Elements Sphere

Incantations of the elemental sphere handle the four primal elements – air, earth, fire, and wind – to create amazing displays of magic. Every incantation of the elemental sphere has a descriptor of the element that it handles, with the exception of the elemental aptitude incantation.

Ball of Fire
Elements [Fire]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 60 ft.
Area: 10-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
You point your hand to an area.
The area immediately erupts
in a raging inferno, burning
everything in its wake.
As part of this incantation,
each creature in the area takes
3d6 points of fire damage. A
successful Reflex save halves the
damage.
Enhance: For every 2 points by
which you increase the DC, this
incantation’s damage increases
by one die (d6).
If you increase the DC by 4,
the area becomes a 20-ft. radius
spread.
Boulder Throw
Elements [Earth]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 100 ft.
Area: 10-ft. burst
Duration: Instantaneous
You conjure a huge stone,
reminiscent of a giant’s, and hurl
it at your foes, crushing some of
them with a devastating impact.
As part of this incantation,
you must make a ranged touch
attack as if you were throwing a
splash weapon (see the Player’s
Handbook). The boulder has an
effective range increment of 10
feet. If the attack succeeds, each
creature in the area takes 1d6
points of bludgeoning, piercing,
and slashing damage.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantation’s
damage increases by one die
(d6).
If you increase the DC by 4, the
area becomes a 20-ft. spread.
Breathe Water
Elements [Water]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You become closer to the water, as
your lungs breathe water rather
than air.
When you are in this incantation,
you can breathe water. This
incantation does not inhibit your
ability to breathe air, nor does it
improve your ability to move in
water.
Enhance: If you increase
the DC by 2, you can use this
incantation with a range of touch
and a target of one creature.
Cone of Fire
Elements [Fire]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 15 ft.
Area: 30-ft. cone
Duration: Instantaneous
Saving Throw: Reflex half
You breathe in, feeling the magic
of the element of fire in your lungs.
As you exhale, you spew forth a
searing cone of fire, reminiscent
of a dragon’s.
As part of this incantation,
each creature in the area takes
3d6 points of fire damage. A
successful Reflex save halves the
damage.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantation’s
damage increases by one die
(d6).
If you increase the DC by 4, the
area becomes a 60-ft. cone.
Conjure Flame
Elements [Fire]
Difficulty Class: 3
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half

With a few simple gestures and
a chant spoken in the Ignan
language, you conjure a flame
into your open hand.
The ability to conjure a flame
is one of the simplest incantations
in the elemental sphere, and most
channelers learn this incantation
before they move on to the more
difficult incantations of the fire
elemental sphere.
As part of this incantation, your
target takes 1d6 points of fire
damage, although it may attempt
a Reflex save to half the damage
taken.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantation’s
damage increases by one die
(d6).
If you increase the DC by 4, the
target must make an additional
Reflex save or catch on fire for
1d4 rounds, taking 1d6 points of
fire damage each round. A burning
creature can take a move action to
put out the flame.
Downdraft
Elements [Air]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
As you invoke the element of air,
you throw your foe straight out of
the sky, forcing it to crash into the
ground.
The target falls 10 feet, taking
falling damage as usual. You can
only use this incantation on a
flying target.
If there isn’t enough distance
for the target to fall, it takes 1d6
points of additional damage for
every 10 feet of distance it failed
to reach.
Enhance: For every 2 points by
which you increase the DC, the
target falls an additional 10 feet.
Drown
Elements [Water]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: 3 rounds; see text
Saving Throw: Fortitude negates
Your foe’s face becomes an
expression of fear as his lungs
suddenly fill up with water,
ensuring him a watery demise.
Your target must make a
Fortitude save or begin to
drown. In the first round, it falls
unconscious. In the following
round, it falls to -1 hp and is dying.
In the third round, it drowns. The
target may make a Fortitude save
during each round to negate this
incantation.
Enhance: For every 2 points by
which you increase the DC, the
Fortitude save increases by 1.
Earth Grapple
Elements [Earth]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: None
You clench your fist, and the stone
rises from the ground to grasp
your foe, slowly crushing it.
When you are in this incantation,
your target is grappled by the earth
itself. The earth has a grapple
modifier equal to your channeler
level + your channeling ability
modifier. Treat the grapple as
usual, except that the earth deals
1d6 points of lethal damage on a
successful grapple check.
