The 4 Classic Elements and the Gem Caster


Homebrew and House Rules


Howdy gang!

I'm starting a new campaign soon, and thought I'd check in with you guys first, since many, many of you are like me and hoard your D&D/PFRPG stuff.

The Genasi from the Forgotten Realms Campaign Setting are being included in this setting. I may rename them, I may not. But, here's their story in my setting.

Earth, Fire, Wind and Water(HEART! With your powers combi-- ah, sorry)are what make up the stuff of life. So the Genasi(in my setting) believe, whether it's true or not. Ley lines of these elemental energies surge through the planet, and where they intersect are large clusters of elemental crystalline. In anyone else's hands the crystals are junk, but when held by a Genasi and attuned to him/her through the proper ritual, it becomes an arcane/elemental focus, and thus allows the Genasi cast.

Annnnd, Gem Magic is born in my setting.

I've got a ton more fluff specifically for the Genasi in my campaign, but I just wanted to provide you with some background for why I am posting this.

A Genasi can be a standard Wizard/Arcane Caster, but no one else but Genasi can be Gem Casters.

My issue is, there's not a huge amount of elemental spells in Pathfinder, and still not a whole lot in 3.0/3.5.

A Gem Caster is a specialist in the Element that his Genasi race represents.

Earth - Geomancy -- Earth absorbs Water
Fire - Pyromancy -- Fire consumes Air
Wind - Aeromancy -- Wind erodes Earth
Water- Hydromancy -- Water extinguishes Fire

A Gem Caster gets many specialized bonuses -- but all that aside, what I'm asking of you is; does anyone have a comprehensive list of Elemental spells? Combined Elemental spells are fine, too. Like Ice, Lightning, Steam, Magma, etc.

I still have my 2nd Edition D&D Wizard and Priest Spell Compendiums. I would very much like to not have to convert all of those spells to Pathfinder. This is why I'm coming to you.

Lend me your spells. I can provide email if you'd be willing to mail them. You can even watermark the pages if so inclined.

Anyhow, that's what I wanted to ask.

Any and all assistance is much appreciated.

-Von


VonZrucker wrote:


Earth, Fire, Wind and Water(HEART! With your powers combi-- ah, sorry).

Anyone else always feel like that poor kid from South America got shafted on Captain Planet? The American was burning things down, the Russian could create windstorms, The guy from Africa could create earthquakes, and the girl from Asia could control water. I think the South American talked to a monkey...once.

I would have been so pissed.

Sorry that does not help you even a little bit.


I've been working on elemental spell concepts but haven't got very far. Was trying to come up with interesting effects for each element, but it's difficult to balance (especially with the current spell system).

As far as published stuff - I'm not really sure where you might find a good selection. The 3.5 Complete series might be a place to start. Specifically Complete Arcane and Complete Mage. Also, the PH II might have some interesting stuff. Can't recall much, though.

Elementalists seem to get the shaft (much like that South American kid).


You're probably better off making them Sorcerers or at least using the Elementalist bloodline as if it were a school. They can change the energy damage type of their spells, so you can use all of the elemental spells for each type of gemcaster.

All of them cast Fireball, but for Water it's really an Iceball, for Air it's Ball Lightning, etc.

Otherwise, you're looking at them casting, maybe 10 spells each (slightly more for Fire, less for Earth)


Didn't APG (or was it UM) already offer classic elementalist schools along with spell lists?


I went through the 3.5 PHB and the Spell compendium (which contains all new spells except those in the very last books released for 3.5), looking for elemental spells. I divided them into the classic elements, plus positive and negative energy. Looking at the paraelemental spells, I realized that they were far too few (1 steam, for example) to make a relevant spell list. Thus, I stuffed the damage types into the elemental spell lists according to fire = fire, cold = water, acid = earth, sonic and lightning = air. I further dumped the druid spells into earth.

