Elemental Spirits

From: Sanctum of Alchemical Wonders

Lore: Deep within the elemental chambers of The Sanctum of Alchemical Wonders, powerful elemental spirits have been drawn to the chaotic energies that permeate the dungeon. These sentient elemental spirits manifest physical forms and act as guardians or manifestations of the elements themselves. Each spirit possesses distinct personalities and powers closely associated with their respective elements. They are known to take on forms such as fiery salamanders, ethereal air sprites, stone-skinned earth elementals, or elusive water nymphs. These beings embody the raw power and essence of the elements, presenting both challenges and potential alliances for adventurers who encounter them.

Specific Examples:

  • Fiery Salamanders:
    • Element: Fire
    • Description: These spirits take the form of fiery salamanders, adorned with flickering flames and embers. They exude intense heat and radiate an aura of scorching fire.
    • Personality: Fiery Salamanders are often passionate and quick-tempered. They exhibit traits of determination and unwavering will.
    • Powers: They possess the ability to manipulate and control flames, summon firestorms, and unleash devastating fire-based attacks.
  • Ethereal Air Sprites:
    • Element: Air
    • Description: Ethereal Air Sprites appear as delicate and translucent beings, surrounded by swirling gusts of wind and wispy clouds. They move with grace and seem weightless.
    • Personality: Air Sprites embody a sense of freedom and whimsy. They are known for their mischievous nature and quick thinking.
    • Powers: They can manipulate air currents, create gusts of wind, and utilize their agility to perform aerial maneuvers or launch razor-sharp wind blades.
  • Stone-skinned Earth Elementals:
    • Element: Earth
    • Description: These elemental spirits manifest as massive, rugged creatures with bodies made of stone and earth. They emanate stability and strength, bearing intricate patterns and textures resembling rock formations.
    • Personality: Earth Elementals embody steadfastness and resilience. They exhibit calm and grounded nature.
    • Powers: They can manipulate earth and stone, create tremors, form protective barriers, and deliver powerful earth-based attacks.
  • Elusive Water Nymphs:
    • Element: Water
    • Description: Water Nymphs take the form of ethereal and fluid beings, shimmering with iridescent scales and watery tendrils. They radiate a sense of tranquility and elegance.
    • Personality: Water Nymphs possess a serene and mysterious nature. They are elusive and often difficult to predict.
    • Powers: They can manipulate water, summon torrential rains, create powerful water currents, and utilize healing abilities.

Level One Stats:

  • Health: 30-35
  • Attack: 8-10
  • Defense: 7-9
  • Speed: 13-15

Skills:

  • Elemental Manipulation: Each elemental spirit has the power to manipulate their respective element, whether it’s creating fire, controlling wind currents, shaping earth, or manipulating water.
  • Elemental Attacks: They can unleash powerful elemental attacks associated with their element, such as fireballs, gusts of wind, rock projectiles, or water blasts.
  • Elemental Resistance: Elemental spirits possess natural resistance to their respective element, making them more resilient against attacks of their own element.

Strategy… When encountering Sentient Elemental Spirits, adventurers must approach with caution and adapt their strategies to exploit weaknesses and elemental vulnerabilities. Here are some key considerations:

  • Elemental Weaknesses: Each spirit is vulnerable to attacks or effects associated with opposing elements. Exploit these weaknesses to deal maximum damage.
  • Environmental Utilization: Utilize the surroundings to gain advantages. For example, lure a fiery salamander into a water-filled area to weaken its fire-based attacks.
  • Elemental Synergies: Some elemental spirits may have unique interactions with one another. Discovering and utilizing these synergies can aid adventurers in their encounters.

Attacks:

  • Fire-based Attacks: Fiery salamanders can launch fireballs, breathe streams of fire, or leave trails of flames in their wake.
  • Wind-based Attacks: Ethereal air sprites can create whirlwinds, launch razor-sharp wind blades, or summon gusts of wind to disorient opponents.
  • Earth-based Attacks: Stone-skinned earth elementals can hurl rocks, create tremors, or form protective barriers made of stone and earth.
  • Water-based Attacks: Elusive water nymphs can summon water projectiles, create water currents, or utilize healing abilities through water manipulation.

