Elementalism

~*~*~*~ ABOUT ELEMENTALISTS ~*~*~*~
ELEMENTALIST ORIGIN
ELEMENTALIST ACQUISITION
ELEMENTALIST POWERS & ABILITIES [ Basic | Earth | Air | Water | Fire ]
ELEMENTALIST RULES
ELEMENTALIST INJURIES
ELEMENTALIST DEATH
LORE OWNERSHIP

ORIGIN

Elementalism is part of the DNA traits that are passed down through genealogy of the Reeves (Revanatziah) family.  The originators for these special powers are the witches known as Maharet and Mekare.  The following are notes to remember.

  • This power is not limited to vampires just because Maharet and Mekare are vampires.  It is through their mortal lineage that powers are endowed.  All mortals that are established descendants of the Revanatziah Twins can learn this power.
  • This power is not limited to a sex just because Maharet and Mekare are females. Both females and males can learn it —  although usually there are more females than male that exhibit these powers.
  • This is the only power that would remain constant in both Earth and Sosaria, or any other world.
  • This also is only power that would not be lost when turned or infected by vampirism or shapeshifting or any other affliction.

ACQUISITION

If you would like to have elementalism as part of your Revanatziah/Reeves descendant character, you would exhibit its qualities from very early in childhood.  The following are notes to remember.

  • Not all characters that are born of the line end up exhibiting the traits of elementalism, thus none are required to have it.
  • It would appear to you as if in a dream-state as a young toddler (~ 2 – 3 years of age), depending on the specialty line you choose OOC’ly.  If fire is your speciality, your dreams would be of fire…. if water is your specialty, your dreams would be of water and so forth.  IC’ly the specialty chooses you, hence the appearance of dreams.
  • You would then start to be able to manipulate the element of your choosing towards age ~ 5 to 7.
  • By the time you reach puberty (~ 12 to 13 years of age)  you can begin to train the basic abilities.
  • Mastery of the basic abilities is required in order to continue training a specialty.
  • All elementalists can only EVER have one speciality, once chosen it cannot be reverted.  
  • Basic abilities are available to all elementalists regardless of speciality.
  • All elemental powers are considered innate abilities and do not require the chanting of “Words of Power”, thus are not “spells” in the traditional sense and cannot be interrupted, but can be countered.
  • Only Maharet and Mekare retain the power of dualism; mastery of two elements.  

POWERS & ABILITIES

BASIC ABILITIES

All elementalists have access to the following powers and abilities:

EarthAir
WaterFire
SEVER BONDS
================

Ability Type: Instant
Ability Cooldown: 60 Seconds

Ability Effect:
Removes all control and movement impairing effects or gifts from both the Elementalist and any friends within a 10 meter radius.

RP Factor:
Recommended that you carry trapped pouches, casted by a low-level mage, to break out of paralyze effects.

EarthAir
WaterFire
ELEMENTAL ARMOR
====================

Ability Type: Instant
Ability Restrictions: Self-Cast, Re-cast to Remove

Ability Effect:
Increases Armor, dampening incoming elemental damage done by 40% but reducing the Elementalist’s own elemental spell damage by 40%.

RP Factor:
None available.

EarthAir
WaterFire
ELEMENTAL FORCES
====================

Ability Type: Instant
Ability Cooldown: 5 minutes

Ability Effect:
Causes the Elementalists’ next 5 damaging abilities to deal an additional 20 random elemental damage: air, fire, water, or earth.

RP Factor:
None available.

EarthAir
WaterFire
RUSHING ELEMENTS
=====================

Ability Type: Instant
Ability Restrictions: Area of Effect
Ability Cooldown: 5 minutes
Range Restrictions: 30 meters

Ability Effect:
Reduces the Elementalist’s global resist to 0 in order to increase the resists of their friends within the radius of 10 meters.

RP Factor:
None available.

EarthAir
WaterFire
RAGING ELEMENTS
=====================

Ability Type: Instant
Ability Cooldown: 5 minutes

Ability Effect:
Summons an army of elementals of a random element, up to 10. Lasts for 10 seconds.

RP Factor:
None available.

EarthAir
WaterFire
RECLAIM ELEMENTS
=====================

Ability Type: Instant
Ability Restrictions: Area of Effect
Ability Pre-requisite: Raging Elements
Range Restrictions: 30 meters

Ability Effect:
Sacrifices the summoned elementals from Raging Elements to heal the Elementalist.

RP Factor:
None available.

