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[Shelved][✓] [Magic Lore] Elementalism Basics


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Elementalism

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Definitions:


Elemental Spirit:

An Elemental Spirit is a spirit that exists in the spirit realm. They compose the base elements of everything. They come in the forms of air, water, fire, earth, metal, and storm.

 

Elemental Plane:

This plane of the Spirit Realm is the home to all of the Elemental Spirits, stretching for an infinite distance. Each Elemental Spirit resides in a part of the Elemental Plane that represents their element and personality. 

 

Pact: 

A pact is an agreement between Shaman and Spirit. In a pact, the Spirit grants the Shaman some of their power in exchange for worship, loyalty, and spreading their will. The stronger the pact with the Spirit, the more power the Shaman will receive in exchange. 

 

Elementalist:

An Elementalist is a shaman that makes pacts with the elemental spirits in order to use their influence directly on the element if it is present. 

 

Fatigue:

The effects on the body that casting a spell causes. This lowers movement to 4 blocks per emote, lowers your combat ability, and leaves you unable to cast again for the duration of the fatigue.

 


 

What does an Elementalist do?

An Elementalist is a type of shaman that dedicates themselves to the elemental spirits. A novice Elementalist will typically seek an elemental that they feel relates to their own spirit and attempt to make a pact with that Elemental Spirit. As the Shaman grows, both as an individual and as a Shaman, they will be able to work with their pacted Spirit in a more efficient capacity which allows them more influence over their pacted element, and opportunities may present themselves in which they may pact with additional Elemental Spirits. 

The Shamanism of an Elementalist

Elementalism is arguably the oldest of all shamanism sub-types; it is also one of the more basic concepts yet takes incredible patience and endurance to achieve in reality. An Elementalist can’t create materials out of anything akin to voidal magic, and must instead work with existing ones. When a shaman makes a pact with a lesser spirit and knows enough Old Blah to effectively communicate, they may begin to influence the world around them.

Greater and Lesser Elemental Spirits

The elemental plane is divided by realms and sub-realms akin to territories that are owned by Elemental Spirits, who are constantly fighting for power over each other. The greater water Spirit, for example, has its realm within the elemental plane, which contains hundreds of lesser water spirits. These water Spirits are fighting one another in the elemental realm for more “territory”, but these spirits have never grown too powerful. If a spirit grows too powerful, be that lesser or greater Spirit, the consequences may prove disastrous. A shaman cannot make a pact with a greater spirit due to its overwhelming power.

What exists in the habitat of the Elemental Plane?

The Elemental Planes consist of the many elements that form the base of everything. Many elements range within the realm, from the known basic Elements to the universal Elements that are beyond comprehension. Just like in any other plane of the Spirit Realm the Elementals are always allying, scheming, and battling other Spirits of the plane. 


 

 


 

 

Tier 1 - Minor Influence

 

On Tier 1, the Elementalist is still learning the ropes and can’t manipulate any elements. They have recently formed a pact with their spirit and are still trying to perfect their knowledge of Old Blah and develop a relationship with their pacted Spirit. 

 

Tier 2

At Tier 2, an Elementalist can manipulate a very small amount of an element with a lot of effort. Reached after 2 IRL weeks of study at T1.

 

Tier 3

The shaman can move a considerable amount of an element and change its shape. At this point, if the Elementalist wishes, he can make an additional pact with a  spirit of a different element (although this still requires another MA and a teacher).  At this point, the shaman is expected to have mastered the Old Blah and got to know his spirit already. Reached after 3 IRL weeks of study at T2.

 

A shaman at this point still cannot make a pact with a metal spirit.

 

Tier 4 

At this point, the shaman can make another additional pact with one spirit of a different type (although this still requires another MA and a teacher) for a total of three pacts. They may now make pacts with metal spirits. Multiple pacts with spirits of the same element can’t be made. Any element can be shaped. Reached after 5 IRL weeks of study at T3.

