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Wheel

Elemental Wheel

Ether (cf. wile) can be described as a ubiquitous ether-like substance. It is a blending of the eight Elements: Light, Air, Water, Ice, Darkness, Earth, Lightning and Fire. Of these, Air, Ice, Earth and Fire are primary or base Elements, the rest secondary Elements. Adjacent Elements are called partner Elements. Ice and Darkness are opposites, as are Air and Earth, Water and Lightning, and Ice and Fire. Air, Water and Ice are considered feminine Elements while Earth, Lightning and Fire are considered masculine Elements; this is due to the frequency of affinities men and women display, nothing to do with the Elements themselves.

The word for a person who can wield magic or wile is mage, which is further broken down into six types: wizards and wizardesses, sorcerers and sorceresses, warlocks and witches. Wizard and wizardesses bring the external magic into themselves, treating their body as a conduit. Sorcerers and sorceresses rely upon their own internal magic. Warlocks and witches use wile.

Although men and women wield magic in a similar manner, there are emotional types and logical types. Emotional wizards and wizardesses cannot teach logical and vice versa.

Elements which are not opposites may be combined to form unique results, each pair called a specialty school or specialty discipline. When combining Elements in hopes of producing a specialty, the proportions, timing, and order are crucial. Several specialties have been lost to the mages of Reyseen.

The following is a list of Elements and their specialties with several repeats due to the presentation by Element.


Light: brings out the best in an Element

  • light + earth: Unknown

  • light + ice: Shielding, resists magic stuff. Creates a barely visible, light blue shimmering wall

  • light + water: Healing, seals a person’s physical wounds

  • light + air: Curing, remove poisons and stuff (undoes Cursing)

  • light + fire: Incineration, totally burns something up, immediate and painless

  • light + lightning: Rebirth, come back after dying

Air: control

  • air + fire: Combustion, make big explosions

  • air + lightning: Weather, controls weather, like makes storms

  • air + light: Curing, remove poisons and stuff (undoes Cursing)

  • air + ice: Clairvoyance, look beyond line of sight (like projecting sight)

  • air + water: Telepathy, send images/voices to another person’s mind

  • air + darkness: Domination, makes people behave how you want, not actually take control

Water: heal, cleanse

  • water + darkness: Necromancy, raise corpses to do your bidding

  • water + air: Telepathy, send images/voices to another person’s mind

  • water + fire: Illusion, make stuff appear differently, includes invisibility

  • water + light: Healing, seals a person’s physical wounds

  • water + earth: Programming, gives golems “life”

  • water + ice: Transmutation, rearranges things’ molecules, changing shape but retaining props

Ice: various uses, stop, or even speed

  • ice + water: Transmutation, rearranges things’ molecules, changing shape but retaining props

  • ice + darkness: Cursing, seems to screw a person’s luck, but makes them worse at everything

  • ice + air: Clairvoyance, look beyond line of sight (like projecting sight)

  • ice + lightning: Haste, speeds up your brain, doesn’t actually affect time

  • ice + light: Shielding, resists magic stuff. Creates a barely visible, light blue shimmering wall

  • ice + earth: Sealing, suppress magic powers, also keeps doors and such closed

Darkness: brings out the worst in an Element

  • darkness + air: Domination, makes people behave how you want, not actually take control

  • darkness + fire: Conflagration, makes a fire which burns light instead of air, makes dark

  • darkness + lightning: Disinhibitation, release inhibitors, burns a person out

  • darkness + earth: Summoning, bring beings from the other plane, also form contracts

  • darkness + ice: Cursing, seems to screw a person’s luck, but makes them worse at everything

  • darkness + water: Necromancy, raise corpses to do your bidding

Earth: protective

  • earth + ice: Sealing, suppress magic powers, also keeps doors and such closed

  • earth + water: Programming, gives golems “life”

  • earth + darkness: Summoning, bring beings from other plane, also form contracts

  • earth + fire: Enchanting, imbue mundane stuff with powers

  • earth + lightning: Fortification, makes stuff hard, like skin or otherwise

  • earth + light: Unknown

Lightning: very fast and powerful, neutralize

  • lightning + light: Rebirth, come back after dying

  • lightning + earth: Fortification, makes stuff hard, like skin or otherwise

  • lightning + ice: Haste, speeds up your brain, doesn’t actually affect time

  • lightning + darkness: Disinhibitation, release inhibitors, burns a person out

  • lightning + air: Weather, controls weather, like makes storms

  • lightning + fire: Plasma, makes plasma, fireball on steroids, other uses also, doesn’t wink out

Fire: strongly offensive

  • fire + lightning: Plasma, makes plasma, fireball on steroids, other uses also, doesn’t wink out

  • fire + light: Incineration, totally burns something up, immediate and painless

  • fire + earth: Enchanting, imbue mundane stuff with powers

  • fire + water: Illusion, make stuff appear differently, includes invisibility

  • fire + darkness: Conflagration, makes a fire which burns light instead of air, makes dark

  • fire + air: Combustion, make big explosions



It is also possible to combine an Element with its two partner Elements, yielding a sort of super specialty. This knowledge has been lost. Somewhat similarly, it is rumored that certain specialties may be combined, but such a feat, even if possible, would be nigh impossible, requiring an archwizard or archwizardess, something which supposedly only exists in legends.

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