[@Skwint] Well, hopefully I'll be able to clear up any confusion for you. Each of the main five characters would be the bearer of a crystal that represented their affinity for a particular element. It is that element that will determine what kind of magic they can learn/use. There will be some kinds of spells that are shared between them (either exactly the same or with the elemental twist on it... I have not yet determined) too... Those would be things like protective shields, unlocking doors, and illusion (though this one might vary in strength or specialty depending on the element as well). Physical enhancements will work similarly to the spells. Each of them are stronger, faster, and bear more stamina than the average person. Depending on their affinity, they will also gain specific abilities. I've copied over the list from the previous version, although looking back through it... definitely going to need do retouches to even them out. [hider] Earth: The element of strength and focus, a force that needs a steady hand to control it. Mastery of the element allows for manipulation of wood as well as stone, the ability to find the lost or hidden and a second sight is given through vibrations travelling through the ground. A very handy tool to see around the next bend. This element also gives its users a little extra muscle to back their punches. Water: Not as gentle as it is often made out to be. One moment a calm and tranquil element, the next a frigid foe. Understanding this allows for the sorcerer to heal as well as willing minor changes to ones own appearance through the reflection of a water source. It's more dangerous side allows the user to drastically change the temperature of the element, helpful when getting someone to talk. Water also likes to instill knowledge upon sorcers who draw strength from it, a small boost in the intelligence department. Fire: Violent and angry, this element longs for destruction. It is the spark of life, the only physical element that creates its own existence. While it consumes much, it also gives back its warmth and loyalty to its users but promises no such things to allies. What it lacks in physical strength and intellect, it makes up for in speed. Those of the fire alignment are gifted with faster than average reflexes. Air: Light and full of laughter, can be much more mischievous than it lets on. It can carry sounds over greater distance than one might normally be able hear from. Manipulation of scents is also a talent in addition with the naturally lighter body that, with enough practice, can jump greater heights/distances and even float along the air currents. Aether: While fire is the spark of life, aether is life. Where other magics use physical attacks, aether users are compellers. Using the positive energy to influence the mind in different ways. Their power grows from the light and connections to sacred sights, diminishing where corruption is high. They are also dream walkers, sometimes able to speak to the dead or dying, and are granted just the slightest bit of good luck. [/hider] As per usual with elements you have your obvious ones... Fire, Water, Earth, and Air. For this RP I also added two others. Aether and Nether. Aether is definitely going to get a redo. My current thinking is that Aether will now be a conjuring type magic user. Whereas Nether is going to be a version of what I have written down to be Aether in the above hider.