-={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

The Completion of each tier will provide additional Ramping Burst Damage towards the Target.

With bonus damage in order:

TierDamage DiceElemental Dmg
Tier 12d4+(Party’s Highest Prof. Modifier)(Elemental Dmg Type)
Tier 24d4+(Party’s Highest Prof. Modifier)(Elemental Dmg Type)
Tier 36d4+(Party’s Highest Prof. Modifier)(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

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!

text

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

text


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 - Aqua FighterArts_earth_elemental Earth - Pandemic 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_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 Combos

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

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


FighterArts_earth_elemental Earth Combos

  • FighterArts_earth_elemental Earth - Stone FighterArts_earth_elemental Earth - Gaia Crash 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_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 - Volt FighterArts_fire_elemental Fire - Flame Bolt FighterArts_wind_elemental Wind - Electrofire Storm! or 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 - Photon FighterArts_electric_elemental Electric - Lightning Bolt 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 - Gravity FighterArts_light_element Light - Accretion Photon Rings 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.

  • (Ex: Eldritch Blast FighterArts_dark_element (That has repelling Blast), Entangle FighterArts_earth_elemental, Hold person FighterArts_light_element, Grasping Vine FighterArts_earth_elemental)

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

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

  • (Ex: Divine SMITE FighterArts_light_element/FighterArts_dark_element, Ice Knife FighterArts_ice_elemental, Scorching Ray FighterArts_fire_elemental, Shadow Blade FighterArts_dark_element, Eldritch Blast FighterArts_dark_element…)

(Critical Fails!) on Spell Saving Throws.

  • (Ex: Cloud of Daggers FighterArts_wind_elemental, Thunder Wave FighterArts_wind_elemental, Heat Metal FighterArts_fire_elemental, Wall of Fire FighterArts_fire_elemental…)

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 {Fire}Fire, Radiant, Acid
FighterArts_water_elemental {Water}Cold, Bludgeoning, Acid, Poison
FighterArts_ice_elemental {Ice}Cold, Piercing
FighterArts_wind_elemental {Wind}Force, Slashing, Thunder
FighterArts_earth_elemental {Earth}Bludgeoning, 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
Any Spells/Attacks that allow you to pick which type of Elemental Damage to deal can contribute to this.

Linked With