Vulnerabilities:

  • Elemental Weaknesses: Each elemental spirit is vulnerable to attacks or effects associated with opposing elements. For example, a fiery salamander may be weak against water-based attacks, while an ethereal air sprite may be vulnerable to earth-based attacks.
  • Elemental Disruption: Disrupting or neutralizing the elemental energies surrounding the spirits can temporarily weaken or limit their powers.

Tags: Sentient Elemental Spirits, Elemental Manifestations, Elemental Guardians, Chaotic Energies, Formidable Elemental Beings

Sentient Elemental Spirits, guardians, and manifestations of the elements themselves, add a dynamic and challenging element to The Sanctum of Alchemical Wonders. Adventurers must employ their knowledge of elemental strengths and weaknesses, adapt their strategies, and harness the chaotic energies of the dungeon to overcome these formidable beings. Additionally, their encounters may present opportunities for alliances or quests related to the elements and the secrets of alchemy.

Where and How They are Fought With… Sentient Elemental Spirits are encountered in specific elemental chambers within The Sanctum of Alchemical Wonders, where the chaotic energies have drawn them. Here are some details about where and how they are fought:

  • Fiery Salamanders:
    • Environment: These elemental spirits are often encountered in chambers engulfed in flames or volcanic landscapes within the dungeon. The intense heat and flickering flames create a challenging environment for combat.
    • Combat Style: Fiery Salamanders use their agility and control over fire to launch fiery projectiles, breathe streams of fire, or leave trails of flames in their wake. They prefer hit-and-run tactics, utilizing their speed to evade attacks while unleashing devastating fire-based assaults.
  • Ethereal Air Sprites:
    • Environment: Ethereal Air Sprites are found in expansive chambers or high-altitude areas where strong winds prevail. These environments may feature floating platforms or swirling currents of air.
    • Combat Style: Air Sprites utilize their ethereal nature and control over wind to create whirlwinds, launch razor-sharp wind blades, or summon gusts of wind to disorient opponents. They rely on their agility and aerial maneuvers to outmaneuver adversaries.
  • Stone-skinned Earth Elementals:
    • Environment: Stone-skinned Earth Elementals inhabit cavernous chambers or areas rich in earth and rock formations. These locations may feature stalagmites, rocky outcrops, or crumbling structures.
    • Combat Style: Earth Elementals employ their immense strength and control over earth to hurl rocks, create tremors, or form protective barriers made of stone and earth. They have a durable defense and tend to engage in close-quarters combat.
  • Elusive Water Nymphs:
    • Environment: Water Nymphs dwell in chambers with bodies of water, such as underground rivers, pristine pools, or cascading waterfalls. These areas may feature submerged platforms or floating lily pads.
    • Combat Style: Water Nymphs utilize their grace and control over water to summon water projectiles, create water currents, or even employ healing abilities. They are elusive and often disappear beneath the water’s surface, making it challenging to track and engage them.

Remains and Their Uses… The remains of Sentient Elemental Spirits possess unique properties associated with their respective elements. Here are some examples of how their remains may be used:

  • Fiery Salamander Scales or Essence:
    • Uses: The scales of Fiery Salamanders can be used to create fire-resistant armor or imbue weapons with fire-based enchantments. The essence extracted from their remains can be utilized in the creation of potent fire-based potions or alchemical concoctions.
  • Air Sprite Feathers or Ethereal Essence:
    • Uses: Air Sprite feathers can be utilized by craftsmen or enchanters to create lightweight, aerodynamic arrows or garments that enhance agility and movement. The ethereal essence derived from their remains can be used to craft potions that grant temporary levitation or enhance aerial abilities.
  • Earth Elemental Stone or Solidified Essence:
    • Uses: The stone-like exterior of Earth Elementals can be harnessed to create sturdy and durable armor or fortify structures. The solidified essence extracted from their remains can be used in the creation of potions that enhance physical strength or provide temporary earth-based resistance.
  • Water Nymph Tears or Aquatic Essence:
    • Uses: The tears shed by Water Nymphs possess healing properties and can be utilized in the creation of potent healing potions or remedies. The aquatic essence derived from their remains can be employed in crafting underwater breathing elixirs or potions that provide enhanced water-based mobility.

