Before I get to the meat and potatoes of this subject, I just wanna quickly thank everyone who looked over and commented on my last thread about converting caloric energy into fuel for fire users to draw from. I got some extremely helpful answers from quite a few different people and for that, I am grateful.
Now then, with that out of the way, I wanna talk a bit about a somewhat overused trope in fiction that I cannot get enough of, elemental magic. It doesn't matter if it's just the primary four or something else that shares similar connotations to them (e.g. ice, lightning/electricity, sand, etc.), I love the idea of magic centered around nature, the ecosystem and the primary features that make up individual landscapes. I love it so much in fact that I even designed a magic system of my own built around this very idea. Here's what I've got.
Geomancy
- Magic centered around dirt and stones
- Has connotations of vigor, reliability/dependability, rationality, pride, stubbornness and single-mindedness
- Powers only work if standing on unrefined earth
- Sub-abilitites include Psammomancy (sand manipulation), super strength and enhanced durability
Hydromancy
- Magic centered around water and various other liquids derivative of it
- Has connotations of serenity, compassion, adaptability/flexibility, vanity, materialism and entitlement
- Beginner-tier Hydromancers can only draw water from external sources, while more skilled Hydromancers can create water from the moisture in the air
- Powers become ineffective in warm environments with low humidity (e.g. deserts and lava lands)
- Sub-abilitites include Cryomancy (ice manipulation) and enhanced lung capacity
Aeromancy
- Magic centered around atmospheric pressure
- Has connotations of tranquility, playfulness, activeness, immaturity, pettiness and mischief
- Powers become ineffective in environments void of air (e.g. underwater and the Underworld)
- Sub-abilitites include Electromancy (lightning/electricity manipulation) and enhanced agility
Pyromancy
- Magic centered around heat and flame
- Has connotations of determination, passion, justice, wrath, violence and instability
- Beginner-tier Pyromancers can control and create fires externally, while more skilled Pyromancers can produce fire internally by converting food into fuel
- They cannot create fire if they run out of fuel and/or are unable to get their hands on something flammable. They also can't use their powers in environments of extremely cold temperatures (e.g. frozen tundra's and underwater)
- Sub-abilitites include thermal vision (locating people via heat) and enhanced heat and flame resistance
What about you guys and girls? How do YOU handle your elemental magic systems? Do you focus on the primary four or do you feature an additional element or two that differs from the others in terms of uses and capabilities? Would do you associate each element with? Does your system also feature sub-abilitites and if so, which elements get which ability? Is your system built on logic and science, or magic and freedom? Is there a strongest and weakest element in your system, or are all of them equal in terms of power? Speaking of power, what are each elements limitations and restrictions (if they even have any)? Also, what are your thoughts on elemental magic in general? Is it something that appeals to you? Could you not care less for it? Or do you not really have a particular opinion on it at all? Love to here back from all of you
Now then, with that out of the way, I wanna talk a bit about a somewhat overused trope in fiction that I cannot get enough of, elemental magic. It doesn't matter if it's just the primary four or something else that shares similar connotations to them (e.g. ice, lightning/electricity, sand, etc.), I love the idea of magic centered around nature, the ecosystem and the primary features that make up individual landscapes. I love it so much in fact that I even designed a magic system of my own built around this very idea. Here's what I've got.
Geomancy
- Magic centered around dirt and stones
- Has connotations of vigor, reliability/dependability, rationality, pride, stubbornness and single-mindedness
- Powers only work if standing on unrefined earth
- Sub-abilitites include Psammomancy (sand manipulation), super strength and enhanced durability
Hydromancy
- Magic centered around water and various other liquids derivative of it
- Has connotations of serenity, compassion, adaptability/flexibility, vanity, materialism and entitlement
- Beginner-tier Hydromancers can only draw water from external sources, while more skilled Hydromancers can create water from the moisture in the air
- Powers become ineffective in warm environments with low humidity (e.g. deserts and lava lands)
- Sub-abilitites include Cryomancy (ice manipulation) and enhanced lung capacity
Aeromancy
- Magic centered around atmospheric pressure
- Has connotations of tranquility, playfulness, activeness, immaturity, pettiness and mischief
- Powers become ineffective in environments void of air (e.g. underwater and the Underworld)
- Sub-abilitites include Electromancy (lightning/electricity manipulation) and enhanced agility
Pyromancy
- Magic centered around heat and flame
- Has connotations of determination, passion, justice, wrath, violence and instability
- Beginner-tier Pyromancers can control and create fires externally, while more skilled Pyromancers can produce fire internally by converting food into fuel
- They cannot create fire if they run out of fuel and/or are unable to get their hands on something flammable. They also can't use their powers in environments of extremely cold temperatures (e.g. frozen tundra's and underwater)
- Sub-abilitites include thermal vision (locating people via heat) and enhanced heat and flame resistance
What about you guys and girls? How do YOU handle your elemental magic systems? Do you focus on the primary four or do you feature an additional element or two that differs from the others in terms of uses and capabilities? Would do you associate each element with? Does your system also feature sub-abilitites and if so, which elements get which ability? Is your system built on logic and science, or magic and freedom? Is there a strongest and weakest element in your system, or are all of them equal in terms of power? Speaking of power, what are each elements limitations and restrictions (if they even have any)? Also, what are your thoughts on elemental magic in general? Is it something that appeals to you? Could you not care less for it? Or do you not really have a particular opinion on it at all? Love to here back from all of you