Magic Elements

Since the discovery of arca-particles, there has been a continuous process of improvement driven by ongoing discoveries. In the realm of arcana teachings, the term “elements” doesn’t pertain to physical substances that must be added to a spell, akin to adding salt to a soup. Instead, it refers to the specific wavelength corresponding to each elemental type.

The stone element empowers individuals to master stone and rock, granting control over these earthly materials. Earth-based abilities offer a versatile range of offensive and defensive strategies. Offensively, users can hurl stone projectiles, forge potent weapons, and create sturdy barriers. They transmute stone into lethal instruments and modify its properties strategically.

On the defensive front, Earth practitioners fashion protective armor and shields from surrounding stone, providing formidable defenses against physical and magical threats. These stone-made defenses ensure both durability and safety, making them highly effective in warding off harm.

Stone - Stats

Stone Templars have 20% less mana cost on stone.
Stone Templars have 25ft reach with their spells.

ELEMENT EFFECT DESCRIPTION
Type: STONE Regular types of stone, no jewelry or exotic material.
Distance: Max 25 ft Short range spell
Object creation: Rough shapes As simple blocks
Object position: Positioned in close proximity to the caster Generates stone in the quantity designated by the mana’s prescription. It is positioned in close proximity to the caster, capable of being oriented in any direction relative to the caster. Gravity affects it naturally. For relocation, the spell must specify movement instructions and include additional mana.
Element side Effacts: Preasure You can harness the pressure generated by the quantity of stone as a force without actually producing the element.
Element Decor: Stone Carvings When you utilize the decoration, it can only exhibit this particular appearance. If you wish for more decore include it in the spell as decor.
Element Defence: Preasure

Utilizing pressure as a counterforce to deflect a sword strike would require the creation of 50 kg (100 lbs) of stone as the opposing force.

This implies that each time the section is triggered, it can deflect a sword strike, but it will also deplete the spell’s mana cost. This requires the presence of arcanite. If you have embedded arcanite for three activations of the spell, it will safeguard you three times until the arcanite has fully regenerated.

As stone wall to hide behind. (GM)

Element Damage: Force/Preasure  Se table
Solid: Rock Solid rock of natural stone
Liquid  
Gas/Dust Sand Desert sand
Area Square feet Rock splinters could exist.
Saving Throws Against Reflex, Block

 

Stone - Mana

 

ARCANITE

MANA
Thin air
Solid

MANA
Thin air
Gas

MANA
Thin air
Liquid

MANA
Transform
Solid

MANA
Transform
Gas

MANA
Transform
Liquid

EFFECT
Preasure

DAMAGE
Walk

DAMAGE
Run

DAMAGE
Ride

DAMAGE
Fly

G

O

B

R

P

1-PEBBLE

2

3

4

5-COBBLE

6

7

8

9

10-BOLDER

11

12

13

14

15-CLIFF

16

17

18

19

20-MEGALITH

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

The Metal element involves the manipulation and control of metallic substances, granting the ability to shape, control, or transmute metals. Metal spells offer both offensive and defensive strategies. Offensively, casters can manipulate metallic objects to launch projectiles, form weapons, or create impenetrable barriers. They can transmute metals, transforming them into deadly weapons or manipulating their properties for strategic advantages. Defensively, metal casters can create armor or shields from surrounding metals, providing durable protection against physical and magical attacks.

Metal - Stats
Stone Templars have 20% less mana cost on stone.
Stone Templars have 25ft reach with their spells.

ELEMENT EFFECT DESCRIPTION
Type: STONE Regular types of stone, no jewelry or exotic material.
Distance: Max 25 ft Short range spell
Object creation: Rough shapes As simple blocks
Object position: Positioned in close proximity to the caster Generates stone in the quantity designated by the mana’s prescription. It is positioned in close proximity to the caster, capable of being oriented in any direction relative to the caster. Gravity affects it naturally. For relocation, the spell must specify movement instructions and include additional mana.
Element side Effacts: Preasure You can harness the pressure generated by the quantity of stone as a force without actually producing the element.
Element Decor: Stone Carvings When you utilize the decoration, it can only exhibit this particular appearance. If you wish for more decore include it in the spell as decor.
Element Defence: Preasure Utilizing pressure as a counterforce to deflect a sword strike would require the creation of 50 kg (100 lbs) of stone as the opposing force.

This implies that each time the section is triggered, it can deflect a sword strike, but it will also deplete the spell’s mana cost. This requires the presence of arcanite. If you have embedded arcanite for three activations of the spell, it will safeguard you three times until the arcanite has fully regenerated.

