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	<title>GamesTopica.Net &#187; classes</title>
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		<title>Dragon Warriors New Class: The Seeker</title>
		<link>http://www.gamestopica.net/2009/03/dragon-warriors-new-class-the-seeker/</link>
		<comments>http://www.gamestopica.net/2009/03/dragon-warriors-new-class-the-seeker/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 18:25:18 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Warriors]]></category>
		<category><![CDATA[New Classes]]></category>
		<category><![CDATA[Role-Playing]]></category>
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		<guid isPermaLink="false">http://www.gamestopica.net/?p=625</guid>
		<description><![CDATA[<p>Presented below on Scribd is a new class for the Dragon Warriors RPG &#8211; the Seeker. He is the archetypal hunter/tracker who could be a ranger of the wild, a cold-blooded assassin or a perfect scout. For those with difficulty viewing the Scribd plugin below, <a href="http://www.scribd.com/doc/13713852/Dragon-Warriors-The-Seeker" target="_blank">please try this link</a>.</p>
<p><span id="more-625"></span></p>
<div id="ipaper13713852"></div>
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<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Presented below on Scribd is a new class for the Dragon Warriors RPG &#8211; the Seeker. He is the archetypal hunter/tracker who could be a ranger of the wild, a cold-blooded assassin or a perfect scout. For those with difficulty viewing the Scribd plugin below, <a href="http://www.scribd.com/doc/13713852/Dragon-Warriors-The-Seeker" target="_blank">please try this link</a>.</p>
<p><span id="more-625"></span></p>
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		</item>
		<item>
		<title>Fire Elementalist &#8211; Air Spells</title>
		<link>http://www.gamestopica.net/2009/01/fire-elementalist-air-spells/</link>
		<comments>http://www.gamestopica.net/2009/01/fire-elementalist-air-spells/#comments</comments>
		<pubDate>Sat, 31 Jan 2009 17:55:38 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Warriors]]></category>
		<category><![CDATA[New Classes]]></category>
		<category><![CDATA[classes]]></category>
		<category><![CDATA[fantasy]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=303</guid>
		<description><![CDATA[<p>Here&#8217;s how a Fire Elementalist&#8217;s airspells can be modified.</p>
<p><strong>Cutting Powers of the Mind: </strong>Increase Reflexes, instead of Intelligence, to 18 (increase to 19 if it was already 18).</p>
<p><strong>Stargaze [Starfire] : </strong>Has a AF of 2 against fire-based spells and attacks.<br />
<span id="more-303"></span><br />
<strong>False Rumours: </strong>No variant</p>
<p><strong>Windwall: </strong>The wind is of extremely hot air. The Elementalist may cast it on an enemy instead of himself. Those who are trapped within the wall takes 1 point of damage per round and requires a lose of 1d8 HP (ignores armour) and a roll of Strength under 2d20 to break out.</p>
<p><strong>Summon Hosts of the Air: </strong>For results of 4 and above on the 1d6, those struck by the insects have a chance of getting a disease if they fail to roll under their strength on 3d6 (become 4d6 when the Elementalist reaches rank 9)</p>
<p><strong>Intangibility: </strong>While affected by this spell the Elementalist stays at consistent temperature; extreme hot and cold are of no effects on him.</p>
<p><strong>Garrotte: </strong>Garrotte of Fire does 1 point of damage minimum even to creatures usually immune to strangulation (undead, for example)</p>
<p><strong>Flight: </strong>A nimbus of fire surrounds the Elementalist as he flies which in effect gives him a +2 to Evasion for avoiding missile attacks</p>
<p><strong>Spin: </strong>No variant</p>
<p><strong>Banshee: </strong>The Banshee may affect magical beings affiliated with water, such as a Water Elemental.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s how a Fire Elementalist&#8217;s airspells can be modified.</p>
<p><strong>Cutting Powers of the Mind: </strong>Increase Reflexes, instead of Intelligence, to 18 (increase to 19 if it was already 18).</p>
<p><strong>Stargaze [Starfire] : </strong>Has a AF of 2 against fire-based spells and attacks.<br />
<span id="more-303"></span><br />
<strong>False Rumours: </strong>No variant</p>
<p><strong>Windwall: </strong>The wind is of extremely hot air. The Elementalist may cast it on an enemy instead of himself. Those who are trapped within the wall takes 1 point of damage per round and requires a lose of 1d8 HP (ignores armour) and a roll of Strength under 2d20 to break out.</p>
<p><strong>Summon Hosts of the Air: </strong>For results of 4 and above on the 1d6, those struck by the insects have a chance of getting a disease if they fail to roll under their strength on 3d6 (become 4d6 when the Elementalist reaches rank 9)</p>
<p><strong>Intangibility: </strong>While affected by this spell the Elementalist stays at consistent temperature; extreme hot and cold are of no effects on him.</p>
<p><strong>Garrotte: </strong>Garrotte of Fire does 1 point of damage minimum even to creatures usually immune to strangulation (undead, for example)</p>
<p><strong>Flight: </strong>A nimbus of fire surrounds the Elementalist as he flies which in effect gives him a +2 to Evasion for avoiding missile attacks</p>
<p><strong>Spin: </strong>No variant</p>
<p><strong>Banshee: </strong>The Banshee may affect magical beings affiliated with water, such as a Water Elemental.</p>
]]></content:encoded>
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		<item>
		<title>Using the Light Elemenatlist as a PC option</title>
		<link>http://www.gamestopica.net/2009/01/using-the-light-elemenatlist-as-a-pc-option/</link>
		<comments>http://www.gamestopica.net/2009/01/using-the-light-elemenatlist-as-a-pc-option/#comments</comments>
		<pubDate>Tue, 27 Jan 2009 16:27:38 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Warriors]]></category>
