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:

PrimarySuperiorInferior
FireWaterEarth
WaterAirFire
AirEarthWater
EarthFireAir

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


Level 1 Elemental Spell Resistances

Ball of Flame (Fire, 2 BP, 2D6, 5--6 reduces 1 BP)

Fire Elemental Resistance: Immune (Same).
    Subtype Resistance (Phoenix): Defend on 4--6 (~50%).
Water Elemental Resistance: Defend on 4--6 (Minor).
Wind Elemental Resistance: Defend on 5--6 (Neutral).
Earth Elemental Resistance: Roll 6's (Major).


Fire of Wrath (Fire, 1 BP, 1D6, 5--6 resists)
Fire Elemental Resistance: Immune (Same).
    Subtype Resistance (Phoenix): Defend on 4--6 (~50%).
Water Elemental Resistance: Defend on 4--6 (Minor).
Wind Elemental Resistance: Defend on 5--6 (Neutral).
Earth Elemental Resistance: Roll 6's (Major).

Sabre (Fire, +2 attack dice, 2 turns)

Fire Elemental Resistance: Immune (Same).
    Subtype Resistance (Phoenix): +1 attack die.
Water Elemental Resistance: +1 attack die (Minor).
Wind Elemental Resistance: +2 attack dice (Neutral).
Earth Elemental Resistance: +3 attack dice (Major).

ElectroStatic Charge (Wind, +2 attack dice, 2 turns)
Fire Elemental Resistance: +2 attack dice (Neutral).
Water Elemental Resistance: +1 BP undefendable (Major).
Wind Elemental Resistance: Immune (Same).
    Subtype Resistance (Astral Warrior): +1 attack die.
Earth Elemental Resistance: +1 attack die (Minor).

Poison Spray (Wind, 2 BP, 2D6, 5--6 reduces 1 BP)
Fire Elemental Resistance: Defend on 4--6 (Neutral).
Water Elemental Resistance: +1 BP undefendable (Major). Wind Elemental Resistance: Immune (Same).
    Subtype Resistance (Astral Warrior): Defend on 4--6 (~50%).
Earth Elemental Resistance: 1 Combat Die/BP, black shield defends (Minor).

Tempest (Wind, miss next turn)
Fire Elemental Resistance: Resist on 5--6 (Neutral).
Water Elemental Resistance: No resistance (Major).
Wind Elemental Resistance: Immune (Same).
    Subtype Resistance (Astral Warrior): Resist on 5--6.
Earth Elemental Resistance: Resist on 5--6 (Minor).

Bladestream (Water, +2 attack dice, until no monsters)
Fire Elemental Resistance: +4 attack dice (Major).
    Subtype Resistance (Phoenix): +3 attack dice.
Water Elemental Resistance: Immune (Same).
    Subtype Resistance (Fish/Aquatic): +1 attack die.
Wind Elemental Resistance: +1 attack die (Minor).
Earth Elemental Resistance: +1 attack die (Neutral).

Icicle (Water, 2 BP, 2D6, 5--6 reduces 1 BP)
Fire Elemental Resistance: Roll 6's (Major).
Water Elemental Resistance: Immune (Same).
Wind Elemental Resistance: Defend on 4--6 (Minor).
Earth Elemental Resistance: Defend on 5--6 (Neutral).

Poison Blade (Water, +1 BP, +1 BP/turn for 1D4 turns)
Fire Elemental Resistance: 1D6 turns (Major).
Water Elemental Resistance: Immune (Same).
    Subtype Resistance (Fish/Aquatic): 1D4 turns.
Wind Elemental Resistance: 1 Combat Die/BP, black shield resists (Minor).
Earth Elemental Resistance: 1D4 turns (Neutral).

Sleep (Water, sleep, 1D6/MP, 6 breaks)
Fire Elemental Resistance: Break on 6 (Major).
Water Elemental Resistance: Immune (Same).
    Subtype Resistance (Fish/Aquatic): Break on 5--6.
Wind Elemental Resistance: Break on 5--6 (Minor).
Earth Elemental Resistance: Break on 6 (Neutral).


LEVEL 2

Burning Hands (Fire, +1D6 BP on melee attack)
Fire Elemental Resistance: Immune (Same).
    Subtype Resistance (Phoenix): 1D6 BP, defend 1D6 (6 resists).
Water Elemental Resistance: 1D6 BP, defend 1D6 (6 resists) (Minor).
Wind Elemental Resistance: 1D6 BP, no defense (Neutral).
Earth Elemental Resistance: 2 BP (Major).

