Magical elements refer to the fundamental forces and substances that are believed to have mystical properties and are often found in the realm of fantasy and folklore. These elements are typically associated with spellcasting, supernatural powers, and the occult. While the specific elements can vary across different cultures and mythologies, there are some common magical elements that are often mentioned in various magical systems. One of the most well-known magical elements is fire. Fire is often depicted as a symbol of transformation, passion, and destruction. It is associated with the element of heat and is believed to possess the power to cleanse and purify, as well as to bring about change and renewal.
The user can utilize different elements as a form of magic. They can use different spells to formulate their elemental quantities and energies for many uses. They use magic to use, command, control, exploit, create, etc. the forces of nature, namely, elements.
Meteor Shower Master SP Cost 20 Master Drops 16 flaming rocks in a large radius around target, inflicting 8 Skill Level points of damage with each rock. The most common option for elemental systems, this means there are a specific number of elements in existence usually less than a dozen and every person who casts magic uses one or more elements off the list.
It is associated with the element of heat and is believed to possess the power to cleanse and purify, as well as to bring about change and renewal. Water is another commonly referenced magical element. Water represents emotions, intuition, and healing.
Magicsl elements list
Elemental Magic List
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Fire | Fire Aura | Fire Bolt | Fire Resistance | Torch Light | Fireball | Fire Spike | Haste | Immolation | Inferno | Meteor Shower | Incinerate |
Air | Air Resistance | Feather Fall | Sparks | Wizard Eye | Jump | Lightning Bolt | Shield | Fly | Implosion | Invisibility | Starburst |
Water | Awaken | Ice Bolt | Poison Spray | Water Resistance | Acid Burst | Recharge Item | Water Walk | Enchant Item | Ice Blast | Town Portal | Lloyd's Beacon |
Earth | Deadly Swarm | Earth Resistance | Slow | Stun | Blades | Stone Skin | Stone to Flesh | Death Blossom | Rock Blast | Telekinesis | Mass Distortion |
Self Magic List | Mirrored (Light and Dark) Spell List |
Fire Spells
Fire Aura | Normal | SP Cost: 4 |
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Normal | Gives a non-magical weapon the enchantment "of Fire". Duration is one hour per Skill Level. | |
Expert | Gives the weapon "of Flame". | |
Master | Gives the weapon "of Infernos". | |
Grandmaster | Spell is permanent. | |
Fire Bolt | Normal | SP Cost: 2 |
Normal | Fires a single burst of flame at a single target. Damage is 1-3 points per Skill Level. | |
Expert | Faster recovery time. | |
Master | Even faster recovery time. | |
Grandmaster | Fastest recovery time. | |
Fire Resistance | Normal | SP Cost: 3 |
Normal | Increases your party's Fire Resistance by one point per Skill Level. Duration is one hour per Skill Level. | |
Expert | Two point increase per Skill Level. | |
Master | Three point increase per Skill Level. | |
Grandmaster | Four point increase per Skill Level. | |
Torch Light | Normal | SP Cost: 1 |
Normal | Extends the radius of light surrounding your party in the dark. Duration is one hour per Skill Level. | |
Expert | Brighter light. | |
Master | Brightest light. | |
Grandmaster | Faster recovery time. | |
Fireball | Expert | SP Cost: 8 |
Expert | Inflicts 1-6 points of damage per Skill Level to target and any nearby creatures, including party. | |
Master | Faster recovery time. | |
Grandmaster | Fastest recovery time. | |
Fire Spike | Expert | SP Cost: 10 |
Expert | Drops a Fire Spike that inflicts 1-6 points of damage to any approaching creature. May lay five spikes maxiumum. Fire Spikes last until triggered or party leaves the map. | |
Master | Inflicts 1-8 points of damage. May lay seven spikes maxiumum. | |
Grandmaster | Inflicts 1-10 points of damage. May lay nine spikes maxiumum. | |
Haste | Expert | SP Cost: 5 |
Expert | Reduces recovery time for any attacks or spells the party uses. Party will become weak when Haste ends. Duration is 1 hour + (Skill Level) minutes. | |
Master | Duration is 1 hour + (3 * Skill Level) minutes. | |
Grandmaster | Duration is 1 hour + (4 * Skill Level) minutes. | |
Immolation | Master | SP Cost: 15 |
Master | Surrounds your party with a fire that will harm only others. Inflicts 1-6 points of damage per Skill Level as long as they remain nearby. Duration is one minute per Skill Level. | |
