Summoning
Table of Contents
Basics Level Up Fire Elemental Water Elemental Earth Elemental Air Elemental Nature Elemental Light Elemental Darkness Elemental Elemental Abilities |
Basics
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A variety of Talents provides the ability to summon an Elemental to serve the Summoner's needs, usually in combat. They are not real beings but rather constructs forged from the raw elemental potential around them. Mindless and utterly obedient, the Summoner must pay a constant Upkeep in AP to keep them intact. Although this means the Summoner can't cast another spell with a Cooldown time during this (most of the time) Elementals are dangerous enough that the choice is worth it.
Each Elemental is a personal construct, and the Summoner calls forth what is essentially the same one each time. Like the Summoner the Elemental grows stronger as they level, gaining new abilities and powers.
An Elemental cannot be healed during combat and will be fully healed once called upon again.
It is possible - but draining - to call upon two Elementals at once.
Level Up
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Action Points - All Elementals have an AP pool of 3.
Armour Rating - Elemental have a basic armour rating of 3.
Hit Points - Elementals have 1HP plus their Physical Prowess modifier per level.
Summoner Level
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Enhancements
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Bonus HP gain
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New Ability
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1
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+5 to one attribute
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1 Ability
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2
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+2 HP
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3
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1 Ability
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4
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+2 HP
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5
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+5 to one attribute
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1 Ability
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6
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+1 AP
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+2 HP
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7
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1 Ability
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8
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+2 HP
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9
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1 Ability
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10
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+5 to one attribute
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+2 HP
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11
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1 Ability
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12
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+1 AP
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+1 HP
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13
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1 Ability
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14
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+1 HP
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15
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+5 to one attribute
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1 Ability
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16
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+1 HP
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17
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1 Ability
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18
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+1 AP
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+1 HP
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19
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1 Ability
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20
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+5 to one attribute
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+1 HP
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Fire Elementals
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Weapon Skill
30 |
Ranged Skill
20 |
Physical Prowess
20 |
Agility
30 |
Will Power
20 |
Fire Immunity - Fire Elementals, being literally made of Fire Itself, are immune to all lesser forms of fire.
Slam - A Fire Elemental use a slam that inflicts 1d10+2 fire damage for 2AP.
Heat Aura - Any creature within 3m of the Elemental at the start of their turn takes 1d5 fire damage, ignoring armour.
Fire Elemental Abilities
Vindictive Inferno - Upon death the Elemental will detonate, inflicting 1d10 points of damage forever three levels the Summoner possesses to all creatures in 5m.
Fire Itself - The Elemental gains the Heatbolt talent, and can take additional levels of the Heatbolt Talent as Abilities. The Heatbolt costs 2 AP to use, which is not reduced by any Talents that would normally do so but instead add +1 Damage.
Air Elementals
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Weapon Skill
10 |
Ranged Skill
30 |
Physical Prowess
20 |
Agility
40 |
Will Power
20 |
Lightning Immunity - Air Elementals are immune to all Electric damage.
Air Bolt - The Elemental can throw a ranged attack that inflicts 1d10 for 2 AP.
Claws - The Elemental can slash an attacker for 1d10+1 Damage for 2 AP.
Flight - Air Elementals can fly at the same rate they can move on the ground.
Air Elemental Abilities
Flight of Fancy - At a cost of 2 AP per turn the Elemental can carry a person-sized creature while flying.
Air Itself - The Elemental gains the Thundershock talent, and can take additional levels of the Thundershock Talent as Abilities. The Thundershock costs 2 AP to use, which is not reduced by any Talents that would normally do so but instead add +1 Damage.
Earth Elementals
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Weapon Skill
30 |
Ranged Skill
15 |
Physical Prowess
45 |
Agility
10 |
Will Power
20 |
Crush - Earth Elementals can inflict a melee attack that does 1d10+2 damage for 2 AP.
Mother's Embrace - Earth Elementals get an additional 2 Armour.
Earth Glide - Earth Elementals can merge with the Earth for 3AP. In this state they cannot attack, and
Earth Elemental Abilities
My Body As Shield - If Adjacent to an ally the Earth Elemental can intercept a succesful attack. The Elemental and the origional target take half the damage each, using the Earth Elementals Armour for damage reduction.
Earth Itself - The Elemental gains the Stonestrike talent, and can take additional levels of the Stonestrike Talent as Abilities. The Stonestrike costs 2 AP to use, which is not reduced by any Talents that would normally do so but instead add +1 to Armour on a turn the spell is used.
Water Elemental
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Weapon Skill
25 |
Ranged Skill
25 |
Physical Prowess
20 |
Agility
30 |
Will Power
20 |
Water Immunity - Water Elementals are immune to water and ice damage.
Water Whip - Inflict a 1d10+1 attack on a single target up to 5m away 3 AP.
