Jump to: Elemental Resistance Chaos Resistance Weapon Resistance
Tome of Magic
Magical Resistance & Vulnerabilities
For Mages and Elemental Monsters
How Elemental Resistance Works An elemental monster's nature grants certain privileges within their element — a Genie takes reduced damage from Air spells but additional damage from Water spells. Every element has a Superior (the element that overpowers it) and an Inferior (the element it overpowers):
ElementSuperior (Major vulnerability)Inferior (Minor resistance)
FireWaterEarth
WaterAirFire
AirEarthWater
EarthFireAir
True Elementals are purely composed of their element and are often Immune to spells of the same type. Sub-types (Gremlins, Mages, etc.) have elemental power but are not true elementals — they are affected the same way unless a specific listing says otherwise. Where True Elemental and Sub-type resistances differ, both are listed.

This is not a definitive list. GM discretion is actively encouraged. Spells not listed for a given elemental type function as normal.
Resistance Tier: Same — Immune Immune Minor Neutral Major (Vulnerable)
Elemental Resistance
Level 1
Ball of Flame Fire 2 BP · 2D6 · 5–6 reduces 1 BP
Fire ElementalImmuneSame
↳ PhoenixDefend on 4–6 (~50%)
Water ElementalDefend on 4–6Minor
Wind ElementalDefend on 5–6Neutral
Earth ElementalDefend on 6s onlyMajor
Fire of Wrath Fire 1 BP · 1D6 · 5–6 resists
Fire ElementalImmuneSame
↳ PhoenixDefend on 4–6 (~50%)
Water ElementalDefend on 4–6Minor
Wind ElementalDefend on 5–6Neutral
Earth ElementalDefend on 6s onlyMajor
Sabre Fire +2 attack dice · 2 turns
Fire ElementalImmuneSame
↳ Phoenix+1 attack die
Water Elemental+1 attack dieMinor
Wind Elemental+2 attack dice (normal)Neutral
Earth Elemental+3 attack diceMajor
ElectroStatic Charge Wind +2 attack dice · 2 turns
Fire Elemental+2 attack dice (normal)Neutral
Water Elemental+1 BP undefendableMajor
Wind ElementalImmuneSame
↳ Astral Warrior+1 attack die
Earth Elemental+1 attack dieMinor
Poison Spray Wind 2 BP · 2D6 · 5–6 reduces 1 BP
Fire ElementalDefend on 4–6Neutral
Water Elemental+1 BP undefendableMajor
Wind ElementalImmuneSame
↳ Astral WarriorDefend on 4–6 (~50%)
Earth Elemental1 Combat Die/BP · black shield defendsMinor
Tempest Wind Miss next turn
Fire ElementalResist on 5–6Neutral
Water ElementalNo resistanceMajor
Wind ElementalImmuneSame
↳ Astral WarriorResist on 5–6
Earth ElementalResist on 5–6Minor
Bladestream Water +2 attack dice · until no monsters
Fire Elemental+4 attack diceMajor
↳ Phoenix+3 attack dice
Water ElementalImmuneSame
↳ Fish/Aquatic+1 attack die
Wind Elemental+1 attack dieMinor
Earth Elemental+1 attack dieNeutral
Icicle Water 2 BP · 2D6 · 5–6 reduces 1 BP
Fire ElementalDefend on 6s onlyMajor
Water ElementalImmuneSame
Wind ElementalDefend on 4–6Minor
Earth ElementalDefend on 5–6Neutral