Grandmaster | Duration is ten minutes per Skill Level. | |
Inferno | Master | SP Cost: 25 |
Master | Inflicts (12 + Skill Level) points of damage to all creatures in sight. Does not harm your party. May only be cast indoors. | |
Grandmaster | Faster recovery time. | |
Meteor Shower | Master | SP Cost: 20 |
Master | Drops 16 flaming rocks in a large radius around target, inflicting (8 + Skill Level) points of damage with each rock. Only works outdoors. | |
Grandmaster | Drops 20 rocks and faster recovery. | |
Incinerate | Grandmaster | SP Cost: 30 |
Grandaster | Inflicts [15 + (1-15 per Skill Level)] points of damage to a single target. |
Air Resistance | Normal | SP Cost: 3 |
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Normal | Increases your party's Air Resistance by one point per Skill Level. Duration is one hour per Skill Level. | |
Expert | Two point increase per Skill Level. | |
Master | Three point increase per Skill Level. | |
Grandmaster | Four point increase per Skill Level. | |
Feather Fall | Normal | SP Cost: 2 |
Normal | Megates falling damage for the party. Duration is five minutes per Skill Level. | |
Expert | Duration is ten minutes per Skill Level. | |
Master | Duration is one hour per Skill Level. | |
Grandmaster | Faster recovery time. | |
Sparks | Normal | SP Cost: 4 |
Normal | Fires three small sparks that bounce around until they hit or dissipate. Each spark inflicts (2 + Skill Level) points of damage. | |
Expert | Two point increase per Skill Level. | |
Master | Three point increase per Skill Level. | |
Grandmaster | Four point increase per Skill Level. | |
Wizard Eye | Normal | SP Cost: 1 |
Normal | Shows creatures and corpses on the minimap. Hostile creatures are red, friendly creatures are green, and corpses are yellow. | |
Expert | Also shows loose treasure as blue dots. | |
Master | Also shows "points of interest". | |
Grandmaster | Costs zero Spell Points. | |
Jump | Expert | SP Cost: 5 |
Expert | Launches the party into the air and jumping sixty feet, taking no damage from the jump. If you do not use the arrow keys, party will jump straight up. | |
Master | Faster recovery time. | |
Grandmaster | Fastest recovery time. | |
Lightning Bolt | Expert | SP Cost: 10 |
Expert | Inflicts 1-8 points of damage per Skill Level on a single target. Always hits. | |
Master | Faster recovery. | |
Grandmaster | Fastest recovery. | |
Shield | Expert | SP Cost: 8 |
Expert | Party takes half damage from ranged attacks. Duration is 1 hour + (5 * Skill Level) minutes. | |
Master | Duration is 1 hour + (15 * Skill Level) minutes. | |
Grandmaster | Duration is (1 + Skill Level) hours. | |
Fly | Master | SP Cost: 25 |
Master | Allows your party to fly. Drains one Spell Point for every five minutes in the air. Duration is one hour per Skill Level. | |
Grandmaster | No Spell Points are drained while in the air. | |
Implosion | Master | SP Cost: 20 |
Master | Inflicts 12 + (1-10 per Skill Level) points of damage to a single target. | |
Grandmaster | Faster recovery time. | |
Invisiblity | Master | SP Cost: 15 |
Master | Turns your party invisible, rendering them immune to attack. Cannot be cast when hostile creatures are nearby (Ready Light is yellow or red). Duration is ten minutes per Skill Level or until party interacts with another creature (including getting too close), attacks, casts a spell, or yells. | |
Grandmaster | Duration is one hour per Skill Level. | |
Starburst | Grandmaster | SP Cost: 30 |
Grandaster | Drops 20 stars in a large radius around target, inflicting (20 + Skill Level) points of damage with each star. Only works outdoors. |
Awaken | Normal | SP Cost: 1 |
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Normal | Cures the Asleep condition. Cures magically induced sleep if the character was asleep for no longer than (3 * Skill Level) minutes. | |
Expert | Cures if asleep for no longer than one hour per Skill Level. | |
Master | Cures if asleep for no longer than one day per Skill Level. | |
Grandmaster | Fast recovery. | |
Ice Bolt | Normal | SP Cost: 4 |
Normal | Inflicts 1-4 points of damage per Skill Level. Always hits. | |
Expert | Fast recovery time. | |
Master | Faster recovery time. | |
Grandmaster | Fastest recovery time. | |
Poison Spray | Normal | SP Cost: 2 |
Normal | Fires a single shot that inflicts 2 + (1-2 per Skill Level) points of damage. | |
Expert | Fires three shots in a spread fashion, fast recovery time. | |
