Elemental Overview
The elements of the Rexverse are on a wheel arranged from the top clockwise, Light, Lightning, Cold, Void, Nature, Water, Dark, Metal, Earth, Dimension, Wind and Fire. For the most part, elements are a part of spellcasting, but some practitioners of Human Power use them, and they are an important aspect of Spirits. The elements all have emotional and spiritual features, which is what separates Rex's Atom magic from all other spellcasting as a purely intellectual form of magic without emotion. There are no rock-paper-scissors relationships as such. The interactions between what the elements excel at or fall behind in merely lead to logical interactions, though the primary decider of any conflict will be the skill of the practitioners.
Everyone has an affinity, from 0 to 100, with each element which indicates how easily the user can use the element. Most casual practitioners of magic use only the element with which they have the highest affinity. Spells with more abstract effects require multiple elements together, and most advanced spellcasters can use several or all elements. An affinity of 0, meaning the element is unusable or a 100, meaning the element can be used to the fullest extent, is very rare and is usually the result of an outside influence artificially boosting the affinity or an unbalanced personality, possibly mental illness. 50 represents a neutral stance on most associated traits, though the cardinal elements are all exceptions- Light and Dark have 30 as a neutral, Void has 20 and Dimension 60.
Element: Light
Associations: Light at its most positive is idealism and optimisim. It is about believing in what could be and devotion to one's ideals above the material reality. At its worst, it can be a product of intolerance and pride, dedication to one's own path to the detriment of others. Those with a high Light affinity are often justice minded. As light reveals and destroys, so do light users seek out and eliminate what they feel should not be in this world- be that injustice, poverty or an enemy race or religion.
Abilities: When wielded literally, Light is the ultimate offensive element, both the fastest and most powerful. It, however, has the weakest defensive nature, vulnerable to counter-attack. Worthy of a place as a cardinal direction upon the wheel.
Non-literally, light is used in spells that cure disease, dispelling illusions and erase curses, eradicating unwanted elements. Aspects of light are often used by seers, illuminating the truth.
Element: Lightning
Associations: Lightning's positive traits are found in ambition and motivation. It is about working hard to achieve a goal, often for the sake of self-improvement. At its worst, it can stem from arrogance or entitlement, the belief that one should be at the highest position available to them. Those who live the Lightning life are always seeking the next step in their path, not necessarily out of love for what they do, but for the sake of the path itself.
Abilities: When used literally, Lightning is tied with Fire for the second greatest offensive element. It possesses speed second only to Light and has properties to bypass defences. However, like Light, it lacks defensive power of its own.
When uses for its other aspects, Lightning can be used to animate objects, increase mental faculties and empower other spells.
Element: Cold
Associations: Cold can arise from mercilesness and apathy, being not merely a lack of emotion but a purposeful disregard for them to further one's goals. On the more positive side, it can also arise from calmness and self-control, the ability to set aside one's personal emotions and focus on being rational and objective. A high Cold affinity implies an ability to restrain oneself, though it can be excessively so, becoming numb.
Abilities: Cold is well balanced between offensive and defensive abilities, able to hinder others as much as help the user. Its effects are notably slower than most other elements, however.
Its metaphorical uses are useful for weakening other forces and preserving things as they are. Cold is an excellent base for curses.
Element: Void
Associations: One of the rarest affinities, Void is empowered by a clear mind and can rarely be a part of a person's day to day personality- rather something worked towards by prayer or meditation. It can however also be born from being dead inside, not controlling or setting aside one's emotion like Cold, but not having them at all. Great wisdom lies in being able to be free from the material world entirely- but that can also be nothing more than a gate to ceasing to be entirely.
Abilities: The Void does not exist in nature, making its literal use impossible. For spellcasting, it has only one use- to negate other elements and their magic. Worthy of a place as a cardinal direction upon the wheel, though some speculate there was once another element in its place which is now gone and unknowable. Void's presence creates an imbalance in the wheel, causing it to turn slowly and the world to change.
