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Posted: Thu Jul 31, 2014 3:49 pm
The Theory of Elemental Magick Kerrigan Switftless Table of Contents Chapter One - Introduction Chapter Two - The Fundaments Chapter Three - The Twelve Aspects Chapter Four - Affinities Chapter Five - Final Words
[Note: This is inspired by another system designed by someone else. Credit goes to Fulminous Witch.]
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Posted: Thu Jul 31, 2014 4:15 pm
Chapter One - Introduction
Elemental magic is the simplest magic there is. It is also the most difficult.
To put it into perspective: Elemental magic is utilizing one of the four elements that make up this planet, this sphere we live on, to accomplish your own goals. It is borrowing power from Mother Earth to accomplish your own ends.
And it is impossible.
It is unthinkable that one can bring an element under control. It is impossible to wield an element without difficulty, for elements were never meant to be tamed by magicks. There is no telling when it will turn on you, for that is the chaotic, freespirited nature of the elements. Your fire will burn you. Your water will drown you. Your earth will shatter you. Your air will betray you, slipping from your body until you double over from asphyxiation.
Sadly, it is a risk that you will need to take if you hope to wield an element. You will never have 100% control, but practice and decent instruction will lower the chances of losing your meager control of whatever element you choose to wield.
It should be noted that once you choose an element, you cannot wield another. Trying to control two elements at once is simply suicidal, especially if they are opposite elements. For example, controlling fire and water at the same time is like signing a death warrant. Under no circumstances, once you choose your element, should you attempt to master another. Choose one and be done with it.
That being said, this book will shed light on the most important information for elements: the fundaments, aspects, and affinities. Fundaments determine an element's aspect, and affinities determine which aspects you are able to wield. Everyone in the world already has a set affinity; it just takes some practice and experience to find it.
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Posted: Thu Jul 31, 2014 9:35 pm
Chapter Two - The Fundaments
The Fundaments are the basis of the elements. Fundamental alignment dictates what aspects of a specific element you are able to wield. Note that it is possible to shift your fundamental alignment if you get a heavy dose of the right energy.
Before we get too much into that, let's find out what the fundaments actually are.
 Sol is the power of order and stability, giving shape to all things. It is symbolized by the sun and associated with light. Without Sol, most things would fall apart and the world would be a mass of chaos. When an element is of the Sol fundament, it tends to have a solid, rigid form, or takes a form similar to light.
 Luna is the power of chaos and change, fueling evolution. It is symbolized by the moon and is associated with darkness. Without Luna, nothing would evolve. The world would be solid and seamless, which would honestly be rather boring. An element of the Luna fundament is very fluid and flexible, and sometimes takes a form akin to darkness.
 Elements under the Pure fundament have very little influence from Sol or Luna. These are elements in their purest form, the elements that make up the rest of the planet. These are what we call the building blocks of life. Between the Pure-aligned elements, growth given by Luna, and order granted by Sol, they create everything in existence.
So what does knowledge of the fundaments give us? Quite a bit, actually:

This chart shows the Sol, Pure, and Luna fundaments across the top and the Earth, Fire, Air and Water elements down the left side, in that order. What does that leave us in the middle?
Why, the Twelve Aspects of course.
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Posted: Thu Jul 31, 2014 10:12 pm
Chapter Three - The Twelve Aspects
So, we have our chart created from our Fundaments and our Elements. In the middle are the Twelve Aspects. But what exactly are the Twelve Aspects?
As mentioned earlier, the three Fundaments have different effects on the elements. The Aspects are born from these different effects.
First, let's take a look at how the Fundaments affect Earth.
 The Crystal aspect is Earth with a huge dose of Sol. Crystals are stiff and rigid, while prisms reflect light. Crystalwielders can use this power to summon, manipulate, and even create crystals. They can also use a crystals' refracting properties to amplify light to the point that it is possible to use it as a weapon.
 Stone, being the most tradition form of Earth, is under the Pure fundament. Manipulation and summoning is mere child's play for a stonewielder. It's possible that this is the most powerful element, since a stonewielder's element is all around them. It's said in some legends that there was once a stonewielder who moved a whole mountain range.
 When strongly influenced by Luna, the Plant aspect comes into play. Plantwielders, at their most powerful, can easily manipulate any and all forms of flora. They can make it grow faster, slower, or stop growing completely - whatever suits them. Elves in particular are extremely strong plantwielders.
Next, let's look at how the Fundaments affect Fire.
 Fire under Sol becomes Explosive. Explosivewielders (or their nickname, boomwielders) deal with both explosive and implosive energies. In these cases, it's not typically the flames that do the damage, but the shockwave that accompanies them. Expert explosivewielders can even imitate volcanic forces by sending an explosion through the earth. It should be noted, however, that explosions cannot originate from a living being.
 Naturally, Fire under the Pure fundament simply becomes Flame, the most iconic form of the element. Flamewielders are able to manipulate flame as they desire. Balls of flame, streams of fire, and even streams of focused intense heat - it's all encompassed in Flame. Experienced flamewielders can easily make a show of their flames and make them burn in many different colors.
 Influenced by Luna's chaos, the Corrosive aspect is surely a thing to behold. Corrosivewielders (or: acidwielders) possess the ability to burn through barriers like they're nothing. Due to the liquid nature of this aspect, it can often be mistaken for Water, but the nature of the aspect is very different.
Next, let's take a look at how the Fundaments affect Air.
