WIZARD - ELEMENTALIST Aeromancer Kit Description: Beyond ordinary Elementalists are a set of specialists, sometimes lone experimenters and sometimes organizing into radical cult-like sects devoted to the study of a single element. Aeromancers constitute one branch of these elemental specialists, concerning themselves particularly with the powers of air, wind, and (to a much lesser extent) weather and gases of all types. Aeromancers tend to look with disdain on practitioners of other types of elemental magic, and consider Elementalists as poor, misguided cousins who simply have not had revealed to them the full truth of the dominance of matters of air and wind over the other elements. After all, what could be more obvious than the simple observation that the atmosphere covers and blankets all other elements and provides the immediate and vital stuff of life--without air, virtually all life would be ended. Given this, it is clear (to Aeromancers at least) that the element of air is of greatest importance and power. The fact that to soar on the winds and ascend to the clouds is glorious bliss and the dream of so many land-bound folk only lends credence to the basic truth that air deserves to be studied, understood, and even venerated. Aeromancers often seem flighty or scatterbrained to others, prone to dance at the passing of a breeze and to give thanks for even stifling desert winds or chill arctic blasts. Though Aeromancers see their element rising above and beyond all others, they also see their own role in a sense as sweeping across and sometimes interfering (though rarely with open antagonism) with other wizards. They strive to keep the balance between the 'lesser elements' and to prevent individual mages from overpowering their fellows or establishing tyrannical governments based on their magical prowess. They find other wizards to be somewhat quarrelsome and more than a little tedious, squabbling children who must be carefully watched, and Aeromancers see themselves as the perfect ones for the job. Requirements: As a standard Elementalist, but in addition an Aeromancer must have Intelligence of at least 15 and Dexterity of at least 13. Weapon Proficiencies: Because they venerate the powers of the air and understand the uses of air in combat, an Aeromancer can become proficient in any weapon that can be used as a missile weapon, including weapons that can be used as missiles or in melee. Special Benefits: An Aeromancer is so familiar with the subtle currents and actions of the air and its elemental structure that he or she gains several unusual benefits, described below: Aerial Understanding: Aeromancers can use their knowledge of the air to considerable advantage when fighting in the air, in missile combat, or against aerial creatures. They gain a +1 bonus to attack rolls with missiles and to their AC versus missile attacks in all situations (except underwater or in other exotic circumstances) because of their intimate understanding of aerodynamics. In addition, while on the ground they gain a +1 bonus to attack rolls and AC versus flying creatures of all types. If an Aeromancer is in flight, he or she gains the same bonus versus ground-bound targets (this does not apply if the Aeromancer is simply hovering or 'flying' just above ground level--the Aeromancer must be at least 10' above the ground and in motion in order to gain this bonus versus terrestrial opponents). In addition to these combat bonuses, an Aeromancer in flight can improve the maneuverability class of his or her flying mount or a magical device or spell being used to fly by one step (e.g., from D to C). The exception to this is that an Aeromancer cannot convey the ability to hover--even if the Aeromancer (or his or her mount) is improved from C to B for the purpose of maneuvering in midair, hovering will still not be possible for a creature or other flying method with a normal maneuverability class of C or worse. This ability provides no benefit to a creature with maneuverability class A, and it can only be used for as long as the Aeromancer is using that flight method. Elemental Expertise: As a standard Elementalist, save as follows. An Aeromancer's effective casting level is boosted only when casting spells based on the element of air. They apply a -2 saving throw penalty to the saves of creatures targeted with their air-based spells, and damage from such spells is increased by one point per die. Aeromancers themselves gain a +2 bonus to saves vs. air, wind, or gas-based attacks and reduce damage from such attacks by one point per die (including attacks by air elemental creatures), but they gain no bonus to saves vs. other elemental attacks. In addition to the standard benefits of Elemental Expertise, Aeromancers' skill with air-based spells enables them to reduce the casting time of such spells by 1 (this has no effect on spells with a casting time of 1 round or greater). In addition, since they frequently must engage in aerial combat at long range with their enemies an Aeromancer of 5th level or above is able to increase the range of all air-based spells by 50%. This has no effect on spells with a range of 0 or Touch. At 10th level, all spells cast by an Aeromancer gain this range increase. Elemental Knowledge: As a standard Elementalist, save that an Aeromancer's knowledge extends only with respect to the Elemental Plane of Air and adjoining Para- and Quasi-Elemental Planes (i.e., Smoke, Ice, Lightning, and Vacuum). An Aeromancer does, however, gain a +1 bonus to his or her Planology proficiency for every three levels of experience (rounding up). An Aeromancer can also attempt a like proficiency check to identify aerial creatures native to the Prime Material Plane. Aeromancers gain a +20% bonus when attempting to learn spells dealing with the element of air. They are also so skilled at using spells of their element that they can cast one additional air-based spell of each level that they can cast each day--e.g., a 3rd level Aeromancer would gain one bonus 1st and one bonus 2nd level spell. When dealing with creatures native to the Elemental Plane of Air, it should be noted that an air elemental summoned by an Aeromancer will not turn on him or her, and at 15th level and above he or she need not concentrate in order to direct its actions. In addition, an Aeromancer of any level may attempt to dispel or banish an air elemental creature, as described for an Elementalist, but he or she may attempt such banishment once per day for every five levels of experience (rounding down). In addition to dispelling air elemental creatures, an Aeromancer can use this power to dispel air, wind, weather, or gas-based spells, just as if it was a short-range dispel magic spell, requiring nothing more than concentration to cast. Special Hindrances: The largest hindrance faced by an Aeromancer is that, as a result of his or her near-fanatic devotion to the study of elemental air, he or she is incapable of using any other elements--i.e., no spells of earth, fire, or water can ever be learned. In addition, an Aeromancer can never use magical items based upon those elements; only air-based or non-elemental magical items will be used. Their intensive and exclusive study of aerial magic also imposes a -20% penalty to learn spells of all other types. As a final note, an Aeromancer's connections with the powers of the air and the essential elemental substance of the wind are so close that when he or she casts a spell the discharge of magical energy is always accompanied by a noticeable breeze that swirls around the caster (often accentuated by the loose, flowing garments favored by Aeromancers) as well as a moaning, rushing, whistling, or even howling sound of wind passing just overhead. The intensity of the breeze and the sound are proportional to the level of the spell being invoked (though precise identification of the magic being used is impossible through simply 'listening to the wind'), but in any event they are never sufficient to injure or impair other creatures. They do, however, clearly mark out the caster as a wielder of magic and one who invokes the power of the wind as his or her patron. Bonus Proficiency: Planology (see Special Benefits), Weather Sense Required Proficiencies: Reading/Writing Preferred Proficiencies: Animal Lore, Animal Training (birds only), Astrology, Direction Sense, Distance Sense, Excellent Vision, Juggling, Jumping, Night Vision, Riding (Airborne), Tightrope Walking, Tumbling ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >