Combination Elements

This page contains all the combination elements, along with their attacks.

Nova Magic
Almost entirely unused, and not for lack of destructive potential. Nova magic requires Celerism and Velocism at very high levels, as the principle is to work with space and motion to split and smash atoms. In short, this is a magic based entirely on nuclear explosions. There is literally no way to use this in a way that doesn't kill everyone around the user, and probably the user too. The amount of time it takes to train up to this level, the fact that there is no safe way to train in it, and the whole "radiation poisoning in the giant crater you made of a town several miles that way using only the barest sliver of magic" thing, coupled with the tremendous HP cost of any of the spells, means there are no Nova mages.
 * Atomic Bomb: Yeah, that kind. No, there's nothing smaller. Good luck being able to cast it far enough away not to kill you.
 * Hydrogen Bomb: It gets bigger. Hope you like nuclear apocalypses!
 * Supernova: So you've somehow managed to defy all logic, sense, and survival instinct and assembled a bunch of Nova mages despite everyone trying to kill you. Okay. Give me the lives of 20 Nova mages and you can annihilate your solar system. It's not an actual supernova, as training the entire population of Itaedia in Nova magic wouldn't be enough, but will you know the difference? Nope! You'll be dead

Volcano:
Super-heat the ambient minerals to such a degree that they become liquid. Extremely solid and heavy, can be used as a shield, and even being near this without being the one who used it or having some sort of fire protection will do damage. It is possible to rip open the ground and spit out a small volcano, but that is high level and rather dangerous for everyone around you.

Spontaneous Combusion:
While a very basic combination of fire and water will yield steam, a more refined combining allows one to cause the water they are using to become flammable or explosive at any time. Compressing and condensing this can yield some heavy explosives, which mix well into water whips.

Ultimate: No, seriously - You can explode or ignite people this way, after all they're mostly water.

Nova Magic:
Not the same Nova Magic done by going the Air-Fire route, as it uses electromagnetism to create a differnt kind of explosion, but the effects are ultimately the same, as is the lethality to the user.

Organic Acids:
A little more "gloppy" than traditional liquid techniques, it compensates by being able to eat through most organic matter. Not fast, and using it as a shield is a gamble, but great offense.

Maser:
Microwave Amplification by Stimulated Emission of Radiation. The light spectrum encompasses microwaves, and they can also be amplified in the way of a laser. Techniques here are similar to hardened fire.
 * Sear: any sunlight or other ambient light on the opponent suddenly become hot enough to flash-fry their skin, only getting worse the longer it's used
 * Fry: pretty standard fare - a maser blast that cuts and cauterizes a fairly thick area.
 * Raining Fire: call down beams of light which you alter into masers, cutting and burning the opponent in many places. And your team, if you're not careful.
 * Objectification: harden blazing hot light into any shape you desire. Recommendations: shields (deflecting will attack the opponent by super-heating the attacking appendage), swords (similar to the Vorpal Sword in nature, the high heat cuts through basically anything), and whips (no way to completely avoid an attack from such a weapon).

Hungry Ghost:
Gives life to the consumptive aspect of fire, turning all flames black. Sticks like Greek Fire and consumes whatever it hits extremely quickly. By using small amounts, one can directly control the path and what, specifically is being consumed, but anything greater than a fist in size will consume as much as it is able. If the amount is less than the size of the opponent's body it will mostly stick to that. Users describe using any of these techniques as having to fight down a ravenously hungry/violent urge to consume.

Ultimate: Dawn of the Third Day. Note: WILL re-draw the local maps.

Nova Magic
Almost entirely unused, and not for lack of destructive potential. Nova magic requires Celerism and Velocism at very high levels, as the principle is to work with space and motion to split and smash atoms. In short, this is a magic based entirely on nuclear explosions. There is literally no way to use this in a way that doesn't kill everyone around the user, and probably the user too. The amount of time it takes to train up to this level, the fact that there is no safe way to train in it, and the whole "radiation poisoning in the giant crater you made of a town several miles that way using only the barest sliver of magic" thing, coupled with the tremendous HP cost of any of the spells, means there are no Nova mages.
 * Atomic Bomb: Yeah, that kind. No, there's nothing smaller. Good luck being able to cast it far enough away not to kill you.
 * Hydrogen Bomb: It gets bigger. Hope you like nuclear apocalypses!
 * Supernova: So you've somehow managed to defy all logic, sense, and survival instinct and assembled a bunch of Nova mages despite everyone trying to kill you. Okay. Give me the lives of 20 Nova mages and you can annihilate your solar system. It's not an actual supernova, as training the entire population of Itaedia in Nova magic wouldn't be enough, but will you know the difference? Nope! You'll be dead!

Dust/Desert Magic:
The Yoonda clans are innately able to tap into this type of magic without needing Velocism or Paetism, and can teach it to others, but the lower levels are not as strong as combining the top levels of Velocism and Paetism. Anything mineral or desicated plant matter is usable with this form of magic, and it can become quite dangerous. Consider it a more solid wind magic, or a much faster and more mobile mineral magic. Desert magic requires dryness in order to work, meaning that it is more or less unusable on a rainy day. At mid and high levels one can dry out most objects, but initially one should not expect to be able to manipulate wet minerals or plant matter.

Matter Magic:
Actually, this is accesible through combining Paetism with Chronoism or Velocism, but basically you get control over all matter. While some might argue that Paetism or Chronoism does this, the thing to understand is the sheer scale we are discussing. In this case, you have control of all mineral elements and all the space around the elements. You can move anything with this, be it mountains, air, fire, literally anything. Combining these techniques together (obviously high level stuff) and the sheer vastness of your ability is the major danger.
 * Continental drift: no you can't actually manipulate continents. On the other hand, you're able to move pretty much all the land that you can see. The typical range of human eyesight is two miles. Radius.
 * Total silence: Flood the area with your signals to the matter in the area to not respond to anyone for a while. If your magic is more powerful than your opponent's (which at this point it damn well should be!), they lose the ability to use magic entirely while within the area of your signal. This one (given how detailed it is) "only" has a radius of a football field.

Ice Magic
Do you really want to become part of Skridae culture, but you're a human, dwarf, centaur, yoonda, or a Gypsy with too little Skridae blood? Then you're gonna need Ice magic until you hit aquamancy. This is an easy magic to use, and can be done at level 2 water and level 2 wind. It's considered something of a different style amongst the Skridae, and most don't bother with it. The strictly water magic path allows you to create ice out of water shapes, which allows for reasonably dense circular constructions. Skridae will use ice to bind things or create spears and shields. Sometimes the younger ones will make slides out of ice for funsies. Ice magic allows for more dense ice than aquamancy, and more blocky shapes. Dwarfs in colder regions have learned ice magic for this reason, as it can build structures, and hits harder than aquamancy ice. There isn't too much of a difference, but for creatures in icy climates that aren't Skriade, Ice magic has some use.
 * Rampart: either pull up a wall of ice out of whatever glacier you're on, or freeze up a solid wall of water.
 * Ice spear: like an icicle, except many times larger, thicker, and with the tendency to shred flesh if it breaks inside a wound.
 * Glass slush: completely freeze only parts of a snowy mix that you throw onto an opponent. It does damage over time due to the cold, as well as the shards of ice mixed in. Also slows down fast opponents. It will fuck up a celerist's day.
 * Scissor boots: mineral techinques can stop an opponent in one place by binding their feet; ice magic allows one to bind an opponent's feet and then slice through the ankle.
 * Blizzard: a gale of freezing air that works pretty much like a natural blizzard, except more focused and far more misery-inducing.
 * Spire mountain: call up more and more ice spikes to raise the local area up a few meters. A continuous gout of spikes going every direction and especially up. Very difficult to dodge, as most area attacks are.
 * Chillrend: hard to use if you're not Skridae, as you need some kind of connection to the very frozen heart of ice. Call it forth in the shape of a sword. This is not a standard weapon made of an element, best described as a +1 (or so) sword with added frostbite effect. If you can call up this blade, you can freeze the area around you just by hitting a few places, as the ice will spread.
 * Spiral ice dragon: "oh it's just a Wind Dragon" you say? Yes, you're right, it's just a dragon made from wind rotating and tearing at hundreds of miles per hour, loaded down with something like a ton of freezing, slashing ice debris. Hard to do without ambient ice, but certainly worth the use.

Harbor Wisp
Minor illusions become possible with this combination, which are used by the pirates of Haavermark to create the illusion of harbor lights ahead. To create an illusion you need to double roll along with dex. You must be level 5 storm and level 5 wind to use the strength boost, a double roll is required, and you gain an extra strength roll, independent on whether or not you needed a strength roll initially.

Ionization
Primarily a Storm-influenced magic, Ionization alters the molecular bonding within the target, generally turning them into an explosion of acid. Aside from some highly specific chemical applications this magic really only has one technique. And when you can turn someone into exploding acid, you don't need all that many other attack techniques.

Anti-Magic
Purely theoretical, it has been hypothesized that by combining the Space component of wind, and the Energy within the pocket dimensions giving sentience to molecules, one could completely shut down all magic use within a given area. Any Friar in the area would be extremely injured, if not instantly killed, and it stands as a direct challenge to all gods. Any use of this magic in a non-contested region would almost certainly cause the reigning god to instantly kill the user.

Malaria:
Call upon spores or bacteria in the surrounding area to infect your wind attacks. Slightly enhances the immediate damage, extremely poisonous at higher levels. It doesn't require a high level of either type of magic to use, and primarily copies wind attacks.

Raser:

 * Radio Amplification by Stimulated Emission of Radiation. The light spectrum encompasses radio waves, and they can also be amplified in the way of a laser. Techniques here are similar to hardened sound.
 * Radio Spikes: create a raser from the ambient vibrations in the body of your foe. Basically turn the sounds in their body into spikes.
 * TVOOM: named for the sound it makes, as that is all that is audible during the attack. In addition to broadcasting your location for miles, it will rip a hole in what you're attacking
 * Air Blasting: any orfice that intakes air either actively or passively can blast violently into or through various squishy parts of an opponent.
 * Objectification: harden sound into any object you desire. Recommendations: shields (deflecting will attack the opponent due to vibrations running down the attacking appendage), swords (similar to the Vorpal Sword in nature, the high frequency vibrations cut through basically anything), and hammers (no way to completely avoid an attack from such a weapon).

Void Magic:
Velocism is a reflection of the manipulation of space. Thanatoism is a relflection of the manipulation of entropy. Put them together and you can call upon the powers you see in Space. Not terrified yet? Okay, think of it this way: that gaping oblivion above and around and within you? That absurd amount of emptiness containing everything in existence to which all things will eventually return? That's sentient. Void magic lets you talk to it and ask it for help.
 * Delete shape: return everything within a certain amount of space to nothingness. Kill things instantly, create a location of emptiness to cancel most attacks or magic (the Void is bigger than any of the elements in Itaedia), or just terrify anything with the ability to sense how wrong a sudden, perfectly controlled 0 is.
 * Singularity: Technically not an actual singularity, it nevertheless performs much the same function. Taking the principle of needing to fill a vacuum, along with gravity, use a tremendous amount of magic to create a single spot with an ungodly amount of pulling force. It's not permanent, as there isn't enough mass in Itaedia to make a permanent one, but this will crush and/or annihilate whatever is pulled in. It isn't picky, though, so be careful about your allies.
 * Gravity: Void magic allows control over gravity. Not perfect, and not permanent, but certainly enough to force anything to bend the knee, be crushed, or imploded.
 * Anti-Gravity: one of the few playful techniques, this allows you to float people around instead of using Wind magic. Of course, if you never turn this off for something, there's no air in space....

Volcano:
Super-heat the ambient minerals to such a degree that they become liquid. Extremely solid and heavy, can be used as a shield, and even being near this without being the one who used it or having some sort of fire protection will do damage. It is possible to rip open the ground and spit out a small volcano, but that is high level and rather dangerous for everyone around you.

Dust/Desert Magic:
The Yoonda clans are innately able to tap into this type of magic without needing Velocism or Paetism, and can teach it to others, but the lower levels are not as strong as combining the top levels of Velocism and Paetism. Anything mineral or desicated plant matter is usable with this form of magic, and it can become quite dangerous. Consider it a more solid wind magic, or a much faster and more mobile mineral magic. Desert magic requires dryness in order to work, meaning that it is more or less unusable on a rainy day. At mid and high levels one can dry out most objects, but initially one should not expect to be able to manipulate wet minerals or plant matter.

Matter Magic:
Actually, this is accesible through combining Paetism with Chronoism or Velocism, but basically you get control over all matter. While some might argue that Paetism or Chronoism does this, the thing to understand is the sheer scale we are discussing. In this case, you have control of all mineral elements and all the space around the elements. You can move anything with this, be it mountains, air, fire, literally anything. Combining these techniques together (obviously high level stuff) and the sheer vastness of your ability is the major danger.
 * Continental drift: no you can't actually manipulate continents. On the other hand, you're able to move pretty much all the land that you can see. The typical range of human eyesight is two miles. Radius.
 * Total silence: Flood the area with your signals to the matter in the area to not respond to anyone for a while. If your magic is more powerful than your opponent's (which at this point it damn well should be!), they lose the ability to use magic entirely while within the area of your signal. This one (given how detailed it is) "only" has a radius of a football field.

Oil:
Thicker than ink techniques, it doesn't provide the teleportation option, but can be ignited. Further, it is incredibly slippery, and allows high dodging for normally stationary Mineral types. Beyond this, with a good scientific knowledge, one can create plastics with this magic type, which are more flexible and creative than standard mineral techniques, and allow for explosions of significant force.

Magnet:
Basically force things to magnetize with such force that you crush the fuck out of them. Ultimate attack called neutron star.

Nanites:
You can create some small, metalic creatures with mineral magic, and infuse them with simple programming with storm magic. They are limited by their programming, and require a very high dex score to create and program, but they can do some interesting things, medically. Further, if you can communicate with near-molecular mostly-inanimate objects, they can get anywhere.

Petrification:
Harden your plant attacks until they're like iron. Ultimate: petrify people

Genetic Manipulation:
Difficult to achieve, and requiring significant knowledge of biology and genetics, one become capable of altering the genetic structure of any living creature. Similar in effect, ultimately, to Carnamancy, and not found since the purges. Theoretically one could use this magic type to cue genetic diseases and improve the species. However, that would require a strict code of ethics and many people working in concert, which has yet to happen, and is unlikely to in the near future.

Crystal:
Solid as diamond, and much faster than most other solid techniques (except Nerve), crystal is a dangerous badass in combat. There are Dwarves who become hermits on the surface for years just to learn this technique. Some have realized the fact that pretty much all solids are, due to crystalline structure, covered by this technique. Usually these endeavors just show that the line between Paetism and Crystal magic is blurry, but there is one notable example. Someone attempted to make the Stitched One's Tears. They actually approached it in an intelligent way - building massive amounts of energy in several runes, having assistants on hand to end the technique if it got too dangerous, and so on. It took days, but the resulting crystal (not identical, as the experiment had to be stopped due to building-destroying levels of energy gathering) is described by everyone but the Mage in question as a masterwork. She describes it as: "It's a Rune. Or a Chem, at that level there's little difference. The real one very likely has a soul dedicated to some esoteric power.". She now makes gems of exceeding quality, though is growing very frustrated that her gems are only bought by nobles.

Twilight:
Initially considered nothing but another minor boosting combination, it was found that matter used with these techniques became something else entirely. When used on a medium-sized area various creatures will appear. It is unknown where they come from, only that are large and extremely violent. One Mage once commented: "These are the mice of that world. Mice! And they turn into a whirlwind of magic, teeth, and claws at the slightest provocation!" Any potential users are... "encouraged" to use areas limited to three large paces in diameter at a time. One step larger and the twilight-affected land starts corrupting nearby land. The Mage who tested this said that there was something big and malevolent that was only "just" not summoned. A necromancer once was cornered and summoned twilight in a large area as a desperation technique. No one knows exactly what happened, only that the area is a permanent boost to shadowmancy and many people died. Curiously, many sighting of Spaederlings occurred in disparate parts of Itaedia at about the same time.

Spontaneous Combusion:
While a very basic combination of fire and water will yield steam, a more refined combining allows one to cause the water they are using to become flammable or explosive at any time. Compressing and condensing this can yield some heavy explosives, which mix well into water whips.

Ultimate: No, seriously - You can explode or ignite people this way, after all they're mostly water.

Ice Magic
Do you really want to become part of Skridae culture, but you're a human, dwarf, centaur, yoonda, or a Gypsy with too little Skridae blood? Then you're gonna need Ice magic until you hit aquamancy. This is an easy magic to use, and can be done at level 2 water and level 2 wind. It's considered something of a different style amongst the Skridae, and most don't bother with it. The strictly water magic path allows you to create ice out of water shapes, which allows for reasonably dense circular constructions. Skridae will use ice to bind things or create spears and shields. Sometimes the younger ones will make slides out of ice for funsies. Ice magic allows for more dense ice than aquamancy, and more blocky shapes. Dwarfs in colder regions have learned ice magic for this reason, as it can build structures, and hits harder than aquamancy ice. There isn't too much of a difference, but for creatures in icy climates that aren't Skriade, Ice magic has some use.
 * Rampart: either pull up a wall of ice out of whatever glacier you're on, or freeze up a solid wall of water.
 * Ice spear: like an icicle, except many times larger, thicker, and with the tendency to shred flesh if it breaks inside a wound.
 * Glass slush: completely freeze only parts of a snowy mix that you throw onto an opponent. It does damage over time due to the cold, as well as the shards of ice mixed in. Also slows down fast opponents. It will fuck up a celerist's day.
 * Scissor boots: mineral techinques can stop an opponent in one place by binding their feet; ice magic allows one to bind an opponent's feet and then slice through the ankle.
 * Blizzard: a gale of freezing air that works pretty much like a natural blizzard, except more focused and far more misery-inducing.
 * Spire mountain: call up more and more ice spikes to raise the local area up a few meters. A continuous gout of spikes going every direction and especially up. Very difficult to dodge, as most area attacks are.
 * Chillrend: hard to use if you're not Skridae, as you need some kind of connection to the very frozen heart of ice. Call it forth in the shape of a sword. This is not a standard weapon made of an element, best described as a +1 (or so) sword with added frostbite effect. If you can call up this blade, you can freeze the area around you just by hitting a few places, as the ice will spread.
 * Spiral ice dragon: "oh it's just a Wind Dragon" you say? Yes, you're right, it's just a dragon made from wind rotating and tearing at hundreds of miles per hour, loaded down with something like a ton of freezing, slashing ice debris. Hard to do without ambient ice, but certainly worth the use.

Oil:
Thicker than ink techniques, it doesn't provide the teleportation option, but can be ignited. Further, it is incredibly slippery, and allows high dodging for normally stationary Mineral types. Beyond this, with a good scientific knowledge, one can create plastics with this magic type, which are more flexible and creative than standard mineral techniques, and allow for explosions of significant force.

Non-Neutonian fluids:
All the flexibility of water, but solid as rock, and it can carry a charge to electrocute your enemies in addition to ensnaring them. Even a glancing blow can be fatal.

Blood-Bending:
Not entirely Carnamancy, it barely avoids that designation by not actively altering anything. Blood bending allows one to move vitae within a victim, which controls the victim's body. It is, of course, quite painful and horrifying, and will generally get a warrant out for the user's death pretty much immediately. Due to the tremendous concentration required (what, you thought manipulating 6 quarts of blood through capillaries was easy?), there has never been any recorded instances of a blood-bender able to attack more than two people at once. Of course, the whole "make you bleed from every pore until you die" thing being easier than controlling a person, blood benders are justly feared. Some mineral users have mimicked the success of golems by using very thick armor and never having skin exposed.

