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[Magic] Elementalism


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  • Lore Lead

Lost Fables - Elemental Magic

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An Artist’s Depiction of a Basic Firebolt

 

Table of Contents:

     - Introduction

     - The Pillar of Forces

     - Physical Limitations

     - The Four Ranks

     - Spells

     - Summary

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Introduction

Since the dawn of time, man dreamed of waving forth a hand to cast magic - bending the unnatural to their will and turning what once existed as a foe, to a tool used at their whim. Such came to pass as understanding of the Primordial Dream grew among those who studied it. Blessed they were with powers unlike any they had witnessed before, as they unlocked the secrets present within the first of the Pillars of Creation, one of nine such great sources of energy within the realm they studied.

 

It began with a Wizard by the name of Ophelius. A farmer in his years of youth, he came to realize the existence of the Primordial Dream, and thought to himself of the possibilities such a realm might hold. And so he studied it, meditated until he could all but dive into this realm with his consciousness at his own will. But the more he dove within this realm of shifting images and ideas, the more he realized just how much he did not know. In his travels of the mind he came upon nine Pillars, focused spaces of energy seeming to work together to hold something up, each more confusing than the last. This only fueled his need to understand - What exactly were these pillars, and what were they intended for?

 

Ophelius found one of these masses of centralized essence easier to understand than the rest. Why, exactly, he could not know for sure; he only guessed that it must be related to elements of life he already knew to a degree. He named this the Pillar of Forces, for a thunderous cacophony of the four basic elements came to dominate this area within the Primordial Dream. This would become his first focus, and as the years dragged on he began to awaken less and less, forgoing the material world for the Primordial Dream, awakened only to eat before once more delving within.

 

Man’s folly, to be so absorbed in their curiosities that they forgo the lives they once had.

 

Forgetting of his family, not even noticing the departure of the children he fathered nor the wife he married, he came upon a realization. Within his journeys, the world changed constantly - and the subtle shifts in the landscape came to reflect pieces of his own mind and soul. Memories, growing more and more constant in their appearances before his eyes. Thoughts of the Pillar and the energies within, began to grow themselves throughout this realm until he found himself trapped within, lost in a maze of thoughts and memories.

 

He travelled through many instances brought forth subconsciously by his mind, fighting beasts of flame in mock, non-existent battles, to soaring the sky on wings he never had. When he knew all there was to know of this one, single Pillar of Creation, he awoke. Truly, awake again within his home, set ablaze by a passing war he never even knew about due to his own failure to reside within the material realm he was born in.

 

Man’s folly, to hold obsessions so dear that such important parts of them fall to dust.

 

He called for his wife, for his children, to find his house empty and cold but for the heat of the true flames beginning to break it apart. His gaze set out the window at the marching soldiers, his fields - long forgotten and rotten - trampled and burned. But he did not know if this was real any more, or another piece of the Dream that never ends. In his Waking Dream he summoned the first act of magic known to man, calling upon the Pillar of Forces and the essence within to tear forth the sky with lightning, striking soldiers dead where they stood. The earth split open in jagged ravines to swallow souls lost forevermore. The winds his ally as they swept the flames forth into an inferno never before seen, consuming the lives of countless passing soldiers. And in this act of magic, it became known that to take from the Dream would be to give back, as the body and soul of the man tore into the Primordial Dream, becoming the very essence of magic he called upon.

 

And so too did the rains fall at his call, and quell the raging flame left behind by Man’s folly.

 

Many years have passed since the death of the old fool, Ophelius. His journal lay found - and the secrets of the Pillars once more brought to light.

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The Pillar of Forces

The Pillar of Forces is the first of the Nine Pillars of Creation known to man, forming the foundations of existence within and around the World Tree and Gaia. This Pillar, utterly archaic in nature, is still the easiest to understand and learn about compared to the growing nature of confusion present within the rest. Due to this, it has become the first Pillar to provide Enigma Magic to those who study it. This Pillar holds four different types of magical Essence that can be drawn upon by an Elemental Magic wielder to form their spells.

     - Essence of Fire is the first of these, a swirling mass of heat and pressure within the Pillar of Forces that allows for the production of flame-based spells.

     - Essence of Wind is the second, a howling pit within the Pillar of Forces that allows for the production of air-based spells.

     - Essence of Water is the third, a swirling typhoon of currents within the Pillar of Forces that allows for the production of water-based spells.

     - Essence of Earth is the fourth, a floating mass of stalwart stone and other materials within the Pillar of Forces that allows for the production of earth-based spells.

     - Though not an Essence within itself, those connected to the Pillar of Forces may learn to manipulate the vast cacophony of elements within to form lightning-based spells at later stages.

 

Forming a connection to the Pillar of Forces however, is no easy task. The prospective Spellcaster must begin with daily meditation, focusing each day upon the Primordial Dream until they find themselves capable of sending out their mind to it, falling asleep to the outside world. On doing this intentionally they find themselves conscious of their dreamlike state, the world around them manipulating itself to each action they perform. This provides no benefit to the would-be spellcaster at this point, and is merely used to practice for what is to come.

