From 48239a7544e1f62eb909ceeb0bf461237d632106 Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 09:39:29 -0400 Subject: [PATCH 01/12] Add template --- .../elementalist/combat_feats.md | 5 ++++ .../elementalist/exploration_feats.md | 7 ++++++ .../_experimental/elementalist/features.md | 24 +++++++++++++++++++ .../_experimental/elementalist/powers.md | 17 +++++++++++++ 4 files changed, 53 insertions(+) create mode 100644 rulebook/src/character-options/classes/_experimental/elementalist/combat_feats.md create mode 100644 rulebook/src/character-options/classes/_experimental/elementalist/exploration_feats.md create mode 100644 rulebook/src/character-options/classes/_experimental/elementalist/features.md create mode 100644 rulebook/src/character-options/classes/_experimental/elementalist/powers.md diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/combat_feats.md b/rulebook/src/character-options/classes/_experimental/elementalist/combat_feats.md new file mode 100644 index 0000000..f09fce2 --- /dev/null +++ b/rulebook/src/character-options/classes/_experimental/elementalist/combat_feats.md @@ -0,0 +1,5 @@ +# Combat Feats + +## Feat Title + +**Effects:** Feat effect description. diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/exploration_feats.md b/rulebook/src/character-options/classes/_experimental/elementalist/exploration_feats.md new file mode 100644 index 0000000..6e90b7d --- /dev/null +++ b/rulebook/src/character-options/classes/_experimental/elementalist/exploration_feats.md @@ -0,0 +1,7 @@ +# Exploration Feats + +## Feat title + +**Prerequisites:** Prerequisites for feat to be performed. + +**Effects:** Feat effect description diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/features.md b/rulebook/src/character-options/classes/_experimental/elementalist/features.md new file mode 100644 index 0000000..68461cb --- /dev/null +++ b/rulebook/src/character-options/classes/_experimental/elementalist/features.md @@ -0,0 +1,24 @@ +# Class Name + +## Class Summary + +| Level | Proficiency Bonus | Features | Powers Known | +| :---: | :---------------: | :-----------------------------------------------: | :----------: | +| 1 | +1 | Feats, Core mechanic/Powers, Tactics, Exploration | 3 | +| 2 | +2 | Exploration | 4 | +| 3 | +2 | Attribute Improvement, Feats | 4 | +| 4 | +3 | Tactics | 4 | +| 5 | +3 | Exploration | 5 | +| 6 | +4 | Attribute Improvement, Feats | 5 | +| 7 | +4 | Tactics | 5 | +| 8 | +5 | Exploration | 6 | +| 9 | +5 | Attribute Improvement, Feats | 6 | +| 10 | +6 | Capstone | 6 | + +## Features + +### Feats + +**Level:** 1 + +**Effects:** Gain a new combat feat and a new exploration feat. diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/powers.md b/rulebook/src/character-options/classes/_experimental/elementalist/powers.md new file mode 100644 index 0000000..7378840 --- /dev/null +++ b/rulebook/src/character-options/classes/_experimental/elementalist/powers.md @@ -0,0 +1,17 @@ +# Powers + +## Power Title + +**AP:** AP cost (number). + +**Essence:** Essence cost (number). + +**Category:** Offensive/Defensive/Utility + +**Range:** Range (in tiles, number). + +**Type:** Expertise/Focus/None. + +**Target:** ??? + +**Effects:** Description of skill effect. From c072921421f012d60782a8e60470b2dec3884dd3 Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 12:36:04 -0400 Subject: [PATCH 02/12] Basic features --- .../elementalist/combat_feats.md | 55 ++++++- .../_experimental/elementalist/features.md | 140 ++++++++++++++++-- 2 files changed, 181 insertions(+), 14 deletions(-) diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/combat_feats.md b/rulebook/src/character-options/classes/_experimental/elementalist/combat_feats.md index f09fce2..91c2cda 100644 --- a/rulebook/src/character-options/classes/_experimental/elementalist/combat_feats.md +++ b/rulebook/src/character-options/classes/_experimental/elementalist/combat_feats.md @@ -1,5 +1,56 @@ # Combat Feats -## Feat Title +## Master of the Elements -**Effects:** Feat effect description. +**Effects:** Gain access to a second elemental pairing. You gain access to the twists and hybrid Meld spell associated with that pairing, and any features that depend on this . Learn two additional powers. +Detonating only resets the elemental exposure for the pair of elements that was detonated. + +When you gain this combat feat, sacrifice an exploration feat. + +## Shaped Charge + +**Effects:** When you use your Detonation feature, select one of the following shapes for the effect: + +- a 10-foot radius sphere centered on yourself +- a 20-foot cone centered on yourself, in a direction of your choosing +- a 40-foot x 5 foot line, starting at yourself, in a direction of your choosing + +## Power Cycle + +**Effects:** Whenever you would detonate, you may choose to gain 3 essence rather than the effect listed in your elemental pairing. + +## Gentle Touch + +**Effects:** At the start of each of your turns, you may change your exposure by 1 in any direction. + +### Power Siphon + +**Effects:** The first time each turn that you hit a creature with a Shove, Strike or Grapple attack, gain the benefits of the Recover action. + +### Extremism + +**Effects:** Whenever you cast a spell, change your exposure by 2 rather than 1. Whenever you land a critical hit, change it by 3 rather than 2. + +### Hair-Trigger Detonation + +**Effects:** The maximum number of stacks of exposure that you can have is reduced to 5. Any effects (such as your Detonation class feature) that trigger at 7 stacks of exposure now trigger at 5 instead. + +### Perfect Balance + +**Effects:** While you are at 0 stacks of exposure, gain the enhanced version of all spells. Their critical hit threshold is reduced by 4. + +### Paradoxical Effect + +**Effects:** Whenever you gain exposure, you may choose the direction (but not amount) of the exposure gained. + +### Knife's Edge + +**Effects:** At the end of each of your turns, if you are at 4 or more stacks of exposure, gain an additional AP. + +### Alternating Detonation + +**Effects:** Whenever you detonate, if it is not the same element as your last detonation, any attack made is automatically a critical if it hits. + +### Spellblade + +**Effects:** After you hit a creature with a basic attack, reduce the AP cost of your next spell by 1. This effect can stack. diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/features.md b/rulebook/src/character-options/classes/_experimental/elementalist/features.md index 68461cb..7fc82be 100644 --- a/rulebook/src/character-options/classes/_experimental/elementalist/features.md +++ b/rulebook/src/character-options/classes/_experimental/elementalist/features.md @@ -2,18 +2,18 @@ ## Class Summary -| Level | Proficiency Bonus | Features | Powers Known | -| :---: | :---------------: | :-----------------------------------------------: | :----------: | -| 1 | +1 | Feats, Core mechanic/Powers, Tactics, Exploration | 3 | -| 2 | +2 | Exploration | 4 | -| 3 | +2 | Attribute Improvement, Feats | 4 | -| 4 | +3 | Tactics | 4 | -| 5 | +3 | Exploration | 5 | -| 6 | +4 | Attribute Improvement, Feats | 5 | -| 7 | +4 | Tactics | 5 | -| 8 | +5 | Exploration | 6 | -| 9 | +5 | Attribute Improvement, Feats | 6 | -| 10 | +6 | Capstone | 6 | +| Level | Proficiency Bonus | Features | Spells Known | +| :---: | :---------------: | :-------------------------------------------------------: | :----------: | +| 1 | +1 | Feats, Elemental Opposition, Detonation, Element Twisting | 3 | +| 2 | +2 | Elemental Intuition | 4 | +| 3 | +2 | Attribute Improvement, Feats | 4 | +| 4 | +3 | Elemental Warding | 4 | +| 5 | +3 | Elemental Crafting | 5 | +| 6 | +4 | Attribute Improvement, Feats | 5 | +| 7 | +4 | Tranquility | 5 | +| 8 | +5 | Major Twist | 6 | +| 9 | +5 | Attribute Improvement, Feats | 6 | +| 10 | +6 | Capstone | 6 | ## Features @@ -22,3 +22,119 @@ **Level:** 1 **Effects:** Gain a new combat feat and a new exploration feat. + +### Elemental Opposition + +**Level:** 1 + +**Effects:** The elementalist is a master of magic, shaping the raw elements into tangible form to blast their foes to smithereens. Elementalist spells always cost 2 AP and 3 essence. + +Each of the 12 elements has a natural opposite, creating the following six pairings: + +Sandstorm (air and earth) +Frostfire (fire and water) +Thoughtscour (arcane and eldritch) +Darklight (radiant and umbral) +Lifeforce (primal and decay) +Surgebreaker (electric and corrosive) + +Select a pairing and your initial spells at level 1. The number of spells you know at each level is listed in your class table. +You can only select spells from one of your pariings, and you must always know at least one spell from each of the elements in your pairings. + +In addition, whenever you select a new pairing, you learn a meld spell that combines the power of both elements in your pairing. Meld spells do not count against the number of spells that you know. + +As you cast spells, you build up exposure to the element you are working with. You can limit this exposure by casting spells of the opposing element. As you get stronger, you learn more strategies for controlling your exposure. + +Your exposure ranges from 7 in one element, to 7 in the opposed element, balancing at 0 exposure to either element in the middle. It changes in the following ways: Whenever you cast a spell, your exposure shifts towards that element by 1. If it is a critical hit, the exposure changes by 2 instead. Effects which can hit multiple creatures only change your exposure once for each time they are cast. + +Whenever your exposure to an element is 4 or more, your spells of that element (other than twisting spells) are more powerful but gain a drawback. However, the critical hit threshold for spells of the opposite element is reduced by 4. Meld spells gain both of these benefits, as they count as both elements. Your stacks of exposure reset at the end of each combat. + +When you reach 7 stacks, you explode and your stacks are reset to 0, as described in the Detonate class feature below. + +## Detonation + +**Level:** 1 + +**Effect:** Your elemental energy builds up, exploding in a powerful burst when it overwhelms you. Whenever you reach 7 stacks of exposure, you **detonate**. All creatures within 10 feet of you suffer a harmful effect based on your exposure’s type, listed in the Pairings section below. Reduce your exposure associated with that element to zero. + +## Element Twisting + +**Level:** 1 + +**Effect:** You learn to manipulate the elements around you in ways that help you solve problems outside of combat. The twisting spells associated with each pairing are listed in the Pairings section below. Twisting spells do not count against the number of spells that you know. + +When you reach level 7 and gain access to your second pairing, you also learn the twisting