Opposing elements can never be used simultaneously in one spell (
exception: on rare occasion, a talented Archmage can use all four elements at once). The opposing elements are:
- Fire is opposed to Water.
- Air is opposed to Earth
Elemental Defense against a particular element must be crafted from its counter.
- Fire is countered by Water.
- Water is countered by Air.
- Air is countered by Earth.
- Earth is countered by Fire.
Types of Spells
Elemental Shock (Offensive)
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
Description:
The Elementalist manifests pure power from one of the four elements that can be sent in its raw form toward its target. The effects are dependent upon the type of element used. The spell’s range, speed, area of effect, and severity of effect are dependent on the level of the spell and caster.
Example:
An Initiate Air Burst might precisely hit one target at twenty yards to knock them backwards painfully.
An Adept Concussive Blast might hit a diameter of three feet with an Air Shock at one hundred yards to push all targets onto their backs with severe bruising and ruptured eardrums.
Elemental Control (Utility & Support)
Duration: Instant
Targets: Area of Effect
Range: Close Proximity
Type: Elemental Control
Description:
The Elementalist utilizes and controls the four elements in the latent surroundings. Effects include manipulating flame (Fire), redirecting rivers (Water), forming cyclones (Air), moving hills (Earth), or others dependent on the element controlled, the caster’s imagination, and level of the spell and caster. Combinations of the four elements can create specialized effects, such as a lightning storm (Fire and Air), but opposing elements cannot be used simultaneously. The spell’s range, duration, and area and severity of effect are dependent on the level of the spell and caster.
Example:
An Initiate Hard Air could 'catch' one small target and levitate it a few yards.
An Adept Air Cushion could create a moderately-sized platform of air that could negate fall damage.
Elemental Defense (Countering other Elements)
Duration: Instant
Targets: Area of Effect
Range: Close Proximity
Description:
By manifesting the characteristics of one of the four elements, the Elementalist can defend themselves with that element or against others by using the element's counter element. The level of defense, durability, and duration are dependent on the level of the spell and caster.
Example:
An Initiate Air Armor could serve as a second skin to defend against twenty minor physical blows.
An Adept Earth Armor could absorb most physical blows and low level spells for an hour.
Xeres' Spellbook -- Known Custom & Standard Spells (Post-Arcana Revamp, 2014)
Initiate Spells (Level 1)
Elemental Spike
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
Type: Elemental Shock
Description:
The Elementalist can summon long pikes of one type of element in an area of effect. Earthen spikes are the most simple and deadly means of creating makeshift barricades or defensive fortifications. But bodies of water can be transformed into a wall of frozen spikes as well. Air and Fire make for poor 'spikes' under ordinary circumstances.
Elemental Grasp
Duration: Temporary
Targets: Single - Self
Range: Touch
Type: Elemental Defense
Description:
The Elementalist is able to coat their hand in one type of element, causing no damage to the caster. Fire is mostly used to melt locks and wrought iron bars. Counter Elements can also be used to breach walls, doors, and other obstacles.
Glowing Spheres
Duration: Instant
Targets: Area of Effect
Range: Close Proximity
Type: Elemental Control
Description:
The Elementalist can control elements in their latent surroundings to change its light level, either by creating luminescence or reflecting what exists already depending on the element used.
Journeyman Spells (Level 2)
Elemental Spear
Duration: Instant
Targets: Single - Other
Range: Close or Medium Proximity
Description: Elemental Shock
Description:
A physical spear can be created by summoning elemental energy. This weapon can be held and used like any normal weapon and will do no harm to the caster. These spears can be hurled like javelins at enemies. Air can be shaped and hardened to deliver blunt force trauma or forged by harnessing lightning; water can produce shards of sharpened ice; earth can be forged into spears hardened and sharp enough to pierce common armor; and fire can be concentrated to melt and cut into plate steel.
Imbue Elements
Duration: Temporary
Targets: Object - Inanimate, Inorganic.
Range: Touch
Type: Elemental Control
Description:
A non-living object may be imbued with one element so that it will release a surge of elemental energy upon being struck dependent on the element used. Air will create an electrical shock that causes brief paralysis; Water can create an icy chill; Earth produces a bone-breaking burst; and Fire can leave a painful burn.
