Elemental Magic

The sources of elemental magic are the elements and Plants of Tirakan itself. Elemental magic spells are often only possible if the elementalist has a small amount of the element with them or nearby. Elemental magic is cast by druids, elementalists and rangers, among others. Elemental magic is cast by nature-loving mages, but is also popular with more academically trained mages.

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Elemental Magic Elemental Magic

The sources of elemental magic are the elements and Plants of Tirakan itself. Elemental magic spells are often only possible if the elementalist has a small amount of the element with them or nearby. Elemental magic is cast by druids, elementalists and rangers, among others. Elemental magic is cast by nature-loving mages, but is also popular with more academically trained mages.

History and schools of elemental magic

Elemental magic is probably one of the oldest schools of magic on Tirakan. Druids are said to have existed in various schools for many millennia. As the traditions of these mystery schools have been passed down orally and have only been the subject of magical research for a few centuries, much remains hidden. But elemental magic is also one of the foundations of modern schools of magic such as Hermeticism. The yadosian magical researcher Jacobus de Noliere, a saint of the Nadal Church, said in the 1st century that "the entire composition of the universe can be observed in the interplay of the elements". His work is still standard today, even if some Druids did not like it, as they considered it to be a breach of the commandment of secrecy. It is now believed that de Noliere's death in 86 was linked to an attack by a circle of Druids who wanted to punish the betrayal of the ancient secret of their tradition.

The ranger tradition appears to be one of the original forms of elemental magic. These people, who have dedicated themselves to protecting their surroundings, are inextricably linked to them. A bond seems to connect them to the respective forest, mountain or even river since their birth.

The druids probably evolved from associations of rangers and have a somewhat more intellectual understanding of the elements. The five-pointed elemental model goes back to them, even if it is assumed that the early rangers also knew about it. In some areas of Tirakan, the druids have even taken on the function of religious clan heads, as is documented in the ancient history of Yavon. Only the cultural and moral decline of this priestly caste put an end to one of the most important eras of ancient Yavon, but at the same time led to Yavon as we know it today.

Southern elementalists, the conjurers of the Land of the Sun, are a special cultural form. They are specialists in summoning elemental spirits and elemental lords who can then fulfill certain tasks if they are willing. Their magic seems a little different, but is also fully in line with the theoretical principles of elemental magic.

Cosmology and application of elemental magic

The five basic substances of the cosmos are spirit, air, water, earth and fire. Even the Titans can be integrated into this model as most Titans are regarded as absolute embodiments of some elements or their partial aspects. The symbol of the interplay of the elements is the five-pointed star, which is now known everywhere by its Meridian name, the pentagram (penta means five in merid). Every manifestation of nature, and for magicians this includes magic, which they regard as the connecting line, the bond between the elements, can be explained by the elemental model. The elemental magician is able to trigger a variety of effects through invocation (summoning) and evocation (banishing). Various avatars, i.e. embodiments of the elements, such as Titans and other entities, are often used for this purpose, which is not so far removed from divine work from the point of view of magic theory. The elementalist becomes a priest of the elements he needs for his operation. Some even assume that the elementalist becomes the personification of the forces themselves for the actual duration of the spell.

There are also known cases from history in which this cosmic harmony was literally turned upside down by misguided druids. This is the origin of the image of the upside-down pentagram, which is particularly widespread today in so-called black magic circles. In the philosophy of elemental magic, the spirit at the top of the pentagram also represents the rule of concepts associated with the spiritual world, such as morality and balance. The druid Dä'ß once described it in a teaching speech to his granddaughter as follows: "Grind fire, water, earth and air until you have obtained the smallest parts. Will you find love, justice and morality there? No. For these are at the top because they are a reflection of a world that the profane man cannot see. The world of the spirit."

When the upright pentagram constellation is reversed in the magical consciousness of the elementalist, the spirit is no longer in contact with the upper spiritual world and under the influence of the raw elemental forces. This is the real secret of all black magic as understood by Druids. Since most avatars, i.e. embodiments of elemental forces, also have counterparts (called Qliphothic elements by Al Bah Jiran elementalists) such as Demons and fallen Gods, the system of elemental magic is coherent and self-contained in both directions of the pentagram.

