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.

**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].

**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.

**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.
**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.
**Casting Time:** 1 action
**Range:** Self
**Duration:** Instantaneous
**Casting Time:** 1 reaction, which you take when you take burn, freeze, poison, shock or sonic damage.
**Range:** Self
**Duration:** 1 round
**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].

**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.
***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].

The spell is infused with the element of Fire.
**[Element]:** Fire
**[Elemental Damage]:** Burn Damage
The spell is infused with the element of Water.
**[Element]:** Water
**[Elemental Damage]:** Slashing Damage
The spell is infused with the element of Earth.
**[Element]:** Earth
**[Elemental Damage]:** Crushing Damage
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.

**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.
**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.
**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.

**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].
**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).

**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].
**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.
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
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
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
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.

**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.
***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.

***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.

**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
**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.
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.