It should be noted that harvesting and utilizing the remains of Sentient Elemental Spirits requires specialized knowledge and techniques in alchemy and elemental manipulation. These resources carry the latent powers and essence of the elements, making them valuable components for alchemical experiments, enchantments, or crafting endeavors. Adventurers must exercise caution and respect the elemental forces when extracting and employing these remains.

Above are examples of the Elemental Spirits from the Sanctum of Alchemical Wonders. These spirits include fiery salamanders, ethereal air sprites, stone-skinned earth elementals, and elusive water nymphs, each embodying the raw power and essence of their respective elements within the chaotic and elemental environment of the dungeon.

When encountering Elemental Spirits from the Sanctum of Alchemical Wonders, the five senses, along with extra-sensory perceptions, are intensely engaged, creating a vivid and multifaceted experience.

  • Sight
    • Perception: Elemental Spirits are visually striking, embodying the raw power and essence of their respective elements. Fiery salamanders glow with flickering flames and embers, ethereal air sprites appear as delicate, translucent beings surrounded by swirling gusts of wind, stone-skinned earth elementals resemble massive, rugged creatures with rock-like bodies, and elusive water nymphs shimmer with iridescent scales and watery tendrils.
    • Description: The fiery salamanders emit an intense, warm glow, their bodies flickering with fire. Air sprites move gracefully, their forms barely visible amidst the swirling winds. Earth elementals are massive and imposing, their bodies covered in intricate patterns resembling rock formations. Water nymphs glisten with a fluid elegance, their scales reflecting light like a shimmering pool.
    • Positives: The elemental spirits’ striking appearances can be mesmerizing and awe-inspiring, providing a glimpse into the raw power of the elements.
    • Negatives: The intense and dynamic visuals can be intimidating and distracting, making it difficult to focus on the task at hand.
  • Smell
    • Perception: The air around the Elemental Spirits carries distinct, powerful scents. Fiery salamanders emit the scent of burning wood and sulfur, air sprites bring a fresh, ozone-like smell, earth elementals exude the earthy aroma of soil and rock, and water nymphs carry the scent of fresh rain and the sea.
    • Description: The fiery salamanders’ scent is sharp and acrid, reminiscent of a campfire. Air sprites bring a fresh, invigorating smell, like a storm approaching. Earth elementals’ scent is earthy and grounding, like freshly turned soil. Water nymphs’ scent is refreshing and calming, like the ocean breeze.
    • Positives: The distinct smells can serve as indicators of the spirits’ presence and elemental nature.
    • Negatives: The strong scents can be overwhelming and distracting, impairing concentration and focus.
  • Hearing
    • Perception: The sounds associated with Elemental Spirits are varied and elemental. Fiery salamanders crackle and hiss like a roaring fire, air sprites create a constant, gentle whooshing sound, earth elementals rumble and grind like shifting stones, and water nymphs produce the soothing sound of flowing water.
    • Description: The fiery salamanders’ crackling is constant and intense, like a bonfire. Air sprites’ whooshing sound is light and airy, creating a sense of movement. Earth elementals’ rumbling is deep and resonant, like an earthquake. Water nymphs’ sound is calming and rhythmic, like a babbling brook.
    • Positives: The elemental sounds can provide clues about the spirits’ actions and intentions, helping adventurers anticipate their moves.
    • Negatives: The constant noise can be unnerving and distracting, making it harder to communicate and coordinate during combat.
  • Touch
    • Perception: The air around Elemental Spirits feels charged with elemental energy. Fiery salamanders radiate intense heat, air sprites create a cool breeze, earth elementals’ presence feels solid and heavy, and water nymphs’ proximity brings a cool, refreshing sensation.
