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Dungeons & Dragons Spells

DnD Spell L6 Elemental Fabrication

Dungeons and Dragons – Mystara

Spells – Level 6 – Elemental Fabrication

3e-mgp-ea08 mgp1008
3e-mgp-ea08 mgp1008 – Elementalist – The Primordial Force

Elemental Fabrication

  • 6th Level Transmutation (ritual)
  • Secret Crafts: Airologist, Darkologist, Earthologist, Elementologist, Fireologist, Waterologist
  • Casting time: 10 minutes
  • Range: 30 ft
  • Components: V, S, M
  • Duration: 1 hour per level for created creature or permanent for infused creatures
  • You create an elemental out of the elements as a CR 5 elemental.
  • The elemental creature has the following attributes:
    • 12 HD
    • Darkvision 50 ft
    • Damage reduction bludgeoning, piercing and slashing
    • Damage immunity poison
    • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prine, restrained, unconcious
    • A slam attack +7 dealing 2d8 damage
    • Base move of 30 ft, Armour Class 13
  • You have 4 options you can add to the creature selected below:
  • All Elementals
    • Additional Attack (costs 1 option per attack already available, ie 2 attacks costs 1 point, 3 attacks costs 3 points, 4 attacks costs 6 points.
    • Size Increase/Decrease: Base creature of Large, by spending two points, the fabrication is of Huge size (adding 4 HD). making the fabrication of Medium size (removing 4 HD) grants two extra points, making it of Small size (removing 8 HD) grants four extra points. The spell can create elemental fabrications from Small to Huge size only.
    • Sturdy: Gains 3 HD. Counts as two abilities.
    • One of these options needs to be selected as part of creation and you must be part of the associated secret craft to access it
      • Air Aspected – Resistance to lighting and thunder, vulnerable to acid, language Auran, speed +15 ft.
      • Darkness Aspected – resistance to Necrotic, vulnerable to radiant, language primordial,
      • Earth Aspected – Resistance to acid, vulnerable to lighting and thunder, language terran, natural armour +2
      • Fire Aspected – Resistance to fire, vulnerable to cold, language aquan, Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
      • Water Aspected – Gain a swim speed equal to your normal movement. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
  • Air Elementals (Taking one of the below only if your character is air aspected)
    • Air Form – The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
    • Air Movement – You double your speed and it changes to fly only.
    • Whirlwind (Recharge 4-6) – Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. Counts as two points.
  • Darkness Elementals (Taking one of the below only if your character is darkness aspected)
    • tba – Ask GM if relevant to the game
  • Earth Elementals (Taking one of the below only if your character is earth aspected)
    • Earth Form – Gain Armour of 17. The elemental deals double damage to objects and structures.
    • Earth Movement – The elemental can burrow through non magical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
  • Fire Elementals (Taking one of the below only if your character is fire aspected)
    • Fire Form – The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there . The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
    • Fire Movement – Movement increases +20 ft. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
  • Water Elementals (Taking one of the below only if your character is water aspected)
    • Water Form – The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
    • Whelm – (Recharge 4-6). Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage . If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. This takes two points.
  • At Higher Levels: For each spell slot over 6th you can grant the creature or elemental a further 4 options.
  • Secret Craft: You can mix elements using the Elementologist and gain extra options equal the circle you know in the used element. You can also infuse those elements into a creature that shares the elemental nature created by the secret craft downtime. A creature can only benefit from one casting of this spell at a time, losing the previous elemental fabrication with the new spell.

Available Spell Lists

Spell ListSecret CraftAirologist

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

Spell ListSecret CraftDarkologist

* 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 Spells

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

  • Elemental Fabrication
  • Conjuration (Creation) [Air, Earth, Fire or Water]
  • Level: Sor/Wiz 6
  • Components: V, S, M
  • Casting Time: 1 full-round
  • Range: Close (25 ft + 5/level)
  • Effect: One created elemental.
  • Duration: 1 round/level (D)
  • Saving Throw: None
  • Spell Resistance: No

Instead of summoning an elemental from its native plane, you create your own elemental out of the raw elements to attack your enemies. It appears where you designate and acts immediately on your turn. It attacks any opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions by concentrating as a free action. The elemental fabrication acts normally on the last round of the spell and disappears at the end of its turn.

