Elemental Spirits
(Version 1.00 - Last Modified: 12/02/2007)
Introduction
Elementals are the manifestations of the raw forces of nature, often brought
into the world by warlocks or powerful wizards or summoners. However, the
elementals as presented in Palladium Fantasy are quite complicated and very
powerful. All of them have spell casting abilities, can take lots of damage,
and are difficult to defeat for low level characters, despite the fact that
even a first level Warlock can summon one given enough patience.
To address this issue, this article presents Elemental Spirits, which are
elementals that only Warlocks can summon. The Elementals Spirits can be
summoned more easily than regular elementals, but they start out much weaker.
As the Warlock grows in power, he can summon more powerful Elementals Spirits
and each element has its own Elemental Spirit.
Summon Elemental Spirit
All Warlocks with the ability to summon elementals can instead summon an
Elemental Spirit. Like the normal Summon Elementals ability, a Warlock can only
summon an elemental spirit that is his chosen life sign and this ability can
only be used once per day. A physical symbol of the elemental force must be
present as the focal point of concentation, and the symbol of the elemental
must be scrawled on the ground in charcoal. Unlike the regular Summon
Elementals ability, summoning an Elemental Spirit only requires one minute of
concentration and it is automatically successful.
Once summoned, the Elemental Spirit will follow any commands of the Warlock
that summoned it. However, the Elemental Spirit will only want to stay in this
dimension for 1D4 days before it will want to be released. Only the Warlock
that summoned it can release it, either by his will or his death. The Elemental
will become increasingly insistent about being released with each passing day
and its attitude will quickly turn hostile. There is a cumulative 12% chance
per week of that the Elemental will attack the Warlock is an effort to force
him to release it. The Elemental Spirit would prefer to be released without
killing the Warlock, but it will not hesitate to kill the Warlock if it becomes
clear that the Warlock will not release it (after a round or two of
combat).
Air Elemental Spirit
Air elementals are incredibly fast, but they are not especially strong or
tough. They are mostly used for airborne assaults and rapid movement, taking
advantage of their high speed and the fact that they are the only elemental
that can fly. The Air Elemental Spirit is used in a similar way. Again, not as
tough as the other spirits, but incredibly fast.
Racial Statistics
- Racial Type: Elemental, Supernatural Creature - Minor
- Alignment: Effectively anarchist
- Attributes:
- I.Q.: 5 (1D6)
- M.E.: 10 (3D6)
- P.S.: 17 (2D6+10)
- P.P.: 15 (1D6+12)
- P.E.: 11 (3D6)
- Spd: 70 (2D6x10) flying
- Size: 10' (3 m) tall
- Weight: 200 lbs (90.7 kg)
- S.D.C.: 50 (2D4x10)
- Hit Points: 25 (1D4x10)
- Natural Armor Rating: 10
- Horror Factor: 12
- P.P.E.: 140 (4D6x10)
- Natural Abilities:
- Elemental Traits: Impervious to poison, chemicals, drugs,
and disease. Does not breathe air and has Nightvision 1200' (365.8
m) and takes half damage from non-magical weapons, fire attacks,
and cold attacks.
- Air Spirit Traits: Takes double damage from energy based
attacks, can see the invisible, can see all spectrums of light, and
can squeeze through small openings and cracks.
- Manipulate Shape: The elemental can temporarily squish,
mold, and disperse its physical form. This means it can pour itself
though a crack under a door, through a keyhole, down a drain pipe,
or squeeze through bars, chains, ropes, etc. The elemental can also
disperse itself over a large area to remain virtually unseen until
it reforms its body. Any change in its shape requires one melee
action and but the change requires no concentration to maintain.
- Wind Blast: The Air Elemental Spirit can generate a damaging
blast of wind that deals 3D6 points of damage to all targets in a
line 60' (18.3 m) long. Activating this ability requires one melee
attack, but it can only be activated once per melee round.
- Bio-Regeneration: Regenerates at a rate of 8 per melee
round.
- Level Bonus: At each new level of experience beyond the
first, add +1 to PP attribute, +5 to Spd attribute, +5 S.D.C., +3
Hit Points, and +2 PPE. At levels 3, 6, 9, 12, and 15, add +1 to PP
and +1 to PS attribute. At levels 5, 10, and 15, add +1 to strike
and +1 to parry.
- Experience Level: Equal to the level of experience of the
summoning Warlock.
- Skills of Note:
- Identify Airborne Contaminants (80%)
- Language: All (98%)
- Land Navigation (98%)
- Prowl (70%)
- Bonuses: +5 to save vs. magic, +3 to save vs. psionics, +14 to
save vs. possession, and impervious to horror factor.
- Attacks per Melee: 6 attacks per melee (6 from Elemental Spirit)
- Combat Bonuses: +3 to initiative, +3 to strike, +3 to parry, +3
to dodge, +4 to pull punch, and +4 to roll with punch, fall, or impact.
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry,
Simultaneous Attack, Roll with Punch / Fall / Impact, and Move.
