Magical Resistance and Vulnerabilities
Magical Resistance
and Vulnerabilities
For Mages and
Elemental Monsters
An elemental monster's nature allows them certain privileges within their element. For example, a Genie takes reduced damage from air spells and attacks, however, they take additional damage from water spells and attacks. All elements and elementals have an inferior and a superior. The inferior is the element that is overpowered, and the superior is the element that can overpower them. The superiors and inferiors are as follows:
Primary | Superior | Inferior |
Fire | Water | Earth |
Water | Air | Fire |
Air | Earth | Water |
Earth | Fire | Air |
ie. Earth's superior is Fire, so a Slime Monster takes additional damage from the Ball of Flame spell, but Earth's inferior is Air, so a Slime monster would be resistant to a Lightening spell.
Some Elemental monsters are True elementals, which is to say they are purely made up of the element in question, and some monsters are elemental sub-types. True elementals are often, but not always, Immune to spells of their own element. By contrast, a Gremlin has elemental power, but is not a true Elemental. They are considered a sub-type. Mages are also considered to be sub-types. Magical Resistance effects sub-types the exact same way as true Elementals Unless the specific listing says otherwise. If there is a difference between how the spell affects True Elementals vs. Sub-types it will be listed.
I have tried to list all of the resistances, but this should not be seen as a definitive list. Game Master discretion is actively encouraged. Also, if there a spell has a missing notation (ex. Wind Elementals are not mentioned on the Sabre spell--see below) then it is assumed the spell functions as normal.
Elemental Resistance
Fire
Ball of Flame by: MB
Earth Elementals must roll 6's to defend. Fire Elementals are immune. Water Elementals defend on 4's, 5's, or 6's.
Fire of Wrath by: MB
Earth Elementals must roll 6's to defend. Fire Elementals are immune. Water Elementals defend on 4's, 5's, or 6's.
Sabre
Earth Elementals take one BP of damage automatically. Fire Elementals are Immune. When attacking a Water Elemental, you only get one extra Combat Die.
Burning Hands
Earth Elementals take 2 BP of damage. Fire Elementals are immune. Water Elementals may defend by rolling a 6 on 1d6.
Extended Fireball
Earth Elementals take 3 BP of damage. Fire Elementals are immune. Water Elementals may defend by rolling a 2d6, and for each 6 rolled the damage is reduced by 1 BP.
Fire Shield
Earth Elementals take 2 BP of damage. Fire Elementals are immune. Water Elementals may defend by rolling a 6 on 1d6.
Crown of Fire
Earth Elementals take 1 BP of damage automatically. Fire Elementals are Immune. When attacking a Water Elemental, you only roll 2 Combat Die.
Fire Stream
Earth Elementals take 1 additional BP of damage per damage range. Fire Elementals are immune. Water Elementals may defend by rolling 3d6, and for each 6 rolled the damage is reduced 1 BP.
Immolate
Earth Elementals take 4 BP of damage. Fire Elementals are immune. Water Elementals may defend by rolling 3d6, and for each 6 rolled the damage is reduced 1 BP.
Wings of Flame
Earth Elementals only get 2d6 to defend. Fire Elementals are immune. Water Elementals may defend by rolling 3d6, and for each 6 rolled the damage is reduced 1 BP.
Earth
Earth Fist
When attacking a Rock Golem or an Earth Elemental, you only get to attack with 5 Combat Die. When attacking a Fire Elementals, Water Elementals or Slime Monsters, you only get to attack with 3. Fire and Water sub-types are affected normally. When attacking an Air Elemental you may attack twice.
QuickSand
Fire Elementals take 2 BP of damage per round. Slime Monsters are immune. Earth Sub-types are trapped but do not take damage. Air Elementals are immune. Water Elementals are immune.
Tremble
Air, Earth, and Water Elementals are all immune. Water Sub-types are affected normally. Fire Elementals and Sub-types cannot defend.
Earth Rise
Slime Monsters are immune, and Earth sub-types only take 1d4 BP of damage. Fire Elementals roll 2d8 per Body Point and have to roll three 6's to dodge. Air Elementals dodge on 4's, 5's, or 6's. Water Elementals dodge on 5's or 6's, and Water sub-types are affected normally.