Spells

Energy Bolt

5 Energy - Damage

The caster summons a bolt of pure energy that flies toward a target, causing hits equal to the spell power+magic level on impact.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Range: 5
Shape: -
Actions: 1
Duration: Instant

Flaming death

7 Fire - Damage

At a distance of no more than 10 meters a blazing fire is created that causes magic level wounds per combat round on an area of Power meters squared. The fire is not magical and burns until it consumes its food, without combustible material Power combat rounds.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Range: 10
Shape: Circle
Actions: 1
Duration: Power rounds

Ice shard

5 Water - Transmutation

The caster creates a small ice shard in his hand, which flies towards the victim at a fast speed, hitting him in a place of free skin. The shard penetrates deep into the skin, but then melts immediately, leaving not even a wound.

After a minute, the hit part of the body cools down so much that the victim can hardly use it. There is also no feeling left in the corresponding body part. The victim does not take any damage, all actions with the body part reduce the skill/attribute values by magic level*2.

The effect lasts Power*2 minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power*2 minutes

Wild Growth

3 Nature - Conjuration

The caster creates unnaturally fast growth of plants. Within a radius of max Power meters, natural and unnatural plants are created that can burrow through the ground, penetrate walls, and burst steel. The plant growth persists for magic level days, after which the plants decay into a stinking something.

The caster cannot control the growth of the plants.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Magic Level days

Shard Storm

9 Earth - Damage

Splinters form in the caster's palm and fly towards the target at high speed. At an angle of magic level*15°, the splinters cause a total of Strength*3 hits and cause major structural damage to solid objects.

If living creatures are hit, the game master distributes the damage among the victims.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Range: 10
Shape: Cone
Actions: 1
Duration: Instant

Screen

5 Air - Conjuration

The caster blurs against the background. Only a slight flicker in the air reveals the presence of an object at the spot. If the caster moves, the visual shield moves as well. Detecting the unusual glimmer requires a Perception roll, which achieves successes according to the Power of the spell.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Magic Level rounds

Melting

7 Nature - Transmutation

On an area of Power__W6 square meters at a distance of 2 steps, the ground liquefies. After __magic level minutes, the ground solidifies again within three seconds.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 2
Shape: -
Actions: 1
Duration: Magic Level minutes

Odem

5 Demonic - Conjuration

For Power combat rounds, the caster's breath is a foul, demonic surge which has a range of 2 meters and inflicts magic level wounds per combat round to anyone within the cloud.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 2
Shape: -
Actions: 1
Duration: Power rounds

Veil of mist

5 Water - Conjuration

From the ground around the caster, as he raises his arms, a dense fog rises, obstructing vision and muffling sounds. The cloud of mist has a diameter of Power*3 meters and a height of about 3 meters. The higher the Power of the spell, the denser the fog cloud. The cloud is stationary and forms around the caster as the center.

The fog acts as an extension of the caster's senses through the magical connection to him. As long as he remains in the fog himself, he can instinctively perceive all movements within the cloud and better hear all sounds within it (Perception + magic level).

Rumor has it that loud, manic laughter while summoning the fog increases its later, threatening effect. However, this can almost certainly be dismissed to the realm of myths and legends.

The fog cloud persists for Power minutes.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power minutes

Arcane storm

7 Energy - Conjuration

Shortly after the invocation, a magical mist manifests directly above the caster, emitting lightning and creating a magical tension. The storm grows at a rate of one meter per combat round to a size of Power*5 meters, and can be controlled by the caster.

In the magical storm, each magic adept suffers one wound per combat round. In addition, no spellcaster is able to perform a magical action in the storm. Those not skilled in magic do not suffer any limitations.

The storm can be controlled at a speed of two meters per action. This control requires the caster to remain focused on the spell, which is not otherwise necessary.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power rounds

Life Stream

5 Water - Healing Ritual

The caster completely undresses and lies face down in flowing water, which is so large that the caster is completely submerged in it. There he lets himself drift.

