ELEMENTAL RULES
ELEMENT RULES
ELEMENT BASICS
Each element has an offensive effect (damage or special property when used in attacks).
Each element has a defensive interaction (resistance, weakness, or immunity).
Each element has world effects (how it changes terrain, interacts with environment, or affects equipment).
Opposed elements (fire vs water, earth vs air, etc.) deal double damage to one another unless a resistance or immunity applies.
ELEMENT DAMAGE RESOLUTION
If a weapon or spell carries an element, roll normal damage, then apply elemental effect.
Resistance reduces elemental damage by half.
Immunity negates elemental damage.
Weakness doubles elemental damage.
Some elements linger (poison, acid, frost), applying damage over multiple turns.
ELEMENT TYPES (FIRST 20)
| Element | Offensive Effect | Defensive Interaction | World Effect |
|---|---|---|---|
| Fire | Burns targets for extra damage over 1d4 turns | Weak to Water, Strong vs Ice | Can ignite terrain, melt ice, destroy wood |
| Water | Pushes/soaks, chance to disarm flame | Weak to Lightning, Strong vs Fire | Floods areas, extinguishes fires, slows movement |
| Earth | Heavy strikes, +1d4 damage vs structures | Weak to Wind, Strong vs Lightning | Shapes terrain, creates walls, causes tremors |
| Air | Knockback, high crit chance | Weak to Earth, Strong vs Poison | Creates gusts, clears smoke/fog, enables gliding |
| Ice | Freezes limbs, chance to slow target | Weak to Fire, Strong vs Poison | Freezes water, creates slick surfaces |
| Lightning | Shocks for bonus damage, chance to stun | Weak to Earth, Strong vs Water | Powers machinery, arcs across metal |
| Poison | Ongoing damage (1d4 per turn) | Weak to Air, Strong vs Flesh | Corrupts water, kills crops |
| Acid | Corrodes armor/weapons, reduces AC | Weak to Cold, Strong vs Metal | Dissolves barriers, ruins items |
| Light | Bonus damage vs undead/fiends | Weak to Shadow, Strong vs Darkness | Reveals hidden things, blinds foes |
| Shadow | Bypasses armor, causes fear | Weak to Light, Strong vs Mind | Darkens areas, nullifies light |
| Metal | Piercing damage, ignores 1 AC | Weak to Acid, Strong vs Wood | Reinforces gear, conducts electricity |
| Wood | Entangles or roots targets | Weak to Fire, Strong vs Earth | Creates cover, barriers, grows in terrain |
| Blood | Damage heals user by half dealt | Weak to Holy, Strong vs Poison | Stains/corrupts land, fuels rituals |
| Holy | Removes curses, damages fiends/undead | Weak to Void, Strong vs Blood | Blesses terrain, sanctifies ground |
| Void | Ignores resistances, bypasses armor | Weak to Radiant, Strong vs Holy | Warps space, destabilizes magic |
| Radiant | Deals morale damage, blinds foes | Weak to Void, Strong vs Shadow | Strengthens allies, purges corruption |
| Sound | Shakes targets, interrupts action | Weak to Stone, Strong vs Air | Breaks glass, deafens, resonates walls |
| Stone | Crushing damage, +1d6 vs constructs | Weak to Sound, Strong vs Lightning | Creates barriers, blocks paths |
| Steam | Deals fire + water mixed damage | Weak to Cold, Strong vs Ice | Creates fog, obscures vision |
| Gravity | Pulls/pushes enemies, crushes over time | Weak to Arcane, Strong vs Air | Alters movement, grounds fliers |

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