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[Elemental] Elementalism - Printable Version

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[Elemental] Elementalism - Showlocke - 07-07-2024

Elementalism
( Core Magic )


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Only through the elements, can life exist.- Allyah Suncaller

Fire must remain ever burning, as change is brought through the destruction. Water must continue to flow for eternity, providing the fuel for life to continue existing. Earth remains steady and strong, as a ground for life to walk upon, and a place for roots to take hold. Air will watch for eternity, as a breath for lungs, and a tool to move the other elements. It is through these “gifts” to the world that Laervikorum shows her true allegiances. Turmoil and war do not matter, as long as the elements continue to flow throughout the world, life will continue.

It is through Laervikorum that the first Elementalists were created, and given their elemental guardians to watch over them. Igne, Aqua, Terra, and Caelum. These four great adventurers of different houses all sought the change they wished to see within the world, mastering their given element in order to make it happen.

It is said that one day, the goddess herself appeared before each of the four chosen. The Dragons were harnessing the elements, and the warring factions of The Draconic began to threaten the sanctity of the elemental balance within the realm.


The Magic

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Laervikorum continues to channel her Elements to those who are willing to learn, and respect the element they are seeking to learn. The elements have an affinity to certain people, and before you can pick up your first element, you must undergo a ritual based upon finding your elemental affinity.

To do this ritual the user must locate 4 objects that represent each of the four elements. They then must place them in the cardinal directions, creating a circle. After the objects have been laid out, the candidate for learning their affinity must approach each of the objects in order, and ask them to do something minor in response. (This could be a small wiggle of the object, little cracks filling the stone, or a faint glow to the object. Anything is permissible as long as it is minor and negligible.) The order of this is important, starting with Fire, Water, Earth, Air. However, when each of the four objects have been asked to participate, the candidate must now thank the elements in reverse order in however way they’d like. (Air, Earth, Water, Fire.)

The item(s) that reacts the weakest to this test will be a signifier for the element that they will struggle the most with learning. The item(s) that reacts the strongest will be a signifier for the candidates affinity.

~ Elements are decided OOC’ly, but an Elementalist with a TA will be able to initiate this ritual and DM it. The teacher should ask the aspirant beforehand what element they want to learn, and use this information to track the affinity within the ritual.
~ Any Elementalist with a TA can initiate this ritual, even if the target doesn’t want to learn elementalism. Affinities can be used RP’ly outside of the magic.
~ Affinity is flavor. You can still get a hold of elements you don’t have an affinity to, but the journey would be “Harder” for your character IRP.


Becoming an Elementalist

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After performing the affinity ritual, a student must connect to their element for the first time. The user must meditate on their element with the guidance of their teacher. Through this meditation, it is up to the teacher to guide someone into learning to perceive the elemental plane. This can be through a literal vision that represents the element they are connecting to.

All that needs to be present for this connection ritual is the element that they are trying to connect to. A flame, A body of water, or a rock. Air elementalists always have an easy time connecting their first time.

~ You must find someone with a specific element TA to learn that element. An earth Elementalist cannot teach fire Elementalism, etc.
~ You may use iElementalistry of Laevikorum in your visions, though it will never truly be the Goddess.
~ There is no “right” way to DM a ritual, but the teacher must touch upon key points. The student will see a representation of their chosen element, and then without realizing it, they immediately cast T1 manipulation in however way the student desires.
~ Air and Earth Elementalists connect near instantly due to the abundance of their element.
~ Water Elementalists will have a slightly harder time.
~ Fire Elementalists have a much harder time connecting to their element.
~ The difficulty for the first connection is purely flavor.
~ You cannot learn another element until you reach T3 in your FIRST element.
~ When posting an MA for Elementalism, be sure to specify what element. ( Elementalism - (Element) )

Tells:
All abilities require a “Tell” upon the first emote in the order, even if connection isn’t required. This can simply be “aura”, but Elementalists have an Elemental Aura.. (IE; Earth Elementalists have tiny pebbles that begin to float around their body. Fire elementalists make sparks appear, or embers. Etc.)