When you use this spell to create an air, earth, fire or water fabrication, it is a spell of that type. Fo example, elemental fabrication is an air spell when cast to create an air elemental.

Creating an Elemental Fabrication

When creating an elemental fabrication, you assemble the desired creature from a large elemental but, instead of having the listed special attacks and qualities, you can choose four special abilities from the appropriate elemental menu. Some abilities count as two or more abilities as specified in their description. Regardless of the abilities chosen, the elemental fabrication always has the following qualities:

  • Construct: Immune to mind-influencing effects, poison, disease, and similar effects. No subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
  • Elemental Subtype: An elemental fabrication is immune to attack of its same element and takes double damage from attacks of the opposite element.

All Element Options

  • Additional Attack: One additional attack at highest attack bonus; both attacks -2 to attack roll.
  • Buff (Ex): Construct gains 3d10 temporary hit points (multiple selections do not stack). Counts as two abilities.
  • Charge (Ex): If the construct charges a foes during the first round of combat, it can make a full attack even if it has already taken a move action. If it has the squeeze ability, it can also use this ability. Counts as two abilities.
  • Elemental Burst (Ex): As the receptacle power.
  • Elemental Explosion (Su): As the receptacle power.
  • See Invisibile (Su): Can see invisible things (as the power) at all times. Counts as three abilities.
  • Size Increase/Decrease: By spending two abilities, the fabrication is of Huge size. making the fabrication of Medium size grants two extra abilities, making it of Small size grants four. The spell can create elemental fabrications from Small to Huge size only.
  • Trip (Ex): If the constructs hits with a slam attack it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the construct.

Air Element Options

  • Air Mastery (Ex): As the normal elemental special quality.
  • Invisibility (Sp): As the Invisibility spell (self only) as a standard action. Counts as two abilities.
  • Whirlwind (Su): As the normal elemental special quality. Counts as two abilities.
  • Wind Manipulation (Sp): As the Telekinesis spell cast by a sorcerer of the caster’s level. Counts as two abilities.

Earth Element Options

  • Earth Mastery (Ex): As the normal elemental special quality.
  • Heavy Armour (Ex): + deflection bonus to AC. Counts as two abilities.
  • Push (Ex): As the normal elemental special quality.
  • Squeeze (Ex): A construct that get a grip can make a squeeze attack (+9 melee) to deal damage of 2d4 + Strength modifier. If it charges an opponent on the first round of combat, it can also squeeze (muse also have the charge ability). Counts as two abilities.
  • Trample (Ex): As a standard action during its turn each round, the construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d4 + Strength modifier.

Fire Element Options

  • Burn (Ex): As the normal elemental special quality.
  • Combustion (Ex): Anyone a fire fabrication touches must succeed at a Reflex save (DC 11) or take an additional 1d8 points of fire damage as clothes ignite or armour becomes searing hot. The damage continues for another 1d4+2 rounds after the fabrication’s last successful attack. Fire fabrications can also ignite flammable materials with a touch.
  • Immolation (Ex): Anyone within 30 ft of a fabrication must succeed at a Fortitude save (DC 11) or suffer 1d6 points of heat damage from the intense heat. Treat this effect as an emanation.
  • Melt Weapons (Ex): Any metal weapon that strikes a fire fabrication must succeed at a Fortitude save (DC 11) or melt away into slag.
  • Sprint (Ex): Once per hour, the construct can take a charge action to move 10 time normal speed.

Water Element Options

  • Drench (Ex): As the normal elemental special quality.
  • Smack Down (Su): Once per day the construct can make a normal attack to deal additional damage equal to its HD. Counts as two abilities.
  • Vortex (Su): As the normal elemental special quality.
  • Water Mastery (Ex): As the normal elemental special quality.

Material Component: A bellows or fan (air), a fist-sized rock (earth),a torch or larger fire (fire), or a pint of water (water).

Content Updates

  • 2021-08-26 – Update to layout and menu.
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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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