Illusion:
Using the lensing effect of water in its various forms, one can create illusory constructs. With skill in the more metaphysical Asterism techniques, one doesn't have to.
 * Whisper: a completely illusory clone of the caster, or of anybody or anything the caster has seen. Is not sentient, and does not have a voice independent of the user. With a high ability to multi-task and concentrate, one can solidify weapons or body parts in the illusion at the moment of contact to confuse and attack foes.
 * Nightmare Realm: create a panorama of as much terror as the user can think up. Does not work well against anyone who's been to 4Chan, and completely ineffective against those who have seen the edge of the Internet and returned. Contains a subset of perceptually altering techniques in this vein.
 * Whitespace: Humans cannot handle not having edges in the world. This is due to the way our brains process the world. Take advantage of this and remove everything, leaving nothing but a blank nothingness. Insanity will begin to set in within five minutes, far less in combat, but recovers quickly, so the longer one can bind an opponent, the better.
 * Acid Trip: layer multiple Nightmare Realms on top of one another, each slightly transparent. Works best when mimicking Silent Hill - more and more layers of horror the deeper you look. Or just outright fuck with your foe. Can be used recreationally.
 * Blinding Sights: with skill in entering memory and dreams, force the illusion to take place in the opponent's mind, rather than visibly.
 * Mind Wipe: A rather unethical technique - one forces illusions to replace memory and thought, destroying the opponent's sense of self and leaving nothing but a puppet husk. Beware, as opponents with common sense and a strong will generally capitalize on the first inconsistency to break out of their bindings. When done as a seduction technique, this has been used to create cults. It is banned everywhere, and anyone caught using it faces a brutal sentence.

Shadow
====Ink: ==== Similar to water in consistency and attack power, every droplet provides a place to teleport or stab from. Further, the ink is extremely heavy and can be enhanced with poison or acid. Ink techniques fall under two categories: the heavy and the quick. The heavy attacks are pretty much like a more solid series of water techniques, and require a turn to charge. The quick attacks create only a droplet or two, but don't require charge time, and if they hit give you a place to control the target from. Further, you can use ink splatters similar to shadowmancy by having them seep into the skin and/or move around, then teleport things from one splatter to the next. For example, say you have a splatter on the forearm and one on the belly. Seep the first to the bone, and the second to the stomach. Then, teleport the arm bone into the stomach. Yay horrible deaths! Ink techniques also allow you to apply runes instantly.

Nova Magic:
Not the same Nova Magic done by going the Air-Fire route, as it uses electromagnetism to create a differnt kind of explosion, but the effects are ultimately the same, as is the lethality to the user.

Harbor Wisp
Minor illusions become possible with this combination, which are used by the pirates of Haavermark to create the illusion of harbor lights ahead. To create an illusion you need to double roll along with dex. You must be level 5 storm and level 5 wind to use the strength boost, a double roll is required, and you gain an extra strength roll, independent on whether or not you needed a strength roll initially.

Ionization
Primarily a Storm-influenced magic, Ionization alters the molecular bonding within the target, generally turning them into an explosion of acid. Aside from some highly specific chemical applications this magic really only has one technique. And when you can turn someone into exploding acid, you don't need all that many other attack techniques.

Anti-Magic
Purely theoretical, it has been hypothesized that by combining the Space component of wind, and the Energy within the pocket dimensions giving sentience to molecules, one could completely shut down all magic use within a given area. Any Friar in the area would be extremely injured, if not instantly killed, and it stands as a direct challenge to all gods. Any use of this magic in a non-contested region would almost certainly cause the reigning god to instantly kill the user.

Magnet:
Basically force things to magnetize with such force that you crush the fuck out of them. The ultimate attack is neutron star.

Nanites:
You can create some small, metalic creatures with mineral magic, and infuse them with simple programming with storm magic. They are limited by their programming, and require a very high dex score to create and program, but they can do some interesting things, medically. Further, if you can communicate with near-molecular mostly-inanimate objects, they can get anywhere.

Non-Neutonian fluids:
All the flexibility of water, but solid as rock, and it can carry a charge to electrocute your enemies in addition to ensnaring them. Even a glancing blow can be fatal.

Nerve:
The fastest solid techniques. You create a massive nerve, capable of reacting to movements faster than anything not an Aegerlach of speed, and can whip, carry a charge, or inject Dopamine to calm an adversary

Pseudo-Brownie swarm:
You create a swarm of little light "fireflies" and charge them all to hell. It's not independent, but can cut, shock, and buffet.

Wires
Solid, unmoving lightning bolts that can shock and rip for days. The user can control what parts of a field are accessible this way, and it is often used by great hunters on the fringe of society. And yes, the wires are conductive and can make someone explode.

