Summoning Elemental Subtypes

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Summoning Elemental Subtypes

Postby Dyson Logos » Thu Dec 23, 2010 6:20 pm

After reading Fred Saberhagen's "Empire Of The East", I felt a need to distinguish between subtypes of elementals. The ones that stuck out in the book were the plains elemental (that stretches perceived distances and travel times) and the desert elemental, but the basic assumption was that there were probably hundreds of elemental types instead of four.

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So, here it is, Labyrinth Lord style (adapted from the posts on my blog)

When summoning elementals in the B/X or Labyrinth Lord game, there is a chance of summoning a specific form of elemental suited to the environment in question. The DM determines what the most likely subtype to appear will be. There is a 50% chance that the appropriate subtype appears instead of a standard elemental of the appropriate power. A spellcaster can learn (typically via a quest or magical tome) how to summon a particular subtype of elemental. In this case, if the proper environment is present, the summoning will always bring forth the desired subtype. A spellcaster can learn how to summon a number of subtypes equal to 1/2 his level.

There are 4 basic types of Elementals, typically determined by their summoning source.

Lesser Elemental (Summoned by Staff) – 8 HD, AC 2, 1d8 damage
Greater Elemental (Summoned by Devices) – 12 HD, AC 0, 2d8 damage
True Elemental (Summoned by Spells) – 16 HD, AC -2, 3d8 damage
Legendary Elemental (Summoned by Ritual) – 20 HD, AC -4, 4d8 damage

Elemental subtypes are treated identically to standard elementals, but have one additional power as indicated below. Unless otherwise indicated, any spell-like abilities are treated as being cast by a spellcaster with a level equal to the elemental’s Hit Dice. Some spell effects are from the Advanced Edition Companion.

Air Elemental Subtypes

Standard air elementals take the form of a whirlwind 2′ tall per and 2′ diameter per hit die. They fly at a movement rate of 360′ (120′). Creatures of (1/4 elemental’s hit dice) or fewer hit dice are carried away if they are within the area of the elemental if they fail a save versus death. Damage from air elementals is increased by 1d8 points against aerial targets.

Blizzard - 1d6 cold damage / round in a 2′ radius / HD
Zephyr - doubles or halves flight speeds in a 20′ radiums / HD
Storm - call lightning once per day
South Wind - ends all hostile air effects (storms, cloudkill, wall of fog, etc) within 5′ / HD
Pestilence - cause disease to all touched
Fog - fog cloud 1 / turn
Howling - temporarily deafens all within 2′ / HD, fear to those under 4 HD
Gust - gust of wind 1 / turn

Earth Elemental Subtypes

Standard earth elementals take the form of a humanoid, 1′ tall per hit die. They move at a rate of 60′ (20′), cannot cross water wider than 1′ / HD, but ca move through earth or stone unimpeded. Damage from earth elementals is increased by 1d8 points against targets standing on the ground.

Plains – reduce enemy ground-based movement to 1/3 within 20′ / HD
Dirt - lesser move earth at will
Desert - 1d6 heat and abrasion damage / round in a 2′ radius / HD
Mud - transmute rock to mud 1 / turn
Graveyard - animate dead 1 / turn
Dungeon - melee targets must save versus paralysis or be chained to the elemental and must move with it
Sand - blur 1 / turn
Mountain - can attack (without the normal damage bonus for target type) at a range of 5′ / HD by hurling boulders
Crystal - mirror image 1 / turn, colour spray 1 / turn
Metal - attacks are wounding, dealing 1 point of damage per round until bound.

Fire Elemental Subtypes

Standard fire elementals take the form of a pillar of flames 1′ tall and 1′ diameter per hit die. They move at a movement rate of 120′ (40′) and cannot cross water wider than 1′ / HD. Damage from fire elementals is increased by 1d8 points against targets with cold attacks.

Cinder – incendiary cloud 1 / turn
Lava - 1d6 heat damage / round to all within 1′ radius / HD, form is that of an earth elemental instead of a fire elemental.
Forge - heat metal on all weapons that strike it and all armour struck by it.
Pyre - +1d8 damage versus undead and magic users
Tinder - flashfire 1 / round
Hearth - resist cold 10′ radius / HD
Flare - Hits cause blindness unless a save vs death is made; casts pyrotechnics 1 / turn

Water Elemental Subtypes

Standard water elementals take the form of a mass of waves 1/2′ tall per and 2′ diameter per hit die. They move at a rate of 60′ (20′) and swim at a rate of 180′ (60′), although they cannot travel more than 60 feet from a source of water. Targets standing in or submerged in water suffer an additional 1d8 damage from the attacks of a water elemental.

