Elemental Essence Fragments

ELEMENTAL ESSENCE FRAGMENTS

AS SUMMONED BY ELYCIA & SARIA USING FIRE & WATER WARLOCK MAGIC

Water Element: Fire Element:
Water Wisps Flame Friend
Little Ice Monster Little Inferno
Dancing Fires


WATER WISPS

The warlock can summon and command 1D4 essence fragments from a water elemental. These elemental manifestations are very small and must be summoned in a body of water. They can fetch things from river or sea beds up to 400 pounds per elemental and at depths of up to two miles. They can also be used to drown swimmers or capsize small boats, scout ahead, catch fish, defend, attack, and carry items. There is no limit to the distance they can travel away from the warlock.

  • Names: Lori, Mona, Jojo, Sami
  • Natural A.R.: 8
  • H.P.: 30; S.D.C.: 15
  • Attribute Equivalents: I.Q. 10, M.A. 3, M.E. 10, P.S. 22, P.P. 10, and swimming speed is 40 mph; Spd 12 on dry land.
  • Natural abilities: Its natural state is one of being invisible in water, three feet tall, nightvision 200 feet, can see the invisible, doesn’t fatigue, is impervious to cold, poison and disease, and the creature can carry up to 400 pounds and still move at its maximum speed! Obeys the warlock only.
  • Bonuses: +2 on initiative, +2 to strike and parry, +6 to dodge. Four attacks/ actions per melee round and inflicts 1D6+7 damage from punch or 2D6+14 from a power punch (counts as two attacks).
  • They will remain in this world until the spell’s duration elapses or it is sent back by the warlock, whichever comes first.
  • Energy attacks and magic weapons do full damage. Heat and fire based attacks inflict double damage.


LITTLE ICE MONSTER

The warlock can summon and command a fragmented essence from a greater ice elemental to create a smaller minion. This rock hard assistant can be sent to scout ahead, spy, hunt, defend, attack, carry items, etc. There is no limit to the distance it can travel away from the warlock.

  • Name: Berenice
  • Natural A.R. 14
  • H.P.: 100; S.D.C.: 125
  • Attribute Equivalents: I.Q. 8, M.A. 3, M.E. 10, P.S. 26, P.P. 17, and Spd 20.
  • Natural abilities: Its natural state is one of living ice, eight feet tall, nightvision 600 feet, can see the invisible, doesn’t fatigue, is impervious to cold, poison and disease, bio-regenerate 4D6 S.D.C per minute, is impervious to light beams (lasers) and the creature can carry up to 1200 pounds and still moves at its maximum speed! Obeys the warlock only.
  • Can cast all first level water elemental magic; 110 P.P.E.
  • Bonuses: +2 on initiative, +3 to strike, +4 to parry and dodge, five attacks/ actions per melee round and inflicts 2D6+11 damage from punch or 4D6+22 from a power punch (counts as two attacks).
  • It will remain in this world until the spell’s duration elapses or it is sent back by the warlock, whichever comes first.
  • Energy attacks and magic weapons do full damage. Heat and fire based attacks inflict double damage.


FLAME FRIEND

This spell enables the warlock to summon and command an essence fragment of a fire elemental. The flame friend will stay at the warlock’s side unless commanded to do otherwise and can be used to help guard something or someone, create light, help out in battle, chase and burn up animated dead, and so on.

  • Name: Helsa
  • Natural A.R. 10
  • H.P.: 50; S.D.C.: 20
  • Attribute Equivalents: I.Q. 8, M.A. 3, M.E. 8, P.S. 22, P.P. 16, and Spd 25 mph.
  • Natural abilities: Its natural state is one of living flame, six feet tall, nightvision 200 feet, can see the invisible, doesn’t fatigue, is impervious to heat, fire, poison and disease, and the fire friend can carry up to 1000 pounds and still moves at its maximum speed! Obeys the warlock only.
  • Bonuses: +2 on initiative, +3 to strike, parry, and dodge. Five attacks/ actions per melee round and inflicts 2D6+7 damage from punch or 4D6+14 from a power punch (counts as two attacks). Note: The flame friend will set ablaze any combustible material it touches; 01%-60% likelihood. Normal and magic fire do no damage, but magic weapons and most spells have full effect. Cold and water based magic does double damage.


LITTLE INFERNO

This spell enables the Warlock to summon and command a fragmented essence from a greater fire elemental. This conflagrant assistant can be sent to scout ahead, spy, hunt, defend, attack, carry items, etcetera. There is no limit to the distance it can travel away from the Warlock.

  • Name: Kyra
  • Natural A.R. 11
  • H.P.: 70; S.D.C.: 30
  • Attribute Equivalents: I.Q. 9, M.A. 3, M.E. 10, P.S. 22, P.P. 19, and speed 30 mph.
  • Natural abilities: Its natural state is one of living flame (does 2D6 damage upon contact and has a 01%-40% chance of igniting combustibles), eight feet tall, night vision 600 feet, can see the invisible, infrared, and heat emanations, doesn’t fatigue, is impervious to heat, fire, poison and disease, bioregenerate 4D6 S.D.C per melee round, and the Little Inferno can carry up to 1100 pounds and still moves at its maximum speed! Obeys the warlock only. Cold and Water based attacks do double damage.
  • Bonuses: +1 on initiative, +6 to strike, +2 to parry and dodge. Five attacks/ actions per melee round and inflicts 3D6+7 damage from punch or 6D6+14 from a power punch (counts as two attacks), plus fire damage.
  • Can cast all level 1-3 fire elemental magic; 100 P.P.E. It will remain in this world until the spell’s duration elapses or it is sent back by the warlock, whichever comes first.


DANCING FIRES

The warlock creates a four foot tall pillar of moving flame per each level of experience. The dancing fires are not elementals but magically animated flame. They will dance and dart about, blocking a passage or chasing people around depending on the warlock’s orders. The flames key in on and attack things that move.

  • S.D.C.: 30 each
  • Attribute Equivalents: P.S. 10, P.P. 10, Spd 25 mph.
  • Natural abilities: Four feet tall, doesn’t fatigue, is impervious to heat, fire, poison and disease. Fire, energy and kinetic attacks (arrows, thrown weapons) pass harmlessly through them, but cold and water attacks do double damage to these fires and one gallon of ordinary water inflicts 1D6 damage to them.
  • Bonuses: +2 on initiative, +2 to strike, parry, and dodge. Four attacks/ actions per melee round and inflicts 2D6 from each strike (lashes out like licking flames blown in the wind). The fire will set ablaze any combustible material it touches; 01%-60% likelihood.

Image Sources:
Water Wisp: dragonmast81
Little Ice Monster: Demigods Rising
Flame Friend: klapouch
Little Inferno: Zlydoc
Dancing Fires: Jadwinia