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Burton...here's the Elemental Section from my file...as you can see its
expanded from the basic Book 3 material. Final Version.
Assuming tabs dont' go awrey in the email..here ya go..<br>
<br>
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<br>
<font face="Courier New, Courier" size=1> Elementals<br>
Air
Elementals
Alignment - Elder<br>
Glyph
Elementla
Alignment - Elder<br>
Wind
Elemental
Alignment - Elder<br>
Cloud
Elemental
Alignment - Elder<br>
Earth
Elementals
Alignment - Elder<br>
Gnomes
Alignment - Elder<br>
Living
Earth
Alignment - Elder<br>
Son of
Gea
Alignment - Elder<br>
Fire
Elementals
Alignment - Elder<br>
Salamander
Alignment - Elder<br>
Volcanic
Alignment - Elder<br>
Fire
Lord
Alignment - Elder<br>
Water
Elementals
Alignment - Elder<br>
Water
Serpents
Alignment - Elder<br>
Undine
Alignment - Elder<br>
Water
Beast
Alignment - Elder<br>
<br>
<br>
Elementals<br>
<br>
(The basic forms that can be encountered or
summoned).<br>
<br>
Air
Elementals
Alignment - Elder<br>
<br>
Appearance - Roll 1d6<br>
Roll
Elemental Type and Description <br>
1 Slyph -
Handsome humanoid form 6-7 feet in height. <br>
They have winds constantly swirl around them. Their<br>
hair is always blowing and eyes sparkle with lightning.<br>
2+3 Wind - Vortex 2D10
feet in diameter. They swirl at a constant<br>
cyclonic rate casting strong winds from them.<br>
4-6 Cloud - Dark
menacing clouds up to 60 feet in diameter.<br>
Emotional state of elemental can be taken from the cloud<br>
form it takes. It always attacks as a Thunderhead.<br>
<br>
Special - () OCV and DCV Applies when air
elemental is in the air.<br>
<br>
Glyphs <br>
AHP
15 OCV 5(10*) DCV 5(14)
NWI 0<br>
S 18(+1)
St 24(+1) D 16(+1) A
40(+2) <br>
MR 10(52)
NAV 0 MDV 10
NF 1D3*<br>
EnL
35 CDF
6 CL
1 <br>
DTV
0 HC NA
INT 7 <br>
C
NA PR
NA SIZE 2<br>
SS
NA
<br>
[Domiel, Ben Nez,
Uriela]<br>
<br>
Slyphs - They are
intelligent. They can control either Wind or<br>
other cloud
elementals when they choose to do so. All slyphs<br>
can use Storm and
Aerial powers at MEL8/EL4. They can not<br>
be affected by
these powers. In general, they are neutral<br>
to man. They
can be influenced, or compelled to aid him.<br>
Though it is rare,
Slyphs have been known to develop<br>
friendships with
special humans and Sidh beings.<br>
<br>
Wind Elemental <br>
AHP
30 OCV 10(20)* DCV 7(14) NWI
0<br>
S
NA St
NA D 16(+1) A
20(+1) <br>
MR 10(52)
NAV 0 MDV 10
NF 1D2*<br>
EnL
25 CDF
6 CL
1 <br>
DTV
0 HC NA
INT 2<br>
C
NA PR
NA SIZE Dia/4*<br>
SS
NA
<br>
[Domiel, Uriela]<br>
<br>
* Divide the diameter of the
elemental by 4 (RU).<br>
<br>
Wind - Wind ementals are just
that. They use the Wind spell from<br>
Storm Powers
outside the vortex. The Whirlwind spell from Desert<br>
Powers applies
within it. Any creature in its path is attacked.<br>
The strength of
the powers is MEL7/EL4. Wind cannot be damaged<br>
by any non-magical
weapon. The only spell that affects them is<br>
Dispell/Banish.