Poison Blade Water +1 BP · +1 BP/turn for 1D4 turns
Fire ElementalLasts 1D6 turnsMajor
Water ElementalImmuneSame
↳ Fish/AquaticLasts 1D4 turns
Wind Elemental1 Combat Die/BP · black shield resistsMinor
Earth ElementalLasts 1D4 turnsNeutral
Sleep Water Sleep · 1D6/MP · 6 breaks
Fire ElementalBreak on 6Major
Water ElementalImmuneSame
↳ Fish/AquaticBreak on 5–6
Wind ElementalBreak on 5–6Minor
Earth ElementalBreak on 6Neutral
Collapse Earth 3 Combat Dice · 1 BP/skull · move to open space
Fire Elemental+1 BP/skullMajor
↳ PhoenixNormal (1 BP/skull)
Water ElementalRoll 1D6 · 5–6 resists all BPNeutral
Wind ElementalRoll 1D6 · 5–6 resists all BPMinor
Earth ElementalImmuneSame
Earth Fist Earth 7 attack dice · 1 turn
Fire Elemental3 attack diceMajor
↳ Phoenix7 attack dice (normal)
Water Elemental3 attack diceNeutral
↳ Fish/Aquatic7 attack dice (normal)
Wind ElementalAttack twiceMinor
↳ Astral Warrior7 attack dice (normal)
Earth Elemental5 attack diceSame
QuickSand Earth 1 BP/round · escape 1 Combat Die/BP · black shield
Fire Elemental2 BP/roundMajor
↳ Phoenix1 BP/round (normal)
Water ElementalImmuneNeutral
↳ Fish/AquaticTrapped · no damage
Wind ElementalImmuneMinor
↳ Astral WarriorTrapped · no damage
Earth ElementalImmuneSame
Rock Shards Earth 3 BP · 1 undefendable · 2D6 · 6 reduces 1 BP
Fire Elemental4 BP · 1 undefendableMajor
↳ Phoenix3 BP · 1 undefendable (normal)
Water ElementalDefend 2D6 · 5–6 reduces 1 BPNeutral
Wind ElementalDefend 2D6 · 5–6 reduces 1 BPMinor
Earth ElementalImmuneSame
Stone Bind Earth 1 BP · immobilize 1D6 turns · resist 1D6/BP · 6 breaks
Fire ElementalImmuneMajor
↳ PhoenixResist 1D6/BP · 5–6 breaks
Water ElementalImmuneNeutral
↳ Fish/AquaticNormal (1D6/BP · 6 breaks)
Wind ElementalImmuneMinor
↳ Astral WarriorNormal
Earth ElementalImmuneSame
Tremble Earth Miss next turn · 1 Combat Die/MP · 2 black shields
Fire ElementalCannot defendMajor
Water ElementalImmuneNeutral
↳ Fish/AquaticNormal (1 Combat Die/MP · 2 black shields)
Wind ElementalImmuneMinor
↳ Astral WarriorNormal
Earth ElementalImmuneSame
Bane Wind 2 BP · 2D6 · 6 reduces 1 BP
Fire ElementalDefend 2D6 · 5–6 reduces 1 BPNeutral
Water Elemental3 BPMajor
Wind ElementalImmuneSame
↳ Astral WarriorDefend 2D6 · 5–6 reduces 1 BP
Earth Elemental1D6/MP · 5–6 reduces 1 BPMinor
Gale Burst Wind 1 BP · push 2 spaces · no attack 1 turn · 1D6 · 5–6 resists
Fire ElementalDefend 1D6 · 5–6 resistsNeutral
Water Elemental+1 BP undefendableMajor
Wind ElementalImmuneSame
↳ Astral WarriorDefend 1D6 · 5–6 resists
Earth ElementalDefend 2D6 · 5–6 resistsMinor
↳ Slime Monster (Water)+1 BP undefendable
↳ Slime Monster (Earth)2D6 · 5–6 resists
Rainstorm Wind 1–3 lost turns · 1D6/turn · 6 escapes
Fire ElementalEscape on 5–6Neutral
Water ElementalEscape on 6Major
↳ Fish/AquaticEscape on 5–6
Wind ElementalImmuneSame
