Simplified battle system:

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The amount of dices used are limited in this battle system. The DM will keep track of most of these, but you should keep an eye out for what does what, if you want to have an edge in elemental combat.

Dice:
1d6c: Creative 1d6! You want to use a spell to climb a wall, you roll this. The higher the number, the better the success, given that there's not other complications, informed of beforehand.

1d6: damage dice. This might be either higher or lower depending on the spell, but its to add more 1d6 than to up it to a 1d8. Have a talk with the DM.

1d20: The typical for skill use, for deciding who goes first.

1d4: The scan die. Depending on the DM, it's just a pure scan die and if you succeed, you'll instantly know what you're looking at. If the DM deems it, you have to have the knowledge in the monster's field before you may use this.

Damage types:
Blunt, piercing, slashing.

Elemental wheel:
Light pierces darkness,

Darkness engulfs light.

Air whittles away earth,

Earth dulls thunder,

Thunder shocks water,

Water extinguishes fire,

Fire cracks rock,

Rock stops air.

Elm dmg strength:

x2 = +1d6 extra.

x1 = +1d4 extra.

x0 = -1d8 extra.

- - - -

Air x2 > Earth.

Air x1 > Water, Thunder.

Air x0 > Rock.

DT: P/B/S

Earth x2 > Thunder.

Earth x1 > Fire, Water.

Earth x0 > Air.

DT: B/P

Thunder x2 > Water.

Thunder x1 > Air, Fire.

Thunder x0 > Earth.

DT: P/S

Water x2 > Fire.

Water x1 > Rock, Earth.

Water x0 > Thunder.

DT: P/S.

Fire x2 > Rock

Fire x1 > Earth, Air.

Fire x0 > Water.

DT: S/P.

Rock x2 > Air.

Rock x1 > Earth, Thunder.

Rock x0 > Fire.

DT: B/P/S.