Organic Acids:
A little more "gloppy" than traditional liquid techniques, it compensates by being able to eat through most organic matter. Not fast, and using it as a shield is a gamble, but great offense

Malaria:
Poisonous air.

Blood-Bending:
Not entirely Carnamancy, it barely avoids that designation by not actively altering anything. Blood bending allows one to move vitae within a victim, which controls the victim's body. It is, of course, quite painful and horrifying, and will generally get a warrant out for the user's death pretty much immediately. Due to the tremendous concentration required (what, you thought manipulating 6 quarts of blood through capillaries was easy?), there has never been any recorded instances of a blood-bender able to attack more than two people at once. Of course, the whole "make you bleed from every pore until you die" thing being easier than controlling a person, blood benders are justly feared. Some mineral users have mimicked the success of golems by using very thick armor and never having skin exposed.

Cordyceps:
Vines that burst out in more vines from horrible bulbs. The vines are half-shadow and will crawl into any injury in order to take over the brain. A user must either take time (a full turn) to create the spores, or have them already handy. The infection also takes time to spread. Cordyceps created through this magic gain sentience very quickly, and when used for sentient creatures the spores begin to speak to the user almost from conception onward. Those few who've done this describe the fungus as fairly primitive, but always hungry, always persistent. It's unknown exactly how long it takes, but pretty much all users of Cordyceps magic who have developed and kept personal strains on them for combat end up as a horrible fungus-monster out to infect anything they can. Recently there have been attempts to vacuum-seal the strains for research purposes, and those strains have been around for several years without infection. However, the lab rotates staff every few months, as the voices do not ever stop while a staff member is in contact with a strain more than once every three days.

Light
By boosting photosynthesis in the plants one is using, light and plant users can enhance plant attacks in power and duration. There is also the option of having bulbs erupt in blinding or stabby beams of light.

Mineral
One should have a backing in Velocism for full effect, but a combination of Chronoism and Paetism is able to basically do more or less what Carnamancy once was able to do.
 * Genetic manipulation: if you have the scientific background to understand how genes work, you can alter their functioning all at once. Can you imagine being able to completely mutate a living creature in front of you into something utterly different within moments?

Petrification:
Harden your plant attacks until they're like iron. Ultimate: petrify people

Nerve:
The fastest solid techniques. You create a massive nerve, capable of reacting to movements faster than anything not an Aegerlach of speed, and can whip, carry a charge, or inject Dopamine to calm an adversary

Light
Combination techniques with light typically involve the use of light in ways that are not within the visible spectrum, and consequently require the expansive thoughts of combined elements.

Maser:
Microwave Amplification by Stimulated Emission of Radiation. The light spectrum encompasses microwaves, and they can also be amplified in the way of a laser. Techniques here are similar to hardened fire.
 * Sear: any sunlight or other ambient light on the opponent suddenly become hot enough to flash-fry their skin, only getting worse the longer it's used
 * Fry: pretty standard fare - a maser blast that cuts and cauterizes a fairly thick area.
 * Raining Fire: call down beams of light which you alter into masers, cutting and burning the opponent in many places. And your team, if you're not careful.
 * Objectification: harden blazing hot light into any shape you desire. Recommendations: shields (deflecting will attack the opponent by super-heating the attacking appendage), swords (similar to the Vorpal Sword in nature, the high heat cuts through basically anything), and whips (no way to completely avoid an attack from such a weapon).

Raser:
Radio Amplification by Stimulated Emission of Radiation. The light spectrum encompasses radio waves, and they can also be amplified in the way of a laser. Techniques here are similar to hardened sound.
 * Radio Spikes: create a raser from the ambient vibrations in the body of your foe. Basically turn the sounds in their body into spikes.
 * TVOOM: named for the sound it makes, as that is all that is audible during the attack. In addition to broadcasting your location for miles, it will rip a hole in what you're attacking
 * Air Blasting: any orfice that intakes air either actively or passively can blast violently into or through various squishy parts of an opponent.
 * Objectification: harden sound into any object you desire. Recommendations: shields (deflecting will attack the opponent due to vibrations running down the attacking appendage), swords (similar to the Vorpal Sword in nature, the high frequency vibrations cut through basically anything), and hammers (no way to completely avoid an attack from such a weapon).

Gamma Particles:
While your first thought may be: "Hey, Hulk time!" Gamma particle techniques are not at all beneficial to anyone. Gamma rays are high-energy particles that fuck up pretty much anyone's day. While the human immune system can deal with small amounts of gamma particles, larger amounts will give cancer pretty quickly. The magical version is this principle, but worse.
 * Hand-cannon: Rip off gamma particles from surrounding minerals and concentrate a ball of them immediately above your hand. Fire it at an opponent. Acts like a combination of acid and poison, but as it's a light-based attack there isn't much that can stop it. Generally rips a hole in animals and plants, and gives cancer.
 * Gamma Ray Burst: by destroying and irradiating a large chunk of the land around you and your foe, you can create an explosion of incredible power that'll destroy many an opponent. And give them cancer.
 * Atomic Excitation: add in energy on the molecular or atomic level to create a small burst of radiation from wherever you're hitting. Turn an opponent's heart into cancer-causing radiation, for example!

