When external elemental effects are done through an Azerai, it can augment the outcome in different ways.
Flame conditions:(doesn't take effect if they are resist or immune)
increase fire damage
Burning: they take a number of d8 of fire damage every turn until they take an action or get doused
Fearful fire: run in random directions and be afraid of the source of fire and run away
flustering lights: stacking dazzled effect, so -1 to attack rolls and perception checks every time they take fire
cloth burning: stacking -1 to ac's until the clothing is mended
fire resistance reduction
fire resistance improvement
Cold conditions:(doesn't take effect if they are resist or immune)
cold core: reduce healing by d12 for every stack until the creature is subjected to fire damage or heat over a short rest
physical ability drain: reduce the stat of str, dex, or con by 2 every time they are hit. goes away in long rest with high heat in the room or greater restoration
limb disfigure: make a con save, on failure one of the limbs get severe cold, hands are multi attack, movement is half speed, hitting it again makes it so that you cant take actions if its arms, or movement is 0 for legs. target needs to take fire damage to regain use of a limb.
slow movement: slow movements
cold resistance reduction
cold resistance improvement
Lightning conditions:(doesn't take effect if they are resist or immune)
paralyzed: either 1 round with no save, or dex/con save to be paralyzed. they need restoration to get out of it
chain: deal lightning damage to another creature within 15ft
shocked: cant take reactions, has a minus 2 to dex saves
respiratory failure: after moving more than half their speed they need to make a con save, on a failure they immediately become incapacitated
heightened sensitivity. vulnerability to the next attack
lightning resistance reduction
lightning resistance improvement
Sound conditions: (doesn't take effect if they are resist or immune)
mental ability drain: reduce the stat of int, wis or cha by 2 every
time they are hit. goes away in long rest with medicine check
winded: str save, the creature cannot move the next turn
Deafened: has a 20% chance of spell failure when casting spells with verbal components. cannot hear.
Knockback: shunt them some number of feet away or knocks them prone
Auditory hallucination: when addressed buy someone verbally, make a wisdom 15 save on a failure you come under the effects of dissonant whispers
Reverb: make a con save, on a failure they gain a minus equal to the damage modifier from the attacker, every turn this minus gets reduced by 1. this minus is applied to attack rolls and skill checks.
thunder resistance reduction
thunder resistance improvement
Earth conditions:(doesn't take effect if they are resist or immune)
Fatigued: stacking -2 penalty to strength and Dex checks and saves. lasts until the
concussed: can't concentrate on spells or concentration effects con save to be able to take actions
Sunken: drop the creature 5 ft into the floor, takes a strength check to break out of the ground, dc15+5 for every 5 ft down
shattered: reduce resistance to bludgeoning 1 level until armor is fixed or magical healing is done. for non magical healing it would take 1d12 long rests
petrified: turn a creature unconcious, need a restoration to undo it
Knockback: shunt them some number of feet away or knocks them prone (athletics check to combat it)
Bullrush: use athletics vs strengh score of creatures in your movement path. any who's stats are under the roll are knocked prone and dealt proficiency bonus of player hit die
physical resistance reduction ( pick one)
physical resistance improvement ( pick one)
physical resistance improvement