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Wiki+ page: Air Elemental

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Air Elementals are drawn to windy places such as mountain tops, open plains, or gusty canyons.

Appearance: Whatever shape the summoner desires, only composed of air. Some are as invisible as the air in front of you, but more often than not they are composed of a dense, cloudy air.

Runic Element: Air

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the water element by +10. Decrease magical damage done to those of the earth element by -10.
  • Effects on Magic Defense: 20% chance for immunity to air an water magic attacks.
  • Supportive Effects: Ranges of your projectile or thrown attacks by automatically increased by +5.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100  
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Aeromancy Magic Able to cast any aeromancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7. Combat Notes

Free Air Elementals will often only approach other creatures if they are using a substantial amount of aeromancy. At first they may be interested in the individual, but are usually mistaken as being menacing beasts and are attacked, or tried to be tamed by the unwitting aeromancer. Air Elementals once attacked or when attempted to be controlled or tamed, will feel threatened and attack with all of their might.

It is just plain hard to hit something made of air, especially one as fast moving as an air elemental. Their attack is a fist-like blast of near solid air, and they use their flight and superior movement speed to attack then run out of range. They take spell casters out first, followed by any air aligned characters and then water aligned characters. The rest are attacked randomly. Air Elementals are typically encountered individual, but rarely there may be as many as three of them.

8. Spoils

1⁄4 pounds of Teal Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of teal glass.
1⁄4 pounds of Teal Ylem: Replaces Teal Glass if successful luck check is lower than 5.
1⁄4 pounds of Topaz: Replaces Teal Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

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Wiki+ page: Death Elemental

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Death Elementals tend to live in graveyards, tombs, and other places of the dead. They can sometimes be found in dead swamps or other dieing lands and sometimes in villages or other locations where there are a lot of sick and dieing people.

Appearance: Death Elementals usually appear as robed figures carrying scythes. Some are skeletal, some are pale men, and some as nothingness under the cloak.

Runic Element: Death

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.
  • Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.
  • Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100 +10 (runic element)
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

 

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Necromancy Magic Able to cast any necromancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7. 
Combat Notes

Death elementals roam the country-side seeking those that are about to die. As such, even those that are controlled are not a welcome sight anywhere. The elementals themselves do not do anything with the soul of the dead, despite belief in the contrary. They are merely fascinated by death in all of its aspects.


The death elemental attacks with it’s scythe. It’s gaze can paralyze creatures if it so desires. It can command the undead and spirits, and often raises a small skeleton force and steed to accompany it. Death Elementals are not aggressive, but will fight anything that attacks it or gets in its way. Usually you will only find one unless there is a lot of death in the area.


Death Elementals are equipped with a Spectral Scythe that deals an extra 50 points of damage and 1d20 HP poison damage per round. The scythe cannot be stolen or disarmed and disappears when the elemental is defeated.

 

8. Spoils

1⁄4 pounds of Black Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of black glass.
1⁄4 pounds of Black Ylem: Replaces Black Glass if successful luck check is lower than 5.
1⁄4 pounds of Onyx: Replaces Blac Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

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Wiki+ page: Earth Elemental


 

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Wild Earth Elementals are all over the place and most people don’t even recognize them. They range from ‘moving islands’ to ancient hills and mountains. It is uncommon to see one actually moving about.

Appearance: They appear however it’s creator wishes it to appear, although composed of whatever earth materials were available at the time. Earth Elementals tends to shift to a hillock kind of shape over time, eventually becoming low, almost flat and losing their limbs.

Runic Element: Earth

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the air element by +10. Decrease magical damage done against those of the fire element by -10.
  • Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.
  • Supportive Effects: 20% chance to decrease physical damages by half.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100  
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

 50% chance of weapon getting stuck in elemental

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50 Slow Creature Penalty: -50
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Geomancy Magic Able to cast any geomancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7. 
Combat Notes

Earth Elementals are stubborn beings that wish to rejoin with the world and often sleep themselves into oblivion to do just that.


They tend to wade into combat with their fists swinging. Those rare few built to resemble animals or to be holding weaponry are less dangerous than those who use their fists. Fully half the blows struck against them glance off their earthy forms harmlessly or pass through like passing through mud, with a 50% chance of getting stuck. Those hit by an Earth Elemental’s
fist must resist being stunned for three rounds. A slain Earth Elemental disintegrates into it’s component dirt.

