-={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:

TierDamage DiceElemental Dmg
Tier 14d4(Elemental Dmg Type)
Tier 26d4(Elemental Dmg Type)
Tier 38d4(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:

FighterArts_fire_elemental Fire Combos

  • FighterArts_fire_elemental Fire - Heat FighterArts_fire_elemental Fire - Burnout FighterArts_fire_elemental Fire - Mega Explosion! or FighterArts_light_element Light - Radiant Blast!

(FighterArts_fire_elemental 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.

(FighterArts_light_element Light - Radiant Blast!) -

  • FighterArts_fire_elemental Fire - Heat FighterArts_water_elemental Water - Steam Bomb! FighterArts_fire_elemental Fire - Steam Explosion! or FighterArts_ice_elemental Ice - Diamond Mist!

(FighterArts_fire_elemental 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.

(FighterArts_ice_elemental 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. FighterArts_ice_elemental 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.


FighterArts_water_elemental Water Combos

  • FighterArts_water_elemental Water - Aqua FighterArts_water_elemental Water - Venom Water FighterArts_water_elemental Water - Acidic Typhoon! or FighterArts_dark_element Dark - Dark Tide!

(FighterArts_water_elemental Water - Acidic Typhoon!) -

(FighterArts_dark_element Dark - Dark Tide!) -

  • FighterArts_water_elemental Water - Aqua FighterArts_earth_elemental Earth - Pandemic FighterArts_wind_elemental Wind - Final Disaster!

(FighterArts_wind_elemental Wind - Final Disaster!) -


FighterArts_ice_elemental Ice Combos

  • FighterArts_ice_elemental Ice - Frost FighterArts_ice_elemental Ice - Snow Storm FighterArts_earth_elemental Earth - Permafrost Crash! or FighterArts_dark_element Dark - Gravity Blizzard!

(FighterArts_earth_elemental Earth - Permafrost Crash!) -

(FighterArts_dark_element Dark - Gravity Blizzard!) -

  • FighterArts_ice_elemental Ice - Frost FighterArts_water_elemental Water - Cold Snap FighterArts_wind_elemental Wind - Dread of Winter! or FighterArts_light_element Light - Polaris Aetherfrost!

(FighterArts_wind_elemental Wind - Dread of Winter!) -

(FighterArts_light_element Light - Polaris Aetherfrost!) -


FighterArts_wind_elemental Wind Combos

  • FighterArts_wind_elemental Wind - Wind FighterArts_wind_elemental Wind - Cyclone FighterArts_earth_elemental Earth - Sandstorm! or FighterArts_electric_elemental Electric - Thunder Gale!

(FighterArts_earth_elemental Earth - Sandstorm!) -

(FighterArts_electric_elemental Electric - Thunder Gale!) -

  • FighterArts_wind_elemental Wind - Wind FighterArts_ice_elemental Ice - Krystalic Winds FighterArts_ice_elemental Ice - Artic Typhoon!

(FighterArts_ice_elemental Ice - Arctic Typhoon!) -


FighterArts_earth_elemental Earth Combos

  • FighterArts_earth_elemental Earth - Stone FighterArts_earth_elemental Earth - Gaia Crash FighterArts_electric_elemental Electric - Electro Quake!

(FighterArts_electric_elemental Electric - Electro Quake!) -

  • FighterArts_earth_elemental Earth - Stone FighterArts_fire_elemental Fire - Volcanic Spire FighterArts_wind_elemental Wind - Pyroclastic Hurricane! or FighterArts_fire_elemental Fire - Vulcanaclysm!

(FighterArts_wind_elemental Wind - Pyroclastic Hurricane!) -

(FighterArts_fire_elemental Fire - Vulcanaclysm!) -


FighterArts_electric_elemental Electric Combos

  • FighterArts_electric_elemental Electric - Volt FighterArts_electric_elemental Electric - Galvanizing blast FighterArts_electric_elemental Electric - 1,000,000 Voltic Surge! or FighterArts_water_elemental Water - Electrolysis!

(FighterArts_electric_elemental Electric - 1,000,000 Voltic Surge!) -

(FighterArts_water_elemental Water - Electrolysis!) -

  • FighterArts_electric_elemental Electric - Volt FighterArts_fire_elemental Fire - Flame Bolt FighterArts_wind_elemental Wind - Electrofire Storm! or FighterArts_ice_elemental Ice - Ultimate Aurora!

(FighterArts_wind_elemental Wind - Electrofire Storm!) -

(FighterArts_ice_elemental Ice - Ultimate Aurora!) -


FighterArts_light_element Light Combos

  • FighterArts_light_element Light - Photon FighterArts_light_element Light - Gama Ray FighterArts_light_element Light - Supernova! or FighterArts_water_elemental Water - Ruinous Weather!

(FighterArts_light_element Light - Supernova!) -

(FighterArts_water_elemental Water - Ruinous Weather!) -

  • FighterArts_light_element Light - Photon FighterArts_electric_elemental Electric - Lightning Bolt FighterArts_fire_elemental Fire - Megastar Apotheosis!

(FighterArts_fire_elemental Fire - Megastar Apotheosis!) -


FighterArts_dark_element Dark Combos

  • FighterArts_dark_element Dark - Gravity FighterArts_fire_elemental Fire - Second Sun FighterArts_dark_element Dark - Omega Singularity! or FighterArts_earth_elemental Earth - Molten Comet!

(FighterArts_dark_element Dark - Omega Singularity!) -

(FighterArts_earth_elemental Earth - Molten Comet!) -

  • FighterArts_dark_element Dark - Gravity FighterArts_light_element Light - Accretion Photon Rings FighterArts_electric_elemental Electric - Hyperphotonic Beam!

(FighterArts_electric_elemental 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. Conditions_daze2 Stunned, FighterArts_break Break, etc. Refer to Hard Crowd Control for more details⁠.)

For Example: If an enemy suffers “FighterArts_fire_elemental 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.

(Homebrew & Vanilla Spells!) Any {Weapon Arts} that Inflict Elemental damage & Hard Crowd Control.

(Critical Hits!) from Ranged Spell Attacks, Magical Physical Attacks, Weapon Arts.

(Critical Fails!) on Spell Saving Throws.

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.

ElementAssociated Damage Types
FighterArts_fire_elemental FireFire, Radiant, Acid
FighterArts_water_elemental WaterCold, Bludgeoning, Acid, Poison
FighterArts_ice_elemental IceCold, Piercing, Slashing
FighterArts_wind_elemental WindForce, Slashing, Thunder
FighterArts_earth_elemental EarthBludgeoning, Force, Poison
FighterArts_electric_elemental ElectricLightning, Piercing, Fire
FighterArts_light_element LightRadiant, Fire, Psychic, Force
FighterArts_dark_element DarkNecrotic, Poison, Acid, Force, Psychic
Any Spells/Attacks that allow you to pick which type of Elemental Damage to deal can contribute to this.
Popover Text Detail
Elemental Translation Chart: Element - Associated Damage Types :FighterArts_fire_elemental: Fire - Fire, Radiant, Acid :FighterArts_water_elemental: Water - Cold, Bludgeoning, Acid, Poison :FighterArts_ice_elemental: Ice - Cold, Piercing, Slashing :FighterArts_wind_elemental: Wind - Force, Slashing, Thunder :FighterArts_earth_elemental: Earth - Bludgeoning, Force, Poison :FighterArts_electric_elemental: Electric - Lightning, Piercing, Fire :FighterArts_light_element: Light - Radiant, Fire, Psychic, Force :FighterArts_dark_element: Dark - Necrotic, Poison, Acid, Force, Psychic

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