Element: Nature
Associations: Nature's most positive feature are its protective and nurturing features, which seek to grow and improve others around them- be that specific individuals, organisations or ideas. However, this can become smothering and manipulative, living vicariously through others. Nature affinity can be a promoter of life or a thief of it, helping others blossom or draining them of their individuality.
Abilities: Defensively sound, especially over wide areas, Nature grows stronger as battles rage on and the plants it controls develop over time.
Less literally, Nature possesses traits that make it ideal for draining power from other sources, as well as improving endurance. One of the best elements for mental manipulation.
Element: Water
Associations: Water is the element of melancholy and fear, with users often being lost in their own heads or hesitant to act. On the other hand, it is also the element of compassion and caution. A high water affinity indicates a willingness to understand the nature of suffering, which can be positive as it breeds empathy or negative as they become consumed by their own. Either way, they worry- it just differs if this is about themselves or about others. Is it any wonder those with a high Water affinity often obtain a similar affinity for Cold?
Abilities: Wielded directly, Water is extremely versatile and well suited to powerful defences that can redirect attacks and repair itself. While offensively not as powerful, it is difficult to reduce their effectiveness with counter attacks.
When used for other purposes, it is one of the best for healing and regeneration, as well as lending permanence (or at least self-repair) to other spells.
Element: Dark
Associations: The most positive association with Dark is realism. It is much less concerned with what could be than what is, often giving rise to quite pragmatic approaches, making the best of a bad situation. Unfortunately, for those who cannot consider the hopeful possibilities for the future, Dark can give rise to pessimism and even hopelessness as they focus more on the problem than the potential solutions. Those of the Dark place the material world above the spiritual, but often those few ideals they hold are held very dearly indeed.
Abilities: Dark is the ultimate defensive element, as it can never truly be destroyed- merely temporarily dispersed. It is capable of absorbing many attacks made against it as well. It possesses little offensive ability, however, relying on its absorption capability. Worthy of a place as a cardinal direction upon the wheel.
Non-literally, Dark is the best element for curses. It is a superior alternative to Water for increasing a spells permanence, though due to the rarer affinity is less often used. Dark is also an excellent way to hide things from view.
Element: Metal
Associations: Metal is steadfast and dutiful, arising from dedication and perseverance. Loyalty to a cause or person is also an important part of Metal's essence, though that loyalty can be to oneself above others. Taken too far a spirit of steel can be stubborn or fanatical, unwilling to relent in the face of reason or blindly loyal beyond logic. It's just as easy to be a shining knight champion, a steel-clad mercenary or a tin-plated stormtrooper.
Abilities: Metal is difficult to manipulate directly, but its astounding durability makes it worth it. Metal uses its strength for both attack and defence, often simultaneously by allowing attacks to bounce off while launching a counter attack.
For general spellcasting, Metal can be used to make spells harder to dispell. It is a crucial element for use in creating matter magically and reinforcing physical strength and speed.
Element: Earth
Associations: The power of Earth is one of contentment and stability. An Earth affinity can indicate an easygoing personality that can weather problems without panic. On the other hand, it is also one of laziness and users may be repressed, with a high affinity perhaps indicating the user is afraid of change, restricting themselves or others or they may lack the motivation to act. In a more positive manner, a high Earth affinity may indicate someone comfortable in their own skin and accepting of who they are.
Abilities: Used directly, Earth is a slow but powerful offensive choice that is especially effective at destroying structures and laying traps. Defensively it is quite durable, not so much as Metal, but easier to control and repair.
Indirectly, Earth can be used to slow spells (to spread out the effect of one's own or decrease the speed of an enemy). It is a suitable option for the creation of matter, though inferior to Metal.
