Book of Elements (3.5e Sourcebook)/Elementals of Style/Full Spheres
Contents
- 1 Air [Elemental, Fiendish]
- 2 Arctic [Elemental]
- 3 Creation [Elemental]
- 4 Dust [Elemental, Fiendish]
- 5 Electricity [Elemental, Fiendish]
- 6 Ether [Elemental]
- 7 Metal [Elemental, Fiendish]
- 8 Oracle [Elemental]
- 9 Permafrost [Elemental, Fiendish]
- 10 Plant [Elemental]
- 11 Quicksand [Elemental, Fiendish]
- 12 Radiance [Elemental]
- 13 Roots [Elemental]
- 14 Shadow [Elemental, Fiendish]
- 15 Smoke [Elemental, Fiendish]
- 16 Trickery [Fiendish, Elemental]
- 17 Water [Elemental, Fiendish]
- 18 Weather [Elemental, Fiendish]
Air [Elemental, Fiendish]
Prerequisites: Air element (if taken as an Elemental sphere only)
Special: Elemental: Your Fly speed improves by one maneuverability class and 10'. If already perfect, it improves by 20'. Fiend: You gain the (Air) Subtype and the above ability. If you have no Fly speed, you instead gain a Fly speed of 15' (Good).
Level – Benefit
- 1 – Expeditious Retreat (Also applies to Fly speed)
- 3 – Wind Wall
- 5 – Gaseous Form
- 7 – Gust of Wind, Quickened
- 9 – Control Winds
- 11 – Overland Flight
- 13 – Summon Nature's Ally VII (Cast as an [Air] spell only)
- 15 – Whirlwind
- 17 – Telekinesis, Quickened (Violent Thrust only)
- 19 – Summon Elemental Monolith (CArc, Substitute: Elemental Swarm) (Cast as an [Air] spell only, no need to concentrate)
Arctic [Elemental]
Prerequisites: Water or Ice element.
Special: Your spell-like abilities with the [Cold] descriptor leave a frozen slick over all surfaces in their areas or touched by their Effects. This slick functions as a Grease spell, and lasts for two rounds.
Level – Benefit
- 1 – Chill Metal
- 3 – Icy Sphere (as Flaming Sphere, but cold)
- 5 – Sleet Storm
- 7 – Ice Storm
- 9 – Fire Shield (Chill Shield only)
- 11 – Polar Ray
- 13 – Prismatic Spray (has [Cold] descriptor for no reason)
- 15 – Flesh to Ice, Quickened (Frostburn, Substitute: Temporal Stasis)
- 17 – Comet Swarm (as Meteor Swarm, but Cold)
- 19 – Earthquake with added Ice Storm (covers entire area of Earthquake for full duration, does damage every round).
Creation [Elemental]
Special: You gain a bonus [Item Creation] feat.
Level – Benefit
- 1 – Unseen Servant
- 3 – Make Whole
- 5 – Minor Creation
- 7 – Stone Shape
- 9 – Major Creation
- 11 – Fabricate
- 13 – Wall of Iron
- 15 – Magnificent Mansion
- 17 – Wish (Wealth and Magic Item only for free, spend for Raise the Dead and Increase power of item only)
- 19 – Genesis
Dust [Elemental, Fiendish]
Prerequisites: Air, Earth, or Shadow elements (if taken as an Elemental sphere only)
Special: Your area spell-like abilities may, at your option, stir up a stinging dust cloud, inflicting a -2 penalty to Perception checks and a -1 penalty to attack rolls for one minute to any creature that does not successfully save against the spell. The cloud lasts one round, and its effects last one minute after the affected creature takes its last increase.
Level – Benefit
- 1 – Gust of Wind
- 3 – Glitterdust
- 5 – Sleet Storm
- 7 – Disintegrate
- 9 – Cloudkill
- 11 – Mass Blindness
- 13 – Creeping Doom
- 15 – Horrid Wilting
- 17 – Summon Golem (Clay Only) (PHB2)
- 19 – Disintegrate (You may use this ability as an immediate action.)
Electricity [Elemental, Fiendish]
Prerequisites: Air, Earth, or Fire elements (if taken as an Elemental sphere only).