Enhance: For every 1 point by
which you increase the DC, the
earth’s grapple modifier increases
by 1.
Elemental Aptitude
Elements
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You concentrate your thoughts
on the elements, and you become
more adept in the magic of the
elements.
When you are in this
incantation, you gain an insight
bonus equal to your channeler
level to Knowledge (the planes),
Spellcraft, and Use Magic Device
checks related to the elements and
the elemental planes. You only
gain this bonus on Use Magic
Device checks if the magic item
has a spell with the air, earth, fire,
or water descriptor as one of its
requirements.
Elemental Shape
Elements [See text]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You feel that your connection
with the elements strengthens
immensely, as your entire body
takes the shape of one of the
elements.
The elementals are the
embodiments of their respective
elements. Because of this, the
ability to take the shape of an
elemental is one of the most
salient abilities of the elemental
sphere.
When you are in this incantation,
you assume the form of a Small
air, earth, fire, or water elemental
(see the MM). This incantations
functions just like the alternate
form special ability.
You can’t channel incantations
while you are in animal form.
This incantation has the
descriptor of the element of the
elemental that you take the shape
of. For example, if you use this
incantation to take the shape of an
earth elemental, this incantation
has the earth descriptor.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 4 points by which
you increase the DC, you become
one size category larger, using the
statistics for an elemental of the
appropriate size. You can become
a greater or elder elemental with
this incantation.
If you increase the DC by 4,
you can channel incantations
with the descriptor of the
elemental form you assumed.
For example, if you assumed the
form of an air elemental, you may
channel incantations with the air
descriptor.
Fire Resistance
Elements [Fire]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
As you channel the magic of this
incantation, the air feels as if it
was warm, but you feel used to it.
When you are in this incantation,
you gain fire resistance 5.
Enhance: For every point by
which you increase the DC, your
fire resistance increases by 1
point.
Flaming Weapon
Elements [Fire]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 0 ft.
Target: One weapon
Duration: Aura
The weapon you hold suddenly
erupts in flame.
When you are in this incantation,
choose one weapon that you hold
in your hand. That weapon deals
an additional 1d6 points of fire
damage on a successful hit. If the
weapon leaves your hand, this
incantation immediately ends.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 5 points by which you
increase the DC, the additional
damage increases by one die
(d6).
If you increase the DC by 2,
the incantation does not end if the
weapon leaves your hand.
Flight
Elements [Air]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Borne aloft by the wind, you fly
with an uncanny grace, exceeding
that of even most birds.
When you are in this incantation,
you gain a fly speed of 30 feet with
a maneuverability of perfect. You
can charge but not run, and you
cannot carry aloft more weight
than a light load. You cannot fly
higher than 10 feet above the
ground. You gain a bonus for
being on higher ground (see the
Player’s Handbook), but you can
still be attacked if you fly 10 feet
above the ground.
Should you end the incantation
voluntarily, you float downward,
taking no damage from the
fall. If you end the incantation
involuntarily (by falling
unconscious or being in an area
of dead magic), you take falling
damage as usual.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 7 points by which you
increase the DC, your fly speed
increases by 30 ft.
If you increase the DC by 4, you
can fly higher than 10 feet above
the ground.
Immolation
Elements [Fire]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Saving Throw: Reflex negates
Your entire body immolates, as you
emanate a searing heat, although
you only feel slightly warmer than
usual. When an enemy strikes you,
these flames leap onto his arm to
burn him.
When you are in this incantation,
opponents hitting you with natural
weapons, unarmed attacks, or
melee weapons without reach
must make a Reflex save or catch
on fire for 1d4 rounds, taking 1d6
points of fire damage each round.
A burning creature can take a
move action to put out the flame.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 4 points by which you
increase the DC, this incantation’s
damage increases by one die
(d6).
If you increase the DC by 4,
creatures that are adjacent to you
must make a Reflex save or be
affected as if they hit you.
Line of Fire
Elements [Fire]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 60 ft.
Area: 60-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
You hold your hand, from which
a searing line of flame suddenly
emerges.
As part of this incantation,
each creature in the area takes
3d6 points of fire damage. A
successful Reflex save halves the
damage.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which you
increase the DC, this incantation’s
damage increases by one die
(d6).
