Each element is responsible to collectively aid in the universal cycle, creating a perfect rhythmic cycle.  The wheel below is considered the Primary Elements, and these elements balance each other out by having exactly one element stronger and weaker than another.  

This is depicted clock-wise on the wheel.  Super effective elements are considered Boons while weaker elements are deemed Banes.

>Shadow(1)

>Spirit(2)

>Creation(3)

>Destruction(4)

>Earth(5)

>Wind(6)

>Water(7)

>Fire(8)

>Null(9)

>Light(10)

The Primary Wheel

The Ten Elements

The Elements of Outerah all play their part in maintaining a harmonic cycle not just on planets, but the very fabric of the universe is intertwined with this collective power.  Every living being in Outerah, from wild animals to the most powerful faction leaders, are both gifted and linked to the Ten Elements through the Elemental Affinity System.

  • Where light wanes, darkness reigns. The Element of Shadow is a dangerous, but necessary power.  Brought into existence by Lord Proterius during the Birth of Outerah, Shadow provides protection from the light with its cloak of darkness; many powerful abilities in Outerah are powered by this element and those born under the Elemental Affinity of Shadow are called the Shadowborn. 
  • Shadow’s importance to the universe is far beyond the Elemental Wheel.  The power of gravity comes from Shadow; Shadow is an essential element to all worlds because it is responsible for the positive polarity of magnetism that helps keep each planet in orbital rotation.  As such, the essence of Shadow lingers within the core of each and every planet in Outerah.  Gravity increases by condensing shadow particle mass into a small area, while the dispersing of mass from dark space makes gravitational pull lighter.  The energy particles of Shadow are a nebulous, ghastly violet color.
  • All beings have both a body and a spirit.  In Outerah, bodies are merely vessels for spirits to not only control, but bodies also provide a safe haven for them. Once a body has reached the end of its working life, the spirit is ejected from the body.
  • When it comes to commanding the Element of Spirit, one must possess a high degree of spirituality (a High Spirituality Score) in order to fully utilize their power.  Not only are many spells and abilities powered by Spirit, but Spirit Mode itself is directly connected to one’s spiritual sensitivity.  One with poor spiritual sensitivity is not only unable to activate their Spirit Mode, but they flat out cannot see spirits.  Those born under the Elemental Affinity of Spirit are called the Spiritborn.
  • Beings who have mastered their spiritual sensitivity (a character with a high level in their Spirituality Score) can activate Spirit Mode at will.  However, this comes with an additional perk.  Spirit Mode in the hands of a completely spiritually attuned being have access to what’s called Spirit Link.  This allows one to play dead and move, within an allotted Cell radius dictated by your spirituality score, from their physical form to scout or even attack their enemies with very specific abilities. Some abilities even have tweaked effects when used specifically within Spirit Mode and you can traverse through solid objects.  Bear in mind that under the effects of Spirit Mode, whether or not you can make use of Spirit Link, your body is defenseless; you cannot attack unless you use skills & abilities useable in Spirit Mode. Lastly, you take double damage when your spirit is hit. 
  • Creation represents the birth of all living things.  Brought forth into Outerah by Lord Marcarvious, Creation is one of two of the elements that Marcarvious created; although he holds dominion over two, the least of the three gods, life in Outerah simply cannot exist without Creation or its sister element, Destruction.  The power of Creation revolves around healing, mending, and bringing life into the world; those born under the Elemental Affinity of Creation are called the Creationborn.  
  • Creation can materialize or change the matter around it.  Even the other elements are dependent upon Creation, for the very particles that form the other elements harbor the power of creation.  Creation is the basis of all mortal life and although it’s hard to see nowadays due to Lord Marcarvious’s insanity, the ingenuity of his design and the fact that Creation is linked to every other element makes him a necessary evil; again, he is the one who holds dominion over Creation.  The energy particles of Creation are a beautiful, radiant gold.
  • Before Creation comes Destruction.  The second of two elements under the dominion of Lord Marcarvious, this element is just as necessary as Creation.  Whereas Creation is about new life, Destruction is about the end of life.  Destruction decomposes all living matter at a molecular level; though grisly, it is a necessary power that keeps the balance of life in check, and not too abundant.  Those born under the Elemental Affinity of Destruction are called the Destructionborn.
  • The decomposition of life is not limited to mortal bodies or plant & animal life, but because spirits are such an integral part of Outerah’s structure, the power of Destruction also has the potential to “decompose” souls.  It takes a lot of Destruction energy to pull this off (for example, inflicting significant damage to an enemy that goes well beyond its remaining Hit Point capacity), but if one is killed in this manner, their soul is also destroyed.  If this happens, the victim can never be restored to life.  Destruction energy is easily recognized by its brilliant sunny orange hue.
  • The Element of Earth serves as the lifeblood for each and every planet in Outerah; the very soil beneath one’s feet, the mass of mountains, the sands of deserts, and everything underneath.  Earth is the basis of many offensive and defensive abilities used by Druids.  In fact, many powerful healing spells are powered by Earth.  Those born under the Elemental Affinity of Earth are called the Earthborn.
