Life Elemental

Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Life Elementals are commonly found in hospitals desiring and often employed to take care of the sick and the wounded. They also can be found traveling out in the
wild observing life.

Appearance: The life elemental generally appears as a mass of light and radiates a feeling of warmth and well being. The shape ranges from humanoid to animal to globe shapes, and wings are not uncommon on any form.

Runic Element: Life

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the death element by +10. Decrease magical damage done against those of the time element by -10.
  • Effects on Magic Defense20% chance for immunity to life and death magic attacks.
  • Supportive Effects: Automatically increase HP or SA by 10. You can only choose one and it is a permanent effect.

Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100 +10 (runic element)
 EP 100 100  

Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50
 Block      

 

Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
 
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
 
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
 
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
 
Aim 45  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
 
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
 
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10


Skills & Abilities

 

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Mysticism Magic Able to cast any mysticism spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
75
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
95
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.
Life Transfer This skill allows the life elemental to transfer 1d% of its HP to any 1 target. Uses 1 support action.


Combat Notes

Life elementals are enamored with life but this does not necessarily make them benevolent beings. While it is unlikely for a life elemental to attack a living being and more likely for one to go go after undead or death aligned creatures, a life elemental will attack if provoked. Life Elementals are curious about life, and they seek out to study life. They enjoy caring for the wounded, to a point that they insist and if refused, they will attack until the one they want to heal is beyond help.


A life elemental may attack with its physical attack or a powerful mystic spell. It may also heal on a one for one basis any target of wounds or illnesses, even to the point of sacrificing itself. An angered life elemental will use its most powerful spells any chance it gets but only at the target it is angry with.

 

Spoils

1⁄4 pounds of Yellow Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of yellow glass.
1⁄4 pounds of White Ylem: Replaces Yellow Glass if successful luck check is lower than 5.
1⁄4 pounds of Pearl: Replaces Yellow Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.


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