Elemental
Conduits
(Arcane List)
Copyright Ross Henton ©2002
Edited by Lowell R. Matthews for The Guild Companion
This list may be associated with any Element (Fire, Ice, Plasma, etc.), but must be learned separately for each Element. Criticals inflicted by the attack spells on this list are determined by the Element as described below.
The spells on this list require a connection between the caster and a particular Elemental Plane (e.g., Fire Conduits require a connection to the Plane of Elemental Fire). Only one link (created by the Planar Couple spell) can be maintained by a caster at any particular time. Attempts to open a connection to additional planes result in "E" severity criticals from both appropriate Elements each round until one Conduit is closed.
Flux spells open a brief (instantaneous) conduit; a stream pours forth to be directed by the caster (much like a bolt attack). Although "Directed Spells" skills can be developed with Flux attacks, they are not considered similar skills with bolt attacks (no 1/2 ranks bonuses are appropriate; the skill must be developed separately).
Burst spells are similar to Flux attacks, but launch a concentrated sphere of the Element which bursts upon impact (like a ball attack; no Directed Spells bonuses apply, but center-of-effect bonuses are appropriate).
Unlike bolt and ball attacks, Flux and Burst spells cannot be augmented with the use of crystals or other enhancers ("Crystal Law," RMC5 §7.6.2). Any attempt to channel spells from this list through an enhancer device will almost invariably destroy it (some items may gain a RR).
Note: Results on the Elemental Conduit Attack Table can exceed 150.
Option 1: GM's may wish to limit the power of this list by not allowing the parameters of these spells to be manipulated by the use of such lists as "Spell Enhancement" (Spell Law §13.2) or "Spell Coordination" (RMC1 §3.16). If this option is chosen, logically, such defensive spells as SpellBending ("Spell Reins," Spell Law §3.16) may also be ineffective(since they were designed to defend against true bolt attacks).
Option 2: GM's may wish to allow the parameters of these spells to be altered by the expenditure of additional power points beyond those necessary to cast the spell ("Spell Attack Variability," Spell Law §10.1). Doubling the PP's required to cast a spell from this list would allow the caster to change one parameter (area of effect, duration, range, or damage multiplier). Tripling the spell points would allow two parameters to be doubled, or one parameter to be tripled (3× damage, or 3× duration, etc.). If this option is utilized, Option 1 (above) is strongly recommended.
Option 3: In addition to the restrictions normally placed upon the learning of Arcane lists, GM's may wish to consider making a certain amount of "Xeno-Lores" in the appropriate plane for which the list is being learned mandatory (perhaps one rank per two spell levels).
The Elemental Plane to which a caster is Coupled determines the types of criticals delivered by "Elemental Conduit" attacks. The listing here is only a suggestion; many possible interpretations exist. For example, Coupling to the Elemental Plane of Ice might deliver Cold (obviously), Impact, and Slash criticals (from the hard mass and sharp edges of the ice).
Plane | Primary | Secondary | Tertiary |
Air | Impact | Slash | Krush |
Earth | Impact | Krush | Krush |
Fire | Heat | Acid | Impact |
Ice | Cold | Impact | Slash |
Light | Electrical | Heat | Impact |
Water | Impact | Drowning | Krush |
Nether | Disruption | Stress | Cold |
Plasma | Plasma | Cold | Impact |
Editor's note: Subject to the GM's discretion, it seems appropriate for several element-oriented professions to have an easier time learning "Elemental Conduits" and related elemental lists (e.g., "Mana Fires," RMC1) than is usual for the Arcane Realm. Suggestions include:
• Magicians (Pures) and Mystics (Hybrids) should learn this list as if they were Archmages for the six "standard" Elements (excluding Nether and Plasma); Crystal Mages (Hybrids), for Earth, Fire, and Light; Astrologers (Hybrids), for Light.
• Forcemages (Pures) should learn this list as if they were Hybrids for all eight Elements.
• Warrior Mages (Semis) should learn this list with Hybrid picks (A' = 1–6, C' = 7–12, D' = 13–20, and E, each costing 4/* development points) for the six "standard" Elements.
|
Class |
Area of Effect |
Duration |
Range |
1—Planar Couple |
U |
self |
special |
self |
2—Resist I |
D |
self |
1 rnd/lvl |
self |
3—Barrier I |
E |
10'×10'×1' |
1 rnd/lvl |
5'/lvl |
4—Flux I |
E |
1 target |
— |
5'/lvl |
5—Burst I |
E |
10' R |
— |
5'/lvl |
6—Resist II |
D |
self |
1 rnd/lvl |
self |
7—Barrier II |
E |
10'×10'×1' |
1 rnd/lvl |
5'/lvl |
8—Flux II |
E |
1 target |
— |
5'/lvl |
9—Burst II |
E |
10' R |
— |
5'/lvl |
10—Weapon I |
E |
self |
1 rnd/lvl |
self |
11—Armor I |
D |
self |
1 rnd/lvl |
self |
12—Barrier III |
E |
10'×10'×1' |
1 rnd/lvl |
5'/lvl |
13—Flux III |
E |
1 target |
— |
5'/lvl |
14—Burst III |
E |
10' R |
— |
5'/lvl |
15—Weapon II |
E |
self |
1 rnd/lvl |
self |
16—Enshroud I |
E |
self |
1 rnd/lvl |
self |
17—Armor II |
D |
self |
1 rnd/lvl |
self |
18—Flux IV |
E |
1 target |
— |
5'/lvl |
19—Inundation I |
E |
100'×100' |
1 rnd/lvl (C) |
5'/lvl |
20—Enshroud II |
E |
self |
1 rnd/lvl |
self |
25—Burst IV |
E |
10' R |
— |
5'/lvl |
30—Flux V |
E |
1 target |
— |
5'/lvl |
35—Breath Cone |
E |
100'×30' cone |
1 rnd/lvl |
self |
40—Inundation II |
E |
100'×100' |
1 rnd/lvl (C) |
5'/lvl |
45—Burst V |
E |
10' R |
— |
5'/lvl |
50—Storm |
E |
100'×100' (V) |
1 rnd/lvl (C) |
5'/lvl |
60—Immunity |
D |
self |
1 rnd/lvl |
self |
1—PLANAR COUPLE (U): Caster opens a connection to the appropriate Elemental Plane for the purposes of casting the higher-level spells on this list. This spell has a highly visible effect, enshrouding the caster in a visible aura of the Coupled Element.
