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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. They all derive their power from the astral plane. More directly, they pull out their fuel from the wielder themselves.  They draw out energy from the soul or spirit of the user, if one lacks it, they draw it from the astral plane directly or from whence they gather their magic from.  However, in this case the raw strength of the element is diluted and thus unable to cast its true potential.

 

Fire


Primarily an offensive element, this is used to sever all ties to the astral planes. It does so bydirectly going for the bonds that hold the magical energies to the wielder themselves. If theyare 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/orsummon would instantly fail, and the caster would not be able to cast the same spell again forquiet some time till the fire is put out. Nor would they be able to call upon the inherentelement that had been used in the spell/summon. If the spell is cast and thrown at the wielderof 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


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.  It appears as a silvery white colour.

 

Wind
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?s in the area they wish to go to. Itfocuses on locating the soul/spirit of any one individual, once done, the caster is sent to theirlocation, just a few feet shy of them..Naturally, one must be careful as the winds aren't always accurate. Appears as a transparent lavender hue. Allows for flight.

 

Cast


These spells can be taught by its original creator, the Spirit God : Ryuseiki, presently in thebody of one Karu Kazesuta. The process of which is quiet painful, in so far as it directly "injects" the element into their soul. It takes three days to be able to wield the astral elementto its maximum strength, till then; each time it is called upon, the wielder is wrecked with deepinner pain. There is a limit as to how many can use the elements at any given life time; andthat 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.

 

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.

 


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 towield it, as I am very protective of them. VOID, created by Omega Starwatcher, serves as a dampener for theseelements, but are not its weakness. They will only weaken them, but not put them out or melt them. 

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