 

At the same time, while conscious this prospective Spellcaster must study daily on each of the Four Essence types within the Pillar of Forces. They must understand Fire, Water, Wind, and Earth, closely and intimately. Once this is accomplished, they may meditate once again and project their mind into the Primordial Dream, and begin to search for this Pillar. The exact method of finding it varies from person to person; One individual may undergo a trial within their mind, testing their knowledge of the elements before suddenly finding themselves connected to the Pillar. Another may travel through their memories to do the same. It could be anything, so long as it bears relation to the four types of Essence. Upon completing this ritual, the now-Spellcaster may enter a Waking Dream.

     - If a student is being taught, the Teacher must be the one to perform the Roleplay of one’s initial connection to the Pillar of Forces.

    - If a student is being self-taught, a Senior Lore/Event Team Member must be the one to perform the Roleplay of one’s initial connection to the Pillar of Forces.

     - The initial connection can be any sort of vision/dream, so long as it relates to the Pillar and Magic sought. This roleplay should be meaningful in some degree to the one being taught.

     - It is entirely possible for one to fail their attempt at connecting to the Pillar of Forces, infact, without a teacher the success rate is often considered insanely low. It is very common for people to leave the trial within their mind with egregious tear damages, memory loss, or in some causes heart failure. One does not trifle with the Primordial Dream, and one can't bring anyone with them besides possibly their teacher.

 

Waking Dream

In order to actually cast any spells, a Spellcaster must enter a Waking Dream. This takes the form of a ‘Connection’ Emote, where the Spellcaster must remain stationary and focus upon their connection to the Pillar of Forces. Their connection will strengthen and their mind will drift partway to this Pillar, causing them to enter a trancelike state where their eyes begin to glow, and the different forms of Essence swirl aesthetically around their body. They remain in full control of themselves in this state, but will become numbed to fatigue and emotion until they leave it. This numbness to fatigue does not mean it doesn’t exist however, from time to time causing the unaware Spellcaster to cast beyond their limitations without being aware of it, tearing themselves apart.

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Physical Limitations

A connection to the Pillar of Forces is what allows an Enigma Mage to practice Elemental Magic. This Pillar of Creation however, does not place nearly as much stress upon the body or mind of the Enigma Mage as some others may, as a result allowing them to forgo any degradation of their physical bodies. This does not mean, however, that they are entirely without limitations in the use of their magic and combative prowess - For the act of connection does place enough stress upon the mind that the weight of wearing armor strains the Spellcaster’s use of magic, limited in the following ways:

     - The wearing of No Armor allows an Enigma Mage to cast Master level spells.

     - The wearing of Light Armor limits an Enigma Mage to Expert level spells.

     - The wearing of Medium Armor limits an Enigma Mage to Adept level spells.

     - The wearing of Heavy Armor limits an Enigma Mage to Basic level spells.

 

Any and all spells cast by an Elemental Magic wielder requires at least one hand to be free. As such, if the Enigma Mage choses to wield a sword, they must not wield anything requiring more than one hand, including a shield. A shield counts as Light Armor if worn by itself. Lastly, an Enigma Mage can be interrupted in their casting if the spell they seek is any more than 1 Emote in length, having to reply to any attacks on them more than a light slap before their spell could fully activate, be it taking the blow or dodging. If the spell fails to complete, it grants half of its Tear value rounded down, rather than the full.

 

 

Force's Bleed

One specific phenomena which is particularly present within the Pillar of Forces, is that which is tokened as 'Pillar's Bleed'. This is the theory that the more one calls upon the different Pillars of Creation, the more adverse effects are noted to become present in the soul and physical health of the Elementalist. This is heavily variant amongst that of the different Elementalists, as it often specialized to that of the Magi in particular. For example, a Master Spellcasting Elementalist whom is most attuned to that of Fire Spells may notice their skin becoming intensely brittle, burnt, and scabbed without them even causing such injuries themselves. As a differing example, a Master Earth Magi may notice their bones stiffen akin to rocks, causing their movement to slow and bodies to creak in a terrible sore pain. 

     - The exact negative effects of the Pillar's bleed are left up to be aesthetically RP'd however the Magi wants. HOWEVER, these effects cannot have any form of positive effects, and they MUST follow the proper guidelines which are specified below no matter what. The explanations IRP as to why one's character cannot preform such is up to the Magi themselves to freeform and decide. LT may step in and enforce downsides if it looks as though one is trying to skirt the negatives.

 

     - A Basic Spellcaster does not face any of the effects, their body untainted by that of the Pillar's influence as they are free to go about their practice with no form of difference.

     - An Adept Spellcaster would first notice the negative effects of Elementalism sprouting from that of their hands and feet. Whether it be fingers turning to a stagnant unmoving stone, water leaking uncontrollably from one's hand, etc. Nonetheless at this stage, all that would be noted is passive aesthetic happenings.

