I would like you to please welcome the Sheela to the boards. Translated from Arcana Exxet, these are elemental soul fragments called into being by Summoners, but usable by anyone willing to pay the cost. It's a WIP, but here's what I've got so far. I'll continue to update as I get more finished. ATM, here are the basic rules.
Chapter 7: Sheela, Spirits of the Soul
The Sheela, also called reflections of the soul, are one of the greatest powers both Summoners and Wizards can have at their disposal. This is pure elemental magic, supernatural entities that have gained power and identity by entering contact with the soul of a living being.
Their usual form is similar to a small fairy, no more than a foot high. The vast majority are female, but that is because they represent the Animus, or feminine side of life. However, there are rare cases of male Sheela, or even some completely asexual in many forms.
Usually, the existence of these creatures is linked to an individual and a particular kind of magic. In fact, with the exceptions of Necromancy, Creation and Destruction, which by their nature do not support the birth of Sheela, all the ways of magic have their own kind of elemental.
A character skilled in Summoning can try to focus enough supernatural power to attract a Sheela and tie it to their soul. Thus, a Summoner can make up for his lack of magical knowledge by letting the elemental cast spells for him. However, magicians and fighters can make use of them as well, as the capabilities of the Sheela are diverse enough to enhance any kind of skill.
Invocation and Linking
Calling a Sheela has the same requirements as summoning a being equal to the level of the Summoner plus one, and the character must pay a Zeon cost ten times higher than normal. In case they are trying to invoke it for another individual, the difficulty is the level of the target plus 2, and the Zeon cost must be fully paid by the Summoner and the target, in order for the Summoner to attract and create the essence of the Sheela for him.
A Level 3 Summoner who tried to invoke his Sheela would have to invoke and control a being of level 4 and pay a sum of 800 points of Zeon (80 times ten).Similarly, invoking a Sheela for a character of level 2 would also be equivalent to invoking a level 4, although in thiscase, the 800 points must be spent Zeon by both the Summoner and the individual for whom the Sheela is invoked.
Immediately following, the Summoner must secure the Sheela, performing a Binding with the same difficulty as before, as a being of his level plus one (or two if performed for another individual). If successful, then whoever he states he intends to become the Sheela’s master (either the Summoner or another individual) must spend a point Power to bind the Sheela to their soul. With the ritual completed, the Sheela will, from that moment forward, belong completely to the person.
If you wish to randomly determine the type of Sheela called, the Summoner must make a roll on Table 13 and check the result.
Table 13: Types of Sheela
Roll Type
1-10 Light
11-20 Air
21-30 Essence
31-40 Earth
41-50 Fire
51-60 Illusion
61-70 Water
71-80 Darkness
81-100 Character’s Choice
The Sheela as Familiars
Like any other supernatural creature, a Sheela may be bound as a Familiar. In this case, the Summoner experiences the difficulty of binding both a Sheela as explained in the previous section and the familiar tie (two levels). Consequently, as a familiar link, binding a Sheela is an additional three levels of difficulty for the Summoner himself or four in case of performing the binding for another. Regarding the cost of Zeon, this is not increased at all.
Having a Sheela as a familiar gives certain special elemental powers, as explained in the Enhancements section.
Maintaining a Sheela
Keeping a Sheela applies the same rules as a familiar for the daily Zeon cost. If, for any reason, the character is unable to pay its cost, the elemental begins to weaken, applying a -10 All Action Penalty and reducing their Presence by one each day this cost is not paid. If their Presence falls to zero, the Sheela dies, irrevocably.
Contrary to what happens with a familiar, you cannot stall the evolution of a Sheela, so if of the character's Level increases above what they can afford to pay to maintain it, it is destroyed.
General Rules
It is important to point out that Sheela are not naturally independent creatures, but they are so tied to magic and man that they are not based on the same rules as traditional beings. In a way, they are arguably a reflection of the soul of the Summoner that has claimed independence and self-existence. Therefore, despite having a proper level and attributes like any creature, the Sheela use rules different from a conventional form, they have no DP to develop their skills normally. To reflect these attributes can you can use the tab that comes at the end of this book.
Attributes: The Sheelas, have different attributes depending on to which element they are linked. The description of each Sheela gives those values. Each time the Master levels up, you may choose to add a +1 to one Attribute (instead of gaining a +1 every two levels).