  • Earth abilities go beyond simply being offensive and defensive.  Those attuned to this power can bend rock, dirt, sand, and even the metal from Montalations.  The most powerful practitioners of Earth can even mold and control magma!  When you grow stronger and harness the power of earth, you can bend rock, soil, and even steel! The most prominent Earth wielders can also melt earth into magma and vice versa.  Energy particles of Earth are brown, dull and unremarkable.
  • The Element of Wind may seem simple at face value, as it revolves around controlling the speed of air.  However, the two-front system design of each planet revolves around wind currents providing frigid and/or warm air.  Controlling the power of Wind means that one can control the temperature as well; they can also amp up the miles-per-hour of the air current, meaning that a simple breeze can explode into an unstoppable hurricane!  Also, do you like breathing?  You can thank Wind for that one too!  Those born under the Elemental Affinity of Wind are called the Windborn.  
  • Wind isn’t restricted to its namesake.  The power of electricity is also tied to this element.  As such, all lighting/electric-based spells are considered Wind.  Though air itself is invisible, the energy particles that power Wind-based abilities are a greyish-black.
  • From the smallest raindrop to the vastest ocean, the Element of Water is both a great provider and a deadly power!  Commanding the power of this element goes far beyond simply controlling bodies of water.  Water is the foundation of life; it is the most important resource in all of Outerah!  And it’s not just bodies of water one can bend to their whim; precipitation and humidity also answer the call of a Waterborn, one born under the Elemental Affinity of Water.
  • The power of Water is not only great, but there is a lot of strategy that goes into wielding its power.  Because the temperature of water can be manipulated to that of a steaming geyser or frosty icicles, Water can actually inflict Burn as well as chill your enemies to the point of Slowing or even Stopping their movement!  Even better, due to the necessity of water to all life, there are potent healing spells that are centered around this element.  One can identify Water-based energy particles by their dirty blue hue.
  • The Element of Fire represents gentle warmth as well as unbearable heat. From the smallest ember to a maelstrom of flame, Fire is a power that consumes everything around it.  Once fire spreads, it stops only when it has nothing left to incinerate or when something stronger is able to neutralize it.  Those born under the Elemental Affinity of Fire are called Fireborn; just like the power they command, many Fireborn are often hot-headed, impulsive beings who act before they think.  
  • Fire is unique amongst the elements, as it has more than one type of energy particle.  Normally, fire is represented by reddish orange motes, however there is a second type of flame: the Blue Flame.  Any blue-based Fire is significantly hotter than its normal counterpart and this power is only commanded by seasoned and powerful practitioners of this element.  As you level up, so does your heat signature; this is necessary as your body would otherwise be unable to harness this power lest you are overtaken by the hotter blue flames.  Also, the heat signature radiating from a being or even an object is a way for Fireborn or practitioners of Fire to gauge how powerful an enemy or an enchantment is.
  • While normal Fire inflicts Burn, the blue variant takes that a step further.  Being Severely Burned, a burn inflicted by a blue-flame ability, deals more damage and has an extended duration.  Severe Burn also requires a higher Vitality Save if one hopes to stave off its deadly effects. Blue flames are particularly important to Blacksmiths, as this power is needed to forge super sharp weaponry.
  • This strange Element is said to have originated from the core of the Spirit World. It is void of the other nine energies of the world and consists of a greenish hue of particles known as Null energy. These magical barriers can prevent waves of energy from passing through them, making them the preferred choice in defense for power spellcasters.  Those born under the Elemental Affinity of Null are called Nullborn.
  • Null energy allows the ability to contain the other nine Elements by forging them into materials called shells. These containment measures are elemental weaving processes that allow weapons, armors, and even items to be enchanted with a different property.  Due to the containment property, a weapon cannot be enchanted with the Null Element alone, but instead all enchantments contain a trace amount of Null; this spec of Null energy serves as the basis for which all enchantments are performed & powered.
  • Null damage can be described as an “enchanted Neutral damage.”  The energy particles of this element are easily identified by their emerald-like shade of green.
  • The Element of Light is the polar opposite of Shadow, right down to maintaining a negative polarity of magnetism to keep gravity in check.  While the Light can certainly be characterized by its silvery-white energy, there is far more to it than what appears at face value. Light also serves as the means to power & transmit sound, such as short Gamma Wave Particles and long-distance Radio Waves.  These invisible waves of Light can transmit energy and even data particles quickly from one place to another.  Those born under the Elemental Affinity of Light are called the Lightborn.
  • The energy particles belonging to this element consist of an array of prismatic colors; beams of light travel at incredible speed across the universe and though the source itself is hot, the light cools the further it travels. Light not only produces energy in the physical world, but also data particles in the digital world. Technology has many forms of Light Elemental Components (LEC) within it, from screens to memory cases to store data. Many electronics use Light even as a fuel source. Without Light, planets such as Blackheart would have never made such technological advancements.

