- I. SETTING
- Legends say that before Draconoqui came to Equestria, they traveled between many other dimensions, corrupting everything everywhere they went. Upon leaving dimensions, either due to being run off or being satisfied with their work, they would accidentally leave behind a dimensional rift. These rifts would remain inert and almost totally unperceivable except by the most learned of mages.
- However, recently, these dimensional rifts have been connected for unknown reasons. These inter-dimensional roads connected the dimensions based on the order the draconoqui visited their worlds. It also caused the rifts to act strangely. Mages, scholars, and scientists from every world quickly began studying this new behavior and devised a way to travel the inter-dimensional roads.
- Very soon after, adventurers from all dimensions began exploring this new Dimensional Labrynth. The result was the combining of magics and technologies of all the newly connected worlds.
- This went on for years before Equestria was visited by any adventurer. Due to being the most recently visited world, it was the furthest away Dimension and the last to be explored. Upon finding that Draconoqui such as Discord still inhabited Equestria, it was quickly realized that the order and shape of the roads was determined by the order the Draconoqui visited the worlds.
- This led to one inevitable and important realization: on the other end of the Dimensional Labrynth must be the land the Draconoqui originally came from. What sort of treasures must wait there? What sort of power could be obtained? What sort of evil might be released should anyone ever enter that world?
- The list of reasons to find the Land of the Draconoqui is as long as the list of adventurers traversing the Dimensional Labrynth. Whatever reasons they have, they now all have one over-riding purpose: to get there first. Now, adventurers don't just traverse the Dimensional Labrynth aimlessly. They all travel in one direction, toward the unknown on the other end.
- II.CHARACTER IMPROVEMENTS
- As the party travels through the Dimensional Labrynth, the party will find many sources of power and ways of fighting totally unlike what they have seen before. It may be possible for the party to acquire these powers for their own use. While the characters cannot exceed the +3 bonus threshold to their rolls with their base powers, they can exceed that threshold with their acquired powers. This will become increasingly necessary as the party encounters more and more difficult opponents. Success against stronger opponents will require higher rolls that may not be possible for the party at their base strength.
- A. AURAS
- Auras are a physical and tangible manifestation of magical power and energy created by a combination of stength and willpower. The ability to summon auras is latent in all creatures. But, prior to the connecting of the dimensions, only a few of the dimensions discovered this ability. Recently, adventurers traveling the Dimensional Labrynth have learned this amazing ability from the ponies that already know it, creating the need for other adventurers to do the same in order to remain competitive. Auras provide the user with enhancements to their body. Auras themselves may also be controlled and manipulated for a variety of effects and even used as a weapon.
- Auras come in 6 different colors, and the color of the aura affects how the aura acts. The personality and disposition of the aura user determines what color their aura is. [For the sake of player freedom, players will not be forced into an aura based on their personality, but I will tell them which color fits their character most. However, using a color that doesn't fit the character's personality could be a fun way to incorporate some character development as it could represent some sort of inner conflict.]
- Each Aura comes with two improvements to combat, one improvement to non-combat, and one weakness.
- 1. RED AURA
- Red Aura leaks from the user's body like a gas. It floats into the air and has no set volume. However, the more thin it is stretched, the less effect it can have. Still, balls of red aura may be condensed and sent long distances. Red Aura is known for being the longest distance aura, but also the most difficult to manipulate. It many cases, it is also highly explosive. Red aura also enhances the user's body far beyond that of a normal pony.
- A Red Aura user is typically very emotional. Though they may not necessarily always show it, they usually let their emtions dictate their actions rather than their logic. "Act first, think later," is a typical mantra of many red aura users. Still, most red aura users are usually a magnet for friend making due to their sincere kindness and emotional displays.
- a. Berserk Aura: Due to the physical enhancements that Red Aura provides, Red Aura users get a +1 to all melee weapon tagged and unarmed skills.
- b. Explosive Temper: Red Aura users can use the long distance and explosive nature of Red Aura to improve their offensive spells, giving them a +1 to any spell that does damage.