LP: The Life Points of the Sheela. These are not calculated using the attribute Constitution, but they are always equal to twice the Presence of their Master.
Initiative: A Sheela has an Initiative equal to her Master without weapons.
Resistances: Sheelas share the same resistances (MR, PsyR, PhR, VR, and DR) as her Master.
Magic Projection: The Sheela has a Magical Projection value equivalent to twice the base Presence of her Master. As a
general rule, do not add the Dexterity bonus to this.
Spells: Each Sheele has a level of certain way that allows
his master use spells through them. To calculate the maximum power of their spells, Sheela can choose from their Intelligence or their Power.
Other Powers: Each type of Sheela also has different unique powers, as described in their respective sections.
Secondary Skills: As with attributes, Sheela have different values of secondary skills dependent on their elemental nature. However, none of them can have a skill based on knowledge higher than the value her Master has in the same ability. Each time the Master rises in level, you may give a bonus of +10 to five different secondary skills of your choice. The Sheela never add a bonus from their Attributes to these skills.
Spellcasting Through Sheela
A character can channel the supernatural powers of the Sheela in the form of spells. Therefore, he can transfer all or part of his Magical Accumulation the Sheela so she can build and cast spells she knows. This "Assignment" temporarily reduces the Accumulation of the character himself. It is important to note that it is the Sheela who casts the spells, while the Master only gives her his power. Therefore, the elemental cannot cast unknown spells and must use her own Magic Projection at launch, even if her master knows the spells or has a higher Projection.
A sorcerer with 60 MA states that he will yield 20 points of MA to his Sheela for her to prepare a spell. Consequently, he can continue to accumulate 40 points each turn, while the elemental accumulates 20. Naturally, at any time after, he can declare a different number to assign to MA, depending on what he himself saw fit.
Mystical Empowerment
A character can enhance the actions of his Sheela by investing large amounts of supernatural power. Therefore, he can give your Sheela a bonus to a particular action equivalent to the value of Zeon spent for that purpose, to a maximum determined by the Control ability of her Master (Table 14). For a Sheela in Spirit Form, this improvement is reduced to half the Zeon spent (in groups of 5 rounded down).
A Summoner with Control of 120 could declare he is spending 40 Zeon points in granting a +40 to the Sheela’s Magic Projection to cast a spell, but if she was in her Spirit Form, she would get only a +20.
Table 14: Mystic Empowerment of the Sheela
Control Maximum Zeon
0+ 20
50+ 30
100+ 40
150+ 50
200+ 60
250+ 70
300+ 80
350+ 90
400+ 100
Distance Limit
Being tied to her master, a Sheela cannot be separated more than 100 feet from him. If forced to, she loses consciousness and slowly becomes weaker, eventually dying. This period varies depending on the power level of the entity, but is usually between a couple of days to a month.
Death of the Sheela or her Master
The death of a Sheela has serious implications for her Master. First, having a part of his soul destroyed, the character irreversibly loses the Power point invested into the Calling of the Sheela. It is impossible to recover or recreate this loss, even with powerful spells. Second, if he has the Gift, his magical powers are temporarily reduced, so he applies a penalty of -50 MA that recovers at a rate of 5 per day. If the Sheela is also tied to the character as a familiar, he suffers the usual consequences carried with the latter's death, in addition to those described above.
Whereas if it is the Master who dies, this usually results in the Sheela being destroyed with him. However, there have been very unusual cases in which the elemental has become an independent being.
Combat
Generally, Sheelas fight using their Magical Projection with spells or some of their special powers. However, they are governed by special rules when it comes to defense, and as both her and her Master are linked, if they are close to each other, they can use a joint defense. This means that instead of each using their own defense, they can choose who will defend them both. For example, a fighter may choose to use his Block to stop an attack against her, or else let her create a supernatural shield to protect him. Naturally, there is no penalty applied to this ability.
If you receive damage during a joint defense, the Master suffers full damage, while the Sheela suffers half that amount.
Personality
The behavior of these creatures is quite variable. Some are little more than a silent, faceless being that accompanies her master while others have a strong personality. Thus, the Sheelas may be a simple tool in the hands of her master or a creature with her own identity. The Game Director is the one who should decide which of the two is more accurate depending on what is best for the style of the game.