    • Description: The fiery salamanders’ heat is palpable, like standing near a fire. Air sprites’ breeze is light and cool, creating a sense of movement. Earth elementals’ presence feels solid and grounding, like standing on a rocky surface. Water nymphs’ touch is cool and wet, like dipping hands into a stream.
    • Positives: The tactile sensations can alert adventurers to the presence and proximity of the spirits, providing an additional layer of awareness.
    • Negatives: The intense sensations can be uncomfortable and distracting, reducing combat effectiveness and focus.
  • Taste
    • Perception: The air near Elemental Spirits carries a taste that corresponds to their elemental nature. Fiery salamanders’ air tastes smoky and metallic, air sprites’ air tastes fresh and crisp, earth elementals’ air tastes earthy and mineral-like, and water nymphs’ air tastes slightly salty and refreshing.
    • Description: The fiery salamanders’ presence leaves a smoky, metallic taste in the mouth, like ash. Air sprites’ air tastes like the fresh, crisp air after a thunderstorm. Earth elementals’ taste is earthy and mineral-like, reminiscent of freshly dug soil. Water nymphs’ air tastes slightly salty and refreshing, like sea spray.
    • Positives: The taste can serve as an additional indicator of the spirits’ elemental state and presence.
    • Negatives: The strong, unusual tastes can be distracting and uncomfortable, making it difficult to concentrate and perform in combat.
  • Extra-Sensory Perceptions
    • Magical Aura Perception:
      • Perception: Elemental Spirits emit a strong, elemental magical aura. This aura is felt as a pulsating, stable energy that radiates from their bodies.
      • Description: The magical aura is intense and steady, creating a sense of stability and power. It feels like being enveloped in the raw energy of the element they embody.
      • Positives: The aura can provide valuable insights into the nature and abilities of the spirits, aiding in understanding and countering their attacks.
      • Negatives: The strong elemental energy can be overwhelming, interfering with spellcasting and other magical activities.
    • Psychic Resonance:
      • Perception: Those with psychic abilities may sense the elemental and stable nature of the Elemental Spirits. Their minds are focused and harmonious, driven by the elemental forces that shaped them.
      • Description: The psychic resonance is calm and balanced, filled with focused and clear thoughts. It feels like being in harmony with the elemental world.
      • Positives: The resonance can serve as a warning, alerting psychically sensitive individuals to the presence and intentions of the spirits.
      • Negatives: The intense elemental focus can cause mental strain, anxiety, and confusion, impairing psychic abilities and clarity of thought.

Encountering Elemental Spirits is an intense and overwhelming sensory experience. Their dynamic appearance, powerful scents, unsettling sounds, charged tactile sensations, and strong magical aura create a formidable challenge that requires careful navigation and heightened awareness to overcome.

Tale of the Elemental Guardians

Long ago, in the ancient times of the world, there existed a place known as the Sanctum of Alchemical Wonders. This place, filled with chaotic energies and ancient alchemical secrets, was home to powerful beings known as Elemental Spirits. These spirits, guardians of the elements, were feared and revered by all who knew of their existence.

The stories tell of four primary spirits: the fiery salamanders, the ethereal air sprites, the stone-skinned earth elementals, and the elusive water nymphs. Each spirit embodied the raw power of their respective elements and acted as both protectors and challengers to those who ventured into their realms.

In the time of the great alchemist Thalor, a legend was born. Thalor, known for his insatiable curiosity and unmatched skill in alchemy, sought to harness the power of the Elemental Spirits to achieve ultimate mastery over the elements. With great determination, he ventured into the depths of the Sanctum.

