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)

ElementOffensive EffectDefensive InteractionWorld Effect
FireBurns targets for extra damage over 1d4 turnsWeak to Water, Strong vs IceCan ignite terrain, melt ice, destroy wood
WaterPushes/soaks, chance to disarm flameWeak to Lightning, Strong vs FireFloods areas, extinguishes fires, slows movement
EarthHeavy strikes, +1d4 damage vs structuresWeak to Wind, Strong vs LightningShapes terrain, creates walls, causes tremors
AirKnockback, high crit chanceWeak to Earth, Strong vs PoisonCreates gusts, clears smoke/fog, enables gliding
IceFreezes limbs, chance to slow targetWeak to Fire, Strong vs PoisonFreezes water, creates slick surfaces
LightningShocks for bonus damage, chance to stunWeak to Earth, Strong vs WaterPowers machinery, arcs across metal
PoisonOngoing damage (1d4 per turn)Weak to Air, Strong vs FleshCorrupts water, kills crops
AcidCorrodes armor/weapons, reduces ACWeak to Cold, Strong vs MetalDissolves barriers, ruins items
LightBonus damage vs undead/fiendsWeak to Shadow, Strong vs DarknessReveals hidden things, blinds foes
ShadowBypasses armor, causes fearWeak to Light, Strong vs MindDarkens areas, nullifies light
MetalPiercing damage, ignores 1 ACWeak to Acid, Strong vs WoodReinforces gear, conducts electricity
WoodEntangles or roots targetsWeak to Fire, Strong vs EarthCreates cover, barriers, grows in terrain
BloodDamage heals user by half dealtWeak to Holy, Strong vs PoisonStains/corrupts land, fuels rituals
HolyRemoves curses, damages fiends/undeadWeak to Void, Strong vs BloodBlesses terrain, sanctifies ground
VoidIgnores resistances, bypasses armorWeak to Radiant, Strong vs HolyWarps space, destabilizes magic
RadiantDeals morale damage, blinds foesWeak to Void, Strong vs ShadowStrengthens allies, purges corruption
SoundShakes targets, interrupts actionWeak to Stone, Strong vs AirBreaks glass, deafens, resonates walls
StoneCrushing damage, +1d6 vs constructsWeak to Sound, Strong vs LightningCreates barriers, blocks paths
SteamDeals fire + water mixed damageWeak to Cold, Strong vs IceCreates fog, obscures vision
GravityPulls/pushes enemies, crushes over timeWeak to Arcane, Strong vs AirAlters movement, grounds fliers


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