↳ Astral WarriorEscape on 5–6
Earth ElementalEscape on 5–6Minor
Whirling Dervish Wind Attack all in 1-space radius
Fire ElementalNormal attackNeutral
Water Elemental+1 attack dieMajor
↳ Fish/AquaticNormal attack
Wind ElementalImmuneSame
↳ Astral WarriorNormal attack
Earth ElementalNormal attack · resist 1D6 · 5–6 resistsMinor
Acid Hands Water 3 BP · 2D6 · 6 reduces 1 BP
Fire ElementalDefend 1D6 · 6 defends allMajor
↳ PhoenixDefend 2D6 · 6 reduces 1 BP
Water ElementalImmuneSame
↳ Fish/AquaticDefend 2D6 · 5–6 reduces 1 BP
Wind ElementalDefend 3D6 · 4–6 reduces 1 BPMinor
Earth ElementalDefend 2D6 · 5–6 reduces 1 BPNeutral
Bands of Mist Water Immobilize · −2 defense dice · 1D10/BP · 8–9 breaks
Fire ElementalNormal effect · +1 BP/turnMajor
↳ PhoenixNormal · no extra BP
Water ElementalImmuneSame
↳ Fish/Aquatic1D10/BP · 8–9 breaks
Wind Elemental1D6/BP · 5–6 breaksMinor
Earth Elemental1D10/BP · 9 breaksNeutral
Deluge Water 2 BP blunt + 2 BP drowning · 4D6 · 5–6 reduces 1 BP
Fire ElementalNo defenseMajor
↳ PhoenixDefend 4D6 · 6 reduces 1 BP
Water ElementalImmune to drowning damageSame
↳ Fish/AquaticImmune to drowning
Wind ElementalDefend 4D6 · 4–6 reduces 1 BPMinor
↳ Astral WarriorSame as Wind Elemental
Earth ElementalDefend 4D6 · 5–6 reduces 1 BPNeutral
↳ Slime MonsterImmune to drowning
Freeze Water Immobilize · 1D6/MP · 3 breaks
Fire Elemental+1 BP/turn while frozenMajor
↳ PhoenixNormal (no extra BP)
Water ElementalTwo 6s to break (normal)Same
↳ Fish/Aquatic1D6/MP · 4–6 breaks
Wind Elemental1D6/MP · 4–6 breaksMinor
Earth Elemental1D8/MP · 8 breaksNeutral
↳ Slime Monster1D6/MP · 6 breaks
Slick Water 1 BP on slip · 1D6 · 5–6 slips
Fire Elemental1 BP · no slip · removes slickMajor
↳ PhoenixNormal (1D6 · 5–6 slips)
Water ElementalImmuneSame
↳ Fish/Aquatic1D6 · 5–6 slips
Wind ElementalImmuneMinor
↳ Astral Warrior1D6 · 5–6 slips
Earth ElementalDefend 1D6 · 6 resistsNeutral
↳ Slime Monster1D6 · 5–6 resists
Tidal Surge Water 3 BP · 1 undefendable · 2D6 · 5–6 reduces 1 BP · push 1D6 spaces
Fire Elemental5 BP · 1 undefendableMajor
↳ Phoenix3 BP · 1 undefendable (normal)
Water ElementalImmune to damage · moved 1 spaceSame
↳ Fish/AquaticDefend 2D6 · 5–6 reduces 1 BP · moved 1 space
Wind ElementalDefend 3D6 · 4–6 reduces 1 BPMinor
Earth ElementalDefend 2D6 · 5–6 reduces 1 BPNeutral
↳ Slime MonsterDefend 2D6 · 5–6 · moved 1 space
Level 2
Burning HandsFire+1D6 BP on melee attack
Fire ElementalImmuneSame
↳ Phoenix1D6 BP · defend 1D6 · 6 resists
Water Elemental1D6 BP · defend 1D6 · 6 resistsMinor
Wind Elemental1D6 BP · no defenseNeutral
Earth Elemental2 BPMajor
Ember SwarmFire3 BP · 2D6 · 6 reduces 1 BP
Fire ElementalImmuneSame
↳ PhoenixDefend 3D6 · 5–6 reduces 1 BP
Water ElementalDefend 3D6 · 5–6 reduces 1 BPMinor
Wind ElementalDefend 2D6 · 6 reduces 1 BPNeutral
Earth Elemental4 BPMajor