As stone wall to hide behind. (GM)

Element Damage: Force/Preasure  Se table

 

Metal - Mana

 

ARCANITE

MANA
Thin air
Solid

MANA
Thin air
Gas

MANA
Thin air
Liquid

MANA
Transform
Solid

MANA
Transform
Gas

MANA
Transform
Liquid

EFFECT
Preasure

DAMAGE
Walk

DAMAGE
Run

DAMAGE
Ride

DAMAGE
Fly

G

O

B

R

P

1-PEBBLE

2

3

4

5-COBBLE

6

7

8

9

10-BOLDER

11

12

13

14

15-CLIFF

16

17

18

19

20-MEGALITH

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

10000

Ice

The Ice element manipulates and controls ice, granting the ability to create and manipulate frozen substances, generate extreme cold, or launch icy projectiles. Ice spells excel in offensive and defensive strategies. Offensively, casters can unleash ice shards, create freezing blasts, or summon blizzards to freeze opponents and hinder their movements. Defensively, they can erect ice barriers or create slippery surfaces to impede enemy attacks and mobility. Ice casters can also freeze water sources, extinguishing flames or creating ice paths for traversal.

Healing

The Healing element focuses on restorative abilities, granting the power to heal wounds, cure ailments, or restore vitality to oneself or others. Healing spells are invaluable in providing support and sustaining the well-being of the caster and their allies. Casters can channel healing energies to close wounds, regenerate tissues, or alleviate pain. They can also cure diseases, neutralize toxins, or restore stamina and vitality. In combat, healing casters can keep themselves and their allies in optimal condition, ensuring their endurance and resilience throughout battles.

Animal

The Plants element is centered around the manipulation and control of plant life, allowing the growth, manipulation, or even animated control of plants. Plant spells provide a unique blend of offensive, defensive, and supportive strategies. Offensively, plant casters can summon vines to ensnare or strangle opponents, create thorny barriers to impede enemy movement, or even command carnivorous plants to attack. Defensively, they can create protective barriers of entwined branches or harness the regenerative properties of plants to heal wounds. Plant casters can also interact with nature, gather information from the environment, or communicate with plant-based creatures.

Plants

The Plants element is centered around the manipulation and control of plant life, allowing the growth, manipulation, or even animated control of plants. Plant spells provide a unique blend of offensive, defensive, and supportive strategies. Offensively, plant casters can summon vines to ensnare or strangle opponents, create thorny barriers to impede enemy movement, or even command carnivorous plants to attack. Defensively, they can create protective barriers of entwined branches or harness the regenerative properties of plants to heal wounds. Plant casters can also interact with nature, gather information from the environment, or communicate with plant-based creatures.

Poison

The Poison element involves toxins and venoms, granting the ability to create and control poisonous substances, inflict toxins on others, or manipulate their effects. Poison spells can be used both offensively and defensively. Offensively, casters can unleash toxic projectiles or clouds of poisonous gas to incapacitate or weaken opponents. They can also coat weapons with deadly poisons to enhance their attacks. Defensively, poison casters can create an aura of toxic fumes or venomous barriers to deter enemies from approaching. They can also neutralize or counteract toxins inflicted upon themselves or allies.

To design a system that is reasonably functional yet flexible, the number of toxins has been streamlined to include only one poison, but with six distinct potential outcomes.Using poison equivalent to the quantity that affects a specific animal, such as a rat, will induce sleep unless the creature successfully makes a constitution saving throw. If you desire to enhance the spell’s lethality to result in death, it will require double the mana cost, and the creature still gets an opportunity to make a saving throw. Rolling a one on the saving throw constitutes an automatic failure, while a roll of 20 results in an automatic success.

slow stunned sick sleep coma damage death
This effect reduces your movement speed by half and eliminates every other action you can take. You’re incapacitated for three turns, with a chance to break free through saving throws. Failing extends the incapacitation by three turns. You can move at half speed. You’ll be sick for 2-8 hours (2d4) and can make hourly Constitution saving throws to recover. While sick, your speed, reflexes, blocking, and damage are all halved. You’ll sleep for 2-8 hours (2d4). If someone tries to wake you up, you must make a mental resistance saving throw every hour. If not woken, you’ll sleep the entire durati You’ll be in coma for 2-8 hours (2d4). If someone tries to wake you up, you must make a mental resistance saving throw every hour (Difficulty Level 4). >>> If not woken, you’ll sleep the entire duration. At this stage, the poison is extremely severe, causing damage as indicated in the table. You can attempt a Constitution saving throw every hour. If successful, you reduce the damage by half until it falls below 2. This is an extreme situation where survival hangs in the balance. You must make Constitution and Mental saving throws at level 5. It’s a matter of life or death.
Contitution Contitution Contitution Mental Resistance Mental Resistance Contitution Contitution
70% mana 80% mana 90% mana 100% mana 135% mana 170% mana 200% mana
Gas/Consumed* Gas/Consumed Gas/Consumed Gas/Consumed Gas/Consumed Gas/Consumed Consumed

* “Consumed” can also be synonymous with “contracted through blood,” as in the case of an arrow or dagger injury.

