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% Elementalist (of the Planar alignment, same as spirits and forces): Summoners of elemental beings and wielders of the elements, Elementalists are powerful spellcasters of any alignment.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 10
- Starting Constitution: 0
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 10
- Starting Constitution: 0
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Elementalist:
- Can only have one summon spell in effect at any time. At no time can you have more than one summoned companion with you or under your control. All summoned beings can travel with you or independently. -
Summoned beings automatically absorb damage directed at you, and their turns in battle are independent of yours (you can cast a spell and the servant can attack in one turn).
-> Summon Fire Elemental (0): EC=0; Effect = Summons one Fire Elemental (HP = 40; DP = 8 per attack): Summons an elemental of fire to fight for you at any time.
- Dismiss Servant (0): EC=0; Effect = Dismiss current summoned being: Dismisses your summoned being.
- Elemental Shield (50): EC=50; Effect = For two turns the target (can be companion) will absorb up to 50 DP caused by abilities per turn (not physical attacks): An elemental shield is conjured, protecting the target from magic or special damage.
-> Wind Elemental (200): EC=50; Effect = Summons one Wind Elemental (HP = 75; DP = 15 per attack): Summons an elemental of wind to fight for you at any time.
- Elemental Rage (400): EC=400; Effect = Summoned being's DP + 5: Fills your summoned companion's eyes with madness, improving it's strength as long as it is in the same region (no longer in effect once you leave).
-> Summon Ice Elemental (800): EC=250; Effect = Summons one Ice Elemental (HP = 220; DP = 20 per attack): Summons an elemental of ice to fight for you at any time.
- Heal Companion (1000): EC=500; Effect = Gives summoned being 100 HP: Heals your companion.
-> Summon Electricity Elemental (1400): EC=400; Effect = Summons one Electricity Elemental (HP = 350; DP = 32 per attack): Summons an elemental of electricity to fight for you at any time.
-> Summon Earth Elemental (1400): EC=400; Effect = Summons one Earth Elemental (HP = 650; DP = 11 per attack): Summons an elemental of earth to fight for you at any time.
- Elemental Barrier (1500): EC=400; Effect = Effect = For two turns the target (can be companion) will absorb up to 120 DP caused by abilities per turn (not physical attacks): You recover health from a nearby corpse.
-> Summon Tidal Elemental (1900): EC=600; Effect = Summons one Tidal Elemental (HP = 700; DP = 27 per attack): Summons an elemental of water to fight for you at any time.
-> Summon Death Elemental (2400): EC=0; Effect = Summons one Death Elemental (HP = 200; Spell (infinite casts): [Absorb Life: A continuous spell that, after selecting a target, will absorb 120 HP per turn, both doing damage and healing itself]: Summons an elemental of death to fight for you at any time.
-> Summon Life Elemental (2400): EC=0; Effect = Summons one Life Elemental (HP = 400; Spell (infinite casts): [Elemental Benevolence: A spell where an elemental heals a target for 120 HP]: Summons an elemental of life to act as a healer.
->> Summon Gravitational Elemental (2700): EC=1000; Effect = Summons one Gravitational Elemental (HP = 800; DP = 47 per attack): Summons an elemental of gravity to fight for you at any time.
->> Summon Mana Elemental (3600): EC=1500; Effect = Summons one Mana Elemental (HP = 500; Spell (infinite casts in battle, two casts per region out of battle): [Transcendence of Space: A spell which gives the target up to 300 EP]: Summons an elemental of mana to act as a mana battery.
->> Summon Dimensional Elemental (3600): EC=1000; Effect = Summons one Dimensional Elemental (HP = 1000; DP = 85 per attack): Summons an elemental of dimensions to fight for you at any time.
->> Summon Cosmic Elemental (5000): EC=0; Effect = Summons one Cosmic Elemental (HP = 1600; DP = 125 per attack): Summons an elemental of the cosmos to fight for you at any time.
- Can only have one summon spell in effect at any time. At no time can you have more than one summoned companion with you or under your control. All summoned beings can travel with you or independently. -
Summoned beings automatically absorb damage directed at you, and their turns in battle are independent of yours (you can cast a spell and the servant can attack in one turn).
-> Summon Fire Elemental (0): EC=0; Effect = Summons one Fire Elemental (HP = 40; DP = 8 per attack): Summons an elemental of fire to fight for you at any time.
- Dismiss Servant (0): EC=0; Effect = Dismiss current summoned being: Dismisses your summoned being.
