Elements & Elemental Magic

The advancement of spellcraft made possible a better understanding of the world and its phenomena. The elements define crucial aspects of reality and life. Comprehending this is primordial for all students and senior mages alike.

Prime Material Plane (The Material Realm)
The Primary Elements of the Material Plane are what Astrologists propose our world is made from. It is the very stuff of existence itself, existing in perfect harmony. It is suggested that when a Mage is attuned to a certain element, it is because that an excessive element is present within their body. Though exceedingly rare, there exist individuals who are born capable of tapping into all four Prime Elements, becoming mages capable of manipulating 'wood' and other natural phenomena, hypothesised by Eastern Spellcraft as an individual element.



Prime Energy Planes
The Positive Plane - The Plane of Positive Energy is a place of pure life-force, it is where the healers draw their power to heal and mend one's broken bones. The Undead are fearful of this energy, and the unwary caster should be as well. Too much positive power without the ability to channel it may lead to strange mutations and cancerous tumours.

Negative Energy - Where Positive is life, Negative is death. The Undead are tethered to this plane, drawing their undead lifeforce from this domain. When 'living' creatures utilise Negative Energy, they suffer Negative Drain, rapidly diminishing vitality. In the old days, the Mage world saw the Negative Energy as just another source of power. After WWI, Necromancy became highly controversial, gaining a dangerous reputation as a forbidden craft.

Prime Elemental Planes
Earth - Earth is one of the most useful and common elements awakening in Human Mages, it is the element responsible for most of our industry, mining for Mana Crystals, building our cities, and so on. It is said that one-fifth of Mages awaken as Earthen Mages.

Air - The Elemental Plane of Air, as the name suggests, a place of gases and open space, frequently filled with thunderstorms, blizzards, microbursts, tornadoes and all manners of interesting weather phenomenona. Of the four common Elemental Affinities, Air is the rarest.

Fire - Fire is another common element Mages manifest. Ancient legend has it that Fire was stolen from the Gods themselves. With Fire, man has created many useful tools and beaten back tides of monstrous creatures. Fire is another common element for Mages to possess and the mainstay of Combat Evokers, Transmuters and Conjurers.

Water - Assumed to be a near-infinite volume of water, this Elemental Plane is pivotal to the survival of modern magical cities. The Plane provides Human cities with its supply of fresh water. Likewise, human cities pump its waste-water back into the Elemental Plane. It is theorised that the Oceans are directedly connected to this Elemental Plane. Water Affinity is exceptionally common among coastal communities.

Para-Elemental Planes
Ice - Ice is the most common Para-Element to awaken in Mages. It is a supremely useful element that creates drops in temperature - being a combination of Air and Water. The Plane of Ice is said to be a tumbling expanse of frigidity with islands of glacial ice. Ice provides good defence and offence capabilities, as well as chill and slow effects against water-based enemies.

Ooze - Ooze is a stranger element, scarce and virtually non-existent outside of isolated magical bloodlines. Ooze Mages are specialists, pending on their school, with spells that focus on entrapment, debilitation, poison, and other strange and mysterious effects. A speciality of the Ooze Conjurer is the ability to summon creatures that exist within that elemental plane - Oozes. It is theorised that some oozes are virtually indestructible except by other Specialist Mages. Ooze is the combination of Water and Earth. Mud is a derivative of Ooze, though far closer to the Elemental Plane of Water than true Ooze Mages.

Magma - The Magma Mage is unique indeed; a rare combination of Fire and Earth. These Mages are typically found where there are volcanic islands or fjords. Their power combines the physical prowess of the Earth Mage, with the damage potential of the Fire Mage.

Smoke - Smoke is the marriage of Air and Fire. Smoke is an element that is said to only exist in legend. Very little is known about Smoke Mages or the Para-Elemental Plane of Smoke.

Positive Quasi-Elemental Planes
Mineral - Mineral Mages take their capabilities in the form of specialised mineral or metal to which the caster is attuned. As such, the Element creates distinct abilities that differ from Mage to Mage. A Mage capable of summoning volcanic stones, for instance, would generate obsidian shards which are brittle and fragile but possess dangerous offensive capabilities. Jedite Mages create powerful super-dense defensive layers. There are rumours that King Midas was a Gold Mage.

Lightning - Existing between the Air and Positive Elemental planes, Lighting is the most penetrative of all elements due to its electrical nature. Lightning causes stun and paralysis, in addition to manifesting instantly and delivering payloads in a fraction of a second. Lightning Mages are preferably Evokers, Conjurers or Transmuters. The Quasi-Elemental Plane of Lightning is said to be a place of plasma, ozone and endless thunder.

Steam - Where the Positive and Water Elemental Planes meet, one gets Steam. Steam is a rarely seen element. Only a handful of Mages are on record as having tapped into a Goldilocks' zone where two Elements meet in harmony. There is little known about the Plane and its Elementalists.

Radiance - Radiance is formed from Fire and Positive energy. Often mistaken as the power of Light. In theory, it should be useless, too scattered to be used offensively - too dispersed to be used defensively. It takes a special Mage, therefore, to change something so immaterial into a powerful projection of destruction. At a certain intensity, Radiance is capable of melting through solid steel, boiling blood, searing flesh, and severing matter. Not much is known about the Elemental Plane of Radiance.

Negative Quasi-Elemental Planes
Ash - A derivative of Negative Fire that manifests corrosive ash and black flames. The most destructive element in the array of Elemental Planes. Ash Mages rarely live long as the Element eats away at their minds. It is said that Ash Mages exist as tortured existences whose ruinous powers rack their bodies with unbelievable pain. If one is Negative Drained by an Ash Mage, one loses one's seven emotions and six desires.

Dust - Dust is the most stable of the Negative Quasi-elements, next to Salt. It doesn't have any offensive capabilities of its own but enjoys the same corrosive ability drain as Ash. The most annoying part of fighting a Dust Mage is their ability to deaden all elemental damage. Due to its abrogating nature, Dust consumes Fire, Water, Air, Lightning, even Ash. It is said to be the most stalwart Abjuration Affinity next to Mineral.

Salt - Salt is a stable Negative Quasi-element, with the additional ability to form into a range of crystalline shapes. It's capable of dealing extreme damage to Slimes and Oozes, as well as an assortment of creatures composed mostly of water - including Humans. The desiccation caused by the Salt Mage draws out elemental water from the bodies of their enemies. Elemental Salt is different from mortal salt, found in oceans and sometimes in rocks; it is formed where Negative Energy and Water meet. Salt is the least destructive of Negative Quasi-elements.

Void - As the name suggests, the Elemental Plane of Void is a place of vast, perpetual darkness, where strange, forgotten things lurk in a vacuum darker than black, always hungering. It is a Plane consisting of the very idea of nothingness, a place where forgotten things end up. When manifested in the Material Plane, Void consumes matter, then disappears. Like Steam and Smoke Mages, very little is known about Void Mages. Arguably, the most famous Void Mage in Modern History is Elizabeth Sobel.