Creating a counter-spell for poison involves a two-step process. First, you must determine the type of poison used by making a medical saving throw (with the GM determining the difficulty). If you succeed, the poison you create will be considered an antidote. However, you will need to estimate the amount of poison originally used, which can be based on the victim’s body size. Subsequently, the victim must make a Constitution saving throw (with the GM determining the difficulty, and if fortunate, the poison is neutralized.

 

Acid

The Acid element focuses on corrosive substances, enabling the creation and manipulation of acidic substances that can dissolve or corrode objects. Acid spells are particularly effective for weakening defenses or causing damage over time. Casters can create acidic projectiles, throw acid at opponents to inflict burns and corrosion, or dissolve barriers and obstacles. Acid casters can strategically target an opponent’s armor or protective gear to weaken them before launching direct attacks. They can also create acid traps or pools to hinder enemy movement or restrict their options in battle.

Fire

The Fire element controls and manipulates flames, granting the ability to create and control fire, generate intense heat, or cast fiery projectiles. Fire spells are primarily used for offensive strategies. Casters can hurl fireballs or streams of flames at opponents, engulf them in scorching infernos, or create walls of fire to block or restrict enemy movement. The intense heat of fire spells can also be used to melt or weaken structures and objects. Fire casters can strategically control the size, intensity, and direction of flames to maximize their effectiveness in combat.

Electricity

The Electricity element harnesses electrical energy, allowing the control and manipulation of electricity, generating lightning bolts, or manipulating electronic devices. Electric spells are highly versatile and damaging. Offensively, electricity casters can unleash bolts of lightning to electrocute opponents, stun them, or even cause paralysis. They can also manipulate electrical currents to overload and disable machinery or electronic devices. Defensively, electricity casters can create energy barriers or shields that can absorb or redirect incoming attacks. Additionally, they can channel electricity through conductive objects to attack multiple targets simultaneously.

Water

The Water element governs the manipulation and control of water, granting the ability to create and control water bodies, manipulate its flow, or summon rain. Water spells offer a range of strategic possibilities. Defensively, water casters can create barriers or shields of water to block incoming attacks or extinguish fires. They can also manipulate the flow of water to restrict an opponent’s movement or create currents to their advantage. Offensively, they can hurl water projectiles, summon tidal waves, or even transform water into solid ice projectiles. Water casters can also use their abilities to heal wounds by harnessing the restorative properties of water.

Air

The Air element controls and manipulates the movement of air, enabling flight, creating gusts of wind, or generating powerful storms. Air spells provide both offensive and defensive strategies. In battle, air casters can summon gusts of wind to deflect projectiles, knock opponents off balance, or create barriers of swirling air to protect themselves or allies. They can also use their abilities to levitate or fly, gaining a significant advantage in mobility and positioning on the battlefield. Additionally, air casters can conjure powerful storms or tornadoes to disorient opponents, disrupt formations, or even cause widespread destruction.

Light

The Light element harnesses radiant energy, granting abilities such as creating and manipulating light, emitting dazzling beams, or illuminating darkness. Light spells have versatile applications in combat. Strategically, light casters can provide illumination in dark environments, ensuring clear visibility for themselves and allies while potentially blinding opponents who rely on shadows. Offensively, they can emit focused beams of intense light to blind, disorient, or even burn opponents. Light casters can also create illusions using light, projecting images or distractions to deceive enemies.

Mental

The Mental element focuses on the mind, granting abilities such as telepathy, mind control, and enhanced mental perception. Mental spells excel in information gathering and manipulation. The caster can read thoughts, communicate telepathically with allies, or probe the minds of opponents to gain valuable insights. In combat, mental casters can manipulate the thoughts and actions of opponents, planting illusions or false perceptions to confuse and disorient them. They can also create mental barriers to protect themselves and allies from psychic attacks or intrusion. Mental commands can be given to all living plants, animals, humanoids and undead.

Portal

The Portal element grants the caster the ability to create and manipulate portals, enabling travel between different locations or dimensions. Portals provide incredible strategic advantages. The caster can create portals for quick escapes, allowing them to evade enemies or retreat to a safer location. They can also use portals to surprise opponents by appearing from unexpected angles, launching surprise attacks, or ambushing enemies from behind. Portals can also be used for tactical repositioning, enabling the caster to transport themselves or allies to advantageous positions on the battlefield or to flank enemies.

Telekinesis

Telekinesis allows the caster to manipulate and control objects and substances using the power of their mind. With telekinetic abilities, the caster can levitate objects, move them with precision, or even create barriers by manipulating the environment. In battle, telekinesis can be used for various strategies. Offensively, the caster can hurl objects at opponents, disorient them by manipulating their surroundings, or use telekinetic force to crush or immobilize enemies. Defensively, the caster can create protective barriers to shield themselves or allies from incoming attacks or redirect projectiles away from their intended target.