speak normally while in elemental making fire based creatures more
form, therefore, the caster cannot cast other spells. vulnerable to the spell (treat them
The spell lasts until the caster wills it to end, or until as having 2 fewer hit dice, and they
one turn plus 1 round per level has passed. automatically take double damage).
The material component for this spell is the same as Creatures who fail their saving
the Conjure Elemental spell. throws by 4 or more are encased in a
New elementals (such as the Ice Elemental) may thin layer of ice (about 1/4 inch).
require further research by the caster in order to Those who make their saving throws
determine what material components are required. still take appropriate damage
(1d10). Cold-based creatures are
Vanar’s Wall of Admittance - (Elemental-Earth, immune to this spell, and some (like
white dragons) might find it
Evocation) – 5th level
refreshing.
Author: nburgoin@chat.carleton.ca
Range: 5 yards per 2 levels
Components: V, S, M Hit Fire- Saving Throw
Dice Based
Duration: Permanent
creatur
Casting Time: 5
es
Area of Effect: Special
4 or 6 or Killed
Saving Throw: Nil
less less instantly
4+1 6+1 to Save vs.
This spell creates a stone wall, exactly like the 6th
to 7+1 Spell at -4
level spell Wall of Stone, though it has a different
5+1
range. Also, the wizard can only create a wall 1/4-
5+1 7+1 to Save vs.
inch thick and 5 feet square per level, not 20.
to 6 8 Spell
The true advantage of this spell, however, is that in
6+1 8+1 or None, 1d10
its casting, the wizard can designate one individual
or more damage (2d10
per caster level, named during casting, to be able to
more for fire
pass through the wall of stone the spell creates as if
based)
the wall did not exist. For everyone else, the wall is
solid rock. For those named (of which the caster is
This spell has no material
automatically named, and does not count for the total
components.
number of people named) the wall might as well not
be there, though it appears to be (hence, they cannot
Vanquil's Freeze Ray - (Elemental-Ice,
see through the wall without stepping through it).
Evocation) - 5th level
This aspect of the spell does not affect its structural
Author: wrathgon@hotmail.com
integrity, and the wall can be dispelled, disintegrated,
Range: 5 feet/level
or destroyed naturally as rock.
Components: V, S
The material component is a small block of granite,
Duration: Instantaneous
with one silver spike driven through it per person
Casting Time: 5
named in casting. All material components are Area of Effect: One creature
consumed. Saving Throw: Special
Vanquil's Drifting Blizzard -
This is an modified version of Cone
(Elemental-Ice, Evocation) - 5th level Of Cold that effects only one
Author: wrathgon@hotmail.com creature. It creates a beam of
Range: 10 yards intense cold 5 feet long per wizard
Components: V, S level, but only a tenth of an inch
Duration: 1 round/level wide. If the target fails its saving
Casting Time: 5 throw (vs. spell), it takes 1d8

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points of damage per wizard level becomes bent and warped for ever unless it is shaped
(up to 12d8). If the target makes anew in a forge or by another spell. Note that a
its saving throw, it narrowly dodges Dispel magic spell will have no effect. Warped
the beam, but is close enough for missile weapons are useless and warped melee
its body heat to dissipate the beam. weapons suffer –4 to hit and inflict their minimum
Of course, that also means the beam damage if they hit. Metallic armors are only half as
cools down the target, causing 1 effective and they cannot be removed unless special
point of damage per wizard level (up measures are taken since they’re so warped. Also
to a maximum of 12). Creatures that note that the wearer cannot move with the armor
are cold-based (like white dragons unless it’s only a breastplate. In order to affect
or ice para-elementals) take no enchanted metal items the caster must be of a level
damage from this spell, but fire- higher than the level of the item’s enchanter. (There
based creatures (like red dragons is a table in the Dispel magic spell about the level
and salamanders) take +1 point of that magical items are considered to be or you can
damage per hit die. Undead takes no use the level depicted in the item’s description if
damage from this version. applicable). The chance is 5% per level of difference.
(Note that artifacts and relics cannot be affected by
Wall of Vacuum - (Invocation/Evocation, this spell).
Elemental-Vacuum) - 5th level The reverse Straighten metal will cause bent metal
Author: objects to straighten to their former form, thereby
Range: 30 yards negating the effects of this spell.
Components: V, S, M Material component is a piece from a mimic.
Duration: 1 round/level
Casting time: 5
Area of Effect: 20’ cube + 10’ cube/level
6th level spells
Saving throw: None
Alpha's Firefountain - (Elemental-
The spell causes an area of 20' cube plus 10’ cube per Fire, Alteration) - 6th level
level of the caster to become devoid of air, at least for Author: wrathgon@hotmail.com
a duration of 1 round per level of caster. The wall Range: 10 yards/level
causes all who pass through it to suffer 4d4 points of Components: V, S, M
damage per 10’ they traveled through. Creatures that Duration: Special
need not breathe suffer only 2d4 points of damage, Casting Time: 6
this is due to the fact that their bodies try to expand to Area of Effect: Special
fill the vacuum. Saving Throw: Special
The vacuum has an additional ability, any missile
weapon, including boulders from a catapult an such, This spell is similar to the fourth
will be slowed as they pass through the wall. Small level Alpha's Firefall spell, but is
missiles, like arrows, sling bullets, and such, will not more powerful in two ways. First,
cause damage. Boulders and missiles from catapult, the spray of liquid fire burns for a
ballista or those thrown by giants will fall short of total of three rounds, inflicting
target by 5’ per 10’ they passed through the wall. If 3d6 damage the first round, 2d6 the
they hit a creature use the next lowest dice to second, and 1d6 the third. There is
calculate damage (i.e. if a boulder would normally no saving throw vs. the damage
inflicted by the spray. Second, the
have done 3d6 then it causes 3d4 instead).
wizard is able to throw up one
The material component is a air-tight container.
prominence of flame (for 4d10 fire
damage the first round, and 2d10 the
Warp Metal – (Elemental-Mineral, Alteration) -
second, with a save vs. breath
5th level
weapon to halve damage) for every
Reversible
six levels of the wizard (rounding
Author:
off all fractions).
Range: 10 yards/level The material component is a lump of
Components: V, S, M pitch, sulfur, saltpeter, and
Duration: Permanent magnesium and an available fire
Casting Time: 3 source.
Area of Effect: 3 pounds/level
Saving Throw: Special Alpha's Shooting Stars - (Elemental-
When cast a volume of metal, any kind of metal, Fire, Conjuration/Summoning) - 6th
equal to 3 pounds per level of the caster or less, level

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Great Elemental Netbook
Author: wrathgon@hotmail.com wall. The wall is not effected by blows (see below), cold,
Range: 5 feet per level electricity, fire, missiles, etc. Spells and breath weapons
Components: V, S, M cannot pass through it in either direction, although
Duration: Instantaneous dimension door, teleport and similar spells can bypass the
Casting Time: 5 barrier.
Area of Effect: Special The caster can, if desired, form the wall into a spherical
Saving Throw: Special shape with a radius of up to one foot per level or an open
hemispherical shape of 1.5-foot radius per caster level.
This spell creates glowing missiles The plane of electricity must be continuous and unbroken
with flaming trails, one for each when formed; if any object or creature breaks its surface,
six levels of the wizard (dropping the spell fails. The caster can end the spell on his
all fractions). The victim of the command.
spell receives no saving throw, and If any creature comes in contact with the wall, or a
suffers 4d6 damage from the impact conductor comes in contact with a creature and the wall,
and 8d6 from the fiery blast that the creature takes 1d4 damage per level of the caster, to a
accompanies the impact. All within 5 maximum of 20d4 damage. This damage does not reduce
feet of the impact point are also in the duration or other properties of the wall in any way.
the blast radius, but they may save Creatures not affected by electrical damage can touch the
for half damage. The original wall without consequence, but still cannot pass through the
intended target may attempt to save wall. Creatures taking damage from the wall are allowed a
vs. Petrification to avoid being saving throw vs. spells for half damage.
struck. This save is at -4 if within The material components are a pinch of powdered
20 feet and at -2 if within 40 feet. diamond worth 5,000 gp, small amber, glass or crystal rod
If this save fails, he suffers as and a bit of fur.
above. If he succeeds, however, the
shooting star(s) directed at him Ballant’s Stonesplit - (Elemental-
continue on in a straight line to Earth, Evocation) – 6th level
the extent of their range, at which Author: wrathgon@hotmail.com
point they explode in a fiery burst Range: Touch
as above. Anyone else in the path of Components: V, S, M
the shooting star(s) must save as Duration: Permanent
for the original intended target, or Casting Time: 6
become the victim of the spell. If Area of Effect: 10' cube/level
the wizard has more than one Saving Throw: Special
missile, he may direct them at one
or several targets as desired. The wizard who casts this spell
Anyone within 5 feet of the path of cleaves the next stone object he
the missile will suffer 2d6 (save touches, the force from his
for half) fire damage simply from fingertips manifesting in a spray of
the heat of the passage of the light and a thick, winding crack
shooting star. The material that appears in the stone with
component is a bit of meteoric iron considerable force. The crack
and a piece of igneous rock. reduces an amount of stone to rubble
equal to the spell's area of effect,
Antra’s Plane of Electricity - (Evocation, but it does nothing to clear this
Elemental-Lightning) - 6th level rubble away. Rubble fills the gap
Author: to a height of half that of the
Range: 30 yards/level original wall and sloping away from
Components: V, S, M each side at about a 45 degree
Duration: 1 turn + 1 round/level angle. There is a 3 segment delay
Casting Time: 6 between the magic-user's touch and
Area of Effect: Up to 10-foot square/level the full extent of the spell's
Saving Throw: Special damage, which is usually enough time
for a mobile caster to escape being
This spell is a more powerful version of wall of force. The crushed by his own spell. A
spell creates an invisible, immobile barrier that is totally successful Dispel Magic during this
unaffected by most spells, including dispel magic. A interval period negates this spell.
disintegrate, sphere of ultimate destruction or If this spell is cast on a stone
Mordenkainen’s disjunction spell, a rod of cancellation, floor, a fissure opens and the
sphere of annihilation or a wand of negation will destroy the rubble settles quickly, dropping the

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Great Elemental Netbook
floor 1-4 feet and 1d4 damage to all Components: V, S, M
in the area of effect. Does Duration: 1 turn/level
1d8/level to stone creature or save Casting time: 1 turn
vs. spell 1/2. Magical item that Area of Effect: Special
are made of stone save at -4 vs. Saving Throw: None
disintegration.
Material is 1000 gp diamond-tipped Like all of the spells of the general elemental school
chisel, which disappears at end of this spell have 16 different versions, one for each of
casting. the elemental planes. With the aid of this spell the
caster can summon a beast of the elemental planes,
Cyrene'Lhei's Immolation - (Elemental-Fire, whose plane of origin is according to the version he
Evocation) - 6th level memorized that day.
Author: nburgoin@chat.carleton.ca If the mage memorized this spell more than once then
Range: 10 yards/level he can conjure several of these beasts, even from
Components: V, S, M different planes, but the more beasts he conjures the
Duration: Instantaneous more chance he has of losing control on them.
Casting Time: 6 As with the Conjure Elemental spell the caster must
Area of Effect: Special concentrate on the beast to control them or they'll
Saving Throw: Special turn on him. There is a 5% chance that the beast will
break free from his control and attack him. The roll is
At the casting of this spell, the wizard chooses up to made at the end of the second round and every round
one creature per caster level, all within a range of 10 thereafter. The caster can only control the beasts he
yards per level. The creatures must all be within a 15' summoned or summon more beasts, if he has
cube of each other (per caster level). At the casting memorized this spell more than once, but cannot cast
of the spell, all creatures chosen burst into flame. spells whose casting time is 1 round or more, or
The creatures each make a saving throw vs. spells, spells of 7th level and above.. For every extra beast
consulting the chart below. beyond the first the chance of them breaking free
increases by 5%, so a mage that conjured 4 beasts has
Creature' Save failed Save 20% per round for every beast of it breaking free.
s Hit Die succeeded Note that if a beast breaks free the caster has only
Under 2 Explode Explode 50% chance of being able to dispel it.
2 to 4 Explode Die The caster can control the beast for a range of up to
4+1 to 6+3 Die Damage 50 yards per level.
6+4 to 8+3 Damage Half Damage The material component is a small quantity of the
Over 8+3 Half No Effect element from where the beast will come from. (I.e.
Damage lighting for lightning beast, vacuum for vacuum
beast, etc.).
Creatures that explode are slain and leave no body
behind. They also deal 4d6 points of fire damage to Fellstar's Flame Arc - (Elemental-
all within 10 feet of the explosion, with a saving Fire, Invocation/Evocation) - 6th
throw vs. spells for half damage. Creatures that die level
are charred to a cinder by the flames of this spell, and Author: wrathgon@hotmail.com
all those within 5 feet suffer 2d6 points of heat Range: Special
damage, save vs. spells for half damage. Creatures Components: V, S, M
that are listed as 'Damage' take 8d6 points of fire Duration: Instantaneous
damage. 'Half Damage' means they take 4d6. Casting Time: 6
The material component for this spell is a ruby worth Area of Effect: Special
no less than 500 gp, which shatters upon casting the Saving Throw: 1/2
spell.
This spell has no effect on creatures made of fire, This spell is similar to the first-
native to the elemental plane of fire, or protected level spell Burning Hands, but is
much more potent. When cast, this
from fire damage. Any creature vulnerable to fire is
spell will emit an arc of flames
treated as having only 3/4 its real Hit Die for the
from the hand of the wizard; the arc
purposes of determining the effects of the spell,
may be one of four sizes as listed
rounded down.
on the following table:
Elemental Beast - (Elemental-General,
Arc Range
Conjuration/Summoning) – 6th level
90 20
Range: 60 yards

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Great Elemental Netbook
degrees feet This spell is similar to the Wall of
180 15 Fire spell, but it creates a dome of
degrees feet flames instead of a wall. The dome
270 10 has a radius along the ground of 10
degrees feet feet plus 5 feet per level of the
360 5 feet wizard; it is 25 feet high at its
degrees peak.
The dome must be cast so its base is
The arc of flames will have a width resting on solid ground. Unlike a
of one foot, centered on the Wall of Fire, the Flame Dome gives
wizard's hand, so the height of the off waves of heat on all sides;
wizard's hand at the time of casting anyone within 10 feet of the dome
will determine the height of the suffers 1d6 points of damage, while
flames. Thus if the flames are at those within 20 feet suffer 1d4
waist level, it is possible to points of damage. In addition, the
escape the effects of this spell if dome inflicts 2d6 points of damage,
lying prone. The wizard may elect plus 1 point per level of the wizard
to cast the arc in a "doughnut" on anyone who passes through the
shape; that is, he may create an dome (like a Wall of Fire, creatures
area around himself that is subject to fire will suffer more
untouched by the flames (a good idea damage at the DM's discretion, and
if the wizard is in the midst of a undead always suffer double damage).
friendly party). The radius of the The procedures for trapping
hole may be any size the wizard creatures with the dome, as well as
desires, up to half the range as the duration of the spell, are as
given in the table above. Anyone hit per the Wall of Fire spell.
by the flames suffers 4d10 points of The material components for this
damage, plus 1 point per level of spell are specimens of phosphorus
the wizard (to a maximum of and sulfur, both of which are
4d10+20); a successful save vs. consumed with the casting.
spell reduces the damage by half. If
a victim fails a save, all Fire Encasement - (Elemental-Fire,
possessions must save vs. magical Evocation) - 6th level
fire or be consumed. Obstacles block Author: wrathgon@hotmail.com
these flames, and they will not Range: 10 feet/level
rejoin behind the barrier. This will Components: V, S, M
create gaps in the arc; therefore, Duration: 2 rounds/level
if a target is standing behind a Casting Time: 6
large enough obstacle, he will be Area of Effect: One creature
shielded from the flames, even if Saving Throw: Neg.
the blocking obstacle is tens of
feet away. This spell encases one creature on
The material component for this ANY size that fails their save. It
spell is a chunk of volcanic rock prevents creature from attacking or
and a lit candle; the rock is moving at all. Every round it takes
consumed with the casting, but the 10 damage for 10 rounds. Get save
candle is not. every round for half damage.
The material component is a small
Fellstar's Flame Dome - (Elemental- fire inside a glass case. During the
Fire, Invocation/Evocation) - 6th casting the case is thrown on the
level ground.
Author: wrathgon@hotmail.com
Range: 80 yards Fire Maze - (Elemental-Fire,
Components: V, S, M Evocation) - 6th level
Duration: Special Author: wrathgon@hotmail.com
Casting Time: 6 Range: 60 yards
Area of Effect: Special Components: V, S, M
Saving Throw: None Duration: Special
Casting Time: 1 round
Area of Effect: Special

106
Great Elemental Netbook
Saving Throw: Special wizard is protected from elementals
and elemental forces but can cast
This spell creates a maze of opaque elemental spell out of the square.
fire 20' high and up to 30' square The material components for this
per level of the caster. There can spell are a vial of water, some
be 3 types of mazes that the caster dust, and burning incense, that must
may use. A circular maze, a square be placed in three of the four
maze, or a garden maze. The circular corners of the square. The wizard
and square mazes both start at the must blow in the fourth corner to
center and work there way out by a complete the spell.
constant expansion to an exit. The
garden maze is square but it has Gayle's Beings of Mist - (Elemental-Steam,
walls that dead-end or walls with Conjuration/Summoning) - 6th level
only one exit from the inner section Author: nburgoin@chat.carleton.ca
to the next wall out. The exits are Range: 5 yards/level
10 ft wide and distinguished with a Components: V, S, M
dark glow around them. There is Duration: 1 round per level
ultimately one exit from all three Casting Time: 5
mazes that the victims can use to Area of Effect: Special
escape. The walls in all three mazes Saving Throw: None
are 10 ft apart and inflict 2d4
points of damage per round. If the This spell, created by the mist-wizard Gayle Matarc,
creature passes through a wall not summons forth minor air elemental beings known as
using the true door they receive 2d6 Mist Beings. The spell will conjure forth one Mist
points of damage, plus 1 point of Being per 5 levels of the caster. The beings will
damage per level of the spell perform any tasks as the caster desires, but they are
caster. If the creature passes made entirely of misty vapors, and can only affect the
through more than two walls not real world (for carrying, lifting, etc) as if they had
using the doorways, they receive strength of 3. They have no real physical form to
full damage from any remaining walls speak of, and accomplish these physical attacks
they pass through. Any creature that through willpower and by strengthening the misty
is within 5' of the outside wall of form of their hands to be as solid as possible.
the maze must make a saving throw.
The Mist Beings can only be harmed by magical
If they make it, they are outside
weapons of +1 or better. They have 4 HD, a
the effect of the maze. If they miss
movement rate of 12, but can also fly at a movement
they are placed in the outer most
rate of 6, and a maneuverability class of D. Their
wall of the maze. Any creature
only attack is to attempt to force themselves inside an
inside the maze that is close to a
individual's nose, mouth, ears, etc, attempting to stop
wall when it first appear gets a
their breathing. This forces the individual to make a
saving throw to see if they are
moved closer to the center or moved constitution check. If the check is made, enough air
away from the center of the maze. is gasped in to take only 1 point of damage. If this
The material component for this check is failed, the being takes 1d4 points of damage.
spell is phosphorus and a model of a This attack has no effect on non-breathing creatures.
maze. Another option is for the mist beings to swirl around
a being, and bother it. This leaves the being with a -2
Flame's Elemental Square - to armor class, halves his vision range, and gives him
(Elemental-General, Abjuration) - a -1 penalty to hit and to damage rolls from the
6th level distraction, as well as reducing movement by half.
Author: wrathgon@hotmail.com The material component for this spell is one candle
Range: 10 feet per mist being to be summoned, each of which must
Components: V, S have been lit once and blown out by the caster at
Duration: permanent some point before the casting of the spell.
Casting Time: 1 turn
Area of Effect: 10-square feet/level Glamden's Acid Fire - (Elemental-
Saving Throw: none Fire, Invocation/Evocation) - 6th
level
By means of this spell, the Author: wrathgon@hotmail.com
elementalist inscribes a square into Range: 5 yards + 10 yards/level
a circle. Within the square, the Components: V, S, M

107
Great Elemental Netbook
Duration: Instantaneous The material components for this spell are a piece of
Casting Time: 6 glass and a sprinkle of Salt Peter.
Area of Effect: 10x10x5'/level cloud This spell was created in the bowels of Black Bone
Saving Throw: Special Keep to be used as a trap against adventuring
planeswalkers who dared enter the castle looking for
This spell causes an acid cloud to its supposed and true vault of magic. This spell has
form anywhere within range of the killed many and left other wishing they hadn't set
spell; the cloud billows out to its eyes upon the gigantic black castle.
full dimensions (10 x 10 x 5 feet
for each level of the wizard) High-Speed Flight - (Elemental-Air,
instantaneously and everyone caught Alteration) - 6th level
inside the Author: wrathgon@hotmail.com
area of effect suffers 4d6 points of Range: Touch
damage; a successful save vs. spell Components: V, S, M
reduces damage by half. Anyone who Duration: 1 turn/level
fails the save must roll saves vs. Casting Time: 6
Acid for all possessions to avoid Area of Effect: One Creature
destruction. Immediately after the Saving Throw: None
acid cloud forms, it bursts into
flames, inflicting another 4d6 This spell is similar to Fly, except
points of damage to all inside. As that the flight speed of the
before, a successful save vs. spells recipient has the potential of being
reduces the damage by half; those significantly higher. The flier may
individuals who successfully saved take off at an initial speed of 6",
vs. the acid, receive a +4 bonus to and accelerates at the rate of 1"
their save vs. the fire. If this per round per round. Thus, the
second save fails, possessions must flier has a speed of 7" the second
save vs. magical fire or be consumed round of flight, 9" on the third,
(the +4 bonus mentioned previously, 12" on the fourth, 16" on the fifth,
does not apply to these saves). etc. The flier may choose to stop
The material components for this accelerating, but then any
spell are the intestines of a black subsequent accelerating must start
dragon and the heart of a red again (+1" the first round, +2" the
dragon; both are consumed when the second, etc.). Deceleration may
spell is cast. occur at the same rate in reverse (-
1" the first round, -2"the second,
Glass Coffin - (Elemental-Mineral, Summoning, etc.) Maximum speed possible with
Alteration) - 6th level this spell is 670" (Mach 1).
Author: kingofchaos@geocities.com Fliers using this spell may attack,
Range: 50 yards but at speeds above 36" this becomes
Components: V, S, M difficult--a -1 to hit penalty is
Duration: 2 rounds assessed at 36", and another -1 is
Casting Time: 6 assessed for every 5" above 36".
Area of effect: 1 creature However, flying creatures gain a
Save: 1/2 double damage bonus at 36-60",
triple damage at 61-85", quadruple
When cast a victim must role a save vs. spell or have at 86-110", etc.
one of their legs or arms start to crystallize. The first The material components of the spell
round the spell takes effect they lose half of their HP are a flask of kerosene, the blood
as they turn to crystal. The next round they get of a red dragon, and a single
another saving throw, this one is rolled at a -4 feather from some high-speed bird
penalty, if they pass then the spell ends then, but they (eagle, hawk, owl, etc.)
are still half crystal and will die in 1d4 days if a Stone
to Flesh spell is not cast on the crystallized body Ice Bolt - (Elemental-Ice,
parts. If they fail then they are turned into a statue of Conjuration/Summoning) - 6th level
crystal, but this is not where the spell ends. In another Author: wrathgon@hotmail.com
round the statue will explode causing everyone in 100 Components: V, S, M
ft 6d6 points of damage. Range: 60 yards
Duration: Instantaneous
Casting Time: 3

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Great Elemental Netbook
Area of Effect: Special Range: 10 yards/level
Saving Throw: Special Components: V, S, M
Duration: Special
With this spell, the wizard opens a Casting Time: 6
small hole in the spatial fabric Area of Effect: 10' cube/2 levels
into the supernatural cold of the Saving Throw: Special
para-elemental plane of ice. It
brings forth a shaft of solid para- This spell causes a cloud of alcoholic fumes to appear
elemental ice 6 inches thick and 10 filling an area of up to 80 cubic feet (10 cubic feet for
feet long (the hole is opened for every 2 levels of the caster, up to level 16). Anyone
only a very brief time). This within the area must make a saving throw vs. breath
missile hits with great force, weapon or become intoxicated - suffering a -4 to all
causing 3d10 points of damage from ability scores and required rolls, and losing all spell
the impact alone. If the target memory. However, the effect of the alcohol fumes
saves vs. petrification, only a cause the intoxicated victim to gain a +4 to morale
glancing blow is dealt, and the and +20% to their HP due to the effect of the alcohol
victim suffers only 1d10 points of on their mind and body - the fumes causing a
damage. An additional save (also vs. numbing of the senses due to the intoxication. Those
petrification, and at +4 if only a who succeed in their saving throw will suffer only
glancing blow was suffered) must be half the above effect. In both cases, for those who fail
made, or the victim will be stunned and for those who succeed, the effect lasts 2-4 hours.
for 1d6 rounds from the force of the
The fumes remain in place for 2-4 rounds, after
blow. The ice absorbs heat from the
which they dissipate into the air without a trace.
nearby air, and this causes 1d6
The material component is a bottle filled with any
points of cold damage (no saving
strong alcoholic beverage in it. Note that if a weak
throw) to all within 5 feet of the
form of alcoholic beverage, such as beer or ale, is
bolt's path, and within a 10-foot
used then the creatures get a bonus of +1 to their
radius of the target creature. The
bolt shatters upon striking its saving throws against the spell's effect.
target, and the victim will suffer
an additional 4d6 points of cold Lightning Travel – (Elemental-Lightning,
damage (2d6 if only a glancing blow Alteration, Apportation) - 6th level
was suffered). Fire-using creatures Author:
take double damage from the cold Range: Touch
caused by the bolt, while those Components: V, S, M
resistant to cold take none. Both Duration: Instantaneous
types of creatures suffer full Casting Time: 1
damage from the bolt itself. Water- Area of Effect: Special
based creatures in liquid form will Saving Throw: None
suffer only 1d10 points of damage  
from the blow, and cannot be This is the lightning mage’s version of the most
stunned, but they will automatically famous Teleport spell. This spell operates only in
be slowed for 2d4 melee rounds. If cloudy weather. A lighting falls from the sky, striking
the target creature is struck fully the recipient and then the lightning goes back to the
(i.e. fails the initial saving sky, coming down again in a different location where
throw), then exposed items on that it deposits the person. The point of destination must
side of the wizard must make a save have clouds in at least 50’ radius, but if not then the
vs. crushing blow, and all items spell will carry the person to a place as close as it
carried by the wizard must save vs. can.
magical frost. (Note also that items Although the spell cannot take a person between
on the side struck by the bolt must planes the teleportation is without error (i.e. the
save at -10, due to the cold and the person is always on solid surface. The recipient of
blow). this spell can take along with him 100 pounds plus 50
The material component of this spell pounds per level of the caster above 10th.
is a clear gem worth not less than
100 GP. Orko's Dragonfire - (Elemental-Fire,
Evocation) - 6th level
Intoxicating Fumes - (Invocation/Evocation, Author: wrathgon@hotmail.com
Elemental-Steam) - 6th level Range: 0
Author: Components: V, S, M

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Great Elemental Netbook
Duration: Instantaneous
Casting Time: 5 When cast the spell turn rock or sand into quicksand
Area of Effect: Special of equal volume. The volume is 10' cube per level of
Saving Throw: 1/2 the caster and the depth of the quick sand cannot
more than it's length or breadth (which ever is
When this spell is cast, it causes a shorter). Those in the area of effect must save vs.
cone shaped area of fire, polymorph to escape the area of effect (if fast
originating at the wizards hands and enough) or to be unaffected by the quicksand for this
extending outward in a cone 30 feet round (if not fast enough to escape the area of effect).
in diameter and 5 feet + 5 feet per Creatures who fail their save (Note that flyers, if they
level of the wizard long. It melts have undamaged wings, automatically save) sink at a
ice and causes rate of 5' per round and start suffocating if wholly
damage equal to the wizards hit submerged.
points. The wizard must give up If the creatures' strength (or HD if they have no
1/10 of his hp to the spell which strength score) is twice the caster's then he can escape
can be healed in normal ways. The by him self, moving at a rate of 10' per round.
component for this spell if a small The quicksand remains until dispelled or until 1-6
golden cone (50 GP) which melts days have passed, in which time it returns to it's
after the spell is completed. previous form.
The material components are a handful of sand and
Protection from Elements - some water.
(Elemental-General, Abjuration) -6th
level
Salt Pillar - (Alteration, Elemental-Salt) - 6th level
Author: wrathgon@hotmail.com
Author:
Range: touch
Range: 10 yards/level
Components: V, S, M
Components: V, S, M
Duration: 1 hour/h
Duration: Permanent
Casting Time: 6
Area of Effect: creature touch Casting Time: 6
Saving Throw: Special Area of Effect: 1 creature
Saving Throw: Neg.
This spell gives complete protection
against the elements. The first The origins of this spell are lost in the mists of time,
attack of each element is but rumors persist that it used to be a priestly spell
immediately canceled, with no damage but was adapted by mages. The spell works the same
incurred to the subject of this as the famous Flesh to Stone spell except that it
spell. After protecting against an changes flesh to salt.
element, further attacks will be Another difference between these two spells is that
handled normally. Only one such the caster must set a condition for the spell to work,
spell can be in effect at a single therefore making the spell dormant until the
time, and subsequent castings will condition is fulfilled. The condition can be any that
not affect the being, unless the the mage chooses, but only the target can fulfill it. If
spell was negated, run out of the mage sets that the spell will work if a goblin is
duration, or did it's work. killed then if the target kills a goblin the spell will
The material component is a ring work. So a target can simply catch the goblin and
with 16 different gems, worth no have others kill it to circumvent the condition but if
less than 9,000 gp. The ring is not he kills a polymorphed goblin the condition will be
lost in the casting but for every fulfilled and the spell will take effect. So, DMs this is
casting a gem disappears. Each gem in your hands.
costs no less than 500 gp. The material components are some salt and a drop of
water.
Quicksand - (Elemental-Dust, Alteration) - 6th
level Snowstorm - (Elemental-Ice,
Author: Conjuration/Summoning, Evocation) -
Range: 10 yards/ level 6th level
Components: V, S, M Author: wrathgon@hotmail.com
Duration: Special Range: 0
Casting Time: 5 Components: V, S, M
Area of Effect: 10' cube/level Duration: 1 round/3 levels
Saving Throw: Special Casting Time: 4

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Great Elemental Netbook
Area of Effect: 35 yard radius + 5 Area of Effect: 10-foot cube
yards/level Saving Throw: None
Saving Throw: 1/2
When this spell is cast, the wizard conjures one lightning
Upon the spell's start, a heavy snow shadow (a special type of undead) from the Para-Elemental
begins to fall, inflicting 1d2 of Plane of Lightning. The shadow obeys the wizard’s
cold damage. commands to the best of its abilities, and will fight for the
Then, upon reaching the second round caster. The shadow remains until slain, turned or the spell
of action, winds begin to whip duration expires.
around the effected area, and
hailstones begin to fall. All non- Lightning Shadow: THAC0 9; #At 1; Dmg 3d8+8;
magical fires in the area will be AC –1; HD 12; MV 15; SA +8 electrical damage;
extinguished at this point, and SD standard undead immunities, immune to
recipients within the field of the electricity; SW turned as ghost, 2d4 damage from
spell receive 1d8 of cold damage, holy water, double damage from water attacks;
plus a -2 penalty to hit, due to SZ L (7 feet); INT Low (5-7); AL CE; ML
heavy snow. Those outside of the champion (15-16); XP 12,000.
spell's radius will be unharmed.
Upon the third round of action, The material component for the spell is any small yellow or
bigger hailstones fall from the white gem (consumed in the casting).
storm-riddled sky, and snow now
whips at the spell recipient's Summon Magman - (Conjuration/Summoning,
faces, causing 2d6 of cold damage, Elemental-Magma) - 6th level
and giving the caster's party a +3 Range: 20 yards
bonus to escape. Components: V, S, M
At the beginning of the fourth round Duration: 6 rounds + 1 round/level
(If the caster has enough levels for
Casting Time: 5
the spell to go that far), gigantic
Area of Effect: Special
hailstones (roughly around 5 feet in
Saving Throw: None
diameter) careen to earth, causing
2d8 of cold damage. The spell's
This spell summons a Magman (PS Box Set) from
recipients must roll a saving throw
the Para-elemental Plane of Magma and binds him to
vs. spells or be frozen with cold
do the bidding of the caster for the duration of the
and numbness for 1d4 rounds. Upon
surpassing the fourth round, the spell. Mostly summoned when a wizard wants to start
spell ends and the weather returns up a forge or burn things, Magman are happy to
to normal. comply when their mission involves burning many
A saving throw vs. ice (Same as strange and different materials (well, most materials
saving throw vs. fire) may be rolled are new and strange to Magmen as they hair from the
at the beginning of each round the little-visited Para-elemental Plane of Magma).
spell is in effect for a chance to However, they are very much reluctant to fight and if
take 1/2 damage from the spell. ordered to attack creatures more powerful than
The components for this spell themselves, the mage will need to contest his will
include a crushed crystal's dust, against the summoned Magman. The mage's will is
worth no less than 500 gp, a clear determined by an average of his Intelligence and his
gem of any kind worth at least 300 wisdom (unless using Players Option: Skills &
gp, and a sphere molded out of ice. Powers rules, for then the mage must use his
All three are thrown into the air willpower - wisdom sub-ability), while the
when the verbal part of the spell is Magman’s is determined by his intelligence + his
cast, and all three are consumed by morale rate (since Magman are a cowardly race, their
the spell. fear is as much a factor as their intelligence).
If the wizard wins the battle of wills, the Magman
Summon Lightning Shadow - will do his bidding - if not in whole heart, but should
(Conjuration/Summoning, Elemental-Lightning) - the Magman win, the spell is broken and the creature
6th level is loose.
Author: Should the summoned Magman be incapable of
Range: 10 yards completing the task he was set to before the duration
Components: V, S, M of the spell ends, again - the spell is broken and the
Duration: 1 round + 1 round/level caster has a loose Magman (a dangerous thing
Casting Time: 6 indeed!) on his hands.

