The Elemental Order is exactly what one imagines it to be; mastery of the various elements found within the world. Everything from Air to Water to Metal and everything in between has a corresponding Wisp attached to it.
In order to attract and bond with an Element Wisp, one must show a high affinity for a certain part of nature. Whether that takes the form of being a naturally gifted swimmer or being a talented metalworker is entirely up to the individual and the Wisp that chooses to seek them out. There is never any rhyme or reason behind being chosen by a particular Wisp. Element Wisps make up the foundations of life as we know it.
The Elemental Order’s philosophy is ‘strike hard, strike fast’. They are not interested in prolonged battles of any sort and will do whatever it takes to end things quickly whether it is a battle of weapons or a battle of wits. Holders of an Element Wisp are likely the strongest member of any particular party and, in the right hands, can also be one of the strongest in an even wider area. Elemental is all about raw destructive natural forces. It’s fast, it needs to keep going and never stop.
It’s the essence of the world, the building blocks. It does as it pleases, It’s hard hitting, unforgiving, dealing direct damage, causing massive destruction in its wake, and it does this very quickly. Elemental achieves this by being the biggest, meanest, and toughest. The methods of Elemental are of aggressiveness and superior strength.
To be bonded to an Element Wisp, one must be prepared to spend a lot of time in their various elements in order to gain as much affinity with their assigned element as possible.
Elemental Order General Spell Types
- Quick blows
- Hard hitting blows
- Massive damage blows
- Absorbing incoming damage
- Environmental damage blows
Air Bending Magic
Aeromancers are blessed with the ability to manipulate the air and wind in any which way and form they desire. With control over air, Aeromancers have the ability to fly effortlessly across the sky, and they are able to use intense compressed air in both offensive and defensive means. These moves include a “feather fall” type of effect which will break the fall of those falling from great or short distances, creating a shield around themselves using wind to deflect objects, or even launch a sphere of compressed air in order to attack foes from a great distance. With complete control over the surrounding air and wind, Aeromancers can prove to be quite devastating when they wish to be. With a first stage Wisp, Aeromancers can conduct many simpler air and flight based spells, but they can only conduct these spells up to an hour a day. With a second stage Wisp, the Aeromancer’s power enhances, and they can now fly faster and further distances, and the intensity and distance of their air based spells increases greatly. With a third stage Wisp, Aeromancers become deadly, as they can now create and control devastating tornadoes and even hurricanes! At this stage, they can achieve extreme flight speeds and distances, and the power of all their air based spells increases tremendously, they can also make other objects and people fly for a period of time.
Earth Bending Magic
Terramancers are able to manipulate rocks, turf, and sand, in almost any way they desire. This means that shields/barriers, weapons, or even just large diversions made from rock and sand are within their purview. Terramancers are also capable of other feats, including propelling large stones towards a target, creating human type appendages from earth and moving them within the ground to grab people and things, or create large sinkholes in the ground. With a first stage Wisp, Terramancers are able to do many feats with rocks and sand, but the amount of rocks they can control at a time and the energy used to manipulate them is limited, and they can only conduct spells up to an hour a day. With a second stage Wisp, the Terramancer’s abilities increase, and they are now able to control larger amounts of rocks at a time, and manipulate them with more ease for up to several hours a day. With a third stage Wisp, Terramancers are capable of conducting devastating spells, as at this level they can create localized earthquakes and even avalanches! Terramancers at this stage can handle very large amounts of rocks and sand at a time, and can control them with great ease, allowing them to manipulate the stones in practically any way they desire. These spell effects can last upwards to a day.
Elemental Minion Magic
A rare type, Elemmancers have a unique ability which differentiates them from all the other element based Spell Casters, by having the unique advantage of gaining control over all of the elements, as opposed to controlling only one of the elemental types. The unique ability this Spell Caster has is they are able to create and control hulking subservient beings made from pure element energy, these beings are known as “Elementals.” Elementals are completely subservient to the Elemmancer, and have no thoughts, emotions, or speech of their own. The only things they posses are hulking bodies and pairs of eyes. These being have complete control over the element they are made from, and the Elemmancer has complete control over them. Elementals are very strong and durable, and consist of 100% the element they were created from. The Elem Wisp is made of all the elements, thus granting the Elemmancer constant access to all the element sources in order to summon their desired Elemetal type when they want it. The size and duration of the Elemental minion depends entirely on how powerful the Elemmancer is. With a first stage Wisp, the Elemmancer is limited to creating only 3 Elementals at a time, and they can last for up to an hour a day. With a second stage Wisp, the duration of the Elementals existence increases up to several hours a day, the Elementals themselves grow larger and more powerful, and the Elemmancer can create up to 10 different Elementals at a time. With a third stage Wisp, Elemmancers achieve the highest peaks of power, and they can now create up to 30 Elementals at a time. Elementals at this stage increase even more so in size and power, and are able to deliver intense punishing blows, and withstand harsh attacks. At this level, an Elemmancer is capable of combining all the elements into one colosul Elemetal, making a Multi Elemental, which is able to land calamitous blows.
