Fire | Earth | Water | Air |
More or less powerful and/or
intelligent elementals exist on the
elemental planes than can
be summoned. Various forms of free-willed
elemental plane dwellers
will be found described elsewhere in this book.
The outstanding true elementals
dwelling on these planes will be
mentioned only briefly hereunder.
Conjured elementals fall
into three HD strength categories, and this applies
to all types:
Conjured by spell | 16 HD |
Conjured by summoning device | 12 HD |
Conjured through a staff | 8 HD |
Any creature conjuring an
elemental may do so but Once per day per
means per elemental type.
For example a M-U with two
appropriate staffs could
summon at least two elementals, one through
each staff, once per day,
each. Both elementals could not be the same
kind. If the magic-user
were able to employ several spells to conjure
elementals, each spell would
have to summon a different kind of
elemental. However, if the
M-U also had a summoning device and
a staff he could possibly
evoke three elementals of the same type.
As elementals are stupid
and resent being summoned, the conjuring party
must concentrate upon controlling
the creature. Failure to do so will result
in the elemental turning
upon the summoner 75% of the time and
attacking. The turning elemental
will come directly towards the conjuring
party, attacking anything
in its path along the way. Control can never be
regained, and an uncontrolled
elemental will always return to its own
plane in three turns after
control is lost. If an elemental does not turn (25%
chance), it simply goes
immediately to its own plane. Control
concentration requires that
the summoning party remain stationary and be
neither physically nor mentally
attacked, including attack by missile or
distraction. In any event,
only one elemental at a time can be controlled.
Elementals are impervious
to attacks by normal weapons and even
magical weapons under +2
bonus. Creatures without magical ability of
some sort cannot harm elementals
unless the creatures have four or more
hit dice. Magical ability
includes paralysis, poison, acid, breath weapons,
and even the characteristic
of not being subject to attack by normal
weapons. Kobolds, goblins,
orcs, etc. are all powerless to affect
elementals because they
have neither magical property nor four or more
hit dice. Ogres, however,
could attack an elemental with effect as they
have the necessary strength
(four hit dice in this case). Note, however,
that ifa kobold with a +2
magic sword attacked an elemental the weapon
would be effective.
A conjured elemental can
be taken over and controlled by a magic-user
casting a dispel magic spell
(ratio dispeller's level over conjuring porty's
level to determine chance
of success), and deliberately aiming it at
dispelling the control rather
than the elemental. However, if the spell foils,
the effect is to strengthen
the elemental to a full 8 points per hit die,
double the controller's
ability to concentrate, and make the elemental
resent the one attempting
the take-over, so that if it becomes uncontrolled
it will go after that magic-user.
DMG: A holy/unholy
word will send any elemental back to its plane.
TSR5602 Elements (Air Elemental, Earth
Elemental)
<in UA, 21-24 HD elementals are mentioned.
full details for these should be provided>
<MM.99: note the reference to "with
magical power">
At that time elementals
were rubbery dime store critters about 65 mm scale, each vaguely reminiscent
of the element it represented, the fire
figure a red and orange,
the water one shades of blue, Can't recall the color of the air one, but
it was whirrled I think. The earth elemental figurine was sort of man-like
and lumpy perhaps. Memory begins to fail me after some 35 years.
Cheers,
Gary