Elemental Pacts Myth in Imarand: The Twin Worlds | World Anvil
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Elemental Pacts

Elemental pacts are made with the might elemental from the elemental planes, they aren't as might as the Primordials themselves by will grant worthy individuals a portion of their powers.
 

Fire

Fire is the untamable beast of the elements. I'll consume all and bring forth the renewal.
Mark: A red flame on the back of your right hand.
Vow: You have pledged to see the civilized world burn so the renewal of the land can begin.
Twin Flames: You can make a ranged touch attack against 2 creatures within 15 ft. of you with blazing bolts of fire dealing 1d6 fire damage each. A successful reflex save for half damage. The DC is equal to 10 + your primary ability modifier + half your level. You can use this ability a number of times per day equal to 1 + your primary ability modifier.
From the Ashes: You create a cloud of gas that obscures all sight beyond 5 ft., granting concealment (attacks have a 30% miss chance). The cloud extends to a maximum radius of 5ft per level. The cloud itself is combustible: anyone within the cloud that produces an open flame will ignite the cloud, dealing 1d8 points of fire damage to each creature in the cloud. Reflex for half, the DC is equal to 10 + your primary ability modifier + half your level.
Flame Hands: You can produce a flame in your hands that can start a fire. The flame doesn't hurt the caster but deals 1d4 fire damage to any creature that touches it. You can use this ability a number of times per day equal to 1 + your primary ability modifier.
 

Forest

I'm the very essence of life, and I'll protect it with all my might.
Vow: You will protect life and the forest wherever you go. Life is too precious to throw away. Vital Surge: You can deal 1d6 + your primary ability modifier points of damage with a ray attack. If your attack hits, you or one ally next to you is healed for 1d6+1 hit points. You can use this ability a number of times per day equal to 1 + your primary ability modifier.
Life Shield: Choose yourself or an ally within 30 ft. of you. Any damage this character takes is reduced by 5 + your primary ability modifier. The shield lasts for 2 rounds.
Life Surge: You can heal for 2d4 + your primary ability modifier. You can use this ability a number of times per day equal to 1 + your primary ability modifier. You cannot use this spell to harm undead or other creatures who normally take damage from heal spells.
 

Rain

I'm the water to quench the thirst of the land, this is my song of water in the storm.
Mark: A streak of blue hair.
Vow: Protect the balance of nature and the world, seek out dry places and bring rain.
Hail Storm: You can transform any source of rain or downfall into Hail Storm dealing 1d6 each round to all creatures who remain in the hail storm. The Hail Storm has a maximum radius of 15 ft. lasting 2 rounds per level.
Watery Shield: You gain a spell resistance of 10 + 1/2 your level against spells with the water descriptor until the end of the encounter.
Raincloud: You can cast the spell Create Rain. You can use this ability a number of times per day equal to 1 + your primary ability modifier. The rain lasts 1 minute per level.

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Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

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