List of Elements
My goals with the Elemental changes are several:
1. Make a more strict distinction between these abstract "elements" and matter/materials/energy/etc.
2. Create a more logical alignment / opposition system. Why was Strike (lightning) opposite Subdue (ice)?
3. Create hooks for future lore and world creation purposes. (future top secret game ideas!)
4. Fix any other stuff that's been bugging me for a long timeBefore you read the descriptions of the elements, I recommend that you check out the Elemental diagram here:Key improvements:•
Draw a horizontal line from any element on the left to any element on the right, and you end up with its direct opposition. These elements do large amounts of damage to each other, neutralize each other, etc.•
I was also able to map out all of the main elements on the heart symbol that is in our UI / logo (symbol for the Fundaments/Temperaments/Prismatic Source/All-Blood?)•
Got all of the physical-ish / positive / constructive elements on the left side, and all of the energy-ish / negative / destructive elements on the right, with the spiritual-ish or otherwise odd-ball elements in the middle.•
Attempted to make all element names more evocative - generally by choosing a word that could be either a noun or verb. Hence why I favored Rage (can be a verb) rather than Fury (which is not a verb) for the fire element.
Some could be adjectives / nouns (like Wild) when I could not come up with a suitable verb. But trust me, I have REAMS of name ideas. Wild could have been Savage, Ravage, Vivacity, Beast, Bile, Roar... etc etc etc. Silence was the longest list, and could have been Grave, Shroud, Enigma, Crypt, Shade, Shrive, or many others.
Not all names are final, and I have added/removed/changed the elements a number of times, and may do so again. There are probably too many, but I'm tired of elements doing double and triple duty for various principles, so at this point I'd rather have some excess and just do fewer spells (or even no spells) with these "extra" elements - mainly the spirit-based ones. These would be reserved mostly for status effects anyway.
Funny anecdote: I asked my girlfriend "if you were coming up with an elemental system, what would one of your elements be?" Her answer: "glitter."
--------------------------------------------------------------------A. The Infinite / AbsoluteThe Absolute Temperaments
These are the most powerful Elemental Temperaments, and can easily align with Matter, Energy, and Spirit (even simultaneously).Prism
Prism is the only meta-Element / super-Element, and is really not in the same playing field as the other Elements. If anything, it is a temperament of unity and equilibrium of the Fundament/Temperament spectrum, allowing all Fundaments/Temperaments to exist simultaneously. Kind of like how in science, super-hot plasma (like in our Sun) exhibits properties of solid/liquid/gas and is a superconductor.Prism only exists in the Infinitus’ (universe-god's) All-Blood, aka the Great Source, a wellspring of the Prismatic Ether (the "material" of the Prism Temperament, like how Murk is the material of the Void Temperament).
The Gods' Eggs (planet orbs) are the last sources of Prismatic Ether in the traversable planes / realms. If any remains elsewhere, it is in the Infinitus' sacred realm and is unreachable by any known beings / spirits.Splendor
Splendor is the temperament of light and radiance, or holy energy of the Gods. It is the power of the everlasting, and the never-fading. It is the only temperament that repels Murk or Void energies effectively. Splendor imbues all fundaments and baser elements, making them a greater form of that which they already are. Ichor, the blood of the Gods and Celestial beings, exhibits Splendor and may turn base materials to materials that exhibit more Splendor, such as silver, gold, adamant, etc. Splendor magicks create pure golden light and may penetrate other enchantments and transmute materials.Void
The temperament of doom to assimilation, subjugation into Chaos. Similar (yet inverse) to how Splendor may imbue baser substances to strengthen them -- Void behaves like a virus, co-opting and assimilating any matter/energy/spirit, and then forcing these newly assimilated components to exhibit the Void Temperament. It turns everything into Murk (the material), and the Murk then (by the power of Void) turns everything it comes in contact with into more Murk. It attempts to expand and gain chaotic dominion over all.--------------------------------------------------------------------B. The CorporealThe Matter-Aligned Temperaments
These are generally constructive rather than destructive.Flourish
Growth, Plant Matter, Regeneration and Reproduction.Surge
Water and movement, flowing and changing like a river or tide. Can be used to magically create temporary shields, lances, and so on. Will purify, wash out, or dilute destructive forces.Shiver / Subdue (?)
