T3

Creatures / Limitations / Elemental

An elemental is made out of some base substance of the world, usually one of the base elemets; air, earth, fire, or water. They are tied to the corresponding Sorcery schtick and can be affected by such magic.

These are some possible types of elementals. These are only examples, and more or less will exist in a specific setting.

Elemetal Sorcery Schtick Home
Air Air Open Sky
Earth Earth Soil or stone
Fire Fire Fame, lava, furnace
Water Water Sea, lake, river

Unusual Elementals: These do not exist in all settings
Elemetal Sorcery Schtick Home
Ice Ice Glacier or snow field
Wood Nature Forest or grove
Spectre Illusion Rainbow, waterfall, neon signs
Celestial Spirit Time Under clear sky
Web spider Technomancy Computer or network
Virtue Law Orderly surroundings
Quirk Flux Casino, traffic jam, messy places
Shade Darkness Cave, moonless night
Solar Light In sunlight

Elementals are also discomforted when not in their native element; they cannot rest unless imersed in their element. This must be a large concentration of the element; open sky, bedrock or a field of rich soil, a bonfire, a snowy field or glacier, or a lake.

Elementalist Powers

These are the effects you can have over elementals if you have the appropriate schtick. This is listed only under certain schticks that commonly deal with elementals, but it can apply to any sorcery schtick if they meet an appropriate elementa. Elemental Travel and Elemental protection rarely apply tho these odd pseudo-elemental schticks.

These effects are common to all the elements. The descriptions are generic, but apply only to the particular element(s) you know the schticks for.

Elemental Master

With Elemental Master, you can dominate creatures of your element and expect them to do your bidding, if they are not dead-set against you. You can communicate with the elementals and speak their language fluently. Use Sorcery instead of your Charisma for purposes of dealing with them. The elementals fear and respect you and will not attack you without provocation.

Elemental Summon

You can also summon (but not control) elementals. This costs two for Magic points (one if you make it a 15-minute ritual) and has a difficulty equal to the Powers of the elemental.

Sense Elementals

You can sense the presence of any creature of your element within a hundred meters times your Sorcery action value. You only know that they are present until you can see them, whereupon you can sense their health and general well being. Sensing an elemental in this fashion requires a Sorcery check against it's Willpower. This must be done subtly, or the target will sense your scrying.

Elemental Travel

You can travel to the elemental plane of your choice. Not all campaigns have elemental planes, or they may lack relevance to the story, in which case you shoild not expect this to work. But when it does work, you open a portal to the elemental plane and arrive in a spot corresponding to the place you left your own world from - depening on the cosmology of the plane.

Elemental Protection

You are protected against the harmful effects of your element. You can even survive on the corresponding elemental plane. Whenever you would take damage from elemental attacks, subtract your Magic from the damage dealt to you. This is not armor or Toughness, and cannot be bypassed as such. Elemental attacks include ElementalAura and Blast variants of your element - compare to DamageImmunity.