		<category><![CDATA[New Classes]]></category>
		<category><![CDATA[classes]]></category>
		<category><![CDATA[dragon warriors]]></category>
		<category><![CDATA[fantasy]]></category>

		<guid isPermaLink="false">http://gamestopica.net/?p=217</guid>
		<description><![CDATA[<p>The Light Elementalist presented in the series may be too powerful as a PC option. Here are two ways to address this problem</p>
<ol>
<li>Nerf the Light element</li>
<li>Make it such that all elements interact with their adjacent elements (which is a large under-taking!)</li>
</ol>
<p>Therefore, let&#8217;s explore solution #1 first.<br />
<span id="more-217"></span></p>
<p>Here are several ways you can make changes to the Light element:</p>
<ol>
<li>Remove the inter-element interaction</li>
<li>Make it such that the Light element can only be a secondary element, not primary</li>
<li>Make it such that the Light element only interacts with one other chosen element, but not both</li>
<li>Limits the Light Elementalist to only two elements instead of having three.</li>
</ol>
<p>If there are any more, please suggest them in the comments section!</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>The Light Elementalist presented in the series may be too powerful as a PC option. Here are two ways to address this problem</p>
<ol>
<li>Nerf the Light element</li>
<li>Make it such that all elements interact with their adjacent elements (which is a large under-taking!)</li>
</ol>
<p>Therefore, let&#8217;s explore solution #1 first.<br />
<span id="more-217"></span></p>
<p>Here are several ways you can make changes to the Light element:</p>
<ol>
<li>Remove the inter-element interaction</li>
<li>Make it such that the Light element can only be a secondary element, not primary</li>
<li>Make it such that the Light element only interacts with one other chosen element, but not both</li>
<li>Limits the Light Elementalist to only two elements instead of having three.</li>
</ol>
<p>If there are any more, please suggest them in the comments section!</p>
]]></content:encoded>
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		<series:name><![CDATA[Light Elementalist]]></series:name>
	</item>
		<item>
		<title>Light Elemenatlist &#8211; Fire spells</title>
		<link>http://www.gamestopica.net/2009/01/light-elemenatlist-fire-spells/</link>
		<comments>http://www.gamestopica.net/2009/01/light-elemenatlist-fire-spells/#comments</comments>
		<pubDate>Tue, 27 Jan 2009 16:02:04 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Warriors]]></category>
		<category><![CDATA[New Classes]]></category>
		<category><![CDATA[classes]]></category>
		<category><![CDATA[dragon warriors]]></category>
		<category><![CDATA[fantasy]]></category>

		<guid isPermaLink="false">http://gamestopica.net/?p=212</guid>
		<description><![CDATA[<p>The element of Fire is a good complement of Light as light is an obvious by-product of fire. Do take note that the Light element enhances the original destructive aspects of Fire but have an added complication of being unwieldy to control<br />
<span id="more-212"></span></p>
<p><strong>Candle: </strong>All fire-based spells cast within the presence of Candle (Dragonbreath, Fire Arrow and etc.) gain a +1 to speed and does an additional 1 point of damage per rank of the Elementalist. This applies to both friends and foes.</p>
<p><strong>Pyrotechnics: </strong>The pyrotechnics created appeals and draws the curiosity of the on-looker, instead of fear. There is a 5% + 1% per caster&#8217;s rank that any watcher will become transfix (as per the spell) by the illusion. This will never happen in combat. For role-playing purpose, rolls to regard the Light Elementalist kindly gains a +2 bonus.</p>
<p><strong>Fire Arrow: </strong>The arrow is considered additionally as a +1 weapon (total d10+1,11) against undead and demons</p>
<p><strong>Sheet of Flame: </strong>The fire does not suck up oxygen, so the 6 rounds limit does not apply. The fire is a combination of light energy and pure flames. Against normal opponents (human, beasts and etc.) it does only 4 points of damage. Against undeads and demons, it does 10 points of damage.</p>
<p><strong>Protection from Fire: </strong>The caster is also protected from ice/water-based spells</p>
<p><strong>Extinguish: </strong>The Light version of this is the direct opposite. All light sources within 20m of the elementalist will ignite (though it is unlikely this will cause any fire &#8211; somehow the spell &#8220;knows&#8221; what is a light source as opposed to a pile of hay) and a soft light as if daylight bathes the area (creatures which cannot tolerate sunlight suffers its effect). Some called this version <em>Call forth the Light</em></p>
<p><strong>Flash: </strong>This attack affects undeads and demons, creatures which are normally are excluded from such mundane effects</p>
<p><strong>Fire Weapon: </strong>The magic imbue onto the weapon is half fire, half light &#8211; against normal opponent, the damage and armour penetration is increased by 1. Against demons and undeads, it is increased by +3.</p>
<p><strong>Conflagration: </strong>The fire produced will be cold fire, only dangerous to the undeads, demons, spirits, faeries and really evil mortals.It will not burn down buildings unless it is an unholy site of sorts.</p>
<p><strong>Summon the Holocaust: </strong>The Holocaust is not under the Light Elementalist&#8217;s direct control. It only understands that it needs raw material for more flame and acts accordingly. However, it will never harm any mortals unless attacked. Against demons and undeads, its fists function as a +1 weapon (d10+3, 11)  and receives a +2 bonus to its Magical Attack against spells cast by such creatures or casters serving masters of such nature.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>The element of Fire is a good complement of Light as light is an obvious by-product of fire. Do take note that the Light element enhances the original destructive aspects of Fire but have an added complication of being unwieldy to control<br />
