Air Physical / Metaphysical Law in Schism | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Air

Air is a base classical element that represents gas but is often known only for its ability to control the flow of wind. It can be extracted from the para elements: Lightning, Ice, Phase, Aether and Nether.

Manifestation

Essence

Basic Air magic can be used to control the flow of wind but it can become more in depth when the user learns about the uses of specific gasses and how to generate them. Air magic can also be used to control light objects including dust and even sand by enveloping them within a current of wind. Advanced Air mages can also create air vacuums which can be very useful as well as deadly.  

Enchanting

Air can be enchanting into armor to keep keep the user cool, so long as there is cool air to flow through the armor or warm if there is a heat source and it can also provide a tempest that can repel or reduce the impact of physical attacks and is very useful for interfering with projectiles like arrows. Light armor can be enchanted for gliding and swiftness. Weapons enchanted with air normally make use of the wind force aspect but can also make use of certain gasses for unique properties.  

Interaction

Fire

Competitive, where Air extinguishes Fire and Fire burns away Air.  

Water

Opposing, where Air evaporates and moves Water but Water disperses and moves Air.  

Earth

Opposing, where Air blows away Earth and Earth resists Air.  

Order

Harmonising, where Air carries Order and Order enforces the flow of Air.  

Chaos

Harmonising, where Air carries Chaos and Chaos empowers Air through storms.  

Acid

Opposing, similar to Water.  

Lava

Competitive, where Air disperses the heat of Lava and Lava burns away Air.  

Lightning

Harmonising, where Air conducts Lightning and Lightning empowers Air through storms.  

Light

Competitive, where Air distorts Light and Light burns away Air.  

Shadow

Opposing, where Air overwhelms Shadow and Shadow stagnates Air.  

Arbour

Competitive, where Air breaks down Arbour and Arbour absorbs Air.  

Frost

Harmonising, where Air carries Frost and Frost enhances the flow of Air.  

Fae

Harmonising, where Air carries Fae and Fae empowers the flow of Air.  

Poison

Opposing, similar to Water.  

Phase

Harmonising, where Air carries Phase and Phase empowers the flow of Air.  

Gravity

Opposing, where Air resists Gravity being light and hard to contain and Gravity restricts the flow of Air.  

Quake

Harmonising, where Air carries and incites combustion for Quake and Quake empowers Air through storms.  

Aether

Harmonising, where Air carries Aether and Aether purifies Air.  

Nether

Competitive, where Air overwhelms Nether and Nether burns away Air.  

Void

Competitive, where Air overwhelms Void and Void absorbs Air.

Localization

The Air element is often called Wind in various other cultures, and sometimes Gas but is mostly called Air.
Type
Metaphysical, Elemental

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!