The Secondary Wheel

There are four other Elemental attacks that are not affected by the primary wheel, but impact each other on the secondary wheel.  Neutral beats Elemethonal in which defeats Blight, which destroys Corruption, which comes in full circle to defeat Neutral.  The secondary wheel is also depicted with a clock-wise rotation.

This damage type belongs to objects that aren’t attuned to Elements, such as nonmagical weapons. One might think that a universe centered around elements would have this area lacking.  However, the basic building blocks of life in the smallest molecular structure, known as Montalations, derives from the neutral property.  These metal and nonmetal alloys make up everything from what gear is made from to items and technology.

A scientist by the name of Jennevieve Trideski has formulated a breakthrough in the Montalations, depicting it all grouped together from a center point, and spiraling it outwards into rings based off the atomic number chart. This visualization expanded the rings when the property was affected by the montalation. This circular pattern showcased similarities which certain montalations have between one and other, one of which is the complete ability to change one montalation to another on this swirled path by freezing, melting, or injecting energy, hardening the solid.  Due to this pattern and rounded shape, she believed this connection wasn’t coincidental, but could also tie into the Elemental Wheel. 

Montalation

#

Property

Description

FinelStou

1

Plasma

An extremely hot, radiating liquid comprised of pure neutral-based energy, the finelstou is the foundation of all other gas, liquid, and solid matter within Outerah. This substance can form from melting equal parts of all 8 gas Montalations together.

Hydrogen

2

Gas
Non-Metal

A volatile gas that is flammable and explosive.  Hydrogen formulates many compounds, and interacts with even changing the property of other montalations into different compounds.

Hytroglox

10

  Liquid1

Non-Metal

A clear liquid bearing an uncanny resemblance to water; it is non-toxic, freezes at -25 degrees C, and boils at 125 degrees C. This makes it a great substance for applications which uses water in more extreme weather conditions.

Bromeed

18

Liquid2

Non-Metal

A brown, watery liquid with a muddy texture, bromeed is a flammable substance that burns like oil. Bromeed is non-toxic, but has a bitter-plant taste. This montalation is used in different machines as fuel to heat food.

Hygrock

26

Solid1

Non-Metal

A light, flammable brown material with a jagged texture. This solid is malleable like clay and does not conduct electricity, making it a great insulator for electronic gadgets.

Nickel

34

Solid2

Metal

A silver-colored metal known for its versatility in combining with other metals, forming stainless steel cookware which is non-toxic, and resists corrosion. This montalation is also used in many electronics.

Palladium

40

Solid3

Metal

This silver metal is known to be nearly corrosion immune, making acids, water, and other liquids unable to change the property of it.

Platinum

48

Solid4

Metal

This extremely rare metal glistens with a clear gloss and it is unable to be tainted by other metals.  It is used as a conductor in very small quantities in higher end machinery which adds years of durability towards it.

Helium

3

Gas
Non-Metal

A clear gas which is the lightest gas of the eight which exist within Outerah.  Helium reacts with compounds which are volatile, latching onto them and making them inert.  Hydrogen for example becomes noncombustible.  Its low density makes large bodies of water to have different degrees of buoyancy.

Phospheryl

11

Liquid1

Non-Metal

A light green liquid which can absorb heat from the sun.  This liquid produces Creation-based energy which can cause weather effects when a large amount of this substance is interacting with the sun.

Iodeed

19

Liquid2

Non-Metal

A dark green liquid with photosynthetic properties. It uses energy it soaks from the sun in order to emit Null-based elemental energy into the air when evaporating.

Aluminium

27

Solid1

Non-Metal

A multi-purpose, light weight silvery metal used in the food, technology, and other industries due to its low price and high versatility compared to other metals.

Potassium

35

Solid2

Metal

A light grey metal susceptible to high levels of heat.  At high temperatures, this metal turns into powder. It is a montalation found in bones as well.

Darnstadium

41

Solid3

Metal

A corrosive white powdery substance that doesn’t have an elemental energy paired with it.  Any object with neutral-property slowly erodes away when this montalation makes contact with it.

Verond

49

Solid4

Metal

A rainbow-tinted, highly durable metal. This metal is extremely rare and expensive to use, making it highly sought after for high-leveled gear.

Carbon

4

Gas
Non-Metal

A clear gas for its stability.  Even liquid don’t get in the way of this gas, making aquatic life use it for their respiratory needs.  Plants also enjoy this gas for the same reason!

Cerobia

12

Liquid1

Non-Metal

An acidic liquid with a reddish glow. It can eat away at many metals as well as burn skin upon contact. Some call this montalation “liquid fire.”