<span id="more-212"></span></p>
<p><strong>Candle: </strong>All fire-based spells cast within the presence of Candle (Dragonbreath, Fire Arrow and etc.) gain a +1 to speed and does an additional 1 point of damage per rank of the Elementalist. This applies to both friends and foes.</p>
<p><strong>Pyrotechnics: </strong>The pyrotechnics created appeals and draws the curiosity of the on-looker, instead of fear. There is a 5% + 1% per caster&#8217;s rank that any watcher will become transfix (as per the spell) by the illusion. This will never happen in combat. For role-playing purpose, rolls to regard the Light Elementalist kindly gains a +2 bonus.</p>
<p><strong>Fire Arrow: </strong>The arrow is considered additionally as a +1 weapon (total d10+1,11) against undead and demons</p>
<p><strong>Sheet of Flame: </strong>The fire does not suck up oxygen, so the 6 rounds limit does not apply. The fire is a combination of light energy and pure flames. Against normal opponents (human, beasts and etc.) it does only 4 points of damage. Against undeads and demons, it does 10 points of damage.</p>
<p><strong>Protection from Fire: </strong>The caster is also protected from ice/water-based spells</p>
<p><strong>Extinguish: </strong>The Light version of this is the direct opposite. All light sources within 20m of the elementalist will ignite (though it is unlikely this will cause any fire &#8211; somehow the spell &#8220;knows&#8221; what is a light source as opposed to a pile of hay) and a soft light as if daylight bathes the area (creatures which cannot tolerate sunlight suffers its effect). Some called this version <em>Call forth the Light</em></p>
<p><strong>Flash: </strong>This attack affects undeads and demons, creatures which are normally are excluded from such mundane effects</p>
<p><strong>Fire Weapon: </strong>The magic imbue onto the weapon is half fire, half light &#8211; against normal opponent, the damage and armour penetration is increased by 1. Against demons and undeads, it is increased by +3.</p>
<p><strong>Conflagration: </strong>The fire produced will be cold fire, only dangerous to the undeads, demons, spirits, faeries and really evil mortals.It will not burn down buildings unless it is an unholy site of sorts.</p>
<p><strong>Summon the Holocaust: </strong>The Holocaust is not under the Light Elementalist&#8217;s direct control. It only understands that it needs raw material for more flame and acts accordingly. However, it will never harm any mortals unless attacked. Against demons and undeads, its fists function as a +1 weapon (d10+3, 11)  and receives a +2 bonus to its Magical Attack against spells cast by such creatures or casters serving masters of such nature.</p>
]]></content:encoded>
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		<series:name><![CDATA[Light Elementalist]]></series:name>
	</item>
		<item>
		<title>Light Elemenatlist &#8211; Water Spells</title>
		<link>http://www.gamestopica.net/2009/01/light-elemenatlist-water-spells/</link>
		<comments>http://www.gamestopica.net/2009/01/light-elemenatlist-water-spells/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 15:33:23 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Warriors]]></category>
		<category><![CDATA[New Classes]]></category>
		<category><![CDATA[classes]]></category>
		<category><![CDATA[dragon warriors]]></category>
		<category><![CDATA[fantasy]]></category>

		<guid isPermaLink="false">http://gamestopica.net/?p=207</guid>
		<description><![CDATA[<p>Here are how the Light elements would interact with the Water element spells. As usual, expect the destructive Water spells to take on a subtle change.<br />
<span id="more-207"></span><br />
<strong>Rain: </strong>The rain has the effects of holy water on undeads and demons, if their rank is lower than the caster&#8217;s rank &#8211; they will be in pain and those below the caster&#8217;s Rank must roll under their HP on D20 or be destroyed. Those who survived the roll suffers a -1 penalty to their Attack, Defence, Evasion and Magical Defence. This variant costs 1 additional MP to cast (you may choose between the Light variant or the Water variant)</p>
<p><strong>Wave Mastery: </strong>None</p>
<p><strong>Icewalk (Icewall?): </strong>The ice wall grows outward at a rate of 100cm per hour. The Light Elementalist may dispel this spell anytime. Unlike the Darkness variant, the Icewall is subjected to a D6 spell expiry roll.</p>
<p><strong>Walk on Water: </strong>The Elementalist leaves a stretch of ice in his path, allowing others to follow him. At the cost of an additional MP, the spell last exactly for an hour, though the Elementalist may elminate the ice path sooner.</p>
<p><strong>Ice Spear: </strong>Upon hitting an undead or a demon target, the spear will cast <em>Banish</em> on the target, using the Elementalist&#8217;s Magical Attack.</p>
<p><strong>Breathe Under Water: </strong>This spell affects all targets which the Elementalist can choose within a radius of 10m. Those targets must stay within 10m of the caster at all time to benefit.</p>
<p><strong>Blizzard: </strong>The protection from Blizzard can be extended to all within 10m radius of the Elementalist. <em>All</em> (friends or foe) will be likewise protected.</p>
<p><strong>Freeze: </strong>The victim does not have to roll to survive the shock of the attack.</p>
<p><strong>Lightning</strong>: The bolt of lightnings fired by the rod causes 16 points of damage to undeads and demons instead of 12. The animate corpse property of the rod will instead summon a spirit puppet while the force-field does 3 points of damage normally, but 5 points to undeads and demons.</p>
