Elementals (Proposal)

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Elementals

The following changes are being proposed for elementals.

  • That the Ratio of assigning Endurance and Fatigue will be approx 2:3
  • Height Changes to reduce heights.
  • That Elementals be able to naturally manipulate their own element in a similar way to binding.
  • A rank in their natural strike, as well as a clarification they may not use unarmed combat rules.
  • A Defence type effect.
  • That Ritually summoned elementals should be capable of casting spells, relative to their summoners ability in the spells. This would replace their old magical talent abilities.
  • That Spell Summoned Elementals are banished immediatly if they loose contact with their element.
  • That Ritually summoned elementals would not immediatly be banished, but when faced with a hostile situation will instead suffer a 5ft/pulse drain and when out of fatigue, will then be Banished.


Please Note. The Endurance/Fatigue ranges are those from the beastiary and will not match those from the Ritual/Spell
Ritual/Spell Ranges are...

  • Air: 15+15/Rk
  • Earth: 15+5/Rk
  • Fire: 15+5/Rk
  • Water: 15+15/Rk
  • Ice: 15+6/Rk


Bernard

Full current Bestiary write-ups Elementals.

Common Characteristics

(Current)
No common characteristics currently listed.
(Proposed)
Elementals are the physical manifestations of the primary elements. They do not normally exist on this plane, but are typically summoned by members of the Elemental Colleges. However periodic rifts to the elemental planes do exist so it is possible to find a wild elemental. These may or may not be hostile, or may completly ignore other entities around them as they do whatever they are doing, typically attracted to strong concentrations of the appropriate element.
If a summoned elemental is released from control, without being banished or dismissed at the same time, it will be hostile to it's summoner and attempt to kill them to the best of it's ability.
The following common characteristics and individual characteristics are not a truely exhaustive list of Elemental abilities nor will every elemental encountered be able to do these things, however summoned elementals exhibit these qualities typically, as do most 'wild' elementals encountered.

Common Elemental Characteristics.

  • An Elemental may mould and do basic manipulation of it's element, the exact specifics of this are up to the GM and situation dependant, but as a general rule a higher ranked elemental will have a greater capacity for moulding it's element.
  • Elemental are immune to physical attacks made with non magical weapons.
  • They may be damaged by non magical attacks involving their opposite element(See table listed)
    • Air: Damaged by Earth(e.g. rockfalls).
    • Earth: Damaged by Air(e.g. Lightning Strikes, Tornado's, Breaking contact with earth).
    • Fire: Damaged by Water or Ice.
    • Ice: Damaged by Fire.
    • Water: Damaged by Fire.
  • Elementals may be damaged by magic; Against their own element they automatically take half damage, resist for none
  • A standard 'wild' elemental is approximatly a Rk 10 summonable with average stats.
  • Elementals may not use unarmed combat rules, their listed strikes replace this.
  • An Elemental's effective weapon rank in it's strike is 1/2(Minimum 0) the summoning rank.
  • An Elementals strike chance increases by +4% per rank in the ritual.
  • An Elementals Fatigue & Endurance from summoning are to be split approximatly to the ratio's given in the beastiary, of 2 Endurance:3 Fatigue.
  • A Spell Summoned Elemental will immediatly be banished should it loose contact with it's Element.
  • A Ritually summoned Elemental will not be banished immediatly, but will instead suffer a 5Ft/Pulse drain, and when out of fatigue it will then be Banished.

Air Elemental

AIR ELEMENTAL Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1

Description: Air elementals appear as a whirlwind of a height (in feet) of between half and one third of their endurance. They have facial features, which will appear on one side of the whirlwind.

Abilities(old for comparison): All air elementals have a Rank, usually that of their summoners rank in the summoning ritual.

  • Air elementals can predict weather with complete accuracy.
  • They can increase the speed of winds up to the equal of their endurance, blowing in a line ten times their endurance in width (measured in feet).
  • They can also create windstorms per the Windstorm Spell (College of Air Magics) at their Rank, as a talent.

Abilities(proposed):

  • An Air Elemental may remain motionless in the air in which case there is only a 5% chance of spotting it mundanely.
  • An Air Elemental may predict the weather within the range of 25 mile/Rk up to Rk hours ahead with complete accuracy. Outside this range it will have an increasing innacuracy in it's predictions.

Ritually Summoned Abilities(Proposed)

  • A Ritually Summoned Air Elemental may cast the following General Knowledge Spells
  • These Spells are cast at the lower of the Summoners rank in the Specific Spell, or in the Summoning Ritual.
  • The Base chance is the lower of the Adepts Cast chance, or the Summoning Ritual Cast Chance.
    • Calm(G-1)
    • Mage Wind(G-3)
    • Wind Whistle(G-9)
  • A Ritually Summoned Air Elemental may cast the following Special Knowledge Spells
  • These Spells are cast at the lower of the Summoners Rank - 4 in the Specific Spell, or the Summoning Ritual - 4.
  • The Base chance is the lower of the Adepts Cast chance - 20%, or the Summoning Ritual Cast Chance - 20%.
    • Windstorm(S-16)
    • Thunderclap(S-19)
    • Barrier of Wind(S-4)


Statistics:
Movement Rates: Flying: 500 + 50 / Rank
PS 15+5/Rk MD 25-30 AG 32-37 MA None
EN 5-50 FT 10-85 WP 14-18 PC 19-23
PB 10-12 TMR 10 + Rk NA None
Weapons: Air elementals can strike with two fists without penalty. This attack does half physical damage and half lightning damage.
Fist: BC 65%+4%/rank, [D (+ 1 / Rank)], Melee & Close.

