- Mana per Level: 2
- Casting Time: 1 Standard Action
- Range: 30’
- Target: An empty 5’ space
- Duration: 1 minute per mana
- Avoidance: None
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Gains 1d6 HPA measure of the relative health of your character, represen... More
- Type: Summoning
Summons a minor elemental to fight and complete tasks. A summoner can only call forth an elemental based on their elemental foci. The base elemental has 10 HPA measure of the relative health of your character, represen... More, 45% chance to hit with its fist, and does 1d4+1 damage plus the elemental damageThis damage is caused by both mundane and magic elements, su... More bonus. It gains 5 HPA measure of the relative health of your character, represen... More, 10% chance to hit, and 1d4+1 damage with each additional mana level. Minor Elementals have no mind of their own and have no Dodge or Parry skill. Elemental damageThis damage is caused by both mundane and magic elements, su... More of an opposing element does double damage, while elemental damageThis damage is caused by both mundane and magic elements, su... More of the same element heals. The max mana that can be spent on a minor elemental is 8.
The elemental can complete simple tasks if given, but it is mindless and has no rational thought or instinct. Elemental takes double damage from any other elemental based damage.
Element Damage: Attacks from the wraith also do elemental damageThis damage is caused by both mundane and magic elements, su... More. This can be resisted with spells, magic items, or enchantments.
- Earth: 1d6 crushing damage
- Air: Knockback and 1d4 damage. Agility to saveRolling a characteristic to resist an effect or spell. More on knockback.
- Water: Suffocation*. *The water creeps into the target’s body, causing them to not be able to breathe for 1 round, making all tasks difficultYour skill is halved when a task is harder than average, whi... More.
- Fire: 1d3 damage plus starts target on fire. Agility to saveRolling a characteristic to resist an effect or spell. More on fire.
- Electricity: 1d4 electrical damage which adds +2 to damage vs characters in metal armor.
- Ice: 1d3 cold damage plus slows the target by half.
Spellcraft failure: The spell fizzles and doesn’t work.