Way of Elements

elements :3
== Ordinary ==
At ordinary attainment you gain Elemental Shaper. As an action, you may expend an amount of Numen or Might to shape a mass of [Element] within 20 meters of you. For each Numen or Might spent in this manner, you may take control of a mass of [Element] no larger than a 2-meter cube. As an Action, you may move or otherwise change the flow of the mass up to 4 meters in any direction. You can also choose to move the mass in such a way as to deal damage by making a spell-attack against creatures caught by the moving mass of [Element], on a success they take 1C [Elemental Damage]. Alternatively, you may change the shape of the mass in any way you want. To maintain the effects of this ability, you must Concentrate on it, as if you were concentrating a spell. You can only control an [Element] for which you have learned the effect off. You may also decide to cast a weaker version of this ability by forgoing spending any Numen or Might. If you do so, you must choose a mass no larger than a 50-centimeter cube instead, and the mass is no longer capable of dealing damage.
While concentrating on this feature, whenever you cast a spell you can consume a mass of [Element] you are currently controlling, to reduce the cost of the spell by 1 Numen or Might for every 2-meter cubes of [Element] expended, if the casted spell uses the same expended [Element].
Additionally, whenever you take this attainment, add a Mortal Card bearing at least one Numen or Might symbol to your Gambit.
Magical effects on this Way may call for an [Element] or deal [Elemental Damage], meaning the effects require you to infuse an [Element] into the effect using an [Element] Enhancement Effect, when crafting the spell. The [Element] Enhancement Effect will determine the element and type of damage dealt, and you may only infuse one [Element] into a spell at a time.
Ordinary Effects
[Elemental] Missile
Cost: 1 Numen
Casting Time: 1 action
Range: Sight
Duration: Instantaneous 
You launch a missile of [Element] towards a creature within range. Make a ranged spell-attack against the target. On a hit, the target takes 2C [Elemental Damage].
Upcast. The spell launches an extra missile for each extra Numen placed on this effect.
[Elemental] Cone
Cost: 1 Might
Casting Time: 1 action
Range: Sight (6-meter cone)
Duration: Instantaneous
You project a mass of [Element] in a 6-meter cone from you. Creatures in the 6-meter cone must make an Agility save, taking 1C + your Intellect [Elemental Damage] on a failed save, or half as much on a successful one.
Additionally, when crafting the spell, you can increase the distance of the cone by 4-meters, for each extra Numen placed on this effect.
 
Upcast. The damage increases by 1C for each extra Numen placed on this effect.
[Elemental] Beam
Cost: 2 Numen
Casting Time: 1 action
Range: 20-meters
Duration: Instantaneous
You conjure a 10-meter long and 2-meters wide beam of [Element], emanating from a direction you choose within range. Each creature caught in the beam must make an Agility save, taking 2C [Elemental Damage] on a failed save, or half as much on a successful one.
Additionally, when crafting the spell, you can increase the distance of the ray by 20-meters, for each extra Numen placed on this effect. 
Upcast. The damage increases by 1C for each extra Numen placed on this effect.
[Elemental] Blast
Cost: 2 Might
Casting Time: 1 action
Range: Self (20-meter line)
Duration: Concentration, up to 1 minute
You blast a 20-meter long and 4-meter-wide line of [Element] from you in a direction you choose for the spell’s duration. Creatures that start their turn in the line take [Elemental Damage] equal to your Intellect and must succeed on a Physique saving throw or be pushed 6-meters away from you in a direction following the line, additionally terrain in the line counts as difficult terrain.
Once per turn, you can use a free action to change the direction in which the line blasts from you.
[Element] Coating
Cost: 1 Might
Casting Time: 1 action
Range: Self
Duration: Instantaneous 
You coat one of your body parts or weapons in a mass of [Element], make a melee spell-attack against a creature, dealing 2C + your Intellect [Elemental Damage] on a hit.
Absorb Elements
Cost: 2 Numen
Casting Time: 1 reaction, which you take when you take burn, freeze, poison, shock or sonic damage.
