Elementals (sometimes called artificial elementals) are
creatures from the elemental planes. They lack a true will of
their own and are manifestations of psychic energy embedded
within raw material from one of the elemental planes. They are
metamorphic and lack vital structures. They are capable of
dividing themselves into smaller units or uniting into larger
units (though this will affect their stability).

Elementals are relatively stable in the material plane, but are
subject to instability. Their stability rating depends on their
size; larger, more powerful elementals are less stable.

The power of an elemental reflects its energy that equals its
magical power and hit points, as well as size and strength.
The power rating is merely a measure of the quantity of an
elemental’s substance. An elemental may possess one or
more spells from its corresponding elemental sphere. Each
time an elemental is damaged or uses magic, its power is
reduced. Elementals regenerate 10% of their initial power
rating each turn, whilst in contact with their own element.

In theory there is no limit to the maximum possible size of an
elemental. In practise, however, elementals become unstable
the more powerful they are. Elementals beyond a certain size
limit become too unstable to exist on the material plane for any
appreciable length of time. The table below relates the power
of an elemental to its stability.

                Power        Stability rating (%)

                   10                90
                   50                80
                 100                70
                 150                60
                 250                50
                 350                40
                 500                30
                 650                20
                 800                10  
An instability check is required after a number of hours equal to the
elemental’s current stability rating. If the roll fails (i.e. is greater than
the stability rating) then the elemental loses power equal in % to the
number of points the roll failed by. E.g. an elemental with stability
rating of 36 rolls a 50, and so loses 14% of its power points. This
power lost cannot be regenerated and can only be replaced if a
magick-user summons more of the element. Stability checks are
also required whenever an elemental undergoes transformation as
the result of a reaction.

Elementals cannot be harmed by simple physical means.
‘Elemental blades’ and certain magickal attacks damage
elementals. If an elemental loses all of its power it is dissipated and
will assume the form of ordinary substance that will remain on the
material plane.

Strategic movement and interaction with physical elements:

Elementals do not fatigue and can maintain their tactical movement
speeds indefinitely. Earth Elementals must maintain contact with
their native element. If they lose contact with the ground then they
will transform irreversibly into normal matter. They move under
ground and may cross water by travelling on or beneath the water’s
bed. Water Elementals can travel across damp earth at half speed,
but become unstable on dry ground. They can, however, move over
the surface of subterranean streams unimpeded. Normal fire
causes normal damage and will cause Water Elementals to
dissipate as steam. Air Elementals have the power of flight. Air
Elementals can not travel through stone or earthen barriers, and
must break them or fly over them. They can not travel underground
except through subterranean passages. They may travel over, but
not through, water. Air elementals can become invisible at will, but
become visible if they launch an attack. Fire Elementals can be
damaged by normal water and dissipate if they enter or move over
water. (They can, however, cross marshes if marsh gas is present).
Tactical movement (m/turn):

 Power                 Move (earth, water, air, fire)

 1-500                  40, 80, 125, 200
 501-1000           60, 120, 200, 300
 1001-5000         80, 160, 275, 400
 5001-                  100, 200, 350, 500


An elemental can exist in certain environments: air elementals
while in contact with air; earth while in contact with the ground;
fire while in the air-earth interface and water while in the
earth-air interface along water courses (maybe subterranean)
or in water. If an elemental breaks contact and enters a
different medium (which it will not do of its accord) it will react.
For example, a fire elemental being forced to cross or enter
water will react to form a steam elemental, an earth elemental
lifted from the ground will be transformed into a dust
elemental, etc. Whenever an elemental is transformed it must
make a stability check.

Whenever two uncontrolled elementals of different types meet,
it is 1/3 likely they will ignore each other, 1/3 likely they will fuse
and transform into a larger elemental, and 1/3 likely they will
react violently in which case the smaller will be completely
destroyed and the larger will lose power equal to that of the
smaller. If they are of identical power, then combat must be
resolved (simultaneously) until one becomes smaller, in
which case it will be immediately destroyed and subtracted
from the larger. The speed (movement) and density/hardness
(armour class) of an elemental depends upon its constituent
element as shown below:

Element      AC      APS        Damage type

Fire              0          90                F
Air                0          80                E / I
Water           0          60               D / I    
Earth            5          40                I / C

(AC = armour class, APS = attack/parry score)/

Elementals have one attack for every 100 power
points, rounded up, directed at separate targets.
Each attack causes 1-10 d10 (1d10 for every 10
power points). They suffer no penalties when
outflanked or attacked from behind. They are immune
to psychological effects, magickal or otherwise, and
cannot be surprised. They have extrasensory
perception that can automatically sense anything in
their elemental medium or existing interface, for a
radius of 100 m per 100 power points (rounded up).
Earth elementals cause damage by impact / crushing
and stone blasts. Water elementals cause damage by
drowning, impact, and impact due to carried debris
and ice blasts. Air elementals cause damage by storm
blasts, hurling missiles, lifting and dropping targets,
and by lightning bolts. Fire elementals cause damage
by burning and by hurling fireballs. Additionally, they
possess other magickal abilities from their elemental
Acknowledgements: these drawings were of Citadel
Miniatures that were collected and painted.