Elementalism

Constrict
By Eric Nickel [Air](Common) Level: 3-6 Casting Time: 1 action Range: Medium(100 ft. + 10 ft./level) Effect: See text Duration: Concentration Saving Throw: Reflex negates Weave Resistance: No

When this weave is cast, ropes of air reach out and wrap around a target, squeezing her slowly. This squeezing causes damage each round that it holds the target. The target gets an opportunity to break the ropes of air each round with a strength check vs. the DC of the weave. While being constricted, the target is prone. This weave can be used on an inanimate object. If the DC to break free of the ropes of air ever exceeds the Break DC of the object, that object cracks and begins breaking.


Casting Level Effect
3rd 1d6+caster level damage each round
4th 2d6+caster level damage each round
5th 3d6+caster level damage each round
6th 4d6+caster level damage each round

+1 Casting Level:   Raise the DC of the strength check required to break free by 2.   This extra level does not count towards the Weave DC.

Deep Freeze
By Eric Nickel [Fire, Water](Rare) Level: 1-9 Casting Time: 1 action Range: Close(25 ft. + 5 ft./2 levels) Target: One Creature Duration: Concentration Saving Throw: Will negates, Fortitude (special) Weave Resistance: Yes

This weave freezes all the water within one creature solid. Creature affected must make a Fort save DC 25 to survive. Frozen creature will melt at 10% per minute in normal room temperature. In temperatures not at room temperature, add or subtract 1% for every 10 degrees higher or lower then room temperature.(Note, thes temperatures are counted in fahrenheit, for celcius add or subtract 1% every 5 degrees.) During his unfreezing process, the creature must make another Fort save DC 15 every 5 minutes or die. While the creature is more then 50% frozen, they have a break DC of 25, hardness of 5, AC equivalent to Defense-4, and 20 hp. The creature may make no actions while frozen.


Casting Level Effect
1st 1 Tiny sized creature
3rd 1 Small sized creature
5th 1 Medium sized creature
7th 1 Large sized creature
9th 1 Huge sized creature

Dust Wall
By Eric Nickel [Air, Earth](Rare) Level: 2-6 Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No

This weave creates a wall of dust, sand, dirt, and debris about 15 ft. tall. Reduces visibility and hinders movement.


Casting Level Area of Effect Effect
2nd 500 ft^2 Causes limited visibility of 10' in wall
4th 2000 ft^2 Causes limited visibility of 5' in wall and movement is half
6th 8000 ft^2 Causes visibility of 0' in wall and movement is quartered.

Essence of Speed
By Eric Nickel [Air](Lost) Level: 2-8 Casting Time: 1 full round Range: Close(25 ft. + 5 ft./2 levels) Target: One to four creature/s Duration: Concentration Saving Throw: Will negates Weave Resistance: No

This weave creates bubbles of air on the bottom of the targets feet. These bubbles increase the movement rate of the affected creatures by causing a spring effect each time the creature takes a step. The effect is an additional movement of +100% of the standard movement. These bubbles also give another effect. The spring factor of the bubbles allows effected creatures to jump better. This Weave gives +5 to jump checks made by the creature's. It also doubles maximum jump distances and heights.

Creatures affected by this Weave seem to float a few inches off the ground. The bottom of the bubble takes on the same texture as the bottom of whatever the bubble is attached to, whether it is shoe, foot or other. All creatures must remain within the range of the caster or the bubbles collapse and disappear.


Casting Level Area if Effect
2nd 1 creature
4th 2 creatures
6th 3 creatures
8th 4 creatures

+1 Casting Level: Double the range and half the movement rate bonus.

Extract Water
By Eric Nickel [Air, Water](Common) Level: 0-3 Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: See text Duration: Instantaneous Saving Throw: None Weave Resistance: No

This weave extracts an amount of water from surrounding air that is capable of drinking or dousing fires. Afterwards, air within area feels dry for a specified amount of time due to the lack of water. The water gathers in the air over a brew time that can last a few rounds. After it is gathered, it falls onto or into whatever is below. The amount of time you must wait after the weave is cast before you may use this weave again is equal to the brew time. Other factors can effect the amount of time the air feels dry(I.E. Rain, Dry spell, in the Waste, ETC.)