- c. Enhanced Senses: The ehancemens of the body also improve the Red Aura user's mind and senses, giving them a +1 to all searching, checking, navigating, and observation rolls.
- d. One Pony Show: Due to a combination of Red Aura's explosiveness and the rash nature of its users, Red Aura is not very condusive to support. -1 to all rolls for support skills or spells and to helping other party members up
- 2. ORANGE AURA
- Orange Aura congeals from the body and wraps it in a bubble. The shape of that bubble may be manipulated. The stronger the aura, the larger the bubble may be. Standing in another pony's Orange Aura feels like trying to move in water. However, it doesn't seem to affect anything the owner does or anything they hold. Orange Aura is also uniquely qualified for containing matter and energy.
- Orange Aura users are typically action oriented. They tend to think in the short term. Long term goals are a foreign concept. They see a problem and they solve it. This can either be a flaw or a boon, depending on how the user lives their life. Orange Aura users also tend to be very charismatic, gathering more fans than they do friends.
- a. Unnerving Aura: Due to the thick aura surrounding them, any pony trying to attack an Orange Aura user will find the task rather difficult, giving Orang Aura users a +1 to dodging melee attacks
- b. Innervating Aura: Such enemies will also find it equally as difficult to dodge at melee range, giving Orange Aura users a -1 to minimum success for melee attacks
- c. Charismatic Aura: Orange Aura users have a way with words, giving them a +1 to the use of any skill involving wordcraft.
- d. Projectile Disfunction: While anything being held by the user is totally unneffected, any projectile launched, magical or physical, is immediately affected by their own aura, giving them a -1 to ranged attacks, skills, and spells.
- 3. YELLOW AURA
- Yellow Aura flows from the user like a fountain. It typically follows the force of gravity, forming a pool around the user, but it may be elevated with concsious effort by the user. It may also flow on the ground in manners that would seem unnatural if the user so desires it. Yellow Aura users typically fight in a flowing fashion, letting the momentum of a battle play out and using that to their advantage.
- Yellow Aura users typically go with the flow. They have their own thoughts and feelings on things and events, but they don't let them cloud their judgement. In fact, Yellow Aura users typically follow the judgement of others, even if that judgement is less sound. Those who aren't followers are typically quick to use others and then discard them.
- a. Paddling Upstream: Fighting like the flow of water, a Yellow Aura user never seems to be where the enemy expected them to be, reducing all counterattack damage by 1.
- b. Go With the Flow: Similarly, Yellow Aura users simply know where to be, causing them to do counterattack damage to enemies.
- c. Follow the Leader: If someone else in the party succeeds in using a skill that the Yellow Aura user also knows, then the Yellow Aura user may use that skill as an automatic instant action.
- d. Very Small Rocks: Due to the flowing nature of Yellow Aura and its fighting style, great weapons and dual wielding weapons slows down the user, giving them a -1 to rolls that use a great weapon or dual weapon
- 4. GREEN AURA
- Green Aura bubbles from the user and congeals into a rubbery and elastic substance. It attaches itself to the user, covering them in the substance like clothing or armor. The durability of the aura and the elastic nature of it depends on the strength of the aura. Green Aura users use the strange bouncy nature of their aura to their advantage in battle, bouncing attacks right back at their enemy. Green Aura also has the unique ability to enhance vivacity.
- Green Aura users have a goal in life. They may not know how to reach it, but they know what they want. By living in such a manner, they have learned to use the skills that they do have to the best of their abilities. They can fit the strangest ideas into the most unlikely of situations. They may not always know much, but they get the best out of what they have. "Live life to the fullest," is often their motto.
- a. What Goes Down Must Come Up: Using their own bouncy aura, Green Aura users can get up much more easily than anyone else, giving them a +1 to getting out of helplessness.
- b. I Am Rubber and You Are Not: Using the momentum provided to them by the enemy, when a Green Aura user takes damage, they get a +1 to their next attack.
