Elemental Augmentation (3.5e Spell)
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|Transmutation [Air, Acid, Cold, Earth, Electricity, Fire, Force, Sonic, Water]|
|Level:||Cleric 2, Druid 2, Sorcerer/Wizard 2|
|Casting time:||1 swift action|
|Duration:||1 round/level (D)|
The druid crackled with lightning as thunderbolts rained around them, and they zipped away at high speed.
When you cast this spell you align yourself with elemental energies. Subsequent spells you cast or concentrate on with the Air, Acid, Cold, Earth, Electricity, Fire, Force, Sonic, or Water descriptors have a side effect of buffing you for one round. If the spell has more than one effect you can gain up to any two descriptors from the spell. Benefits last until the end of your next turn.
Air: You gain a fly speed of 20 ft (perfect), or can improve an existing fly speed by 20 ft. You also do not need to breathe and are immune to gaseous hazards.
Acid: You are covered in a acidic gel. Creatures hitting with unarmed strikes, natural weapons, or grappling take 1d10 acid damage. You also ignore the hardness of stone and wood when damaging objects.
Cold: Icy armor grants 5 temporary hp which stacks with other temporary hp, but not itself. Your land speed increases by +10 ft, or +20 ft if moving down a slope. You gain no bonus moving up slopes.
Earth: Your natural armor increases by +2, and you gain a +4 bonus on stability like a dwarf. This stacks with the racial feature. In addition you ignore difficult terrain.
Electricity: You gain a +30 increase to land speed, and you gain an additional attack of opportunity a round. You cannot be rendered flatfooted.
Fire: You are surrounded in an aura of flame. Your weapon and weapon-like attacks in the round gain +1d6 fire damage, and all fire damage you deal provokes a DC 15 Reflex save against catching on fire. All creatures ending their turn within 5 ft of you also take 1d6 fire damage.
Force: Your armor AC increases by +2, and you benefit from ghost touch armor and weapons. You can lock yourself in place as a free action, making you immune to being forcefully moved or delaying falling.
Sonic: You accelerate quickly creating shockwaves around you. If you move 10 or more feet you no longer provoke attacks of opportunity for movement, and any creatures within 5 ft of you must make a DC 15 Reflex save or be deafened for 1 round. You also benefit from blindsense 20 ft.
Water: You gain a swim speed of 30 ft, or can improve an existing swim speed by 30 ft. You can breathe water, endure intense pressures, and can see and attack through water normally.
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|Article Balance||High +|
|Component||V + and S +|
|Descriptor||Air +, Acid +, Cold +, Earth +, Electricity +, Fire +, Force +, Sonic + and Water +|
|Identifier||3.5e Spell +|
|Level||Cleric 2 +, Druid 2 + and Sorcerer/Wizard 2 +|
|Summary||Enhance yourself so that when you cast an elemental spell, you gain additional bonuses in that round. +|
|Title||Elemental Augmentation +|