Conjure Elemental

Conjure Elemental
Skill: conjuration/elemental 21
Backlash: 14
Difficulty, 8
Effect Value: 27
Bonus Number 10: range
Range: 5 (10 meters)
Duration: 5 (10 seconds)
Cast Time: 18 (one hour)
Manipulation: cast time, control, duration, range,
speed, state
With this spell, the caster conjures a physical
manifestation of the chosen element. The spell opens a portal to another
dimension and pulls the being through. At the end of the duration, the portal
collapses, trapping the elemental on this plane. The conjured elemental is a
sentient being. The contagion for this spell depends on the type of elemental
being conjured. Fire elementals require a large bonfire or hearth fire. Air
elementals require a strong wind to be blowing in the immediate vicinity. Earth
elementals arise from a large mound of earth prepared by the caster. Water
elementals must be conjured on or near a large body of water. Metal elementals
require a small humanoid metal figurine. Plant elementals require a plant (or
tree) that is at least man-sized.
Compare the spell's effect value to the elemental's
largest physical attribute. Read the result points on the Power Push Table. The
spell's result modifier is +9. If the final result points are equal to or
greater than the elemental's Spirit, it is conjured. This spell
automatically works for all of the elementals below.
Air
Elemental'''
DEXTERITY 17
Flight 18, unarmed combat 18
STRENGTH 12
TOUGHNESS 15
PERCEPTION 12
Trick (13)
MIND 12
CHARlSMA9
Taunt (10)
SPlR1T 8
Hero Point Potential: Some (21)
Natural Ability: fight speed value 17
Special Attacks: suffocation: an air elemental attacks
a creature by creating a whirlwind around it. The elemental generates an
unarmed combat total against the intended victim. If the attack achieves Good
success or better, it catches the creature. The elemental makes an unarmed
combat attack each round on any creature caught in the whirlwind. To escape
a whirlwind, the creature must generate a Strength total vs. the
elemental's Strength and achieve superior success or better.
Special Defenses: air elementals can only be affected
by magical attacks (enchanted weapons or spells).
Earth
Elementals'''
DEXTERITY 10
Unarmed combat 12
STRENGTH 18
TOUGHNESS 15
PERCEYTION 9
Trick (10)
MIND 11
CHARISMA 9
Taunt (10)
SPIRIT 13
Hero Point Potential: Some (21)
Special Attacks: earthquake: earth elementals can
create small but powerful earthquakes in the area immediately surrounding them.
The elemental generates a Strength total vs. a difficulty of
18. The level of success determines how long the quake
lasts and how powerful it is. The earthquake affects any character within a 60
meter radius, with the value determined by the success of the quake. 
Success            
           Duration          Value
Minimal           2
rounds          15
Average           3
rounds          18
Good               4
rounds          21
Superior           5
rounds          24
Spectacular      
6 rounds         27
The quake stops if the elemental is destroyed. All
actions performed during the earthquake have their difficulty numbers increased
by 2 for each level of success achieved by the elemental.
The earthquake does not affect the elemental.
Fire
Elementals'''
DEXTERITY 13
Unarmed combat 15
STRENGTH 10
TOUGHNESS 15
PERCEPTION 12
Trick (13)
MINDS
CHARISMA 7
Taunt (9)
SPIRIT 12
Hero Point Potential: Some (21)
Natural Tools: unarmed combat flame STR +8/damage value
18
Special Attacks: engulf fire elementals are capable of
engulfing opponents with their bodies with an Unarmed combat grappling
attack. If successful, the opponent is trapped in the flames. The elemental may
take no other actions while engulfing an opponent.
To escape, the victim must generate a Strength total
greater than the elemental's Strength. Special Defenses: Fire elementals
are only affected by magical attacks (enchanted weapons or spells) and water-based
attacks
Metal Elementals
DEXTERITY 12
Unarmed combat 14
STRENGTH 15
TOUGHNESS 18
PERCEPTION 8
Trick (10)
MIND 10
CHARISMA 10
Taunt (11)
SPIRIT 12
Hero Point Potential: Some (21)
Special Defenses: Metal elementals are immune to any
light-based or electrical attacks.
Plant Elementals
DEXTERITY 13
Unarmed combat 15
STRENGTH 14
TOUGHNESS 14
PERCEPTION 16
Trick (17)
M1ND11
CHARISMA 8
Taunt (10)
SPIRIT 9
Hero Point Potential: Some (21)
Special Attacks: entanglement: plant elementals
control any natural plant within a radius of 60 meters. The elemental can use
the plant life to attack and entangle any opponents within that area. The
elemental generates a Perception total vs. the Dexterity or dodge
of the intended victim. The victim takes damage equal to the result points.
The victim is entangled and prevented from moving if the attack's result point
total exceeds the victim's Strength. To escape, the victim must generate
a Strength total equal to or greater than the original attack total.
Special Vulnerability: Fire-based attacks on plant elementals add +3 to the
damage total.
Water Elemental
DEXTERITY 15
Swimming 16, unarmed combat 17
STRENGTH 10
TOUGHNESS 16
PERCEPTION 11
Trick (3)
MIND 11
CHARISMA 10
Taunt (12)
SPIRIT 12
Special Attacks: drowning: water elementals can engulf
and drown victims with an unarmed combat grappling attack. When engulfing a
victim, the elemental can take no other action; the victim takes full damage
each round. To escape, the victim must generate a Strength total greater
than the elemental's Strength. Attacks made by a water elemental against
a fire-based creature add +3 to their damage total. Attacks made against
metal-based creatures add +2 to the damage total. Special Vulnerability:
Fire-based attacks made against a water elemental add +3 to the damage total.