Ammutseba
2013-03-31, 08:15 PM
I'm treating the following as energy types for the purposes of this thread: acid, cold, electricity, fire and sonic.
Now, I need suggestions for possible carrier effects created out of the synergy between two different energy types when both are dealt to a single character in the same round by a spell or a martial maneuver. The order damage is dealt in doesn't (or shouldn't) matter, and the list should be exhaustive.
To be filled out as combinations are completed:
Acid + Cold = On the round following suffering the damage, creatures and objects in the affected squares suffer half as much damage as the combined damage totals of the acid and cold effects dealt. This damage is considered both acid and cold damage, simultaneously.
Acid + Electricity = Creatures in the affected squares suffer a –2 penalty to Dexterity for 1 round. This penalty stacks with itself, Fortitude save for half.
Acid + Fire = Creates a cloud of sickening gas in each affected square, which lasts for 1 round. Fortitude save to negate. Sickened victims escalate to nauseated.
Acid + Sonic = Objects in the affected squares have their hardnesses negated for 1 round. Fortitude save to negate.
Cold + Electricity = Creatures in the affected squares suffer a –2 penalty to Strength for 1 round. This penalty stacks with itself, Fortitude save for half.
Cold + Fire = Creates a cloud of exceptionally thick fog in each affected square for 1 round. The fog is so thick that any creature attempting to move through it progresses at a maximum speed of 20 feet, regardless of its normal speed, and it takes a -2 penalty on all attack and damage rolls. A creature or object that falls into the fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6.
Cold + Sonic = Sunders an object held by each creature dealt the damage or one unattended object in each affected square, inflicting 2d8 damage on those objects, which is considered both cold and sonic damage, simultaneously.
Electricity + Fire = Creatures in the affected squares are blinded for 1 round. Creatures that cannot be blinded are dazzled, instead. Reflex save to negate.
Electricity + Sonic = Creatures in the affected squares are dazed for 1 round. Fortitude save to negate.
Fire + Sonic = Creatures in the affected squares suffer a –2 penalty to Constitution for 1 round. This penalty stacks with itself. Fortitude save for half.
Now, I need suggestions for possible carrier effects created out of the synergy between two different energy types when both are dealt to a single character in the same round by a spell or a martial maneuver. The order damage is dealt in doesn't (or shouldn't) matter, and the list should be exhaustive.
To be filled out as combinations are completed:
Acid + Cold = On the round following suffering the damage, creatures and objects in the affected squares suffer half as much damage as the combined damage totals of the acid and cold effects dealt. This damage is considered both acid and cold damage, simultaneously.
Acid + Electricity = Creatures in the affected squares suffer a –2 penalty to Dexterity for 1 round. This penalty stacks with itself, Fortitude save for half.
Acid + Fire = Creates a cloud of sickening gas in each affected square, which lasts for 1 round. Fortitude save to negate. Sickened victims escalate to nauseated.
Acid + Sonic = Objects in the affected squares have their hardnesses negated for 1 round. Fortitude save to negate.
Cold + Electricity = Creatures in the affected squares suffer a –2 penalty to Strength for 1 round. This penalty stacks with itself, Fortitude save for half.
Cold + Fire = Creates a cloud of exceptionally thick fog in each affected square for 1 round. The fog is so thick that any creature attempting to move through it progresses at a maximum speed of 20 feet, regardless of its normal speed, and it takes a -2 penalty on all attack and damage rolls. A creature or object that falls into the fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6.
Cold + Sonic = Sunders an object held by each creature dealt the damage or one unattended object in each affected square, inflicting 2d8 damage on those objects, which is considered both cold and sonic damage, simultaneously.
Electricity + Fire = Creatures in the affected squares are blinded for 1 round. Creatures that cannot be blinded are dazzled, instead. Reflex save to negate.
Electricity + Sonic = Creatures in the affected squares are dazed for 1 round. Fortitude save to negate.
Fire + Sonic = Creatures in the affected squares suffer a –2 penalty to Constitution for 1 round. This penalty stacks with itself. Fortitude save for half.