The 13 Elements of Magic, or 13 Arcane Elements, are the building blocks of the Cosmos. They are generally organized in 4 circles with 3 elements each, with Nil being part of it's own, fifth circle.Spells are governed by the Elements, with many spells having a clear singular governing element. However, many spells are governed by multiple elements, creating more intricate and complex spell effects.The Makkra are a form of scripture that consists of symbols pertaining to different aspects of the 13 Arcane Elements, and are the basis of all magical scripture, like Spell Scrolls. The purest form of Makkra is Rune Magic, which utilizes the Elements directly by channeling arcane energy through Makkra Runes, which are oftentimes encarved into stones, but can also be seen in the form of tattoos or other forms of writing.
Circles of Elements
There are four cicles of elements. The organization of elements into circles is losely based on a common factor of the three elements contained within it. The elements within a circle usually cancel each other out, or at least weaken each other.
Circle of Nil
The circle of Nil only contains a singular Element: Nihil.
Nihil
The elemental nothingness, whatever comes in touch with this element becomes annihilated. It is the counter-idea of all other elements, destroying matter and magical energies alike. It can dispel magic, destroy matter and energy and negate effects.Magic that manipulates the Power of Nihil is called Nihilomancy
Circle of Phota
Light
The element of light, this element contains everything that produces or distorts light. It can create light sources, dazzling flashes or illusions.The magic of Light is called Luxomancy
Darkness
Not just the absence of light, darkness is the polar opposite of both having light or casting a shadow. It can be manifested in areas of pure darkness in even the brightest of days, becoming invisible or contacting it's dark origins to call forth dark creatures into your service.The magic of darkness is called Tenebromancy
Shadow
The elemental shadow, it can be found wherever there is some form of matter and some light. The planets cast shadow onto themselves at night, and those who master this element can bend, animate or use this element to their advantage.The magic of darkness is called Umbromancy
Circle of Anima
Life
The state of being alive is fueled by the completeness of body, soul and mind. Whenever one of these energies is damaged, a Vivromancer, commonly also known as "Healing Mages" can repair those energies. However, the element has many more applications than mere healing.The magic of Life is called Vivromancy
Death
Part of being alive is dying. Whenever living matter is damaged beyond repair, it becomes dead. As the polar opposite of life, this element serves as fuel for new life. Death Magic damages living beings and involves wilting, curses, and frightening images of the afterlife.The magic of Death is called Mortomancy
Undeath
Sometimes, a creature can not die. This happens when one of their three essential parts - body, soul or mind - becomes animated beyond the grave. Such creatures are fueled by the element of undeath, and Necromancers are commonly those who create, call forth, or sometimes cleanse them from this energy. Undeath can raise and command undead, talk to the diseased or destroy undead creatures.The magic of Undeath is called Necromancy
Circle of Motua
Lightning
Lightning is the result of an imbalance between positive and negative energies. Whenever such an imbalance is created, the omnipresent energy of balance in the universe creates an explosive, direct blast in which the imbalance collapses onto itself. Such an energy can damage living creatures and lifeless matter alike, but it can also be used to animate muscle fiber and increase its effectiveness.The magic of lightning is called Fulgomancy
Cold
In the absence of movement, negative energies are created. Water freezes, air drops to the ground and life dies. Cold can damage creatures, erode mountains and crystallize living matter.The magic of cold is called Frigomancy
Heat
In the overabundance of movement, positive energies are forced into being. Air rises, water evaporates into steam and living matter bursts into flame. Heat can damage living matter, melt stone and spread destruction and ash across the lands.The magic of heat is called Pyromancy
Circle of Materia
Water
The element of water is the element of balance between chaos and stasis. Whenever matter becomes movable and dynamic, it becomes fluid. Water, Lava, even Time, all of those things are moved by the arcane element of water. The acidic or basic alignment of any water-based material can corrode living matter and crystalline structures alike.The magic of Water is called Aquamancy
Air
Whenever a material enters a state of being dynamic beyond being fluid, it becomes gaseous, and starts being governed by the element of air. Air can keep breathing creatures alive in other elements, or can suffocate them with poisonous gas or by removing the oxygen from their lungs. When it is moved fast enough, it can cut skin and rend flesh.The magic of Air is called Aeromancy
Earth
The element of crystalline, mineral, frigid structures is Earth. It is the polar opposite of both the dynamic air and the balanced water, and stands for immobility and stern resilience. It can crush others under its weight, build mountains and fortresses for eternity, and when it collides with something, only the strong survives.The magic of Earth is called Geomancy