Moving on, I removed force spells, and spells that according to Manual of the Planes require the astral plane (mainly teleportations and summon monster I-IX) or the plane of shadows.

I put the spells in the two books into my lists, and those spells that did not handle elemental matters were not included.

I also compiled a list of "general" elemental spells. These are spells that all elements have, varying merely in the specific element, such as summon elemental.

Something I did not expect was that fire was the element that had the fewest spells.

Air:
0: Dancing lights, Electric jolt*, Ghost sound, Guidance, Mage hand, Message, Minor disguise*, Sonic snap*
1: Alarm, Arrow mind*, Command, Comprehend languages, Deafening clang*, Deep breath*, Detect secret doors, Disguise self, Endure elements, Jump, Expeditious retreat, Feather fall, Greater mage hand*, Guided shot*, Hawkeye*, Ironthunder horn*, Joyful noise*, Lesser orb of electricity*, Lesser orb of sound*, Longstrider, Magic aura, Magic mouth, Obscure object, Obscuring mist, Scatterspray*, Shocking grasp, Silent image, Sniper's shot*, Sonic blast*, Swift expeditious retreat*, Thunderhead*, True strike, Unseen servant, Updraft*, Ventriloquism
2: Belker claws*, Binding winds*, Blur, Cat's grace, Cloud wings*, Detect thoughts, Electric loop*, False trap, Gust of wind, Invisibility, Iron silence*, Knock, Levitate, Locate object, Master air*, Minor image, Mirror image, Misdirection, Phantom foe*, Protection from arrows, Remove paralysis, Resist element (air, earth), Shatter, Silence, Sonic weapon*, Sound burst, Stinking cloud, Stolen breath*, Swift fly*, Swift haste*, Swift invisibility*, Tongues, Undetectable alignment, Whispering wind, Wind wall, Wings of air*, Zone of truth
3: Air breathing*, Arrow storm*, Call lightning, Capricious zephyr*, Clairaudience/Clairvoyance, Discern lies, Displacement, Downdraft*, Energy vortex (air)*, Fly, Gaseous form, Glibness, Great thunderclap*, Haste, Illusory script, Invisibility sphere, Lightning bolt, Major image, Mass resist element (air)*, Nauseating breath*, Nondetection, Primal form (air)*, Protection from element (air, earth), Resonating bolt*, Scintillating sphere*, Sculpt sound, Secret page, See invisibility, Shatterfloor*, Sound lance*, Thunderous roar*, Weapon of air*, Wind wall
4: Air walk, Arc of lightning*, Cacophonic shield*, Detect scrying, Eye of the hurricane*, Freedom of movement, Greater invisibility, Greater wings of air*, Hallucinatory terrain, Hide from dragons*, Illusory wall, Locate creature, Mass resist element (air, earth)*, Modify memory, Orb of electricity*, Orb of sound*, Scrying, Shout, Solid fog, Summon elementite swarm (air)*
5: Cacophonic burst*, Call lightning storm, Cloudkill, Control winds, Dance of the unicorn*, False vision, Mirage arcana, Mislead, Persistent image, Seeming, Sending, Sound lance*, Telekinesis
6: Chain lightning, Element immunity (air, earth), Greater shout, Mass cat's grace, Miasma*, Permanent image, Programmed image, Project image, Summon greater elemental (air)*, Sympathetic vibration, True seeing, Veil
7: Control weather, Cloudwalkers*, Greater scrying, Mass invisibility, Simulacrum, Stormrage*, Wind walk
8: Demand, Discern location, Greater prying eyes, Mind blank, Moment of prescience, Screen, Whirlwind
9: Elemental swarm (air), Foresight, Freedom, Greater whirlwind*, Storm of vengeance, Summon air elemental monolith*