spells associated with those elements. Every twisting spell increases in power at level 10 and 18. + +## Elemental Intuition + +**Level:** 2 + +**Effect:** Your familiarity with the elements allows you to innately sense them around you. You automatically detect any source or usage of your chosen elements within 60 feet of you, and understand approximately what it is being used for. Additionally, you have advantage on any Arcana checks to understand or modify magic that uses your chosen elements. + +### Attribute Improvement + +**Level:** 3 + +**Effects:** Increase one Attribute of your choice by 1. + +### Feats + +**Level:** 3 + +**Effects:** Gain a new combat feat and a new exploration feat. + +### Elemental Warding + +***Level:** 4 + +When you use the Ward action, gain immunity to the damage types in your elemental pairing until the start of your next turn. + +### Elemental Crafting + +***Level:** 5 + +**Effects:** Your knowledge of the push and pull of elemental forces allows you to balance them in the physical objects around you. You have advantage on all skill checks made to Enchant, Disenchant or Invent downtime activities as long as the affix has at least one of the elements in your pairing as a tag. + +### Attribute Improvement + +**Level:** 6 + +**Effects:** Increase one Attribute of your choice by 1. + +### Feats + +**Level:** 6 + +**Effects:** Gain a new combat feat and a new exploration feat. + +### Tranquility + +***Level:** 7 + +**Effects:** At the start of each of your turns, if your exposure is less than 4, gain the benefits of the Recover action. + +### Major Twist + +***Level:** 8 + +**Effects:** Gain access to a pair of downtime activities which enhance the twists known by your elemental pairing. + +### Attribute Improvement + +**Level:** 9 + +**Effects:** Increase one Attribute of your choice by 1. + +### Feats + +**Level:** 9 + +**Effects:** Gain a new combat feat and a new exploration feat. + +### Capstone + +At the end of each of your turns, gain an effect based on your current exposure: + +- 0: Gain the benefits of the Defend and Ward actions. +- 1-3: Set your exposure to any value of your choice. +- 4-6: Detonate without resetting your Exposure. From ded632eb9a61e27e477a640d3625f6f1c33acacd Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 12:51:24 -0400 Subject: [PATCH 03/12] Remove eldritch from pairings --- .../classes/_experimental/elementalist/features.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/features.md b/rulebook/src/character-options/classes/_experimental/elementalist/features.md index 7fc82be..78ef6af 100644 --- a/rulebook/src/character-options/classes/_experimental/elementalist/features.md +++ b/rulebook/src/character-options/classes/_experimental/elementalist/features.md @@ -33,7 +33,7 @@ Each of the 12 elements has a natural opposite, creating the following six pairi Sandstorm (air and earth) Frostfire (fire and water) -Thoughtscour (arcane and eldritch) +Realitywarp (arcane and fate) Darklight (radiant and umbral) Lifeforce (primal and decay) Surgebreaker (electric and corrosive) From d39a0449514772b3815c964f345f365b83efef79 Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 13:37:44 -0400 Subject: [PATCH 04/12] Actually name the capstone --- .../classes/_experimental/elementalist/features.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/features.md b/rulebook/src/character-options/classes/_experimental/elementalist/features.md index 78ef6af..922644c 100644 --- a/rulebook/src/character-options/classes/_experimental/elementalist/features.md +++ b/rulebook/src/character-options/classes/_experimental/elementalist/features.md @@ -13,7 +13,7 @@ | 7 | +4 | Tranquility | 5 | | 8 | +5 | Major Twist | 6 | | 9 | +5 | Attribute Improvement, Feats | 6 | -| 10 | +6 | Capstone | 6 | +| 10 | +6 | Currents of Power | 6 | ## Features @@ -131,7 +131,7 @@ When you use the Ward action, gain immunity to the damage types in your elementa **Effects:** Gain a new combat feat and a new exploration feat. -### Capstone +### Currents of Power At the end of each of your turns, gain an effect based on your current exposure: From 06c41824a40172bb5b26e52b302d92c76296f77d Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 13:49:52 -0400 Subject: [PATCH 05/12] Move into core --- .../classes/{_experimental => }/elementalist/combat_feats.md | 0 .../classes/{_experimental => }/elementalist/exploration_feats.md | 0 .../classes/{_experimental => }/elementalist/features.md | 0 .../classes/{_experimental => }/elementalist/powers.md | 0 4 files changed, 0 insertions(+), 0 deletions(-) rename rulebook/src/character-options/classes/{_experimental => }/elementalist/combat_feats.md (100%) rename rulebook/src/character-options/classes/{_experimental => }/elementalist/exploration_feats.md (100%) rename rulebook/src/character-options/classes/{_experimental => }/elementalist/features.md (100%) rename rulebook/src/character-options/classes/{_experimental => }/elementalist/powers.md (100%) diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/combat_feats.md b/rulebook/src/character-options/classes/elementalist/combat_feats.md similarity index 100% rename from rulebook/src/character-options/classes/_experimental/elementalist/combat_feats.md rename to rulebook/src/character-options/classes/elementalist/combat_feats.md diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/exploration_feats.md b/rulebook/src/character-options/classes/elementalist/exploration_feats.md similarity index 100% rename from rulebook/src/character-options/classes/_experimental/elementalist/exploration_feats.md rename to rulebook/src/character-options/classes/elementalist/exploration_feats.md diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/features.md b/rulebook/src/character-options/classes/elementalist/features.md similarity index 100% rename from rulebook/src/character-options/classes/_experimental/elementalist/features.md rename to rulebook/src/character-options/classes/elementalist/features.md diff --git a/rulebook/src/character-options/classes/_experimental/elementalist/powers.md b/rulebook/src/character-options/classes/elementalist/powers.md similarity index 100% rename from rulebook/src/character-options/classes/_experimental/elementalist/powers.md rename to rulebook/src/character-options/classes/elementalist/powers.md From a96738bcc60f659c8375fea752b53571271f6918 Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 13:54:35 -0400 Subject: [PATCH 06/12] Formatting --- .../src/character-options/classes/elementalist/features.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/rulebook/src/character-options/classes/elementalist/features.md b/rulebook/src/character-options/classes/elementalist/features.md index 922644c..56d8e6c 100644 --- a/rulebook/src/character-options/classes/elementalist/features.md +++ b/rulebook/src/character-options/classes/elementalist/features.md @@ -133,7 +133,9 @@ When you use the Ward action, gain immunity to the damage types in your elementa ### Currents of Power -At the end of each of your turns, gain an effect based on your current exposure: +**Level:** 10 + +**Effects:** At the end of each of your turns, gain an effect based on your current exposure: - 0: Gain the benefits of the Defend and Ward actions. - 1-3: Set your exposure to any value of your choice. From e5f1596de0a52224f5d8a1ea38e0a3c6c982164e Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 14:01:19 -0400 Subject: [PATCH 07/12] Copy-paste element pairings --- .../classes/elementalist/features.md | 359 ++++++++++++++++++ 1 file changed, 359 insertions(+) diff --git a/rulebook/src/character-options/classes/elementalist/features.md b/rulebook/src/character-options/classes/elementalist/features.md index 56d8e6c..75dce46 100644 --- a/rulebook/src/character-options/classes/elementalist/features.md +++ b/rulebook/src/character-options/classes/elementalist/features.md @@ -140,3 +140,362 @@ When you use the Ward action, gain immunity to the damage types in your elementa - 0: Gain the benefits of the Defend and Ward actions. - 1-3: Set your exposure to any value of your choice. - 4-6: Detonate without resetting your Exposure. + +## Elemental Pairings + +### Sandstorm + +#### Sandstorm Meld + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 60 feet + +**Duration:** Instant + +A swirling blast of sand carried by the wind pummels your target. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid air and earth damage, and knock the creature struck back 10 feet. + +If you have at least 4 stacks of air exposure, knock yourself 10 feet away from the creature as well. + +If you have at least 4 stacks of earth exposure, knock the creature prone as well but apply two stacks of rooted to yourself. + +#### Sandstorm Detonation + +When you reach 7 stacks of air exposure, you explode with a huge burst of air. Make a Prowess attack against all other creatures within 10 feet of you. If you hit, knock them back 50 feet. If you miss, knock them back 25 feet instead. + +When you reach 7 stacks of earth exposure, rocks explode from your body. Make an Agility attack against all other creatures within 10 feet of you. If you hit, deal 2d6 + 2 * Presence earth damage and knock them prone. + +#### Wind Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Special + +As you twist the wind beneath the feet of your ally, they gain the ability to fly. Until the end of your next turn, a creature of your choice within range can fly. + +If you are level 10 or higher, the duration of this spell is increased to 10 minutes. + +If you are level 18 or higher, the duration of this spell is increased to one day. + +#### Stone Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +Twisting and warping stone, you bend it to your will. Select up to 4 contingent tiles of your choice within range that are made in either whole or part of stone (including brick and so on). They permanently become difficult terrain. You may also use this spell to eliminate difficult terrain if it is caused by uneven stony ground or a similar phenomenon. + +You may also use this spell to slowly carve away at stone, at the cost of 3 uses of this spell per five foot cube altered. This can be used to create stairs, slowly dig a tunnel or a hole through a wall. You have advantage on any Craftsmanship skill check when you use this spell to help you shape stone. + +If you are level 10 or higher, you can also slowly create stone, up to a five-foot cube per 3 uses of this spell. This might be a barricade, repairing a bridge or creating a small defensive structure as a downtime activity. + +If you are level 18 or higher, you can twist stone much more quickly, literally moving mountains with enough time. You may affect up to 9 tiles at once with a single use of this spell. You may now add or remove stone from up to 5 five foot