Special: You gain Immunity to Electricity.
Level – Benefit
- 1 – Lightning Bolt
- 3 – Shocking Ray (as Scorching Ray, but electric)
- 5 – Orb of Electricity (CArc)
- 7 – Chain Lightning
- 9 – Electric Shield (PHB2 Sonic Shield, but Electric)
- 11 – Thunder Field (PHB2)
- 13 – Power Word: Stun
- 15 – Greater Shout, Electric damage and [Electricity] descriptor, not sonic.
- 17 – Lightning Bolt, Maximized, 6 damage per caster level with no maximum
- 19 – Chain Lightning, Quickened
Substitute: Polarized Ray (as Polar Ray, but electric damage instead) for first unavailable spell except Electric Shield. That gets an Electricity-damaging Fire Shield.
Ether [Elemental]
Prerequisites: An element that is not Shadow
Special: Your equipment all gains the Ghost Touch property for as long as you carry it.
Level – Benefit
- 1 – Alarm
- 3 – See Invisibility
- 5 – Blink
- 7 – Baleful Blink (PHB2)
- 9 – Mage's Faithful Hound
- 11 – Ethereal Jaunt
- 13 – Greater Arcane Sight
- 15 – Maze
- 17 – Etherealness
- 19 – Gate (Travel version only)
Metal [Elemental, Fiendish]
Prerequisites: Earth or Fire elements (if taken as an Elemental sphere only)
Special: You may burrow through metal using any existing Burrow speed.
Level – Benefit
- 1 – Magic Vestment
- 3 – Heat Metal (special bonus: Chill Metal)
- 5 – Keen Edge
- 7 – Rusting Grasp
- 9 – Major Creation (metals only)
- 11 – Wall of Iron
- 13 – Blade Barrier
- 15 – Iron Body
- 17 – Binding
- 19 – Summon Golem (Iron only) (PHB2)
Oracle [Elemental]
Special: Roll all chances for every divination you cast to work or backfire twice, and take the more advantageous result.
Level – Benefit
- 1 – Identify
- 3 – Augury
- 5 – Tongues
- 7 – Divination
- 9 – Commune
- 11 – True Seeing
- 13 – Vision
- 15 – Discern Location
- 17 – Metafaculty
- 19 – Wish (Undo Misfortune and Turn back Time only, no EXP cost to Undo Misfortune if you don't undo the same round more than once)
Permafrost [Elemental, Fiendish]
Prerequisites: Earth or Ice elements (if taken as an elemental sphere only)
Special: Three times per day, whenever you cast a spell or spell-like ability with the [Cold] descriptor, you may apply the Extend Spell metamagic feat to it for free.
Level – Benefit
- 1 – Chill Touch
- 3 – Gentle Repose
- 5 – Hold Monster
- 7 – Wall of Ice
- 9 – Stoneskin
- 11 – Transmute Mud to Rock ([Cold] descriptor, rock appears as frozen mud)
- 13 – Waves of Exhaustion
- 15 – Horrid Wilting
- 17 – Imprisonment
- 19 – Simulacrum
Plant [Elemental]
Prerequisites: Wood Element
Special: You gain the Druid's Wilderness Stride ability.
Level – Benefit
- 1 – Entangle
- 3 – Wood Shape (bonus: Warp Wood)
- 5 – Plant Growth
- 7 – Command Plants
- 9 – Wall of Thorns
- 11 – Liveoak
- 13 – Animate Plants
- 15 – Control Plants
- 17 – Shambler
- 19 – Mass Awaken (Trees only) (SpC)
Quicksand [Elemental, Fiendish]
Prerequisites: Earth or Water element (if taken as an Elemental sphere only)
Special: You can walk and stand on soft or sticky ground, even quicksand, as if it was firm. You still can't normally walk on water.
Level – Benefit
- 1 – Soften Earth and Stone
- 3 – Earthen Grasp (CArc, Substitute: Entangle (requires earth, not plants))
- 5 – Water Walk
- 7 – Stony Grasp (CArc, Substitute: Black Tentacles)
- 9 – Transmute Rock to Mud
- 11 – Acid Fog
- 13 – Flesh to Stone
- 15 – Sympathy
- 17 – Gate (Travel only, always oriented flat horizontally and facing up)
- 19 – Imprisonment
Radiance [Elemental]
Prerequisites: Fire or Ice element
Special: You can cast Light as a swift action at will, and gain resistance to damage from [Light] sources equal to your character level. This resistance is subtracted from each source of such damage you take, to a minimum of zero.
