This spell summons an elemental gen of some magical power to act as an aide and companion to the caster. Gen are lesser elemental genies from the planes of Air, Earth, Fire and Water. The elemental gen called by this spell is similar to a familiar, but more powerful. The gen summoned reacts favorably towards the caster, and treats him as a friend. The wizard may only have one gen at any given time. The caster also cannot currently have a familiar, as per the Find Familiar spell, or this spell will fail. The exact type of gen to be summoned cannot be determined, or if one will appear at all. Elemental gens are determined randomly, and no magic can really change this fact. An elementalist, however, will only be allowed to summon according to his own element. To determine the gen type, the player rolls a d8, and uses the table as follows. D8 results A roll of 1 means that the spell has somehow conflicted with the elemental planes. All components were wasted. In addition, the caster loses twice the experience expenditure and must wait for a full month to pass before attempting this spell again. A roll of 2, 3 or 4 means that the summoning wasn't heard, failed or for some reason the spell wasn't effective. All components wasted, including experience expenditure. Rolling a 5 summons an air-based gen. Rolling a 6 conjures an earth-based gen. Rolling a 7 Summons a fire-based gen. Rolling an 8 Conjures a water-based gen. The statisics for each gen vary from element to element, but there are some standards based on elemental natures. The summoned gen shares his caster's alignment, plus, the caster and his gen share similar personalities, so they get along quite well. All gen recieve hit points equal to twice the caster's level. Additionally, this improves as the caster progresses in level. Their intelligence is equal to the casters, minus a d4, but never above 15. They can speak the language native to their home elemental plane, as well as the caster's native language. All gen use their wizard's BAB and Saving Throws, so in time these numbers will also improve. Gens can cause minute damage with a bite, claw or whatever, this damage is 1d3+1. This number never improves. All gen are completely immune to any harmful effects of their own element, but suffer a penalty of -5 against their opposition element. A gens share an armour class of 7, with the exception of earth, which is 5. Armour improves by one point for every level the caster gains, but can never exceed 20. All gen have spell-like powers, useable once per round. They recieve new powers every two levels they progress. (ie: 3rd, 5th, 7th, etc.) The powers are determined completely at random, but must be of a level that the caster could cast and appropriate elemental type. Abilities attained can be Priest or Wizard spells, and can be cast without components, remembering that they are not actually spells, or granted powers, but natural magical abilities. These powers are equal to the casters own level for purposes and strength. For example, a fire gen's summoner has just reached 5th level. The gen is granted a new ability. He already has Burning Hands when his Wizard was 1st level, Heat Metal when his Wizard was 3rd level, and now will recieve a random 3rd level fire spell because his caster is 5th level. If a wizard of higher level summons a gen, it will be more powerful as well, having all powers normally allowed. The abilities are allowed to be used once per day, unless otherwise noted by the DM. The gen are small and usually representational of their element. An air-based gen will be flighty and free, with the possibility of small wings. Water might be an exotic tropical fish with beautiful fins that floats gracefully through the air. Fire could be as simple as a floating orb of fire, or a tiny demon-like thing and so on. Usually, a gen will appear as a normal animal, but with the addition of the element and several fantastic features, but it is up to the DM. All gens move at a ground speed of 9, and can move through their native element at double that speed. Aditionally, a gens posses a natural "hover" ability. Using their own natural energies, they can slowly move along at a speed of 6. (This is used if a situation does not permit normal movement, such as a fish-like water gen in a forest). Regardless, all gen can survive comfortably in the wizards' environment (this assumes a normal tempurate climate) unless to the extreme, obviously a fire gen underwater would be hazardous. If the summoning would kill the gen because of environmental differences, the gen isn't summoned. Instead treat this as a roll of 1 on the determination table. Gen do not require food, only to be occaisonally return to their element type for rest; ie: a small fire, a stream, or a loose assortment of stones, ect. If slain, their material form dissapates and the spirit return to the elemental planes, so it is quite possible to "re-summon" a gen, but this would be extremely rare. When the gen is slain, a wizard must make a system shock check. Failing that he is instantly reduced to half of his current hit points, which must be regained naturally, but a pass means safety. But either way, a wizard loses 1 point of constitution. If the wizard is slain, the gen usually depart back to the elemental planes but might stay around for awhile if the wizards' companions reacted well to the gen. A gen with no wizard may no longer advance in power because the relationship was symbiotic. Those foolish enough to harm or purposefully arrange the death of their own gen will face the wrath of powerful elemental beings and genies protecting their own kind. The material components of this spell are four precious stones and gems, each being worth 250gp. They must corespond to an elemental type; ruby for fire, diamond for air, amber for earth and emerald for water. In addition, the wizard must imbue the spell with part of his knowledge and life. The wizard must voluntarily lose 500 experience points times his level. Insuffiscient points cause spell failure and if this would cause a loss of level, and causes spell failure. Experience may be regained normally. The spell must be cast for at least 12 hours a day, with breaks for sleeping and sustinance allowed. But no other maical activities involved, or it will fail. It may be attempted but once per month. |
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