- Damage:
- Restrained Slam: 1D6
- Slam: 2D6 (base damage: 1D4)
- Power Slam: 4D6 (counts as two attacks)
- Appearance: A humanoid-shaped swirling mass of air.
Earth Elemental Spirit
The Earth Elemental Spirit appears as a humanoid-shaped colletion of rocks and
dirt, the most common appearance for an Earth Elemental. Unfortunately, the
spririt lacks any of the special abilities associated with the Plant, Lava, and
Mud minor earth elementals.
Racial Statistics
- Racial Type: Elemental, Supernatural Creature - Minor
- Alignment: Effectively anarchist
- Attributes:
- I.Q.: 5
- M.E.: 10 (3D6)
- P.S.: 20 (2D6+13)
- P.P.: 15 (1D6+11)
- P.E.: 11 (3D6)
- Spd: 26 (6D6+5)
- Size: 10' (3 m) tall
- Weight: 800 lbs (362.9 kg)
- S.D.C.: 70 (2D6x10)
- Hit Points: 35 (1D6x10)
- Natural Armor Rating: 10
- Horror Factor: 13
- P.P.E.: 140 (4D6x10)
- Natural Abilities:
- Elemental Traits: Impervious to poison, chemicals, drugs,
and disease. Does not breathe air and has Nightvision 1200' (365.8
m) and takes half damage from non-magical weapons, fire attacks,
and cold attacks.
- Travel Through Stone: The Earth Elemental can walk right
through solid stone of any kind (including concrete and composite
materials). The rate of travel is 30' (9 m) per melee round.
- Bio-Regeneration: Regenerates at a rate of 8 per melee
round.
- Level Bonus: At each level of experience add +1 to PS
attribute, +1 to Spd attribute, +10 S.D.C., +5 Hit Points, and +2
PPE. At levels 3, 6, 9, 12, and 15, add +1 to PP attribute and +1
to natural armor rating. At levels 5, 10, and 15, add +1 to strike
and +1 to parry.
- Experience Level: Equal to the level of experience of the
summoning Warlock.
- Skills of Note:
- Identify Minerals, Gems, and Plants (80%)
- Land Navigation (90%)
- Language: All (98%)
- Bonuses: +5 to save vs. magic, +4 to save vs. psionics, +14 to
save vs. possession, and impervious to horror factor.
- Attacks per Melee: 4 attacks per melee (4 from Elemental Spirit)
- Combat Bonuses: +2 to strike, +2 to parry, +2 to pull punch, and
+3 to roll with punch, fall, or impact.
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry,
Simultaneous Attack, Roll with Punch / Fall / Impact, and Move.
- Damage:
- Restrained Slam: 1D6
- Slam: 2D6 (base damage: 1D4)
- Power Slam: 4D6 (counts as two attacks)
- Appearance: A humanoid-shaped collection of rocks and dirt.
Fire Elemental Spirit
The Fire Elemental Spirit is fast, almost as fast as the air elemental, but it
is not strong, relying mostly on its fire damage than on its strength. Like all
fire elementals, the spirit is often used when secondary damage to combustible
materials is unlikely or unimportant, such as when mass casulties are desired
or if combat is occuring inside solid stone corridors.
Racial Statistics
- Racial Type: Elemental, Supernatural Creature - Minor
- Alignment: Effectively anarchist
- Attributes:
- I.Q.: 5
- M.E.: 10 (3D6)
- P.S.: 15 (2D6+8)
- P.P.: 15 (1D6+11)
- P.E.: 11 (3D6)
- Spd: 31 (6D6+10)
- Size: 10' (3 m) tall
- Weight: 120 lbs (54.4 kg)
- S.D.C.: 50 (2D4x10)
- Hit Points: 25 (1D4x10)
- Natural Armor Rating: 10
- Horror Factor: 14
- P.P.E.: 140 (4D6x10)
- Natural Abilities:
- Elemental Traits: Impervious to poison, chemicals, drugs,
and disease. Does not breathe air and has Nightvision 600' (182.9
m) and takes half damage from non-magical weapons, fire attacks,
and cold attacks.
- Fire Spirit Traits: Will automatically ignite combustible
materials unless the elemental concentrates and takes a penalty of
-1 attack per melee and -1 to initiative. The elemental sees in the
infrared spectrum of light and see heat emanations equal to
thermo-imaging with a range of 1200' (365.8 m). Immune to fire
damage, whether from a magical or non-magical source, but takes
double damage from cold and water based attacks. This supercedes
the basic Elemental Traits regarding fire damage.
- Fire Ball: The Fire Elemental Spirit can generate a powerful
ball of fire that deals 3D6 points of damage to all targets in a
20' (6.1 m) radius. The ball of fire can be centered on any point
within 60' (18.3 m) of the elemental. Activating this ability
requires one melee attack, but it can only be activated once per
melee round.
- Bio-Regeneration: Regenerates at a rate of 8 per melee
round.
- Level Bonus: At each level of experience add +2 Spd
attribute, +5 S.D.C., +5 Hit Points, and +2 PPE. At levels 3, 6, 9,
12, and 15, add +1 to PS attribute, +1 to PP attribute, and +1 to
fire damage on all attacks (including the Fire Ball natural
ability). At levels 5, 10, and 15, add +1 to initiative and +1 to
strike.