Master | Fires five shots in a spread fashion, faster recovery time. | |
Grandmaster | Fires seven shots in a spread fashion, fastest recovery time. | |
Water Resistance | Normal | SP Cost: 3 |
Normal | Increases your party's Water Resistance by one point per Skill Level. Duration is one hour per Skill Level. | |
Expert | Two point increase per Skill Level. | |
Master | Three point increase per Skill Level. | |
Grandmaster | Four point increase per Skill Level. | |
Acid Burst | Expert | SP Cost: 10 |
Expert | Inflicts 9 + (1-9 per Skill Level) points of damage to a single creature. Always hits. | |
Master | Faster recovery time. | |
Grandmaster | Fastest recovery time. | |
Recharge Item | Expert | SP Cost: 8 |
Expert | Recharges an item that uses charges (Wands in general). Item permanently loses (50 - 1 per Skill Level)% of it's charges. | |
Master | Item permanently loses (30 - 1 per Skill Level)% of it's charges. | |
Grandmaster | Item permanently loses (50 - 1 per Skill Level)% of it's charges. | |
Water Walk | Expert | SP Cost: 5 |
Expert | Negates drowning damage when in deep water and allows you to walk on water without normal hinderance. Drains one Spell Point for every twenty minutes in the water. Duration is ten minutes per Skill Level. | |
Master | Duration is one hour per Skill Level. | |
Grandmaster | No Spell Points are drained while in the water. | |
Enchant Item | Master | SP Cost: 15 |
Master | Permanently bestows a single non-magical item a monderately poerful enchantment. Item must meet value requirements or it will break. Success rate is (10 * Skill Level)%. | |
Grandmaster | Bestows more powerful enchantments. | |
Ice Blast | Master | SP Cost: 25 |
Master | Fires a ball of ice that explodes into seven shards in all directions on impact. Each shard inflicts 12 + (1-3 per Skill Level) points of damage. | |
Grandmaster | Faster recovery time and explodes into nine shards. | |
Town Portal | Master | SP Cost: 20 |
Master | Teleports your party to the central fountain of a chosen city. Does nto work if hostile creatures are nearby (Ready Light is yellow or red). Success rate is (10 * Skill Level)%. | |
Grandmaster | Works if hostile creatures are nearby. | |
Lloyd's Beacon | Grandmaster | SP Cost: 30 |
Grandaster | Allows you to set a magical beacon in the current location. Later castings may either set new beacons, overwrite old beacons, or teleport to a set beacon. The maximum bumber of beacons you may set is five. Beacons last one week per Skill Level. |
Deadly Swarm | Normal | SP Cost: 4 |
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Normal | Inflicts 5 + (1-3) points of damage to a single targe. Always hits. | |
Expert | Fast recovery time. | |
Master | Faster recovery time. | |
Grandmaster | Fastest recovery time. | |
Earth Resistance | Normal | SP Cost: 3 |
Normal | Increases your party's Earth Resistance by one point per Skill Level. Duration is one hour per Skill Level. | |
Expert | Two point increase per Skill Level. | |
Master | Three point increase per Skill Level. | |
Grandmaster | Four point increase per Skill Level. | |
Slow | Normal | SP Cost: 2 |
Normal | Slows target creature to half speed. Duration is one minute per Skill Level. | |
Expert | Duration is (5 * Skill Level) minutes. | |
Master | Target is slowed to 1/4 speed. | |
Grandmaster | Target is slowed to 1/8 speed. | |
Stun | Normal | SP Cost: 1 |
Normal | Stuns target creature, forcing them to recover before acting again. | |
Expert | Strong effect. | |
Master | Stronger effect. | |
Grandmaster | Strongest effect. | |
Blades | Expert | SP Cost: 8 |
Expert | Inflicts 1-9 points of damage per Skill Level to a single creature. | |
Master | Faster recovery time. | |
Grandmaster | Fastest recovery time. | |
Stone Skin | Expert | SP Cost: 5 |
Expert | Increasts the Armor Class of your party by (5 + Skill Level). Duration is 1 hour + (5 * Skill Level) minutes. | |
Master | Duration is 1 hour + (15 * Skill Level) minutes. | |
Grandmaster | Duration is (1 + Skill Level) hours. | |
Stone to Flesh | Expert | SP Cost: 10 |
Expert | Cures the Stoned condition if target character has been petrified for no longer than one hour per Skill Level. | |
Master | Cures if petrified no longer than one day per Skill Level. | |
Grandmaster | No time restriction on curing petrification. | |
Death Blosson | Master | SP Cost: 25 |
Master | Fires a stone into the air that explodes and rains explosive shards of rock to the ground. Each shard inflicts (20 + Skill Level) points of damage. | |