- c. A Spring in Their Step: Green Aura users understand how to get the most out of life, litterally and metaphorically. They get a +1 to non-offensive Necromantic and Healing Spells.
- d. A Bad Bounce: When a Green Aura user fails, they fail hard. When a roll critfails, the user has a -1 to all rolls until something succeeds.
- 5. BLUE AURA
- Blue Aura grows from the body and hangs onto it, like a block. It covers the body, shielding it from harm. Manipulating the shape of blue aura is a nearly impossible task. However, breaking an armor made from Blue Aura is almost equally as difficult. As a result, Blue Aura users are typically seen on the front line. Blue Aura has next to know range and does not budge. Blue Aura is serene. As a result, it has a unique connection to the life around it.
- Blue Aura users are typically calculating thinkers. They use their logic to dictate their actions before they use their emotions. That is not to say that they do not feel. They simply keep it inside. Or, in more cases than Blue Aura users like to admit, they bottle it up until it forces its way out. Blue Aura users are typically stubborn, but possess a sincerity that some find appealing.
- a. Hard as Steel: Blue Aura is as unbreakable as the pony that wields it, giving them +1 to hits and +2 to wounds
- b. If You Can Dodge a Wrench...: you'll be much happier in life. However, if you can't dodge the wrench, you will find yourself in much the same situation anyone hit by a mass of Blue Aura feels. Every offensive attack done by a Blue Aura user does an extra hit of damage.
- c. Mental Prowess: Not only can Blue Aura users sense life, they're mental superiority allows them to overwhelm it, giving them a +1 to mental rolls. They are also able to roll to sense life regardless of what skills they possess.
- d. I've Fallen And I can't Get Up: Much as you would expect, knocking down a tower of steel makes it very difficult to get back up. Blue Aura users have a -1 to getting up, as does anyone who rolls to help them up.
- 6. PURPLE AURA
- Purple Aura is the most ellusive of all auras. It flows from the body like a gas, but then condenses around the user into an armor. Many a foolish pony has met their end thinking that this means they need to hit the Purple Aura user harder. On the contrary, that is the last thing you should do. For, Purple Aura becomes explosive upon physical contact. The harder the hit, the larger the explosion, even endangering the user. Purple Aura is difficul to fight and even more difficult to master. Yet, it is said that those who do master it are undefeatable on the battlefield. Not only is it dangerous to touch, but it also enables the user to connect minds to another for a variety of effects.
- Purple Aura users are few and far between. Just as the aura has no clear state of being, so too do the users seem to be confused -or perhaps simply confusing. The one central factor that can be identified among all Purple Aura users is the ability to contain emotions and then let them out when they are needed most. Purple Aura users always know when it is time for thinking and when it is time for action.
- a. Don't Punch a Bomb: Even upon successfully hitting a Purple Aura user, you are still hurting yourself. When successfully hitting a Purple Aura user, the enemy takes damage directly congruous with how much damage was done.
- b. The Explosive Touch: A melee attack is one thing, but a melee attack followed by an explosion of congruent force is a much more awesome thing. Purple Aura users get -1 to the minimum for critical success.
- c. All Are One: Purple Aura users are able to connect minds with each other. The effects of this are numerous, but may not be apparent to a novice level aura user.
- d. Equal but Opposite Reaction: Just as enemies are damaged when attacking a Purple Aura user, the user is damaged when attacking others. However, due to the typically strong will of Purple Aura users combined with a fighting style designed to mitigate this problem as much as possible, the damage done to themselves is halved.
- B. AURA MAGIC SCHOOLS
- There are six schools of magic that are only possible when using Aura. These six schools of magic further enhance the control and abilities of Aura in various ways. The more control over these schools of magic, the stronger the Aura User's capabilities in that school of magic become. For this reason, most users only focus on one school. In cases of highly skilled users, they may pick up more schools later as they master another.
- The six schools of Aura Magic are Aura Manipulation, Shapeshifting, Absorption, Fertility, Summoning, and Psionicism. Each magic school may work better or worse depending on the color of the user's Aura. Aura magic may also be affected by the Element of the User's Aura.