Casting Level Amount of Water Area Effected Brew Time
0th 1 Cup 5 ft.-radius circle none
1st 1 Gallon 20 ft.-radius circle 1 round
2nd 10 Gallons 100 ft. radius circle 3 rounds
3rd 50 Gallons 100 ft.-radius circle 5 rounds

Fiery Wall
By Jeff Grygiel [Earth, Fire](Rare) Level: 1-7 Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Area: See Text Duration: Concentration Saving Throw: Reflex half Weave Resistance: No

This weave creates a 10 ft. tall wall of fire where the caster wishes. Those within the wall or attempting to pass through may make a reflex save to get out of the wall assuming the edge is within one move equivalent action. Those who remain within the wall take full damage. The wall provides no force to stop anything from coming through, therefore missile weapons may pass through unhindered. The flame does create one-half concealment for sight purposes.


Casting Level Area Effect
1st 50 sq. ft. 1d6 + caster level fire damage
3rd 500 sq. ft. 2d6 + caster level fire damage
5th 1 sq. mile 3d6 + caster level fire damage
7th 5 sq. mile 4d6 + caster level fire damage

Fire Flow
By Calvin Fort [Air, Fire] (Rare) Level: 4 Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Creates a tendril of fire from an existing source Duration: Instantaneous, see text Saving Throw: Reflex half Weave Resistance: Yes

You cause a tendril of flame 5 feet wide to shoot from an existing fire source and strike as you direct. The path of the tendril can be of any length up to 25 ft + 5 ft./2 levels. Anything touched by the tendril that is flammable is ignited. The tendril does damage as the existing fire source. The tendril can move along the ground, jump into the air or leap over barriers. If the caster can simultaneously cast multiple weaves, this weave can be combined with other instantaneous weaves such as fireball and immolate, thus increasing the effect of those weaves.

+2 Casting Level: You can create another tendril or extend the reach of a tendril by 25 ft. + 5 ft./2 levels. I.e. – At 4th level caster and 8th level weave you can create 3 tendrils reaching 35 ft; 1 tendril reaching 70 ft and 1 reaching 35 ft; or 1 tendril reaching 105 ft.


Heat and Chill
By Calvin Fort [Fire](Common) Level: 0 Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 small object Duration: Instantaneous Saving Throw: None Weave Resistance: Yes

You channel a small flow of fire into an object to warm it to a suitable temperature. This weave is commonly used to warm cold tea. This weave can also be used to chill an object, for example to cool lemonade that has been left out too long.


+2 Casting Levels: The duration changes to concentration, so that the object can reach and be maintained at a boiling or freezing temperature.


Ice Sheet
By Eric Nickel [Fire, Water](Common) Level: 0-1 Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: See text Duration: Concentration Saving Throw: None Weave Resistance: No

This weave uses water from any nearby source(Air, Lake, River, etc.) to create an icy surface. This may be used to temporarily freeze over water or to cover an object with ice to make it slippery. It can be used as an obstacle to movement.


Casting Level Area of Effect Effect
0th 25 sq. ft. Makes surface slick. Must make a balance check DC 10 while in the area. Movement is reduced to 1/2 while in area.
1st 50 sq. ft. Makes surface covered by smooth ice sheet. Must make a balance check DC 15 while in the area. Movement is reduced to 1/2 while in area.

Meteor
By Calvin Fort [Air, Earth, Fire](Rare) Level: 7–12 Casting Time: 1 full round Range: Long (400 ft. + 40 ft./lvl) Area: See Text Duration: Instantaneous Saving Throw: Reflex half for burst, Reflex to avoid for path (See Text) Weave Resistance: Yes

Much like the Fireball weave, you conjure a ball of molten fire, which speeds from your hand to detonate with a load roar. All creatures and objects within the burst radius take damage from the fiery explosion. Unlike Fireball, the explosion creates an immense blast pressure capable of causing immense structural damage to buildings within the blast. The use of this weave typically leaves a crater at the impact and the wreckage of the destroyed buildings within the surrounding blast radius.