cubes per use of this spell, letting you create elaborate structures as a downtime activity. + +### Frostfire + +#### Frostfire Meld + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 60 feet + +**Duration:** Instant + +A cold flame gushes forth from you, lighting your target on fire while you chill them. Make an Agility attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid fire and water and apply a stack of chilled. + +If you have at least 4 stacks of fire exposure, set both you and the creature you hit aflame as well. + +If you have at least 4 stacks of cold exposure, apply two stacks of chilled to both yourself and your target instead of only applying a single stack to your target. + +#### Frostfire Detonation + +When you reach 7 stacks of fire exposure, the air itself catches fire. Make an Agility attack against all other creatures within 10 feet of you. If you hit, deal 2d6 + 2 * Presence fire damage. Hit or miss, they are set aflame. + +When you reach 7 stacks of water exposure, a terrible burst of cold emanates from you. Make a Prowess attack against all other creatures within 10 feet of you. If you hit, apply 3 stacks of chilled. If you miss, apply 1 stack of chilled instead. + +#### Fire Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +With a flick of the wrist, you are able to spread or control fires at will. If there is an open source of flame within range, you can spread it to another object or creature within range. If you select a creature, you must make an Agility attack against them, setting them aflame if you hit. + +You may also extinguish a small fire of your choice within range that affects up to a 5 foot cube with this spell. If you use this spell on a creature, they are no longer aflame. + +If you are level 10 or higher, you can cause a fire that you target or spread in this way to burn indefinitely, no longer requiring fuel although it can still be deliberately extinguished. + +If you are level 18 or higher, you can cause a fire that you target or spread in this way to become extremely hard to put out. Extinguishing the fire (including to end the aflame status on a creature) now requires success on a contested Presence (Arcana) skill check against you. + +#### Frost Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +With a pointed finger, you can freeze water solid, allowing you to walk on formerly solid bodies of water or turn puddles into ice slicks. Each time you use this spell, you may cause a 5 foot cube of solid water to turn to ice, or cause up to 4 contiguous tiles that have shallow water on them to turn into an ice slick. + +Whenever a creature attempts to spend movement to enter a tile within this ice for the first time on their turn, make an Agility attack against them. If you hit, they are knocked prone. While on this ice, the effects of all forced movement other than teleportation is doubled. +For example, if you were hit by a blast of wind while on this ice that would normally push you back 10 feet, you travel 20 feet instead. +This ability has no effect on flying creatures. + +The ice remains frozen until after you complete your next rest. + +If you are level 10 or higher, you can sculpt ice into useful, if temporary objects. Doing so requires a successful Expertise (Craftsmanship) skill check. You may create any mundane object that could plausibly be made of ice when you cast this spell (for example, you cannot create rope, torches, chalk, medicinal herbs or a key that you have no idea what it looks like). +You can only sculpt up to a 5 foot cube of ice per casting of this spell. + +If you are level 18 or higher, you can cause the water in the air to condense, and no longer need a source of water to create this effect. +Detonation: Frostfire Detonation + +### Thoughtscour + +#### Thoughtscour Meld + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 60 feet + +**Duration:** Instant + +Blending together pure energy with psionic force, you wipe the mind of your target. Make a Presence attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid arcane and eldritch damage, and apply one stack of pacified to them. + +If you have at least 4 stacks of arcane exposure, apply two stacks of banished to both you and your target instead of pacifying them. + +If you have at least 4 stacks of eldritch exposure, apply two stacks of crazed to both you and your target instead of pacifying them. + +#### Thoughtscour Detonation + +When you reach 7 stacks of arcane exposure, excess magic energy radiates intensely from you. Make an Focus attack against all other creatures within 10 feet of you. If you hit, apply 8 stacks of unstable. If you miss, apply 3 stacks of unstable instead. + +When you reach 7 stacks of eldritch exposure, a bizarre and intense psionic wave emanates from you, driving those nearby temporarily insane. Make a Presence attack against all other creatures within 10 feet of you. If you hit, apply 3 stacks of crazed. If you miss, apply 1 stack of crazed instead. + +#### Essence Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +Unravelling the Weave, you pull apart the magic imbued in a creature or object. Select a creature or unattuned magical item within range. When you use this spell on a creature, remove all stacks of unstable that they have. + +When you use this spell on a magical item that no one is attuned to, you can instantly disenchant it. You have advantage on the skill check made to determine how many essence crystals you recover. + +If you are level 10 or higher, you have advantage on skill checks made to create consumable magical items when you use this spell to help in the process. + +If you are level 18 or higher, you have advantage on skill checks made to create permanent magical items when you use this spell to help in the process.. + +#### Mind Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +Taking advantage of your acquired psionic abilities, you imperceptibly touch the mind of a creature of your choice within range. When you use this spell, gain advantage on the next Insight skill check you make about that creature before your next rest. + +If you are level 10 or higher, you can apply this advantage to a Charisma skill check made towards that creature instead. + +If you are level 18 or higher, you can apply this advantage to a Guidance skill check made towards that creature instead. +Detonation: Thoughtscour Detonation + +### Darklight + +#### Darklight Meld + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 60 feet + +**Duration:** Instant + +Shadow and light swirling together, you cast a beam of terrible energy at your foe. Make a Focus attack against a creature or object of your choice within range. If you hit, deal 1d4 + Presence hybrid radiant and umbral damage, and apply 3 stacks of temperance and 3 stacks of anguish to them. + +If you have at least 4 stacks of radiant exposure, apply 3 additional stacks of temperance to both you and your target. + +If you have at least 4 stacks of umbral exposure apply 3 additional stacks of anguish to both you and your target. + +#### Darklight Detonation + +When you reach 7 stacks of radiant exposure, you explode in a burst of soothing light. Make a Presence attack against all other creatures within 10 feet of you. If you hit, apply 3 stacks of pacified. If you miss, apply 1 stack of pacified instead. + +When you reach 7 stacks of umbral exposure, you disappear into the shadows. Become invisible until the end of your next turn. This effect does not break after you make an attack. + +#### Brilliant Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +Twisting and shaping a source of light, you cause it to glow brilliantly. Select a light source of your choice within range. Until you complete a rest, the radius of the bright and dim light cast by this light source is doubled. You can affect the same light source up to three times with this spell, doubling the light radius each time. You can end this effect at any time as a minor action. + +If you are level 10 or higher, magical items and effects in the amplified light sparkle and glimmer in an obvious fashion as the light catches on threads of the Weave. + +If you are level 18 or higher, everything seems somehow clearer while in this light. Perception and Insight skill checks made using vision have advantage when attempting to look at something under this light. + +#### Shadow Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +With a flick of the wrist, you cause shadows to grow and extinguish light sources. When you cast this spell, extinguish a light source of your choice within range. + +If you are level 10 or higher, the light source you extinguish cannot be relit until you complete a rest except by you unless the creature attempting to relight the light source succeeds on a contested Presence (Arcana) skill check against you. + +If you are level 18 or higher, you can cause shadow to grow and spread. Whenever you cast this spell, you can spread an existing area of darkness within range up to four adjacent tiles. This darkness cannot be lit by any means, and the area is heavily shrouded. It persists until you next complete a rest. + +### Lifeforce + +#### Lifeforce Meld + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 60 feet + +**Duration:** Instant + +You drain the lifeforce from your foe in a strange pulsating beam. