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: D6, 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;
the ability to fire a blast of rapidly spinning air molecules from his arms that hit like a ton of bricks doing STR damage +D6 per 5 WIS, +D6 per level, over 1 metre per WIS per level. This pushes the victim back 1 metre 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.

7) Flight; the elemental can fly by riding the air currents, by a wind storm like a tornado, and self produced wind. Speed is WIS x10kph, +10kph per level with a maximum ceiling height of 100 metres per WIS. It can carry its normal weight carrying capacity without it affecting his speed. After that it loses 1kph for every 10 additional kilograms.

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: Made of some form of soil or mineral

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: D6, 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 doing D6 damage per 4.5kgs.

2)
Create Wall; can form a wall or shield of earth (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 simply absorbs any kinetic attacks without taking damage or allowing it to pass through. It is much like a wall of quicksand.

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, 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.

7) 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.

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: D6, 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) Flame form; anyone touching or that touch takes up to 1 point per WIS +1 per level.

7) 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.

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: D6, 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. And are 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.

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) 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.

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

6) 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. 

7) 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.

Concrete (Earth and Water)
Glass (Earth and Fire)
Ice (Air and Water)
Magma (Earth and Fire)
Ooze (Earth and Water)
Petroleum (Earth and Fire)
Rubbish (Earth and Water)
Smoke or Smog (Air and Fire)

Concrete Elemental

Concrete is a composite material composed of coarse aggregate bonded together with a fluid cement that hardens over time. The aggregate is mixed together with the dry cement and water, to form a fluid mass that is easily molded into shape. The cement reacts chemically with the water and other ingredients to form a hard matrix that binds the materials together into a durable stone-like material that has many uses.

Type: Mineral

Setting: Any city

Era: Modern

Physical Traits: Made of some form of cement compound

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

Weight: 10 kgs per 30 centimetres of height

Mobility: Legs

Sensory Organs: Mystical

Communication: None

Reproduction: None

INT: D6, WIS: D6, STR: 4D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 2D6, HPs: (D20 +10) x caster's WIS or 220 if there is no caster, AC: 1, Thac0: 7

Abilities
1) Hurl Chunk; 27 metres +3 metres per level, 25kgs +5 per level doing D8 damage per 4.5kgs.

2) Can revert to its fluid cement form and fire a jet stream of cement 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.

3) Manipulate Shape; can completely rearrange the shape of its body. It can move its head to another part of its body, grow extra arms, extra legs, etc.

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

5) Create Wall; can form a wall or shield of concrete (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.

6) Encase in concrete: 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.

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

Feeding Habits: None

Lifespan: Spell duration

 

Glass Elemental

Glass is a non-crystalline amorphous solid that is often transparent and has widespread practical, technological, and decorative usage in, for example, window panes, tableware, and optoelectronics. The most familiar, and historically the oldest, types of glass are "silicate glasses" based on the chemical compound silica (silicon dioxide, or quartz), the primary constituent of sand.

Type: Mineral

Setting: Any

Era: Modern

Physical Traits: Made of some form of silica

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: D6, 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 Shards;
The ability to expel razor sharp glass projectiles from your body which do D6 per 5 WIS +D6 per level, over 1 metre per WIS + an equal increase in range per level.

2) Create Wall; can form a wall or shield of glass (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 simply absorbs any energy light attacks without taking damage or allowing it to pass through. In some cases it reflects the light away. The wall has 10 HPs per square metre.

3) Glass form; immune to paralysis/stun, cold, heat, fire, energy, electrical, gas and radiation. Energy attacks are simply reflected off.

4) Glow; once per melee it 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.

5) The elemental can refract enough light to make its body totally transparent to the visible light spectrum.

6) The elemental can eliminate traction from its body. Using this it can then slide over almost any surface at a speed of 30kph, +5kph per level. It is also very difficult to catch or hold on to due to his slippery aura. +4 to any evasion rolls.

7) The elemental can flatten its form to a flat, two-dimensional version. Because it is now extremely thin, the elemental can be extremely hard to hit if it can turn its flat side toward its opponents, -10 to enemys' Thac0s.