<p><strong>Summon Tidal Wave: </strong>The spell changes the watery waves literally to a sea of light which sweep across the area as described. All undeads and demons must roll under their rank on d12 are destroyed or banished &#8211; even if they succeed, they takes 2d6 points of damage. All the effects of sorcery, mystics&#8217; powers and other spell-based powers are dispelled while all diseases/posions are purged and their sources cleansed (at least for a while, which is up to the GM to decide).  All living creatures strike by the wave of light loses 2d6 turns in combat. The waves does not carry any copreral matter, though some Elementalist like to shape theirs like galloping horses.<!--more--></p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Here are how the Light elements would interact with the Water element spells. As usual, expect the destructive Water spells to take on a subtle change.<br />
<span id="more-207"></span><br />
<strong>Rain: </strong>The rain has the effects of holy water on undeads and demons, if their rank is lower than the caster&#8217;s rank &#8211; they will be in pain and those below the caster&#8217;s Rank must roll under their HP on D20 or be destroyed. Those who survived the roll suffers a -1 penalty to their Attack, Defence, Evasion and Magical Defence. This variant costs 1 additional MP to cast (you may choose between the Light variant or the Water variant)</p>
<p><strong>Wave Mastery: </strong>None</p>
<p><strong>Icewalk (Icewall?): </strong>The ice wall grows outward at a rate of 100cm per hour. The Light Elementalist may dispel this spell anytime. Unlike the Darkness variant, the Icewall is subjected to a D6 spell expiry roll.</p>
<p><strong>Walk on Water: </strong>The Elementalist leaves a stretch of ice in his path, allowing others to follow him. At the cost of an additional MP, the spell last exactly for an hour, though the Elementalist may elminate the ice path sooner.</p>
<p><strong>Ice Spear: </strong>Upon hitting an undead or a demon target, the spear will cast <em>Banish</em> on the target, using the Elementalist&#8217;s Magical Attack.</p>
<p><strong>Breathe Under Water: </strong>This spell affects all targets which the Elementalist can choose within a radius of 10m. Those targets must stay within 10m of the caster at all time to benefit.</p>
<p><strong>Blizzard: </strong>The protection from Blizzard can be extended to all within 10m radius of the Elementalist. <em>All</em> (friends or foe) will be likewise protected.</p>
<p><strong>Freeze: </strong>The victim does not have to roll to survive the shock of the attack.</p>
<p><strong>Lightning</strong>: The bolt of lightnings fired by the rod causes 16 points of damage to undeads and demons instead of 12. The animate corpse property of the rod will instead summon a spirit puppet while the force-field does 3 points of damage normally, but 5 points to undeads and demons.</p>
<p><strong>Summon Tidal Wave: </strong>The spell changes the watery waves literally to a sea of light which sweep across the area as described. All undeads and demons must roll under their rank on d12 are destroyed or banished &#8211; even if they succeed, they takes 2d6 points of damage. All the effects of sorcery, mystics&#8217; powers and other spell-based powers are dispelled while all diseases/posions are purged and their sources cleansed (at least for a while, which is up to the GM to decide).  All living creatures strike by the wave of light loses 2d6 turns in combat. The waves does not carry any copreral matter, though some Elementalist like to shape theirs like galloping horses.<!--more--></p>
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		<series:name><![CDATA[Light Elementalist]]></series:name>
	</item>
		<item>
		<title>Fire Elementalist &#8211; Earth spells</title>
		<link>http://www.gamestopica.net/2009/01/fire-elementalist-earth-spells/</link>
		<comments>http://www.gamestopica.net/2009/01/fire-elementalist-earth-spells/#comments</comments>
		<pubDate>Sun, 25 Jan 2009 19:42:44 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Warriors]]></category>
		<category><![CDATA[New Classes]]></category>
		<category><![CDATA[classes]]></category>
		<category><![CDATA[dragon warriors]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[fluff/inspiration]]></category>

		<guid isPermaLink="false">http://gamestopica.net/?p=219</guid>
		<description><![CDATA[<p>As an expansion of an idea to let all elements interact with each other (at least those which does not oppose each other), here are some variants for spells.  Note that only the main specialisation interacts with the other elements, and not the other way round (hence a Fire Elementalist gains variant Earth and Air spells, but not variant Fire spells!) .<br />
<span id="more-219"></span><br />
<strong>Optional: </strong>For all variant spells, the GM may rule that to cast the Fire-themed version, they need to spend half the spell&#8217;s rank in Fire MP.</p>
<p><strong>Abundance: </strong>The fruits are spicy! Those who eat the fruits find themselves better resisting the effects of water and freezing. Against cold-based attacks (such as Ice Spear), they can reduce the incoming damage by 1. Against indirect magical attacks, the eater gains +1 Magical Defence.</p>
<p><strong>Spider Magic: </strong>Instead of the usual webbing and plants, the caster may instead use charred building and wood or debris, which may be more suitable in certain situation.</p>
<p><strong>Forest Murmurs: </strong>No variant exists</p>
<p><strong>Create Bog: </strong>The bog is of hot, volcanoic sand! Those who are stuck in the bog takes 2 points of fire damage per round till they are out or the spell expires.</p>
<p><strong>Roots: </strong>The roots are immune to being burned. Also, the Fire Elementalist always get 4 roots for open ground, dry climate or desert.</p>
<p><strong>Rock Wall: </strong>Heat wave emits from the rocks; those trap within must take 1d6 damage per round</p>
<p><strong>Fissure: </strong>Volcanoic lava spurts out from the holes; within 3 rounds, the entire fissure will be filled. Those who fall into it and are not out by then will be immolated alive.</p>
