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Spell List Index. Transfer a scroll's power to the target; the scroll is then triggered as. Coward's Lament. Crafter's Curse. Subject takes –5 on. Crafter's Fortune. Subject gains +5 on next. lesser create demiplane, but larger and with planar traits. Create Demiplane, Greater.
Fort +4, Ref +3, Will +0. Immune elemental traits. Offense. Speed 20 ft., swim 90 ft. Melee slam +5 (1d6+3) Special Attacks drench, vortex (DC 13), water mastery. Statistics. Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11. Base Atk +2; CMB +3; CMD 13. Feats Power Attack. Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception ...
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How do I manipulate the elemental nature of my spells?
What are the benefits of elemental spells?
How are spells presented in a list?
An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features. Immunity to bleed, paralysis, poison, sleep effects, and stunning. Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
You can manipulate the elemental nature of your spells. Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type. Level Increase: +1 (an elemental spell uses up a spell slot ...
Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th). *These spells always deal a type of damage determined by your element.
As a general rule, spells with the air, earth, fire, or water trait belong on the list, including spells that add one of those traits depending on how they're cast, such as elemental zone. Spells that are general and appear on every tradition's spell list also make good candidates.
Spells. A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.