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Unlike most summoning spells, if the spell is broken, closed tight - preventing escape before suffocation of
the Magman cannot return to his home plane. The the victims.
only way for him to return to where he was prior to The material components of this spell are a sealed
his summoning is by completing the task he was set platinum bottle, holding a vacuum inside, which is
to or the caster banishing him. opened upon the completion of the casting.
The material component of the spell is a stone bowl
filled with burning oil and coal. Volcanic Geyser - (Elemental-Magma,
Alteration, Evocation) - 6th level
Uazzigaaeld’s Frigid Snowstorm - (Evocation, Author: wrathgon@hotmail.com
Elemental-Ice) - 6th level Range: 240 yards
Author: Components: V, S, M
Range: 10 yards/level Duration: 1 round
Components: V, S Casting Time: 1 round
Duration: 2 rounds Area of Effect: 60 yards radius
Casting Time: 6 Saving Throw: None
Area of Effect: Field 40 feet long, 40 feet wide and 10 feet
high This spell causes an area of the
Saving Throw: ½ ground to open up and volcanic lava
to shoot from it. All those within
This mighty spell creates a swirling miasma of snow, ice 30 ft of the epicenter are inflicted
and howling winds in the area of effect. Non-magical 1d10 points of damage for every 2
communication is impossible. The snowstorm also levels of the caster. Those between
penalizes all non-magical missile attacks within the area of 31 and 60 feet are inflicted 1d10
effect by –4, as well as inflicting 1d6 damage per two levels points of damage for every 4 levels
per round to all creatures within the area of effect. of experience of the caster. The
Creatures immune to cold do not take this damage; all lava continues to burn for 1 turn
others are allowed a saving throw vs. spells for half after the eruption inflicting 2d8
damage. All objects must make a save vs. cold with a +1 points of damage per round to those
bonus or be destroyed. standing or moving through the lava.
All those within 10 feet of the lava
Vacuum Trap - (Alteration, Elemental-Vacuum) - take 2d6 points of heat damage and
6th level 1d6 points of damage for those
Author: within 20 feet of the lava.
Range: 0 The material component for this
Components: V, S, M spell is a piece of hardened lava
Duration: Until triggered and a red ruby worth 500 gp.
Casting time: 1 turn
Area of Effect: 1 room Wall of Magma - (Evocation, Elemental-Magma) -
Saving throw: None 6th level
Range: 5 yards/level
A vacuum trap spell enables that caster to enchant a Components: V, S, M
room, chamber or large container (must be large Duration: Special
enough to hold at least 10 human-sized creatures) and Casting Time: 4
sucks out all of the air in it, creating a vacuum after Area of Effect: Special
which the chamber must be sealed. It need not be Saving Throw: None
locked, only that it will be airtight (- the vacuum will
hold the door closed tight enough). A combination of the more common wall of fire and
The trap works when the door to the enchanted wall of stone spells, wall of magma brings forth a
chamber is opened. The vacuum causes the air (or wall of blazing rock, still hot and partially melted.
water, if underwater) to be pulled in, with whomever Essentially, a wall of cooling lava which the caster
opened the door, or stood near. The change in can place anywhere between 2 rock surfaces,
pressure hurls the trap’s victims into the chamber adjoining them. The thickness of the wall never
where sharpened stakes, acid or other deadly things changes, and will always be 1 foot thick. However,
may await them. its surface may reach up to 25 square feet per level.
Another use for the trap is when the door to the room Differing from its original component spells, wall of
is fixed so that it will open in when triggered but magma radiates heat to both sides, and does not need
once the victims are pulled in, another door will to be placed vertically to the positioning of the caster.
cover the opening, and the vacuum will hold this Furthermore, the damage it does is much greater: 1d6
points of heat damage to those 15 feet away, 2d6 to

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Great Elemental Netbook
those within 10 feet of the wall, and 3d6 points of
damage to all those within 5 feet of the wall. This spell creates a fireball, with
Since the wall isn’t completely solid, it is still all normal effects save one. The
physically possible to walk through it, albeit with flame effect will not damage
difficulty - it is similar to walking through hardening anything without some sort of
cement, if one can ignore the heat. All those who alignment, i.e. stones, clothing,
attempt such a feat, without magical protections from trees, etc, and will affect only
heat and fire, will suffer 6d6 points of fire damage. certain alignments, at that. The
The duration of the spell, however, greatly differs caster may choose either to
from other “wall” spells, within the first 15 rounds of "destroy" or "protect" one
the spell, the caster may decided for the wall of alignment, for each of ethos (law
magma to burn out in 1d4 rounds after the decision, and chaos) and morality (good and
thus the wall may disappear from where it was evil).
placed. If the wizard chooses not to, or fails to decide An example: Daryl the mage and his
on time, the wall will harden to a granite rock wall - party (all good) are fighting a
identical to the wall of stone spell. mixed group of orcs (evil) and
The material components for this spell are a block of mercenaries (neutral). Because the
cement made with pieces of granite and phosphorus. enemies are within the party, Daryl
decides to cast an avenging flame
spell. He decides to "protect good"
7th level spells and lets loose the fireball, killing
or harming the orcs and mercenaries
Alpha's Shadowfire - (Elemental- both (all neutral or evil) and
Fire, Evocation, Necromancy) - 7th leaving his friends unharmed. If
level there were also some good creatures
Author: wrathgon@hotmail.com Daryl wanted dead (BAD Daryl!) he
Range: 0 could have restricted his protection
Components: V, S, M to Neutral Good (leaving the neutral
Duration: Instantaneous goods alive and ALL other alignments
Casting Time: 4 dead or harmed).
Area of Effect: 1' diameter, Another example: Later on, Daryl
5'/level long ray (Neutral Good) and his party (Lawful
Saving Throw: 1/2 or Neutral Good) come across some
helpless peasants (Lawful Neutral)
This spell calls forth a seething as they are being attacked by some
black ray shot through with veins of Gith pirates (Chaotic Neutral).
green fire. All creatures in the While the rest of the party charges
path of the spell will suffer 1d4 to attack the pirates, Daryl stays
damage per level of the wizard, up behind and lets loose another
to a maximum of 20d4. A successful avenging flame. He knows that the
save vs. breath weapon will result peasants are neutral, and the Gith
in only half damage. A creature that aren't evil, so a spell affecting
is immune to fire or to energy drain Neutrals only ("destroy neutral")
will suffer only one-half damage would fry the peasants, and one
(one-quarter if a successful save is leaving Neutrals untouched ("protect
made). If the damage rolled exceeds neutral") would leave the Gith
a target's remaining hit points, alone. But the only chaotic targets
that target is disintegrated. are the Gith. He restricts the
The material component is a black spell to Chaotics only ("destroy
opal worth at least 500 GP. chaos") and fries the Gith, leaving
their silver swords (and their
Avenging Flame - (Elemental-Fire, clothing, and the peasants)
Evocation) - 7th level unharmed.
Author: wrathgon@hotmail.com The wizard always has the choice of
Range: 10 yards + 10 yards/level not affecting ethos (good and evil)
Components: V, S, M or morality (law and chaos), but
Duration: Instantaneous must always affect at least one (the
Casting Time: 3 mage may decide to protect lawful
Area of Effect: 20-foot radius globe goods or destroy chaotic evils, or
Saving Throw: 1/2 (s)he may decide to protect good

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Great Elemental Netbook
alignments only or destroy chaotics Indigo: stops all new magical spells from
only). When the choice is made to affecting the caster (even his own).
"protect" an alignment, the Weakness: Continual Light.
resulting fireball will affect every Violet: stops all kinetic attacks - is a force
alignment *except* the named one. field (although won't stop things like a cone of
When a wizard chooses to destroy a cold, or a ray of enfeeblement). Weakness:
certain alignment, *only* that Dispel Magic.
alignment will be harmed by the
spell. In no case will the spell Braduck's Spontaneous Human
ever affect the wizard (exceptions: Combustion - (Elemental-Fire,
spell turning, DM's discretion, Evocation) - 7th level
space hamsters with new and Author: wrathgon@hotmail.com
heretofore unknown powers of Range: 10 yards/level
reflection, etc). Components: V, S, M
The material components are a pinch Duration: instantaneous
of sulfur and a holy symbol (which Casting Time: 5
is not consumed; any god's will do). Area of Effect: 30' radius
Saving Throw: Special
Beri’s Prismatic Armor - (Elemental-Radiance,
Abjuration, Conjuration/Summoning) - 7th level This powerful spell causes the
Author: nburgoin@chat.carleton.ca creature that the spell is centered
Range: 0 on to erupt in a fiery explosion
Components: V, S that completely destroys them. If
Duration: 5 rounds + 1 round/level the creature that the spell is
Casting Time: 7 centered on makes their save, there
Area of Effect: Caster is no effect. But if they fail their
Saving Throw: None save, the explosion is equal to an
8d8 fireball. All creatures caught
This spell creates a colored aura around the in the area of effect of the
caster. Only one color can be used at any given fireball can save for half damage.
time. With the order of Red-Orange-Yellow- Only a resurrection or wish spell
Green-Blue-Indigo-Violet, Should the caster not can bring the exploded creature
choose, it will start with red. Any round where back. The material component of this
caster doesn't concentrate on the spell the aura spell is a small doll covered in
will progress one color along the spectrum (and sulfur and bat guano and a ruby
from Violet to Red). If caster concentrates worth 1000 gp.
(spellcasting disrupts concentration, although
the caster can still move and attack), can choose Create Lava - (Elemental-Magma,
which color surrounds the caster for that round, Summoning) - 7th level
even making the spell only create one color for Author: wrathgon@hotmail.com
it's entire duration. Range: 100 feet
Each color aura protects against something Components: V, S, M
different, and has a weakness. Should the caster Duration: Permanent
be exposed to that which negates his current Casting Time: 1 round
aura, that weakness will cause the given aura to Area of Effect: 30' square/level, 5
vanish from the spell, and it will be skipped from feet high
then on and can’t be chosen thereafter. If all 7 Saving Throw: none
auras are diffused, the spell ends.
Red: complete protection (no damage) from This spell makes a square of molten
non-magical missiles. Weakness: Cone of Lava to appear in the area of
Cold. effect. Every round creatures are in
Orange: complete protection from magical Lava takes 30 damage unless
missiles. Weakness: Gust of Wind. protected from fire then takes 15.
Yellow: stops all poisons, gasses, and Movement is 1/2 in lava and if under
need thing to breath. Material
petrifaction attacks. Weakness: Disintegrate.
components are Harden Lava, 5 live
Green: stops all forms of breath weapons.
fire snakes, 1 Red Dragon Scale. All
Weakness: Passwall.
components are consumed in the
Blue: stops all location/detection spells and
casting.
mental attacks. Weakness: Magic Missile.

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Great Elemental Netbook
Cyrene'Lhei's Fireshove - (Elemental-Fire, vegetation will break up the cloud
Alteration) - 7th level in 3 rounds. The fog itself is not
Author: nburgoin@chat.carleton.ca harmful, and has no other affect
Range: 60 yards besides obscuring vision. During any
Components: V, S, M round after the spell is cast, the
Duration: Permanent wizard may ignite the fog with a
Casting Time: 5 single word. When this is done, the
Area of Effect: 1 creature entire fog cloud becomes a roaring
Saving Throw: Special sheet of flames inflicting 5d10
points of damage, plus 1point per
This spell weakens the dimensional integrity between level of the wizard (up to a maximum
the prime material plane and the elemental plane of of 5d10+20) to those caught inside.
fire, and more specifically, does so next to the A successful save vs. spell reduces
creature chosen by the caster. The caster points at the the damage by half. Those victims
creature, and the creature must then make a saving who fail their saves must roll for
throw vs. spells. If the creature fails, it is given a all their possessions vs. magical
one-way shove into the plane of elemental fire, and fire; those items that fail their
most likely killed (as per the DM's desires, and the saves are destroyed. If any type of
abilities of the creature). In any case, the spell fire comes into contact with the fog
provides no way back, and such creatures can usually cloud, it ignites immediately; if a
Fireball, or similar spell, is cast
at least be counted on as not returning any time soon
into the cloud, the damage inflicted
after the casting of the spell. If the creature makes its
is cumulative, and a saving throw
save vs. spells, it is not shoved into the plane of
for each effect must be made
elemental fire at all.
separately.
In either case, the dimensional weakening allows
The material components for this
tendrils of flame and heat to break through to the
spell are several strands of hair
prime material plan. And all those within 5 yards of
from a cloud giant, and the scales
the target (including the target itself should it make of a red dragon; all components are
its save and remain on the prime material plane) will consumed when the spell is cast.
take 3d8 points of fire damage. All creatures except
for the target gaining a saving throw vs. spells for Fire Globe - (Elemental-Fire,
half-damage. Evocation, Alteration) - 7th level
The material component for this spell is a gold Author: wrathgon@hotmail.com
gauntlet, made to fit the caster's hand, worn while Range: 0
casting. It is not consumed in casting, however, the Components: V, S, M
caster must also have a ruby worth at least 250gp, Duration: 10 rounds
which he holds in the gauntlet wearing hand, and Casting Time: 3
which he crushes to dust upon casting the spell. Area of Effect: 10 feet/level
Saving Throw: 1/2
Fellstar's Flame Fog - (Elemental-
Fire, Invocation/Evocation) - 7th Only a Fire Elementalist can control
level the power of this spell. If any
Author: wrathgon@hotmail.com other casts it they are burned from
Range: 10 yards the inside out with no save. When
Components: V, S, M cast a portal opens into the Hottest
Duration: 1 round/level place on the Plane of Fire and fire
Casting Time: 7 rushes out. Then the Fire
Area of Effect: 40x20x20' cloud Elementalist shapes into the globe.
Saving Throw: 1/2 All in area of effect are affected
and take 5d6 every round with a save
This spell creates a fog resembling for half every round for 10 rounds.
that produced by a Cloudkill spell. Also a save vs. death is roll or
The cloud may be created up to 10 they burn up. Cast must make this
yards away, and moves 10 feet per save also. The caster takes damage
round as directed by the wizard; too and ANY protections from fire
strong winds will move the cloud in are negated for the caster only.
the other direction, but will not Movement in globe as followed: 10'
disperse it, nor will they move the from caster 1/4 MV, 30-40' 1/3 MV,
cloud back towards the wizard. Thick 50+' 1/2.

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Great Elemental Netbook
The material components are the horizontal surfaces except water,
caster's finger (it disappears when snow, ice, and other wet surfaces.
the spell is cast), a lock of The fire does not need combustible
caster's hair, and ruby worth 5000 materials to travel. When the path
gp that has been to the hottest catches its target, the victim will
place on the fire plane. be engulfed in a column of flames
that causes 3d6 damage immediately
Fire Hurricane - (Elemental-Fire, and 1d6 damage per round for the
Evocation) - 7th level remaining of spell. The flame path
Author: wrathgon@hotmail.com and column continues to follow
Range: 0 burning victims until the spells, is
Components: V, S, M dispelled, or crosses the above
Duration: 2r/level surfaces. Any items in path or on
Casting Time: 7 person burning must save vs. magical
Area of Effect: 30 feet radius fire each round. Can climb 45
Saving Throw: special degrees, as long as the surface is
wind enough to take path's width.
This spell causes a hurricane of Victims able to outdistance the
fire to come around the caster. Any pursuing flames and are in 10 feet
1 or 2 HD monsters in area of effect at the end of the round get a flame
are slain. Others are pulled into jumping at them doing 6d6. Only
the hurricane and must save or get happens if MV is greater that 24 or
knocked out by flying objects. there is an obstruction. Items save
Creatures in the hurricane take 3d6 vs. fire at -2 with this last jump
points of fire damage every round of the spell. Rolls separate
and can save vs. breath to get out. initiatives for each flame path.
The storm will burn any burnable Unintended victims caught in flame's
material and anything who comes in way take 1d6 as long as in path.
10 feet will start to get pulled Any incidental fires causes by the
(save vs. spell). The storm is 2 spell are considered non-magical for
feet/level high and caster is in the the purpose of saves and may not be
eye of the storm. Caster can must dispelled.
at half movement or cast other The material components are a small
spells without losing spell. Up to pouch filled equally with sulfur and
one man-sized/level can be held in coal dust, a live caterpillar, and a
hurricane or one large creature/ 2 live firefly. The material
levels. components are consumed in the
casting.
Flame Chase - (Elemental-Fire,
Evocation) - 7th level Gem Swirl - (Alteration, Elemental-Mineral) - 7th
Author: wrathgon@hotmail.com level
Range: 90' + 30'/level Author:
Components: V, S, M Range: 60 yards
Duration: 2 rounds + 1round/level Components: V, S, M
Casting Time: 3 Duration: 1 round/2 levels
Area of Effect: special Casting Time: 1 round
Saving Throw: 1/2 Area of Effect: Special
Saving Throw: 1/2
Upon casting this spell, the wizard
causes several paths of paths begin After this spell is cast all the gems within a 60 yard
to pursue all opponents in the area radius of the caster will separate themselves from
in order to engulf each of them in a their places, unless stuck with universal solvent
column of flames. The spell creates (DMG page 240), and start swirling, causing anyone
one 3 wide path of flame for every 2 inside the area to suffer damage.
levels, max of 6. The paths begin For every 5 gems, or a fraction thereof, the area they
3' away from caster and travel swirl in has a radius of 5'. It has been noted that this
straight toward any foe on the spell also affects crystal and glass baubles, although
ground that the mage is aware of and every 10 of these are equal in effect to 5 gems. The
who are in range of spell. The MV gems cause any creature inside the area 4d4 points of
is 24 and can travel across any

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Great Elemental Netbook
damage every round. All creatures in the area are be cast at the ground and cannot, say, be cast to attack a
eligible to a saving throw in order to sustain only half flying opponent.
damage. Once the spell ends all the gems return to The spell does not manifest as an explosion similar to that
the locations they were in before the spell was cast, of fireball. Rather, it is a hemisphere of blazing fire, energy
as if nothing happened and they never left their place and force that quickly grows to encompass the area of
(including gems that were embedded in weapons and effect then collapse on itself, creating a huge plume of
jewelry). Should no gems be present in the area superheated oily smoke that smells of ozone and ash.
during the casting the spell, the magic will be Creatures caught in the area of effect take 20d4 damage,
nullified. with a saving throw vs. spells allowed for half damage. Of
The material components for this spell are the gems course, creatures immune to electricity take no damage.
and baubles that are affected by it. Structures must save vs. crushing blow at –4 or be ruined
and vs. magical fire at –8 or catch fire (or melt, as befits
Healing Flame - (Elemental-Fire, metal, stone, etc.).
Abjuration) - 7th level
Author: wrathgon@hotmail.com Lode Avalanche - (Elemental-Earth,
Range: 0 Conjuration/Summoning) – 7th level
Components: V, S Author: wrathgon@hotmail.com
Duration: 1 round Range: 60 yards
Casting Time: 3 Components: V, S, M
Area of Effect: Caster Duration: Instantaneous
Saving Throw: None Casting Time: 5
Area of Effect: 20 yard radius
ONLY a Fire elementalist can cast Saving Throw: 1/2
this spell. ANY damage taken in the
round this spell is cast and the Created by an unknown mage long ago
following round by fire or heat adds and found in a recent spellbook,
to caster's hit points if he makes this spell is tried and true,
his save. If he fails, even if inflicting massive damage to all
immune to fire takes FULL DAMAGE targets within the 20 yard radius.
WITH NO SAVE!!!!. Only spells cast Gesturing his hands skyward and then
by others will the caster get pointing at the desired Area of
healing from. Also the casters HP Effect, the caster summons a
can go past max to double him normal rainstorm of giant lodestone
max. The extra hp will remain for 10 boulders, crashing into ground zero,
rounds. causing 1d2 damage for the first
boulder, 1d4 for the second, 1d8 for
Kyrell’s Explodet - (Evocation, Elemental-Lightning) - the third, 2d8 for the fourth, 4d8
7th level for the 5th, etc. The caster gets to
Author: rain 4 boulders upon recipients at
Range: 50 yards/level first use of the spell, but gains an
Components: V, S, M extra boulder for every 3 experience
Duration: Instantaneous levels past level 7 (Maximum 7
Casting Time: 7 boulders). The damage really adds up
Area of Effect: 5 radial yards/level this way!
Saving Throw: ½ Targeted creatures, if failing the
saving throw, must make a dexterity
Kyrell’s most dangerous spell, Kyrell’s explodet is famous check at -4 or be temporarily
for its use in the destruction of the Tower of Lundurran in stunned for 1d4 rounds, due to the
central Matango by the K’yell-minati. Kyrell and several of effects of the massive impact. Also,
his most powerful aides levitated above the tops of the any recipients wearing metal armor
trees and bombarded the elven fortress-cathedral for three receive a +3 AC penalty due to
hellish minutes. When they were finished, the magically dents. But, if the first saving
protected stone citadel was cinder. throw rolled (The one for half
This spell, a very powerful lightning version of fireball, damage) was successful, the
differs from that spell in numerous ways. First, the spell character only takes 1/2 damage, and
does not include any sort of warning—the spell is cast and does not gain any AC, get stunned,
the area of effect is filled with superheated air, sparks, etc.
electrical energy and crushing force. Second, the spell has The material components for this
far superior range and area of effect. Third, the spell must spell is a crystal magnet, and an
amount of smoky glass orbs equal to

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Great Elemental Netbook
the number of boulders intended to rate of 200' per round. The spheres
fall on the targeted area, worth at can roll over any obstacle, even a
least 10 gp each. The glass orbs are city wall. Combustible substances
thrown into the air at the beginning are ignited by contact with a
of the spell, and then the caster sphere. Creatures contacting a
throws the magnet straight into the sphere must successfully roll a
ground, invoking the falling saving throw versus spells or suffer
boulders. The orbs are consumed by 2d4 hp of damage. Those within five
the spell, as is the magnet, but feet of a sphere must also save or
there is a 50% chance that the suffer 1d4 points of damage. A
magnet may remain after the spell is successful saving throw means no
cast. damage is suffered.
The spheres move in the direction
Object to Ash – (Elemental-Ash, Alteration) - 7th the wizard directs, otherwise the
level spheres will wander aimlessly.
Reversible Spheres can be extinguished by the
Range: 5 yards/level same means as any normal fire of
Components: V, S, M their size. The surface of the
Duration: Permanent spheres has a spongy, yielding
Casting Time: 4 consistency and does not cause
Area of Effect: 1 object damage except by its flames. It can
Saving Throw: Neg. not push an unwilling creature aside
or batter down large obstacles. If
The caster shoots from his hand a black ray and aims the spell is unleashed on a large
it a single object within 5 yards per level of his. The source of easily combustible
item so struck must save vs. disintegration at –2 (note material (such as a city of at least
that it doesn’t matter if it’s being wielded or not) or it 50% wooden buildings or a dry
will turn into ash. The spell may seem similar to forest) there is a 25% chance that a
disintegrate but it can only affect nonliving material firestorm will start. A firestorm
and is reversible. The caster can affect a single object will burn out of control for many
whose volume does not exceed 5’ cube per level of days until at least 90% of the
the caster but the material can be anything, it doesn’t combustibles are burned. It will
affect only objects that can be burned down so even also be so hot that it will melt
soft metals and crack thin stone
metal an be affected.
walls.
The reverse Ash to object will cause a pile of ash to
The material components are a pinch
return to its former shape, including items that were
of sulfur, a bit of tallow, a
destroyed using this spell.
dusting of powdered iron, and a live
The material components are a pinch of ash and a
fire dwelling/using creature, such
Zombie’s bone.
as a fire beetle or fire bat, which
must be slain during casting.
Pilpin's Ravaging Spheres of Fire -
(Elemental-Fire, Evocation) - 7th
Pyros' Emblazonment - (Elemental-
level
Fire, Enchantment) - 7th level
Author: wrathgon@hotmail.com
Author: wrathgon@hotmail.com
Range: Special
Range: 30 feet
Components: V, S, M
Components: V, S, M
Duration: 1 round/level
Duration: 1 round/level
Casting Time: 1 round
Casting Time: 7
Area of Effect: One 3' radius
Area of Effect: 1 creature
sphere/level
Saving Throw: Neg.
Saving Throw: Neg.
Pyros' Emblazonment dispels any and
This spell is an enhancement of the
all fire resistance (natural
second-level spell Flaming Sphere.
immunity, fire shields, elemental
The spell creates one burning globe
aura's, rings of fire resistance,
of fire per level of the wizard. The
resist fire, endure heat, protection
globes all appear within 30 yards of
from fire, etc...) presently on the
the wizard and roll in whichever
targets and twists the magic to make
direction the wizard points, at a
them especially susceptible to fire

