- Your party and enemies alternate turns
- Each side gets a number of total actions depending on how many members that side has
You can pass a turn to an ally for the cost of half an action
- Half-actions are treated as full actions if only the half-action remains
[*]Hitting an elemental weakness, or scoring a critical hit, earns you back one half-action
[*]Hitting an elemental resistance to any degree, or missing your attack, costs you an additional action on top of the one you consumed
Hitting the enemy with an element they absorb or reflect would instantly give the enemy their part of the turn cycle