     - An Expert Spellcaster is the stage in which the Pillar's influence begins to circle down the Magi's limbs and begin to claim domain in the Magi's central core. This lays a heavy weight upon the Magi's soul, causing them to become heavily sensitive to the weight of armors. Whether this is due to their skin heating up one's metal to a state where they can't breath, or static shock conducting throughout the metal and stunning the Magi so that they fall over at the first attempt. At this stage, a Magi is unable to wear Heavy Armor, and suffers a -1 movement speed in ANY armor types ontop of any other normal debuffs.

     - An Master Spellcaster feels the intensive effects of Bleed, the tainting spread of the Pillar slowly creeping up to effect at the Magi's Mind and Soul. This leads to occasnional mood-swings, as well as an expanded amount of physical downsides for the Magi. This can oftentimes be as extreme as one's left-arm entirely turning to un-moving stone, the Magi's hand turning to a permanent ethereal wind which is un-corporeal, etc. By this stage, the Elementalist is unable to use Heavy Weapons, and all Medium Weapons require two hands to even use.

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The Four Ranks

To judge the progression of an Elemental Spellcaster, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Spellcaster must abide by their Rank for a minimum of Two Months, allowing them to become a Master Spellcaster at six. If they are being self-taught, this instead turns to a minimum of Three Months per rank, nine until they are a Master. Each Rank achieved grants the Spellcaster access to a new list of spells:

     - Basic Spellcaster | Lesser Torch; Firebolt; Lesser Push; Conjure Stream; Earth Shield.

     - Adept Spellcaster | Light Beam; Smoke Screen; Lesser Whirlpool; Earth Spike; Brine.

     - Expert Spellcaster | Lightning Bolt; Greater Push; Control Water; Earth Shift; Fire Pulse

     - Master Spellcaster | Electric Current; Control Essence; Windwalk; Conjure Elemental; Flame Geyser

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Spells

A large number of spells exist within the arsenal of an Elemental Spellcaster. However, the intricate details behind casting each spell begin to pile up on top of one another, making it impossible to have every single spell memorized. While an Elemental Spellcaster learns the basic theory of all of the spells within the magic, they may only have a certain amount prepared every so often. This only applies to Spells of Adept Rank and higher, requiring a comment to be posted on the Magic Application upon each progression in Rank to mark which spells are known.

     - Basic Spellcaster | N/A, spells of this Rank do not count against known spells.

     - Adept Spellcaster | These Spellcasters may have 3 spells prepared out of the 5 they know.

     - Expert Spellcaster | These Spellcasters may have 6 spells prepared out of the 10 they know.

     - Master Spellcaster | These Spellcasters may have 9 spells prepared out of the 15 they know.

 

It is worth noting as well, that prepared spells do not necessarily have to be split evenly. For instance, an Expert Ranked Spellcaster could have all 5 Adept Spells prepared, and only 1 Expert Spell prepared. Changing prepared spells may be done once a month by messaging an LT and having them comment on your application.

 

In reference to the Emote requirements listed for each spell, this does not include the emote of entering the Waking Dream that must be done before casting. Additionally, the emotes for casting are the actions of your turn, and as such you must reply to any attacks/actions aimed at you before the part of your emote involving the spell, unless directly stated otherwise in the spell itself.

          - For example, if you have one emote left on Earth Shield and someone shoots a crossbow bolt at you, you must reply to the crossbow bolt before you emote the completion of the Earth Shield.

 

Spells

Name

Rank

Emotes

Tear

Description

Lesser Torch

1

1

0

Summoning the most basic of Essences from within the Pillar of Forces, the Elementalist conjures the equivalent of a torchlight in a floating mass of crackling energy.

A beginning spell in the Elementalist’s arsenal, they may call forth a basic form of Lightning Essence from within the Pillar of Forces. This forms sparks of electricity dancing within the air around the mage, able to grant light three meters in each direction as dim-light. This spell may be held for as long as the caster likes, and the light stays focused on them only.

     - This light is not bright enough in order to blind someone if they were to look directly at it.

     - This spell is not able to be used combatively.

 

Name

Rank

Emotes

Tear

Description

Firebolt

1

1

5

Bringing forth the essence of fire to their fingertips, the Spellcaster sends a bright, baseball sized ball of flame flinging out towards their target as though a thrown object, capable of enacting second degree burns with a direct hit.

The Wizard wills forth the Essence of Flame from the Pillar of Forces, fire swirling to their fingertips in a shapeless mass before launching out at the speed of an arrow towards their opponent. This is a weak flame, able to leave only second degree burns with a direct hit, and only first with an indirect, or through light armor. It will not harm anyone through medium armor or heavier unless on a specifically unarmored portion of their body.

     - This spell moves at the speed of an arrow, to a maximum distance of 20 Meters.

