Elementals

Elementals are sentient beings that can possess bodies made of one of the elements that make up our reality. At their most basic this includes air, earth, fire, and water. They normally reside in another dimension and will only be encountered on here if they are summoned by magical or other means. Each elemental must adopt a shell composed of the basic element it represents. and once this shell is destroyed, the elemental will return to its native plane. Because the elemental will be furious at being summoned to this plane, concentration in conjuring the creature is vital. In calling an elemental, a person must remain perfectly still and focus all of his attention on controlling the being. Any distraction to the summoner, either mental or physical, will result in a failure to control the elemental when it arrives. Elementals that are uncontrolled and acting upon their own desires are called free-willed. If the party is lucky, a free-willed elemental will immediately return home. However, this occurs only 25% of the time. The other 75% of the time an uncontrolled elemental will immediately attack the person or party who conjured it, also destroying anything that stands between it and its enemies. There is no way to gain control of the elemental once it is lost, and there is nothing the objects of the elemental's wrath can do but defend themselves. This however is not true of certain classes who the Elemental considers its brethren. 

 

Standard Elementals

Air
Earth
Fire
Water

Air Elemental

This elemental can be conjured in any area of open air where gusts of wind are present. The common air elemental appears as an amorphous, shifting cloud. 

Type: Ethereal

Setting: Any with an atmosphere present

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7, DEX: 3D6

Abilities
1) Air Punch; while air elementals are not readily tangible they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist which does 1 point per WIS.

2) Whirlwind; the most feared power of an air elemental is its ability to turn into a whirlwind upon command. Using this form, the air elemental appears as a truncated, reversed cone with a 1 metre per 3 WIS bottom diametre and 1 metre per WIS height. At 80kph spin any victims caught within cant attack, cast spells, speak, etc and are hurled 2 metres in air for every 10kph of speed. At 90kph also do D6 per round to anything within, +D6 per 10kph over 90.

3) Manipulate Shape; to the point of being able to move through the tiniest crack or space.

4) Immunity; to all gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Radiate Cold; 5 metres +3 per level radius at rate of -10C per round per level of the caster.

6) Air pocket; can surround a person with a pocket of air of up to 1.8 metre radius +30 cms per level. The air supply lasts 12 minutes +1 per level. Alternatively the elemental can remove all the oxygen from within the bubble.

Feeding Habits: None

Lifespan: Spell duration

 

Earth Elemental

Taking a form of soil, or stone or both, earth elementals are some times decorated with patches of vegetation and precious ore. Their eyes resemble intensely hued multifaceted gems. In combat they are ponderous but mighty opponents, delivering crippling blows with their great bludgeoning fists. Though earth elementals travel very slowly, they are relentless in the fulfilment of their appointed tasks. An earth elemental can travel through solid ground or stone with no penalty to movement. However, these elementals cannot travel through water: They must either go around the body of water in their path or go under it, travelling in the ground. 

Type: Mineral

Setting: Any with a soil content

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: 5 kgs per 30 centimetres of height

Mobility: Legs

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 2D6, HPs: D20 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Hurl Rock; 27 metres +3 metres per level, 25kgs +5 per level at a speed of up to 150kph doing D6 damage per 4.5kgs and per 10kph of speed.

2) Extended Ram; similar to manipulate shape the Elemental can draw on another mass to extend his arms to punch a foe normally beyond his reach.

3) Manipulate Shape; can draw on body of sand, dirt or mud to increase size and mass. For every 1 cubic metre added gain +45kgs, +8 STR, +20 HPs. Can maintain for 8 melees per level –1 melee per cubic metre. Alternatively can disperse limbs/body into sand/dirt particles and flow at ¼ MR. Can also flow through any opening.

4) Immune; to paralysis/stun, cold, heat, fire, gas and radiation. Explosions, thermonuclear, energy, fire, solar and electrical powers do ½ damage. Armour piercing projectiles do 1/3 damage.

5) Mudball: Create 1 per round which does 1pt damage, throwing range.

