AIR ELEMENTALIST: A druid that has spent his entire life studying everything to do with the air around him and the forces that it contains
and is controlled by. Air Elementalists have a great understanding of the wind as well as the potential forces in the air and rely on this for
protection instead of armour. They seek to become one with their element as much as possible and tend to be slim, light and agile. An Air
Elementalist does not learn the spells of his opposition school, Earth however.
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Advantages:
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- 3% electricity resistance per level.
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- Can use Focussed Discharge almost at will, creating a sudden large potential difference between caster, target and ground. Both caster and
target take electrical damage. Damage and range increase with caster level. Caster's electricity resistance will reduce damage taken making
this more useful at high levels.
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- Once a day, can cast Discharge Field as an innate ability. This is more effective than the wizard spell of the same name.
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- From level 8 onwards can cast Hurricane once a day as an innate ability.
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- Once a day can cast Chain Lightning as an innate ability.
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- Knows Airshield, Discharge Field, Hurricane, Lightning Bolt and Chain Lightning as priest spells.
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- Can summon Lesser Air Elemental once per day from level 6 onwards. This is upgraded to Air Elemental at level 9, to Greater Air
Elemental at level 12, to Storm Elemental at level 15 and to Greater Storm Elemental at level 18.
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- Can charm Air and Storm Elementals almost at will. After casting, can cast again after 1 min. The chance of success increases with
experience.
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- From level 14 onwards can shapeshift into a Greater Air Elemental. The duration increases with experience. This transfers all of the powers
of the creature unto the Elementalist, including immunity to weapons below +2 enchantment, but disables spell casting.
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- At level 16 can create an Air Elemental Conflux once per day. Few know the true power of nature until they witness an elemental conflux.
Fewer still live to tell of it.
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- +1 to maximum DEX.
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- +1 movement rate bonus.
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Disadvantages:
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- Takes 30% more damage from crushing blows due to light and frail body structure.
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- Continuous -2 to STR.
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- Cannot wear any armour.
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- Cannot cast the following Earth school spells: Entangle, Barkskin, Stength of 1, Call Woodland Beings, Iron Skins, Conjure Earth
Elemental, Earthquake.
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- Cannot shapeshift into animal forms.
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