School of Elemental Magic

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School of Elemental Magic
Elementalss.png
Magic Schools
Alignment Void
Origins Mostly Orc

The School of Elemental Magic is a mixture of both Exist and Void Planar Essence based Magic School which contains a whole wide of defensive, utility and offensive spells. The School of Elemental Magic is the perfect example of a Gray Magic School where all spells both have legal and illegal uses, depending on how the Mage wishes to profile themselves. Elemental Magic is the most frequently used Magic of all Schools, as many of the utilitarian based Spells make life considerably easier. The School of Elemental Magic, perhaps entirely surprisingly, was developed largely by the Orcs. They were often not even entirely aware that they were casting Magic when they did, thinking it was instead the spirits of their gods working through them. Only later did they develop a fear for Elven Magic.

Spell One Wellen: Firewave

Magic Rules Wellen
Casting Time 3 second casting
Reagents Required None
Items Required None
Counters
  • Avoid the casted projectile

Firewave is the most commonly used offensive spell available to Elemental Mages. Firewave creates a moving flaming projectile that appears like a fan, moving rapidly from the caster's outstretched hand to an intended target. This flaming projectile not only combusts combustible materials, but also has the capacity to seriously harm people, or even setting their skin on fire. To cast Wellen, the Mage must speak out the incantation for three seconds, after which they hold their hand stretched out towards a target. The flame will then start small from their hand, but increase in size until it is about two feet wide and one foot long, traveling with a moderately high speed at a target, far faster than running speed, but certainly slower than crossbow bolts. The projectile moves purely in a single direction, meaning it cannot be re-directed, but the Mage can immediately begin recasting another after the first has left their hand. These projectiles can be avoided if the caster is at a distance further than thirty feet away, though the damage tends to be lesser when the target is hit closeby, as the spell needs to charge up in transit. The fire cast from Wellen does not harm the spellcaster themselves, meaning Wellen can also be used to ignite the ground underneath the caster to deter approach. Additionally, the spell can also be diminished in strength by making the casting time shorter, and by not stretching the arm out as far. Not only does this decrease the damaging effect of the spell, it means that in the most minimal form, Mages can with the snap of a finger light up a candle with their fingers nearby, or ignite a campfire.

Spell Two Kilhid: Freezing Chill

Magic Rules Kilhid
Casting Time 3 seconds
Reagents Required None
Items Required Eye of Bell
Counters
  • None

Freezing Chill is not necessarily an offensive spell, but it can be used as such. The basis for Freezing Chill is to use a pendant, a so-called Eye of Bell, to cast a varying stream of supercooled air at a target or area. The effects of this supercooled air can vary from causing intense discomfort to people caught inside it, to freezing solid water or flash freezing a small piece of meat for preservation. To cast a Freezing Chill spell, an Elemental Mage would require an Eye of Bell pendant, which is usually suspended by a thread or thin chain around their neck. This pendant itself is made out of a common Cryshard crystal that is wrapped in somewhat less common silver thread, but in general appears fairly mundane and simple to create. The pendant itself is not magical, and cannot be used to identify a Mage through presence alone (though it may create suspicion in cases where magical ability is already considered). When casting Freezing Chill, the mage will raise the pendant to in front of their mouth and utter the Kilhid incantation for 3 seconds. After this incantation is made, the mage may blow air from their mouth into the pendant, which creates a cone-shaped wind torrent in the same direction as the breath of the mage. This cone features snowflakes suspended within it, much like in a blizzard, and will super cool anything it touches, even people. The cold will not outright kill anyone, but the force of the wind alone is enough to topple them off their feet if the mage puts a lot of effort in the blowing after the spell. Furthermore, the freezing will cause numbing of the limbs and sluggishness of movement, similar to the effects of Lyss-Eish Dust.