6) Encase in stone: 30 metre radius +3 metres per level with anywhere up to 100 HPs +10 HPs per level. May be used to encase objects, limbs or the entire body.

8) Can excavate 100 cubic metres of dirt per minute with the earth just slipping out of its way. This is magical and distinct from the movement ability tunnelling.

9) Sculpt; the elemental can re-shape parts of the earth to their whim, re-shaping one cubic meter of earth per round. The volume of material manipulated per round is 2x per +1 point of ability cost. When the elemental stops concentrating the earth is subjected to normal forces and so care must be taken to re-shape the earth into lasting structures.

Feeding Habits: None

Lifespan: Spell duration

  

Fire Elemental

One of the most easily recognizable of elementals, there is often little doubt to the nature of an animated being of fire. What they lack in raw strength they make up for in ferocity, bolstered by the searing caress of their native element. The outline of their form constantly flickers and waivers, their eyes dancing ripples of intense blue flame against the backdrop of their fiery orange bodies. Not surprisingly, they are vulnerable to water.

Type: Plasma

Setting: Any non liquid environment

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D20 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Fire Punch; elementals can lash out with one of its ever-moving limbs doing D4 damage per level of the caster. Any flammable object struck has a 10% chance per level of the caster of catching alight.

2) Flame Blast; the most feared power of a fire elemental is its ability to throw flame in long intense bursts. 3D6 +D6 per level over 9 metres + 4.5 per level, anything combustible instantly catches alight.

3) Manipulate Shape; can either move through the tiniest crack or space, or using an existing flame source within line of sight can add to own size. 

4) Immunity; to all any heat or fire based attacks (even magical). Take 1/3 damage from thermonuclear or solar attacks but intense cold, chemicals or water have 40% chance of dowsing flame for 2D4 melees. The elemental remains vulnerable to magic and psionics.

5) Radiate Heat; 5 metres +3 per level radius at rate of 10C per round per level of the caster.

6) Extinguish Fire; within line of sight with a 2 metre radius per caster's WIS.

7) Melt Objects; 1000C per level touch with a 30 cm radius +10 cms per WIS of caster. Generate at a rate of 500C per round per level (full effects on HU269).

8) Flame form; anyone touching or that touch takes up to 1 point per WIS +1 per level.

9) Smoke Cloud; Must have an existing flame source within line of sight. Can create a 9 metre +1 metre per level radius cloud in which victims are blind and have trouble breathing with –9 per -50% penalties.

10) Spontaneous Combustion; Any 1 object per round in line of sight which is combustible except human hair can be ignited doing D6 per level.

Feeding Habits: None

Lifespan: Spell duration

 

Water Elemental

One of the less commonly encountered elementals due to their need to remain close to sources of water. Water elementals appear as swirling translucent creatures, pale blue in colour with patches of foam defining their expressions, hair and contours. 

Type: Liquid

Setting: Any with some moisture content

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: 5 kgs per 30 centimetres of height

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6, HPs: D3 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Can fire a jet stream of water doing STR damage +2D4, +D4 per level over 9 metres +1 per level. This pushes the victim back 1 metre per STR point greater than the victim’s. A called shot to an open mouth can drown a victim.

2) While in this form radiate no heat. Physical attacks, gases and explosions do no damage but electricity does double.

3) Manipulate Shape; Can draw on other water and add it to own mass increasing in size. Punch does +D6 per square metre and +10 HPs per square metre. Can merge with any liquid and become undetectable (except for psi scan). Can also slip through cracks, keyholes, etc. While in any form can move at MR x3kph, rotate at MR x5kph and spread out over area of WIS x2 metre radius.

4) Immune; to damage from any liquid attacks including corrosive, toxic and magical. Is also immune to all gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Calm Water; within WIS x2 metres. 

6) Create Waves; must have an existing body of water to draw on. The size of the wave can be up to WIS x1 metre doing D6 damage per metre size. 

