New elemental damage combination system that introduces a fair mechanic for combining spell damage.
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Changelogs
Version 1.0.2
The damage combination of Electric Surface + Acid and Shocking Grasp + Acid has been added, with a Constitution saving throw. Dehydration grants immunity to Electrolysis to avoid infinite damage loops of wet + electricity + acid.
Version 1.0.1
Fix for acid combo, it didn't have a 3 turn cooldown
All damage combinations have a 3-turn cooldown, and each effect activation requires its own saving throw.
• Wet => Vulnerable to Lightning and Cold • Chilled/Frozen => Vulnerable to Cold and Physical • Grease/Oil/Entangled/Enwebbed => Vulnerable to Fire and Poison • Acid => Vulnerable to Necrotic and Physical • Weakness/Diseases/Stinking Cloud => Vulnerable to Necrotic • Bleeding/Oil => Vulnerable to Poison • Hangover => Vulnerable to Poison and Psychic • Fear/Charmed/Provoked/Duel/Taunted => Vulnerable to Psychic • Blinded => Vulnerable to Radiant • Bright Area => Accumulating Vulnerability to Radiant • In Shadows => Accumulating Resistance to Radiant • Reverberation/Sleep Effects/Silence/Petrification => Vulnerable to Thunder • Paralysis/Hold/Prone => Vulnerable to Force • Fire Surface (Melting) => Vulnerable to Physical Damage • Electric Surface and Shocking Grasp (Electrolysis) => Vulnerability to Acid
Additionally, status effect damage now scales with cantrips, enhancing their relevance throughout the entire game.
Surface damage also scales with cantrips.
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