Difference between revisions of "Summon Elemental"

From Amar RPG
(Converted to new spell system)
 
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{{Note|For the legacy spell version, see [[Legacy_Summon_Elemental]].}}
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{{ infobox
 
{{ infobox
 
| abovestyle  = background:#7d4733; color:white
 
| abovestyle  = background:#7d4733; color:white
 
| bodystyle  = width:350px
 
| bodystyle  = width:350px
 
| above      = Summon Elemental
 
| above      = Summon Elemental
| label1      = Path(s)
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| label1      = Domain
 
| data1      = Air, Earth, Fire, Summoning, Water, Ice
 
| data1      = Air, Earth, Fire, Summoning, Water, Ice
| label2      = A/P?
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| label2      = Encumbrance
| data2      = -
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| data2      = 5
| label3      = Resist?
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| label3      = Cooldown
| data3      = N
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| data3      = 6 hours
 
| label4      = Casting Time
 
| label4      = Casting Time
 
| data4      = 5 min.
 
| data4      = 5 min.
| label5      = DR
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| label5      = Active/Passive
| data5      = 11
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| data5      = Active
| label6      = Duration
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| label6      = Restrictions
| data6      = 2 min.
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| data6      = None
| label7      = Range
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| label7      = DR
| data7      = 1 m
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| data7      = 11
| label8      = Weight
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| label8      = Cost
| data8      = N/A
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| data8      = 3 Mental Fortitude
| label9      = Area of Effect
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| label9      = Distance
| data9      = 1 elemental*
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| data9      = 14m
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| label10    = Duration
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| data10      = 2 min.
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| label11    = Area of Effect
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| data11      = 1 elemental*
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| label12    = Effects
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| data12      = See below
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| label13    = Receiving
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| data13      = Air, Earth, Fire, Summoning, Water, Ice Attunement 3
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| label14    = Giving
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| 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.
 
|}
 
|}
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== Casting ==
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To cast Summon Elemental:
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* '''Roll''': O6 + SPIRIT + Attunement + Air, Earth, Fire, Summoning, Water, Ice vs DR 11
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* '''Cost''': 3 Mental Fortitude
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* '''Time''': 5 min.
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* '''Cooldown''': 6 hours
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== Transfer Requirements ==
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* '''Receiving''': Requires Air, Earth, Fire, Summoning, Water, Ice Attunement 3 or higher
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* '''Giving''': 2 weeks ritual to transfer spell ownership
  
 
Back: [[Magick]]
 
Back: [[Magick]]

Latest revision as of 13:37, 1 October 2025

Template:Note

Summon Elemental
Domain Air, Earth, Fire, Summoning, Water, Ice
Encumbrance 5
Cooldown 6 hours
Casting Time 5 min.
Active/Passive Active
Restrictions None
DR 11
Cost 3 Mental Fortitude
Distance 14m
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 Summon Elemental:

  • Roll: O6 + SPIRIT + Attunement + Air, Earth, Fire, Summoning, Water, Ice vs DR 11
  • Cost: 3 Mental Fortitude
  • Time: 5 min.
  • Cooldown: 6 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