Ice and cold, and will calm or neutralize destructive forces. Can freeze and immobilize beings, or pierce and pin them in place. If the being breaks its hold, its ice lowers their traction and ability to accelerate effectively.Mantle
Literally the bones of the planet, it covers, coats, and buries with stone, stone, bone, or metal. It can form hard shields, sharpen or reinforce weapons, and trap enemies in avalanches or encase them in mortar.Storm / Quell / Thunder / Gust (?)
This one has been the hardest to name.It is the element of invisible force, wind, and weather, moving and shaping materials. It is the most energy-related of the Corporeal Elements. It can block or push back other forces, and may quell or "blow out" other powers with its thundering wind. Also exhibited in Bard's songs, which may rally or buff allies.--------------------------------------------------------------------C. The Arcane
These are generally destructive.
Blight / Spoil (?)
[formerly Sunder, then Spoil]
Poison, corruption and mutation. Sits right next to murk on the elemental chart for a reason. Kind of like radioactive matter, its decay is contagious and its poison spreads. Unlike Void/Murk, however, it simply poisons, twists, and mutates things like a cancer, it does not strictly assimilate them.
Rend / Sunder (?)
[NEW-ish - formerly Strike or Arcane]
The element of lightning, electricity, and flaying / scathing energy, which shocks and rattles beings, and may force them to act against their will (like electricity causing muscle contractions). Harnessed by the Moon God Kirdus (inventor of mechanical Automata) to create thrall-life to inanimate beings. Can also be used to open portals through dimensions by tearing holes in the fabric of Matter/Spirit, and even through the Murk -- it is obviously very dangerous.Rage[formerly Fury]This is still the fire element, I just wanted the name to be more of a verb.
[formerly Explosive or Strike]
We had Explosive as a "physical" damage type (like slash, pierce, etc) but it makes much more sense as an element. Rupture is the element of exploding, blasting, combustion, eruptions, gunpowder, etc.
This is the most likely to be on the chopping block. I toyed with the idea of an element for blood or bleeding for a while, and I think of seep as this force - pure entropy. It takes whatever material or being it has affected, and bleeds our their essence. It might occur as acids that eat away at armor and weapons. If this element goes away, the acid qualities will go back to Spoil/Blight. It would also be the element of Oil and Tar, so if something is "coated" in Seep sludge, it would become highly flammable/volatile, or generally more susceptible to damage. Compare to Slag from Borderlands 2. Really Slag is a much cooler name and evokes ideas of the Elemental Forge (where Elementalists derive their power and abilities), but I didn't want to lift too directly from BL2 and also liked the allusion to bleeding / seeping blood.--------------------------------------------------------------------
D. The Spectral
The Spirit-Aligned TemperamentsEcho
[NEW - formerly Muddle or Arcane-ish]
This is the element of ghosts and spectres, which use Echoplasm (an echo material) to manifest in a physical-ish form. So if you hit a ghost with a spell, you are hitting its echoplasm. Echo was the one element that was not supposed to exist, and is the echo or reverberation of Splendor + Void being in contention with one another. Echo is literally the echoing tendency (Elemental Temperament) of what once was to stay in the universe in an incorporeal form.Wild
The element of feral vivacity, of beasts and healthy chaos. It is the temperament of tooth and claw, of birth and death, of strength and pain. Most human-like or animal-like beings are primarily composed of the Wild temperament. Side-note to discuss later: The "bile-blooded" (cold-blooded) Murk-monsters tend toward the Arcane elements and thrive in their midst, while the "heart-blooded" (warm-blooded) Ichor-beasts tend toward the Corporeal elements (earth, water, wind, etc).Muddle
The element of confusion, smoke, dust, sand, and fog. I finally got this in a nice spot on the diagram, between Ice and Fire.Silence
[NEW - kind of like the former Arcane, sorta-kinda]
This is the element of shadow, quiet, secrets, and the grave, and is in opposition to Echo. It is not evil or good - it is simply an element of balance that grounds out or focuses other elements. It puts echo-spirits to rest in their graves, hides the faces of the Delvers for their secret deeds, divides lies from truth, and hardens steel to make it swift and deadly. Its spells manifest as spectral chains that bind or silence those that it opposes, preventing them from casting magick or doing harm. The Rogue's guild of Hangmen Hoods use Silence to bring about their dark justice in the shadows.