Summoning

What are Summons?

#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.

How do I summon one?

To summon an Elemental you would first need to contract it and cast a spell according to the Elemental's level.
Details on sizes can be found under Summons.

Details on skills needed can be found below.

Where can I find them?

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)

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 I find one?

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.

What Skills do I need?

To summon an Elemental you need a Feat matching the Elemental's level and a spell of the same.

Elemental Feats/Skills and Requirements:
Note: All Feats Require you to have the previous Feat.

Small Medium Large
Feat ApprenticeElementalist MinorElementalist ProficientElementalist
Spell SummonElementalI SummonElementalII SummonElementalIII
Requirements Planes (Skill) 10, Spellpower 5 Planes (Skill) 15, Spellpower 10 Planes (Skill) 20, Spellpower 15
 
Huge Greater Elder
Feat TrueElementalist MasterElementalist PerfectElementalist
Spell SummonElementalIV SummonElementalV SummonElementalVI
Requirements Planes (Skill) 25, Spellpower 25 Planes (Skill) 30, Spellpower 35 Planes (Skill) 35, Spellpower 40

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.

Rules on Summoning

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
Caster Action is how long the spell portion takes to cast
Summon Arrival is how long it takes for the summon to get there (The caster can do other actions, the casting time is inclusive in this wait)

Size Casting Action Summon Arrival
Small One Action Immediately (Act on Summon turn)
Medium Full Action End of Turn (Act after next opponent)
Large Full Action End of Turn (Act first next Round)
Huge One Round Full Round (Act 2nd Round on summoner turn)
Greater Two Rounds Full 2 Rounds (Act 3rd Round)
Elder Three Rounds Full 3 Rounds (Act 4th Round)

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.

Ice Summon Can Double Up With: (One only)
Ise Leviathan, Undine, Ark, Bismark, Storm or Rane
Diamas Undine, Ark, Bismark, Storm or Rane
Xuelei Ark, Bismark, Storm or Rane
Lunar Bismark, Storm or Rane
Mundi Storm or Rane
Shiva Rane
 
Water Summon Can Double Up With: (One only)
Rane Shiva, Mundi, Lunar, Xuelei, Diamas or Ise
Storm Mundi, Lunar, Xuelei, Diamas or Ise
Bismark Lunar, Xuelei, Diamas or Ise
Ark Xuelei, Diamas or Ise
Undine Diamas or Ise
Leviathan Ise

Temples & Summons

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 ;)

Summons & Healing

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).

Types of Summons

There are seven known types of Elementals: Air, Earth, Fire, Force, Ice, Lightning and Water.
Each of these have six sizes (powers): Small, Medium, Large, Huge, Greater, Elder

What type can I  have?

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:
Dark - Often reliant on technology, this race has progressed too far for the belief of Summoning.
Tribal - Although heavily linked to the spirit world, this group tends to worship them rather than contract them.
Yamen - Driven by profit, this race has a history of abuse of Elementals and cannot summon them.

Other:
Nymphs - Often considered to be fae-folk themselves, for some reason they cannot summon Elementals.
Cyborgs - Perhaps due to their modifications, the spirits are not willing to communicate with them fully.

Clans and races that have restrictions on contracting summons:

Imae:
True - Cannot summon Fire Elementals
Dorsa - Cannot summon Fire Elementals
Ghruki - Cannot summon Fire Elementals
Ghrusukhi - Cannot summon Fire Elementals

Yenrui:
Ynrai - Cannot summon Water/Ice Elementals
Sijercha - Cannot summon Ice Elementals

Yiimakunui:
Kuh - Cannot summon Earth Elementals
Ketran - Cannot summon Fire Elementals

Human:
All humans cannot contract anything beyond a Huge Elemental normal summons are still specialized, see a DM.

History

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.

Credits:

Elemental system: Malkus, Hauika
Art: Haiuka

Research references:
The Vedas
The Bible
In the skin of a Lion
Final Fantasy Series
Seiken Densetsu

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Air Earth Fire Force Ice Lightning Water
Small Ayre Irth Fyre Phorse Ise Elemini Rane
Medium Aerith Borkar Dancyr Tonberi Diamas Spyne Storm
Large Sylph Qua Solar Carbuncle Xuelei Quezacotl Bismark
Huge Malshen Titan Crimson Sabotendar Lunar Elumini Ark
Greater Siren Lakshmi Phoenix Gilgamesh Mundi Ixion Undine
Elder Valefor Fenrir Ifrit Bahamut Shiva Ramuh Leviathan
Summons
Stats, feats, skills and abilities follow.
See end of each section (Air, Earth etc) for more details on some Abilities.

