Title: Expanded Elementalist Effects Author: APBoostPlus Pastebin link: http://pastebin.com/rmRwQgaP First Edit: Wednesday 14th of August 2013 03:54:45 PM CDT Last Edit: Last edit on: Thursday 14th of May 2015 07:40:07 PM CDT I take no credit for the creation of any of these effects, all credit goes to the players that originally designed them; I have simply compiled them onto this list for ease of reference.     For this quest, Elementalist is considered to be a 1 point Cross-Class skill, selectable by any class with the Spellcaster tag.     The following effects are available to spellcasters with the Elementalist skill, in addition to the standard Fire, Ice, and Lightning choices. All effects can be used out of combat in order to manipulate the environment.     -Water: Targets hit by a spell with the Water Elementalist tag suffer a greater critical failure range on the next turn (2- becomes 3-, and so on). This effect does not stack. This effect also applies if the target is knocked helpless by the spell.   -Wind: In addition to dealing damage, Wind-based attacks push the target away from the caster. Knockback distance depends on the strength of the attack. This effect can, at GM's discretion, prevent the target from attacking the caster next turn. GM can rule that heavier targets cannot be pushed back.   -Illusion: Critical hits bombard a target with visual and auditory hallucinations, causing their next attack to have a greater DC to succeed (6+ becomes 7+, etc.). If the target gets a Critical Failure on the next move, they may attack their own allies in confusion.   -Smoke: Targets of a successful Smoke-based spell lose part of any roll bonuses they might have on their next move. A Critical Hit removes the entire bonus from the target’s roll, and replaces it with a -1 modifier.   -Gravity: Spells with the Gravity Elementalist effect lower the Critical Hit roll minimum on their target by 1 (9+ becomes 8+).   -Time: Spells that apply this effect intensify the effects of fatigue on the target’s body. The target will have a decreased damage output on the next turn.   -Solar: Spells with this effect crit on 8+ against undead, unholy, and evil targets.   -Shadow: Spells with this effect crit on 8+ against holy and good targets.   -Earth: A target of a spell with this effect will find their legs temporarily ensnared by hardened earth. They cannot move on their next turn, and will only be able to attack characters that are in a small radius around them.   -Wood: When a spell with the Wood Elementalist tag knocks an enemy helpless, a small part of the leftover energy returns to the caster, providing one temporary Hit. This Hit wears off after combat ends.       As always, your own Elementalist effect can be used, as long as you clear its combat effects and environmental effects with the DM beforehand.