Earth Elemental

EARTH ELEMENTAL
Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1

Description: Earth elementals appear as humanoids with dirt-coloured skin and gravely eyes. They will be as tall (in feet) as one third to one quarter of their endurance.

Abilities(Old): All earth elementals have a Rank, usually that of their summoners rank in the summoning spell.

  • Earth elementals can sink into any substance made of rock or dirt, and remain hidden with only 5% chance of detection.
  • They have a chance equal to their Endurance of knowing the location of any intelligent creature standing on earth or rock.
  • They can move through the earth (without creating a tunnel or disturbing it in any way).
  • Earth elementals can destroy stone structures by boring through stone at the rate of two cubic feet per five seconds for each point of Physical Strength available to the elemental. Rock bored through in this way will be turned to dust incapable of supporting anything.

Abilities(new):

  • Earth Elementals can sink into any substance made of rock or dirt, and remain hidden with only 5% chance of detection.
  • An Earth Elemental has an Armour of Earth effect of it's rank in effect at all times.
  • An Earth Elemental may detect creatures within Rk miles that are standing on the earth or stone with a 5%/Rk chance.

Ritually Summoned Abilities(Proposed)

  • A Ritually Summoned Earth Elemental may cast the following General Knowledge Spells
  • These Spells are cast at the lower of the Summoners rank in the Specific Spell, or in the Summoning Ritual.
  • The Base chance is the lower of the Adepts Cast chance, or the Summoning Ritual Cast Chance.
    • Converse with Plants(G-2)
    • Blending(G-4)
  • A Ritually Summoned Earth Elemental may cast the following Special Knowledge Spells
  • These Spells are cast at the lower of the Summoners Rank - 4 in the Specific Spell, or the Summoning Ritual - 4.
  • The Base chance is the lower of the Adepts Cast chance - 20%, or the Summoning Ritual Cast Chance - 20%.
    • Hands of Earth(S-2)
    • Smoking Magma(S-17)


Statistics:
Movement Rates: Running: 200; Tunnelling: 100
PS 30+5/Rk MD 10-15 AG 12-17 MA None
EN 5-50 FT 10-85 WP 14-18 PC 16-20
PB 5-8 TMR 4/2 NA 8 DP
Weapons: Earth elementals can strike with both fists without penalty.
Fist: BC 50%+4%/rank, [D + 6 (+ 1 / Rank)], Melee & Close.


Fire Elemental

FIRE ELEMENTAL Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1

Description: Fire Elementals appear as leaping flames and cinders of a height between one half and one third their Endurance. The flames have a rough humanoid shape.

Abilities(old for comparison): All fire elementals have a Rank, usually that of their summoners rank in the summoning ritual.

  • Any Flameable substance that a fire elemental touches(exclusive of human-size or larger beings) bursts into flames while non flameable substances will experience a rise in temerature equal to the elementals Endurance for every 10 seconds the elemental is in contact with the substance.
  • Fire Elementals may instantly extinguish any normal fire within 100'.
  • They may cause smoke creation at rank + 10 & wall of fire at RK + 5 as a talent. Only one of each may be maintained at any given time.

Abilities(proposed):

  • A Fire Elemental has an Immolation effect of it's rank active on it at all times.

Ritually Summoned Abilities(Proposed)

  • A Ritually Summoned Fire Elemental may cast the following General Knowledge Spells
  • These Spells are cast at the lower of the Summoners rank in the Specific Spell, or in the Summoning Ritual.
  • The Base chance is the lower of the Adepts Cast chance, or the Summoning Ritual Cast Chance.
    • Smoke Creation(G-8)
    • Increase Temperature(G-6)
    • Extinguish Flames(G-2)
  • A Ritually Summoned Fire Elemental may cast the following Special Knowledge Spells
  • These Spells are cast at the lower of the Summoners Rank - 4 in the Specific Spell, or the Summoning Ritual - 4.
  • The Base chance is the lower of the Adepts Cast chance - 20%, or the Summoning Ritual Cast Chance - 20%.
    • Wall of Fire(S-13)
    • Fireball(S-4)


Statistics:
Movement Rates: Running: 400 + 10 / Rank
PS 20+5/Rk MD 20-25 AG 25-30 MA None
EN 5-50 FT 10-85 WP 14-18 PC 14-17
PB 5-7 TMR 8 + Rk/5 NA 3 DP
Weapons: A Fire Elemental can attempt to Slam a target as an attack. This is half Physical damage and half magical fire damage, and will inflict double damage in close.
Fist: BC 70%+4%/rank, [D + 2 (+ 1 / Rank)], Melee & Close.

