Ethereal, Powerful, Flexible, Whimsical; is it even possible to constrain and label something as alight and aloof as air? A butterfly's flutter can cause a monsoon on the other side of the world, a principle those who use the Aetherna Arcana understand intimately. Their power can be as gentle as a meadow breeze, or as strong as a tornado's gust. For that very reason, one should tread on the side of caution whenever engaging with the Aetherna Arcana.
Those blessed with the power to use the Aetherna Arcana can control and manipulate the very air around them. By doing this they are able to generate, control, direct, and absorb airflows, currents, and objects using/in the air.
To say that the Aetherna Arcana has one of the most self assured user bases is an understatement, when you can control the very air around you, it's hard not to feel confident in your abilities. They can cause objects to float, control the winds for ships, summon storms or cause gentle breezes. It's very common to find Aetherna Majors on expedition trips for this very reason. Their potential for power only seems to be stunted when in an environment with no major airflow, such as indoors, underwater, or in cramped quarters. One needs space in order to use the full aspect of air, otherwise it's nearly impossible to build up the raw power behind the magic.
Besides the claustrophobia, Aetherna users only really get into trouble when facing against the Elektra Arcana. Electricity of any kind tends to take them out of commission due to the fact that the art of manipulating air charges up the atmosphere, making it incredibly easy for Elektra users to gain the upper hand. However when facing against the Terron Arcana, the Aetherna users are quick to find an advantage . Using the very atmosphere around them to disrupt a Terron user's connection with the earth, easily allows them to seize dominance. Due to the magical nature of Aetherna, other individuals are able to see the wind and air being moved due to leftover arcane residue, it is not an invisible power. To master the Aetherna Arcana is to dance with the sky and wind, it is a journey that allows you to soar to great heights, but the fall would be catastrophic.
Aetherna Arcana is at a disadvantage when:
Facing against Elektra Arcana
In places with no airflow*
In small enclosed spaces*
Aetherna Arcana has an advantage when:
Facing against Terron Arcana
In places with airflow*
In wide open spaces*
Text marked with an * means that the corresponding advantage/disadvantage has no bearing during in-group rolled encounters, quests, explorations, etc. The statement is only to provide flavor text and to encourage interesting scenarios when roleplaying.
Valid examples of Aetherna Arcana shown in media would be Air Magic & Wind Magic from FairyTail, the Flying Type from Pokémon, Air Bending from Avatar the Last Airbender/The Legend of Korra, Spinnerella from She-Ra and the Princesses of Power, Lyra from FullMetal Alchemist, and Fast Flying Fairies from Tinkerbell: Pixie Hollow
Polarizing, Magnetic, Intoxicating, Galvanizing; to harness electricity is to have pure energy at your fingertips. Voltaic currents run through everything living, be it the smallest cell to a human being. Inputs and outputs, cause and effect, every action has a reaction, that is the mantra of the Elektra Arcana users. They are quick to study, and eager to learn, always on the lookout for how to better use their energy.
Those gifted with the Elektra Arcana can control and manipulate the energy of atoms around them. By doing this they are able to generate, control, and absorb electricity and plasma. This meaning the user is able to manipulate either electricity or plasma, and not both.
Users of the Elektra Arcana can take advantage of the positive and negative charges around them in order to use their environment to their advantage. They have a sense for these kinds of things, able to see branching pathways like highways their sparks can run on. They are also able to take advantage of the conductive materials around them, such as water and metal, allowing them greater flexibility to direct and power up their magic. The crackle of lightning or hiss of plasma is the sole brief warning one will get when facing against the Elektra user, they are quick on the draw and able to reach across great distances with a wave of their hand.
This is why the Elektra Arcana has the advantage against the Aetherna user, as the very atmosphere they so proudly control is filled with positive and negative charges, building bridges that an intelligent Elektra user can take advantage of. One would think the same logic would apply to metals, but shockingly enough, the Terron user is the king pin when it comes to taking down the Elektra Arcana. Masters of Terron are able to redirect and cancel out an Elektra user's power by using their charged method against them. The song of the Elektra Arcana is one of sheer overwhelming power, but if one is not careful, that power can quickly fizzle out into nothing.
Elektra Arcana is at a disadvantage when:
Facing against Terron Arcana
Surrounded by nonconductive material*
No access to electrically charged environments*
Elektra Arcana has an advantage when:
Facing against Aetherna Arcana
Surrounded by conductive material*
Exposed to electrically charged environments*
Text marked with an * means that the corresponding advantage/disadvantage has no bearing during in-group rolled encounters, quests, explorations, etc. The statement is only to provide flavor text and to encourage interesting scenarios when roleplaying.
Valid examples of Elektra Arcana shown in media would be Lightning Magic from FairyTail, the Electric Type from Pokémon, Lightning Generation & Lightning Redirection from Avatar the Last Airbender/The Legend of Korra, Scorpia from She-Ra and the Princesses of Power, Thor from Marvel, and Zeus from Greek Mythology
Grounded, Patient, Steadfast, Practical; when one is able to control the very earth beneath their feet, it's hard to be caught off guard. Terron Arcane users know their element is all around us, shifting and pulsing with the rotation of our planet. We use rocks and minerals to build our cities, construct our futures. The earth is all encompassing, but to master it takes a special kind of willpower.
Those gifted with the Terron Arcana can control and manipulate aspects of the earth, minerals, and ground. By doing this they are able to alter, direct, and control physical aspects of the earth. This meaning the user is able to manipulate either solid or liquid forms of sand, rock, metal, minerals etc. They can only control one state of matter, not both.
This makes Terron users one of the most respected out of all the Arcanas, as it is them who are viewed as the corner stone of society, building the very walls and houses we call home. They make our tools, build our monuments, control the very planet we live on. A Terron user's connection with the earth beneath their feet is absolute, which is why they lose a substantial amount of power when not in direct contact with the earth. Despite this, they are surrounded by so much of their element, that it's near impossible to catch them off guard or get an upper hand against them.
The only thing that keeps them in check is the raw power of the Aetherna Arcana in turn. While a mountain can try to stand against the wind, it will eventually tumble back to the ground. Being pushed and eroded by the very air around them eventually causes earth to crumble into dust over time. However, It is an entirely different story when facing against an Elektra user. The Terron Arcana can force the positive charges to separate and fizzle out into the ground, like a lightning rod. It is very hard for an Elektra user to keep their charged energy going when Terron users consistently redirect it.
Terron Arcana is at a disadvantage when:
Facing against Aetherna Arcana
They are in an environment with no earth or metal*
Are not in direct contact with the ground*
Terron Arcana has an advantage when:
Facing against Elektra Arcana
Surrounded by resources of metal or earth*
Are in direct contact with the ground*
Text marked with an * means that the corresponding advantage/disadvantage has no bearing during in-group rolled encounters, quests, explorations, etc. The statement is only to provide flavor text and to encourage interesting scenarios when roleplaying.
Valid examples of Terron Arcana shown in media would be Earth Magic, Earth Make, & Sand Magic from FairyTail, Ground Type, Rock Type, & Steel Type from Pokémon, Earth Bending & Metal Bending from Avatar the Last Airbender/The Legend of Korra, Greed from FullMetal Alchemist Brotherhood, and Terra from DC Comics