 

An earth Elementalist can move around lava at this point due to its earthy nature if it’s present, but it takes a larger amount of effort and becomes more exhausting the longer the shaman controls it. A shaman also can’t create lava out of the earth.

 

A fire Elementalist can create more fire using nothing but a torch by using the air as fuel, but this will exhaust the shaman a great deal, meaning that if the shaman creates too much fire, they can easily end up exhausted before actually moving the fire. Doubling the size of the fire will render them unable to move it.

 

Tier 5 

The shaman abilities improve even further at this point. They may make two additional pacts with spirits of different elements (although this still requires another MA and a teacher). Having five separate pacts takes up all five spell slots on a character. Reached after 6 IRL weeks of study at T4.

Redlines

  • A connection must be roleplayed before manipulating any element of choice.

  • A T5 Elementalist that has two pacts may manipulate them at the same time, but it will be done at the rate of a T3 Shaman for both elements.

  • A Shaman must role-play any interference of concentration as well as fatigue from connecting.

  • Elementalism is purely altering said element, you can neither add nor subtract that of a substance, only change what is present. The only exclusions are spells that explicitly state such.

  • An Elementalist needs to be aware of where the element is in order to manipulate it. If an Elementalist is blind and isn’t aware of the physical element, he can’t influence it, but it can also be perceived by the crackling of a fire, the sound of an ocean wave, or the feeling of the dirt on your feet.

  • Being an Elementalist doesn’t provide you extra natural resistance to any element.

 

Channeling an Element

 

In order to channel a spell, the Shaman must have a direct line of sight to the element they wish to manipulate.  The farther distant from the Shaman, the weaker the control over that selective element. Chanting must be done BEFORE channeling; channeling a spell means the actual acts of movement.

 

Chanting is done in the form of Old Blah, in which the Shaman will be expected to become fluent; a great boon in the spirit realm negotiations. In addition to serving as the catalyst for channeling the spirit, shamans use the inherent mana in their own bodies when they chant. This expires the natural pool of mana and gives fatigue while chanting.   

Different volume chants yield different effects. 

 

  • A chant done in #S will be louder, giving more notice of your intent to channel a spell in a wide area. The sheer volume of your voice pleases the pacted spirit, which will return with a favor. This allows you to channel it one emote longer than described. 

  • A chant done in #RP will gain no boon or negative effects. 

  • A chant done in #Q will require two additional emotes of channeling before you can manipulate the element. Upsetting the spirit requires more chanting to offer its strength. 

 

You cannot chant in #W. This will displease the spirit, who will then withhold their strength. 

 

Most subtypes have a basic movement spell that can be used both in and out of combat. Elements outside of the area of effect cannot be used, regardless of how much of an element the Elementalist is able to control. Here is a picture to illustrate what’s allowed and what isn’t, using a 4x4x4 allowance as an example.

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Redlines 

  • Elementalists are not able to manipulate magically created elements. This includes voidal made elements or elements created from Runesmithing or Transfiguration. 

  • Channeling, or "Chanting" creates fatigue for one emote (unless otherwise specified) after a spell occurs or after its full duration. The Shaman will not be able to channel or connect until this fatigue ends.  During fatigue, movement is greatly limited to only four meters per emote. The ability to swing weaponry or draw a bow is comparable to a child until they recover. Hitting someone will still hurt, but cannot deal serious harm.

 

 


 

Elemental Companions

 

Starting at T3, elementalists are able to pull together stagnant spirits present in elements around them and form a small companion that will follow them around. This companion is, at most, one block in size. While the Elementalist is able to utilise the element that makes up their companion, they may not enlarge it in size and the companion cannot enter combat against anything other than another companion unless used as a manipulated element. These companions are able to understand speech, but cannot replicate it. They may respond with nods or gestures. The companion is not able to grant access to areas that the player cannot access mechanically. The companion will dissipate if it travels more than fifteen blocks away from the Elementalist.

