The Nature of Elemental Magic


Pathfinder First Edition General Discussion


So I was thinking about adding elemental magic into my game, more so then is standardly done in pathfinder. I wanted to add wind, earth and water elemental damage for various monsters, spells, and effects. I know that this doesn't jive well logistically speaking since if is hard to conceptualize how wind deals "wind damage" and so on.

What I have come up with is that the mortal form has a balance of elemental forces within that all come together in certain proportions to create sentient living things. Thus far I have fire, water, earth, air, holy, and darkness as the six needed energies to create living things (the last two are basically positive and negative energy). The way in which a spell deals elemental damage to a person is by changing the balance of these energies in the body with harms the target.

What I'm not sure about is how to go about structuring these new features of the world to mesh with the pathfinder game and I was hope you all could share idea's with me.

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Drogan Tome wrote:

So I was thinking about adding elemental magic into my game, more so then is standardly done in pathfinder. I wanted to add wind, earth and water elemental damage for various monsters, spells, and effects. I know that this doesn't jive well logistically speaking since if is hard to conceptualize how wind deals "wind damage" and so on.

What I have come up with is that the mortal form has a balance of elemental forces within that all come together in certain proportions to create sentient living things. Thus far I have fire, water, earth, air, holy, and darkness as the six needed energies to create living things (the last two are basically positive and negative energy). The way in which a spell deals elemental damage to a person is by changing the balance of these energies in the body with harms the target.

What I'm not sure about is how to go about structuring these new features of the world to mesh with the pathfinder game and I was hope you all could share idea's with me.

Your idea sounds alot like many fantasy RPGs (Final Fantasy for example) and shouldn't be hard to implement.

For each spell create a variant that deals similar effects but with different elements. I allow characters to research spells that vary from the norm, sometimes adding a second effect that happens if a Fort save is failed. For example acid arrow becomes earthen dart and deals bludgeoning damage instead of acid and staggers for 1 rd. Or electric bolt which deals electric damage and the shaken condition. wind lance deals slashing damage and deafens for 1 rd. Etc...

Damage as the effect of how it hurts:
earth = acid and/or magic bludgeoning
water = electricity and/or magic piercing
air = sonic and/or magic slashing

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