Range: Self
Duration: 1 round 
The spell absolves some of the incoming elemental energy, lessening its effects on you. You only take half the damage you would have taken, and until the end of your next turn if you cast a spell that deals the same type of damage, the spell deals an extra 1C of damage.
[Elemental] Weapon
Cost: 2 Might
Casting Time: 1 free action
Range: Self
Duration: Concentration, up to 10 minutes
You conjure a mass of [Element] in the form of a one-handed weapon, if you let go of the weapon it disappears, but you can conjure it again as an action.
On your turn, you can use an action to make a melee spell-attack with the weapon, on a hit the target takes 2C [Elemental Damage].
Upcast. The damage increases by 2C for each extra Numen placed on this effect.
Destroy [Element]
Cost: 1 Numen
Casting Time: 1 action
Range: 20-meters
Duration: Instantaneous
Target a mass of [Element] that occupies no more than a 4-meter cube, that mass of [Element] is destroyed, leaving behind no remains.
Artificial elements like worked stone, or elements empowered by magical effects are immune to this effect.
[Elemental] Outburst
Cost: 2 Numen
Enhance Effect: A spell with this effect explodes on contact, in an explosion of [Element]. Whenever you successfully perform a spell-attack, the target, and any other creature within 2 meters of it take 1C [Elemental Damage].
Upcast. The explosion deals an extra 1C of damage for every extra Numen placed on this effect.
[Element]: Fire
Cost: 0 Numen 
The spell is infused with the element of Fire.
[Element]: Fire
[Elemental Damage]: Burn Damage
Enhance Effect: Flammable objects that aren’t being worn or carried caught by this spell ignite, catching on fire.
[Element]: Water
Cost: 0 Numen 
The spell is infused with the element of Water.
[Element]: Water
[Elemental Damage]: Slashing Damage
Enhance Effect: Non-magical fire caught by this spell is extinguished.
[Element]: Earth
Cost: 0 Numen 
The spell is infused with the element of Earth.
[Element]: Earth
[Elemental Damage]: Crushing Damage
Enhance Effect: Terrain caught by this spell is considered difficult terrain while this spell is active. If the spell is instantaneous, the space occupied by damaged creatures counts as difficult terrain until the start of your next turn.
[Element]: Air
Cost: 0 Numen 
The spell is infused with the element of Air.
[Element]: Air
[Elemental Damage]: Sonic Damage
Enhance Effect: Creatures damaged by this spell are pushed 2-meters away from you, or the center of the spell. Creatures can use their reaction to make a Physique saving draw to avoid this effect.
== Master ==
At Master attainment you gain Elemental Conjurer. Whenever you use your Elemental Shaper feature, you can additionally expend any amount of Numen/Might to summon a mass of [Element] that occupies no more than a 2-meter cube within 2-meters of you, for each Numen/Might expended in this way. If you expend no amount of Numen/Might, you can choose to summon a mass that occupies no more than a 50cm cube instead. [Element] created in this way is automatically destroyed after 24-hours.
Additionally, whenever you take this attainment, add a Hero Card bearing at least one Numen or Might symbol to your Gambit.
Master Effects
[Elemental] Storm
Cost: 2 Numen
Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 minute
A cloud of [Elements] with a diameter of 6-meters appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that enters or starts its turn inside the cloud must make an Agility save. The creature takes 2C [Elemental Damage] on a failed save, or half as much on a successful one.
Once per turn, you can use a free action move the cloud up to 10-meters in any direction, including making the cloud float in the air. When the cloud stops moving, any creature inside it must save against the cloud’s damage.
When crafting the spell, you can increase the diameter of the cloud by 2-meters for every Numen placed on the effect. 
Upcast. The damage increases by 1C for each extra Numen placed on this effect.
[Elemental] Explosion
Cost: 3 Might
Casting Time: 1 action
Range: Sight
Duration: Instantaneous
You conjure an explosion of [Element] in a point you can see within range. Each creature in a 10-meters radius must make an Agility save. A target takes 3C + your Intellect [Elemental Damage] on a failed save, or half as much on a successful one. 
Upcast. The damage increases by 1C for each extra Numen placed on this effect.