The first spirit he encountered was a fiery salamander. The creature’s flames flickered and danced, casting an intense heat that singed Thalor’s robes. The salamander, quick-tempered and fierce, launched fireballs at the intruder. Thalor, using his knowledge of alchemical concoctions, doused the flames with a specially prepared elixir, weakening the salamander’s attacks. With great effort, he subdued the spirit and continued his journey.

Next, Thalor faced the ethereal air sprites. These delicate beings, surrounded by swirling gusts of wind, moved with grace and speed. Their mischievous nature led them to create whirlwinds and razor-sharp wind blades that disoriented Thalor. But the alchemist, ever resourceful, used his agility and quick thinking to outmaneuver the sprites. He captured them in a vial of enchanted air, calming their chaotic nature.

In the cavernous depths of the Sanctum, Thalor encountered the stone-skinned earth elementals. These massive, rugged creatures stood like ancient sentinels, their bodies covered in intricate patterns of rock and earth. The elementals, steadfast and resilient, hurled boulders and created tremors to deter Thalor. Yet, the alchemist’s grounded nature and determination allowed him to withstand their powerful attacks. Using his alchemical knowledge, he formed a protective barrier, enabling him to subdue the earth spirits.

Finally, Thalor reached the tranquil pools where the elusive water nymphs resided. These ethereal beings, with shimmering scales and watery tendrils, radiated a sense of peace and mystery. The nymphs summoned torrential rains and powerful water currents to challenge Thalor. However, the alchemist’s understanding of water’s fluid nature helped him adapt to their attacks. He crafted a potion of water manipulation, calming the nymphs and earning their respect.

Having subdued all four Elemental Spirits, Thalor believed he had achieved ultimate mastery over the elements. But in his hubris, he failed to realize that the spirits were not meant to be controlled. They were guardians, bound to the natural balance of the world. As Thalor attempted to harness their power, the elements rebelled. The spirits, united in their purpose, unleashed their full fury, teaching Thalor a harsh lesson.

Thalor barely escaped the Sanctum, his body and spirit scarred by the encounter. He returned to the world a humbled man, carrying with him the story of the Elemental Spirits and the lesson they had taught him.

Moral of the Story: The elements are not meant to be controlled, but respected and understood. Those who seek to dominate nature must remember that true power lies in harmony and balance.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Elemental Spirit

  • Characteristics:
    • STR: 14
    • CON: 16
    • SIZ: 12
    • DEX: 18
    • INT: 10
    • POW: 12
    • Hit Points: 14
    • Magic Points: 12
    • Sanity Loss: 1/1D8
  • Skills:
    • Stealth 60%
    • Dodge 50%
    • Fighting (Brawl) 55%
  • Abilities:
    • Elemental Manipulation: Can control its respective element (fire, air, earth, water) within a 20-foot radius.
    • Elemental Resistance: Takes half damage from its own element.
    • Elemental Attacks:
    • Fireball (Fiery Salamander): Deals 1D10 fire damage.
    • Wind Blade (Ethereal Air Sprite): Deals 1D8 slashing damage.
    • Rock Throw (Stone-skinned Earth Elemental): Deals 1D8 bludgeoning damage.
    • Water Blast (Elusive Water Nymph): Deals 1D8 water damage.
  • Combat:
    • Fireball: 55%, 1D10 fire damage.
    • Wind Blade: 60%, 1D8 slashing damage.
    • Rock Throw: 50%, 1D8 bludgeoning damage.
    • Water Blast: 55%, 1D8 water damage.
  • Special:
    • Elemental Weakness: Takes double damage from opposing elements (e.g., fire to water).

