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Elementalists in 3rd edition

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Yehuda Berlinger

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May 21, 2001, 12:08:08 PM5/21/01
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The elementalists
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Consider the divine beings, who have spheres of control, as if they were
20th (or more) level elementalists in each of their spheres. Just as the
divine beings know how to tap into the essense of matter and change it
according to their will, so do elementalists. Clerics worship divine
beings who grant them spell ability. Elementalists worship no divine
being; instead, they seek the same sort of control over the elements as
the divine powers themselves.

The elemental domains listed in the PH, merged with the elementalists
from my own world, yield a complete picture of the domains. It is quite
obvious that some of the domains are missing from the book.

The Elementalists class inspired me to add a third aspect to alignment:
Law/Chaos, Good/Evil, and Static/Dynamic . Static implies a type B
personality, generally interested in things that stay the way they are,
in this world, and in objects as opposed to processes, space as opposed
to time. Dynamic implies a type A personality, interested in change
(chaotic or lawful, good or evil), in fanciful ideas, and in processes
as opposed to objects, time as opposed to space. Note: this alignment
change is not necessary, and you can play without it.

There are 28 elemental domains. CAPITAL domains are in the PH. S=static,
N=neutral, D=dynamic. Picture the layout as a cube, where direct
opposites are in opposition, e.g. LGS against CED


| Lawful | Neutral | Chaotic
-----------------------------------------------

Good S | PROTECTION | SUN | peace
Good N | KNOWLEDGE | GOOD | LUCK
Good D | HEALING | TRAVEL | MAGIC

Neutral S | EARTH | space | FIRE
Neutral N | LAW | ANIMAL/PLANT | CHAOS
Neutral D | WATER | time | AIR

Evil S | STRENGTH | mind | DEATH
Evil N | control | EVIL | TRICKERY
Evil D | WAR | storm | DESTRUCTION

Notes:
1. Protection vs Destruction: obvious
2. Knowledge vs Trickery: Knowledge seeks to thwart trickery, and vice
versa
3. Healing vs Death: Healing is also called Life
4. Earth vs Air:
5. Law vs Chaos:
6. Water ve Fire:
7. Strength vs Magic: Strength and Magic have always been at war
8. Control vs Luck: Control elementalists seek to expose their enemies
and determine, or predetermine the outcome in their favour. They are
often found plotting, bribing, blackmailing, or plotting a takeover
(often just to ensure that life goes the way they want it to)
9. War vs Peace: Peace elementalists seek to smooth, calm, disengage,
remove fear, and otherwise ensure personal liberty and freedom without
implediment
10. Sun vs Storm: Sun is also called Magnetism, or Light. Storm is also
called Electric, or Dark
11. Good vs Evil:
12. Travel vs Mind: Travel is also called Body, and it's domains are
physical freedeom and movement. Mind is also called Domination, and it's
domains include mind control and persuasion.
13. Space vs Time: Space is the domain of objects and their essense.
Time is the domein of transition and the inherent lack of endurance of
all objects
14. Animal and Plant: are both NNN, as is the inner essence of all
living things.

All of the above is preface, theory. In game terms, an elementalist acts
a bit like a specialist sorcerer, with very limited spell choice (an
expanded list of domain spells), bonuses and minuses to ST's versus
certain elements, and a strong set of skills and feats, including
automatic metamagic feats for his limited spell list.

I have ideas, but would welcome suggestions, for domain spells for
control, space, time, mind, storm, and peace (for clerics), and working
stats for all elementalists.

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