EarthAir
WaterFire
PRISMATIC ARMOR
=====================

Ability Type: Instant
Ability Restrictions: Self-Cast
Ability Duration: 20 seconds
Ability Cooldown: 5 minutes

Ability Effect:
Increases resists by 100, their damage by 15% and gives damaging attacks a 20% chance to lower a single target’s resistance to a random element.

RP Factor:
None available.

EarthAir
WaterFire
PRISMATIC VOLLEY
=====================

Ability Type: Instant, Channeled
Ability Cooldown: 30 seconds
Ability Restrictions: Movement breaks channel.
Range Restrictions: 30 meters

Ability Effect:
Channels 10 damage of either earth, air, fire, or water, depending on your specialization over a concurrent 4 seconds. Elementalist cannot be moved.

RP Factor:
None available.

EARTH SPECIALTY

For elementalists that wish to specialize in the Earth element, gain access to the following abilities:

Earth
CYCLE OF EARTH
================

Ability Type: Instant
Ability Restrictions: Self-Cast, Re-cast to Remove

Ability Effect:
Casting a damaging earth ability increases the damage done to air-resistant targets lowering the Elementalist’s own air resistance by 10.

RP Factor:
None Available.

Earth
STONE ARMOR
================

Ability Type: Instant
Ability Restrictions: Self-Cast
Ability Cooldown: 2 minutes
Ability Duration: 10 seconds

Ability Effect:
Turns the Elementalist’s skin into solid stone warding of all ranged attacks.

RP Factor:
None Available.

Earth
PILLAGING STONE
=================

Ability Type: Casted, Channeled
Cast Time: 2 seconds
Ability Restrictions: Movement breaks channel.
Ability Duration: 3 seconds
Range Restrictions: 30 meters

Ability Effect:
Drops a rain of boulders on the target, dealing 10 earth damage for each tick over a 3 second duration.  The Elementalist cannot be moved.

RP Factor:
None Available.

Earth
LAVA FIELD
=============

Ability Type: Instant
Ability Restrictions: Area of Effect
Ability Cooldown: 2 minutes
Ability Duration: 6 seconds for damage, 10 seconds for buff
Range Restrictions: 30 meters

Ability Effect:
Drops a lava field at the target that deals 10 earth damage over 6 seconds to up to 10 enemies in the target area. Up to 10 enemies  in the area will have their damage increased by 10 for 10 seconds.

RP Factor:
Recommend uses a conflaguration potion for the effect.

Earth
EARTHEN BARRAGE
===================

Ability Type: Casted
Cast Time: 2 seconds
Ability Cooldown: 45 seconds
Range Restrictions: 30 meters

Ability Effect:
A barrage of earth shards rises from the ground pushing directly through enemies in front of the Elementalist causing 10 earth damage to each target in range.

RP Factor:
None available.

Earth
VITALITY OF STONE
===================

Ability Type: Instant
Ability Restrictions: Self-Cast, Area of Effect
Ability Duration: 5 minutes
Range Restrictions: 20 meters for buff

Ability Effect:
Increases Strength, Dexterity, and Intelligence by 5 on all friends within 20 meters over caps. Lasts 5 minutes.

RP Factor:
None available.

Earth
GRANITE RAGE
================

Ability Type: Casted
Cast Time: 2 seconds
Ability Cooldown: 45 seconds
Ability Duration: 15 seconds
Range Restrictions: 30 meters

Ability Effect:
Deals 10 to 15 earth damage to the target. Increases Attack Power and Spell Power by 25 for 15 seconds on all friends within range.

RP Factor:
None available.

AIR SPECIALTY

For elementalists that wish to specialize in the Air element, gain access to the following abilities:

Air
CYCLE OF AIR
==============

Ability Type: Instant
Ability Restrictions: Self-Cast, Re-cast to Remove

Ability Effect:
Casting a damaging air ability increases the damage done to water-resistant targets lowering the Elementalist’s own water resistance by 10.

RP Factor:
None Available.

Air
WIND GUARD
================

Ability Type: Instant
Ability Restrictions: Self-Cast
Ability Cooldown: 2 minutes
Ability Duration: 10 seconds

Ability Effect:
Turns the Elementalist’s skin into whirling air warding of all ranged attacks.

RP Factor:
None Available.

Air
WIND VORTEX
================

Ability Type: Casted, Channeled
Cast Time: 2 seconds
Ability Restrictions: Movement breaks channel.
Ability Duration: 3 seconds
Range Restrictions: 30 meters

Ability Effect:
Creates a vacuum of air much like a tornado, dealing 10 air damage per tick over 3 seconds and throwing targets that come in contact with the vortex away from the area. The Elementalist cannot be moved.

