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Elementalism: Spell Creation

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  • The aspects, abilities, and limitations of the Magic sphere of Elementalism.


    Abstract

    As Elemental Magic, Elementalism utilizes the primal natures of the universe by harnessing and controlling the power of Fire, Water, Air, and Earth and their sentient elementals. It is one of the two spheres with the most control over the physical universe with high damage potential, powerful Summoned Creatures, and defensive spells.


    Spell Creation

    While fledgling Elementalists are all taught a repertoire of standard spells, those that wish to advance in their craft will also create and primarily use individual and unique spells that reflect their tastes, styles, and motivations as a spellcaster. These custom spells are limited only by the aspects and properties of the sphere and the imagination of the spellcaster, the former of which are listed below. The various properties of the custom spell, such as distance, accuracy, degree of effect, duration, and the like are dependent on the level of spell and caster.
    Further Reading: Elementalism


    Spells

    All Spells should fall into one of the following categories.
    Elemental Shock: 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 could precisely hit one target with a Fire Shock at twenty yards to cause painful but not life-threatening burns.​
    An Adept could precisely hit a diameter of three feet with an Air Shock at one hundred yards to push all targets onto their backs with severe bruising.​
    An Archmage could precisely hit a diameter fifty feet with an Earth Shock at four hundred yards to fatally bury everything under a small hill.​

    Elemental Control: 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 could maintain a steady campfire even in pouring rain (Fire) for six hours.​
    An Adept could create a moderately-sized mudslide (Water and Earth) and capable of washing away a house.​
    An Archmage could summon and control a typhoon (Water and Air) capable of destroying a five-mile swath for three hours.​

    Elemental Summon: Accessing the primal forces of the universe, an Elementalist can form an Essence Shell in the form of their respective elements and then summon sentient beings to inhabit them. The summon takes on the characteristics and minor abilities of their element. The level, power, variety of spells, duration, and pliability to the caster’s will of the summoned creature are dependent on the level of the spell and caster.​
    Note: This spell requires the mage to be a Journeyman, at minimum. The characteristics and personality of the summoned elemental is up to the discretion of the moderator. Active roleplay is required for the caster to gain the obedience of the summoned creature, and the summon's duration is always temporary. Only one summon per caster may be active at any time.​
    Further Reading: Summoned Creatures
    Example:
    A Journeyman could summon a minor Fire Elemental (Initiate Fire Shock) whose obedience would require one duel loss to the caster and last for one brightening.​
    An Adept could summon an intermediate Water Elemental (Journeyman Water Shock, Initiate Elemental Defense—Water) whose obedience would require one duel loss and an alignment of ideals to and with the caster and last for two cycles.​
    An Archmage could summon a high-level Air Elemental (Master Air Shock, Master Elemental Defense, Journeyman Elemental Control) whose obedience would require best two out of three duel losses, an alignment of ideals, and constant bribery to and with the caster and last for one month.​

    Elemental Defense: 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 could form Air Armor as a second skin to defend against twenty minor physical blows.​
    An Adept could use Water Immunity to be fireproof and not explosive for one hour.​
    An Archmage could form Earth Armor around themselves and ten other companions to absorb most physical blows and journeyman or lower arcane spells for one hour.​


    Limitations


    • No manipulations or illusions.
    • Cannot simultaneously use opposing elements.
    • All damage and defense is physical and element-based.
    • No healing.
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