<p><strong>Give Up the Dead: </strong>No variant</p>
<p><strong>Tremor: </strong>By phase 5 fire and lava will be flowing out from the land, doing an additional 1d6 damage to all those about. By phase 6, a small volcano has erupted, burying the 10m radius area in ashes and lava.</p>
<p><strong>Summon the Man of Stone: </strong>The Man of Stone is in a <em>Bloodrage</em> the moment it emerges from the rock. The Fire Elementalist must dismiss it by pitting his Magical Attack against its Magical Defence.<!--more--></p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>As an expansion of an idea to let all elements interact with each other (at least those which does not oppose each other), here are some variants for spells.  Note that only the main specialisation interacts with the other elements, and not the other way round (hence a Fire Elementalist gains variant Earth and Air spells, but not variant Fire spells!) .<br />
<span id="more-219"></span><br />
<strong>Optional: </strong>For all variant spells, the GM may rule that to cast the Fire-themed version, they need to spend half the spell&#8217;s rank in Fire MP.</p>
<p><strong>Abundance: </strong>The fruits are spicy! Those who eat the fruits find themselves better resisting the effects of water and freezing. Against cold-based attacks (such as Ice Spear), they can reduce the incoming damage by 1. Against indirect magical attacks, the eater gains +1 Magical Defence.</p>
<p><strong>Spider Magic: </strong>Instead of the usual webbing and plants, the caster may instead use charred building and wood or debris, which may be more suitable in certain situation.</p>
<p><strong>Forest Murmurs: </strong>No variant exists</p>
<p><strong>Create Bog: </strong>The bog is of hot, volcanoic sand! Those who are stuck in the bog takes 2 points of fire damage per round till they are out or the spell expires.</p>
<p><strong>Roots: </strong>The roots are immune to being burned. Also, the Fire Elementalist always get 4 roots for open ground, dry climate or desert.</p>
<p><strong>Rock Wall: </strong>Heat wave emits from the rocks; those trap within must take 1d6 damage per round</p>
<p><strong>Fissure: </strong>Volcanoic lava spurts out from the holes; within 3 rounds, the entire fissure will be filled. Those who fall into it and are not out by then will be immolated alive.</p>
<p><strong>Give Up the Dead: </strong>No variant</p>
<p><strong>Tremor: </strong>By phase 5 fire and lava will be flowing out from the land, doing an additional 1d6 damage to all those about. By phase 6, a small volcano has erupted, burying the 10m radius area in ashes and lava.</p>
<p><strong>Summon the Man of Stone: </strong>The Man of Stone is in a <em>Bloodrage</em> the moment it emerges from the rock. The Fire Elementalist must dismiss it by pitting his Magical Attack against its Magical Defence.<!--more--></p>
]]></content:encoded>
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		<series:name><![CDATA[Expanding the Dragon Warriors' Elementalist]]></series:name>
	</item>
		<item>
		<title>Light Elementalist &#8211; Earth Spells</title>
		<link>http://www.gamestopica.net/2009/01/light-elementalist-earth-spells/</link>
		<comments>http://www.gamestopica.net/2009/01/light-elementalist-earth-spells/#comments</comments>
		<pubDate>Sun, 25 Jan 2009 13:21:04 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Warriors]]></category>
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		<guid isPermaLink="false">http://gamestopica.net/?p=199</guid>
		<description><![CDATA[<p>The element of Light influences Earth spells in many subtle ways and makes a good compliment as Earth possess some useful protective and obstacle spells.<br />
<span id="more-199"></span><br />
<strong>Abundance: </strong>The fruits, when eaten, restores 1 point of HP. However for that day onwards the fruits would have no healing effect on the eater.</p>
<p><strong>Spider Magic: </strong>This would also fools supernatural creatures, such as vampires, demons and undeads.</p>
<p><strong>Forest Murmurs: </strong>The Light Elementalist could ask the nearby trees and woodlands to leave a message. How the recipient is to be identified is a puzzle for the Elementalist to figure out.</p>
<p><strong>Create Bog: </strong>The bog has a radius of 6m but rolls D20 for spell expiry (expires on a roll of 1)</p>
<p><strong>Roots: </strong>Roots have 6 HP each and even in desert/stone flooring, 2 roots would appear</p>
<p><strong>Rock Wall: </strong>The prerequisite piece of rock is not required, but 1 additional MP is needed to cast the variant of this spell.</p>
<p><strong>Fissure: </strong>The gap of the fissure will be filled with drinkable water. Those who fall in takes 1d4 damage and must make a Strength check vs. difficulty 13 to stay afloat.</p>
<p><strong>Give Up the Dead: </strong>The Light Elemenatlist summons <em>Spirit Puppets</em> instead &#8211; animated semi-intelligent beings crafted from soul. Their stats are:</p>
<p>Attack: 9<br />
Defence: 4<br />
Magical Defence: 4<br />
Health Points: 1d6+2<br />
Armour Factor: 0<br />
Movement: 10m (flight)<br />
Evasion: 4<br />
Rank-Equivalent: 1<br />
Soul-fire Fist (3, d4), counts as a +1 weapons vs. undeads and demons</p>
<p><strong>Tremor: </strong>Starting on phase 5, trees will emerge from the cracks from the ground, seemingly growing overnight. Living creatures stop taking damage but buildings would be destroyed. By phase 6, trees, ferns and bushes have crushed through paving rocks, pulled down buildings and crushed walls, but otherwise all living beings are unharmed.</p>
<p><strong>Summon the Stone of Man: </strong>The Stone of Man will not attack (but will defend against) humans.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>The element of Light influences Earth spells in many subtle ways and makes a good compliment as Earth possess some useful protective and obstacle spells.<br />
<span id="more-199"></span><br />