Ember Swarm (Fire, 3 BP, 2D6, 6 reduces 1 BP)
Fire Elemental Resistance: Immune (Same).
    Subtype Resistance (Phoenix): Defend 3D6, 5--6 reduces 1 BP.
Water Elemental Resistance: Defend 3D6, 5--6 reduces 1 BP (Minor).
Wind Elemental Resistance: Defend 2D6, 6 reduces 1 BP (Neutral).
Earth Elemental Resistance: 4 BP (Major).

Extended Fireball (Fire, 2 BP undefendable)
Fire Elemental Resistance: Immune (Same).
    Subtype Resistance (Phoenix): 2 BP, defend 1D6 (6 resists).
Water Elemental Resistance: Defend 2D6, 6 reduces 1 BP (Minor).
Wind Elemental Resistance: 2 BP, no defense (Neutral).
Earth Elemental Resistance: 3 BP (Major).

Fire Stream (Fire, 1--4 BP undefendable)
Fire Elemental Resistance: Immune (Same).
    Subtype Resistance (Phoenix): Normal BP, defend 1D6 (6 reduces 1 BP).
Water Elemental Resistance: Defend 3D6, 6 reduces 1 BP (Minor).
Wind Elemental Resistance: Normal BP (1--4), no defense (Neutral).
Earth Elemental Resistance: +1 BP/range (Major).

Collapse (Earth, 3 Combat Dice, 1 BP/skull, move to open space)
Fire Elemental Resistance: +1 BP/skull (Major).
    Subtype Resistance (Phoenix): Normal BP (1/skull).
Water Elemental Resistance: Defend 1D6, 5--6 resists all BP (Neutral).
Wind Elemental Resistance: Defend 1D6, 5--6 resists all BP (Minor).
Earth Elemental Resistance: Immune (Same).

Earth Fist (Earth, 7 attack dice, 1 turn)
Fire Elemental Resistance: 3 attack dice (Major).
    Subtype Resistance (Phoenix): 7 attack dice.
Water Elemental Resistance: 3 attack dice (Neutral).
    Subtype Resistance (Fish/Aquatic): 7 attack dice.
Wind Elemental Resistance: Attack twice (Minor).
    Subtype Resistance (Astral Warrior): 7 attack dice.
Earth Elemental Resistance: 5 attack dice (Same).

QuickSand (Earth, 1 BP/round, escape 1 Combat Die/BP, black shield)
Fire Elemental Resistance: 2 BP/round (Major).
    Subtype Resistance (Phoenix): 1 BP/round.
Water Elemental Resistance: Immune (Neutral).
    Subtype Resistance (Fish/Aquatic): Trapped, no damage.
Wind Elemental Resistance: Immune (Minor).
    Subtype Resistance (Astral Warrior): Trapped, no damage.
Earth Elemental Resistance: Immune (Same).

Rock Shards (Earth, 3 BP, 1 undefendable, 2D6, 6 reduces 1 BP)
Fire Elemental Resistance: 4 BP, 1 undefendable (Major).
    Subtype Resistance (Phoenix): 3 BP, 1 undefendable.
Water Elemental Resistance: Defend 2D6, 5--6 reduces 1 BP (Neutral).
Wind Elemental Resistance: Defend 2D6, 5--6 reduces 1 BP (Minor).
Earth Elemental Resistance: Immune (Same).

Stone Bind (Earth, 1 BP, immobilize 1D6 turns, resist 1D6/BP, 6 breaks)
Fire Elemental Resistance: Immune (Major).
    Subtype Resistance (Phoenix): Resist 1D6/BP, 5--6 breaks.
Water Elemental Resistance: Immune (Neutral).
    Subtype Resistance (Fish/Aquatic): Normal (1D6/BP, 6 breaks).
Wind Elemental Resistance: Immune (Minor).
    Subtype Resistance (Astral Warrior): Normal.
Earth Elemental Resistance: Immune (Same).

Tremble (Earth, miss next turn, defend 1 Combat Die/MP, 2 black shields)
Fire Elemental Resistance: Cannot defend (Major).
Water Elemental Resistance: Immune (Neutral).
    Subtype Resistance (Fish/Aquatic): Normal (1 Combat Die/MP, 2 black shields).
Wind Elemental Resistance: Immune (Minor).
    Subtype Resistance (Astral Warrior): Normal.
Earth Elemental Resistance: Immune (Same).

