[Arcane] Elements
The Elements
Throughout time, there have been few forces stronger than the elements. They are ingrained in everything and the powers you learn from the Arcane Arts are fundamentally made up of elemental magic, the physical substances that build the lands, seas and skies of Isilendor. Without the elements, there would be no existence as we know it. No fire to warm your nights, no water flowing along the River Avalon, no earth beneath your feet and no air to fill your lungs.
In Isilendor, it is believed many of the elements came from the gods themselves, or at least they started the cycle of life that led to the presence of the Elemental Spirits. The Elemental Spirits were ancient, now extinct beings of air, fire, water, earth and even the mysterious Aether. Even though they are long gone, it is often thought that their essence lives on through the elements.
There are 3 categories of elements created to understand how they behave differently from each other. We have the base elements of earth, air, fire and water, which make up the very foundation of the elemental world. Then there are the secondary elements. These are combination forms, more advanced to create and manipulate, such as lightning, ice and magma to name a few. Lastly, we have the complex elements. These typically carry qualities of the base and secondary elements but are profoundly different in behaviour and more difficult to master.
Elemental Affinity
For each magic practitioner, there are areas they grow stronger in and seem to have a natural ability for. When it comes to the elements, most mages will find they have an affinity towards a specific element or sometimes two.
There is an old practice of detecting a mage’s elemental affinity which uses clear crystals. It’s a simplistic method that is not always accurate but gives a good idea of where their strength lies. Clear crystals are typically used in enchanting, to store spells that can be attached to an item but if a mage holds one of these crystals with their bare hands, they can be seen to react to the magical energy they possess.
In most instances, it will show only signs of earth, air, fire or water. There have been cases when the crystals have been known to display signs of secondary elements, such as lightning which previously made scholars of the arcane believe it to be a base element. It was later discovered that lightning is a product of an equal strength between air and fire, which together can produce lightning. Ice is another common secondary element that has been known to display itself on these crystals.
The Base Elements
Also known as the primary elements, these are the 4 well known elements that build up the fabric of our world. These are the elements that cannot be broken down into simpler elements and together can form something new. Below is a list of the base elements, their properties and examples of spells that can be cast.
Earth
Known as Euli in the elven tongue, earth magic is known mostly for its strength. Earth is the growth element, able to conjure up plant-life and vines from the ground to use both for offense and defense. Skilled geomancers can throw boulders, camouflage into their surroundings and create earthquakes. Sometimes using the old Eldalair word, Euli before casting can enhance the power of earth spells. Geomancers are typically strong and sturdy yet peaceful mages, valuing life, building, wealth and growth. The earth is as old as time itself, and its protector is the Father, the ancient god Asmundis. Delvheim often produces more earth mages. Earth mages become disadvantaged at sea and get their best strength on land.
Elemental Spirit: SprigganRealm Affinity: Delvheim
Eldalair: Euli [oo-lee]
Affinity Crystal: The crystal shatters into pieces of rock and soil
Elemental Incorporation: enhances defence, spiking up to harm anything it comes into contact with
Earth Spells:
- Rock Throw [Rank 3] - creates or manipulates small rocks to hurl at a target
- Roots [Rank 3] - a spell to recover strength by rooting the caster to the ground
- Leaves [Rank 3] - fast projected leaves that can blind and cut the target
- Vines [Rank 4] - conjures of vines to defend the caster or attack a target
- Growth [Rank 4] - the ability to care for and grow herbs and flowers with a touch
- Boulder [Rank 5] - creates or manipulates large boulders to throw at a target
- Columns [Rank 5] - the ability to conjure up large columns of rock or earth
- Blockade [Rank 6] - a wide range spell to raise the ground around the caster
- Spores [Rank 6] - release a bundle of spores to inflict poison on a target
- Landslide [Rank 7] - a strong spell to loosen earth on a slope and create a flow of mud and rocks
- Earthquake [Rank 7] - generates an earthquake of varying magnitude
- Earth Sprite [Rank 7] - temporarily summons an earth sprite (Elk, Bear, Treant, Tortoise, Spriggan) to strike the target
- Fissure [Legend] - a powerful spell that rips a gorge in the ground
Air
Practitioners of air magic are known as aeromancers and are widely considered to be the most agile of mages. Air can be used to enhance the speed of the caster, slash air jets at a target or conjure of harsh wind storms. In the Eldalair tongue, air is known as Alderis and can be strengthened with this word if known. Aeromancers can be temperamental people, stealthy, agile and unpredictable. They can be gentle as a breeze or a force to be reckoned with. It is not uncommon to find Aeromancers in Eldathren, though it can be said that Eldathren was the first to harness any of the elements. It is more difficult to produce air magic underground and in deep water. Open air planes give aeromancers an advantage. A mysterious entity named Airi favours the air and the winds, some say her presence consists of the surviving Sylphs.
