The Fundamentals of Magic: Part 2, Elemental Magics
elemental magics are one of the most ancient and basic types of magic variants known to the world, all civilizations had at some point in history a knowledge about these magics, with each society having different ways to use it. shamans were the first spellcasters to rise in the world, philosophers and alchemists were too students of the elemental magics in their strive to understand the dinamics of matter.
its no surprise that elemental magic then is one of the most widely used types of magic in the planet, however, much like chemistry itself, elemental magic is a complex and deep area that requires a long time and dedication to understand. at its core, it is basically the manipulation of the elements of matter, taking in account their respective properties. in the past it was taken as the control of the four fundamental elements, fire, water, earth and air, but with the advent of modern chemistry and physics, it has become a much more wider field, with a new classification which gives a more flexible oportunity than the four original materials.
most of the current concepts of elemental control are based around terran-like planets, however, the discovery of different types of planets require the understanding of new different ways in which an element is represented. modern elementalist have to adapt their strategy to the different environment in which they are located. as passing one element from one state to the other requires not only a large influx of effort from the mental side, but also requires a catalist in order to mantain the conversion.
the in order to organize the dinamics of elements four cathegories were created based around the 4 states of matter:
1. Geomancy: it is the branch inside elemental magics that controls elements during their solid state, depending on the external properties this covers from simple soil to minerals, metals and solidified liquids or gases.
2. Hydromancy: manages the control of elements in its liquid state, originally only based around water, it now also coins the use of other liquid compounds or common elements(like liquid mercury), liquefacted gases and even magma.
3. Aeromancy: it covers the use of elements in its gaseous state, due to the rare nature of gases, most of this field works with single elements like hydrogen or oxigen, compounds, simple air and well, steam. however, one of the branches of Aeromancy has become well versed into meteorological phenomena, allowing to control from small whirlwinds to thunderstorms.
4. Pyromancy: one of the most complicated and dangerous, Pyromancy was originaly focused only in the use of fire, the understanding of common fire as a form of combustion, and the plasma state of many elements (such as hydrogen and helium during fusion) has opened the field to the control of much more volatile and potentially catastrophic elements. the understanding of the cataclysmic workings of plasma and common combustion has brought great interest in the higher fields of the arcane circles, and much like common scientists, pyromancers strive to find a way to generate their own stars via induced fusion.
another prominent point of elemental magics is the capability of creating "elementals" which are at its core, artificial beings composed of whatever elements the caster is using. by a process similart to the creation and programing of a machine, elementalists create an arcane template which is capable of gathering the elements around it in order to become a semi-sentient creature. elementals in the Empirium however, are short lived, since are tied to the caster's own capabilities, its possible to achieve completelly stable elementals, but requires a higher lvl of mental prowess and large amounts of magical flux in order to do it.
the difficulty of creating elementals is also tied to the cathegory of them:
1. monoelementals: elementals composed of a single chemical element (such as a hydrogen elemental or mercury elemental) are easy to create but being of a single material cause them to be highly vulnerable to physical changes.
2. multielementals: elementals composed of 2 or more elements, usually being a chemical compound(water, air, hydrocarbons, metal alloys) these are harder and more resilient but depending on the compound are still subject to physical manipulation.
3. archetypeans: separated in four types which represent the four states, they asimilate whatever element they have avaliable and are stable to the environment, but weak to induced effects.
4. multiphase: while the other elementals strive for an stable form, the multiphase are capable of staying in all four states, however, they are very rare, since not all elements are capable of changing so abruptly or having all diferent states in a single instant.
5. planetary avatars: the epitome of elemental creation, planetary avatars are gigantic constructs which are tied to the planet matrix they are born, depending on the planet they are either barren, temperate, oceanic, frigid, molten or gaseous, being capable of using different elemental habilities as they arent tied to a single element and are stable. only the most proficient elementalists are capable of summoning these beasts as they have to actually connect with the planet's own "soul".