     - This spell leaves second degree burns in a fist sized area at the most, lessened according to armor/how directly it struck.

 

Name

Rank

Emotes

Tear

Description

Lesser Push

1

1

5

The Essence of Wind is drawn upon by the caster, focusing to their fingertips before exploding out in a barrage of force well able to send a target thrust backwards.

The Wizard utilizes the howling abyss within the Pillar of Forces to control the Essence of Wind, forming a nearly invisible sphere of air within their palm that they may send flying out at an individual. Should this connect with a medium target(roughly human), then they would be sent stumbling back three meters as they're momentarily pulled off the ground.

     - The winds grow increasingly ineffective on targets larger than a human.

     - This spell has a range of 10 Meters.

     - There is always a telltale sign of this spell being cast, such as the sound of wind whistling as it nears its target, or the grass/trees swaying. This provides an opportunity to evade.

 

Name

Rank

Emotes

Tear

Description

Conjure Stream

1

1

5

The Elementalist calls upon the Essence of Water to either create a stream of water, or manipulate an already existing one. From this, they may create a gentle spray.

The Wizard conjures forth a continuous stream of water between their fingers, bringing such out to release a spray before them. Though cast in one emote, the spell lasts for three - able to be continued for another three by expending another five Tear. This is a spell useful for putting out flames, or preparing too. It is also possible to control existing water, being much easier in nature.

     - If the spell is used to create water, it will disappear after five minutes IRP, and provide no sustenance.

     - If the spell is used to create water, it will be non-conductive to electric forces, considered purified.

     - If this spell is used to control existing water, it takes only 2 tear instead of 5 to cast and maintain.

 

Name

Rank

Emotes

Tear

Description

Earth Shield

1

2

10

The Wizard calls forth the Essence of Earth, channeling it through the grounds beneath their feet to tear up a jagged barrier of stone and earth. A shield of their make.

A defensive spell within the arsenal of the Elementalist, they may conjure forth a wall of stone directly in front of them to act as a barrier against attacks. The wall grows to be three meters tall and two meters wide(or two tall and three wide), made of whatever material is most readily present beneath the Wizard’s feet. If cast directly beneath someone’s feet, it will cause them to be shoved to one side of the wall, decided by them.

     - If cast beneath a sentient being, they may choose which side of the wall to end up on. Alternatively, ‘on top’ is an option.

     - This spell may be cast on a natural wall, such as a cliff face, to form a ‘roof’ or a step instead.

     - This spell will naturally crumble away after 5 minutes in RP.

     - The spell may only be cast up to 3 Meters away from the Caster.

 

Name

Rank

Emotes

Tear

Description

Light Beam

2

2

15

Built upon their use of Light Beam, the Elementalist conjures a flash of light, potent in its ability to blind and stun those caught within its beam.

Light Beam uses the natural energy within one’s own body, and charges it forthwards in one swell action to try and blind enemies. This spell has a range of 15 blocks in a straight line from wherever the Magi is casting from. If this spell lands, the target in question would be unable to see their next turn, and would feel slightly dazed and disoriented when attempting any action for that turn.

 

Conjuring Lightning Essence, the Elementalist spends one emote forming a crackling energy at their palm, colored white and seeming to be rather difficult to control. Upon the second emote, this energy would release a sudden roar of thunder and flash of light, dispersing forward in front of the mage up to fifteen meters. Those struck by this would be dazed and disoriented if they stared towards the mage, lasting for two emotes, but they would not be stunned or physically harmed.

     - You can not close their eyes or avert their gaze on the same emote in which this spell is flung at them. To avert your gaze, a reference to doing so or, at the least, being prepared to do so would need to be made in your previous emote when the spell began to charge.

     - This spell can only hit a single target effectively.

     - The beam has a range of 15 blocks, however the beam's exact diameter is roughly basketball sized. This means that it still requires a modicum of aim.

 

Name

Rank

Emotes

Tear

Description

Smoke Screen

2

3

10

With a control of both flame and wind, the Elementalist conjures a plume of smoke to use as a screen to obscure vision, the air sending it scattering around in all directions.

With the Essence of Fire and Wind, the Elementalist begins to conjure embers above their open hand on the first emote. During the second, smoke begins to rapidly swirl up from these embers, though still contained. During the third, this smoke gets blasted out three blocks in all directions from the Elementalist, thick and blinding to anyone within. The Spellcaster however, can see through this. This spell lasts for four emotes.

     - After its location has been chosen, the smoke cloud does not move.

     - Strong gusts of wind, such as through other spells, can prematurely dispel this.

     - The smoke can cause someone to cough at most, but due to vanishing after four emotes it does not cause true harm.

 

Name

Rank

Emotes

Tear

Description

Lesser Whirlpool

2

3

15

Using the Essence of Wind and Water, a swirling mass of water may be conjured before the Wizard to be used as an offensive spell upon the battlefield.

