-> Elementalism
- Arms of Air
- Dry
- Fiery Sword
- Fireballl
- Immolate
- Light
- Move Water
- Whirlpool
This Talent, one of the most common among all the channeling traditions, relates to the control of the elements: the creation of light and fire, control over water, and the use of hardened air as a tool or weapon.
[Air] (Common)
Level: 0-2
Casting Time: 1 action
Range: Medium (100 ft. + 10ft./level)
Effect: Lift items with air; weight of items varies
Duration: Concentration
Saving Throw: None
Weave Resistance: No
You lift a single item or creature through the air. Depending on the version selected, the weave can be used to move items with a gentle sustained force or to hurl them with a single, violent throw.
Sustained Force: The weight of the target varies with the casting level, but any item or creature can be moved at up to 20 feet per round. The weight can be moved vertically, horizontally, or both. If the weave ends while the subject is in midair, it falls.
You can manipulate an object as if with one hand. For example, you can pull a lever or a rope, turn a key, rotate an object, or perform a similer simple task, if the force required is within the weight limit for the casting level. You might even be able to unite simple knots, though delicate activities such as these require Intelligence checks against a DC set by the GM.
Violent Throw: Alternatively, you may hurl the item at a target within 10 feet/level of the item’s original location. You must succeed an attack roll to hit the target using your base attack bonus + your Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects such as a barrel) to 1d6 points of damage per 25 pounds (for hard, dense objects such as a boulder). You may throw creatures in this manner; a creature thrown against a solid surface takes damage as if it had fallen 10 feet (1d6 points).
Casting Level |
Weight (pounds) |
0 |
5 |
1 |
25 |
2 |
100 |
3 |
200 |
4 |
400 |
5 |
800 |
6 |
1,500 |
7 |
3,000 |
8 |
6,000 |
9 |
12,000 |
10 |
25,000 |
11 |
50,000 |
12 |
100,000 |
[Air, Fire] (Common)
Level: 1-5
Casting Time: 1 action
Range: Touch
Effect: Creates a cutting torch out of a handheld implement
Duration: Concentration
Saving Throw: None
Weave Resistance: Yes
You grasp a knife, wand, staff, or other objects, and a lance of white flame extends from its tip. This flame cuts cleanly and quickly through nearly any material, melting through even stone as if it were butter. If directed against a creature, you must hit the target as if making a touch attack with the item; a successful hit deals 2d6 points of damage.
The blade of fire cuts through a 3-foot length of wood, or a 1-foot length of stone or metal, per round. Thus it takes 4 rounds to cut a 3-foot-square hole in a piece of wood and 12 rounds to cut a square of the same size in a stone wall. Cutting requires no more concentration than walking. The blade must remain in contact with the object being cut for the full round. Therefore, it does not slice through swords in melee because in the give-and-take of combat it does not remain in contact with them for long enough.
This weave leaves the implement warm to the touch but does not otherwise harm it. The flame ignites easily combustible materials (such as dry straw or oil) but leaves wood and other materials charred and smoldering.
The length of the blade of fire, and hence the thickness of material it can cut through, varies with the casting level.
Casting Level |
Flame Length |
1 |
5 inches |
3 |
1 foot |
5 |
2 feet |
[Fire] (Common)
Level: 0-6
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: See text
Duration: Concentration
Saving Throw: Will half
Weave Resistance: Yes
This weave creates fire where there is none or increases the size of an existing fire. Unfueled, the flames only last for the duration of the weave, but they ignite flammable objects that they touch. The damage listed is sustained each round by every creature and object within the burning area.
Large fires take a little time to build up. The brew time given in the table below is the time required for the fire to reach full size, although a large fire ignites as a smaller fire (torch flame size) and grows quickly. If the weave ends before the fire reaches full size, the weave still counts as having been cast at its intended casting level. For example, if you cast this weave at 5th casting level, but only concentrate for 1 round, the fire only grows to campfire size. Even though it never grew (magically, at least) all the way to a conflagration, you have still cast a 5th-level weave and expended a 5th-level slot.
You can also use this weave to change the size of an existing fire. Each step changes the fire size by one casting level. For example, at 1st casting level, you can increase an existing fire by two steps. You grow a candle flame to the size of a campfire, or shrink a conflagration to the size of a bonfire. Or you could extinguish a torch flame. Changing a fire by three steps or more requires the same brew time as creating a fire at that casting level.