Feeding Habits: None

Lifespan: Spell duration

 

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: D6, 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 its 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) Radiate Cold; The Elemental can reduce the temperature dramatically over a WIS x1 metre radius. 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.

6) A chilling bolt of cold can be directed at victims doing D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. Taking more than 22 points of damage at once will reduce the victim's bonuses and speed by a cumulative 10%, and wears off in D4 mins. A being that loses all HPs in this manner falls into cryostasis and must be revived. Using heat will revive the victim in 3D4 minutes with little if any side effects. Using this power it is possible to build up amounts of ice, equal in HPs to the damage rolled (each attack keeps adding strength to the ice).

7) Can encase an object in ice by touching it. It can affect a 2 metre radius per WIS (+3 metres per level), with up to 10 HPs per WIS (+10 HPs per level). May be used to encase objects, limbs or the entire body.

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: D6, 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 its 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.

6) The elemental can make itself unstable allowing any physical attack to ooze through. It can then harden around it if desired trapping an attacker's limb. 

7) Can also melt into an existing pocket of lava or magma, merging with the substance and travelling through it or hiding within it. As a mode of travel, it is slow and difficult, and consists of following the lava down the tubes into the mantle, and back up again through the crust and onto the surface. A 5 km run becomes an epic 70 km journey. However it is not expected and if given time can enable a character to reach places no one would suspect. As a means of hiding or evading, it is unparalleled. Few people draw close enough to a magma intrusion to get a good look anyway, and the character is virtually invisible within the mix. Characters can move through magma at one third of their MR.

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: D6, 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 its 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) Ooze form; anyone touching the elemental's form or touched by it takes D6 per 4 WIS acidic damage, +D6 per level per round until washed off. The elemental is immune to all gases, cold, fire and physical attacks. It remains vulnerable to magic and psionics.

5) The elemental can generate sticky goo which can be fired from its arms or mouth. The impact of this is strong enough to knock most people's arm or leg against a nearby object or wall, gluing the person's limb in place. It can also be used to glue a weapon to the victim's hand or to clog the barrel of a gun to prevent it from firing. Each spit can fly up to 1 metre range per 2 CON and spreads out to cover a 1 metre area per 5 CON on impact with the target. The victim stays stuck until it disintegrates, or until the victim is pulled free by another person. The spit's HPs are equal to the character's HPs x2. Otherwise, the victim will have to wait until it dissolves naturally after CON x1 round. It also does D6 per 4 WIS acidic damage, and is highly flammable.

6) Wall of Ooze; must have an existing body of ooze to draw on. Up to WIS x1 centimetre x WIS x1 metre tall and is highly acidic and flammable. Lasts WIS x1 minute +1 minute per level. Most weapons will have their range halved by the liquid and will have melted before reaching the other end.

7) Radiate Odour; 5 metres +3 per level radius. This causes the victims within to be overcome by the smell of the foul smelling ooze 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

 

Petroleum Elemental

Petroleum (from Greek: petra: "rock" + oleum: "oil") is a naturally occurring, yellow-to-black liquid found in geological formations beneath the Earth's surface, which is commonly refined into various types of fuels.

Type: Liquid

Setting: Any

Era: Modern

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: D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D4 x caster's WIS or 100 if there is no caster, AC: 2, Thac0: 7

Abilities
1) Can fire a jet stream of petroleum 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. It is also highly flammable 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 petroleum 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) Wall of Petrol; must have an existing body of petroleum to draw on. Up to WIS x1 centimetre x WIS x1 metre tall and is highly flammable. Lasts WIS x1 minute +1 minute per level. Most weapons will have their range halved by the liquid if not swept away together.

6) Explosive; can cause any petroleum within WIS x1 metre radius to ignite and explode. The explosion will do D6 over a 1 metre area per litre of petrol ignited.

