The following is the list of invocations for the Elementalist. All aspect and form invocations take a full round action to activate. All others take a standard action to activate. The duration of everything is either instant or 24 hours, as appropriate, unless otherwise specified. To take an invocation of a grade higher than lesser, the elementalist needs to have an invocation of that element from a lower grade.
- Least
- Air
- Forceful Gale: A powerful wind assails an enemy, knocking him back on a successful ranged touch attack. The target is knocked back 5 feet/2 elementalist levels (min of 5 feet, max of 50 feet at level 20). In addition, the target must succeed at a reflex save (DC 12+Cha) or be knocked prone. If he is knocked into a solid obstacle, he takes 1d6 bludgeoning damage for every 5 feet he had left to be knocked back. For example, if a level 10 Elementalist used this on an orc, it would knock him back 25 feet. If the orc was knocked into a wall 10 feet behind it, it would suffer 3d6 damage since it still had 15 feet left to go.
- Zephyrkin Aspect: You gain a 5-foot enhancement bonus to speed for every 2 Elementalist levels (min of 5 feet, max of 50-foot bonus at level 20). You may only have one aspect or form invocation active at a time.
- Earth
- Adamantine Blade: You summon a short sword of pure adamantine. The sword gains a +1 enhancement bonus/4 Elementalist levels (max +5 at level 20). While you may have one blade summoned in each hand, you may only have one adamantine blade at a time. Once formed, the adamantine blade stays until you relinquish your grip on it, at which point it ceases to exist.
- Terrakin Aspect: The robust spirit of the earth fills you, grounding you and making you more resistant to extreme temperatures. You gain resistance to electricity, cold and fire equal to half your Elementalist level (max resistance 10 at level 20). You may only have one aspect or form invocation active at a time. In addition, you gain a number of temporary HP equal to half your Elementalist level (max 10 temporary HP at level 20). You may only have one aspect or form invocation active at a time.
- Fire
- Plasmatic Blade: You summon forth a blade of white-hot plasma. The blade does not burn your hands, and is treated in all ways as a shortsword (for example, Weapon Focus (shortsword) would give you +1 to hit with it. Instead of doing normal damage, however, the plasmatic blade does 1d6 fire damage/5 Elementalist levels (max of 4d6 damage at level 20) and is resolved as a touch attack. While you may have one blade summoned in each hand, you may only have one plasmatic blade at a time. Once formed, the plasmatic blade stays until you relinquish your grip on it, at which point it ceases to exist.
- Pyrekin Aspect: Fire burns in your eyes and wreaths your head as the blood in your body boils. Any time you're struck in melee combat by a slashing or piercing weapon, your fiery blood explodes from the wound dealing half as much damage as you received to your attacker. A reflex save (DC 12+Cha) halves this damage. You may only have one aspect or form invocation active at a time.
- Water
- Frostrime Blade: You summon up an icy cold blade. It is treated as a shortsword for all intents and purposes. In addition, when attempting to sunder or strike an object with the frostrime blade you ignore the object's hardness as the bitter cold makes it brittle. While you may have one blade summoned in each hand, you may only have one frostrime blade at a time. Once formed, the frostrime blade stays until you relinquish your grip on it, at which point it ceases to exist.
- Glacialkin Aspect: A thin sheen of ice covers you, forming a protective armor. You gain DR 1/bludgeoning. In addition, this DR improves by 1 for every 3 Elementalist levels (max of DR 7/bludgeoning at level 18). You may only have one aspect or form invocation active at a time.
- Lesser
- Air
- Flight: You gain a fly speed equal to your base land speed with perfect maneuverability.
- Lightning Blast: You conjure a 60-foot line of lightning which deals 1d6 electricity damage/2 Elementalist levels (max 10d6 at level 20). A reflex save (DC 16+Cha) halves this damage.
- Earth
- Earthen Mire: You cause the ground beneath your enemies feet to revolt, grabbing onto them, making them sink into it, and otherwise attempting to trap them. This spell functions as Entangle. The DC is 14+Cha.