~ The Elemental Aura is aesthetic only, and cannot have any effect on another player, save for Non-Combat simple flavor emotes that have no bearing mechanical roleplay.
~ Elementalism Aura can be used as a tell for other magics, and can be combined per element to create unique effects.
~ Using an Element requires THAT ELEMENTS aura. (IE; You cannot use a Fire tell for Water Elementalism.)

Ability Overview

~=~ Elemental Manipulation ~=~

Every element can be manipulated through this Ability. The user can “connect” to their element, and using this basic connection they can manipulate whatever element they are attuned to. Through training and hardship, anyone can learn to control all four elements.

The most basic form of Manipulation is the ability to control the flow and structure of the element. This will strengthen alongside Tier Progression, but is available at T1. The two types of general manipulation are “Projectile” and “Structure” manipulation.

Projectile manipulation is what allows for elements in motion, and Structure manipulation allows for a static version of the element. Structures may move, though they travel much slower than their projectile counterparts.

T1 - Four(4) Emotes. Hear Element(1) -> Connect(1) -> Control(1) -> Manipulate/Release(1)
- Marble sized projectile; (10) Block range.
- No Structures.
- No Continuous Casting.

T2 - Four(4+) Emotes. Hear Element(1) -> Connect(1) -> Control(1) -> Manipulate/Release(1) -> [Continuous Casting (+1)]
- Baseball sized projectile; (15) Block range.
- (2x2x2) Block Structures max.
- Max of 2 emotes for Continuous Casting.

T3 - Three(3+) Emotes. Connect(1) -> Control(1) -> Manipulate/Release(1) -> [Continuous Casting (+1)]
- Baseball sized projectile, up to Baseball with (1) extra Control emote; (20) Block range. 
- While preparing a projectile, the Elementalist can charge multiple projectiles. One additional projectile per (1) added Control emote, up to a max of 2.
- When casting, the Elementalist starts with a (2x2x2) with (1) emote of Control but can add another (1x1x1) per extra Control emote they add, up to a max of (4x4x4).
- Max of 4 emotes for Continuous Casting.

T4 - Three(3+) Emotes. Connect(1) -> Control(1) -> Manipulate/Release(1) -> [Continuous Casting (+1)]
- Baseball sized projectile, but may be increased to Basketball sized and then Beach Ball sized with (1) and (2) extra Control emotes respectively; Line of Sight range.
- While preparing a projectile, the Elementalist can charge multiple projectiles. One additional projectile per (1) added Control emote, up to a max of 3.
- When casting, the Elementalist starts with a (2x2x2) with (1) emote of Control but can add another (1x1x1) per extra Control emote they add up to a max of (6x6x6).
- The Elementalist starts with 4 emotes of Continuous Casting but may add 2 extra emotes of Continuous Casting per extra Control emote they add to the spell, up to a max of 8 emotes of Continuous Casting.

T5 - Three(3+) Emotes. Connect(1) -> Control(1) -> Manipulate/Release(1)  -> [Continuous Casting (+1)]
- Baseball sized projectile, but may be increased to Basketball sized and then Beach Ball sized with (1) and (2) extra Control emotes respectively; Line of Sight range.
- While preparing a projectile, the Elementalist can charge multiple projectiles. One additional projectile per (1) added Control emote, up to a max of 4.
- When casting, the Elementalist starts with a (2x2x2) with (1) emote of Control but can add another (1x1x1) per extra Control emote they add up to a max of (8x8x8).
- The Elementalist starts with 4 emotes of Continuous Casting but may add 2 extra emotes of Continuous Casting per extra Control emote they add to the spell, up to a max of 10 emotes of Continuous Casting.

Out of combat, spellcasting is much more free form. There is no true limit to what an elementalist can do, especially with help from others. However, an elementalist, at one time, cannot control more than the max limit listed for structures as shown above. Emote counts don’t matter when manipulating, so long as they seem reasonable. For example, controlling an (8x8x8) in only 1 emote isn’t reasonable. It’s meant to be free form and structures created may stay in place, within reason. This mainly applies to Earth as the other elements have a harder time staying in place.

