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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