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Great Elemental Netbook
magic such that they take +1 damage All creatures in the affected area, besides the visions
per die of damage rolled. It will limitations, must also save vs. Breath Weapon and
not work to enhance the fire damage save vs. Death Magic.
on a person who is not protected Failing the Breath save causes 6d6 points of damage
against fire magic, as it requires from choking, and success reduces damage by half. A
the energy of the previous dweomer successful save vs. Death will result in coughing for
to twist. An odd twist to this 1d4 rounds which prevents any action in those rounds
magic is that the more powerful the short of running at quarter speed out of the smoky
spell protecting the person, the area. Failing the save results in 2d4 rounds of
less likely it is to ward off this blindness. Every 4 rounds in the spell’s area of effect
magic as it is usually even more will mandate another save vs. Death. Note that
focused on fire protection than creatures who don’t breath will not be affected by the
normal. As a result, for every smoke, but will still be hindered by the spell’s affects
three levels of the spell protecting on vision.
a person, he gets a -1 to his save The material component for this spell is the eye of a
(thus, a 4th level fire shield would Beholder that must be burned during the casting of
give a -2 penalty). This will not the spell.
work against such magic as Minor
globe, etc.; it only affects fire Transmute Blood to Water - (Elemental-Water,
preventive magic. Alteration) - 7th level
Author: nburgoin@chat.carleton.ca
Seeker - (Elemental-Magma, Evocation) Range: 60 yards
- 7th level Components: V, S, M
Author: wrathgon@hotmail.com Duration: Permanent
Range: 300 feet Casting Time: 7
Components: V, S, M Area of Effect: 1 creature
Duration: Special
Saving Throw: Neg.
Casting Time: 7
Area of Effect: 20' radius
This spell, one of the few nefarious spells created in
Saving Throw: 1/2
the history of the Blue Guild of Raan, strikes at the
blood of a living being and attempts to magically turn
This spell follows a chosen living
the blood into water, thereby killing the creature.
target that is in the range of
The creature gains a saving throw vs. spells, and if
spell. If mage does not say which
target, it goes after a random they make their save, they instead take only 1d6+1
target. The ball of fire flies at points of damage from the small minute amounts of
15 and will explode on contact on a blood that did change into water. A creature killed
hard, solid object or living being. by the Blood to Water spell cannot be brought back
It looks like a 3' diameter ball of to life by most means unless the water is somehow
liquid lava. When contacts does turned back into blood, either through the reverse of
1d6+1/level (Max 15d6+15). this spell, a Limited Wish, or a Wish spell. A Raise
Material components are Bat crap, Dead will not suffice, though a Resurrection spell
Sulfur, Arrow of Seeking.(not used will.
up) Another version of the Blood to Water spell would
turn 10 cubic feet of non-living blood (blood not in
Smoke Screen - (Elemental-Smoke, the veins of a creature) into fresh or salt water (as
Invocation/Evocation) - 7th level desired by the caster), with no saving throw required.
Author: The material component for this spell is a drop of
Range: 70 yards water and a drop of blood, regardless of whether the
Components: V, S, M spell or its reverse is being cast. Furthermore, 500 gp
Duration: 2d4 rounds + 1 round/3 levels of the caster worth of powdered bloodstone is required for the
Casting Time: 6 Water to Blood spell, and 500 gp worth of powdered
Area of Effect: Special aquamarine is required for the Blood to Water spell.
Saving Throw: Neg. (see below) Both are consumed in casting.
The reverse of the spell, Transmute Water to Blood
Causing a large area to be immediately filled with has two uses. Either to undo the effects of a
smoke, smoke screen limits both vision and previously successful casting of the Blood to Water
infravision to a range of 2d4 feet within the smoking spell (it does not restore life, however, just turns the
area. Furthermore, the spell utterly prevents the body of water back into a body of blood). Or
working of true sight spells in its area of effect. transform one 10-foot cube of water per caster's level

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Great Elemental Netbook
into an equal amount of blood from the same type of By use of this spell, the wizard
creature as the caster himself. Creatures made of creates a cylindrical tunnel of wind
water hit by the Water to Blood spell gain a saving ten feet directly in front of the
throw vs. spell, or receive 1d6 points of damage per wizard, ten feet in diameter, and
caster level, success meaning half-damage. stretching 10 feet per level in
length. As long as the wizard
Uazzigaaeld’s Deathly Cold - (Evocation, maintains concentration on the
Elemental-Ice) - 7th level spell, the tunnel's primary section
Author: will be under the wizard's control.
Range: 10 yards/level Once concentration is broken,
Components: V, S however, it cannot be retained, and
Duration: 2 rounds the tunnel will move and grow in a
Casting Time: 7 random fashion for the spell's
Area of Effect: Field 40' long, 40' wide and 10' high duration, which cannot be shortened.
Saving Throw: ½ The tunnel is capable of moving 10
feet per round and growing at both
This spell is one of Uazzigaaeld’s two spells that do not ends at the same rate. If it splits
penalize missile fire within the area of effect. This spell into parts due to this movement, it
drastically lowers the temperature in the area of effect, will grow at all loose ends for the
inflicting 1d8 damage per two levels per round to all creatures duration of the spell. The wizard
within the area of effect. Those immune to cold do not suffer and designated friends may pass
this damage; others are allowed a save for half damage. through the controlled tunnel
Objects must save vs. cold with a –2 penalty or be destroyed. unscathed. Others, however, must
make Strength checks to avoid being
pulled into the tunnel, make melee
Vacuum Bubble - (Invocation/Evocation,
attacks at -2, and may take a point
Elemental-Vacuum) - 7th level
of damage per round from loose sand,
Author:
dirt, or pebbles. While in the
Range: 30 yards
tunnel, missile and hurled attacks
Components: V, S
are made at -5. Such attacks through
Duration: 1 round
the tunnel "skin" are next to
Casting time: 4
impossible. Note that the wizard may
Area of Effect: 1 creature walk, communicate non-verbally, and
Saving throw: Neg. still maintain control, however if
the wizard is hit or distracted,
A powerful attack spell, vacuum bubble causes a then control is lost.
sphere empty of matter to form around a single living The material component for this
target. The target then must save vs. death magic at -2 spell is a fan.
penalty or blow up, as the particles which make up
his being begin breaking up into gas, and then into Xanezibar's Baneful Bloodfrost -
plasma. The visage is horrifying, as one actually sees (Elemental-Ice, Alteration, Necromancy)
the victim of the spell break up in seconds, and after - 7th level
the round of the spell, the bubble breaks and out of Author: wrathgon@hotmail.com
the air falls a pile of gray colorless dirt and some Range: Touch
gases. Components: V, S, M
Beings under the effect of temporal stasis, statue Duration: Instantaneous
spells and the like are unaffected by a vacuum bubble Casting Time: 1 round
spell. Area of Effect: 1 creature
Saving Throw: Neg.
Wind Tunnel - (Elemental-Air,
Alteration) - 7th level This dangerous spell allows the
Author: wrathgon@hotmail.com caster to actually freeze a victim's
Range: 0 vascular system (heart and blood
Components: V, M vessels) from the inside out. The
Duration: 1d10 rounds + 1 process is difficult, however, and
round/level requires that the caster stay in
Casting Time: 1 contact with the target for the full
Area of Effect: Special casting time of the spell; a target
Saving Throw: None who makes its saving throw vs. spell
has avoided the caster's icy touch

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Great Elemental Netbook
and broken the spell. Note that
"contact" need not be skin-to- skin. Airball - (Elemental-Air, Evocation) -
A caster wearing gloves is still 8th level
able to deliver the spell. Author: wrathgon@hotmail.com
If the victim fails its save, it Range: 0
dies instantly, as its veins and Components: V, S, M
heart freeze solid. Undead and Casting Time: 3
those creatures without vascular Duration: Instantaneous
systems suffer no damage from the Area of Effect: 10' diameter sphere
spell regardless of saving throw, Saving Throw: None
although puddings, jellies and so
forth are affected as if under a Then this spell is cast, a boulder-
slow spell. However, most wizards sized sphere of air under incredible
dare not cast bloodfrost on puddings pressure is created within a 100
and their cousins, as the caster radius of the caster. If the cast
must physically touch the target for in the air, the ball falls toward
the spell to take effect, and most the ground. If it has fallen 20
such creatures secrete deadly acids feet or more, the ball breaks into
as part of their attack routines. eight separate blast of wind upon
Xanezibar's baneful bloodfrost striking the ground, each equal to a
actually repairs ice golems and gust of wind spell in all respects
other magical constructs made of (winds of 30 MPH) and each blowing
ice, healing 3d8+3 hp or structural in one of eight compass directions
points. from the point of impact. In
The material component for the addition, the winds stir up all
bloodfrost spell is a small, faceted local dust and dirt for 1d4 rounds,
ruby (worth no less than 100gp) limiting all vision to 10 in their
frozen in a ball of ice. areas of effect. If cast in desert
area, damage is 1d10 and 1d6 the
8th level spells second round. The ball is a stormy
blue in color and cannot be moved,
if it fails to burst, once it
Air Burn - (Elemental-Air, Elemental-Fire, touches the ground. The ball is
Alteration, Evocation/Invocation) - stationary and permanent until
8th level broken. The sphere is AC 6; any
Author: wrathgon@hotmail.com damage will penetrate its sensitive
Range: 200 yards/level surface and set it off, although
Components: V, S, M touching or pushing on it won't do
Duration: Special so. Material is open air at lest
Casting Time: 1 round 100x100x100 area
Area of Effect: 10' radius/level
Saving Throw: Special Braduck's Fire Cage - (Elemental-Fire,
Conjuration) - 8th level
This spell burns all the oxygen out Author: wrathgon@hotmail.com
of the area effect. A 15d6+15 Range: 60 yards
fireball explodes in the area. And Components: V, S
for 3 rounds there is no air in the Duration: 1 hour/level
area if cast outside. Every round in
Casting Time: 1 round
area makes save vs. breath at -3.
Area of Effect: 10' cube
If the Constitution score is more
Saving Throw: Special
than 14 he gets a +1, 16-17 +2, 18
+3, 19+ +4 or pass out. If cast in
This spell calls forth fire from the elemental plane of
an area where air is not circulated,
fire to surround a creature in the form of a cage. The
it lasts 10 rounds. The blast can
be as small as a fireball or max cage is solid to the touch and the bars give off no
area caster chooses. heat, but its true power is seen when the imprisoned
The material component must be a creature tries to escape. If the cage is touched, it
piece of metal melted by Red Dragon inflicts 2d10 points of damage with no save. If the
Breath, a Piece of Fire Plane, or a creature inside tries to teleport or dimension door
Piece of Fire Elemental. through the cage, it inflicts 1d8 points of damage per

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Great Elemental Netbook
level of the caster. The cage can only be destroyed by must save vs. death or be vaporized
a disintegrate spell or an extinguish spell. unless protected from fire. If a
This powerful spell can also be used in conjunction save is successful the creature
with a firetrap or explosive runes spell. The creature takes 5d6 points of fire damage.
gets a save vs. the first spell, and if they are Every round a save vs. death must be
successful they get a save verses the fire cage. If the made.
save verses the cage is made, the cage does not come Material is fire from fire plane.
into existence. But the creature that triggered the
spell takes double damage from the first spells Cyrene'Lhei's Pyric Ring - (Elemental-Fire,
effects. If the save verses the fire cage is failed the Evocation) - 8th level
cage comes into existence. If the save against the first Author: nburgoin@chat.carleton.ca
spell is failed the creature gets no save verses the fire Range: 0
cage. Duration: Instantaneous
Components: V, S, M
Braduck's Fire Grasp - (Elemental-Fire, Casting Time: 8
Evocation) - 8th level Area of Effect: 5' radius/2 levels
Author: wrathgon@hotmail.com Saving Throw: 1/2
Range: 10 yards/level
Components: V, S, M This spell causes a blazing ring of fire to issue forth
Duration: 1 round/level from around the caster, who holds her arms out at her
Casting Time: 7 sides to form the ring. The ring then flares off,
growing, in a perfect circle, and lashes out to the full
Area of Effect: Special
area of effect. The ring itself is as tall as the caster,
Saving Throw: None
but never actually touches the ground.
All in the path of the ring take 1d8 points of damage
This spell works very similar to
per 2 levels of the caster (Maximum of 10d8), but
Bigby's Grasping Hand. Not only does
any 1s are re-rolled (thus damage is 20-80 points).
it disable your opponent and slow
their movement, but it also damages Those making successful saving throws vs. spell take
them with fire. The hand inflicts only half damage.
2d4 points of damage each round to Further, all objects in the path of the pyric ring's
the held creature and 1d4 points of wave must make saving throws vs. magical fire or be
damage to all creatures within 10 destroyed. Even if they make the save, they will at
feet. The hand can be brought down least be singed. Creatures who fail their saving
with a successful dispel magic throws must make item saving throws for all of their
spell. The hand has an armor class equipment vs. magical fire.
of 0 and has the casters hit points. The pyric ring will stop if it hits walls that succeed in
The material component is a glove their saving throw, or any impassable barrier,
covered in sulfur. forming a 'wedge' of safety behind it. Otherwise, the
ring will expand to its maximum range. There is an
Conjured Delayed Fireball - 'eye' in the center of the ring that is under the control
(Elemental-Fire, Conjuration) -8th of the caster, but can be up to 1 ft in radius per 2
level levels of the caster, thus the caster's companions
Author: wrathgon@hotmail.com might not be harmed.
Range: 10 feet/level Note that this spell is particularly nasty if cast in a
Components: V, S, M forest.
Duration: 1 round/3 levels The material component for this spell is a golden ring
Casting Time: 8 large enough to be placed on the caster's head as a
Area of Effect: special tiara. It must also contain any number of red-hue
Saving Throw: None gems worth 200 gp in total.

This spell opens a portal to the Dripping Flesh - (Elemental-Ooze, Alteration) –


elemental plane of fire for a number 8th level
of rounds. While the portal is open Author:
it is open at the center of a Range: Touch
fireball. The fireball does 15d6+15 Components: V, S, M
and on the next round the portal Duration: Special
opens and the plane spill out to Casting Time: 4
fill any empty space at a rate of 70 Area of Effect: 1 creature
feet a round. Any in area of effect Saving Throw: Neg.

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Great Elemental Netbook
wizard chooses, two jets (one from
One of the most powerful touch-attack spells, each hand) may be employed instead
dripping flesh causes the target’s body to become a of one; if this is the case, range
jelly-like substance and ooze away in 1d4 rounds. and damage are halved (in some
Unless the victim saves and the spell is thwarted, the cases, one jet will do one more die
change is permanent and will result in the target’s of damage than the other). A
death unless a limited wish is cast within the 1d4 separate target may be chosen for
rounds he is oozing away. Otherwise, only a carefully each of these jets each round they
worded wish spell will return the victim to life. are in effect. At the beginning of
The material component for this spell is a living piece each round the spell is in effect,
of ooze (MM pages 276-279) in a closed container. the wizard may split a single jet in
two, or may combine two jets into a
Fellstar's Flame Jet - (Elemental- single one.
Fire, Invocation/Evocation) - 8th The material components for this
level spell are a powdered ruby and a
Author: wrathgon@hotmail.com powdered fire opal, which must be
Range: 10 yards/level worth a least 500 GP together. The
Components: V, S, M powdered gems are mixed together in
Duration: 1 round/5 levels the hand(s) of the wizard at the
Casting Time: 5 time of the casting; all material
Area of Effect: Special components are consumed with the
Saving Throw: 1/2 casting.

When this spell is cast, a jet of Fire Gem - (Elemental-Fire, Abjuration,


flames shoots forth from the Evocation) - 8th level
wizard's hand; this jet is 5 feet Author: Douglas Murray <solauren@yesic.com>
wide and has a length of up to 5 Range: 0
feet per level of the wizard (the Components: V, S, M
wizard may vary the length from 1 Duration: Special
foot up to the maximum range). The Casting Time: 3 turns
jet travels in a straight line and Area of Effect: One gem
is blocked by normal obstacles (i.e. Saving Throw: None
stone, metal, etc.). If the jet is
blocked, it will it will not This spell requires an expensive gem. The value of
rebound, but may flow around the the gem depends on the number of spell levels that
barrier if it is small enough (less will be cast into the gem. The gem's value must be
than 5 feet across). Anyone struck 1000 GP per spell level of the spell or spells
by the jet suffers 1d10 points of (cumulative). This spell causes a gem to have a flame
damage per two levels of the wizard appear at the center. The flame has no real
(up to a maximum of 10d10). A significance other than that the gem is ready to
successful save vs. spell reduces receive spell(s). After a spell is cast into a gem it can
the damage by one half. If this save be called forth in one tenth of a round. The spell will
fails, all possessions must save vs. act at the level it was cast into the gem. The gem will
magical fire or be consumed. The decay by 100 gp each time a spell is released. Spell
flames from this spell will melt ice can be held inside gem for one day per level.
and ignite wood on contact. They are The total spell levels that is going to be placed into a
able to melt a hole in a Wall of Ice fire gem must be equal to or less than the wizard's
in a single round (though they will level. So a 18th level wizard could place 18 spell
not destroy it), and can bring down levels into the gem. If permanency is cast on the gem
a Wall of Fog instantly; other wall each spell can be used 1/day. Note that the gem still
spells are not affected by this decays, so after some time the gem will disappear.
spell. The jet will remain in effect
for one round for every 5 levels of Flaming Wheel - (Elemental-Fire, Invocation) - 8th
the wizard, up to a maximum of 4 level
rounds. A single creature must be Author: Douglas Murray <solauren@yesic.com>
chosen as the target for the jet Range: 0
(but others may be struck if they
Components: V, S, M
are in the path of the flames) and a
Duration: 2 rounds / level
new target may be selected each
Casting Time: 8
round the spell is in effect. If the

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Great Elemental Netbook
Area of Effect: 20' radius Freeze Storm II - (Elemental-Ice, Invocation) - 8th
Saving Throw: 1/2 level
Author: "Douglas Murray" <solauren@yesic.com>
By using this spell, the caster is able to destroy any Range: 10' per level
object within the 20-foot radius of the flames. All Components: V, S, M
people in the area must make a successful save or Duration: 1 round
take half damage that round, and additional rounds Casting Time: 8 segments
that the victim(s) are in the round causes the next Area of Effect: 30' cube
save to have a +4 penalty. Anyone in the area takes Saving Throw: Neg.
1d10 damage per level of caster (up to 16d10)*. Any
none living objects make a saving throw vs. Magic Freeze Storm II causes rain, sleet, and freezing
Fire or become dust. The caster acts as the center temperatures in the area of effect. All creatures
point for the wheel of fire and cannot move or be caught in this storm that fail to make their saving
distracted, if he is the spell puffs up in smoke causing throw are frozen solid and unable to move. Any
blindness for 1d4 rounds to everyone within 40 feet creature having cold protection spells or devices in
including the caster, unless characters pass saving effect at the time of the storm will be granted an
throw. The smoke lasts only 1 round. additional +3 on their saving throw.
Material components for the spell are flammable oil While frozen, the victim(s) are in a state of suspended
in a glass flask (oil is magically burned in the flask animation. Thawing them out will return them to
during the spell and must be replaced after each use). active duty.
Original Source: Unknown Note: In an arctic or mountain top campaign, or any
other area where the snows never melt, the victim
Flashburn - (Elemental-Fire, will be unable to escape without the aid of someone.
Evocation) - 8th level In any other campaign, the sun will eventually melt
Author: wrathgon@hotmail.com the victim free."
Range: 20' + 10'/level Original Source: Net Tome of Magicks (Modified)
Components: V, S, M
Duration: Instantaneous Gustar's Perpetual Annihilator -
Casting Time: 2 (Elemental-Fire,
Area of Effect: One creature Invocation/Evocation) - 8th level
Saving Throw: Special Author: wrathgon@hotmail.com
Range: 10 feet/level
This spell causes a stunning burst Components: V, S
of fire to explode around the Duration: 1 turn
victim. Such is the suddenness of Casting Time: 4
this burst that any creature so Area of Effect: 1 creature/level
struck must make a save vs. within a 30' radius sphere
paralyzation or be stunned for 1d6 Saving Throw: Special
rounds. While this explosive shock
is intense in the extreme, it is All intended creatures within the
also confined so that others even area of effect must make a saving
within a couple of feet of the throw vs. death magic or be slain.
victim will receive no damage. All Otherwise, all intended creatures
items on the person of (or being receive 5 hit points of damage + 1
touched by) the victim must save vs. hit points per round for the
Magic fire or be destroyed. The duration of the spell. This damage
individual graced by this spell will is due to "internal fire damage",
receive 1d6 (counting all ones as and weapons, armor, and other
twos) of damage per level of the equipment are unaffected by this
wizard(max 15d6). There is no saving spell. A successful Dispel Magic or
throw vs. the fire effect of this the like will dispel Gustar's
spell unless the creature struck is Perpetual Annihilator, and at any
resistant to fire. In this instance, time, the sorcerer can end the spell
a save for 1/2 damage is applicable. before expiration by silent act of
The material component of this spell will alone.
is jasper stone worth at least 50
GP. Icesteel - (Elemental-Ice, Alteration) -
8th level
Author: wrathgon@hotmail.com

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Great Elemental Netbook
Range: Touch
Components: V, S, M Leurocian's Magma Ball - (Elemental-
Duration: Permanent Magma, Alteration, Evocation) - 8th
Casting Time: 8 level
Area of Effect: Object touched Author: wrathgon@hotmail.com
Saving Throw: None Components: V, S
Range: 10 feet/level
Essentially an ice-based version of Casting Time: 1
the glassteel spell, icesteel gives Duration: 1 round
normal, non-magical ice the physical Saving Throw: 1/2
resilience of steel. The object Area of Effect: Special
remains cold to the touch, but will
not melt unless subjected to the This spell appears to transform the
heat normally required to melt caster into a 3' diameter ball of
steel. This spell is useful for molten lava and race toward a
creating durable weapons and tools, singular target. The caster takes
such as long swords, ladders, etc., ld4 points of damage, so he can
out of ice. Only a small amount of momentarily transport himself to an
ice can be affected with any one extra dimensional safe hold.
application of the spell, up to a Magical means can only heal this
maximum of 10 lbs. per level of the damage. On contact with the target,
caster, and it must form one whole the magma ball explodes (very much
object. The Armor Class of the like a Fireball) inflicting 60 hit
object is 1. points of damage. All other targets
The material components of the spell within a 20' radius of the blast
are a small piece of steel and a receive 2dl2 hit points of damage.
chunk of smoky quartz, which are not After the explosion, the caster
consumed in casting. blinks within a 60' radius of the
explosion and reappears at the end
Infernal Tornado - (Elemental-Fire, Invocation) - of the following round. During the
8th level round that the caster is in his safe
Author: Douglas Murray <solauren@yesic.com> hold, he may cast a spell, read a
Range: 10 feet per level scroll, or prepare himself in
Components: V, S, M anyway, before returning. However,
Duration: 1 round per level the action must be completed within
Casting Time: 1 day one round.
Area of Effect: Special Note: the caster can also choose not
Saving Throw: None to detonate the magma ball and still
blink reappearing at the end of the
While the wizard is casting this spell, a dark ominous following round.
cloud begins to gather in a 1 mile-diameter region
centered over the target. Upon completion of the Lightning Storm - (Evocation, Elemental-Lightning) - 8th
spell, a dark, fiery tornado of fire grows from the level
base of the cloud until it touches the ground. The Author:
whirling mass of fire proceeds to wander about the Range: 40 yards + 10 yards/level
area, incinerating everything in its path. Components: V, S, M
Each round, the tornado travels in a random direction Duration: Special
at a movement rate of 20. The flames inflict 10 Casting Time: 8
points of damage for every level of experience of the Area of Effect: Special
spell caster, every round. The diameter of the Saving Throw: ½
cylinder is about 50 feet, and anyone within 25 feet
must make a Strength check each round to keep from Believed to be a creation of the late Storming Magi,
being sucked into the cylinder by the powerful blast lightning storm is an effluviamantic adaptation of meteor
of winds. swarm. The spell creates one lightning bolt (with the
The material component of this spell is a large iron statistics of the 3rd-level spell lightning bolt cast at the
pot filled with charcoal that must be kept burning for caster’s level) for each five levels of experience the caster
the duration of the casting. Sulfur and 500 GP worth possesses (round down). The caster can either launch all
of crushed amber must be gradually added to the pot the bolts in a single round, at multiple or a single target, or
Original Source: Unknown launch one per round and perform other actions as well

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Great Elemental Netbook
(excluding spellcasting). The caster can also choose one must be successful in 2 Dexterity checks. This
whether each bolt is forked or straight. If the caster casts a will result in a reduction of a third of the damage.
spell while lightning storm is in effect, his remaining bolts Rumors of an even more powerful version of the
are lost. Each bolt has the exact statistics of a lightning spell, rain of stalagmites claim that such a spell can
bolt cast at the caster’s level of experience (see the be used anywhere - as the rain comes from the
Player’s Handbook™, page 151). ground, rather than the ceiling.
The material components are a bit of fur and a small rod
made of amber, crystal or glass. Smoke Cage - (Alteration, Elemental-Smoke) - 8th
level
Orko's Elemental Triads - Author: wrathgon@hotmail.com
(Elemental-General, Evocation) -8th Range: 10 feet/level
level Components: V, S, M
Author: wrathgon@hotmail.com Duration: 1d4 rounds + 1 round/level
Range: 15 yards + 10 yards/level Casting Time: 7
Components: V, S, M Area of Effect: 20-foot radius
Duration: Instantaneous Saving Throw: Special
Casting Time: 6
Area of Effect: Special This spell creates a 20-foot radius cloud of purple and
Saving Throw: 1/2 black smoke up to 10 feet away per level of the
wizard. The smoke is impervious to all forms of
When this spell is cast, three bolts vision. The smoke cloud is actually extra-
of fire, electricity, frost, water, dimensional, employing forces similar to the distance
or acid shoot forth from the palm of distortion spell. The internal diameter of the cloud is
the wizard. They may strike one, two 100 to 150 feet; furthermore, the vapors contain a
or three targets. If more than one powerful misdirection spell (save -2) which prevents
target is struck, the targets must those within from wandering out. The cloud persists
be within 60 degrees of each other. for 1d4 rounds plus one round per level of the wizard,
The damage inflicted is 1d6 hp + 1
after which it disperses. Only a strong wind will
hp per level. The wizard must be
break it up prematurely. Extra-dimensional devices in
able to see the targets. Successful
the cloud are unaffected. The material component is
saving throws halve the damage. A
a black pearl worth at least 500 GP and a bent
save applies to each separate bolt
compass needle.
so if only one creature is attacked
then it must make three saves.
Stone Protection - (Elemental-Earth,
The material component for this
Abjuration) – 8th level
spell is a small piece of gold
Author: wrathgon@hotmail.com
shaped like a pyramid.
Range: 10 yards/level
Components: v, s, m
Rain of Stalactites - (Conjuration, Elemental- Duration: 1 hour/level
Mineral) - 8th level Casting Time: 1 turn
Author: Area of Effect: 30 cubic yards/level
Range: 60 yards Saving Throw: Nil
Components: V, S
Duration: 2 + 1 round/5 levels of the caster This spell will protect any magical
Casting Time: 4 or non-magical stone in the area of
Area of Effect: 15 yards + 1/level in radius effect from the following spells:
Saving Throw: Special Transmute Rock to Mud, Passwall,
Phase Door, Disintegrate, Stone to
Developed by a drow mage deep in the underdark of Flesh, Animate Object, Earthquake,
a prime world, this is a powerful attack spell for Polymorph Any Object, Stone Shape,
subterranean ranges. Rain of stalactites causes rock Distance Distortion, and Animate
from the ceiling of a cavern to melt into many Rock. Furthermore, it gives the
stalactites which fall on all those in the area of effect stone affected a +3 on saving throws
of the spell causing 10d6 + 8 points of damage for against other attack forms
each round to all those in the area. (Fireball, Lightning Bolt, cold,
Unless they reach cover (at least 1 foot of wood, or acid, blows, etc.).
half a foot of stone), or attempt to dodge the An earth elemental can neither be
stalactites, all those in the area of effect will suffer conjured in the area nor enter it.
the damage. In order to dodge some of the stalactites, This spell will have no effect on

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Great Elemental Netbook
stone golems or clay golems, but it unconscious for more than 1 hour per his maximum
will prevent xorn, umber hulks, constitution score, he must make a system's shock
purple worms and similar creatures roll or perish. This roll is made with a +10% penalty
from burrowing in the affected area. per extra hour over and above his constitution score
At the DM's option, non-standard he remained unconscious, and is made at the end of
spells, spell-like effects (e.g. the time asleep. No matter how much the wizard
Horn of Blasting), and psionic over-extends himself, whether it be one hour or ten,
abilities which affect stone may be he loses all memorized spells upon waking. Further,
prevented from operating. This spell until he has had a full nights rest thereafter, he is
can be made permanent by Permanency shaky and week, suffering a -2 to all ability checks,
spell with the loss of one point of attack and damage rolls, and saving throws.
Constitution from the caster due to For example, 16th level wizard wishes to bring 1000
the use of the Permanency spell. The cubic feet of companions and materials with him
material component of this spell is during the casting of the spell. Normally, he is
a boulder of at least 400 GP weight. allowed 160 cubic feet. By multiplying by a factor of
7, he will bring 1120 cubic feet with him on the
Tunnel of the Selkie - (Elemental-Water, journey, and remain unconscious for 7 hours after
Alteration) - 8th level arriving, and will wake with no spells memorized. If
Author: nburgoin@chat.carleton.ca his constitution was only 6, he would have to make a
Range: Special system's shock roll, with a +10% penalty, or die.
Components: V, S, M The material components for this spell are two crystal
Duration: 1 turn glasses, worth no less than 50gp each. One must be
Casting Time: 1 turn full of water, with a pearl inside it. The caster pours
Area of Effect: Special the pearl and water from the one glass into the other
Saving Throw: Neg. during the casting of the spell, and all components
vanish upon casting the spell.
This spell, created by the Selkie that live far to the
south of many other lands, was used to enable them Uazzigaaeld’s Absolute Zero - (Evocation,
to travel far enough to maintain contact in case of Elemental-Ice) - 8th level
emergency with those who lived far away. The spell Author:
creates a dimensional flux, forming a tubular, Range: 10 yards/level
cylindrical tunnel of raging, circular water that can be Components: V, S
swum or sailed (depending on the caster's wishes) Duration: 2 rounds
through the elemental plane of water, as a sort of Casting Time: 8
short cut. Area of Effect: Field 40 feet long, 40 feet wide and 10 feet
The caster casts the spell, and the caster and up to 10 high
cubic feet of others or material per level enters the Saving Throw: ½
strange tunnel. The tunnel allows normal travel for
what appears to be a mere ten minutes. However, at Contrary to the name, this spell does not reduce the
the spells end, a huge distance can be traveled. temperature to absolute zero, although the creatures
The distance traveled can be up to 2 days worth of caught in this terrible spell would not be able to tell the
travel, at the current speed and move used when difference. The spell inflicts 1d10 damage per two levels
entering the tunnel, per caster level. Thus, after ten per round to all creatures not immune to cold. Others can
minutes, a sixteenth level caster could have moved up save vs. spell for half damage. Objects must save vs. cold
to over a months travel away. with a –4 penalty or be destroyed.
The limitations of the spell are the amount of material
the caster can bring into the tunnel, and that the start Vac - (Elemental-Vacuum, Evocation,
and end of the spell must be locations familiar to the Alteration) - 8th level
caster, and on water. The water need not be Author: wrathgon@hotmail.com
continuous (the caster could move his ship to a pond Range: 30 feet/level
if he really wanted to, though he'd have to use the Components: V, S, M
spell to get back out). Duration: 2 rounds/level
As a further use of the spell, the caster can over-exert Casting Time: 5 rounds
himself and pull more material into the tunnel. For Area of Effect: 100 yards/level
each factor the material affected by the spell that the Saving Throw: Special
wizard increases the normal limits of the spell, he
will remain unconscious for 1 hour after the casting This spell removes all the air from
of the spell. Nothing short of a heal spell or a limited closed off area(including the air
wish will rouse him earlier. And if the caster is inside creatures lungs so there is