Bane (Wind, 2 BP, 2D6, 6 reduces 1 BP)
Fire Elemental Resistance: Defend 2D6, 5--6 reduces 1 BP (Neutral).


Water Elemental Resistance: 3 BP (Major).
Wind Elemental Resistance: Immune (Same).
    Subtype Resistance (Astral Warrior): Defend 2D6, 5--6 reduces 1 BP.
Earth Elemental Resistance: 1D6/MP, 5--6 reduces 1 BP (Minor).

Gale Burst (Wind, 1 BP, push 2 spaces, no attack 1 turn, 1D6, 5--6 resists)
Fire Elemental Resistance: Defend 1D6, 5--6 resists (Neutral).
Water Elemental Resistance: +1 BP undefendable (Major).
Wind Elemental Resistance: Immune (Same).
    Subtype Resistance (Astral Warrior): Defend 1D6, 5--6 resists.
Earth Elemental Resistance: Defend 2D6, 5--6 resists (Minor).
    Subtype Resistance (Slime Monster): Water: +1 BP undefendable; Earth: 2D6, 5--6.

Rainstorm (Wind, 1--3 lost turns, 1D6/turn, 6 escapes)
Fire Elemental Resistance: Escape on 5--6 (Neutral).
Water Elemental Resistance: Escape on 6 (Major).
    Subtype Resistance (Fish/Aquatic): Escape on 5--6.
Wind Elemental Resistance: Immune (Same).
    Subtype Resistance (Astral Warrior): Escape on 5--6.
Earth Elemental Resistance: Escape on 5--6 (Minor).

Whirling Dervish (Wind, attack all in 1-space radius)
Fire Elemental Resistance: Normal attack (Neutral).
Water Elemental Resistance: +1 attack die (Major).
    Subtype Resistance (Fish/Aquatic): Normal attack.
Wind Elemental Resistance: Immune (Same).
    Subtype Resistance (Astral Warrior): Normal attack.
Earth Elemental Resistance: Normal attack, resist 1D6 (5--6 resists) (Minor).

Acid Hands (Water, 3 BP, 2D6, 6 reduces 1 BP)
Fire Elemental Resistance: 1D6, 6 defends (Major).
    Subtype Resistance (Phoenix): 2D6, 6 reduces 1 BP.
Water Elemental Resistance: Immune (Same).
    Subtype Resistance (Fish/Aquatic): 2D6, 5--6 reduces 1 BP.
Wind Elemental Resistance: 3D6, 4--6 reduces 1 BP (Minor).
Earth Elemental Resistance: Defend 2D6, 5--6 reduces 1 BP (Neutral).

Bands of Mist (Water, immobilize, -2 defense dice, 1D10/BP, 8--9 breaks)
Fire Elemental Resistance: Normal, +1 BP/turn (Major).
    Subtype Resistance (Phoenix): Normal, no extra BP.
Water Elemental Resistance: Immune (Same).
    Subtype Resistance (Fish/Aquatic): 1D10/BP, 8--9 breaks.
Wind Elemental Resistance: 1D6/BP, 5--6 breaks (Minor).
Earth Elemental Resistance: 1D10/BP, 9 breaks (Neutral).

Deluge (Water, 2 BP blunt + 2 BP drowning, 4D6, 5--6 reduces 1 BP)
Fire Elemental Resistance: No defense (Major).
    Subtype Resistance (Phoenix): Defend 4D6, 6 reduces 1 BP.
Water Elemental Resistance: Immune to drowning (Same).
    Subtype Resistance (Fish/Aquatic): Same.
Wind Elemental Resistance: 4D6, 4--6 reduces 1 BP (Minor).
    Subtype Resistance (Astral Warrior): Same.
Earth Elemental Resistance: 4D6, 5--6 reduces 1 BP (Neutral).
    Subtype Resistance (Slime Monster): Immune to drowning

Freeze (Water, immobilize, 1D6/MP, 3 breaks)
Fire Elemental Resistance: +1 BP/turn (Major).
    Subtype Resistance (Phoenix): Normal (no extra BP).
Water Elemental Resistance: Two 6's (Same).
    Subtype Resistance (Fish/Aquatic): 1D6/MP, 4--6 breaks.
Wind Elemental Resistance: 1D6/MP, 4--6 breaks (Minor).
Earth Elemental Resistance: 1D8/MP, 8 breaks (Neutral).
    Subtype Resistance (Slime Monster): 1D6/MP, 6 breaks

