[RPG] Para-elements by mixing two Classical Elements

campaign-settingsmagicplanes

I am building a system in which the physics (and metaphysics) are based on a Western Classical Element system: the four basic elements of Fire, Wind, Water and Earth can intermingle with each other forming another para-element based on which one of them was the dominant one.

In this way, for example, you have:

  • Fire (dominant) + Earth = Magma
  • Earth (dominant)+ Fire = Cinder
  • Wind (dominant) + Fire = Smoke
  • Wind (dominant) + Water = Fog
  • Earth (dominant) + Water = Mud

Those sounds reasonable. I am completely at loss when looking for these combinations, though:

  • Fire (dominant) + Wind
  • Water (dominant) + Wind
  • Water (dominant) + Earth

The classical D&D setting expanded in Planescape uses a similar system, and taking from that, I could get the suggestion that Water + Wind could be Ice, and Water + Earth could be Ooze; however, the former doesn't convince me much, and the latter is not really distinguishable from Mud (it's just more watery mud, basically).

I have tried to find a solution to this looking into various culture element system but couldn't find anything which satisfied me.

Best Answer

The Rolemaster Elemental Companion breaks down elements into several categories (listed later on for completeness) from these I'd suggest the following compounds:

Opposition:

  • Fire opposes Water
  • Earth opposes Wind
  • Wind opposes Earth
  • Water opposes Fire

And the combinations:

  • Fire (dominant) + Earth = Magma (Opposes Ice)
  • Fire (dominant) + Wind = Electrical (Opposes Inertia)
  • Earth (dominant)+ Fire = Light (Opposes Dark)
  • Earth (dominant) + Water = Ice (Opposes Magma)
  • Wind (dominant) + Fire = Heat (Opposes Cold)
  • Wind (dominant) + Water = Inertia (Opposes Electrical)
  • Water (dominant) + Wind = Cold (Opposes Heat)
  • Water (dominant) + Earth = Dark (Opposes Light)

The RMEC defines these as the elements; I can expound more if needed, but this should give you the idea.

Lesser Basic Elements

  • Air - Opposed Gravity
  • Cold - Opposed Heat
  • Light - Opposes Dark
  • Vibration - Opposes Inertia
  • Water - Opposes Earth

Greater Basic Elements

  • Gravity - Opposes Air
  • Heat - Opposes Cold
  • Dark - Opposes Light
  • Inertia - Opposes Vibration
  • Earth - Opposes Water

Compound Elements

  • Electrical - Light + Heat + Inertia
  • Fire - Air + Heat + Light
  • Ice - Water + Cold
  • Wind - Air + Inertia

Super Compound Elements

  • Plasma - Equal mix of all 10 basic elements
  • Vacid - Mix of all 10 basic elements where each opposing element is balanced

Complex Elements

  • Aether
  • Chaos
  • Nether
  • Nexus
  • Spirit
  • Time