ELEMENTALS & MAGICAL ABILITIES
Arkaines are all born with magical capability within their blood and bones, but unlike their mainland cousins, the Koami are not born with magical abilities. Instead they learn a different kind of magic, one that is found within nature, that is taught to them by the guardians of the different elements.
These Koami are known as, Elementals
There are 5 types of Elements.
Earth - Ground yourself to nature and the flow of the Earth.
They have the ability to heal themselves, protect themselves or others, and aid in the growth and revival of plant life.
Air - Embrace playfulness and chaos. Play and zip around in order to become one with the spirits of Air.
They have the ability to manipulate the air around them, deflect, and meditate to revitalize themselves.
Water - Embrace serenity and harness the element of water.
Emotions are ever changing, ever flowing, calm one moment then torrential the next.
Fire - Use emotions to shape the very element of fire and heat.
Their emotions are more volitile like that of a volcano in wait. Seemingly calm on the surface, but boiling beneath.
Storm (by application only)- Storm elementals can control the mighty power of lightening.
Underneath them all, a raging storm resides within them. Only they can control how devastating their storm can be.
TELEPATHY
All Arkaines, Mage or not, have a bit of telepathy; they can send and receive messages via another Arkaine without physically speaking.
The recipient hears said message in the sender’s voice within their mind, and they can generally tell which Arkaine the ability is coming from.
This ability can be honed in on and some excel more than others. Usually these Arkaines make good Mindweavers.
This ability only works at a maximum distance of 50ft. If an Arkaine is skilled in the ability, they can speak to multiple people at once.
BLOOD BOND
All Arkaines can Blood Bond, in which they bite each other’s neck in a ceremony of love and trust and their minds are linked (emotions and memories).
Other species cannot bond with an Arkaine.
Bonded Arks can send and receive messages to and from their bond if they’re within 10 miles of each other without expending mana.
If they are further than that, the link is cut off or difficult to keep intact.
Bonded pairs can also voluntarily cut off the link, in which neither of the two will be able to receive any information from the other.
Blood Bonded pairs are for life (unless both drink a Blood Bond Break Potion) so choose your bonded wisely.
When using any kind of magical ability, the entirety of an Arkaine’s eyes will glow the color of their lifethorn.
Level | XP | Features | **Proficiency Bonus |
1 | 1000 | A Elemental Path is chosen. Passive is learned. | +2 PWR |
2 | 2000 | 2 new spells from your path are learned. | +2 PWR |
3 | 3000 | 1 new spell from your path is learned. | +2 PWR |
4 | 4000 | 2 new spells from your path are learned.
| +4 PWR |
5 | 5000 | Receive Elemental Keystone
| +4 PWR |
| | | |
**Proficiency Bonuses are added to your attack rolls (1d20) as well as your damage rolls when using a weapon you are proficient with.
Elementalist Buffs & Spells
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Stats Buff - Increase 1 ability stat of your choice by 2 or 2 stats by 1.
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Receive Item from Elementalist Temple in Koei - Post in Bank Requests to receive your Item.
→ 1st Subclass: 1st Elemental Keystone
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Spells - Learning New Spells You learn a certain # of spells of your choice from your subclass (Elementalist Keystone).
There are a total of 5 spells and 1 passive to learn from each subclass.
Each Koami that wishes to partake in knowing an Element, can
only learn one in their lifetime.
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LUK saves- To make a contested save against a move that has your trapped, the LUK save is: 8+PWR proficiency+LUK proficiency= your LUK save
SPELL LIST
EARTH
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PASSIVE - Earthly Connection
When your hands or feet touch the ground, you can sense the world around you; you know where all plants, animals, and people are within a 15ft radius of yourself.
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Green Thumb
Using your connection to the Earth, you are easily able to revive a weathered plant, or help jump start the germination process for a seedling.
-25 mana
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Rock Throw
Like skipping a pebble, but the pebble is a 1 foot wide sphere of Earth. If it hits a creature or Arkaine, they are knocked back 5ft.
-25 mana / 1d6 + PWR
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Rock Plating
Gain the protection of the Earth by covering yourself in dirt and stones, providing an addition 10 defense and blocking non magical damage for 2 turns.
-50 mana / +50HP
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Mudslide
Using the power of the Earth, create a massive movement of Earth under a specified target which can sweep up and cause damage to those caught within it's torrent. 10ftx10ft area.
-75 mana / 2d6 + PWR
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Earthquake-takes 1 turn prep before use
From a focused area that you create via your palm or foot, the very ground splits in two. With a slam to the ground, you create a huge eruption of earth, knocking all enemies within a
15ft- radius prone, and causing fall damage
-100 mana / 2d6 + PWR
AIR ♦
PASSIVE - Light as Air
Using your control over air, you can jump extra high up (up to 30ft high!) and fall slowly. You cannot quite fly, or even levitate, but you can get close!
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Gust
Channeling the wind, you can immediately turn the air in a 5 foot wide, 10 foot long cylinder in either a forward or upright direction. Objects, and Arkaines, hit by this air are pushed back 10 feet.
-25 mana / 1d4 + PWR
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Redirect
You can move and manipulate air at will, and therefore you can use it to shield yourself. Redirect one ability or attack by using a gust of air to push away one physical or elemental attack. You may also attempt to interrupt a spell cast. (cannot be used back to back.)
