[quote=@WeepingLiberty] [Hider= Elemental Face-lift] [b]Earth:[/b] Earth is a kind, nurturing, and steady element that requires a certain amount of patience (not to mention determination) to guide. It is the element of strength and prides itself upon being a great protector. Those aligned to this particular element find themselves master over wood as well as stone, and are the least susceptible to visual illusions. This is due to a "second sight" that allows for its users to interpret the vibrations passed through the ground into their bodies. Additionally, those that practice the ways of earthen magic tend to find themselves with greater physical strength than any other alignment, fortifying their bodies to withstand more blows and even lift three times their own body weight. Strong against: Water, Aether, Air Neutral against: Nether Weak against: Fire Casting Type: Strong, but slow. [b]Water:[/b] Water is a cunning element that will raise a person up just as quickly as it would drag another down, and is considered the second most volatile element. Yet it is an intellectual element that seeks constantly to expand its collection of information. Those alligned to its ever shifting whims can find mastery over not only the element itself, but of illusion based magic as well. Know additionally as being quite versatile, spells of the water variety can be varied in temperature ranging anywhere from geyser to arctic status. Perhaps not the strongest physically, those under water's studious gaze are not without their perks. The ability to learn and retain new information becomes second nature, this includes remembering the exact location of places, acquisition of new languages, and near perfect recall of images. This often helps when traveling to foreign lands and especially so with illusion type spells. The more you know, the stronger it is. Strong against: Fire, Nether Neutral against: Aether Weak against: Earth, Air Casting Type: Varies depending on complexity. [b]Fire:[/b] The most emotional of elements, often angry and violent. Always seeking to spread its destruction, it is the most difficult of elements to control. Alignment with this particular element cannot be taught, but must come from a natural affinity to its rash nature. Those that can master it wield explosive type magic that can be difficult to control but quite devastating. These disciples are naturally resistant to the cold and have been found to be the fastest of the alignments, fueled mostly by their own spirit. Strong against: Earth Neutral against: Air Weak against: Water, Aether, Nether Casting Type: Explosive. Powerful, but uncontrollable and quite draining. [b]Air:[/b] Air is a lighthearted element, a free spirit so to speak, but quite mischievous as well. Those under its patronage gain control over the air currents, and maybe most surprisingly... Sound. This element can be just as unpredictable as those of Fire and Water, however this is due to its creative nature. While not as powerful as its counterparts, its applications are widespread and limited only by ones imagination. They are not without their physical enhancements either. Air alignments can pick up on sounds others are likely to miss, including certain types of magics. They are also lighter, and can jump to much greater heights as well as distances than any other. If done right, it is said to be possible to hover for periods of time. Strong against: Water, Nether Neutral against: Fire, Aether Weak against: Earth Casting Type: Fast, but relatively weak [b]Aether:[/b] Aether is the giver of life, guardian of the spark that is creation itself. Alignment to this particular element is especially rare, and if not handled properly, dangerous. Influenced heavily by the world around them, they draw their strength from positive forces (sometimes known as holy). Lucky users of this 'element' find themselves among the few conjurers. Able to breathe life into living minions, Aether users rely on familiars to fight their battles for them. They are also known to be quite effective at healing spells, and can even grant short bursts of additional energy to their allies. These fellows are also quite lucky, almost extraordinarily so. And can innately sense future dangers, even if they do not have the ability to interpret these sensations. Strong against: Fire Neutral against: Air, Water Weak against: Earth, Nether Casting Type: Semi-continuous. Link dependent. [b]Nether:[/b] Darkness and deception taken physical form. Much like Aether users, these rare birds have no physical element to control. Instead they have mastered magic draining techniques, compelling charms, and even the ability to bend inanimate objects to their will (within reason). Their strength is drawn from curses placed upon others, and from those they have corrupted to their cause. Additionally, those aligned to the nether find themselves able to see and communicate with the dead. Some can even establish telepathic connections with those they are close to. Strong against: Aether, Fire Neutral against: Earth Weak against: Air, Water Casting Type: Semi-continuous. Link dependent or charm based. [/hider] [/quote] I like this a lot, they pretty much all interest me. Earth is definitely still my #1 pick though, mainly because I've got the skeleton of a character I've been feeling like playing that would fit into Earth best. In the interest of making sure everyone gets an element they want, I'll also mention that Fire and Air would be my second and third picks that I'd still be happy to play.