Elementry
You are the top
six graduates of Sin-Lan, the premiere (and only) magical academy anywhere in the known world. Raw magic is everywhere, and those with the talent are numerous. But raw skill means nothing, and even the most talented raw magician falls like chaff before those trained to control their power.
The chancellor feels strongly that youth is the time to experience the world, and like every graduate of Sin-Lan before you, you prepare to see what lies beyond the walls of Sin-Lan for the first time. Before you lies an adventure of a thousand branches the likes of which few have ever seen and even fewer have survived.
-Spells have three elemental instances
-You can only ever use any single combination of elements in one spell.
-Element order is irrelevant for seeing if you can use the elements for a new spell (EG. Earth/Air/Chaos=Chaos/Air/Earth).
-Despite this, if you mess the order up when casting a spell (EG. You create it as Water/Air/Death, but try to cast it the second time as Death/Air/Water), it will fizzle.
-If you have a spell with two instances of the same element, they always go first.
-The most important element in a spell always goes first.
-Each element used needs to have some justification
-Every power the spell uses has to have some connection with an element used (eg. Attempting to heal a living creature without using life will almost always fail, as will attempting to raise a corpse without using death).
-You can never forget any spell you know (without extensive risk or rare artifacts)
-You can only ever have one spell of a type
-EG. You can make a generic fireball (Fire/Fire/Air) and any other non fireball attack spell (eg. firelance (Fire/Fire/Order)), or a delayed fireball (Fire/Fire/Order) and an instant fireball (Fire/Fire/Chaos), but never a generic fireball (Fire/Fire/Air) and any other type of fireball.
-The more specific and limited a spell is the more powerful it becomes (at the obvious expense of being significantly less powerful and useful outside of those circumstances).
-Using opposing elements in a spell make it significantly less powerful.
Fire: Heat, Rage, (minor: Darkness)
Water: Cold, Ice, Calm
Earth: Metal, Magnetism
Air: Electricity, Flight,
Life: Healing, Transformations
Death: Necromancy, Wounding, (minor:Light)
Order: Logic, Control, (minor:Time (slow, restore))
Chaos: Entropy, Madness, (minor:Time (accelerate, randomize))
-Although spells use only a small portion of a turn, you can only use one in a turn.
-Individual spells have a three turn cooldown between uses.
-You cannot use a spell in the same turn you create it.
-You can only create a single spell per turn.
-Spells have both verbal and somatic components. You require at least one free hand to cast a spell, as well as the ability to speak clearly.
Name:
Color:
Strong Element: (All spells cast using at least two instances of this element are significantly stronger/last longer then normal spells, but they do not gain any other bonuses and have a turn longer cooldown)
Weak Element: (All spells cast using even one instance of this element are significantly weaker/last shorter, your weak element cannot be used in a spell with its opposite element at all. Spells using your weak cooldown have no cooldown and when combined with your strong element (as long as they are not opposites) it retains its 0 cooldown and is as a regular strength spell)