Earth:
0: Acid splash, Know direction, Naturewatch*, Repair minor damage*, Resistance
1: Animate wood*, Climb walls*, Detect animals or plants, Detect snares and pits, Entangle, Fist of stone*, Golem strike*, Hail of stone*, Hide from animals, Hold portal, Magic fang, Magic stone, Magic weapon, Mount, Pass without trace, Rapid burrowing*, Repair light damage*, Shillelagh, Speak with animals, Summon nature's ally I
2: Animal messenger, Animal trance, Barkskin, Bear's endurance, Burrow*, Earthbind*, Earthen grace*, Earthen grasp*, Earthfast*, Earth lock*, Hold animal, Reduce animal, Repair moderate damage*, Resist element (air, earth), Snare, Soften earth and stone, Spider climb, Strength of stone*, Summon nature's ally II, Surefooted stride*, Tree shape, Warp wood, Web, Wood shape
3: Bands of steel*, Diminish plants, Dominate animal, Energy vortex (earth)*, Eradicate earth*, Explosive runes, Greater magic fang, Greater magic weapon, Keen edge, Leomund's Tiny hut, Mass resist element (earth), Meld into stone, Plant growth, Primal form (earth)*, Protection from element (air, earth), Repair serious damage*, Rust ray*, Shrink item, Speak with plants, Spike growth, Steeldance*, Stone shape, Stony grasp*, Summon nature's ally III, Treasure scent*, Tremor*, Tremorsense*, Weapon of earth*, Word of binding*
4: Command plants, Giant's wrath*, Greater resistance*, Land womb*, Last breath*, Lay of the land*, Mass burrow*, Mass resist element (air, earth)*, Mass surefooted stride*, Metal melt*, Nature's rampart*, Ray of deanimation*, Reincarnate, Repair critical damage*, Spike stones, Stone shatter*, Stone sphere*, Sudden stalagmite*, Summon elementite swarm (earth)*, Summon nature's ally IV, Superior magic fang*, Wall of sand*
5: Animal growth, Awaken, Baleful polymorph, Commune with nature, Earth reaver*, Greater stone shape*, Hidden lodge*, Mass surefooted stride*, Passwall, Stoneskin, Summon nature's ally V, Tree stride, Wall of stone, Wall of thorns
6: Blade barrier, Disintegrate, Element immunity (air, earth)*, Find the path, Flesh to stone, Hide the path*, Ice flowers*, Ironwood, Liveoak, Mass bear's endurance, Move earth, Repel wood, Spellstaff, Stone body*, Stonehold*, Stone tell, Stone to flesh, Summon greater elemental (earth)*, Summon nature's ally VI, Superior resistance*, Transport via plants, Wall of iron
7: Animate plants, Changestaff, Earthquake, Master earth*, Phase door, Sequester, Shifting paths*, Statue, Summon nature's ally VII, Transmute metal to wood
8: Animal shapes, Awaken construct*, Binding, Bombardment*, Control plants, Deadfall*, Iron body, Mass awaken*, Polymorph any object, Repel metal or stone, Summon nature's ally VIII
9: Cast in stone*, Elemental swarm (earth), Imprisonment, Shambler, Storm of vengeance, Summon earth elemental monolith*, Summon nature's ally IX, Transmute rock to lava*, Undermaster*