General Manipulation Redlines:
~ Projectiles do not have to travel. The Release emote can be held onto until ready to release.
~ Projectiles can be summoned within 1 block of the caster.
~ When holding onto multiple projectiles, they may either all be thrown at once in one direction, or may be thrown during separate emotes and in whatever direction the Elementalist chooses.
~ Structures can be made up to 2 blocks away.
~ Continuous casting for structures can move the structure at a max of 4 blocks per emote.
~ Elementalists must maintain line of sight with their Structures, else they will crumble to the ground.
~ All elemental structures, after their Continuous Casting period, or if the Elementalist stops concentrating on them, will crumble back to the ground.

~=~ Elemental Summoning ~=~

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At T4, an elementalist can summon a living embodiment of their element. The Elementals can cast at a T5 level, and act independently of the summoner. Elementals are individuals as well, as they can develop their own personalities. With a strong enough connection, and time, Elementals can even learn how to speak! If their summoner loses consciousness, the elemental will be sent back into its plane.

Normally an Elemental can only remain within line of sight of the summoner, however, T4 Elementalists can create a “Shrine”. The sole purpose of a shrine is to tether an Elemental. With a shrine active, the Elemental can act even if its summoner is knocked down. Around a shrine, an elemental can move up to 50 blocks away, OR they can persist within the borders of a city.

T4 - Four(4) Emotes. Connect(1) -> Call Elemental(1) -> Shape Elemental(2)
- Max of 6 feet tall.

T5 - Four(4) Emotes. Connect(1) -> Call Elemental(1) -> Shape Elemental(2)
- Max of 7 feet tall.

~ Once summoned, an Elemental acts as an additional NPC.
~ Every time an Elemental is summoned, it is the same elemental reborn. Not a new elemental every time. The Elementalist may, at any point, decide to summon a new Elemental.
~ Aesthetics and looks of the Elemental is up to the summoner's choice.
~ Elementals do not need to be humanoid, and instead can look like animals. However, they cannot go above the height limit, and this has no effect on mechanics or vulnerability.
~ If the summoner of an Elemental without a shrine is unconscious, the connection will drop and the Elemental will disappear back into the elemental plane.
~ Each Elemental’s stats will be listed underneath their respective Element.
~ Out of Combat, Elementals can regenerate their hit-counter fully after 1 IRL hour of being out of combat.
~ Out of Combat, Elementals may utilize magic at a T4 level.

Shrines:
Shrines are small areas with various signifiers of the respected Element; they feature items containing that element's essence, art of said element, even statues and entire structures representing the element. Shrines have no size limit, big or small, but have the same radius no matter the size.

A T4 elementalist can call upon the desired element to inhibit the shrine crafted with the help of two other adept Elementalists. This requires a small ritual of respect for said element. Kind words should be said, directed at the shrine, as well as a “thank you” for what the element does for the world.

Shrine Link(Lead by the T4+)
Five(5) Emotes. Call Element(1) -> Thank Element(1) -> Channel Element(2) -> Seal Element(1)

~ Only T4 Elementalists can activate a shrine, requires two other Elementalists of at least T3.
~ This requires an LT approval. Take SS’s of the ritual, and Submit them in a ticket on the discord with an @ to the Lore Team.
~ Binding an Elemental to the Shrine is done during the ritual.
~ Only one Elemental can be bound to a Shrine at a time. Only Elementals of the leader of the Ritual can be bound to a Shrine.
~ An Elementalist can have a max of 4 shrines linked to them.
~ The shrine elemental can be played by the person who summons them.
~ Should the Elementalist be unable to give orders to the Elemental, they will go inactive. Such will occur in situations like the Elementalist being knocked unconscious.
~ Should an Elemental be destroyed, the Elementalist must resummon them at their respective Shrine, or, should they not wish to keep that Elemental, create a new Shrine.


~=~ Elemental Gifts ~=~

Elements are about more than just what it seems at first! Fire is volatile, and full of passion, but it also keeps people safe and warm. Water is mighty and unstoppable, but it gives life. Earth is steady and strong, but houses all the plants upon the world. Air is responsible for breathing and life as well, but it can lift the wings of birds, and cool you down on a hot day. Each element has a set of “gifts”, minor abilities that go alongside learning an element.


