Elementals
Certain ideas are on their face kind of lame or frustratingly executed, but have a kernel of something resonant that keeps bringing you back. It's like the flaws are there to taunt you, challenging you to fix them.
Old school D&D is like that. BX is a terrific game with enough tremendous flops and oversights that designing house rules and derivative systems has essentially become a hobby in and of itself.
D&D elementals also fall in this category. People have been providing new rules, alternative interpretations, and added texture for decades. Chris Hogan has a good writeup on why elementals are boring and what can be done about them, and it's from way back in the day when people started their posts with a Captain Planet reference (it's good though and you should read it. No one posts like that anymore).
A lot of people go in the direction of adding layers nuance to elementals and changing the baseline assumptions. This post from Scrap Princess has been knocking around my brain for years, and even though I haven't found a use for it in my game it's a welcome addition to my mental ecosystem. "Gravity fire" is a good example of the kind of radical direction people take the elemental concept.
I like this approach a lot, but when you change elementals too much it requires a lot more buy-in from the players. The baseline concept for elementals is so easy to grasp it almost feels too straightforward, but hear me out: An wildfire is scary, but a sentient wildfire that's trying to kill you, specifically, is terrifying, exhilarating, and somewhat absurd—perfect for a D&D game. Living tornados and walking earthquakes might not be the most glamorous (certainly underserved by the official art) but damn it they can be fun too. They're like those OSR-style challenges we all go crazy for but with hit points.
The problem is, nothing about this is reflected in the stats. We're led to believe elementals are living flames/winds/water/earth but you can walk right up to one and whack it with a sword? And the only risk you run is being targeted by its one attack per round? Something's not right here.
This is just a side-note before I move on, but a point I've never seen mentioned before is the monster listing for elementals in both O and AD&D imply they are only the stats for conjured elementals (either by staff, spell, or device). The AD&D Monster Manual even goes so far as to specify more sophisticated elementals exist "than can be summoned." Over time, these "conjured elementals" became the standard all-purpose elemental, leading to the uncomfortable middle ground we have today where they're kind of mindless bag-of-hitpoint monsters but are also supposed to be the dominant lifeform on their respective plane, which supposedly all have their own cultures and civilizations.
What D&D does well
This is how elementals work now
Air
- Must be conjured under the open sky.
- Deals an extra 1d8 damage to flying foes.
- Creatures less than 2 HD in melee range must save vs. death each round or die from suffocation.
- In place of doing damage, hit creatures up to ogre size can be flung 1d4x10' in any direction, taking fall damage as applicable.
- Dissipates if trapped indoors or in other enclosed spaces.
- Thunderclap. Costs 2d8 hp. Releases a concussive burst that can be heard for miles; creatures within 50’ must save vs. breath or take 2d12 damage and be deafened and stunned (half movement and -4 to attack rolls) for 2d6 rounds, half damage on a success.
- Tailwind. Costs 2d8 hp per hour. Allows sailboats and aerial vessels to move at 1.5x speed.
Earth
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- Must be conjured from raw dirt, stone, sand, or clay.
- Deals an extra 1d8 damage to structures and foes on the ground.
- In place of attacking, can create a tremor that causes everyone in 20' to fall over and save vs. paralysis or take 1d6 damage.
- Cannot cross a water barrier wider than their HD in feet.
- Dissipates if uprooted from the earth. Explosives harm earth elementals, as does falling, which kills them outright. Large scale excavation equipment deals normal damage—a human with a shovel won't do anything, but a giant with a giant shovel is a different story.
- Liquefaction. Costs 2d8 hp. The ground in a 30’ radius becomes quicksand.
- Land formation. Costs 3d8. The elemental forms itself into a shape of whoever commands its choosing (wall, pillar, small hut, etc.). Total volume of earth available to manipulate is 400/600/800 cubic feet. The elemental is inert while shaped (yet still conscious), and must lose another 3d8 hp to return to its original form. MUs still need to maintain concentration while an elemental is shaped, or else it will slip from their control and revert to its original form.
Fire
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Jon Silent |
- Must be conjured from a roaring fire of at least man-height.
- Automatically damages foes in melee range. Ignites flammable material.
- Cannot cross a water barrier wider than their HD in feet.
- Loses 2 hp each round it lacks access to fuel (dry firewood, oil, etc.).
- Combust. Costs 2d8 hp. Deals an amount of damage equal to hp lost to every creature within 30’, save vs. spells for half. Any amount of additional hp may be spent to bolster the effect.
- Primordial crucible. A fire elemental can be bound in order to reduce the time (but not the cost) of creating a magic item by 1 week per HD. There's a 10% chance each week the elemental escapes from it's binding and attacks it master, ruining the magic item in the process. The elemental dissipates once the magic item is created, and can be dismissed at any time—for example, an MU can decide that after shaving 8 weeks off a 6-month project they don't want to risk it any more, they can dismiss their elemental and work the remaining 4 months alone.
Water
- Must be conjured from a body of water no smaller than a pond or creek.
- Deals an extra 1d8 damage to foes in water.
- A water elemental can attempt to surround and submerge a foe by moving into the space it occupies. Save vs. paralysis or be restrained by the elemental and unable to breathe (losing consciousness in 2 rounds). On a successful save the creature is pushed back 10’.
- Dissipates if more than 60’ from its water source.
- Phase change. Costs 1d8 hp. Elemental becomes mist, ice, or turns back to water. It can freeze around submerged foes, trapping them and inflicting 1d6 damage as they get crushed by expanding ice.
- Maelstrom. Costs 1d8 hp per round. Elemental creates a giant whirlpool that sucks boats and traps aquatic creatures. Potentially surfaces submerged treasure or awakens abyssopelagic sea monsters.
Those elemental appearances are particularly inspired, and the additional powers would make for some great moments.
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