-------------------- --- Elementalist --- -------------------- This character was created by my cousin Chris, not me. It hasn't been played before. ******************** *** Magic Levels *** ******************** Magic Levels are purchased seperately for each element; you may never use Magic Levels with level totaling more than 10; if a spell uses multiple elements, it counts once toward the in-level spell maximum for each of those elements 0g Magic Level 0 - 1 Minor; 2 Major; you may take up to 2 spells for this element in-level; 8 MP 3g Magic Level 1 - 1 Minor; 3 Major; you may take up to 3 spells for this element in-level; 9 MP 5g Magic Level 2 - 2 Minor; 4 Major; you may take up to 3 spells for this element in-level; 11 MP 9g Magic Level 3 - 2 Minor; 5 Major; you may take up to 4 spells for this element in-level; 12 MP; +1 MP which may only be spent for spells of this element 21g Magic Level 4 - 3 Minor; 6 Major; you may take up to 5 spells for this element in-level; 13 MP; +3 MP which may only be spent for spells of this element ************** *** Spells *** ************** each spell is of all elemental types that are used to cast it (earth, air, fire, water, energy). 0g Dagger - pay 1 action: 1 damage, 1 range, melee type 3g Rock - Earth; pay 1 action, 1 MP: MinorEarth range, MajorEarth damage, melee type 4g Char - Fire; pay 1 action, 1 MP: infinite range, MajorFire damage 3g Gust - Air; pay 1 action, 1 MP: infinite range, MajorAir pushback 6g Splash - Water; pay 1 action, 1 MP: MajorWater range, MajorWater damage, MinorWater pushback 10g Shock - Energy; pay 1 action, 2 MP: MinorEnergy range, MajorEnergy damage, stun 12g Acid - Fire, Water; pay 1 action, 2 MP: MinorWater range, MinorFire X burn MajorWater 10g Smoke Screen - Air, Fire; pay 1 action, 1 MP: MajorAir range, until the end of your next MinorAir X MajorFire turns all spaces within MinorFire radius (MinorFire diagonals) of target space are occupied by smoke 20g Armageddon - Fire, Earth; pay 1 action, 5 MP: at the ends of each of your next MinorEarth turns and this turn all walls do MinorFire damage to all characters at 1 range (1 diagonal) 15g Flamebolt - Fire, Energy; pay 1 action, 3 MP: MajorEnergy range, MinorEnergy X MajorFire damage, you take MinorFire damage 18g Mist Form - Air, Water; pay 1 action, 4 MP: you gain Hide (9 - 2 X MinorWater) range LOS and evasion MinorAir/6 until you are attacked successfully 12g Levitate - Air, Energy; pay 1 action, 2 MP: move MinorAir + MinorEnergy spaces, you are considered to be levitating until the end of your next turn 13g Move Wall - Air, Earth; pay 1 action, 3 MP: MajorAir range LOS, move target wall up to MinorEarth spaces in any direction with push, if this blocks off a section of the board the wall is destroyed when you leave the level or are downed or killed 16g Mud - Water, Earth; pay 1 action, 3 MP: MajorEarth range, target space and all spaces within MinorWater radius (MinorWater diagonals) of target space are occupied by mud; a non-levitating character on a space occupied by mud may only move one space on their turn and must generate 2 movement in order to move that one space 10g Static Charge - Energy, Earth; pay 1 action, 2 MP: MinorEnergy range, you do not have to declare this effect when using it, target barrier is now charged; any character who moves within MinorEarth range LOS of a charged barrier once you move away loses the rest of its turn and takes MajorEnergy damage and is stunned 13g Oil Slick - Energy, Water; pay 1 action, 2 MP: MajorEnergy range, target occupiable space is now occupied by an oil slick; the next MinorEnergy X MajorWater times a non-levitating character moves onto the oil slick they move MinorWater spaces with push in the same direction they were moving 17g Flashfire - Earth, Fire, Air; pay 1 action, 4 MP: MajorEarth range, target space is occupied by flashfire; at the beginning of your turn, all occupiable spaces within MinorFire X MajorAir range LOS of flashfire become occupied by flashfire, if no flashfire is created at this time all flashfire is destroyed; any character who moves onto a space occupied by flashfire takes MinorFire damage each time they move onto it and at the beginning of their turn; after creating new flashfire all barriers and characters that were adjacent to flashfire at the beginning of your turn take MinorFire damage 21g Limestone Cave - Earth, Fire, Water; 2 MP, the space you are on is occupied by a cave entrance and cave, the cave space and the normal space on the cave entrance are considered to be one space apart, characters may only enter and exit the cave through cave entrances; 1 MP, 1 range, this ability may only be used while you are in the cave, target space is occupied by cave; nothing outside of the cave affects anything inside of the cave without going through a cave entrance and vice versa, except explosions which are counted as one space farther away than normal along a right angle to all other directions; any character in the cave may move one space from a space occupied by cave to an adjacent space occupied by cave, even if it is a normally unoccupiable space but cannot move to a space not occupied by cave; flying characters in the cave are considered to be levitating but not flying; LOS in a cave is blocked by spaces not occupied by cave; you do not have to declare any cave spaces as cave spaces unless they are within infinite range LOS of a character in the cave but you must declare all cave entrances 