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Elemental Magic

“The world was fire before it was flesh.”
 

Elemental Magic is the art of controlling the primal forces of nature: fire, water, earth, and air. This skill allows characters to cast powerful spells that harness the raw power of the elements. Elemental mages can summon storms, throw fireballs, shape rocks, or freeze enemies in their tracks. Elemental Magic is often associated with druids, shamans, and battle mages who wield the forces of nature in combat. Skilled elementalists can adapt to the environment, drawing power from the elements around them, and they can unleash devastating spells that reflect the untamed power of the natural world.

Core Themes:

  • Channel the raw power of Air, Fire, Water, Earth, and extended elements like Lightning, Ice, Acid, Metal, and Magma

  • Access Elemental Disciplines tied to specific sources (Planes, Primals, Spirits)

  • Learn Elemental Forms, Catalysts, and Fusion Spells

  • Adaptable for spellcasters, martial classes, or elementalist subclasses

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EXPANDED LORE

  • The Elemental Concord: Ancient pacts between Elemental Lords and mortals.

  • ​Rift Zones: Wild regions where raw elemental power bleeds into the world.

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Elemental Schools 

Element Traits and Common Uses

  • Fire

Destruction, Passion, Purification, Blast Spells, Burning Terrain, Flare vision

  • Water

Flexibility, Healing, Flow, Restoration, Control, Ice Shaping

  • Earth

Stability, Endurance, Power, Shields, Walls, Tremors, Metal Shaping

  • Air

Speed, Movement, Agility, Flight, Push/Pull, Lightning Focus

  • Lightning

Energy, Chaos, Mind-Shock, Stuns, Overcharge, Storm Rituals

  • Ice

Stillness, control, Entropy, Freezing Effects, Slowing Enemies

  • Acid

Corrosion, Decay, Ruin, Armor Melt, Trap Disarming, Rot Manipulation

  • Metal

Precision, Strength, Forge, Armor Shaping, Weapon Mastery, Magnetism

  • Magma

Brutality, Raw Force, Rebirth, Terrain Reshaping

 

ELEMENTAL MAGIC SYSTEM

Elemental Affinity

Choose (or is born with) 1–2 Elemental Affinities. These determine:

  • Bonus damage types

  • Access to Elemental Techniques

  • Resistance or vulnerability modifiers

 

SPELLCASTING STYLE

 

  • Tier 1

    • ​​Flame Lash (Fire): 1d6 fire + pull 5 ft.

    • Gust Palm (Air): Push creature 10 ft.

    • Stone Armor (Earth): Gain +2 AC for 1 round.

  • Tier 2

    • Mist Veil (Water): Light concealment for 1 round.

    • ​​Magma Burst (Fire+Earth): 4d6 fire, creates lava pool (difficult terrain).

  • Tier 3

    • ​Thundergrasp (Air+Lightning): Grapple + stun on hit (Save).

    • Cryoshard Wave (Water+Ice): Cone of 5d6 piercing + reduce speed.

    • Iron Vines (Earth+Metal): Animate metal chains to bind (Save).

  • Tier 4

    • Storm Avatar (Air/Lightning): Fly 60 ft, chain lightning aura.

    • Sea Titan’s Grasp (Water): Summon a giant hand of water to crush or toss enemies.

  • Tier 5

    • Volcanic Wrath (Fire+Earth): Cause fissures, lava, and burning gas.

    • Elemental Merge: Fuse two or more elements to create custom effects.​

 

FIRE SPELLS

  • Tier 1

    •  Cinder Dart: 1d6 fire; ignites flammable target.

    • Blazing Step: Dash + leave fire trail (1d6 to pursuers).

  • Tier 2

    • Molten Chains: Flaming manacles restrain (Save).

    • Inferno Grasp: Grappled target burns for 3d6 + 1d6/round.

  • Tier 3

    • Phoenix Plume: Explode in fire; teleport to a safe space.

  • Tier 4

    • Pillar of Flame: Column 60 ft high, 6d10 fire (Save).

  • Tier 5

    • Apocalyptic Ember: Ignite a wide area permanently. Burns 4d6/round, cannot be extinguished by normal means.

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WATER SPELLS

  • Tier 1

    • Drift Spray: Push target 5 ft (Save).

    • Soothing Current: Heal 1d6, removes minor burn/bleed.

  • Tier 2

    • Flood Bolt: 3d6 + knocks prone (Save).

  • Tier 3

    • Abyssal Grasp: Giant water tentacle restrains & drowns.

    • Ocean Memory: See past events tied to any water source.

  • Tier 4

    • Monsoon Wall: 100-ft barrier, full cover, 4d6 cold/turn.