Extended FireballFire2 BP undefendable
Fire ElementalImmuneSame
↳ Phoenix2 BP · defend 1D6 · 6 resists
Water ElementalDefend 2D6 · 6 reduces 1 BPMinor
Wind Elemental2 BP · no defenseNeutral
Earth Elemental3 BPMajor
Fire StreamFire1–4 BP undefendable
Fire ElementalImmuneSame
↳ PhoenixNormal BP · defend 1D6 · 6 reduces 1 BP
Water ElementalDefend 3D6 · 6 reduces 1 BPMinor
Wind ElementalNormal BP (1–4) · no defenseNeutral
Earth Elemental+1 BP per range bracketMajor
Lightning StormWind3 BP · 2D6 · 5–6 reduces 1 BP
Fire Elemental3 BP · 2D6 · 5–6 reduces 1 BP (normal)Neutral
Water Elemental4 BP · 2D6 · 6 reduces 1 BPMajor
↳ Fish/Aquatic3 BP · 2D6 · 5–6 reduces 1 BP (normal)
Wind ElementalImmuneSame
↳ Astral Warrior3 BP · 2D6 · 5–6 reduces 1 BP (normal)
Earth Elemental3 BP · 2D6 · 4–6 reduces 1 BPMinor
Tempest VortexWind4 BP · 1 undefendable · 3D6 · 5–6 reduces 1 BP · move 2 spaces
Fire Elemental4 BP · 1 undefendable · 3D6 · 5–6 reduces 1 BP (normal)Neutral
Water Elemental5 BP · 1 undefendable · 3D6 · 6 reduces 1 BPMajor
↳ Fish/Aquatic4 BP · 1 undefendable · 3D6 · 5–6 reduces 1 BP (normal)
Wind ElementalImmuneSame
↳ Astral Warrior4 BP · 1 undefendable · 3D6 · 5–6 reduces 1 BP (normal)
Earth Elemental4 BP · 1 undefendable · 3D6 · 4–6 reduces 1 BPMinor
BlizzardWater5 BP · 5D6 · 6 reduces 1 BP · freeze if ≥2 BP · 1D6/MP · 3 breaks
Fire ElementalDefend 1D6 · 6 reduces 1 BP · freeze if ≥2 BP takenMajor
↳ PhoenixDefend 5D6 · 6 reduces 1 BP
Water ElementalImmuneSame
↳ Fish/AquaticDefend 5D6 · 5–6 reduces 1 BP
Wind ElementalDefend 3D6 · 5–6 reduces 1 BP · freeze if ≥2 BPMinor
Earth ElementalDefend 5D6 · 5–6 reduces 1 BP · freeze if ≥2 BPNeutral
WhirlpoolWater3 BP · lose next turn · 1D6/MP · 5–6 negates
Fire Elemental4 BP · 1D6/MP · 6 negatesMajor
↳ Phoenix3 BP · 1D6/MP · 5–6 negates (normal)
Water ElementalImmuneSame
↳ Fish/Aquatic3 BP · 1D6/MP · 5–6 negates
Wind Elemental3 BP · 1D6/MP · 4–6 negatesMinor
Earth ElementalImmune (rock resists water)Neutral
WiltWindVariable BP · 1D6/MP · each 6 reduces 1 BP
Fire ElementalImmune (0 BP)Immune
↳ Subtype3 BP · defend 1D6/MP · each 6 reduces 1 BP
Wind/Air ElementalImmune (0 BP)Immune
↳ Subtype3 BP · defend 1D6/MP · each 6 reduces 1 BP
Water Elemental2D6 BP (~7 BP) · defend 1D6/MP · each 6 reduces 1 BPMajor
↳ Subtype5 BP · defend 1D6/MP · each 6 reduces 1 BP
Earth ElementalImmune (0 BP)Immune
↳ Subtype3 BP · defend 1D6/MP · each 6 reduces 1 BP
Level 3
Crown of FireFire3 Combat Dice · 1 BP/skull · 1 BP/turn for 1D4 turns (burning)
Fire ElementalImmuneSame
↳ Phoenix3 Combat Dice · resist fire 1D6/BP · 5–6 extinguishes
Water Elemental2 Combat Dice · resist fire 1D6/BP · 5–6 extinguishesMinor
Wind Elemental3 Combat Dice · resist fire 1D6/BP · 5–6 extinguishesNeutral
Earth Elemental4 Combat Dice · resist fire 1D6/BP · 5–6 extinguishesMajor