Illusion:
Using the lensing effect of water in its various forms, one can create illusory constructs. With skill in the more metaphysical Asterism techniques, one doesn't have to.
 * Whisper: a completely illusory clone of the caster, or of anybody or anything the caster has seen. Is not sentient, and does not have a voice independent of the user. With a high ability to multi-task and concentrate, one can solidify weapons or body parts in the illusion at the moment of contact to confuse and attack foes.
 * Nightmare Realm: create a panorama of as much terror as the user can think up. Does not work well against anyone who's been to 4Chan, and completely ineffective against those who have seen the edge of the Internet and returned. Contains a subset of perceptually altering techniques in this vein.
 * Whitespace: Humans cannot handle not having edges in the world. This is due to the way our brains process the world. Take advantage of this and remove everything, leaving nothing but a blank nothingness. Insanity will begin to set in within five minutes, far less in combat, but recovers quickly, so the longer one can bind an opponent, the better.
 * Acid Trip: layer multiple Nightmare Realms on top of one another, each slightly transparent. Works best when mimicking Silent Hill - more and more layers of horror the deeper you look. Or just outright fuck with your foe. Can be used recreationally.
 * Blinding Sights: with skill in entering memory and dreams, force the illusion to take place in the opponent's mind, rather than visibly.
 * Mind Wipe: A rather unethical technique - one forces illusions to replace memory and thought, destroying the opponent's sense of self and leaving nothing but a puppet husk. Beware, as opponents with common sense and a strong will generally capitalize on the first inconsistency to break out of their bindings. When done as a seduction technique, this has been used to create cults. It is banned everywhere, and anyone caught using it faces a brutal sentence.

Laser:
Light Amplification by Stimulated Emission of Radiation. Lasers are ultimately the simplest and most useful of the -ser magics. A laser will always be a straight line, and will cut through anything given enough time/energy. By tweaking the properties of the light in the laser (asterism), one can create strange quantum effects as well as unusual chemical reactions.

Relativity:
To the perspctive of a light particle, it is popping in and out of existence at various points in space. Chronoism is the manipulation of time for particular entities. Between the two, one gains the ability to just out and out fuck with time on a larger scale. (Requires Floramancy and Sidumancy)
 * Precognition: A fairly simple technique at first glance, one rolls a perception check and gains the ability to see a certain amount of time in advance. Best used in dealing with traps, in combat it allows one to see what enemies in the turns ahead of you will do (target and attack type).
 * Haste: Roll dex to give everyone affected two turns where they would normally have one. Increased levels increase how many can be affected and how many turns can be added.
 * Slow: Move the opponent's turn to the last in the round. In regular gameplay, this can slow down objects, or be used as a type of suspended animation on a bleeding or heavily wounded party member.
 * Stop: The opponent does not get a turn for at least one round. Can be used as a field technique in gameplay to stop traps, mechanisms, people, objects, etc.

Hard Light:
These techinques work similar to what "energy techniques" are capable of doing in childrens' shows, amongst other things. Generally speaking, they are limited only by the user's imagination and ability to balance light and shadow.
 * Beam: a simple energy beam. Stronger than an average light technique, it's usable at lower levels.
 * Now you're thinking with portals: take the teleportation techniques of shadowmancy and cast them at a distance. Yes you can portal the Moon. Yes the portals are (mostly) stable. No, that Moon portal isn't doable, as the further you cast a portal the more concentration it requires, as well as more health.
 * Wall: not really too complicated, is it? Of course, it's also extremely fast to cross vast distances, fatally sharp, and often produced hot enough to sear wounds shut. Perhaps you might even be able to get rid of a few pounds that way.
 * Vengeance: A technique that corrupts light, creates a light sheen on the user that stabs and slashes the opponent as hard as they hit you immediately as they do.
 * High Wire: if you balance the light and shadow magics just so, you enter a state of high level asskicking. You regenerate health (slowly) and get increased strength. It's also extremely delicate, and any losses of concentration (like not rolling a d20 high enough each turn it's active) will cause all that energy to blast right out of you. The longer you have this active the more dangerous you become, both due to increases in strength and regeneration, and in how explosively you will let loose all that energy.

Hungry Ghost:
Gives life to the consumptive aspect of fire, turning all flames black. Sticks like Greek Fire and consumes whatever it hits extremely quickly. By using small amounts, one can directly control the path and what, specifically is being consumed, but anything greater than a fist in size will consume as much as it is able. If the amount is less than the size of the opponent's body it will mostly stick to that. Users describe using any of these techniques as having to fight down a ravenously hungry/violent urge to consume.

Ultimate: Dawn of the Third Day. Note: WILL re-draw the local maps.

