The world is rife with elements. It is what our world is made out of. Like a scientific process of a more supernatural kind, each generation researches the elements further and further, trying to map out this vast web of connections that forms between them. Therefore, it is no surprise that on the turnside of the world, elements are very, very important. They define you, your abilities, and your weaknesses. Only a fool would remain without knowledge of his or her elemental aptitudes... or someone who has yet to take a step to the turnside.
Each player starts with an Elemental Strength and an Elemental Weakness as dictated by their Origin and Perks. Sometimes this may mean having multiple of either. In any event, elements play a big part in building your character. After all, they can save or doom your day, depending on how you use them.
Elemental Strength
An elemental strength is usually the element of your arche, part of where your whole being originates from. This means that you are especially well-attuned to abilities that carry this element's properties. Whenever you use an ability that has the same elemental property as your Elemental Strength, the main aspect of that ability is made stronger. This may include additional damage, higher chance of overcoming natural defense, greater radius or some other way. This all depends on the spell.
Elemental Weakness
Elemental weaknesses is something that one must always keep in mind. After all, they are the antithesis of the element in their arche in some way, something that cuts deep into their being. When you are hit by your elemental weakness, the damage dealt to you is increased by 1.5x. In case needed. This damage is calculated first, before damage mitigation is done.
Elemental Resistance
You halve the damage of a specified element. This can be gained from various sources, but you have at the very least an elemental resistance to your chosen elemental strength.
Elemental Immunity
You take no damage from a specified element.
Elemental Grid
The elemental grid is shown here, showcasing all the elements that are available to be utilized. All elements are either combined or adapted form others, and are arranged into circles or “Arrays” that denote elements that are similar in their make-up. Further explanations for elements displayed are given after the elemental grid.
Classical Array
The classical array consists of the basic elements that were first discovered during ancient times, upon which much of the magic these days bases itself on.
Fire
A basic element of heat, flames and burning things to the crisp.
Earth
A basic element of ground, stone and sand that covers everything.
Water
A basic element of moisture, condensation and moving and creating water.
Air
A basic element of wind, gales and large hurricanes that sweep the earth..
Combined Array
The combined array consists of elements that are achieved by combining the classical elements in various ways. Also called the 'in-between' elements.
Metal
A combination of fire and earth, an element that governs metals of all kinds and all things associated with them.
Wood
A combination of earth and water, an element that governs growing plants, flowers, herbs and all the flora of the planet.
Ice
A combination of water and air, an element that governs freezing cold blizzards and temperatures that drop well below zero.
Lightning
A combination of air and fire, an element that governs thunder from the sky and the power of electricity that strikes from heavens.
Temperament Array
The temperament array consists of elements that are mostly used in traditional alchemy, as they are not powerful elements on their own. However, they are elements tied to various parts of human mind, making them somewhat insidious.
Choleric
In other words: yellow bile; a mental element with not much use on its own. Is associated with anger.
Melancholic
In other words: black bile; a mental element with not much use on its own. Is associated with depression.
Phlegmatic
In other words: phlegm; a mental element with not much use on its own. Is associated with apathy.
Sanguine
In other words: blood; a mental element with not much use on its own. Is associated with confidence.
Base Array
The base array consists of very primitive, primordial elements that are gotten when classical elements are flayed with their respective temperament elements, revealing new layers. Very rigid but also flexible in usage.
Light
Made by forcing choleric upon fire: a brilliant luminesce that can both blind, drive away the night or even be made into lasers.
Force
Made by forcing melancholic upon earth: a movement in its purest form, capable of imitating telekinesis or creating walls that repel others.
Darkness
Made by forcing phlegmatic upon water: a deep shadow that can veil its commander or bring forth a deep, deep night.
Sound
Made by forcing sanguine upon air: a vibration in the air that brings forth sound, cacophony, music or even a weaponized blastwave.
Mixture Array
The mixture array consists of combined elements combined even further, refining them into a forms that usually resemble their originals only in a conceptual sense. They also tend to be very definitive in their usages and power.
Holy
A blessed element that serves as basis to many of the religions around the world, having extremely wide usages against undead creatures of all kinds.
Curse
A hexed element that can be found in pagan traditions around the world, being part of many rituals that are meant to bring misfortune towards their targets.
Decay
The element that brings death to all living things, making flesh rot, making hearts stop and ensuring that what you aim never gets back again.
Life
The element that brings life to all living things, healing wounds, purging afflictions and starting hearts from those who should have died again... as long as the soul hasn't escaped the body.
Spiritual Array
The spiritual array consists of elements that are as much metaphysical as they are real. They are basic building blocks of magic and all things supernatural, and thus knowing them might not bring direct power, but it is a must for those who want to unravel arcane secrets.
Soul
The soul is a mysterious thing, making creatures what they are. It is where the 'I' resides for every individual, whether they accept it or not... it also consists of spiritual power that can be weaponized.
Prana
The physical form of magical energy once it exits the body of the caster. Appearing a bismuth-like crystal, the physical manifestation of magical energy might seem useless to some, but not to others.
Aether
The aether is a mysterious element, being responsible of the movements of celestial objects, filling outer space and being responsible for 'change' in various ways. It is, as one mage said, the 'star stuff''.
Mana
The spiritual form of magical energy as long as it remains inside the body of the caster. It is the ever-eluding liquid that flows in the veins of a soul, powering spells. Mastering it is mastering spellcasting.
Alchemical Array
The alchemical array consists of elements that were discovered through, as name suggests, alchemical means. They are mixtures of multiple elements, of years and years of work, to unravel very underlying sources of certain phenomena, distilled into their elemental form.
Yliaster
Yliaster is the manifestation of chaos, putting things out of order, being a possibility that contains within it much of everything. A mud-like clod that can be shaped into almost anything, so in other words, potential.
Alkahest
Alkahest is the manifestation of solution, bringing things to end and being an almost universal solvent depending on its potency. Some people also call it 'anti-element' due to its properties.
Eitr
Eitr is the manifestation of beginning, a place where others can grow but it must be handled carefully, for it is extremely dangerous. For this reason, some also call it the progenitor of all venoms and poisons.
Azoth
Azoth is the manifestation of transformation, something to awaken the malleable spirit in all to change it. As transformation connects two things, azoth is an extremely good conductor in all things magical.
Modern Array
The modern array consists of elements that were discovered within the last century, elements that tie them directly into the modern world of technology. Many young mages favor them for they are are elements of 'this generation'.
Gravity
The element that attracts things to another, increases pressure upon targets or makes one float freely as a bird. Very hard to control.
Nuclear
The element of fission and fusion, of radiation that seeps into the ground and people, or brings forth explosions of grand magnitude. Very hard to contain.
Magnetism
The element that controls magnetism between objects, magnetic fields and even accelerates objects utilizing these great powers. Very hard to understand.
Plasma
The element of ionized power, capable of releasing high temperature and highly excited matter, and also acts as a catch-all for featureless energy. Very hard to aim.