RE: [Elemental] Elementalism - Showlocke - 07-07-2024

Fire Elementalism

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Flames can burn evermore, but not without care. Just as a flame will destroy, unless given caution. “ - Igne
Igne

So it is said that Igne, the champion of fire, was chosen first. A rugged Frost Elf with a displeasure for those around him; the flames of his wrath were harsh, but often just. One night, Laervikorum appeared before him, and granted him control of the flame. It is with this flame, that he marched upon the oppressive gates of the ancient Dragons of fire; once a formidable and destructive foe, taken down by one man in one night. No one has ever been able to replicate, or understand what he did to vanquish the Dragons, but his will lived on in spirit. The tales embellish him as a demi-god, or being possessed by Laervikorum herself - it could have been simple wit, or just dumb luck. 

What stuck was Igne’s passion for change. His infinite resolve to complete a nearly impossible task. He taught many fire elementalists after him, and to this day it is said that fire elementalists have this spark, this passion from Igne himself running in their veins. Some argue that Igne remains alive, even after all of this time. In some sense, this is true, at least vicariously through each Elementalist.

Mechanics:

Fire Elementalists wear their emotions on their sleeves. Fire burns brighter when an emotion is heightened, and can even turn different colors based on the emotions presented. So, fire elementalists must learn to keep their emotions in check. A flame that burns too brightly can harm the fire elementalist in turn.

This element is all about the balance of passion and power.

~ These effects are purely aesthetic, and do not affect the potency or heat of flames.
~ Fire can be any color, or combination of colors. Aesthetic effects can be added to this, such as trails.

Like all elements, fire has to be created in order to use it. In order to get around this limitation, Fire Elementalists will often carry some form of way to ignite a flame. (A glove covered in gunpowder, a lighter or a match, etc.) 

~ In order to use Fire, you must have a source of fire around you or on your person. For example, an RP item for a Match, or a build of a torch.
~ Fire cannot spread in the rain, or be started on a wet surface.
~ At T3, Fire Elementalists are able to “ignite” a spark within the air to fuel their spells, mitigating the need to have a source of ignition.
~ Importantly, fire will slowly spread, allowing there to be more flame for the Elementalist to use.


Fire Manipulation:

T1 - Fire can lightly burn skin, leaving no scars and causing little to no harm. At this level, it is akin to a candle flame or a match.

T2 & T3 - Direct hits or touches with fire at this level can cause 1st degree burns. Indirect hits cause light burns as if T1. Flames are akin to a torch or a stove.

T4 - Fire at this level upon a direct hit can cause 2nd degree burns. Indirect hits cause 1st degree burns as if T2 & T3. Flames are akin to a fireplace. At this level, Elementalists can control the heat of their creations, allowing them to be any less hot as they desire.

T5 - At this tier, a Fire Elementalist is able to increase the heat of their spells, allowing them to deal 3rd degree burns upon a direct hit and 2nd degree burns upon indirect hits. However, this requires that the Elementalist spend (1) extra Control emote to increase the heat. They may, however, freely decrease the heat of their spells, like in T4.


Fire Elementals:

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~ Aesthetically, they can have darker Stone-Like weapons and clothes, but this has no bearing on mechanics or vulnerability..

Health - This Elemental’s weak spot is located where a heart would be on most living humanoid creatures. With 3 meaningful hits to this weak spot, the Elemental will fall.

Damage - Fire elementals are damage-focused. They are summoned with a one-handed weapon, and can cast T2 projectiles. This weapon is coated with the Fire Element, causing T4 burns.

Movement - This elemental moves at the pace a normal player does, and can “hover” off of the ground, but no more than 1 foot.

~ These Elementals cannot be summoned, or act under water.


Elemental Gifts:

[Flamelight - Minor Gift]
Three(3) Emotes. Connect(1) -> Control(1) -> Manipulate(1)

The flame provides warmth, but it also provides sight. At T2, Fire Elementalists are capable of creating a small, free floating flame. The Elementalist can choose to keep the flame nearby, hovering up to 5 blocks away from the Elementalist to light up a specific area. OR, the Elementalist can keep it in place at a specified location.