- Experience Level: Equal to the level of experience of the
summoning Warlock.
- Skills of Note:
- Acurately Measure Temperature (98%)
- Land Navigation (60%)
- Language: All (98%)
- Bonuses: +4 to save vs. magic, +2 to save vs. psionics, +14 to
save vs. possession, and impervious to horror factor.
- Attacks per Melee: 5 attacks per melee (5 from Elemental Spirit)
- Combat Bonuses: +2 to initiative, +2 to strike, +1 to pull
punch, and +2 to roll with punch, fall, or impact.
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry,
Simultaneous Attack, Roll with Punch / Fall / Impact, and Move.
- Damage:
- Restrained Slam: 1D4 +1 fire damage
- Slam: 1D6 +1 fire damage (base damage: 1D4)
- Power Slam: 2D6 +1 fire damage (counts as two attacks)
- Appearance: A humanoid-shaped fire, with no seeming source that
doesn't generate light or smoke.
Water Elemental Spirit
Water Elementals Spirits, like normal elementals, prefer to operate underwater,
but they can operate above ground, where a Warlock is more likely to need it.
They are fast, but not especially agile and while not as strong as most of the
elemental spirits, the water elemental spirit quickly becomes the second
strongest, with only the powerful Earth Elemental being stronger.
Racial Statistics
- Racial Type: Elemental, Supernatural Creature - Minor
- Alignment: Effectively anarchist
- Attributes:
- I.Q.: 5 (1D6)
- M.E.: 10 (3D6)
- P.S.: 12 (2D6+5)
- P.P.: 13 (1D6+10)
- P.E.: 11 (3D6)
- Spd: 35 (1D6x10)
- Size: 10' (3 m) tall
- Weight: 800 lbs (362.9 kg)
- S.D.C.: 50 (2D4x10)
- Hit Points: 35 (1D6x10)
- Natural Armor Rating: 12
- Horror Factor: 12
- P.P.E.: 140 (4D6x10)
- Natural Abilities:
- Elemental Traits: Impervious to poison, chemicals, drugs,
and disease. Does not breathe air and has Nightvision 1200' (365.8
m) and takes half damage from non-magical weapons, fire attacks,
and cold attacks.
- Water Elemental Traits: Impervious to ocean depths /
pressure, sense water within 10 miles (16.1 km), completely
invisble when fully immersed in water, magical fire attacks inflict
double damage, and moves at double speed when swimming.
- Manipulate Shape: The elemental can temporarily squish,
mold, and disperse its physical form. This means it can pour itself
though a crack under a door, through a keyhole, down a drain pipe,
or squeeze through bars, chains, ropes, etc. The elemental can also
disperse itself over a large area to remain virtually unseen until
it reforms its body. Any change in its shape requires one melee
action and but the change requires no concentration to maintain.
- Engulf: The elemental can completely engulf an object in an
attempt to incapacitate or suffocate it. In order to engulf a
target, the minion requires a melee attack and must successfully
grapple the target. If the grapple is successful, it can then pull
the target into its body. Once trapped inside, the target will be
unable to breathe and will begin to suffocate. For a typical Human,
dizziness occurs within one minute, unconsciousness in two minutes,
and death within 4D4x10 seconds thereafter. In order to break free
of the elemental, the engulfed object must make a PS attribute
check against it. If the target succeeds, it will be immediately
ejected from the elemental's body. People outside the elemental can
help those inside only by killing the elemental. The elemental can
engulf an object with a mass up to its maximum carrying weight.
- Bio-Regeneration: Regenerates at a rate of 8 per melee
round.
- Level Bonus: At each new level of experience beyond the
first, add +1 to PS attribute, +1 to Spd attribute, +6 S.D.C., +5
Hit Points, and +2 PPE. At levels 3, 6, 9, 12, and 15, add +1 to PP
attribute. At levels 5, 10, and 15, add +1 to strike and +1 to
parry.
- Experience Level: Equal to the level of experience of the
summoning Warlock.
- Skills of Note:
- Predict Precipitation-Based Weather (90%)
- Language: All (98%)
- Land Navigation (90%)
- Underwater Navigation (90%)
- Swimming (98%)
- Bonuses: +4 to save vs. magic, +2 to save vs. psionics, +15 to
save vs. possession, and impervious to horror factor.
- Attacks per Melee: 5 attacks per melee (5 from Elemental Spirit)
- Combat Bonuses: +2 to initiative, +2 to strike, +1 to parry, +2
to dodge, +2 to pull punch, and +1 to roll with punch, fall, or impact.
- Combat Abilities: Critical Strike (20), Strike, Dodge, Parry,
Simultaneous Attack, Roll with Punch / Fall / Impact, and Move.
- Damage:
- Restrained Slam: 1D6
- Slam: 2D6 (base damage: 1D4)
- Power Slam: 4D6 (counts as two attacks)
- Appearance: A humanoid-shaped mass of water.