Fire:
0: Flare, Light
1: Animate fire*, Blades of fire*, Burning hands, Color spray, Endure elements, Enrage animal*, Faerie fire, Guiding light*, Heartfire*, Lesser confusion, Lesser orb of fire*, Luminous gaze*, Mindless rage*, Nimbus of light*, Produce flame, Raging flame*, Ray of flame*, Sandblast*, Slow burn*, Wall of smoke*
2: Aura against flame*, Balor nimbus*, Blood frenzy*, Body of the sun*, Bull's strength, Burning sword*, Combust*, Continual flame, Fireburst*, Fire shuriken*, Flame blade, Flame dagger*, Flaming sphere, Glitterdust, Heat metal, Hypnotic pattern, Pyrotechnics, Rage, Rainbow beam*, Resist element (fire, water), Quench, Scorch*, Scorching ray, Shadow mask*, Shadow radiance*
3: Confusion, Darkfire*, Daylight, Energy vortex (fire)*, Fireball, Fire trap, Fire wings*, Flame arrow, Flame of faith*, Flashburst*, Heatstroke*, Mass resist element (fire)*, Primal form (fire)*, Protection from element (fire, water), Wall of light*, Weapon of fire*
4: Blast of flame*, Burning blood*, Explosive cascade*, Fire Stride*, Flame whips*, Glowing orb*, Mass resist element (fire, water)*, Murderous mist*, Orb of fire*, Rainbow pattern, Summon elementite swarm (fire)*, Wall of fire
5: Blistering radiance*, Fire shield, Fireward*, Inferno*
6: Anger of the noonday sun*, Element immunity (fire, water), Fire seeds, Fires of purity*, Lucent lance*, Mass bull's strength, Ray of light*, Summon greater elemental (fire)*
7: Delayed blast fireball, Holy star*, Radiant assault*
8: Incendiary cloud, Scintillating pattern
9: Elemental swarm (fire), Meteor swarm, Summon fire elemental monolith*

Water:
0: Create water, Daze, Dawn*, Lullaby, Ray of frost
1: Animate water*, Buoyant lifting*, Charm person, Cloudburst*, Cold fire*, Distract*, Endure elements, Enlarge person, Hideous laughter, Hypnotism, Ice gauntlet*, Lesser orb of cold*, Obscuring mist, Reduce person, Sleep, Snowshoes*, Wings of the sea*, Winter chill*
2: Alter self, Calm emotions, Chill metal, Creeping cold*, Daze monster, Delay poison, Desiccating bubble*, Eagle's splendor, Enthrall, Fog cloud, Frost breath*, Hold person, Ice knife*, Ray of ice*, Resist element (fire, water), Saltray*, Snowball swarm*, Suggestion, Swim*, Touch of idiocy, Winter's embrace*
3: Charm monster, Corona of cold*, Create food and water, Deep slumber, Dehydrate*, Energy vortex (water)*, Girallon's blessing*, Hailstones*, Heroism, Icelance*, Ice axe*, Lesser geas, Mass resist element (water)*, Primal form (water)*, Protection from element (fire, water), Ray of dizziness*, Sepia snake sigil, Sink*, Slow, Standing wave*, Water breathing, Water walk, Weapon of water*
4: Control water, Dominate person, Greater creeping cold*, Hold monster, Hypothermia*, Ice storm, Mass enlarge person, Mass reduce person, Mass resist element (fire, water)*, Mass swim*, Orb of cold*, Polymorph, Rushing waters*, Sirine's grace*, Summon elementite swarm (water)*, Voice of the dragon*, Wall of ice, Wall of water*
5: Anticold sphere*, Cloak of the sea*, Dream, Fabricate, Freeze*, Mass suggestion, Mind fog, Nightmare, Swamp stride*, Symbol of sleep
6: Animate snow*, Cold snap*, Cone of cold, Drown*, Element immunity (fire, water), Extract water elemental*, Freezing sphere, Geas/Quest, Greater heroism, Heroes' feast, Ice flowers*, Mass charm monster, Mass eagle's splendor, Nixie's grace*, Summon greater elemental (water)*, Symbol of persuasion, Tidal surge*
7: Blood to water*, Insanity, Power word blind, Symbol of stunning, Tenser's transformation
8: Horrid Wilting, Heat drain*, Irresistible dance, Mass charm monster, Polar ray, Power word stun, Symbol of insanity
9: Dominate monster, Elemental swarm (water), Mass drown*, Mass hold monster, Shapechange, Summon water elemental monolith*, Tsunami*

I hope this is okay. The spells marked with * are from the Spell Compendium, if I recall.


And further...