[Elemental] Ammunition
Cost: 3 Might
Casting Time: 1 action
Range: 2-meters
Duration: Up to 1 hour 
Target up to 12 pieces of ammunition within 2-meters of you, infusing it with [Element] energies. When a target is hit by a ranged weapon using the target pieces of ammunition, the target takes an extra 1C [Elemental Damage]. The spell’s magic ends once the ammunition hits or misses.
Upcast. The damage increases by 1C for each extra Numen placed on this effect.
Merge into [Element]
Cost: 3 Numen
Casting Time: 1 action
Range: Touch
Duration: Concentration
For the duration of the spell, a creature you touch and any equipment it is carrying becomes able to meld itself into any mass of [Element], gaining immunity to [Elemental Damage], becoming able to breathe the [Element], and is able to phase through any mass of [Element].
Additionally, the target becomes able to hide in a mass of [Element] sufficiently large enough to fully contain its body, with nothing of its presence remaining visible or otherwise detectable by nonmagical senses.
Wall of [Element]
Cost: 3 Numen
Casting Time: 1 action
Range: 20-meters
Duration: Concentration, up to 10 minutes
You conjure a wall of [Element] on the ground at a point you can see within range. You can make the wall up to 10-meters long, 4-meters high, and 20-centimeter thick, or you can make a ringed wall up to 8-meters in diameter, 8-meters high, and 20-cm thick. The wall vanishes when the spell ends, and any ranged weapon attack that enters the wall’s space has disadvantage on the attack draw.
If a solid [Element] is used in this spell, the wall becomes rigid and ranged weapon attacks cannot pass through, but the wall is easily breakable. A creature can use an action to break a number of 1-meter cubes of earth equal to their Physique (minimum of 1). 
Upcast. The wall becomes 2-meters longer for each extra Numen placed on this effect.
[Elemental] Aura
Cost: 2 Might
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minute
You infuse a willing creature with elemental energy, covering the body of a creature you touch with [Element]. The [Element] does not harm the target, and for the duration of the spell it gains the following benefits:
·         The target gains resistance to [Elemental Damage].
·         Any creature that moves within 2-meters of the target for the first time on a turn, or ends its turn there, takes 1C [Elemental Damage].
Summon Elemental
Cost: 5 Numen or Might
Casting Time: 1 minute
Range: 10-meters
Duration: Up to 1 hour 
You summon an elemental with a CR of 5 or lower composed of [Element] within an unoccupied space within range. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is under your command and takes its turn after yours, obeying any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
Upcast. The CR of the elemental increases by 1 for each extra Numen placed on this effect.
Twin Element
Cost: 0 Numen
Enhance Effect: You are able to infuse two different [Elements] into the spell, if the spell deals any damage, the damage is equally split between both [Elements].
Affected Terrain
Cost: 1 Numen
Enhance Effect: If the spell affects an area by summoning a mass of [Elements], the terrain becomes difficult terrain until its cleared away. Additionally, a creature that enters the area or starts its turn there must also succeed on an Agility save or fall prone.
[Element]: Lightning
Cost: 0 Numen
You can only lean this effect if you have already learned both the [Element]: Fire, and [Element]: Air magical effects. 
[Element]: Lightning
[Elemental Damage]: Shock Damage
Enhance Effect: Creatures damaged by this spell can’t take any reactions until the end of their turn.
[Element]: Ice
Cost: 0 Numen
You can only lean this effect if you have already learned both the [Element]: Water, and [Element]: Earth magical effects.
[Element]: Ice
[Elemental Damage]: Freeze Damage
Enhance Effect: Creatures that enter of start their turn in terrain caught by this spell must succeed on an Agility save or fall prone. If the spell is instantaneous, creatures damaged by the spell have their movement speed reduced by 2-meters until the end of their turn, instead.
[Element]: Acid
Cost: 0 Numen
You can only lean this effect if you have already learned both the [Element]: Fire, and [Element]: Water magical effects.
[Element]: Acid
[Elemental Damage]: Poison Damage
Enhance Effect: Creatures damaged by this spell for the next minute must succeed on a Physique save at the start of their turn or take Poison damage equal to the cost of the spell. This effect ends on a successful save.