Element: Dimension
Associations: As befits being the Cardinal opposite of Void, Dimension is commonly highly affiliated, as it is associated with awareness, recognising and understanding one's surroundings or inner self. As it is a necessity to possess at least a modicum of this to function, it's not surprising it's the element with the highest average affinity. An extremely high affinity may suggest someone who either has a complete awareness of their surroundings or a total understanding of their own nature. On the other hand, it may indicate a bystander who prefers to observe without interaction, though why may vary- a sense of objective distance or merely a paranoid need to observe are some possibilities.
Abilities: Dimension, as space and time, is a part of almost all spell casting. Used directly, it has neither offensive nor defensive applications. But with its power, spells can be applied without having to pass through a medium and bypass entropy to continue their effects after being cast. An understanding of Dimension is thus important to any magic user. Worthy of a place as a cardinal direction upon the wheel.
Element: Wind
Associations: Wind is the element of change, which can indicate equally an adaptive and whimsical personality or instability and delusion. A high wind affiliation is often found in people who easily move on from one thing to the next, which can be positive (such as being able to overcome suffering or seek out new experiences) or a negative (a refusal to face reality or a willingness to run from mistakes). Though it may mean a lack of focus, it rarely means a lack of energy, with Wind offering enthusiasm and a tendency not to let opportunities go to waste.
Abilities: Used directly, Wind is a strong offensive element which has amongst the best range and area of effect. Defensively, its ability to smoothly move the user or threats is their best option.
Indirectly, Wind can be used to improve the range and effect range of spells. It is especially useful for improving movement skills and agility. Wind is good for misdirection and illusions.
Element: Fire
Associations: Fire is the element of passion and intuition. Just as motivated as Lightning, but less goal orientated, those with a high Fire affinity do what their feelings tell them to. It's not always a good thing- often, logic is set aside in favour of emotion. While doing what you love can be good, following your anger can be dangerous. It can also indicate an obsessive personality, as one allows their emotions to consume them entirely or an hedonistic lifestyle that seeks passion for passion's sake.
Abilities: Fire is the joint second highest offensive element. Though less able to muster instant damage or pierce defences than its sibling, Lightning, it boasts an overall higher capacity for damage as it burns and spreads. Defensively its best hope is that it can dissuade others from an attack in the first place by making that as damaging as Fire's attacks.
When used for other spellcasting, Fire is an excellent way to boost overall power, though making them more cost intensive. Fire is also suitable for emotional manipulation.
Everyone has an affinity, from 0 to 100, with each element which indicates how easily the user can use the element. Most casual practitioners of magic use only the element with which they have the highest affinity. Spells with more abstract effects require multiple elements together, and most advanced spellcasters can use several or all elements. An affinity of 0, meaning the element is unusable or a 100, meaning the element can be used to the fullest extent, is very rare and is usually the result of an outside influence artificially boosting the affinity or an unbalanced personality, possibly mental illness. 50 represents a neutral stance on most associated traits, though the cardinal elements are all exceptions- Light and Dark have 30 as a neutral, Void has 20 and Dimension 60.
Element: Light
Associations: Light at its most positive is idealism and optimisim. It is about believing in what could be and devotion to one's ideals above the material reality. At its worst, it can be a product of intolerance and pride, dedication to one's own path to the detriment of others. Those with a high Light affinity are often justice minded. As light reveals and destroys, so do light users seek out and eliminate what they feel should not be in this world- be that injustice, poverty or an enemy race or religion.
Abilities: When wielded literally, Light is the ultimate offensive element, both the fastest and most powerful. It, however, has the weakest defensive nature, vulnerable to counter-attack. Worthy of a place as a cardinal direction upon the wheel.
Non-literally, light is used in spells that cure disease, dispelling illusions and erase curses, eradicating unwanted elements. Aspects of light are often used by seers, illuminating the truth.
Element: Lightning
Associations: Lightning's positive traits are found in ambition and motivation. It is about working hard to achieve a goal, often for the sake of self-improvement. At its worst, it can stem from arrogance or entitlement, the belief that one should be at the highest position available to them. Those who live the Lightning life are always seeking the next step in their path, not necessarily out of love for what they do, but for the sake of the path itself.