Casting Level |
Area |
Damage per Round |
Change Fire By |
Brew Time |
0 |
1 inch (candle flame) |
1 |
1 step |
none |
1 |
3 inches (torch flame) |
1d4 |
2 steps |
none |
2 |
1 ft. (campfire) |
1d8 |
3 steps |
1 round |
3 |
3 ft. (bonfire) |
2d8 |
4 steps |
2 rounds |
4 |
10 ft. (house fire) |
3d8 |
5 steps |
3 rounds |
5 |
25 ft. (conflagration) |
4d8 |
6 steps |
4 rounds |
6 |
50 ft. (firestorm) |
5d8 |
7 steps |
5 rounds |
- Current
[Spirit, Water] (Common)
Level: 0-7
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: See text
Duration: Concentration
Saving Throw: None
Weave Resistance: No
You conjure a current in a target area of water, choosing the current’s direction. Although the weave takes effect immediately, the current builds over a brew time that can last several rounds, depending on the strength required. The current affects an area of open water, or a length of river, that depends upon its strength.
Powerful currents created in rivers will likely cause flooding if the current flows downstream, or upstream if you create an upstream current. The flooding affects a length of shoreline equal to the affected length of river, beginning at the end of the affected length of river. The depth of the flooding is 2 feet for every 10 mph of current speed. Thus, a fast current (20 mph) causes a 4-foot-deep flood along 1,500 feet of shoreline, beginning at the end of the length of river in which you created the current.
+1 Casting Level: You may increase or decrease the area affected by the current by one step on the table below. For example, casting this as a 4th-level weave, you could create a cascade (normally 3rd-level) that only affects a 150-foot length of river (instead of the normal 1,500 feet).
Casting Level |
Current Speed |
Area(Open Water) |
Length (River) |
Brew Time |
0 |
Lazy flow (3 mph) |
50-ft.-radius circle |
25 ft. |
none |
1 |
Swift current (10 mph) |
25-ft.-radius circle |
150 ft. |
1 round |
3 |
Cascade (20 mph) |
300-ft.-radius circle |
1,500 ft. |
3 rounds |
5 |
Torrent (30 mph) |
1-mile-radius circle |
5 miles |
5 rounds |
7 |
Cataract (40 mph) |
10-mile-radius circle |
50 miles |
7 rounds |
- Dry
[Water] (Common)
Level: 1
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One wet object
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Weave Resistance: Yes
You squeeze the excess water off or out of a wet objects, leaving it dry. The water does not dissipate but falls to the ground in a puddle.
+2 Casting Levels: You increase the duration to concentration and prevent excess water from contacting or soaking the target object. Water simply flows around the object, leaving a thin layer of dry air between. Cast upon a cloak, for example, this weave keeps the cloak (and thus the wearer) completely dry even in the heaviest of downpours.
[Air, Earth] (Common)
Level: 1-6
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Hardens a space of air (volume varies)
Duration: Concentration
Saving Throw: None
Weave Resistance: No
This weave functions exactly like the weave harden air, except that for the duration of the weave the air appears to turn into solid rock. The surface of the hardened air is a solid granite-gray in color.
+1 Casting Level: The surface takes on any color or texture you desire. You can make it look like a local boulder or even create a barrier across a doorway that exactly matches the cut marble of the surrounding wall.
Casting Level |
Radius of Sphere |
Typical Uses |
1 |
1-ft. |
Hide a Small object, block a window-sized opening |
2 |
3-ft. |
Seal a Medium-size chest, seal a door-sized opening |
3 |
5-ft. |
Hold a Small creature |
4 |
10-ft. |
Hold a Medium-size creature, seal a gate-sized opening |
5 |
15-ft. |
Hold a Large creature, create a bridge 5ft. wide by 25 ft. long |
6 |
20-ft. |
Create a bridge 10 ft. wide by 50 ft. long |
[Air] (Common)
Level: 0-5
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Hardens a space of air (volume varies)
Duration: Concentration
Saving Throw: Reflex
Weave Resistance: No
You make the air in a space harden. All items and creatures in that space freeze in place, helpless and unable to move. Creatures remain aware but cannot take any physical actions. You direct the placement of this weave effect and can choose to place it so that the heads of those caught are free from the hardened air. If that’s the case, trapped creatures can breathe and talk normally. If their heads are encased in the hardened air, they will suffocate if held too long. A target who makes his save either dodges free of the hardened air or, if the space is too confined, manages to get his head free and avoid suffocation. A willing target (such as someone falling) can choose to forego the Reflex save.