The strength of the wind used by the spell is determined by the amount of blowing, as is the duration. If the mage simply puffs some air, the flow will be very short and slim in diameter, and barely apply any frost. If the mage empties their entire lung capacity in a short period, the wind will be very strong and the freezing similar to diving into a frozen lake for several minutes, with the torrent extending as far as 4 meters in diameter and 10 meters in length. This spell is thus limited by the lung capacity of the mage and has to be re-cast once the mage has ended the blowing mechanic. The Eye of Bell can be remade fairly easily if lost, but a mage should never have more than one Eye of Bell near them. A second or third will have chaotic side effects when any ice based spell is cast, including but not limited to harming the caster by freezing random body parts.

Spell Three Nokost: Frost Shell

Magic Rules Nokost
Casting Time 5 seconds, physical touch or throwing after
Reagents Required None
Items Required Eye of Bell
Counters
  • Avoid physical touch
  • Avoid Eye of Bell projectile

Frost Shell is a very similar spell to Freezing Chill but is more focused on a single target, or the caster themselves. The same Eye of Bell is used to activate Frost Shell, but only once, as the Eye of Bell must be discarded during the casting of this spell. When Frost Shell is cast, the mage detaches the eye of Bell (often forcibly) from their necklace, clutches it in their closed fist, and speaks the Nokost spell for 5 seconds. After this spell has been cast, the mage must then either slam the fist into their chest or physically throw the eye of Bell at another person. When the fist, or the pendant itself, makes contact with another sentient being, it will rapidly and immediately encase them in a frozen shell: a 2-inch thick layer of ice that immobilizes them. The frozen shell does not kill them or freeze them; rather it simply creates a barrier around the individual that makes it impossible for them to move. The ice is never perfectly sealed, meaning they will not suffocate inside, and there is some wriggle movement for clothing, but generally speaking it is not possible for those inside to break free from the frozen shell unless one of three things happen. Firstly, the mage can flash thaw the frozen shell at will with the snap of a finger. Secondly, anyone can attack the frozen shell with a sword or axe and chip away at the frozen layer to break free the person. Generally speaking, as soon as about half the ice has been cleared away from the upper body of the person, they can climb out of the shell. Lastly, Dakkar, Orcs, and Half-Orcs can claw/punch at the ice to erode it at the same rate, albeit with some damage incurred to their fists from punching solid ice. Frost Shells don’t just dethaw on their own; the ice is sustained by a magical force, meaning a frozen shell can effectively be maintained for almost up to a week. The ice is also of a very clear and pure quality, meaning both outsiders and the person inside will remain aware of what is happening, and be able to see and here, though they cannot turn their head.

Because the Eye of Bell is sacrificed during casting, this is often used as a last resort spell. The Eye of Bell is encased with the frozen shell when thrown at someone else, or in the caster’s fist when they cast it on themselves. As such, the mage disables their ability to cast any further Eye of Bell spells until they can retrieve the pendant. If the mage casts this on themselves, the frozen shell will be twice as thick, requiring twice as much force and weapons to break through it, though the mage can simply thaw it on command with a single thought. If the mage misses their throw of the Eye of Bell, it simply falls to the floor and does nothing, waiting to be retrieved. That being said, the Eye of Bell can be remade fairly easily if lost, but a mage should never have more than one Eye of Bell near them. A second or third will have chaotic side effects when any ice based spell is cast including but not limited to harming the caster by freezing random body parts.

Spell Four Aimenn: Magnetic Bend

Magic Rules Aimenn
Casting Time 10 seconds
Reagents Required None
Items Required None
Counters
  • None