Blades in the Dark

Elemental Spirit

  • Tier: III
  • Quality: 3
  • Scale: Medium
  • Features:
    • Elemental Manipulation: Can control its element to create advantages or hinder enemies.
    • Elemental Resistance: Gains potency when resisting attacks from its own element.
  • Elemental Attacks:
    • Fireball (Fiery Salamander): Causes 3-harm (fire).
    • Wind Blade (Ethereal Air Sprite): Causes 2-harm (cutting).
    • Rock Throw (Stone-skinned Earth Elemental): Causes 2-harm (bludgeoning).
    • Water Blast (Elusive Water Nymph): Causes 2-harm (impact).
  • Actions:
    • Skirmish: 3
    • Prowl: 3
    • Wreck: 2
  • Special Abilities:
    • Elemental Mastery: Gains potency when using elemental attacks.
    • Elemental Weakness: Takes additional harm from attacks exploiting its elemental vulnerability.
  • Clock:
    • Neutralize Elemental Spirit: 8-segment clock to neutralize or defeat the creature.

Dungeons & Dragons (5th Edition)

Elemental Spirit

  • Medium Elemental, Neutral
  • Armor Class: 15 (natural armor)
  • Hit Points: 40 (6d8 + 12)
  • Speed: 30 ft.
  • STR: 14 (+2)
  • DEX: 18 (+4)
  • CON: 14 (+2)
  • INT: 10 (+0)
  • WIS: 12 (+1)
  • CHA: 8 (-1)
  • Skills: Perception +4, Stealth +8
  • Damage Resistances: Fire (for Fiery Salamander), Air (for Ethereal Air Sprite), Earth (for Stone-skinned Earth Elemental), Water (for Elusive Water Nymph)
  • Damage Vulnerabilities: Water (for Fiery Salamander), Earth (for Ethereal Air Sprite), Air (for Stone-skinned Earth Elemental), Fire (for Elusive Water Nymph)
  • Condition Immunities: Charmed, Frightened
  • Senses: Darkvision 60 ft., Passive Perception 14
  • Languages: Primordial
  • Challenge: 3 (700 XP)
  • Abilities:
    • Elemental Manipulation: Can control its respective element within a 30-foot radius.
    • Elemental Resistance: Takes half damage from its own element.
  • Elemental Attacks:
    • Fireball (Recharge 5-6): Ranged Attack: +6 to hit, range 60 ft., one target. Hit: 2d8 fire damage.
    • Wind Blade: Melee or Ranged Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d6 slashing damage.
    • Rock Throw: Ranged Attack: +5 to hit, range 30/120 ft., one target. Hit: 2d6 bludgeoning damage.
    • Water Blast: Ranged Attack: +6 to hit, range 30 ft., one target. Hit: 2d6 water damage.
  • Actions:
    • Multiattack: The spirit makes two elemental attacks.
    • Elemental Attack: See above for specific attack details.
  • Special:
    • Elemental Weakness: Takes double damage from opposing elements (e.g., fire to water).

Knave

Elemental Spirit

  • HD: 4
  • AC: 15
  • Move: 30 ft.
  • Attack: Elemental Attack (1d8+2, ranged or melee)
  • Abilities:
    • Elemental Manipulation: Can control its respective element within a 20-foot radius.
    • Elemental Resistance: Takes half damage from its own element.
  • Elemental Attacks:
    • Fireball (Fiery Salamander): Deals 1d8+2 fire damage.
    • Wind Blade (Ethereal Air Sprite): Deals 1d8+2 slashing damage.
    • Rock Throw (Stone-skinned Earth Elemental): Deals 1d8+2 bludgeoning damage.
    • Water Blast (Elusive Water Nymph): Deals 1d8+2 water damage.
  • Special:
    • Elemental Weakness: Takes double damage from attacks exploiting its elemental vulnerability.
    • Disruption: More susceptible to attacks that disrupt its elemental form.
  • Equipment:
    • Elemental Core: Remnants can be harvested for crafting potions or enchantments.

