Dungeons and Dragons – Mystara
Secret Craft of Air Elementalists
aka Air Elementalist, Airologist, Elementalist of Air, Master of Air, or Stormlords
They are known as an Airologist in the library of the Great School of Glantri. They started out (and can still be found) as the Elementalist of Air, Master of Air, Air Elementalist or Storm Lords of the Alphatian Empire. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

This secret craft was developed by those who have a deep connection with elemental air and the Sphere of Thought. These are abilities granted by the grace of the patrons of the sky and weather.
Source Material: This secret craft was built from material gained from various editions of the game. Principalities of Glantri (gaz3), Midgard Heroes Handbook (mhh), Deep Magic – Elemental Magic (dm14), Encyclopaedia Arcane – Elementalism (The Primordial Force – mgp1008), Xanathar’s Guide to Everything (xge), Ultimate Prestige Classes Vol 2 (Storm Lord).
List of Practitioners of the Airologist Secret Craft
- Initiate –
- 1st Circle – Calcyrx – White Dragon (Fri), Tidal Rich (Tue)
- 3rd Circle – Serena Aendyr (Glantri)
- 5th Circle – Prince Volospin Aendyr (Glantri)
Craft Magical Items – Airologist
- Uncommon
- Rare
- Very Rare
- Legendary
- Artefacts
Ranks of the Airologist Secret Craft
- Initiate (from 1st level)
- 1st Circle (from 6th level)
- 2nd Circle (from 11th level)
- 3rd Circle (from 16th level)
- 4th Circle (from 21st level)
- 5th Circle (from 26th level)
Airologist Initiate
To become an initiate, one must be part of either “The Great School of Magic” in Glantri City, Cult of the Wind, or from the Aphatian Empire. A respected member of the descendants of the Air Genasi (air aspected racial option) is also an option as one of the core crafts of the setting.
Secret Craft – Airologist – Initiate
- Craft Bonus = Proficiency + Int + circle +2 (air elemental aspect, Genasi)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Craft Bonus.
- Bonus Language – Primordial (Auran)
- Associated Sphere – Usually a Thought Immortal, Air Pantheon Immortal, Sky Pantheon Immortal, but any Immortal who is a Patron of air is also valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of Thought (Air) You can make a craft check to use a artefact of thought without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Air Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
Airologist Additional Crit Effects
- Airologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in Elemental Lightning which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Auran until you finish a long rest and have disadvantage on rolls using the language.
- Airologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in Elemental Lightning but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Auran language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.
Airologist Secret Craft
Associated Options – This is the Association between secret crafts, patrons, Immortals and classes and other class options.
- Patrons of
- Matter – Living – Agriculture (4)
- Thought – Science – Agriculture (4)
- Dual Matter/Thought – Living Science – Agriculture (4)
- Elements – Air (3)
- Nationality – Alphatian Empire – Alphatian Empire (3)
- Racial –
- Aerial Races – Aerial Races (2)
- Genasi Races – Air (3)
- Energy Immortals – Alphatia (Alphatian Empire), Ninsun (Agriculture), Razud (Alphatian Empire)
- Matter Immortals – Terra (Agriculture),
- Thought Immortals – Air Elemaster (Aerial Races, Air), Frey (Agriculture), Odin (Air), Palartarken (Air, Alphatian Empire), Ralon (Agriculture),
- Time Immortals – Simurgh (Aerial Races)
Pantheons
- Primary Pantheon/Immortals – Air (Air Elemaster, Odin, Palartarkan), Alphatian Empire (Air Elemaster, Alphatia, Odin, Palartarkan, Razud), Dwarven and Gnome (Frey, Ninsun, Ralon, Terra), Forest (Frey, Ninsun, Ralon, Terra), Halfling (Frey, Ninsun, Ralon, Terra), Land Guilds (Frey, Ninsun, Ralon, Terra), Myoshima (Frey, Ninsun, Ralon, Terra),
