Generations/Lore/Abilities/Elemental Magic

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Elemental Magic

Denizens of the elemental planes, and sometimes their offspring, have the ability to create, manipulate, and destroy elemental substance.

  • Source: Magic Skill (Innate). The power is a type of magic, but the character cannot simply learn it. The character must be born to it. It must however also be mastered, and has a range of 1-10. Levels 1-9 roughly equated to a level of power equal to the same level spells from the Dungeons & Dragons role-playing game. Level 10 denotes an extremely rare mastery that is nearly divine. Magic is mystical, and therefore useless in areas with no magic.
  • Benefits:
    • Magical Effects: Elemental magic is limited to creating, manipulating, and destroying (actually transforming into energy) elemental forces. There are six elemental forces in the world of Shiar'Elestria:
      • Fire: This includes all forms of plasma as well as fire itself.
      • Air: This includes all forms of gas.
      • Water: This includes all forms of liquid.
      • Earth: This includes all forms of solids.
      • Light: This includes light and positive (life) energy.
      • Darkness: This includes darkness and negative (anti-life) energy.
    • Mixed Elements: The occasional elemental mage with access to more than one element can cross them to create more effects. For example any of the base four elements combined with Light can create short-lived elementals. Having access to the elements of Air and Fire allow one to produce and control Lightning, etc.
    • Elemental magic requires no materials, words, or gestures. It only requires an act of will.
  • Weaknesses:
    • Elemental mages only have access to elements whose bloodlines are present in their lineage in sufficient concentration. This means that most elemental mages can control only one element. While theoretically possible, no one has yet had access to all six elements.