Elemancy in Legend Continuum | World Anvil
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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.  
  • 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
  Rare
  • Are found in just 3 worlds
  • Appear at level 6 and above
  • Cause moderate environmental effects
  Unique
  • 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
  Power - Spending spirit to activate an ability gained from a cryptid. Amount of spirit spent may increase magnitude of effect.   Summon - Spending an entire turn and some spirit to call cryptid companion, which remains for as many rounds as spirit points spent. This can only be done if in possession of an elemental item.

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