Project Elements
Duration: Temporary
Targets: Single - Self
Range: Touch
Type: Elemental Defense
Description:
A defensive shield, Project Element summons elemental material of one type to create a protective barrier against physical objects. Even Air can be compressed in this fashion to create Hard Air; Water can be turned into Ice Walls; Earth can be compacted and turned into earthen defenses; and Fire can be turned into sheets of flame.
Water Breathing
Duration: Temporary
Targets: Single - Self
Range: Touch
Type: Elemental Defense
Description:
Water Breathing allows the Elementalist to shape a spinning sphere of Air essence, which repels water and allows the user to breath while deep underwater. A larger 'bubble' typically affords more air for breathing. But the larger volume requires greater energy to maintain. At higher levels, the user can produce a more powerful version of this spell, allowing the caster to reach greater depths and remain underwater for many hours at a time.
Purify Element
Duration: Permanent
Targets: Area of Effect
Range: Touch or Close Proximity
Type: Elemental Control
Description:
The Elementalist may purify an element and split it into its base elemental components. For example, poisoned water could be purified so that it would be safe to drink by separating the water essence from the contaminants. Metals can also be purified by heating the samples and then separating the ore from earth essence. Even noxious fumes can be filtered by pulling only clean air from the surrounding environment.
Summon Elemental
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Type: Elemental Summon
Description:
The Elementalist first constructs an ‘Essence Shell’ - fashioning a body of element from the Elemental Essence for the spirit to inhabit. The Elemental Spirit is then conjured into the Essence Shell. These Elementals are always temporary. Only one Elemental per caster may be active at any time.
Note: The spell requires the mage to be a Journeyman, at minimum. Elemental Spirits are sentient and notoriously capricious with their strength proportional to the mage who summoned them. They must always be subdued to a degree appropriate to their level before they will obey the caster’s commands.
Adept Spells (Level 3)
Air Sphere
Duration: Temporary
Targets: Single or Other
Range: Close, Medium or Far Proximity
Type: Elemental Control
Description:
Air can be constructed into rapidly-spinning constructs that allow persons inside to travel at high speeds through the air. Traveling in this fashion requires an additional, protective layer of Hard Air to cushion persons and contents inside the sphere.
Earth Glide
Duration: Temporary
Targets: Group
Range: Touch
Type: Elemental Control
Description:
Earth Glide allows the Elementalist to shape a platform, which they can use as a form of transportation similar to a sleigh. This is an effective and expedient means of traveling over uneven terrain such as crags, mountainsides, and deserts.
Eternal Fire
Duration: Temporary
Targets: Single - Self
Range: Touch
Type: Elemental Control
Description:
The Elementalist creates a miniature star capable of burning indefinitely, even underwater, to produce a heatless light.
Augment Elemental
Duration: Temporary
Targets: Single - Summoned Elemental
Range: Touch or Close Proximity
Type: Elemental Summon
Description:
By summoning appropriate elemental material, the Elementalist can strengthen or repair an existing Elemental Spirit already housed in an ‘Essence Shell’.
Dismiss Elementals
Duration: Instant
Targets: Single - Elemental
Range: Close or Medium Proximity
Type: Elemental Summon
Description:
By using the opposing element, the Elementalist can cause the destruction of the Elemental Spirit’s ‘Essence Shell’ and banish the summoned creature back to its original plane.
Elemental Scrying
Required: Staff of Arcana
Duration: Temporary
Targets: Area of Effect
Range: Close, Medium or Far Proximity
Type: Elemental Control
Description:
If there is sufficient quantity of a particular element in a distant location, the Elementalist can attune to it and view it at a far distance.
Storm
Required: Amplify
Duration: Temporary
Targets: Area of Effect
Range: Close, Medium or Far Proximity
Type: Elemental Shock
Description:
A storm can be constructed by utilizing the element of Air, with the option of adding a second element. Its effects, whether damaging or otherwise, are dependent on the elements used.
Elemental Form
Duration: Temporary
Targets: Single - Self
Range: Touch
Type: Elemental Control
Description:
The Elementalist bends a single element around themselves, creating an immense version of Elemental Armor. For example, Air Elemental Form would allow the user to appear have a miniature hurricane for arms and a tornado for a torso and lower limbs. Masterpiece.
