Elemental (3 points)

Elementals are the native creatures of the elemental planes, much like the beings resulting from the Magic Creature magic: beings whose bodies are made of a single element: air, water, fire, light, earth or darkness. The big difference is that elementals are intelligent and independent living beings.

When pulled out of the original plane, an elemental wants to return home as soon as possible. The only way to do this is to fulfill the mission for which they were summoned, to kill the summoner or to die. An elemental killed in Arton immediately returns to the home plane, which does not make the process any less painful for them.

• **Elemental Characteristic.** Every elemental receives a +2 bonus on a stat linked to the element from which it is made. Strength for Earth, Ability for Air and Light elementals, Resistance for Water, Armor for Dark and Firepower for Fire Elementals.

• **Elemental Balance.** Elementals gain Invulnerability to their own damage type, but they also gain Vulnerability to damage caused by the element opposite theirs (Fire and Cold, for example). They also do not need to breathe and are immune to all types of poisons and diseases.

• **Elemental Body.** All elementals can use the Elemental Body spell for half the cost in MPs. They also have aptitude for a school of magic, being able to acquire the advantage for only 1 point. However, they have the disadvantages of Special Model and Monstrous.

• **Elemental Power.** Elementals have a unique gift linked to the elements from which they are made:

- Water: A swirling liquid that inexplicably stands on a spiral of sparkling water. They are peaceful creatures. When confronted, however, they become fearsome opponents. Due to the practically intangible body, they restrict themselves to absorb opponents, keeping them inside until they are drowned or destroyed by the action of the whirlwind.

*Vortex:* the water elemental can pay 5 MP to take the form of a whirlwind, involving up to Resistance characters that fail an Armor check. Once inside the vortex, the character starts losing 1d6 HP per turn, which is transferred directly for the elemental.

- Wind: These elementals are slender and should look very thin, if they could be seen. When immobile, they can completely blend into the air around them, making them invisible. Already in motion, they become a whirlwind of fast air, blowing dust and debris that reveal their location. A cold, constant wind always blows in all directions when an air elemental is present.

*Gale:* by 3 MP, the air elemental is able to wrap Ability victims and throw them up for 1d6 × 10 meters. They will take 1d6 points of damage for every 10m of fall. All are entitled to a Strength check to avoid the effect and an Armor check to reduce the damage from the fall in half.

- Fire: Creatures formed by pure flame, reminiscent of mobile fires that ignite everything they touch. Quick and deadly, they rarely communicate with other creatures, preferring to burn them to ash instead of talking.

*Ignite:* whenever injured, the victim must make an Armor check. If it fails, it will catch on fire. The flames do 1d6 direct damage per round. Putting out the fire consumes an action, not necessarily that of the victim.

- Light: Floating globes of light that emit a white, radiant and pure light, illuminating everything around with a pleasant and welcoming heat. They are made of the energy of life, thus possessing a great healing power. Light elementals do not attack individuals who have a Code of Honor or White Magic users, unless they are attacked first.

*Positive Energy:* when desired, the light elemental can pay 1 MP so that its Attack strikes recover HP from the target in the same proportion as the damage that would otherwise be caused. Used against undead, they roll a second die and choose the best result. Elemental Light Body: the elemental is transformed into an image, like a hologram. For 25 MP, it can be invisible. For 30 MP, you can fly and use Teleport, and for 35 MP, you get twice as many actions per turn.

- Earth: Looking more like a clumsy building with legs, the humanoid body moves slowly. Long arms that look like stone piles are used to attack, being practically unable to not destroy everything they try to touch. The faces are misshapen, without details, always assuming the aspect of the place where they appeared: earth, stones, precious metals, rocks…

*Density*: while in contact with the soil, the Earth Elemental can pay 1 MP to increase its own mass . Each MP spent increases density by 50%, with a +1 bonus to Armor and Resistance (influencing HP, but not MP) and a -1 reduction to Ability. If it zeroes, the elemental becomes unable to move

- Darkness: Slender and stealthy shadows that are able to completely blend into the darkness, these elementals are rarely seen, preferring to keep their influence a secret. Only those captured and enslaved by necromancers, wizards or liches can be spotted acting (albeit reluctantly) on behalf of their masters.

*Black Mist:* Dark elementals can sacrifice movement and 1 MP to receive Extra Armor against all attacks, except damage by White / Electric Magic, until the end of the turn. Elemental Body of Darkness: the elemental becomes a shadow. For 25 MP, it can blend in with the darkness and be invisible. For 30 MP, he is able to fly and use Teleport, and for 35 MP, he is able to affect ghosts normally, like a Shaman.