Positive energy:
0: Cure minor wounds, Disrupt undead, Light, Mending, Virtue
1: Align weapon (good), Animate rope, Bless, Bless water, Bless weapon, Cure light wounds, Deathwatch, Delay disease*, Detect good/evil, Detect undead, Healthful rest*, Hide from undead, Light of Lunia*, Lionheart*, Protection from evil, Remove fear
2: Aid, Cloak of bravery*, Consecrate, Cure moderate wounds, Gentle repose, Grace*, Lesser restoration, Life bolt*, Light of Mercuria*, Make whole, Owl's wisdom, Protection from energy (pos, neg), Shield other, Status
3: Cure serious wounds, Daylight, Good hope, Holy storm*, Light of Venya*, Magic circle against evil, Mantle of good*, Mass aid*, Mass align weapon (good)*, Protection from energy (pos, neg)*, Remove blindness / deafness, Remove curse, Remove disease, Searing light, Spark of life*
4: Cure critical wounds, Death ward, Flame strike, Greater disrupt undead*, Holy smite, Minor creation, Panacea*, Positive energy aura*, Restoration, Sheltered vitality*, Undead bane weapon*, Wall of good*
5: Atonement, Break enchantment, Dispel evil, Disrupting weapon, Hallow, Life's grace*, Major creation, Mass cure light wounds, Raise dead, Revivify*
6: Animate objects, Bolt of Glory*, Heal, Mass cure moderate wounds, Mass owl's wisdom, Undeath to death
7: Greater restoration, Holy word, Mass cure serious wounds, Mass restoration*, Regenerate, Resurrection, Sunbeam
8: Holy aura, Mass cure critical wounds, Mass death ward*, Sunburst
9: Mass heal, True resurrection, Undeath's eternal foe*

Negative energy:
0: Inflict minor wounds, Touch of fatigue
1: Align weapon (evil), Bane, Cause fear, Chill touch, Curse water, Deathwatch, Desecrate, Detect good/evil, Detect undead, Doom, Entropic shield, Inflict light wounds, Low-light vision*, Protection from good, Ray of clumsiness*, Ray of enfeeblement, Summon undead I*, Veil of shadow*
2: Blade of pain and fear*, Command undead, Darkness, Darkvision, Death knell, Demonhide*, False life, Fox's cunning, Gentle repose, Ghoul touch, Inflict moderate wounds, Protection from energy (pos, neg), Ray of sickness*, Ray of stupidity*, Ray of weakness*, Scare, Shroud of undeath*, Spectral hand, Summon swarm, Summon undead II*, Wall of gloom*
3: Animate dead, Bestow curse, Blindness/deafness, Contagion, Contagious fog*, Crumble*, Crushing despair, Deeper darkness, Fangs of the vampire king*, Fear, Inflict serious wounds, Halt undead, Magic circle against good, Mantle of evil*, Mass align weapon (evil), Protection from energy (pos, neg)*, Ray of exhaustion, Skull watch*, Slashing darkness*, Speak with dead, Summon undead III*, Unholy storm*, Vampiric touch
4: Blight, Consumptive field*, Contagious touch*, Deeper darkvision*, Enervation, Giant vermin, Inflict critical wounds, Junglerazer*, Life ward*, Miasma of entropy*, Negative energy aura*, Repel vermin, Summon undead IV*, Undead lieutenant*, Unholy blight, Wall of evil*, Wood rot*, Wrack*
5: Dispel good, Insect plague, Magic jar, Mass contagion*, Mass inflict light wounds, Slay living, Summon undead V*, Symbol of pain, Unhallow, Wail of doom*, Waves of fatigue
6: Antilife shell, Circle of death, Create undead, Harm, Eyebite, Mass fox's cunning, Mass inflict moderate wounds, Repulsion, Spider plague*, Symbol of fear
7: Blasphemy, Creeping doom, Destruction, Finger of death, Greater bestow curse*, Greater consumptive field*, Mass inflict serious wounds, Symbol of weakness
8: Clone, Create greater undead, General of undeath*, Mass inflict critical wounds, Symbol of death, Trap the soul, Unholy aura, Veil of undeath*
9: Energy drain, Implosion, Plague of undead*, Power word kill, Soul bind, Wail of the banshee

