Gets your choice of Str, Con, or Wis bonus to spell progression.
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Gets Exceptional Wis and Con bonus.
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Grand and Sphere robed (-1 SL) in Elemental sphere; you can also cast Wizard Elemental school spells (these are not sphere robed and cost a full spell slot though).
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You do not age physically.
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Level N (every level): Pick an E=2+LVL/4 or lower element, you are immune to it. You can cast "Wall of Element" and "Wacky Ball" spells of that element, as if it was E=1. (These spells exist at every SL.)
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Level 2: You may cast Psi2 minor powers as if they were SL=2 spells. You still need to make the stat check. You do not need to spend PSPs. If it requires a variable amount of PSPs, you have 10*SL PSPs to spend into the power.
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Level 8: You may cast Psi2 major powers as if they were SL=5 spells.
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Level 16: You may cast Psi2 grand powers as if they were SL=8 spells.
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Level 18: Gets 1X action per round. Gets Clerical Elemental2 spells, which require X actions to cast. Your CCL=(CL-16)/2.
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Level 24: You may cast Psi2 super powers as if they were SL=8 spells.
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Clerical Elemental2 SL=1 spells (#1-9 are old, #10-15 are new, the Clerical Elemental2 class is errated to have the new spells):
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1. Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
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2. Priest spells (and material componenting) cost half the number of actions in CCL spheres.
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3. Your Priest spells are resisted using XR instead of MR.
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4. You may double material component Priest spells by using +1V action.
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5. ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
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6. +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
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7. +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
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8. +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
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9. With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
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10 (new). You can treat this spell slot as if it was an SL=10 Priest spell slot.
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11 (new). +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
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12 (new). Drugs are considered elements for you; with E=(SL of the drug).
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13 (new). 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
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14 (new). 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
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15 (new). When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.
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