-={Elemental Battle System}=-
The Elemental Battle system that incorporates traditional Combat and Spells to tap in the core elements of their Weapon Arts for bigger damage output as a Team on a single Target at a time. By successfully Chaining the Elements to one state to the other, It will deal additional Burst damage to the Target.
This Mechanic serves the party as an additional method of coordination to deal additional Damage towards who they deem as a High Priority Target in the heat of battle.
[Players can choose to either contribute to the chain or not in the moment to reach a desired combo aswell, instead they can choose to reset the timer]
Elemental Chain
The following table shows all the possible Elemental Combos in the Passione Campaign, with the name of the element in bold followed by the name of the resulting combo in order of:
First Tier Element >Second Tier Element >Third Tier Element
Elements could contribute into the tiers at any order to provide additional ramping Burst Damage towards the target.
With bonus damage in order:
| Tier | Damage Dice | Elemental Dmg |
|---|---|---|
| Tier 1 | 4d4 | (Elemental Dmg Type) |
| Tier 2 | 6d4 | (Elemental Dmg Type) |
| Tier 3 | 8d4 | (Elemental Dmg Type) |
[Each Element Tier has a duration of 2 rounds. If its not chained into the next tier by then it will reset the whole rotation back to nothing]
[Damage Dice will also scale will player level, Current: d4]
Elemental Combos
If the Party wants to get more out of this System, they could coordinate with each other to perform a combo tree to cause an extra effect upon completion:
Fire Combos
Fire - Heat →
Fire - Burnout →
Fire - Mega Explosion! or
Light - Radiant Blast!
(
Fire - Mega Explosion!) - A Fireball Spell is casted at the epicenter of the target, creating a 30ft radius explosion. Each creature in the area must make a DC 14 Dexterity Saving Throw, taking fireball damage as normal on a failure, half damage on a success. Enemies caught in the blast is also 🔥 Burned, taking 1d6 Fire Damage at the start of each of it’s turns for 4 Rounds, regardless of whether it succeeded on the saving throw.
(
Light - Radiant Blast!) -
Fire - Heat →
Water - Steam Bomb! →
Fire - Steam Explosion! or
Ice - Diamond Mist!
(
Fire - Steam Explosion!) - A Misty Fireball Spell is casted at the epicenter of the target, creating a 20ft radius explosion. Each creature in the area must make a DC 14 Dexterity Saving Throw, taking fireball damage as normal on a failure and are afflicted with Heat Metal Spell on their Manufactured metal objects for 4 rounds. Targets only take half damage on a pass.
(
Ice - Diamond Mist!) - A Fog Cloud Spell is casted at the epicenter of the target, creating a 30ft radius of Icy Mist. The Sphere is Heavily Obscured for enemies. Lasting for 8 Rounds or until a strong wind (Such as one created by Gust of Wind) disperses it.
Ice Elemental Empowerment: While within the mist, ice-based spells & arts gain +1 damage die step (up to d12), +2 to save DCs, and a -1 Critical Hit threshold.
Water Combos
Water - Aqua →
Water - Venom Water →
Water - Acidic Typhoon! or
Dark - Dark Tide!
(
Water - Acidic Typhoon!) -
(
Dark - Dark Tide!) -
Water - Aqua →
Earth - Pandemic →
Wind - Final Disaster!
(
Wind - Final Disaster!) -
Ice Combos
Ice - Frost →
Ice - Snow Storm →
Earth - Permafrost Crash! or
Dark - Gravity Blizzard!
(
Earth - Permafrost Crash!) -
(
Dark - Gravity Blizzard!) -
Ice - Frost →
Water - Cold Snap →
Wind - Dread of Winter! or
Light - Polaris Aetherfrost!
(
Wind - Dread of Winter!) -
(
Light - Polaris Aetherfrost!) -
Wind Combos
Wind - Wind →
Wind - Cyclone →
Earth - Sandstorm! or
Electric - Thunder Gale!
