The Elements

The Elements Most mages are bound to one of the four classical mythic elements: fire, wind, water, and earth. Each of these elements has many aspects and facets, and on this page, I will discuss some of the common factors that define each element. By no means should you feel bound to emulate these examples: they are examples of what is common, not limits on what is possible.  Earth : Associated with the flesh, life, growth, and renewal as well as death, decay, and destruction, Earth as an element is one of the most difficult to make generalizations about. As both mountains and grains of sand are its children, as both harsh deserts and wild jungles are its territories, so too to the mages who hear Earth's call vary wildly amongst themselves. A few traits are standouts, however, primarily in personality and their approach to the magic and life as a whole. Steady is perhaps the best word that can be applied to Earthmages. They rarely act in haste, preferring to take the time to assess a situation before acting. If pressed, most will chose to defend rather than retaliate. They are deep thinkers and don't feel the need to rush; this can sometimes make them appear slow of wit or hesitant, when in truth they are still mulling over the consequences. Once decided, it can take a lot to change an Earthmage's mind; more than mere stubborness, having considered an action with its full import, they feel justified in the decision they have made. In battle, Earthmages prefer to take the defensive, letting their opponent wear themselves out before striking. On the offensive, Earthmages prefer to strike with overwhelming force; they will often hold back lesser blows in hopes of striking a decisive one. Magically, Earthmages tend to fall in one of several camps: those that manipulate stone and metal; those who manipulate plants; and those who manipulate other living things (most often lower animals, particularly those that crawl or burrow). These are not true affinities, but rather simple preferences that can change per mage. Earth is most often associated with the season of Spring and the goddess Mother Earth. Common powers include regeneration, damage reduction, increased vigor and stamina, and physical strength. Common frailties include acrophobia, increased weight or clumsiness, overconfidence, and difficulty adapting to changing conditions. All Earth mages, regardless of aspect or type, have the ability to understand the behaviors and intentions of animals, and make their own known, as well as earthsense, which allows them to tell if the land is healthy or sick, natural or shaped, stable or unstable, etc.  Fire : Associated with the spirit, war, passion, and hunger as well as purification, light, courage, and safety, Fire is one of the easiest elements to recognize. Its mages tend to run to extremes, either subtly smoldering or ravaging explosively all who come in reach. For Firemages, control is ever elusive, and perhaps even more important than for any other mage. Passionate is perhaps the best word to use when discussing them. Firemages are often ruled by their emotions, headstrong and reckless, not given to thinking ahead or planning. They are focused on the now, and as unlikely to dwell in the past as they are to muse about the future. Firemages are brave souls, often explorers or pioneers in other ways. While many are combative, not all are confrontational; however, a Firemage's temper will not often allow him to back down from a challenge, unless it's outright suicidal. Once that temper cools, it isn't unusual for a Firemage to show remorse for harm to others or property he may have caused. In battle, Firemages are surprisingly strategic fighters, agile both of body and mind. While they prefer to be direct, it is more important that they win, and a common saying among them is "Conflict demands escalation". Firemages will be the first to strike and if they retreat at all, it will be with the ever-steady Earthmages on their heels when all is lost. Firemages are most often associated with the season of Summer and the god Lord Sun. Common powers include increased speed or agility, auras of flame or heat, immunity to fire, and increased metabolism. Common weakness include an aversion to water or cold, increased appetite, difficulty controlling temper, and recklessness. All Firemages gain the ability to sense flames or heat within a number of yards equal to their Will without incurring Push; they are able to determine size, source, and intensity of said flames. Firemages can also light or douse small flames (candles or torches, but no larger) without incurring Push.  