Erbiume

20

Liquid2

Non-Metal

A toxic liquid with a rusty texture. It can cause skin irritation and damage life functions. It isn’t wildly used as poisons from assassins to tamper with drinks and food due to it looking fairly obvious, but can be used to coat weapons with.

Sodium

28

Solid1

Non-Metal

A white, volatile powdery substance that becomes stable when mixed with other compounds.  Otherwise, this montalation is prone to exploding in its pure form.  In its powdery form, it is favored by those who live by the words “Never gets old when something blows up.”

Copper

36

Solid2

Non-Metal

A stable, dense montalation with a pinkish orange color.  It is used in multiple applications due to its abundance, cheapness, and lacking conductivity.

Silver

42

Solid3

Non-Metal

A dark grey, shiny, inert montalation which does not interact with others.  It is quite rare, holds it shape well, and doesn’t age, making it a great product to be used in jewelry.

Diamond

50

Solid4

Non-Metal

A rare montalation which glistens in the light in the color of whatever elemental energy is within the abundance towards it.  Diamonds are useful to have around in order to gauge different amounts of elemental flows, allowing for weather prediction.  It is also said to be extremely sharp, unable to be scratched by nearly anything else due to its hardness, and unfortunately one of the rarest montalations.

Nitrogen

5

Gas
Non-Metal

A clear and odorless gas which is quite abundant in many locations.  It is one of the main three gasses used by life in order for respiratory function, and is within the middle upon density compared to the rest of the other gasses.  It is the glue of the Artifloid creation as it sticks onto the other gases.

Nyteryte

13

Liquid1

Non-Metal

A clear and odorless liquid which functions quite similarly to Nitrogen.  This montalation is used in many alchemist recipes due to the ability it holds in keeping formulations from separating.  Due to its nontoxic nature, it is also used in foods for preservation.

Chrolime

21

Liquid2

Non-Metal

A light-yellow, sweet-smelling liquid.  It has a microbial sanitizing factor within it.  It is possibly carcinogenic due to it being a known toxin to bugs and microbial organisms.

Chlorinite

29

Solid1

Non-Metal

A light-yellow, sweet-smelling block. It is known to have microbial killing factors.

Calcium

37

Solid2

Metal

A white solid compound comprised of bone.  This montalation is an anomaly of others which are classified as metals due to the fact that it doesn’t conduct electricity, is not shiny, and is not malleable.  Instead, while solid, it is a powder-like substance as it does not ‘stick together’ well with other calcium montalations. It can, however, stick to other montalations fairly well.

Nacl

43

Solid3

Metal

Another powder-like metal, similar to calcium. While shiny, it is not malleable and does not conduct electricity. This montalation is used in many liquid formulations due to it being not toxic, and allowing for it to combine with different montalations to its mixing and thickening properties.

Peral

51

Solid4

Metal

A transparent white material that lacks conductivity.  This valuable material can be broken down into a powder form to be used in jewelry-craft for enhancing or even creating soul gems.

Oxygen

6

Gas
Non-Metal

One of the main three breathable gasses in Outerah and its adjacent realms.

Oxgon

14

Liquid1

Non-Metal

A liquid montalation that allows those who can breathe oxygen also able to breathe in it.  This montalation binds extremely well with itself, while pushing away other montalations.  Patches of liquids similar to bubbles form.

Titanlime

22

Liquid2

Non-Metal

A liquid which can conduct electricity, this montalation binds extremely well together, and is thicker to other liquids, closely resembling a slime.

Titanium

30

Solid1

Non-Metal

A lightly dense non-metal alloy used in forging of both weapons and armor due to it being malleable like a metal. This material is fairly cheap and durable.  Its nontoxic makeup makes it a favorite for creating light cooking utensils.

Titanmond

38

Solid2

Metal

A lightly dense metal which is rarer than titanium, making it more expensive. It is also sought after for machinery which needs the durability but also the conduction of electricity.

Rhodium

44

Solid3

Metal

A metal montalation that acts like a sponge, soaking up non-pure substances and breaking them down with a toxic secretion. This material is used in the medical field.

Iridium

52

Solid4

Metal

This rare silvery-white metal is used in small quantities when a metal object requires corrosion resistant.  This montalation is fairly dense, causing gear to be heavier than others not using this.

Cuo

7

Gas
Non-Metal

One of the main three gasses used by life in order for respiratory function.  This gas is found in mass quantities within space, and is extremely light, causing those within the gas to float as if no shadow elemental energy exists.

Ksu

15

Liquid1

Non-Metal

A green tinted liquid which glows slightly.  It is extremely corrosive to metal montalations, eroding them and making them unable to stick together over time.  While ‘toxic’ to metals, it does not burn other things such as a human’s skin.

Kryptonia

23

Liquid2

Non-Metal

A lime green colored liquid which binds well with itself.  This liquid combines with other liquids very easily, making it quite a useful substance for alchemists.  This liquid thins out and makes other liquids less dense.

Silicon

31

Solid1

Non-Metal

A light brown sponge-like solid which has a wide amount of uses in anything technology.  It melts well to create glues and is used in building materials.

