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.