This is the ability to deal with the spirits water. Each conjuration of a water elemental will result in a pip being added to the magical condition, Fearful Aura (d), for each level of the spirit (lesser, greater, noble, and royal). The Fearful Aura is an atmosphere of power and intimidation that surrounds the elementalist. People sense the power and tend to shrink from it.
This power allows the magician to summon the presence of a water elemental to perform a task. When this power is first purchased the magician is allowed to choose a lesser elemental. The water elemental may be tasked as the magician desires; a lesser water elemental will have their Water Magic at 50 and all other areas at 5. Some examples of suitable tasks are, "Guard me," "Guard this place," "Teach me the skill Knowledge of Elementals," "Grant me the ability of Protection from water," and the like. If the task is to gain a power or skill from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into suitable skill or power pips and is applied to the level of the power or skill based on the suitable attribute of the magician. If the elemental is casting the spell, then your level of success will be split as the GM sees fit, as the elemental uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the elemental will spend working on the task (until it is completed, then the spirit will automatically depart). Here is an example of a special for Elemental Ritual:
The magician can speak to an water elemental. Here is an example of a special for Speak with Elementals:
The magician can perform a ritual to inscribe a magical symbol of power onto some item. This magical symbol will have the ability to perform a spell. When this power is first purchased the magician is allowed to choose a spell within the magical intention Water Magic. It is assumed that the magician knows the name of a lesser elemental who can provide the intention. The symbol is a representation of the elemental's name coupled with the intention. When performing this power the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the symbol based on the MP of the magician. Note that the ritual can only be performed once per symbol, you cannot add new rituals to increase the duration of an existing symbol; though you can repeat the ritual once the duration has ended. Here are some examples of specials for Symbol of Elements:
The magician is able to bargain with a water elemental spirit in return for the ability to perform a specific magical power. You must have the power Speak with Water Elementals before you attempt this power. When this power is first purchased the magician is allowed to choose a power within the magical intention Water Magic. It is assumed that the magician knows the name of a lesser elemental spirit who can provide the power. The magician must sacrifice a pip of some PF- or MA-based skill (or even the attribute itself) to gain the pact.
Additionally, you have a detriment to your roll based on the level of the elemental spirit you are calling: -5 for lesser, -10 for greater, -20 for noble, and -40 for royal. Failure results in a detriment only.
The level of success of the pact creates a new power called Elemental Pact for (place the intention here) where the level of success is converted into extreme magic pips. Every time you use this power, it diminishes by one pip until it is gone, or you raise it through the expense of HP. Here are some examples of specials for Water Pact:
Each pact with a spirit of greater level or more will result in an increase in Water Elemental Friend and the gain of a pip in the condition, Fearful Aura (d), for each level of the spirit (greater, noble, and royal). Fearful Aura is a magical condition that makes others afraid of the magician.
This skill is an in-depth knowledge of water elementals, their names, powers, and forms. Here are some specials for Knowledge of Water Elementals:
The magician can perform a five minute incantation to get an elemental to grant a spell or to cast the spell on behalf of the magician. When this power is first purchased the magician knows the name of a lesser elemental with the intention elemental magic. If gaining a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the elemental is casting the spell, then your level of success will be split as the GM sees fit, as the elemental uses your ability to control it as the basis for the spell.
Use of this power incurs a condition upon the magician. Every time this is used the magicians applies a pip towards the condition Fearful Aura (d). Fearful Aura is a magical condition that makes others afraid of the magician.. This is the same condition gained by Elemental Pacts. Here are some examples of specials for Elemental Incantations:
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