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid primal and decay damage, and heal 2 life. Critical hits double the amount of life gained. + +If you have at least 4 stacks of primal exposure, you and your target gain 6 + Presence absorption after the damage takes effect. + +If you have at least 4 stacks of decay exposure, you and your target lose 6 + Presence absorption before the damage takes effect. + +### Lifeforce Detonation + +When you reach 7 stacks of primal exposure, you aggressively and painfully cure those around you, building up your own life force as you do so. Make an Expertise attack against all other creatures within 10 feet of you. If you hit, remove all conditions and afflictions from them. +For each stack of affliction removed in this way, deal 1 primal damage to the creature you removed it from and gain 1 absorption. +For each stack of a condition removed in this way, deal 2 primal damage to the creature you removed it from and gain 2 absorption. + +When you reach 7 stacks of decay exposure, you drain the energy from those around you. Make a Focus attack against all other creatures within 10 feet of you. If you hit, apply 3 stacks of withered and transfer all absorption that they have to yourself.. + +#### Life Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +Knitting together wounds and lifting ailments, you. When you cast this spell, gain the benefits of the Treat minor action affecting a creature of your choice within range. You have advantage on the Focus (Medicine) skill check made to determine its potency. When you use this spell during the Tend downtime activity, you have advantage on the Focus (Medicine) skill check made. + +If you are level 10 or higher, you remove an additional stack of exhaustion (or allow the affected creature to restore an additional half of their maximum life) when you use this spell during the Tend downtime activity. + +If you are level 18 or higher, you may use this spell to apply the effects of a consumable that grants a boon. When you do so, you have advantage on the Focus (Medicine) skill check made to determine how much life is restored. + +#### Death Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +Gently touching the soul of another creature, you are able to manipulate its connection with the afterlife. When you cast this spell, you may gain the benefits of the Scan minor action to check the life of another creature of your choice within range. You have advantage on the Focus (Medicine) skill check made to determine their current life total. + +If you are level 10 or higher, when you use this spell during the Resurrect downtime activity, you have advantage on any Expertise (Medicine) skill checks made. + +If you are level 18 or higher, you may use this spell to prevent a soul from permanently slipping away. You may now use the Soul Anchor downtime activity. If you succeed on a difficulty 20 Focus (Medicine) skill check, remove a stack of transcendence from a soul of your choice within the same font of power that you are currently at. +Detonation: Lifeforce Detonation + +### Surgebreaker + +#### Surgebreaker Meld + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 60 feet + +**Duration:** Instant + +A beam of swirling destructive energy pulses out from you as it strips away your foe’s defenses. Make a Presence attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid electric and corrosive damage, and apply one stack of defenseless. + +If you have at least 4 stacks of electric exposure, deal an additional 1d4 + Presence electric damage to you, your target, and all creatures in a line between you. + +If you have at least 4 stacks of corrosive exposure, apply two stacks of defenseless to both yourself and your target instead of only applying one stack to your target. + +#### Surgebreaker Detonation + +When you reach 7 stacks of electric exposure, a disabling pulse of electricity emanates from you. Make an Agility attack against all other creatures within 10 feet of you. If you hit, apply 2 stacks of lethargic and knock them prone. If you miss, apply 1 stack of lethargic instead. + +When you reach 7 stacks of corrosive exposure, you explode in a shower of acid. Make an Agility attack against all other creatures within 10 feet of you. If you hit, deal 3d6 + 3 * Presence corrosive damage. Deal half as much damage if you miss. + +#### Lightning Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +Lightning flows gently into an object of your choice within range, allowing you to move it as it takes on a modicum of life for a moment. You may move the object and perform any straightforward feat of dexterity such as opening doors, setting a table or approximately tossing an object. You may not activate magical items in this fashion and the force exerted by this effect is limited by your own strength. +You may not perform any particularly challenging tasks in this fashion: anything which would require a skill check, such as picking a lock, carefully stealing an item or breaking open a door is beyond its capacity. When you cast this spell, you may move the object up to 30 feet, although it falls harmlessly to the ground shortly afterwards. + +You may not make attacks or wield weapons in this way. + +If you are level 10 or higher, you may activate consumable items or trinkets that you are attuned to when you cast this spell on them. + +If you are level 18 or higher, you are able to carefully manipulate essence and fine tools with this magic. You may make Arcana, Artifice, Tinkering or Trickery skill checks at a distance when you use this spell. + +#### Acid Twisting + +**Cost:** 1 + +**Casting time:** Major action + +**Range:** 30 feet + +**Duration:** Instant + +Acid drips and bubbles as it reveals weaknesses of all sorts. Select a creature or object within range. When you use this spell against a creature, make an Expose attack against them with advantage. When you use this spell against an object, you have advantage on the next skill check made in the next ten minutes to break or destroy it. + +If you are level 10 or higher, you can slowly eat away at nonliving material that is not being held or worn by any creature, causing it to sizzle into dust. It takes five casts of this spell to obliterate a single 5-foot cube of solid material. + +If you are level 18 or higher, it takes only a single copy of this spell to obliterate a 5-foot cube of material. From b4541268c166b824f3e9efd5a59110c78d9b6f8e Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 14:07:53 -0400 Subject: [PATCH 08/12] Clean up spell metadata --- .../classes/elementalist/features.md | 150 +++++++++--------- 1 file changed, 75 insertions(+), 75 deletions(-) diff --git a/rulebook/src/character-options/classes/elementalist/features.md b/rulebook/src/character-options/classes/elementalist/features.md index 75dce46..62d1168 100644 --- a/rulebook/src/character-options/classes/elementalist/features.md +++ b/rulebook/src/character-options/classes/elementalist/features.md @@ -69,7 +69,7 @@ When you reach level 7 and gain access to your second pairing, you also learn th **Level:** 2 -**Effect:** Your familiarity with the elements allows you to innately sense them around you. You automatically detect any source or usage of your chosen elements within 60 feet of you, and understand approximately what it is being used for. Additionally, you have advantage on any Arcana checks to understand or modify magic that uses your chosen elements. +**Effect:** Your familiarity with the elements allows you to innately sense them around you. You automatically detect any source or usage of your chosen elements within 4 tiles of you, and understand approximately what it is being used for. Additionally, you have advantage on any Arcana checks to understand or modify magic that uses your chosen elements. ### Attribute Improvement @@ -147,13 +147,13 @@ When you use the Ward action, gain immunity to the damage types in your elementa #### Sandstorm Meld -**Cost:** 1 +**AP:** 2 -**Casting time:** Major action +**Essence:** 3 -**Range:** 60 feet +**Category:** Offensive -**Duration:** Instant +**Range:** 4 tiles A swirling blast of sand carried by the wind pummels your target. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid air and earth damage, and knock the creature struck back 10 feet. @@ -169,13 +169,13 @@ When you reach 7 stacks of earth exposure, rocks explode from your body. Make an #### Wind Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Special +**Range:** 4 tiles As you twist the wind beneath the feet of your ally, they gain the ability to fly. Until the end of your next turn, a creature of your choice within range can fly. @@ -185,13 +185,13 @@ If you are level 18 or higher, the duration of this spell is increased to one da #### Stone Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles Twisting and warping stone, you bend it to your will. Select up to 4 contingent tiles of your choice within range that are made in either whole or part of stone (including brick and so on). They permanently become difficult terrain. You may also use this spell to eliminate difficult terrain if it is caused by uneven stony ground or a similar phenomenon. @@ -205,13 +205,13 @@ If you are level 18 or higher, you can twist stone much more quickly, literally #### Frostfire Meld -**Cost:** 1 +**AP:** 2 -**Casting time:** Major action +**Essence:** 3 -**Range:** 60 feet +**Category:** Offensive -**Duration:** Instant +**Range:** 4 tiles A cold flame gushes forth from you, lighting your target on fire while you chill them. Make an Agility attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid fire and water and apply a stack of chilled. @@ -227,13 +227,13 @@ When you reach 7 stacks of water exposure, a terrible burst of cold emanates fro #### Fire Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles With a flick of the wrist, you are able to spread or control fires at will. If there is an open source of flame within range, you can spread it to another object or creature within range. If you select a creature, you must make an Agility attack against them, setting them aflame if you hit. @@ -245,13 +245,13 @@ If you are level 18 or higher, you can cause a fire that you target or spread in #### Frost Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles With a pointed finger, you can freeze water solid, allowing you to walk on formerly solid bodies of water or turn puddles into ice slicks. Each time you use this spell, you may cause a 5 foot cube of solid water to turn to ice, or cause up to 4 contiguous tiles that have shallow water on them to turn into an ice slick. @@ -271,13 +271,13 @@ Detonation: Frostfire Detonation #### Thoughtscour Meld -**Cost:** 1 +**AP:** 2 -**Casting time:** Major action +**Essence:** 3 -**Range:** 60 feet +**Category:** Offensive -**Duration:** Instant +**Range:** 4 tiles Blending together pure energy with psionic force, you wipe the mind of your target. Make a Presence attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid arcane and eldritch damage, and apply one stack of pacified to them. @@ -293,13 +293,13 @@ When you reach 7 stacks of eldritch exposure, a bizarre and intense psionic wave #### Essence Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles Unravelling the Weave, you pull apart the magic imbued in a creature or object. Select a creature or unattuned magical item within range. When you use this spell on a creature, remove all stacks of unstable that they have. @@ -311,13 +311,13 @@ If you are level 18 or higher, you have advantage on skill checks made to create #### Mind Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles Taking advantage of your acquired psionic abilities, you imperceptibly touch the mind of a creature of your choice within range. When you use this spell, gain advantage on the next Insight skill check you make about that creature before your next rest. @@ -330,13 +330,13 @@ Detonation: Thoughtscour Detonation #### Darklight Meld -**Cost:** 1 +**AP:** 2 -**Casting time:** Major action +**Essence:** 3 -**Range:** 60 feet +**Category:** Offensive -**Duration:** Instant +**Range:** 4 tiles Shadow and light swirling together, you cast a beam of terrible energy at your foe. Make a Focus attack against a creature or object of your choice within range. If you hit, deal 1d4 + Presence hybrid radiant and umbral damage, and apply 3 stacks of temperance and 3 stacks of anguish to them. @@ -352,13 +352,13 @@ When you reach 7 stacks of umbral exposure, you disappear into the shadows. Beco #### Brilliant Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles Twisting and shaping a source of light, you cause it to glow brilliantly. Select a light source of your choice within range. Until you complete a rest, the radius of the bright and dim light cast by this light source is doubled. You can affect the same light source up to three times with this spell, doubling the light radius each time. You can end this effect at any time as a minor action. @@ -368,13 +368,13 @@ If you are level 18 or higher, everything seems somehow clearer while in this li #### Shadow Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles With a flick of the wrist, you cause shadows to grow and extinguish light sources. When you cast this spell, extinguish a light source of your choice within range. @@ -386,13 +386,13 @@ If you are level 18 or higher, you can cause shadow to grow and spread. Whenever #### Lifeforce Meld -**Cost:** 1 +**AP:** 2 -**Casting time:** Major action +**Essence:** 3 -**Range:** 60 feet +**Category:** Offensive -**Duration:** Instant +**Range:** 4 tiles You drain the lifeforce from your foe in a strange pulsating beam. