Elementals

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Elementals are the physical manifestations of the primary elements. They do not normally exist on this plane, but are summoned by members of the Elemental Colleges. They will always be hostile to their summoner, and will attempt to kill them if they are released from their control. Elementals are impervious to attacks made with non-magical weapons. Magic does affect them. Each is vulnerable to its opposite element and can be damaged by attacks involving that opposite. Water and fire are opposite members, as are earth and air. An elemental's Endurance, Fatigue, and Strength vary according to its summoner's Rank with the summoning magic. Endurance and Fatigue vary as described in §42.7, while an elemental's Physical Strength equals a base number for each of the Elementals plus five for each Rank the summoner has attained in the summoning magic.

There is a current proposal to change Elementals.


Air Elemental

Natural Habitat 
Other Planes
Frequency 
Very Rare
Number 
1
Description
Air elementals appear as a whirlwind of a height equal to their Endurance. They have facial features, which will appear on one side of the whirlwind.
Abilities
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.
Movement Rates 
Flying: 500 + (50 x Summoner's Rank)
PS: Base 15 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 + (Adept's Rank) NA: None
Weapons
Air elementals can strike with two fists without penalty.
Fist: BC 65%, [D (+ 1 / Rank)], Melee & Close.

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 their Endurance.
Abilities
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 stuctures by boring through stone at the rate of two cubic feet per Round 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.
Movement Rates
Running: 200; Tunneling: 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%, [D + 6 (+ 1 / Rank)], Melee & Close.

Fire Elemental

Natural Habitat 
Other Planes
Frequency 
Very Rare
Number 
1
Description
Fire elementals appear as leaping flames of a height in feet equal to their endurance. The flames are humanoid in form.
Abilities
All fire elementals have a Rank, usually that of their summoners rank in the summoning ritual.
Any flammable substances (exclusive of human-size or larger beings) that a Fire Elemental touches bursts into flames, while non-flammable substances will experience a rise in temperature equal to the Elemental's Endurance for every 10 seconds the Elemental is in contact with the substance.
Elementals can instantly extinguish any normal fire within 100 feet.
They can cause Smoke Creation at their Rank + 10, and Wall of Fire at their Rank + 5, as talents. Only one wall of each type can be maintained at any one time, however.
Movement Rates 
Running: 400 + 10 x Summoner's 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 + (Adept's Rank/5) NA: 3 DP
Weapons
Fire elementals can attempt to immolate a target. They inflict double damage in Close.
Immolate: BC 70%, [D + 2 (+ 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 are half as tall, in feet, as their Endurance.
Abilities
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 can cast Ice Construction and Wall of Ice at their Rank + 4. These are talents and cost no fatigue.
They may expend 2 fatigue to fire an Ice Bolt (as per the Spell) at their Rank. Since this is a physical attack formed from the ice elemental, the Ice Bolt remains after firing.
Movement Rates
Running: 200 + 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 + (Adept's Rank/5) NA: 5 DP
Weapons
Ice elementals can attack twice, stabbing with their long icy fingers without penalty, or they can use one of their above abilities instead. All attacks are A-class.
Fingers: BC 50%, [D + 3 (+ 1 / Rank)], Melee & Close.
Ice Bolt: BC 15% (+ 6 / Rank), [D + 4 (+ 1 / Rank)], Ranged.

Water Elemental

Natural Habitat 
Other Planes
Frequency 
Very Rare
Number 
1
Description
Water elementals appear as waves, although the water does take on a basically humanoid form. The waves will be one-half as tall, in feet, as the elemental's endurance.
Abilities
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 completely undetectable.
They can increase the size of waves and swells as per Wave Making at their Rank + 4, and produce a Maelstrom at their Rank, as talents, but only one can be maintained at a time.
Movement Rates 
Swimming: 500 + (25 x Summoner's 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 + (Adept's Rank/2) NA: 4 DP
Weapons
Water elementals form huge fists out of the waves, and strike twice without penalty.
Fist: BC 50%, [D + 4 (+ 1 / Rank)], Melee & Close.