Elemental Spirit: SylphsRealm Affinity: Eldathren
Eldalair: Alderis [ahl-der-ees]
Affinity Crystal: The crystal feels cool to touch and lighter in weight
Elemental Incorporation: enhances agility and deflects anything that touches it
Air Spells:
- Air Speed [Rank 3] - used by reducing air resistance to help speed up movements
- Air Blast [Rank 3] - a simple blast of wind directed at a target or to push the caster off the ground
- Cutting Wind [Rank 3] - a condensed sharp burst of air that can cut a target
- Minor Vortex [Rank 4] - the ability to create a small swirl of fast moving air
- Protective Vortex [Rank 4] - surrounds the caster with fast moving air to deflect attacks
- Gale Force [Rank 5] - a strong force of air magic to push back multiple targets
- Airi's Whisper [Rank 5] - the ability to whisper to someone several feet away by use of the air
- Flight [Rank 6] - the ability to use bursts of air for temporary moments of apparent flight
- Sonic Boom [Rank 6] - a high speed, loud blast of air that can cause severe damage to it’s target
- Tornado [Rank 7] - a weather spell that generates a large, fast moving vortex of air
- Air Sprite [Rank 7] - temporarily summons an air sprite (Eagle, Djinn, Lion, Griffin, Sylphs) to strike the target
- Hurricane [Legend] - a highly powerful air spell that generates a violent windstorm
- Suffocate [Legend] - a potentially fatal spell that removes the air from the lungs of it’s target
Fire
For the most part, fire is a highly offensive form of elemental magic. Fire is used primarily for attack when wielded but has its uses out of combat as well, to start a campfire and send warning signals. A caster can protect themselves in flames or incinerate their foes. Be careful not to cross a pyromancer as they’re often hot tempered and quick to attack. Akasuna tends to produce the most pyromancers. Saying the Eldalair word, Fierto, can increase the heat of the flames. The sun gods Solis and Helios give favour to pyromancers, granting solar flare powers to those devoted enough. Fire magic is more difficult to produce at high altitudes and in deep water. Sun exposure and proximity to fire give pyromancers an advantage. Some pyromancers can harness fire so intensely hot that the flames turn blue.
