Recharge On Earth 1 round, In sky 2 round, Air Plane 10 round
Can fly for 1 point per round perfect maneuverability.
Air Mastery, +6 dex, Darkvison 60',Immune poison, sleep, paralysis, Critical hits and stun,
Recharge On Earth 0 round, In sky 0 round, Fire Plane 20 round, In fire 5 round
Can fly for 1 point per round good maneuverability.
Form Heat 1d4 below 7- 1d6 below 11- 2d6 above 12 in addition to natural hit, Burn (when you hit him), Darkvison 60',Immune
poison, sleep, paralysis, Critical hits and stun,
Recharge On Earth 0 round, In sky 1 round, Water Plane 10 round, In Water 5 round
Can move 10-time normal swing speed
for one point per round.
Form Water Mastery, Swim 90', Drench, Darkvison 60',Immune poison, sleep, paralysis, Critical
hits and stun
Recharge On Earth 1 round, In sky 0 round, Earth Plane 10 round, In earth 5 round
Can travel through earth at 10 times
normal moment speed for one point per round.
Form Earth Mastery, Burrow normal speed like fish throw water, AC +3, Tremorsense
60', +2 str, -2 dex Darkvison 60',Immune poison, sleep, paralysis, Critical hits and stun,
Recharge On Earth 1 round, In sky 1 round, Positive Plane 10 round, In positive effect 5 round
Can heal on a one point
for one-hp bases (touch).
Form Life Mastery, +6 dex, Darkvison 60',Immune poison, sleep, paralysis, Critical hits and
Recharge On Earth 1 round, In sky 1 round, Negative Plane 10 round, In negative effect 5 round
Can throw bolts of negative
energy on a 2 point for 1-hp bases (range touch).
Form 1 ½ speed, Darkvison 60', Low-light vision, Shadow Blend, Regenerate
2 hp a round,
Recharge On Earth 5 round, In sky 5 round, Wood Plane 10 round,
Can heal on a one point for one-hp bases (touch)
AC+2, Woodsense, ½ ground speed other wise normal, throw Spikes (1d6+str), Darkvison 60',Immune poison, sleep, paralysis,
Critical hits, stun, polymorphing, and mind influencing
Multiple one does stack. (With air and life will give you 6 a round on earth)
1 power sphere is equal to 1000 point and
10 point is equal to 1 hp.
You still get classes and can only have as much power spheres as your level. You must have
at least an equal amount of power sphere to domain or you loss a random domain.
For ECL is normal ECL+(# of spheres and
Spell Cost level squared for one with no domain, ½ for one that you have, you can not cast spell with
your point if you do not have that domain (can still if your class can as a class spell).
Direct damage of your type
is an as many #d4 as your level (cost is # squared).
All elemental forms have DR 10/+1. Elemental form takes 3 point
per round unless on your plan.
You have 5 energy resitenct to your domains per level in human form
To gain sphere
you must defeat other Immortals. Your gain One of their sphere (100% chance), if more then one on one combat your percent
chance is 1/(#of people^2)% for you to gain the power sphere or it is lost. When you gain a power sphere you can choose to
take a new domain if they have a doorman that is different then you but at ½ the normal chance of gaining the power. (If
the battle will not give you XP (opponent is way to strong or week for you) you can not gain the power sphere.
gain one power sphere (not domain) per 10 years that you have remained an Immortal.
the hp of the creature Squared +10 points plus an equal amount of XP to make an elemental creature. (Must be made with HP
matching the ones are in the books) These Creation will be like total devoted follower when first created if treated good
will stay like that.
It Takes 50,000 XP to make a permanently plan that is 100 miles + 2 miles
each year. You have complete mental control and can make it have any planer characteristic that you like and can be changed
at a moment thought. You also have a +3 roll rolls. You also recharge at 100 point a round.