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Dungeons & Dragons Spells

DnD Spell L2 Pass through Element

Dungeons and Dragons – Mystara

Spells – L2 – Pass through Element

mgp1008
mgp1008 – Elementalist – The Primordial Force

Pass through Element

  • 2nd Level Abjuration
  • Secret Crafts: Airologist, Darkologist, Earthologist, Elementologist, Fireologist, Waterologist
  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Can pass through naturally occurring elements including lighting and thunder without taking damage. Does not work against energy damage from spells.
  • The elements you have access to depend on the secret craft you have access to.
    • Airologist – Air based effects including Lighting and Thunder, gasses, scalding vapour, or extremely foggy terrain.
    • Darkologist – Necrotic, naturally occuring darkness or objects of shadow or illusion.
    • Earthologist – Acid, worked stone or rock, or through metals at half the duration.
    • Fireologist – Fire, natural flames or lave at half the duration.
    • Waterologist – Cold, bottom of a body of water or cross sheets of ice, or extremely cold terrain.
  • Secret Craft Bonus: If you have advanced in the Elementologist secret craft, you can use this spell with multiple elements you have learnt to combine in that craft.

Available Spell Lists

Spell List – Secret CraftAirologist

R – Ritual Spells. Sourcebooks: bls, br, mgp1008, mhh, ph, scag, xge

* detail to come. R – Ritual Spells. Sourcebooks: bls, br, mgp1008, mhh, ph, scag, xge

Spell ListSecret CraftEarthologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, ea08 (converted), mhh, ph, xge

R – Ritual Spells. Sourcebooks: xge

Spell List – Secret CraftFireologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, ea08 (conversion), ph, xge

Spell ListSecret CraftWaterologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, mgp1008, mhh, mw, ph, scag, xge

Design changes for Spell

  • Original Spell Lists: Bard, Cleric, Druid, Sorcerer, Wizard
  • One thing to note, is that all spells that I am adding into this blog have the Spell list removed from them, besides anything I might be doing to tweak them for my home campaign. There is a source there if you want to look up the original version of the spell for your own campaigns, but mine does not need that information.
  • What has been added is the Secret Crafts, which replace the spell lists, as all spells not from the players handbook will only be available as part of the secret crafts of the world.

3rd Edition Version

  • Pass through Element
  • Abjuration [Air, Earth, Fire, or Water]
  • Level: Brd 2, Clr 2, Drd 1, Sor/Wiz 2
  • Components: V, S
  • Casting Time: 1 action
  • Range: Personal
  • Effect: Passage through 5ft/level
  • Duration: Concentration
  • Saving Throw: None (harmless)
  • Spell Resistance: No

You can walk through a barrier made from a certain element without harm. At the moment of casting you select the natural occurence of an element and you will be able to walk as far as 5 ft per caster level without suffering damage or any adverse effect. This spell does not work with magical expressions of an element, meaning that while it will not let you cross a wall of fire. You could cross a wall of stone or a wall of ice, since the material is normal and remains there after the spell is cast. If the effect ends while you are immersed in a solid, you are ejected to the nearest safe place and suffer 1d6 points of subdual damage for every 10 ft travelled that way. If you are immersed in a non-solid elment, you start suffering the effects immediately.

When you use this spell to pass through an element or energy type, it is a spell of that type. For example, pass through element is a water spell when cast to cross a wall of ice. Choosing air allows you to walk through gasses, scalding vapour, or extremely cold terrain; earth allows you to walk through worked stone or rock, or through metals at half the distance. Picking fire allow you to walk through natural flames or lave at half the distance, and by choosing water you can walk at the bottom of a body of water or cross sheets of ice.

Content Updates

  • 2021-08-16 – Update to layout, tags and menu.
  • 2020-11-04 – Layout cleanup.
D&D 5E Rules Reference

Encounters: NPCs, Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monstrocity, Oozes, Plants, Undead

Spells: Rituals Spells, Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation

Crafts: Air, Blood, Bureau, Celestial, Craft, Crypt, Dark, Dragon, Earth, Element, Elven, Fire, Mech, Nature, Preserve, Sail, Shade, Skald, Sky, Wagon, Water, Weapon, Void

Library of Books

B5, d20 System, Pathfinder, SW

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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