Iron

39

Solid2

Metal

A very dense and inexpensive metal. It is prone to corrosion, making it necessary to combine other metals in order to create efficient gear.

Mithril

45

Solid3

Metal

A rarer metal which has a light blue hue shining from it.  This metal is great to combine with other metals within gear due to the durability it adds to it.

Gold

53

Solid4

Metal

A montalation which only has a finite amount of which have been spread around Outerah from a singular space rock which exploded.  Due to the inability to create more it makes for the perfect material to be used as currency.

Florine

8

Gas
Non-Metal

A foul scented, thick, and mildly toxic gas whose potency is many times greater in its pure form.  This dense gas has a very slight teal glow to it.  This allows people to notice a dense condensation of this gas, making it easy to both harvest and avoid.

Flurite

16

Liquid1

Non-Metal

A teal color liquid that smells absolutely awful, it is used many times as a cleaning agent due to it not affecting metals while cleaning them of microorganisms.  It is not used within the kitchen due to being mildly toxic to non-aquatic races.

Sulfyte

24

Liquid2

Non-Metal

A white, paste-like liquid with a sour scent.  It can be found as a byproduct of some insect’s digestive liquids such as saliva.  It is used as a decomposing agent for plants and other wildlife to provide them with the energy they need.

Sulferon

32

Solid1

Non-Metal

A white, dull colored substance with a foul smell, it can be found within the earthen surfaces of any planet. It is used in most fertilizers and is fairly common and cheap.

Chromium

40

Solid2

Metal

A hardened, shiny metal with high malleability.  This metal is often combined with others when forging and it is highly resistant to corrosion.

Tin

46

Solid3

Metal

A grey metal which is used in multiple ways in the cooking, gadgets, electronics, and more.  However, it is not too corrosion resistant compared to other metals, making a coating of another metal upon it necessary.

Lead

54

Solid4

Metal

A grey metal which is fairly toxic to most wildlife, it is used as a part of batteries and other energy creation and storage.

Neon

9

Gas
Non-Metal

A dense gas which has the ability to absorb elemental energy within the area, able to glow in that elemental color for a duration.  This gas is used at times by gadgeteers in order to tell what element is abundant in a given area.

Neonide

17

Liquid1

Non-Metal

A dense liquid which reacts with elemental energy within a given area, taking on the color of that element immediately.  This liquid is used in alchemist recipes to provide color to potions in order for customers, and the seller, to know what element each is.

Mercuride

25

Liquid2

Non-Metal

A shiny silver liquid which is extremely toxic to wildlife.  It is very dense and doesn’t break down, acting similar to a liquid metal than any other liquid montalation.  Due to this it is used in electrical components such as batteries.

Magnesium

33

Solid1

Non-Metal

A dark grey multipurpose montalation that is an essential building block in the alloys used for buildings, vehicles, and other electronics.

Zinc

41

Solid2

Metal

This silvery metal is often used as a thin coating on other metals due to it being nearly immune to breaking down from corrosion from other montalations.  It is also used within the body for immunity boosting effects!

Cadmium

47

Solid3

Metal

This copper-colored metal is used in many electronically chips as well as other household products.  It can contain, and slowly dissolve elemental energy within an area.

Raydeon

55

Solid4

Metal

This dark green solid, while rare, is radioactive and should always be handled with caution.  It is dangerous to wildlife and most living beings, but can manipulate technological gadgets by disrupting electronics, either rendering them disabled or frying their systems.

When all 10 Elements are merged into one, Elemethonal is created. This amalgamation of elemental power is not subjected to the laws of the Elemental Wheel. In other words, Elemethonal has no boon or bane; its damage also cannot be resisted, as there are no known resistances or immunities to this potent power.  It is said that The Ungoverned came up with the means of creating Elemethonal.  Those who walk The Ungoverned path can unleash an attack endowed with Elemethonal energy once a day.

While one might think that a corruption of elements would yield few differences, this perversion of the original ten has mutated each element at its core, changing the way its energy signature works. Corruption is the result of Lord Marcarvious establishing his own Elemental Affinity system, modeling it after Outerah, but molding their powers in the way he sees fit.  

Corrupt elements, as a result, are found mainly in Orgarges, though some of such elemental energy can seep into Outerah and even Oculusai.  While the colors are similar, they have a metallic texture about them and a trained eye can spot the difference!  Mastering these elements is no easy feat; each Corruption-based Element is described in great detail below.  

CoreShadow

Much like how one can slink through the shadows, CoreShadow is much the same except for one key difference – this clear black, almost transparent, energy creates a glowing outline around those engulfed by the “shadow” of its reach.  CoreShadow energy also lightens gravity around the area it effects, granting Slowfalling to objects and creatures alike.  Its power continues to work in mysterious ways, as healing is less potent within a field of CoreShadow and damage is also dampened. 

