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Elementals are spirits in elemental form, taking on the physical (and even metaphorical) traits of their elements. While the standard elementals are often earth, water, air, and fire, there are always more combinations and new editions--such as metal[1][2][3], plastic[4], or steam.

Knowing an elemental's behaviors, habits, and weaknesses might require a Hidden Lore (Elementals) roll.[5][6]

Summoning[]

Elementals are often summoned by specialized mages for specific purposes. They range from small, simple servants to powerful, showstopping forces of nature. Summons and alliances with elementals are--at least in game terms--quite similar to summoning/allying with other spirits, such as angels, demons, nature spirits, ghosts, and so on.

Traits Shared by Most or All Elementals[]

Elementals tend to lack "weak spots" anatomically, and are mainly vulnerable to opposing elements or elemental manipulation -- unless explicitly stated otherwise, elementals are always vulnerable to elemental magic of their own type.

Solid elementals (like earth, wood, or metal) generally add DR [5/level]; Pressure Support 3 [15]; Sealed [15]; and Vacuum Support [5].

Elemental Types[]

The Big Four[]

Type Combat-Related Considerations
Air (includes lightning) Air elementals are fast and mobile, and seldom strike from the same direction twice. While they tend to be the most fragile of elementals, their high mobility and natural flight allows them to decide when and where they want to strike.
Earth Earth elementals are tough and sturdy, and are one of the few creatures with more natural defense than offense. While they tend to be a bit slow, they can be dangerous once they get their hands on a target. Fighting earth elementals is like tower defenseโ€”if they reach you, you have likely lost.
Fire Fire elementals are agile and destructive, and are more willful and independent than most elementals.[7] While fire elementals tend to be impulsive and impetuous, they can be focused into the spearhead of any battle. Most mundane animals naturally fear a fire elementalโ€™s presence, as fire is not a healthy part of any diet. Fire elementals are passion and living breath,[7] and their fearlessness towards de-corporealization is only matched by their desire to burn brighter.
Water Water elementals are subtle and wily. Water naturally prefers to lie down whenever possible, so do not be surprised when your water elemental takes the form of a snake, disc, or blob, instead of a humanoid.[7] While they lack a strong backbone, water elementals are capable of sudden, powerful strikes at unusual angles, and are most potent as stealth attackers.

Uncommons[]

Type Usual Traits
Metal Lesser-known, more "modern" elementals, metal types are more swift and deadly than earth elementals, but their artificial nature makes them more quirk-prone and self-serving.[7]
Wood Wood elementals are odd cousins to the "Big Four".[7] An uneducated commoner might easily confuse a wood elemental with a nature spirit, a plant-like fey, or even a wood construct. Wood elementals are essentially non-living, primordial, elemental entities that are made of wood, but aren't born from a particular tree, nor necessarily a specific type of wood. Tricky to define.

Exotics[]

Type Usual Traits
Void, Sound, and Ether Stranger elementals--not "unnatural", just strange. Void and "Ether" can work as sort of "anti Air" elementals, while Sound elementals are possible siblings or subtypes of Air.[7]

Modern Magic: Periodic Table Elementals[]

92+ and counting! In a magical world where the concept of scientific elements has occurred, somebody, somewhere is going to come up with the bright idea of trying to summon an elemental based on the periodic table. They will find out these type of elementals are either far more limited or more dangerous (due to how readily the element reacts to everything) than their more well-rounded brethren.

See Also[]

References[]

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