hello, because i’m not sure how long it will take for the full pantheon of magics to arrive in AO (including Ancients) i will not be making Elemental art pieces for anything uncomfirmed. That said, please feel free to drop your ideas for magics here for the chance of me adding it to my Elementals art series for fun
make sure to state what tier it is (lost or ancient as i am not doing base magics) along with a description of its properties and origin. if you can think of an Elemental please feel free to include that as well, just remember not anything humanoid such as a yeti, bigfoot, mothman, etc.
Example
Mercury Magic
Tier: Lost
Properties
liquid metal that has several clash and aoe interactions, notably toxic puddle and capor emissions when coming into contact with certain magics.
For this magic i have chosen the Lindwyrm, a type of serpentine draconid with all but two arms for limbs as related to the Amphiptere of Ichor (a similar substance to Mercury in concept, being the exteemely poisonous golden blood of the gods. An Amphiptere is a serpentine dragon with only wings instead of arms).
I have about 4 magma-related magics, basically the concept of Grand Fire magics but with with magma instead. I tried to find animals both real and mythical that would best embody them, but other than the Dragon and the Cherufe I didn’t have much luck. Not many IRL animals are too close to magma either, i don’t think.
Lost magics:
Molten magic
Molten magic is a very slow, heavy magic based on molten earth. It excels in clashing with other magics, has a very high impact damage, and damages opponents over time for long periods. Unlike magma magic, Molten magic does not leave behind puddles as it’s more dense.
Igneous Magic
Igneous magic is an extremely hot form of magma magic, quickly burning up its targets with its severely high temperatures. It cools as it burns, with each tick of its DoT doing less damage as time goes on.
Ancient Magics
Eruption Magic
Eruption magic embodies the power and explosiveness of a volcanic eruption. With its high destructive power, this magic assaults foes with catastrophic force.
Volcanic Zone Magic
Volcanic Zone magic emulates the surroundings of an active volcano. An onslaught of attacks from this magic would leave the battlefield riddled with dangerous hazards that opponents must carefully navigate through, making it an ideal magic for area control.
Name: Silk Magic Tier: Base Properties: Solid magic similar to Paper. Upon hitting an enemy slowers their movement and effect is stackable up to minus 5% move speed. Elemental: Any Spider from myth of folks. Too scared to actualy look them up due to arachnophoby tho.
A magic that generates huge masses of unfathomably small particles, which are almost non-existent by themselves but have devastating effects on a large scale.
It has similar properties to Ash and Sand magic, with a focus on area denial. It also has lots of neutral clash rates, which causes it to pass through most magics.
On impact on a player/terrain or when clashing, generates dust clouds that deal rapid damage over time and obscure vision. The clouds weaken attacks that pass through them, which also causes the clouds to spread and become weaker.
Attacks also generate dust piles, which when walked over, landed on, or attacked/destroyed, generate even more dust clouds.
(i made this cuz my brother didnt like how ash doesnt have a gray/black variation)
I swear this is the third time I’ve done this, but at least it gives me an opportunity to improve my designs.
Polychromatism Magic
“Moonlight to a sun of magic; reflected and refracted.”
Ancient-tier magic (was originally lost-tier, but I decided a derivative of a lost magic should be a higher tier).
While it has overall weak clashes (also always loses against the magic an attack represents) and subpar damage, it makes up for it with its ability to mimic other magics. Each individual projectile (or spell if it is too chaotic) randomly chooses a magic to represent, mimicking its colour and gimmick (e.g. light’s speed, sand’s blindness, metal’s clash rates, water’s size, slash’s shape + gimmick, arcane’s neutrality in stats, crystal’s crystallisation and every DoT magic’s status effect). Lost and ancient magic effects are rarer, but still present. Its magic looks aesthetically like light with more colour and a little less glow, and its circle changes colour to the magic representation, except for some parts, which reveals the underlying magic it is ironically derived from: arcane magic.
The magic originates from a strange individual whose magic is everything and nothing simultaneously. He made this magic with a neutral base (arcane magic) to encompass his versatility in battle (savant) and allow him to harness multiple magics interchangeably.
Arcane Magic
“And a star shines where nothing does and everything flows.”