Slick (Water, 1 BP on slip, 1D6, 5--6 slips)
Fire Elemental Resistance: 1 BP, no slip, removes slick (Major).
    Subtype Resistance (Phoenix): Normal (1D6, 5--6 slips).
Water Elemental Resistance: Immune (Same).
    Subtype Resistance (Fish/Aquatic): 1D6, 5--6 slips.
Wind Elemental Resistance: Immune (Minor).
    Subtype Resistance (Astral Warrior): 1D6, 5--6 slips.
Earth Elemental Resistance: Defend 1D6, 6 resists (Neutral).
    Subtype Resistance (Slime Monster): 1D6, 5--6 resists

Tidal Surge (Water, 3 BP, 1 undefendable, 2D6, 5--6 reduces 1 BP, push 1D6 spaces)
Fire Elemental Resistance: 5 BP, 1 undefendable (Major).
    Subtype Resistance (Phoenix): 3 BP, 1 undefendable.
Water Elemental Resistance: Immune to damage, moved 1 space (Same).
    Subtype Resistance (Fish/Aquatic): 2D6, 5--6 reduces 1 BP, moved 1 space.
Wind Elemental Resistance: 3D6, 4--6 reduces 1 BP (Minor).
Earth Elemental Resistance: 2D6, 5--6 reduces 1 BP (Neutral).
    Subtype Resistance (Slime Monster): 2D6, 5--6, moved 1 space


LEVEL 3

Crown of Fire (Fire, 3 Combat Dice, 1 BP/skull, 1 BP/turn for 1D4 turns)
Fire Elemental Resistance: Immune (Same).
    Subtype Resistance (Phoenix): 3 Combat Dice, resist fire 1D6/BP, 5--6 extinguishes.
Water Elemental Resistance: 2 Combat Dice, resist fire 1D6/BP, 5--6 extinguishes (Minor).
Wind Elemental Resistance: 3 Combat Dice, resist fire 1D6/BP, 5--6 extinguishes (Neutral).
Earth Elemental Resistance: 4 Combat Dice, resist fire 1D6/BP, 5--6 extinguishes (Major).

Immolate (Fire, 3 BP undefendable, +1 attack die)
Fire Elemental Resistance: Immune (Same).
    Subtype Resistance (Phoenix): 3 BP, defend 1D6 (6 reduces 1 BP).
Water Elemental Resistance: Defend 3D6, 6 reduces 1 BP (Minor).
Wind Elemental Resistance: 3 BP, no defense (Neutral).
Earth Elemental Resistance: 4 BP (Major).

Pillar of Flame (Fire, 4 BP, 2 undefendable, 2D6, 5--6 reduces 1 BP, 1 BP/turn for 1D4 turns)
Fire Elemental Resistance: Immune (Same).
    Subtype Resistance (Phoenix): 4 BP, 2 undefendable, defend 3D6, 5--6 reduces 1 BP.
Water Elemental Resistance: 4 BP, 2 undefendable, defend 2D6, 4--6 reduces 1 BP (Minor).
Wind Elemental Resistance: 4 BP, 2 undefendable, defend 2D6, 5--6 reduces 1 BP (Neutral).
Earth Elemental Resistance: 5 BP, 2 undefendable, defend 2D6, 6 reduces 1 BP (Major).

Earth Rise (Earth, 2D6 BP, dodge 1D6/BP, two 6's)
Fire Elemental Resistance: 2D8/BP, three 6's to dodge (Major).
    Subtype Resistance (Phoenix): 1D6/BP, two 6's.
Water Elemental Resistance: Dodge on 5--6 (Neutral).
Wind Elemental Resistance: Dodge on 4--6 (Minor).
Earth Elemental Resistance: Immune (Same).

Oubliette (Earth, 1D12/BP, 10+ escapes, 1D4 BP/round after 2 fails)
Fire Elemental Resistance: 11--12 to escape (Major).
    Subtype Resistance (Phoenix): 10--12 to escape.
Water Elemental Resistance: Immune (Neutral).
    Subtype Resistance (Fish/Aquatic): 10--12 to escape.
Wind Elemental Resistance: Immune (Minor).
    Subtype Resistance (Astral Warrior): 10--12 to escape.
Earth Elemental Resistance: Immune (Same).

