Okay, next up on my monster list, I need an earth elemental for when our resident Fyvrian mage has a misfire. HM3 refers to earth elementals, but no actual details. HarnMaster Gold has rules on ethereals but they are pretty complex and would need to be simplified. And the rules in HarnMaster Kelestia are even more complex.
So let's start with the Rules As Written concept that ethereals can occupy objects -- so an earth elemental is just an ethereal that's occupying dirt, earth or rocks. Further they can manipulate that material to affect the material world. Seems simple enough.
So statting out the ethereal part of the elemental is simple, with very low INT or REA, AUR and WIL, but what about the physical manifestation results?
Also, since I've lifted inspiration of the Summoning skill from HMK for use in my game for Navehans summoning Gytevsha, no reason we can't allow tribal shamans or elven arcanists to summon elementals the skill. Of course, a Fyvrian wizard could develop a spell to summon an earth elemental as well.
Some religions and cults use the arcane mysteries to summon entities from the astral world. Often called ‘black magic’ or ‘demonry’, such practices are held in great secret and revealed only to those who can understand the ethereal spirits and bargain with them. Each religion or cult’s Summoning routine tests its own, separate skill (Elemental Summomning, Gytevsha Summoning, Shadow Summoning, V’hir Summoning).
Elemental Summoning: This arcane invocation allows the summoner to call forth an elemental of any type. If the summoner is attuned to the corresponding Pvaric element, they increase their EML by +10. To perform this ritual, a great deal of source material (fire, wind, dirt, water, metal, etc) is required to be the receptacle for the summoned elemental. Without sufficient source material, the spell automatically results in CF.
CF results in being pulled down into the ground, suffering a 2d6 wound on a low strike location and effectively being grabbed by a Strength 18 opponent until they manage to clamber free.
MF results in an Aural Shock (1d6 levels),
MS results in summoning an Elemental that may or may not be under the caster's control (make Mental Conflict checks each round until one side is victorious) and the spirit manifests for SI x 10 minutes.
CS results in a summoned faithful elemental that remains present for SI hours.
Regardless of success, the caster suffers 1d3 levels of Weariness from the summoning attempt.
Earth Elementals
Simple ethereal spirits that are instinctively drawn to occupy host objects in the material world of earth and stone, are often to referred to by arcanists as earth elementals.
As with all elementals, they are ethereal, but can become corporeal through the animation of their host element. Unless driven to act under the geas or command of a summoner, they are relatively peaceful and unlikely to harm another creature.
Earth Elemental
Habitat: Hills or Mountains
Height: 8’ tall
Size: Large/d8
Attributes
INT 6, AUR 6, WIL 10, MOV 6 (8 if manifesting a humanoid form out of their host object)
Skills
Condition 30, Initiative 30, Melee/Dodge 30
Telepathy 30, Sensitivity 30, Manifestation 30, Spirit 30, Fyvria 60
Special
Manifestation: Earth elementals can attempt to form a humanoid body out of their host materials with a successful manifestation check, accruing 1 Fatigue Level, and will remain in that coherent form for 1d6 x 10 minutes. The host form has a Move of 8/40 feet.
Earthen Fist: Either from a blow from a manifested humanoid form, or a surge of their host earth and rock, an earth elemental can attempt to strike a creature with a 8b strike, or grab and hold a creature with an effective Strength of 18.
Fyvrian Magic: An elemental can manifest any ethereal or mundane earth effects as a Fyvrian Shek-Pvar, there are some simple effects they can generate
Tremor (Fyvria II): By striking the ground or being part of it, the earth elemental can cause the ground within 10 feet to shake, requiring S2 stumble checks by all creatures in it.
Burrow (Fyvria III): An earth elemental can burrow into the ground and move at a rate of 12 (60 feet), displacing earth and rock as they move. (Invocation 9 seconds, 1 Fatigue Level)
Possession: While earth elementals can attempt to possess a mortal host, their low Aura and Will make it extremely unlikely, and their simple instincts prefer to occupy an earth or stone host instead.
Harmed By The Elements: If an earth elemental manifests, their host form can be harmed (even if they cannot) by wind, water, or magic, which causes levels of fatigue and potential dissolution.
Earth Spirits: While occupying a host object of earth or stone up to 10 cubic feet, an Earth Elemental may rest and regain fatigue at a rate of 1 Fatigue Level per hour.
Armour
* Armour (none – immune to non-magical attacks, damage translates to Fatigue levels, if Fatigue levels exceed Aura, dissolution occurs.
Thoughts? Drop me a line at archadethered@gmail.com
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