<strong>Abundance: </strong>The fruits, when eaten, restores 1 point of HP. However for that day onwards the fruits would have no healing effect on the eater.</p>
<p><strong>Spider Magic: </strong>This would also fools supernatural creatures, such as vampires, demons and undeads.</p>
<p><strong>Forest Murmurs: </strong>The Light Elementalist could ask the nearby trees and woodlands to leave a message. How the recipient is to be identified is a puzzle for the Elementalist to figure out.</p>
<p><strong>Create Bog: </strong>The bog has a radius of 6m but rolls D20 for spell expiry (expires on a roll of 1)</p>
<p><strong>Roots: </strong>Roots have 6 HP each and even in desert/stone flooring, 2 roots would appear</p>
<p><strong>Rock Wall: </strong>The prerequisite piece of rock is not required, but 1 additional MP is needed to cast the variant of this spell.</p>
<p><strong>Fissure: </strong>The gap of the fissure will be filled with drinkable water. Those who fall in takes 1d4 damage and must make a Strength check vs. difficulty 13 to stay afloat.</p>
<p><strong>Give Up the Dead: </strong>The Light Elemenatlist summons <em>Spirit Puppets</em> instead &#8211; animated semi-intelligent beings crafted from soul. Their stats are:</p>
<p>Attack: 9<br />
Defence: 4<br />
Magical Defence: 4<br />
Health Points: 1d6+2<br />
Armour Factor: 0<br />
Movement: 10m (flight)<br />
Evasion: 4<br />
Rank-Equivalent: 1<br />
Soul-fire Fist (3, d4), counts as a +1 weapons vs. undeads and demons</p>
<p><strong>Tremor: </strong>Starting on phase 5, trees will emerge from the cracks from the ground, seemingly growing overnight. Living creatures stop taking damage but buildings would be destroyed. By phase 6, trees, ferns and bushes have crushed through paving rocks, pulled down buildings and crushed walls, but otherwise all living beings are unharmed.</p>
<p><strong>Summon the Stone of Man: </strong>The Stone of Man will not attack (but will defend against) humans.</p>
]]></content:encoded>
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		<series:name><![CDATA[Light Elementalist]]></series:name>
	</item>
		<item>
		<title>Light Elementalist &#8211; Air spells</title>
		<link>http://www.gamestopica.net/2009/01/light-elementalist-air-spells/</link>
		<comments>http://www.gamestopica.net/2009/01/light-elementalist-air-spells/#comments</comments>
		<pubDate>Sat, 24 Jan 2009 16:13:24 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Warriors]]></category>
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		<guid isPermaLink="false">http://gamestopica.net/?p=195</guid>
		<description><![CDATA[<p>Here are the how the Light element would interact with Air Element spells for the Light Elemenatlist. The more damaging skills are restricted to be effective against undeads and demons only.<br />
<span id="more-195"></span><br />
<strong>Cutting Power of the Mind: </strong>Also gains +2 to Perception.</p>
<p><strong>Stargaze: </strong>In combat, under the influence of <em>Stargaze</em>, the Light Elementalist also regain 1 HP each combat round if his HP is zero or less.</p>
<p><strong>False Rumours: </strong>The sound is uplifting and assuring, perhaps that of a rallying trumpet or battle-cry. Listeners gain +1 to Morale checks while enemies within earing must make a Morale check immediately.</p>
<p><strong>Windwall: </strong>The wind spins furiously such that ranged attacks through the wall incur a -4 penalty.</p>
<p><strong>Summon Hosts of the Air: </strong>Insects would always appear despite terrain</p>
<p><strong>Intangibility: </strong>This spell can only be used on caster and still allows him to cast Light-based spells. Some call this version <em>Sanctuary.</em></p>
<p><strong>Garrotte: </strong>The cord is extremely strong and requires a roll under 4d10 on Strength instead of 3d20</p>
<p><strong>Flight</strong>: No special effects</p>
<p><strong>Spin: </strong>Works only on undeads and demons</p>
<p><strong>Banshee: </strong>The death of the banshee would also cause the Light spell <em>Sundawn</em> to be cast. Experience points cost for casting this spell is 10-200 (10d20).</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Here are the how the Light element would interact with Air Element spells for the Light Elemenatlist. The more damaging skills are restricted to be effective against undeads and demons only.<br />
<span id="more-195"></span><br />
<strong>Cutting Power of the Mind: </strong>Also gains +2 to Perception.</p>
<p><strong>Stargaze: </strong>In combat, under the influence of <em>Stargaze</em>, the Light Elementalist also regain 1 HP each combat round if his HP is zero or less.</p>
<p><strong>False Rumours: </strong>The sound is uplifting and assuring, perhaps that of a rallying trumpet or battle-cry. Listeners gain +1 to Morale checks while enemies within earing must make a Morale check immediately.</p>
<p><strong>Windwall: </strong>The wind spins furiously such that ranged attacks through the wall incur a -4 penalty.</p>
<p><strong>Summon Hosts of the Air: </strong>Insects would always appear despite terrain</p>
<p><strong>Intangibility: </strong>This spell can only be used on caster and still allows him to cast Light-based spells. Some call this version <em>Sanctuary.</em></p>
<p><strong>Garrotte: </strong>The cord is extremely strong and requires a roll under 4d10 on Strength instead of 3d20</p>
<p><strong>Flight</strong>: No special effects</p>
<p><strong>Spin: </strong>Works only on undeads and demons</p>
<p><strong>Banshee: </strong>The death of the banshee would also cause the Light spell <em>Sundawn</em> to be cast. Experience points cost for casting this spell is 10-200 (10d20).</p>
]]></content:encoded>
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		<series:name><![CDATA[Light Elementalist]]></series:name>
	</item>
		<item>
		<title>Light Elementalist</title>
		<link>http://www.gamestopica.net/2009/01/light-elementalist/</link>
		<comments>http://www.gamestopica.net/2009/01/light-elementalist/#comments</comments>