Stone Bastion (Earth, 3 BP, 1 undefendable, 2D6, 6 reduces 1 BP)
Fire Elemental Resistance: 4 BP, 1 undefendable, 2D6, 6 reduces 1 BP (Major).
    Subtype Resistance (Phoenix): 3 BP, 1 undefendable, 2D6, 5--6 reduces 1 BP.
Water Elemental Resistance: 3 BP, 1 undefendable, 2D6, 5--6 reduces 1 BP (Neutral).
Wind Elemental Resistance: 3 BP, 1 undefendable, 2D6, 5--6 reduces 1 BP (Minor).
Earth Elemental Resistance: Immune (Same).

Lightning Storm (Wind, 3 BP, 2D6, 5--6 reduces 1 BP)
Fire Elemental Resistance: 3 BP, 2D6, 5--6 reduces 1 BP (Neutral).
Water Elemental Resistance: 4 BP, 2D6, 6 reduces 1 BP (Major).
    Subtype Resistance (Fish/Aquatic): 3 BP, 2D6, 5--6 reduces 1 BP.
Wind Elemental Resistance: Immune (Same).
    Subtype Resistance (Astral Warrior): 3 BP, 2D6, 5--6 reduces 1 BP.
Earth Elemental Resistance: 3 BP, 2D6, 4--6 reduces 1 BP (Minor).

Tempest Vortex (Wind, 4 BP, 1 undefendable, 3D6, 5--6 reduces 1 BP, move 2 spaces)
Fire Elemental Resistance: 4 BP, 1 undefendable, 3D6, 5--6 reduces 1 BP (Neutral).
Water Elemental Resistance: 5 BP, 1 undefendable, 3D6, 6 reduces 1 BP (Major).
    Subtype Resistance (Fish/Aquatic): 4 BP, 1 undefendable, 3D6, 5--6 reduces 1 BP.
Wind Elemental Resistance: Immune (Same).
    Subtype Resistance (Astral Warrior): 4 BP, 1 undefendable, 3D6, 5--6 reduces 1 BP.
Earth Elemental Resistance: 4 BP, 1 undefendable, 3D6, 4--6 reduces 1 BP (Minor).

Blizzard (Water, 5 BP, 5D6, 6 reduces 1 BP, freeze if 2+ BP, 1D6/MP, 3 breaks)
Fire Elemental Resistance: 1D6, 6 reduces 1 BP, freeze if 2+ BP (Major).
    Subtype Resistance (Phoenix): 5D6, 6 reduces 1 BP.
Water Elemental Resistance: Immune (Same).
    Subtype Resistance (Fish/Aquatic): 5D6, 5--6 reduces 1 BP.
Wind Elemental Resistance: 3D6, 5--6 reduces 1 BP, freeze if 2+ BP (Minor).
Earth Elemental Resistance: 5D6, 5--6 reduces 1 BP, freeze if 2+ BP (Neutral).

Whirlpool (Water, 3 BP, lose next turn, 1D6/MP, 5--6 negates)
Fire Elemental Resistance: 4 BP, 1D6/MP, 6 negates (Major).
    Subtype Resistance (Phoenix): 3 BP, 1D6/MP, 5--6 negates.
Water Elemental Resistance: Immune (Same).
    Subtype Resistance (Fish/Aquatic): 3 BP, 1D6/MP, 5--6 negates.
Wind Elemental Resistance: 3 BP, 1D6/MP, 4--6 negates (Minor).
Earth Elemental Resistance: Immune (Neutral, rock resists water).

Wilt
Fire Elemental Resistance: Immune (0 BP)
    Subtype Resistance: 3 BP, defend with 1d6 per Mind Point, each 6 reduces 1 BP
Air/Wind Elemental Resistance: Immune (0 BP)
    Subtype Resistance: 3 BP, defend with 1d6 per Mind Point, each 6 reduces 1 BP
Water Elemental Resistance: 2d6 BP (~7 BP), defend with 1d6 per Mind Point, each 6 reduces 1 BP
    Subtype Resistance: 5 BP, defend with 1d6 per Mind Point, each 6 reduces 1 BP
Earth Elemental Resistance: Immune (0 BP)
    Subtype Resistance: 3 BP, defend with 1d6 per Mind Point, each 6 reduces 1 BP