- 1. AURA MANIPULATION
- Aura manipulation entails the Aura User moving their Aura as if it was a limb. It goes beyond simply exuding aura, they are now able to control it.
- a. Aura Weapons: The user becomes much more advanced at throwing their aura around, allowing them to use it as a melee weapon. Conjuring enough Aura to use it as a weapon counts as an automatic instant action. However, the weapons tend to not be very sturdy and break easily. They can be reconjured, however, as another automatic instant action. Conjured weapons apply the Elemental effect of the user's Aura.
- b. Aura Expansion: The user expands the scope of their Aura far beyond their own bodies. This has a variety of effects depending on the Aura color and element. Expanding aura is an instant action. Once it is expanded, an instant action may be taken to keep the aura expanded. However, each turn, it becomes more and more difficult to maintain the expansion. On the first turn, the DC is 2+, on the second, 3+, on the third, 4+, etc. Once the expansion fades, the aura cannot be re-expanded for the rest of combat due to fatigue.
- RED AURA MANIPULATION
- Red Aura users take advantage of the long ranged nature of their Aura to use it as a projectile. They may use their Aura to conjure ranged attacks.
- Due to the amorphous nature of Red Aura, it is easily expanded, providing a +1 to Aura Expansion rolls.
- ORANGE AURA MANIPULATION
- A frothy substance isn't exactly condusive for hitting things, giving a -1 to rolls using Orange Aura conjured weapons.
- However, expanding Orange Aura will provide the melee benefits of Orange Aura at a longer range. In other words, providing a +1 to dodging melee attacks and a -1 to the minimum success for ranged attacks.
- YELLOW AURA MANIPULATION
- With liquid following them wherever they go, Yellow Aura users don't need to take time to turn their Aura into a weapon. For them, Conjuring a weapon isn't even an instant action. Their Aura can just be used as a weapon as is.
- Expanding yellow means a larger puddle on the ground. This doubles the Aura's Elemental effect for enemies that are helpless. However, it also means that flying enemies are not affected.
- GREEN AURA MANIPULATION
- Green Aura weapons have nothing special about them.
- Expanding Green Aura results in a giant rubber ball which bounces back all projectiles.
- BLUE AURA MANIPULATION
- Blue Aura weapons are more sturdy than regular weapons, meaning they break less easily.
- Blue Aura simply cannot be expanded.
- PURPLE AURA MANIPULATION
- Purple Aura weapons are explosive, meaning they break more easily but do an extra hit of damage.
- Purple Aura simply cannot be expanded.
- 2. SHAPESHIFTING
- With Shapeshifting, Aura Users are able to use their Aura to control the construct of their own bodies. Unlike Aura Manipulation, they don't just control the Aura, they become the Aura. And, through it, they become something greater.
- a. Aura Melding: The user becomes one with their Aura, allowing them to be as their Aura. This has a variety of effects depending on the Aura and the Element of the Aura. Melding with Aura is an instant action. Returning back to normal is an automatic instant action.
- RED AURA SHAPESHIFTING
- As a gas, the Red Aura user becomes totally untouchable. Any enemy in melee range becomes affected by the Aura's Elemental Affect. But, the Red Aura user is unable to do anything in this state.
- ORANGE AURA SHAPESHIFTING
- The amorphous yet tangible nature of Orange Aura makes it a fantastic substance for Shapshifting, providing a +1 to all shapeshifting rolls.
- YELLOW AURA SHAPESHIFTING
- Becoming a puddle on the ground isn't particularly useful for much, but it DOES allow for some nifty dodging techniques. A Yellow Aura user may choose to simply become a puddle for one turn, resulting in all attacks that would have been done against them to be directed toward someone else.
- GREEN AURA SHAPESHIFTING
- Turning limbs and extremities into rubber allows Green Aura users to use melee weapons as ranged weapons.
- BLUE AURA SHAPESHIFTING
- Aura Melding does not work for Blue Aura users.
