Jump to content

Elementalism: Difference between revisions

From Pact Wiki
No edit summary
Tag: visualeditor
FossilLord (talk | contribs)
No edit summary
Tag: visualeditor-wikitext
Line 3: Line 3:
Elementalism is a material and conjure oriented school, meaning there is a heavy focus on collecting power to summon the forces of nature. At its most basic level, Elementalists can call forth elemental spirits to perform effects such as fireballs, lightning, or a hibernation-inducing [[blizzard]]. However these spirits must be channeled through an appropriate item. Another basic spell is the ability to store elemental spirits into containers.
Elementalism is a material and conjure oriented school, meaning there is a heavy focus on collecting power to summon the forces of nature. At its most basic level, Elementalists can call forth elemental spirits to perform effects such as fireballs, lightning, or a hibernation-inducing [[blizzard]]. However these spirits must be channeled through an appropriate item. Another basic spell is the ability to store elemental spirits into containers.


More adept Elementalists can bind an elemental [[spirit]]s to a [[vessel]], giving those spirits more autotomy in the material world.<ref>[https://docs.google.com/document/d/1X7moMQUSO72u1Hkswewy15YqF8b-c1ocpxAXiLe8WRQ/edit Pact Dice: The Practices - Wbow version]</ref> These vessels tend to offer some sort of benefit, but at the cost of becoming new weak points. All spirits expend power when being used, so most Elementalists have to find ways to restore that power.
More adept Elementalists can bind an elemental [[spirit]]s to a [[vessel]], giving those spirits more autotomy in the material world.<ref>
 
{| class="article-table"
<br />
| colspan="2" |'''Conjure Schools'''
|-
|'''Material'''
|Elementalism
|-
| colspan="2" |The practice of those who deal with the forces of nature, from calling down lightning to creating fire at their fingertips. Conjure spirits of certain elements.  Spirits are otherworldly and do not fit easily into the material world, and thus need vessels to be crafted and to operate from.  While they become weak points of a sort, both strategically and as a target that can be sundered or stolen away on the battlefield, the vessels often offer minor benefits to those who bear them.
|} - [https://docs.google.com/document/d/1X7moMQUSO72u1Hkswewy15YqF8b-c1ocpxAXiLe8WRQ/edit Pact Dice: The Practices - Wbow version]</ref> These vessels tend to offer some sort of benefit, but at the cost of becoming new weak points. All spirits expend power when being used, so most Elementalists have to find ways to restore that power.


== Realms ==
== Realms ==
Elementals create their own realms called storms, they are fleeting sometimes only lasting a few days or hours, when they do last for any length of time it’s often because they have something to root themselves to. It extremely dangerous inside a Storm and hard to survive without suitable preparations. They appear when a great many elementals appear and die at once or a powerful elemental comes into being. Normally they only represent one element.
Elementals create their own realms called storms, they are fleeting sometimes only lasting a few days or hours, when they do last for any length of time it’s often because they have something to root themselves to. It extremely dangerous inside a Storm and hard to survive without suitable preparations. They appear when a great many elementals appear and die at once or a powerful elemental comes into being. Normally they only represent one element.


Elementalists harvest storms in order to gain power but due to how short lived storms normally are they often end up only being able to harvesting the aftermath.<ref>Vanishing Points 8.4</ref>
Elementalists harvest storms in order to gain power but due to how short lived storms normally are they often end up only being able to harvesting the aftermath.<ref> - [https://palewebserial.wordpress.com/2021/01/19/vanishing-points-8-4/ excerpt] from [[Vanishing Points 8.4]]</ref>
<br />
 