All Elementals:
Immune to Poison, sleep, paralysis and stunning. Not subject to critical hits.

Air

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.

HD 3 Misc Stats Feats & Skills Special Abilities Picture
HP 10 Speed: 100ft

 FlyByAttack
 Hover
 ImprovedInitiative
 WingOver
 WingAttack
 WeaponFinesse
 (Ask DM to add)

 Listen +5, Spot +5

Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.

StatusNull (Su): This ability takes away status ailments of creatures immediately, both positive and negative effects.

Coming Soon
Str 10 Air Speed: 100ft
Dex 17 Vision: Normal
Con 10 AC +3
Int 4 Dmg Reduct.: 0
Wis 11 Refl 6
Cha 11 XP Rate: 1:1

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. 

HD 6 Misc Stats Feats & Skills Special Abilities Picture
HP 22 Speed: 100ft

 FlyByAttack
 Hover
 ImprovedInitiative
 WingOver
 WingAttack
 WeaponFinesse
 (Ask DM to add)

 Listen +6, Spot +6

Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind. 

WhiteWind (Sp): White Wind cures one target in the party by 50 HP.

Coming Soon
Str 12 Air Speed: 100ft
Dex 17 Vision: Normal
Con 10 AC +3
Int 10 Dmg Reduct.: 0
Wis 11 Refl 6, Fort 3, Will 1
Cha 11 XP Rate: 1:1

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)

HD 12 Misc Stats Feats & Skills Special Abilities Picture
HP 42 Speed: 100ft

 Dodge
 FlyByAttack
 Hover
 ImprovedInitiative
 WingOver
 WingAttack
 WeaponFinesse
 (Ask DM to add)

 Listen +10, Spot +10

Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind.

Levitate (Sp): This is a random action.

Coming Soon
Str 14 Air Speed: 100ft
Vision: Normal
Dex 25
Con 16
AC +4
Int 8 Dmg Reduct.: 10/+1
Refl 13, Fort 5, Will 2
Wis 11
Cha 11 XP Rate: 1:1

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.

HD 18 Misc Stats Feats & Skills Special Abilities Picture
HP 75 Speed: 100ft

 BlindFighting
 FlyByAttack
 Hover
 ImprovedInitiative
 Vibration
 WingOver
 WingAttack
 WeaponFinesse
 (Ask DM to add)

 Listen +28

Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.

Vibration (Ex): This Elemental can sense vibrations in the air, giving it the ability to attack in darkness.

Coming Soon
Str 16 Air Speed: 100ft
Dex 26 Vision: Blind
Con 10 AC +4
Int 16 Dmg Reduct.: 10/+2
Wis 11 Refl 10, Fort 9, Will 5
Cha 10 XP Rate: 1:2

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.

HD 22 Misc Stats Feats & Skills Special Abilities Picture
HP 120 Speed: 100ft

 Dodge
 FlyByAttack
 Hover
 ImprovedInitiative
 Mobility
 SpringAttack
 WingOver
 WingAttack
 WeaponFinesse
 (Ask DM to add)

 Listen +19, Spot +19

Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind.

SirenVoice (Sp): Damages, Silences and Fascinates foes. Will save negates.

Coming Soon
Str 10 Air Speed: 100ft
Dex 29 Vision:Normal
Con 10 AC +8
Int 12 Dmg Reduct.: 10/+2
Wis 21 Refl 22, Fort 11, Will 7
Cha 21 XP Rate: 1:3

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.

HD 25 Misc Stats Feats & Skills Special Abilities Picture
HP 158 Speed: 100ft

 Combatreflexes
 Dodge
 FlyByAttack
 Hover
 ImprovedInitiative
 Mobility
 SpringAttack
 WingOver
 WingAttack
 WeaponFinesse
 (Ask DM to add)

 Listen +22, Spot +22

Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind.

WindEdge (Sp): The spinning blades of air deal massive damage to the entire party.

Coming Soon
Str 22 Air Speed: 100ft
Dex 33 Vision: Normal
Con 18 AC +8
Int 14 Dmg Reduct.: 10/+2
Wis 11 Refl 25, Fort 12, Will 8
Cha 11 XP Rate: 1:4

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 
include poison, sleep, stunning, paralysis, fear, disease etc. But it also takes away beneficial 
status effects from spells like catsgrace, haste, bless and bullsstrength.

