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Background InformationEdit

Since the beginning of the Alfheimr games the Plant Elves have sought in vain against some of the more fierce competitors- that is until Myristica led her people to victory. The ten years that followed were hard when it was later discovered the Water Elves had flooded the moon.
Plants

Societal InformationEdit

.The survivors of the great flood were grateful and vengeful. Thus the Cult of the Carnivorous Plant began- a creature that feeds on darkness and hungers for blood.

Racial InformationEdit

  • Ability Boon: +2 Intelligence & +2 Wisdom/Dexterity
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  • Languages: Common, Elven, (Plant Awareness)
  • Natural Resistance: +1/lvl Saving Throws, Damage
  • Preferred Classes: Rogues, Sorcerers, Wizards
  • Size: Medium
  • Speed: Elves have a base speed of 20 feet (4 squares)
  • Vision: Dark Vision
Level Power Spell
1

Elemental Body I

Summon Monster II :: Close Range. 1 round/level. Small Elemental.
3

Elemental Strike :: Through either physical contact or some tool as a conduit an Elf can add a point of elemental damage per level and half their level to-hit. Fortitude save against effect.

Elemental Ray :: At this level an Elf sorcerer may discharge in a 15ft spray their affinity to administer damage and an effect on their enemies. 1d6 + 1/2 level. Reflex save for 1/2damage. Fort save against effect.
5 Summon Monster IV :: Close Range. 1 round/level. Medium Elemental Animal.
6 Elemental Body II
7 Protect ::This spell, once bestowed, grants 12 points/level of elemental protection. 10 min/lvl.
9 Elemental Aura :: By channeling their affinity through their body an Elf may emit 2d6 damage for 1 round per level in a radial sphere of 5 feet per level. Reflex save for 1/2damage. Fort save against effect. Summon Monster V :: Close Range. 1 round/level. Large Elemental.
11 Protect Group :: 12 points/level of elemental protection. [10min/lvl] divided between members.
12 Elemental Body III
13 Swarm I :: Close Range. 1 round/level.
15 Elemental Movement :: Rune :: Able to lay a spell that will discharge upon an enemy's proximity. 2d6 + 1/2 lvl damage. Reflex save 1/2 damage. Fortitude save effect. Close range.
17 Summon Monster VI :: Close Range. 1 round/level. Huge Elemental.
18 Elemental Body IV
19 Greater Protect :: This spell, once bestowed, grants 24 points/level of elemental protection. 20 min/lvl.
21 Summon Monster VII :: Close Range. 1 round/level. Greater Elemental.
22 Trigger Blast ::
23 Greater Protect Group :: This spell, once bestowed, grants 24 points/level of elemental protection. [20 min/lvl] divided between members.
25 Elemental Armor Summon Monster VIII :: Close Range. 1 round/level. Elder Elemental.
27 Greater Rune :: Able to lay a spell that will discharge upon an enemy's proximity. 4d6 + 1/2 lvl damage. Reflex save 1/2 damage. Fortitude save effect. Medium range.
28 Absorb :: Swarm II :: Medium Range. 1 round/level.
29 Elemental Gate ::

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