Elemental Magic

Elemental Magic

Elemental Theory

Elemental Theory argues that the elements can be organized into a sort of wheel of dominance, in which each of the five elements dominates one other element and is dominated by another element. The interaction between adjacent elements create what are known as Para-Elements, which are inferior in power to the five Prime Elements. The interaction between all five of the elements all together creates the stuff of Shadow which stretches from Amber to Chaos.

This system of elements seems to have been inherited from the Pre-Logrus civilization, which is believed to have ordered its understanding of the universe on these principles. The Pattern itself reflects five Elemental Patterns, in accordance with these principles.

Elemental Power is inferior to Pattern and Logrus, unless the mage has control over all five elements and is operating at an Journeyman level or better. Typically Elemental magic will be superior to Sorcery and Hedge Magic unless the Sorcerer is relying on Pattern or Logrus to power their spells.

The Wheel of Elements:

"Water douses Fire forges Metal chops Wood bends in the Wind ripples Water."

Kind of like an elemental version of Rock, Scissors, Paper. In a direct conflict, each element dominates one other element and is dominated by another one. Water dominates Fire. Fire dominates Metal. Metal dominates Wood. Wood dominates Wind. And Wind Dominates Water. In game terms, this means that if, say, Water and Fire Elementalists with equal psyches try to blast each other with Elemental Attack, the person with the Water Imprint will, all other things being equal, beat down the Fire Elementalist and get through their attack with a weakened one of her own.

Wise Amberites, of course, make sure that all other things won't be equal.

The Prime Elements

Air - All that is gaseous is the realm of Air. This ranges from poisonous gases to life-giving and fire-causing oxygen. The element of Air also has power over weather, although you can control weather a lot more effectively if you also have Fire (for lightning and temperature) and Water (for clouds, rain, snow) imprints.

Fire - Fire burns and consumes, creates and destroys, warms gently and sears hideously. It is the most volatile of the elements, for while air moves more freely, Fire is more destructive. You can try to control other forms of energy with fire, although many of them partake of the nature of other elements (lightning of air, for example). It is also useful for controlling temperature, especially for heating things up, and for controlling light, an aspect of fire.

Metal (Earth) - Metal is the realm of the non-living solid. Metal and stone are the main area of influence (dirt is more in the realm of Plant, as it is the matrix in which Plants grow and is made of dead Plants). It is the area of things which have solidity and persistence and form and were never alive.

Plant (Wood) - This is the realm of living and once-living plants. Animals are a complex mix of all five elements and can't be controlled by this, but every plant from fungus to mighty redwoods to endless fields of wheat are part of the sphere of Plants.

Water - Water is the realm of liquids, both poisonous and pure. If it flows, you can control it. At sea, tides and currents are easily commanded. Solidified water, ice, is also controlled by this, unlike most frozen liquids, which fall under Metal. Ice is so tied to the idea of water itself, that it remains under the influence of the Water Elementalist.

Para-Elements

Para-Elements come from the interaction of elements. They are not as powerful as pure elements. Your character will need to possess control over both base elements in order to have FULL control over a Para-Element. For example, an Elementalist with Fire can certainly create enough fire in a certain setting to result in smoke – but in order for the Elementalist to have FULL control over the smoke, they must also possess an Air imprint.

Smoke - Air + Fire

Magma - Fire + Metal

Oil - Metal + Plant

Mud/Slime - Plant + Water

Mist/Fog/Clouds - Water + Air

Notes of interest:

Acquiring an Elemental Imprint is not an easy thing. It requires one to seek out someone else knowledgeable in the arts, who can then take you deep into Shadow to a shadow embodying your element in all its purity. They must then invest anywhere from days to decades (depending on your Psyche) in instructing you in the arts of that Element, followed by a very dangerous ritual in which your mind is plugged into the shadow itself, and you must successfully attune yourself to the element involved, or you will perish in the attempt.

Possessing an Elemental Imprint tends to influence one's personality in the ways typically connected with that element (Fire Elementalists tend to have bad tempers and be passionate, Air Elementalists are more flighty and free-thinking, and so on). This is pretty much up to you to RP, and is not intended to cause massive personality reshaping.

It is possible to get more than one Elemental Imprint. This puts additional stress and strain on one's body as one does so, however. Plus, one must relearn every power with that particular element. This makes mastering all five elements rather difficult, though a dabbler could get a little of everything. It is 15 points for each additional elemental imprint your character takes.

It is possible to combine elements to produce effects impossible with just one, if you possess Multiple Imprints. See the Para-Elements descriptions above for examples. Depending on your level of expertise, if you have imprints of both Air and Water, you could evaporate a lake. Someone who had it in Water and Fire could turn the sea into a bonfire. A combined Water/Fire Elemental Attack might turn water into gasoline and ignite it. With Air and Fire, you could turn a blazing bonfire into a cool breeze.