If you increase the DC by 4, the
area becomes a 120-ft. line.
Mist
Elements [Water]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread
Duration: Aura
Saving Throw: None
You call upon the element of
water, but rather coming together,
it spreads out in a fine, concealing
mist.
When you are in this incantation,
each creature in the area has
concealment (20% miss chance).
Enhance: For every 5 points by
which you increase the DC, the
miss chance increases by 10% (to
a maximum of 50%).
Quake
Elements [Earth]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Area: 30-ft. spread
Duration: 1 round
Saving Throw: None
The ground around you trembles,
knocking down anything in its
path.
Each creature in the area must
make a DC 15 Balance check or
be knocked prone.
If you are underground, each
creature takes 1d6 points of
nonlethal damage from falling
debris, regardless of whether they
make the Balance check.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 1 point by which you
increase the DC, the Balance DC
increases by 1 point.
If you increase the DC by 4
points, you can channel this
incantation as an aura, forcing
each creature in the area to make
a Balance check at the beginning
of each round.
Stalagmite
Elements [Earth]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 60 feet
Effect: One stone pillar
Duration: Instantaneous
Saving Throw: Reflex partial
As you raise your hand into the
air, a stalagmite suddenly erupts
from the ground nearby, throwing
your foe into the air.
You cause a stone pillar to
erupt from the ground. The pillar
occupies one square and is 5 or
10 feet tall (your choice). You can
call forth a stone pillar only from
natural, unworked earth or stone.
A creature standing in the square
must succeed on a Reflex save or
fall 10 feet and be knocked prone.
A successful save means that
the creature is knocked prone.
The creature always falls 10 feet
regardless of the height of the
pillar.
Enhance: For every 2 points
by which you increase the DC,
this incantations deals one die
(d6) of bludgeoning, piercing,
and slashing damage as the pillar
erupts.
Stone Body
Elements [Earth]
Difficulty Class: 10
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Channeling the element of earth,
your body becomes thicker, until
your skin looks like stone, and is
just as hard.
When you are in this stance,
you gain damage reduction 5/
adamantine. (You ignore the first
5 points of damage each time
you take damage from a weapon,
though an adamantine weapon
bypasses the damage reduction.)
This damage reduction doesn’t
stack with any other damage
reduction.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 5 points by which you
increase the DC, your damage
reduction improves by 5 points.
If you increase the DC by 4,
adamantine weapons no longer
bypass the damage reduction.
If you increase the DC by 2,
you may use this incantation on
others, with a range of touch.
Stone Throw
Elements [Earth]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Calling upon the element of earth,
you conjure a massive boulder,
and aim it at your foe.
As part of this incantation, you
must make a ranged touch attack.
If the attack succeeds, the target
takes 1d6 points of bludgeoning,
piercing, and slashing damage.
Enhance: For every 2 points by
which you increase the DC, this
incantation’s damage increases
by one die (d6).
Stone Wall
Elements [Earth]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Effect: Stone wall
Duration: Instantaneous
As you raise your hand, the
stone around you shapes itself to
your will, forming a line of solid
stone.
This incantation shapes the
stone in the area into a wall. You
can shape one 5-foot square with
this incantation. The stone is 5
inches thick. If the stone occupies
the same space as a creature or
object, it is pushed to one side
of the wall (50% chance for both
sides). You can only use this
incantation in an area of natural,
unworked stone. You can only
shape a vertical wall with this
incantation.
Enhance: For every 2 points
by which you increase the DC,
you can shape an additional 5-foot square of stone with this
incantation.
Summon Elemental
Elemental [See text]
Difficulty Class: 10
Channeling Time: 1 round
Range: 30 ft.
Effect: One summoned
elemental
Duration: Aura
As you call to the elements in the
elemental language, a humanoid
shape appears before you,
composed of one of the elements.
This incantation summons a
Small air, earth, fire, or water
elemental. It appears where you
designate and acts immediately,
on your turn. It attacks your
opponents to the best of its ability.
If you can communicate with
the elemental, you can direct it
not to attack, to attack particular
enemies, or to perform other
actions.
You must be within 30 ft. of the
summoned elemental at all times.
If you or the elemental moves
further than that, this incantation
immediately ends, as if you
stopped concentrating on it, and
the elemental immediately goes
back to whence it came from.
