Elemental Body
Elemental Body spells allow the caster to invest theirtheir own form with a fraction of the power of an Element, increasing there own abilities along the line of the Element they call upon.
This series of Talents is especially popular with the Elemental-kin, as their already partial elemental nature makes such form easy to learn.
|
Table of Contents
Earth Form Fire Form Wind Form Water Form Nature Form Light Form Dark Form |
Earth Form
|
Enhancing the body with the might of Earth itself.
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Terramancy talents or have Orestiad bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Earth Form - Gain +1 Armour, but take a -5% to Weapon Skill, Ranged Weapon Attack and Agility. While active this ability costs 1AP.
|
Rank 2
Heart of Stone - All poison damage is halved.
|
Rank 3
Inherited Earth - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Terramancy talents or have Orestiad bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Earth Form - Gain +1 Armour, but take a -5% to Weapon Skill, Ranged Weapon Attack and Agility. While active this ability costs 1AP.
|
Rank 2
Heart of Stone - All poison damage is halved.
|
Rank 3
Inherited Earth - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
Meld - Travel through stone or earth at a speed of 1m per 3 AP spent.
|
-- Or --
| |
Improved Form - Remove the penalties from Earth Form during use. If all the damage from an attack would be absorbed add +1 AP next turn. Once per turn.
|
Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
| |
Effortless - Reduce the AP cost to maintain this to 0.
|
Rank 6
Earth Incarnate - Gain +1 AC and two more Elemental Abilties.
|
-- Or --
|
Fire Form
|
Enhancing the body with the might of Fire itself.
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Pyromancy talents or have an Ignan bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Fire Form - Smoke rolls off the targets, giving them a +5 to dodge and parry. While active this ability costs 1AP.
|
Rank 2
Heart of Flame - Add +5% to dodge per 3AP spent on movement.
|
Rank 3
Inherited Fire - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Pyromancy talents or have an Ignan bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Fire Form - Smoke rolls off the targets, giving them a +5 to dodge and parry. While active this ability costs 1AP.
|
Rank 2
Heart of Flame - Add +5% to dodge per 3AP spent on movement.
|
Rank 3
Inherited Fire - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
Choking Smoke - Anyone next to the target in close quarters must make a Physical Prowess test or loose 1AP per failure.
|
-- Or --
| |
Improved Form - Half all Fire damage. Upon taking fire damage gain +1 AP for the next turn. Once per turn.
|
Rank 5
(Level 10 and higher)
(Level 10 and higher)
Flicker- Move through an open fire and appear at any other open fire at least as large as a torch within 20m
|
-- Or --
| |
Effortless - Reduce the AP cost to maintain this to 0.
|
Rank 6
(Level 15 or higher)
(Level 15 or higher)
Fire Incarnate - Gain +1 AC and two more Elemental Abilities.
|
-- Or --
|
Wind Form
|
Enhancing the body with the might of Wind itself.
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Aeromancy talents or have an Anemoi bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Wind Form - Gain +1 AC against ranged weapon attacks. While active this ability costs 1AP.
|
Rank 2
Heart of Wind - Use the Flight talent for 1d5 rounds. If the character has the Flight talent it does not cost AP for 1d10 rounds.
|
Rank 3
Inherited Wind - Gain an Ability from the Elemental of your type, or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Aeromancy talents or have an Anemoi bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Wind Form - Gain +1 AC against ranged weapon attacks. While active this ability costs 1AP.
|
Rank 2
Heart of Wind - Use the Flight talent for 1d5 rounds. If the character has the Flight talent it does not cost AP for 1d10 rounds.
|
Rank 3
Inherited Wind - Gain an Ability from the Elemental of your type, or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
-- Or --
| |
Improved Form - Add +10% to Dodge to avoid ranged attacks. Once per turn, on a success, gain +1 AP.
|
Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
| |
Effortless - Reduce the AP cost to maintain this to 0.
|
Rank 6
(Level 15 or higher)
(Level 15 or higher)
Wind Incarnate - Gain +1 AC and two more Elemental Abilities.
|
-- Or --
|
Water Form
|
Enhancing the body with the might of Water itself.