7) Wall of Water; must have an existing body of water to draw on. Up to WIS x1 centimetre x WIS x1 metre tall. Lasts WIS x1 minute +1 minute per level. Most weapons will have their range halved by the water if not swept away together.

8) Water Spout; must be able to touch an existing body of water. WIS x1 metre height until concentration broken.

9) Whirlpool; must be able touch an existing body of water. WIS x1 radius until concentration broken.

10) Call Fog; This ability permits the water elemental to summon up fog from any nearby body of water. The fog will last about ten minutes after the elemental stops trying to call it and the fog fills about a WIS x 1 metre radius about the elemental. 

11) Freeze Water; This ability permits the elemental to freeze 1 cubic metre of water per WIS per round. The water must be in contact with the elemental.

12) Transport via Water; This ability allows the elemental to dissolve into a body of water and reform anywhere else in or at the edge of the same body of water. The point where the elemental reforms must be known to it or it can appear in a random location. The transit time is at most a few seconds.

Feeding Habits: None

Lifespan: Spell duration

 

 

Para Elementals

Para Elementals fuse two of the classic elements into a single dangerous creature.

Ice (Air and Water)
Magma (Earth and Fire)
Ooze (Earth and Water)
Smoke or Smog (Air and Fire)

Ice Elemental

Ice is water frozen into the solid state. It can appear transparent or opaque white colour, depending on the presence of impurities or air inclusions. The addition of other materials such as soil may further alter the appearance. Ice appears in nature in forms of snowflakes, hail, icicles, glaciers, pack ice, and entire polar ice caps. The ice elemental appears as a bluish white humanoid. 

Type: Frozen liquid

Setting: Any with some liquid present. Ice can form in almost every climate, but is more prevalent during periods of colder, darker weather.

Era: Any

Physical Traits: Ice body

Height: 1 metre per level of caster (caster can choose height)

Weight: 5 kgs per 30 centimetres of height

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Ice;
Elementals can form Ice Balls at the rate of 1 per round which do D6 damage (+D6 per level), and Ice Shards at a rate of 2 per round per level which do 2D6 (+D6 per level), normal throwing range.

2) Wall; Elementals can draw condensation and form a shield or wall of ice (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. The wall has 100 HPs per square metre.

3) Increase Shape; can draw on other ice and add it to his own mass increasing in size. Punch does +D6 per square metre and he gains +10 HPs per square metre.

4) Immunity; to all gases, cold, and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Cold; The Elemental can reduce the temperature dramatically anywhere within his line of sight. This can cause a victim's hands and feet to get frostbitten, as if from exposure to extreme cold. The victim gets a save against this effect, but it must be made at -2. When affected by Frostbite the victim will fight with -4 and -40% on all rolls. These effects persist until the victim's extremities are defrosted by heat. Note that any extremity in a frostbitten state for more than 3 hours could potentially become gangrenous. Surfaces on the other hand will become extremely slippery and in some cases brittle.

Feeding Habits: None

Lifespan: Spell duration

 

Magma Elemental

Magma (from Greek μάγμα "paste") is a mixture of molten or semi molten rock, volatiles and solids that is found beneath the surface of the Earth, and is expected to exist on other terrestrial planets. Besides molten rock, magma may also contain suspended crystals and dissolved gas and sometimes also gas bubbles. Magma often collects in magma chambers that may feed a volcano or turn into a pluton. Magma is capable of intrusion into adjacent rocks, extrusion onto the surface as lava, and explosive ejection as tephra to form pyroclastic rock. Magma elementals resemble humanoid burning rocks.

Type: Solid fire

Setting: Any with some soil present

Era: Any

Physical Traits: Fiery rock body

Height: 1 metre per level of caster (caster can choose height)

Weight: 5 kgs per 30 centimetres of height

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Magma rocks; can throw magma balls over his normal distance x2. They do D12 per level and have a
20% chance, +10 per level of causing anything combustible to catch alight. Alternatively he can form a continuous torrent of hot magma which does D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. Anything combustible instantly catches alight.