Elemental Spirit: EvorteRealm Affinity: Akasuna
Eldalair: Fierto [fee-air-toe]
Affinity Crystal: The crystal heats up and displays a fiery glow inside
Elemental Incorporation: enhances attack and burns anything it touches
Fire Spells:
- Embers [Rank 3] - a small spatter of fiery sparks to burn a target
- Flaming Palm [Rank 3] - a blast of flames produced from the palm of the hand
- Red Handed [Rank 4] - a burning touch that turns the hands red
- Scorch [Rank 4] - an intense heat produced with no flames in order to tire an opponent
- Photosynthesis [Rank 4] - a passive ability to absorb heat of the sun to gain strength
- Flame Vortex [Rank 5] - a fiery swirl of fast moving flames, can be used to surround the caster
- Flare [Rank 5] - a passive burst of flame sent into the air as signal of warning or distress
- Blaze [Rank 5] - a large blast of flames to burn a target
- Fireball [Rank 6] - a condensed form of strong fiery magic to project at a target
- Flaming Whip [Rank 6] - conjures a thin fiery whip that can inflict harsh attacks
- Inferno [Rank 7] - a powerful intense blaze that burns everything it touches
- Fire Sprite [Rank 7] - temporarily summons a fire sprite (Phoenix, Ifrit, Dragon, Fox, Evorte) to strike the target
- Incinerate [Legend] - burns the target until reduced to ashes
Water
Fluid and mouldable, water is a very versatile element. Someone who wields water is likely to have incredible balance and a sense of self. Water can be used to nourish, bring peace but is also a great source of aggression and something to be feared. Many creatures lie beneath the oceans themselves and the goddess Lorelei takes great command of this element, granting unique water dwelling abilities to those of her choosing. Hydromancers are changeable like the tides, able to remain calm but can turn against you with little warning. Braitheld has a tendency to house more hydromancers than other realms. Water mages need to stay hydrated for more effective spells. Proximity to a body of water creates advantage for a hydromancer.
Elemental Spirit: UndineRealm Affinity: Braitheld
Eldalair: Errael [eer-ee-ahl]
Affinity Crystal: The crystal becomes slippery and appears wet
Elemental Incorporation: enhances endurance and slows movement of anything it comes into contact with
Water Spells:
- Bubble [Rank 3] - the ability to produce bubbles of water
- Aqua Blade [Rank 3] - a narrow projection of water that can cut a target
- Hydrate [Rank 3] - a recovering spell to absorb nearby water for strength
- Waterbreathing [Rank 4] - the ability to breathe underwater
- Aqua Pulse [Rank 4] - a strong projected pulse of water that can daze the target
- Hydro Jet [Rank 5] - a condensed, forceful blast of water to strike a target
- Orb [Rank 5] - the ability for a caster to surround themselves with a protective orb of water
- Whirlpool [Rank 6] - a fast pace, aggressive torrent of swirling water that can trap a target
- Geyser [Rank 6] - an abrupt burst of water that typically can be conjured up from the ground
- Tidal Wave [Rank 7] - a large wave of water hurled towards a target
- Water Sprite [Rank 7] - temporarily summons a water sprite (Octopus, Dolphin, Horse, Shark, Undine) to strike the target
- Dehydrate [Legend] - a potentially fatal spell that can harvest the water of a living creature
The Secondary Elements

Sometimes named the Advanced or Dual Elements as they require a strong knowledge of 2 or more base elements to master. The majority of secondary elements cannot be cast without dual wielding ability [Rank 6 of the Arcane Arts]. It is unknown why but mages have been seen to understand Lightning and Ice earlier in their studies of the Arcane and are most commonly seen in clear crystals. Below are examples of secondary elements, how they behave and types of spells that can be used.
Lightning
At its simplest form, lightning magic is the combination of Air and Fire to create electric charge. Lightning is typically understood by mages a lot sooner than other secondary elements, but in its advanced forms, can generate violent thunderstorms. When not properly controlled, the fire and air can cause explosions.
Affinity Crystal: The crystal appears to crack internally without breakingElemental Incorporation: enhances speed and creates sparks and electrocutes anything it comes in contact with
Lightning Spells:
- Static [Rank 3] - a mild spell to generate a static charge
- Basic Sparks [Rank 3] - the ability to conjure up sparks of lightning to hit a target
- Tendrils [Rank 3] - a larger ranged spell of lightning tendrils
- Magnetise [Rank 4] - the ability to create magnetic energy to pull and push metallic objects
- Bolt [Rank 5] - a condensed form of lightning that can be projected at high speed
- Electrical Net [Rank 6] - can form a chain of lightning between multiple targets
- Lightning Sprite [Rank 6] - temporarily summons a lightning sprite (Tiger, Wasp) to strike the target
- Discharge [ Rank 7] - a dangerous spell that results in dispelling a large amount of electrical energy . Can cause damage to the caster
- Thunderstorm [Rank 7] - a highly advanced lightning spell to manipulate the weather for targeted lightning strikes
- Spherelectricity [Legend] - electrify the earth with lightning, electrocuting anything that comes into to contact
Ice
One of the more commonly mastered secondary elements, Ice is created through air and water. Weaker forms of ice magic can freeze temporarily but a very powerful ice mage can create great walls of ice and conjure up blizzards.