- Secondary Pantheon/Immortals – Dwarven and Gnome (Palartarkan, Terra), Earth (Terra), Elven (Alphatia, Frey), Ethengarian (Frey), Forest (Air Elemaster), Giantkin (Frey), Halfling (Odin, Razud), Hollow World (Alphatia), Land Guilds (Alphatia), Makai (Palartarkan, Razud), Myoshima (Palartarkan), Norse (Frey, Odin), Ocean (Air Elemaster), Radiance (Air Elemaster, Palartarkan), Shadowlands (Air Elemaster), Thyatian Empire (Frey, Odin, Razud), Traladaran (Palartarkan), Ylari (Air Elemaster),
- Councils – Ancient Ones (Air Elemaster, Odin), Assembly (Air Elemaster, Alphatia, Frey, Ninsun, Odin, Palartarkan, Ralon, Razud, Terra), Celestials (Alphatia, Frey), Elemental Rules (Air Elemaster), Energy (Alphatia, Ninsun, Razud), Hierarchs (Air Elemaster, Ninsun, Odin, Razud, Terra), Matter (Terra), Spheres (Air Elemaster, Odin, Terra), Temporals (Palartarkan, Ralon), Thought (Air Elemaster, Frey, Odin, Palartarkan, Ralon),
Class Options
- Barbarian – Storm Herald – Sea (Agriculture, Air)
- Cleric – Air (Agriculture, Air), Tempest (Agriculture, Air)
- Monk – Elements – Air (Agriculture, Air),
- Paladin – Thunder (Agriculture, Air),
- Sorcerer – Draconic Bloodline – Air (Agriculture, Air), Elemental Essence – Air (Agriculture, Air), Storm Sorcery (Agriculture, Air),
- Warlock – Genie Lord – Air (Agriculture, Air),
- Wizard – Elementalist – Air (Agriculture, Air),
Available Feats
Elemental Adept (ph166, Agriculture, Air), Negotiator (Agriculture, Air), Survivor (Agriculture, Air),
Spell List – Secret Craft – Airologist (Air)
(Air, Lighting and Thunder based spells)
Cantrip – Booming Blade (scag142), Breeze (ea08), Fist of Air (br207), Gust (xge158), Headwind (bls68), Lightning Lure (scag143), Shocking Grasp (ph276), Spectral Weapon (GM), Thunder Bolt (mhh197), Thunderclap (xge168), Wind Lash (mhh202),
1st Level Spells – Absorb Elements (xge150), Circle of Wind – R (mhh157), Protection from Evil and Good – R (ph271), Thunderous Smite (ph283), Thunderwave (ph283), Wind Tunnel (mhh203), Witch Bolt (ph290), With the Wind – R (bls129),
2nd Level Spells – Air Forge – R (bls12), Charged Missile (bls29), Dust Devil (xge154), Elemental Horns (mhh165), Gust of Wind – R (ph248), Levitate – R (ph255), Pass through Element – R (ea08), Reverberate (mhh188), Rolling Thunder (mhh189), Shatter (ph276), Skywrite – R (xge165), Warding Wind (xge170), Wind Armour – R (ea08),
3rd Level Spells – Air Breathing – R (bls12), Air Bridge – R (bls12), Awaken Element – R (ea08), Call Lightning (ph220), Charged Touch (bls29), Dispel Magic – R (ph235), Electromagnetic Storm (bls50), Elemental Shape (mgp1008), Elemental Weapon (ph238), Fly (ph244), Gaseous Form (ph245), Lightning Arrow (ph256), Lightning Bolt (ph256), Magic Circle – RO (ph257), Thunderstrike (mhh197), Protection from Energy (ph271), Upwards Thrust (mhh185), Wind Wall (ph289)
4th Level Spells – Air Sphere – R (bls13), Conjure Minor Elementals – RO (ph226), Elemental Bane (xge155), Erode (ea08), Siphon Elemental Lifeforce (ea08), Storm Sphere (xge166)
5th Level Spells – Conjure Elemental – RO (ph225), Control Winds – R (xge152), Destructive Wave (ph232), Inner Storm (bls76), Magic Circle against Energy – R (ea08), Wind Bindings (ea08)
- 6th Level – Elemental Fabrication – R (ea08), Elemental Scimitar (bls51), Investiture of Element (xge159), Lightning Storm (bls81), Lightning Wheel (bls82), Primordial Ward (xge163), Suffocate (ea08)
- 7th Level – Ebon Lightning (bls50), Electrical Storm (bls50), Vacuum Slash (mgp1008), Whirlwind (xge171)
- 8th Level – Control Weather – R (ph228), Elemental Infusion (bls51)
- 9th Level – Circle of Devastation (mhh157), Gate (ph244)
R – Ritual Spells.