Level – Benefit
- 1 – Color Spray
- 3 – Faerie Fire
- 5 – Daylight
- 7 – Continual Flame
- 9 – Invisibility Purge, Widened
- 11 – Sunbeam
- 13 – Prismatic Spray
- 15 – Sunburst
- 17 – Prismatic Wall
- 19 – Prismatic Sphere
Roots [Elemental]
Prerequisites: Earth or Wood elements
Special: You can heal yourself by one hit point per spell-like ability this Sphere has granted you as a standard action as long as you are in either light as bright as natural sunlight or standing on earth (or, stone if you can burrow into it).
Level – Benefit
- 1 – Pass without Trace
- 3 – Barkskin
- 5 – Poison
- 7 – Antiplant Shell
- 9 – Antiplant Shell
- 11 – Ironwood
- 13 – Transmute Metal to Wood
- 15 – Regenerate
- 17 – Clone (Self only, must grow in earth)
- 19 – Soul Bind (Uses a seed to hold the soul)
Shadow [Elemental, Fiendish]
Prerequisites: Shadow Element (if taken as an Elemental sphere)
Special: You can see in any kind of darkness, even magical darkness, out to 60', or 30' more than you normally could, whichever is more.
Level – Benefit
- 1 – Darkness
- 3 – Mirror Image
- 5 – Displacement
- 7 – Shadow Conjuration
- 9 – Shadow Evocation
- 11 – Shadow Walk
- 13 – Project Image
- 15 – Greater Shadow Conjuration (bonus: Greater Shadow Evocation)
- 17 – Simulacrum
- 19 – Shades
Smoke [Elemental, Fiendish]
Prerequisites: Air, Fire, or Shadow elements (if taken as an Elemental sphere)
Special: Any [Fire] spell-like ability you cast that affects an area may, at your option, produce a smoke cloud that provides concealment to any creature more than 5' away through it, and total concealment to any creature more than 10' away through it. This smoke cloud lasts for one round per caster level and fills the entire area.
Level – Benefit
- 1 – Heat Metal
- 3 – Pyrotechnics
- 5 – Stinking Cloud
- 7 – Flame Blade, Quickened
- 9 – Cloudkill
- 11 – Mirage Arcana
- 13 – Delayed Blast Fireball
- 15 – Horrid Wilting
- 17 – Implosion
- 19 – Summon Efreeti (as Summon Monster IX, but summons an Efreeti)
Trickery [Fiendish, Elemental]
Prerequisites: Shadow Element (if taken as an Elemental sphere only)
Special: You can take 10 on bluff checks. You also gain a +2 bonus to diplomacy and sense motive checks.
Level – Benefit
- 1 – Silent Image
- 3 – Mirror Image
- 5 – Invisibility (Extended), or Invisibility Sphere
- 7 – Confusion
- 9 – Persistent Image
- 11 – Mislead (Quickened)
- 13 – Project Image
- 15 – Mirage Arcana (lasts for 1 day per level)
- 17 – Astral Projection
- 19 – Mind Rape
Water [Elemental, Fiendish]
Prerequisites: Water element (if taken as an Elemental sphere)
Special: You gain the (Water) subtype and a Swim speed equal to your base land speed. If you already have those, your Swim speed improves by 10'
Level – Benefit
- 1 – Grease ([Water] descriptor)
- 3 – Quench
- 5 – Control Water
- 7 – Freedom of Movement
- 9 – Transmute Rock to Mud
- 11 – Acid Fog
- 13 – Telekinetic Sphere
- 15 – Arctic Cloud (as Incendiary Cloud, but cold damage)
- 17 – Summon Elemental Monolith (Water only) (CArc, substitute: Elemental Swarm)
- 19 – Crushing Hand
Weather [Elemental, Fiendish]
Prerequisites: Air or Water elements (if taken as an Elemental sphere)
Special: You suffer no penalties (such as to Listen, ranged attacks, or ability to make ranged attacks at all) due to weather conditions or wind of any kind.