 Under Sol's influence, Air is twisted into the Celestial aspect. Celestialwielders (or starwielders) are able to wield light coming from the stars in the sky. There are actually two forms of the Celestial aspect; magic that is more celestial-based are generally piercing or take on the form of a laser. Astral-based magic usually has more of an impact. It's ironic that dwarves are able to become starwielders, since starwielders can only use their power if they have access to the sky and dwarves typically live underground.
 Wind, naturally, is the most iconic form of air. Windwielders can manipulate the air like putty, making it soft or sharp, hot or cold, rough or smooth. Highly skilled windwielders can even simulate flight by manipulating air pressure. It is a very versatile element, capable of doing almost anything one wishes it to.
 When Air is struck by Luna's chaotic influence, the Lightning aspect is born. Lightningwielders (or sparkwielders) are often mistaken for wielders of Fire, but this is obviously not the case. This is also a versatile aspect, ranging from simple sparks to wide arcing rays, to pulsating orbs of plasma. It is a very difficult aspect to master, but one that is certainly worth it.
Finally, let's take a look at how the Fundaments affect Water.
 Water influenced by Sol becomes hard and rigid. Ice, snow, frost, sleet, hail - icewielders have control of it all. Despite its hard, rigid nature, the Ice aspect is flexible enough to fit into a wide variety of situations - it's all dependent on the imagination of the wielders, like all aspects. Dwarves make excellent icewielders, using ice to cool down newly-forged weapons and block collapsed tunnels.
 Naturally, the most iconic form of Water is water itself. Waterwielders have control over a very flexible and very powerful aspect, as it can be used in many ways. Orbs of water, strong waves, or even a pressurized water blast are all within this aspect's range. Water is also associated with healing, which is why many healers tend to float towards Water as their element.
 The third and final form of Water, the Vapor aspect is all about vapor, steam, and scalding hot jets. This is another aspect that can be mistaken for Fire, but vaporwielders are most definitely Water-based. Another thing vaporwielders are capable of are mists and fogs; through clever use, these can be just as effective as powerful gusts of steam. Vaporwielders can also trigger geyser-like jets of water due to the hot nature of their aspect.
So, those are the Twelve Aspects of the Four Elements. But what determines which aspects one can wield? It's impossible to wield three aspects of the same element at the same time.
What it boils down to is the Six Affinities.
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Posted: Fri Aug 01, 2014 12:05 pm
Chapter Four - Affinities
With a full understanding of the Twelve Aspects, we can now move onto the Six Affinities.
Affinities determine which aspects one is able to wield. It doesn't matter what element you choose, you can only wield a certain aspect of it if your affinity allows you to.
So, what determines your affinity? Well, primarily, your race. Races tend to be of the same affinity. Pure races, as a rule, tend to have affinities that only allow them to wield a single aspect. Half-breeds are another story.
Before, we get too deep into that, let's go over what the Affinities are.
 The Zenith Affinity has access to only the Solar forms of the elements and is symbolized by a midday sun.
 The Dawn Affinity has access to both the Solar and Pure forms of the elements and is symbolized by the sun at sunrise.
 The Clear Affinity has access to only the Pure forms of the elements and is symbolized by a pulsating orb of energy.
 The Dusk Affinity has access to both the Pure and Lunar forms of the elements and is symbolized by a moon at moonrise.
 The Nadir Affinity has access to only the Lunar forms of the elements and is symbolized by a moon at its highest point in the night.
 The Eclipse Affinity has access to both the Lunar and Solar forms of the elements and is symbolized by a solar eclipse.
So, what races are which affinities? Well, as stated before, pure races tend to wield the same affinity. These affinities are usually single-element and are as follows:
Humans: Clear Affinity Elves: Nadir Affinity Dwarves: Zenith Affinity
Half-breeds are a different story. Crossing races also means crossing affinities, leading to the following affinities among the following half-breeds:
Half-elves: Dusk Affinity Half-dwarves: Dawn Affinity Dwelves: Eclipse Affinity
As stated before, it is possible to change one's Fundamental Alignment, which in turn shifts one's affinity. For example, if a human was strongly influenced by Luna, their Fundamental Alignment would shift and, depending on the strength of the influence, they would change to the Dusk or Nadir Affinity. Similarly, a half-elf that receives a dose of Sol equal to their natural Luna, they would shift from a Dusk to a Clear Affinity.
Now, while it's possible to change one's Fundamental Alignment, that does not mean it is easy. Journeys to change one's Fundamental Alignment are risky and often result in death long before the fruits of their labor is realized.
So it is advised that you wield your affinity to the most of your ability.
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Posted: Fri Aug 01, 2014 1:31 pm
Chapter Five - Final Words
So, what are you expected to do with this knowledge about Elemental Theory?
Very little, if you're a beginner. Armed with this knowledge, it's advised that you research the four elements and whichever aspects you are able to wield thoroughly before making the decision of which element you wish to wield.
Choosing your element is not a small decision. It is generally considered wisest to choose an element that will complement your magic - for example, a dwarf enchanter who wields crystal can grow crystals and transmute them to turn a profit, or a human chemist who wields flame can stoke the flames of their cauldrons without needing fuel.
When used wisely and mastered to the best of one's ability, elements can be used for great things. When used improperly, elements are more likely to turn on their wielder and lead them to their own demise.
Be wise, be patient, and be safe.
-- Kerrigan Swiftless
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