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid primal and decay damage, and heal 2 life. Critical hits double the amount of life gained. @@ -402,21 +402,21 @@ If you have at least 4 stacks of decay exposure, you and your target lose 6 + Pr ### Lifeforce Detonation -When you reach 7 stacks of primal exposure, you aggressively and painfully cure those around you, building up your own life force as you do so. Make an Expertise attack against all other creatures within 10 feet of you. If you hit, remove all conditions and afflictions from them. +When you reach 7 stacks of primal exposure, you aggressively and painfully cure those around you, building up your own life force as you do so. Make an Expertise attack against all other creatures within 10 feet of you. If you hit, remove all ailments and afflictions from them. For each stack of affliction removed in this way, deal 1 primal damage to the creature you removed it from and gain 1 absorption. -For each stack of a condition removed in this way, deal 2 primal damage to the creature you removed it from and gain 2 absorption. +For each stack of a ailment removed in this way, deal 2 primal damage to the creature you removed it from and gain 2 absorption. When you reach 7 stacks of decay exposure, you drain the energy from those around you. Make a Focus attack against all other creatures within 10 feet of you. If you hit, apply 3 stacks of withered and transfer all absorption that they have to yourself.. #### Life Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles Knitting together wounds and lifting ailments, you. When you cast this spell, gain the benefits of the Treat minor action affecting a creature of your choice within range. You have advantage on the Focus (Medicine) skill check made to determine its potency. When you use this spell during the Tend downtime activity, you have advantage on the Focus (Medicine) skill check made. @@ -426,13 +426,13 @@ If you are level 18 or higher, you may use this spell to apply the effects of a #### Death Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles Gently touching the soul of another creature, you are able to manipulate its connection with the afterlife. When you cast this spell, you may gain the benefits of the Scan minor action to check the life of another creature of your choice within range. You have advantage on the Focus (Medicine) skill check made to determine their current life total. @@ -445,13 +445,13 @@ Detonation: Lifeforce Detonation #### Surgebreaker Meld -**Cost:** 1 +**AP:** 2 -**Casting time:** Major action +**Essence:** 3 -**Range:** 60 feet +**Category:** Offensive -**Duration:** Instant +**Range:** 4 tiles A beam of swirling destructive energy pulses out from you as it strips away your foe’s defenses. Make a Presence attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid electric and corrosive damage, and apply one stack of defenseless. @@ -467,13 +467,13 @@ When you reach 7 stacks of corrosive exposure, you explode in a shower of acid. #### Lightning Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles Lightning flows gently into an object of your choice within range, allowing you to move it as it takes on a modicum of life for a moment. You may move the object and perform any straightforward feat of dexterity such as opening doors, setting a table or approximately tossing an object. You may not activate magical items in this fashion and the force exerted by this effect is limited by your own strength. You may not perform any particularly challenging tasks in this fashion: anything which would require a skill check, such as picking a lock, carefully stealing an item or breaking open a door is beyond its capacity. When you cast this spell, you may move the object up to 30 feet, although it falls harmlessly to the ground shortly afterwards. @@ -486,13 +486,13 @@ If you are level 18 or higher, you are able to carefully manipulate essence and #### Acid Twisting -**Cost:** 1 +**AP:** 1 -**Casting time:** Major action +**Essence:** 1 -**Range:** 30 feet +**Category:** Utility -**Duration:** Instant +**Range:** 4 tiles Acid drips and bubbles as it reveals weaknesses of all sorts. Select a creature or object within range. When you use this spell against a creature, make an Expose attack against them with advantage. When you use this spell against an object, you have advantage on the next skill check made in the next ten minutes to break or destroy it. From 31e649ec0265d043a243b5a3eb664d5559b47a36 Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 14:31:04 -0400 Subject: [PATCH 09/12] Adapt Twistings --- .../classes/elementalist/features.md | 70 ++++++------------- 1 file changed, 21 insertions(+), 49 deletions(-) diff --git a/rulebook/src/character-options/classes/elementalist/features.md b/rulebook/src/character-options/classes/elementalist/features.md index 62d1168..7e49ff2 100644 --- a/rulebook/src/character-options/classes/elementalist/features.md +++ b/rulebook/src/character-options/classes/elementalist/features.md @@ -117,7 +117,7 @@ When you use the Ward action, gain immunity to the damage types in your elementa ***Level:** 8 -**Effects:** Gain access to a pair of downtime activities which enhance the twists known by your elemental pairing. +**Effects:** Your twists become more powerful or longer lasting, as described in their description. ### Attribute Improvement @@ -179,9 +179,7 @@ When you reach 7 stacks of earth exposure, rocks explode from your body. Make an As you twist the wind beneath the feet of your ally, they gain the ability to fly. Until the end of your next turn, a creature of your choice within range can fly. -If you are level 10 or higher, the duration of this spell is increased to 10 minutes. - -If you are level 18 or higher, the duration of this spell is increased to one day. +If you are level 8 or higher, until the start of your next rest they can fly outside of combat. #### Stone Twisting @@ -195,11 +193,7 @@ If you are level 18 or higher, the duration of this spell is increased to one da Twisting and warping stone, you bend it to your will. Select up to 4 contingent tiles of your choice within range that are made in either whole or part of stone (including brick and so on). They permanently become difficult terrain. You may also use this spell to eliminate difficult terrain if it is caused by uneven stony ground or a similar phenomenon. -You may also use this spell to slowly carve away at stone, at the cost of 3 uses of this spell per five foot cube altered. This can be used to create stairs, slowly dig a tunnel or a hole through a wall. You have advantage on any Craftsmanship skill check when you use this spell to help you shape stone. - -If you are level 10 or higher, you can also slowly create stone, up to a five-foot cube per 3 uses of this spell. This might be a barricade, repairing a bridge or creating a small defensive structure as a downtime activity. - -If you are level 18 or higher, you can twist stone much more quickly, literally moving mountains with enough time. You may affect up to 9 tiles at once with a single use of this spell. You may now add or remove stone from up to 5 five foot cubes per use of this spell, letting you create elaborate structures as a downtime activity. +If you are level 8 or higher, you can also slowly create stone, up to three 1 tile by 1 height tier cubes per use of this spell. This might be a barricade, repairing a bridge or creating a small defensive structure as a downtime activity. ### Frostfire @@ -231,17 +225,15 @@ When you reach 7 stacks of water exposure, a terrible burst of cold emanates fro **Essence:** 1 -**Category:** Utility +**Category:** Offensive **Range:** 4 tiles -With a flick of the wrist, you are able to spread or control fires at will. If there is an open source of flame within range, you can spread it to another object or creature within range. If you select a creature, you must make an Agility attack against them, setting them aflame if you hit. +With a flick of the wrist, you are able to spread or control fires at will. If there is an open source of flame within range, you can spread it to another object or creature within range. If you select a creature, you must make an Agility attack against them, applying 6 + Presnece stacks of aflame on hit. You may also extinguish a small fire of your choice within range that affects up to a 5 foot cube with this spell. If you use this spell on a creature, they are no longer aflame. -If you are level 10 or higher, you can cause a fire that you target or spread in this way to burn indefinitely, no longer requiring fuel although it can still be deliberately extinguished. - -If you are level 18 or higher, you can cause a fire that you target or spread in this way to become extremely hard to put out. Extinguishing the fire (including to end the aflame status on a creature) now requires success on a contested Presence (Arcana) skill check against you. +If you are level 8 or higher, you can cause a fire that you target or spread in this way to burn indefinitely, no longer requiring fuel although it can still be deliberately extinguished. #### Frost Twisting @@ -253,7 +245,7 @@ If you are level 18 or higher, you can cause a fire that you target or spread in **Range:** 4 tiles -With a pointed finger, you can freeze water solid, allowing you to walk on formerly solid bodies of water or turn puddles into ice