Level – Benefit
- 1 – Obscuring Mist
- 3 – Sleet Storm
- 5 – Call Lightning Storm
- 7 – Solid Fog
- 9 – Ice Storm, Extended
- 11 – Acid Fog
- 13 – Control Weather
- 15 – Horrid Wilting
- 17 – Meteor Swarm
- 19 – Storm of Vengeance
Special | Elemental: Your Fly speed improves by one maneuverability class and 10'. If already perfect, it improves by 20'. Fiend: You gain the (Air) Subtype and the above ability. If you have no Fly speed, you instead gain a Fly speed of 15' (Good). +, Your spell-like abilities with the [Cold] descriptor leave a frozen slick over all surfaces in their areas or touched by their Effects. This slick functions as a Grease spell, and lasts for two rounds. +, You gain a bonus [Item Creation] feat. +, Your area spell-like abilities may, at you … Your area spell-like abilities may, at your option, stir up a stinging dust cloud, inflicting a -2 penalty to Perception checks and a -1 penalty to attack rolls for one minute to any creature that does not successfully save against the spell. The cloud lasts one round, and its effects last one minute after the affected creature takes its last increase. affected creature takes its last increase. +, You gain Immunity to Electricity. +, Your equipment all gains the Ghost Touch property for as long as you carry it. +, You may burrow through metal using any existing Burrow speed. +, Roll all chances for every divination you cast to work or backfire twice, and take the more advantageous result. +, Three times per day, whenever you cast a spell or spell-like ability with the [Cold] descriptor, you may apply the Extend Spell metamagic feat to it for free. +, You gain the Druid's Wilderness Stride ability. +, You can walk and stand on soft or sticky ground, even quicksand, as if it was firm. You still can't normally walk on water. +, You can cast Light as a swift action at will, and gain resistance to damage from [Light] sources equal to your character level. This resistance is subtracted from each source of such damage you take, to a minimum of zero. +, You can heal yourself by one hit point per spell-like ability this Sphere has granted you as a standard action as long as you are in either light as bright as natural sunlight or standing on earth (or, stone if you can burrow into it). +, You can see in any kind of darkness, even magical darkness, out to 60', or 30' more than you normally could, whichever is more. +, Any [Fire] spell-like ability you cast tha … Any [Fire] spell-like ability you cast that affects an area may, at your option, produce a smoke cloud that provides concealment to any creature more than 5' away through it, and total concealment to any creature more than 10' away through it. This smoke cloud lasts for one round per caster level and fills the entire area. er caster level and fills the entire area. +, You can take 10 on bluff checks. You also gain a +2 bonus to diplomacy and sense motive checks. +, You gain the (Water) subtype and a Swim speed equal to your base land speed. If you already have those, your Swim speed improves by 10' + and You suffer no penalties (such as to Listen, ranged attacks, or ability to make ranged attacks at all) due to weather conditions or wind of any kind. + |
