Elementals

Elementals are spirits in elemental form, taking on the physical (and even metaphorical) traits of their elements. While the standard elementals are often earth, water, air, and fire, there are always more combinations and new editions--such as metalThaumatology, p.48Dungeon Fantasy 9: Summoners, p.29Pyramid 3/91: Thaumatology IV, p.28, plasticMetro of Madness, p.26, or steam.
Knowing an elemental's behaviors, habits, and weaknesses might require a Hidden Lore (Elementals) roll.Dungeon Fantasy 2: Dungeons, p.9DFRPG: Monsters 1, p.4
==Summoning==
Elementals are often summoned by specialized mages for specific purposes. They range from small, simple servants to powerful, showstopping forces of nature. Summons and alliances with elementals are--at least in game terms--quite similar to summoning/allying with other spirits, such as angels, demons, nature spirits, ghosts, and so on.
== Fundamentals ==
All elementals have Doesn’t Breathe [20] (fire is the only one with a modified form); Doesn't Eat or Drink [10]; Doesn't Sleep [20]; Immunity to Metabolic Hazards; and Injury Tolerance generally (Diffuse) for [100], (Homogenous) for [40] or (Homogenous, No Blood) for [45]. Elementals tend to lack "weak spots" anatomically, and are mainly vulnerable to opposing elements or elemental manipulation -- unless explicitly stated otherwise, elementals are always vulnerable to elemental magic of their own type.
Solid elementals generally add DR [5/level]; Pressure Support 3 [15]; Sealed [15]; and Vacuum Support [5]
== Elemental Variations (from Summoners) ==
Variations 	Usual Traits
Air (includes lightning)	Fast and energetic, but ephemeral. They seldom, if ever, touch the ground. They can be moved easily, but can't actually be grabbed. Potentially powerful scouts.
Earth 	Stout and sturdy, but stubborn.Fanon "Elder" earth elementals often sought after for their secrets of stone--passages, ore veins, etcetera.
Fire 	Fire elementals are often fierce, passionate, and charismatic. Unlike most elementals, fire elementals breathe, and sometimes eat (burning things) or reproduce (from flames).
Metal 	Lesser-known, more "modern" elementals, metal types are solid and sturdy as earth elementals, but have their own stubborn natures.
Void, Sound, and Ether 	Stranger elementals--not "unnatural", just strange. Sort of the "higher elements" of mage knowledge.
Water 	Flowing things that disappear into water. Water elementals are supposedly rather fond of mortals, but seldom actually speak with them. They feel a subtle connection to all living things--even one's foes.
Wood 	Wood elementals are odd cousins to most elementals--they are not "nature spirits", nor fey creatures, nor are they simply wood constructs. By process of elimination, wood elementals are essentially non-living, primordial, elemental entities that are made of wood, but weren't necessarily born from a particular tree. Very odd.
==92 and counting==
In a magical world where the concept of scientific elements has occurred, somebody, somewhere is going to come up with the bright idea of trying to summon an elemental based on the periodic table. They will find out these type of elementals are either far more limited or more dangerous (due to how readily the element reacts to everything) than their mystical brethren.
== See Also ==
* Monster Classes -- For other monster classes!
* Platonic Solids
== References ==
Category:Concepts