slicks. Each time you use this spell, you may cause a 5 foot cube of solid water to turn to ice, or cause up to 4 contiguous tiles that have shallow water on them to turn into an ice slick. +With a pointed finger, you can freeze water solid, allowing you to walk on formerly solid bodies of water or turn puddles into ice slicks. Each time you use this spell, you may cause a 5 foot cube of solid water to turn to ice, or cause up to 4 contiguous tiles that have shallow or deep water on them to turn into an ice slick. Whenever a creature attempts to spend movement to enter a tile within this ice for the first time on their turn, make an Agility attack against them. If you hit, they are knocked prone. While on this ice, the effects of all forced movement other than teleportation is doubled. For example, if you were hit by a blast of wind while on this ice that would normally push you back 10 feet, you travel 20 feet instead. @@ -261,12 +253,9 @@ This ability has no effect on flying creatures. The ice remains frozen until after you complete your next rest. -If you are level 10 or higher, you can sculpt ice into useful, if temporary objects. Doing so requires a successful Expertise (Craftsmanship) skill check. You may create any mundane object that could plausibly be made of ice when you cast this spell (for example, you cannot create rope, torches, chalk, medicinal herbs or a key that you have no idea what it looks like). +If you are level 8 or higher, you can sculpt ice into useful, if temporary objects. Doing so requires a successful Expertise (Craftsmanship) skill check. You may create any mundane object that could plausibly be made of ice when you cast this spell (for example, you cannot create rope, torches, chalk, medicinal herbs or a key that you have no idea what it looks like). You can only sculpt up to a 5 foot cube of ice per casting of this spell. -If you are level 18 or higher, you can cause the water in the air to condense, and no longer need a source of water to create this effect. -Detonation: Frostfire Detonation - ### Thoughtscour #### Thoughtscour Meld @@ -303,11 +292,9 @@ When you reach 7 stacks of eldritch exposure, a bizarre and intense psionic wave Unravelling the Weave, you pull apart the magic imbued in a creature or object. Select a creature or unattuned magical item within range. When you use this spell on a creature, remove all stacks of unstable that they have. -When you use this spell on a magical item that no one is attuned to, you can instantly disenchant it. You have advantage on the skill check made to determine how many essence crystals you recover. +When you use this spell on a magical item that no one is attuned to, you can instantly disenchant it. -If you are level 10 or higher, you have advantage on skill checks made to create consumable magical items when you use this spell to help in the process. - -If you are level 18 or higher, you have advantage on skill checks made to create permanent magical items when you use this spell to help in the process.. +If you are level 8 or higher, double any essence crystals gained by disenchanting magical items in this way. #### Mind Twisting @@ -321,10 +308,8 @@ If you are level 18 or higher, you have advantage on skill checks made to create Taking advantage of your acquired psionic abilities, you imperceptibly touch the mind of a creature of your choice within range. When you use this spell, gain advantage on the next Insight skill check you make about that creature before your next rest. -If you are level 10 or higher, you can apply this advantage to a Charisma skill check made towards that creature instead. +If you are level 8 or higher, you can apply this advantage to a Charisma skill check made towards that creature instead. -If you are level 18 or higher, you can apply this advantage to a Guidance skill check made towards that creature instead. -Detonation: Thoughtscour Detonation ### Darklight @@ -360,11 +345,9 @@ When you reach 7 stacks of umbral exposure, you disappear into the shadows. Beco **Range:** 4 tiles -Twisting and shaping a source of light, you cause it to glow brilliantly. Select a light source of your choice within range. Until you complete a rest, the radius of the bright and dim light cast by this light source is doubled. You can affect the same light source up to three times with this spell, doubling the light radius each time. You can end this effect at any time as a minor action. - -If you are level 10 or higher, magical items and effects in the amplified light sparkle and glimmer in an obvious fashion as the light catches on threads of the Weave. +Twisting and shaping a source of light, you cause it to glow brilliantly. Select a light source of your choice within range. Until you complete a rest, the radius of the bright and dim light cast by this light source is doubled. You can affect the same light source up to three times with this spell, doubling the light radius each time. You can end this effect at any time by casting this spell again. -If you are level 18 or higher, everything seems somehow clearer while in this light. Perception and Insight skill checks made using vision have advantage when attempting to look at something under this light. +If you are level 8 or higher, magical items and effects in the amplified light sparkle and glimmer in an obvious fashion as the light catches on threads of the Weave. #### Shadow Twisting @@ -378,9 +361,7 @@ If you are level 18 or higher, everything seems somehow clearer while in this li With a flick of the wrist, you cause shadows to grow and extinguish light sources. When you cast this spell, extinguish a light source of your choice within range. -If you are level 10 or higher, the light source you extinguish cannot be relit until you complete a rest except by you unless the creature attempting to relight the light source succeeds on a contested Presence (Arcana) skill check against you. - -If you are level 18 or higher, you can cause shadow to grow and spread. Whenever you cast this spell, you can spread an existing area of darkness within range up to four adjacent tiles. This darkness cannot be lit by any means, and the area is heavily shrouded. It persists until you next complete a rest. +If you are level 8 or higher, the light source you extinguish cannot be relit until you complete a rest unless the creature attempting to relight the light source succeeds on a contested Presence (Arcana) skill check against you. You may choose to fail this skill check. ### Lifeforce @@ -418,11 +399,9 @@ When you reach 7 stacks of decay exposure, you drain the energy from those aroun **Range:** 4 tiles -Knitting together wounds and lifting ailments, you. When you cast this spell, gain the benefits of the Treat minor action affecting a creature of your choice within range. You have advantage on the Focus (Medicine) skill check made to determine its potency. When you use this spell during the Tend downtime activity, you have advantage on the Focus (Medicine) skill check made. - -If you are level 10 or higher, you remove an additional stack of exhaustion (or allow the affected creature to restore an additional half of their maximum life) when you use this spell during the Tend downtime activity. +Knitting together wounds and lifting ailments, you. When you cast this spell, gain the benefits of the Treat action with advantage affecting a creature of your choice within range. When you use this spell during the Tend downtime activity, gain advantage on the Focus (Medicine) skill check made. -If you are level 18 or higher, you may use this spell to apply the effects of a consumable that grants a boon. When you do so, you have advantage on the Focus (Medicine) skill check made to determine how much life is restored. +If you are level 8 or higher, you remove an additional stack of exhaustion when you use this spell during the Tend downtime activity. #### Death Twisting @@ -434,12 +413,9 @@ If you are level 18 or higher, you may use this spell to apply the effects of a **Range:** 4 tiles -Gently touching the soul of another creature, you are able to manipulate its connection with the afterlife. When you cast this spell, you may gain the benefits of the Scan minor action to check the life of another creature of your choice within range. You have advantage on the Focus (Medicine) skill check made to determine their current life total. +Gently touching the soul of another creature, you are able to manipulate its connection with the afterlife. When you cast this spell, you may gain the benefits of the Scan minor action with advantage. You automatically determine their current life total and learn any . -If you are level 10 or higher, when you use this spell during the Resurrect downtime activity, you have advantage on any Expertise (Medicine) skill checks made. - -If you are level 18 or higher, you may use this spell to prevent a soul from permanently slipping away. You may now use the Soul Anchor downtime activity. If you succeed on a difficulty 20 Focus (Medicine) skill check, remove a stack of transcendence from a soul of your choice within the same font of power that you are currently at. -Detonation: Lifeforce Detonation +If you are level 8 or higher, you have advantage on the Resurrect downtime activity when you use this spell. ### Surgebreaker @@ -480,9 +456,7 @@ You may not perform any particularly challenging tasks in this fashion: anything You may not make attacks or wield weapons in this way. -If you are level 10 or higher, you may activate consumable items or trinkets that you are attuned to when you cast this spell on them. - -If you are level 18 or higher, you are able to carefully manipulate essence and fine tools with this magic. You may make Arcana, Artifice, Tinkering or Trickery skill checks at a distance when you use this spell. +If you are level 8 or higher, you may activate consumable items or perform acts that require dexterity while using this spell. #### Acid Twisting @@ -494,8 +468,6 @@ If you are level 18 or higher, you are able to carefully manipulate essence and **Range:** 4 tiles -Acid drips and bubbles as it reveals weaknesses of all sorts. Select a creature or object within range. When you use this spell against a creature, make an Expose attack against them with advantage. When you use this spell against an object, you have advantage on the next skill check made in the next ten minutes to break or destroy it. - -If you are level 10 or higher, you can slowly eat away at nonliving material that is not being held or worn by any creature, causing it to sizzle into dust. It takes five casts of this spell to obliterate a single 5-foot cube of solid material. +Acid drips and bubbles as it reveals weaknesses of all sorts. Select a creature or object within range. When you use this spell against a creature, make