Difference between revisions of "Wild Shape: Water Elemental"
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MNDeveloper (talk | contribs) (Created page with "{{Template:Feat |name = Wild Shape: Water Elemental |type = Active |tier = Class |autogrant= |prerequisites = * {{FeatPrerequisite|Class|Druid|10}} |classrequirements= |durat...") |
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|cooldown = | |cooldown = | ||
|activationcost=5 Spell Points | |activationcost=5 Spell Points | ||
|description = '''Elemental Form:''' Transform into a Water Elemental. While in water elemental form, you have a +3 bonus to caster level and max caster level for water spells, but your fire spells have a -3 penalty to caster level and max caster level. You also gain 65% cold absorption, but take 15% more damage from fire based attacks. While in Water Elemental form you gain access to a number of spells that require it. | |description = '''Elemental Form:''' Transform into a Water Elemental. While in water elemental form, you have a +3 bonus to caster level and max caster level for water spells, but your fire spells have a -3 penalty to caster level and max caster level. You also gain 65% cold absorption, but take 15% more damage from fire based attacks. You also gain +3 bonus {{ColorText|Imbue|Imbue}} Dice. While in Water Elemental form you gain access to a number of spells that require it. | ||
You are considered an Elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis, and stun, and a 100% bonus to fortification. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells. | You are considered an Elemental. You gain a +10 racial bonus to your saving throws against magical poisons, and racial immunity to natural poisons, sleep, paralysis, and stun, and a 100% bonus to fortification. If you are a Warforged, you are no longer considered a Living Construct, and can now be healed normally by positive energy spells, and you become immune to repair spells. | ||
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* +15% fire damage | * +15% fire damage | ||
* +10 racial bonus to saving throws against magical poisons. | * +10 racial bonus to saving throws against magical poisons. | ||
* +3 {{ColorText|Imbue|Imbue}} Dice | |||
* Immunity to: | * Immunity to: | ||
** Natural poisons | ** Natural poisons | ||
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** Paralysis | ** Paralysis | ||
** Stun | ** Stun | ||
* +100% bonus to Fortification | * +100% bonus to {{FeatItemEnchantment|Fortification}} | ||
|notes = | |notes = | ||
|classbonus= | |classbonus= | ||
|autoonly= | |autoonly= | ||
|icon=Feat Wild Shape- Water Elemental | |icon=Feat Wild Shape- Water Elemental | ||
|additional= | |||
* [[Water Elemental Imbue]] | |||
}} | }} |
Latest revision as of 02:46, 12 November 2022
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