Elemental Magic, Damage, & Ranqor in Dracora Isle | World Anvil
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Elemental Magic, Damage, & Ranqor

Magic is interchangeable with Elemental Energy. Magic is what the settlers called it, but on Dracora its more seen as a sort of science/physics/ alchemy/force of nature itself.  

Elemental Magic Types and Associated Colors

Element Color
Aether Yellow
Aqua Blue
Celestis Purple
Ignis Red
Terra Green
All magic users specialize in one of the 5 main elements; they can use all kinds of spells of course, but of that element they have a better understanding, and will be more affected by certain locations which emphasize certain elements. (Mechanics: if you specialize in an element, using a spell of that type will give you advantage on some of the rolls required, or its effect will be different. Some creatures have elemental weaknesses, giving you advantage on them, and some are completely immune. Make sure to try different spells to see which affect the enemy the most)  

Damage types and their associated elements

(usually, but may vary)
Damage Type Elemental Damage
Acid Terra
Bludgeoning Neutral
Cold Aqua
Fire Ignis
Force Neutral
Lightning Electricity (Aether)
Necrotic Neutral
Piercing Neutral
Poison Terra
Psychic Celestis
Radiant Celestis
Ranqor Special Rules, see below
Slashing Neutral
Thunder Sky (Aether)

Raw Elemental Damage

Aether Wind, Electricity, Sky
Aqua Water, Ice, Mist
Celestis Sun, Moon, Stars
Ignis Fire, Lava, Heat
Terra Nature, Earth, Metal

Typical elemental weaknesses

Dual/triple type creatures may exist, other weaknesses apply   Each creature has:
  • Normal damage resistance: Half damage after multipliers. Revealed when attack hits at 15 or higher, attack then is wasted, if succeded on lower, action may still be used for something else.
  • Immunities: No damage.
  • Elemental weakness: 2x damage after multipliers. Revealed on a nat 20 hit.
  • Weakspot: Area on a creature (like an eye, a certain body part etc. + xd4 damage x=player level. Revealed on a nat 20 hit.
Most creatures are resistant to damage from their own elemental type. More powerful creatures may have immunity to damage from their own elemental type.  

Aeather Creatures

Creature Type Weaknesses
Sky Metal (terra), Electricity (aether)
Wind Earth (terra)
Electricity Sun (celestis), Moon (celestis)

Aqua Creatures

Creature Type Weaknesses
Water Plants (terra), Electricity (aether)
Ice Fire (ignis), Heat (ignis)
Mist Wind (aether)

Celestis Creatures

Creature Type Weaknesses
Sun Moon (celestis)
Moon Moon (celestis)
Stars Everything (but also beats everything)

Ignis Creatures

Creature Type Weaknesses
Fire Water (aqua), Earth (terra), Wind (aether)
Lava Ice (aqua)
Heat Wind (aether)

Terra Creatures

Creature Type Weaknesses
Earth Water (aqua), Nature (terra), Sky (aether)
Metal Fire(ignis), Lava (ignis), Water(aqua)
Nature Fire (ignis), Lava (ignis), Ice (aqua), Metal (terra)

Ranqor

  [Ranqor] is the pure manifestation of the hate, malice and jealousy an ancient evil had for this realm. It drains the magic of its surroundings and takes on many forms.  

Ranqor Damage Types

Ranqor Type Manifestation
Raw/Pure ?
Aether Dark purple fog
Aqua Oily slime
Celestis Undefined
Ignis Purple flames
Terra Mossy, plant-like form

Ranquor Mechanics

   
  • If Hit by an attack with Raw Ranqor, you can't make elemental attacks in your next turn.
  • If hit by a specific Ranqor elemental type, you can use that element, but take 2d6 damage yourself of that type. Ex. You want to use a fire spell, but you just got hit by Ranqor Flames. You can use the spell but take 2d6 fire damage after use. This effect lasts until your next turn.
  • For all Ranqor attacks that make direct contact with you, you will need to roll a CON Save (usually around 16/15). If failed, you will become infected (similar to Cursed condition). But, if the contacted area is clothed, you gain 1 Infection point instead. If wearing normal clothes, you will need to roll the CON save after you have 1 infection point (in the turn after you got the 1). If you are wearing light armor, you need 2 infection points and if you’re wearing heavy armor you need 3 infection points.
  • Points are removed after a long rest which includes taking a full-body bath of around an hour and all belongings are cleaned.
  • For druids, wild shape removes an extra Infection point. So say, you wildshape, you get bitten and gain one point, when you wildshape out, its gone. If you wildshape out during combat and get bitten again, you gain 1 point. If want want to wildshape again in that same combat, you still have that point, only when you shape out again is it removed. And only 1 is removed , so if you rack up 2 and shape out, you still have 1.
  • Points stack outside of combat
The full effects of Ranqor infection on humanoids is not yet fully understood, and a cure had not yet been found.

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