LEVEL 4

Pyre Wave
Fire Elemental: Immune (0 BP). Pure flame unaffected by fire.
    Subtype Resistance:3 BP, defend with 3D6, each 6 reduces 1 BP (~2 BP). Subtypes (e.g., salamanders) have physical bodies, taking reduced damage. Attack loss applies if ≥3 BP taken.
Water Elemental: 6 BP, defend with 2D6, each 6 reduces 1 BP (~4.5 BP). Major vulnerability increases damage or reduces defense (~33% reduction per die). Attack loss applies.
    Subtype Resistance:5.5 BP, defend with 2.5D6 (round to 3D6), each 6 reduces 1 BP (~4 BP). Slightly less vulnerable than True Elemental.
Earth Elemental: 4 BP, defend with 4D6, each 6 reduces 1 BP (~2.5 BP). Minor resistance reduces damage or adds defense die. Attack loss applies.
    Subtype Resistance:4.5 BP, defend with 3.5D6 (round to 4D6), each 6 reduces 1 BP (~2.8 BP). Less resistant than True Elemental.
Air Elemental: 5 BP, defend with 3D6, each 6 reduces 1 BP (~3.5 BP). Neutral, but Air-Fire interaction (fanning flames) might increase accuracy. Standard effect assumed, with attack loss.
Subtype Resistance: 5 BP, defend with 3D6, each 6 reduces 1 BP (~3.5 BP). Similar to True Elemental, as Subtypes (e.g., harpies) aren't significantly less affected

GeoShards
Earth Elemental: Immune (0 BP). Current resistance correct; pure rock unaffected by crystals.
    Subtype Resistance:2 BP/turn, roll 1D8 per BP, two 8s escape (~1.5 BP/turn with ~5 BP, ~30% escape chance). Subtypes (e.g., treants) take reduced damage.
Fire Elemental: 3D4 BP (~7.5 BP)/turn, roll 1D8 per BP, two 8s escape. Current resistance aligns with Major vulnerability (higher damage, ~50% more than standard 2D4). Sustained damage is high but balanced for Level 4 (~8--12 BP).
    Subtype Resistance:5 BP (~2D4 BP)/turn, roll 1D8 per BP, two 8s escape (~4 BP/turn). Reduced vulnerability vs. True Elemental.
Air Elemental: 2D4 BP (~5 BP)/turn, roll 1D8 per BP + 1D8, two 8s escape (~4 BP/turn). Current "standard" resistance implies no modification, but Minor resistance adds +1D8 for escape (~20% better chance).
Subtype Resistance: 2D4 BP (~5 BP)/turn, roll 1D8 per BP + 0.5D8 (round to 1D8), two 8s escape (~4.5 BP/turn). Slightly better escape chance.
Water Elemental: 2D4 BP (~5 BP)/turn, roll 1D8 per BP -- 1D8 (minimum 1D8), two 8s escape (~5.5 BP/turn). Neutral Water-Earth interaction (erosion) might make crystals less effective, reducing escape chance (~10% harder).
    Subtype Resistance:2D4 BP (~5 BP)/turn, roll 1D8 per BP -- 0.5D8 (minimum 1D8), two 8s escape (~5.2 BP/turn). Slightly less affected

Hammer of Cha-Grinda
Earth Elemental: Shatters hammer (0 BP). Current resistance correct; Earth Elemental negates weapon.
    Subtype Resistance:6 Combat Dice (~3 BP). Subtypes take reduced damage (resistant, no shattering).
Fire Elemental: 10 Combat Dice (~5 BP). Current resistance correct; Major vulnerability increases damage.
    Subtype Resistance:9 Combat Dice (~4.5 BP). Slightly less vulnerable.
Air Elemental: 7 Combat Dice (~3.5 BP). Minor resistance reduces dice.
Subtype Resistance: 7.5 Combat Dice (round to 8, ~4 BP). Slightly less resistant.
Water Elemental: 8 Combat Dice (~4 BP). Neutral, standard effect. Water-Earth interaction (erosion) might reduce hammer's impact, but standard dice maintained for balance.
    Subtype Resistance:8 Combat Dice (~4 BP). Similar to True Elemental.