Over the course of three emotes, the Essence of Water and Wind forms a swirling vortex before the Caster, approximately the size of a human in height, and lasting for five emotes. For each emote that it is active, the Caster may use their action to control it, moving it five meters in any direction so long as it remains touching the ground.

     - This spell lasts for 5 emotes, but may be extended by its duration by spending another 20 Tear.

     - When moving towards someone, it will either batter them heavily - flinging them to the side - or trap them within the vortex for its duration. This will not make them be unable to breath, but slowly bruise them over time.

     - The Whirlpool itself is a singular block in total diameter, should it make contact with that target then the effects as outlined in the line above should be generally emoted by that of the caster. 

     - If someone gets trapped within the vortex, they may roll a 1d20 to try and escape. 10 and above allows freedom.

 

Name

Rank

Emotes

Tear

Description

Earth Spike

2

2+

15+

Conjuring the Essence of Earth and Wind, the spellcaster forms a spike of rock to send hurtling out towards their target - capable of causing a great deal of harm.

Over the course of two emotes, the Caster may summon and fire a spike of earth one foot in length to their target, at the speed and power associated with a crossbow bolt. The caster may opt to spend one extra emote, and spend 5 extra tear however, to create a second spike, to a maximum of three to be thrown at once.

     - This spell can go up to 4 emotes to cast and 25 Tear, if three spikes are thrown at once.

     - The first emote in this spell is to form the spike, then the second is to fire it - or form another.

     - These projectiles will be able to minorly dent heavy armor, though not cause much more than bruises to the wearer. Those in medium or light may suffer more active wounds.

 

Name

Rank

Emotes

Tear

Description

Brine

2

3

20

The Elementalist conjures forth the Essence of Fire and Water to send a boiling stream of liquid flowing out to their given opponent.

During the first emote, water begins to slowly pool up at the palm of the Elementalist, turning into a quickly swirling, bubbling orb at the second. On the third, the Elementalist releases this in a spray; a cone going four blocks forward from them and 2 blocks in width to burn anyone it contacts. For the first two meters, it can leave second degree burns - first for the second two.

     - Light Armor or less cannot block the effects of this spell.

     - Medium Armor causes this spell to only be half as effective; effectively nullifying it at the outer two meters.

     - This spell cannot harm past heavy armor.

 

Name

Rank

Emotes

Tear

Description

Lightning Bolt

3

4

25

Bringing forth a mixture of Essences from within the Pillar of Forces, the Caster breaches limitations previously unknown to them to manipulate a fifth element - lightning, in the form of a powerful bolt.

Over the course of two emotes, a crackling white electricity is formed around the hand of the Caster. During the third emote, the spell absolutely must be released  - unable to be held like other spells. At its release, a thundering crack would split the air as the spell launches itself with incredible speed to a target. This spell is notably obvious in its aiming, given how difficult it is to control this element. This allows room for one to leap out of the way if they are fast enough. If struck, it will leave a target area, such as a limb, badly numbed and scorched all over but still just barely functional. If struck in the torso, it will leave an individual paralyzed for 2 Emotes. If it strikes someone in the head, there is a very small chance for survival.

     - Striking someone in the head with this spell is an almost assured death - though it is exceedingly hard to aim such a spell, and grants a much greater chance that the spell misses entirely.

     - If interrupted in the casting of the spell, it explodes onto the caster; scorching the arm they were using for the spell. The same occurs if they try and hold the spell rather than discharge it on its completion.

     - The spell will be much harder to miss those who wear metal armor, though only deal half of the damage provided that the electricity may get grounded.

 

Name

Rank

Emotes

Tear

Description

Greater Push

3

3

25

Wind begins to swirl around the Elementalist, swirling into a small vortex around them before expelling outwards with great force from themselves, sending anyone nearby flung back.

With a well learned knowledge of the Essence of Wind, the Elementalist may begin to form a swirling vortex of wind around themselves over two emotes. This does not stop them being attacked at this time. At the third emote, the wind explodes out around them six meters in each direction - any human sized individual within being flung back five meters, with bruises set upon their body.

     - This spell grows ineffective in proportion to larger creatures.

     - This spell gives a telltale sign of swaying grass, whistling winds, and so on as it is charged.

 

Name

Rank

Emotes

Tear

Description

Control Water

3

3

30

Controlling the Essence of Water, the Elementalist may manipulate a pre-existing source of water to manipulate it as they please, forming shapes or creating currents.

Over the course of four emotes, a natural source of water spanning up to ten meters in all directions of the Elementalist begins to shudder as they establish control over it. Beginning at the fourth emote, the water may be manipulated to the Elementalist’s liking; be it to create currents within the water, form it into a whirlpool, or to cause it to shape into something akin to a fist and slam into someone. Though to note, the water moves slowly if manipulated to reach outside of its source - such as the fist example, and is easily dodged.

     - The exact bounds of this spell is left mostly to the imagination of the caster.

