One of the benefits of assuming that elementals are created locally by magic that imbues
a substance with life and intelligence, rather than summoned from a distant "elemental plane", is that conjurers can potentially research a variant of the Conjure Elemental spell for any imaginable substance. Sure, you could go the same route as AD&D went, coming up with a conceptual scheme of the planes and then filling in "para-elementals" and "quasi-elementals" and "pseudo-elementals" and "poly-elementals". I tried going down that route once, with a scheme of 36 elements (four pure, six half-and-halfs, twelve one-and-a-smidgens, twelve one-and-two-smidgens, and the perfect balance and perfect negation.) But I couldn't figure out a reasonable conceptual place for every elemental substance I wanted; conversely, I couldn't figure out a substance for each conceptual position in the scheme. It's a whole lot of wasted effort to make the scheme work, instead of just skipping that step and figuring out what substances you want to "elementalize".
If a player want to "uplift" a particular substance as an elemental, all the GM has to do is decide what the effects of that substance would be, then use the basic elemental patterns to set details:
- AC 2 for all
- HD based on conjuration method (spell = 16, device = 12, staff = 8)
- base damage 2 dice, 1 die for gaseous/liquid forms
- add 1 die damage when attacking in specific arena
- Move based on elemental they most resemble
So, for example, you could have a Booze Elemental (Ale-emental) patterned after a Water Elemental (can't move more than 60 feet from its source, Move 6, 18 in liquid.) You just need to decide what a Booze Elemental's effects are. Most could be improvised, but you could add a simple intoxication effect: save vs. poison or drunk (-1 to all actions,) save again on another attack or very drunk (-2,) third failed save means unconsciousness; drunk creatures never check morale. A Vine Elemental, on the other hand, would maybe resemble an Earth Elemental, but would primarily have an entangle attack instead of extra damage.
You could do something similar with the "
magic giants", but I'll save that for a future post.
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