ShatterShock
Earth Elemental: No BP loss, loses next turn. Current resistance correct; pure rock resists damage but not disruption.
    Subtype Resistance:1 BP, loses next turn. Reduced damage for Subtypes.
Fire Elemental: 3 BP, loses next turn. Major vulnerability increases damage.
    Subtype Resistance:2.5 BP (round to 3 BP), loses next turn. Slightly less vulnerable.
Air Elemental: 1 BP, loses next turn. Minor resistance reduces damage.
Subtype Resistance: 1.5 BP (round to 2 BP), loses next turn. Slightly less resistant.
Water Elemental: 2 BP, loses next turn. Neutral, standard effect. Water-Earth interaction (e.g., muddy ground) might reduce movement, but turn loss covers this.
    Subtype Resistance:2 BP, loses next turn. Similar to True Elemental.

Wall of Wind
Air Elemental: Immune (no turn loss). Current resistance correct; pure wind unaffected.
Subtype Resistance: Roll 1D6 per BP + 1D6, two 5s/6s resist (~20% better chance). Subtypes (e.g., rocs) are partially affected.
Water Elemental: Roll 1D6 per BP -- 1D6 (minimum 1D6), two 5s/6s resist (~20% worse chance). Major vulnerability increases control effect.
    Subtype Resistance:Roll 1D6 per BP -- 0.5D6 (minimum 1D6), two 5s/6s resist (~10% worse chance). Less vulnerable.
Earth Elemental: Roll 1D6 per BP + 1D6, two 5s/6s resist. Minor resistance improves resist chance.
    Subtype Resistance:Roll 1D6 per BP + 0.5D6, two 5s/6s resist. Slightly less resistant.
Fire Elemental: Roll 1D6 per BP, two 5s/6s resist. Neutral, standard effect. Air-Fire interaction (scattering flames) might reduce accuracy, but turn loss is sufficient.
    Subtype Resistance:Roll 1D6 per BP, two 5s/6s resist. Similar to True Elemental.

Windrider's Boon
Air Elemental: Immune (no push). Pure wind unaffected by vortex.
Subtype Resistance: Roll 1D8 per BP + 1D8, 8 resists (~20% better chance). Subtypes partially affected.
Water Elemental: Roll 1D8 per BP -- 1D8 (minimum 1D8), 8 resists (~20% worse chance). Major vulnerability increases push chance.
    Subtype Resistance:Roll 1D8 per BP -- 0.5D8 (minimum 1D8), 8 resists (~10% worse chance). Less vulnerable.
Earth Elemental: Roll 1D8 per BP + 1D8, 8 resists. Minor resistance improves resist chance.
    Subtype Resistance:Roll 1D8 per BP + 0.5D8, 8 resists. Slightly less resistant.
Fire Elemental: Roll 1D8 per BP, 8 resists. Neutral, standard effect. Air-Fire interaction might scatter flames, but push effect is sufficient.
    Subtype Resistance:Roll 1D8 per BP, 8 resists. Similar to True Elemental.

Icy Wave
Water Elemental: Immune (0 BP, no push/freeze). Pure water unaffected.
    Subtype Resistance:3 BP, defend with 4D6, each 6 reduces 1 BP (~2 BP), push 2D6 spaces, freeze if ≥3 BP. Subtypes take reduced damage.
Fire Elemental: 7 BP, defend with 3D6, each 6 reduces 1 BP (~5 BP), push 2D6 spaces, freeze if ≥3 BP. Major vulnerability increases damage.
    Subtype Resistance:6.5 BP, defend with 3.5D6 (round to 4D6), each 6 reduces 1 BP (~4.5 BP), push 2D6 spaces, freeze if ≥3 BP. Less vulnerable.
Air Elemental: 5 BP, defend with 5D6, each 6 reduces 1 BP (~3 BP), push 2D6 spaces, freeze if ≥3 BP. Minor resistance reduces damage.
Subtype Resistance: 5.5 BP, defend with 4.5D6 (round to 5D6), each 6 reduces 1 BP (~3.5 BP), push 2D6 spaces, freeze if ≥3 BP. Less resistant.
Earth Elemental: 6 BP, defend with 4D6, each 6 reduces 1 BP (~4 BP), push 2D6 spaces, freeze if ≥3 BP. Neutral, standard effect. Water-Earth interaction (e.g., ice clogging rock) might increase freeze duration, but standard effect maintained.
    Subtype Resistance:6 BP, defend with 4D6, each 6 reduces 1 BP (~4 BP), push 2D6 spaces, freeze if ≥3 BP. Similar to True Elemental.


