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December 24, 2025

Magic Series: Nine Elemental Magicks

Magic Tier: Null to I++

Magic Type: Universal

Can evolve into:

<Description>

The Nine Elemental Magicks are nine basic Magicks, associated with the manipulation of the natural elements. They serve as the fundamental basis of all other Elemental Magicks and Magic Paths in existence, such that all other Elemental Magicks have their roots to at least one of these nine.

The ability to use the Elemental Magicks are gifted to those possessing the associated elemental affinity, an affinity separate from the affinity of their Lesser Fundamentals. As with the affinity of the Fundamentals, these affinities are realised upon the development of their Ki / Aura / Mana, letting the user easily mold their Ki into the natural element tied to said affinity. It is also with this in mind, that Transmuters are particularly fast at awakening their potential for their Elemental Magic.

Unlike the affinities of the Ten Lesser Fundamentals, in which everyone is guaranteed to have at least one, not everyone is gifted with an affinity to any of the Elemental Magicks. Therefore, some people will simply be unable to manifest a spark of Elemental Magic, even if they were to have mastery over multiple Lesser Fundamentals. However, the affinities to Elemental Magic are more clear-cut than that of the Fundamentals, being affiliated to the environment the Mage in question was raised in. For example, those raised near tropical islands, or snowy climates have a particularly high affinity for Water Magic, while those raised in jungles or rainforests have a high affinity for Wood Magic.

It is normally impossible for a Mage to possess more than one elemental affinity at once, with most cases of such being either from interracial breeding, or being in possession of a Magic stealing / copying / absorbing ability. However, natural occurrences do happen once in a blue moon.

These Magicks do not alter the fundamental natures of the user's aura, merely lets the aura take upon the elements' form, therefore the user's Spirit Armor do not undergo much physical changes.

<List of Elemental Magicks>

  • Air Magic: Also known as Aerokinesis, this Magic allows the user to generate, and manipulate air and winds.

  • Earth Magic: Also known as Geokinesis, this Magic allows the user to generate, and manipulate earth and rocks.

  • Fire Magic: Also known as Pyrokinesis, this Magic allows the user to generate, and manipulate fire and heat.

  • Light Magic: Also known as Photokinesis, this Magic allows the user to generate, and manipulate light.

  • Lightning Magic: Also known as Electrokinesis, this Magic allows the user to generate, and manipulate electricity and lightning.

  • Metal Magic: Also known as Metallokinesis, this Magic allows the user to generate, and manipulate metals, particularly natural and magnetic ones.

  • Shadow Magic: Also known as Umbrakinesis, this Magic allows the user to generate, and manipulate darkness and shadows.

  • Water Magic: Also known as Hydrokinesis, this Magic allows the user to generate, and manipulate water and their other states, ice and vapour.

  • Wood Magic: Also known as Dendrokinesis, this Magic allows the user to generate, and manipulate wood and plants.

<Successive Magic Origins>

Aside from the ability to manipulate the natural elements, those blessed by the elemental affinities also possess far greater developmental potential in comparison to those without, such that they are able to develop more Magic Origins (essentially the "containers" of the Mage's Ki / Mana / Aura) through training, whereas non-elemental Mages are normally restricted to only one Magic Origin. By developing additional Magic Origins, the Mage gain heightened Magical Power, and also obtain new Magical abilities, as elaborated below:

  • 2nd Magic Origin: From awakening their second Magic Origin, the Mage gains additional Magical Power, and are able to cast Seconds, advanced casting spells that manifests structures or fields that applies their Elemental Magic on a far greater scale, or wrap their bodies with their own manifested elements.

  • 3rd Magic Origin: From awakening their third Magic Origin, the Mage gains additional Magical Power, and are able to cast Thirds, highly advanced casting spells that either summons deities, generates potent effects associated with their Elemental Magic, or converts their bodies into their respective elements.

  • 4th Magic Origin: From awakening their fourth Magic Origin, the Mage gains near-infinite levels of Magical Power, can reactively evolve, and regenerate from lethal injuries in a matter of seconds. Most importantly, however, they gain the ability to cast Fourths, extremely advanced casting spells that let the user summon their inner world, manifesting a personal dimension where they freely manipulate the laws of existence.

<Elemental Regalia>

The various Elemental Magicks can also be supplemented with their corresponding Elemental Regalia. These Elemental Regalia take the form of swords and armour, and can enhance the Elemental Magic of those who wear them, letting them use techniques that they would normally be unable to use. They are forged from their corresponding Elemental Crystals, ores that are rich in Elemental Mana, from being in close proximity to the element in question.

Some particularly refined Elemental Regalia can channel Elemental Magic themselves without the need of a wielder, allowing non-wielders who hold these Regalia to use Elemental Magicks. Over prolonged use, these non-wielders may even develop an Elemental Magic. It is also through this process that a Mage can obtain more than one Elemental Magic.

Magic References: Avatar, Fairy Tail, Mashle, One Piece, OC

Character Bases: Ranime98's OCs

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