D&D 5E Brainstorming an Elemental Magic System

Mostly classic tropes, but adjusted for game balance. I really want each element to have one solid no elemental effect. The only novelty I'm shooting for is the mixed elements, and that isn't really too novel; though tracking them on a color wheel is fun:

Red - fire
Orange - metal (rust, hot metal)
Yellow - earth
Green - wood
Cyan - water
Blue - cold
Purple - air
Magenta - lightning

I would probably exchange lightning for light and make lightning spells a part of air.

Light could include not only spells that create light, but also divination, which shine line into darkness and reveal the truth.
 

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I would probably exchange lightning for light and make lightning spells a part of air.

Light could include not only spells that create light, but also divination, which shine line into darkness and reveal the truth.

My reasons for making Lightning the pair of air and fire is because in four element systems I frequently see it in either. Since fire is energy, lightning fits there. Since lightning comes from storms, it fits in air. I want the core elements to have non-elemental effects, but the mixed elements don't need them.

In 4E, I was tempted to go with the energy damage feat combos as a way of ensuring each element had varied damage types. Fire would be fire and radiant. Water would be ice and acid. Air would be thunder and lightning. Earth could have your silvers and cold irons. Void could have psychic and force, and poison and necrotic. I'm leaning away from this, but it was a viable grouping.
 

For the non-elemental effects, do these all feel big enough?

Fire - Light (radiant/holy damage, cleansing places and creatures, possibly resurrection with the Phoenix)
Earth - Binding (wards like Protection from Evil, protection spells like shield or force shields, hold person type things, and item enhancements through binding spirits to the item)
Water - Healing (healing doesn't have a lot of variety in effects, but it has a lot of importance. There's some overlap with fire here, though, so that needs to be addressed)
Air - Divination and spirit (extension of senses, planar travel, teleportation)

There's some overlap between air and water with divinations like scrying. Water reveals the truth, scrying pools, that sort, so those could move there possibly. Illusions feel more thematic with air, as they are immaterial and deceptive.
 

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