Elemental Ability

  • Fire causes flammable items to catch fire and burn. Low melting point metals melt. 
  • Water puts out mundane fires.
  • Ice slows creatures by 1/2. Athletics savings throw to negate. 
  • Earth covers the objects in dust and dirt, outlining any invisible objects or creatures. 
  • Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, .or full plate).
  • Air knocks Medium or smaller creatures prone. Reflex savings throw to negate falling.