Roleplaying Resources

Elemental Wizard

A class for 2nd Edition AD&D.

Description: The Elemental Wizard is a wizard whose main interests lie in the study of the Elemental planes, how magic works on them, and how there affects can be used in spells on the Prime Material Plane. He spends a considerable amount of his time on the various Elemental planes researching their affects, on both magic and normal materials, and studying the beings (if any) native to those planes. Elemental Wizards tend to be semi-reclusive and can normally be found within one or two days travel of a major city or center of learning.

Requirements: Wis 13, Int 14, Con 15

Races: Human, Elf, Half-Elf

Alignment: Any

An Elemental Wizard can modify Spells that rely on Elemental Force (ie Wall of Fire, Create Water, etc.) to use other Elemental force (ie. Wall of Water, Create Air, etc.), this applies only when modifying one Elemental affect to another.

Benifits

Elemental spells cast by an Elemental Wizard have a -1 to their Saving Throws and a +1 added to each die of damage. The Elemental Wizard gets a +1 on his Saving Throw vs. all Elemental attacks.

When modifying an existing spell that the Wizard already knows to one of its variants, ie. Fireball to Airball, research time and costs are halved and he gets a +10% to his chance of success.

Restrictions

Can not cast spells in the following Schools of Magic and can not use Magical Items that duplicate their affects:

Illusion/Phantasm, Necromancy

Also has a -10% chance to learn a spell that does not have an Elemental component, this does not include the Lesser Divination spells.

Special Powers

At 3rd level may enter the Border Ethereal at will once per week, all travel times in the Ethereal are reduced by half if he is going to one of the four major Elemental Planes or back to his Prime Material Plane.

At 5th level can find his way on the Plane of Air without a guide and is immune to the Plane's affects*.

At 10th level can find his way on the Plane of Water without a guide and is immune to the Plane's affects*.

At 15th level can find his way on the Plane of Fire without a guide and is immune to the Plane's affects*.

At 20th level can find his way on the Plane of Earth without a guide and is immune to the Plane's affects*.

* - Treat as native of that Plane as far as movement and breathing are concerned, will still need normal food and water.

Specialist Elemental Wizard

Description: The Specialist Elemental Wizard is a wizard whose main interests lie in the study of his chosen Elemental plane, how magic works on it, and how its affects can be used in spells on the Prime Material Plane. He spends a considerable amount of his time on his chosen Elemental plane and its Para- and Quasi- Planes researching their affects, on both magic and normal materials, and studying the beings (if any) native to those planes. Specialist Elemental Wizards tend to be extremely reclusive and can normally be found only when they want to be.

Base Requirements: Wis 13, Int 14, Con 15

Specialist Requirements:

  • Air: Dex 15
  • Fire: Str 14
  • Water: Dex 14
  • Earth: Wis 16

Races: Human, Elf, Half-Elf

Alignment: Any

A Specialist Elemental Wizard can modify spells that rely on the Elemental Forces of his chosen Elemental Plane to spells that use one of his chosen Elemental Planes's Para- or Quasi-Elemental Planes, ie Fireball to Smokeball, Create Water to Create Ooze. This applies only when modifying one Elemental affect to one of its Para- or Quasi-Elemental Planes or vice versa.

An Elemental Wizard can specialize in one of the four major Elements (Air, Earth, Fire, Water). He gains the benefits and restrictions outlined below.

Benefits

Gains 1 additional spell per spell level, spell MUST deal with his chosen Elemental Plane.

Elemental spells cast by a Specialist Elemental Wizard that are of his chosen Element have a -2 to their Saving Throws and a +2 added to each die of damage. The Elemental Wizard gets a +2 on his Saving Throw vs. Elemental attacks of his chosen Element.

Receives a +15% to his chance to learn a new spell of his Elemental school and a +5% if the spell deals with the Para- or Quasi-Elemental Planes of his chosen Elemental Plane.

When modifying an existing spell that the Wizard already knows to one of its variants, ie. Fireball to Smokeball, research time and costs are halved and he gets a +15% to his chance of success.

Restrictions

Can not cast spells in the following Schools of Magic and can not use Magical Items that duplicate their affects:

Illusion/Phantasm, Necromancy

Can not cast Elemental spells or use Magical Items that are not based on his chosen Element or its Para- or Quasi-Elemental Planes.

Suffers a -20% to his chance to learn a new spell if it is not of his chosen Element or its Para- or Quasi-Elemental Planes, this does not include the Lesser Divination Spells.

Special Powers

At 3rd level may enter the Border Ethereal at will once per week, all travel times in the Ethereal are reduced by half if he is going to his chosen Elemental Plane or back to his Prime Material Plane.

At 5th level can find his way on his chosen Elemental Plane without a guide and is immune to the Plane's affects*.

At 10th level can find his way on his chosen Plane's Para-Elemental Planes without a guide and is immune to the Para- Planes' affects*.

At 15th level can find his way on his chosen Plane's Quasi-Elemental Planes without a guide and is immune to the Quasi- Planes' affects*.

At 20th level may open a portal to his chosen Elemental Plane at will once per week, and is considered a native of that Plane in all respects. He will need to have a large amount of the “stuff” of his chosen Elemental Plane, ie. a bonfire, a pond of water etc.

* - Treat as native of that Plane as far as movement and breathing are concerned, will still need normal food and water.

Credits

Created by Mike Jacobs for the Great FidoNet Compendiumplugin-autotooltip__default plugin-autotooltip_bigThe FidoNet AD&D Compendium Version 2.1

The Great FidoNet Compendium 2.0 was published to the AD&D FidoNet group on January 22nd, 1997. It was adapted to the internet as Version 2.1 on August 21, 2011. Last updated July 29, 2014.

Introduction

The previous version of this compendium was released close to fifteen years ago. With FidoNet long gone, and plain text out of style, I figured it was time to reformat this thing for the internet. This version includes seven spell submissions that didn'…
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