Elementalism

by Unknown

Back to Ideas.

Unknown2004-11-02 05:08:03
I'd like to see elementalism having less element specific stuff. Like, for example.. geyser should clearly be in aquamancy- and stoneskin in geomancy. Firewall- pyromancy, gust- aeromancy(when they come in). For a gust equivalent, aquamancers could have currents, which would work like gust, but only in water. And geomancers could have a tremors to make a small earthquake bounce you off in a direction. It'd be sweet if there was an elementalism(perhaps) spell called gravity- some power, just makes flying impossible in this room for a bit. Also.. dig should totally be in geomancy! I dunno though- some of these are quite utilitarian- should it be changed?

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Sornillon2004-11-02 16:24:05
I think the idea is that elementalism is sort of a jack of all trades skillset in that in incorporates all the elements. This makes perfect sense if you want to look at it in a historical perspective, perhaps back to some unmentioned point at which the four specialists were more united. A student gains a basic grounding in the magic of the four elements and then chooses one to specialize in.
Gaetele2004-11-07 02:11:16
Elementalism is supposed to be like the father skill for the other skills. If you were to take all the element-specific skills away you'd leave like... Blast. That's it. You can't expect a good Aquamancer or Geomancer to not know anything about the other elements.

"Water? What's that?"
"I never really thought about what I'm standing on right now."
Unknown2004-11-07 07:27:07
I also think that Elementalism as it is now is a good base. There are skills there from every element, the skill specializations are the ones that are meant to be specialised (Aquamancy and Geomancy, that is) - not Elementalism itself.

Just look at what the teacher says when you're learning: "Finally, Meleris, Keeper of the Pool of Stars reminds you that understanding the elements is but the first step towards truly mastering a single element."

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