 

8. Spoils

1⁄4 pounds of Green Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of green glass.
1⁄4 pounds of Black Ylem: Replaces Green Glass if successful luck check is lower than 5.
1⁄4 pounds of Jade: Replaces Green Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

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Wiki+ page: Life Elemental

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Life Elementals are commonly found in hospitals desiring and often employed to take care of the sick and the wounded. They also can be found traveling out in the
wild observing life.

Appearance: The life elemental generally appears as a mass of light and radiates a feeling of warmth and well being. The shape ranges from humanoid to animal to globe shapes, and wings are not uncommon on any form.

Runic Element: Life

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the death element by +10. Decrease magical damage done against those of the time element by -10.
  • Effects on Magic Defense20% chance for immunity to life and death magic attacks.
  • Supportive Effects: Automatically increase HP or SA by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100 +10 (runic element)
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

 

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Mysticism Magic Able to cast any mysticism spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.
Life Transfer This skill allows the life elemental to transfer 1d% of its HP to any 1 target. Uses 1 support action.

7. 
Combat Notes

Life elementals are enamored with life but this does not necessarily make them benevolent beings. While it is unlikely for a life elemental to attack a living being and more likely for one to go go after undead or death aligned creatures, a life elemental will attack if provoked. Life Elementals are curious about life, and they seek out to study life. They enjoy caring for the wounded, to a point that they insist and if refused, they will attack until the one they want to heal is beyond help.


A life elemental may attack with its physical attack or a powerful mystic spell. It may also heal on a one for one basis any target of wounds or illnesses, even to the point of sacrificing itself. An angered life elemental will use its most powerful spells any chance it gets but only at the target it is angry with.

 

8. Spoils

1⁄4 pounds of Yellow Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of yellow glass.
1⁄4 pounds of White Ylem: Replaces Yellow Glass if successful luck check is lower than 5.
1⁄4 pounds of Pearl: Replaces Yellow Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

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Wiki+ page: Space Elemental


 

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Space Elementals are rare, but tend to dwell within ancient ruins and places of great magical power.

Appearance: Highly variable, they can look like any shape or object, or even a wire diagram.

Runic Element: Space

Runic Element Information:

  • Effects on Magic Damage: There is a 20% chance of your psionics magic damage being increased by x 1.5 .
  • Effects on Magic Defense: There is a 20% chance for immunity to space magic.
  • Supportive Effects: Automatically increase Influnece or SA by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100 +10 (runic element)
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

Immune to physical damage; Receive double magical damage

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

 

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Psionics Magic Able to cast any psionics spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Spatial Constriction This skill allows the elemental to constrict the space around the target. It crushes the target, doing 3d12 plus magic power damage. 10 SA;
1 attack
1 target instant 1 skill point =
1 skill mastery %
50
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7. 
Combat Notes

Space Elementals are perhaps the most alien being of all. Space Elementals are composed of dimensions; pure space within pure space. They are a paradox in the extreme and unfamiliar even to themselves. Free Space Elementals rarely live long as the very universe pulls apart at them attempting to return them back to normality. Space Elementals are thus very aloof and often eccentric beings.

Space Elementals attack by constricting the space around their targets. Any physical attacks done against them fails as the space is warped around them. They suffer an extreme weakness to magic however, with any damaging spell cast against them automatically doing double damage.

Space Elementals are immune to Physical Damage and receive double magical damage.

 

8. Spoils

1⁄4 pounds of Clear Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of clear glass.
1⁄4 pounds of Clear Ylem: Replaces Clear Glass if successful luck check is lower than 5.
1⁄4 pounds of Meteorite: Replaces Clear Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

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Wiki+ page: Time Elemental


 

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Time Elementals can be found in places of great historical interests, clock shops, and places that have a large concentration of temporal magic.

Appearance: The Time Elemental has no appearance. It is composed of swirling, shifting bits of time in a roughly human shape. On occasion others can spot a time elemental by the slightly odd effect one can see when peering through it.