- Elemental Shield (50): EC=50; Effect = For two turns the target (can be companion) will absorb up to 50 DP caused by abilities per turn (not physical attacks): An elemental shield is conjured, protecting the target from magic or special damage.
-> Wind Elemental (200): EC=50; Effect = Summons one Wind Elemental (HP = 75; DP = 15 per attack): Summons an elemental of wind to fight for you at any time.
- Elemental Rage (400): EC=400; Effect = Summoned being's DP + 5: Fills your summoned companion's eyes with madness, improving it's strength as long as it is in the same region (no longer in effect once you leave).
-> Summon Ice Elemental (800): EC=250; Effect = Summons one Ice Elemental (HP = 220; DP = 20 per attack): Summons an elemental of ice to fight for you at any time.
- Heal Companion (1000): EC=500; Effect = Gives summoned being 100 HP: Heals your companion.
-> Summon Electricity Elemental (1400): EC=400; Effect = Summons one Electricity Elemental (HP = 350; DP = 32 per attack): Summons an elemental of electricity to fight for you at any time.
-> Summon Earth Elemental (1400): EC=400; Effect = Summons one Earth Elemental (HP = 650; DP = 11 per attack): Summons an elemental of earth to fight for you at any time.
- Elemental Barrier (1500): EC=400; Effect = Effect = For two turns the target (can be companion) will absorb up to 120 DP caused by abilities per turn (not physical attacks): You recover health from a nearby corpse.
-> Summon Tidal Elemental (1900): EC=600; Effect = Summons one Tidal Elemental (HP = 700; DP = 27 per attack): Summons an elemental of water to fight for you at any time.
-> Summon Death Elemental (2400): EC=0; Effect = Summons one Death Elemental (HP = 200; Spell (infinite casts): [Absorb Life: A continuous spell that, after selecting a target, will absorb 120 HP per turn, both doing damage and healing itself]: Summons an elemental of death to fight for you at any time.
-> Summon Life Elemental (2400): EC=0; Effect = Summons one Life Elemental (HP = 400; Spell (infinite casts): [Elemental Benevolence: A spell where an elemental heals a target for 120 HP]: Summons an elemental of life to act as a healer.
->> Summon Gravitational Elemental (2700): EC=1000; Effect = Summons one Gravitational Elemental (HP = 800; DP = 47 per attack): Summons an elemental of gravity to fight for you at any time.
->> Summon Mana Elemental (3600): EC=1500; Effect = Summons one Mana Elemental (HP = 500; Spell (infinite casts in battle, two casts per region out of battle): [Transcendence of Space: A spell which gives the target up to 300 EP]: Summons an elemental of mana to act as a mana battery.
->> Summon Dimensional Elemental (3600): EC=1000; Effect = Summons one Dimensional Elemental (HP = 1000; DP = 85 per attack): Summons an elemental of dimensions to fight for you at any time.
->> Summon Cosmic Elemental (5000): EC=0; Effect = Summons one Cosmic Elemental (HP = 1600; DP = 125 per attack): Summons an elemental of the cosmos to fight for you at any time.
The life, death, and cosmic elementals are free (as shown in yellow). Whats up with that? They are powerful creatures and should cost something in order to summon them. I suggest life and death elementals cost 800 EP and cosmics cost 2000 EP. The fire elementals are also free, but they are so pathetically weak I wouldn't bother with them. Maybe make 'em worth 10 EP or something. I don't care.
And you'll notice I marked all the non-summon skills in red. None of them cost more than 500 EP. Once an elementalist reaches an inteligence level of 34, the only time they will use EP is when they initially summon a creature. Seeing as how these skills can keep an elemental creature alive quite easily, I'd imagine it is hard for them to die. That being said, EP usage would be so minute, elementalists would be discouraged from raising their intelligence above 34, because anything after that is a waste of points. Strength is also so weak that it isn't something I'd wanna waste stat points on. I think it should be changed so that strength gives you 4 dp and intelligence costs 10 less EP per stat point. This would make it reasonable to raise both skills instead of stopping intelligence at 34 and spending the rest on health. This would also give the elementalist the option to attack instead of spending all their efforts on creating and maintaining a summon. My only other suggestion is to add an offensive skill that does a lot of damage and consumes a lot of EP, otherwise intelligence will be capped at 34.
And the text in cyan is just weird. I'm guessing Cspace was copy/pasting and forgot to edit that little chunck of info there.