Sourcebooks: bls, br, ea08, mhh, ph, scag, xge
Airologist 1st Circle (Apprentice)
Secret Crafts – Airologist – 1st Circle
Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.
Airologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft radius. All lighting or thunder attacks treat a damage dice rolled of 2 or less as a 2.
Airologist Apprentice Enhancements and Powers (Requires Airologist Apprentice to be active)
- Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d4 Lightning damage and 1d4 thunder damage. Each strike can be heard 120 ft away.
- Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d4 Lightning damage and 1d4 Sonic damage.
- Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to Lightning or Sonic Damage.
- Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
- Elemental Walk (Power SB 1 DC 16): As a Bonus action you can walk over clouds or smoke or treating as difficult terrain until the end of your next turn.
Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.
Airologist Apprentice Downtime
- Elemental Air Aspect (SB 1) You can change your aspect to Air, or gain it as an elemental aspect if you did not already have one.
- Elemental Air Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
- Elemental Air Familiar (SB 1+): You spend a week to training a familiar to take on Air Elemental traits. This gives the familiar once per short rest the ability to turn into air for 1 round per level taking on the abilities of air form, air movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Sky or Air pantheons). You cannot recover the soul burn while you retain the familiar.
- Elemental Air Companion (SB 1+): You spend a week to training a companion to take on Air Elemental traits. This gives the companion once per short rest the ability to turn into air for 1 round per level taking on the abilities of air form, air movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Sky or Air pantheons). You cannot recover the soul burn while you retain the companion.
- Elemental Air Mount (SB 1+): You spend a week to training a mount to take on Air Elemental traits. This gives the mount once per short rest the ability to turn into air for 1 round per level taking on the abilities of air form, air movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Sky or Air pantheons). You cannot recover the soul burn while you retain the mount.
- Air Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.
Reference Notes for Elemental Air Creature Abilities
- Air Form – while in fire form can move through a space as narrow as 1 inch wide without squeezing. In addition, the creature can enter a hostile creature’s space and stop there.
- Air Movement – The creature gains a fly speed equal to its land movement, if it already has a fly speed it is increased by its land movement.
- Attacks – All attacks are treated as thunder damage
Airologist 2nd Circle (Journeyman)
- Attributes – Secret Crafts – Airologist – 2nd Circle
- Airologist Journeyman (Enhancement SB 2 DC 18): When you activate this enhancement you increase the light radius by 5ft, the Fists and Rebuke dice increase by 1 and the Walk duration increases by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Journeyman Enhancement is active.
- Elemental Conjuration, Minor (Power SB 2 DC 18) As an action you can conjure 1d4 air elemental, they last for 1 day/level or until their tasks completed, or this ability used again which sends any previously conjured elementals home.
- Elemental Enhancer (Enhancement SB 2 DC 18): As an action you can increase the effects of your summoning increasing the Intelligence modifier of the creature by the circles you have learned. (i.e. if you have learned up to 2nd Circle then you give it a +2 to its Int modifier increasing saving throw and Intelligence based checks by 2.
- Elemental Infusion (Power SB 2 DC 18) As a bonus action, you can gain the ability to use Shocking Grasp, and it can be included with an unarmed strike.
- Elemental Servant (Enhancement SB 2 DC 18): As an action you gain a familiar (an extra if you already have one from a class feature) that is also a water elemental.
- Elemental Sense (Enhancement SB 2 DC 18) As an action you can activate this enhancement to allow you to see the changes in the weather that will happen up to your level in hours within one mile per your level.
- Downtime Activities: require 2 or more points to activate and maintain. You do not require you to have the manifestation active to use.
