The idea is for a large school of magic, where students entering their junior year are sixteen or over, and have some, limited ability within a single element of power. It is about competition, and rivalry, and is made free form, so remember to be mindful of other peoples characters! Iím thinking if there are men and women interested, that the dorms be separated to try to keep students focused on their studies (not taking into account of course, homosexuality and people sneaking around) Iíve written some basics, to help explain how things work, years probably wonít be a entire year, just something decided amongst the people playing when something ends, and the next begins!
NC Monsters Mind Control ..etc are all possible.
Students of the junior year are somewhat chaotic in their control of the elements, they can do small, focused things, but only within one element
Students of the second year are more controlled, they have learned by this time, how to handle their base element, and work hard learning their second element, but have no control over the combination of them.
Students of the third year can now decide if they want to specialize in a single element, or if they want to seek the path between two elements, as they learn to combine them to create new off shoots.
Students begin to move toward the mastery of there elements of choice, and the challenges put before them become more difficult, and competition more dangerous. This is the year most commonly that they are introduced to other schools as well, as they are considered within the grasp to have safe control of their powers.
Senior Year is the proving ground for students, competitions between schools, between others, will determine their survival and potential for graduation.
Base Elements -> Earth, Fire, Wind, Water, Mentalist, Spirit
Earth = Earth Creation/Control -> Create rocks, forge destructible weapons, modify landscapes nearby landscapes (Must be touching! or standing on), plate shifting, earth quakes, fissures.
Fire = Heat Creation/Control -> Create flame, Amass larger amounts of heat, radiate heat, control the path of flame over objects, infernos.
Wind = Air and Wind Control -> Create movement of air, control path of wind, create heavy gusts, limited manipulation of objects or people -> create storms with loose objects -> eventual creation of tornados.
Water = Moisture Creation/Control -> Control movement of water, control path of water, create humidity, summon water from nearby sources, known location of sources, eventual creation of tidal waves and tsunamis.
Mentalist* = Mind control/focus -> Telekinesis (Movement of an object), Mental Transmission (Images, words into anotherís mind), Mind walking (Entry into their mind, thoughts), Thought shading (Ability to skew or flavour thoughts, must have walked in their mind first), Mind control (Must have worked victim down with thought shading prior)
*Mentalist's are about focus, they must focus on an object, or a person, in order to attempt to use their powers! They are written to be like hackers, they have to connect to someone before they can even think of fooling around inside. It is about wearing down someoneís defenses, unless they willingly open themselves up to you.
Spirit* = Spirit control/speaking -> Spirit walking (Ability to leave your body, needed for acquiring new spirits), Spirit sight (Ability to see the movement of spirits), Spirit summoning (For gathering information from the dead, for gathering poltergeists to haunt individuals, or attempting to convince a spirit to be watchful of things ) Possession (Having left your body, you can attempt to enter into another, or send a spirit to attempt!), Curses and Rituals (Things done to appease the spirits)
*Spirits are temperamental, they are often dead people, and donít desire to be dead, or be summoned or used. Knowing their desires, and appeasing them through rituals and tasks is important to keeping them happy and loyal to you! It is also dangerous to leave your body unprotected! Especially if you have spirits walking around that you arenít fully in control of (They may snatch your body, and walk off with it!)
Equal combination of two:
Following a equal path means you arenít focused on either, rather the combination of the two as one. (No longer interested in them as separate entities)
Earth + Water = Plant Creation/Control - Quick Sand, Mud traps.
Water + Wind = Ice Creation/Control - Ice Storms, Slippery sheets, Ice Barriers
Spirit + Mentalist = Demonic Summoner - Imps -> Fiends -> Demons
Spirit + Earth = Earth Golem Creation (Hard, Earthy, titans!)
Spirit + Water = Water Golem Creation (Slimy, slivery, sea monsters ahoy!)
Secondary element as an aid:
Following this route, only causes you slightly less adeptness in your main focus, but allows you to do things the others cannot.
Earth + wind = Dust storms -> Stand Storms -> Hard Projectile storms (Ability to create larger rocks)
Fire + wind = Projectile Flame -> Fire Storms -> Explosive fireballs.
Water + fire = Further manipulation of humidity levels and heat, scalding mists, boiling waters.
These are just ideas of how things can come together.. as well~