2) Volcano; can summon up anywhere within sight a cylinder of magma to erupt from the earth, cooling and spreading to form a volcano. The size depends on the level of the elemental: height is 1 metre per 5 INT +3 metres per level, width is 1 metre per 7 INT +1.5 metres per level. The magma jetting forth from the cone typically does D6 damage per metre per round. It melts rock and plastics, sets fire to trees, boils water away, etc. The volcano will last until the elemental dispels it and drives it back underground. Careless magma elementals will leave these things lying around almost as a signature. Rather than a volcano, the elemental can elect to make a lava tube erupt, crack in the earth break open and leak magma, or whatever the elemental wishes, as long as it falls within the dimensions and effects of the power. 

3) Immunity; to all gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

4) Radiate Heat; can radiate heat from its form over one metre per 2 INT radius (+2 metres per level), at a rate of 10C per INT per round, +10 per level. See table below for effects. Use heat table under the Metamorph Fire power for the effects of heat.

5) Generate Heat; Can generate 30C per INT per melee in both hands doing 10D10 damage to anything held onto for 1 round. This will melt most objects, boil water, etc.

Feeding Habits: None

Lifespan: Spell duration

 

Ooze Elemental

Ooze refers to the residual, semi-solid material left from wastewater, or sewage treatment processes. Ooze elementals resemble a dirty muddy ball of soil and gutter trash rolling and slopping about the ground.

Type: Liquid matter

Setting: Any

Era: Any

Physical Traits: Semi liquid body

Height: 1 metre per level of caster (caster can choose height)

Weight: 2 kgs per 30 centimetres of height

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Ooze balls; can throw balls of ooze over his normal distance x2. They do D8 acidic damage per 5 WIS +D8 per level per turn until washed off

2) Reduce Shape; to the point of being able to move through the tiniest crack or space. 

3) Increase Shape; by drawing on other ooze it can expand its body to surround an area of up to WIS x1 metre radius +30 centimetres per level. Anyone walking through it has their MR temporarily reduced by half for each round within.

4) Immunity; to all gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Acidic form; anyone touching the elemental's form or touched by it takes D6 per 4 WIS, +D6 per level per round until washed off. 

Feeding Habits: None

Lifespan: Spell duration

 

Smoke or Smog Elemental

Smog is a kind of heavy air pollution. The word "smog" is a portmanteau constructed from the words "smoke" and "fog", although modern usage of the term does not require either a smoke or fog component and "smog" is often used as shorthand for "air pollution". The smog elemental appears as an dark, stinking cloud. 

Type: Ethereal

Setting: Any with an atmosphere present. Smog can form in almost every climate, but is far worse during periods of warmer, sunnier weather when the upper air is warm enough to inhibit vertical circulation. It is especially prevalent in geologic basins encircled by hills or mountains.

Era: Industrial with at least steam or oil based technology

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Air Punch; while smog elementals are not readily tangible they can strike an opponent with a strong, focused blast of air that, like a giant, invisible fist which does 1 point per WIS.

2) Reduce Shape; to the point of being able to move through the tiniest crack or space. 

3) Increase Shape; can expand its body to surround an area of up to WIS x1 metre radius +30 centimetres per level. The concentrated smog makes it extremely difficult to breathe. Anyone caught in it has their STR, DEX, CON, MR and HP temporarily reduced by 1 for each round within. Further smog can irritate and inflame pulmonary membranes, causing chest pains, coughing, and throat irritation.

4) Immunity; to all gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Radiate Odour; 5 metres +3 per level radius. This causes the victims within to be overcome by the smell for D4 rounds per 2 WIS. Victims lose all combat bonuses and initiative. After the first minute any victims still caught within start coughing, gagging and eventually vomit. As before all bonuses with any abilities are lost and a -1/-10% penalty also applies.

Feeding Habits: None

Lifespan: Spell duration

 

 

Quasi Elementals

Quasi-elementals are a fusion of one of the classic elements and either radiant or entropic energy.