Water Elemental

WATER ELEMENTAL Natural Habitat: Other Planes Frequency: Very Rare Number: 1

Description: Water elementals appear as waves, although they do take on a basicaly humanoid form. The waves will be one quarter to one third as tall, in feet, as the elementals Endurance.

Abilities(old for comparison): All Water elementals have a Rank, usually that of their summoners rank in the summoning ritual.

  • Water elementals can disappear into any body of water and become completly undetectable.
  • They can increase the size of waves and swells as per Wave making at their rank +4 as a talent.
  • They can produce a Maelstrom at their rank, as a talent.
  • Only one of each may be maintained at any moment.

Abilities(proposed):

  • Water elementals can disappear into any body water with a 5% chance of detection while stationary.
  • A Water Elemental immersed in water has a defence bonus of 5 + 2/rank from the water surrounding it. This bonus does not apply if it leaves the water, or is rising above the waters surface.

Ritually Summoned Abilities(Proposed)

  • A Ritually Summoned Water Elemental may cast the following General Knowledge Spells
  • These Spells are cast at the lower of the Summoners rank in the Specific Spell, or in the Summoning Ritual.
  • The Base chance is the lower of the Adepts Cast chance, or the Summoning Ritual Cast Chance.
    • Wave Control(G-14)
    • Mage Current(G-4)
    • Summon Aquatic Life(G-10)
    • Saturated Earth(G-7)
  • A Ritually Summoned Water Elemental may cast the following Special Knowledge Spells
  • These Spells are cast at the lower of the Summoners Rank - 4 in the Specific Spell, or the Summoning Ritual - 4.
  • The Base chance is the lower of the Adepts Cast chance - 20%, or the Summoning Ritual Cast Chance - 20%.
    • Geyser(S-4)
    • Maelstrom(S-7)


Statistics:
Movement Rates
Swimming: 500 + 25 / Rank
PS 25+5/Rk MD 17-23 AG 16-20 MA None
EN 5-50 FT 10-85 WP 14-18 PC 14-17
PB 6-8 TMR 10 + Rk/2 (1/4 this on land) NA 4 DP

Weapons: Water elementals form huge fists out of the waves, and strike twice without penelty.
Fist: BC 50%+4%/rank, [D + 4 (+ 1 / Rank)], Melee & Close.

Ice Elemental

Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1

Description: Ice Elementals appear as lean crystalline humanoids, with frosty hair and silvery blue eyes. They will be one quarter to one third as tall, in feet, as the elementals Endurance.

Abilities(old for comparison): All Ice elementals have a Rank, usually that of their summoners rank in the summoning ritual.

  • Ice Elementals can disappear into ice with only a 10% chance of being detected.
  • They can freeze water within line of sight at a rate of PS cubic feet per pulse. (entities within the area get a 3*AG check to avoid being caught and trapped while ice forms around them).
  • They may cast Ice Construction at their rank +4 as a 0ft talent.
  • They may cast Wall of Ice at their rank +4 as a 0ft talent.
  • They may expend 2Ft to fire an Ice Bolt(as per the spell) at their rank. Since this is a physical attack it remains after firing.

Abilities(proposed):

  • Ice Elementals can disappear into ice with only a 5% chance of being detected.
  • A Ice Elemental refracts the light or shadow around it, creating a Corruscade/Shadowform effect (depending on if in light or shadow) equivilent to it's rank.
  • An Ice Elemental in a hot enviroment such as a furnace, or desert in the day, will suffer 5 Fatigue Drain a pulse, when out of fatigue it will dissipate.


Ritually Summoned Abilities(Proposed)

  • A Ritually Summoned Ice Elemental may cast the following General Knowledge Spells
  • These Spells are cast at the lower of the Summoners rank in the Specific Spell, or in the Summoning Ritual.
  • The Base chance is the lower of the Adepts Cast chance, or the Summoning Ritual Cast Chance.
    • Water to Ice(G-8)
    • Ice Creation(G-3)
    • Extinguish Fires (G-1)
  • A Ritually Summoned Ice Elemental may cast the following Special Knowledge Spells
  • These Spells are cast at the lower of the Summoners Rank - 4 in the Specific Spell, or the Summoning Ritual - 4.
  • The Base chance is the lower of the Adepts Cast chance - 20%, or the Summoning Ritual Cast Chance - 20%.
    • Ice Bolt(S-7)
    • Ice Construction(S-8)
    • Ice Projectiles(S-11)


Statistics:
Movement Rates: Running: 250 + 10 / Rank
PS 20+5/Rk MD 20-25 AG 15-20 MA None
EN 5-50 FT 10-85 WP 14-18 PC 15-20
PB 8-10 TMR 4 + Rk/5 NA 5 DP

Weapons: Ice Elementals can attack twice, stabbing with their long icy fingers, as an A Class attack, without penalty, or they may use one of their above abilities instead.
Fingers: BC 50%+4%/rank, [D+3(+1/Rank)], Melee & Close.