damn radioactive wild fire now there is a evil wizard option.Colorless Wildfire would be a great villainous high level spell
sulfur is brimstone as is to hell adjacent for marketing.
3e and 4e did as well. 5.5e is the only PHB put out by WotC that doesn't have at a minimum, a list of gods and their portfolios in it.The last one for this edition did, at least the gods.
I don't think D&D is necessarily good for other IPs with different physics and magic systems, but it is good for any kind of D&D world you want to make within the multiverse.It claims to be but really really isn't. The magic is far too specific for most settings, the martials are far too grounded for e.g. anime or Celtic myth, and the combat is far too consequence free for anything with more than sprayed on grit.
I've run into this several times over the decades.Why, what deities the world has is decided by the DM.
Like a player deciding that Lathander sounds like a good god for them, doesn't really work out if the DM's game is in a world that does not feature Lathander.
Earth is "solid". But it is also minerals and chemistry. Whence Acid.but earth is rock, soil and sand it does not feel acid which is the grinding down of solid by liquid/
water is cold but so is the wind, cold is this deep absence to the world not a thing you touch, water Being acid goes well with its mutability and it grinds down the world, like all chaos does.
Horrible Earth? Are you referring to lava that is in the "depths" of earth? Fire? Or the grave? Spirit, ether? Or acids and other polluting chemicals?earth having some horrible and toxic at its depths feels more in line with the idea of what Earth is.
Not sure what you mean.those are not foes in fiction.
Not the first really, but I'm fine with the second.secondly, you do not want evil wizards with the give cancer spell or colourless fireball?
I've started moving towards more para-elementals as I feel the classical elements are over-done for me. But, I absolutely agree that they need some jazz. 2000 years of tradition and lore is hard to replace.I find the para elemental planes boring as the options suck rather than having more cool elements
Salts are the products of acids, but that's pedantic."Acid" is a salt, whence Earth.
Heh, fair.Salts are the products of acids, but that's pedantic.
I've started moving towards more para-elementals as I feel the classical elements are over-done for me. But, I absolutely agree that they need some jazz. 2000 years of tradition and lore is hard to replace.
I've gone with:
Mist - Air/Water (Infiltration, Moist, Cold, Ephemeral)
Clay - Water/Earth (Mutable, Foison, Fertile, Potential)
Magma - Earth/Fire (Sporadic, Explosive, Metal, Hot)
Radiance - Fire/Air (Rapid, Warm, Color, Expansive)
Salt - Water/Fire (Dross, Preservation, Lingering, Dry)
Dust - Earth/Air (Entropic, Spreading, Abrasive, Clinging)
I vacillate between the potency of volcanoes (magma) or the vast utility and cultural weight of metalworking and the forge (metal).Magma ≈ metal. I also associate the Fire-Earth combo with "forging" metal items. So the correlation of metallurgy here makes some sense.
Interesting idea! I've leaned into clay as a "source" of wood, flesh, and growing things, however. This comes from ooze being useless to me, clay having cultural weight, and the stories of people being made from clay. Northern stories of people being fashioned from trees is only a step further removed. (Clay --> Growing things --> People)For the Air-Earth paraelemental, this can be the Tree itself as an element, whose branches and roots unite sky and land.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.