Spell | Expeditious Retreat (Also applies to Fly speed) +, Wind Wall +, Gaseous Form +, Gust of Wind, Quickened +, Control Winds +, Overland Flight +, Summon Nature's Ally VII (Cast as an [Air] spell only) +, Whirlwind +, Telekinesis, Quickened (Violent Thrust only) +, Summon Elemental Monolith (CArc, Substitute: Elemental Swarm) (Cast as an [Air] spell only, no need to concentrate) +, Chill Metal +, Icy Sphere (as Flaming Sphere, but cold) +, Sleet Storm +, Ice Storm +, Fire Shield (Chill Shield only) +, Polar Ray +, Prismatic Spray (has [Cold] descriptor for no reason) +, Flesh to Ice, Quickened (Frostburn, Substitute: Temporal Stasis) +, Comet Swarm (as Meteor Swarm, but Cold) +, Earthquake with added Ice Storm (covers entire area of Earthquake for full duration, does damage every round). +, Unseen Servant +, Make Whole +, Minor Creation +, Stone Shape +, Major Creation +, Fabricate +, Wall of Iron +, Magnificent Mansion +, Wish (Wealth and Magic Item only for free, spend for Raise the Dead and Increase power of item only) +, Genesis +, Gust of Wind +, Glitterdust +, Disintegrate +, Cloudkill +, Mass Blindness +, Creeping Doom +, Horrid Wilting +, Summon Golem (Clay Only) (PHB2) +, Disintegrate (You may use this ability as an immediate action.) +, Lightning Bolt +, Shocking Ray (as Scorching Ray, but electric) +, Orb of Electricity (CArc) +, Chain Lightning +, Electric Shield (PHB2 Sonic Shield, but Electric) +, Thunder Field (PHB2) +, Power Word: Stun +, Greater Shout, Electric damage and [Electricity] descriptor, not sonic. +, Lightning Bolt, Maximized, 6 damage per caster level with no maximum +, Chain Lightning, Quickened +, Alarm +, See Invisibility +, Blink +, Baleful Blink (PHB2) +, Mage's Faithful Hound +, Ethereal Jaunt +, Greater Arcane Sight +, Maze +, Etherealness +, Gate (Travel version only) +, Magic Vestment +, Heat Metal (special bonus: Chill Metal) +, Keen Edge +, Rusting Grasp +, Major Creation (metals only) +, Blade Barrier +, Iron Body +, Binding +, Summon Golem (Iron only) (PHB2) +, Identify +, Augury +, Tongues +, Divination +, Commune +, True Seeing +, Vision +, Discern Location +, Metafaculty +, Wish (Undo Misfortune and Turn back Time only, no EXP cost to Undo Misfortune if you don't undo the same round more than once) +, Chill Touch +, Gentle Repose +, Hold Monster +, Wall of Ice +, Stoneskin +, Transmute Mud to Rock ([Cold] descriptor, rock appears as frozen mud) +, Waves of Exhaustion +, Imprisonment +, Simulacrum +, Entangle +, Wood Shape (bonus: Warp Wood) +, Plant Growth +, Command Plants +, Wall of Thorns +, Liveoak +, Animate Plants +, Control Plants +, Shambler +, Mass Awaken (Trees only) (SpC) +, Soften Earth and Stone +, Earthen Grasp (CArc, Substitute: Entangle (requires earth, not plants)) +, Water Walk +, Stony Grasp (CArc, Substitute: Black Tentacles) +, Transmute Rock to Mud +, Acid Fog +, Flesh to Stone +, Sympathy +, Gate (Travel only, always oriented flat horizontally and facing up) +, Color Spray +, Faerie Fire +, Daylight +, Continual Flame +, Invisibility Purge, Widened +, Sunbeam +, Prismatic Spray +, Sunburst +, Prismatic Wall +, Prismatic Sphere +, Pass without Trace +, Barkskin +, Poison +, Antiplant Shell +, Antiplant Shell +, Ironwood +, Transmute Metal to Wood +, Regenerate +, Clone (Self only, must grow in earth) +, Soul Bind (Uses a seed to hold the soul) +, Darkness +, Mirror Image +, Displacement +, Shadow Conjuration +, Shadow Evocation +, Shadow Walk +, Project Image +, Greater Shadow Conjuration (bonus: Greater Shadow Evocation) +, Shades +, Heat Metal +, Pyrotechnics +, Stinking Cloud +, Flame Blade, Quickened +, Mirage Arcana +, Delayed Blast Fireball +, Implosion +, Summon Efreeti (as Summon Monster IX, but summons an Efreeti) +, Silent Image +, Invisibility (Extended), or Invisibility Sphere +, Confusion +, Persistent Image +, Mislead (Quickened) +, Mirage Arcana (lasts for 1 day per level) +, Astral Projection +, Mind Rape +, Grease ([Water] descriptor) +, Quench +, Control Water +, Freedom of Movement +, Telekinetic Sphere +, Arctic Cloud (as Incendiary Cloud, but cold damage) +, Summon Elemental Monolith (Water only) (CArc, substitute: Elemental Swarm) +, Crushing Hand +, Obscuring Mist +, Call Lightning Storm +, Solid Fog +, Ice Storm, Extended +, Control Weather +, Meteor Swarm + and Storm of Vengeance + |