~ The Flamelight CANNOT harm anyone, or inflict any damage.
~ If the Flamelight is hovering near the Elementalist, it can last until the Elementalist chooses to disperse it, or until they lose consciousness. The Elementalist may also direct the flame through the air to light up anything within the 5 block area around them.
~ Flamelight summoned in a specified location lasts up to one IRL hour.
~ Flamelight can be utilized alongside other spells as it requires minimal focus.


[Warmth - Major Gift]
Three(3) Emotes. Connect(1) -> Control(1) -> Manipulate(1)

The flame provides sight, but also warmth. At T3, Fire Elementalists can control their own body temperatures, as well as bestow it upon others. This allows them to withstand hotter climates, or colder ones by decreasing or increasing their own body heat.

~ This allows for Non-Combat usage of flame-proof. (Picking up a hot dish, or a smelted metal without harm).
~ This does not make the user immune to any sort of fire damage in combat.
~ Self Casting can last until the Elementalist chooses to disperse it, or until they lose consciousness.
~ Warmth can be cast upon self, as well as two others at any time. On others, it can last up to one IRL hour.
~ Warmth can be utilized alongside other spells as it requires minimal focus.



Water Elementalism

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Water has an undying persistence, and flows gracefully to where a path is easiest to follow. “ - Aqua

Aqua


The second chosen was Aqua, a calm and loving Sea Elf that held a position as a doctor in her village. She was calming, and brought life to her town with aplomb. It is for this reason that Laervikorum supposedly chose her. Her story is as just as Igne’s, with less bloodshed. She was chosen far after Igne, for the purpose of returning the water to the world. A powerful tribe had taken over the lands, draining lakes and rivers of their water so that they may service their people before any other. Aqua and her village put a stop to this. According to legend, it took over a year to accomplish. Moving the rivers back to the way they were, and causing a drought to overcome the tribe.

Perhaps it was with the help of Druids, or other villages, that this task was accomplished. Through her achievements, all water elementalists are reflected as is a face upon still waters. Water is life, water is hope, water is relief, and it is these principles that a master of water will understand and fully realize. Aqua is long since gone, but her family still remains within the Aqua Blessed.


Mechanics:

Water elementalism focuses upon bringing forth life into the world. They are often fluid with many aspects of their life, ever changing to fit their environment. Water is also persistent, one of the most frightening forces of nature given enough time.


Underwater Usage:

If the elementalist is able to breathe and concentrate underwater, their abilities can be used with (-1) less control emote. Additionally, underwater Water Manipulation is near-invisible to the naked eye. When two water elementalists fight under-water, a manipulation cast can be used to counteract the other Elementalists manipulation, canceling each other out. This manipulation is strictly served for the spells remaining underwater. Should they wish to escape to the surface, the (-1) will not be counted.


Water Manipulation:

T1 - Manipulated water must be near pure in order to be affected. Stream water, boiled water after it has been cooled, etc.

T2 - Water can now be slightly less pure. Clear freshwater, pond water, drinking water, etc.

T3 - At this tier, non-pure water can be manipulated. Bodies such as dirty water, or salt water. Starting at this tier, projectiles can be “sharpened” to that of a dull blade.

T4 - Water purity is the same as T3, however, the user can now handle water that has been affected by other things. Boiling water, Swamp Water. At this tier, a water elemental can draw water from snow and ice for (1) additional Control emote. Sharpened water at T4 and above is that of a normal blade.

T5 - Water purity can be very slim. As long as the liquid has a water base, and isn’t thicker than blood, a water elementalist can affect it. At this tier, water Elementalists can also draw water from the air around them in humid climates for (1) additional Control emote.

~ Drawing water from Snow and Ice does NOT allow for manipulation of those things. The snow or ice will turn into water before it is manipulated.
~ Water Elementalists cannot draw water from the air in dry climates non-combatively. Out of combat, a minimal amount of water can be summoned to be drinking water.

Water Elementals:

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~ Aesthetically, Elementals can have minor stone-like armor and clothing, but this has no bearing on mechanics or vulnerability.

