Once this skill is purchased, the character gains an Elemental Pool. For each purchase of this skill, the character gains 20 Elemental Pool Points. The character may use this to deal magical damage of the type given in the table below. The character must choose one element from the table below when the skill is purchased. Later, the character can learn the Elemental Attunement skill to learn to wield more elements from the table below.
Element
Opposite
Effect
Air
Earth
Lightning Damage
Earth
Air
Earth Damage
Fire
Water
Fire Damage
Water
Fire
Ice Damage
Life
Death
Healing Damage
Death
Life
Body Damage
The character may use this pool to throw the elemental damage at a rate of one EPP for one point of damage up to the maximum of the character’s current pool total. The character may use this skill to increase the damage of their weapon strikes in addition to changing the type of damage to the element called upon. The character may use any amount of their available Elemental Pool to increase their damage on a one for one basis.
For example, Kjellian is fighting a pack of undead that is normally only affected by silver weapons or better and some trolls. Having only normal weapons and swinging 3 points of damage, he uses seven points of his Elemental Pool with each swing calling upon elemental Life when striking the undead and elemental Fire when attacking the Trolls. He now swings 10 points of damage and calls “10 Magic Fire” or “10 Magic Life”. Kjellian can use more of his Elemental Pool with each attack to increase his damage accordingly.
The character can also use their Elemental Pool to protect themselves and others from an elemental attack. The character can place a latent Elemental Protection that will stop any one elemental attack on a character for 15 EPPs. It will stop any elemental damage – even one augmented by a Warlock skill or damage suffixed with “Eldritch”, any spell from an elemental school, or damage from a physical elemental attack. The defense will not stop effects from physical attacks, for example: Slay, Assassinates, Disarms, Stuns (but it does stop the damage), etc. The Druid does not need to specify what the element is when the protection is granted and the Elemental Protection does not stack with itself.
Finally, the Druid may cast Nature Magic from their Elemental Pool in addition to no normal Power Points. It costs a number of EPPs equal to twice the listed Power Point cost.
This skill requires the use of a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. Additionally the character must include the element called upon in the verbal when used as an attack. This skill can be delivered by touch or through a weapon. If delivered through a weapon, the targeted character must be struck, and unlike Channeled spells, weapons and shields will stop the attack. If the character misses their target or the target uses a martial skill to stop the attack, the skill is not used.
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