Magical Ellements Second Stage

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Intro

There are several types of Second-stage elements. The most common are the elements that expand on a basic element. These are by far the most common to get if you have the basic element it expands upon, but it's not impossible to get if your first element is unrelated.
The Second type combines aspects of multiple first-stage elements to create a useful new element with new applications and uses.
The Third Type is elements that are not really related to any of the first-stage elements and are therefore unique. These are also the rarest of the second-stage elements.  

Second Stage Elements

 

Ice

Rarity: Common for water mages
The continuation of Water. This Element allows the manipulation of ice, the ability to turn water into ice and manipulate it as your will decrees. This element is that of cold determination and shattering shields; it can be used to freeze water in cracks, destroying what is around it, and it can be used to create icy spears to impale one's enemies. Because it is an expansion of the water element, it synergizes the best with water. Its weakness is its reliance on water, but its strength is in offense and defensive capabilities.  

Metal

Rarity: Common for earth mages
The expansion of Earth, and it is a partial Conjuration type.
This element allows you to do with metal the same as an Earth mage can do with earth. The ability to intricately shape metal has given rise to a completely new forging technique called mage forging, which allows the weaving of metals into each other, creating very strong materials. This is a difficult and time-consuming process; however, the tools and weapons made with it, while much better than their normal counterparts, are also much more expensive. Because of the existence of mage forging, this element also goes very well with the fire element. Its weakness is its reliance on available metal, although this also allows the creation of phantom matter; real matter is still required for more permanent magics. However, its incredible strength more than makes up for it.  

Plasma

Rarity: Common for fire mages
The Continuation of Fire. This element has much in common with its predecessor, except it is much faster and more explosive. Its shields are also much stronger than fire shields, although they still aren't the best. Plasma also allows for much better form giving to spells, being able to almost create objects, like a plasma spear, which is more like a bolt projectile than a usable spear, and many things like it. Its weakness is its hard-to-control speed, which can sometimes outpace the caster, making it a very volatile and dangerous element, while this speed is at the same time also its greatest strength.  

Storm

Rarity: Common for air mages.
The expansion of Air. The storm takes pushing air to the extreme. It allows the mage to create massive behemoths of force that have the capacity of raining destruction on a massive region if their personal power is great enough, and if their control proves complete. They might find the ability to focus this force on a single target, greatly increasing their deadly potential. The storm isn't just air though, with it comes rain, thunder, and lightning, but only for the strongest of storm mages. This element requires a very strong will and a great amount of focus. It has the potential to be one of the strongest of the second-stage elements, but only if your resolve and determination equal your ambition.  

Abyss

Rarity: Common for dark mages.
Become one with darkness, form it around you, deny the light the privilege of granting sight to your enemies, these are all abilities that are known to exist for abyss mages. it allows the caster to manipulate the darkness and banish light. Within the darkness, they can move freely, and quickly, they can also create pockets of darkness and move them anywhere they can see. This ability is notoriously hard to control, but to those who can, they will become the most dangerous of warriors.  

Flare

Rarity: Common for light mages.
The ability to create powerful beams of light, that can be formed and shaped into a great variety of things, such as shields, but also spears. these are temporary tho, and will last only for the duration of the spell, as this is not a conjuration type. the mage can even walk on these beams, and use them to traverse the skies.  

Magma

Rarity: Uncommon for earth and fire mages.
it combines these two elements to grant the ability to melt rock and manipulate it like water. Because this is like water magic but with boiling rocks, this element is very good for combat. It also makes it much easier to give form to rock and create new rock types. It can even be used to create a molten suit of rocky armor around oneself. Its weakness is the danger to the user, and that cooling the rock is as fatiguing as melting it. But the strength is in its various applications.  