Magic powered by CoreShadow tends to go towards conjuration spells with a focus in travel. Not just any travel, but the kind that requires breaching the material plane, passing through it to arrive at a new destination in an instant.  Portals in Orgarges are primarily powered by CoreShadow energy.  Other magic that stems from CoreShadow tends to focus on healing or damage reduction.

CoreSpirit

Dreams can at times feel real, but the powers of CoreSpirit can make them into a very real nightmare. CoreSpirit draws upon the emotions of its targets, drawing power from them where it otherwise wouldn’t be.  Positive emotions, when channeled into the power of CoreSpirit, produce beneficial magic effects such as Badass; negative emotions, molded by CoreSpirit, can unleash effects such as Rage.

While the emotional state of those affected by CoreSpirit is basic principle, the element itself is centered around dream magic. In addition to emotional-based effects, such as the above examples, a higher concentration of CoreSpirit can send unsuspecting (or even willing) creatures into a deep slumber, though they themselves won’t realize that they have begun to dream where it becomes increasingly difficult to discern imagination from reality.  While any damage to your real body will cause you to awaken immediately, this state of sleep isn’t the same as normal sleep; it doesn’t count towards one’s Break time. and taking damage in dream feels real, making you lose health in real life.  If you die in your dream, you also immediately “wake up” to the ticking of your Spirit Release’s countdown.

CoreCreation

Contrary to its name, CoreCreation is a far cry from Lord Marcarvious’s original Creation element.  Instead, energy is birthed by pre-existing matter; CoreCreation particles seep through one’s skin, muscles, and organs with them being none the wiser. Even when there are obvious signs of transformation, the energy flowing through you doesn’t produce any feelings or sensations. The transformation does, but only until your skin, once organic, is made of metal will you realize that you’ve been affected by CoreCreation. 

Creatures who are currently in transformation can leave an area inflicted with CoreCreation, and their bodies would quickly recover from the undesirable effects. Otherwise, more potent spells can instantly resurrect the fallen into either a drifter, making them into a full-fledged construct, or a deathborn, using their past body’s bones as the vessel. 

CoreCreation is centered around necromancy magic. The ability for CoreCreation-borns and those that harness the magic of this element allows amplifies their necromancy with new, strange powers to unleash upon their foes. If you are resurrected by one wielding the powers of CoreCreation, your soul becomes bound to the caster and your will is no longer your own. Refusing commands takes considerable will (Intelligence-based save) if it can be refused at all. But perhaps obedience is the best course of action, as such a caster can find many uses for your soul, including the possibility of converting your spirit into a Soul Gem.

CoreDestruction

The powers contained within the element are hazardous to one’s health, one might say.  Unlike its Outeran counterpart, CoreDestruction is radioactive; like its Outeran counterpart, it is extremely volatile.  Simply being exposed to CoreDestruction can cause one to fall ill, their bodies doing their best to fend off this elemental poisoning. Continued exposure leads to the debilitation and eventual shut down of one’s body as the poisoning also raises the body temperature to unsustainable levels.  Inanimate objects are subject to effects under exposure to this element as well.  In fact, CoreDestruction isn’t all grisly. Small quantities of this elemental energy are used for practical purposes, such as sterilizing soul gems or purging food and drink of contaminants.  However, high concentrations of CoreDestruction will eventually lead to the breakdown of an inanimate object.  Even complex machines are rendered inoperable until the CoreDestruction energy is cleansed from it, lest it too be destroyed. 

In addition to these corrosive properties, CoreDestruction is electromagnetic and as such, disrupts electronics indefinitely.  Only by removing the source, or moving the electronic itself, will this effect be undone and even then, the machine must undergo a thorough reboot.  

Areas ripe with CoreDestruction are where many mutations are sighted and it’s speculated that this element is directly responsible for the mutations that are commonly known as monsters. And for those traveling through these irradiated areas, extreme caution is advised.  In addition to the previously listed effects, creatures within areas containing high concentrations of CoreDestruction will suffer a temporary reduction to their maximum hit points, though this cannot go below 1 HP. Certain items were created to combat this effect, and these are the only way to recover your health that was lost from exposure to this element.  One born under the affinity of CoreDestruction, however, doesn’t have to worry about this.  You might as well have been born in a electromagnetic bed!  And even better, you’re the one inflicting this punishment upon your foes while enjoying immunity from these horrid radioactive effects.

This element is centered around abjuration magic.  Low doses of CoreDestruction doesn’t drain one’s temporary Hit Point pool, but can negate any and all elemental energies by diluting or blocking any element and rendering the effects of their magic neutralized.  This allows for the element to make slightly illuminated shields, and spells which can be used as Trigger Actions in order to defend against any elemental attack headed your way!