- Elemental Servant (SB 2+) You bind the services of an elemental at the cost of twice its hit dice in soul burn. You cannot heal or recover this soul burn while the servant is bound. You can have any number of servants bound in this manner. This loss is permanent while you have the servant.
- Elemental Weapon (SB 2+) You enhance your weapon as an elemental conduit so that it works with elemental rebuke. This costs 2 SB per character level and works when elemental rebuke is active. You can only have one weapon as a conduit at a time, and when you create a new one, the connection to the old one is lost. The weapon radiates energy of the type it is a conduit of, and makes it a magical weapon if it is not already, and damage dealt by the weapon also counts as half from this element. This loss is permanent while you have the weapon.
- Minor Conjuration (SB 2+): You make a pact with the elemental lords of air. Once done, you may once per pact during a short rest, summon 1d4 air elementals for 1 day per level or until their task is completed, or you activate this ability again which sends any previously summoned elementals home. This loss is permanent while you have the pact.
- Airologist Journeyman (Enhancement SB 2 DC 18): When you activate this enhancement you increase the light radius by 5ft, the Fists and Rebuke dice increase by 1 and the Walk duration increases by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Journeyman Enhancement is active.
Airologist 3rd Circle (Adept)
- Attributes – Secret Crafts – Airologist – 3rd Circle
- Airologist Adept (Enhancement SB 3 DC 20): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk and Infusion durations increases by 1, and the Sense distance and time is multiplied by 2. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Adept Enhancement is active.
- Elemental Attack (Power SB 3 DC 20) As per the Call Lightning spell.
- Elemental Bypass (Power SB 3 DC 20) As a bonus action, you select a target and for the next minute, any lightning or thunder damage that hits that target ignore the targets resistance regardless of source.
- Elemental Conjuration (Power SB 3 DC 20) As an action you can conjure a djinni, they last for 1 day/level or until their tasks completed, or this ability used again. Another creature from that plane of air could be used at the GM’s discretion.
- Elemental Mark (Enhancement SB 3 DC 20) As an action you can mark yourself with your element to gain advantage in social interactions with Air Elementals, but Disadvantage with Earth Elementals.
- Downtime Activities: require 3 or more points to activate and maintain. You do not require you to have the manifestation active to use.
- Conjuration (Power SB 3 DC 20) You make a pact with the elemental lords of water. Once done, you may once per pact during a short rest, you can conjure a djinni, they last for 1 day/level or until their tasks completed, or this ability used again. Another creature from that plane of air could be used at the GM’s discretion. This loss is permanent while you have the pact.
- Elemental Anchor (SB 3 per year) You create a 5 ft aspect of your surroundings to act as your elemental anchor, and home location target for elemental gateways you create. While in contact with this aspect, the SB cost of all of these elemental craft features is reduced by 1. This loss is permanent while you have the anchor.
- Airologist Adept (Enhancement SB 3 DC 20): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk and Infusion durations increases by 1, and the Sense distance and time is multiplied by 2. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Adept Enhancement is active.
Airologist 4th Circle (Master)
- Attributes – Secret Crafts – Airologist – 4th Circle
- Airologist Master (Enhancement SB 4 DC 22): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk, Infusion and Bypass durations increases by 1, and the Sense distance and time multiplier is increased by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Master Enhancement is active.
- Elemental Construct (Power SB 4 DC 22) As an action, you can create a construct out of your element and attacks as yourself with hit dice matching your own. Cannot move more than 20 ft from where it was created, and you can only have one of these created at a time.
- Elemental Control (Enhancement SB 4 DC 22) As an action you can activate this manifestation and once active, you can spend a action to which lasts until the start of your next turn unless otherwise stated:
- (action) Gain the ability to change the winds in the area (5 ft/level).
- (bonus action) You can cast Gust of Wind ignoring the component requirements.
- (reaction) You are immune to thunder and lightning damage.
- (reaction) No wind, no matter how powerful, can move you unless you allow it to.
- Elemental Turning (Power SB 4 DC 22) As an action, you turn air or earth elementals as if you were a cleric of the same level. Can only be sustained by concentration.
- Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.
- Petition Elemental Lords – Grand Master (SB 4) – Request ability to train as a Grand Master.