They are hostile to man.<br>
<br>
Cloud Elemental <br>
AHP
15 OCV 6(12)* DCV 7(14)
NWI 0<br>
S
NA St
NA D 16(+1) A
40(+2) <br>
MR 10(52)
NAV 0 MDV 10
NF 1D3*<br>
EnL
20 CDF
4 CL
1 <br>
DTV
0 HC NA
INT 1<br>
C
NA PR
NA SIZE Dia/4*<br>
SS
NA
<br>
[Domiel, Ben Hez,
Uriela]<br>
<br>
* Divide the diameter of the
elemental by 4 (RU).<br>
<br>
Cloud - This is a cloud or
creature formed from substance of<br>
the clouds.
It is hostile to man. It uses the Storm Powers<br>
Thunderhead at
MEL4/EL2. It will attack any man that fails to<br>
avoid it. It
can not be harmed by any non-magical weapons<br>
or power. <br>
<br>
Note - Slyphs have a solid form and can be
damaged. Wind and Clouds<br>
can only be damaged by magical
weapons. No other power, including<br>
spells that inflict damage have any
effect. <br>
-------------------------------<br>
<br>
Earth
Elementals
Alignment - Elder<br>
<br>
Appearance - Roll 1d6<br>
<br>
Roll
Elemental Type and Description <br>
1 Gnome -
Gnomes are dark-skinned, wizened and gnarled Dwarfs.<br>
They are 3-4 feet in height and dress in dull shades of brown.<br>
2-5 Living Earth -
Composed of earth, stone, etc. The shape of<br>
of the elemental is up to the Referee. Max diameter of 15<br>
feet and size of 25 feet. <br>
6 Son of Gea
- Gigantic humanoid form, up to 20 feet tall.<br>
They have a somewhat knoby, stone appearance to their body.<br>
Their hair and general color is the color of the earth.<br>
<br>
Special - The () OCV is used while the
elemental is in contact with<br>
the earth.<br>
<br>
Gnomes
Alignment - Elder<br>
AHP
19 OCV 7(11) DCV
4 NWI 0
<br>
S 16(+1)
St 32(+2) D 18(+1) A
10 <br>
MR
10 NAV
1 MDV 15 NF
1D3*<br>
EnL
77 CDF
4 CL
1 <br>
DTV
-4 HC
30 INT
7 <br>
C 28(+1)
PR 12 SIZE 1<br>
SS
NA
<br>
[Domiel, Gaea, Goibniu]<br>
<br>
Gnome - Gnomes are the
craftsmen of the Earth. All Gnomes are<br>
male. They are as skilled as Dwarfs in crafting any item.<br>
They are invariably unfriendly in dealings with humans<br>
unless the person has a history of proper dealing with<br>
the earth. Gnomes are the guardians of the hidden treasures<br>
of the Earth. If a Gnome can be compelled to do so he can<br>
tell Characters locations of great treasures. He will<br>
never reveal such information willingly.<br>
<br>
All Gnomes pass through the earth as if it were air. They<br>
are intelligent. Unless the Referee determines otherwise<br>
they have no magical skills other than those used in earth<br>
moving and construction. Wizards commonly summon them to<br>
build structures and mines. They exact a price in wealth<br>
for any such service. All are totally immune to Earth,<br>
Desert and Fire powers.<br>
<br>
Living
Earth
Alignment - Elder<br>
AHP
30 OCV 12(18) DCV
5 NWI -6
<br>
S 60(+3)
St 60(+3) D 6
A 6 <br>
MR
12 NAV
4 MDV 10 NF 1<br>
EnL
24 CDF
7 CL
1 <br>
DTV
0 HC NA
INT 1<br>
C
NA PR
NA SIZE 8<br>
SS
NA
<br>
[Domiel, Gaea]<br>
<br>
Living Earth - Living Earth is
immensely powerful. To destroy one<br>
in combat every hit it takes must be inflicted in one phase.<br>
Anything less has no affect. They have total immunity to<br>
Earth, Desert and Fire powers. They move in the earth as<br>
if it were air. They can be used to slaughter living beings<br>
and/or undermine buildings, collapse tunnels, etc (as for<br>
MEL8/EL4 Destruction). They are a barely aware force of<br>
destruction.<br>
Non-magical weapons score 50% damage (RD) on this<br>