     - The control of water lasts for 10 emotes.

 

Name

Rank

Emotes

Tear

Description

Earth Shift

3

5

30

The Elementalist calls forth the Essence of Earth, spreading such to the landscape around them to allow themselves to manipulate it to their liking.

Over the course of five emotes, the earth begins to rumble around the Elementalist as they establish control over it. At the fifth emote, the earth suddenly shifts to a design of the caster’s choosing. This could be used to form multiple walls and barriers, or a temporary structure, up to eight blocks in all directions from them. The structure lasts for aslong as the Caster wishes before falling apart, the land returning to normal.

     - This may not be cast in the middle of combat.

     - The durability of the structure depends on the type of earth around.

 

Name

Rank

Emotes

Tear

Description

Fire Pulse

3

4

40

Utilizing both Flame and Wind Essences, the Elementalist learns to apply physical force behind their blasts of fire.

Over the course of three emotes, a swirling mass of flame begins to form before the Elementalist - much more violent and barely controlled when compared to a spell such as Fire Bolt. At the fourth emote, it explodes out with an intense force outwards - travelling up to twenty meters before exploding out with great concussive force in a three meter radius. Those directly struck are likely to be covered in burns and badly injured, while those who dodge may fare much better.

     - This spell travels at the speed of an arrow.

     - This spell cannot outright kill in one shot to an uninjured opponent.

     - Wearing armor properly can reduce the damage one takes, in proportion to the type of armor; light doing little, where heavy can negate up to half of it.

     - To an unarmored individual, if this spell landed chest first it'd have the ability to crack ribs, leave terrible 2nd to 3rd degree burns, and fling the target back 2-3 blocks.

 

Name

Rank

Emotes

Tear

Description

Electric Current

4

4

40

A mixture of the Essences of Water, Earth, and Lightning, the Elementalist conjures a heated brine with electricity coursing through it to send streaming out at an opponent.

The Elementalist spends three emotes forming a sphere of boiling, vibrating water before sending it out on the fourth in a sudden splash forward, a cone extending four blocks out and two blocks in width. The water sprays over an additional two emotes, able to be moved in its aimed during this time. Those struck would find themselves rapidly growing numb and burned in the first emote, while becoming stunned for two emotes after the second if they remain in it.

     - This spell hurts as though the ‘Brine’ spell during its first emote of use. If someone remains in contact for one more, they become stunned for two emotes; extended to four if the spell stays aimed on them for its final emote.

 

Name

Rank

Emotes

Tear

Description

Control Essence

4

1+

10+

The Mastered Elementalist may manipulate any Essence of their pleasing to form a number of different effects localized entirely onto their extended hand or arm.

The Elementalist may summon forth the Essence of Fire to allow their hand and arm to increase greatly in temperature, twisting and becoming as though a seering bright flame itself - incorporeal, and burning to anything they touch.

 

The Elementalist may turn their limb into a liquid state through the control of the Essence of Water, semi corporeal and able to slip through small spaces, such as a gate or beneath a door, to interact with things on the other end.

 

Through the Essence of Earth, the limb of the Elementalist turns to stone beyond the joints - far more durable and thrice as strong as would be expected.

 

The Essence of Wind allows for the Elementalist’s hand to extend out beyond its normal reach, a ghostly apparition of it appearing where they pleased to manipulate things within twenty meters of them.

     - The Wind-Based Hand is an extension of reach, but cannot be used to wield weapons, and does not let them become stronger with their grip.

     - The Fire-Based Hand can burn through something akin to iron bars over 3 emotes.

     - The Earth-Based Hand may still crack and bleed under blunt force, but one handed swords and ranged weapons prove ineffective to it.

     - This spell costs 10 Tears each turn it is active.

 

Name

Rank

Emotes

Tear

Description

Windwalk

4

0

25

In a fluid motion, the Essence of Wind and the Elementalist become all but one - allowing for a movement far more swift than anything they could manage previously.

The Essence of Wind flows into the body of the Caster, turning them into a spectral aspect of themselves for a single moment. In that instant, they may travel a great distance - eight meters from where they began. This spell does not subtract from the movement or action of the Elementalist, instead acting as a reaction to avoid a blow or simply distance themselves.

     - The Caster is immune to being damaged in the instant of casting.

     - Though this spell is a reaction, the Caster cannot begin casting another spell on the same turn regardless of still having their action and movement.

 

Name

Rank

Emotes

Tear

Description

Conjure Elemental

4

3

40

The Essence of Water becomes all but melded with the Elementalist, their body shifting into the element they call upon to turn themselves temporarily into a vortex of swirling liquid, bearing a roughly humanoid shape akin to an elemental of water.

Over the course of three emotes, water begins to swirl around the Elementalist until they are all but entirely covered in the vortex of liquid. Beneath such, the Caster’s body melds into the waters they summon until they are one and the same - a humanoid elemental. This state allows for the caster to take half damage from any sources other than lightning, while at the same time dealing half damage with blows from their fists, should they chose to fight. If put within water however, they may move with incredible swiftness - exploring the ocean depths with no need to breath.