Magnetic Bend is a mostly utilitarian spell that has a large number of useful applications. When cast, the Magnetic Bend spell allows the mage to effortlessly bend or deform any metal component with direct force applied by their hands. This spell requires physical contact with metal objects, but when contacted, the metal becomes like clay in the hands of the mage. Swords can be effortlessly bent, metal doors can be curled open, and chains can simply be pulled apart. Even smaller uses of Magnetic Bend are practical, such as taking a thin piece of metal and molding it into intricate jewelry or decorative objects without the long and arduous process of casting and forging. That being said, Magnetic Bend can never truly sharpen a piece of metal so that no new weapons can be made out of crude metal, and weapons that were once sharp might lose their sharpness if Magnetic Bend causes them to lose shape too drastically. When casting Magnetic Bend, the mage must raise their hands to in front of them and cast the Aimenn spell for 10 seconds. After this, their hands will start flowing with a dull orange glow, which confirms is the spell taking effect. From that point onwards, the mage can mold metal like clay, the thickness of the metal often dictating how long it takes. If the item is merely a thin sword or chain, it can be bent or snapped in a few seconds. If it concerns a heavier metal door or anchor-sized object, it can take upwards to ten minutes for the bending to be sufficient enough to allow someone to pass. This spell remains active for a total of 15 minutes before it simply wears out, or until the mage deactivates the spell manually by clapping their hands together. It is important to note that Magnetic Bend does not affect incoming momentum. A mage who thinks they can halt a sword mid-swing with their hands to bend it will be unpleasantly surprised when the blade simply cuts through their hand. Magnetic Bend only truly works when continuous pressure is applied, which is not possible for metal in movement.

Spell Five Spreng: Water Bond

Magic Rules Spreng
Casting Time 5 seconds, 2 second physical touch after
Reagents Required None
Items Required None
Counters
  • Avoid physical touch

Water Bond is a very situational spell that most mages would consider useless but has some meaningful applications. When cast, Water Bond will allow any person to not break the surface tension of bodies of water. What this means is that such a person may effectively stand and walk on water as if it were solid ground. Additionally, any water that falls on them will simply flow off, not being absorbed by their hair or clothes. This spell is cast fairly quickly; one simply invokes the Spreng spell for a rough 5 seconds, after which the mage must rest their hands on the shoulders of the person they want to affect. After another 2 seconds, a light blue glow will transfer from the arms of the caster through the shoulders of the target and then dissipate. That person can then avoid breaking the surface tension of any liquid, for up to five hours or until the mage simply snaps their fingers and the effect wears off. Note, the mage must be within visual range of the person they are affecting, otherwise, it is not possible to break the effect. Water Bond can be invaluable during a storm when a ship is sinking, as it allows a person to simply walk on a stormy ocean instead of going under. If the water would cause the person to be crushed, for example falling from a high distance, or the water being pushed up against a ceiling, the water will flow around the person, thus preventing them from being crushed and encapsulating them, or reducing the impact by absorbing the fall. As such, Water Bond cannot accidentally or intentionally be used to harm anyone.

Spell Six Laskma: Weapon Brand

Magic Rules Laskma
Casting Time 3 seconds, 10 second delay after
Reagents Required None
Items Required None
Counters
  • None

Weapon Brand is a fairly straightforward spell that assists an Elemental mage in buffing the combat efficiency of their allies. When cast, it will ignite the blade of any sword, dagger or spear with a magical fire that does not hurt the wielder, but will inflict burning wounds on any opponent hit. To cast Weapon Brand, a mage must place both hands on ally’s sword and then speak the Laskma spell for it to activate. There is a 10-second delay after the 3 seconds it takes to cast the spell before the effect takes hold, meaning the weapon can be transferred back to the wielder before it takes effect. Weapon Brand has a few curious applications due to its inherently magical properties: the flame will only singe those who are not the physical wielders of the blade, but that property in itself can switch hands from owner to owner. For example, if the first wielder drops the weapon and another picks it up, the original wielder can now be hurt by the fire. Furthermore, Weapon Brand doesn’t ignite or physically burn anything. In fact, the flames on the sword are purely aesthetic, as it is the extreme heat of the weapon that causes the inflicted harm. This means that such a weapon also has utility purposes, such as providing a good cauterizer for open wounds, or even something as simple as a hot butter knife to cut food wares. The total duration of a Weapon Brand spell is roughly 5 minutes, after which the flame will die down and quickly cool off. The mage who cast the Laskma spell can, however, dispel it at any moment with the snap of a finger.