ImmolateFire3 BP undefendable · +1 attack die
Fire ElementalImmuneSame
↳ Phoenix3 BP · defend 1D6 · 6 reduces 1 BP
Water ElementalDefend 3D6 · 6 reduces 1 BPMinor
Wind Elemental3 BP · no defenseNeutral
Earth Elemental4 BPMajor
Pillar of FlameFire4 BP · 2 undefendable · 2D6 · 5–6 reduces 1 BP · +1 BP/turn for 1D4 turns
Fire ElementalImmuneSame
↳ Phoenix4 BP · 2 undefendable · defend 3D6 · 5–6 reduces 1 BP
Water Elemental4 BP · 2 undefendable · defend 2D6 · 4–6 reduces 1 BPMinor
Wind Elemental4 BP · 2 undefendable · defend 2D6 · 5–6 reduces 1 BPNeutral
Earth Elemental5 BP · 2 undefendable · defend 2D6 · 6 reduces 1 BPMajor
Earth RiseEarth2D6 BP · dodge 1D6/BP · two 6s
Fire Elemental2D8/BP · three 6s to dodgeMajor
↳ Phoenix1D6/BP · two 6s (normal)
Water ElementalDodge on 5–6Neutral
Wind ElementalDodge on 4–6Minor
Earth ElementalImmuneSame
OublietteEarth1D12/BP · 10+ escapes · 1D4 BP/round after 2 fails
Fire Elemental11–12 to escapeMajor
↳ Phoenix10–12 to escape
Water ElementalImmuneNeutral
↳ Fish/Aquatic10–12 to escape
Wind ElementalImmuneMinor
↳ Astral Warrior10–12 to escape
Earth ElementalImmuneSame
Stone BastionEarth3 BP · 1 undefendable · 2D6 · 6 reduces 1 BP
Fire Elemental4 BP · 1 undefendable · 2D6 · 6 reduces 1 BPMajor
↳ Phoenix3 BP · 1 undefendable · 2D6 · 5–6 reduces 1 BP
Water Elemental3 BP · 1 undefendable · 2D6 · 5–6 reduces 1 BPNeutral
Wind Elemental3 BP · 1 undefendable · 2D6 · 5–6 reduces 1 BPMinor
Earth ElementalImmuneSame
Earth Rise (Wind)WindSee above — Wind listing
Earth ElementalImmuneSame
Level 4
Pyre WaveFireVariable BP · attack loss if ≥3 BP taken
Fire ElementalImmune (0 BP)Same
↳ Subtype3 BP · defend 3D6 · each 6 reduces 1 BP (~2 BP avg). Attack loss if ≥3 BP taken.
Water Elemental6 BP · defend 2D6 · each 6 reduces 1 BP (~4.5 BP avg). Attack loss applies.Major
↳ Subtype5.5 BP · defend 3D6 · each 6 reduces 1 BP (~4 BP avg)
Earth Elemental4 BP · defend 4D6 · each 6 reduces 1 BP (~2.5 BP avg). Attack loss applies.Minor
↳ Subtype4.5 BP · defend 4D6 · each 6 reduces 1 BP (~2.8 BP avg)
Air/Wind Elemental5 BP · defend 3D6 · each 6 reduces 1 BP (~3.5 BP avg). Attack loss applies.Neutral
↳ Subtype5 BP · defend 3D6 · each 6 reduces 1 BP (~3.5 BP avg)
GeoShardsEarthVariable BP/turn · 1D8/BP · two 8s escape
Earth ElementalImmune (0 BP)Same
↳ Subtype2 BP/turn · 1D8/BP · two 8s escape (~1.5 BP/turn avg · ~30% escape chance)
Fire Elemental3D4 BP/turn (~7.5 avg) · 1D8/BP · two 8s escapeMajor
↳ Subtype5 BP/turn (~2D4 avg) · 1D8/BP · two 8s escape
Air/Wind Elemental2D4 BP/turn (~5 avg) · 1D8/BP + 1D8 · two 8s escapeMinor
↳ Subtype2D4 BP/turn (~5 avg) · 1D8/BP + 0.5D8 · two 8s escape
Water Elemental2D4 BP/turn (~5 avg) · 1D8/BP − 1D8 (min 1D8) · two 8s escapeNeutral
↳ Subtype2D4 BP/turn (~5 avg) · 1D8/BP − 0.5D8 · two 8s escape
Hammer of Cha-GrindaEarthVariable Combat Dice