16g Flame Shield - Earth, Fire, Energy; pay 1 action, 3 MP: you now have armor with MajorEarth HP and MinorEnergy protection against non-fire attacks and MajorEnergy protection against fire attacks, if a character attacks you with a melee weapon while you have this armor they take MinorFire damage; armor reduces incoming damage by the protection amount for each incoming attack and then the armor loses 1 HP, when the armor is out of HP, it no longer functions incl. the retaliation damage 19g Cloud of Mud - Earth, Air, Water; pay 1 action, 4 MP: MajorAir range, until the end of your next MinorAir X MajorEarth turns all spaces at or within MinorWater range (MinorWater diagonals) of target space are occupied by mud gas; characters in mud gas may not see, be seen, target, be targeted, or move more than one space per turn 11g Greek Fire - Fire, Water, Energy; pay 1 action, 2 MP: MajorWater range, for your next MajorEnergy turns target space and all spaces within MinorWater(diagonals) are occupied by Greek fire; if a non-levitating character moves onto a space occupied by Greek fire it takes MajorFire damage each time it does and at the beginning of its turn 14g Open Wormhole - Earth, Air, Energy; 3 MP, choose a random space within MinorAir X MajorEarth range (all diagonals) of you, you may choose a space within MinorEnergy - 1 range (MinorEnergy - 1 diagonals) of the random space, the chosen space and the space you are currently on are now linked by a wormhole, immediately after you cast this you may move through the wormhole with telefrag as long as it is not a primary or secondary character; spaces linked by a wormhole may be moved, attacked, or seen through as if they were one space away at a right angle to all other directions; if you are in the cave when this is cast your end of the wormhole is in the cave, if the other end of the wormhole is on a space with cave choose whether it is in or out of the cave when you cast this 18g Liquid Wall - Earth, Water, Energy; pay 1 action, 4 MP: MinorEarth range, target wall is now a liquid wall, if a character makes no more than one move on its turn, it may move into or out of the liquid wall, LOS is blocked moving out of the wall but not into it 21g Acid Rain - Air, Fire, Water; pay 1 action, 4 MP: choose a MajorWater by MajorWater area with a center MajorAir spaces (MajorAir diagonals) or fewer away from you, MinorWater times on each of your next MinorAir turns starting with this turn, choose a random space in that area and deal all characters at or within 1 range (1 diagonal, no blast shadow) of that space MinorFire damage and MinorFire X Burn MajorWater 12g Lightning - Air, Fire, Energy; pay 1 action, 3 MP: choose a space within MinorEnergy X MajorAir spaces (MinorEnergy X MajorAir diagonals) of you, that space takes MajorFire damage and all characters at or within MinorEnergy range LOS take stun 10g Thunderhead - Air, Water, Energy; pay 1 action, 4 MP: MajorAir range LOS, place a thunderhead on target space, this may not target a space a character is on; on your turn the thunderhead moves two spaces in random directions and then one space in a direction of your choice; thunderheads may occupy the same space as anything else; any character who is within MinorWater range LOS of the thunderhead takes MinorEnergy damage and stun each time they or the thunderhead move so that they are in range 30g Hell's Heart - Earth, Air, Fire, Water, Energy; this may and must be used any time immediately after you have been damaged and must target the character who damaged you, you may use this while downed, you are killed, target character takes MajorEarth X MinorEarth damage MajorAir X MinorAir pushback, loses its next MajorWater X MinorWater turns, and cannot be damaged until the beginning of its turn after, when it takes MinorFire X burn MajorFire, and takes stun at the beginning of its next MajorEnergy X MinorEnergy turns, none of this is preventable *********************** *** Magic Adjusters *** *********************** magic adjusters take effect after all effects of Magic Levels; you may not bring in to or use a combination of magic adjusters that brings any number below zero; all multiplication and division of numbers takes place after all addition and subtraction even for effects used in-level; magic adjusters may only be purchased once 5g Energy Pool - lose 1 MinorEnergy; gain 4 max. and starting MP 14g Fabric of Space - halve your MinorAir(round down); double your MajorAir 8g Library of Atlantis - you may take one fewer Water spell in-level; Water spells do not count towards other spell maximums 20g Stone Skin - lose 2 MajorEarth; all attacks do 1 less damage to you 23g Recharge - lose 1/3 of your max and starting MP; spend 1 turn: gain 1 MP; spend 1 turn: gain 1 MP and 1 HP, you may only use this ability while downed 18g Heart Of Fire - lose 2/3 of your HP; gain 2 MajorFire and 1 MinorFire 9g Water from a Stone - lose 1 MinorEarth; gain 1 MinorWater 15g Surge - you may use this ability any time but only once per turn: reduce all elements Major and Minor numbers by 1 until the end of the board, and double Major and MinorFire until the end of your turn, and take MinorFire damage 18g Omniscience - reduce all your Major and Minor numbers by 1; you may bring any and all of your spells in-level 14g Speed - lose 1 MajorAir and 2 MinorAir; you may move 1 space each turn for free 21g Generator - lose 2 MajorEnergy; all Energy spells require 1 fewer MP to cast