elemental. Other weapons and spells that can affect them<br>
do normal damage. No spell that affects the mind has any<br>
affect on them.<br>
<br>
Son of
Gea
Alignment - Elder<br>
AHP
30 OCV 11(17) DCV
6 NWI -4
<br>
S 52(+3)
St 44(+2) D 8
A 10<br>
MR
14 NAV
5 MDV 10 NF 1<br>
EnL
30 CDF
6 CL 2<br>
DTV
0 HC NA
INT 5<br>
C
NA PR
NA SIZE 7<br>
SS
NA
<br>
[Domiel, Gaea]<br>
<br>
Son of Gea - Sons of Gea
regenerate 4 hit points per phase (MDV/3<br>
(RU)) while they are in contact with the earth. While<br>
contact with the earth is maintained they never suffer<br>
fatigue. To kill a Son it must be bodily lifted off the<br>
earth and held there. The weight that must be lifted is<br>
240 pounds. Per phase out of contact he loses 2D6 energy<br>
points. If EnL = 0 or less it dies.<br>
If the elemental is killed by the accumulation of the<br>
damage it regenerates at twice the normal speed until it<br>
regains consciousness. At that point it returns to the<br>
attack. Son of Gea are somewhat intelligent. They are<br>
totally immune to Earth and Desert powers. They are<br>
hostile to any life form except Dzaliri, Earth Elementals<br>
or entities with innate Earth Powers.<br>
-------------------------------<br>
<br>
Fire
Elementals
Alignment - Elder<br>
<br>
Appearance - Roll 1D6<br>
<br>
Roll
Elemental Type and Description <br>
1-4
Salamander - Small lizard like creature 6-9 inches long.<br>
It is bright red and composed of fire.<br>
5 Volcanic Elemental - An amorphous, eruptive elemental
up to<br>
25 tall and 20 feet in diameter. It is searing lava with<br>
the residue of destroyed earth in it. <br>
6 Fire Lord - Large humaniod figures 8-9 feet
tall. They<br>
are composed entirely of intense, white hot flame. Their<br>
eyes and hair are a cooler, red flame of variable intensity.<br>
<br>
Special -<br>
<br>
Salamander
Alignment - Elder<br>
AHP
10 OCV
3 DCV 8 NWI
-4<br>
S
11 St 20(+1) D
32(+2) A 16(+1)<br>
MR
24 NAV
0 MDV 6 NF
1D3*<br>
EnL
13 CDF
4 CL 1 <br>
DTV
0 HC NA
INT 2 <br>
C
9 PR NA
SIZE 0<br>
SS NA<br>
[Domiel, Girra]<br>
<br>
Salamanders - Any hit scored
by a salamander on a target has M<br>
EL4/EL1 Fire Dart Effects. Unless compelled to attack a<br>
living target, they only set inanimate objects aflame.<br>
They are totally immune to all types of fire except<br>
Astral Fire. In general they move about randomly torching<br>
what they touch.<br>
<br>
Volcanic
Alignment - Elder<br>
AHP
25 OCV
9 DCV 4 NWI
-3<br>
S 22(+1)
St 52(+3) D 16(+1) A
8 <br>
MR
12 NAV
0 MDV 12 NF
1D3+1*<br>
EnL
27 CDF
6 CL 1 <br>
DTV
0 HC NA
INT 1<br>
C 26(+1)
PR NA SIZE 8<br>
SS NA<br>
[Domiel, Girra]<br>
<br>
Volcanic - They use MEL6/EL2
Fire Balls and Fire Swarms against<br>
their enemies. It will use one of these powers at least<br>
once per turn. On any phase that it does not do so, any<br>
hit that is scored in melee by it will inflict double<br>
damage on the target that it hits. Can't be affected by<br>
any fire except Astral Fire. They detest animate life.<br>
They will attack it as long as they may.<br>
<br>
Fire
Lord
Alignment - Elder<br>
AHP
21 OCV
9 DCV 6 NWI
-3<br>
S 22(+1)
St 42(+2) D 16(+1) A 16(+1)<br>
MR
13 NAV
2 MDV 12 NF
1D3+1*<br>
EnL
56 CDF
6 CL 1 <br>
DTV
-3* HC NA
INT 6<br>
C 20(+1)
PR NA SIZE 3<br>
SS NA<br>
[Domiel, Girra, Keiran]<br>
<br>
Fire Lord - Can use Fire
Powers and Flaming death at MEL8/EL4.<br>
They are neutral to humanity and are often the guardians<br>
of tresaure. Any hit they score does double damage.
