Create Elemental
Create Elemental
Naturians have zombies (and plant zombies!), Performers have mini-monsters, and you've been taught how to awaken objects; but it's not enough! If some banjo-player or hippie can summon and control a creature, SURELY you, a mighty Etherial, self-proclaimed "Master Of All Magics (Kind Of)™", can do the same!
You durdled around in the back of some alley way in a town that likely now has you as 'Wanted', but you did it! You managed to create a minion of your own creation by casting the "Awaken" spell on a RAW ELEMENT of magic. Seems overkill, you think, magic + magic and all... But you're the one with funny elementals so who's laughing now!?
Elementals come in all sorts of shapes and flavours: Default, Acid, Fire, Lightning, Ice, Air, Stone, Water, and CHAOS.
Default Elemental: You goofed somehow, but a creature of some kind sits before you... Element-less, like a nerd. If you hit it with any elemental attack, it'll take on that element for three (3) turns though, so that's neat!
Acid Elementals: A blob of semi-sentient acid forms in front of you! Its attacks melts d4 Defense from its target for five (5) turns, refreshing and stacking (up to three [3] times) on each hit.
Fire Elemental: A humanoid-like flame breathes to life before you! Its heat (and thus, its damage) is very intense, causing its attacks to Ignite its target. Each subsequent hit refreshes the duration of Ignite.
Lightning Elemental: Deals increased damage vs the Default Elemental's damage, but each attack from this Elemental also has a 1d4 chance to Stun its target for one (1) turn. Each subsequent hit refreshes the duration of Stunned.
Ice Elemental: Deals increased damage vs the Default Elemental's damage, and each attack has a 1d4 chance to inflict Frozen. Each subsequent hit refreshes the duration of Frozen.
Air Elemental: This Elemental is weaker than the others, but each attack it makes pushes its target back 2x tiles (See "Collision Damage" in Game Rules for more information).
Stone Elemental: This Elemental deals three (3) times the damage compared to its Default variant! Although, it cannot be hastened and it can only make one (1) attack per turn. It also can not be moved by non-magical means, has MUCH higher Defense than the Default version, and moves much slower than the other Elementals.
Water Elemental: This Elemental's damage is on-par with the Default Elemental's, though its Defense is slightly lower. Any attack it makes heals the ally with the lowest HP within five (5) tiles for half (1/2) the damage it dealt.
CHAOS Elemental: Once per turn this Elemental will take on the traits of a random Elemental. Once its health reaches zero , it will explode in a violent explosion dealing its maximum HP value to all entities in adjacent tiles.
Note: Elementals are created with the same number of Spell Castings as their creator's maximum. This excludes any Nodes or enchanted equipment granting more than what they would otherwise.
You may have any amount of Elementals active at one time up to what level you are (i.e: level 5 = 5 Elementals maximum)
Elemental | Defense | HP | Base Attack | Behavior |
---|---|---|---|---|
Neutral | 4*caster's level | (caster's level ÷ 6)*20 | 1d8 | Casting an elemental spell changed this Elemental's type to that element. |
Acid | 4*caster's level | (caster's level ÷ 6)*20 | 1d8 | Each successful attack melts 1d4 Defense from the target stacking up to three (3) times. This de-buff lasts for five (5) turns and refreshes on each successful attack. |
Fire | 4*caster's level | (caster's level ÷ 6)*20 | 1d12 | Each attack Ignites the target, refreshing on every successful hit. |
Lightning | 4*caster's level | (caster's level ÷ 6)*20 | 1d12 | 1d4 chance to inflict Stunned to its target for one (1) turn on each successful hit, refreshing the duration on subsequent hits. |
Ice | 4*caster's level | (caster's level ÷ 6)*20 | 1d10 | 1d4 chance to inflict Frozen to its tatget for one (1) turn on each successful hit, refreshing the duration on subsequent hits. |
Air | 2*caster's level | (caster's level ÷ 6)*20 | 1d6 | Each successful hit pushes its target back two (2) tiles! |
Stone | 8*caster's level | (caster's level ÷ 6)*20 | 3d8 | Half as fast as other elementals, cannot be displaced by non-magical means, cannot be hasted or attack more than once a turn. |
Water | 3*caster's level | (caster's level ÷ 6)*20 | 1d8 | Heals the closest ally within five (5) tiles for half the damage it deals. |
CHAOS | caster's level | (caster's level ÷ 6)*20 | N/A | Once per turn this Elemental will take on the traits of a random Elemental. Once its health reaches zero , it will explode in a violent explosion dealing its maximum HP value to all entities in adjacent tiles. |
Cost: 3 Spell Castings
Speed: Action
Damage: See Table
Default movement of an Elemental: 5 Tiles
Conjured by: Rowan Etherius
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