Create Elemental

Create Elemental

Special
Create a spirit of the appropriate element. The caster may determine the capabilities of the created elemental by increasing or decreasing the attributes of the basic elemental of that type; he may only change, add or subtract advantages and disadvantages with GM permission. There are no limits to the alteration of attributes, though a very stupid elemental will not understand complex commands.
A newly created elemental serves the caster obediently for one hour. At the end of that time, roll a contest between the caster’s skill with the spell, and the elemental’s combined IQ and ST. If the caster wins, the elemental serves for a further hour, at the end of which another contest is required, and so on. When the caster loses, the elemental escapes control and leaves (or attacks, on a very bad reaction).

Cost: 1 point per 5 character points used to build the elemental.
Time to cast: Seconds equal to the total character points used to build the elemental.
Prerequisites: Magery 2 and Control Elementalfor the appropriate element.

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 Earth Elemental - 40 points
ST: 11 HP: 11 Speed: 4.00
DX: 8 Will: 6 Move: 4
IQ: 6 Per: 6
HT: 10 FP: 10 SM: -1
Dodge: 7 Parry: N/A DR: 2

Advantages:
Doesn’t Breathe (Oxygen Combustion), Doesn’t Eat or Drink, Doesn’t Sleep, Immunity to Metabolic Hazards, Injury Tolerance (Homogenous), Pressure Support 3, Vacuum Support.