Health - This Elemental’s weak spot is located where a heart would be on most living humanoid creatures. With 4 meaningful hits to this weak spot, the Elemental will fall.

Damage - Water Elemental’s are summoned with a two-handed weapon, typically focused on medium to long  range. (Haliberds, Spears, Pikes, etc.)

Movement - On land, water Elementals suffer a minor penalty to movement, Only allowing them to move 3 blocks for normal movement, and 6 blocks for a dash.. On top of and under water, they have enhanced movement, moving up to 6 blocks normally, and 10 blocks dashing per turn.


Elemental Gifts:

~ NOTE: Elemental Gifts do not gain the (-1) control emote benefit for being underwater.

[Purify - Minor Gift]
Three(3) Emotes. Connect(1) -> Control(1) -> Manipulate(1)

If water can bring life, it is through Water Elementalists that this water can be altered to help in any given situation. The Elementalist at T2 is capable of purifying up to 8 blocks of water to be drinkable. This happens via removing the pure water from the dirty stuff.


[Swift Swim - Major Gift]
Three(3) Emotes. Connect(1) -> Control(1) -> Manipulate(1)

T4 Elementalists can swim faster underwater for up to 3 movement emotes. This allows for a water elementalist to move 6 blocks in normal movement, and 10 blocks in a dashing movement.

~While using Swift Swim, the Elementalist cannot cast other spells.


[Breath of Life - Major Gift]
Passive Ability - No emotes for self-casting. Always active.
Active Ability - Three(3) Emotes. Connect(1) -> Control(1) -> Manipulate(1)

An Elementalist is a master of shaping water, as well as existing within their element. Passively, a T3 water elementalist can breathe underwater without any problems. Additionally, for an emote count, The Elementalist can bestow this gift to others.

~ Up to two other people can be given Breath of Life at a time.
~ Breath of Life Active Ability takes 4 IRL hours to recharge, and lasts for 4 IRL hours.



Earth Elementalism

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Sturdy, we hold our ground! We do not falter! “ - Terra

Terra

The third was Terra, the Sun Tavrosi of valor and strength. His story is that of hardship, and more than patience, restraint. In the ancient times of tribal warfare, none other was respected more than the great warriors of each clan. You had to be strong, patient, and able to protect everything you hold dear. Through this resilience, conflict arose. Terra’s tribe had no allies, and many enemies. They needed a leader that was strong enough to stand up and speak for their people. That leader was Terra. It is through this resilience, valor, and strength, that terra rose to the occasion to lead his people through trouble, and that Laervikorum gave him the backing to do so.

Fire scorched the land of Terra’s tribe, and they were within a drought. He sought help through the previous chosen of the elements. The Aqua Blessed did not want to hear his plea, saying he should resolve a problem on his own. Terra then sought the elusive Igne, who after trial and tribulation, agreed to sweet the flames of Terra’s attackers away from his home. When the dust subsided, the Tavrosi moved to the mountains. It is here that terra formed a home for those of his kind, and those who wish to see best for his family.

Some people say that it was Terra who led the Tavrosi, instead of his brother, Targoc. His influence is best found today within the Tavrosi, masters of their earth elementals using his element to craft weapons and armor for their tribe and family. This welcoming, protective nature that Terra set a precedent for so long ago.


Mechanics:

Earth manipulation is highly focused on defense and CC rather than attacking. You could manipulate a pillar to lift someone up, disrupt a small area of dirt or stone to mess with someone elses movement.

~ Earth projectiles don’t cause much harm to hitting someone with Armor, only disrupts their attack.
~ Unarmored targets gain bruises and minor sprains for the most part.


Earth Manipulation:

T1 - Can manipulate dirt and gravel, loose stone surfaces and small rocks, up to the hardness of Talc. Structures at T1 are destroyed with one meaningful hit.

T2 - Elementalists can now manipulate solid stone, up to the hardness of Calcite. Structures at T2 are destroyed with 2 meaningful hits.

T3 - Even harder stones can now be manipulated, up to the hardness of Apatite. Structures at T3 are destroyed with 3 meaningful hits. Starting at this tier, projectiles can be “sharpened” to that of a dull blade.