Fire Bending Magic
Pyromancers are masters of flame, able to shape and bend the element of fire in almost any way they desire. Pyromancers can wield fire for offensive or defensive purposes so long as they have access to enough oxygen to power their flames. Known as extremely dangerous, Pyromancers are able to emanate extreme degrees of heat from their bodies, casing things to burn and even melt within their vicinity. Pyromancers can create cones of flame, fire spheres, explosive fire, and many other variations dealing with fire, as well as control the temperature of their created flames. In addition, Pyromancers are completely immune to receiving any damage or burns from fire. Not only can they cause fires, but Pyromancers also have the ability to put out fires if they wish to do so. With a first stage Wisp, Pyromancers can cast various flame spells, but their power is limited, and the spells effects can only last up to an hour a day. With a second stage Wisp, the Pyromancer gains further control, and their mastery of fire spells expands, as does the intensity of the flames, and the Pyromancer’s ability to control it. With a third stage Wisp, opponents beware… Pyromancers at this stage become extremely powerful and deadly! The various shapes and forms they can manipulate fire in to is practically limitless. The amount of flames the Pyromancer can control is increased, as is their ability to control the flames. In addition, a third level Pyromancer can create a devastating localized fire tornado, and can even cast a rain of fire!
Metal Bending Magic
Metalomancers are masters of metallic materials. Iron, steel, copper… all known metal types bow to these Spell Casters. Metalomancers are able to completely manipulate any type of metal they desire. They can manipulate metal from any source, be it from a weapon, shield, armor, or even steel beams from within a structure. Once a Metalomancer gets a hold of the metallic substance, it is as clay within their hands, they can do with the metal as they please, this includes manipulating the metal in any shape and form, and even turning it into liquid metal. Other useful spells consist of draining the iron out of someone’s blood, shaping metal into deadly sharp blades and hurling them towards an opponent, or wearing and controlling metallic boots, thus giving the Metalomancer the ability to fly. With a first stage Wisp, the Metalomancer can conduct various metallic based spells, but their energy is limited, as is the amount of metal they can control and what they can do with it. They can cast these spells up to an hour a day. With a second stage Wisp, the Metalomancer’s powers get a boost, and they can now control larger amounts of metal with greater ease, and control the metal in additional ways than previously. With a third stage Wisp, the Metalomancer becomes devastating, as they gain full and complete control over all types of metal, in all its forms. At this level, the Metalomancer’s powers are amplified, as they can control much larger amounts of metal at a time, and their overall power increases. They can even command various metal parts to wrap around themselves, thus creating an impenetrable suit of armor.
Electric Bending Magic
Electromancers have the powerful ability of controlling all aspects of electricity. They can bend it in any which way they desire, by controlling the distance, power, and intensity of the electrical source. With these powers, Electromancers can hurl devastating bolts of electricity and lightning towards opponents, causing massive amounts of damage in the process. They can also form electrical armor around themselves, and imbue weapons and items with electrical properties, as well as being able to blind opponents with shocking bright light. Compared to all the other element types, electricity spells move the quickest, and can be cast at hyper speeds. As they grow stronger, Electromancers are able to emanate pure electricity from their bodies, causing objects and other people standing within their vicinity to become electrified, and they are also immune from becoming shocked themselves from the intense electricity they produce. With a first stage Wisp, Electromancers can cast various electrical based spells, but their power is limited, as is also their control over the element. These spells can only last up to an hour a day. With a second stage Wisp, Electromancers become more powerful, and their powers increase, allowing them to cast stronger electrical spells, which can be cast at a longer distance than previously, and cause more damage. These spells can last for up to a few hours a day. With a third stage Wisp, Electromancers become all powerful, and can now cast deadly and devastating electrical blows. All of their power enhances, and they can now control massive forms of electricity, and do with them as they please. At this level, an Electromancer can summon crushing electrical storms, with massive bolts of lightning hurling down on to the earth, causing unspeakable amounts of damage to the area and to anyone within it. These spells can last upwards to an entire day.
Water Bending Magic
Hydromancers are masters of liquids and can manipulate water to do virtually anything they desire, such as instantly dealing a watery death via water blades, water claws, or even water bullets. Hydromancers can play with the shape of water as they please, by controlling its width and quantity. Other types of spells they can cast include causing crashing waves to come down on their opponents, shooting intensified cones and spheres of water, and forming a solid wall of water. In addition, at stronger levels, Hydromancer can even manipulate and control the water found within a target’s own body! With a first stage Wisp, Hydromancers can produce many different water spells, but their energy is limited and they can only conduct spells for just an hour a day. With a second stage Wisp, the Hydromancer’s power intensifies, and they can now conduct stronger spells, and they can use their spells for longer periods of time. With a third stage Wisp, Hydromancers become all powerful, as they reach their peak levels. At this level, they can bring down devastating water attacks, cause massive waves to forms, cause rain to fall, control the water within living beings, and even manipulate parts of lakes and even oceans, creating huge tidal waves!