Spell Seven Bondale: Formetal Weapon

Magic Rules Bondale
Casting Time 5 seconds
Reagents Required None
Items Required None
Counters
  • Interrupting the casting

Formetal Weapon is a purely utilitarian spell that allows Elemental Mages to procure weapons out of solid stone, brick, concrete, or other likewise such solid stone-likes. The mage can begins by speaking the Bondale incantation for five seconds, after which their hand is put flat on a stone-like surface. When their hand makes contact, they can pull their hand back, and pull a weapon out of the material that is of stone, but turns to metal as it transitioned out. The material is taken physically, meaning it will leave behind a dent or hole in the rock or brick. This spell can be cast three times per day, but each time it is cast beyond the third, the first weapon produced will disintegrate, meaning there can only ever be three weapons that are physically active. Additionally, all weapons must retain a sort of weapon-like shape. While some customization depending on the Mage's focus (as it takes the shape what the Mage wants) is possible, outlandish shapes or multipart contraptions are not possible. The spell can also be downscaled to say, a spoon or a fork, though the largest a weapon can ever really be, is a Warhammer or a halberd.

Spell Eight Elpass: Gateway of Elements

Magic Rules Elpass
Casting Time Varying.
Reagents Required None
Items Required 2x Piece of Two
Counters
  • Destroying the Portal in any way

Gateway of Elements is the ultimate spell of the Elemental category and requires all previous spells to be learned to be cast. Gateway of Elements, in essence, is a spell that creates a portal that can be linked with another portal to create instantaneous transportation between two places. A mage must take several days to prepare runes (usually drawn with chalk) on a wall or floor, in the shape of a gateway large enough that a person can walk through it. The runes must consist of a symbol for all six Elemental Spells, which are then invoked with no outward effect to imbue them with power. After all six invocations have been made, the mage must deposit a so-called “Piece of Two” at the base of the gateway that has been etched into a wall or floor. A Piece of Two is a very simple bundle of twigs, bound with two strands of hair from a person, which can be dead or alive. When one of the Pieces of Two has been put near the base of one of the gateways, the mage must travel to the other area where they wish to create a gateway and repeat the process. Once the process is complete, they simply invoke the Elpass spell which takes no more than a second, after which both gateways will simultaneously activate.

When a gateway activates, it creates both a loud buzzing noise for 5 seconds, after which the inside of the etched gateway will become solid black, while the etchings themselves will light up intensely with yellow and orange hues—strong enough often to light up an entirely dark room. While these portals are active, they will always produce a low buzzing noise and emit a flickering light that makes them hard to hide, but anyone can transport in either direction instantly by simply stepping through it. That being said, these gateways are very fragile. To destroy a gateway, one needs simply to either remove the Piece of Two from the base (which must always be stepped over but can also be accidentally be kicked out of the way in a hurry) or wipe off the etchings on the wall. When a portal breaks, it produces a very strong audible thundering noise on both sides and simply flashes out of existence. A gateway of Elements will remain active forever, even when the original mage who cast it dies or is incarcerated. The original mage has no remote destruction of the gateway, and once even one portal is broken, both sides must be re-made to recreate the gate.

A gate that is etched can only ever be opened by the person who etched it, and an Elemental Mage can never have more than one set of gates at a time; meaning once a mage starts a new gateway etching, the last one will be completely inoperable and will require every incantation to be re-cast on it. There is no inherent danger in stepping from gate to gate, as transport is instant—akin to stepping through a door or window. Attempting to destroy a gate in mid-transfer is therefore not possible, and it will never close partially on anyone as transfer occurs faster than anyone can destroy the gate. Additionally, such gateways must only ever be made on the same plane of existence, as doing so between realms will cause an Essence loop which causes uncontrollable bleeding of Planar Essence where it does not belong. Curiously, Gateways that are active for more than a week have the chance of drawing the attention of other planar creatures that exist beyond Alora. Some gates have been known to draw the attention of Demonic Essences, which makes these gates dangerous when in long-term use. If a gate has been infected by Demonic Essences, passing through one is enough to instantly infect anyone with a Demonic Essence, which will eventually lead to full blown possession. There is no way to distinguish an infected gate from a non-infected one, though Celestial Mages sometimes get feelings of dread or fear when they approach a gate that has been infected.


Accreditation
Writers MonMarty
Artists MonMarty
Processors Eccetra, Hydralana, Doc_Cantankerous
Last Editor HydraLana on 07/29/2018.

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