 

Elementalists are required to chant for two emotes to summon a companion from an element of the same size within a 10x10x10 area around the shaman. This applies fatigue, and cannot be done unless out of combat.

 

These companions are cosmetic, but are made up of the element that the Elementalist controls. Therefore, while there can be any variation in shape and form, they must conform to the traits of their element. Fire companions will always be made of fire, earth companions will always be made of stone or dirt or sand, metal companions will always be made of metal, etc.. The only thing limiting an Elementalist’s number of companions is how many pacts they have, with only one companion permitted per pact. 

 

Combining two elements to form one companion is allowed, but may still only reach 1 block in total maximum size. Combined element companions do not merge the two elements unless they are directly compatible, which will be indicated below. Using this cancels the ability to manipulate elements from the companion. Combined companions only requires half the amount of material it would take to create a single non-combined companion, and so allows the Elementalist to create two combined companions.

 

There are no set abilities for companions, as they simply follow the abilities that their element imparts. Fire companions can burn things, water companions can douse flames, air companions can dry wet things, static companions can shock things, etc.. These are all minor effects. If your companion comes to an untimely end, such as your fire companion being doused entirely, it may be resummoned outside of combat.

 

Possible Appearance Ideas for the Lazy

While companions can take almost any form, here are a few ideas to grant inspiration. This also lists what certain companions are able to do.

Fire = A bouncing fire in the shape of a fox. Can light up areas, and can ignite items such as lanterns, torches, candles, etc..

Water = A blob of water in the shape of a floating fish. Can douse flames.

Air = A swirling mini-tornado. Can blow out fires, help with lighting campfires, blow a small breeze, etc.

Earth = A walking stone/dirt/sand mass, studded with crystals. Can douse flames. Stone companions can sharpen objects. Dirt companions may have plants growing in them.

Metal = An empty suit of armour. Can sharpen objects, and may cut things if it has sharp edges.

Storm = A ball of clouds and static electricity.  Can light up areas.

Fire + water = A watery core surrounded by fire. (Combination allowed; steam)

Fire + air = A fiery core surrounded by air currents. 

Fire + earth = A stone/dirt/sand core surrounded by fire. (Combination allowed; molten rock)

Fire + metal = A fiery core surrounded by a metal cage. (Combination allowed; molten metal)

Fire + storm = A crackling static core surrounded by fire. 

Water + air = An air bubble surrounded by water. (Combination allowed; fog/mist)

Water + earth = A stone/dirt/sand core surrounded by water. (Combination allowed; mud)

Water + metal = A miniature set of armour around a body made of water.

Water + storm = A mass of crackling water in the shape of an eel.

Air + earth = A sparkling globe of fine sand particles, swirling through the air currents. 

Air + metal = A metal humanoid figure with holes in it, that air currents zip through to create music.

Air + storm = A hawk-shaped mass of static sparks and air currents.

Earth + metal = A golem-like form, studded with precious metals.

Earth + storm = A cloud of dirt and pebbles orbit a static core. (Combination allowed; glass)

Metal + storm = A skeletal metal wolf, whose innards reveal cogs and wheels powered by static.

 

Redlines 

 

  • Elementalists may only have as many companions as they have pacts.

  • Elementalists may only create companions from elements that they have a pacted spirit for.

  • Elementalists are only allowed to create one non-combined companion or two combined companions, from any one element. For example, an Elementalist could have a single fire companion, or one fire/water and one fire/air companion.

  • While it is possible to create companions in the form of limbs, they cannot be used in combat and must be verbally told what to do. They are not controlled by the elementalist as one would control a real limb.

  • Touching a companion will impart the effects of that element. The shaman is not exempt from this, unless they use a spell from their repertoire that permits such. For those who aren’t aware of what things do:

  • Fire burns you.

  • Static shocks you.

  • Water makes you wet.

  • Sharp metal will cut you.

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storm elementalismmakes  me very happy

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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