Secret Craft of Lightning Quasi-ElementalismMagic-users of this secret craft are masters at dealing with ligtning and electricity. This craft was created by Lady Altais Finlaurë Lendyl, when she was Princess of Virgaard. She is the High Mistress of the Craft.
Powers of the Craft
Lightning Elementalists learn the following spells when they have reached the top level in the circle corresponding to their mastery level:
Protection from Lightning (First Circle): The lightning masters of the First Circle can protect themselves from natural or magical lightning and electricity. Disciples suffer only half damage from electricity-based attacks (spells, breath weapons, etc.). They can walk up to 90 feet or up to 3 rounds whichever comes first over electric fields, or even fly around lightning bolts (during a thunder storm for instance) for up to 3 rounds.
Lightning Missiles 'Sparks' (First Circle): The lightning masters of the First Circle can use this ability equivalent to the wizard first level spell Magic Missiles, except that the missiles (1 missile every 2 levels) are automatically small lightning bolts.
Minor Conjuration (Second Circle): The master may conjure 1-4 Lightning Quasi-Elementals (see description below). Summoned creatures have a number of hit dices equal to or less than that of the elementalist. He can give a series of orders of any level of complexity, and the elementals will execute them to the best of their ability and knowledge, without trying to distort the intent of the orders. The master does not need to concentrate to keep control. This lasts one day per level of the elementalist, or until dispelled, or until the mission is accomplished. When the control stops, the creatures return to their home plane. The conjuration takes 1-4 rounds to take effect.
Lightning Shield (Second Circle): This ability creates a shield of sparks and flashes around the elementalist, which prevents him from being drained levels by any undead or spell. Actually, lightning is linked to the Elemental Plane of Air and the Positive Material Plane. As a result, any undead linked to the Negative Material Plane touching the shield will be drained two hit dices or levels. The shield lasts for one round per level of the master. A spell of invisibility cast on the shield will make it invisible.
Lightning Attraction (Second Circle): This ability enables
the lightning master to enchant an object in order to make it attract lightning
systematically. This can be used to build a receptacle of lightning energy for
instance. A living creature holding such an item, will be struck by lightning
during a thunderstorm, and will automatically suffer damages from the bolt. Once
the item is enchanted, the attraction is permanent until dispelled by a Remove
Curse cast at a sufficient level.
Lightning Empowerment (Second Circle): When using the
power, the elementalist is able to enchant an item, thus providing it with the
ability to discharge a lightning bolt three times a day. The discharging only
requires concentration from the holder, no triggering word is required. It lasts
permanently until the object is destroyed or dispelled.
Control of Lightning (Third Circle): This allows the
disciple to control any non-living electric matter. He can shape it and move it
for one round per level of experience. Thus a lightning master can volley a
lightning bolt pointed at him back to the caster. This also grants the
elementalist a total immunity to electricity.
Create Storms (Third Circle): This allows the elementalist to create a thunderstorm in a circle area which diameter (in miles) is equal to or less than the master level. The storm lasts up to the elementalist level in turns. It can be stopped only by the master's will or by a Control Weather spell cast at the sufficient level (the master level at least). Once he had created the storm, the master can create as many lightning bolts as he wants (no more than 2 per round), causing 1-6 points of damage per level plus 1-8 dice(s). Controlling these bolts requires the Third Circle ability, Control of Lightning.
Transcend Lightning Energy (Fourth Circle): This enables the master to focus energy into matter. Only lightning energy causing at least 20d6 of damage is usable. This power allows to recharge magical items, animate golems or construct (1HD per level), reverse the aging process (one week per level) of the lightning master), or recalling a creature to life (dead no more than one day per level of the lightning elementalist). The master himself collects the energy and focus it toward a specific target or keep it to himself. A roll of 01 causes the master to vanish into a fantastic energy blast (1-6 per level of damages). Only a Wish spell can bring him back to life.
Ultimate Lightning Control (Fifth Circle): The High Master gains permanent and total immunity to electricity and can also use the First Circle abilities at will, 6 times a day for the Second Circle, 3 times for the Third and once a week for the Fourth. He is able to enter at will the Quasi-Elemental Plane of Lightning and can also travel all over the Prime Material Plane under the form of a flash of lightning (close to light speed). Besides, the High Master using his conjuration powers automatically summons, in only 1 round, 1-4 creatures with top hit dices.
Lightning Quasi-ElementalsCreatures of this sort inhabit the Elemental Plane of Air and the Positive Material Plane. They are rare even in those places. During a great lightning storm on the Material Plane, large numbers of lightning quasi-elementals will sometimes gather. During such violent thunderstorms the creatures teed and reproduce.
In
addition to normal movement, Lightning Quasi-Elementals can “arc“, leaping
up to 6" to any grounded or metallic object of mass greater than 50 gp.
Such leaping arc is in addition to normal movement, coming either at the
beginning or end of it. There are 3 hit die categories of quasi-elementals and the small 6-hit-dice variety are most common in the Prime Material Plane (60%), the 9-hit-die size less common (30%) and the 12 (or more)-hit-die size rarest of all (10%). In the Elemental Plane these figures are reversed, the smallest quasi-elementaI being encountered 10% of the time, the medium-sized encountered 30% of the time, and the largest type encountered 60% of the time.
In
addition to normal attack of electrical discharge by touch, a creature of this
sort can discharge 1 small globe of ball lightning each round for 6, 9, or 12
rounds (depending on hit dice). This globe will float near the Quasi-Elemental
until some creature of large mass (2000 gp or more) or with a large quantity of
conductive metal comes within 5 feet. The ball lightning will then move to that
object and discharge, inflicting 1-4, 1-6, or 1-8 points of damage, depending on
the size of the Quasi-Elemental that discharged it,
Lightning
Quasi-Elementals can be harmed only by +l or better magic weapons. If the weapon
used against such a creature is of conductive material, its wielder will suffer
electrical damage of 1-4 points whenever the weapon strikes the Lightning
Quasi-Elemental.
Lightning and electrical attacks do no damage. Fire and acid do only half-normal
damage. Cold does full damage. Water attacks inflict 1-8 points of damage per
gallon, or double full normal damage. For example, an ice storm spell does 6-60.
Falling water, as in some form of rain, inflicts 2 points of damage for each
1/10th
of an inch of precipitation, which falls upon the creature.
Lightning Quasi-Elementals have no known social organization. It is generally not possible to conjure quasi-elementals, although powerful magic-users have been known to do so...
High MistressCountess Altaïs Finlaurë Lendyl of High Sonden Fourth Circlenone Third CirclePrince Grummash of Braejr Second CircleSir Feyd
Lendyl,
Glantrian Ambassador to Wendar Soranor Arëlhach
"Iki" General Dyreniel,
Commander of the Virgaardian 6th Banner First CircleLady Wynona
Lendyl, Heir
Princess of Virgaard
|
|