Elementalism | Heroes of Fantasy

Elementalism

Elementalism uses the basic forces that make up the world, in other words the magic of the elements. It deals with understanding water and earth, fire and air. Unlike the magic of wizards, it does not summon power but lets it flow through.

Elementalism is above all the understanding of the basic forces of the True world and harmony with them. If you want to command, rule and destroy, it is not for you; take the path of sorcery instead, or turn to other powers, such as demons.

Basics of elementalism

The power of elementalism lies in drawing power from the surroundings. If the power is not present, you cannot use it. You can control water, earth, air or fire. Each element, however, opposes one opposite, so in practice elementalists control one or two elements.

In the picture you can see that fire burns earth, earth stops wind, wind scatters water and water extinguishes fire. For every feat that you learn from water, you will have a -5 penalty to fire, etc.

Water

Water means calm, harmony and balance. It manifests itself above all through its healing power, although it can also destroy. Characters who deal most with this area are called waterbearers. Water is most strongly present at sea or on large lakes, less so by rivers or in swamps. In the desert or dry steppe it is not present at all.

Earth

Earth means stability, strength and durability. Its powers are mostly defensive or protective, which is also why practitioners of earth magic are often called protectors. We find earth almost everywhere except on the deck of a ship or in the air; it is strongest in the mountains or on plains, but in general it is enough for you to be close to the ground, so you can draw on it even in a town, but not on a ship.

Air

The element of air means change and speed. Although air is everywhere, as an element it manifests most on plains, mountain peaks, but above all in the wind itself. The element of air will not be present under water or underground.

Fire

Fire in its pure form is found only in volcanoes and in forest or steppe fires, to a lesser extent also in a scorching desert or even in a town, where there are fires, smiths and torches.

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