You determine the range (distance and possible height) at which the meteor is to strike. A glowing fist-sized ball streaks from you towards the targeted range, and detonates into a destructive explosion upon impact. Unlike Fireball, Meteor MUST impact with a solid barrier, typically the earth, to explode. Meteor can be lobbed over objects and barriers, but it is also powerful enough to simply smash through impeding barriers (and creatures) without prematurely bursting. The streaking Meteor will burn / smash through any wooden object less then 3 feet thick, and any stone or metal object less then 1 foot thick without slowing, leaving a fist-sized hole that is burnt/molten around the edges. The Meteor will not detonate if the targeted surface is too weak, it will simply continue on its path until it strikes something solid enough to stop it. Any creature in the trajectory of the Meteor may attempt a Reflex save to avoid being hit; failure results in taking the full damage as the projectile blasts through them. Those within the burst radius may attempt a reflex for half damage. Creatures who avoid the projectile but are still within the burst radius are subject to saving against the burst, but creatures that are hit by the projectile do not take additional damage from the burst. Creatures size huge (or bigger) are large enough to stop the projectile and are thus are effective as being used as the targeted surface.

The size of the burst area and the damage dealt to creatures and objects within that radius vary with the casting level of the weave.


Casting Level Burst Size Damage Typical Crater Size
7th 35 ft.-radius sphere 4d10+channeler level 7 ft.-radius hole
8th 50 ft.-radius sphere 5d10+channeler level 10 ft.-radius hole
9th 75 ft.-radius sphere 5d10+channeler level 15 ft.-radius hole
10th 100 ft.-radius sphere 6d10+channeler level 20 ft.-radius hole
11th 150 ft.-radius sphere 6d10+channeler level 30 ft.-radius hole
12th 200 ft.-radius sphere 7d10+channeler level 40 ft.-radius hole

Ram of Air
By Calvin Fort [Air] (Common) Level: 3 Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Break attempt an object or Bull Rush a target Duration: Instantaneous Saving Throw: None Weave Resistance: No

You use Air to attempt to break down a door or other object, much as if you had created a large battering ram. You may also attempt to bull rush a single target within range. This weave manifests as a fast moving rippling in the air. It strikes with a strength equal to 15 + channeler level, and is size large (+4 on the opposed strength check for bull rush). When used to bull rush, this ram is always charging and is treated as having the Improved Bull Rush feat.

+1 Casting Level: Increase the range on increment (+1 = medium range, +2 = long range).

+2 Casting Levels: The ram gains a +5 competence bonus on the Strength check to break objects. This effect can be added multiple times (in other words, at +4 casting levels, the weave has a +10 competence bonus and so forth).

+3 Casting Levels: Duration changes to concentration. Once per round, you may select an object within range to try to break or a target to bull rush.


Water Jet
By Eric Nickel [Water](Common) Level: 1-5 Casting Time: 1 action Range: Close(25 ft. + 5 ft./2 levels) Target: One Creature Duration: Instantaneous Saving Throw: Reflex half Weave Resistance: No

This weave pulls water from a local water source (within range of the Weave) and forms it into a high-powered liquid blast that batters an opponent. It can knock down the target. The knockdown DC is based on the assumption that the target is human sized. Change the DC by one step per size category of the creature (i.e. a level 3 Water Jet woven at a large sized creature would have a DC 10 Balance and a small sized creature would have a DC 20 Balance). The water source must be of a size as large or larger then the amount of water taken.


Casting Level Effect
1st 5 gallons causes 1d6 subdual damage (Balance DC 5 or knockdown)
2nd 10 gallons causes 1d6 subdual damage (Balance DC 10 or knockdown)
3rd 25 gallons causes 2d6 subdual damage (Balance DC 15 or knockdown)
4th 50 gallons causes 3d6 subdual damage (Balance DC 20 or knockdown)
5th 100 gallons causes 4d6 subdual damage (Balance DC 25 or knockdown)

Windblade
By Eric Nickel [Air](Common) Level: 0-6 Casting Time: 1 action Range: Medium(100 ft. + 10 ft./level) Effect: See text Duration: Instant Saving Throw: Reflex half Weave Resistance: No

This weave creates thin blades of air that slice opponents. All targets must be within 10 ft. of any other target. There is a second danger while using this weave. If someone stands in between two of the targets, they will take 1d4 damage from stray windblades.


Caster Level Effect
0th 1d4, one target only
1st 1d8, one target only
2nd 2d8 against 1 target or 1d6 against 2 targets
3rd 3d8 against 1, 1d10 against 2, or 1d6 against 3
4th 4d8 against 1, 2d6 against 2, 1d8 against 3, or 1d6 against 4
5th 5d10 against 1, 2d10 + 1 against 2, 1d12 against 3, or 1d10 against 4
6th 6d10 against 1, 3d8 against 2, 2d8 against 3, or 2d6 against 4