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Aquamancy talents or have a Nokken bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Water Form - Steam billows off the caster, giving them a -5% penalty to hit them in close combat. While active this ability costs 1AP.
|
Rank 2
Heart of Water - While in this form the character cannot drown in water.
|
Rank 3
Inherited Water - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Aquamancy talents or have a Nokken bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Water Form - Steam billows off the caster, giving them a -5% penalty to hit them in close combat. While active this ability costs 1AP.
|
Rank 2
Heart of Water - While in this form the character cannot drown in water.
|
Rank 3
Inherited Water - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
-- Or --
| |
Improved Form - Whenever a melee attack misses gain +1 AP once per turn.
|
Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
| |
Effortless - Reduce the AP cost to maintain this to 0.
|
Rank 6
(Level 15 or higher)
(Level 15 or higher)
Wind Incarnate - Gain +1 AC and two more Elemental Abilities.
|
-- Or --
|
Nature Form
|
Enhancing the body with the might of Nature itself.
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Nature talents or have a Dryda bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Nature Form - The character is covered in plants. They gain half their level in temporary HP, which regenerates at a rate of 1 HP per minute. This regeneration does not count as magical healing, and these HP cannot be regenerated in any other way. While active this ability costs 1AP.
|
Rank 2
Heart of Nature - Increase speed by 2m.
|
Rank 3
Inherited Nature - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Nature talents or have a Dryda bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Nature Form - The character is covered in plants. They gain half their level in temporary HP, which regenerates at a rate of 1 HP per minute. This regeneration does not count as magical healing, and these HP cannot be regenerated in any other way. While active this ability costs 1AP.
|
Rank 2
Heart of Nature - Increase speed by 2m.
|
Rank 3
Inherited Nature - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
-- Or --
| |
Improved Form - When this abilities temporary HP from this talent is depleted it grants them a bonus 1HP
|
Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
| |
Effortless - Reduce the AP cost to maintain this to 0.
|
Rank 6
(Level 15 or higher)
(Level 15 or higher)
Nature Incarnate - Gain +1 AC and two more Elemental Abilities.
|
-- Or --
|
Light Form
|
Enhancing the body with the might of Light itself.
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Luxomancy talents or have a Chalkdyri bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Light Form - The character's body sheds light like a lantern. As an act that costs 2 AP, when attacked, they can force the target to roll twice on their attack and take the worse roll While active this ability costs 1AP.
|
Rank 2
Heart of Light - At a cost of 4 AP the light the character sheds acts as real daylight to those affected by it.
|
Rank 3
Inherited Light - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Luxomancy talents or have a Chalkdyri bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Light Form - The character's body sheds light like a lantern. As an act that costs 2 AP, when attacked, they can force the target to roll twice on their attack and take the worse roll While active this ability costs 1AP.
|
Rank 2
Heart of Light - At a cost of 4 AP the light the character sheds acts as real daylight to those affected by it.
|
Rank 3
Inherited Light - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
-- Or --
| |
Improved Form - If this Talent forces an attack to fail then, once per turn, gain +1 AP.
|
Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
| |
Effortless - Reduce the AP cost to maintain this to 0.
|
Rank 6
(Level 15 or higher)
(Level 15 or higher)
Light Incarnate - Gain +1 AC and two more Elemental Abilities.
|
-- Or --
|
Dark Form
|
Enhancing the body with the might of Dark itself.
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Umbramancy talents or have an Umbresk bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Dark Form - When attacking add +5% to stealth. At the cost of 3AP you can roll to attack twice, and take the better result. While active this ability costs 1AP.
|
Rank 2
Heart of Darkness - Spend 1AP per 3 meters moved. During this movement, they cannot be perceived by normal or magical means.
|
Rank 3
Inherited Darkness - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: Two or more Umbramancy talents or have an Umbresk bloodline.
Duration: Maintained
Action Points: 1AP
Cool Down: None
Rank 1
Dark Form - When attacking add +5% to stealth. At the cost of 3AP you can roll to attack twice, and take the better result. While active this ability costs 1AP.
|
Rank 2
Heart of Darkness - Spend 1AP per 3 meters moved. During this movement, they cannot be perceived by normal or magical means.
|
Rank 3
Inherited Darkness - Gain an Ability from the Elemental of your type or an Ability that they as a player would qualify for.
|
Rank 4
(Level 5 and higher)
-- Or --
| |
Improved Form - Decrease the penalty on the ranged attack by 5%.
|
Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
| |
Effortless - Reduce the AP cost to maintain this to 0.
|
Rank 6
(Level 15 or higher)
(Level 15 or higher)
Wind Incarnate - Gain +1 AC and two more Elemental Abilities.
|
-- Or --
|
|
|