[Element]: Lava
Cost: 0 Numen
You can only lean this effect if you have already learned both the [Element]: Fire, and [Element]: Earth magical effects.
[Element]: Lava
[Elemental Damage]: Burn Damage
Enhance Effect: Flammable objects that aren’t being worn or carried caught by this spell ignite, catching on fire. Terrain caught by this spell is considered difficult terrain while this spell is active. If the spell is instantaneous, the space occupied by damaged creatures counts as difficult terrain until the start of your next turn.
== Grandmaster ==
At Grandmaster attainment you gain the feature Greater Elementalist. [Element] you able to control or summon using your Elemental Shaper and Elemental Conjurer features are doubled.
Additionally, whenever you take this attainment, add an Exalted Card bearing at least one Numen or Might symbol to your Gambit.
Grandmaster Effects
Flesh to [Element]
Cost: 6 Numen
Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 minute
You attempt to turn one creature that you can see within range into the [Element]. If the target's body is made of flesh, the creature must make a Physique save. On a failed save, it is restrained as its flesh begins to turn. On a successful save, the creature isn’t affected.
A creature restrained by this spell must make another Physique save at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to [Element] and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned into the [Element] until the effect is removed.
[Elemental] Chain
Cost: 1 Might
Enhance Effect: Whenever a creature is targeted by a spell-attack created by this spell, you can also target another creature within 10-meters of the first target with the same spell-attack. However, a creature can only be targeted by a spell-attack created by this spell once.
Upcast. You can target another creature within 10-meters of the first target for each extra Might placed on this effect.
[Elemental] Overcharge
Cost: 1 Might
Enhance Effect (Concentration, 10 minutes): Touch a creature or object as part of casting this spell, whilst in contact with an [Element]. Until the spell ends the target, or creature holding the weapon, can use an action to create a line of [Element] in a 6-meter long and 2-meter wide extending from it, in a direction of the target’s choosing. Each creature in the line must make an Agility save, taking 1C [Elemental Damage] on a failed save, or half as much on a successful one.
Upcast. The damage increases by 1C for each extra Might placed on this effect.
== Scion ==
At Scion attainment, attainment you gain the feature Greater Elementalist II. [Element] you control or summon using your Elemental Shaper and Elemental Conjurer features are tripled, instead of doubled.
Additionally, whenever you take this attainment, add an Aeon Card bearing at least one Numen or Might symbol to your Gambit.
Scion Effects
Control Weather
Cost: 8 Numen
Casting Time: 10 minutes
Range: Self
Duration: Concentration, Up to 8 hours
You take control of the weather within 10km of you for the duration. You are able to change temperature, precipitation and winds, but it takes 10 minutes for a new change to take effect. The weather can be altered in any way the DM finds reasonable, but you can alternately pick one of the following weathers:
·         Clear sky
·         Thick fog
·         Light or torrent rain
·         Light or torrent snow
·         Artic cold
·         Lightning Storm
[Elemental] Swarm
Cost: 9 Numen
Casting Time: 1 action
Range: Sight
Duration: Instantaneous
You conjure a swarm of [Element] in up to four different points you can see. Each creature in a 10-meter radius sphere centered on each point must make an Agility save, taking 9C [Elemental Damage] on a failed save, or half as much on a successful one. A creature in the area of more than one point is affected only once. 
Upcast. The damage increases by 1C for every extra Numen placed on this effect.
[Element]: Aether
Cost: 1 Numen
You can only lean this effect if you have already learned the [Element]: Fire, [Element]: Air, [Element]: Water and [Element]: Earth magical effects.
Also referred to as the “Divine Element”, Aether is a mutable element able to switch between solid, liquid and gaseous state in an instant.
[Element]: Aether
[Elemental Damage]: Holy Damage
Enhance Effect: Once per turn as a free action, you can change the state of a mass of aether created by this spell, changing it to become solid, liquid or gaseous instead. After 1 minute of being created, the mass of eather is destroyed. Creatures damaged by this spell take additional damage equal to twice the cost of the spell.
Category:School of Magic
Category:Way of Magic