Lost-tier magic.
Essentially a neutral magic that glows dimmer than light yet looks similar in design. All spells arcane magic has are more simply designed than other magics, and its colour is tinted slightly to a combination of all of the user’s other magics since it is easily tainted. However, increasing its tier makes it become more pale until it reaches max tier, where it is pure white and truly a neutral magic. Its stats are completely average, and it is especially good for hybrid builds since its magic tier and customisation requirements (not the actual spell requirements) are lowered. It also has completely neutral clashes, meaning that one side would need more overall power to win clashes rather than better clash rates (polychromatism magic is an exception since it derives from advanced arcane magic, so it wins clashes). Also, its magic circle is empty when used for non-combat intent, similar to the magic circles used by WoM’s skylians to hold their town up in the sky.
This magic comes from stripping a mind of all elemental alignment, a strange, painful technique only taught through special scrolls. However, more peaceful and useful applications for it have been found without learning the magic through this method, e.g. the skylians’ capital.
That was fun. I don’t know what elementals would exist for these magics, though. Unless you have a chaotic hybrid one like a chimera or a completely neutral entity/creature. And yes, I was a dice main in elemental wars
Anthracite, or coal magic is a mix between ash, poison, (somewhat shadow) and earth. The main properties of Anthracite magic is leaving behind clouds of “Coal Dust” that deal damage to the opponent over time due to poisoning. This “dust” also obscures the opponents vision
Anthracite is a slow, yet impactful element since it technically counts as a solid magic.
It’s synergies are somewhat similar to Poison/ Ash. The clouds CAN be cleared with wind but that is only on clash. Heat magics like fire, magma, plasma, etc. Can also cause the cloud to “ignite”, dealing heavy damage to anyone inside of them before disappearing.
Flamemetal Magic
Tier: Lost
Properties
Flamemetal magic is the polar opposite of Frostmetal magic. It is a metal that has fire-esque properties while also dealing great damage
It’s most stand out feature is that once flamemetal explodes, collides with something, it bursts out in flames, burning anyone nearby and leaving lingering flames.
It’s synergies are mostly like metal magic with the special exception of water magic and most cold-based magics, which completely nullifies the end explosion of Flamemetal on impact.
Flow Magic
Tier: Ancient
Properties:
Flow magic is an ancient magic created near the dawn of all magic. It is an extremely powerful and complex magic that allows the user to control the “flow” of anything. The flow of life, time, regeneration, anything that goes in one direction, this magic can alter. It’s main effect is causing the “disrupted” status on hit. This status can either (randomized): Decrease HP regen/ Stamina/ Magic regen greatly, Increase damage/ effect of statuses, Decrease opponent walk speed, Decrease damage dealt, increase damage taken, or slow down the casting speed/ magic speed/ attack speed of all weapons/ magics/ fighting styles. If you are attacking anyone in a party, the negative effects actually reverse and become POSITIVE, do note that they are much less effective/ extreme than their negative counterpart though
Flow magic doesn’t have a “state of matter”, so it is quite slow moving and deals little damage compared to other magics, however it is considered one of the larger magics out there, being on par with explosion magic in size.
Flow magic has NO synergies or clashrates whatsoever, infact, if flow magic clashes with any magic, it will go RIGHT through it and both cause the opposing magic to get slower, and itself to also get slower…
Burst Magic
Tier: Ancient
Properties
Burst magic is an EXTREMELY explosive mix of Plasma and Gamma rays. The magic whenever impacting anything, causes violent convulsions of energy in the air (as a warning) before letting out an overwhelming explosion.
Due to the warning/ indicator before Burst magic explodes, playing this magic requires strategy and getitng your opponent to move into the explosion range. This damage deals HIGH damage (perhaps even the highest in game) so getting off damage is very rewarding.
This magic has no synergies except for plasma. When hit/ clashing with plasma, it will ABSORB the plasma and become even STRONGER/ FASTER.
Name: Tungsten.
tier: Ancient
2.0 damage multiplier EX:(metal is 1.1) . No ranged moves at all. all the aoe moves would have there ranged reduced by 50%. cooldowns on all spells.
no synergies