Acid (Water and Entropic)
Atomic (Fire and Entropic)
Electrical (Air and Radiant)
Gravity (Earth and Radiant)
Light (Fire and Radiant)
Steam (Water and Radiant)
Tar (Earth and Entropic)
Void (Air and Entropic)

Acid Elemental

Acids are chemical substances (typically corrosive liquids) that dissolve some metals and most objects including living tissues.

Type: Entropic Liquid

Setting: Any

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Spray;
acid from his hands doing D6 per 5 WIS (+D6 per level
over 1 metre per 2 WIS, +1 per level).

2) Secrete; directly onto an object and do D6 per 4 WIS, +D6 per level.

3) Manipulate Shape; to the point of being able to move through the tiniest crack or space.

4) Immunity; to all acid, gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Wall of Acid; can create an acidic cloud mist of up to (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. This does not block movement but does slightly obscure line of sight. Any elemental within or passing through a section suffers D6 damage per 5 WIS for each metre passed through. The mist lasts only while the elemental concentrates on it.

Feeding Habits: None

Lifespan: Spell duration

 

Atomic Elemental

Atomic elementals are composed of radioactive wastes such as generated by nuclear power plants. Needless to say this elemental more than any other is hazardous to most forms of life and the environment.

Type: Entropic solid

Setting: Any with radioactive materials present

Era: Modern but ones composed of uranium dug up in an earlier era would not be impossible

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: 5 kgs per 30 centimetres of height

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Bolt;
can fire radioactive bolts which do
D10 rads per WIS +D100 per level, over 1 metre per WIS per level with a 30cm radius at core expanding 1cm for every 5 metres travelled. 

2) Shield; can form a shield or wall of radiation (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. Inflicts D6 rads +D6 per level for every 30 centimetres victim walks through. 

3) Melt; can melt objects with a 1000C per level touch with a 30 centimetre radius +10cms per level. Can generate heat at a rate of 500C per round per level.

4) Immunity; to all radiation, gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Radiate; 10 rads per INT (+ 100 rads per level). 1 metre per 2 INT, +5 metres per level.

Feeding Habits: None

Lifespan: Spell duration

 

Electrical Elemental

Electricity is a property of certain subatomic particles, such as electrons and protons, that gives rise to attractive and repulsive forces between them. It is one of the four fundamental forces of nature, and there are two types of charge: positive and negative. Like-charged objects repel and opposite-charged objects attract one another. Things that are powered by electricity include lamps; computers and the Internet; radio and television; refrigeration; air conditioning; traffic signals; electric guitars and other electronic musical instruments; and the spark plugs in automobiles.

Type: Electromagnetic

Setting: Any non liquid environment

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Electrical Punch; elementals can lash out with one of its ever-moving limbs doing D4 damage per level of the caster. Any living thing struck will suffer the effects of shock.

2) Electrical Blast; a bolt of lightning which can be sustained as long intense bursts. 3D6 +D6 per level over 9 metres + 4.5 per level, 20% chance +10 per level of disrupting and ruining any electrical equipment.

3) Manipulate Shape; can either move through the tiniest crack or space, or using an existing electrical source within line of sight can add to own size. 

4) Immunity; to any electrical attacks, even magical. Take ½ damage from fire and lasers but x2 damage from water attacks.

5) Radiate Electricity; 5 metres +3 per level. Does no damage but causes hair to stand on end and bristle, and clothing to cling. Any affected receive a shock each time they touch an object (such as weapons or equipment) and as a result receive a -1 on all combat rolls and -5% on skill rolls .

6) Drain Electricity; within line of sight with a 2 metre radius per caster's WIS. This only lasts while the elemental is concentrating.

7) Electrical Form; anyone touching or that touch takes up to 1000 volts per 10 WIS +100 per level.

8) Electrical Field; (1.8 metres +30cms per level thick) x (7.2 metres +30cms per level tall) x (6 metres +30cms per level radius) anywhere within 30metres +3 per level. Does D6 +D6 per level for every 30cms victim walks through.

