


Fire
When EHP hits 0, a fire elemental's abilities will begin gradually taking PHP overtime, and any further actions will have DEF disadvantage until EHP can be recovered.
If abilities that take EHP are used when EHP is at 0, then the loss of PHP and disadvantages will get worse each time.
Pyrokinesis
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The ability to control fire in any way.
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+3 STR/ATK.
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Consumes 0 Elemental HP
Electrokinesis
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The ability to control lightning in any way.
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+2 STR/ATK and +1 MIND while in use
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Consumes 0 Elemental HP
Photokinesis
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The ability to control light in any way.
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+2 STR/ATK and +1 DEX while in use
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Consumes 0 Elemental HP
Firestorm
Red Hot
Paraparesis
Flash
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Create a tornado of fire.
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Target up to 3 people at a time.
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Grants +5 STR.
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Consumes 3 Elemental HP
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Superheat your hands to melt objects and flesh.
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Grants +6 STR with Advantage.
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Consumes 2 Elemental HP
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Use the power of lightning to electrocute an opponent.
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Completely stun a character for a single turn.
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Consumes 3 Elemental HP
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Blind your opponent with a bright flash of light.
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Gives the targeted opponent a DEF and DEX disadvantage.
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Consumes 2 Elemental HP
Light Speed
Meteor Shower
Solar Wind
Supernova
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Create a bright, blazing hot explosion from your body. Consumes all EHP.
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Can target up to 5 opponents or any structure within reason with a d100 for success.
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Grants Advantage on STR. +7 STR.
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
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Grants the power to draw heat from the sun in order to cause heat waves. Success can even melt towns.
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Target as many people as you want with a d20 + STR/ATK roll, or structure with a d100 roll.
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+7 STR/ATK Bonus and STR/ATK Advantage.
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
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Send several currents of electricity crashing down onto up to 5 opponents or structures within reason to electrocute them.
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Grants +7 STR/ATK and STR/ATK Advantage.
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Characters that are hit roll STR/ATK Disadvantage for their next turn.
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Consumes all Elemental HP
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If elemental HP is below its max, you must roll for physical damage
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Bend yourself through light to travel through greater distances faster.
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Allows you to do two actions in one turn with advantage for the applicable stats.
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Consumes 5 Elemental HP