Flux

Rarity: Uncommon for light and air mages.
The combination of light and air, and it is a Conjuration type.
It creates a magical gassy substance called the flare, which has a near-limitless set of applications, it synergizes very well with both light and air magic because it contains features of both. It can be pushed around in swirls, formed into projectiles when pushed, project colors imitating images and mirages from a distance. It can also block light and signal things; the possibilities are endless. Flare is a gas with by default a soft yellow hue and is fairly translucent. By focusing, a mage can change its color, and even its color density and translucency, making it possible to make temporary imitations of objects. It is a non-flammable gas, so it can be used to put out fires; it is also a non-breathable gas, making it possible to use it to suffocate people. It has a fairly long range, allowing mages to keep the gas up from quite far away, but they also have much less control over dismissing the gas. Once cast, the gas can only really be dismissed if in sight of the caster, since sensing the gas is quite hard, due to its lack of weight. However, it will still degenerate on its own after a short while, especially if the caster has moved further away. Its weakness is its soft nature, but its strength is in its versatility and range.  

Tar

Rarity: Uncommon for water and dark mages.
This is a Conjuration type.
Summon a thick black substance called tar. It is sticky when commanded, and it can be manipulated to do a large variety of things. its properties can be changed on command, it can be made to allow certain substances such as air or water to travel through, and blocking others, it can be made to solidify, at which point it will become permanent, and it will no longer cast any maintanance. Its shape can be changed, allowing it the pull things together, by sticking, and retracting its shape, and a great many other things.  

Electricity

Rarity: Very Rare
The ability to discharge electrical charges as small lightning bolts or sparks. These electrical charges can be utilized in many ways, but the most common is as some kind of lightning. It synergizes very well with water because water can be charged and used to easily electrocute groups of people, it also synergizes quite well with air. However, its weakness is also water, which in large quantities can dilute the charge. Its strength is in speed, and because it's attracted to its targets, making it very hard to dodge. It being an electrical charge also makes it quite effective against enemies wearing metal. Although mithril and jet don't conduct electricity, those metals are rare, and most will not wear it in battle.  

Silk

Rarity: Very Rare
This is a Conjuration type.
It grants the ability to create a flaxy magical substance that gets its name from the yenoan caterpillar pods. In its base form it's like puffy wool clouds, except finer and softer. It can be shaped into string or rope, stretched into fabric, woven hardened, and thickened. It's fairly easy to conjure, and the real art is in using it creatively. It is possible to weave it into garments, but it will degenerate quickly when too far away from the caster, so there is no industry for it. Despite its lightness, it can be easily manipulated, although its range is quite short. It is also extremely resistant to breaking, even if spun as thin as spider silk.  

Glass

Rarity: Very Rare
This is a Conjuration type.
It grants the ability to conjure a hard transparent substance, which is named glass because that's what it looks like. It's very hard and can be formed into any shape. Like glass, it can bend light, and even reflect it if formed properly, allowing mages to conjure mirrors and lenses. Unlike silk or other conjured materials, this glass will only degenerate if the caster dismisses it, or another mage removes the spell. Another property of this glass is that it allows for plane linking, allowing them to teleport, and see over long distances. making glass one of the few elements to allow teleportation.  

Plant

Rarity: Very Rare
The ability to control plant growth. This is another one of the very versatile abilities that can be used in so many ways it's hard to begin describing them all. The only drawback is its high cost in magical energy, so it's better to grow a few useful plants than to try to grow a whole forest of vines, because that will leave you drained of energy. You can grow any plant you want with any of the properties that are currently useful for you, as long as you know how to make such a plant. This requires practice, and usually, plant mages will try many times before they get a single plant exactly how they want it. Once a plant is learned, it can easily be grown again. The plants grown are real and will stay, although they are infertile and will not produce more of the same plant by themselves. The plants during creation don't require water, food, or sunlight; instead, they are fed by the caster's mana. However, once they are fully cast and created, they will require water, soil, and sunlight in order to keep growing, and to stay alive depending on the properties of the plant grown.

Rarity

Each primary element has a continuation, most mages will get the continuation of their primary element, these are common, there are also hybrid elements that combine aspects of two primary elements, they are the second most common element for a mage with one of the elements it combines. In rare cases, a mage might get the second element, or hybrid elements of another primary element.  There are also a number of unrelated elements, with some of the most unique aspects available, these are very rare tho.

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