T4 - The Elementalist can now manipulate up to the hardness of Quartz. Structures at T4 are destroyed with 4 meaningful hits. However, it takes (1) extra Control emote to this degree. Naturally, manipulated stone will take 3 meaningful hits. Sharpened earth at T4 and above is that of a normal blade.

T5 - Now a master of their element, they can manipulate objects with a hardness just below that of Diamond. Structures at T5 are destroyed with 5 meaningful hits. At T5, a direct hit with a projectile can cause broken bones. Naturally, manipulated stone takes 3 meaningful hits to break, but it can be increased to 4 and then 5 with (1) and (2) extra Control emotes.


Earth Elementals:

[Image: AD_4nXdaCdpSgY5y2MBkrnGnEO3yBSvVSBneyNpC...KXSGGAOntQ]

~ Aesthetically, Earth Elementals can have plants and gemstones embedded in them. However, this does not affect the mechanics or vulnerability of the Elemental. This is additionally dependent on the area they are formed out of. Should there not be gemstones or plantlife in the area, they will not gain these features.

Health - Earth elementals are health focused. Their weak spot is located somewhere obvious on their body (Head, back, chest, etc.); it will be obvious to those who look. Earth Elementals require 6 meaningful hits to their weak spot in order to down.

Damage - Earth Elementals are not summoned with any weapons, instead only attacking in melee range. They can also “Shake” the earth below them to disrupt attackers. This costs 3 emotes to charge and release the attack, and only knocks enemies over at worst within a 5 block range centered on the Elemental. A direct hit from an Earth elemental can cause broken bones, but they are slow and easy to avoid.

Movement - Due to their slow nature, Earth Elementals have a cost to movement. They can move 3 blocks in normal movement, or 7 blocks while dashing.

~ Earth Elementals are even slower underwater, moving 2 blocks normally, and 6 blocks in a dash.
~ These Elementals cannot swim, sinking to the bottom of whatever body of water they enter.


Elemental Gifts:

[Vibration Sight - Minor Gift]
Three(3) Emotes. Connect(1) -> Control(1) -> Manipulate(1)

In tune with the Earth Element, a T3 elementalist is capable of “sensing” the world around them without the need to see. In a 20 block radius around the Elementalist, they can sense anything that is touching the ground. This must be activated in order to start working.

~ Anything living is fuzzy, and the Elementalist only gets a sense of where they are, instead of getting any idea of actions. This also means they can sense the base and roots of plants, but not the plant itself.
~ In order for an enemy to be seen this way, they must be touching the ground.
~ This ability only works for (5) emotes if in combat, or (1) hour out of combat. Should one have it active going into combat, it would initiate the (5) emote timer.


[Metal Shaping - Major Gift]
Three(3) Emotes. Connect(1) -> Control(1) -> Manipulate(1)

Metal is born within ore, buried in stone. Masters of Earth Elemental Manipulation can even shape metal before them. This is used for crafting and building.

~ Metal Shaping can only be used non-combatively.



Air Elementalism

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We watch, we wait, and we intervene when our actions are necessary. “ - Caelum

Caelum

Caelum was the last of the Elementalists chosen by Laervikorum herself. Those after them would know their affinity to their element, and it is through this affinity that all could follow the path of their ancestors. Caelum was chosen by the goddess, seemingly at random. They were an avian kobold, with beautiful feathers and patterns. No major conflict had arisen, but people had begun to lose their way within the world. They needed a push, or a spark. A breath to feed a flame. The Fire dragon war was a fairytale, Igne all but gone. The great drought was ancient history, and the Tavrosi migration was years ago.

Caelum found Igne. It was a simple meeting as the legend says, unknowing of each other's true purpose while meeting on a walk in the woods. Through time and effort, Caelum managed to make a friend of Igne. This friendship reignited him to once more come forth into the world. A renaissance fell over villages across the land. Caelum’s story was not as grand, but it teaches Air Elementalists an important lesson. 

The spotlight isn’t for every element. Air might be invisible, and overlooked… but it is the wind beneath sails. It is the breeze that brings relief on a hot summer day. It is the air we breathe and surrounds every aspect of the world.

