I'm running an into the odd campaign and I'm going to use some elemental magic as a base for the magic system.It will have all the classics, but I want to add some more obscure or unusual elementals too.So far I got the ideia of dividing wind and air into two different elemental groups.One pushes stuff and makes tornadosThe other is more like suffocation, oxygen and oxidation. Flesh is a cool one and well as blood.Soul energy (green) Life energy (red) spiritual energy (blue) and occult energy (purple)Wood/plantsDarkness X Shadows (one is hurt by light the other boosted by)Lightning/Electricity/Thunder all different elementals too.Smoke, gasses and mist.SteamPoisonGravitySpace and time. This is what I got so far aside form the classics.
>>96910694>Speed>Fungus >Salt >Acid >Colour >Fear How are you making this work for ItO?
First of all, I'm only going to say this once.1) Why2) Those aren't elements
>>96910776Everyone chooses an element and then come up with interesting arcanum's based on the elements, start with 3. If theye really get stuck they can just rebrand some of the arcnum from the book with elemental fluff and flavour.I love the emotions one like fear, and salt, and fungus. Acid is kind of a plant thing but maybe.Ashes and embers could be cool.
>>969107901) I like elements. 2) Why not?
>>96910694Sulfur.
>>96910694CardsTattoosBile
>>96910790Making variations on ItO's Arcanum that are still light and work with the system's design intentions is an interesting exercise and way to adapt the game back to a more traditional fantasy dungeon crawl without having to go full Mythic Bastionland levels of involvement. >>96910817>Ashes Nice. There's a decent inspirational magic spell/ability table in Mazerats if you haven't seen it for players who need a bit more to work with.
>>96910694for me, it's the nail elementsee you next month