On Elementals, Their Creation, and Usage

I’ve recently become obsessed with elementals from RoP:M as part of creating a Verditius with a specialty in them. I’ve discovered several quite interesting interactions and ideas and wanted to share my thoughts.

Firstly, before we talk about why to create elementals, let’s talk about how. All magi with enough skill in Creo and any of the elemental Forms can rarefy elementals from base matter associated with those forms: it’s just a level 30 ritual for the basic 15 Might, Size 0 elemental. Adding magnitudes for Size gives you more power as well, +1 magnitude equals +3 to Size and +5 to Might. Let’s stick with the basic one for now.

A level 30 ritual will cost us 6 pawns of vis, which isn’t that efficient for the prize of a Might 15 creature that’s not even under our control. Hermetically speaking, this could be made more efficient by a magus with some combination of Mercurian Magic and Imbued with the Spirit of (Form), although it’s important to remember to ward beforehand if doing the latter since it’ll likely want to kill you. With both virtues, elementals can be produced effectively vislessly with three days to rest in between castings. This, however, is still not as efficient as we can be.

The gold standard is, as it so often is, found in an insert secreted away as an aside in a sourcebook. TSE p. 67 has an insert which discusses the Terrae Cult, or cult of the earth, a mystery cult largely but not entirely within House Guernicus that guards various earth-related secrets (the italicized portions will be important later). Among the virtues imparted by this cult is a variant of the Summoning virtue which applies exclusively to creatures with Magic Might aligned to Terram, which is not Infernally tainted. The most tantalizing bit is at the end, where it is explained that magi with this variant of the virtue can use the scouring mechanic inherent to Summoning to create earth elementals de novo.

Without spending a single pawn of vis, mind. Even with Summoning having the issues inherent with a supernatural virtue for hermetic magi, this is effectively a way to produce as many elementals as you like, although of course only aligned to Terram. So now we have an army of burly earth elementals ready to be commanded: but what are they good for?

There is, of course, the easy and obvious answer of a somewhat dimwitted, but easy to command turb that can have as many buffing spells as you like applied without worrying about warping. They can even appear to be men with a little Imaginem. The best use for elementals, however, is as batteries.

Spell Binding from TMRE allows us to use elementals to sustain other spells of their form. Obviously with the Summoning variant here, this is limited entirely to earth elementals, but Terram is an extremely rich form in terms of effects, especially once you can open up effectively permanent MuTe effects maintained by your captive elementals. Of course, this is also a Ritual effect, which is why Mercurian Magic remains a good choice even if you have Summoning. There is also the hilarious recursion of using captive elementals to fuel spells of control on other elementals.

Where this really opens up, though, is if you have access to the Bind Magical Creatures Major Mystery from House Verditius. This virtue allows you to do two things. The first is to bind the power of a magical creature to your Gift, allowing you to use it at will, which is nice enough. The second, which is much more relevant to our purposes here, is that it allows you to drain Might from a creature and use it in place of vis when enchanting a device. For every point of Rego Vim Lab Total above the creature’s Might, you can convert a point of Might to a pawn of non-aligned vis usable in an enchantment of any TeFo combination. Effectively, those piddly 15 Might elementals are now worth 15 pawns of any type of vis. The implications of a Verditius using this are somewhat breathtaking, to be honest, and somewhat crush the vis economy.

Remember those italics from earlier? Let’s then take the example of a Verditius initiated into the Terrae Cult using this mystery. With Summoning, said Verditius is effectively capable of producing packages of 15 pawns of vis infinitely: only usable by himself, of course, and only in device production, but without limit or cost, except perhaps morally (and politically, as others in the House are sure to hate you for this).

Now the question is: am I going to use this horrific combination? No, probably not. It’s not that fun to be entirely broken. But it is fun to theorize.

Verdi also have a mystery to then "free" said vis from the items returning them to RAW vis.