Earth ElementalShatters hammer (0 BP)Same
↳ Subtype6 Combat Dice (~3 BP avg)
Fire Elemental10 Combat Dice (~5 BP avg)Major
↳ Subtype9 Combat Dice (~4.5 BP avg)
Air/Wind Elemental7 Combat Dice (~3.5 BP avg)Minor
↳ Subtype8 Combat Dice (~4 BP avg)
Water Elemental8 Combat Dice (~4 BP avg)Neutral
↳ Subtype8 Combat Dice (~4 BP avg)
ShatterShockEarthVariable BP · lose next turn
Earth ElementalNo BP loss · loses next turnSame
↳ Subtype1 BP · loses next turn
Fire Elemental3 BP · loses next turnMajor
↳ Subtype3 BP · loses next turn
Air/Wind Elemental1 BP · loses next turnMinor
↳ Subtype2 BP · loses next turn
Water Elemental2 BP · loses next turnNeutral
↳ Subtype2 BP · loses next turn
Wall of WindWind1D6/BP · two 5–6s resist · lose turn if not resisted
Air/Wind ElementalImmune (no turn loss)Same
↳ Subtype1D6/BP + 1D6 · two 5–6s resist (~20% better chance)
Water Elemental1D6/BP − 1D6 (min 1D6) · two 5–6s resist (~20% worse chance)Major
↳ Subtype1D6/BP − 0.5D6 (min 1D6) · two 5–6s resist
Earth Elemental1D6/BP + 1D6 · two 5–6s resistMinor
↳ Subtype1D6/BP + 0.5D6 · two 5–6s resist
Fire Elemental1D6/BP · two 5–6s resist (normal)Neutral
↳ Subtype1D6/BP · two 5–6s resist
Windrider's BoonWind1D8/BP · 8 resists push
Air/Wind ElementalImmune (no push)Same
↳ Subtype1D8/BP + 1D8 · 8 resists (~20% better chance)
Water Elemental1D8/BP − 1D8 (min 1D8) · 8 resists (~20% worse chance)Major
↳ Subtype1D8/BP − 0.5D8 (min 1D8) · 8 resists
Earth Elemental1D8/BP + 1D8 · 8 resistsMinor
↳ Subtype1D8/BP + 0.5D8 · 8 resists
Fire Elemental1D8/BP · 8 resists (normal)Neutral
↳ Subtype1D8/BP · 8 resists
Icy WaveWaterVariable BP · push 2D6 spaces · freeze if ≥3 BP
Water ElementalImmune (0 BP · no push/freeze)Same
↳ Subtype3 BP · defend 4D6 · each 6 reduces 1 BP (~2 BP avg) · push 2D6 spaces · freeze if ≥3 BP
Fire Elemental7 BP · defend 3D6 · each 6 reduces 1 BP (~5 BP avg) · push 2D6 spaces · freeze if ≥3 BPMajor
↳ Subtype6.5 BP · defend 4D6 · each 6 reduces 1 BP (~4.5 BP avg) · push 2D6 · freeze if ≥3 BP
Air/Wind Elemental5 BP · defend 5D6 · each 6 reduces 1 BP (~3 BP avg) · push 2D6 · freeze if ≥3 BPMinor
↳ Subtype5.5 BP · defend 5D6 · each 6 reduces 1 BP (~3.5 BP avg) · push 2D6 · freeze if ≥3 BP
Earth Elemental6 BP · defend 4D6 · each 6 reduces 1 BP (~4 BP avg) · push 2D6 · freeze if ≥3 BPNeutral
↳ Subtype6 BP · defend 4D6 · each 6 reduces 1 BP (~4 BP avg) · push 2D6 · freeze if ≥3 BP
Level 5
Wings of FlameFireVariable BP/bird · defend with variable D6 · each 6 reduces 1 BP
Fire ElementalImmune (0 BP)Same
↳ Subtype2 BP/bird · defend 3D6 · each 6 reduces 1 BP
Water Elemental5 BP/bird · defend 2D6 · each 6 reduces 1 BPMajor
↳ Subtype4.5 BP/bird · defend 3D6 · each 6 reduces 1 BP
Earth Elemental3 BP/bird · defend 4D6 · each 6 reduces 1 BPMinor
↳ Subtype3.5 BP/bird · defend 4D6 · each 6 reduces 1 BP
