jwconvery
Spellsword
A planar war is brewing. I would like to compile a list of known elemental habits. Combination of elements can increase their power. Air plus flame makes scarier flame. Elemental game seems to work, except when it doesn't. For example with the Air Elementals.
Stone: Occasionally swings very hard, that pushed through blocks.
Smoke: When it launches elemental energy at you, each hit raises the power of the next one.
Air: Seems to only attack things that aren't moving, or that attack it.
Water: Swing for very little damage until hit. Then seem to begin swinging for whatever they were hit for.
Ice: Launches ice damage. No other known quirks.
I'm only focused on the more mindless 'primal' elementals that adventures might encounter when cleaning up damage caused by the war.
Anything else to add to the list?
-Gideon
Stone: Occasionally swings very hard, that pushed through blocks.
Smoke: When it launches elemental energy at you, each hit raises the power of the next one.
Air: Seems to only attack things that aren't moving, or that attack it.
Water: Swing for very little damage until hit. Then seem to begin swinging for whatever they were hit for.
Ice: Launches ice damage. No other known quirks.
I'm only focused on the more mindless 'primal' elementals that adventures might encounter when cleaning up damage caused by the war.
Anything else to add to the list?
-Gideon
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