Number of Imprints Psyche Needed Endurance Needed
1 Chaos Chaos
2 Amber Amber
3 11 11
4 21 21
5 51 51

Apprentice - 30 points

Requirements:

Chaos level or greater Psyche.
Chaos level or greater Endurance.

You will be able to:

Sense Element: With this power, you learn how to sense the existence and nature of your chosen element within a range that depends on your Psyche and how free you are to concentrate and time spent concentrating. If none is present, it will give you an impulse of the right way to go to find it. With enough Psyche and time, you can analyze it in detail.

Elemental Travel: This functions like shadow walking for Pattern Users, except that you have to stick to the medium of your element in order to use it. Thus, Plant elementalists would have to move from tree to tree, or stick to grassy fields, Air elementalists need to be up in the air (being in a shadow with breathable oxygen around you isn't enough; you need to get up into the sky itself), water elementalists need to be on or in the water, fire elementalists have to move through places on fire, and metal elementalists have to travel on stone, paved roads, metal bridges, etc. This may make it impossible to get to some locations, or force round about movement; in general, you move at about half to two-thirds the speed of someone with Pattern and rarely have a direct route to any place you’re headed to. You cannot lead people through shadow and there is no way to do Shadows of Desire with Elemental Control.

Mold Element: This gives you control over your element. You can move it around and reshape it physically. The more of your element you're working with, the more effort it takes to achieve what you want. You can use your element for defense, such as forming wind barriers to stop arrows or walls of stone to block incoming bullets. You can also use it as a transport medium (use winds to fly, ride on a wave, etc).

Elemental Attack: You can control your element to launch attacks on people, or summon small quantities of your element in order to fire it at people. These attacks are targeted with Warfare, with Psyche controlling how much punch they have and how big they can be.

Resist Element: You have a high degree of resistance to your own element if you concentrate. If this concentration is broken, you're in trouble. This also allows you to comfortably operate in your element. For example, you can breathe in water or fire or rock or wood.

Journeyman - 50 points

Requirements:

Amber level or greater Psyche.
Amber level or greater Endurance.

You will be able to:

Perform all Apprentice level skills.

Elemental Hellride: You can now travel through shadow much faster, moving at about half to two-thirds the speed of a Pattern person of your psyche hellriding. The same restrictions that applied to Elemental Travel still apply to Elemental Hellriding.

Summon Element: Unless the local environment is hostile to your element, you can now summon up large amounts of your element, to then reshape and mold with Mold Element. The more Psyche you have, the more you can call forth. Sustained over long periods of time, you can eventually summon quite a bit of it.

Mold Element: You can now transform your element between its different forms (such as turning oxygen into Freon, roses into potatoes, Pepsi into coca-cola, etc). The more of your element you're working with, the more effort it takes to achieve what you're doing. You can also use Mold Element on much larger amounts of your element.

Elemental Invulnerability: You can now comfortably function in your element all the time, even when asleep or unconscious. It's very, very hard to damage you with it, though someone with a massive Psyche advantage could probably still do it.

Expert - 70 points

Requirements:

Psyche of 10 or greater.
Endurance of 10 or greater.
A backstory justifying your character knowledge of Expert level skills.

You will be able to:

Perform all Journeyman level skills.

Elemental Teleport: You now have enough fine control to move within a single shadow at lightning speed between concentrations of your element. In a few seconds, if left unmolested, you can move anywhere in the same shadow.

Summon Elemental Creature: You can now summon Elemental Creatures which will obey and serve you. They're not very bright, but they are pretty potent. The larger the creature, the longer it will take to summon.

Mold Element: You can now affect huge areas with your element molding, though it takes time to build up your control over the area to work your will on it.

Elemental Form: You can transform your body into your element, gaining its advantages and disadvantages. This is mildly draining under calm circumstances, and substantially draining when under stress.

Artisan - 90 points

Requirements:

Psyche of 20 or greater.
Endurance of 20 or greater.
A backstory justifying your character knowledge of Artisan level skills.

You will be able to:

Perform all Expert level skills.

Elemental Gate: You can now open gateways across Shadow between two different locations dominated by your element. This is fairly draining, although the rate depends on the size of the gateway.

Summon Horde of Elemental Creatures: You can now summon many elemental creatures at once; the more powerful/larger they are, the longer this takes – up to several days depending on what you are trying to achieve.

Mold Element: You can control all of your element within the shadow you dwell in, fundamentally reshaping that aspect of the shadow.

Transform Others into Elemental Form: This power lets you transform other people into your element. If voluntary, the transformation is sustained by their Endurance. If involuntary, you must beat down their Psyche and then sustain the transformation with your own life force (your Endurance).

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