- Earthmeld: You cause yourself to sink into the earth beneath you. While thus entombed, you remain conscious but are otherwise under a total stasis. You cease breathing and all biological functions until you reappear. If you were diseased or poisoned, nothing will happen while you're earthmelded, but when you reappear any incubations and such continue as normal. Continuing magical effects, such as damage from a Melf's Acid Arrow or a darkness spell cast on you, are suppressed but do not lose any duration while you're earthmelded, and resume as normal when you come out. Leaving the earth is a move action. If this is dispelled, you are violentally ejected out of the earth, prone and dazed for one round. You may also be dug out, which ends the spell as soon as your head is uncovered. While earthmelded, you maintain your orientation as before (so if you were lying down, you'd be lying down under the earth and if you were standing you'd be straight up under it). The highest point of your body is 6 inches below the surface. Your senses function normally, although they are largely useless under the ground. The dirt around you blinds you and you receive -20 to all listen checks. You do, however, gain tremorsense with a range of 10 feet. Earthmeld can only be used while over relatively loose ground. It cannot be used over rocky areas or areas where the ground has been especially impacted.
- Fire
- Flamebolt: You shoot a flaming dart at a target within 250 feet, dealing 1d6 fire damage/2 Elementalist levels (max 10d6 at level 20) with a successful ranged touch attack.
- Pyroblast: You conjure a burst of fire at a spot within 30 feet, dealing 1d6+1 fire damage/2 Elementalist levels (max 10d6+10 at 20th level) to all in a 10 foot radius. A reflex save (DC 14+Cha) halves this damage.
- Water
- Cryoblast: You take a deep breath, feeling the frigid northwinds expand your chest. You hold them for a moment and then exhale an arctic blast. All in a 30-foot cone in front of you take 1d6 damage/2 Elementalist levels (max 10d6 at level 20). A fortitude save (DC 14+Cha) halves this damage.
- Fluidity: You may breathe normally underwater and gain a swim speed equal to your normal land speed. In addition, you can force yourself to flow through any opening at least big enough to fit your head. This grants a +20 bonus to escape artist checks.
- Greater
- Air
- Windborn Grace: The spirit of air flies through you, bringing lightness to your step and granting you deft agility. You gain a +4 enhancement bonus to dexterity for 24 hours. Only one of Pyreborn Strength, Earthborn Toughness and Windborn Grace may be active at a time.
- Earth
- Earthborn Toughness: The hardiness of the ground beneath courses through you, making you tougher. You gain a +4 enhancement bonus to constitution for 24 hours. Only one of Pyreborn Strength, Earthborn Toughness and Windborn Grace may be active at a time.
- Fire
- Pyreborn Strength: The fury of the flame suffuses you, granting you unnatural strength. You gain a +4 enhancement bonus to strength for 24 hours. Only one of Pyreborn Strength, Earthborn Toughness and Windborn Grace may be active at a time.
- Water
- Chilling Blast: A successful ranged touch attack allows you to throw a big, slushy snowball at a target. The snowball deals 1d6 cold damage/5 Elementalist levels (max 4d6 at level 20) and suffuses the target with cold, slowing him (as per the Slow spell) for 1 round/5 Elementalist levels (max 4 rounds at level 20) if he fails a fortitude save (DC 16+Cha)
- Dark
- Air
- Gaseous Form: Reaching out to the sky around you, your body transforms into a breeze. You gain the incorporeal subtype, are invisible, and have a fly speed equal to your base land speed. You may only have one aspect or form invocation active at a time.
- Earth
- Granite Form: You feel your heart slow and the blood in your veins stop as a calm tranquility takes you over. From the inside out, the spirit of earth transforms you into a living block of granite. You gain immunity to electricity, fire and cold and gain temporary hit points equal to your Elementalist level (max 20 temporary HP at level 20). You may only have one aspect or form invocation active at a time.
- Fire
- Blaze Form: A brief moment of incredible pain yields to indescribable euphoria as you feel yourself let go, being consumed by flames. You gain the incorporeal subtype, and any items you were wearing/carrying are temporarily subsumed into your fiery form, no longer granting any bonuses they may otherwise have. In addition, once per round at the beginning of your turn you may release a wave of flame, dealing fire damage to all within 5 feet of you equal to your Elementalist level. A reflex save (DC 18+Cha) halves this damage. You may only have one aspect or form invocation active at a time.
- Water
- Fluid Form: You close your eyes for a moment and feel a surge of effervescence as the small bit of water in every cell in your body expands, turning you into a living being of water. You gain damage reduction equal to your Elementalist level which cannot be overcome (to a maximum of DR 20/- at level 20). In addition, you gain all the benefits of the Fluidity invocation and may freely flow through any opening which water could flow through. You may only have one aspect or form invocation active at a time.