Oubliette
Fire Elementals must roll 11 or 12. Slime Monsters are immune. Earth Sub-types have 4 tries to get out. Air Elementals are immune.
Rock Shards
Fire Elementals only get to roll 1d6 to defend. Earth Elementals are immune. Air Elementals roll 1d6 per BP to defend, and for each 5 or 6 rolled the damage is reduced by 1 BP.
GeoShards
Fire Elementals take 3d4 BP of damage each turn. Earth Elementals are immune. Air Elementals roll 1d8 per BP to defend.
Hammer of Cha-Grinda
Does double damage to Fire, Wind, and Water Elementals. If hammer is ever used to attack an Earth Elemental it instantly shatters.
ShatterShock
All affected normally except the Earth Elemental, which does not lose any BP if thrown.
Wind
ElectroStatic Charge
Water Elementals take 1 additional BP of undefendable damage. Air Elementals are immune. When attacking an Earth Elemental, you only get 1 extra Combat Die.
Poison Spray
Water Elementals take 1 additional BP of undefendable damage. Air Elementals are immune. Earth Elementals may defend by rolling 1 Combat Die per Body Point. If they roll a Black Shield they defend.
Tempest by: MB
Wind Elementals are immune.
Bane
Water Elementals suffer 3 BP of damage. Air Elementals Immune. Earth Elementals roll 1d6 per MP, and for every 5 or 6 rolled the damage is reduced by 1.
Rainstorm
Rainstorm is kind of a combo Elemental Spell, combining Water and Air. As such, the resultant effect is different. Both Water & Air Elementals are immune. Earth Sub-types are rooted for 6 turns. They cannot move, but can attack and defend normally. Both Slime monsters and Fire Elementals take 1d6 points of damage for each round they are caught under the storm.
Lightening Storm
Water Elementals take 1 BP automatically, and only defend by rolling 6's. Air Elementals are immune. Earh Elementals roll 3d6, and for each roll of 5 or higher the damage is reduced by 1 BP.
Wall of Wind
Air Elementals may ignore the "Tempest" effect.
Lightening Web
Water Elementals are instantly killed by this spell. Air Elementals are immune. Earth Elementals defend by rolling 3d6, and for each 6 rolled the damage is reduced by 1 point.
Water
Bladestream
When attacking a Fire Elementals you roll four Combat Die. Water Elementals are immune.
Icicle
Fire Elementals must roll 6's to defend. Water Elementals are immune. Air Elementals defend on 4's, 5's, or 6's.
Poison Blade
Fire Elementals take damage for 1d6 turns. Water Elementals are immune. Air Elementals may resist the poison by rolling 1 Combat Die per Body Point. If they roll a Black Shield they resist the poison.
Sleep by: MB
Water Elementals are Immune. Air Elementals break the spell by roll a 5 or 6.
Bands of Mist
Fire Elementals defend normally, but they also lose 1 BP per each turn they are caught in the bands. Water Elementals are immune. Air Elementals roll 1d6 per BP. On a roll of 5 or 6 the bands are broken.
Deluge
Water Elementals and the Slime Monster are Immune to the Drowning Damage. Fire Elementals cannot defend, and Fire Sub-Types have to roll 6's to defend.
Freeze
This spell has an odd resistance to it. Water Elementals are affected, and must roll two 6's to break the spell (1d6 Per Mind Point), although the two 6's do NOT have to be thrown on the same turn. Fire Elementals take 1 BP of automatic damage for each turn they are frozen. Earth Elementals break the spell by roll an 8 on 1d8, one die per Mind Point.
Slick
Air & Water Elementals are Immune. Earth Elementals defend by rolling 6 on 1d6. Fire Elementals lose 1 BP if they step on one of these squares, but they are unaffected by the spell's actual effect. Once the Fire Elemental takes the point of damage the "slick" is removed.
Wilt
Fire, Wind, and Earth Elementals are immune. Water Elementals take 2d6 points of damage.
Acid Hands
Fire Elementals only get 1d6 in defense and have to roll a six. Water Elementals are Immune. Air Elementals roll 3D6 and defend on 4's, 5's or 6's.
