Difference between revisions of "Summon Elemental"
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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. | 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. |
Latest revision as of 20:58, 20 November 2021
Summon Elemental | |
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Path(s) | Air, Earth, Fire, Summoning, Water, Ice |
A/P? | - |
Resist? | N |
Casting Time | 5 min. |
DR | 11 |
Duration | 2 min. |
Range | 1 m |
Weight | N/A |
Area of Effect | 1 elemental* |
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.
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. |
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