Elemancy
Elements - The name of the element is the "password" for accessing their innate control of the elements. This is was written into the DNA of all humans during the Age of Wonder.
Cryptids - Mythical creatures of folklore embody pure elemental energy, creating environmental phenomena and granting them incredible powers. These powers are tied to obtainable items that a cryptid bestows upon those it deems worthy. Common
Casting - Casting is the act of manipulating the elements. It is done one of three ways: Innately - versatile, simple effects; powered - specialised abilities from cryptids; and summoned - calling a cryptid ally. The range of all elemancy abilities is equal to the unit's maximum Spirit (SPR), unless otherwise stated. Innate - By spending spirit and performing a willpower check, a character can affect a single, pure element. By combining the element names and paying spirit for each, more complex objects may be affected. To perform innate casting, a character needs to say the element's name, but this can be done with voice, in the mind or even by writing it down.
- Spectro (Photon Energy)
- Pyro (Thermal Energy)
- Electro (Electrical Energy)
- Aerus (Gaseous Matter)
- Aqueous (Liquid Matter)
- Formus (Pseudoliquid Matter)
- Cellum (Organic Matter)
- Metum (Metallic Matter)
- Terrum (Crystalline Matter)
- Nocto - Dark, opposite to
- Cryo - Cold, opposite to
- Ohmo - Resistance, opposite to
- Vaccus - Vacuum, opposite to
- Desicuss - Drought, opposite to
- Nebulous - Formlessness, opposite to
- Necrum - Death, opposite to
- Corrum - Corrosion, opposite to
- Nucleum - Decay, opposite to
Cryptids - Mythical creatures of folklore embody pure elemental energy, creating environmental phenomena and granting them incredible powers. These powers are tied to obtainable items that a cryptid bestows upon those it deems worthy. Common
- Are found in all 9 worlds
- Appear at level 3 and above
- Cause mild environmental effects
- Are found in just 3 worlds
- Appear at level 6 and above
- Cause moderate environmental effects
- Are only found in 1 world
- Appear at level 9 and above
- Cause extreme environment effects
Casting - Casting is the act of manipulating the elements. It is done one of three ways: Innately - versatile, simple effects; powered - specialised abilities from cryptids; and summoned - calling a cryptid ally. The range of all elemancy abilities is equal to the unit's maximum Spirit (SPR), unless otherwise stated. Innate - By spending spirit and performing a willpower check, a character can affect a single, pure element. By combining the element names and paying spirit for each, more complex objects may be affected. To perform innate casting, a character needs to say the element's name, but this can be done with voice, in the mind or even by writing it down.
- Spectromancy / Noctomancy
- Brighten/Darken a tile, for x rounds
- Pyromancy / Cryomancy
- Heat/Cool an item, for x rounds
- Electromancy / Ohmancy
- Provide/Prevent electricity for x rounds
- Aeromancy / Vacumancy
- Blow/stop wind across x metres
- Hydromancy / Desiccamancy
- Move/Drain liquid across x metres
- Golemancy / Nebumancy
- Repair/Destroy glass item, weight = x
- Biomancy / Necromancy
- Restore/Remove x stamina
- Magnemancy / Corromancy
- Repair/Rust glass item, weight = x
- Geomancy / Nucleomancy
- Raise/Destroy ground x metres
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