Air/Wind Elemental4 BP/bird · defend 3D6 · each 6 reduces 1 BPNeutral
Boulder BarrageEarthVariable BP/boulder · undefendable portion · defend variable D6 · lose next turn
Earth ElementalImmune (0 BP · no turn loss)Same
↳ Subtype2 BP/boulder (1 undefendable) · defend 2D6 · each 6 reduces 1 BP · lose next turn
Fire Elemental5 BP/boulder (2 undefendable) · defend 1D6 · each 6 reduces 1 BP · lose next turnMajor
↳ Subtype4.5 BP/boulder (2 undefendable) · defend 2D6 · each 6 reduces 1 BP · lose next turn
Air/Wind Elemental3 BP/boulder (2 undefendable) · defend 3D6 · each 6 reduces 1 BP · lose next turnMinor
↳ Subtype3.5 BP/boulder (2 undefendable) · defend 3D6 · each 6 reduces 1 BP · lose next turn
Water Elemental4 BP/boulder (2 undefendable) · defend 2D6 · each 6 reduces 1 BP · lose next turnNeutral
Lightning WebWindVariable BP · undefendable
Air/Wind ElementalImmune (0 BP)Same
↳ Subtype2 BP (undefendable)
Water Elemental6 BP (undefendable)Major
↳ Subtype5 BP (undefendable)
Earth Elemental3 BP · defend 4D6 · each 6 reduces 1 BPMinor
↳ Subtype3.5 BP · defend 4D6 · each 6 reduces 1 BP
Fire Elemental4 BP (undefendable)Neutral
Storm's WrathWindVariable BP undefendable · push · lose turn if scattered
Air/Wind ElementalImmune (0 BP · no push or turn loss)Same
↳ Subtype2 BP (undefendable) · 1D8/BP + 1D8 · 8 resists push · lose turn if scattered
Water Elemental6 BP (undefendable) · 1D8/BP − 1D8 (min 1D8) · 8 resists push · lose turn if scatteredMajor
↳ Subtype5 BP (undefendable) · 1D8/BP − 0.5D8 (min 1D8) · 8 resists · lose turn if scattered
Earth Elemental3 BP (undefendable) · 1D8/BP + 1D8 · 8 resists push · lose turn if scatteredMinor
↳ Subtype3.5 BP (undefendable) · 1D8/BP + 0.5D8 · 8 resists · lose turn if scattered
Fire Elemental4 BP (undefendable) · 1D8/BP · 8 resists push · lose turn if scatteredNeutral
Maelstrom's FuryWaterVariable BP · pull · lose turn if pulled
Water ElementalImmune (0 BP · no pull or turn loss)Same
↳ Subtype2 BP · defend 3D6 · each 6 reduces 1 BP · 1D8/BP + 1D8 · 8 resists pull · lose turn if pulled
Fire Elemental6 BP · defend 2D6 · each 6 reduces 1 BP · 1D8/BP − 1D8 (min 1D8) · 8 resists pull · lose turn if pulledMajor
↳ Subtype5 BP · defend 3D6 · each 6 reduces 1 BP · 1D8/BP − 0.5D8 (min 1D8) · 8 resists · lose turn if pulled
Air/Wind Elemental3 BP · defend 4D6 · each 6 reduces 1 BP · 1D8/BP + 1D8 · 8 resists pull · lose turn if pulledMinor
↳ Subtype3.5 BP · defend 4D6 · each 6 reduces 1 BP · 1D8/BP + 0.5D8 · 8 resists · lose turn if pulled
Earth Elemental4 BP · defend 3D6 · each 6 reduces 1 BP · 1D8/BP · 8 resists pull · lose turn if pulledNeutral
Chaotic Resistance — For Mages
Mages draw power from a particular element, which grants them resistances and vulnerabilities to certain Chaos spells. These apply to all elemental mage sub-types unless otherwise noted.
