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I've been sitting on this for months, and it hasn't been getting better. So, here it is: the Book of Elements. Summary::The big problem for elementals, and for the elements themselves, is the same as for fiends: People can tell you what they are, but can't tell you what they actually do. People like the elements, and so they've ended up plugged in to all kinds of magic, but when nobody's casting an elemental spell they pretty much just sit there. This book sets out to expand the elements into something that can be an active, dynamic part of a campaign, with places to go, people to visit, things to see, kingdoms to overthrow, and, of course, treasure and magic to find.

AttributesValues
rdfs:label
  • Book of Elements (3.5e Sourcebook)
rdfs:comment
  • I've been sitting on this for months, and it hasn't been getting better. So, here it is: the Book of Elements. Summary::The big problem for elementals, and for the elements themselves, is the same as for fiends: People can tell you what they are, but can't tell you what they actually do. People like the elements, and so they've ended up plugged in to all kinds of magic, but when nobody's casting an elemental spell they pretty much just sit there. This book sets out to expand the elements into something that can be an active, dynamic part of a campaign, with places to go, people to visit, things to see, kingdoms to overthrow, and, of course, treasure and magic to find.
dcterms:subject
author name
  • IGTN
dbkwik:dungeons/pr...iPageUsesTemplate
date created
  • 2010(xsd:integer)
Status
  • Translating to wiki formatting and uploading
contributors
  • Vebyast, Frank and K, Avoraciopoctules, Akula
abstract
  • I've been sitting on this for months, and it hasn't been getting better. So, here it is: the Book of Elements. Summary::The big problem for elementals, and for the elements themselves, is the same as for fiends: People can tell you what they are, but can't tell you what they actually do. People like the elements, and so they've ended up plugged in to all kinds of magic, but when nobody's casting an elemental spell they pretty much just sit there. This book sets out to expand the elements into something that can be an active, dynamic part of a campaign, with places to go, people to visit, things to see, kingdoms to overthrow, and, of course, treasure and magic to find. Unlike the earlier Tomes, which mostly consisted of fixes to things and expected you to own other books, this book also rewrites key portions of non-core books to create open-content alternatives.
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