Abilities: When used literally, Lightning is tied with Fire for the second greatest offensive element. It possesses speed second only to Light and has properties to bypass defences. However, like Light, it lacks defensive power of its own.
When uses for its other aspects, Lightning can be used to animate objects, increase mental faculties and empower other spells.
Element: Cold
Associations: Cold can arise from mercilesness and apathy, being not merely a lack of emotion but a purposeful disregard for them to further one's goals. On the more positive side, it can also arise from calmness and self-control, the ability to set aside one's personal emotions and focus on being rational and objective. A high Cold affinity implies an ability to restrain oneself, though it can be excessively so, becoming numb.
Abilities: Cold is well balanced between offensive and defensive abilities, able to hinder others as much as help the user. Its effects are notably slower than most other elements, however.
Its metaphorical uses are useful for weakening other forces and preserving things as they are. Cold is an excellent base for curses.
Element: Void
Associations: One of the rarest affinities, Void is empowered by a clear mind and can rarely be a part of a person's day to day personality- rather something worked towards by prayer or meditation. It can however also be born from being dead inside, not controlling or setting aside one's emotion like Cold, but not having them at all. Great wisdom lies in being able to be free from the material world entirely- but that can also be nothing more than a gate to ceasing to be entirely.
Abilities: The Void does not exist in nature, making its literal use impossible. For spellcasting, it has only one use- to negate other elements and their magic. Worthy of a place as a cardinal direction upon the wheel, though some speculate there was once another element in its place which is now gone and unknowable. Void's presence creates an imbalance in the wheel, causing it to turn slowly and the world to change.
Element: Nature
Associations: Nature's most positive feature are its protective and nurturing features, which seek to grow and improve others around them- be that specific individuals, organisations or ideas. However, this can become smothering and manipulative, living vicariously through others. Nature affinity can be a promoter of life or a thief of it, helping others blossom or draining them of their individuality.
Abilities: Defensively sound, especially over wide areas, Nature grows stronger as battles rage on and the plants it controls develop over time.
Less literally, Nature possesses traits that make it ideal for draining power from other sources, as well as improving endurance. One of the best elements for mental manipulation.
Element: Water
Associations: Water is the element of melancholy and fear, with users often being lost in their own heads or hesitant to act. On the other hand, it is also the element of compassion and caution. A high water affinity indicates a willingness to understand the nature of suffering, which can be positive as it breeds empathy or negative as they become consumed by their own. Either way, they worry- it just differs if this is about themselves or about others. Is it any wonder those with a high Water affinity often obtain a similar affinity for Cold?
Abilities: Wielded directly, Water is extremely versatile and well suited to powerful defences that can redirect attacks and repair itself. While offensively not as powerful, it is difficult to reduce their effectiveness with counter attacks.
When used for other purposes, it is one of the best for healing and regeneration, as well as lending permanence (or at least self-repair) to other spells.
Element: Dark
Associations: The most positive association with Dark is realism. It is much less concerned with what could be than what is, often giving rise to quite pragmatic approaches, making the best of a bad situation. Unfortunately, for those who cannot consider the hopeful possibilities for the future, Dark can give rise to pessimism and even hopelessness as they focus more on the problem than the potential solutions. Those of the Dark place the material world above the spiritual, but often those few ideals they hold are held very dearly indeed.
Abilities: Dark is the ultimate defensive element, as it can never truly be destroyed- merely temporarily dispersed. It is capable of absorbing many attacks made against it as well. It possesses little offensive ability, however, relying on its absorption capability. Worthy of a place as a cardinal direction upon the wheel.
Non-literally, Dark is the best element for curses. It is a superior alternative to Water for increasing a spells permanence, though due to the rarer affinity is less often used. Dark is also an excellent way to hide things from view.
