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Summoning
#Arklain's summons are based on the Elementals of D&D with a few differences. First of all, their powers are not limited to the ones listed on the Monster Manual, and their stats are often modified to suit the demands of the moment, these special abilities are often added as Spells for the Elemental and can only be used by them. They are usually called Elementals in the game and come from the powers of nature and some from the powers created by man, although these types are rare. To summon an
Elemental you would first need to contract it and cast a spell according
to the Elemental's level. Details on skills needed can be found below. They are found almost anywhere in the world, but common sense helps. (Fire types around the desert, Water types around the Imae region, Ice around the Snow clans etc) |
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Small to Large
sized Elementals appear randomly in the wilderness, Huge Elementals
appear in Ruins and Cities near the Wastelands. Greater Elementals can
be contracted at Temples once requirements are met. Elder Elementals are
hard to find and all Elementals smaller in size but of the same
alignment must be found if you wish to contract it (There are exceptions
to this rule). The Elders are also extremely difficult to find, and the
requirements needed to summon them is taxing.
Once you find an Elemental in the wild the usual practice is to defeat it (not the same as kill) in battle, and if it respects your power (Can be party's) it will allow a contract, and from then on you'll be able to summon this Elemental. If you do not have the feat and spell needed to summon an Elemental of that size it will not offer you a contract and you'll have to fight one anew once you get the skills. If you kill an Elemental you cannot form a contract with it even though it is only an avatar of the original, since its spiritual link with its true body will be gone. You can however find it again and contract the same. To summon an Elemental you need a Feat matching the Elemental's level and a spell of the same. Elemental Feats/Skills and
Requirements:
Spellpower is important to any mage and summoners are no exception. You must have the spellpower to support your summons. Summoning one will cost you as much SP as the spellpower requirement listed to get them. The rules on Summoning are as follows: In any given fight a summoner cannot have more than one summon on the field at any one time. The time taken to summon each summon is as follows: Size is size of summon
Water/Ice Summons: These Elementals are twins and very often appears together, rules on summoning them are often complex. These are the only summons that are allowed to double up during a battle, the table below lists all the possible combinations of these summons during a double up.
Temples are linked to many of the summons. The most famous one being the Temples in Imae, Ghrusukhi and Yenrui, which supposedly once hosted the Legendary Elder Elementals: Leviathan, Shiva and Ifrit. These statues have long been lost however, with no one knowing where they went or whether they would ever be seen again. Now days Temples house the Greater Summons, I'll leave it up to you to discover them ;) Some Elementals have the ability to heal or cause beneficial status effects. These are different from usual healing processes in that it does not seem to cost the summon any HP to do so. Scientists are puzzling over this ability of being able to draw magic and transfer it into a life energy without it expending vast quantities of magic (Such as Heal/Mass Heal spells). There
are seven known types of Elementals: Air, Earth, Fire, Force, Ice,
Lightning and Water. The Type of Elemental is heavily restricted and some Clans cannot get Elementals of certain types. Indeed, some Clans can't summon at all. Clans and races that cannot successfully contract summons: Humans: Other: Clans and races that have restrictions on contracting summons: Imae: Yenrui: Yiimakunui: Human: It is said that the Elementals are a lasting legacy of the Shukhne. It is said that the true form behind the avatars is the long lost remains of those that walked amongst the mortals and gave them hope in the last war. Throughout the Ages, Elementals have been worshipped, revered, summoned, used, exploited and sometimes bartered for material gain. Technology finds ways to bind the spirits into a single device where the Elemental's powers may be harnessed till the avatar is exhausted of its magic, recharged and used in this manner again. There are still those that would do it, and it is rumored that some secret Elementals remain locked in stasis, awaiting the day they might exact their revenge upon the world of mortals. For each Elemental avatar is a piece of its true form's soul. Elemental
system: Malkus, Hauika Research
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Summons Stats, feats, skills and abilities follow. See end of each section (Air, Earth etc) for more details on some Abilities. All Elementals: Ayre: A small air elemental, she appears in the form of a white spirit with white skin, white hair and wispy tendrils of clouds and small drifts of wind hanging off her body. Her large pale blue eyes are her biggest attraction to young Elementalists.
Aerith: She comes in the form of a human woman with white gold hair and pale blue eyes, her dress is that of the Yiimakunui's subclan, Kuh. She usually flies in without the aid of wings.
Sylph: A large Elemental, she takes the form of the Spirit of the wind. She sometimes levitates her summoner as a free action on her entry. (!d 2, if result is 1 the summoner is levitated)
Malshen: Malshen often appears as a blind man with opaque pupils, his sensitive tapered ears can pick up vibrations of those that cannot be seen and pinpoint their precise location by air, direction his allies' blades and arrows true.
Siren: Siren appears as a beautiful woman with a voice unmatched by any on heaven and earth, however she rarely speaks and even more rarely sings, her Siren Voice is usable only once per day.
Valefor: Valefor appears as a strange hawk-like creature with wings closely resembling a solid and hooked butterfly wing, its entire body is covered in light colored scales, its plumage is red and a long 'ponytail' of fur extends behind its head. Its beak is powerful and can tear a grown man apart.
Air Elemental Abilities: Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental. Levitate (Sp): This is as the spell Levitate. Only its effects remain until the Elemental dictates for it to be ended, the Elemental is destroyed, dismissed, or the Elementalist dies. This is a random action at summoning, and is a free action. SirenVoice (Sp): Uses the Siren's voice to silence foes, works similar to a countersong feat but this uses the vibrations in the air to stop the action of others. It deals 3d6 damage that cannot be halved or negated, and silence/fascinate on the foe even if the foe is already engaged in battle with the summoner. Both status effects lasts for 1d6 rounds or until the summon is dismissed. StatusNull (Sp): This ability takes away status ailments of creatures immediately, these Vibration (Ex): This Elemental can sense vibrations in the air, thus attacking without sight Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is
centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud
obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half WhiteWind (Sp): This allows the summon to heal a single target for 50 hp. WindEdge (Sp): This powerful ability deals a massive 8d6 damage to every creature within a 100ft radius of Valefor other than itself and its summoner. The ability also automatically hastes the summoner and Valefor until the end of battle. (Even if Valefor is dismissed). Irth: A small earth elemental, he appears as a round pot with two holes for eyes... it seems to contain sand.
Borkar: Borkar uses a longsword to swat his way through his enemies, he cuts an imposing figure of brute strength and little intelligence.
Qua: A large Elemental, she takes the form of the Spirit of the Earth. She gives her summoner extra defence (Deflection bonus +2). This ability must be declared in battle. It does not count towards Touchattacks.
Titan: Titan is a giant, there's no doubt about it. He swings a GreatAxe like a hot knife through butter. Wears a fullplate to boot. An imposing melee enemy.
Lakshmi: Lakshmi appears as a giant figure covered by ornately carved plates and strangely shaped jewels, it is not known what he really looks like. He also wields a GreatSword.
Fenrir: A huge legendary wolf creature that thrashes its enemies with its pure strength and defence status effects.
Earth Elemental Abilities: Defence+ (Su): Gives summoner extra defence (Deflection bonus
+# this changes by summon). This ability must be Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of QuakeOfTheMoon (Sp): Deals 3d10 damage and lowers the AC of all foes by 10. (Fort to negate AC loss) SandStorm (Sp): The attack spills sand all over the field, there's a chance it will blind foes. (Fort to negate) |