     - This spell lasts for a narrative hour.

     - If the caster enters knee-high water, their movement speed base is doubled.

     - If the caster enters knee-high water, they are still visible within it, though partially camouflaged.

 

Name

Rank

Emotes

Tear

Description

Flame Geyser

4

5

60

The Elementalist slams a foot down upon the earth, splitting it wide before them and causing flame and magma to spew up from the depths below.

Over the course of 5 Emotes, beginning with the Elementalist slamming their feet down, cracks begin to widen out across the earth in an eight by eight meter area, before the 2x2 space at the center erupts out at the fifth in a flurry of fire and heat, scorching any within it to little more than a burnt corpse. Those within the rest of the space would have flame rain down upon them, waves of heat washing out as skin begins to burn and wither greatly; those closest to the geiser taking third degree burns, while those at the furthest edges only receive first.

     - This spell is very obvious in its casting, with the only unknown being the gathering geyser in the center.

     - Those within the direct center of the spell are not likely to survive unless they have a great amount of heat tolerance through magic or another force.

     - This spell is not weakened by the wearing of armor.

     - The Elementalist must either be WITHIN the 8x8 area or adjacent to such throughout the entirety of its casting, otherwise the spell fails.

 

 


 

Forbidden Spells

The following spells are accessible by those who practice this magic, though are not included within self-teaching or normal-teaching guidelines, as they are not considered a required piece of the magic. These spells may be learned through events, and in theory through teachers as well, though by no means is it expected that a user of this magic is aware of even their existence.

 

These are the ‘Forbidden’ Spells, acts of magic incredibly powerful and potent in nature, but all at once consuming all 100 Tear a Caster may have, and ripping them into the Primordial Dream. These spells are devastating to both the environment and the user, for to cast one is to die.

 

As a final note, these spells are rumored to grow more powerful from time to time, if used in the right circumstances. Exactly why is unsure, but a popular rumor foretells that the gods will gaze down onto these self-sacrificing Mortals in their time of need, and turn their fading embers into a roaring inferno should they deem the Mortal to be worthy. In practice, this allows ET’s to emote the Spell Effects as they please.

 

 


 

Name

Rank

Emotes

Tear

Description

Lightning Storm

5

10

-

The Caster calls upon the Essences that they have mastered, gathering forth these energies into a gray cloud suspended within the sky, rumbling with thunder. This continues until the build up of electricity splits the sky, sending forth streams of lightning to slam into the ground at random for a time.

One of the ultimate spells an Elementalist can cast, nine emotes are spent where the Essence swirling around the Caster’s body is sent into the sky to form a great storm. At the tenth emote, the gathered Essence erupts downwards in the form of bolts of lightning across the landscape, lasting for an additional five emotes. At the start of each turn of anyone not beneath a form of cover, they must roll a d20 dice, considered to be struck by the Rank 3 spell Lightning Bolt if they do not roll a 6 or higher. One strike will leave someone numbed and severely wounded. A second will leave them paralyzed. A third will kill.

     - After having cast the Lightning Storm spell, the Magi’s form would break apart and be torn into the Primordial Dream. This PK is considered irreversible, as not even the gods themselves could gather the raptured soul after it has been torn.

     - All within the landscape the spell is cast must roll a D20 at the start of each of their emotes, being struck if they roll a 1-5. This lasts five emotes.

     - If struck once, the target is burned and wounded. If struck twice, the target is paralyzed and further wounded. If struck thrice, the target is killed.

     - You are considered safe from this spell if you have a proper roof over your head; an umbrella does not count.

     - The upper bound of what a 'landscape' could be considered is somewhere around 100x100 blocks.

     - The process of this spell requires the Caster to stay absolutely still, and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.

     - If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.

     - This spell does not distinguish friend from foe.

 

Name

Rank

Emotes

Tear

Description

Pyroblast

5

10

-

With true mastery of Fire achieved, the Elementalist’s Essence surges forth from their body in a burning vortex of heat as their body is consumed into the Primordial Dream, never to be seen again.

The Sun, rumored to be created through Ralios’ use of this legendary spell, serves as the point of study and focus an Elementalist must have to cast this. Though much smaller in effect when used by Mortal Hands, none can deny the sheer ferocity in which this spell consumes all around - The Mortal who cast it included. Over the course of ten emotes, cracks begin to appear and glow upon the body of the Caster, growing brighter and brighter until at the tenth it erupts outwards in a wave of heat and energy rarely seen, Vrai Flame. The Caster dies instantly, but the effects of their magic drag on over three emotes where the fire, a perfect sphere, expands out rapidly from them to consume all within a distance of up to twenty meters, with heat blasting out for hundreds more - leaving scorched earth and greatly harmed individuals within the next twenty meters out.

