Stig wrote:This looks brilliant, thanks! Love the idea of a big sacrifice to get it in play. I always look for an opportunity to use mind points, so potentially in addition to giving up elemental cards you could spend mind points as an alternative?
If you want to make the movement a bit more random (who can control an elemental after all?) you could move them like a goblin fanatic in blood bowl:
Choose 3 adjacent squares next to the elemental (ie 3 squares NSE or W of the elemental) then roll a D6 to determine which one the elemental moves to. Then pick 3 more squares and repeat until it runs out of movement or hits a wall or something. It’s so hard to move back over the original square. See the template attached, but imagine the ball is the elemental
It’s a lot easier than it sounds! Also runs the risk of running over your own heroes, but they do say if you’re magically summoning a giant raging fire elemental deep in haunted catacombs, it’s best to give it a wide berth.
I like the semi random nature of the movement, super idea with elementals, thanks!
I have seen rules for summoning by Zargon somewhere, they required a group of chaos cultists to all spend a turn alone in a room and one would be sacrificed or something. Looked awesome.
A fantastic expansion for spellcasters. This definitely opens up the ability too make mind points more important, say sacrificing an MP to make up for not having enough spell available at the time of summon (1 spell = 1 MP). Say the wizard has already used both pure offensive fire spells he could sacrifice courage and 2 MP to summon a fire elemental. I would suggest caution using this rule lest the wizard just decides to sacrifice 3 MP to avoid discarding spells. You can use the commonly accepted idea that a spellcaster get one spell group for each MP above three to combat this by ruling that if a player sacrifices enough MP to reduce spell groups by more than one other spell groups while not discarded are unusable until the mind points are restored due to mental exhaustion.
Example:
Wizard hasn't used any spells yet decided to summon elemental, decides to sacrifice 3 MP to avoid discarding spells. His mind points are now ruduced to 3 below the level heroes can normally cast spells, while the spells haven't been lost he cannot cast them until the MP used in the summon has been restored. If restore 1 MP they pick one spell group to regain casting ability for it, a second group for a second restored MP and so on. This restriction on access to used spells due to MP loss should only apply to the summoning of elementals as this loss of MP is caused by the hero trying to mitigate the cost of the summon. In other words, reduced MP from other sources such as Chaos/Dread spells, special traps other homebrew rules (unless said rules due something similar) do not cause loss of access to memorized spells.
Edit: On further thought disabling other spells until the mind points are restored ma be a little stiff depending on how available MP restoring items are. Maybe instead make it time based similar to the summon itself, either for the duration of the summon or maybe no other spells for 1 to 2 turns for each MP sacrificed for the summon.
I like the random movement idea as well, it also opens up a way to make MP more important. Consider a mind test at the start of when the wizard or elf try and control the elemental to move in a designated, roll one

and if the result is less than and only less not equal to the character's [url]current[/url] MP then the hero successfully controls the summon and can move as desired. If this mind test fails, the elemental moves randomly for this turn and the controller takes one MP of damage.
For the random movement I would suggest expanding the possibilities. Set the direction the summoner wanted the summon to go as north, then make the possible directions for movement be W,NW,N,NE,E no "southern" options since elementals aren't allowed to backtrack. Now roll

and move according to directions below rember the moving to a diagonal uses 2 movement points just like heros and monsters.

Results
W = 2-3
NW = 4-5
N = 6-8
NE = 9-10
E = 11-12
This adds an increased range of randomness to movement after the summoner fails to fully control the elemental while still giving a higher chance to go where the summoner wanted. If the summon cannot move in the direction indicated by the roll due to walls or furniture. For diagonal directions if there is more than one way to get to the square in the direction let the summoner player decide the path. Example below
From the elemental's proposed movement direction ie N:
W,NW Blocked by wall or furniture
N. Empty space
NE. Orc
E. Hero or another Orc
Now say the roll is

10 NE direction
Now if E is the hero let the summoner dictate the move be N then E to arrive the indicated direction avoiding friendly fire.
If E is an orc let him decide to move E then N in order to hit both orcs maximizing the use of the summon. If the only way to move in then rolled direction hits allies too bad that's part of the risk. Once the elemental has arrived at the space indicated by the die roll, roll again and continue until all movement is used. Remember summons cannot end movement on an occupied square.