		<pubDate>Fri, 23 Jan 2009 18:18:35 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Dragon Warriors]]></category>
		<category><![CDATA[New Classes]]></category>
		<category><![CDATA[classes]]></category>
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		<guid isPermaLink="false">http://gamestopica.net/?p=174</guid>
		<description><![CDATA[<p>Light Elementalists wield the raw power of creation and the very energy that binds the cosmos itself. Usually healers, prophets and priests, they are reclusive and reluctant to exhibit their powers, for they know the unwanted attention it would draw. Unlike some would imagine, Light Elementalists are not the sole enemies of Shadow Elementalists; Darkness is just the result of the end of a flawed creation.<br />
<span id="more-174"></span><br />
As light itself is split into different colours, so does the powers of a Light Elementalist affect that of his other two elements too. (The Element of Light takes the same position as the Element of Darkness).</p>
<h2>Raw Power</h2>
<p>A Light Elementalist can use his Raw Power to heal, for 1d6 points of damage per MP spent, at a range of 10 metre per MP spent. He may use his powers offensively against undead and demons (which exists outside of creation) as normal (Damage = 2*MPd6, Speed = 10+MP and Range = MP*10). Other mundane use of Light includes creating illuminating an area, strengthening existing objects and doing minor repairs.</p>
<h2>Basic Equipment</h2>
<p>A crystal quartz, which is filled with a soft, warmth light, is the focus of a Light Elementalist. Such an artefact is often passed down from masters to students. A base cost for it would be 1 gold crown.</p>
<h2>Recharge Ritual</h2>
<p>A Light Elemenatist regain all MP for casting Light spells at dawn.</p>
<h2>Light Elemental Spells</h2>
<h3>1. Soul Fire</h3>
<p><strong>Duration: </strong>Spell Expiry Applies</p>
<p>The Light Elementalist manifests the fire within his soul, causing a soft glow to bath the surrounding area, providing enough light to see and fight by up to 15m. Any one within the glow can resist direct magical attacks from demons and undeads with a bonus of +1 to their Magical Defence.</p>
<h3>2. Vigour</h3>
<p><strong>Duration: </strong>One hour</p>
<p>One ally of the Light Elementalist&#8217;s choice gains a +1 maximum HP per rank of the Elementalist and may get a +1 bonus to their Evasion and Defence.</p>
<h3>3. Truesight</h3>
<p><strong>Duration: </strong>One hour</p>
<p>For the hour, the Light Elementalist see things as they are. <em>Mirages </em>and <em>Illusions</em> do not fool them, neither does <em>Spider Magic</em>. <em>Runes</em> appear as clear as day and <em>Invisibility</em> would not fool him. Take note that the Light Elementalist&#8217;s rank must be equal or higher than the caster of those spells for this to work &#8211; if not, all he gets is a slight inkling that something is hidden from him.</p>
<h3>4. Rally</h3>
<p><strong>Duration: </strong>Spell Expiry Roll applies</p>
<p>All allies within 10m radius of the Light Elemenatlist gains a +2 bonus for Morale Checks and a +1 bonus to Fright Attack. It also can cancel out the effects of a failed Morale check immediately, but cannot do that for a Fright Attack. This does not work against an assassin&#8217;s shock attack.</p>
<h3>5. Healing Surge</h3>
<p><strong>Duration: </strong>Instant</p>
<p>A wave of healing energy emits out from the Light Elementalist and all allies within 10m radius recovers 3d6 points of HP immediately.</p>
<h3>6. Purification</h3>
<p><strong>Duration: </strong>Spell Expiry Roll applies</p>
<p>When cast, one target of the caster&#8217;s choice will be cleansed of all poisons and diseases and will be warded against further aliments. He&#8217;ll gain a +3 results to his Strength for the purpose of resisting poisons and diseases till the spell expires.</p>
<h3>7. Pillar of Light</h3>
<p><strong>Duration: </strong>Instant</p>
<p>A target within 20m range suffers an indirect magical attack and if he fails, a pillar of light emerges at his feet, engulfing him entirely, causing him to 2d6 points of damage and unable to act for 1d6 rounds in combat. Against undeads and demons, the caster gains a +1 bonus to his Magical Attack roll and he will do 3d6+10 points of damage instead of 2d6 points.</p>
<h3>8. Rejuvenate</h3>
<p><strong>Duration</strong>: Spell Expiry Roll applies</p>
<p>At the start of each combat round, all your allies which are within 4m radius of you regain 6 HPs.</p>
<h3>9. Sundawn</h3>
<p><strong>Duration: </strong>Instant</p>
<p>Light flares up from the Light Elementalist, as bright as the sun itself. All attacking enemies within sight must make a Fright Attack immediately as well as a Morale Check against 20. Those who fail will be dazzled by the sudden majestic light. Against undeads and demons, they will suffer 4d10 points of damage and will be destroyed if they cannot roll under their HP on a D20.</p>
<h3>10. Lifeforce</h3>
<p><strong>Duration: </strong>Instant</p>
<p>In an ultimate act of self sarifice, a pillar of light rips through the Light Elementalist, causing his life-force to sweep through a radius of about a a mile. This resurrects all fallen humans whom have not died for more than 3 days, restoring them whole and whisking their spirits back from the underworld and destroys/banishes all undeads, demons and summoned beings immediately. The aftermaths of this blessed the 1 mile region such that it is extremely fertile and fruitful. A magical aura will permeate the place, granting a +2 bonus to Magical Defence to all those who are within it. All that is left of the Light Elementalist is a quartz filled with light, which may be used as a focus for another person.</p>
<p>Among the Light Elemenatists there is a legend that the world is created from the first Light Elementalist ever and there exists still &#8220;true shards&#8221; of the first crystal left behind from that moment.</p>