9) Transmission; the elemental can travel along any conductible material that touch as an electrical bolt at a rate of 1 metre per second, +1 metre per level.

Feeding Habits: None

Lifespan: Spell duration

 

Gravity Elemental

Gravity is a natural phenomenon by which physical bodies attract with a force proportional to their mass. Gravitation is most familiar as the agent that gives weight to objects with mass and causes them to fall to the ground when dropped. Gravitation causes dispersed matter to coalesce, and coalesced matter to remain intact.

Type: Force

Setting: Any

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 2D6, HPs: D20 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Gravity Pulse;
the
impact of this has a high knockdown value but in the forward direction. Elementals who brace themselves for the impact in the wrong direction will be pulled forward off of their feet. Because of this unusual effect targets have a difficult time adjusting to the blast and suffer a penalty of -6 their next rolls. Further because the waves easily travel through matter, armoured elementals take half damage to their own HPs in addition to the full damage done to the armour. Effective range is about 1 metre per WIS per level. D6 damage per 5 WIS +D6 per level.

2) Shield; can create an intense area of gravity around oneself or any within the elemental's line of sight. The size is up to (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x ( 15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. The affected area increases gravity in it by a factor of +2% per WIS, +5% per level.

3) Grip; if successful in grabbing hold of another person can use his gravitational power to crush his opponent. The elemental can also increase his physical grip by forming a gravitational field in his hands and arms. This effectively increases his gripping STR by 8 points, plus 1 per level. STR damage bonus applies to damage done with these attacks.

4) Immunity; to all radiation, gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Flight; can make his body and any object within a 1 metre radius impervious to the effects of external gravitational fields allowing him to float. The elemental can then focus his attractive power on a distant heavy object, pulling himself towards it.

Feeding Habits: None

Lifespan: Spell duration

 

Light Elemental

Light is a form of electromagnetic radiation that is visible to the human eye, and is responsible for the sense of sight. These elementals appear as large glowing balls of light.

Type: Plasma

Setting: Any with an atmosphere present

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Blast;
can fire a laser bolt which does D6 per 5 WIS +D6 per level,
over 1 metre per WIS per level. As a side effect he is immune to the effects from radiation but not the physical damage from laser attacks.

2) Field; can form a shield or wall of lasers (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. Does D6 damage per 5 WIS for every 30 centimetres victim walks through. 

3) Glow; once per melee he can generate a brilliant flash of light to blind all people within a 30 metres radius +1 per level. The effect lasts for 2D6 melees per level and causes -6 on all rolls.

4) Immunity; to all energy, gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Fly; as an energy form he can fly at 2.997925 x 108metres per second. The different forms include cosmic rays, electromagnetism, gamma rays, infrared, microwaves, photons, protons, solar particles, ultraviolet and xrays.

Feeding Habits: None

Lifespan: Spell duration

 

Steam Elemental

Steam is the technical term for water vapour, the gaseous phase of water, which is formed when water boils.

Type: Ethereal

Setting: Any with an atmosphere present

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Steam Punch; while steam elementals are not readily tangible they can strike an opponent with a strong, focused blast of hot air
doing D6 per 5 WIS scalding damage (+D6 per level
over 1 metre per 2 WIS, +1 per level).

2) Field; can create a burning cloud of steaming mist of up to (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. This does not block movement but does slightly obscure line of sight. Any elemental within or passing through a section suffers D6 scalding damage per 5 WIS for each metre passed through. The mist lasts only while the elemental concentrates on it.

3) Manipulate Shape; to the point of being able to move through the tiniest crack or space.

4) Immunity; to all gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Radiate Heat; 5 metres +3 per level radius at rate of 10C per round per level of the caster.

