Elemental Magic
All players with elemental (Earth, Wind, Fire, Water) magic will be allowed one element that they wish to control. However, using this magic in role-play requires players to first ‘charge’ their magic before casting. The charge is something that the opponent will feel, as well as from who, but they will not know the specific attack that is being charged. If a witch or any race is choosing elemental magic, they must choose the element they would like, if they must choose elemental magic again and choose the second element they want.
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Players should use the outline below to properly charge magic in combat:
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Players must take at least one post to charge their magic before casting (1 to charge and 1 to cast). More complex spells (meant to significantly harm another player) must take 2 charging posts before they are able to be used (2 to charge and 1 to cast) For two elementals that control elements that compliment one another, the two players may work together charging their magic and casting in 4 total posts (2 per player).
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The elements that may work together are: Earth and Water; Wind and Fire.
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However, all magic comes with a cost, and the cost of using a combined spell is very taxing on the two casters. Combined spells may only be used twice by a single combatant per scene. If two combined spells
are used, the caster(s) will be unable to use magic for the remainder of the scene.
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All elementals are allowed to use cantrips, which are powerful in nature but produce no harmful, detrimental, or revealing effects on other players beyond noticing or feeling the spell (i.e. for someone with fire, being able to light candles or start small cooking fires). These cantrips must be outlined in their character application under ‘skills’.
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Note: Water magic is capable of minor or moderate healing. While it cannot mend bones, it can cleanse wounds and seal them up.