And finally, the universal spells:

All elements:
Summon elementals: Fundamental (2), Small (3), Elementite swarm (4), Grue (4), Medium (5), Lesser weird (5), Large (6), Huge (7), Greater (8), Avatar of elemental evil (8), Elder (9), Monolith (9), Swarm (9)
Resistance: Endure elements (1), Resist (2), Protection (3), Mass resist (4), Mass protection (5), Immunity (6), Mass immunity (8)

This is for any element. For specific element, such as Summon fire elemental, is one level lower.

0: Detect element
1: Endure elements, Lesser specific element orb
2: Avoid planar effects
3: Energy vortex, Primal form
4: Specific element orb
5: Any element orb, Specific element stride
6: Element stride, Specific elemental body
7: Elemental body


Wow, thanks a lot guys! This is good stuff.

The Elemental Bloodline of the Sorcerer is a good idea, and I'll be adding it to the Gem Caster class as supernatural abilities, but sadly there are no Sorcerers in my campaign. Never much cared for them, even though the Pathfinder version is much, much, much more interesting than the 3.0/3.5 version.

Happy, I found the book(s) you were talking about. Amazon.com is your friend. I suppose I could do Drive-ThruRPG.com or whatever it's called, as most of this stuff will be nearly impossible to find new, and just as difficult at used book stores. Hit or miss at best.

Sissyl, this is awesome! I appreciate it very much! You did just as I did and made a Universal list, though mine is more extensive, adding in the most common non-elemental spells(read/detect magics, identify, and a select few others) as essential, and explaining it as their foci crystal allows them a minor understanding(up to level 3 max)of these Universal spells.

I'm also going through dozens of my older books as well. Arcana Unearthed, and the rest of my Monte Cook books, etc.

The lists are growing. They will have extremely extensive lists, for sure, since I've decided to go ahead and include 2nd Edition Mage/Priest spells as well.

And in this setting, as far as Gem Magic is concerned, there is no difference or barrier between arcane and divine spells. The elemental priest spells(as far as class mechanics are concerned) are Elemental spells, not necessarily "Divine" spells.

At least in my book.

Now to actually complete the class. I reckon I'll post it for critique/suggestions when it's done, as I would like it balanced against other casters.

-Von


I use both arcane and divine in my lists, just to clarify. As a suggestion, though, be strict about dumping non-elemental spells, to improve the flavour.


So looking at your lists, I think you're on the same level of thought I am with Hydromancy. I noticed you, as I did as well, included the Charm spells under Water. We're all made of water, etc.

But why Command under Air?

And as for your suggestion about non-elemental spells; you're probably right. These spell lists are looking pretty beefy at this point. There are crap tons of "flavor" spells in 2nd Edition.

I love those old spells. Like Skywrite, and Flamespin and such. I'm a true RPer to the very core.

If a player wants to cherry pick, or dip as I've heard you guys call it, I want an in-character explanation.

And I in no way consider a spell that has no combat uses a waste of a facet(facets are the "pages" of their spellbooks(foci crystals). Facets cannot be added, they're simply given to each new crystal as you attain higher levels. Eventually, their foci crystal will look something like a rod of crystal about 2 feet long with many different faces. They can get a secondary through a second ritual, but it's expensive. But everyone needs a backup spellbook, right? Hidden somewhere, in case the first is stolen, broken, sundered(GADS! Perish the thought!) or shattered by some horrible high level spell.

Though, their foci crystals do gain HP/Hardness as they level up.

-Von


I put communication under air. Air became travel, stealth and communication. Even so, it is always a good idea to allow for some bleed. Even though most ways to influence someone is under water, it is all good to let air have some ways to do it too - as long as their ways are different.

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