- Airologist Master (Enhancement SB 4 DC 22): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk, Infusion and Bypass durations increases by 1, and the Sense distance and time multiplier is increased by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Master Enhancement is active.
Airologist 5th Circle (Grand Master)
- Attributes – Secret Crafts – Airologist – 5th Circle
- Airologist Grand Master Master (Enhancement SB 5 DC 24): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk, Infusion and Bypass durations increases by 1, and the Sense distance and time multiplier is increased by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Master Enhancement is active.
- Elemental Gate (Power SB 5 DC 24) As an action you create a gate to the elemental plane of your element, it opens in a known location. Otherwise it works as the Gate spell. If on you elemental plane you can open a gate to your anchor location.
- Elemental Rift (Power SB 5 DC 24) As an action you can create a Rift between where you are and your elemental plane for as long as you are concentrating, allowing elementals to pour forth in the location and can close the rift as a free action. Elementals with a combined hit dice up to your level can traverse into, or out of the rift each round. Elementals brought forth are not summoned or controlled in any way.
- Metamorphosis (Enhancement SB 5 DC 24) As an action, you turn into an elemental with the same Hit Dice and can use abilities and spells. While in Elemental form and taking ten minutes to perform a ritual, they can traverse between the elemental plane and their current location, or from the elemental plane to their anchor. You remain this way until you undo the effect with another use of Metamorphosis.
- Downtime Activities: require 5 or more points to activate and maintain. You do not require you to have the manifestation active to use.
- Petition Elemental Lords – Sponsor (SB 5) – Asking a member of the Elemental Courts to become your sponsor following the rules for Immortality with the goal to join the elemental court.
- Airologist Grand Master Master (Enhancement SB 5 DC 24): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk, Infusion and Bypass durations increases by 1, and the Sense distance and time multiplier is increased by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Master Enhancement is active.
Secret Craft References
- Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
- Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
- Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
- Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
- Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
- Crit Effect Modifier: This is 1 + circle ability level + character level.
So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.A 4th level character with a 1st circle ability would have a modifier of 6.A 12th level character with s 3rd circle ability would have a modifier of 16.A 16th level character with a 4th circle ability would have a modifier of 21.A 20th level character with a 5th circle ability would have a modifier of 25.
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
- Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
- Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
- Enhancement – Lasts as long as the manifestation is active.
- Power – Has a limited duration, but needs the manifestation active to use.
- SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.
Content Updates
- 2022-03-12 – Updated the Initiate level abilities and wording. Update of the 1st Circle abilities and powers to bring them more in line with the changes made to the initiate level and through trial in play over the last year.
- 2021-010-05 – Cleaning up layout for character pages.
- 2021-08-06 – Added in Yehm’s Diamond.
- 2021-08-04 – Update to the downtime activities.
- 2021-07-21 – Added in section on magical items.
- 2021-03-27 – Making it easier to copy for character sheets.
- 2021-01-22 – Added in the downtime Craft Specialisation.
- 2020-09-12 – Cleaning up the content and creating linking to the Classes, Feats and Spells associated.
- 2020-09-08 – Adding in content to bring in 2nd Circle to 5th Circle information and adding in activation abilities for Artefacts associated with Thought.
- 2020-06-22 – Clean up of the wording 1st Circle.
- 2020-03-28 – Structure.
- 2020-03-07 – Structural and content changes.
Secret Crafts
Overview, Downtime: Secret Crafts, Spellcasters
Elemental Crafts: (6) Air, Darkness, Earth, Fire, Water – Combining Craft – Elements
Necromancy Crafts: (6) Blood, Devour, Grave, Reanimate, Shade – Combining Craft – Necro
Racial Crafts: (38) Alchem, Beast, Bureau, Celest, Chaos, Chrono, Craft, Crypt, Diplomat, Diviner, Dragon, Elven, Entertain, Fiend, Heal, Mech, Mental, Merch, Music, Nature, Portal, Preserve, Protect, Rad, Sail, Shape, Skald, Sky, Spirit, Spy, Star, Sumon, Tech, Void, Wagon, War, Weapon, Witch
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