-50 mana / To see if a spell casting is interrupted, the parties will both roll 1d20 + PWR. Whoever gets the high roll wins.
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Rebreathe
You can take a moment to meditate and use the wind's energy around you to regenerate mana, (cannot be used back to back. You must wait one turn before using again. Cannot regain more than 1/2 of your total mana with this ability per day)
+50 Mana
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Whirlwhind You form a 15ftx15ft sphere of air, formed from a series of concentrated gusts. Able to trap a person or a creature for a short time, it is difficult to escape (make a LUK save to escape)
-50 mana / 2d6 damage
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Tornado-takes 1 turn prep before use
Your growing mastery of the wind allows you to harness the fiercest gales, directing them into a swirling, 50 foot tall cone of a tornado, with a base of 5 feet. These violent winds cause damage and throw around enemies, causing bludgeoning damage.
-100 mana / 3d8 + PWR
WATER
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PASSIVE - Wave Walker
You have the ability to zip through the water like an otter... or even walk on it as if it's land.
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Water Whip
You are able to gather water directly from the air, no matter where you are. With this water you are able to form a whip, and do damage with it. You don't have to hold the whip to control it.
-25 mana / 1d6 + PWR
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Water Shackles
You concentrate your abilities to form shackles out of water, this will hold your target in place for no more than two turns.
-25 mana / The target can roll a 1d20, with a roll of 18-20 being a success to break free.
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Mistify
Using your connection to water, you can force the water in the air to begin to steam up, gathering clouds around you or a 15ftx15ft area of your choosing. This doesn't do any damage t anyone in the thick fog, but it completely obscures their vision, giving all enemies disadvantage on attacks. You can only hold concentration for this ability for 2 total rounds before the thick fog will dissipate. If you are hit with an attack, the fog will dissipate.
-50 mana
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Whirlpool
Collecting water from a large nearby water source (such as the ground, river, lake, etc), you create a massive tide of swirling water which can capture and entangle enemies in a 15ftx15ft sphere.
-50 mana / 2d6 damage
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Tidal Wave-takes 1 turn prep before use You are able to use a large body of water nearby to create a tidal wave, 15ft wide and 15ft tall, and command where it will crash.
-100 mana / 3d8 + PWR
FIRE
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PASSIVE - Fire Proof
You have increased resistances to fire, both natural and unnatural (magic).
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Ember
Small flames leap from your hand to a spot within reach, hot as fire and able to cause significant burns.
-25 mana / 1d6 DMG + PWR
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Dragon's Flame
Taking a deep breath, you exhale pure flames, like the dragons of old. The flames exhale from your maw in a cone-shape, and can burn from a short span to up to 20 feet in front of you, and burn all they touch. This will catch flammable objects on fire. This leaves a residual burn that causes -5 HP for the next 5 turns.
-50 mana/ 1d8 DMG+PWR
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Flame Spin
A tornado of pure flame is created in a 10 foot wide spot that you choose, towering over 50 feet high. Vicious winds and high temperatures make a formidable barrier, and cause extreme (heat) damage to anyone within 10 feet of it.
-50 mana / 2d8 DMG + PWR
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Phoenix Flame An ability that allowed the used to rise from the ashes, in a sense of speaking, should they take fatal damage. The user calls upon this ability to regain 1/2 maximum health.
-100 mana/used once per day
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Inferno-takes 1 turn prep before use
You've mastered the art of flames and can erupt like a volcano. You create a flame explosions that covers a huge 15 foot area, instantly incinerating anything in it's path.
-100 mana / 3d8 + PWR
**STORM
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**You must apply with Staff to take the Storm Elementalist Path.
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PASSIVE - Thunderwave
When you use your abilities, the sound of rolling thunder fills the air. Those who are within 30 feet of you hear it, and feel the building pressure of the oncoming storm.
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Shock - Paring with the oncoming storm, electricity is built up within you, and when you touch an enemy within range (5 feet), you give them quite a shock!
-25 mana/1d8 damage
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Blizzard - Freeze water in the air and immediately send it slashing forward in a 20 foot wide cone of snow and ice, cutting flesh and making armor brittle to the touch.. and causing a bit of frostbite.
-25 mana/ 1d6+PWR
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Chain Lightning - Call forth a powerful bolt of lightning which can chain to a max of 5 enemies, so long as the enemies are at least within 10 feet of each other. The lightning bolt gets less powerful the more enemies it chains to, but still pack quite a punch.
-75 mana/ 2d8+PWR for first two enemies, 1d8+PWR for last three enemies.
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Blade of Lightening- Focusing your energy into the palm of your hand, you are able to shape the chaotic force within you. As your energy focuses, you are able to shape the electricity into a fine blade, one that is attached to your hand, it can only take one of two shapes, a shuriken like blade, or a spear like blade (double edge).
-75 mana/ 2d4 damage
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Call of the Storm-takes 1 turn before use Using all the abilities you've grown and mastered, call forth a storm from the sky above. These storm clouds will linger for a few turns, but during 1 turn you can call down a powerful bolt of lightening that strikes either the ground and effects all targets within a 40 foot sphere, or choose to attack a single target for more damage.
-100 mana/ 2d8+PWR (Ground target for up to 5 enemies)/ 4d8+PWR (for a single target)