Feeding Habits: None

Lifespan: Spell duration

 

Tar Elemental

Tar is a viscous black liquid which is derived from the destructive distillation of organic matter. Most tar is produced from coal as a byproduct of coke production, but it can also be produced from petroleum, wood or peat. Naturally occurring tar pits (e.g. the La Brea Tar Pits in Los Angeles) actually contain asphalt, not tar, and should be more properly known as asphalt pits. Tar is a vital component of the first sealed or tarmac roads.

Type: Mineral

Setting: Any with a soil content

Era: Post Industrial Revolution

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: 5 kgs per 30 centimetres of height

Mobility: Legs

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 2D6, HPs: D20 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7

Abilities
1) Tar Bolt; the elemental can expunge a bolt of hot, sticky tar, with about double the impact of a punch. If targeted at a limb or the face, that particular part of the body is entangled (or blinded, in the case of eyes). The tar can also be used to stick doors shut and bond feet to floors. It has an effective STR of the WIS attribute with a range of 30 metres +5 per level.

2) Liquify Form; the elemental can temporarily become more liquid in nature. This state takes two melee actions to achieve and can last for one minute per level of experience. During this time, all physical attacks do no damage. 

3) Manipulate Shape; can draw on body of tar or asphalt to increase size and mass. For every 1 cubic metre added gain +45kgs, +8 STR, +20 HPs. Can maintain for 8 melees per level –1 melee per cubic metre. Alternatively can disperse limbs/body into sand/dirt particles and flow at ¼ MR. Can also flow through any opening.

4) Immune; to cutting weapons, vibration attacks, electricity, and sonic attacks. Kinetic and cold attacks do half damage.  Explosions and falls do no damage, but will disperse the elemental into a puddle of tar and must take 2D4 minutes to pull himself back into his normal shape. Extreme amounts of fire and heat damage the elemental and can also liquefy him requiring 2D4 minutes to reform. 

5) Tarball; Create 1 per round which does 1 point of burning damage, throwing range. Can only be removed by washing it off. 

6) Encase in Tar; the elemental can also draw objects and people into his body and trap them. Consider this an entangle attack with a +4 bonus. If trapped, victims are cut down to one attack and no combat bonuses.

Feeding Habits: None

Lifespan: Spell duration

 

Void Elemental

The void is the element that is in opposition to all others. It is virtually unknown because it is so hard to manipulate and often kills researchers. The Void, as the elemental plane of vacuum is called, is virtually empty. There are creatures in it but they are memories or potentials until they encounter matter or energy at which point they become active and regain their material existence, voraciously consuming that matter.

A Void Elemental is an absence in the fabric of space that seeks to devour any substance that laces its path. Antithetical to all forms of matter and energy, and considered to be an expression of the void between planes, this elemental is a creature devoid of any innate elemental substance.

Type: Ethereal

Setting: Any

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: None

Mobility: Mystical

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D6 x caster's WIS or 120 if there is no caster

AC: 2, Thac0: 7, DEX: 3D6

Abilities
1) Blast;
this blast of pure entropy
does D6 of disintegration damage per WIS to anything it hits, including incoming attacks. Range is line of sight.

2) Field; can create a semi visible layer of shielding which vaporises anything touching it. Can create shields around oneself or any within line of sight. The size is up to (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. The shield can destroy up to WIS x10 HPs, plus x1 per level (eg. at third level the HPs would be WIS x12). The total HPs replenishes at a rate of WIS x1 HP (+1 per level) per minute of non use. Can create multiple shields so long as the combined HPs don’t exceed the total.

3) Touch; by touching an object can create a vacuum within it, causing it to violently collapse inward on itself. Each time it is used, the object is crushed into itself a little more. Can affect a 5 cm radius per INT area, plus the same amount per level. Any caught in it take 3D6 x10 damage per round from the vacuum until crushed.

4) Immunity; to all gases, cold, fire and physical attacks. The elemental remains vulnerable to magic and psionics.

5) Parry; this makes all attacks aimed at the elemental miss. It creates a mini vortex which sucks in all ranged attacks against the elemental (including energy) and deflects them away.

Feeding Habits: None

Lifespan: Spell duration

 

The Bestiary