Blizzard
Fire Elementals only get 1d6 in defense. Water Elementals are immune. Air Elementals roll 3d6 in Defense, and defend on 5's or 6's.
Ice Shield
Water Elementals are affected, and must roll a 6 to break the spell. Fire Elementals take 2 BP of damage for each turn they are frozen. Earth Elementals roll 1d6 per Body Point, and defend on 4's, 5's, or 6's. Air Elementals break the spell by rolling 1d8 per Mind Point, and defend by rolling anything higher than 5.
Chaotic Resistance
Acid Spray
Your Mage Status does not protect your armor. Unarmed Fire Mages take 3 Body Points of Damage. Unarmed Water Mages are Immune. Unarmed Air Mages roll 2D6 and defend by rolling 6's.
Ball of Flame
Earth Mages must roll 6's to defend. Fire Mages are immune. Water Mages defend on 4's, 5's, or 6's.
Bane
Water Mages suffer 3 BP of damage. Air Mages Immune. Earth Mages roll 1d6 per MP, and for every 5 or 6 rolled the damage is reduced by 1.
Chill
Fire Mages suffer 2 Body Points of Undefendable damage. Water Mages are Immune. Air Mages roll 1d6 to defend, and must roll a 5 or 6.
Cloud of Chaos
Water Mages must roll 1d8 per Mind Point, and the spell is broken on an 8. Air Mages are Immune. Earth Mages roll 1d8 per Mind Point, and they defend the spell on a roll of 6 or higher.
Firestorm
Earth Mages roll 2d8 to defend, and must roll 7 or 8. Fire Mages are immune. Water Mages roll 3d6 to defend, and must roll 5 or higher.
Ice Storm
Fire Mages get attacked with 2 Combat Die and take One Body Point of Undefendable damage. Water Mages may defend by rolling 1 Combat Die per Mind Point. Air Mages defend by rolling 1 Combat Die per Mind Point, but must roll Black Shields to defend.
Lightning Bolt
Water Mages take 2 Body Points of damage. Air Mages are Immune. Earth Mages roll 2d6, and for every 6 they roll the damage is reduced by 1.
Mind Freeze
Fire Mages defend with Black Shields. Water Mages are immune. Air Mages defend with skulls.
Quick Sand
Fire Mages take 2 BP of damage per round. Earth Mages may be trapped but do not take damage. Air Mages and Water Mages are immune.
Rock Shards
Air Mages roll 1d6 to defend and take 2 points of Undefendable Damage. Earth Mages are immune. Fire Mages roll 3d6 to Defend, and for each 5 or 6 rolled the damage is reduced by 1 Body Point.
Tempest
Air Mages are Immune.
Tremble
Air and Earth Mages are immune. Fire and Water Mages defend by rolling White Shields.
Wilt
Fire Mages take Undefendable Damage. Water Mages get 1d8 per Mind Point to Defend and must roll 6 or Higher to Defend. Air Mages get 1d6 per Mind Point to defend, and must roll 5 or higher.
Special Weapon Resistance
Magma Gremlin: Proximity Blast
Earth Mages must roll 6's to defend. Fire Mages are immune. Water Mages defend on 4's, 5's, or 6's.
Dragon-Kin Weapons
Fire
Earth Mages must roll 6's to defend. Fire Mages are immune. Water Mages defend on 4's, 5's, or 6's.
Lightening
Water Mages take 2 Body Points of damage. Air Mages are Immune. Earth Mages roll 2d6, and for every 6 they roll the damage is reduced by 1.
Bane
Water Mages suffer 3 BP of damage. Air Mages Immune. Earth Mages roll 1d6 per MP, and for every 5 or 6 rolled the damage is reduced by 1.
Acid
Your Mage Status does not protect your armor. Unarmed Fire Mages take 3 Body Points of Damage. Unarmed Water Mages are Immune. Unarmed Air Mages roll 2D6 and defend by rolling 6's.
Ice Shards
Fire Mages only get 1d6 to defend. Water Mages are immune. Air Mages defend on 5's, or 6's.
Freeze
Fire Mages take 1 BP of automatic damage for each turn they are frozen. Water Mages are Immune. Earth Mages break the spell by roll an 8 on 1d8, one die per Mind Point.
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