They<br>
have the ability to control other Fire Elementals. They<br>
can communicate with any creature that has innate Fire<br>
Powers except for the Fiery Spirit. They will not attack<br>
a creature that they can communicate with. A summoner who<br>
attempts to compel them to do so will automatically lose<br>
control of the Fire Lord. If they face a Fiery Spirit,<br>
they attack with Uncontrollable Battle Fury.<br>
-------------------------------<br>
<br>
Water Elementals<br>
<br>
Appearance - Roll 1D6<br>
1+2 Water Serpent -
Large, serpent like creatures up to 30 feet<br>
in length. They are blue or green in color, depending on<br>
whether they inhabit fresh (blue) or salt water (green).<br>
In both cases, they have small, hooked horns, placid green<br>
eyes and heavy multi-hued scales.<br>
3-5 Undine - All are
female. They have the general appearance<br>
commonly attributed to the Mermaid. Their upper body,<br>
hands and head are human. Their lower quarters are<br>
the tail of a fish. They are extremely beautiful, in an<br>
anticing seductive manner. All have pointed teeth and<br>
are carnivorous.<br>
6 Water
Beast - Immense, many tentacled beasts of varied and<br>
universally terrifying form. They are wreckers of ships,<br>
the devourers of the living and the dead. They can reach<br>
the diamter or length, depending on form, of 200 feet. They<br>
can only be summoned or encountered at sea.<br>
<br>
Special - Double OCV when in water<br>
<br>
Water Serpent [Encountered]
Alignment - Elder<br>
AHP
25 OCV
8 DCV 5(12) NWI -2<br>
S 36(+2)
St 24(+1) D 20(+1) A
25(+1) <br>
MR 8(42)
NAV 2 MDV 19
NF 1D2*<br>
EnL
121 CDF 7
CL
NA <br>
DTV
-3 HC
32 INT
9 <br>
C 40(+2)
PR 9 SIZE 5<br>
SS Intermediate
Carnivore <br>
[Domiel, Zu, Manakel]<br>
<br>
Water Serpent
[Summoned] Alignment - Elder<br>
AHP
50 OCV 15
DCV 8(16) NWI -4<br>
S 72(+3)
St 48(+2) D 40(+2) A
50(+2) <br>
MR 10(48)
NAV 4 MDV 38
NF 1<br>
EnL
180 CDF 13
CL 2<br>
DTV
-6 HC
64 INT 10<br>
C 80(+4)
PR 18 SIZE 8<br>
SS Intermediate
Carnivore <br>
[Domiel, Zu]<br>
<br>
Water Serpent - They are green
and have Sea Powers if they are<br>
encountered or summoned at sea. They are blue and have<br>
Water powers when encountered in fresh water. Their power<br>
level is MEL8/EL5 in either case. If treated with respect,<br>
they are generally friendly toward other life-forms. They<br>
have a thirst for knowledge and can be unpredictable and<br>
treacherous when they have a chance to gain knowledge from<br>
those that they encounter. (Like in the Gilgamesh saga).<br>
An effort to summon a Water Serpent can only be attempted<br>
at sea. The answering serpent has Sea Powers, the ability<br>
to cast any Elder magic and any other knowledge the Referee<br>
wishes. It is MEL16/EL10 with any magic it can use. Such<br>
serpents are at least demigods. They are much more<br>
unpredictable than their encountered children.<br>
<br>
Undine
Alignment - Elder<br>
AHP
10 OCV
2 DCV 7(14) NWI -1<br>
S
9 St
8 D 40(+2) A
50(+2) <br>
MR 8(42)
NAV 1 MDV 12
NF 1D3*<br>
EnL
60 CDF
4 CL NA<br>
DTV
-2 HC
16 INT 6<br>
C 24(+1)
PR 2 SIZE 2<br>
SS Intermediate
Carnivore <br>
[Domiel]<br>
<br>
Undine - Undines are only
summoned or encountered at sea. They<br>
can use Sea Powers and Fascination at MEL6/EL4. They<br>
enjoy men in the carnal and gustatorial sense. All<br>
undines can speak and understand any human tongue. In<br>