During the whole time of floating, the caster draws life energy from the river, and heals power+magic level wounds in an hour. During this time he can not and does not have to breathe, and not perceive his environment.

Origin: Elemental Magic
Spell Casting: Conscientiousness
Arcana:
Range: 0
Shape: -
Actions: 5
Duration: Instant

Charcoal stone

3 Energy - Transmutation

The caster can turn a diamond or gemstone of any size into a glowing piece of coal. The piece is equal to the size of the diamond and remains glowing for magic level hours. In the process, it is so hot that it ignites combustible materials. The purer the gemstone is, the hotter the piece of coal glows. An amber is not enough to ignite anything with the coal.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Magic Level hours

A fresh breeze

3 Air - Conjuration

A fresh breeze makes an encouraging and fresh breeze appear. In moments of hopelessness, the spell is the right thing to increase the enterprise of companions.

The wind sweeps across the land for about a minute within a radius of 100 meters, filling everyone it touches with new courage and freshness. Anyone within the radius heals power wounds and receives a bonus of magic level points to their bravery for the next two hours.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: 2 hours

Rot

9 Demonic - Damage

The adept must spit on a plant or creature.

As long as the saliva touches the victim, the flesh or plant continues to rot. As long as the flesh is rotting, the spell will cause a cumulative wound every third round of combat. When the spell ends, the victim will no longer rot, but the corrupted flesh will be lost forever.

The spell ends when the saliva is washed off or after wounds of power+magic level.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Range: 3
Shape: -
Actions: 3
Duration: Instant

Leech tendrils

5 Demonic - Conjuration

The caster kneels on the ground, fixes the target with his gaze and slams the fingers of one hand into the ground.

Tendrils sprout from the fingers of the caster with breathtaking speed, growing under the surface of the earth towards the opponent. Under the ground, the tendrils move at a speed of magic level meters per combat round. As soon as the tendrils are under the opponent, they grow to the surface and entwine his legs, so that he can neither run nor fight without restrictions. His combat skills (hand to hand combat, shooting, throwing) are reduced by Power.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 15
Shape: -
Actions: 1
Duration: Power rounds

Ivy coat

5 Nature - Conjuration

The caster causes ivy tendrils to grow from the ground and entwine themselves around the caster's entire body, detaching them from the ground after growth so that the caster can move freely.

The tendrils provide the caster with magic level protection for power combat rounds in combat.

They decay into a withered heap after one hour. Until then, the tendrils also give a bonus of power to Stealth outside of combat depending on the environment.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: 1 hours

Amber path

9 Nature - Transmutation

The caster places five amber crystals in the shape of a pentagram at the place where the amber portal is to be created and concentrates on the destination. Then, for one minute, he imagines a tunnel that will take him to this place.

The portal remains magic level hours and can transport power*2 people or animals.

At the location of the amber pentagram, an ivy plant begins to grow in a circle and form a vortex. The vortex forms a maw in the center which leads through a portal to a location known to the caster at a distance of 20 miles. When the caster enters the portal, he immediately appears on the other side at the destination.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 20
Duration: Magic Level hours

Eye of Seth'Nra

7 Demonic - Transmutation

The caster takes one of his eyes out of the eye socket with two fingers and holds it on the flat of his hand.

The eye gets black outgrowths in the form of tentacles and wings and starts to fly by itself. It moves with the speed of 10 meters per second and has power maximum wounds. If the eye is not back when the spell expires, it falls to the ground. In this case, the caster can retrieve and use it within half an hour.

If the eye is destroyed or lost, it withers and grows back only after 2D6 days. In this case, it causes 2 wounds to the caster once.

The spell lasts for magic level*5 minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Magic level*5 minutes

Elemental Weapon

5 Energy - Transmutation

The character channels the magic of their favoured element into their melee weapon to strengthen it.

