More Elemental Spells

Post/Author/DateTimePost
#1

mystictheurge

May 23, 2006 21:46:28
I went through Magic of Faerun (MoF), Stormwrack (SW), Complete Divine (CD), Complete Arcane (CA), and the Spell Compendium (SC) looking for additional spells that might go on elemental spell lists, like the one's Sage has put together. Here's what I came up with, in spell level order. (I have to admit I skipped some fire spells towards the end, cause there are just so many of them and it's pretty easy to pick them out.)

Air 1 – Updraft: Column of wind lifts you aloft. (SC)
Air 1 – Deep Breath: Your lungs are filled with air. (SC)
Earth 1 – Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attempts. (SC)
Earth 1 – Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies. (SC)
Fire 1 – Animate Fire (Alternate Version): Turn campfire into Small elemental. (SC)
Fire 1 – Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round. (SC)
Fire 1 – Handfire: Your hand glows and can make a touch attack dealing 1d4+1/level, more against undead. (MoF)
Fire 1 – Raging Flame: Fire burns twice as hot, half as long. (SC)
Rain 1 – Thunderhead: Small lightning bolts deal 1d6 damage/round.
Silt 1 – Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through. (SC)
Sun 1 – Nimbus of Light: Sunlight illumines your until released as an attack for 1d8+1/level damage. (CD)
Water 1 – Speedswim: Target gains swim speed 30.
Water 1 – Animate Water: Turn Small or smaller quantity of water into animated object. (CA)
Water 1 – Animate Water (Alternate Version): Turn quantity of water into Small elemental. (SC)
Water 1 – Buoyant Lifting: Underwater creatures rise to surface. (SC)

Air 2 – Master Air: You sprout insubstantial wings and can fly. (MoF)
Air 2 – Wings of Air: Subject’s flight maneuverability improves by one step. (SC)
Earth 2 – Earthbind: Subject creature can’t fly. (SC)
Earth 2 – Earthfast: Double hardness and hit points of stone structures or rock formations. (MoF)
Earth 2 – Earthen Grace: Subject takes only nonlethal damage from stone and earth. (SC)
Earth 2 – Earthen Grasp: Arm made of earth and soil grapples foes. (CA)
Earth 2 – Strength of Stone: Bull’s Strength that ends if you lose contact with the ground. (MoF)
Earth 2 – Tremorsense: Grants tremorsense to a range of 30 feet. (SC)
Fire 2 – Animate Fire: Turn Small or smaller fire into animated object. (CA)
Fire 2 – Heartfire: Subjects outlined by fire, take 1d4 damage/round. (SC)
Rain 2 – Cloudburst: Hampers vision and ranged attacks, puts out normal fires. (CD)
Rain 2 – Cloud of Bewilderment: Generates nauseating10-ft cube. (SC)
Rain 2 – Cloud Wings: +30 ft. to subject’s fly speed. (SC)
Silt 2 – Wall of Gloom: Shadow barrier obscures vision and deters passage. (CA)
Sun 2 – Body of the Sun: Your body emanates fire, dealing 1d4+1 damage. (CD)
Water 2 – Swim: Subject gains swim speed, +8 to swim checks. (SC)

Air 3 – Capricious Zephyr: Gale-force winds push creatures. (SC)
Air 3 – Downdraft: Flying creatures knocked down.
Air 3 – Favorable Wind: Produces a strong wind that lasts 10 min/level. (SW)
Earth 3 – Giant’s Wrath: Pebbles you throw become boulders. (SC)
Earth 3 – Shatterfloor: Deals 1d4 sonic/level plus damage floor surface. (SC)
Earth 3 – Tremor: Subjects knocked prone. (SC)
Fire 3 – Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage. (CD)
Fire 3 – Flame of Faith: Gives weapon the flaming burst quality. (CD)
Magma 3 – Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly. (SC)
Silt 3 – Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly. (SC)
Sun 3 – Flashburst: Flash of light dazzles and blinds in a 20-ft. burst. (MoF)
Sun 3 – Heatstroke: Subject creature takes nonlethal damage and becomes fatigued. (SC)
Water 3 – Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly. (SC)
Water 3 – Sink: Subject sinks in water, must make swim checks. (SC)

Air 4 – Defenstrating Sphere: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage. (CA)
Air 4 – Wind at Back: Doubles overland speed of targets for 12 hours. (SC)
Air 4 – Eye of the Hurricane: Storm pushes creatures, calm at center. (SC)
Air 4 – Summon Elementite Swarm: Summons an elementite swarm to follow your commants (SC/Planar Handbook)
Air 4 – Greater Wings of Air: Subject’s flight maneuverability improves by two steps. (SC)
Earth 4 – Land Womb: You and one creature/level hide within the earth. (SC/MoF)
Earth 4 – Summon Elementite Swarm: Summons an elementite swarm to follow your commants (SC/Planar Handbook)
Fire 4 – Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage. (MoF)
Fire 4 – Fire Stride: Multiple-use dimension door that works only through large fires. (MoF)
Fire 4 – Summon Elementite Swarm: Summons an elementite swarm to follow your commants (SC/Planar Handbook)
Magma 4 – Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage. (MoF)
Magma 4 – Burning Blood: Target takes 1d8 acid damage plus 1d8 fire damage/round. (CA)
Rain 4 – Weather Eye: You accurately predict weather up to one week ahead. (CD)
Silt 4 – Doomtide: Black mist obscures sight, dazes those inside. (CD)
Water 4 – Rushing Waters: Wave makes bull rush attack. (SC)
Water 4 – Summon Elementite Swarm: Summons an elementite swarm to follow your commants (SC/Planar Handbook)
Water 4 – Mass Swim: As swim, but one creature/level. (SC)
Water 4 – Wall of Water: Creates shapeable transparent wall of water. (SC)