Wind: Associated with travel, communication, weather, and higher reasoning, as well as instability, thoughtlessness, frailty, and change, Windmages are sometimes the hardest to identify. One of the most subtle elements, it is rarely seen, and sometimes only detected in the effect it has on the environment. Detached is one of the most common traits; Windmages often seem uncaring or callous to the suffering of others, when in truth, the most likely explanation is that the simply don't realize the importance. Windmages tend to take the long view, marginalizing individual concerns for the sake of the greater whole. Windmages often also lack the same boundaries as others; they are prone to social gaffes, and have difficulty establishing close relationships and tend to lack empathy. Many Windmages are easily distracted, but capable of psychotic focus on a single target if necessary. They tend to be unemotional and aloof, but when angered, Windmages are terrible, implacable, and utterly unconcerned with any collateral damage that might result from their desired goal. In combat, Wind mages tend to harass and harry their foe, wearing him down and forcing him to chase them about. They are quick to seize their advantages and think nothing of using dirty tricks. Windmages tend toward ranged combat, and an experienced bowman with the wind on his side is a deadly foe indeed. Windmages are usually the last to pick a fight, but won't stop as long as the enemy continues to threaten. Windmages are associated with the season of Autumn and the God Father Sky. Common powers include increased speed, lessened weight, the ability to speak and understand any language, and flight. Common weaknesses include lack of empathy, difficulty focusing on the task at hand, claustrophobia, and restlessness. All Windmages are omnilingual, and can predict the weather up to a week in advance.  <IMG border=0 src="http://quizilla.teennick.com/user_images/I/itisisntit/1126974344_WaterSpirit_450x285.jpeg" width=200 height=126></A> Water : Associated with the blood, the heart, emotion, and change, as well as deception, lust, faithlessness, and despair, Watermages can be merely fickle or truly treacherous. Changeable, difficult to read, and prone to inexplicable changes in mood and demeanor, Watermages are as unpredictable and dangerous as the element they touch. <p style="BORDER-BOTTOM: medium none; TEXT-ALIGN: left; BORDER-LEFT: medium none; CLEAR: both; BORDER-TOP: medium none; BORDER-RIGHT: medium none"> Duality is the most common trait of Watermages. At times, it may seem like one Watermage is two entirely different people. They have difficulty trusting others and are themselves often difficult to trust. Mood swings and sudden storms of temper are only the most obvious examples of these tendencies. Physical mutability is often very common among Watermages; they will tend to change their looks, hairstyle, wardrobe, or such every so often, sometimes by magical means. Watermages often have trouble understanding moral boundaries; unlike Windmages, they have no trouble with individual concerns, it is simply difficult to explain to them why some things are simply wrong. While they are unlikley to commit crimes as long as legal repercussions exist, those moral concepts without immediate legal penalties are sometimes beyond their grasp. Watermages are capable of extraordinary subtlety, and on the rare occasion they do exert overt force, that force tends to be focused and effective rather than simply overwhelming. Watermages will seek to accomplish the greatest amount of work with the least amount of effort, and as such, tend to be more stable as mages and less likely to be destroyed by losing control of their power. <p style="BORDER-BOTTOM: medium none; TEXT-ALIGN: left; BORDER-LEFT: medium none; CLEAR: both; BORDER-TOP: medium none; BORDER-RIGHT: medium none">Watermages will prefer to avoid combat entirely if they can, misdirecting and confusing enemies into harming themselves or their friends. When pressed, they will tend toward eluding or immobilizing their foes over causing direct harm. The flip side is that many Watermages enjoy toying with or outright torturing their foes who continue to press the attack. An angry Watermage won't simply kill you; he or she will make you wish they had. <p style="BORDER-BOTTOM: medium none; TEXT-ALIGN: left; BORDER-LEFT: medium none; CLEAR: both; BORDER-TOP: medium none; BORDER-RIGHT: medium none">Watermages are associated with the season of Winter and the goddess Lady Moon. Common powers include shapeshifting, illusions, immunity to cold, and waterbreathing. Common frailties include mood swings, fear of fire, unpredictable temperament, and abusive behavior patterns. All watermages can breathe water, and can sense whether water is drinkable or not, and can detect hidden water sources within a number of yards equal to their will without incurring Push.

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