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no holding ones breath)( like deep
underground. A large room with no Braduck's Continuos Spontaneous
widows etc.) Every breathing Human Combustion - (Elemental-Fire,
creatures must make saves vs. Breath Evocation) – 9th level
weapon every round. If fail die of Author: wrathgon@hotmail.com
lack of air. All fires go out. If Range: 10 yards/level
some openings gets +2 to save and Components: V, S, M
duration is halved. You must first Duration: Instantaneous
summon an air elemental and the Casting Time: 6
spell uses it to remove all air from Area of Effect: Special
area. Saving Throw: Special
Material: air elemental released and
used up in spell. This extremely powerful spell is
similar to spontaneous human
9th level spells combustion. If the original creature
makes their saving throw, nothing
happens. If the original creature
Althiaost’s Effluvia Column - misses the save and explodes, any
(Conjuration/Summoning, Elemental-Lightning) - 9th level creature caught in the 30-ft radius
Author: fireball must make 2 saving throws.
Range: 5 yards/level The first save is to see if they
Components: V, S explode themselves. If the creatures
Duration: 1 turn/level caught in the fireball make this
Casting Time: 9 first save, they do not explode and
Area of Effect: Column up to 90-feet high, 10-foot diameter do not need to make that save again
Saving Throw: Special for the remainder of the combat. The
creatures must then make the second
Before going on a quest with his companions into the lair of save verses full or half the damage
a blue dragon, the elven archmage Althiaost developed this of the 10d8 fireball. However, any
spell. When cast, a blazing, stationary column of electricity time a creature within the 30-ft
forms anywhere within the range of the spell. If the column radius of a fireball misses their
cannot form to its maximum size (given above), it manifests first save, they themselves explode
as large as possible in the given space. Note the diameter causing a new fireball. Every
cannot be made to increase if the height is reduces, and creature within the 30-ft radius of
vice verse. No object or creature can break the column's each new fireball, regardless of a
area or the spell will fail. successful first save, must make a
Anyone touching the column takes 6d6 damage (with a saving throw for full or half damage
save vs. spells allowed for half), but that is not the purpose for each new fireball. It is
of the spell. Any electrical ray or bolt attacks, spells or possible that numerous fireballs are
spell-like abilities cast or used within 200 yards of the exploding around a creature at the
column not obscured by a solid barrier will not reach their same time. The more creatures that
target. Instead, these attacks are sucked into the column explode, the further the spell moves
and wasted (increasing the damage caused by touching away from the epicenter. The
the column by the amount of damage the attack would material component for this spell
have done). Touch attacks, such as shocking grasp, are two matching rubies both valuing
function normally, but behir, bronze dragon and blue 2,500 gp each.
dragon breath, lightning bolt, chain lightning and similar
electrical attacks are pulled into the column. Dispel magic Braduck's Fiery Death (Elemental-
will not dispel the column, though a wall of water or Fire, Conjuration) – 9th level
improved create water spell centered on the column will Author: wrathgon@hotmail.com
cause it to explode, inflicting half as much damage as it Range: 5 yards/level
would normally to all creatures within 30 yards (with a Components: V, S
saving throw for half damage allowed). Wish, Duration: 3 rounds
Mordenkainen’s disjunction, a rod of cancellation or a wand Casting Time: 9
of negation will destroy the column without the explosion. Area of Effect: 1 cubic foot/level
Note the caster can leave the vicinity of the column and Saving Throw: Special
cast other spells at will after the casting is complete. He
can also cancel the spell with but a thought if within 200 This spell draws a sphere of fire
yards of it and can see the column. from the elemental plane of fire.
If the creature being centered on by

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Great Elemental Netbook
the spell makes their save, a 12d8, Damage suffered is cumulative from
30' radius fireball explodes. If the one round to the next, but the save
creature misses their save, an bonus is not. Anyone who makes a
opaque sphere of fire that nothing successful save takes only half
can see or pass through (including damage that round, and automatically
Dimension Door, Teleport, and saves on any subsequent rounds;
Teleport Without Error) comes into those who fail their saves suffer
existence. After the sphere is in full damage, and must have all their
existence, a 10d6 fireball explodes possessions save vs. magical fire
inside the sphere every round for to avoid destruction. If anyone
the duration of the spell. This leaves the area of effect and
fireball always goes first in the returns later, a new save must be
round and each creature is given a made, even if the previous one was
save for half damage. Any creature successful. The conflagration may,
within 10 ft of the sphere will or may not conform to a confined
suffer 1d8 points of damage per space, at the wizard's discretion.
every 3 levels of the caster, no Apart from the changes mentioned
save is given for this effect. At above, the conflagration otherwise
the end of the spell, the sphere acts like a Fireball. The material
explodes into a 10d8 fireball components for this spell are the
effecting all creatures within a 30' heart of a red dragon, and a
radius of the sphere, including the powdered diamond worth at least 600
trapped creature. The sphere can be GP.
brought down with a Disintegrate
spell, Limited Wish or a Wish spell, Cyrene'Lhei's Dimensional Firehole - (Elemental-
dispel magic will not work. Fire, Alteration) - 9th level
Author: nburgoin@chat.carleton.ca
Coradon's Conflagration - Range: 15 yards per level
(Elemental-Fire, Components: V, S, M
Invocation/Evocation) - 9th level Duration: 1 round per level
Author: wrathgon@hotmail.com Casting Time: 9
Range: 150 yards Area of Effect: 10 yards + 5 yards/level in radius
Components: V, S, M Saving Throw: Special
Duration: 4 rounds
Casting Time: 9 This spell opens a small hole between the prime
Area of Effect: Special material plane and the elemental plane of fire,
Saving Throw: 1/2 spewing forth a spherical, blazing, magical flame in
all directions. The full radius of the sphere is split
This spell causes a fiery explosion into three, however, to determine the effects of the
similar to that of a Fireball, but spell.
with a smaller radius (initially a In the inner third of the spell, all items must save vs.
20-foot radius sphere). However, the magical fire at -4 each round or be destroyed. All
flames caused by this spell will creatures within the middle third of the spell are
continue to burn for 4 rounds (the simply incinerated, with no save, unless they have
initial round, plus 3 additional magical protection against fire, in which case they
rounds). The damage inflicted on
may not be affected. The middle third of the sphere
victims inside the area of effect,
is less hot, though still incredible. Items must save
the bonus to the victim's saving
vs. magical fire every round with a -2 penalty of be
throw, and the radius of the flames
destroyed, and creatures are incinerated unless they
vary according to how long the
make a saving throw vs. spells at -2, in which case
flames have been burning, as
they still take 10d8 points of fire damage. The outer
follows:
third of the sphere is the least damaging, though still
incredibly hot. Items must make a saving throw vs.
Round Damage Radiu Save
magical fire every round or be destroyed, and all
s Bonus
creatures take 10d8 points of damage, save vs. spells
1 8d8 20' 0
for half.
2 4d8 15' +1
Walls and solid rock must make the saves required as
3 2d8 10' +2
any other item, however, the flame effect will NOT
4 1d8 5' +3
pass through walls that have yet to be destroyed.

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This spell, however, can destroy a decent chunk of a identical to that spell, with the
castle, and smoke and set fire to the rest. following exceptions:
The material components of this spell is a piece of The flames fall to the ground from
red silk, a gold needle (which pierces the silk at the the height at which they were cast,
casting of the spell), and a ruby worth no less than so in effect, anyone at the initial
1000gp, all of which are consumed in casting. height or below is affected by the
Note that creatures able to withstand the heat and flames. In addition, if an obstacle
flame may make total use of the dimensional hole blocks these flames, they will flow
that appears in the center of the spell's target (it is 6 around the barrier and will rejoin
inches in radius per caster level) and this includes at a distance equal to the width the
creatures on the elemental plane of fire. Nasty GMs obstacle; therefore, if a 2-foot
can use this to punish players that abuse this spell wide boulder blocks the flames, they
(razing all the evil castles down to the ground, for will rejoin 2 feet behind the rock.
example). This applies in both the horizontal
and vertical dimensions. The flames
Elemental Aura - (Abjuration, Evocation, from this spell will continue to
Elemental-Ice) - 9th level burn for one round after the spell
Author: is cast; anyone hit by the flames on
Range: 0 the first round suffers 10d10 points
Components: V of damage, and those hit on the
Duration: 1 round/level second round suffer 5d10 points of
damage. On either round, a
Casting Time: 1 round
successful save vs. spell reduces
Area of Effect: Caster
the damage by half (saves for the
Saving Throw: None
second round are at +2); if this
save fails, all possessions must
This spell was first described in the Tome of Magic™.
save vs. magical fire or be
Sinthalian cryomancers were quick to create a cryomantic
destroyed. Note that damage is
version of the spell. Like the other elemental auras, the
cumulative if caught in the flames
benefits of this aura only affect the caster and he can only
on both rounds the spell is in
benefit from one aura at a time. The cryomantic aura is a
effect. The material components for
three-inch thick haze of swirling blue mist. The aura has this spell are as per those for the
these effects: Flame Arc spell, with the addition
 Immunity to water and cold based attacks of one or more gems worth at least
 Total protection from physical attacks by 500 GP. The gems and the volcanic
creatures from the Para-Elemental Plane of Ice rock are consumed when the spell is
 Ability to move and breathe at full movement cast.
rate within snow and ice
 Total protection from hostile environmental Gate to Inner Planes - (Elemental-
effects while traveling in the Para-Elemental General, Conjuration/Summoning) -
Plane of Ice 9th level
 Ability to cast winter’s chill once Author: wrathgon@hotmail.com
Range: 10 feet
The aura does not restrict the caster’s movement in any way. Components: V, S, M
He is free to move, act and cast spells normally while under Duration: Special
the effects of the aura. Casting Time: 1 turn
Area of Effect: Special
Fellstar's Flame Sheet - (Elemental- Saving Throw: None
Fire, Invocation/Evocation) -9th
level This spell opens a portal to any of
Author: wrathgon@hotmail.com the Inner planes the caster has
Range: Special visited. Portal is two way but if
Components: V, S, M caster does not want creature to
Duration: Instantaneous come through most make a save vs.
Casting Time: 9 spell at -4 and even then can close
Area of Effect: Special the portal before creature comes
Saving Throw: 1/2 through. Can only open one portal
with this spell, but if many spells
This is an improved version of are cast can have a Max of level div
Fellstar's Flame Arc; it is by 6 portal open. The duration is as

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Great Elemental Netbook
long as the caster thinks about the Components: V, S, M
portal(s) but if he casts any other Duration: Special
spell other than another Gate to Casting Time: 3 rounds
Inner planes the portal will start Area of Effect: Special
to shrink. If not thinking about Saving Throw: See below
portal(s) then it will last
1h/level. Can stop and then rethink One of the most powerful attack incantations in
after but the total never change. existence, luminescent wrath is a unique spell that
Like if a mage cast the spell and utilizes the light in the area surrounding the caster
then goes to sleep for 8 hours and directing it into harmful energies.
wakes and starts to think about The spell focus is a rare and unique clear gem
portal, 8 hours of the duration is (usually a diamond) of at least 30,000 gp worth, on
used. Material is piece of plane which the spell is cast. The gem concentrates all the
than what to open gate to. light in a 30' radius (centered on the caster) on itself
and contains it, where it breaks the light to its
Ice Swarm - (Elemental-Ice, Evocation) - 9th level composite colors that the mage may now use in
Author: nburgoin@chat.carleton.ca various attacks. The light caught in the gem, split to
Range: 40 yards + 10 yards/level its seven component colors, may now be used by the
Components: V, S mage to create the following effects:
Duration: Instantaneous Red: Shoots out a ray of red light, causing 10d4
Casting Time: 9 heat damage and setting fire to combustible and
Area of Effect: Special flammable materials. Save vs. spells for half
Saving Throw: 1/2 damage.
Orange: The use of this color forces the target to
An Ice Swarm is a very powerful and spectacular make a saving throw vs. petrifaction, a failed save
spell which is similar to the explosion of many resulting in the victim's turning to stone.
fireballs, except the explosions in Ice Swarm are all Yellow: The caster directs a powerful ray of
of frigid cold, ice, and sleet/snow. When it is cast, magical force at the target, causing 5d4 damage
either four spheres of two foot diameter or eight and throwing the victim back 10d4 feet, causing
spheres of one foot diameter spring from the 1d6 damage for every 10 feet thrown back. A
outstretched hand of the wizard and streak in a saving throw vs. breath weapon is allowed only
straight line to the distance demanded by the for the force damage, halving it if successful.
spellcaster, up to the maximum range. Any creature Green: Fired at a target, this ray causes an acid-
in the straight-line path of these missiles receives the like effect which causes 5d8 corrosive damage.
full effect of the missile, or missiles, without benefit The victim may save vs. spells to halve damage,
of a saving throw. The ice missiles leave a long trail with a failed save to be followed by saves vs. acid
of ice, slush, and swirling snow, and then each bursts for all of his possessions.
similar to a fireball. The large spheres inflict 10d4 Blue: Affecting only undead, this ray of light
points of damage, bursting in a diamond or box affects its unliving targets like a mace of
pattern. Each has a 30' diameter of effect, and each disruption.
sphere is twenty feet apart, along the sides of the Indigo: The target of this spell, should he fail his
pattern, so that there are overlapping areas of effect, save vs. petrifaction, will be paralyzed for a
and the center will be exposed to all four blasts. The duration of 5d6 rounds. Should he save, he will
eight spheres have half the diameter and half the only be paralyzed for one round.
damage potential (15 feet diameter, 5d4 damage). Violet: Using this color, the caster may send out a
They burst in a pattern of a box within a diamond, or ray of light causing 10d4 extreme cold damage.
vice-versa, each of the outer sides 20 feet long. Note Saving vs. spells will reduce the damage
that the center has four areas of overlapping effect, sustained by half.
and there are numerous peripheral areas that have two
overlapping areas of effect. A saving throw for each All saving throws for the target’s possessions are to
area of effect will indicate whether full damage or be penalized at –2 Every attack may only be used
half-damage is sustained by creatures within each once, and only one attack may be used each round,
area, except as already stated with regard to the restricted to a single target up to 80' away. The
missiles impacting. changes in light in the 30' area of the effect cause a
blur-like effect that lasts for the spell's duration.
Luminescent Wrath - (Radiance, If spell effects from the school of elemental radiance
Invocation/Evocation) - 9th level occur within the 30' radius of the mage, for every
Author: three spell-levels of these radiance spells, the caster
Range: Touch of luminescent wrath will regain the use of one

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Great Elemental Netbook
expended color. In any event, the radiance spell will creatures inside cannot see much they receive no
not take effect and will be absorbed by the gem. saving throws unless someone can warn them about
Material components for this spell include only the the danger.
gem of at least 30,000 gp worth, which is consumed When cast underwater, this spell has a 100' radius,
in the casting. but causes only 4d4 points of damage per round.

Ooze Twin - (Conjuration/Summoning, Phoenix - (Elemental-Fire,


Elemental-Ooze) - 9th level Necromancy, Alteration) – 9th level
Author: Author: wrathgon@hotmail.com
Range: Touch Range: 0
Components: V, S, M Components: V, S, M
Duration: Permanent Duration: Special
Casting Time: 1 turn Casting Time: 1 turn
Area of Effect: Special Area of Effect: Special
Saving Throw: Neg. Saving Throw: Special

This spell is similar to the Clone spell it that it creates This is a very powerful spell that
a duplicate of the creature, with all the memories and activates only upon the death of the
abilities of the original but there are several Arch-Mage. One round after death,
differences. The duplicate is made of mud and ooze, the remains of the body become
not from flesh and blood and so any damage it suffers extremely hot igniting any nearby
is permanent, it cannot be healed unless a Wish spell combustibles. The spell will not
is used (In which case it recovers 10-60 points of function if less than 50% of the
damage). Furthermore, the twin is very sluggish and remains exist, whatever shape they
moves at ¾ the movement rate of the original. may be in, or if body parts are
The caster must be able to touch the subject during spread out over a 10-foot radius.
During the next nine rounds, the
the entire casting time and if interrupted then the
remains will continue to magically
spell is lost. As soon as the casting is over a duplicate
burn. At the end of one turn, the
of the creature appears next to it and is under the
flames will erupt bursting into a
control of the caster. Like the Clone spell, the
huge fireball. The size of which is
original and the twin will seek each other out, trying
1/4" radius sphere per level of the
to kill the other.
caster. The blast will cause d6
The material components are the original creature to
damage per level to anyone or
be cloned and the remains of oozes and slimes whose anything - 1/2 damage if a saving
total HD equal the creature's HD or level. throw is made. Any remaining
possessions of the Arch-mage or
Parboiling Cloud - (Invocation/Evocation, objects within 20 feet are totally
Elemental-Steam) - 9th level destroyed in the blast.
Author: From the flames, the spell enables
Range: 0 the soul of the deceased to create a
Components: V, S firebird - a flaming roc-like bird
Duration: 5 rounds described below. The main objective
Casting Time: 5 is to fly home to a specially
Area of Effect: 50' radius prepared nest to be reborn.
Saving Throw: ½ However, the Arch-Mage can use her
new form to attack her enemies. She
The spell creates a great cloud of hot steam around has a potent new body to fight with,
the caster and for 50' away from him. Anyone within but there is a price for quick
this cloud except for the caster, must make a saving revenge. Every round that is not
throw vs. spell or suffer 6d4 points of damage every spent flying towards the nest will
round. If the saving throw is successful they suffer reduce the chance of rebirth by 5%.
only half damage. (See example below)
The caster is unaffected by the cloud, and will can The nest is usually located in some
also see through it as if it didn't exist. Anyone else secret place known only to the
suffers –2 to their attack rolls and saving throws. caster. The location is usually
Due to the large amount of moisture and heat in the stockpiled with water, clothes and a
area all fire and ice spells are only half as effective as spare spell book, and is carefully
they would normally be for the duration of the spell. warded against intruders. The nest
This is somewhat offset by the fact that since the is composed of chunks of jet (at

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least 10%) and stones from the Arch- Salt Boulders - (Salt, Invocation/Evocation) - 9th
Mage's homeland stacked together in level
an oval shape. The size of which is Author:
about 5-6 feet long and 2-3 feet Range: 120 yards
wide. The nest's bottom is Components: V, S, M
sprinkled with 10,000gp worth of Duration: 1 round
diamond dust and one pint of the Casting Time: 1 round
caster's dried blood. When the Area of Effect: 60 yards diameter
firebird arrives at this nest, it Saving Throw: Neg.
immolates itself.
Within the ashes, an egg is formed One of the most powerful attack spells among the
and lies incubating. The egg Quasi-Elemental Schools, salt boulders causes 3d4
incubates and grows a number of days large salt boulders to fall from the sky in an area of
equal to the number of levels the the caster’s choice. Upon impact with the ground (or
Arch-Mage had. Note: the caster's anything else unlucky enough to end between it and
egg is very vulnerable to attack the boulders) the boulders shatter, hurling many sharp
during this time. At the end of the shards of hardened salt crystals in all directions.
last day, the Arch-Mage must make a While the 5d4 crushing damage by the boulders is
system shock survival roll. only caused in the limited 30 yard radius circular
Example: the recently deceased Arch- range where the boulders may fall, each shattered
Mage had a 12 constitution and spent boulder will cause more damage from flying shards
8 rounds fighting before flying
in relations to the distance from the point of impact:
away. Thus she needs to roll (80 -
40 = 40) 40% or less to live again.
Within the basic 30 yard radius: 5d4 (crushing
If she flew directly to the nest and
damage) + 12d4 (shards)
didn't fight, her chance of making
30-40 yard radius: 10d4
the system shock roll is 80%.
40-50 yard radius: 8d4
In addition, the spell must be
renewed with ritual utterances every 50-60 yard radius: 4d4
new moon. The spell is cast into a
golden amulet shaped like a phoenix Please note that the shard damage range is not only in
with deep blood red ruby eyes. The radius in parallel to the ground, but also in a sphere
minimum value of which is 15,000gp. towards the sky as well. If cast at mid-air, it will
It must be worn singly (other affect a full 60 yard sphere from the target point.
magical amulets, medallions or In addition, due to the large amounts of salt in the
necklaces will negate its effects) victim’s wounds, no healing (short of the 6th level
at the time of death for the spell priest spell heal) will work on the spell’s victims for
to take effect. the next 1d10 rounds.
The material components of this spell are 3 round,
Firebird hard, salt balls with the wizard’s personal symbol or
Activity Cycle: Any insignia carved into them, and filled with melted
Intelligence: Same as the caster platinum.
Treasure: None
Armor Class: 2 Smoky Figure III - (Conjuration/Summoning,
Movement: 3"/36" class B Elemental-Smoke) - 9th level
Hit Dice: Same as the caster Author:
THAC0: Attacks as a monster equal to Range: 100 yards
caster's level Components: V, S, M
No. of Attacks: 2 claws or 1 bite Duration: 1 round/level
Damage/Attack: 2-12/2-12 or 3-18 Casting Time: 1 round
Special Attacks: Excess heat causes Area of Effect: 1 fire source
all within 10' to take 1-6 points of Saving Throw: Nil
damage/round.  
Special Defenses: Ethereal at will, This spell's name is similar to the smoky figure I and
homing instinct for nest, hit only smoky figure II spells but this is where the similarity
by +2 or better weapons. ends for the spell summons the creature known as
Magic Resistance: Same as the caster Hazer through a gate opened in the fire source. The
Size: Wingspan is 2' per every level creature's statistics are as follows: INT 13; AC 0; HD
of the caster 16 (100 hp); THAC0 5; #AT 2; Dmg 2-20/2-20. The

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creature looks like the smoky figure created by the
smoky figure I spell but is very substantial. Windwar - (Elemental-Air, Elemental-
Lightning, Evocation) -9th level
Tendrils of Dust - (Invocation/Evocation, Author: wrathgon@hotmail.com
Elemental-Dust) - 9th level Range: 0
Author: Components: V, S
Range: 20 yards/level Duration: 1 t + 3r/level
Components: V, S, M Casting Time: 9
Duration: 1 round/level Area of Effect: 1-mile radius sphere
Casting Time: 1 round Saving Throw: Special
Area of Effect: 50' sphere
Saving Throw: 1/2 This spell brings froth a power
tempest of thunder, lightning, wind,
The caster of this spell creates a sphere of dust in his and rain that may damage multiple
hand, from which extend 10 tendrils. The caster can targets in aerial combat with the
choose to control the tendrils or to do another spell, caster. The primary effect of the
the dust sphere does not hinder his ability. The spell is its turbulent winds. Winds
tendrils can reach any creature within 50' of the continually buffet and whip all
caster, attaching itself to the creature, preferably to targets in the area of effect,
the nose and mouth. Every tendril causes 1d10 points tossing them through the air in
of damage per round. Every round beyond the first various random directions. In order
the tendril is attached to the same target that person to simulate the swirling of wind in
suffers a cumulative -1 to his hit and saves, as he is the area, roll 1d8 for the compass
being gagged with sand and dust. The penalties direction and 1d6x10 for distance in
remain for the same number of rounds that the tendril yards that each target is flung
remained attached or until the victim spends 1 round through the air. The effects of the
to get it all out. winds on all aerial targets are as
The caster can use more than one tendril against a follows: 2 HD or less take 2d8
single target in which case the effects are multiplied damage/round and are hurled twice
by the number of tendrils attached to him. normal distance, attacking,
Every round the target gets a save vs. spells to suffer defending, and normal move is
impossible. Man-sized take 1d8
half damage and evade the penalties.
damage but move is half and attacks
Any creature that dies from this spell will rise as a
at -4 to hit. Larger than man moved
Kyolith (See the monster section for more details) if a
is 1/3, but are not buffeted about
Animate Dead spell is cast on him.
and take no damage; larger beasts
The material component is a bit of bone dust.
are unaffected. Lightning also
strikes out at selected living
Uazzigaaeld’s Cataclysmic Blizzard - (Evocation,
targets in the area of effect: 1d4
Elemental-Ice) - 9th level single lightning bolt. The bolts do
Author: 5d6 damage to one target each, and
Range: 10 yards/level save can save for half.
Components: V, S Thunderclaps sound every time the
Duration: 2 rounds lightning bolts strike. All targets
Casting Time: 9 in the air must save vs. death or be
Area of Effect: Field 40 feet long, 40 feet wide and 10 feet stunned for one round by the
high deafening thunder. If 8 HD or less
Saving Throw: ½ must make a save or pummel to
ground. The heavy, swirling rains in
This spell is the most powerful Uazziggaeld ever created. the area also reduce visibility to
The spell makes non-magical missile attacks and non- one-half but cause no damage, except
magical communication impossible within the area of effect. to those creatures affected by
In addition, creatures within the area of effect not immune water. The caster must be in the
to cold damage take 10d10 damage the first round and air when cast spell and he and mount
6d10 damage the second round of the spell, with a saving are not affected other by reduced
throw for half damage both rounds. Objects must save vs. sight.
cold with a –6 penalty or be destroyed.

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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 The material components are mistletoe and some fine
dust to spread upon the person's feet
Missile Flight - (Alteration) – 1st level
Sphere: Air, Combat 2nd level spells
Range: 5 yards
Components: V, S, M Breeze Message- (Invocation) - 2nd level
Duration: 2 rounds Sphere: Air
CT: 4 Range: 200 yards/level
Area of effect: 2 arrows/level Components: V
Saving throw: None Duration: Instantaneous
CT: 1
The missile flight spell is cast on a number of arrows Area of effect: Special
with the intention of giving their users a better chance Saving throw: None
of hitting opponents. When the arrows are fired from With this spell the priest can send a short message, of
bow there are small gusts of wind that help correct upto 1 word per level, to any person within 200' per
their flight and grant them a better chance to hit their level of the priest. The priest whispers the message he
intended target. would like to send and state the person it will be sent
The missile must be within 5 yards of the caster to be to. If the specified person is within range he will feel
affected and the enchantment lasts for 2 rounds, a breeze and the message will be related to him, and
giving the arrows a +1 bonus to the to hit roll. If not only he will hear it. If the person is not within range
used within those 2 rounds then the arrows lose the then the message will be spoken in a normal volume
enchantment, though it can be cast again. in the place that is in his direction and on the
The material components for this spell are a miniature maximum range the priest can send it to.
archery target, bow and arrow all made from silver
and costs about 5 gp. Cloak of Winds - (Abjuration) – 2nd level
Sphere: Air, Protection
Stone Quiet - (Alteration) – 1st level Range: 0
Sphere: Earth Components: V, M
Range: Touch Duration: Special
Components: V, S, M CT: 2
Duration: 1 round/level Area of effect: Caster
CT: 3 Saving throw: None
Area of effect: 1 person
Saving throw: None The cloak of winds spell causes the caster to be
surrounded by small gusts of wind about his person.
The druid must touch the subject of this spell for the Whenever a missile weapon comes close to the cleric
spell to work. The spell causes the stone upon which the winds rush and force the missile to land near the
the person steps to absorb all sound made by his cleric but without causing any damage. Note that the
movement and so grant him the ability to move caster need not see the missiles for the spell to deflect
silently while he walks. This works even when the it and he can even be asleep at the time.
ground is littered with dry leaves or bones and even The spell will deflect a maximum of 2 arrows per
when the person is wearing a noisome plate mail level of the caster and the cleric can have no more
armor. than 1 of these spells upon his person at a specific
Note that this spell will not work while the person time. (i.e. he can have one such spell active and
walks on surfaces that are either not solid or not another in memory but if he casts the spell anew then
stone-based (i.e. water, metal, gem, solid fogs, etc.). the first spell is immediately negated)
Druids use the spell, along with the Pass without The spell will last 10 hours or until it has protected
trace spell, to spy on people that walk through the the caster from all the missiles it can.
forest before they introduce themselves. The winds will not protect from magic missile or
similar spells but will deflect Flame arrow if it was

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cast on arrows. The DM has the final judgement on case the ship or creature will be in for a nasty
the spells that it can deflect and those it cannot. surprise.
The material components are a broken arrow and a
feather. Riptide - (Alteration) – 2nd level
Sphere: Water
Earth Affinity - (Alteration) – 2nd level Range: 200 yards
Sphere: Earth Components: V, S, M
Range: 0 Duration: Special
Components: V, S, M CT: 1 round
Duration: 1 round/level Area of effect: 1 ship
CT: 4 Saving throw: Special
Area of effect: Caster This spell is considered by many sailors to be a kind
Saving throw: None of curse upon a ship. The spell causes the water
around the ship to have strong crosscurrents for as
As the spell is cast the caster gains a affinity with long as the priest concentrates on his spell. The
stone and metal and is granted the ability to suffer -1 currents cause the ship to slow down to half it’s
from weapons made of stone and metal for a period of speed, rounding fractions down.
1 round per level of the caster. The priest can choose It should be noted that due to the extreme
to lower the duration by 4 rounds and increase the concentration that is required of the caster for this
reduction by another -1 to the damage. spell’s maintenance he can do nothing except walk at
Note that a weapon will still cause a minimum of 1 ¼ speed. If he even have a conjured creature and must
point of damage, unless the damage roll indicated 1, concentrate on him then the spell will stop. He cannot
in which case the priest suffers no damage from the do anything except moving at ¼ speed.
attack.
The material component is the priest's holy symbol Sand Bar - (Conjuration) – 2nd level
and he must be standing on solid ground for this to Sphere: Earth, Water
work. Range: 50 yards
Components: V, M
Murky Water - (Alteration) – 2nd level Duration: 1 round/level
Sphere: Water CT: 5
Range: 5 yards/level Area of effect: 5' square/level
Components: V, M Saving throw: Special
Duration: 1 round/level The sand bar spell is only cast in shallow water (upto
CT: 4 30’ of depth). When cast it causes the sand to gather
Area of effect: 10' radius in the area and create a sand bar. Any sea-going
Saving throw: Neg. vessel that comes upon it must make a Seaworthiness
check at + 10% or it will run aground. A grounded
This spell causes the water within the 10' radius to ship can be repaired in 1-2 days.
become murky and filled with visual impediments. A creature that smash into it suffers 2-12 points of
Any creature that swims through that area will have damage and is stunned for 1 round. If the creature is
his vision reduced as if swimming in a swamp, of size L or larger then the sand bar is destroyed.
reducing the range of seeing movement to 20 yards in The material component for this spell is a handful of
a clear day instead of 100 yards in normal seawater. sand from a shore.
(See pages 69-71 on the Of Ships and the Sea
accessory for the full tables of vision underwater) 3rd level spells
The murkiness also grants +20% to anyone trying to
Hide in shadows within the area or from someone that Wind Blast - (Invocation/Evocation) – 3rd level
is inside the area. Sphere: Air
The casting priest can decide to cast this spell upon a Range: 20'
creature, in which case the creature must make a Components: V, S, M
saving throw vs. spells to escape the spell's effect. If Duration: Instantaneous
he fails the spell will affect only him and anyone CT: 5
within 1' of him and he will suffer the reduced vision Area of effect: Special
mentioned above. Saving throw: Neg.
The material component is a bit of seaweed or mud.
With this spell the priest creates a powerful gust of
Note that this spell is best used to hide the effects of a wind. The wind encompass an area whose size is 5'
Sand bar, Raise reef, or a Create shoal spell, in which cube per 2 levels of the priest, arranged as the priest
would like, but no less than 10' long.