7) Transport via Petrol; This ability allows the elemental to dissolve into a body of petroleum and reform anywhere else in or at the edge of the same body of petrol. 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

 

Rubbish Elemental

Rubbish is any unwanted or unusable materials, discarded after primary use, or worthless, defective and of no use.
Examples include municipal solid waste (household trash/refuse), hazardous waste, wastewater (such as sewage, which contains bodily wastes (feces and urine) and surface runoff), radioactive waste, and others.

Type: Liquid matter

Setting: Modern

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: D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 4D6, HPs: D8 x caster's WIS or 150 if there is no caster, AC: 2, Thac0: 7

Abilities
1) Spray; liquid waste from its hands doing D6 per 5 WIS (+D6 per level over 1 metre per 2 WIS, +1 per level) and a save vs non lethal disease to avoid infection.

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

3) Increase Shape; by drawing on other rubbish 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) Toxic form; anyone touching the elemental's form or touched by it takes D6 per 4 WIS, +D6 per level per round until washed off. Also they must save vs non lethal disease to avoid infection.

6) Wall of Rubbish; can create a physical wall of mixed waste 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. Anyone within or passing through a section suffers D6 damage per 5 WIS for each metre passed through and must save vs non lethal disease or get an infection.

7) Radiate Odour; Rubbish stinks, 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. 5 metres +3 per level radius.

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; the ability to fire a blast of rapidly spinning air molecules from his arms that hit like a ton of bricks doing STR damage +D6 per 5 WIS, +D6 per level, over 1 metre per WIS per level. This pushes the victim back 1 metre 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.

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

7) Flight; the elemental can fly by riding the air currents, by a wind storm like a tornado, and self produced wind. Speed is WIS x10kph, +10kph per level with a maximum ceiling height of 100 metres per WIS. It can carry its normal weight carrying capacity without it affecting his speed. After that it loses 1kph for every 10 additional kilograms.

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)
Data (Air and Radiant)
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 its 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. Anyone 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.

6) Is able to create mesh style cages out of acid and entrap opponents within them. The cage is (1 centimetre per WIS thick, +1 centimetre per level) x (15 centimetres per WIS radius size for each of the 6 walls, +5 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. Anyone attempting to pass through a section suffers D6 damage per 5 WIS for each centimetre passed through. The cage lasts only while the character concentrates on it. He can create 1 cage per 5 WIS per melee.

7) Can create nets out of acid and launch them at opponents. The net is (1 centimetre per WIS thick, +1 centimetre per level) x (15 centimetres per WIS radius, +5 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. Anyone attempting to pass through a section suffers D6 damage per 5 WIS for each centimetre passed through. The net lasts only while the elemental concentrates on it. It can create 1 net per 4 WIS per melee.

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.

6) The elemental can create mesh style cages out of radioactive energy and entrap opponents within them. The cage is (1 centimetre per WIS thick, +1 centimetre per level) x (15 centimetres per WIS radius size for each of the 6 walls, +5 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. Anyone within suffers D10 rads per WIS per minute. Anyone attempting to pass through a section suffers likewise and D6 burning damage per 5 WIS for each centimetre passed through. The cage lasts only while the character concentrates on it. It can create 1 net per 5 WIS per melee.

7) The elemental is able to create nets out of radioactive energy and launch them at opponents. The net is (1 centimetre per WIS thick, +1 centimetre per level) x (15 centimetres per WIS radius, +5 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. Anyone touched by the net suffers D10 rads per WIS per minute, and D6 burning damage per 5 WIS for each centimetre passed through. The net lasts only while the elemental concentrates on it. He can create 1 net per 4 WIS per melee.

Feeding Habits: None

Lifespan: Spell duration

 

Data Elemental

This elemental is truly a product of the modern era, being purely of composed of Software Programs, Cyber Data and Digital Memory,.

Type: Digital

Setting: Any

Era: Modern

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) Digital Form; As a being made purely of data it is immune to aging, diseases and toxins and doesn't need to sleep. It can interact with objects such as machines, robots, computers and other devices such as cars, phones, refrigerators or any other object that runs on electricity. By entering a computer or some other form of database the elemental will instantly know everything that is stored in there. However they require some form of storage device to live in whether a computer, USB, the internet or disc.

