Legacy Summon Elemental

From Amar RPG

Template:Note

Legacy Summon Elemental
Domain Air, Earth, Fire, Summoning, Water, Ice
Encumbrance 5
Cooldown 7 hours
Casting Time 5 min.
Active/Passive Active
Restrictions None
DR 11
Cost 3 Mental Fortitude
Distance 22m
Duration 2 min.
Area of Effect 1 elemental*
Effects See below
Receiving Air, Earth, Fire, Summoning, Water, Ice Attunement 3
Giving Ritual 2 weeks
Water elemental.jpg

The elemental uses 1 round to manifest. You must have a sufficient amount of the element for the elemental to form a body or the spell will fail. Elementals are hostile to life and will try to kill all living creatures, starting with the summoner.

Elementals
Attributes/Skills Air Earth Fire Water
Strength 1/level 3/level 1/level 2/level
Coordination 3/level 1/level 2/level 2/level
Learning 2 1 2 2
Awareness 2/level 1/level 2/level 1/level
Magical Aptitude 2/level 2/level 2/level 2/level
“Size” 5/level 1/level 1/level 3/level
Weight None Size table x 5 None Size table
Body Points 3/level 3/level 3/level 3/level
Armor Points 0 2/level 0 0
Move 36 6 12 12
Offensive Push of level x 2 2/level 2/level 1(3)/level
Defensive 3/level 1/level 2/level 1(3)/level
Damage* As Push spell d-4+2/level d-2+1/level d-7+1/level
Hide* 20 15 20 20
Move Quietly* 20 10 20 15
*The damage for elementals includes any damage bonus. Hide and move quietly is in own element. They do not need cover to hide in own element. Elementals heal 1 BP per hour of rest in own element.

() The number in parenteses is in water.

Air elementals: can be damaged by silver or magick weapons. An air elemental can lift 10 kg per point of strength.

Earth elementals: can be damaged by any type of weapon.

Fire elementals: Can be damaged by silver or magick weapons. Take 1 BP of damage per liter of water thrown on them. Magick fire heals instantly as many BP as it normally does damage. If you are within fighting range (1–2 m) of a fire elemental, you receive d–5 +1 per full 2 levels of damage per round.

Water elementals: Can be damaged by silver or magick weapons. Must be in contact with the water it was summoned from. It can reach out 1/2 m per size from that water. It can scare off unintelligent life in the water. It can adjust the swimming skill of someone by 3 per level by assisting or hindering.

Casting

To cast Legacy Summon Elemental:

  • Roll: O6 + SPIRIT + Attunement + Air, Earth, Fire, Summoning, Water, Ice vs DR 11
  • Cost: 3 Mental Fortitude
  • Time: 5 min.
  • Cooldown: 7 hours

Transfer Requirements

  • Receiving: Requires Air, Earth, Fire, Summoning, Water, Ice Attunement 3 or higher
  • Giving: 2 weeks ritual to transfer spell ownership

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