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All creatures within this area must make a saving The material component is a piece of coral or stone
throw vs. spells, adding their defense bonus from from a reef.
Dex, or be buffeted by the wind, losing their actions
for this round and they will be taken to the end of the Whirlpool - (Invocation) – 4th level
area of effect. Sphere: Water
Missile weapons, of size M and below, coming from Range: 50 yards/level
that direction will automatically miss, and scatter Components: V, S, M
along the edge of the wind. The missiles will not Duration: 1 turn/level
cause damage to anyone, having lost its momentum CT: 2 rounds
and being buffeted by the wind. Area of effect: 20 yards radius/level
The material component is the priest's holy symbol. Saving throw: Seamanship check

4th level spells On the second round of the casting time a whirlpool
forms with a radius of 20 yards per level of the caster
Air Pocket - (Invocation) – 4th level and starts drawing all floating objects towards itself.
Sphere: Air Every ship within that radius must have her captain or
Range: 20 yards/level helmsmen make a successful Seamanship check at –1
Components: V, S, M every turn or it will be drawn in. Only one attempt per
Duration: Instantaneous turn can be made and it takes 1d6 turns until the ship
CT: 5 is drawn in so much that it has small chances to be
Area of effect: Special saved.
Saving throw: Special Ships whose speed is 15 or more are considered to
have automatically succeeded in their Seamanship
Priests who follow gods of winds developed this check. If a ship doesn’t escape then she will break
spell, to be used against pursuing opponents. The within 1d6 rounds. Every round the captain can make
spell causes the area around its recipient to become a Seamanship check to try to evade this fate but he
still. The sudden stop of air causes disorientation to suffers a cumulative penalty of –1, in addition to the –
the target, and he must make a save vs. breath weapon 1 stated above, every round he stays inside.
to avoid losing control. If the target makes the saving People onboard the ship will drown within one half of
throw he will fall 10-40 feet but will resume normal their constitution score unless they have magic to lift
flight after that. But if the target misses his save he them above the water or if the spell's duration ends
will fall down for 1-4 rounds, losing an altitude of before the aforementioned time.
1,000 feet every round of free fall.
The spell was once used in a war, and it caused a unit 5th level spells
of fighters riding bator to plummet to their death, on
the heads of their ground army. Still Winds - (Abjuration) - 5th level
The use of Air Pocket has spread to many priests who Sphere: Wards, Weather
can cast spells from the sphere of air, but aerial druids Range: 10 yards
are its main users, against aerial monsters. Components: V, S
Duration: 1 turn/level
Raise Reef - (Conjuration) – 4th level CT: 1 round
Sphere: Earth, Water Area of effect: 40' radius/level
Range: 100 yards Saving throw: None
Components: V, S, M The instant this spell is completed the air around the
Duration: 2 rounds/level priest becomes stationary, as if it was an "eye" of a
CT: 1 round hurricane. No winds, be they magical or mundane
Area of effect: 5' square/level will enter the area of effect during the spell's duration
Saving throw: Special and so most of the spells from the priestly spheres of
This spell can be considered to be a higher level Air and Weather will not affect those inside the are of
version of the Sand bar spell. When this spell is cast effect.
it creates a coral/stone reef to appear in the area of Any air-based creature (like air elemental and djinni)
effect. Raise reef can only be cast in waters of up to and spells that summon beings from the elemental
70’ depth. plane of air will not work inside this place or be able
Any ship that comes across it must make to enter it. All air-based creatures inside the area of
Seaworthiness check or it will run aground and sink effect will immediately leave the area of effect as they
within 2-6 hours. Creatures that smash into it suffer 2- feel uncomfortable.
20 points of damage and are stunned for 1-3 rounds. The affected area does not move with the priest, it is
If the creature is of size H or larger then the reef is stationary.
destroyed in the process.

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Torrential Blast - (Invocation/Evocation)- 5th level Those affected will not be slowed by the cold
Author: kingofchaos@geocities.com weather, even in the snow, will not slip when walking
Sphere: Water on snow or ice, and will not need to wear many layers
Range: 30' straight line to ward of the cold. Furthermore, all spells involving
Components: V, M ice or cold cast against them will be only half effect if
Duration: Instantaneous they fail their save and no effect if they make their
Casting Time: 7 saving throw. They will also have a saving throw of
Area of Effect: All hit by the blast 17 against ice- cold-based spells, which normally
Saving Throw: Half have no save.
The material component is a scale from a white
This spell causes a portal to open to the Elemental dragon and the priest's holy symbol.
Plane of Water. The water then blasts from the portal
causing d6 points of damage per level of the priest up 7th level spells
to a maximum of 10d6, this spell will successfully put
out a large fire, such as a burning house, this may also Elemental Travel - (Alteration, Elemental) - 7th
attract water elementals seeking to return to their own level
plane of existence. Sphere: Elemental
6th level spells Range: 0
Duration: 1 turn/level
Create Shoal - (Conjuration) – 6th level CT: 2 rounds
Sphere: Earth, Water Components: V, S, M
Range: 200 yards Area of effect: Caster
Components: V, S, M Saving throw: None
Duration: 2 rounds/level Before this spell is cast the priest must choose which
CT: 3 rounds element he wants to bond with. The spell causes the
Area of effect: 2 5' squares/level priest to become bonded with the element so he suffer
Saving throw: Special no damage from it and can Teleport without error to
Like the Sand bar and Raise reef spells this spell any place where the element exists. The priest can
creates a barrier that is used to damage ships, except also decide to travel to the corresponding elemental
that this spell destroys them. The great shoal created plane in which case the spell will last for 1 round per
by this spell covers an area of 2 5’ squares per level level and after wards he will be subjected to the
of the caster. To a maximum area of 5’x200’ or any plane's environment. If the priest return to the prime
other combination. This mighty spell can be cast in material before the spell is over then the spell ends,
waters of up to 100’ of depth. whether the duration expired or not.
Ships entering this area must make a Seaworthiness The material components are a large diamond worth
check or they will be smashed upon the shoal. at least 5000 gp and a Ring of the heirophant. The
Creatures that smash into it suffer 2-20 points of diamond is consumed in the casting.
damage and are stunned for 2-8 rounds. Only
creatures of size G (100' or more) can bring down this Lake of Fire - (Alteration, Fire) - 7th level
barrier. Author: kingofchaos@geocities.com
The material components for this spell is a piece of a Sphere: Fire, Water
smashed ship and a small diamond (50 gp or more). Range: 30'
Components: V, M
Winter's Grace - (Abjuration, Alteration) – 6th Duration: 2 rounds/level
level CT: 7
Sphere: Travelers, Weather Area of effect: 20'x20'x10'/level
Range: 0 Saving throw: None
Components: V, S, M
Duration: 1 turn/level After the priest prays for this spell he can turn a
CT: 1 round certain amount of water into a raging inferno of fire.
Area of effect: 10' radius If this is cast on the water of a sea port it can set the
Saving throw: None whole docks on fire within seconds if the water is
ignited and can be used as a good defense against
Winter's Grace allows its recipients to ignore the enemy ships at sea. A caster at 14 th level can ignite a
dangerous effects of extreme cold weather, and walk cube of water that is 280 ft wide, 280ft long and 140ft
on snow and ice with no penalty. All creatures within deep.
10 feet of the caster when the spell is cast are subject Any ship caught in this inferno suffers 3d6 hull
to this spell's effects. damage from the inferno each round. All crew
sections aboard the ship takes one strike for every 2

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levels of the priest every round. Special characters whirlpool forms and starts drawing all floating objects
aboard the ship (captain, officers, PCs and important towards itself. Any ship within a 1 mile radius must
NPCs) suffer 5d6 damage per round. make have her captain or helmsmen make a
successful Seamanship check at –1 every turn or it
Quest spells will be drawn in. Only one attempt per turn can be
made and it takes 1d6 turns until the ship is drawn in
Maelstrom – (Invocation) – Quest spell so much that it has small chances to be saved. Ships
Sphere: Water whose speed is 15 or more are considered to have
Range: 1.5 miles automatically succeeded in their Seamanship check.
Components: V, S, M If a ship doesn’t escape then she will break within
Duration: 1 turn/level 1d6 rounds. Every round the captain can make a
CT: 2 rounds Seamanship check to try to evade this fate but he
Area of effect: 1 mile radius suffers a cumulative penalty of –1, in addition to the –
Saving throw: Seamanship check 1 stated above, every round he stays inside.
This is a more powerful version of the Whirlpool
spell. On the second round of the casting time a great

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 Area of Effect: One size S or M weapon


Saving Throw: None
Moonlight - (Alteration) - 3rd level
Sphere: Celestial (moon) This spell, yet another variant on the popular sun
Range: 60 yards saber, causes a weapon to shine with an aura of slow,
Components: V, S, M light blue flames. These flames do not damage the
Duration: 1 round/level weapon.
CT: 3 The moonblade cannot be cast on an enchanted
Area of Effect: 1' radius/level weapon, and is not cumulative in any way with sun
Saving Throw: None saber, white saber, blade of thunder or any other
weapon enchantment (adamantium mace, holy strike,
This spell creates a makeshift spotlight of soft white etc.). The weapon affects any creature (except gods),
light anywhere within the listed range. The spotlight even those immune to all but +5 weapons. It inflicts
can move up to 20' per round at the whim of the an extra 2 damage to most opponents, but those
caster. The caster cannot cast other spells while immune to cold suffer only 1 point extra damage, and
maintaining the light; it ends on his whim or with a those made of fire or using fire as an attack form
successful dispel magic. (salamanders, fire elementals, efreet, red and flame
The material component is the priest's holy symbol dragons, etc.) suffer 5 extra damage. The moonblade
(which is not used up). can be disarmed, but cannot be dispelled like sun
saber, white saber or blade of thunder.
5th Level spells The material component is the priest's holy symbol
(which, like in all spells of this nature, is not used
Moonblade - (Artifice, Enchantment/Charm) - 5th up).
level
Sphere: Celestial (moon), Combat Moonblaze - (Illusion, Invocation/Evocation) - 5th
Range: Touch level
Components: V, S, M Sphere: Celestial (moon)
Duration: 1 round/level Range: 20 yards
CT: 5 Components: V, S

140
Great Elemental Netbook
Duration: 1 turn/level The material component is a piece of ice from
CT: 1 round Frostreaver Glacier (or water that was previously a
Area of Effect: One 1' cube/level piece of ice from
Saving Throw: None Frostreaver Glacier).

This spell is used as Alianite festivals and Blessed Touch of Alianora -


celebrations. The spell does nothing more than create (Invocation/Evocation, Necromancy) - 7th level
white, silver, blue, yellow and green fireworks in the Sphere: Celestial (moon), Healing
air within the listed range. Typically, dozens of Range: Touch
priests will cast the spell at the same time, and the Components: V, S, M
sky will be lit up for miles with the miniature Duration: Special
explosions and mist that follows. If the caster is level CT: 6
18 or higher, he can create specific images and words Area of Effect: One creature
in the mist that can persist for hours. Saving Throw: None

Novan-tamus's Light - (Invocation/Evocation) - 5th This spell, developed by Moonstar Queen of the
level Lighted Moon Celest (the current high priestess of
Sphere: Celestial (moon, stars) Alianora), is the exact opposite of the baneful touch
Range: 10 yards of Alianora. This spell also channels the moon's
Components: V, S, M energy, but not the chilling power, but rather, the
Duration: 1 round/level mystical and healing power of it.
CT: 5 The spell heals any one creature (which must be
Area of Effect: 50' radius touched and is not undead, extra-planar or evilly
Saving Throw: None aligned) of 1d4+2 damage per level of the casting
priest. Casting this spell on undead or evil extra-
A late Novantami priest developed this fairly recent planar creatures acts as a baneful touch of Alianora to
spell. them.
Novan-tamus's light creates blazing light in the area The material components are the tears of a dryad.
of effect. The light dispels shadows (as the 3rd level
spell), and doubles penalties suffered for bright light Quest Spell
(such as drow penalties). In addition, it inflicts 1d12
damage to undead each round that they remain in the Harvest Moon - (Alteration, Necromancy) - Quest
area of effect, with no saving throw. The spell is spell
immobile after being cast, and can be canceled by a Sphere: Celestial (moon), Creation
silent act of will by the caster or a nightfall spell cast Range: 0
by a Zeromite of equal or higher experience level. Components: V, S, M
The material component for the spell is the priest's Duration: Instantaneous
holy symbol and a small white candle. CT: 1 turn
Area of Effect: 1 mile radius/level
7th Level spells Saving Throw: None

Baneful Touch of Alianora - Priests who either had bad harvests year after year or
(Invocation/Evocation, Necromancy) - 7th level needed an exceptionally large crop to feed some
Sphere: Celestial (moon), Necromancy multitude of destitute souls developed this powerful
Range: Touch spell.
Components: V, S, M When the casting is completed, there is a bright flash
Duration: Instantaneous of silver in all the area of effect. Any living creature
CT: 6 within the area of effect is healed as per a heal spell.
Area of Effect: One creature But that is only the secondary effect.
Saving Throw: ½ Any crops within the area of effect (the spell is
usually cast at the center of huge crop fields) grow
This simple spell channels the chill power of the healthy and strong. They are immune to diseases,
moon through the priest and into the target he flood and poisoned water, and locusts and other
touches. The spell does 1d4+2 damage for each level insects avoid them. The plants grow unnaturally
of the priest. Damage potential is unlimited. The large, and yield quadruples the normal harvest. The
target is allowed a save vs. spell to receive half product (and all the food made from it) tastes
damage. If the target is a worshiper of Endora, the exceptionally good.
save is at a -2 penalty. The material components are a seed of grain from an
exceptionally good (and natural) harvest, the priest's

141
Great Elemental Netbook
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.

142
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) moving through stone causes 1d10+10 damage, a


(Zbudweiser@aol.com) Phasedoor spell cast at the wearer while he/she is
A suit of mail infused with power from the passing through stone instantly slays him/her.)
elemental plane of earth. These magical suits of If the wearer is still in solid stone when the
mail are exceedingly rare. It is rumored that movement duration expires, roll d100 to see the
Aragon of Tri-Castle created the first suit of mail effect:
with the help of a gifted dwarven smith Mongo to
avenge the treachery of an evil Dao. Aragon was 01-90 Ejected to the nearest open space (stunned
a suitor to Jei'Ya, an enchanting member of the for 1-4 rounds)
elvish court. Jei'Ya was abducted by clansmen 91-98 Trapped in state of perpetual molecular
native to the Cragrock mountains while travelling readjustment. The wearer makes a save vs.
with a spice caravan on a mission of political petrification. Success means that the wearer is
importance. Aragon tracked her with resolve. trapped within the stone, and is in a state of
His quest led him to the wastelands of Trevass, suspended animation until physically freed from
where he discovered the evidence linking the the rock. If the save is failed, the wearer is
disappearance of his beloved to the Dao, "Mei instantly slain - no chance for resurrection, as his
Chujiu". molecules scatter into the surrounding rock.
Mei Chujiu plotted to establish a permanent gate 99-00 The armor opens a one-way rift between
linking his native elemental plane of earth to the the Prime Material Plane and the Elemental Plane
prime material plane. What his goals are or were, of Earth. The wearer is caught in the rift and
is unclear, but he was methodically establishing a drawn through.
remote stronghold, fortifying it with elemental
guardians and making pacts with whomever (and Each time the armor is used to allow the wearer to
oftentimes WHATever) he could attract to his pass though stone, there is a 5% chance that the
cause. Aragon discovered the fate of Jei'Ya as he action will draw the attention of a 12 HD earth
neared Mei Chujiu's hold. She had been elemental. The elemental will arrive in 1d4+4
transformed into an elemental guardian...a rounds and will attempt to seize the armor (this
beautiful prisoner to be sure, but a prisoner usually involves the indelicate removal of the
nonetheless. Mei Chujiu had bound her to his owner first)
element; transforming a forest loving elf into a
solitary Stone Maiden. A stone maiden must Note: There is a rumor that an even more potent
never leave the stone to which she is linked, and suit of elemental armor exists that bestows the
Jei'Ya had no choice but to accept her new ability to move freely between the prime material
role...to do anything else was to invite death. plane and the elemental plane of earth. It is also
Aragon plotted his assault for nearly two years. rumored to give the wearer the power to summon
In the ensuing raid, all trace of him vanished and and command creatures native to that plane.
with him Mei Chujiu as well. The Dao's Some speculate that the more powerful version is
followers fell to infighting and disarray without a set of plate armor, but this has not been
the Dao's leadership, and today the remote hold of substantiated.
Mei Chujiu is all but forgotten. However, there How this suit of armor is used in your campaign,
are still those that remain... is up to the DM. It may be interesting to develop
This set of chainmail grants the wearer strength of an adventure surrounding the history of the
18/95 (+2/+5) and allows the wearer to alter his armor...perhaps Aragon or Jei'Ya still live. Or
or her molecular structure as a Xorn, gaining the Mei' Chujiu returns unbeaten, to reclaim his
additional movement form of Burrowing at a rate foothold on the prime. Of course you can always
of 9" per round. However, the wearer may only ignore the history of it and give it to your
activate the Xorn ability to move through stone fighter/thief to conduct a string of perfect crimes
1/day lasting 1d6 turns, and is subject to the same across the city...vanishing through vaults and
restrictions on movement as a Xorn.(1 round to treasury walls to make off with riches. (If he gets
readjust molecular structure, Passwall cast while too cocky and self-assured of his success, there's
always the 3 ton mound of rock waiting to Air
reclaim the suit. -- a.k.a. 12 HD earth elemental) * 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.
Four swords of the elementalists * Can cast: fly, alter normal winds, solid fog.
(Flame Songdance flame@ican.net) 1/day each
* If wizard, Can memorize any air spell of levels
Each sword is made of the finest elven steel. 1-5 in half time(e.g. take 5 min intend on 10 for
There are four swords. lvl 1)
All get +1 for each combined sword, so the short
swords are +1 and the long swords are +2 etc. Earth
* Can make a extra-dimensional space like the
Each by itself is a short sword. All powers are Warp Marble (ToM) to hide in. Only wielder and
cast at 12th lvl. all his equipment enter but not the sword. If the
Each has the following powers: sword is destroyed the person inside dies. Cannot
* Transform user into elemental 3/day(1 turn like cast spell be can memorize them. Can use it 2/day
ring of elemental metamorphic. Doesn’t need for as long as wish. Only a elementalist can use
magic weapons to be harmed but get damage and this.
AC as well as immunity to that natural element) * Immune to all missiles attacks
* Can breath freely within natural element but not * Can cast move sand, sleep on hit, dig, transmute
the elemental plane rock to mud in 100 radius (2 foot solid ground
* Grants wizard save bonus of +2 vs that element around wielder) 1/day
spells * Can cut through elemental earth at 10x10x60
* If wizard, all spells cast from that element gets - feet a round
2(in addition to any other bonuses normally
given) Fire
* With the touch of the weapon can change 30 * Can make blade produce cold fire or dark fire
cubic feet of the sword's element to opposite 3/day
1/day. If elemental it must save vs wand or die. IF * Sword does not detect as magical
pass takes 6d6 if 12 HD or less, if higher no * Can cast affect normal fires, pyrotechnics,
effect. fireball (10d6), fire aura 1/day
* Can redirect any one fire spell that is cast at
Now each sword has it own power based on the caster 1/day (includes fireball). Only elementalist
element it is from. can use this.

First each sword has old elven runes that spell Water
each of the elemental gods going down the blade. * Can purify water 30 L/day
If all four are placed side my side the elemental * Can cast chill touch on hit 3/day
gods spell OVERLORD. (IMC in the realms the * Can breath underwater at will
elemental god have a overlord since it is clear that * Can shoot a cone of steam 1x3x5. Does 6d6
AO does not control them someone got to keep first round, 2nd round does 2d4 and does down 2
them in line). The air sword hilt is two hurricanes dice a round. Get save for half 3/day. Only
that meet a cloud. The blade can change but will elementalist can use these.
have white specks all over the blade (like small
stars).The fire sword hilt has a bonfire for the When two of the swords are brought in 2 feet of
handle and two jets of flame that meet it in the each other, the merged into a long sword and gain
center. They seem to flicker in poor light. The some new powers:
blade is a red-orange colour and each of the
colours mix together to give the illusion of Fire + Earth
flames. The water sword has a whirlpool as its * Can cause molten lave to shoot from ground up
centerpiece and two icicles meeting it. The handle to 30 feet away doing 3d10 to any in 10 foot
is a geyser. A line separates the blade's top and radius from that point.
bottom and each side has what looks like a wave
moving towards the center. The earth sword has Water + Earth
two crossed picks and an upside down mountain * Can cause quicksand up to 30 feet away, 30 feet
for the handle (Netheril anyone:). The blade has a radius. Caster is unaffected by it
dark tint to it and the edges seen to break away
and fall off. Air + Fire
* Can cause the air around a target to burn for 1 A Frost Giant high up created icer in the Ice
round doing 3d10(no save). Mountains in my Campaign. This Frost Giant
liked to seek out and slay fire breathing dragons.
Water + Air This Scimitar will also protect and help you
* Cause an ice block 10x10x10 to appear and fall defeat fiends from the depths of the Nine Hells.
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: Phoenix Armor
* +2 vs. all three elemental spells, -2 each die (DrkBlde@AOL.com)
rolled for damage.
* If wizard +1 each damage on all spells cast Some of the spell effects listed here are from
from the three elemental schools TSR's Tome of Magic. This magical armor is a
* Can use each power an extra 1/day (so if 1/day powerful artifact in a campaign. It should be
before now it is 2/day) mentioned that the armor is not intelligent but it
does have an alignment of Neutral Good it can be
And finally if all four swords are found and worn by any class that can wear Magical Elven
combined they make a two-handed sword with all Chainmail and are of a Good Alignment. The
past power plus: longer the Armor is worn the closer the wears
alignment gets to Neutral Good. Any reference to
* Can summon a 16 HD elemental of any type to a specific spell is in reference to what that
help for 1 turn.(comes in 2 rounds) particular effect acts, & looks like and for the
* Can call the creator of sword to ask for help (an DM's use on how it works that is why there are
16/18 f/m elf if need stats just ask) some alterations to the listed spells, this means
* Can travel the inner planes without being that it is NOT that spell only a similar effect. The
harmed by the planes. reason for creating the armor was left vague so as
* No elementals will attack wielder if wielder to let the Dm create a clever story lineA Phoenix
does not attack them who was gifted with the ability to look into the
* Can understand elemental speech but cannot future created the Mystical Phoenix Armor.
talk it. Before the Phoenix was to die he looked into the
* Immune to one element of wielder's choice future one last time. What he saw frightened him
for 3 hours 1/day 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
Icer (author unknown) furious energies were released they entered into
the Armor and imbued it with the Phoenix’s
TYPE: Scimitar power, with the armor animated by the power of
INNATE ABILITIES: Strength +2 (1 time/day) the Phoenix it allowed the friend to question what
ENCHANTMENT: +4 the Phoenix did. The friend asked it why had the
INTELLIGENCE: 16 Phoenix sacrificed itself instead of let the newly
ALIGNMENT: LG born Phoenix carry on. The Phoenix answered by
EGO: 17 stating that in it’s last vision of the future he saw
COMMUNICATION: Speech**+ a being of great evil and in this vision he saw a
LANGUAGES: 2 Sage wizard and he heard him say that this great
evil can only be destroyed by valiant hero who is
PRIMARY ABILITIES: a true Humanoid.POWERS:in armor form.
Detect large traps, 10' radius.
Detect invisible objects, 10' radius. 1.AC 0, Acts as Magical Elven Chain Mail with
Detect magic, 10' radius. Steel Plates on various places. The entire armor
Protect from fire and fire breathing creatures. is the colors of a fire (red,orange,yellow,white).

EXTRAORDINARY ABILITIES: 2.The Armor Bestows Protection as per Spell


Heal -- 1 time/day. Elemental Aura (Fire), Fire Shield (Warmth)
[without the double dam. for failed saving
SPECIAL PURPOSE: Overthrow law and/or throws], & Flame Walk (without the 1/2 damage
chaos. protection) they are always active & permanent.
As well the armor absorbs heat & fire damage as
SPECIAL POWER: Paralysis* for 1d4 rounds. HP only to the wearer's max.