RP Factor:
None available.

Air
WIND CHILL
=============

Ability Type: Instant
Ability Restrictions: Area of Effect
Ability Cooldown: 2 seconds
Ability Duration: Snare effect lasts up to 10 seconds
Range Restrictions: 30 meters

Ability Effect:
Knocks back all enemies directly in front of the Elementalist. Snares affected enemies reducing their movement speed by 20% for up to 10 seconds depending on the enemies’ resistances.

RP Factor:
None available.

Air
STORM SURGE
================

Ability Type: Casted
Cast Time:  2 seconds
Ability Cooldown: 45 seconds
Range Restrictions: 30 meters

Ability Effect:
Air rises from the ground underneath enemies lifting them into the air in front of the Elementalist causing 10 air damage to each target in range.

RP Factor:
None available.

Air
THUNDERBURST
================

Ability Type: Casted
Cast Time:  2 seconds
Ability Restrictions: Area of Effect
Ability Cooldown: 2 minutes
Ability Duration: 4 seconds
Range Restrictions: 30 meters

Ability Effect:
Open a large cloud above the targeted area dropping thunder and lightning dealing 35 to 38 air damage to each attacker in the selected area.

RP Factor:
None available.

Air
RAGING STORM
================

Ability Type: Instant, Channeled
Ability Restrictions: Movement breaks channel.
Ability Cooldown: 2 minutes
Ability Duration: 3 seconds
Range Restrictions: 30 meters

Ability Effect:
Deals a total of 80 air damage over 3 seconds to a single target.  Elementalist cannot be moved.

RP Factor:
None available.

WATER SPECIALTY

For elementalists that wish to specialize in the Water element, gain access to the following abilities:

Water
CYCLE OF WATER
==================

Ability Type: Instant
Ability Restrictions: Self-Cast, Re-cast to Remove

Ability Effect:
Casting a damaging water ability increases the damage done to fire-resistant targets lowering the Elementalist’s own fire resistance by 10.

RP Factor:
None Available.

Water
ICE SHIELD
=============

Ability Type: Instant
Ability Restrictions: Self-Cast
Ability Cooldown: 2 minutes
Ability Duration: 10 seconds

Ability Effect:
Turns the Elementalist’s skin into solid ice warding of all ranged attacks.

RP Factor:
None Available.

Water
ICY GALE
============

Ability Type: Instant
Ability Restrictions: Point Blank
Ability Cooldown: 45 seconds
Ability Duration: Snare effect lasts up to 6 seconds

Ability Effect:
Knocks back up to 3 enemies in front of the Elementalist, snaring each enemy for up to 6 seconds.

RP Factor:
None available.

Water
WATER WALL
==============

Ability Type: Channeled
Cast Time: 2 seconds
Ability Restrictions: Target must be inanimate.
Ability Cooldown: 2 minutes
Ability Duration: 1 minute
Range Restrictions: 30 meters

Ability Effect:
Creates an impenetrable force field of water around a selected target shielding it from outside attackers but locking in all inside it. The Elementalist can move during this channel, but can be interrupted.

RP Factor:
None available.

Water
ICICLE
==========

Ability Type: Casted
Cast Time:  2 seconds
Ability Cooldown: 45 seconds
Range Restrictions: 30 meters

Ability Effect:
Deals 51 to 56 water damage to a single target.

RP Factor:
None available.

Water
ICE SHEAR
=============

Ability Type: Instant
Ability Cooldown: 2 minutes
Ability Duration: 1 minute

Ability Effect:
Creates a large shard of ice 10 meters in length essentially dividing up an area in two. Lasts 1 minute.

RP Factor:
None available.

Water
EYE OF THE STORM
====================

Ability Type: Instant
Ability Restrictions: Area of Effect, Point Blank
Ability Cooldown: 2 minutes
Range Restrictions: 30 meters

Ability Effect:
Centered around the Elementalist starting 15 meters out from him/her, creates hurricane like conditions pouring rain reducing all visibility down to almost nothing.

RP Factor:
None available.

FIRE SPECIALTY

For elementalists that wish to specialize in the Fire element, gain access to the following abilities:

Fire
CYCLE OF FIRE
================

Ability Type: Instant
Ability Restrictions: Self-Cast, Re-cast to Remove

Ability Effect:
Casting a damaging fire ability increases the damage done to earth-resistant targets lowering the Elementalist’s own earth resistance by 10.