an Exertise attack against them. If you hit, they lose 1 life. When you use this spell against an object, you have advantage on the next skill check made in the next ten minutes to break or destroy it. -If you are level 18 or higher, it takes only a single copy of this spell to obliterate a 5-foot cube of material. +If you are level 8 or higher, you can slowly eat away at nonliving material that is not being held or worn by any creature, causing it to sizzle into dust. You can only destroy a single 5-foot cube of solid material per cast. From 8f46745b97e843ccd5fd83e167968804c4a6e78e Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 15:42:40 -0400 Subject: [PATCH 10/12] Remove thoughtscour --- .../classes/elementalist/features.md | 68 ++----------------- 1 file changed, 6 insertions(+), 62 deletions(-) diff --git a/rulebook/src/character-options/classes/elementalist/features.md b/rulebook/src/character-options/classes/elementalist/features.md index 7e49ff2..17b384d 100644 --- a/rulebook/src/character-options/classes/elementalist/features.md +++ b/rulebook/src/character-options/classes/elementalist/features.md @@ -29,14 +29,13 @@ **Effects:** The elementalist is a master of magic, shaping the raw elements into tangible form to blast their foes to smithereens. Elementalist spells always cost 2 AP and 3 essence. -Each of the 12 elements has a natural opposite, creating the following six pairings: +10 of the elements have a natural opposite, creating the following five pairings: -Sandstorm (air and earth) -Frostfire (fire and water) -Realitywarp (arcane and fate) -Darklight (radiant and umbral) -Lifeforce (primal and decay) -Surgebreaker (electric and corrosive) +- Sandstorm (air and earth) +- Frostfire (fire and water) +- Darklight (radiant and umbral) +- Lifeforce (primal and decay) +- Surgebreaker (electric and corrosive) Select a pairing and your initial spells at level 1. The number of spells you know at each level is listed in your class table. You can only select spells from one of your pariings, and you must always know at least one spell from each of the elements in your pairings. @@ -256,61 +255,6 @@ The ice remains frozen until after you complete your next rest. If you are level 8 or higher, you can sculpt ice into useful, if temporary objects. Doing so requires a successful Expertise (Craftsmanship) skill check. You may create any mundane object that could plausibly be made of ice when you cast this spell (for example, you cannot create rope, torches, chalk, medicinal herbs or a key that you have no idea what it looks like). You can only sculpt up to a 5 foot cube of ice per casting of this spell. -### Thoughtscour - -#### Thoughtscour Meld - -**AP:** 2 - -**Essence:** 3 - -**Category:** Offensive - -**Range:** 4 tiles - -Blending together pure energy with psionic force, you wipe the mind of your target. Make a Presence attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid arcane and eldritch damage, and apply one stack of pacified to them. - -If you have at least 4 stacks of arcane exposure, apply two stacks of banished to both you and your target instead of pacifying them. - -If you have at least 4 stacks of eldritch exposure, apply two stacks of crazed to both you and your target instead of pacifying them. - -#### Thoughtscour Detonation - -When you reach 7 stacks of arcane exposure, excess magic energy radiates intensely from you. Make an Focus attack against all other creatures within 10 feet of you. If you hit, apply 8 stacks of unstable. If you miss, apply 3 stacks of unstable instead. - -When you reach 7 stacks of eldritch exposure, a bizarre and intense psionic wave emanates from you, driving those nearby temporarily insane. Make a Presence attack against all other creatures within 10 feet of you. If you hit, apply 3 stacks of crazed. If you miss, apply 1 stack of crazed instead. - -#### Essence Twisting - -**AP:** 1 - -**Essence:** 1 - -**Category:** Utility - -**Range:** 4 tiles - -Unravelling the Weave, you pull apart the magic imbued in a creature or object. Select a creature or unattuned magical item within range. When you use this spell on a creature, remove all stacks of unstable that they have. - -When you use this spell on a magical item that no one is attuned to, you can instantly disenchant it. - -If you are level 8 or higher, double any essence crystals gained by disenchanting magical items in this way. - -#### Mind Twisting - -**AP:** 1 - -**Essence:** 1 - -**Category:** Utility - -**Range:** 4 tiles - -Taking advantage of your acquired psionic abilities, you imperceptibly touch the mind of a creature of your choice within range. When you use this spell, gain advantage on the next Insight skill check you make about that creature before your next rest. - -If you are level 8 or higher, you can apply this advantage to a Charisma skill check made towards that creature instead. - - ### Darklight #### Darklight Meld From dab5e817f43be9e6bfc784cfc027ab628a2ecefd Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 15:57:46 -0400 Subject: [PATCH 11/12] Revise Detonation variants --- .../classes/elementalist/features.md | 32 +++++++++---------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/rulebook/src/character-options/classes/elementalist/features.md b/rulebook/src/character-options/classes/elementalist/features.md index 17b384d..eaa75bd 100644 --- a/rulebook/src/character-options/classes/elementalist/features.md +++ b/rulebook/src/character-options/classes/elementalist/features.md @@ -54,7 +54,7 @@ When you reach 7 stacks, you explode and your stacks are reset to 0, as describe **Level:** 1 -**Effect:** Your elemental energy builds up, exploding in a powerful burst when it overwhelms you. Whenever you reach 7 stacks of exposure, you **detonate**. All creatures within 10 feet of you suffer a harmful effect based on your exposure’s type, listed in the Pairings section below. Reduce your exposure associated with that element to zero. +**Effect:** Your elemental energy builds up, exploding in a powerful burst when it overwhelms you. Whenever you reach 7 stacks of exposure, you **detonate**. All creatures within a 2 tile range suffer a harmful effect based on your exposure’s type, listed in the Pairings section below. Reduce your exposure associated with that element to zero. ## Element Twisting @@ -154,17 +154,17 @@ When you use the Ward action, gain immunity to the damage types in your elementa **Range:** 4 tiles -A swirling blast of sand carried by the wind pummels your target. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid air and earth damage, and knock the creature struck back 10 feet. +A swirling blast of sand carried by the wind pummels your target. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid air and earth damage, and knock the creature struck back 2 tiles. -If you have at least 4 stacks of air exposure, knock yourself 10 feet away from the creature as well. +If you have at least 4 stacks of air exposure, knock yourself 2 tiles away from the creature as well. If you have at least 4 stacks of earth exposure, knock the creature prone as well but apply two stacks of rooted to yourself. #### Sandstorm Detonation -When you reach 7 stacks of air exposure, you explode with a huge burst of air. Make a Prowess attack against all other creatures within 10 feet of you. If you hit, knock them back 50 feet. If you miss, knock them back 25 feet instead. +When you reach 7 stacks of air exposure, you explode with a huge burst of air. Make a Prowess attack against all other creatures within a 2 tile range. If you hit, knock them back 6 tiles. If you miss, knock them back 3 tiles instead. -When you reach 7 stacks of earth exposure, rocks explode from your body. Make an Agility attack against all other creatures within 10 feet of you. If you hit, deal 2d6 + 2 * Presence earth damage and knock them prone. +When you reach 7 stacks of earth exposure, rocks explode from your body. Make an Agility attack against all other creatures within a 2 tile range. If you hit, deal 2d6 + 2 * Presence earth damage and knock them prone. #### Wind Twisting @@ -214,9 +214,9 @@ If you have at least 4 stacks of cold exposure, apply two stacks of chilled to b #### Frostfire Detonation -When you reach 7 stacks of fire exposure, the air itself catches fire. Make an Agility attack against all other creatures within 10 feet of you. If you hit, deal 2d6 + 2 * Presence fire damage. Hit or miss, they are set aflame. +When you reach 7 stacks of fire exposure, the air itself catches fire. Make an Agility attack against all other creatures within a 2 tile range. If you hit, deal 3d6 + 3 * Presence fire damage. -When you reach 7 stacks of water exposure, a terrible burst of cold emanates from you. Make a Prowess attack against all other creatures within 10 feet of you. If you hit, apply 3 stacks of chilled. If you miss, apply 1 stack of chilled instead. +When you reach 7 stacks of water exposure, a terrible burst of cold emanates from you. Make a Prowess attack against all other creatures within a 2 tile range. If you hit, apply 3 + 1/2 Presnce stacks of chilled. If you miss, apply 1 stack of chilled instead. Hit or miss, then deal 1d4 + 1/2 Presence water damage to them multiplied by the number of stacks of chilled they have. #### Fire Twisting @@ -247,7 +247,7 @@ If you are level 8 or higher, you can cause a fire that you target or spread in With a pointed finger, you can freeze water solid, allowing you to walk on formerly solid bodies of water or turn puddles into ice slicks. Each time you use this spell, you may cause a 5 foot cube of solid water to turn to ice, or cause up to 4 contiguous tiles that have shallow or deep water on them to turn into an ice slick. Whenever a creature attempts to spend movement to enter a tile within this ice for the first time on their turn, make an Agility attack against them. If you hit, they are knocked prone. While on this ice, the effects of all forced movement other than teleportation is doubled. -For example, if you were hit by a blast of wind while on this ice that would normally push you back 10 feet, you travel 20 feet instead. +For example, if you were hit by a blast of wind while on this ice that would normally push you back 2 tiles, you travel 4 tiles instead. This ability has no effect on flying creatures. The ice remains frozen until after you complete your next rest. @@ -275,7 +275,7 @@ If you have at least 4 stacks of umbral exposure apply 3 additional stacks of an #### Darklight Detonation -When you reach 7 stacks of radiant exposure, you explode in a burst of soothing light. Make a Presence attack against all other creatures within 10 feet of you. If you hit, apply 3 stacks of pacified. If you miss, apply 1 stack of pacified instead. +When you reach 7 stacks of radiant exposure, you explode