  • Tier 5

    • Tide of Souls: Animate drowned spirits in crashing waves.

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EARTH SPELLS

  • Tier 1

    • Rockshot: 1d6 bludgeoning; 5 ft knockback.

    • Stone Stance: Advantage on saves vs forced movement.

  • Tier 2

    • Quake Snap: Tremor in 10 ft radius (2d6 + knock prone).

  • Tier 3

    • Earthen Spire: Spear of stone erupts under target (5d6).

    • Stone Shape Giant: Create a massive golem limb to slam.

  • Tier 4

    • Titan's Vault: Raise landmass 60 ft into the air.

  • Tier 5

    • World’s Heart: Pull a meteor-sized crystal from the ground (DC 20 Save or 15d6).

 

AIR SPELLS

  • Tier 1

    • Whirl Flare: Target’s ranged attacks have disadvantage for 1 round.

    • Feather Fallburst: Slow fall for 4 + create air cushion (10 ft radius).

  • Tier 2

    • Air Rake: Slashes 3 enemies in an arc for 3d6 force.

  • Tier 3

    • Cyclone Prison: Trap the enemy in a floating vortex (fly speed 0, Dex escape).

  • Tier 4

    • Stormcall Wings: Gain flight and redirect one ranged attack per turn.

  • Tier 5

    • Heaven’s Howl: Thunderstorm over 120 ft, 2d6 thunder each round.

    • Breath of Aeons: Control weather worldwide for 1 day; summon jetstreams or lightning.

 

LIGHTNING SPELLS

  • Tier 1

    • Spark Snap: 1d8 lightning, chain jump 5 ft.

    •  Charge Weapon: Next hit does +1d6 lightning.

  • Tier 2

    • Arc Bolt: 2d6 chain lightning, bounces 3 times.

  • Tier 3

    • Thunder Lance: 60 ft line, 5d6 lightning + knockback.

  • Tier 4

    • Tempest Surge: Mass paralyze on failed Save (20 ft radius).

  • Tier 5 

    • Plasma Body: Transform into energy. In this form, you are immune to physical attacks for as many rounds as you have dots in Arcane.

    • ​​Living Storm: Become an electrical storm: teleport, fly, zap.

 

ICE SPELLS

  • Tier 1

    • Chill Touch: 1d6 + target's movement -10 ft.

    • Frost Blink: Teleport 10 ft, leave behind frozen illusion.

  • Tier 2

    • Frozen Sunder: Shatter armor or shields (disarm or break).

  • Tier 3

    • Glacial Thorns: Ground erupts with ice spikes (restrain + 4d6).

  • Tier 4

    • Icy Tomb: Trap in glacier block (must be hacked out).

  • Tier 5

    • Absolute Zero: Freeze the entire room or a small building solid.

    • White Winter: Control ice weather, summon an avalanche, and blizzards.

 

ACID SPELLS

  • Tier 1

    • Corrosive Spray: 1d4 acid + armor penalty (stackable).

  • Tier 2

    • Melt Lock: Open sealed doors, even magical ones.

    • Venom Pool: Creates a pool 20 ft radius, 1d6 acid/turn.

  • Tier 3

    • Dissolving Beam: 2d6 + disadvantage on armor saves.

  • Tier 4

    • Acid Swarm: Cloud of insects that melt flesh (6d6, Save).

  • Tier 5

    • Oozing God’s Gift: Target becomes an acid elemental for 1 minute (hostile or friendly).

 

METAL SPELLS

  • Tier 1

    • Magnetic Pulse: Disarm metal weapon (Save).

    • Iron Lash: 1d6 slashing, + grapple if the creature wears metal.

  • Tier 2

    • Forge Skin: Gain resistance to slashing and +1 AC.

  • Tier 3

    • Rust Plague: Infect metal items in a radius with fast decay.

  • Tier 4

    • Iron Barricade: Wall of molten steel (AC cover + damage).

  • Tier 5

    • Magneto Field: Control all metal in a 60 ft sphere (flight, deflect).

    • Forge Titan’s Wrath: Conjure a sentient war construct from surrounding debris.

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MAGMA SPELLS (Fire + Earth hybrid)

  • Tier 1

    • Smolder Dust: Ignite a small area, weak smoke.

  • Tier 2

    • Lava Line: 30 ft line, 2d6 fire and 1d6 terrain burn.

  • Tier 3

    • Magma Grip: Hold monster in molten hand (restrained + 6d6).

  • Tier 4

    • Volcanic Ring: Lava circle (10 ft) deals 3d6 per round.

  • Tier 5

    • Molten Genesis: Reshape the battlefield into a lava-scape.

©2025 Shadowgate Entertainment 

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