Elemental Archanist Spell Abilities

(Version 1.00 - Last Modified: 09/19/2004)
Inspired by the Barbarian class in Diablo II from Blizzard Entertainment



Introduction

The three specializations of the Elemental Archanist are described in detail in this document. Each area represents a specific type of elemental energy that the archanist can use: Cold, Fire, and Lightning. The spell abilities described in this document are similar in many ways to regular spells, but there are a few differences. Any are that prevents the casting of spells will also prevent the casting of these spell abilities, but creatures that can detect the casting of spells will not detect the use of these spell abilities as spells. Creatures immune to spells or spell magic are immune to these spell abilities as well, but bonuses to saves that apply specifically to invocation magic or to elemental magic, such as a bonus of +1 to save vs. all types of invocation spells, are not applicable to these spell abilities. Finally, some of these spell abilities can be cast quickly with an increased PPE cost. A spell cast quickly only takes a single melee attack and does not count towards the maximum number of spells that the Elemental Archanist can cast per melee round, which is usually two per melee round. Only spells that specifically state a PPE cost to cast the spell quickly can be cast in this way.


Cold Magic Spell Abilities

Blizzard

Chilling Armor

Cold Element Mastery

Frost Nova

Frozen Armor

Frozen Orb

Glacial Spike

Ice Blast

Ice Bolt

Shiver Armor


Fire Magic Spell Abilities

Blaze

Enchant

Fire Ball

Fire Bolt

Fire Element Mastery

Fire Wall

Hydra

Inferno

Meteor

Warmth


Lightning Magic Spell Abilities

Chain Lightning

Charged Bolt

Energy Shield

Lightning Bolt

Lightning Element Mastery

Nova

Static Field

Telekinesis

Teleport

Thunderstorm