Void Magic:
Velocism is a reflection of the manipulation of space. Thanatoism is a relflection of the manipulation of entropy. Put them together and you can call upon the powers you see in Space. Not terrified yet? Okay, think of it this way: that gaping oblivion above and around and within you? That absurd amount of emptiness containing everything in existence to which all things will eventually return? That's sentient. Void magic lets you talk to it and ask it for help.
 * Delete shape: return everything within a certain amount of space to nothingness. Kill things instantly, create a location of emptiness to cancel most attacks or magic (the Void is bigger than any of the elements in Itaedia), or just terrify anything with the ability to sense how wrong a sudden, perfectly controlled 0 is.
 * Singularity: Technically not an actual singularity, it nevertheless performs much the same function. Taking the principle of needing to fill a vacuum, along with gravity, use a tremendous amount of magic to create a single spot with an ungodly amount of pulling force. It's not permanent, as there isn't enough mass in Itaedia to make a permanent one, but this will crush and/or annihilate whatever is pulled in. It isn't picky, though, so be careful about your allies.
 * Gravity: Void magic allows control over gravity. Not perfect, and not permanent, but certainly enough to force anything to bend the knee, be crushed, or imploded.
 * Anti-Gravity: one of the few playful techniques, this allows you to float people around instead of using Wind magic. Of course, if you never turn this off for something, there's no air in space....

Water
====Ink: ==== Similar to water in consistency and attack power, every droplet provides a place to teleport or stab from. Further, the ink is extremely heavy and can be enhanced with poison or acid. Ink techniques fall under two categories: the heavy and the quick. The heavy attacks are pretty much like a more solid series of water techniques, and require a turn to charge. The quick attacks create only a droplet or two, but don't require charge time, and if they hit give you a place to control the target from. Further, you can use ink splatters similar to shadowmancy by having them seep into the skin and/or move around, then teleport things from one splatter to the next. For example, say you have a splatter on the forearm and one on the belly. Seep the first to the bone, and the second to the stomach. Then, teleport the arm bone into the stomach. Yay horrible deaths! Ink techniques also allow you to apply runes instantly.

Hard Light:
These techinques work similar to what "energy techniques" are capable of doing in childrens' shows, amongst other things. Generally speaking, they are limited only by the user's imagination and ability to balance light and shadow.
 * Beam: a simple energy beam. Stronger than an average light technique, it's usable at lower levels.
 * Now you're thinking with portals: take the teleportation techniques of shadowmancy and cast them at a distance. Yes you can portal the Moon. Yes the portals are (mostly) stable. No, that Moon portal isn't doable, as the further you cast a portal the more concentration it requires, as well as more health.
 * Wall: not really too complicated, is it? Of course, it's also extremely fast to cross vast distances, fatally sharp, and often produced hot enough to sear wounds shut. Perhaps you might even be able to get rid of a few pounds that way.
 * Vengeance: A technique that corrupts light, creates a light sheen on the user that stabs and slashes the opponent as hard as they hit you immediately as they do.
 * High Wire: if you balance the light and shadow magics just so, you enter a state of high level asskicking. You regenerate health (slowly) and get increased strength. It's also extremely delicate, and any losses of concentration (like not rolling a d20 high enough each turn it's active) will cause all that energy to blast right out of you. The longer you have this active the more dangerous you become, both due to increases in strength and regeneration, and in how explosively you will let loose all that energy.

Twilight:
initially considered nothing but another minor boosting combination, it was found that matter used with these techniques became something else entirely. When used on a medium-sized area various creatures will appear. It is unknown where they come from, only that are large and extremely violent. One Mage once commented: "These are the mice of that world. Mice! And they turn into a whirlwind of magic, teeth, and claws at the slightest provocation!" Any potential users are... "encouraged" to use areas limited to three large paces in diameter at a time. One step larger and the twilight-affected land starts corrupting nearby land. The Mage who tested this said that there was something big and malevolent that was only "just" not summoned. A necromancer once was cornered and summoned twilight in a large area as a desperation technique. No one knows exactly what happened, only that the area is a permanent boost to shadowmancy and many people died. Curiously, many sighting of Spaederlings occurred in disparate parts of Itaedia at about the same time.

Cordyceps:
Vines that burst out in more vines from horrible bulbs. The vines are half-shadow and will crawl into any injury in order to take over the brain. A user must either take time (a full turn) to create the spores, or have them already handy. The infection also takes time to spread. Cordyceps created through this magic gain sentience very quickly, and when used for sentient creatures the spores begin to speak to the user almost from conception onward. Those few who've done this describe the fungus as fairly primitive, but always hungry, always persistent. It's unknown exactly how long it takes, but pretty much all users of Cordyceps magic who have developed and kept personal strains on them for combat end up as a horrible fungus-monster out to infect anything they can. Recently there have been attempts to vacuum-seal the strains for research purposes, and those strains have been around for several years without infection. However, the lab rotates staff every few months, as the voices do not ever stop while a staff member is in contact with a strain more than once every three days.

Wires:
Solid, unmoving lightning bolts that can shock and rip for days. Often used by great hunters at the fringes of society. And yes, the wires are conductive and can make someone explode.