Thanks PiXeL01,
1) and 2) Well, depending on what rules you use, it could make a HUGE difference!
a. If using EssCo, it really doesn't matter because you can Master 3
Elementals. The strength/lvl of each has no bearing on the game for Mastered purposes and you ignore the "
Those summoning Strong Elementals need to be wary of these creatures mindless tempests, the strength of which could well exhaust the will of even the most skilled practitioners of magic" part of every C&M I can find.
b. But if the GM uses F&I, the Mastered/Commanded Elemental durations are a function of the caster's lvl and NOT by number of creatures.
Now the +/- levels greatly affect the caster (and party!) because there's a chance of something coming through that is bigger than you can handle.. and maybe slightly weaker than you wanted. The GM can now proudly use the text from the monster description..
If you don't like the variable amount, then casters can develop the Summoning Skill; helps to Summon the correct type of creature that you want.
* New Rule: If you make the Summoning Skill roll, Summoning can modify the levels of a creature Summoned by the # of Ranks in the Skill. This way, you treat it kinda like Ambush.
Example: Caster wants to Summon an Elemental Guardian for his tower while he goes on vacation. As Guardians are Lvl:15G, this is a range of 5-32 (!). Since he may need to summon while on his trip, he might want to buy down the Guardian's lvl.
3) F&I has Master Elemental True affecting Types I-IV and if used on a Type V, it only lasts 1 hr/lvl.
Well, I guess Mastered is permanent. So, I guess C&M is just cut and pasted from much older rules...