in a burst of blinding light. Make a Prowess attack against all other creatures within a 2 tile range. If you hit, apply 3 + 1/2 Presence stacks of blinded. If you miss, apply 1 stack of blinded instead. Hit or miss, then deal 1d4 + 1/2 Presence radiant damage to them, multiplied by the number of stacks of blinded that they have. When you reach 7 stacks of umbral exposure, you disappear into the shadows. Become invisible until the end of your next turn. This effect does not break after you make an attack. @@ -327,11 +327,11 @@ If you have at least 4 stacks of decay exposure, you and your target lose 6 + Pr ### Lifeforce Detonation -When you reach 7 stacks of primal exposure, you aggressively and painfully cure those around you, building up your own life force as you do so. Make an Expertise attack against all other creatures within 10 feet of you. If you hit, remove all ailments and afflictions from them. -For each stack of affliction removed in this way, deal 1 primal damage to the creature you removed it from and gain 1 absorption. -For each stack of a ailment removed in this way, deal 2 primal damage to the creature you removed it from and gain 2 absorption. +When you reach 7 stacks of primal exposure, you aggressively and painfully cure those around you, building up your own life force as you do so. Make an Expertise attack against all other creatures within a 2 tile range. If you hit, remove all ailments and afflictions from them. +For each stack of afflictions removed in this way, gain 1 absorption and deal 1 primal damage to the creature you removed it from. +For each stack of a ailments removed in this way, gaim 2 asorption and deal 2 primal damage to the creature you removed it. -When you reach 7 stacks of decay exposure, you drain the energy from those around you. Make a Focus attack against all other creatures within 10 feet of you. If you hit, apply 3 stacks of withered and transfer all absorption that they have to yourself.. +When you reach 7 stacks of decay exposure, you drain the energy from those around you. Make a Focus attack against all other creatures within a 2 tile range. If you hit, apply 3 + 1/2 Presence stacks of withered to them and transfer all absorption that they have to yourself. #### Life Twisting @@ -381,9 +381,9 @@ If you have at least 4 stacks of corrosive exposure, apply two stacks of defense #### Surgebreaker Detonation -When you reach 7 stacks of electric exposure, a disabling pulse of electricity emanates from you. Make an Agility attack against all other creatures within 10 feet of you. If you hit, apply 2 stacks of lethargic and knock them prone. If you miss, apply 1 stack of lethargic instead. +When you reach 7 stacks of electric exposure, a disabling pulse of electricity emanates from you. Make an Agility attack against all other creatures within a 2 tile range. If you hit, apply 6 + Presecne stacks of jolted to them and knock them prone. If you miss, apply 3 + 1/2 Presence stacks of jolted to them instead. -When you reach 7 stacks of corrosive exposure, you explode in a shower of acid. Make an Agility attack against all other creatures within 10 feet of you. If you hit, deal 3d6 + 3 * Presence corrosive damage. Deal half as much damage if you miss. +When you reach 7 stacks of corrosive exposure, you explode in a shower of acid. Make an Agility attack against all other creatures within a 2 tile range. If you hit, deal 2d6 + 2 * Presence corrosive damage. Deal half as much damage if you miss. #### Lightning Twisting @@ -396,7 +396,7 @@ When you reach 7 stacks of corrosive exposure, you explode in a shower of acid. **Range:** 4 tiles Lightning flows gently into an object of your choice within range, allowing you to move it as it takes on a modicum of life for a moment. You may move the object and perform any straightforward feat of dexterity such as opening doors, setting a table or approximately tossing an object. You may not activate magical items in this fashion and the force exerted by this effect is limited by your own strength. -You may not perform any particularly challenging tasks in this fashion: anything which would require a skill check, such as picking a lock, carefully stealing an item or breaking open a door is beyond its capacity. When you cast this spell, you may move the object up to 30 feet, although it falls harmlessly to the ground shortly afterwards. +You may not perform any particularly challenging tasks in this fashion: anything which would require a skill check, such as picking a lock, carefully stealing an item or breaking open a door is beyond its capacity. When you cast this spell, you may move the object up to 6 tiles (about 30 feet), although it falls harmlessly to the ground shortly afterwards. You may not make attacks or wield weapons in this way. From 7bc0775d09e87c81a8513b79b4d3cedbb63e4fa0 Mon Sep 17 00:00:00 2001 From: Alice Cecile Date: Tue, 24 Oct 2023 16:12:48 -0400 Subject: [PATCH 12/12] Revise Meld spells --- .../classes/elementalist/features.md | 26 +++++++++---------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/rulebook/src/character-options/classes/elementalist/features.md b/rulebook/src/character-options/classes/elementalist/features.md index eaa75bd..d930796 100644 --- a/rulebook/src/character-options/classes/elementalist/features.md +++ b/rulebook/src/character-options/classes/elementalist/features.md @@ -154,11 +154,11 @@ When you use the Ward action, gain immunity to the damage types in your elementa **Range:** 4 tiles -A swirling blast of sand carried by the wind pummels your target. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid air and earth damage, and knock the creature struck back 2 tiles. +A swirling blast of sand carried by the wind pummels your target. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d8 + Presence hybrid air-earth damage, and knock the creature struck back 2 tiles. -If you have at least 4 stacks of air exposure, knock yourself 2 tiles away from the creature as well. +If you have at least 4 stacks of air exposure, knock yourself 2 tiles away from your target as well. -If you have at least 4 stacks of earth exposure, knock the creature prone as well but apply two stacks of rooted to yourself. +If you have at least 4 stacks of earth exposure, apply two stacks of rooted to yourself. Knock your target prone if you hit. #### Sandstorm Detonation @@ -206,11 +206,11 @@ If you are level 8 or higher, you can also slowly create stone, up to three 1 ti **Range:** 4 tiles -A cold flame gushes forth from you, lighting your target on fire while you chill them. Make an Agility attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid fire and water and apply a stack of chilled. +A cold flame gushes forth from you, lighting your target on fire while you chill them. Make an Agility attack against a creature or object of your choice within range. If you hit, deal 2d8 + 2 * Presence hybrid fire-water damage. -If you have at least 4 stacks of fire exposure, set both you and the creature you hit aflame as well. +If you have at least 4 stacks of fire exposure, add 6 + Presence stacks of aflame to yourself, and 6 + Presence stacks of aflame to your target if you hit. -If you have at least 4 stacks of cold exposure, apply two stacks of chilled to both yourself and your target instead of only applying a single stack to your target. +If you have at least 4 stacks of cold exposure, add 2 stacks of chilled to yourself, and 2 stacks of chilled to your target if you hit. #### Frostfire Detonation @@ -267,11 +267,11 @@ You can only sculpt up to a 5 foot cube of ice per casting of this spell. **Range:** 4 tiles -Shadow and light swirling together, you cast a beam of terrible energy at your foe. Make a Focus attack against a creature or object of your choice within range. If you hit, deal 1d4 + Presence hybrid radiant and umbral damage, and apply 3 stacks of temperance and 3 stacks of anguish to them. +Shadow and light swirling together, you cast a beam of terrible energy at your foe. Make a Focus attack against a creature or object of your choice within range. If you hit, deal 1d4 + 1/2 Presence hybrid radiant-umbral damage. Apply stacks of temperance and anguish to them equal to the damage dealt. -If you have at least 4 stacks of radiant exposure, apply 3 additional stacks of temperance to both you and your target. +If you have at least 4 stacks of radiant exposure, add 6 + Presence stacks of temperance to yourself, and 6 + Presence stacks of temperance to your target if you hit. -If you have at least 4 stacks of umbral exposure apply 3 additional stacks of anguish to both you and your target. +If you have at least 4 stacks of umbral exposure, add 6 + Presence stacks of anguish to yourself, and 6 + Presence stacks of anguish to your target if you hit. #### Darklight Detonation @@ -319,7 +319,7 @@ If you are level 8 or higher, the light source you extinguish cannot be relit un **Range:** 4 tiles -You drain the lifeforce from your foe in a strange pulsating beam. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid primal and decay damage, and heal 2 life. Critical hits double the amount of life gained. +You drain the lifeforce from your foe in a strange pulsating beam. Make a Prowess attack against a creature or object of your choice within range. If you hit, deal 1d8 + Presence hybrid primal-decay damage. Heal equal to the damage dealt. If you have at least 4 stacks of primal exposure, you and your target gain 6 + Presence absorption after the damage takes effect. @@ -373,11 +373,11 @@ If you are level 8 or higher, you have advantage on the Resurrect downtime activ **Range:** 4 tiles -A beam of swirling destructive energy pulses out from you as it strips away your foe’s defenses. Make a Presence attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid electric and corrosive damage, and apply one stack of defenseless. +A beam of swirling destructive energy pulses out from you as it strips away your foe’s defenses. Make a Presence attack against a creature or object of your choice within range. If you hit, deal 1d6 + Presence hybrid electric-corrosive damage and trigger their afflictions. -If you have at least 4 stacks of electric exposure, deal an additional 1d4 + Presence electric damage to you, your target, and all creatures in a line between you. +If you have at least 4 stacks of electric exposure, deal an 1d6 + Presence electric damage to you, your target, and all creatures in a line between you. -If you have at least 4 stacks of corrosive exposure, apply two stacks of defenseless to both yourself and your target instead of only applying one stack to your target. +If you have at least 4 stacks of corrosive exposure, add 2 stacks of defenseless to yourself, and 2 stacks of defenseless to your target if you hit. #### Surgebreaker Detonation