• This entry is part 2 of 2 in the series Expanding the Dragon Warriors' Elementalist

    So finally, after a long hiatus, I have return to complete this house rule for Dragon Warriors. Elementalists in Dragon Warriors are able to specialise in one primary element and pick two other elements to complement his repertoire. The previous article has looked at variant Earth spells for the Fire Elementalist and today it’s time for Air!

    Create Light Breeze: The wind created is one of heat, and all those caught in it must make a strength roll of 2d6 + Elementalist’s Rank or suffer -2 to Attack and -1 to Defend.

    Stargaze: Against fire attacks, the Elementalist has an AF of 2 + his Rank, for the benefit of reducing damage.

    False Rumours: Originally, the spell just create aural illusions which sounds threatening. The fire variant of it makes the sounds feel alluring, and could lull someone off to sleep (Pit the Elementalist’s Magical Attack against all the hearer’s Magical Defence). This spell can also make one specific target more vulnerable to mind controlling spell (such as Transfix). If used as such, he suffers a penalty to his Magical Defence equal to half the caster’s Rank.

    Windwall: The wall itself is of intense heat. Anyone who come within 2.5m of the caster will take 1d6 points of damage; those who steps within will take 1d10. But the caster himself is not immune from the effects. He takes 1 point of damage per round (unless he has Stargaze cast prior!)

    Summon the Host of the Air: All the insects summoned would leave nasty, itchy rashes or boils, which count as a disease (roll 4d6 under Strength to shrug it off). Those who are unable to resist it will find that the itch is unbearable, imposing a -2 penalty to all rolls and reducing the affected person’s Looks by 4. For each day that passes, roll 4d6 under Strength again to see if the disease is shrugged off. If not, 1 point of damage is infected per day (not curable by natural resting)

    Intangibility: No variant exists (anyone care to suggest?)

    Garrotte: The caster, if he wishes, may want to scar the neck of the victim with burn marks, if the victim takes more than 6 points of damage from the spell.

    Flight: For an impressive entrance, the Fire Elementalist could cast a ‘bridge of flame’ to appear under him, as if he is walking on fire in thin air! This can impose a Morale Check on mere mortals and adventurers.

    Spin: As the darkness variant of the spell, Spin would cause the poor victim to be bore into the ground, and cause it to become molten in the process (+2 points of damage).

    Banshee: The Banshee would be dead after one implosion, but on its death throbs it would ignite the air around it, causing an explosion of flame which is spherical in shape, and up to 20m in radius and having Speed 20, doing 4d10 + 4 points of damage to all victims. Only those who have cover to duck behind, or at the edge of the explosion, may use their Evasion to avoid the flame.

    So this is it for the Fire Elementalist’s variants! Remember that variant spells should cost half the MP in the primary (so a level 10 Fire Banshee costs 5 Fire MP and 10 Air MP).

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    Posted by extrakun @ 3:46 am

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