Post by Dietymaster on Feb 20, 2007 20:50:02 GMT -5
Elemental Magics are different from other magics in two respects:
(1. They do not rely on Mana consumption to determine their power. The power of an element is determined by the method with which the spell is invoked.
(2. Elemental spells are incredibly precise, requiring special movements or phrases that must be uttered in a certain fashion to ensure success.
Air is the simplest element to maneuver, therefore it is the easiest Magic for beginners to master. All spells of air will require an unconcerned, relaxed, and/or accepting attitudes and motions, to complement the element (all elemental spells are interchangeable, if one is able to alter their mood at a moment's notice).
Water is potent magic, it fluctuates so often between the states of matter that it is often difficult for a n00b Mage to master this element with as much ease as with air. Liquid water spells are buoyant or unrelenting, solid water spells (ice) are sharp and cold, vapor water spells, although not commonly used by anyone, are oppressive.
Fire is volatile magic. At any moment, a fire mage could explode in fury (the power behind the spells) and cause immense devastation with little to no effort. Conversely, a fire mage could be warm and forgiving (also the power behind fire). This element is the most dangerous because the mages learning it almost always become Malevolent and go on massive killing sprees.
Earth is stubborn, and as such is the last taught (teaches patience to receive rewards. And earth magic is so very rewarding, no joke). Patience and willpower are the keys to mastering earth magic, both offensive and neutral spells. Earth mages are in fact the most difficult mages to bring down in a battle, due to their strength and will (and their control over the ground you stand on).
Standard Spells:
Bolt - favors accuracy over power
Beam - favors a balance of accuracy and power
Wave - less accurate, more powerful
Pulse - no accuracy at all (simultaneously, it never misses), and incredibly powerful.
Transport - neutral spell. Uses element to move about the field of battle (in place of regular movement).
Storm - field spell. Causes element to become unstable in area (firestorm, tornado, monsoon, sandstorm, etc.).
Elemental magics are never taught to mages until they have reached Level 3 Understanding.
(1. They do not rely on Mana consumption to determine their power. The power of an element is determined by the method with which the spell is invoked.
(2. Elemental spells are incredibly precise, requiring special movements or phrases that must be uttered in a certain fashion to ensure success.
Air is the simplest element to maneuver, therefore it is the easiest Magic for beginners to master. All spells of air will require an unconcerned, relaxed, and/or accepting attitudes and motions, to complement the element (all elemental spells are interchangeable, if one is able to alter their mood at a moment's notice).
Water is potent magic, it fluctuates so often between the states of matter that it is often difficult for a n00b Mage to master this element with as much ease as with air. Liquid water spells are buoyant or unrelenting, solid water spells (ice) are sharp and cold, vapor water spells, although not commonly used by anyone, are oppressive.
Fire is volatile magic. At any moment, a fire mage could explode in fury (the power behind the spells) and cause immense devastation with little to no effort. Conversely, a fire mage could be warm and forgiving (also the power behind fire). This element is the most dangerous because the mages learning it almost always become Malevolent and go on massive killing sprees.
Earth is stubborn, and as such is the last taught (teaches patience to receive rewards. And earth magic is so very rewarding, no joke). Patience and willpower are the keys to mastering earth magic, both offensive and neutral spells. Earth mages are in fact the most difficult mages to bring down in a battle, due to their strength and will (and their control over the ground you stand on).
Standard Spells:
Bolt - favors accuracy over power
Beam - favors a balance of accuracy and power
Wave - less accurate, more powerful
Pulse - no accuracy at all (simultaneously, it never misses), and incredibly powerful.
Transport - neutral spell. Uses element to move about the field of battle (in place of regular movement).
Storm - field spell. Causes element to become unstable in area (firestorm, tornado, monsoon, sandstorm, etc.).
Elemental magics are never taught to mages until they have reached Level 3 Understanding.