general, they are hostile. Exceptions to this rule do<br>
exist and they can be extraordinarily helpful and friendly.<br>
<br>
Note - In some myths they could remove their tail and walk<br>
on two legs. Unless they remove the tail they cannot move<br>
on land. Any person that takes an Undine's tail makes her<br>
his powerless slave. If she regains it, she will flee to<br>
the ocean at once. After she is safe she considers the<br>
vengeance due her captor.<br>
<br>
Water
Beast
Alignment - Elder<br>
AHP
48 OCV 16
DCV 3(9) NWI 0<br>
S 72(+3)
St 60(+3) D 10
A 13 <br>
MR 0(30)
NAV 6 MDV 10
NF 1<br>
EnL
64 CDF
5 CL 2<br>
DTV
-6* HC 60
INT 2<br>
C 60(+3)
PR 18 SIZE Up to 33 <br>
SS Intermediate
Carnivore <br>
[Domiel]<br>
1<br>
Water Beasts - Each beast has
2d6 tentacles. Per 2 tentacles<br>
(RU) they will receive one double damage attack. They<br>
have little intellect and always hostile to any life that<br>
does not exist naturally in the water.<br>
<br>
NOTE- The Lord of Elemental
Water was killed by Tiamat in<br>
Armageddon. His rebirth would
annoy her greatly.<br>
<br>
--------------------------------------------------------<br>
General Notes<br>
Intelligent Elementals
have personalities akin to the Elder<br>
races if they are not
hostile. If hostile they react<br>
normally as for the
Kotothi. No elemental can be damaged by<br>
its own element.
Fire elementals are immune to fire, water are<br>
immune to water,
etc. The primary enemy of an Elemental is an<br>
Elemental of another
element. While elemental combat occur, the<br>
Elementals will fight
with uncontrollable battle fury and the DCV<br>
should be modified by
the factor in the below table, depending on<br>
its types
involved.<br>
<br>
Elemental Type<br>
Fire Air Earth Water<br>
Fire vs. N
x2 x1 x.5<br>
Air vs. x.5
N x2 x1<br>
Earth vs. x1 x.5
N x2<br>
Water vs. x2
x1 x.5 N<br>
<br>
Example - A Fire
elemental battles an Air elemental. The Fire<br>
elemental's DCV is
doubled. The Air elemental DCV is reduced<br>
50% (RU).<br>
<br>
Elementals that are
captured or imprisoned are of great value.<br>
Elemental must be
subdued and placed in a magical container<br>
specifically created for
that type of elemental. Once done,<br>
any magic-user that has
the container and can communicate with<br>
it controls it. If
not the elemental can do nothing while it is<br>
contained. If the jar is
opened and no control is held the<br>
elemental will attack
any creature it sees with uncontrollable<br>
battle fury.<br>
An elemental jar is worth 1GC per hit point that the resident<br>
elemental can
take. Maintenance of the jar with elemental inside,<br>
will require 1 mana
point per day for 14 consecutive days once<br>
per year. A
permanent spell to do this mainteance on the jar,<br>
if the magic user wishes
to do so.<br>
<br>
Note - At the referee's
discretion any intelligent elemental<br>
can be outfitted with
arms and any armor he sees fit if he is<br>
humanoid. Any
items that he has are magical. There is a 60%<br>
chance that the item can
cast some or all of the powers that the<br>
elemental can cast
naturally.<br>
----------------------------------------------------------------------<br>
<br>
<br>
<br>
<br>
</font>
<BR>
<div>Longshot - ZC of AdventureNet International Echomail Network</div>
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