Theopsyelementalism

This is an updated and expanded version of the Elementalist wizard class. This class is now a stand alone class as it is a blend of wizard, priest, and psionic abilities.

The Birth of Theopsyelementalism

Once every ten millenia the Inner Planes awaken to sentience. Every creature within those planes become part of the thought processes of that sentience. The last awakening saw the rise of beings who ruled while the planes slept. Some became gods, while others became just greater beings.

Now a new awakening has occured. A gnome of Krynn making the evening meal for her family felt as if the fire were actually dancing under the frying pan. A dwarf on Oerth felt a presence in the rock he was digging around him. An aarakocra felt the air under and over her wings move oddly without letting her fall. A sahuagin felt the water around him come alive and became fearful. All creatures of all of the worlds felt the presence within the very elements of life. They felt some shift occur, but nearly all of them forgot it as soon as it occured.

The sentient planes had only moments before relapsing into dormancy. In those moments tremendous forces were unleashed. Twenty-six new powers arose to rule while the planes slept. Eighteen were to rule the planes already in existance, but eight were to rule new planes also brought into existance during the very brief time the planes were awake. The current powers bowed to their new overlords and masters. These new powers were far greater than those who currently existed.

The new powers needed to create a power base quickly. To acheive that end, twenty-six mortals were randomly chosen to become the new leaders of religions that were newly born. The powers these mortals were to be given were far greater than any other power could offer. Where these mortals lead, the followers of the lesser powers of the planes would follow.

The Elements
ElementTitleRelated SchoolsBarred SchoolMajor Sphere
AirAeromagistIce, Lightning, Smoke, VacuumEarthAir
AshCeneromagistDust, Fire, Magma, Negative, Smoke, VacuumSteamFire
DustAmathomagistAsh, Earth, Magma, Negative, Ooze, SaltLightningEarth
EarthGeomagistDust, Magma, Minerals, OozeAirEarth
FirePyromagistAsh, Magma, Radiance, SmokeWaterFire
IcePagomagistAir, Lightning, Salt, Steam, Vacuum, WaterMagmaAir or Water
LightningCeraunomagistAir, Ice, Positive, Radiance, Smoke, SteamDustAir
MagmaMagmamagistAsh, Dust, Earth, Fire, Minerals, RadianceIceEarth or Fire
MineralsMineramagistEarth, Magma, Ooze, Positive, Radiance, SteamVaccumEarth
NegativeLygomagistAsh, Dust, Salt, VacuumPositive
OozePelomagistDust, Earth, Minerals, Salt, Steam, WaterSmokeEarth or Water
PositivePhotomagistLightning, Minerals, Radiance, SteamNegative
RadianceRadiomagistFire, Lightning, Magma, Minerals, Positive, SmokeSaltFire
SaltHalomagistDust, Ice, Negative, Ooze, Vacuum, WaterRadianceWater
SmokeCapnomagistAir, Ash, Fire, Lightning, Radiance, VacuumOozeAir or Fire
SteamHomichlomagistIce, Lightning, Minerals, Ooze, Positive, WaterAshWater
VacuumKenomagistAir, Ash, Ice, Negative, Salt, SmokeMineralsAir
WaterHydromagistIce, Ooze, Salt, SteamFireWater
Ability Score Requirements
AbilityScore
Strength13
Constitution13
Intelligence13
Wisdom16
TheopsyelementalismSaving ThrowsProficienciesWizard Spell Progression
LevelExperienceHit Dice (d6)PPDRSWPPBWSpWeaponNon-weapon123456789
1011411131512241
24,00022
38,000321
416,0004832
532,0005139111310321
664,0006332
796,00074124321
8114,00084332
9216,0009117911844321
10400,0009+21644332
11600,0009+4544321
121,200,0009+6544332
131,800,0009+81057946205544321
142,400,0009+105544332
153,000,0009+1255544321
163,600,0009+142465544332
174,200,0009+1683572655544321
184,800,0009+18665544332
195,400,0009+20828665554432
206,000,0009+22666554433

Elemental Powers

Air

Aerial servant, air elemental, air mephit, djinni, ildriss, invisible stalker, skriaxit, sylph, tempest, and wind walker are all present on this plane. The plane is also home to a number of powers, including Akadi (the elemental queen) and Caliph Husam al-Balil ben Hafhat al-Yugayyim (the Master of the Clouds and Son of the Breezes, Commander of the Four Winds, Ruler of All Djinn, Defender of the Heavens, Prince of Birds, Storm of the Righteous, and so on). The greatest natural hazards are the maelstroms. All within 100 yards of one of these must successfully save vs. paralyzation or be caught, thereupon suffering ldlO points of damage per round. Escape is possible only with a successful bend barsllift gates roll or through outside aid. Spellcasting is impossible while trapped in a maelstrom.