Fate Core

Elemental Spirit

  • High Concept: Guardian of Elemental Power
  • Trouble: Bound by Elemental Forces
  • Aspects:
    • Embodiment of Fire/Air/Earth/Water
    • Protector of the Sanctum
    • Elemental Fury
  • Skills:
    • Great (+4): Fight
    • Good (+3): Athletics, Physique
    • Fair (+2): Stealth, Notice
    • Average (+1): Will, Lore
  • Stunts:
    • Elemental Manipulation: Gain a +2 bonus to Create an Advantage when manipulating its respective element.
    • Elemental Resistance: Takes half damage from its own element.
    • Elemental Attack: Once per scene, can unleash a powerful elemental attack that deals +2 damage.
  • Stress and Consequences:
    • Stress Boxes: 3
    • Consequences: Mild (2), Moderate (4), Severe (6)

Numenera & Cypher System

Elemental Spirit

  • Level: 5
  • Motive: To protect the elemental sanctum
  • Health: 20
  • Damage Inflicted: 5 points
  • Armor: 2
  • Movement: Short
  • Modifications: Stealth as level 6, Speed defense as level 5
  • Combat:
    • Elemental Manipulation: Can control its respective element within immediate range, creating advantages or hindrances.
    • Elemental Attack: Deals 5 points of damage with a fireball, wind blade, rock throw, or water blast.
    • Elemental Resistance: Takes half damage from its own element.
  • Interaction:
    • Elemental Weakness: Takes double damage from opposing elements (e.g., fire to water).
  • Use in Game:
    • Elemental Spirits present both a challenge and an opportunity, requiring players to think strategically about elemental strengths and weaknesses.

Pathfinder (2nd Edition)

Elemental Spirit

  • Medium Elemental
  • Perception: +10; darkvision
  • Languages: Primordial
  • Skills: Stealth +12, Athletics +11
  • Str: 16 (+3)
  • Dex: 18 (+4)
  • Con: 14 (+2)
  • Int: 10 (+0)
  • Wis: 12 (+1)
  • Cha: 8 (-1)
  • AC: 20 (natural armor)
  • HP: 50
  • Speed: 30 ft.
  • Attacks:
    • Elemental Attack: Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30 ft., one target. Hit: 2d8+4 elemental damage (fire, air, earth, or water).
    • Elemental Blast (Recharge 5-6): The spirit can unleash a powerful elemental attack that deals 3d8 damage in a 20-foot radius (DC 16 Reflex save for half damage).
  • Abilities:
    • Elemental Manipulation: Can control its respective element within a 30-foot radius.
    • Elemental Resistance: Takes half damage from its own element.
  • Special:
    • Elemental Weakness: Takes double damage from attacks exploiting its elemental vulnerability.

Savage Worlds (Adventure Edition)

Elemental Spirit

  • Attributes:
    • Agility: d10
    • Smarts: d6
    • Spirit: d8
    • Strength: d8
    • Vigor: d8
  • Skills:
    • Fighting: d10
    • Athletics: d8
    • Stealth: d10
    • Notice: d6
  • Pace: 6; Parry: 7; Toughness: 7 (2)
  • Special Abilities:
    • Elemental Manipulation: Can control its respective element within a Medium Burst Template, creating advantages or hindrances.
    • Elemental Attack: Can attack with its element, dealing 2d8 damage (fire, air, earth, or water).
    • Elemental Resistance: Takes half damage from its own element.
    • Elemental Weakness: Takes +4 damage from elemental attacks that counter its current affinity.
  • Edges:
    • Quick: +2 on Agility rolls to determine initiative.

Shadowrun (6th Edition)

Elemental Spirit

  • Type: Critter (Awakened)
  • Attributes:
    • Body: 6
    • Agility: 7
    • Reaction: 6
    • Strength: 5
    • Willpower: 4
    • Logic: 3
    • Intuition: 5
    • Charisma: 3
    • Edge: 3
    • Essence: 6
    • Magic: 5
  • Skills:
    • Unarmed Combat 8
    • Stealth 7
    • Perception 6
  • Powers:
    • Elemental Manipulation: Can control its respective element (fire, air, earth, water) within a 10-meter radius.
    • Elemental Resistance: Gains +2 dice pool bonus to resist damage from its own element.
  • Elemental Attack:
    • Fireball (Fiery Salamander): 8P fire damage.
    • Wind Blade (Ethereal Air Sprite): 7P slashing damage.
    • Rock Throw (Stone-skinned Earth Elemental): 7P bludgeoning damage.
    • Water Blast (Elusive Water Nymph): 7P water damage.
  • Weaknesses:
    • Elemental Vulnerability: Takes +4 DV from attacks exploiting its elemental weakness.