For the next magic level combat rounds, the weapon ignores the opponent's protection. In addition, attacks with the weapon have strength increased damage potential for the next two combat rounds.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Magic Level rounds

Arrow of wind

5 Air - Transmutation

The caster enchants up to magic level arrows with the element of wind. On a successfull cast the weapon ignores armor. The arrow hits the victim with such force that they have to throw their resistance. If it scores less than the strength of the spell, the victim is thrown to the ground.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 15
Shape: -
Actions: 1
Duration: Instant

Avatar of the storm

15 Air - Conjuration

The caster consumes all his arcana and becomes the focus of a raging storm. For magic level d6 + arcana spent rounds, all surrounding creatures take electrical damage equal to the power of the spell.

All creatures within the area of effect must make a Athletics roll with 2 successes per round or be thrown to the ground by the raging wind.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 25
Shape: Cloud
Actions: 2
Duration: Magic level d6 + Arcana spent rounds

Chain lightning

5 Air - Damage

The caster summons the essence of a thunderstorm in his hand and hurls it as lightning at a creature. The creature struck suffers _Strength__ hits.

The lightning bounces off it and moves to the creature closest to the one hit. This receives strength-1 hit.

This process is repeated magic level+2 times.

The spell does not differentiate between friend and foe and only hits each victim once.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Range: 15
Shape: -
Actions: 1
Duration: Instant

Wings of wind

5 Air - Transmutation

The enchanted creature grows wind wings that carry it or another creature through the air.

The enchanted creature can fly for power+magic level minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 1
Shape: -
Actions: 2
Duration: Power+Magic level minutes

Small sandstorm

5 Air - Transmutation

The caster concentrates and stirs up dust, earth or sand within their line of sight. A small sandstorm Magieniveau paces high and Magieniveau paces wide forms for power rounds.

Anyone in the centre of the sandstorm must make a Perception check, with at least as many successes as the spell's power. Otherwise, they are blind for the duration of the spell, with all penalties to blindness.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 10
Shape: Cloud
Actions: 1
Duration: Power rounds

Elementar

10 Air - Conjuration

The caster summons a creature of pure elemental energy for power rounds to aid them in battle. The elemental has magic level wounds and can attack with magic level damage potential.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 10
Shape: -
Actions: 2
Duration: Power rounds

Water breathing

5 Water - Transmutation

The caster says the words Þat mælti mín móðir, at mér skyldi kaupa fley ok fagrar árar.

The caster casts a spell on themselves or someone they can touch.

The enchanted person is able to breathe underwater for (spell power+magic level)*2 minutes. When the spell ends, the enchanted person must say something in their natural language to be able to breathe air again.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: (Power+Magic level)*2 minutes

Call elemental spirit

8 Mind - Conjuration Ritual

The caster places a little of the element whose elemental spirit is to be invoked in a bowl or on a surface of the opposite element. Then he kneels down in front of the bowl and invokes the powers of the element.

After about 30 minutes, the face of an elemental spirit appears in the element used. This can vary greatly depending on the element, so that anything from a face to a non-material appearance is possible. The elemental spirit has no feelings and no alignment, but it can only be controlled by the caster if the latter binds it (Bind Elemental Spirit).

The elemental spirit remains for (power+magic level)*2 minutes.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 0
Shape: -
Actions: 10
Duration: (Power+Magic level)*2 minutes

Bind elemental spirit

5 Mind - Control

The caster points to the elemental spirit.

The caster can bind an elemental spirit (which must have already materialised) to him. If this is done, the elemental spirit follows any command of the caster. If the elemental spirit is already bound, the caster can only take over the elemental spirit with a magic duel by taking over the foreign spell. The caster binds the elemental spirit for (power+__magic level)*2 minutes.

Origin: Elemental Magic
Spell Casting: Willpower
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: (Power+Magic level)*2 minutes

Elemental form

5 Nature - Transmutation

The caster touches the corresponding element, concentrates and murmurs "(element) become my body".

The caster's body transforms into the corresponding element, with all its advantages and disadvantages. It should be noted that clothing and equipment are not transformed and may be damaged. The spell can be dropped at any time. While the spell is being maintained, the caster cannot cast an elemental spell based on an element other than that of his body.