==Categories==
==Categories==
*[[Pyromancy]] - Utilizes Fire Element
*[[Pyromancy]] - Utilizes Fire Element
==Related Others==
*[[Elemental]]s
*Promethean <ref>'''Promethean'''<br><br>Typically the result of an accident with elementalist practice combined with a high-price school, that results in a vestige with an ember of fire within them, filling in the gaps created.  Other varieties exist, tied to other elements, but fire is common due to its propensity to burn, consume, and burn away.<br><br>Prometheans are drawn to the insubstantial, spirits, echoes, and places with meaning, trying to fill the void in themselves, but will instead feed these things with elemental power.  Because of their propensity to act out patterns as vestiges of their former lives, and the power at their disposal, they can become pseudo-practitioners with an elementalist bent.  The ones who don't flame out or get dealt with immediately (often due to being rural) will gradually build up a collection of fiery wraiths, spirits, and husks, before gradually finding their way to civilization, as that is the next best source of echoes and other things to feed on.<br><br>In rare circumstances, Prometheans can be be found in the deep wilderness, fed with echoes and spirits by ritual while being worshiped as living goddesses or gods.  This tends to go to very bad places when it inevitably collapses, though this collapse can sometimes take centuries. - Wildbow on Discord</ref> usually fire related but can be other types.
==Notable Elementalists==
==Notable Elementalists==
*[[Sisters of the Torch]]
*[[Sisters of the Torch]]

Revision as of 05:11, April 13, 2021

Elementalism is the art of utilizing the Elements through various means. Those who utilize this form of magic exclusively are known as Elementalist, but they can be further divided into different classes depending on what element is used. It also has a strong connection to Shamanism.

Methodology

Elementalism is a material and conjure oriented school, meaning there is a heavy focus on collecting power to summon the forces of nature. At its most basic level, Elementalists can call forth elemental spirits to perform effects such as fireballs, lightning, or a hibernation-inducing blizzard. However these spirits must be channeled through an appropriate item. Another basic spell is the ability to store elemental spirits into containers.

More adept Elementalists can bind an elemental spirits to a vessel, giving those spirits more autotomy in the material world.<ref>

Conjure Schools
Material Elementalism
The practice of those who deal with the forces of nature, from calling down lightning to creating fire at their fingertips. Conjure spirits of certain elements.  Spirits are otherworldly and do not fit easily into the material world, and thus need vessels to be crafted and to operate from.  While they become weak points of a sort, both strategically and as a target that can be sundered or stolen away on the battlefield, the vessels often offer minor benefits to those who bear them.

- Pact Dice: The Practices - Wbow version</ref> These vessels tend to offer some sort of benefit, but at the cost of becoming new weak points. All spirits expend power when being used, so most Elementalists have to find ways to restore that power.

Realms

Elementals create their own realms called storms, they are fleeting sometimes only lasting a few days or hours, when they do last for any length of time it’s often because they have something to root themselves to. It extremely dangerous inside a Storm and hard to survive without suitable preparations. They appear when a great many elementals appear and die at once or a powerful elemental comes into being. Normally they only represent one element.

Elementalists harvest storms in order to gain power but due to how short lived storms normally are they often end up only being able to harvesting the aftermath.<ref> - excerpt from Vanishing Points 8.4</ref>

Categories

Related Others

  • Elementals
  • Promethean <ref>Promethean

    Typically the result of an accident with elementalist practice combined with a high-price school, that results in a vestige with an ember of fire within them, filling in the gaps created.  Other varieties exist, tied to other elements, but fire is common due to its propensity to burn, consume, and burn away.

    Prometheans are drawn to the insubstantial, spirits, echoes, and places with meaning, trying to fill the void in themselves, but will instead feed these things with elemental power.  Because of their propensity to act out patterns as vestiges of their former lives, and the power at their disposal, they can become pseudo-practitioners with an elementalist bent.  The ones who don't flame out or get dealt with immediately (often due to being rural) will gradually build up a collection of fiery wraiths, spirits, and husks, before gradually finding their way to civilization, as that is the next best source of echoes and other things to feed on.

    In rare circumstances, Prometheans can be be found in the deep wilderness, fed with echoes and spirits by ritual while being worshiped as living goddesses or gods.  This tends to go to very bad places when it inevitably collapses, though this collapse can sometimes take centuries. - Wildbow on Discord</ref> usually fire related but can be other types.


Notable Elementalists

References

<references/>