Starfinder

Elemental Spirit

  • CR: 4
  • XP: 1,200
  • Type: Elemental
  • Init: +6
  • Senses: Darkvision 60 ft.; Perception +11
  • Defense:
    • EAC: 16
    • KAC: 18
    • HP: 40
    • Fort: +6
    • Ref: +6
    • Will: +5
  • Speed: 30 ft.
  • Offensive Abilities:
    • Elemental Manipulation: Can control its respective element within 30 feet.
  • Elemental Attack:
    • Fireball (Fiery Salamander): Ranged attack, +11 to hit, 1d10+5 fire damage.
    • Wind Blade (Ethereal Air Sprite): Ranged attack, +11 to hit, 1d8+5 slashing damage.
    • Rock Throw (Stone-skinned Earth Elemental): Ranged attack, +10 to hit, 1d8+5 bludgeoning damage.
    • Water Blast (Elusive Water Nymph): Ranged attack, +11 to hit, 1d8+5 water damage.
  • Statistics:
    • Str: 16 (+3)
    • Dex: 18 (+4)
    • Con: 14 (+2)
    • Int: 8 (-1)
    • Wis: 12 (+1)
    • Cha: 8 (-1)
  • Skills: Stealth +14, Athletics +10
  • Languages: Primordial
  • Special Abilities:
    • Elemental Resistance: Takes half damage from its own element.
    • Elemental Weakness: Takes double damage from attacks exploiting its elemental vulnerability.

Traveller (Mongoose 2nd Edition)

Elemental Spirit

  • Characteristics:
    • Strength: 8
    • Dexterity: 10
    • Endurance: 8
    • Intelligence: 5
    • Education: 0
    • Social Standing: 0
  • Skills:
    • Melee (Natural Weapons) 2
    • Stealth 3
  • Traits:
    • Elemental Manipulation: Can control its respective element within close range.
    • Elemental Resistance: Gains +2 DM to resist damage from its own element.
  • Elemental Attack:
    • Fireball (Fiery Salamander): 3D fire damage.
    • Wind Blade (Ethereal Air Sprite): 2D+2 slashing damage.
    • Rock Throw (Stone-skinned Earth Elemental): 2D+2 bludgeoning damage.
    • Water Blast (Elusive Water Nymph): 2D+2 water damage.
  • Weaknesses:
    • Elemental Vulnerability: Takes double damage from attacks exploiting its elemental weakness.

Warhammer Fantasy Roleplay (4th Edition)

Elemental Spirit

  • Species: Elemental
  • M WS: 40
  • BS: 0
  • S: 35
  • T: 35
  • I: 40
  • Ag: 45
  • Dex: 0
  • Int: 25
  • WP: 30
  • Fel: 0
  • W: 15
  • Traits:
    • Elemental Manipulation: Can control its respective element within a 10-yard radius.
    • Elemental Resistance: Gains +2 to resist damage from its own element.
  • Elemental Attack:
    • Fireball: +8 to hit, 1D10+3 fire damage.
    • Wind Blade: +8 to hit, 1D10+2 slashing damage.
    • Rock Throw: +7 to hit, 1D10+2 bludgeoning damage.
    • Water Blast: +8 to hit, 1D10+2 water damage.
  • Skills:
    • Stealth +15
    • Dodge +10
  • Special Abilities:
    • Elemental Resistance: Takes half damage from its own element.
    • Elemental Vulnerability: Takes double damage from attacks exploiting its elemental weakness.