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Astral Energy draws forth its power directly from the astral plane. It is a pure, raw, spirital energy.  The energy is derived through the wielder, whom as a catalyst and anchor to the energy itself., using their soul as source. So long as a connection to the astral plane is maintained, the energy will continue to spill out. When a wielder lacks a soul, the strength of the energy is diluted, and not as powerful as it would normally be.

 

Astral is highly dependant on the will of the caster. The stronger their 'aura' the more energy they are able to draw out. As such, directly attacking the user with any soul/spirit damaging spell/weapon will sever ties to the astral plane, thereby also cutting off their ability to use it. Power psychic/psionic attacks can also jar the user out of the 'trance' therby also stopping the energy from flowing into them.

 

Astral
Elements


While they aren't elements in the true sense of the word, they do posses similar properties asthe elements they appear to represent. There are only three elements in the Astral; Ice, Fire,and Wind. Fire severs the ties to the plan, Ice binds them, and Wind is a transporter. Fire and Ice does not harm anything physical, nor is it fatal, but it can, for a time, stop the target from using magic tied to the astral plane. If they do not know magic then it will not effect them. Wind is special in that even those that lack magic are able to be 'seen' 
 

 

Fire - That Which Severs


Primarily an offensive element, this is used to sever all ties to the astral planes. It does so by directly going for the bonds that hold the magical energies to the wielder themselves. If they are in the process of casting a spell, the astral fire, upon hitting the target, would travel along the binds to the astral plane, and incinerate these binds. At this point the spell and/or summon would instantly fail, and the caster would not be able to cast the same spell again for quite some time till the fire is put out. Nor would they be able to call upon the inherent element that had been used in the spell/summon. If the spell is cast and thrown at the wielder of the astral fire before it burns away the binds completely, the spell would be weakened considerably and will continue to burn till they are severed. It appears as a white flame.

 

Ice - That Which Binds

 

The element of ice is mostly defensive. Although, spikes of ice can be thrown for use of an offensive spell, these, however, lack the power to obliterate the binds and are only really capable of physically attacking a target. As opposed to destroying the binds, ice freezes them. This also causes the wielder of the magic to be "frozen", and are unable to cast a spell for several seconds after the binds have completely frozen over. The other difference is that the caster can still cast spells of the same element, as ice merely stalls the spell till the ice is melted with astral fire.  It appears as a silvery white colour.

 

Wind - That Which Travels

 

Wind is neither defensive nor offensive, as it is solely a method to travel. The astral winds provide quick and instant access to just about anywhere that is connected to the astral planes, provided the caster had encountered the person that is in the area they wish to go to. They are referred to as 'anchors' which are the souls/auras of those the caster has met before. It is useful in that this allows for travel to locations that have not been visited before. Those whom have not mastered it must depend on places they have already been to in order for travel to be successful. One must be careful as the winds aren't always accurate.   The winds can also now be focused into a single spot, thereby teleporting a part of someone’s physical form from one spot to another, literally scattering their body to the winds. Unlike Fire And Ice, wind is capable of effecting the target on a physical level as well as spiritually. It can act as a 'shield' for the material and imaterial. Appears as a transparent lavender hue. Allows for flight if used properly

 

The Gift

 

These energies can be taught by its original creator, the Spirit God: Ryuseiki, presently in the body of one Karu Kazesuta. The process of which is quite painful, in so far as it directly "injects" the element into their soul. It takes three days to be able to wield the astral element to its maximum strength, till then; each time it is called upon, the wielder is wrecked with deep inner pain. There is a limit as to how many can use the elements at any given life time; and that is two. This also includes Ryuseiki herself, as she is only able to teach one individual at a time. She can take the astral element back at any time, as they are all linked to her. Those whom have been bestowed with any of the astral elements, hold a connection to Karu, and they will always stand out as a beacon, she will always feel when the use any of them and is always able to pinpoint their location.

 

Wielders


Fire:  Formerly wielded by one Falcon-HAC, once his status became unknown, when he vanished, the elemental fell into limbo.


Ice: Only one, and whom is perfectly suited for it, SilverMayhem-NOX.


Wind: Previously Slayer Lina, No known current secondary wielder.

 

*Fire, Ice, Wind :  Stolen by Bandus

 

 


DISCLAIMER:  The Astral Elements were created by me several years ago in SMC. I only intend to have THREE, not anymore than that. Anything that is not ICE, FIRE, and WIND, is a fake also, they need to get to me first if they want to wield it, as I am very protective of them. VOID, created by Omega Starwatcher, serves as a dampener for these elements, but are not its weakness. They will only weaken them, but not put them out or melt them. However, putting the two energies in too closer proximity will cause a violent explosion

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