Runic Element: Time

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the life element by +10 . Decrease magical damage done against those of the death element by -10.
  • Effects on Magic Defense: 20% chance for immunity to time and life magic attacks.
  • Supportive Effects: Able to sacrifice your magic actions for an extra non-skill attack, potion use, or evasion chance for that round.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100  
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

Immune to physical damage; receives double magic damage

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Temporamancy Magic Able to cast any temporamancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.
Random Time Effect The elemental can cause the target to age, slow down, or stop completely. Roll a 1d3.
1 = Target's body is temporarily aged, causing its strength and speed and related stats to be cut in half for 3 rounds.
2 = Target is slowed, losing 1⁄2 of their actions for 3 rounds.
3 = Target is stopped completely, unable to act or move for 3 rounds.
This ability costs 20 SA to use.

7. 
Combat Notes

Free time elementals generally travel to places of great historical interest, where clock work items are created, or to places where there is a large concentration of time aligned creatures. The time elemental is satisfied to sit in one place and contemplate the nature of time. They even allow their odd effects to be used by others as long as they are not attacked or forced to do anything.

The Time Elemental has no real attacks and no physical body. It can age a target, cause it to move more slowly, or stop the target completely. Time Elementals can however use any temporamancy spell.

 

8. Spoils

1⁄4 pounds of Gray Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of gray glass.
1⁄4 pounds of Clear Ylem: Replaces Gray Glass if successful luck check is lower than 5.
1⁄4 pounds of Quartz: Replaces Gray Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

View

Wiki+ page: Water Elemental

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free water elementals live near, or in large bodies of water or rivers, as long as they are not overgrown with plant life. Water Elementals have often been found within submerged wrecked ships and flooded ruins.

Appearance: Water is constantly flowing and devoid of constant form. The water elemental is no different, although it is capable of supporting itself in a blob-like state indefinitely and any other shape it desires for brief periods of time.

Runic Element: Water

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the fire element by +10. Decrease magical damage done against those of the air element by -10.
  • Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.
  • Supportive Effects: 20% chance for poison immunity.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100  
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

Immune to physical damage; receive double magical damage

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

 

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Aquamancy Magic Able to cast any aquamancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7. 
Combat Notes

Water Elementals hate to be disturbed. Any non-water aligned creature or non-aquatic animal that enters its designated territory soon finds itself assaulted by an angry elemental. Retaliation ranges from outright attack to inexplicable rainstorms that chase the being away. Most water elementals avoid areas of heavy plant life and have been known to disappear if left by plants for too long.

Water Elementals attack either with a slamming wave or by attempting to drown their victim. They are impossible to damage without magic and have a strange aversion to plants, especially exposed roots. They are capable of using any aquamancy spell.

 

8. Spoils

1⁄4 pounds of Blue Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of blue glass.
1⁄4 pounds of Teal Ylem: Replaces Blue Glass if successful luck check is lower than 5.
1⁄4 pounds of Sapphire: Replaces Blue Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

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Wiki+ page: Fire Elemental

1. Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Fire Elementals look for places of heat and thus can usually be found in or near volcanoes or near magma pools deep underground. You will never find fire elementals out at sea, in cold climates, or out in the rain.

Appearance: A fire elemental can appear any way its creator desires with humanoid shapes being the favorite and hell cats being a close second.

Runic Element: Fire

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the earth element by +10. Decrease magical damage done against those of the water element by -10.
  • Effects on Magic Defense: 20% chance for immunity to fire and earth magic attacks.
  • Supportive Effects: Automatically increase offensive powers (melee, bow, and throw) by 5.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100  
 EP 100 100  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

6. 
Skills & Abilities

 

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Pyromancy Magic Able to cast any pyromancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

7. 
Combat Notes

Most fire elementals want to return to the fire, seeking volcanoes and other sources of fire to return to. Some elementals are upset and go on rampages. If there is a large fire, a fire elemental is usually to blame.


Fire elementals cannot go through water and prefer to avoid it. They have access to any pyromancy spell. A fire elemental has a 5% chance of catching anything flammable nearby on fire. Anything flammable a fire elemental touches burns for a full round. A fire elemental’s attacks cannot be protected against by armor, unless the armor is made to protect against fire
elemental magic attacks. Contrary to belief, fire magic is simply absorbed by the fire elemental but does not regenerate the fire elemental’s HP.


Fire Elementals are immune to physical damages. Fire Elementals attack with a burning fist that does 1d20 extra points of damage and has a 20% chance of catching fire anything that is flammable.

 

8. Spoils

1⁄4 pounds of Red Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of red glass.
1⁄4 pounds of Silver Ylem: Replaces Red Glass if successful luck check is lower than 5.
1⁄4 pounds of Ruby: Replaces Red Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

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