Difference between revisions of "Legacy Summon Elemental"
(Preserved legacy spell version) |
(Converted to new spell system) |
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+ | {{Note|For the legacy spell version, see [[Legacy_Legacy_Summon_Elemental]].}} | ||
+ | |||
{{ infobox | {{ infobox | ||
| abovestyle = background:#7d4733; color:white | | abovestyle = background:#7d4733; color:white | ||
| bodystyle = width:350px | | bodystyle = width:350px | ||
− | | above = Summon Elemental | + | | above = Legacy Summon Elemental |
− | | label1 = | + | | label1 = Domain |
| data1 = Air, Earth, Fire, Summoning, Water, Ice | | data1 = Air, Earth, Fire, Summoning, Water, Ice | ||
− | | label2 = | + | | label2 = Encumbrance |
− | | data2 = | + | | data2 = 5 |
− | | label3 = | + | | label3 = Cooldown |
− | | data3 = | + | | data3 = 7 hours |
| label4 = Casting Time | | label4 = Casting Time | ||
| data4 = 5 min. | | data4 = 5 min. | ||
− | | label5 = | + | | label5 = Active/Passive |
− | | data5 = | + | | data5 = Active |
− | | label6 = | + | | label6 = Restrictions |
− | | data6 = | + | | data6 = None |
− | | label7 = | + | | label7 = DR |
− | | data7 = | + | | data7 = 11 |
− | | label8 = | + | | label8 = Cost |
− | | data8 = | + | | data8 = 3 Mental Fortitude |
− | | label9 = Area of Effect | + | | label9 = Distance |
− | | | + | | data9 = 22m |
+ | | label10 = Duration | ||
+ | | data10 = 2 min. | ||
+ | | label11 = Area of Effect | ||
+ | | data11 = 1 elemental* | ||
+ | | label12 = Effects | ||
+ | | data12 = See below | ||
+ | | label13 = Receiving | ||
+ | | data13 = Air, Earth, Fire, Summoning, Water, Ice Attunement 3 | ||
+ | | label14 = Giving | ||
+ | | data14 = Ritual 2 weeks | ||
}} | }} | ||
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'''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. | '''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 | ||
Back: [[Magick]] | Back: [[Magick]] |
Latest revision as of 13:35, 1 October 2025
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 |
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. |
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
Back: Magick