The spell lasts (power+magic level)*2 minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: (Power+Magic level)*2 minutes

Summon element

3 Nature - Conjuration

The caster closes his left hand into a fist.

In the fist of the caster a small occurrence of the element he wants to summon is created. This spell is mainly used in combination with the calling of an elemental spirit.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Instant

Elemental object

5 Nature - Transmutation

The caster focuses on the desired object in his mental eye, reaches into an object from a certain element (it is possible for him to simply slide his hand into the object during the spell) and pulls out the desired object.

The caster pulls an object of his choice from another object. Swords made of ice, drinking vessels made of wood, shields made of rock or water, etc. are possible. There are no limits to the caster's creativity, but he can only pull out one object at a time, which makes the creation of chains, for example, very time-consuming.

The item has its typical properties, plus the elemental component, so a sword made of fire inflicts fire damage on the victim, a sword made of wood receives no damage bonus. Only the caster does not receive this possible elemental damage. A drinking goblet of ice is very pleasant if one likes to enjoy very strongly chilled drinks, but it could freeze to the fingers and or lips of everyone else except the creator.

The spell can be dropped by the caster at any time. If the caster does not return the item to its place of origin when dropping the spell (e.g. does not put the wooden shield back into the tree) he receives a wound on the hand, possibly a few burn or frost blisters and the item dissolves.

The object remains (power+magic level)*10 minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 4
Duration: (Power+Magic level)*10 minutes

Ginae's Call

2 Water - Healing

The caster instructs the person to be treated to remove their clothes and lie down in a flowing body of water. There the caster stands next to the person to be treated and places his hand on his head.

During the whole time of the drifting, the person to be treated draws life energy corresponding to power+magic level wounds per minute from the river. During this time he cannot and does not have to breathe. He is not aware of his surroundings. The caster must stand beside him during the entire time.

Origin: Elemental Magic
Spell Casting: Conscientiousness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Instant

Cold

5 Ice - Transmutation

The caster points his hand at the victim of the spell. Then he spreads his fingers and calls upon Jogran.

The caster creates a small shard of ice in his hand, which flies towards the victim with rapid speed, hitting him in a spot of free skin. The shard penetrates deep into the skin, but then melts immediately, leaving not even a wound.

In the next 5 minutes, the part of the body that was hit cools down so much that the victim can hardly use it. There is also no feeling left in the corresponding part of the body. The victim does not take damage, all actions with the body part reduce the skill/attribute values by half.

The cold remains power+magic level minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power+Magic level minutes

Fireball

5 Fire - Damage

The caster hurls a skull-sized flaming fireball at the target. On impact, the spell deals Power hits and sets anything flammable to Burning magic level status.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Range: 15
Shape: -
Actions: 1
Duration: Instant

Grass ring

5 Earth - Healing

The spell caster creates a ring of grass that grows in the specified location within sight and is power metres in diameter. The grass emits a magical vapour, anyone who passes through the ring regenerates magic level wounds once and is Shocked 1.

The spell lasts for power combat rounds.

Origin: Elemental Magic
Spell Casting: Conscientiousness
Arcana:
Range: 0
Shape: Circle
Actions: 1
Duration: Power rounds

Elemental shield

7 Fire - Transmutation

The caster creates a magical shield around their body using their preferred element. The shield provides the caster with magic level*2 protection for power combat rounds and an additional effect depending on the element:

Fire: Attackers must roll a D6 for each attack. On a roll of 1-3, they are afflicted with the Burning 1 condition. Non-magical projectiles (arrows, slings, spears, etc.) have a 50% chance of burning rather than piercing.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 0
Shape: -
Actions: 1
Duration: Power rounds

Shock

5 Energy - Transmutation

Fires a bolt of pure energy at an enemy. The bolt deals __ Power__-3 hits and has a penetration 2. The victim gets Shocked magic level even if the spell does not cause any wounds.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Range: 10
Shape: -
Actions: 1
Duration: Instant