HISTORY/DESCRIPTION of Icer:
3. Also the armor bestows these effects flying combat they fight as if they were a natural
permanently and they can be activated and born flyer.
deactivated at the will of the wearer. Affect 5) The wearer receives the ability to use an effect
Normal Fire, Flame Blade. that equals the priest spell of Fire Seeds.
6) The armor maintains the same hindrance and
4. The armor suffers from one hindrance (this benefits as above though now it is constant. If the
does not harm the wearer only at those who wearer is within 10' of a heat source that is 100
touch it). When the armor is within 10’ of any degrees over his/her current temp. he/she gains
heat source that is¡ at least 200 F, it undergoes the the effect of a modified Tensers Transformation.
effect of the priest spell Heat Metal. Except that The effect is the same as the spell save for when
the effect takes longer to reach full power, it takes dam. is taken off from his normal HP it is not
2 rounds instead of one to increase in intensity double dam. There is no restriction on which
and it doesn't diminish until the wearer steps more weapons are used and all weapons used only once
that 10’ from the heat, then the effect ends in the per round but the wearer can wield 2 weapons
normal spell duration. There is an up side to the without restriction and each weapon gains +4 to
heat increase the wearer of the armor gains attack and damage rolls.
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 Belirion’s Flying Flame
max. gained of 5 STR points if the wearer's (Author: itzhak@ibm.net)
strength is 25 or over or the wearer is incredibly
weak because it would take to long). The wearer The sword was created by an elven bladesinger
regenerates as a ring of regeneration save that it who especially loved to fight trolls, He crafted the
heals 3 points of damage per turn as long as the sword and enchanted it himself. The sword was
wearer stays within 10’ of the heat. The gained passed on in his family was many generations
strength is lost after 1d4 turns. until the end of the second Chaos wars, when it's
wielder disappeared on his way home from
5. The armor wearer can use a special effect only fighting the undead armies of Bloodstone.
when his/her HP drop below 1/5 of their max. This sword is a +1 short sword. In the hands of a
This effect is the same as the spell Flame Strike good aligned creature it will grant him the
save that it always targets the wearer and never knowledge of her other powers:
misses it’s target the Flame does not harm the Shoot flames – Roll to hit as if missile,
wearer and any one else in the area of effect in Ranges are 5/7/10 and it causes 3d4 damage upon
any way, however it does heal the wearer of 2d8 hit. Can be used up to 3 times per day.
pts of dam. +1 per level of wearer ( to a max. of Grant fly – the wielder can fly, as per the
+14 HP). The effect is only usable once each spell , cast by a 10th level mage.
time while in the armor form. When used the Fire storm – Causes a small fire storm in a
wearer is transformed into the second 15’ cube ensuing from the tip of the sword.,
stage.Powers in Flame Form:1) When the causing 8d8 to any in the area.
wearer of the armor uses the Fifth effect Flame XP: 1,200
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 Brand’s Chromatic Cloak
save for the Flame Strike. (Author: itzhak@ibm.net)
2) It also grants the power similar to the priest
spell Produce Flame, the effect can be called An accomplished bard, brand is famous all over
upon infinitely and at will save for one clause. the lands that once comprised the empire of
The effect can last for 1d6 rounds +2 rounds/per Khandar. He was given the cloak as a gift from a
level. After the effect ends the effect cannot be female mage he adventured with. They were
used until 1/2 the #of rounds used passes. lovers, but the mage had died in battle against a
3) The wearer receives the ability to use an effect lightning elemental beast (See the monster section
that is similar to the wizard spell Burning Hands for details on this new creature).
save that it is fired out of the eyes rather than the
hands the effect can be used infinitely and at will. This is a cloth cloak with many bright and
4) When in flame form the wearer gains a colorful patches on it. The cloak has the
permanent version of the spell Fly. The spell following abilities:
effects the wearer as such that he/she has a gaze reflection – 1/day
maneuverability class of A and they fly at double hypnotic pattern – 1/day
norm. MV rate x2 if diving. With concerns to color spray – 1/day
All powers act as if cast by an 8th level mage.
XP: 1,000 XP value: 3,200

Scourge of Fireballs
Diamond Armor (Author: itzhak@ibm.net)
(Author: itzhak@ibm.net)

This is a racial armor (like the elven chain and This weapon is a nine-tailed whip with a +2
such) of the dwarves. The armor is made from an bonus. Upon hitting a 3’ radius fireball explodes
unknown metal that was somehow fused with causing 3d6 to any in the area in addition to
diamonds and was made stronger and shinier but normal damage. The fireballs can be created only
didn't lose its already low flexibility. It grants AC three times per day. The scourge itself is immune
0 to its wearer and comes only in dwarf sizes. to any fire and heat.
There are only 7 suits of this armor and among There are rumors of variations to this item with
them only 1 is magical but they are heavily frostballs and even a rare specimen of acid balls
guarded by the dwarves of Diamondrock. that continues to inflict 1d4 extra damage every
XP value: +2,500 round for 1d4 rounds thereafter.
XP value: 1,200

Drums of Storm
(Author: itzhak@ibm.net) Sea Carriage
(Author: itzhak@ibm.net)
Because they live in a land that is mostly jungle
and swamp they have come to realize that the bets This looks like a normal carriage with the place to
way to fight their enemies is to summon up a harness 4 horses to it. The people of Denaviir
storm. Even though a druid or a priest with the built it before they fled their almost overwhelmed
access to the sphere of Weather can achieve this homeland. Whenever it touches water with more
effect, if he is of an high enough level, they than 2 feet deep it changes into a sea-borne
decided to have an easier and more handy way to carriage and the horses change into dolphins. The
do it. The rhythmist bards of them can use these secret of their making was rediscovered 138 years
drums to duplicate this effect, enabling them to ago by the sea folk and their numbers and use as
have a storm conjured even while the battle as been increased since then after their secret was
began without exposing a druid or priest to spread among sea folk mages.
danger. XP value: 3,000
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 Sword of Effluvia
which can be activated in one round: (Author: itzhak@ibm.net)
Shout - 3/day
Thunder - 3/day. Causes deafness in a 20'
This is a +2 longsword, which along its blade you
radius upto 50 yards away.
can see images of lightning that seem to be
Lightning bolt - 1/day
moving and almost life-like. It acts as a sword of
Weather summoning - 1/week
speed and can emit 3 lightning bolts every day
XP value 1,500
each causing 5d6 damage. In the round in which
the wielder uses a lightning bolt he cannot attack
Earth Hammer with the sword but he can parry somewhat,
(Author: itzhak@ibm.net) granting him a bonus of -2 to his AC.
XP value: 2,000
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
Swords of Light
(as the spell), to shape stone once per day (as per (Author: itzhak@ibm.net)
stone shape spell), and to cause earthquake once
every week.
These are Elven long or short swords with a +2 creatures (such as drow) as if daylight. The sword
bonus. There are two gems on the hilt - A can emit 5 light shafts (like magic missile) up to 3
moonstone and a sunstone. The hilt itself changes times per day and can use sol's searing orb up to 3
color like the color of the sky and the blade is times per week. The wielder can dim the sword's
surrounded by an aura of light to a distance of 2' light aura so he could see in the dark as if in
with a golden color during the day and silvery broad daylight.
during the night. The blade causes double damage XP value: 7,000.
to undead and inflicts penalties on light-hating
Elemental Monsters
Chardes
(Author: The Jester Lich)

Climate/Terrain: Outlands, Quasiplane of Mineral


Frequency: Rare
Organization: Pack
Activity Cycle: Any
Diet: Any mineral
Intelligence: Average (8-10)
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 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

One of the most fearsome creatures of the Inner body their length allows them to surround at least
Planes, chardes always appear as thin cylindrical twice around. They then begin to spin at lightning
metal rods, the surface glittering with quick speeds, causing 3d10 damage, and quickly
microscopic crystalline barbs. They range in size sawing through all non-magic material.
anywhere between 1 inch long, to a full 70 feet Enchanted materials at less than +2 requires a
long. Despite their length they remain a mere 1/4 saving throw. They can not destroy +3 or better
inch thin. items. This includes armor, weapons, body parts,
etc. Please use your own judgment for items such
Combat: In combat chardes are particularly as magical staves, rods, wands, etc. Items save
fierce adversaries. When an encounter starts they against disintegration; PCs save versus
use their natural senses to detect magic, then they paralyzation. Those items failing their rolls are
direct their initial attack at a magic user, or a hand sawn in half, those PCs that fail loses a limb as
holding an enchanted item. They attack in three per a vorpal sword. Should a charde get a natural
ways. 20 on its attack roll it automatically cuts through
First and most common is a dive/slash, which all armors regardless of it's magical bonus, and
causes 2d6 damage. severs the limb.
Second and definitely more devastating is their Lastly they can impale a victim on themselves.
coil attack. They will wrap themselves around an By launching themselves at their target and
arm, leg, neck, tail, or any other section of the getting a successful attack they proceed to bore
through armor (again, non-magical is destroyed end the pursuit. Otherwise they will actively seek
automatically, under +2 a saving throw, +3 or a portal and hunt them down. While they may not
above deflects the attack). A successful know what plane their target fled to, they
impalement causes 4d4 damage. instinctively recognize it if/when they arrive.
Often when large groups of chardes attack they The only end to these stalkings is the death of
will impale a victim many times over, coiling either the prey, or the hunter.
around while still embedded in flesh, and saw
chunks off. Many times a victim of a charde Ecology: Not much is known about chardes.
attack is little less than a pile of powdered bones There a few theories out there I will share with
and pulp. you:
The most widespread belief is that some clueless
Habitat/Society: Chardes roam the priest found his way onto the plain and tried to
Quasielemental Plane of Minerals in packs of cast a Blade Barrier spell. It's effects twisting to
2d10 creatures. They devour precious gem create the first of many chardes.
deposits, and often other inhabitants of their home Another popular belief is they are small bits
plane. They constantly hunt, and are hunted by, broken off of some larger, crystalline porcupine
the Tsnng. type creature. Neither story can be confirmed, but
Aside from that they have little to no society. No what about the planes can? Regardless of their
one has yet to see how, or when they reproduce, origins, be wary of them, or you'll find yourself in
but there is never a shortage of Chardes on this boxes and pieces.
plane. Once dead, chardes continue to spin. A careful
When a lucky cutter escapes a pack of chardes blood with a long-winded hold spell could
he'd best watch his back. 90% of the time chardes conceivably create a magical blade, more
will hunt their wounded prey down. They have an fearsome than any sword of sharpness known.
uncanny sense to track the wounded they have There is reputed to be one traveler that sells
drawn blood from. If the target shifts planes of magic items made of chardes.
existence there is a 70% chance the chardes will

Dragon, Elemental
(Authors: John Kastronis and Jon Winter)

When it comes to the so-called elemental prime for a few millennia, the elemental dragons
dragons, a lot of greybeards scratch their heads, could have slowly became prime dragons with
frown and start to look worried. See, nobody similar alignment and abilities (ie. a lawful good
really knows if they're actually real dragons or fire dragon would become a gold dragon, while a
not. Oh sure, they look like dragons, they roar chaotic evil one would become a red dragon).
like dragons, and they breathe fiery death (or Or maybe the prime dragons are the ancestors of
watery, or whatever) like dragons...you get the elemental dragons. When a prime dragon spends
idea...but is that enough? a few millennia on an elemental plane, it might
See, the elemental dragons are made of sterner slowly becomes an elemental of similar alignment
stuff than your average Prime Material dragon. (ie. a silver dragon on the elemental plane of earth
For starters, they not only dwell on the Inner would slowly become a good earth dragon, while
Planes, but they also thrive there. Even a hardy if it were on the elemental plane of fire, it would
old red would find the hottest parts of the Plane of become a fire dragon).
Fire a little uncomfortable at times. Elemental The last school of thought suggests the elemental
dragons seem to be made of the planar material dragons are something entirely natural to the
themselves. Inner Planes and unrelated to the prime dragons.
If you follow this line of reasoning, the elemental Maybe each plane evolves its own supreme life
dragons are little more than glorified mephits, or form, and primes just happen to have called the
dragon-shaped elementals with brains. Perhaps elemental ones "dragons".
that's right, but if so, what mephits they are! Few Of course, nobody seems to know which of these
creatures in existence are more beautiful than a tales is true, and the dragons themselves certainly
radiant dragon in flight, or more hardy than an ain't telling. Still, a few facts are known about
earth dragon. these strange creatures, from which you may
The chant seems divided as to the origins of these draw your own conclusions...
creatures. As might be expected there are three Chant goes that if a elemental dragon is forced
opinions: into the plane diametrically opposing its own
Perhaps the elemental dragons are the ancestors element (such as a fire dragon being tricked
of the more common prime dragons. After through a portal to the Plane of Water), it is
leaving their elemental homes and staying on the instantly and irrevocably destroyed. The chant
goes on to say that elemental dragons ain't "elemental dragon" and the apparently different
immune to the effects of other Inner Planes either. subspecies are merely facets of these beings
Apparently, the dragons' bodily composition reflecting their current planes.
changes slowly to reflect its environment, so if Think whatever you like, basher, but one thing's a
the same fire dragon instead went to the Plane of cert; elemental dragons are affected by potions of
Air and stayed there long enough it'd become an dragon control and swords versus dragons just
air dragon. like any Prime specimen.
Now, nobody seems to know just how much time Do the elemental dragons mutate while on the
"long enough" is, but many Inner Planewalkers Prime? Can they visit the Outer Planes without ill
who've observed elemental dragons out of their effect? Cutter, that's as dark as they come.
home planes maintain the creatures' personalities Nobody really knows, and perhaps the dragons
do seem to drift slowly. This leads some want to keep it that way.
greybeards to suggest there is really only one

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 understanding any sentient tongue at birth. This
are perhaps the most tenacious as well. They are chance increases by 6% per age category.
incredibly quick of wit, and can come up with a
solution to near any problem. They know how to Combat: As stated before, air dragons know how
use their speed, spells, and abilities to overcome to employ their natural talents to the best of their
nearly any situation. abilities. They seem to have the uncanny ability to
Air dragons cannot normally be seen. They are all anticipate the actions of their enemies, perhaps
but invisible to the naked eye, and they radiate no stemming from their great intelligence. While not
heat, making them invisible to infravision too. A terribly physically challenging (compared with
cutter can perceive a general outline of one if he other dragons, that is!), air dragons can make
concentrates hard (and the dragon isn't moving) mean opponents, especially when they can't be
for several minutes. If magically viewed (through seen.
detect invisibility or similar spells), the dragon will
appear as a glass-clear mist dragon. Breath Weapon/Special Abilities: An air
Air dragons speak their own tongue, the language dragon's breath weapon is a funnel of wind that is
of air elementals, and a language common to all 5' wide at the base, 30' wide at the end, and
elemental dragons. They have a 17% chance of 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, dwelling as far apart as they do, encounters
taking any falling damage that may occur as a side between the two races are rare.
result (as well as damage from slamming into Any treasure an air dragon might acquire is
objects behind them). Creatures who pass their usually kept well hidden in a nest-like construction
save vs. breath weapon are merely knocked to the of steel-strong gossamer thread. These semi-
ground and stunned for one round, after which transparent objects look more like large eggs than
they may get back up. anything, and their owners take great care in
When on the Plane of Air and away from solid hiding them in inaccessible (to non-air dragons)
surfaces or gravity, a victim of an air dragon's locations on the plane, such as inside tornadoes.
breath weapon is liable to be blown many miles Many (55%) air dragons are neutral. The
away...there's nothing to stop his fall and the wind remaining are either good (25%) or evil (20%).
envelope isn't slowed easily either. Air dragons Similarly, the majority of air dragons (60%) are
usually use this as a convenient time to escape. 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. Ecology: As far as can be determined, air dragons
 Air dragons are born immune to air- and wind- survive on spores in the air, or on pure air itself.
affecting spells and abilities (such as control They never seem to consume anything solid, at
weather, and wall of wind) and energy-draining. least.
They take half damage from electricity and cold. A few major hurricanes have been attributed to air
 Unless detected magically, air dragons are dragon influence; though only one of these can
invisible to most creatures. Air dragons can also actually be confirmed as having been caused by an
detect invisibility as per the wizard spell at will. air dragon. Chant tells, however, of a burg deep in
 As they age, they gain the following abilities: the Plane of Air called Bellows. Apparently, it's
Very Young: wall of fog at will. Young Adult: infested with air dragons who work in teams to
gust of wind three times per day. Mature Adult: pump a colossal set of bellows made from spider
wind wall three times per day. Very Old: control webs and giant hair. The great gusts of wind
weather three times per day. Wyrm: summon air emitted by this weird contraption stir up the Plane
elemental three times per day. Great Wyrm: of Air and keep it fresh and breezy. If they pump
incendiary cloud three times per day. hard enough, the dragons can create storms which
blow across the Ethereal and into the Prime too.
Habitat/Society: Air dragons, like all other So the chant goes, at least...
elemental dragons, very rarely leave their home Occasionally, visitors to the Elemental Plane of
plane. When they are encountered on other planes, Air have seen air dragons and air elementals in
they are usually found living amongst cloud or physical contact with one another. The exact
storm giant castles, or with cloud dragons, or in reason or effects of this union have not been
their own clouds. Air dragons are known to get on found, and there is very little solid evidence to
well with the mortai of the Beastlands, though theorize upon. ;-)

Age Body (') Tail (') AC Wizard/Priest MR Treasure XP Value


1 3-6 2-5 -2 Nil Nil Nil 18,000
2 6-14 5-12 -3 Nil Nil Nil 19,000
3 14-22 12-18 -4 1 30% E, R 20,000
4 22-31 18-24 -5 2 35% H, R 22,000
5 31-41 24-34 -6 2 2 40% H, R 23,000
6 41-52 34-44 -7 2 2 2 45% H, R 24,000
7 52-64 44-54 -8 2 2 2 / 1 50% H, Rx2 25,000
8 64-77 54-64 -9 2 2 2 2 / 2 55% H, Rx2 27,000
9 77-91 64-74 -10 2 2 2 2 2 / 2 2 60% H, Rx3 28,000
10 91-105 74-84 -11 2 2 2 2 2 2 / 2 2 2 65% H, Rx3 29,000
11 105-121 84-94 -12 2 2 2 2 2 2 2 / 2 2 2 2 70% H, Rx4 31,000
12 121-138 94-104 -13 3 3 3 3 2 2 2 / 3 3 2 2 75% H, Rx4 33,000

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)
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. stone. Creatures who save suffer 1d20 points of
They look like a cross between a brown dragon damage from sharp edges and pebbles.
and an earth elemental. At first glance, they could  An earth dragon casts spells and uses its
even be mistaken for statues, until a person sees magical abilities at 13th-level plus its combat
the dragon's eyes following them around, and its modifier.
muscles gently rippling across its body.  Earth dragons are born immune to energy
Earth dragons are slow moving and slow thinking draining, stoning, fire, and cold. They can
("slow as a treant and galeb duhr combined" goes also meld with stone at will.
the saying). They aren't the brightest of the  As they age, they gain the following
elemental dragons, but they are by no means abilities: Very Young: create earth at will.
stupid; they are still able to outsmart most Young Adult: transmute rock to mud three
humans. They have slow tempers to go with their times per day. Mature Adult: move earth
slow action. Happily, they're are slow to anger, three times per day. Very Old: stone shape
but they're also slow to forgive or forget. In fact, three times per day. Wyrm: summon earth
the only creature to hold grudges longer than elemental three times per day. Great Wyrm:
earth dragons are fiends and powers themselves. disintegrate three times per day.
Earth dragons speak their own tongue, as well as
the tongues of earth elementals and that common Habitat/Society: Earth dragons, like all other
to all elemental dragons. At birth, 10% of earth elemental dragons, very rarely leave their home
dragons can speak with any intelligent creature. plane. When they are encountered on other
This chance goes up by 3% per age category. planes, they are usually found living in (via their
meld with stone ability) mountains. Sometimes
Combat: While earth dragons are slow and not they can be found in deep caverns.
maneuverable, they more than make up for in Nearly all (90%) of earth dragons are neutral.
physical power what they lack in speed and wit. There is an equal (5%) chance that they are either
Perhaps the most physically imposing of all the evil or good. All earth dragons are neutral in
elemental dragons, they can inflict massive relation to law and chaos.
damage with their claws and bite. They can also Of all the Outer Planes, earth dragons are drawn
make use of their innate spell abilities and breath to the mountains of Gehenna and Mount Olympus
weapon when needed, but the prefer to fight claw itself; there are said to be at least half a dozen
to hand. earth dragons dwelling on the slopes of the plane-
spanning pathway. The creatures aren't known on
Breath Weapon/Special Abilities: An earth Mount Celestia; presumably they find the
dragon's breath weapon is a cloud-like spray of atmosphere of Lawful Goodness too oppressive.
rock shards and fragments that is 50' long, 40' Chant also goes that a great wyrm named Gor'rok
wide, and 30' high. Creatures caught in the cloud dwells at the foot of the Spire itself, gnawing
must save vs. breath weapon or be turned to away at the great pillar of stone. What the rilmani
think of this is unknown.
navigating the otherwise solid Plane of Earth,
Ecology: Earth dragons have little need for provided the earth dragon isn't still in them. Since
sustenance. They survive on eating stones and the Earth Plane "heals" itself fairly rapidly, this is
metals. Earth dragon tunnels are a good way of often a risky proposition...
Age Body (') Tail (') AC Wizard/Priest MR Treasure XP Value
1 18-30 17-28 -3 Nil Nil Nil 18,000
2 30-42 28-39 -4 Nil Nil Nil 19,000
3 42-54 39-49 -5 Nil 20% H, Q 20,000
4 54-61 49-61 -6 Nil 25% H, Qx2, E 22,000
5 61-78 61-71 -7 Nil 30% H, Qx3, E, S 23,000
6 78-91 71-81 -8 Nil 35% Hx2, Qx4, E, S 24,000
7 91-104 81-95 -9 2 40% Hx2, Qx4, E, S, T 25,000
8 104-117 95-106 -10 2 2 45% Hx3, Qx5, E, S, T 27,000
9 117-131 106-119 -11 2 2 2 / 1 50% Hx3, Q, E, S, T, U 28,000
10 131-145 119-131 -12 2 2 2 2 / 2 55% Hx3, Q, E, S, T, U, V 29,000
11 145-159 131-144 -13 2 2 2 2 2 / 2 2 60% Hx4, Q, E, S, T, U, V 31,000
12 159-173 144-157 -14 2 2 2 2 2 2 2 / 2 2 2 65% Hx4, Q, E, S, T, U, V 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 Combat: Fire dragons fight efficiently and
elemental flame and all-consuming in nature. mercilessly. They know they are powerful, and
They're mesmerising beasts to watch; their bodies they use that power to their advantage. Fire
flicker and dance in an almost hypnotic pattern. dragons often like to attack with their breath
Physically, they appear similar in shape to red weapon before moving into physical combat.
dragons, suggesting some ancient link between When fighting creatures that seem useful or who
the two races, but rather than being made of solid could possess useful information, they prefer to
flesh, their scales are pure flame. Fire dragons are use their fire charm ability to soften them up first.
also fiery-tempered. They are quick to take
action, whether it be a friendly gesture or a deadly Breath Weapon/Special Abilities: A fire
attack. dragon's breath weapon is a cone of elemental
Fire dragons speak their own language, the fire, 90' long, 5' wide at the dragon's mouth and
language of fire elementals, and a language 30' at the base.
common to all elemental dragons. When born,
there is a 13% chance that the dragon can  Fire dragons are born immune to energy
communicate with all sentient creatures. This draining and electricity. They take double
chance increases by 4% per age category. 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 Most (50%) of fire dragons are neutral. The rest
the number of hit dice the attack would have are evenly split between good and evil (25%
inflicted. For example, a 12th-level mage chance of either). Of these dragons, roughly 40%
casts a fireball, which would normally do are neutral, and the rest lawful or chaotic (30%
12d8 damage. The fire dragon gains 12 hit chance of either).
points instead of taking damage.
 Any being that comes into physical Ecology: Fire dragons sustain themselves on
contact with a fire dragon takes Xd8 points flames and heat, very rarely actually eating
of damage, where X is equal to the dragon's something. Even when they do this, sages
age category. A successful save vs. breath speculate, they don't gain any benefit from it.
weapon can halve this damage, and immunity They hate water and ice dragons and will attack
and resistance to fire can also reduce this them on sight (although the species rarely
damage. When a being not immune to fire or encounter each other).
heat comes within 30' of the dragon, they Fire dragons can be extremely damaging to the
take 1d4 points of damage per age category life surrounding their lair (unless they're on the
of the dragon. Once within 30', anything Plane of Fire, of course!). When they leave the
combustible must make a successful saving lair, their extreme body temperature can ignite
throw or catch fire. dry wood as far as 30' away. They can easily start
 A fire dragon cast spells and uses its forest or brush fires, destroying an ecology within
magical abilities at 16th-level plus its combat a matter of hours. Fire dragons love doing this,
modifier. although permanent forest fires in one area tend
 As they age, they gain the following to be a bit of a giveaway that something odd is
additional abilities: Very Young: fire charm going on...
at will. Young: burning hands three times per  Chant goes that the efreet have a platoon
day. Juvenile: fireball three times per day. of fire dragons guarding their City of Brass.
Adult: flame strike three times per day. Considering that the efreet hate fire dragons
Mature Adult: delayed blast fireball three as much as they do any other creature, and
times per day. Old: meteor swarm three times that the feeling's entirely mutual, it's likely
per day. Very Old: summon fire elemental that these dragons are enslaved somehow.
three times per day. Djinn legends also tell of fire dragons with
efreet riders; a lethal combination of
Habitat/Society: Fire dragons very rarely leave malevolent force. Fortunately nobody seems
their home on the Elemental Plane of Fire. Those to have seen anything like this for hundreds
that do normally make their homes in active of years, but those rumors always have a
volcanoes and lava flows. They are solitary habit or resurfacing.
creatures, only coming together to mate.

Age Body (') Tail (') AC Breath Weapon Wizard/Priest MR Treasure XP Value
1 15-27 14-25 -3 4d12+1 Nil Nil Nil 18,000
2 27-39 25-36 -4 6d12+2 Nil Nil Nil 19,000
3 39-51 36-46 -5 8d12+3 Nil 35% E, S, T 20,000
4 51-58 46-58 -6 10d12+4 1 40% H, S, T 22,000
5 58-75 58-68 -7 12d12+5 2 45% H, S, T 23,000
6 75-88 68-78 -8 14d12+6 22 50% H, S, Tx2 24,000
7 88-101 78-92 -9 16d12+7 222 55% H, S, Tx2 25,000
8 101-114 92-103 -10 18d12+8 2222/1 60% H, S, Tx2 27,000
9 114-128 103-116 -11 20d12+9 22222/2 65% H, S, Tx3 28,000
10 128-142 116-128 -12 22d12+10 222222/22 70% H, S, Tx3 29,000
11 142-156 128-141 -13 24d12+11 2222222/222 80% H, S, Tx3 31,000
12 156-170 141-154 -14 26d12+12 22222221/2222 85% H, S, Tx4 33,000

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
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 from electricity and double damage from fire.
form and personality. They are quick to change Spells which induce cold (such as cone of cold),
from one emotion to another, forming an opinion inflict normal damage, but act as a slow spell cast
of someone at first glance, then quickly changing upon the dragon.
it as the situation warrants. They are quick to  While in any sufficiently large body of
anger and quick to forgive. water (at least large enough to cover their
Water dragons look like cloud dragons made of bodies), water dragons are invisible. If kept
pure water. They always blend in perfectly with out of water for more than a day, they begin
the water they are in, whether it is the clear water to evaporate, losing 1d4 hit points per hour
of the Elemental Plane of Water, the murky out of the water. If they return to a
depths of an ocean, or the crystal blue waters of a sufficiently large body of water (such as a
flowing river. While in water they are effectively lake or river), they immediately regain the
invisible. When on land, water dragons take on a lost hit points. Normal weapons don't affect
slight blue hue, but they are clear overall. water dragons, they pass through their bodies
Water dragons speak their own tongue, as well as harmlessly. Magical weapons of less than +2
the tongues of water elementals and that common enchantment only inflict half damage.
to all elemental dragons. At birth, 16% of earth  As they age, they gain the following
dragons can speak with any intelligent creature. abilities: Very Young: create water at will.
This chance goes up by 5% per age category. Young Adult: transmute dust to water three
times per day. Mature Adult: airy water three
Combat: Water dragons are effective fighters times per day. Very Old: part water three
both in the water and on land. While in water, times per day. Wyrm: summon water
they prefer to sneak up on potential opponents, elemental three times per day. Great Wyrm:
gauging their actions and seeing if they act in a tsunami three times per day.
hostile manner. When they are on land, they have
the disadvantage of being seeable, but their Habitat/Society: Water dragons, like all other
watery nature makes up for this. elemental dragons, very rarely leave their home
plane. When they are encountered on other
Breath Weapon/Special Abilities: A water planes, they are usually found living in deep
dragon's breath weapon is a stream of water that oceans or other large bodies of water.
is 5' wide and extends 60' in a straight direction. Most (60%) of water dragons are neutral. There is
Creatures hit by the stream must save vs. breath an equal (20%) chance that they are either evil or
weapon stunned for 1d6 rounds from the force, as good. Half (50%) of all water dragons are chaotic,
well as taking the listed damage. Creatures who some (40%) are neutral, and only a few (10%) are
make their save are still knocked to the ground lawful.
for 1 round and take half damage.
A water dragon casts spells and uses its magical Ecology: Water dragons have little need for
abilities at 15th level plus its combat modifier. sustenance. They survive by contact with water.
Water dragons are born immune to water, water- They loathe to venture out of water for more than
affecting spells (such as transmute water to dust),
a few hours, and they'll never go near any dry,
acid, and energy-draining. They take half damage hot, or extremely cold place.
Age Body (') Tail (') AC Breath Weapon Wizard/Priest MR Treasure XP Value
1 3-12 1-8 0 4d10+1 Nil Nil Nil 19,000
2 12-21 8-17 -1 6d10+2 Nil Nil Nil 20,000
3 21-30 26-35 -3 8d10+3 1 35% 1/2 D 22,000
4 30-40 26-35 -3 10d10+4 1 35% 1/2 D 23,000
5 40-50 35-42 -4 12d10+5 2 40% D 24,000
6 50-61 42-50 -5 14d10+6 22 45% D, A 25,000
7 61-72 50-58 -6 16d10+7 222 50% D, A, B 27,000
8 72-83 58-68 -7 18d10+8 222/1 55% D, A, Bx2 28,000
9 83-94 68-78 -8 20d10+9 2222/2 60% D, A, Bx3 29,000
10 94-106 78-88 -9 22d10+10 22222/22 65% D, A, Bx3 31,000
11 106-118 88-98 -10 24d10+11 222222/222 70% D, A, Bx4 32,000
12 118-132 98-108 -11 26d10+12 2222222/2222 75% 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 Combat: Lightning dragons like to take an
lightning (pardon the pun), lightning dragons are offensive approach to combat, employing
one of the more dangerous elemental dragons to whatever means they have to eradicate
those caught unprepared. They are often seen opponents. They rarely flee from combat, even if
flitting (if something of their size can flit) among they are gravely injured. Their penchant for
the brilliant flashes of lightning that occupy the destruction has been described by at least on
Quasi-elemental Plane of Lightning. invoker as "charming"
Appearing as blue dragons with crackling
lightning dancing from their scales, they prove to Breath Weapon/Special Abilities: A lightning
be an intimidating sight. They are surrounded by dragon's breath weapon is a 5' wide stroke of
a soft light which grows in intensity as they lightning that streaks 100' in a straight line. This
become angry. An extremely mad dragon may bolt inflicts double damage to creatures wearing
get bright enough to blind a person. They emit a metal armour or carrying more than 30 lbs. of
barely audible rumble that increases in volume metallic materials.
proportionally to the brightness of the light. The Lightning dragons cast spells and use their
sound, however, never posses a serious threat to magical abilities at 14th-level plus their combat
damaging ears. modifiers.
Lightning dragons speak their own tongue and  Any AC bonus gained from metal armour
one common to all elemental dragons. When they is negated when fighting a lightning dragon.
are born, they have a 13% chance to speak the If a metal shield is used, the AC bonus from
language of any sentient creature. This chance that is negated as well. If a lightning dragon
increases by 4% per age category. 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 make jaunts onto other planes. Storm giants seem
ability. to have a particular liking of the creatures, as do
 When reduced to less than 1/4 of their many invokers.
maximum hit points, lightning dragons will Lightning dragons have the greatest chance of all
become so angry and glow so brightly, that elemental dragons to have a moral bend, with an
all who look at them must save vs. spell or equal (45%) chance of being good or evil. The
be blinded for 1d10 rounds. Those who pass rest (10%) are morally neutral. This tendency is
the save may look at the dragon as they offset by a low ethical deviation, with only a
please. small number being lawful or chaotic (5% chance
 Lightning dragons are born immune to of either). The others (90%) are ethically neutral.
energy draining, blindness, and electricity.
They are born with the innate ability to use Ecology: Lightning dragons sustain themselves
shocking grasp at will. on electricity. They seem to be able to gain small
 As they age, they gain the following amounts of "natural electricity" from anywhere
additional abilities: Young: lightning bolt they are, so it's near impossible to starve them
three times per day. Juvenile: thunder staff outside of a vacuum. They draw electricity
three times per day. Adult: chain lightning towards themselves, often leaving a "tunnel"
three times per day. Mature Adult: wall of behind them when travelling on the Quasi-
lightning (similar to wall of fire but with Elemental Plane of Lightning. Canny adventurers
lightning instead of fire) three times per day. have followed lightning dragons through the
Very Old: summon the storm (a version of plane to escape being hit with a nasty bolt of
control weather which always produces an lightning.
intense lightning storm) three times per day. Because they have a tendency to cause storms,
they can be devastating to an ecology, especially
Habitat/Society: Lightning dragons prefer to a coastal one. They tend to do this infrequently,
remain on their home plane, but occasionally however.