Editor's note: Suggested aura colors are pale blue for Air, green for Earth, red for Fire, aqua for Ice, searing white for Light, pure blue for Water, lurid violet for Nether, and hot yellow or shifting rainbow colors for Plasma.
Editor's note: The GM should choose an option for this spell's cost and duration:
Option 1: Assign Planar Couple a level-dependent duration (e.g., 1 minute per level) and keep the standard cost of 1 PP.
Option 2: Treat Planar Couple like the Dervish Dance Preparation spells (RMC2), which must be cast prior to every use of a higher-level spell but have no PP cost (they are class U•). The duration becomes "varies," coinciding with that of the higher-level spell.
2—RESIST I (D): Caster gains +15 to all defenses against the Coupled Element.
3—BARRIER I (E): A churning, roiling wall of the Coupled Element is created. The Barrier must be created upon an appropriate surface (Earth barriers must be created upon solid ground; Water barriers can be created on the ocean). Contact with the Barrier inflicts an "A" critical of the appropriate primary type. If the Barrier is cast in a space a target is occupying, a Medium (+0) maneuver is required for the target to avoid contact with the Barrier as it forms. Note: The barrier may inflict damage on whatever surface it is set upon (i.e., casting a Fire Barrier upon a wooden floor might be a bad idea—or a good one!).
4—FLUX I (E): A conduit to the Coupled Elemental Plane is opened, blasting out a stream of the Element from the caster's outstretched hand. Effects are resolved on the Elemental Conduit Attack Table, with criticals appropriate to the Element. The maximum result is that of a Level I attack.
5—BURST I (E): A sphere of the Coupled Element is shot from the caster's outstretched hand; it explodes to fill a 10' radius. Effects are resolved on the Elemental Conduit Attack Table, with criticals appropriate to the Element. The maximum result is that of a Level I attack.
6—RESIST II (D): As Resist I, except the bonus is +25.
7—BARRIER II (E): As Barrier I, except contact with the Barrier inflicts "C" criticals.
8—FLUX II (E): As Flux I, except the maximum result is that of a Level II attack.
9—BURST II (E): As Burst I, except the maximum result is that of a Level II attack.
10—WEAPON I (E): A Weapon forged from the Coupled Element forms in the caster's hand. The caster can make melee attacks with the Weapon, using his Directed Spell Offensive Bonus with an additional +20. Attacks are resolved on the Elemental Conduit Attack Table. At any time, the caster can release the Weapon; attacks are then resolved as a normal Flux II attack. Alternatively, the Weapon can be used like a blowtorch to cut through appropriate materials (GM's discretion).
11—ARMOR I (D): Caster takes 1/2 normal concussion damage from all attacks from and exposure to the Coupled Element, and all criticals from the Element are reduced one degree in severity (minimum "A"). Note: Armor spells are not cumulative with Resist spells.
12—BARRIER III (E): As Barrier I, except contact with the Barrier inflicts "E" criticals.
13—FLUX III (E): As Flux I, except the maximum result is that of a Level III attack.
14—BURST III (E): As Burst I, except the maximum result is that of a Level III attack.
15—WEAPON II (E): As Weapon I, except the Weapon II requires both hands to wield, has a +35 bonus, and does double concussion damage. If released, Weapon II attacks are then resolved as a normal Flux III attack.
16—ENSHROUD I (E): The caster immolates with the Coupled Element. All creatures within 5' of the caster suffer "A" primary criticals for each round of exposure. The caster's melee attacks inflict an additional "B" primary critical.
17—ARMOR II (D): As Armor I, except concussion damage is reduced to 1/4, and criticals are reduced two degrees of severity (minimum "A").
18—FLUX IV (E): As Flux I, except the maximum result is that of a Level IV attack.
19—INUNDATION I (E): A rain of the Coupled Element falls over a 100'-square area. All exposed creatures take an "A" severity critical for each round of exposure.
20—ENSHROUD II (E): As Enshroud I, except all creatures within 10' of the caster suffer "A" criticals, all within 5' take "B" criticals, and the caster's melee attacks inflict an additional "C" critical (all primary).
25—BURST IV (E): As Burst I, except the maximum result is that of a Level IV attack.
30—FLUX V (E): As Flux I, except the maximum result is that of a Level V attack.
35—BREATH CONE (E): Caster can breathe forth a 100' by 30' cone of the Coupled Element. Normal Greater Drake rules for breath-cone-attack resolution apply. The Breath Cone can be used once every five rounds (rounding down) for the duration of this spell.
40—INUNDATION II (E): As Inundation I, except the rain inflicts "C" criticals.
45—BURST V (E): As Burst I, except the maximum result is that of a Level V attack.
50—STORM (E): As Inundation I, except the Storm inflicts "C"–"E" criticals (determined randomly) each round. The caster can expand or reduce the area of the Storm up to 100'-square for each round of concentration.
60—IMMUNITY (D): Caster is immune to the Coupled Element for the duration of this spell.