Mechanics:

Air manipulation is focused on disrupting opponents, as well as enhancing melee combat abilities. Air is swift, and every hit is true.


Air Manipulation:

T1 - Air Manipulation can be equated to a strong breath of air at a longer distance.

T2 - At T2, Elementalists can begin to compress their air into harder projectiles. However, at T2, this only allows for minor disruption and throwing off concentration with a direct hit to the face.

T3 - Compression is a bit tougher at this level, causing enemies to be slightly disrupted with a direct hit. This could knock someone off balance, or push them back slightly to prevent falling. This is strong enough to push someone back (2) blocks at max and create minor bruises on unarmored targets. However, for now, those in heavy armor withstand this effect.

T4 - At this level, an Elementalist can further compress their air blasts. A direct hit with an Air projectile can cause someone to stagger back (3) blocks and create proper bruises. A direct hit at a weapon can also disarm an opponent wielding one-handed weapons. Heavily armored opponents, however, will only be knocked back (2) blocks.

T5 - T5 Elementalists are now capable of shooting blasts of air that can push any target, including heavily armored ones, back (3) blocks. However, with (1) extra Control emote, they can increase the strength to shoot them back (5) blocks instead. Additionally, they can compress their air to create proper bruises on those they hit. Though, they may also add (1) extra Control emote to Compress more air to increase the strength to be able to create minor fractures. Past this, they can add an additional (1) Control emote to ensure that bones properly break. . Disarming someone with a projectile acts the same as T4.

Air Elementals:

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~ Aesthetically, Air Elementals can wear “Armor”, but this armor is purely Aesthetic and does not affect mechanics or vulnerability.

Health - Air elementals are a touch more fragile than their counterparts. This Elemental’s weak spot is located where a heart would be on most living humanoid creatures. With 3 meaningful hits to this weak spot, the Elemental will fall.

Damage - Air Elementals are range-focused, being summoned with a bow and able to attack at a line of sight. Melee damage from an Air Elemental can cause T5 Projectile effects, knocking unarmored enemies to the ground, staggering Heavy Armored ones, and Disarming one-handed weapons from opponents.

Movement - Air Elementals are movement focused, using this to their advantage to put distance between them and an opponent. They are able to move 5 blocks in regular movement, or 10 blocks in a dash in any given turn.


Elemental Gifts:

[Deflect - Minor Gift]
Two(2) Emotes. Prepare(1) -> Deflect(1)

Using the air element at T2, as a reaction the Elementalist can deflect projectiles heading towards them.

~ Can only be used on one projectile at a time.
~ Cannot use any other spells while casting this. Only requires you to prepare the spell once, and can be used every turn after.
~ Can only be used on projectiles up to the speed of an arrow.
~ Cannot control the trajectory of the deflected projectile.


[Like the Wind - Major Gift]
Three(3) Emotes. Connect(1) -> Control(1) -> Activate(1)

Using this ability allows the T3 elementalist to coat their body in a light breeze, increasing their hand-to-hand and one-handed skills in battle. With this ability, the Elementalist can attack twice in one turn.

~ Only affects one-handed or hand-to-hand skills and items such as Short Swords, Daggers, Punches, and Kicks.
~ Allows for any combination of the listed above. (IE: A kick and then punch. A sword swipe and then a kick, etc.)
~ Once activated, it will trigger only once and upon the next attack the Air Elementalist performs.

Tier Progression

All Elements follow the same Tier progression. 
This magic is split into four groups based around each individual element. Each element costs (1) magic slot. Knowing every element will take up a total of (4) magic slots.

T1 - Gained upon application acceptance. 
Elementalists can now use Elemental Manipulation.

T2 - One Week (1) after app acceptance.
Elementalists can now use Minor Elemental Gifts.

T3 - 3 weeks after T2. 
Elementalists can now use Major Elemental Gifts.

T4 - 4 weeks after T3.
Elementalists can now use Elemental Summoning and create Shrines.
Elementalists can now submit a TA

T5 - 4 weeks after T4.


RE: [Elemental] Elementalism - ElKeazi - 07-08-2024

Based as fuck and epic no need to read it i already know its good