HoH:M p.126 "The third way this Inner Mystery may be used is to deconstruct or “smelt down” an enchanted device, using the method of reforging to extract vis from an item. This is a particularly insidious use of this Mystery, allowing Verditius magi — and only Verditius magi — to extract usable pawns of vis from Hermetically constructed magical items. Smelting an item takes a season. To deconstruct an item a magus must first thoroughly investigate it, using the Intellego Vim Lab Total + stress die process described above. Total all the instilled levels of effect of the device to determine the level needed. If successfully investigated, compare the magus’s Rego Vim Lab Total + a stress die to the total instilled levels of effect. If it is equal or higher, the item loses all its powers and the magus extracts the number of Form-specific pawns of vis used to instill those powers."

About the use of Elementals, I miss the MuTe(An) ritual from 4th ed that transformed a statue to be a creature under your control. They were useful to guard your sanctum or covenant. Thinking these Elementals can play this role.

W

Oh, this is a monstrous find. It may take a lot of seasons, but that’s just free vis! I do like the idea of statuesque elementals guarding one’s sanctum as well.

Am I mistaken or any magus who can manage a Creo [Elemental Form] Ritual of Level 40 can rarefy a Group of ten Might 15 elementals (holding 3 pawns of [Elemental Form] each, so 30 pawns in total) for just 8 pawns of [Elemental Form]?

Oh, I didn’t think about this. That’s a nice way to dance around the Size magnitude increases as well and increase the bang for your buck.

Yes, if your troupe doesn't smack you behind the head for trying that. The same thing is true for Group creation of magic animals.

This has existed in essence since the core book. Given that you start with some Animal vis and some really good Creo Lab Totals and Casting Totals (CrAn(Vi) with requisites), you can generate an unlimited amount of vis of any Form. You develop a Group version of a spell to make a magical animal. Start with one with Animal-based Might. (Works with Individual with Mercurian Magic, too.) Kill them and recoup the vis. Due to Group, you now have as much Animal vis as you want. Now make similar spells where the animals have Might associated with other Forms. Now you have as much vis of any Form as you want.

Since the core book there more ways of essentially doing the same.

I've had house rules in place against this sort of thing for ages, as it's a well-known issue.

Am I reading this correctly?

A Veriditus mage can use the might of an Earth elemental to directly substitute for Vis of any type in creating a magic item; and can then smelt that item down to get Vis of any Form which was enchanted as an effect?

And it seems like Technique Vis is not available this way.

I mean... if the main goal is to have a suitably large supply of vis, pick "Personal Vis Source" three times and call it a day.

I believe this specific use case has been discussed on this very forum before.
Probably one of those recurring subjects that we'll see pop up every few years.

Yeah.. the Magical Vis Pump (tm pending) is something that's been around - creating a creature which, by default, grants vis when killed, and using a group target to get x10 output for +2 input. Elemental Rarification is just much more efficient than creating a magical animal. I don't think there was an official 'correction' for the exploit, but a number of house rules addressing it. My favorite I remember was a rule saying that the elementals spawned with 'phantom' might until they'd been around long enough to have accumulated their own real vis, similar to how a long Creo Cow would only leave a corpse if it had been around long enough to process food.

A more productive addition to the conversation, in a previous saga, my players found a regio with a powerful Auram aligned aura, a pinnacle spire surrounded in a constant storm in the Aegean sea. An old NPC magus had secretly set up a lab at the top of the spire, and had created a large number of 'traps' using Rego wards to capture forming elementals.

In a warded ritual circle, use a ring duration Creo Auram to create a whirlwind or storm trapped but constant, and wait for the powerful storm aura to rarify the elemental out of the psuedonatural weater effects trapped within. The elemental would end up trapped in the ward after it finally awakened. This happens rarely and slowly, so the magus just created 42 of these traps.

The long-term-game effects of the work was that the aura created yearly outputs of elementals instead of vis.

I liked the proposed fix in the "community house rules". It was not yet needed in my saga, but nice to have.