Basics

  • Normal elements: fire, frost, lightning.
  • Unusual elements: arcane, shadow, acid, sonic.

Unique Seeds

  • Sphere: Base rank 2. Encounter, std, 1 square; you create a sphere of energy. The sphere moves at a rate of 5 squares/rd in the same direction that you cast it. Each round, anyone within 3 squares of its path is struck by a ray, emanating from the sphere, which inflicts medium damage (type given below). After moving 10 squares, the sphere explodes in a burst 3 for medium damage. If the sphere's movement is blocked by a wall, it will explode on contact.
    • +0 ranks: Flame Sphere inflicts fire damage. The rays inflict 50% fire vulnerability for 3 rounds (does not stack). A Flame Sphere can pass through a creature, inflicting medium fire damage for each square of intersection.
    • +0 ranks: Chromatic Sphere inflicts arcane damage. Striking the sphere with fire, frost, or lightning adds bonus medium damage of that type to all future rays and explosions. Chromatic Spheres cannot pass through creatures; for each square of movement denied the sphere, it bursts once for light arcane (plus light fire/frost/lightning if so charged). The bursts count as a square of movement.
    • +0 ranks: Shadow Sphere inflicts shadow damage plus 20% movement penalty per enemy within range of its path. For each enemy lashed, the sphere loses 1 square of movement per round; it still must complete 10 squares to meet its end.
  • Teleport: Encounter, move; you teleport within short range.
    • +1 rank: After increasing range to long with Extend, you may add 1 rank to increase the range to 100-ft/level. Subsequent ranks add 200-ft/level, 300-ft/level, etc.

Unique Extras

  • Prismatic Damage: +2 ranks. Modifies the damage type of a damaging effect into a random type, with bonus afflictions. For each target affected, roll 1d8, and consult the below table to determine the damage and bonus effects.
    • 1 - damage type: fire. Bonus effect: same damage ongoing for 3 rounds.
    • 2 - damage type: frost. Bonus effect: frozen (Fort ends), then rooted (Fort ends), then chilled (-50% movement, Fort ends).
    • 3 - damage type: lightning. Bonus effect: suffer one rank less lightning damage for each square moved (limit 5 squares) within next round.
    • 4 - damage type: poison. Bonus effect: slain (Fort negates) and weakened for 3 rounds (-50% damage).
    • 5 - damage type: arcane. Bonus effect: turned to stone permanently (Fort negates) and slowed (-50% haste) for 3 rounds.
    • 6 - damage type: psychic. Bonus effect: insane permanently (Will negates) and blinded for 3 rounds.
    • 7 - damage type: prismatic (exploits highest vulnerability on subject). Bonus effect: sent to another plane (Will negates).
    • 8 - roll twice
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