My current Elemental rules - heavily inspired by Elric elementals
Air Elemental (Sylph)
Normally appearing as dainty and somewhat indistinct females, air elementals are elegant, talkative and friendly, but they have very little concept of time. They are easily offended by coarse and brutal words or deeds.
STR: 3D6 (11), CON: 3D6 (11), SIZ: 2D6 (7), INT: 3D6+6 (17), POW: 3D6 (11), DEX: 4D6 (14), APP: 4D6 (14),
Skills: Fly 100%, Gossip 80%, Lore (Nature) 45%, Lore (weather and wind) 80%, Perception 55%, Sing 80%
They have the following abilities:
Invulnerable to non-magical attacks
They can fly at 1D6 miles per hour and carry messages to and from their summoner up to one mile
They can produce a breeze of 1D6 miles per hour for 1D6 minutes
Light objects can be moved or carried
They may supply the summoner with air for up to 10 minutes before vanishing to save herself.
Darkness Elemental (Shade)
Almost liquid like in appearance, Shades are also almost as protean as Salamanders and equally unpredictable. They have no voices, but instead speak directly into the mind of their summoner or binder.
STR: 3D6+12 (23), CON: 3D6+6 (17), SIZ: 5D6+10 (27), INT: 2D6 (7), POW: 3D6 (11), DEX: 2D6 (7),
Skills: Stealth 90%, Unarmed 65%
They have the following abilities:
Invulnerable to non-magical attacks
They can cloak a single person of the same SIZ or less in darkness and shadows for 1D6 hours, doubling their stealth skill.
They can make a single item or entity of their SIZ or less immune to magical detection including the Alarm Rune.
They can attack a living creature directly with a chill touch using their unarmed skill. This does 1D6 damage and ignores non magical armour. This counts as a magical attack.
Dark Vision,
Earth Elemental (Gnome)
In comparison to the other elementals, Gnomes can appear withdrawn and surly appearing as huge moving statues made up of a variety of stones, minerals and earth.
STR: 5D6+12 (27), CON: 3D6+6 (17), SIZ: 3D6 (11), INT: 2D6 (7), POW: 3D6 (11), DEX: 2D6 (7),
Skills: Evaluate 50%, Lore (Nature) 65%, Lore (Earth) 60%, Unarmed 65%
They have the following abilities:
Natural Armour of 20 points – ignored by magical or Demon weapons.
Any non-magical weapon striking them has a 50% chance of breaking,
They may merge with and pass though all natural barriers and walls made of stone or earth.
They can transport a single person of the same SIZ or less through earth or rock for 1D6 hours, protecting them from drowning.
Fire Elemental (Salamander)
Able to assume a multitude of shapes, Salamanders are as protean as fire itself. Vain and easily flattered, they are also quick to take offence.
STR: 2D6+6 (13), CON: 3D6 (11), SIZ: 3D6+6 (17), INT: 2D6 (7), POW: 3D6 (11), DEX: 4D6 (14),
Skills: Flame Burst DEX x5%, Lore (Nature) 35%, Lore (Volcanoes) 60%,
They have the following abilities:
Invulnerable to non-magical attacks
They may ignite any flammable object they touch and can do 1D6 fire damage to any creature they touch.
They can produce a burst of flame doing 2D10 damage with a range of up to 10yds chance of hitting. They may only do this three times an hour, the fourth time destroys the Salamander. This counts as a magical attack.
They can inhabit and control any flame not exceeding a diameter of up to 2 metres.
Water Elemental (Undine)
Normally taking the form of a small beautiful woman when appearing to mortals, Undines are often interested in conversing and interacting with mortals.
STR: 3D6+6 (17), CON: 3D6+6 (17), SIZ: 2D6 (7), INT: 4D6 (14), POW: 3D6 (11), DEX: 3D6 (11), APP: 4D6 (14)
Skills: Influence 65%, Lore (home sea or river or lake) 90%, Swim 100%
They have the following abilities:
Invulnerable to non-magical attacks
They can transport a single person of the same SIZ or less through water for 1D6 hours, protecting them from drowning.
Once per hour they can materialise up to one gallon of fresh or salt water at any time or place
Simply by touch, an Undine can cause metal weapons to rust and crumble, such non magical weapons striking her suffer the same fate.
With a successful POW vs POW roll, an Undine may enter the respiratory system of a target and inflict 1D6 drowning damage for 1D6 Combat Actions.