Summon Elemental

Summon Elemental

Special
This is a different spell for each of the four elements. It allows the caster to call a nearby elemental – if one exists. In general, the GM should assume that an elemental is available if the location is appropriate, unless the scenario or situation requires that elementals are opportunely absent.
The caster determines the elemental’s power level by the amount of energy he spends on the spell, but the GM determines the elemental’s precise capabilities.
The summoned elemental is not under the caster’s control, but must remain for one hour unless it is dismissed or destroys the caster. Note that a dismissal does not guarantee the elemental will leave. If it is hostile, or simply curious, it may choose to stay!
The caster may question the summoned elemental, request a service, etc. The elemental immediately makes a reaction roll to see how it feels about the wizard. On a good reaction, the elemental cooperates for an hour – no longer – and then vanishes. An elemental’s opinion may be swayed with appropriate enticements, assuming a wizard can figure out what an elemental might desire.

Duration: One hour. May not be maintained.
Cost: 1 point per 10 character points used to build the elemental. Minimum energy cost is 4 (although this will not always summon a 40-point being).
Time to cast: 30 seconds. The elemental may take up to 2d minutes to appear.
Prerequisites: Magery 1 and either eight spells of the appropriate element or four spells of the appropriate element and another Summon Elemental spell.

Item
Staff, wand, or jewelry decorated with appropriate elemental images – a different enchantment is required for each of the four types.
Cost to create: 800 energy, $1,300 gold and platinum.

Template for the basic elemental summoned by casting Summon Elemental at the minimum energy cost of 4. More energy put into the spell summons a more powerful elemental. Usually, this simply means a larger elemental; 1 point of energy is equal to 1 additional point of ST, 5 HP, or 2 points of DR. However, the GM may choose to build a more exotic elemental, adding unusual traits to the following template, or working one up from scratch.

Small Air Elemental - 40 points
ST: 6 HP: 10 Speed: 4.5
DX: 9 Will: 8 Move: 4
IQ: 8 Per: 8
HT: 7 FP: 7 SM: -1
Dodge: 7 Parry: N/A DR: 0
Strike (9): 1d-3 crushing. Reach C.
Flight (Lighter Than Air: wind moves you 1 yard/second, in the direction it is blowing).

Advantages:
Doesn’t Breathe, Doesn’t Eat or Drink, Doesn’t Sleep, Immunity to Metabolic Hazards, Injury Tolerance (Diffuse).
Disadvantages:
No Fine Manipulators, No Legs (Aerial), Vulnerability (Vacuum and wind-based attacks x2).