Affinity Crystal: The crystal feels freezing cold and frost air emits from the surfaceElemental Incorporation: enhances balanced and cools anything it comes into contact with
Ice Spells:
- Frost [Rank 3] - a mild spell to cool the temperature in the area
- Freeze [Rank 3] - the ability to freeze weaker targets and bodies of water
- Shards [Rank 4] - condensed, piercing chunks of ice that can be projected at high speed
- Icicle Spear [Rank 4] - a large icy spear that can be thrown at a target
- Cold Touch [Rank 5] - a mere touch will freeze a target instantly
- Hail/Snow [Rank 6] - depending on the conditions, a spell to create hailstone or snowfall in a limited area
- Ice Sprite [Rank 6] - temporarily summons an ice sprite (Polar Bear, Mammoth) to strike the target
- Sub Zero [Rank 7] - a powerful spell to dramatically reduce the temperature, freezing everything in the area
- Blizzard [Rank 7] - a highly advanced ice spell to manipulate the weather
- Thundra [Legend] - entirely freeze the area around you, harming others and temporarily resistant to melting
Magma
A volatile combination of earth and fire to create molten rock and melt all it touches. Powerful mages can become as aggressive as a volcano with this ability. Magma must be used with extreme caution as it can cause severe damage to all it touches, including the caster. This element is difficult to master and typically takes a skill pyromancer to generate the heat necessary for magma.
Affinity Crystal: The crystal melts into molten rockElemental Incorporation: None
Magma Spells:
- Lava [Rank 6] - the ability to churn out a steady flow of magma across the ground
- Hellstone [Rank 6] - creates molten rocks that can be hurled at a target
- Forge [Rank 7] - an intense heat that melts metal pieces worn by the target, burning their skin with the contact
- Magma Sprite [Rank 7] - temporarily summons an magma sprite (Salamander, Hellhound) to strike the target
- Eruption [Legend] - a burst of magma brought up from the earth
Crystal
With the use of water and earth in high concentrations, a mage can create crystals. Not many mages can get this quite right, usually forming mud or clay instead. Sharp focus is needed to create the perfect balance of earth and water to generate the crystals. When mastered, it can be a deadly weapon or a sturdy shield from harm.
Affinity Crystal: The crystal grows and forms new crystalsElemental Incorporation: None
Crystal Spells:
- Crystal Spear [Rank 6] - a crystalline spear that can be projected at a target
- Crystal Blade [Rank 6] - conjures a crystalline blade to slice at the target
- Crystal Barrier [Rank 7] - a large range of crystals form around the caster
- Crystal Sprite [Rank 7] - temporarily summons an crystal sprite (Spider, Canalith) to strike the target
- Crystallize [Legend] - grow crystals around the limbs of an opponent, piercing their skin.
Sand
This secondary element is the combination of earth and air to reduce earth to sand particles. It is difficult to control in this form due to its small particles but can do incredible damage when used well.
Affinity Crystal: The crystal disintegrates into sand itselfElemental Incorporation: None
Sand Spells:
- Blind [Rank 6] - A dash of sand thrown at the target to blind them
- Sand Sprite [Rank 6] - temporarily summons an sand sprite (Scorpion, Wyrm) to strike the target
- Sandstorm [Rank 7] - a large wave of sand pushed towards the target
- Dune Shift [Rank 7] - creates and obstructive wall of sand, almost smothering the target
- Disintegrate [Legend] - a powerful spell to turn the target into sand
There are other more advanced elements that don’t display affinity of any kind. These include Acid, Mist, Combustion and Plasma.
