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- Fire: A target rendered helpless by a fire attack has a reduced chance of recovering (DC +1), and especially flammable targets take ongoing wounds. Fire spells can be used to warm and burn objects and the environment.
- Ice: A target hit by ice grants an increased crit range for the next turn (10 becomes 9+, etc); this ice effect does not stack. Ice spells can be used to chill and freeze objects and the environment.
- Lightning: Target becomes helpless for one turn on a critical hit. Lightning spells can be used to shock and charge objects and the environment.
- Magma: Target takes ongoing damage for 3 turns. 1 Hit if they are not weak to magma, and 2 if they are.
- Rust: Attacks with this effect crit on 9+ against non-living targets (ie, automatons).
- Silver: Attacks with this effect crit on 9+ against all demons.
- Water: Targets hit by a spell with the Water Elementalist tag suffer a greater critical failure range on the next turn (2- becomes 3-, and so on). This effect does not stack. This effect also applies if the target is knocked helpless by the spell.
- Wind: In addition to dealing damage, Wind-based attacks push the target away from the caster by One range category, two on a crit. GM can rule that heavier targets cannot be pushed back.
- Illusion: Critical hits bombard a target with visual and auditory hallucinations, causing their next attack to have a greater DC to succeed (6+ becomes 7+, etc.). If the target gets a Critical Failure on the next move, they may attack their own allies in confusion.
- Gravity: Spells with the Gravity Elementalist effect lower the Critical Hit roll minimum on their target by 1 (9+ becomes 8+, etc).
- Time: Spells that apply this effect intensify the effects of fatigue on the target’s body. The target damage output will be decreased by 1 next turn.
- Light: Spells with this effect crit on 9+ against undead and evil targets.
- Dark: Spells with this effect crit on 9+ against living and good targets.
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