<p>More to come: How does the Light Element interacts with the other Elements.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Light Elementalists wield the raw power of creation and the very energy that binds the cosmos itself. Usually healers, prophets and priests, they are reclusive and reluctant to exhibit their powers, for they know the unwanted attention it would draw. Unlike some would imagine, Light Elementalists are not the sole enemies of Shadow Elementalists; Darkness is just the result of the end of a flawed creation.<br />
<span id="more-174"></span><br />
As light itself is split into different colours, so does the powers of a Light Elementalist affect that of his other two elements too. (The Element of Light takes the same position as the Element of Darkness).</p>
<h2>Raw Power</h2>
<p>A Light Elementalist can use his Raw Power to heal, for 1d6 points of damage per MP spent, at a range of 10 metre per MP spent. He may use his powers offensively against undead and demons (which exists outside of creation) as normal (Damage = 2*MPd6, Speed = 10+MP and Range = MP*10). Other mundane use of Light includes creating illuminating an area, strengthening existing objects and doing minor repairs.</p>
<h2>Basic Equipment</h2>
<p>A crystal quartz, which is filled with a soft, warmth light, is the focus of a Light Elementalist. Such an artefact is often passed down from masters to students. A base cost for it would be 1 gold crown.</p>
<h2>Recharge Ritual</h2>
<p>A Light Elemenatist regain all MP for casting Light spells at dawn.</p>
<h2>Light Elemental Spells</h2>
<h3>1. Soul Fire</h3>
<p><strong>Duration: </strong>Spell Expiry Applies</p>
<p>The Light Elementalist manifests the fire within his soul, causing a soft glow to bath the surrounding area, providing enough light to see and fight by up to 15m. Any one within the glow can resist direct magical attacks from demons and undeads with a bonus of +1 to their Magical Defence.</p>
<h3>2. Vigour</h3>
<p><strong>Duration: </strong>One hour</p>
<p>One ally of the Light Elementalist&#8217;s choice gains a +1 maximum HP per rank of the Elementalist and may get a +1 bonus to their Evasion and Defence.</p>
<h3>3. Truesight</h3>
<p><strong>Duration: </strong>One hour</p>
<p>For the hour, the Light Elementalist see things as they are. <em>Mirages </em>and <em>Illusions</em> do not fool them, neither does <em>Spider Magic</em>. <em>Runes</em> appear as clear as day and <em>Invisibility</em> would not fool him. Take note that the Light Elementalist&#8217;s rank must be equal or higher than the caster of those spells for this to work &#8211; if not, all he gets is a slight inkling that something is hidden from him.</p>
<h3>4. Rally</h3>
<p><strong>Duration: </strong>Spell Expiry Roll applies</p>
<p>All allies within 10m radius of the Light Elemenatlist gains a +2 bonus for Morale Checks and a +1 bonus to Fright Attack. It also can cancel out the effects of a failed Morale check immediately, but cannot do that for a Fright Attack. This does not work against an assassin&#8217;s shock attack.</p>
<h3>5. Healing Surge</h3>
<p><strong>Duration: </strong>Instant</p>
<p>A wave of healing energy emits out from the Light Elementalist and all allies within 10m radius recovers 3d6 points of HP immediately.</p>
<h3>6. Purification</h3>
<p><strong>Duration: </strong>Spell Expiry Roll applies</p>
<p>When cast, one target of the caster&#8217;s choice will be cleansed of all poisons and diseases and will be warded against further aliments. He&#8217;ll gain a +3 results to his Strength for the purpose of resisting poisons and diseases till the spell expires.</p>
<h3>7. Pillar of Light</h3>
<p><strong>Duration: </strong>Instant</p>
<p>A target within 20m range suffers an indirect magical attack and if he fails, a pillar of light emerges at his feet, engulfing him entirely, causing him to 2d6 points of damage and unable to act for 1d6 rounds in combat. Against undeads and demons, the caster gains a +1 bonus to his Magical Attack roll and he will do 3d6+10 points of damage instead of 2d6 points.</p>
<h3>8. Rejuvenate</h3>
<p><strong>Duration</strong>: Spell Expiry Roll applies</p>
<p>At the start of each combat round, all your allies which are within 4m radius of you regain 6 HPs.</p>
<h3>9. Sundawn</h3>
<p><strong>Duration: </strong>Instant</p>
<p>Light flares up from the Light Elementalist, as bright as the sun itself. All attacking enemies within sight must make a Fright Attack immediately as well as a Morale Check against 20. Those who fail will be dazzled by the sudden majestic light. Against undeads and demons, they will suffer 4d10 points of damage and will be destroyed if they cannot roll under their HP on a D20.</p>
<h3>10. Lifeforce</h3>
<p><strong>Duration: </strong>Instant</p>
<p>In an ultimate act of self sarifice, a pillar of light rips through the Light Elementalist, causing his life-force to sweep through a radius of about a a mile. This resurrects all fallen humans whom have not died for more than 3 days, restoring them whole and whisking their spirits back from the underworld and destroys/banishes all undeads, demons and summoned beings immediately. The aftermaths of this blessed the 1 mile region such that it is extremely fertile and fruitful. A magical aura will permeate the place, granting a +2 bonus to Magical Defence to all those who are within it. All that is left of the Light Elementalist is a quartz filled with light, which may be used as a focus for another person.</p>
<p>Among the Light Elemenatists there is a legend that the world is created from the first Light Elementalist ever and there exists still &#8220;true shards&#8221; of the first crystal left behind from that moment.</p>
<p>More to come: How does the Light Element interacts with the other Elements.</p>
]]></content:encoded>
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		<series:name><![CDATA[Light Elementalist]]></series:name>
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