Elemental Arts
Command over the elements, elemental arts is something that is only bestowed upon those who can control magic. Being able to bend the elements to your will allows an individual the ability to call forth the elements through the use of their Aura. There are 5 different types of elemental arts, each with its own unique properties. As a characters magical potential grows, they will slowly uncover each of the 6 different levels of elemental arts. This progression is dependent on the characters Magic stat.
Level 1 elemental arts can be used freely, and as often as you like. It does not consume any resources to use. As a characters Magic stat improves, and they unlock higher levels of magic, they will start accumulating and using a resource called “Focus Points”. A character will increase their maximum amount of Focus Points by 1 for every 50 points they have in their Magic stat, and they will be replenished whenever they complete a full rest.
The elements keep a balance with each other, creating a cycle. Everything has a weakness; the elements are no exception. Whenever an element is met with its weakness, it will lose. When it comes to the elemental arts, specifically, there are certain rules. This rule of weakness is that when an element is met with its weakness, it will always lose, unless it is much stronger. by meta game standards, that means that an element must be at least 2 Levels higher than its weakness in order to overcome it. When it comes to natural elements, not manipulated by magic, use common sense and refer to your Game Master. Natural elements are considered as level 1, but I am sorry to say that your level 3 Fire Art cannot kill the ocean. It can; however, kill the water in that tankard on the counter.
There are three different forms of Elemental Arts, each one utilizing its element in very different ways. Whenever you decide to use Elemental Arts, you must choose which form it will take; Attack, Defense, or Utility.
Attack Form: This form will most always be something that deals damage, or something that is aggressive. Your Roll to Hit bonus while you using attack form will be equal to your Battle Caliber + the level of the elemental magic that you are using.
Defense Form: This form will most always be something that either boost your defenses, creates resistance against something, or protects you from something.
Utility Form: This form will most always be something that is used to assist you in ways outside of combat.
Forms of Elemental Arts
Each element has its own specific way to conjure it. This is called “calling” your element. If you are not able to call your element, then you cannot use it in any form. You cannot call your element if you currently have an elemental art active or are concentrating on something.
Calling your Element
Using an Elemental Art is similar to casting a spell. Many different forms will ask for a Resistance check or Evasion Feature check from its victim(s). To determine the RR for these rolls refer to the element you are using. Each one uses a different Feature. Similar to spells, the RR for your elemental arts will be equal to that base Feature + 2 for each time it has been enhanced + the level of Elemental Art you are using. Refer to each individual element to see what Feature they use.
Resisting Effects
Unlocking Different Levels
There are six different levels of Elemental Arts, each one being unlocked according to your magical prowess. A high Magic stat means that you are able to effeciently control the elements. Anything higher than level 1 will require Focus Points in order to use. Elemental Arts are used during your Perform Phase.
Level One: This is the simplest and most fundemental level of elemental magic that is unlocked upon learning an Elemental Art. Minimal effort goes into using Level one, meaning that using it consumes no resources. You can use this level as often as you want.
Level Two: This is where things start to get a little interesting. Once you have a Magic stat of 100+ you start being able to get a feel of what your element is capable of. Using level 2 will require you to spend 1 Focus Point.
Level Three: This is where you have gained a sense of true control over your element, and will unlock when your Magic stat reaches 250+. Using level 3 will require you to spend 2 Focus Points.
Level Four: Reaching a Magic stat of 400+ means that you have gained an understanding of your element as more than just something you can manipulate. It is an extensing of yourself. Using level 4 will require you to spend 3 Focus Points.
Level Five: Unlocking this level is not easy. When your Magic stat reaches 550+, you have achieved a solid sense of control and understanding of your element. Using level 5 will require you to spend 4 Focus Points.
Level Six: This is the pinnacle of elemental manipulation, utilization, understanding, and control. Reaching a Magic stat of 700 allows you to truly become one with your element. Using level 6 will require you to spend 5 Focus Points.
Fire
Many individuals firmly believe that the ultimate method to obliterate an object is by reducing it to ashes. Fire serves as nature's cleanser, standing as one of the most formidable and corrosive energies known to existence. Acquiring proficiency in this Elemental Art enables one to master and manipulate this potent force of destruction.
On Fire: This could be considered as a status effect. Though a very dangerous one. Any time something reasonably flammable takes fire damage there is 30% chance that it will become “on fire”. An entity that is on fire, and everything they have equipped, will suffer 1d10 critical fire damage at the start of each of their turns until the flames are removed, and must make a successful Burn Resistance check or become “burned”. The RR for this resistance check will be equal to 10 + the damage that they took from being on fire that turn. Buildings and items that are on fire will lose 1d10 durability at the start of each round. An entity that is on fire may use their entire turn to manually snuff out the flames.
Calling Fire: To use this Elemental Art, you must first conjure it. To do so, you must invision your thumb and middle finger as a flint and steel, creating sparks with a snap of your fingers. Position your other hand beneath these sparks as kindling. These sparks will alight as fire in your open hand, ready and waiting for orders.
Associated Feature: Athleticism
Be cautious when delving into the power of storms, as this Elemental Art holds potent and unpredictable forces within its grasp. Without proper training and control, harnessing this power can prove hazardous. However, by honing your skills, you can wield the tempest's might to overcome adversaries effortlessly. Always approach this element with care and reverence, as its wrath knows no bounds.
Calling Lightning: To use this Elemental Art, you must first conjure it. To do so, position your hands in front of you, connecting them with the tips of your fingers to create a current. Focus on this current, and cause it to expand as you pull your hands apart. The sparks of lightning connecting your hands now waits for direction. The unpredictability of lightning makes it dangerous to trying and use. Whenever you use a Lightning elemental art, you must roll 1d20. If the result is a 1, 2, or 3, then you will suffer recoil damage. The amount of recoil damage will be determined by the level of the elemental art you are using.
Associated Feature: Dexterity
Lightning
The Ultimate form of preservation, and one that can take any physical shape in existence. The ability to slow molecules to a stop, and change them around at will is a useful one. This Elemental Art is a delicate one that requires precision to master. Keep this in mind when choosing to learn this art. Perfection can make you unstoppable.
Calling Ice: To use this Elemental Art, you must first conjure it. To do so, you must clench your fist tightly. Open your hand slowly, focusing on the water molecules in the air, slowing them to a halt, and joining them with others. When doing so successfully, tiny ice crystals will begin appearing around you, awaiting your command.
Associated Feature: Constitution
Ice
One you can feel, but cannot see. Invisible, it makes waves, rustles trees, moves your hair, tears down buildings, and even slices things to pieces. With patience and enough practice, you could harness this unseen force, and become an army unto yourself.
Calling Wind: To use this Elemental Art, you must first conjure it. To do so, you must swing your arms in a horizontal circle around you, creating a brief gust of wind. Focus on this rush of wind, and cause it to create an ever flowing current around you. The element is now at your beckon call.
Associated Feature: Wisdom
Wind
The sweet torrential life nectar. It has been proven that without this remarkable substance, life as we know it is impossible. While fire is the embodiment of desctruction, water is the source of creation. Do not be mistaken, water has a dark side. This element can be twisted and manipulated into being an entity of true devastation. Whirlpools dragging travelers in the depths of the ocean. Tsunamis washing over shore and obliterating cities. Waves flipping ships, and drowning the crew. Never underestimate the dangers that come with water.
Calling Water: To use this Elemental Art, you must first conjure it. To do so, position you hands to create an open circle in front of you and focus on the water molecules in the air around you. Pull those water molecules into the space between your hands, condensing them into a ball of ever-flowing water. This element now waits patiently for your instruction.
Associated Feature: Intellect