Age Body (') Tail (') AC Breath Weapon Wizard/Priest MR Treasure XP Value
1 9-15 7-12 -2 4d8+2 Nil Nil Nil 15,000
2 15-27 12-24 -3 6d8+3 Nil Nil Nil 18,000
3 27-39 24-34 -4 8d8+4 1 40% 1/2H, S 19,000
4 39-51 34-46 -5 10d8+5 2 45% H, S 20,000
5 51-63 46-56 -6 12d8+6 22 50% H, S 22,000
6 63-76 56-66 -7 14d8+6 222 55% H, S 23,000
7 76-89 66-80 -8 16d8+7 2222/1 60% H, Sx2 24,000
8 89-102 80-91 -9 18d8+8 22222/2 65% H, Sx2 25,000
9 102-116 91-104 -10 20d8+9 222222/22 70% H, Sx2 27,000
10 116-130 104-116 -11 22d8+10 2 2 2 2 2 2 2 / 2 2 2 75% H, Sx3 28,000
11 130-144 116-129 -12 24d8+11 2 2 2 2 2 2 2 1 / 2 2 2 2 80% H, Sx3 29,000
12 144-158 129-142 -13 25d8+12 2 2 2 2 2 2 2 2 / 2 2 2 2 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)
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: Variable

Radiant dragons are majestic creatures. They are Ecology: Radiant dragons eat little, if anything at
similar in appearance to amethyst dragons, but all. They usually only eat right before going into a
much larger. Their skin is a shimmering mass of long sleep, usually consuming a few large
silky material, which constantly changes color. animals. When they are awake, light seems to
Radiant dragons speak their own tongue and a sustain them.
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.
 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.
Age Body (') Tail (') AC Breath Weapon Wizard/Priest MR Treasure XP Value
1 13-25 12-22 -2 2d12+2 Nil Nil Nil 15,000
2 25-37 22-34 -3 4d12+3 Nil Nil Nil 18,000
3 37-49 34-44 -4 6d12+4 1 45% E, S, T 19,000
4 49-61 44-56 -5 8d12+5 2 50% H, S, T 20,000
5 56-73 56-66 -6 10d12+5 22 55% H, S, T 22,000
6 73-86 66-76 -7 12d12+6 222 60% H, S, Tx2 23,000
7 86-99 76-90 -8 14d12+7 2222/1 65% H, S, Tx2 24,000
8 99-112 90-101 -9 16d12+8 22222/2 70% H, S, Tx2 25,000
9 112-126 101-114 -10 18d12+9 222222/22 75% H, S, Tx3 27,000
10 126-140 114-126 -11 20d12+10 2222222/222 80% H, S, Tx3 28,000
11 140-154 126-139 -12 22d12+11 22222221/2222 85% H, S, Tx3 29,000
12 154-168 139-152 -13 24d12+12 22222222/2222 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


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 Combat: Steam dragons prefer to avoid combat,
other beings for long. They prefer solitude to the if possible, as it is generally a waste of time.
companionship most other creatures crave. They When engaged in combat, however, they seek to
see the company of other beings as an excuse for end it as quickly as possible, often attempting to
idle chat and flights of fancy, things that they do take out what seems to be a leader then engaging
not normally endorse. the remaining attackers. They very rarely chase
When in solid form, steam dragons appear to be those who flee from them.
misty cloud dragons. A slight vapor always seems
to be rising from the surface of their bodies, Breath Weapon/Special Abilities: A steam
although, in truth, it is just part of their bodies dragon's breath weapon is a cloud of scalding
similar to hair on a human. They tend to be gray steam, 90' long, 30' wide, and 30' high. Creatures
in color, although the gray runs the gamut of light caught in the cloud can roll saving throws vs.
to dark. breath weapon for half damage. In still air, the
Steam dragons speak their own language and that cloud remains for 1d4+4 rounds. On the second
common to all elemental dragons. At birth, they round and third rounds, it inflicts half normal
have a 16% chance to speak the language of any damage, on the fourth and subsequent rounds, it
sentient creature. This chance increases by 5% condenses into a clammy fog that blinds creatures
per age category. for 1d4 rounds and inflicts 3d4 points of
drowning damage per round for as long as the per day. Mature Adult: cloudkill three times
creature remains in the cloud (a successful save per day. Old: death fog twice per day. Very
vs. breath weapon negates both effects). Old: neutralise gas three times per day.
Steam dragons cast spells and use their magical Ancient: airy water three times per day.
abilities at 14th-level plus their combat modifiers.
 Steam dragons are born immune to energy Habitat/Society: When encountered outside their
draining, water attacks, and heat (but not home plane, steam dragons often times lair with
fire). or close to mist dragons. The two species seem to
 Steam dragons are born with the ability to have a friendly relationship. They also like to lair
assume (or leave) a cohesive mist-like form in hot, steamy jungles, near natural hot springs,
at will, once per round. In this form, they are and in areas of dense fog.
75% unlikely to be distinguished from The majorities (80%) of steam dragons are
normal mist. Their armor class improves by neutral. Otherwise, there is an equal (10%)
-3 while in mist form and their magic chance of them being good or evil. A surprising
resistance increases by 15%. They can majority (90%) of steam dragons is lawful. The
employ spells and innate abilities while in rest (10%) are neutral. No chaotic steam dragon
mist form, but they cannot attack physically has ever been encountered.
or use their breath weapons. They can fly at
a rate of 9 (MC: A) while in mist form. Ecology: Steam dragons sustain themselves on
 As they age, they gain the following vapors and water particles in the air. They shy
additional powers. Very Young: fog cloud away from deserts and arctic climates because of
three times per day. Young: wall of fog three the lack of moisture in the air. They tend to be
times per day. Juvenile: stinking cloud three non-damaging to the environments they prefer to
times per day. Adult: solid fog three times live in.

Age Body (') Tail (') AC Breath Weapon Wizard/Priest MR Treasure XP Value
1 13-25 12-22 -2 3d6+2 Nil Nil Nil 15,000
2 25-37 22-34 -3 5d6+3 Nil Nil Nil 18,000
3 37-49 34-44 -4 7d6+4 1 45% Y, Z 19,000
4 49-61 44-56 -5 9d6+5 2 50% X, Y, Z 20,000
5 56-73 56-66 -6 11d6+5 22 55% X, Y, Z 22,000
6 73-86 66-76 -7 13d6+6 222 60% X, Y, Zx2 23,000
7 86-99 76-90 -8 15d6+7 2222/1 65% X, Y, Zx2 24,000
8 99-112 90-101 -9 17d6+8 22222/2 70% X, Y, Zx2 25,000
9 112-126 101-114 -10 19d6+9 222222/22 75% X, Y, Zx3 27,000
10 126-140 114-126 -11 21d6+10 2222222/222 80% X, Y, Zx3 28,000
11 140-154 126-139 -12 23d6+11 22222221/2222 85% X, Y, Zx3 29,000
12 154-168 139-152 -13 25d6+12 22222222/2222 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 Habitat/Society: As written before, they are
many to be the Hordlings of the inner planes. solitary, and cannot reproduce. The only time
Although all have the same statistics and size, someone witnessed two beasts meet it was when
their shapes differ, and no two beasts look alike, they both attacked him. And he was very lucky to
not even when two beasts hail from the same have made it alive, at least he made it enough to
element. tell about it, but then he died from his wounds.
All of them sport 4 appendages that they use to
attack, and their entire body is composed from Ecology: Elemental beasts are the cleaners of the
their respective element. It makes sages think that elemental planes, their job is to rid them of
these beasts are a manifestation of their element creatures that are not natives.
but other facts seems to contradict this. Mages have found a spell that allows them to
summon these creatures, and give them control on
Combat: When encountering a creature who is them. But extensive research has raised a
not a native of their home plane they will question. Not matter how many times they
immediately attack it in an attempt to remove the summoned them, they have never seen a case
"contamination", as they refer to this. They lash when an elemental beast on the elemental planes
will their 4 appendages and can attack multiple disappeared. It seem that when the spell is cast
opponents. the beast is created and sent to the wizard's
Their most fearsome mode of attack is the fact location.
that they duplicate any spell of their element of Furthermore, they discovered that some of the
up to 4th level. It is suspected that every time a elemental beasts that are summoned become real,
new spell is researched they immediately know of meaning that upon their destruction, or the spell's
it, and can duplicate it. You are forewarned that duration has expired they appear in their
they are dangerous combatants. The "good" side respective plane. It made some sages think that
of it is that they use some of their power to give these creatures have actually came into existence
the spells shape and suffer 1 point of damage for because of the mages who found the means for
every spell level they "cast". the spell that summons these beasts.
An elemental beast is immune to its element and
will suffer only half damage from 2 other
elements that are related to it.

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 around in small swarms of 20-80 members. They
plane of fire. On their home plane they are seek warm places, because in temperatures below
harmless, but when they are summoned they are a 55 degrees Fahrenheit they enter a dormant state,
bane. and then they can be killed with ease.

Combat: They do not attack living creatures, and Ecology: They do not contribute to the ecology.
any damage is only incidental. They will flee They feed on paper, and can eat an average sized
from combat, and seek to find paper, books, and book within 3 turns. They are a bane to all
such to digest. libraries, and are of no use in the creation of
magical items. Only fire mages seem to enjoy
Habitat/Society: These small creatures look summoning them, after protecting their books, of
similar to the prime material fly. They move 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
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 years before some one claims it, no one really
Plane of Ice. They are pure white with blue veins cares.
showing through. They have silver eyes and no Canni is lounge around the Great Ice Palace
hair. trying not to do too much. One of the more
respected Canni has not moved more than three
Combat: Canni perform as 22nd level spell inches in a decade. The only thing they really care
casters. They can call forth a Cone of Cold twice about is invaders, which they will all defend
per day. They can Detect Alignment, Magic, and against.
Create Illusions at will. They are capable of
producing 100 gallons of near-frozen water every Ecology: Canni tolerate anything and everything
day. They can Walk on Water at will, and may as long as it does not make too much of a stir.
call forth a powerful snow storm once per week. They do not regard anything as equal, superior, or
They can carry up to 800 pounds with little to no lesser to themselves. They are rarely summoned
effort on foot or flying. Double or more weight because it is hard to motivate them.
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
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

The hazer resembles a large smoke cloud whose form Smoke Sleep - They can use this 3 times a day.
resembles that of a humanoid. None knows their Pyrotachnics - They can use this 3 times a day.
origin, but tales from across the inner planes point to Smoke Screen - Can use this once per day.
it that they were created by the efreet, and have They prefer to attack spell-casters at first chance, and
managed to escape their servitude. either smoke sleep them or kill them as fast as
Although they appear as if using a pole-arm, made of possible.
smoke, the cause of the damage is thought to
originate from them. It seems that they create the Habitat/Society: They sometimes travel as groups,
weapons to make an impression, and not because and even then it's in small groups. They are the
they need a weapon to inflict damage. guardians of the plane of smoke, set to guard places
If they have their own language is a mystery, as they and items, but whatever more powerful beings live
have attacked anyone who approached within 50' of there.
them.
Ecology: They are considered to be the creations of
Combat: They fight with their pole-arms, inflicting the evil efreet, but have since escaped their slavery.
2d10 points of damage, and attacking twice in a They will attack efreet at sight, and will fight till one
round. In addition to their physical attacks they can side is destroyed. Rumors tell that they now serve
use the following array of spell-like abilities, cast as a willingly to a powerful race that inhabits the plane of
12th level mage, that they can use against opponents: smoke, but no traces of this race were found as of yet.

Intelligent Mist
(Author: wrathgon@hotmail.com)

Messengers Guardians (Class Monarchs (Class


(Class I) II) III)
Climate/Terrain: Planes of Air Planes of Air Planes of Air
and Steam and Steam and Steam
Frequency: Rare Very rare Very rare
Organization: Solitary Solitary Solitary
Activity Cycle: Any Any Any
Diet: None None None
Intelligence: 10-12 13-15 16-19
Treasure: Nil Nil Nil
Alignment: Neutral Neutral Neutral
No. Appearing: 1 1 1
Armor Class: 4 2 2
Movement: 24 (A) 12 (A) 18 (A)
Hit Dice: 2 4 6
THAC0: 17 15 13
No. of Attacks: 1 2 1
Damage/Attack: 1d2 1d6 1d6
Special Attacks: Suffocation Suffocation Suffocation,
Spells
Special Dissipate Dissipate Dissipate
Defenses:
Magic Nil Nil Nil
Resistance:
Size: S (4' diameter) M (6' diameter) L (8' diameter)
Morale: 12-13 15-16 18-19
XP Value: 300 800 2500

Intelligent mists are normally succeeded in either suffocating its


solitary creatures that exist on the enemy which causes 1d6 point damage
elemental planes of air and steam. for each roll (no attack roll
They normally only occur on the necessary) until the victim is dead
prime material plane when summoned or the Mist is destroyed. When a
by a Talking Mist, Attacking Mist or Mist's hit points reach 0 on the
Magic Mist spell, which summons a prime material plane, the creature
mist of Class I, II, and III is not killed, but is sent back to
respectively. it own plane. Killing it on its own
plane does kill it.
Combat: Messenger Mists (Class I) Monarch Mists (Class III) have the
only attack in self-defense, and following spells, which they can
even then they can avoid a conflict cast once per day: Wall of Fog; Fog
by dissipating. Guardian Mists Cloud; Darkness, 15-foot Radius;
(Class II) attack by making whip- Gust of Wind; Wind Wall and
like appendages semi-corporeal. On Lightning Bolt. They cast these
an attack roll of 20, the mist has 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 controls them. If their creator dies then they will
created by animating creatures that died from the collapse and become dust.
Tendrils of Dust spell. These creature look like they
did in life, with no visible wounds. Their creator
Combat: The Dusty Death attack by creating a small or ice spells. Dust spells that would otherwise cause
could of dust around the target causing it 1-10 points damage will instead heal them by the same amount.
of damage. They can also burrow the ground and When destroyed they turn into a small heap of dust.
spring from it, but it can be done only in soft ground,
such as mud or sand. They suffer half damage from all Habitat\Society: These unnatural creatures have no
piercing and slashing weapons, as they are quite society. Ruled by their creators' will they have no will
elastic. of their own.
They have a unique ability to assume a form of
swirling dust, attacking their opponents by enveloping Ecology: They have no part in the ecology, like all
them. In this form they can fly at the same speed as undead. It was noted by one mage that using the dust
they walk. left when they die in the casting of dust-based spells
In addition to the normal undead immunities they are inflicts a -1 to saves or increases duration by 1 round
immune to spells of dust and earth, except the Dusting if no save is allowed.
spell, and they become slowed if attacked with water

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
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 instantly merge with it and disappear forever. Perhaps
existed. After all, the Plane of Vacuum was not it's this enforced exile from their home that makes
thought to sustain any sort of life at all. However, very them such nasty pieces of work.
rarely something large (such as the Doomguard
Citadel Exhalus) enters the plane of Void. Because Combat: Void mephits do not have as much stupid
something has come into the plane full of emptiness, pride as other mephits do and they work in small
the same amount of void is pushed out, (don't ask me groups. They often attack at night because due to their
to explain this, just chalk up another one to the insubstantial, shadowy form they are much harder to
Mysteries of the Multiverse.) This void-stuff forms hit at night, (Armor Class of 0). They hide in the
itself into void mephits. shadows,(85% chance) around their victim(s) and leap
Much larger, stronger and more powerful than other on them when they least expect it, automatically
sorts of mephits, void mephits appear as large imps or gaining surprise. Void mephits attack using their sharp
abishai, with completely black, but somehow also claws and their spiked tails, which cause extra damage
transparent (you'd know what I mean if you saw one) due to the fact that they are made of nothingness, and
fiendish bodies and baleful red glowing eyes. In fact, they cause painful pulling on the flesh, which tries to
they are only called mephits because they are created draw itself into the void. When a void mephit has
from their home plane in the same way that other landed on a victim, it can automatically strike with all
mephits are. Because they are made in this strange its three attacks each round, unless the victim can
manner, void mephits only exist off the Plane of break free by rolling a strength check to beat the
Vacuum...should they try and return to the plane they mephit's strength of 17.
A void mephit's very nature causes parts of its and can live in any habitat, no matter how
enemy's flesh to be sucked into it. Therefore, it can inhospitable. However, they are hated by other
cast the equivalent of a weakness or a feeblemind spell mephits who do not consider them their own brethren,
every 4 rounds. Also, by having no heat the mephit and probably because they are secretly afraid of them,
emits an aura of extreme cold, which it can focus into although you would never get one of them to admit
any version of an Otiluke's Freezing Sphere spell once this. Other mephits attack void mephits on sight.
per day. Obviously, void mephits cannot gate in other mephits
A void mephit has no definite shape, (although they to help them.
seem to prefer the one above) and they can therefore
reshape their bodies to fit trough the smallest holes or Ecology: Void mephits will not do anything to help
gaps. They also have complete resistance to many any local ecology they come into. They need to
types of magic, because magic can't hit something that consume 7 square feet of any sort of matter every day
isn't really anything. Area effect spells aimed at a void by drawing it into their bodies by touch. They usually
mephit's general location can have the normal 'eat' their enemies but they will try anything at a
consequences, however. By another strange trick of pinch. If they are deprived of food for on month (not
the Multiverse void mephits are affected by normal an easy feat by any means!) then they will disappear
weapons or natural weapons like claws, although with an audible 'pop', the magic holding their non-
magical weapons have no extra effect. existent body together breaking up and the
surrounding air filling the void where they had been.
Habitat/Society: Void Mephits are usually hired as
assassins by high-up fiends. They are thoroughly evil

Para-Elemental, Lesser (Dark-Sun)


(Author: David Schwartz DAVID@SCHWARTZ.MANAWATU.GEN.NZ)

Magma Rain Silt Sun


Climate/Terrain: Dry land or During rain Sea of Silt Above Ground
magma
Frequency: Rare Rare Rare Rare
Organization: Solitary Solitary Solitary Solitary
Active Cycle: Any Any Any Day
Diet: Magma and earth Rain Silt Sunlight
Intelligence: Low (5-7) Low (5-7) Low (5-7) Low (5-7)
Treasure: Nil Nil Nil Nil
Alignment: Neutral Neutral Neutral Neutral

No. Appearing: 1 1 1 1
Armor Class: 4 4 4 4
Movement: 6, Br 6 Fl 18 (A) 6, SW 18 Fl 15 (A)
Hit Dice: 2,4, or 6 2,4, or 6, 2,4, or 6 2,4, or 6
THAC0 2HD: 19 19 19 19
THAC0 4HD: 17 17 17 17
THAC0 6HD: 15 15 15 15
No. of Attacks: 1 1 1 1
Damage/Attack:
(2HD) 1-8 1-6 2-12 1-6
(4HD) 2-16 1-10 3-18 1-12
(6HD) 3-24 1-12 4-24 2-20
Special Attack: See Below See Below See Below See Below
Special Defense: +1 or better +1 or better +1 or better +1 or better
weapon to hit weapon to hit weapon to hit weapon to hit
Magic Nil Nil Nil
Resistance:
Size: S to M (2' to 6' S to M (2' to 6' tall) S to M (2' to 6' tall) S to M (2' to 6' tall)
tall)
Morale (2HD) Steady (11-12) Steady (11-12) Steady (11-12) Steady (11-12)
(4HD/6HD) Elite (13-14) Elite (13-14) Elite (13-14) Elite (13-14)
XP Value 2HD: 420 420 420 420
XP Value 4HD: 650 650 650 650
XP Value 6HD: 975 975 975 975

Magma: Magma para-elementals can be conjured in elementals on the prime material plane take the form
any area containing of volcanic activity. On the prime of amorphous blobs. Their language sound like waves
material plane, they look like humanoids made of crashing on rocky shores and the howl of silt
magma with cooling rock on the surface. The cyclones.
language of magma para-elemental sounds like
bubbling lava and exploding volcanoes. Magma Combat: Lesser silt elementals can attack in two
elementals cannot enter or cross water, but must go ways. It can attempt to ram an opponent by moving
around or burrow under it. Magma para-elementals full speed towards her. This attack does 4d8 points of
travel through earth by melting the rock in front of damage. If it doesn't have enough room to charge, or
them. it is already in melee, the silt para-elemental will
attack with a pseudopod, inflicting the damage listed
Combat: The fists of a magma para-elemental, while above.
not as hard as an earth elemental's, are fired by Lesser silt para-elementals cannot move more than 30
internal heat. The amount of damage is based on the yards from a source of silt. Unlike water elementals
hit dice of the para-elemental. All damage against though, they suffer no damage from exposure to the
airborne and waterborne opponents is halved. Against sun.
creatures who have fire-based attacks or immunity to
fire (including from magical items) take 1 point per Sun: Sun para-elementals can only be summoned
die less damage. In addition, any flammable object above ground, during the day. Lesser sun elementals
struck by a magma para-elemental must save vs. resemble miniature suns with a diameter equal to their
magical fire or immediately begin to burn. HD. Unlike other elementals, the language of sun
para-elementals is not based on sound, but light.
Rain: Lesser rain para-elementals resemble small rain While usually red, they change color when 'talking'.
clouds floating just above the ground. There must be
at least a light rain to summon a lesser rain para- Combat: A lesser sun para-elemental can attack in
elemental. Rain para-elementals cannot go one of two ways. It can either move up against its
underground. They rarely speak on the prime material target to burn it, or shoot a beam of light. The beam
plane, but when they do it sounds like rolling thunder can effect a victim up to 3 feet away. Although they
and crackling lightning. have the same damage, they have slightly different
effects. Any flammable object 'touched' by the sun
Combat: Rain para-elementals have no physical para-elemental must save vs. magical fire or be burnt.
attacks, but once per round can shoot a small lightning Fire-based creatures take half-damage from this
bolt. The maximum distance is equal to the para- attack. Anyone hit by the beam of light must save vs.
elementals' level in feet and damage varies with HD. breath weapons or be blinded for 1d10 turns. Blinded
Creatures who are immune to lightning attacks, such individuals attack with a -4 penalty to hit, and
as behir, take half damage from the rain para- opponents get a +4 to hit them, unless the blinded
elementals' attacks. Opponents in metal armor gain character has blind fighting proficiency.
no benefits for that armor, but other non-conductive A sun para-elemental cannot go into any area
armors provide protection. untouched by the sun's light, such as buildings, caves,
or shadowy areas. If forced, the para-elemental will
Silt: Silt para-elementals can only be conjured on or return to its own plane. A darkness spell causes 1d8
near the Sea of Silt or a silt lake. Lesser silt para- points of damage to a sun para-elemental.

Para-Elemental ,Prince
(Author: solauren@yesic.com)

Ehkahk of Smoke Chlimbia of Magma Bwimb of Ooze


Climate/Terrain: Plane of Smoke Plane of Magma Plane of Ooze
Frequency: Unique Unique Unique
Organization: Solitary Solitary Solitary
Activity Cycle: Constant Constant Constant
Diet: Atmospherivore Mineralvore Ooze, Magical Energy
Intelligence: Genius (17) Supra-Genius (20) Genius (18)
Treasure: H, S, T H, S, T H, S, T
Alignment: Neutral Evil Lawful Evil Chaotic Evil
No. Appearing: 1 1 1
Armor Class: -7 -6 -6
Movement: Fl 36 (MC B) 24 12, Swim 24
Hit Dice: 14 (120 hit points) 15 (150 hit points) 14 (105 hit points)
THAC0: 3 3 3
No. of Attacks: 2 2 + See Below 1
Damage/Attack: 2d8, 2d8 3d12, 3d12 + See Below 3d8
Special Attacks: Poison Smoke, Cloud See Below Envelope, Smoother, See
Kill, See Below Below
Special Defenses: See Below See Below See Below
Magic Resistance: 56% 80% 75%
Size: H (30' diameter) L (10' tall) H (15' diameter)
Morale: Fearless(20) Fearless(20) Fearless (20)
XP Value: 45,000 45,000 45,000

Recap from Fiend Folio, 1st Edition: alignment. The second is "SmokeStorm" a corrupted
The Elemental Princes of Evil are powerful beings Great Wyrm Cloud Dragon of Lawful Evil Alignment.
from the Elemental Planes, with followers on the Both have maximum hit points, and the spells of a 14 th
Prime Material Plane(s). They are Demi-Powers, level priest.
whose Priests can advance up to 14 th level in Ehkahk is immune to all fire, poison, or air based
experience and can cast spells of up to 5th level. attacks, each adding 1 point to his total (not exceeding
All Elemental Princes share these powers, at 20th level his maximum) per dice of damage they would have
of use: inflicted. Attacks without damage at 1 point per spell
Detect Invisible, Detect Magic, Dispel Magic, level.
Infravision, know alignment, suggestion (duration 12 Ehkahk can only be harmed by +2 or better weapons.
hours), and teleport without error at will. They can
also converse with any creature using Telepathy, 3 Chlimbia of Magma (Female)
times per day they can read languages and read magic. Chlimbia, the Elemental Princess of Magma, is the
They can also use telekinetic 1/day with up to 6,000 offspring of Imix, the Prince of Evil Fire Creatures,
GP in weight (or 600 lbs.) and a powerful Athasian Earth Elemental Priestess.
The XP value shown is for killing the power on the She is arguably the most powerful Para-Elemental
Prime Material Plane. Killing them on there home Prince (Cyronax would argue this, but should be noted
plane (where their hit points are 5x's that listed, and has avoided fighting with her), having inherited much
powers jump to 40th level) they are worth 10x's that of both of her parents powers, including her mothers
listed. awesome Psionic powers.
Chlimbia has two forms. Her "true" form is that of a
Ehkahk of Smoke (Male) 10' tall magma woman, with coloration ranges
Along with Cryonax, Ehkahk is the other male matching humans, but in hues of Orange, Yellow and
Elemental Prince of Evil, ruling a large portion of the Red. Her eyes look human in this form.
Elemental Plane of Smoke. Her "second" form is that of a beautiful 5'6 tall Half-
Ehkahk appears to be a giant cloud of smoke and Elven woman. In this form, she has the following
smog, approximately 30' in diameter. He can alter his statistics:
size to go as small at 1' in diameter, or as large as 100' Str: 19, Int: 20, Wis: 17, Dex; 16, Con: 20, Cha: 25. In
feet. However, for every 10' increase in size beyond this form, she can control her powers from being a
30, his Armor Class drops by 1 point. Elemental Princess.
Anyone hit by 1 of Enkahk's attacks (taking the form Chlimbia has the following powers, which are always
of smoke like tentacles) must save versus poison with active except in her human form:
a -6 penalty or be affected by a "slow" spell, resulting Heat Metal, 10' radius
from coughing. Blistering Heat, 30' radius (save or take 2d6 points of
Ehkahk can cast the following spells, at 20 th level of heat damage each round)
power, as noted below Chlimbia has the following powers, usable at will, at
Cloud kill: 3/day, Stinking Cloud: 10/day, Wall of 15th level
Fog (at will). Magma Bolt (treat as a Lightning Bolt cast at 20 th
While Ehkahk lacks the summoning powers of his level, no damage restriction, made of Magma) 3/day
fellow Elemental Princes, 2 corrupted Dragons attend Magma Ball (treat as Fireball with the properties of
him. The first is a Male named "AshWind', a Magmabolt) 5/day
corrupted Great Wyrm Mist Dragon of Neutral Evil Wall of Fire (3/day)
Wall of Iron (3/day) The Iron is superheated and One Prime Material Sage has compared her to "a
radiates heat as she does semi-divine Mudman".
Chlimbia can also cast Priest spells (including Dark Bwimb has all the powers of a Mudman from the
Sun Psionic Enchantments if they are available) as a Prime Material plane (at 5x's strength), as well as the
20th level priest, and has the following Psionic's as a following additional powers.
20th level Psionicist with 400 PSP. (And it should be Transmute Rock to Mud/Mud to Rock (at will, 20th
noted, her powers mainly come from "Will and the level of power)
Way" and "Dragon Kings" if they are not available, Wall of Stone (at will, 4/day)
use others) with access to all power types. Tsunami (1/day) (detailed in Oriental Adventures)
Bwimb hates Chlimbia, a result of her conception, and
Bwimb of Ooze (Female) scheme against her constantly.
Bwimb holds a singular distinction among the Para- Also, because of her "heritage" Bwimb she herself has
Elemental Princes. Her parents are Ogremoch, the the ultimate ruler of the Para-Elemental planes, and
Elemental Prince of Evil Earth and Olhydra, schemes to attain the power to enforce her will.
Elemental Princess of Evil Water! She resulted from a Rumor has it she is even considering a "alliance" with
temporary alliance between the two in an attempt to Cyronax to obtain this power, and defeat Chlimbia in
destroy Chlimbia, Imix's daughter. a 2 on 1 fight.
Dispite her (as she puts it) "divine elemental royal
nature", she is not as powerful as one might imagine.

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
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 Combat: Blizzard wolves will attack anything and
predators of the plane of Frost, and resemble nothing anybody that crosses their path. Ice elementals,
so much as white winds and frost coalesced into the mephits, humanoids -- it doesn't matter; once they
form of a long 'tail' and the fore body of a canine attack, they fight until victorious or slain. Blizzard
bearing oversized claws and fangs, with two empty wolves don't so much run as swoop; the creatures are
pits for eyes. When still (something that happens very intangible and can fly at incredible speeds. A pack of
rarely), they more resemble conventional wolves. 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. Habitat/Society: Blizzard wolves live a life of
In combat the wolves attack with two claws and a constant "running" and hunting, attacking and feeding
savage bite; in addition to normal damage, the wind- on anything they encounter. They are entirely
wolves' touch chills for 1-4 hp additional damage. indigenous to the Plane of Frost, though marauding
They take no damage from slashing and half damage bands of the beasts can sometimes be seen on the
from piercing weapons, as the weapons pass right Plane of Ice. It's also said that blizzard wolves have
through the wolf's semi-corporeal body. been spotted on Caina, the eighth layer of Baator. If
In addition, non-magical weapons must save vs. that's true, they must be mighty touch to survive the
magical cold or become brittle, breaking on a roll of attentions of the rapacious gelugons that guard the
1-3 on 1d20. Any unprotected contacts with a blizzard layer.
wolf causes 1-4 hp cold damage.
More fearsome still are the pack tactics of the blizzard Ecology: With no real opponents, blizzard wolves sit
wolves. Working together, a group of three wolves at the top of the heap in the plane of Frost. Their main
can create an effect identical to that of a cone of cold, prey is ice elementals and mephits; the rare ice or frost
up to three times per day. When backed into a corner, genasi and almost unknown planewalker are
a blizzard wolf may panic (50% chance) and release considered especial delicacies. Blizzard wolves give
its most deadly defense. The body of the creature nothing back to their ecology save the odd humanoid
dissolves into nothing and seconds later, an ice storm corpse. Mage chant goes that the semi-corporeal tails
hits the area. This kills the creature, but since other of blizzard wolves are good ingredients in potions of
blizzard wolves are not affected by it can save a cold resistance and the like.
hunting pack by sacrificing one.

