Quake Physical / Metaphysical Law in Schism | World Anvil
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Quake

Quake is a para classical element that represents vibration, sound, combustion and destruction. Quake can be fused from Earth and Chaos where Earth embodies solid form which is then broke apart by Chaos.

Manifestation

Essence

Quake is a very straight forward element with some lesser known features. Most Quake mages simply focus on the raw destructive power of this element, they train to master the ability to break apart even the most dense of materials and then advanced mages delve into the explosive side of the element. However there is a wide range of sonic magic that comes from this element, as mages who also learn to fine tune their control can use softer vibrations to create all kinds of sounds from music to replicating the voices of others turning this usually destructive element into a very fine art. Mages who master both power and control of this element can also create wormhole portals similar to Gravity mages, though these portals can be incredibly unstable but can cover vast distances more effectively. Quake can also be used to speed up the flow of time within a specific area as it hastens every physical interaction.  

Enchanting

Quake can be enchanted into armor to add powerful physical protection as it can repel impact by pushing back and Quake armor can also increase the mobility of the wearier improving their speed but also jumping ability. Quake enchanted weapons usually make use of the raw destructive power of this element causing drastically increased physical damage, some enchantments have been known to make devastating exploding weapons and projectiles. Sonic pulses are also useful for distraction and for when fighting sound sensitive creatures.  

Interactions

Fire

Harmonising, Quake creates energy and Fire from combustion and Fire creates Quake by inciting combustion.  

Water

Competing, Water suppresses Quake and Quake disperses Water.  

Earth

Competing, Earth absorbs Quake and Quake breaks Earth.  

Air

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

Order

Competing, where Order suppresses Quake and Quake destroys Order.  

Chaos

Harmonising, where Chaos empowers Quake and Quake carries Chaos.  

Acid

Harmonising, Acid incites Quake and Quake strengthens Acid.  

Lava

Harmonising, Lava carries Quake and Quake incites Lava.  

Lightning

Harmonising, Lightning carries Quake and Quake strengthens Lightning.  

Light

Harmonising, Quake strengthens Light and Light incites Quake.  

Shadow

Competing, Shadow suppresses Quake and Quake destroys Shadow.  

Arbour

Competing, Arbour absorbs Quake and Quake destroys Arbour.  

Frost

Competing, Frost suppresses Quake and Quake destroys Frost.  

Fae

Competing, Fae absorbs Quake and Quake destroys Fae.  

Poison

Competing, Poison suppresses Quake and Quake disperses Poison.  

Phase

Competing, Phase suppresses Quake and Quake destroys Phase.  

Gravity

Opposing, Water resists Gravity and Gravity moves Water.  

Aether

Opposing, Quake repels Aether and Aether blocks Quake.  

Nether

Harmonising, Quake empowers Nether and Nether carries Quake.  

Void

Competing, Quake overwhelms Void and Void absorbs Quake.

Localization

Quake is a well known element but does have various names across some cultures such as Tremor, Blast, Sound and Impact.  

Vaultar, Reteric

Quake is one of the outlawed elements in Reteric due to its relation with Chaos, however some mages have access to it under the guise of Fire magic or Earth magic depending on their use of explosions or raw destruction.
Type
Metaphysical, Elemental

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