The Complex Elements
These are not elements as we typically understand. Some were considered base or secondary elements in theory but to understand them is more difficult or they behave in unique ways. Most of the complex elements are more advanced powers that can only be wielded by a select few [in the form of Statuses] or takes years of practice to master.
Aether [Divine Arts]
Known as Tulaea [too-lay-ah] in the ancient language of Eldalair, Aether is one of the base elements but it cannot be wielded in the same manner as the other 4. Among the Elemental Spirits, there existed the Aether being that is still not understood to this day, but is rumoured to have brought balance to the elements after war raged between them. The Divine Arts delves further into understanding Aether and how it can be used.
Force
The world is governed by gravitational forces, though force is not an element in itself. It can be influenced to push, pull, lift and throw. Powerful mages can switch off gravity entirely. Force is very primitive and most mages can wield it early on.
Time (Status only - Chronomancer)
It’s often argued whether time counts as an element but it is a fundamental part of the world. Everyone answers to time and only a very select few have unlocked the ability to manipulate and freeze time.
Plot Effect: Opponents are frozen in time and cannot attack for one turn (one time use)
Wood
In reality, wood is a product of earth, growing with the trees. It is a strange product however as it can’t be easily manipulated. It takes great effort to grow a full tree with magic and typically mages have been unable to bend or break it by controlling the wood itself.
Metal
A secondary element of fire and earth, metal has unusual qualities that take a stronger mage to control. Even though it’s created with the combination of fire and earth, it is predominantly formed naturally and takes a long time to shape or create. There are some magically gifted blacksmiths that pride themselves on their unique ability to construct weapons, armour and jewellery with the aid of magic. Gifted mages have also been known to manipulate the energy around them in order to magnetise themselves and attract and move metal.
Light
Though light is largely a product of the fire element and not an element itself, its behaviour independent of its source has brought it into consideration for a complex element. Light is often thought to be a gift from Lemuria, Solis and Helios, our moon and suns. In some forms, diviners can be seen to use light to counteract dark magic. In its simplest form, light can be generated by novice mages to guide their paths and their ability to control and manipulate light grows with strength and practice. Manipulating light can even aid wards and invisibility magic.
Light Spells:- Basic Light [Rank 2] - creates an orb of light to improve visibility. It's possible to move and change this light
- Light Ward [Rank 3] - creates a ward that can protect against dark arts
- Lightforce [Rank 4] - blasts a light beam at a target
- Radiance [Rank 5] - produces a light that envelopes the caster and harms nearby enemies
- Lemuria's Grace [Rank 6] - heal one ally with a soft, soothing light
- Aura of Solis [Rank 6] - generates a bright sunlight that only harms undead
- Arrow of Helios [Rank 6] - generates a bright sunlight arrow to project at a target
- Light Sprite [Rank 7] - temporarily summons an light sprite (Unicorn) to strike the target
- Moonbeam [Legend] - creates a concentrated form of moonlight to harm a target
Darkness (Status only - Shadowstryder)
In the domain of darkness it was once considered to just be the absence of light but theories surrounding this were put to the test when some began to master the darkness. There are a rare few who can use it to their advantage, able to walk in shadows and go unseen in the night. This is the domain of Tenebria and only those specially chosen can wield this power.
Plot Effect: Spells with an obscuring effect become more effective
Shadow Spells:- Shadow Sprite [Rank 7] - temporarily summons an shadow sprite (Flying Horse) to strike the target
Blood [Dark Arts]
Heavily studied in the Dark Arts, blood is sometimes considered an element of its own, while others argue that it is a byproduct of the water element. The Arcane Arts forbids it’s practice which can put both the caster and target in harm's way.