Wyvern, Ice
(Author: Robert H. Nichols (catdrag@vnet.net)

Climate/Terrain: Arctic/Mountains
Frequency: Very rare
Organization: Pack
Activity Cycle: Nocturnal
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 Combat: The ice wyvern prefers to attack from
Arctic climes and high mountain ranges of the coldest ambush, surprising its victims and flying off with
terrain. The ice wyvern is distantly related to the whatever prey it can carry. The ice wyvern is able to
normal wyvern, but is slightly smaller and more carry a small pony or a light riding horse (though its
hesitant in entering melee combat. maneuverability class drops to D). If the wyvern is
The ice wyvern appears as a small white dragon, able to surprise its victim, it automatically hits with its
though it lacks the forelegs of the dragon. Its eyes are claws and attempts to fly away with the victim.
usually blue, though the dominant member of the pack After grabbing its victim, the ice wyvern can choose to
has eyes of silver. 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. unsuspecting travelers and horses. When they do this
However, they never get save against fire based they gain a surprise bonus of +3.
attacks and always take an extra point of damage for
every die of damage rolled against it. Because of this, Habitat/Society: The ice wyvern fly in packs. This
ice wyverns are cowardly when facing foes that use allows the wyverns to strike with greater success.
fire, usually fleeing before attacking.
Thrice per day the ice wyvern can breathe a stream of Ecology: The ice wyvern prefers its food frozen.
super-cold air. This air strikes in a line for 3d6 point of When it captures food, it knocks it unconscious and
damage, save vs. breath weapon for half. The ice then shoves it in a snowbank or ice pond to freeze.
wyvern can breathe out to 30 feet. Once it is frozen, the ice wyvern will then eat it.
Because of the ice wyverns white scales and cold
nature, they like to hide in snow banks and leap out on
Non-Player Characters
Ibraekoan “Tentacle” Migral
(Author: draegarius@hotmail.com)
Male Drow
14th Level Ooze Elementalist, 5th Level Priest of Ghaunadaur

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 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: Ibraekoan’s 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 PSP’s 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.
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.
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
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 Airboat Quicksand


Transmute Water to Dust/Improved
1st level spells 9th level spells Create Water
Dagny's Breathwrench Windwar
Feather Fall 7th level spells
Lasting Breath Ash Elemental Spells 8th level spells
Zephyr's Hand 9th level spells
1st level spells Tendrils of Dust
2 level spells
nd
Ash Imprints
Air Fist Ashen Buckler Earth Elemental Spells
Cloud Walk Soot Ball
Dagny's Breath from Within 1st level spells
Filter 2nd level spells Detect Earth
Ride the Wind Burst of Soot Fist of Stone
Shonna's Airsphere Karm's Rockclimbing
Shonna's Updraft 3rd level spells Karm's Stonestaff
Shonna's Windwarp 4th level spells Vanar's Earthstrike
Whispering Wind 5th level spells
Ashen Reconstruction 2nd level spells
3rd level spells Fool's Gold
Dagny's Turbulence 6th level spells Karm's Six Stones
Gust of Wind 7th level spells Karm's Stoneshards
Lance of Disruption Object to Ash Maximilian's Earthen Grasp
Shoal of Air Read the Earth
Shonna's Cyclone 8th level spells Stone Swallow
Shonna's Windrein Defoliate Terese's Earthen Strengthening
Thick Air Vanar's Tremor
Water Breathing/Air Breathing 9th level spells
Wind Wall 3rd level spells
Dust Elemental Spells Alpha's Comet
4th level spells Alpha's Night of the Leonids
Minor Frost Mantle 1st level spells Earth Fist
Orko's Gaseous Form Detect Earth Earthblaster
Roaring Ball of Air Irritating Dust Flame's Earthen Sphere
Whirlwind Karm's Rockclimbing Karm's Improved Stonestaff
Whirlwind Travel Karm's Stonesphere
Wind Breath 2nd level spells Karm's Stonewalk
Wind Shear Dusty Trail Maximilian's Stony Grasp
Read the Earth Shoal of Earth
5th level spells Vanar's Dustcloud Stone Burst
Aerial Protector Warboulder
Airy Water 3rd level spells
Continual Fly Dervan's Dust Vortex 4th level spells
Dust Blind Dig
6th level spells Dusting Earthball
Control Weather Wall of Dust Giga Bolt
High-speed Flight Improved Stone Swallow
4th level spells Karm's Dimensional Earthwalk
7th level spells Dust Cloud Rockwall
Neutralize Gas Vanar's Blasting Sand Stone Beam
Wind Tunnel Stoneskin
5th level spells Turn Pebble to Boulder/Turn Boulder
8th level spells Dust of the Ancient Tomes to Pebble
Air Burn Vanar's Stonespells
Airball 6th level spells Vanar's Tremors
Heat Wave Braduck's Fire Cage
5th level spells Jaan's Fiery Bands Braduck's Fire Grasp
Distance Distortion Jaan's Flaming Missiles Conjured Delayed Fireball
Obsidian Shards Melf's Minute Meteors Cyrene'lhei's Pyric Ring
Passwall Raul's Fire Flight Fellstar's Flame Jet
Stone Shape Searing Serpent Fire Gem
Transmute Rock to Mud/Transmute Wall of Heat Flaming Wheel
Mud to Rock Flashburn
Vanar's Wall of Admittance 4th level spells Gustar's Perpetual Annihilator
Wall of Stone Alpha's Firefall Incediary Cloud
Alpha's Flames of the Faltine Infernal Tornado
6th level spells Alpha's Strafire
Ballant's Stonesplit Cyrene'lhei's Flame Ward 9th level spells
Move Earth Cyrene'lhei's Heat Sphere Braduck's Continuos Spontaneous
Stone to Flesh/Flesh to Stone Fire Aura Human Combustion
Fire Bolt Braduck's Fiery Death
7th level spells Fire Charm Coradon's Conflagoration
Hatch the Stone from the Egg Fire Shield Cyrene'lhei's Dimensional Firehole
Lode Avalanche Fire Trap Fellstar's Flame Sheet
Statue Flame's Reflex Shield Meteor Swarm
Heat Cloak Phoenix
8th level spells Jaan's Fire Blast
Sink Summon Firebrats General Elemental Spells
Stone Protection Wall of Fire
1st level spells
9th level spells 5th level spells Orb of the Elements
Cone of Fire
Fire Elemental Spells Conjured Fireball 2nd level spells
Cruise Fireball 3rd level spells
1st level spells Cyrene'lhei's Fiery Retribution Alamir's Fundamental Breakdown
Affect Normal Fires Cyrene'lhei's Pyroblast Elemental Lash
Burning Hands Eldarr's Flameshroud Elemental Staff
Campfire Fire Protection Vanar's Elemental Indifference
Cyrene'lhei's Fiery Motes Fire Warrior
Cyrene'lhei's Spark Aura Heat Pattern 4th level spells
Eldritch Fire Heat Wave II Conjure Elemental-Kin
Fellstar's Flame Finger Proofing vs. Combustion Elemental Control
Fire Burst Elemental Vulnerability
Human Torch 6th level spells Kiri's Energy Field
Ignite Alpha's Firefountain
Pyric Darts Alpha's Shooting Stars 5th level spells
Raul's Cold Fire Cyrene'lhei's Immolation Alpha's Incantation of Elemental
Raul's Dark Fire Fellstar's Flame Arc Domination
Raul's Flaming Weapon Fellstar's Flame Dome Conjure Elemental
Small Fireball Fire Encasement Vanar's Elemental Transformation
Thanan's Inversion Fire Maze
Forest's Fiery Constrictor 6th level spells
2 level spells
nd Glamden's Acid Fire Elemental Beast
Cyrene'lhei's Fire Bird Orko's Dragonfire Flame's Elemental Square
Cyrene'lhei's Flame Whip Protection from Elements
Excite Fire 7th level spells
Flaming Sphere Alpha's Shadow Fire 7th level spells
Jaan's Fiery Disc Avenging Flame 8th level spells
Mangar's Bloodfire Braduck's Spontaneous Human Orko's Elemental Triads
Pyrotechnics Combustion
Raul's Fiery Circle Cyrene'lhei's Fireshove 9th level spells
Delayed Blast Fireball Elemental Aura
3rd level spells Fire Globe Gate to Inner Plane
Alpha's Comet Fire Hurricane
Alpha's Night of the Leonids Flame Chase Ice Elemental Spells
Control Normal Fires Healing Flame
Cyrene'lhei's Flare Malec-Keth's Flame Fist
1st level spells
Fire Extinguisher Pilpin's Ravaging Spheres of Fire
Andraya's Frost
Fireball Pyros' Emblazonment
Frost’s Bite
Flame Arrow Ice Burst
Gamalan's Fiery Backlash 8th level spells
Ice Staff
Heat Shield Air Burn
Kyrell’s Cold of the Grave
Kyrell’s Ice Blaze
Shara's Icicile Strike 1st level spells Volcanic Geyser
Thanan's Inversion Dancing Lightnings Wall of Magma
Uazzigaaeld’s Cool Breeze Lightning Blast
Magentize 7th level spells
2nd level spells Shocking Grasp Create Lava
Cold Snap Seeker
Gayle's White Mist 2nd level spells
Ice Knife Antra’s Storm Cloud 8th level spells
Icy Blast Kyrell’s Spark Leurocian's Magma Ball
Transmute Water to Ice/Transmute Lightning Speed
Ice to Water 9th level spells
Uazzigaaeld’s Cold Wind 3rd level spells
Unyielding Frost of Andaraya Absorb Lightning Mineral Elemental Spells
Aerie's Thunderclap
3rd level spells Debonair’s Bolt Fist 1st level spells
Andraya's Coldburst Lightning Bolt Karm's Rockclimbing
Heat Shield Lightning Shield Sharp Edge
Kyrell’s Icy Touch Rasp’s Crackling Eyes
Snowball Ren's Stormwall 2nd level spells
Uazzigaaeld’s Frigid Gale Thunder Wall 3rd level spells
Winter’s Chill 4th level spells
4th level spells Freicht's Iron Spears
4 level spells
th
Alpha's Heat Lightning
Alpha's Chill of the Void Cage Lightning 5th level spells
Cyrene'lhei's Flame Ward Giga Bolt Crystal Wall
Dandurnal’s Icepspears Gilidarius’s Energy Burst Empower Gem
Gen's Gigantic Growthball Rusting Grasp
Ice Storm 5th level spells Wall of Iron
Instant Sublimation Alpha's Saint Elmo's Fire Warp Metal
Minor Frost Mantle Cone of Electricity
Protection from Ice Conjured Lightning 6th level spells
Wall of Ice Lightning Ward Glass Coffin
Shock Sphere Glassee
5th level spells
Alcoreax's Icetrail 6th level spells 7th level spells
Blizzard Antra’s Plane of Electricity Gem Swirl
Cone of Cold Chain Lightning
Conjured Frost Bolt Lightning Travel 8th level spells
Frigid Encasement Summon Lightning Shadow Glassteel
Icicles to Daggers Iron Body
Icy Sentinel 7th level spells Rain of Stalactites
Summon Frozen Shade Kyrell’s Explodet
Vanquil's Drifting Blizzard 9th level spells
Vanquil's Freeze Ray 8th level spells Crystal Brittle
Lightning Storm
6th level spells Ooze Elemental Spells
Ice Bolt 9th level spells
Otiluke's Freezing Sphere Althiaost’s Effluvia Column
1st level spells
Snowstorm Windwar
Grease
Uazzigaaeld’s Frigid Snowstorm
Mud Mold
Magma Elemental Spells
7th level spells
2nd level spells
Uazzigaaeld’s Deathly Cold 1st level spells Clay Object
Xanezibar's Baneful Bloodfrost 2nd level spells Flipant's Incandescent Ooze
3rd level spells Slimy Object
8th level spells Molten Ground
Icesteel
3rd level spells
Freeze Storm II 4th level spells Slime
Uazzigaaeld’s Absolute Zero Incandescent Spheres Vanar's Clay Critters
Lava Wave
9th level spells
4th level spells
Elemental Aura (Ice version) 5th level spells Control Oozes
Ice Swarm Lava Pool
Uazzigaaeld’s Cataclysmic Blizzard
5th level spells
6th level spells Jelly Armour
Lightning Elemental Spells Summon Magman Slimy Blob of Imprisonment
Slitherform Gayle's Forceful Mists
Transmute Rock to Mud/Transmute 3rd level spells Orko's Geyser
Mud to Rock Salty Essence Solid Fog

6th level spells 4th level spells 5th level spells


7th level spells Salt Javelins Cloudkill
8th level spells Cone of Steam
Dripping Flesh 5th level spells Magic Mist
6th level spells
9th level spells Salt Pillar 6th level spells
Ooze twin Death Fog
7th level spells Gayle's Beings of Mist
Radiance Elemental Spells 8th level spells Intoxicating Fumes
Abi-Dalzim's Horrid Wilting
1st level spells 7th level spells
Chromatic Orb 9th level spells Fellstar's Flame Fog
Color Spray Salt Boulders 8th level spells
Dancing Lights Incendiary Cloud
Flashing Light Smoke Elemental Spells
Gayle's Glowing Wisps 9th level spells
Gayle's Mistwrap 1 level spells
st Parboiling Cloud
Light Shonna's Smokepuffs
Light Bolt Smoken Figure I Vacuum Elemental Spells
2nd level spells 2nd level spells 1st level spells
Continual Light Pyrotechnics Dagny's Breathwrench
Northlight Smoke sleep
Shifting Colors 2nd level spells
3rd level spells Clarity of the Void
3rd level spells 4th level spells Instant Propulsion
Marc's Blinding Ray 5th level spells
Smoken Figure II 3rd level spells
4 level spells
th
Vacuum Seal
Alpha's Starfire 6th level spells
Beri's Prismatic Rings 7th level spells 4th level spells
Dawn till Dusk Smoke Screen Alpha's Chill of the Void
Marc's Blinding Flash Vacuum Tunnel
Rainbow Pattern 8th level spells
Smoke Cage 5th level spells
5 level spells
th
Wall of Vacuum
Beri's Prismatic Bolts 9th level spells
Conjured Light Smoken Figure III 6th level spells
Monochromatic Light Vacuum Trap
Risley's Rainbow Steam Elemental Spells
7th level spells
6 level spells
th
1 level spells
st Suffocate
7th level spells Gayle's Mistwrap Vacuum Bubble
Beri's Prismatic Armor Sweat
Prismatic Spray Wall of Fog 8th level spells
Vac
8th level spells 2nd level spells
Prismatic Wall Cloud Walk 9th level spells
Fog Cloud
9th level spells Gayle's Misty Trail Water Elemental Spells
Luminescent Wrath Gayle's White Mist
Prismatic Sphere Mist 1st level spells
Stinking Cloud Metamorphose Liquids
Salt Elemental Spells Thanan's Steam Cloud Swim as the Dolphin
Thanan's Hard Water Bolt
1st level spells 3rd level spells Thanan's Waveride
Healing Touch of Salt Gayle's Fingers of Mist
Preserve Gayle's Mistform 2nd level spells
Salty Wounds Gayle's Wall of Mist Insatiable Thirst
Ren's Stormwall Nereid Spit
2nd level spells Thanan's Improved Waveride
Extract Salt 4th level spells Transmute Water to Ice/Transmute
Salt Crystals Attacking Mist Ice to Water
Orko's Geyser Transmute Water to Dust/Improved
3rd level spells Thanan's Spellwater Create Water
Andraya's Water Scout Vitriolic Sphere
Salty Essence Waterball 7th level spells
Shoal of Water Transmute Blood to Water
Wall of Water 5th level spells
Water Breathing/Air Breathing Rusting Grasp 8th level spells
Watery Double Tunnel of the Selkie
6th level spells
4 level spells
th
Lower Water 9th level spells
Andraya's Water Blast Part Water

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 Stone tell - 6th Nature's Charm - 5th


Elemental travel - 7th Animate rock - 7th Produce ice - 5th
Antimineral shell -7th Create shoal - 6th
Air spells Conjure earth elemental - 7th Part water - 6th
Missile flight - 1st Earthquake - 7th Transmute water to dust/Improved
Wind column - 1st Transmute metal to wood - 7th create water - 6th
Breeze message - 2nd Conjure water elemental - 7th
Cloak of winds - 2nd Fire spells Tsunami - 7th
Dust devil - 2nd Firelight -1st Maelstrom - Quest spell
Wind blast - 3rd Log of everburning - 1st
Wind servant -3rd Fire trap - 2nd Weather spells
Zone of sweet air - 3rd Flame blade - 2nd Faerie fire - 1st
Air pocket - 4th Heat metal/chill metal - 2nd Whisperward - 1st
Windborne -4th Produce flame - 2nd Obscurement - 1st
Air walk -5th Flame walk - 3rd Call lightning - 3rd
Cloud of purification - 5th Protection from fire - 3rd Weather prediction - 3rd
Control winds - 5th Pyrotechnics - 3rd Control temperature, 10' radius - 4th
Whirlwind - 6th Produce fire/Quench fire - 4th Protection from lightning - 4th
Conjure Air elemental - 7th Animate flame - 5th Weather stasis - 4th
Wind walk - 7th Wall of fire - 5th Cloudscape - 5th
Conjure fire elemental - 6th Control winds - 5th
Earth spells Fire seeds - 6th Rainbow - 5th
Strength of stone - 1st Chariot of sustarre - 7th Still winds - 5th
Stone quiet - 1st Fire storm - 7th Weather summoning - 6th
Earth affinity - 2nd Lake of fire - 7th Winter's grace - 6th
Sand bar -2nd Control weather - 7th
Soften earth and stone - 2nd Water spells
Meld into stone - 3rd Create water/Destroy water - 1st Moon spells
Stone shape - 3rd Murky water - 2nd Light/Darkness - 1st
Adamantite mace - 4th Riptide - 2nd Moonlight - 3rd
Earthmaw - 4th Sand bar -2nd Starshine - 3rd
Raise reef -4th Watery fist - 2nd Moonbeam - 5th
Nature's charm - 5th Water breathing/Air breathing - 3rd Moonblade - 5th
Spike stones - 5th Water walk - 3rd Moonblaze - 5th
Strenghten stone - 5th Lower water/Raise water - 4th Novam-tamus' light - 5th
Transmute rock to mud/Transmute Raise reef -4th Baneful touch of Alianora -7th
mud to rock - 5th Reflecting pool - 4th Blessed touch of Alianora -7th
Create shoal - 6th Whirlpool - 4th Harvest moon - Quest spell
Appendix 2: Tables
Table 1: Ability Requirements
Strength Dexterity Constitution Intelligence Wisdom Charisma
Ash Genasi 3/18 3/18 3/18 7/18 9/18 3/18
Dust Genasi 3/18 7/18 7/18 5/18 5/18 3/18
Ice Genasi 3/18 7/18 3/18 5/18 3/18 3/18
Lightning Genasi 3/18 9/18 3/18 5/18 9/18 3/18
Magma Genasi 9/18 3/18 7/18 7/18 3/18 3/18
Mineral Genasi 9/18 3/18 5/18 3/18 5/18 3/18
Ooze Genasi 5/18 7/18 7/18 3/18 3/18 3/18
Radiance Genasi 3/18 5/18 3/18 7/18 3/18 9/18
Salt Genasi 3/18 3/18 5/18 5/18 9/18 3/18
Smoke Genasi 3/18 7/18 3/18 7/18 3/18 3/18
Steam Genasi 3/18 7/18 9/18 3/18 3/18 3/18
Vacuum Genasi 3/18 5/18 7/18 5/18 3/18 3/18
Ruvkova 10/18 3/18 12/18 13/18 8/18 3/18

Table 2: Ability Adjustments

Strength Dexterity Constitution Intelligence Wisdom Charisma


Ash Genasi - - - - - -
Dust Genasi -1 +1 +1 - - -1
Ice Genasi - - -1 +1 -1 +1
Lightning Genasi -1 +1 -1 - +1 -
Magma Genasi - - - +1 - -1
Mineral Genasi +1 -1 - - - -
Ooze Genasi - +1 +1 - -1 -1
Radiance Genasi -1 - -1 +1 - +1
Salt Genasi - - - - +1 -1
Smoke Genasi -1 +1 -1 +1 - -
Steam Genasi -1 +1 +1 - -1 -
Vacuum Genasi -1 - +1 - - -
Ruvkova +1 -1 - - +1 -2

Table 3: Average Height and Weight

Height (In inches) Weight (In pounds)


Male Female Male Female
Ash Genasi 60+1d10 59+1d10 150+4d10 100+4d10
Dust Genasi 60+1d10 59+1d10 150+5d10 100+5d10
Ice Genasi 60+1d10 59+1d10 150+5d10 100+5d10
Lightning Genasi 58+1d8 57+1d8 130+4d10 80+4d10
Magma Genasi 61+2d8 60+2d8 160+6d10 110+6d10
Mineral Genasi 67+2d8 66+2d8 190+6d10 140+6d10
Ooze Genasi 60+1d10 59+1d10 150+5d10 100+5d10
Radiance Genasi 60+1d10 59+1d10 150+4d10 100+4d10
Salt Genasi 60+1d10 59+1d10 150+5d10 100+5d10
Smoke Genasi 58+1d8 57+1d8 130+4d10 80+4d10
Steam Genasi 58+1d10 57+1d10 140+4d10 90+4d10
Vacuum Genasi 62+1d10 60+1d10 120+4d10 70+4d10
Ruvkova 84+4d10 80+4d10 250+6d10 200+6d10

Table 4: Age and Aging Effects


Starting Age Middle Age* Old Age** Venerable*** Maximum Age
Genasi (All) 20+1d10 60 80 120 120+6d10
Ruvkova 20+2d10 60 80 100 100+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

Fighter Ranger Paladin Cleric (1) Druid Mage Specialist Thief Bard
Ash Genasi 11 15 - - 13 10 12 (2) - -
Dust Genasi 12 - - - - 11 (3)
- 14
Ice Genasi 11 - - 14 - 15 15 (4) 13 -
Lightning Genasi 12 - - 15 (5) - 11 - - -
Magma Genasi 15 - - 14 - 16 16 (6) - -
Mineral Genasi 14 - 14 12 - 13 13 (7) 9 10
Ooze Genasi 13 - 15 - - 12 - - -
Radiance Genasi 13 - - 12 - 13 (8)
11 14
Salt Genasi 13 - - 12 - - - - 16
Smoke Genasi 11 - - - - 13 - 16 -
Steam Genasi 14 - - - - 13 (9)
- 11
Vacuum Genasi 13 - - 13 - 15 - 14 -
Ruvkova 14 - - - 14 - - - -

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

PP OL F/RT HS MS DN CW RL
Ash Genasi - - - - - - - -
Dust Genasi -15% - - - - +5% - +10%
Ice Genasi - - - -10% - - -5% +15%
Lightning Genasi - - - - - - - -
Magma Genasi - - - - - - - -
Mineral Genasi -5% -5% -5% - - - +10% -
Ooze Genasi - - - - - - - -
Radiance Genasi - - - -20% +10% - - -
Salt Genasi -10% - - - - - -5% +10%
Smoke Genasi - - - +15% +10% - - -
Steam Genasi -10% - - - - +5% +5% +5%
Vacuum Genasi -5% - -10% - +15% - - -

Table 7: Native Plane (For Ruvkova)

Inner Plane Native Element Inner Plane Native Element


Air Major Air* Lightning Major Air, Minor Fire
Earth Major Earth* Steam Major Earth, Minor Fire
Fire Major Fire* Mineral Major Water, Minor Fire
Water Major Water* Radiance Major Fire, Minor Air
Ooze Major Earth, Minor Water Dust Major Earth, Minor Air
Ice Major Water, Minor Air Vacuum Major Air, Minor Earth
Magma Major Fire, Minor Earth Salt Major Water, Minor Earth
Smoke Major Air, Minor Fire Ash Major Fire, Minor Water

Table 8: Elemental Specialists

Elementalist: Basic Para- Positive quasi-


Specializes in: Air, Earth, Fire, Water Ice, Smoke, Ooze, Lightning, Steam,
Magma Mineral, Radiance
Barred from: Ice, Smoke, Ooze, Earth, Fire, Water, Air Vacuum, Salt, Ash, Dust
Magma
Ability scores: Int 14 Int 14 Int 14
Benefits: +3 to save vs. specialty +3 to save vs. specialty +3 to save vs. specialty
schools schools schools
-3 to opponent’s saving -3 to opponent’s saving -3 to opponent’s saving
throw throw throw
+30% to learn spells +30% to learn spells +30% to learn spells
from specialty schools from specialty schools from specialty schools
+15% to learn spells of +15% to learn spells of +15% to learn spells of
elemental other than elemental other than elemental other than
specialty specialty specialty
1/day can cast a spell as 1/day can cast a spell as 1/day can cast a spell as
if he was 1d4 levels if he was 1d4 levels if he was 1d4 levels
higher higher higher
At 11th level the mage At 11th level the mage At 11th level the mage
need not concentrate to need not concentrate to need not concentrate to
control conjured control conjured control conjured
elemental of specialty elemental of specialty elemental of specialty
At 14th level there is no At 14th level there is no At 14th level there is no
chance that a conjured chance that a conjured chance that a conjured
elemental of his specialty elemental of his specialty elemental of his specialty
will turn on him. will turn on him. will turn on him.
Hindrances: –30% to learn non- –30% to learn non- –30% to learn non-
elemental spells elemental spells elemental spells
Cannot use magical Cannot use magical Cannot use magical
items that duplicate items that duplicate items that duplicate
effects similar to spells effects similar to spells effects similar to spells
of schools from his of schools from his of schools from his
barred schools barred schools barred schools

Elementalist: Negative Quasi- Narrow (quasi-) Narrow (para-)


Specializes in: Vacuum, Salt, Dust, Ash A basic school and its A basic school and its
quasi-elements (for para-elements
example: Air, Lightning (for example: Fire,
and Vacuum) Magma and Smoke)
Barred from: Lightning, Steam, Their opposites Their opposites
Mineral, Radiance (for example: Earth, (for example: Ice, Water
Mineral and Dust) and Ooze)
Ability scores: Int 14 Int 14 Int 14
Benefits: +3 to save vs. specialty +3 to save vs. specialty +3 to save vs. specialty
schools schools schools
-3 to opponent’s saving -3 to opponent’s saving -3 to opponent’s saving
throw throw throw
+30% to learn spells +30% to learn spells +30% to learn spells
from specialty schools from specialty schools from specialty schools
+15% to learn spells of +15% to learn spells of +15% to learn spells of
elemental other than elemental other than elemental other than
specialty specialty specialty
1/day can cast a spell as 1/day can cast a spell as 1/day can cast a spell as
if he was 1d4 levels if he was 1d4 levels if he was 1d4 levels
higher higher higher
At 11th level the mage At 11th level the mage At 11th level the mage
need not concentrate to need not concentrate to need not concentrate to
control conjured control conjured control conjured
elemental of specialty elemental of specialty elemental of specialty
At 14th level there is no At 14th level there is no At 14th level there is no
chance that a conjured chance that a conjured chance that a conjured
elemental of his specialty elemental of his specialty elemental of his specialty
will turn on him. will turn on him. will turn on him.
Hindrances: –30% to learn non- –30% to learn non- –30% to learn non-
elemental spells elemental spells elemental spells
Cannot use magical Cannot use magical Cannot use magical
items that duplicate items that duplicate items that duplicate
effects similar to spells effects similar to spells effects similar to spells
of schools from his of schools from his of schools from his
barred schools barred schools barred schools

Elementalist: Broad Composite True


Specializes in: A basic school its quasi- 2-4 elements of the All 16 elemental schools
and para- elements mage’s choice
(for example: Ice, Water,
Ooze, Steam and salt)
Barred from: Their opposites 2-4 elements of the All non-elemental
(for example: Fire, DM’s choice schools
Magma, Smoke, Ash and
radiance)
Ability scores: Int 14 Int 14 Int 16, Con 12
Benefits: +3 to save vs. specialty +3 to save vs. specialty +3 to save vs. specialty
schools schools schools
-3 to opponent’s saving -3 to opponent’s saving -3 to opponent’s saving
throw throw throw
+30% to learn spells +30% to learn spells of +30% to learn spells of
from specialty schools elemental nature elemental nature
+15% to learn spells of +15% to learn spells of 1/day can cast a spell as
elemental other than elemental other than if he was 1d4 levels
specialty specialty higher
1/day can cast a spell as 1/day can cast a spell as At 11th level the mage
if he was 1d4 levels if he was 1d4 levels need not concentrate to
higher higher control conjured
elemental
At 11th level the mage At 11th level the mage At 14th level there is no
need not concentrate to need not concentrate to chance that a conjured
control conjured control conjured elemental will turn on
elemental of specialty elemental of specialty him
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.
Hindrances: –30% to learn non- –30% to learn lesser –30% to learn lesser
elemental spells divination (or universal divination (or universal
magic) spells magic) spells
Cannot use magical Cannot use magical Cannot use magical
items that duplicate items that duplicate items that duplicate
effects similar to spells effects similar to spells effects outside Universal
of schools from his of schools from his and Elemental magic
barred schools barred schools

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 introduce the team of the Great Elemental Netbook who've worked hard over the past
year in bringing you this humble source of elemental fun. Bringing you this all the way from the Holy Land are:

Itzhak Even (ElementalNetbook@rpghost.com) - The brain behind the book. He first came up with the idea and
headed the work as main compiler and assistant editor.

David Alexander (draegarius@hotmail.com) - The working hand on the project, he tried his best to keep spelling
mistakes at bay (wolfsbane anyone?) as main editor and assistant compiler.

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)
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"

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