RP Factor:
None Available.

Fire
PYRO SHIELD
===============

Ability Type: Instant
Ability Restrictions: Self-Cast
Ability Cooldown: 2 minutes
Ability Duration: 10 seconds

Ability Effect:
Turns the Elementalist’s skin into cinder ash warding of all ranged attacks.

RP Factor:
None Available.

Fire
IGNITE
==========

Ability Type: Instant
Ability Restrictions: Self-Cast, Re-cast to Remove

Ability Effect:
Sets the Elementalist a blaze, increasing the damage output of all fire-based abilities by 20% but reducing all physical resistances to zero.

RP Factor:
None available.

Fire
FLAME VOLLEY
=================

Ability Type: Instant, Channeled
Ability Restrictions: Movement breaks channel.
Ability Cooldown: 45 seconds
Ability Duration: 3 seconds
Range Restrictions: 30 meters

Ability Effect:
Deals 23 to 27 fire damage over three seconds.  Deals an additional 14 to 19 fire damage at the end of the channel. The Elementalist cannot be moved.

RP Factor:
None available.

Fire
CINDER BURST
================

Ability Type: Casted
Cast Time: 2 seconds
Ability Restrictions: Area of Effect
Ability Cooldown: 2 minutes
Ability Duration: 10 seconds
Range Restrictions: 30 meters

Ability Effect:
Sends a hurling fireball at a ground target incinerating the area and causing 23 to 29 fire damage to all targets within the area reducing their movement speed by 20%. Lasts 10 seconds.

RP Factor:
Recommended that you use a great conflaguration potion on a target area.

Fire
BACKDRAFT
==============

Ability Type: Instant
Ability Restrictions: Point Blank
Ability Cooldown: 30 seconds
Ability Duration: Stun effect lasts 3 seconds, snare effect lasts 10 seconds

Ability Effect:
Knocks back all enemies directly in front of the Elementalist, stunning all knocked back targets for 3 seconds and reducing their movement speed by 20% for 10 seconds.

RP Factor:
None available.

Fire
FIRE STORM
================

Ability Type: Instant, Channeled
Ability Restrictions: Area of Effect, Movement breaks channel.
Ability Cooldown: 10 minutes
Ability Duration: 2 minutes
Range Restrictions: 30 meters, 5 meters for area effect

Ability Effect:
A conflaguration erupts at the selected ground target area burning enemies and objects within it at 15 fire damage per tick, causing all targets within the storm to burn to the ground.  Elementalist cannot be moved.

RP Factor:
None available.

 

RULES

The following rules apply to all Elementalists.

  • Basic abilities can be taught to any elementalist by another elementalist.
  • Specialized abilities can only be taught to elementalists that choose said specialty by elementalists that have said specialty.
  • The varying energies of different planets affect the power of the abilities you use.  For example, Earth being a lot older than Sosaria would have diminishing returns on the power of your abilities.  Since Elementalism draws on the life elements of a planet… the younger the planet the stronger your abilities.

INJURIES

Elementalists do not posses any power to heal the body, thus injuries can be life-threatening.  As such Elementalism is futile if not coupled with other magics or abilities.

A note on elemental resistances and combat between specialties:

  • All elemental resistances are the same for Elementalists as they would for any other magic line with the exception of the specialty element.  So while all other resistances would cap at say 70%, a Fire Elementalist would have a fire resistance of 100%.
  • As such a fight between two elementalists of the same line would be long-drawn out and for all intents and purposes futile.
  • To combat a Fire Elementalist, you need to be a Water Elementalist.
  • To combat a Water Elementalist, you need to be an Earth Elementalist.
  • To combat an Earth Elementalist, you need to be an Air Elementalist.
  • To combat an Air Elementalist, you need to be a Fire Elementalist.

DEATH

As there are no healing powers in this line, you are dependent on other magical lines and abilities, such as bandages, the Resurrection spell, and the Noble Sacrifice spell.  All would be valid forms of resurrection.  Please remember that no one can just “kill off” your character without consent.  If you do not consent to being killed off,  your death should be role played as a severe injury — such as being knocked unconscious and needing medical assistance.

LORE OWNERSHIP

This lore has been created specifically for this guild by Sue Patterson (who plays Bianca Solderini and Maharet and Mekare in game), loremaster.  Changes to this lore once written would be reviewed the by the lorekeepers, who for this lore is Maria Espino (who plays Pandora and also occasionally Maharet and Mekare in game) and Adam Carter (who plays Armand).