Ice – ice storm 1 / turn
Bog - attacks warp wood on target and possessions
River - part water or lower water 1 / turn
Sweetwater - purify food and water 2′ radius / HD
Blood - bane (reverse of bless) on all living opponents in 2′ radius / HD
Whirlpool - struck opponents must save versus paralysis or be stuck to the elemental
Sewer - creatures within 2′ / HD must save versus poison or suffer -2 to hit in combat from nausea
Geyser - 8d6 damage blast of boiling water 5′ wide by 5′ / HD long 1 / turn
Bile - attack destroys leather and cloth if save versus magic is failed

Wood Elemental Subtypes

Standard wood elementals take the form of a treant-shaped humanoid 1 1/2′ tall per hit die. They move at a rate of 90′ (30′) and are never slowed by vegetation. Targets standing on grass, plants or wood suffer +1d8 damage from wood elemental attacks.

Thorn – can attack at a range of 5′ / HD (base damage only)
Forest - entangle 1 / turn
Fungal - stinking cloud 1 / turn
Rose - allure (towards the controller) all within 5′ radius / HD
Gallows - +1d8 damage to any creature with less than 1/2 hit points remaining
Moss - attack as a rust monster 1 / turn
Vine - ranged attack (2′/HD) draws target into contact with the elemental, further attacks don’t roll to hit.
Rot - attacks warp wood on target and possessions
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Re: Summoning Elemental Subtypes

Postby Charlatan » Thu Dec 23, 2010 7:49 pm

Brilliant, just the sort of thing I was considering myself!
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Re: Summoning Elemental Subtypes

Postby Skathros » Thu Dec 23, 2010 7:56 pm

Didn't the MMII have elemental sub-types?
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Re: Summoning Elemental Subtypes

Postby Dyson Logos » Thu Dec 23, 2010 9:48 pm

Skathros wrote:Didn't the MMII have elemental sub-types?


Not so much sub-types, but the various quasi-elementals. This is a very different interpretation, and of course includes rules for summoning them.
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Re: Summoning Elemental Subtypes

Postby Blood axe » Fri Dec 24, 2010 1:08 am

Another cool Saberhegen book series are "The Lost swords". About 20 years old- but still pretty easy to find on Ebay.

Basically about 12 magic swords and awesome game of "rock/paper/scissors".

THE SONG OF SWORDS




Who holds Coinspinner knows good odds

Whichever move he make

But the Sword of Chance, to please the gods

Slips from him like a snake.




The Sword of Justice balances the pans

Of right and wrong, and foul and fair.

Eye for an eye, Doomgiver scans

The fate of all folk everywhere.




Dragonslicer, Dragonslicer, how d'you slay?

Reaching for the heart in behind the scales.

Dragonslicer, Dragonslicer, where do you stay?

In the belly of the giant that my blade impales.




Farslayer howls across the world

For thy heart, for thy heart, who hast wronged me!

Vengeance is his who casts the blade

Yet he will in the end no triumph see.




Whose flesh the Sword of Mercy hurts has drawn no breath;

Whose soul it heals has wandered in the night,

Has paid the summing of all debts in death

Has turned to see returning light.




The Mindsword spun in the dawn's gray light

And men and demons knelt down before.

The Mindsword flashed in the midday bright

Gods joined the dance, and the march to war.

It spun in the twilight dim as well

And gods and men marched off to hell.




I shatter Swords and splinter spears;

None stands to Shieldbreaker.

My point's the fount of orphans' tears

My edge the widowmaker.




The Sword of Stealth is given to

One lonely and despised.

Sightblinder's gifts: his eyes are keen

His nature is disguised.




The Tyrant's Blade no blood hath spilled

But doth the spirit carve

Soulcutter hath no body killed

But many left to starve.




The Sword of Siege struck a hammer's blow

With a crash, and a smash, and a tumbled wall.

Stonecutter laid a castle low

With a groan, and a roar, and a tower's fall.




Long roads the Sword of Fury makes

Hard walls it builds around the soft

The fighter who Townsaver takes

Can bid farewell to home and croft.




Who holds Wayfinder finds good roads

Its master's step is brisk.

The Sword of Wisdom lightens loads

But adds unto their risk.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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Re: Summoning Elemental Subtypes

Postby Dyson Logos » Sun Dec 26, 2010 4:48 pm

And like the elemental rules I just posted, they are easy to make into game material by a simple reduction in power to make them suit the setting.
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