Grandmaster | Faster recovery time, each shard inflicts 20 + (2 * Skill Level) points of damage. | |
Rock Blast | Master | SP Cost: 15 |
Master | Fires a magical stone that explodes on impact. May not be targeted. Inflicts 1-8 points of damage per Skill Level. | |
Grandmaster | Faster recovery time. | |
Telekinesis | Master | SP Cost: 20 |
Master | Allows you to manipulate items from a distance (grab an item, flip switches, etc). | |
Grandmaster | Faster recovery time. | |
Mass Distortion | Grandmaster | SP Cost: 30 |
Grandaster | Increases the mass of the target creature, inflicting internal damage equal to [25 + (2 * Skill Level)]%. of their Hit Points. |
Fire Spells
It is often associated with the moon and is believed to have the power to cleanse, purify, and bring about emotional balance. Air is the element of intellect, communication, and thought. It is associated with the mind and is believed to bring clarity, inspiration, and ideas. Air is often depicted as a symbol of freedom and movement. Earth, as the name suggests, is associated with the physical realm and material substances. It represents stability, grounding, and abundance. Earth is often associated with fertility, growth, and strength. In addition to these classical elements, there are other magical elements that are often included in various mythologies and magical systems. These include: - Spirit: This element represents the divine and spiritual essence that connects all things. It is often associated with the soul, consciousness, and the afterlife. - Light: Light represents illumination, enlightenment, and truth. It is often associated with higher consciousness and spiritual awakening. - Dark: Dark represents mystery, the unknown, and the hidden aspects of life. It is often associated with shadow work, introspection, and transformation. - Metal: Metal represents strength, durability, and protection. Different metals are often associated with different magical properties, such as iron for warding off evil spirits or silver for lunar energy. - Wood: Wood represents growth, fertility, and the cyclical nature of life. It is often associated with healing, rejuvenation, and vitality. - Time: Time represents the cyclical nature of existence, past, present, and future. It is often associated with divination and prophecy. These are just a few examples of the magical elements that are often mentioned in various folklore and magical systems. These elements are believed to possess mystical properties and can be used in ritual, spellcasting, and other magical practices. They provide a framework for understanding and harnessing the forces of the universe and can be a source of inspiration and guidance for those who seek to explore the realm of magic..
Reviews for "Elemental Wisdom: Learning from the Elements in Witchcraft and Paganism"
1. Sarah - 2 out of 5 stars - I was really disappointed with "Magical Elements List". The premise seemed intriguing, but the execution fell flat. The characters were underdeveloped, and I never felt a connection with any of them. The plot lacked depth and consistency, and the pacing was all over the place. Overall, it was a forgettable read that left me feeling unsatisfied.
2. David - 1 out of 5 stars - I can't believe I wasted my time reading "Magical Elements List". The writing was incredibly amateurish, with numerous grammatical errors and awkward sentence structures. The story itself was predictable and lacked any originality. The dialogue was wooden and unbelievable, making it difficult to stay engaged with the narrative. I would not recommend this book to anyone.
3. Jessica - 2 out of 5 stars - "Magical Elements List" promised an exciting mix of fantasy and adventure, but it failed to deliver. The world-building was weak and inconsistent, leaving me confused about the rules and logic of the magical elements. The protagonist was bland and lacked agency, making it hard to root for them. The pacing was slow, and the plot twists were predictable. Overall, it was a lackluster read that didn't live up to its potential.
4. Michael - 2 out of 5 stars - I had high hopes for "Magical Elements List", but it fell short in several areas. The writing style was clunky and didn't flow well, making it hard to immerse myself in the story. The characters were one-dimensional and lacked depth, and their relationships felt forced and unrealistic. The plot was uninteresting and lacked any sense of urgency or excitement. I was left feeling unsatisfied and would not recommend this book to others.