Hardened air can be used to catch items in midair. If cast in the space around a flying creature, the creature is held, unable to flap its wings. It will not fall, however, so long as the air about it remains hardened.
Hardened air not only freezes items within it but also creates an impervious barrier to items or physical attacks from without. Thus, a creature frozen in hardened air cannot be attacked. However, the air can be penetrated by weaves of the One Power, so that weaves can be cast on the creature. Hardened air can be used to create a barrier or shield, or even a bridge across an open space. The space of hardened air is fixed and cannot be moved.
The size and shape of the affected space varies according to casting level.
Casting Level |
Radius of Sphere |
Typical Uses |
0 |
1-ft. |
Catch a Small falling objects, create a shield-sized barrier, block a window-sized opening |
1 |
3-ft. |
Seal a Medium-size object (such as a chest), create a door-sized barrier, seal a door-sized opening |
2 |
5-ft. |
Hold a Small creature |
3 |
10-ft. |
Hold a Medium-size creature, seal a gate-sized opening |
4 |
15-ft. |
Hold a Large creature, create a bridge 5 ft. wide by 25 ft. long |
5 |
20-ft. |
Create a bridge 10 ft. wide by 50 ft. long |
- Light
[Air, Fire] (Common)
Level: 0-3
Casting Time: 1 action
Range: Personal
Effect: Creates light
Duration: Concentration
Saving Throw: See text
Weave Resistance: No
You extend your hand and create a fist-sized globe of cool white light, which hovers above your palm for the duration of the weave. The brightness of the light, and the radius to which it extends, depends on the casting level.
At higher casting levels, the light becomes quite harsh. At 2nd-level, looking directly at the light causes substantial discomfort though no damage. At 3rd-level, the light is as bright as a lightning bolt, and anyone who looks at it (including any unsuspecting creature within 50 feet facing this weave as it is cast) must make a Reflex save or become temporarily blinded. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), looses any Dexterity bonus to Defense, grants a +2 bonus to attacker’s attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on Search checks and most Strength- and Dexterity-based skill checks. The blindness lasts for a number of rounds equal to the amount by which the creature missed its Reflex save. The caster does not need to save to avoid blindness.
+1 Casting Level: You create the globe of light in a fixed location, such as the corner of a room. It remains there and does not move with you.
Casting Level |
Brightness |
Radius |
0 |
Torch |
20 ft. |
1 |
Bonfire |
30 ft. |
2 |
Illuminator’s flare |
100 ft. |
3 |
Lightning bolt |
300 ft. |
[Air] (Common)
Level: 0-4
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible Small or Medium-size object
Duration: Concentration
Saving Throw: Will half
Weave Resistance: Yes
You create one invisible simple tool, such as a blade, bludgeon, wedge, or clamp. You can use and manipulate this tool by mental command as though it were a real item of the same type. For example, you can create a bludgeon to drive a tent stake into the ground, a dust rag to wipe a mantelpiece, or a clamp to hold a book shut so that others can’t open it. The tool cannot be used to pick up objects, though it can knock them around. It operates as though wielded by a person with a Strength of 10 and, except for the fact that it does not tire, it cannot do anything that a person with a Strength of 10 could not do with a real tool of similar design.
At higher casting levels, the tool can be used as a weapon, according to the table below.
Casting Level |
Type of Tool |
Damage |
0 |
Hand tool |
None (equivalent to a slap) |
1 |
Sap |
1d6 subdual |
2 |
Knife |
1d4 |
3 |
Mace |
1d8 |
4 |
Sword |
1d10 |
[Earth, Fire] (Common)
Level: 1
Casting Time: 1 action
Range: Touch
Effect: Creates a fire weapon from a wand or branch
Duration: Concentration
Saving Throw: None
Weave Resistance: Yes
You imbue an otherwise harmless branch, wand, or switch with a powerful charge of fire that you can use to damage an opponent. Although the wand does not appear to be burning, your successful melee touch attack deals 1d8 points of fire damage + 1 point per channeler level (maximum of +20), and flames spring up as the wand touches combustible materials.