2) The elemental can fire electro magnetic pulse bolts from any object he is inhabiting which will disrupt and ruin any electrical equipment (except his own) over a 1 metre per WIS per level. 

3) By entering any electrical machine the elemental will be able to alter its physical shape. This can be used to completely reorganise machines by adding and removing parts or making them humanoid complete with functioning arms and legs. eg. The front blade from a bulldozer could be added to the front of a car. A stereo could be merged into a tv.

4) The elemental can form a shield or wall of electricity (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) around any object he is currently within. Does D6 damage per 5 WIS for every 30 centimetres the victim walks through.

5) With a range of line of sight the elemental has the ability to see most of the EM spectrum. This includes standard visible light, infrared, ultraviolet, power waves (can see if machines are turned on/have an energy flow), radio waves (can actually see radio signals, transmissions, and receptions), and higher forms of EM energy like X-rays and gamma rays (so he can see areas and beings of radiation). Through a simple wall or door the character can also see living creatures - it can pick them out by their body heat and neuroelectric activity. Any obstacle thicker than about 12 inches, made out of metal, or that has a large number of wires carrying electricity within it will be impossible to see through.

6) The elemental can transmit himself into any computer linked to his current one either by cable or internet. It can do likewise with storage devices. This A.I. can travel without the need for cables.

7) The elemental can control and manipulate the binary visible computer information known as data allowing him to alter, create or even destroy information stored in computers and other electrical machines. This also includes being able to do likewise to computer programs.

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

7) 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 its gravitational power to crush its opponent. The elemental can also increase its physical grip by forming a gravitational field in its hands and arms. This effectively increases its 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 its 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 its attractive power on a distant heavy object, pulling himself towards it.

6) The elemental can use his gravitational power to increase or decrease the gravity in an area of 1 metre radius per 2 WIS +1 metre per level, anywhere within his line of sight. He can manipulate the gravity by a factor of -5% or +5% per WIS, +10% per level. Those affected by extra gravity will be -1 on all rolls per 10% increase.

7) It can pull objects towards it with an effective STR of 40, +5 per level. Note when objects are pulled they often have considerable velocity, especially if they're not held back by large frictional forces. This means small objects will typically move faster than large objects when pulled in this manner. 180 metres + 8 per level.

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 it 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.

6) It can create an energy rope WIS x1 metre long, +1 metre per level. It can mentally control it to either soften the energy output in order to entangle with it, with a STR equal to his WIS. Or he can harden the energy so it does D6 damage per 5 WIS upon contact, +D6 per level.

7) It can also create an energy melee weapon in its hands. Types may include; swords, axes, machetes, staves, maces, etc. The weapon does D6 damage per 5 WIS upon physical contact, +D6 per level.

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. Anyone 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.

6) 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.

7) Flight; the elemental can fly by riding the air currents, by a wind storm like a tornado, and self produced wind. Speed is WIS x10kph, +10kph per level with a maximum ceiling height of 100 metres per WIS. It can carry its normal weight carrying capacity without it affecting his speed. After that it loses 1kph for every 10 additional kilograms.

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 its 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 its 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.

7) Wall of Tar; must have an existing body of tar to draw on. Up to WIS x1 centimetre x WIS x1 metre tall and is highly sticky and hot. Lasts WIS x1 minute +1 minute per level. Most weapons will have their range halved by the liquid and will have melted before reaching the other end.

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.

6) The elemental can create a 1 metre per 4 WIS diametre (+1 metre per level) sphere of vacuum anywhere within line of sight. It bursts the blood vessels within a victim's lungs when air is forcefully drawn out. It also induces unconsciousness for D6 minutes. When the opponent finally awakes, he will be weak, and unable to fight (only ONE attack per melee) until he receives 4 hours on an oxygen tank. Further it does 2D4 hit points damage.

7) It can create a vacuum directly in front of it  which serves to pull it forward. The maximum speed possible when using this is 1kph per WIS, +2kph per level.

Feeding Habits: None

Lifespan: Spell duration

 

 

Bestiary