MAGIC Elements

Discussion in 'ROLEPLAY HELP & DISCUSSION' started by Bob Cut, Aug 25, 2016.

  1. Which element cycle does everyone use when they're implemented into the roleplay?

    I'm pretty partial to Fire, Water, Earth, Wind, Light, and Shadow myself.
     
  2. Usually Ice. I live in a very snowy part of Canada and I've always just felt affinity towards Ice as an element. I don't know what that says about me as a person haha. Lately, however, I've been gravitating more towards Earth/Nature!
     
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  3. Periodic table of elements , of course ! Summon yourself an element made of Chlorine - or better yet, Uranium.

    In all seriousness , I like using the 4 Humours - Sanguine, Chloeric, Melancholic, and Phlegmatic as elements to draw upon for my magic. Although the game I'm currently running works upon an entirely different magic system - I've always like the idea of the balance of the 4 Humours, which correspond to black bile (Greek: μέλαινα χολή, melaina chole), yellow bile (Greek: χολή, chole), phlegm (Greek: φλέγμα, phlegma), and blood (Greek: αἷμα, haima) determining the way that magic works within the world.

    I play a lot of gross characters.

    In terms of more traditional elements , it's the classic 5 elements: Earth, Water, Air, Fire, and Aether all the way. :)
     
  4. @Sir Basil, I'm guessing Aether is, in a sense, "space"?
     
  5. Aether isn't so much "space" as it is "divine." Although it fills the space above the earth , it is ultimately rooted in the classical ideas of an other world, or something divine. It is located in the celestial regions and heavenly bodies: but doesn't behave like a classical element , or a periodic one for that matter. It's neither hot nor cold, neither wet nor dry.

    It doesn't behave according to physics , and it moves naturally in circular patterns. It's also called "quintessence", and is associated with late medieval / early modern alchemy ; like the philosoper's stone. Aether is almost like magic -- but not quite.
     
  6. I simply shrug my shoulders and say 'Because magic'.

    Kinda funny how in a recent to-come RP of mine, I'm using 'Aether manipulation' to create wormholes, black holes, supernovas and all that shit.

    Probably a few galaxy shurikens. Magic is pretty cray cray.

    On a more related note, I think I might take an interest in grabbing Granblue Fantasy's element wheel, if I do want to use the system eventually. Water douses flames, flames consume the winds, wind erodes earth, and earth beats water because...

    ... because.

    And light and darkness are extra effective against each other.

    In this system, additional elements are classed under where these main ones are. There's the obvious Ice under Water, Poison under Darkness, Lightning under Light...

    Also, in Mushoku Tensai's elemental magic system, Lightning spells are of the Water Element. How in god's name does that work?
     
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  7. I'm perfectly happy with just the classic 4 most of the time. I also like going Captain Planet style and having those plus a fifth that seems a little off, usually Spirit or something like that rather than straight up ripping off Heart as the 5th thing. Having that extra one makes it simpler to bullshit healing or life manipulating magics because you don't have to come up with nonsense like "water and earth together make healing magic because... reasons."
     
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  8. I usually have the 'fifth' element as a healing ability. ^_^

    For the most part, I like to use the earth element these days, though I used to be more partial to fire for years, and then water. After watching Avatar TLA and LoK, however, I like to think earth is the most... >.> down to earth ability, pun unintended. It's also easier for me to write.
     
  9. I broaden the classic elements out to darkness, light, shadow, aether, and other things. I don't like having limitations, so I do whatever I feel fits my character and the world best.
     
  10. If I'm making a really in-depth fantasy roleplay, I'll usually include more elements.

    I'll have the standard--Water, Fire, Earth, Air, Electricity. I count Ice as apart of water. However, most elements are counted as "Black" or "White Magic". Water, Air, Earth, and Healing are White Magic. Fire, Electricity, and Status Ailments are Black Magic.

    Alongside that, I sometimes include miscellaneous elements called "Odd Magic" which don't fall into either category. Here, I might use Sand, Glass, Crystal, Space and Time.
     
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  11. As all others I use the original 4 well 5 I consider their to be original 5. Such as Water: included would be Ice, steam, fog,salt water, fresh water, and anything water related, Fire: included Lava, heat, and anything to do with fire, Earth: Basically any element that has a earth esque to it, Wind any element dealingredients with wind, Last but not least Spirit. Darkness shadows dark magic spirits ghosts the dead.

    Those are the elements I use