Ever Diverging Paths: Elemental Magic
A view of what elemental magics in Ever Diverging Paths can do. They're separated into various levels of skill. Most elemental magics require their element to be present to use it, and all have their own limitations. For more information on general magic, check here.
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Air Magic ~ Controls air/wind, smoke, vapor (clouds & steam), dust, & gas. Novice abilities ~ Air attacks/defense and Air aura Adept abilities ~ Asphyxiation and Air telekinesis Expert abilities ~ Flight/Air walking and Air healing Master abilities ~ Air current sense and Explosion inducement
Water Magic ~ Controls water, mud, drinks, ink, acid, & vapor (clouds & steam) and can also unfreeze ice. Novice abilities ~ Water attacks/defense and Water aura Adept abilities ~ Water walking and Water telekinesis Expert abilities ~ Whirlpool generation and Water healing Master abilities ~ Blood manipulation and Drink generation
Ice Magic ~ Controls ice, snow & cold and can also freeze liquids. Novice abilities ~ Ice attacks/defense and Ice aura Adept abilities ~ Cold generation and Ice telekinesis Expert abilities ~ Blizzard/Snowstorm creation and Ice healing Master abilities ~ Frostbite and Avalanche creation
Rock Magic ~ Controls rocks, minerals, crystal & metal and can also harden soft earth. Novice abilities ~ Rock attacks/defense and Rock aura Adept abilities ~ Burying/Unearthing and Rock telekinesis Expert abilities ~ Seismic sense and Rock healing Master abilities ~ Bone manipulation and Earthquake creation
Soil Magic ~ Controls sand, clay, mud, dust, ash, oil & soil/dirt and can also soften hard earth. Novice abilities ~ Soil attacks/defense and Soil aura Adept abilities ~ Burying/Unearthing and Soil telekinesis Expert abilities ~ Seismic sense and Soil healing Master abilities ~ Petrification and Mudslide/Quicksand creation
Plant Magic ~ Controls plants and fungi. Novice abilities ~ Plant attacks/defense and Plant aura Adept abilities ~ Plant growth and Plant telekinesis Expert abilities ~ Photosynthesis and Plant healing Master abilities ~ Poison manipulation and Plantification
Fire Magic ~ Controls fire, heat & lava. Novice abilities ~ Fire attacks/defense and Fire aura Adept abilities ~ Heat generation and Fire telekinesis Expert abilities ~ Thermoreception and Fire healing Master abilities ~ Combustion inducement and Firestorm creation
Lightning Magic ~ Controls electricity. Novice abilities ~ Lightning attacks/defense and Lightning aura Adept abilities ~ Thunderstorm creation and Lightning telekinesis Expert abilities ~ Thunder manipulation and Lightning healing Master abilities ~ Electromagnetic vision and Plasma manipulation