This incantation has the
descriptor of the element of
the elemental that summon.
For example, if you use this
incantation to summon an earth
elemental, this incantation has the
earth descriptor.
Enhance: For every 4 points
by which you enhance the DC,
you increase the summoned
elemental’s size category by one.
You can summon a greater or elder
elemental with this incantation.
For every 7 points by which
you increase the DC, you may
summon an additional elemental
of the same kind.
Updraft
Elements [Air]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
With a flick of your hand, you
conjure a rushing wind that
throws your foe into the sky.
The target is thrown 10 feet
upwards, and falls that distance,
taking falling damage as usual.
If there isn’t enough distance to
throw the target upwards because
of an obstacle, it takes 1d6 points
of damage for every 10 feet of
distance it failed to reach. For
example, if you throw the target
50 feet upwards in a building
with a 30-foot ceiling, it takes 2d6
points of damage because it failed
to reach 50 feet of distance by 20
feet, and then falls 30 feet, taking
3d6 points of falling damage as
usual.
Enhance: For every 2 points by
which you increase the DC, the
target is thrown an additional 10
feet upwards.
Walk on Water
Elements [Water]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
Instead of falling in the water, you
gracefully step on the water. The
water feels as solid as ground to
you.
When you are in this incantation,
you can move up to your base
land speed on water. If you try to
move more than that distance, this
incantation immediately ends.
Enhance: You can enhance
this incantation in one or both
of the following ways.
If you increase the DC by
2, you can move up to twice
your speed while walking on
water.
If you increase the DC by
4, you can run while using this
incantation.
Water Blast
Elements [Water]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude
negates
You channel the element of water,
creating a tremendous rush of
water, knocking your foe to the
ground.
The target must make a
Fortitude save or take 1d6 points
of bludgeoning damage and be
knocked prone.
Enhance: For every 2 points by
which you increase the DC, this
incantation’s damage increases
by one die (d6).
Water Grasp
Elements [Water]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: Will negates
Your foe takes a face of terror as
it finds itself unable to rise to the
surface of the water.
When you are in this incantation,
the target may not come out of the
water, which might drown it. You
can only use this incantation on a
creature that is in the water and
under the surface.
Wind Blast
Elements [Air]
Difficulty Class: 7
Channeling Time: 1
standard action
Range: 60 ft.
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates
You conjure forth a rushing gust
of wind.
The target is affected by a
severe blast of air (see the DMG
for more information). You must
have line of effect to the target to
use this incantation.
Enhance: For every 4 points
by which you increase the DC,
the wind force increases by
one category (see the DMG).
Wind Push
Elements [Air]
Difficulty Class: 3
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: None
As you invoke the element of
air, a gust of wind rushes from
you, knocking your foe back.
As part of this incantation,
make a ranged bull rush attempt,
using your channeler level + your
channeling ability modifier. You
gain a +2 bonus on the ranged bull
rush check if the target is within
one-half of the range. Resolve the
bull rush attempt as usual, except
that you provoke no attacks of
opportunity from the target.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every point by which you
increase the DC, you gain a +1
bonus on the ranged bull rush
check.
If you increase the DC by 2,
you also knock the target prone
if you succeed on the ranged bull
rush check.
Wind Shield
Elements [Air]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
As you begin the channeling, a
faint wind rushes around you,
which develops into a raging
wind, protecting you from ranged
attacks.
When you are in this incantation,
all ranged attacks made against you
take a -2 penalty. Siege weapons,
such as ballistae, catapult shots,
and boulders tossed by giants do
not suffer this penalty.
If you are in an area with fine,
loose debris (such as sand or
leaves), you gain concealment
(20% miss chance) as well.
Enhance: If you increase the
DC by 4, all ranged attacks made
against you take a -4 penalty.
If you increase the DC by 8, it is
impossible to make ranged attacks
against you. Siege weapons, such
as ballistae, catapult shots, and
boulders tossed by giants suffer a
-4 penalty instead.
If you increase the DC by 14, it is
impossible to make ranged attacks
against you. Siege weapons, such
as ballistae, catapult shots, and
boulders tossed by giants suffer a
-8 penalty instead.
If you increase the DC by 20, it is
impossible to make ranged attacks
against you, including ranged
attacks made with siege weapons,
such as ballistae, catapult shots,
and boulders tossed by giants.

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