Vibration (Ex): This Elemental can sense vibrations in the air, thus attacking without sight 
and directs its summoner to do so as well without err in total darkness, even that cast by a 
darkness spell.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.

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 
concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

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).

Earth

Irth: A small earth elemental, he appears as a round pot with two holes for eyes... it seems to contain sand.

HD 3 Misc Stats Feats & Skills Special Abilities Picture
HP 11 Speed: 100ft

 PowerAttack

 Listen +5, Spot +5

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground.

SandStorm: (Sp): Chance to blind foes...

Coming Soon
Str 17 Other Speed: -
Dex 8 Vision: Normal
Con 13 AC +7
Int 4 Dmg Reduct.: 0
Wis 17 Refl -1, Fort 4
Cha 11 XP Rate: 1:1

Borkar: Borkar uses a longsword to swat his way through his enemies, he cuts an imposing figure of brute strength and little intelligence. 

HD 6 Misc Stats Feats & Skills Special Abilities Picture
HP 30 Speed: 100ft

 PowerAttack
 SimpleWeapon
       Proficiency

 Listen +6, Spot +6

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground.

Push (Ex): Earth Elementals are adept at pushing opponents.

Coming Soon
Str 21 Other Speed: -
Dex 8 Vision: Normal
Con 17 AC +9
Int 4 Dmg Reduct.: 0
Wis 11 Fort 7, Will 1
Cha 11 XP Rate: 1:1

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.

HD 12 Misc Stats Feats & Skills Special Abilities Picture
HP 68 Speed: 100ft

 Cleave
 PowerAttack

 Listen +10, Spot +10

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground.

Push (Ex): Earth Elementals are adept at pushing opponents.

Defence+ (Su): Gives summoner AC +2

Coming Soon
Str 25 Other Speed: -
Vision: Normal
Dex 8
Con 19
AC +10
Int 6 Dmg Reduct.: 10/+1
Refl 1, Fort 10, Will 2
Wis 11
Cha 11 XP Rate: 1:1

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.

HD 18 Misc Stats Feats & Skills Special Abilities Picture
HP 152 Speed: 100ft

 Cleave
 GreatCleave
 PowerAttack
 SimpleWeapon
       Proficiency
 WeaponProficiency
       GreatSword

 Listen +14, Spot +14

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground.

Push (Ex): Earth Elementals are adept at pushing opponents.

Defence+ (Su): Gives summoner AC +4

Coming Soon
Str 29 Other Speed: -
Dex 8 Vision: Normal
Con 21 AC +11
Int 6 Dmg Reduct.: 10/+2
Wis 11 Refl 4, Fort 15, Will 5
Cha 11 XP Rate: 1:2

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.

HD 22 Misc Stats Feats & Skills Special Abilities Picture
HP 152 Speed: 100ft

 Cleave
 GreatCleave
 PowerAttack
 SimpleWeapon
       Proficiency
 WeaponProficiency
       GreatSword
 Sunder

 Listen +19, Spot +19

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground.

Push (Ex): Earth Elementals are adept at pushing opponents.

Defence+ (Su): Gives summoner AC +6

Coming Soon
Str 31 Other Speed: -
Dex 8 Vision:Normal
Con 21 AC +13
Int 8 Dmg Reduct.: 10/+2
Wis 11 Refl 6, Fort 17, Will 7
Cha 11 XP Rate: 1:3

Fenrir: A huge legendary wolf creature that thrashes its enemies with its pure strength and defence status effects.

HD 25 Misc Stats Feats & Skills Special Abilities Picture
HP 228 Speed: 100ft

 Cleave
 GreatCleave
 ImprovedCritical
       GreatSword
 PowerAttack
 SimpleWeapon
       Proficiency
 WeaponProficiency
       GreatSword
 Sunder

 Listen +22, Spot +22

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground.

Push (Ex): Earth Elementals are adept at pushing opponents.

Defence+ (Su): Gives summoner AC +8

QuakeOfTheMoon (Sp): Damages all and lowers Defence.

Coming Soon
Str 33 Other Speed: -
Dex 8 Vision: Normal
Con 21 AC +15
Int 10 Dmg Reduct.: 15/+3
Wis 11 Refl 7, Fort 19 Will 8
Cha 11 XP Rate: 1:4

Earth Elemental Abilities:

Defence+ (Su): Gives summoner extra defence (Deflection bonus +# this changes by summon). This ability must be 
declared in battle. It does not count towards Touchattacks.

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 
opportunity. The combat modifiers given in Earth Mastery, above, also apply to the 
elemental's opposed Strength checks.

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)

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