LEVEL 5

Wings of Flame
Fire Elemental Resistance: Immune (0 BP)
    Subtype Resistance: 2 BP/bird, defend with 3D6, each 6 reduces 1 BP
Water Elemental Resistance: 5 BP/bird, defend with 2D6, each 6 reduces 1 BP
    Subtype Resistance: 4.5 BP/bird, defend with 3D6, each 6 reduces 1 BP
Earth Elemental Resistance: 3 BP/bird, defend with 4D6, each 6 reduces 1 BP
    Subtype Resistance: 3.5 BP/bird, defend with 4D6, each 6 reduces 1 BP
Air/Wind Elemental Resistance: 4 BP/bird, defend with 3D6, each 6 reduces 1 BP

Boulder Barrage
Earth Elemental Resistance: Immune (0 BP, no turn loss)
    Subtype Resistance: 2 BP/boulder (1 BP undefendable), defend with 2D6, each 6 reduces 1 BP, lose next turn
Fire Elemental Resistance: 5 BP/boulder (2 BP undefendable), defend with 1D6, each 6 reduces 1 BP, lose next turn
    Subtype Resistance: 4.5 BP/boulder (2 BP undefendable), defend with 2D6, each 6 reduces 1 BP, lose next turn
Air/Wind Elemental Resistance: 3 BP/boulder (2 BP undefendable), defend with 3D6, each 6 reduces 1 BP, lose next turn
    Subtype Resistance: 3.5 BP/boulder (2 BP undefendable), defend with 3D6, each 6 reduces 1 BP, lose next turn
Water Elemental Resistance: 4 BP/boulder (2 BP undefendable), defend with 2D6, each 6 reduces 1 BP, lose next turn

Lightening Web
Air/Wind Elemental Resistance: Immune (0 BP)
    Subtype Resistance: 2 BP (undefendable)
Water Elemental Resistance: 6 BP (undefendable)
    Subtype Resistance: 5 BP (undefendable)
Earth Elemental Resistance: 3 BP, defend with 4D6, each 6 reduces 1 BP
    Subtype Resistance: 3.5 BP, defend with 4D6, each 6 reduces 1 BP
Fire Elemental Resistance: 4 BP (undefendable)

Storm's Wrath
Air/Wind Elemental Resistance: Immune (0 BP, no push or turn loss)
    Subtype Resistance: 2 BP (undefendable), roll 1D8 per BP + 1D8, 8 resists push, lose next turn if scattered
Water Elemental Resistance: 6 BP (undefendable), roll 1D8 per BP -- 1D8 (minimum 1D8), 8 resists push, lose next turn if scattered
    Subtype Resistance: 5 BP (undefendable), roll 1D8 per BP -- 0.5D8 (minimum 1D8), 8 resists push, lose next turn if scattered
Earth Elemental Resistance: 3 BP (undefendable), roll 1D8 per BP + 1D8, 8 resists push, lose next turn if scattered
    Subtype Resistance: 3.5 BP (undefendable), roll 1D8 per BP + 0.5D8, 8 resists push, lose next turn if scattered
Fire Elemental Resistance: 4 BP (undefendable), roll 1D8 per BP, 8 resists push, lose next turn if scattered

Maelstrom's Fury
Water Elemental Resistance: Immune (0 BP, no pull or turn loss)
    Subtype Resistance: 2 BP, defend with 3D6, each 6 reduces 1 BP, roll 1D8 per BP + 1D8, 8 resists pull, lose next turn if pulled
Fire Elemental Resistance: 6 BP, defend with 2D6, each 6 reduces 1 BP, roll 1D8 per BP -- 1D8 (minimum 1D8), 8 resists pull, lose next turn if pulled
    Subtype Resistance: 5 BP, defend with 3D6, each 6 reduces 1 BP, roll 1D8 per BP -- 0.5D8 (minimum 1D8), 8 resists pull, lose next turn if pulled
Air/Wind Elemental Resistance: 3 BP, defend with 4D6, each 6 reduces 1 BP, roll 1D8 per BP + 1D8, 8 resists pull, lose next turn if pulled
    Subtype Resistance: 3.5 BP, defend with 4D6, each 6 reduces 1 BP, roll 1D8 per BP + 0.5D8, 8 resists pull, lose next turn if pulled
Earth Elemental Resistance: 4 BP, defend with 3D6, each 6 reduces 1 BP, roll 1D8 per BP, 8 resists pull, lose next turn if pulled


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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