(
Earth - Sandstorm!) -
(
Electric - Thunder Gale!) -
Wind - Wind →
Ice - Krystalic Winds →
Ice - Artic Typhoon!
(
Ice - Arctic Typhoon!) -
Earth Combos
Earth - Stone →
Earth - Gaia Crash →
Electric - Electro Quake!
(
Electric - Electro Quake!) -
Earth - Stone →
Fire - Volcanic Spire →
Wind - Pyroclastic Hurricane! or
Fire - Vulcanaclysm!
(
Wind - Pyroclastic Hurricane!) -
(
Fire - Vulcanaclysm!) -
Electric Combos
Electric - Volt →
Electric - Galvanizing blast →
Electric - 1,000,000 Voltic Surge! or
Water - Electrolysis!
(
Electric - 1,000,000 Voltic Surge!) -
(
Water - Electrolysis!) -
Electric - Volt →
Fire - Flame Bolt →
Wind - Electrofire Storm! or
Ice - Ultimate Aurora!
(
Wind - Electrofire Storm!) -
(
Ice - Ultimate Aurora!) -
Light Combos
Light - Photon →
Light - Gama Ray →
Light - Supernova! or
Water - Ruinous Weather!
(
Light - Supernova!) -
(
Water - Ruinous Weather!) -
Light - Photon →
Electric - Lightning Bolt →
Fire - Megastar Apotheosis!
(
Fire - Megastar Apotheosis!) -
Dark Combos
Dark - Gravity →
Fire - Second Sun →
Dark - Omega Singularity! or
Earth - Molten Comet!
(
Dark - Omega Singularity!) -
(
Earth - Molten Comet!) -
Dark - Gravity →
Light - Accretion Photon Rings →
Electric - Hyperphotonic Beam!
(
Electric - Hyperphotonic Beam!) -
Contributions for an Elemental Combo
*To contribute to the combo, players can either roll a Critical Hit on the Target with an elemental enchanted weapon or landing an Elemental ability that inflicts any form of Heavy Crowd Control (I.E.
Stunned,
Break, etc. Refer to Hard Crowd Control for more details.)
For Example: If an enemy suffers “
Heat” (Tier 1), anyone who has an valid element in the combo tree can contribute to the Element chain (See Chart Below) in their respective turn:*
(Elemental-Related Spells) That have successfully inflicted Hard Crowd Control onto the target.
- (Ex: Eldritch Blast
(That has Repelling Blast), Entangle
, Hold Person
, Grasping Vine
…)
(Homebrew & Vanilla Spells!) Any {Weapon Arts} that Inflict Elemental damage & Hard Crowd Control.
(Critical Hits!) from Ranged Spell Attacks, Magical Physical Attacks, Weapon Arts.
- (Ex: Divine SMITE
/
, Ice Knife
, Scorching Ray
, Shadow Blade
, Eldritch Blast
…)
(Critical Fails!) on Spell Saving Throws.
- (Ex: Cloud of Daggers
, Thunderwave
, Heat Metal
, Wall of Fire
…)
Spells, Weapon Arts, or any other items that do inflict some form of Crowd control but seem to have no tangible connections to an element can simply serve to reset the Elemental duration back to 3 rounds.
Combo Reset Timers
Non-elemental CC (e.g., Blindness, Poison) resets the timer to 3 rounds but doesn’t add to the combo:
Elemental_Translation_Chart
D&D has other types of Damage that I wish to attempt to intertwine with the Elemental Chain to give more options for players to jump into. These are situational on the context of how these damage types are delivered.
| Element | Associated Damage Types |
|---|---|
Fire | Fire, Radiant, Acid |
Water | Cold, Bludgeoning, Acid, Poison |
Ice | Cold, Piercing, Slashing |
Wind | Force, Slashing, Thunder |
Earth | Bludgeoning, Force, Poison |
Electric | Lightning, Piercing, Fire |
Light | Radiant, Fire, Psychic, Force |
Dark | Necrotic, Poison, Acid, Force, Psychic |