CoreEarth

The ground is not what it all appears, as this metallic compound is not malleable like regular earth.  In fact, there is nothing natural about it, but closer to an artificially made material with different metal alloys.  While one can crush CoreEarth in their hand, it would be ill-advised due to the metal shattering into little razor-sharp pieces and leaves quite the bloody mess.  CoreEarth does not burn, can conduct electricity, and can even become magnetized.  Smaller pieces of this elemental matter can float within the air if the polarization is strong enough, causing areas of these floating particles to be as damaging to traverse through as if going through a sandstorm.  

One under the affinity of CoreEarth can bend CoreEarth like their Outeran counterpart, but Corruption allows for you to wield this power in a totally different way. This power is like a poison; whether slow acting or fast, CoreEarth will leave a victim forever changed if left untreated… and this is quite difficult to treat.  Being harmed by the magic of this element leaves a mark upon its victim and at first, it’s little more than a mild irritation. At a 1% dose of CoreEarth, very little has changed.  Doses accumulate from damage as well as untreated, pre-existing wounds sustained from this element. At 50%, however, one’s ability to move is greatly compromised; they are afflicted with Everlasting Slow.  A victim will also experience internal pain, as their organs are fighting desperately to not lose their organic form.  A victim with a 90% dose is more earthen than organic, their Everlasting Slow upgrading to Everlasting Stop and only one’s external appearance remains unchanged, betraying the horrifying transformation that is nearly finished taking place.  Finally, at 100% the transformation is complete – like the victim’s insides, their exterior is no longer organic, instead donning a metallic coat of “skin” while suffering from Everlasting Curse.

Earthborns of Outerah are especially vulnerable to this corruption. Whereas one receives a 1% dose by normal means, such as taking damage, Earthborns receive a 5% dose of this earthen-laced corruption. Some recovery items can purge this coreEarth from one’s body, which is required when being at 100%, but otherwise 20% is removed every 1 hour of Break.

CoreEarth is centered around transmutation magic.  By afflicting foes with these powerful status ailments, they must exercise extreme caution when battling you, you who were born under the affinity of CoreEarth.  As a wielder of this unnerving power, you can also will your CoreEarth to aid allies in need.  Willing targets linked to your energy become more difficult to damage and will not suffer adverse effects (unless you choose to… but you shouldn’t do that to a friend, because that’s kind of mean), and unlike the recovery items specifically crafted to combat this power, you can dispel the CoreEarth from any target of your choosing.

CoreWind

CoreWind is invisible, odorless, and unlike its pure counterpart, does not generate any force. Instead, CoreWind emits sharp whistles, at low or high volume depending on the velocity; a lower pitched humming is a telltale sign that there are concentrations of CoreWind in the area. This is no mere noise, however, as this power, which spreads like sound waves, can move objects or creatures and even damage them. Those born under the CoreWind element harness unique powers, such as being able to move, grab, and push things from afar. Even huge and heavy objects can be manipulated with a high enough concentration of elemental energy.

CoreWind is centered around enchantment magic, which interacts with other elements and neutral objects around it. Be aware that while skills like Mage Hand can perform fine motor tasks, the amount of CoreWind required to manipulate different objects makes this a difficult, and sometimes impractical, task. However, the benefit to this is that those blessed with the affinity of CoreWind can perform feats of strength normally associated with creatures boasting high strength themselves.

CoreWater

Perhaps the biggest perversion of the original ten elements, CoreWater is little like its predecessor.  The “water” from CoreWater is thick, viscous, and slimy; there are bodies of water in Orgarges, but all of them are fueled by CoreWater and unlike Outerah, where one can sail across an ocean or float in a river due to the buoyancy, there is no buoyancy present in CoreWater. In addition to these altered properties, CoreWater is also acidic.  Once this elemental substance gets on you, it is quite challenging to remove due to its sticky nature.

There are two subsects of CoreWater. CoreWater is the Corruption variant of liquid; CoreIce, the solid, resembles silt mixed with sand and pure-water; standing in any body of CoreIce will cause one to sink slowly. CoreGas, on the other hand, is a toxic vapor that burns the insides of those who inhales it.  High enough concentrations of CoreGas can cause breathing problems at minimum, and suffocation at worst.  And while though the boiling point of CoreWater is considerably higher than its Outeran counterpart, CoreGas dissipates quickly when subjected to even mild heat, losing its effectiveness within a Turn.

CoreWater is centered around alchemy magic, which allows one blessed with the affinity of CoreWater to change the states of matter their element can become.  Plants and other wildlife that don’t contain the energies of a corrupt element have their energy sapped they are unfortunate enough to come into contact with this element. The biggest difference between CoreWater and its predecessor is that CoreWater does not produce precipitation nor clouds as the Outeran variant does. Rest easy knowing the rain outside isn’t about to kill the entire forest!

