The following options may be selected by those who choose the Elemental Effect modifier to a power.
- Air – A tremendous blast of air buffets your foes. Everyone affected must make an Agility check or be knocked prone.
- Cold – This power is imbued with the frigid chill of ice. Anyone affected by this power must make a Vigor roll or be slowed. A slowed character must discard and redraw any face cards dealt for initiative (but not jokers) the next round.
- Darkness – This energy form can be used to dim the vision of your foes. Anyone hit by this power must make a Spirit roll. Failure means victims are at –2 to actions related to sight (including Fighting and Shooting) for the next 10 minutes. This effect is cumulative up to a –6 penalty.
- Electricity – This power courses with electrically charged energy. Anyone affected by this power must make a Vigor roll or suffer an additional d6 damage from the attack. Mostly electronic foes (such as power armored enemies or robots) make this roll at –2.
- Fire – Anything affected by this power may catch fire. Treat most targets as if they are one level higher for flammability. Normally volatile targets roll a d12 instead of a d6 to avoid catching fire. See the Savage Worlds rulebook.
- Light – A tremendous burst of dazzling light flashes along with the power. Everyone affected must make a Smarts roll or be Shaken. This counts as sunlight for vampires and the like.
- Psionic – This power sends psychic tremors through the targets’ minds. Every living being affected must make a Spirit roll or be Shaken.
- Radiation – Radiation attacks cause an extra +2 damage. This power may also cause long-term damage outside of combat. The victim makes a Vigor roll at +2. If failed, he gains the Terminally Ill Hindrance. If successful, the victim is forever immune to this effect from this character.
- Sound – This power relies on shockwaves of sound, creating an enormous boom that can rattle the bones of its victims. Those affected by this power must make a Vigor roll or be deafened for d6 hours. Deafened characters are treated as if they have the Hard of Hearing (Major) Hindrance.