Earth

Chaggrin, dao, earth elemental, earth mephit, galeb duhr, khargha, lava mephit, pech, sandling, xaren, and xorn are all native. Very few powers make their homes here - the most notable are Kabril Ali al-Sara al Zalazil (Great Khan of the Dao, the Fountain of Wealth, the Perfect Compass, Atamen of the Mountain’s Roots, and so on) and Grumbar (an elemental lord). Earthquakes are always a risk, lasting ldlO rounds and inflicting 6d6 points of damage each round (no saving throw). Another risk is in all the pockets of other elements hidden here. Miners have fried in gushing flows of lava, drowned in floods of water, and choked to death on clouds of ash, all in their eager search for gems.

Fire

Azer, efreeti, fire elemental, fire mephit, fire minion, fire snake, firetail, flame spirit, harginn, hell hound, phantom stalker, salamander, and tshala all call this plane home. The plane of Fire has more dangerous creatures than any of the other Elemental Planes. Perhaps it’s because there are fewer high-up men to interfere. Only two powers live here: Kossuth (the tyrant-king of all elementals) and Sultan Marrake al-Sidan al-Hariq ben Lazan (the Lord of the Flame, the Potentate Incandescent, the Tempering and Eternal Flame of Truth, the Smoldering Dictator, and so on). Both are greater powers. The elemental king has his palace at the hottest point of the plane - so hot that even fire creatures suffer ld2 points of damage each turn while there. The efreet lord lives in the Charcoal Palace. Nonliving dangers include sudden fountains of flame (3d10 points of damage, save vs. breath weapon for halo, cinder rain (2d6 points of damage per round to all exposed), and volcanic eruptions that can suddenly block the path.

Water

Ice mephit, marid, nereid, triton, varrdig, water elemental, water mephit, and water weird all reside here. There are two greater powers here as well. The first is Istishia, the queen of the water elementals. She is immense, spanning a sea or more, and has no court. The second is Kalbari al-Durrat al-Amwaj ibn Jan (Padishah of the Marids, the Pearl of the Sea, the Mother of Foam, Mistress of the Rivers, Savior of Fish, Patron of Waterspouts, and so on). Nonliving threats include unexpected steam currents (4d6 points of damage) and tidal bores that can suck a swimmer to vastly different regions of the plane.

Smoke

Little lives on this inhospitable plane, save a few beings of smoke and fumes (primarily the smoke mephit). The most notable feature is the Choking Palace, which is the court of Ehkahk, the Smoldering Duke. He’s a paraelemental lord and the self-proclaimed ruler of the smoke mephits of his land. The other creatures most likely to be found are djinn and efreet, who use this plane as a battlefield.

Magma

Dao, efreet, fire mephit, and magma mephit reside here. Sudden bursts of lava scatter molten stone in a 10-foot radius (successfully save vs. breath weapon or suffer 3d10 points of damage). Footing is treacherous on this plane, and crust often splits to swallow the unwary. If a save VS. paralyzation is failed, the unfortunate plunges in and dies instantly.

Ooze

Ooze is virtually uninhabited by intelligent creatures, except for ooze mephits. Hunting marids sometimes mistake travelers here for game, and dao come here to bathe. It is said there is a baron of the plane, Bwimb, but what it is baron of is a mystery.

Ice

Only the ice mephit inhabits this plane. Marids, however, often scour the plane in their great hunts. Raging blizzards, which inhibit movement for ldlO turns or more, are the greatest of the nonliving hazards the plane has to offer.

Lightning

Lightning mephit and shocker only are found here, though djinn sometimes hunt on this plane.

Radiance

There are no records of creatures on this plane, except radiant mephits.

Mineral

Dao, mineral mephit, pech, xaren, and xorn call this plane home. These creatures all consider themselves guardians of the treasures here. Fossilization is the greatest risk - once per day travelers must successfully save vs. petrifaction or be turned to stone (or possibly precious gems).

Steam

Marid, mist mephit, and steam mephit inhabit this plane. No powers are known to reside here.

Vacuum

Sages say creatures might live here, but without bodies, form, or even cohesive energy. Perhaps they’re beings of pure thought. Perhaps they’ve returned to Sigil, their thoughts becoming the thoughts of a traveler to this plane. Who knows?

Ash

The ash mephit is the only known inhabitant of this plane. Citadel Cavitius holds prisoners of Lord Vecna, many of whom are now undead. Another danger lies in the pockets of the Negative Energy Plane, which inflict damage as does that plane.

Dust

Dune stalker, dust mephit, sandling, and sandmen all abide here. The plane of Dust is one of the most populated of the darker Quasi-elemental Planes. These creatures take no delight in their existence, however, and many hunger for solid forms. This hunger can make them especially deadly. As with all the darker quasiplanes, random pockets of Negative Energy are always a danger to any normal traveler.

Salt

There are no known creatures on this plane except the salt mephits. Pockets of Negative Plane material and dehydration are the greatest risks to travelers.

Positive

The xagya is the only known being on this plane. By far, the greatest hazard is simply surviving the forces of this plane.

Negative

Slow shadow, spectre, wight, wraith, and xegyi hover on this plane. There may be other forms of undead lurking on this plane, including even liches.

Elemental Races and Monsters