     - The casting of this spell results in an instant and irreversible PK for the Caster.

     - The Caster must remain still with the casting of this spell, excruciating pain following each emote.

     - If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.

     - This spell does not distinguish friend from foe.

     - This spell effects and burns beings which would otherwise be immune to fire. 

     - Needs RO permission to harm the landscape.

 

Name

Rank

Emotes

Tear

Description

Tornado

5

10

-

With true mastery over the Essence of Wind, the Elementalist becomes one with the element in an intense burst of energy to form a massive tornado, sent hurtling forth in a direction they please.

Over the course of ten emotes, the Elementalist’s body breaks away until it all but doesnt exist at the end, replaced instead by an ever growing current of swirling wind amassed slowly, and released in full upon the tenth and final emote. As it is released, the Caster is slain and a Tornado is sent tearing forth in a single direction. This is strong enough to tear buildings apart, fling individuals and animals far apart, as well as keep many objects hurtling around within the vortex to bludgeon those it strikes. One can almost swear that the wind is alive as they see it - low rumbles sounding almost like human groans sounding out in the skies as it moves, almost-formed limbs of swirling air at the sides. 

     - The casting of this spell results in an instant and irreversible PK for the Caster.

     - The process of this spell requires the Magi to stay absolutely still, and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.

     - The damages caused by this spell are to be emoted by either an LT or ET. If the caster is an LT or ET, another staff member must emote the damages instead. If all parties agree and a caster has RO consent, then the caster may decide the effects.

     - If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.

     - This spell does not distinguish friend from foe.

     - As a reference point, this tornado would be relateable to that of a F-5 twister.

 

Name

Rank

Emotes

Tear

Description

Earthquake

5

10

-

With a full mastery of the Essence of Earth achieved, the Elementalist may send forth the energies within the Pillar of Forces into an earth-shattering force within the ground.

Over the course of ten emotes, the body of the Elementalist shatters apart as they slam their hands onto the ground - sending rippling waves of energy out. Cracks form in the ground across the region that grind together to form a great earthquake, tearing apart the land and forming vast crevices easily fallen into. At the completion of the spell however, the damage to the landscape is undone - the cracks closing in on whoever may have fallen within, to keep them forevermore locked within the bounds of the earth with the shattered soul of the Wizard who cast upon them.

     - The casting of this spell results in an instant and irreversible PK for the Caster.

     - The process of this spell requires the Magi to stay absolutely still, and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.

     - You may not cast this spell without having gone through the proper RP to learn this spell.

     - If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.

     - This spell does not distinguish friend from foe.

     - The caster may decide if the Earthquake's cracks would seal up or stay broken apart after the duration of the spell has finalized.


 

Name

Rank

Emotes

Tear

Description

Tsunami

5

10

-

The Essence of Water surges out through the Elementalist, a wrathful display of might as the ocean withdraws itself from sight, only to come once more crashing out upon the landscape.

Over the course of ten emotes, the ocean - of which the caster must be standing at the shore - draws itself back, far away from anyone else. At the end, the Elementalist releases their hold, letting the water begin to build up and come cascading back - consuming them as they perish into the Primordial Dream, and a raging tsunami is brought forth upon the land. Those who fall within the water hear the pained cries of the one who brought it upon them, and any others who may have died within the all-consuming ocean around them.

     - The casting of this spell results in an instant and irreversible PK for the Caster.

     - The process of this spell requires the Magi to stay absolutely still, and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.

     - You may not cast this spell without having gone through the proper RP to learn this spell.

     - If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.

     - This spell does not distinguish friend from foe.

 

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Summary

Elemental Magic exists as an attempt to give forth a wide variety and new take on simple evocation spell magics. The culture of Elemental Magi lies within the study of elements, forces, and how they relate to the present of strange happenings contorting and manipulating the basic rules of reality. In terms of general summarized redlines and other tidbits they go as follows:

     - Aesthetic actions, such as contorting a small flame on your finger, or causing a light breeze in the area around you, are able to be cast without any added Tear as long as it is not used in combat.

     - Changing prepared spells may be done once a month by messaging an LT and having them comment on your application.

     - Any spells that greatly affect the landscape, such as every single Forbidden Spell, require RO Consent if used on a region tile.

     - An Elemental Magi must properly abide by the physical limitations that come from wearing armor respectably.

     - By attaining Elemental Magic, you are no longer able to gain any other magics. The only exception would be Feats which may be applicable to one’s race (E.q. Enchanting/Golemancy).

     - You may not cast a spell without properly practicing and researching said spell through RP means, whether this be via lessons from a teacher or going out into the world to study how the mechanics of such spell could be easily executed.

     - For the sake of moderation tracking, ease of access, and for one’s own benefit, it is highly suggested that the player keeps their persona’s Tear Value in their persona prefix.

     - Attempts to maliciously and knowingly powergame, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.

     - This Magic IS SELF-TEACHABLE, following self-teach rules.

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