Element: Metal
Associations: Metal is steadfast and dutiful, arising from dedication and perseverance. Loyalty to a cause or person is also an important part of Metal's essence, though that loyalty can be to oneself above others. Taken too far a spirit of steel can be stubborn or fanatical, unwilling to relent in the face of reason or blindly loyal beyond logic. It's just as easy to be a shining knight champion, a steel-clad mercenary or a tin-plated stormtrooper.
Abilities: Metal is difficult to manipulate directly, but its astounding durability makes it worth it. Metal uses its strength for both attack and defence, often simultaneously by allowing attacks to bounce off while launching a counter attack.
For general spellcasting, Metal can be used to make spells harder to dispell. It is a crucial element for use in creating matter magically and reinforcing physical strength and speed.
Element: Earth
Associations: The power of Earth is one of contentment and stability. An Earth affinity can indicate an easygoing personality that can weather problems without panic. On the other hand, it is also one of laziness and users may be repressed, with a high affinity perhaps indicating the user is afraid of change, restricting themselves or others or they may lack the motivation to act. In a more positive manner, a high Earth affinity may indicate someone comfortable in their own skin and accepting of who they are.
Abilities: Used directly, Earth is a slow but powerful offensive choice that is especially effective at destroying structures and laying traps. Defensively it is quite durable, not so much as Metal, but easier to control and repair.
Indirectly, Earth can be used to slow spells (to spread out the effect of one's own or decrease the speed of an enemy). It is a suitable option for the creation of matter, though inferior to Metal.
Element: Dimension
Associations: As befits being the Cardinal opposite of Void, Dimension is commonly highly affiliated, as it is associated with awareness, recognising and understanding one's surroundings or inner self. As it is a necessity to possess at least a modicum of this to function, it's not surprising it's the element with the highest average affinity. An extremely high affinity may suggest someone who either has a complete awareness of their surroundings or a total understanding of their own nature. On the other hand, it may indicate a bystander who prefers to observe without interaction, though why may vary- a sense of objective distance or merely a paranoid need to observe are some possibilities.
Abilities: Dimension, as space and time, is a part of almost all spell casting. Used directly, it has neither offensive nor defensive applications. But with its power, spells can be applied without having to pass through a medium and bypass entropy to continue their effects after being cast. An understanding of Dimension is thus important to any magic user. Worthy of a place as a cardinal direction upon the wheel.
Element: Wind
Associations: Wind is the element of change, which can indicate equally an adaptive and whimsical personality or instability and delusion. A high wind affiliation is often found in people who easily move on from one thing to the next, which can be positive (such as being able to overcome suffering or seek out new experiences) or a negative (a refusal to face reality or a willingness to run from mistakes). Though it may mean a lack of focus, it rarely means a lack of energy, with Wind offering enthusiasm and a tendency not to let opportunities go to waste.
Abilities: Used directly, Wind is a strong offensive element which has amongst the best range and area of effect. Defensively, its ability to smoothly move the user or threats is their best option.
Indirectly, Wind can be used to improve the range and effect range of spells. It is especially useful for improving movement skills and agility. Wind is good for misdirection and illusions.
Element: Fire
Associations: Fire is the element of passion and intuition. Just as motivated as Lightning, but less goal orientated, those with a high Fire affinity do what their feelings tell them to. It's not always a good thing- often, logic is set aside in favour of emotion. While doing what you love can be good, following your anger can be dangerous. It can also indicate an obsessive personality, as one allows their emotions to consume them entirely or an hedonistic lifestyle that seeks passion for passion's sake.
Abilities: Fire is the joint second highest offensive element. Though less able to muster instant damage or pierce defences than its sibling, Lightning, it boasts an overall higher capacity for damage as it burns and spreads. Defensively its best hope is that it can dissuade others from an attack in the first place by making that as damaging as Fire's attacks.
When used for other spellcasting, Fire is an excellent way to boost overall power, though making them more cost intensive. Fire is also suitable for emotional manipulation.
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