Master Spells (Level 4)
Quicksand
Duration: Temporary
Targets: Area of Effect
Range: Medium or Far Proximity
Type: Elemental Control
Description:
By utilizing water and earth, the Elementalist can turn a large area into quicksand, killing everyone caught in the quagmire by adding a secondary weave that 'hardens' the muddy earth after a few moments.
Freeze
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Type: Elemental Control
Description:
By utilizing air and water, the Elementalist is able to combine the elements to freeze a target in place in a thick coating of ice.
Star Fire
Required: Amplify or Unknown Reagent, Staff of Arcana
Duration: Instant
Targets: Area of Effect
Range: Medium or Far Proximity
Type: Elemental Shock
Description:
One of the most dangerous spells the Elementalist has at his disposal, the caster combines earth and fire to form a meteor to fall from the sky. Air is added to increase the destructive capability of the spell and also make small adjustments to the trajectory of the falling meteor.
Arcane Techniques (from the Wiki)
Amplify: Amplify expands the mage's personal vis reservoirs, allowing him to cast more spells, make a single spell more powerful, or permanently increase in level. This is the usual way mages are promoted to the next level. It can be done one of three ways.
Temporary Amplification: On occasion, a personal, crafted ritual or situations of high stress or concentration can bring about a one-time amplification that the mage can use to empower one spell far above his level. After casting it, his entire vis store is depleted and he will feel exhausted and unable to cast again until the next day.
Ritualistic Amplification: The mage draws a circle around himself and inscribes a series of personal symbols usually ranging in number from four to six inside it. Each is marked with a drop of the mage’s own blood. The mage stands in the center and focuses, often experiencing strange dreams or visions. The length of this ritual takes anywhere from several minutes to a full candlemark or longer, directly proportional to the level attempting to be achieved.
Spontaneous Amplification: In rare instances of high stress or concentration, mages may experience the Amplify technique without any preparation. However, it typically happens when the mage is surrounded by items or markings that are symbolic or personal in nature to him.
Note: Characters must first have the prerequisite experience to advance a level in order for the amplify to be permanent. In all other cases it will be temporary.
Cast: Once unbound to an essence, the mage can then mix it with their personal vis to create mana, the material used to weave a particular spell. The success of this process is dependent on the well-being of the caster’s mental state (severe distractions can prevent the mage from controlling the essence), the lack of
Arcane Contamination (higher levels lead to sporadic, uncontrolled casting) and the density of essence present (higher amounts lead to higher success with more dramatic effect).
Counter spell: Mages can use their mana to do an “unweaving” of another mage’s spell as soon as it manifests through arcalysis. This requires an exact back-tracking; a mage can only unweave a spell from their sphere, no other, and at or below their same level. If the spell has been amplified or cast with a reagent or staff, the dispelling mage must have the same material to be successful. The amount of mana the counter spell consumes, whether successful or not, is more than the amount used to cast the original spell. The amount of time spent preparing the counter spell directly increases the chances of success.
Create Spell: The time honored technique of Create Spell is often what divides a brilliant mage from a mediocre magician. By utilizing the aspects of his essence, the mage may create unique spells beyond what has been imparted to him. This technique is used to create a mage's Masterpiece, a spell that fully defines his personal use of his ability while lending something new and extraordinary to the sphere.
Imbue: A mage can form mana to create a weave, but instead of manifesting it on the Material Plane, it can be stored in an inanimate object, such as a ring or an amulet. This process is not immediate, often taking a cycle or more, and requires experimentation for the mage to learn their individual style. The same spell may be stored up to a maximum of three times to create a finite number of charges in the item, costing the mage’s vis as usual with each cast. The stored spell can then later be activated by a “key word” that costs no mana by any mage of any sphere.
Note: The stored spell cannot require any special empowerment, such as temporary amplification or an arcane reagent.
Impart: A mage can teach another mage a spell by putting the spell’s weave and pattern into their mind. The recipient must be of the same sphere and appropriate level to be able to understand the spell. Spells cannot be imparted to the mundane or to other spellcasters of different spheres.
Unbind: A mage can remove the veil surrounding a mundane person’s mind, enabling them to perceive and practice one essence of
Magic. The newly-unbound mage will experience a vivid dream or vision, personal and unique to himself, and will then be able to cast spells. Mages may also unbind an already-unbound mage to create a Hedgemage, attuned to a maximum of two essences.
Note: Only Journeyman or higher mages may unbind; Initiates may not.