Air 5 – Binding Winds: Air prevents target from moving, hinders ranged attacks. (CD) [SC lists as a 2nd level druid spell]
Air 5 – Breath of Truth: Reveals illusions. (MoF)
Air 5 – Cyclonic Blast: Deals 1d6/level, knocks down creatures. (SC)
Air 5 – Wind Tunnel: Ranged weapons gain +10 bonus and double range increment. (MoF)
Earth 5 – Greater Stone Shape: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape. (SC)
Earth 5 – Wall of Sand: Swirling sand blocks ranged attacks, slows movement through. (SC)
Fire 5 – Inferno: Creature bursts into flames and takes fire damage per round. (SC)
Magma 5 – Earth Reaver: Eruption deals 7d6 damage to all in area. (SC)
Rain 5 – Freezing Fog: Fog slows creatures, obscures vision, hinders movement. (CA)
Sun 5 – Blistering Radiance: Sphere of light blinds creatures, deals 2d6 fire damage in 50-ft radius spread. (CA)
Water 5 – Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water. (SC)

Air 6 – Blood Sirocco: Wind bowls over foes and draws away their blood. (SC)
Earth 6 – Crumble: 1d6/level (bypassing hardness) to manufactured object or structure. (MoF)
Eart 6 – Stone Body: Your body becomes living stone. (SC)
Earth 6 – Stonehold: Stony arm trap grapples and damages creatures. (MoF)
Earth 6 – Stone Walk: Linked Areas allow multiple teleportations. (MoF)
Fire 6 – Fires of Purity: Target bursts into magical flame, becomes a dangerous weapon. (CD)
Rain 6 – Stormwalk: Teleport yourself and one creature/2 levels from a storm. (MoF)
Silt 6 – Miasma: [Silt] fills creature’s mouth, suffocating it. (CD)
Sun 6 – Lucent Lance: Ambient light forms lance, deals various damage. (SC)
Sun 6 – Ray of Light: Ray blinds subject. (SC)
Water 6 – Drown: Target immediately begins to drown. (MoF)
Water 6 – Extract Water Elemental: Pulls water from victim, forms water elemental. (SC)

Air 7 – Elemental Body: You take on the qualities of a type of elemental. (SC)
Earth 7 – Elemental Body: You take on the qualities of a type of elemental. (SC)
Earth 7 – Master Earth: Travel through the earth to any location. (MoF)
Fire 7 – Elemental Body: You take on the qualities of a type of elemental. (SC)
Rain 7 – Storm Tower: Tower of swirling clouds absorbs electricity, gives concealment and prevents movement. (MoF)
Rain 7 – Cloudwalkers: Subjects can fly outdoors at speed of 60 ft. (SC)
Silt 7 – Sumberge Ship: You control ship mentally while it travels under[silt]. (SC)
Sun 7 – Holy Star: Mote of energy protects you, attacks foes. (SC)
Sun 7 – Radiant Assault: 1d6 damage/level, victims dazed or dazzled. (SC)
Water 7 – Blood to Water: 2d6 Constitution damage to subjects. (SC)
Water 7 – Elemental Body: You take on the qualities of a type of elemental. (SC)
Water 7 – Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in. (SW)

Earth 8 – Bombardment: Falling rocks deal 1d8 damage/level and bury targets. (MoF)
Earth 8 – Excavate: Creates a permanent passage in earth and walls.
Earth 8 – Heart of Stone: Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year. (CA)
Rain 8 – Stormrage: You can fly and fire lightning from your eyes. (SC)
Water 8 – Maelstrom: Water vortex traps and damages creatures and objects. (SC)

Air 9 – Summon Elemental Monolith: Calls powerful elemental creature to fight for you. (CA)
Air 9 – Greater Whirlwind: As whirlwind, but larger and more destructive. (CD)
Earth 9 – Cast in Stone: Petrifying gaze attack. (MoF)
Earth 9 – Summon Elemental Monolith: Calls powerful elemental creature to fight for you. (CA)
Earth 9 – Undermaster: You gain earth-related spell-like abilities. (SC)
Fire 9 – Summon Elemental Monolith: Calls powerful elemental creature to fight for you. (CA)
Magma 9 – Transmute Rock to Lava: Transforms one 10-ft cube with subsequent fire damage and effects. (CA)
Water 9 – Summon Elemental Monolith: Calls powerful elemental creature to fight for you. (CA)
Water 9 – Mass Drown: As drown, but affects multiple subjects. (SC)
Water 9 – Tsunami: Massive wave deals 1d6 damage/level.
#2

mystictheurge

May 23, 2006 22:31:07
One thing that definitely comes up is the difficulty finding spells that are appropriate for Silt and Magma. But, I had a few thoughts on those.

Magma: I think you can jury-rig a good number of appropriate spells if you take acid spells and change the damage type to fire. Take for instance Acid Arrow , if you rename it Magma Bolt and change the energy type to fire, it makes a decent magma spell. Spells like Acid Fog obviously don't work, but the alternate sources have a large number of acid spells that would probably work with similar adjustments.

Silt: Part of the problem here is that Silt is Athas specific, and even if you increase the parameters to include "dust" there isn't a lot of stuff available. You can additionally expand to darkness/obscuring effects, though they require a bit of adjusting as well. Most darkness or shadow spells are illusions, while that doesn't work for Silt spells. Conjuration would probably be a better school. It also still leaves you without a lot of variety. There's also the potential for a decay aspect here, though withering decay seems more appropriate that rotting decay.