 

CoreFire

Fire is hot to the touch in Outerah, but in Orgarges it’s quite deceptive.  While wild, jagged flames can erupt in an instant, CoreFire is fire-like in appearance only. Red flames in Orgarges are cool to the touch and can, under prolonged exposure, afflict a creature with freezer burn. Blue flames, much colder than their red variant, are typically used as a cooling agent and any heat source is expunged upon contact.  Creatures entering blue flames will find themselves frozen to the bone.  Whether the flames are red or blue, the very fabric of this elemental energy overtakes inanimate objects. While the object in question is not sentient, it does gain the ability to move, guided by the will of the flames. 

CoreFire is centered around evocation magic. One blessed under the affinity of CoreFire is able to conjure not only wield the flames for an attack, but they gain the ability to control inanimate objects that have been “preserved” by the chill of their fire.  These objects are quite cool, but wielding CoreFire, you can control whether or not others are harmed when making contact with your new weapon. 

CoreNull

While time passes differently in Outerah with their Elemental Calendar, time passes differently in zones filled with CoreNull.  Some areas see a slower passage of time while others are accelerated greatly, with maximum values of +10(acceleration) and -10(slower) respectively. In addition to manipulating time, CoreNull can also alter the gravity in the area under its otherworldly effect. The amplification or dampening of gravity is also linked to the passage of time. The greater the gravity, the more speedup time is, while the reverse is true for lighter gravity zones.  

CoreNull is centered around time magic, allowing one born under the affinity of CoreNull to control the flow of time within battle.  Slow and Haste are little more than parlor tricks for you; your growing power & ever developing mastery of CoreNull can even lead you to control the very order in which combat flows by affecting the Turn Order. You can also hasten or extend Break time, delay your actions, and much more. If you grow strong enough, would you even be able to predict the future by visiting yourself in the past?

CoreLight 

In areas affected by the power of CoreLight, safe travels are a real luxury.  One traveling down a road may see things with a hazy tint; is that an oasis or just a trick of the mind?  There is already limited sunlight on Planet Oargron and this is where this element thrives.  Mirages, illusions, even flashes of blue that make you question your very sanity can be deadlier than any monster, any combatant, in Orgarges.  Your surroundings aren’t what they seem, but sometimes they are.  It all depends on the concentration of CoreLight in the area.  Those well-versed in combating illusions find themselves as invaluable allies and they just might be the bane of your existence, you who were born under the affinity of CoreLight.  True Sight is to you as acid is to a human.

CoreLight magic is centered around illusion magic, and one born under the affinity of CoreLight- allows one cast lights, not as a light show, but the manipulate light sources to create deadly figments of a foe’s imagination.  There’s nothing fictional about these powers, however, as illusions affect sight, smell, hearing, and can even render one catatonic by overloading a victim’s senses. Your ability to force a Minus Charge on a target’s Perception and Investigation checks seems so tame when you have the power to break one’s sanity.

An anti-element in a sense, if pure elemental energy is positive and corruption energy is negative, blight is the neutral balance between the two.  Blight acts like a decomposing element similar to Destruction, but instead of breaking down matter at a molecular level, Blight ceases the flow and production of energy. Instead of destroying, it simply neutralizes. Examples of Blight’s deconstruction in action include separating elemental energies or montalations, and even isolating the many energies contained in the volatile Elemethonal.  As such, this elemental energy is quite dangerous to both wildlife and machines as it breaks down these complex structures into basic life. Some consider this the pure element version of radiation, working similar to CoreDestruction; if the Neutral Property was an actual elemental signature, blight would be its Corruption equivalent.

The Elemental Affinity System: Affinity Enchanting

Every living creature in Outerah has a specific Element that they are attuned to. Upon creating a character, you roll 1D10 (or D12 where specified) to see which Element has been bestowed upon you. All ten elements have unique perks that can help adventurers in battle and on the road. You are able to harness your inner energy and transfer said Element into your weapon or armor, endowing it with your Elemental Affinity for 1 Turn. If endowing it into your weapon, the attack adds an extra dice damage, regardless if it a Boon or Bane attack.  For that Turn, your weapon damage is converted into the damage of your assigned element.  If endowing it into an armor piece, your elemental resistance is doubled and any uneven damage you receive that pertains to the element which you are bound to, if applicable, is rounded down. If you are already immune to your Elemental Affinity, you will instead heal for the full amount. This counts as a Specialty Action.  Costs 1 Affinity Charge.

  • At Level 1, it adds [1D6] damage to your attack.  [+1D6 e5 Lvls there after]

Elemental Boon to Bane Cycle

By default, one with a particular Elemental Affinity gains an additional 50% Resistance to their Boon. Likewise, any damage received from one’s Bane Element is doubled (200%). Your particular Element grows in power as you do. Your resistance starts at 50%; at Level 10 this percentage increases to immunity (0%), -50% at Level 20 (healing you for half of what it would have dealt in damage), and -100% (full heal) at Level 30. Keep in mind that this does not take racial abilities or enchanted equipment bonuses into account. This percentage is calculated last unless you are flat-out immune to the damage you would otherwise take.

Note: Multiple resist percentages are added/subtracted and not multiplied/divided.