Water Merge - Water Elementals can merge with any body of water roughly the same size as themselves or larger.
Flowing Target - Water Elementals can make one free Dodge action each turn.
Water Elemental Abilities
Ice Cold Water - Attacks from the Water Elemental add the Freezing (1) Status.
Water Itself - The Elemental gains the Frostball talent, and can take additional levels of the Frostball Talent as Abilities. The Frostball costs 2 AP to use, which is not reduced by any Talents that would normally do so but instead add an additional 1 to the Freezing Condition inflicted by this Talent.
Nature Elemental
Weapon Skill
25 |
Ranged Skill
20 |
Physical Prowess
30 |
Agility
25 |
Will Power
20 |
Slam - Inflight 1d10+2 as a weapon attack for 3 AP.
Mound - Add +1 to armour.
Plant Shift - Use +3 to move to a tree within 50m.
Nature Elemental Abilities
Thorn Whip - Add a ranged attack that deals 1d10+2 with a 5m range.
Photosynthetic Healing - Functions as the Cure talent, but takes 1 less AP in sunlight and 1 more AP in darkness. Additional abilities can be used to purchase more Cure talents.
Light Elemental
Weapon Skill
20 |
Ranged Skill
30 |
Physical Prowess
30 |
Agility
20 |
Will Power
20 |
Crackling Light - Inflict 1d10+2 fire damage as a ranged attack for 3 AP up to 10m.
Fire Resistant - Reduce fire damage by half after armour.
Shining Beacon - The character sheds light as a lantern.
Light Elemental Abilities
A Light Touch - Use Crackling Light as a
Bend Light - Add +10 to stealth by bending the light of Shining Beacon.
Darkness Elemental
Weapon Skill
30 |
Ranged Skill
20 |
Physical Prowess
20 |
Agility
30 |
Will Power
20 |
Penumbral Graze - Attack with a 1d10+2 Weapon attack that costs 3AP.
Umbral Aura - Anyone within 3m of the Darkness Elemental gains +10 to Stealth, including the elemental itself.
Cold Resistance - Reduce cold damage by half, after armour.
Darkness Elemental Abilities
Piercing Night - Whenever the Elemental's cold damage is resited or negated add an additional 1d5 damage after all other calculations.
Tenebris Victoriam - Gain a ranged version of Penumbral Graze, up to 10m in range.
Elemental Abilities
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Additional Armour - The Elemental gains an additional 1 Armour. This Ability can be taken once for every five levels the summoner possesses.
Additional Damage - The Elemental inflicts an additional +2 on each attack. This Ability can be taken once for every five levels the summoner possesses.
Merged Elemental
Requirements - Two or more Summoned Elementals
If a character has two or more Elemental talents - for example, the Water Caller and Stone Caller talents - with this ability they can summon a third variety, a combination of the two. This Elemental uses the better attribute of each of the contributing Elementals and has access to all Abilities and innate skills that they do. It is also immune to the same elements its components are, and its attack counts as whichever of the two are most beneficial.
This Elemental costs the Summoner an additional 2 AP in Upkeep.
Requirements - Two or more Summoned Elementals
If a character has two or more Elemental talents - for example, the Water Caller and Stone Caller talents - with this ability they can summon a third variety, a combination of the two. This Elemental uses the better attribute of each of the contributing Elementals and has access to all Abilities and innate skills that they do. It is also immune to the same elements its components are, and its attack counts as whichever of the two are most beneficial.
This Elemental costs the Summoner an additional 2 AP in Upkeep.
Weapon Form
Requirements - Summoned Elemental Only
The Elemental can form its own body into a melee weapon or a ranged weapon, using its stats to make attacks as would be normal for a weapon of that type. The weapon must be one the Elemental has enough AP to use. This weapon can be chosen each time the Elemental is summoned. The Elemental retains its normal attacks as well. Any ammunition needed for weapons is provided by the elemental. All attacks take on the same Elemental nature as the creature itself.
Requirements - Summoned Elemental Only
The Elemental can form its own body into a melee weapon or a ranged weapon, using its stats to make attacks as would be normal for a weapon of that type. The weapon must be one the Elemental has enough AP to use. This weapon can be chosen each time the Elemental is summoned. The Elemental retains its normal attacks as well. Any ammunition needed for weapons is provided by the elemental. All attacks take on the same Elemental nature as the creature itself.
Weapon Form (Focused)
Requirements - Summoned Elemental Only, Weapon Form Ability
Choose one specific type of weapon. The AP Cost of that weapon is reduced by 1 (To a minimum of 2) each time this Talent is taken.
Requirements - Summoned Elemental Only, Weapon Form Ability
Choose one specific type of weapon. The AP Cost of that weapon is reduced by 1 (To a minimum of 2) each time this Talent is taken.