Acid Spray
Fire Mage: Mage status does not protect armor. Unarmed: 3 BP damage.
Water Mage: Unarmed: Immune.
Air Mage: Unarmed: Roll 2D6 · defend on 6s.
Ball of Flame
Fire Mage: Immune.
Water Mage: Defend on 4, 5, or 6.
Earth Mage: Must roll 6s to defend.
Bane
Air Mage: Immune.
Water Mage: 3 BP damage.
Earth Mage: Roll 1D6/MP · each 5 or 6 reduces damage by 1.
Chill
Water Mage: Immune.
Fire Mage: 2 BP undefendable.
Air Mage: Roll 1D6 · 5 or 6 defends.
Cloud of Chaos
Air Mage: Immune.
Water Mage: Roll 1D8/MP · 8 breaks.
Earth Mage: Roll 1D8/MP · 6 or higher breaks.
Firestorm
Fire Mage: Immune.
Water Mage: Roll 3D6 · 5 or higher defends.
Earth Mage: Roll 2D8 · 7 or 8 defends.
Ice Storm
Water Mage: Defend 1 Combat Die/MP.
Fire Mage: Attacked with 2 Combat Dice + 1 BP undefendable.
Air Mage: Defend 1 Combat Die/MP · must roll black shields.
Lightning Bolt
Air Mage: Immune.
Water Mage: 2 BP damage.
Earth Mage: Roll 2D6 · each 6 reduces damage by 1.
Mind Freeze
Water Mage: Immune.
Fire Mage: Defend with black shields.
Air Mage: Defend with skulls.
Quicksand
Air Mage: Immune.
Water Mage: Immune.
Earth Mage: May be trapped · no damage.
Fire Mage: 2 BP damage per round.
Rock Shards
Earth Mage: Immune.
Fire Mage: Roll 3D6 · each 5 or 6 reduces damage by 1.
Air Mage: Roll 1D6 to defend · plus 2 BP undefendable.
Tempest
Air Mage: Immune.
Tremble
Air Mage: Immune.
Earth Mage: Immune.
Fire Mage: Defend by rolling white shields.
Water Mage: Defend by rolling white shields.
Wilt
Fire Mage: Undefendable damage.
Water Mage: Roll 1D8/MP · 6 or higher defends.
Air Mage: Roll 1D6/MP · 5 or higher defends.
Special Weapon Resistance
Monster Abilities
Magma Gremlin: Proximity Blast
Fire Mage: Immune.
Water Mage: Defend on 4, 5, or 6.
Earth Mage: Must roll 6s to defend.
Dragon-Kin Breath Weapons
Fire (Breath)
Fire Mage: Immune.
Water Mage: Defend on 4, 5, or 6.
Earth Mage: Must roll 6s to defend.
Lightning (Breath)
Air Mage: Immune.
Water Mage: 2 BP damage.
Earth Mage: Roll 2D6 · each 6 reduces damage by 1.
Bane (Breath)
Air Mage: Immune.
Water Mage: 3 BP damage.
Earth Mage: Roll 1D6/MP · each 5 or 6 reduces damage by 1.
Acid (Breath)
Fire Mage: Mage status does not protect armor. Unarmed: 3 BP damage.
Water Mage: Unarmed: Immune.
Air Mage: Unarmed: Roll 2D6 · defend on 6s.
Ice Shards (Breath)
Water Mage: Immune.
Fire Mage: Only 1D6 to defend.
Air Mage: Defend on 5 or 6.
Freeze (Breath)
Water Mage: Immune.
Fire Mage: 1 BP automatic damage for each turn frozen.
Earth Mage: Break by rolling 8 on 1D8 · one die per Mind Point.
GM Notes

This is not a definitive list. GM discretion is actively encouraged for spells or interactions not listed here.

If a spell has a missing notation for a given elemental type (e.g. Wind Elementals are not mentioned on a specific spell), it is assumed the spell functions as normal against them.

Resistance levels reflect the elemental cycle: a monster's Superior element does Major damage; their own element is immune or reduced (Same); their Inferior element does Minor damage; and opposite/neutral elements behave normally.