- PURPLE AURA SHAPESHIFTING
- Aura Melding does not work for Purple Aura users.
- 3. ABSORPTION
- An Aura user may use their own Aura to absorb a variety of things, containing them and even releasing them for later use. In extreme cases, even the Auras of other users may be absorbed.
- a. Magical Vaccuum: Once per combat, the Aura User may select a magic spell that just happened and take an action to aborb it, effectively preventing it from happening. This may be used on ANY spell, however, failures or absorbing more powerful spells may result in the user feeling the affects of swallowing a spell.
- b. Magical Release: The Aura user releases the contained spell from Magical Vaccuum. However, some of the potency of the spell may wear off over time.
- RED AURA ABSORPTION
- Red Aura isn't very good at absorbing spells, -1 to Magical Vaccuum.
- Red Aura is also not very good at containing spells. The spell must be released the next turn or else it is lost.
- ORANGE AURA ABSORPTION
- Orange Aura's permeable yet stable conditions makes it very good for absorbing spells, +1 to Magical Vacuum.
- Orange Aura contains spells perfectly. None of the potency is ever lost no matter how long it is stored.
- YELLOW AURA ABSORPTION
- The Yellow Aura user always knows when it is the right time. Magical Vacuum is instant.
- Likewise, Magical Release is also instant.
- GREEN AURA ABSORPTION
- There is nothing interesting about Magical Vaccuum for Green Aura users.
- The spell bounces around inside of the Green Aura until being released. Resulting in an INCREASE in power the longer the spell is contained. However, after three turns, the power starts becoming too much and the user must take an instant roll each turn to contain the spell. Starting at a DC of 2+, the rolls get harder and harder each turn.
- BLUE AURA ABSORPTION
- Blue Aura does not absorb spells, it simply annihilates them. Magical Vacuum is automatic, but does not contain the spell.
- Magical Release is not possible since the spells are not absorbed.
- PURPLE AURA ABSORPTION
- Upon aborbing a spell, it instantly explodes, causing the contents of the spell to affect everyone in an area around the user, friend and foe.
- Magical Release happens instantly and automatically after using Magical Vacuum.
- 4. FERTILITY
- Aura is the essence of life made tangible by magic and willpower. Therefore, it can be used to augment the vitality and lifeforce of others.
- a. Vitality Transfer: An aura user may transfer their hits to another within melee range as an automatic action. When using this action on an individual you are fighting, for whatever reason, the action is no longer automatic.
- RED AURA FERTILITY
- With their long range, Red Aura users do not need to be in melee range for Vitality Transfer.
- ORANGE AURA FERTILITY
- Orange Aura users have vitality to spare. Hits are transfered at a ratio of 2 to 1.
- YELLOW AURA FERTILITY
- With the power of liquid, Vitality Transfer may be used in reverse, taking hits from someone and using it for themselves. If this is used on another player that is not an enemy, this action must be consented but will still be automatic.
- GREEN AURA FERTILITY
- Green Aura users can feel life, allowing them to transfer wounds as well as hits.
- BLUE AURA FERTILITY
- Vitality Transfer does not work on others. Instead, it can be used to turn the user's hits into wounds or vice versa.
- PURPLE AURA FERTILITY
- Vitality transfer is explosive in the hands of a Purple Aura user. A single hit from the Purple Aura user provides a hit to every ally in melee range.
- 5. SUMMONING
- The world is alive. Even that which appears dead or inanimate has aura latent within it. Summoning magic uses that latent power to its fullest potential. Using the essence of life, Aura users may affect the world around them or even summon alternate forms of life.
- a. Elemental Conjuring: Once per session, the Aura user may summon natural disasters depending on their element. Some examples include a flood if they have the water element, a flash fire if they have the fire element, an earthquake if they have the earth element, or a tornado if they have the air element. In combat, these disasters cause the offensive effect of the element on a larger scale and wider area. Out of combat, the disasters may help the party overcome obstacles. Some Secondary and Tertiary Elements may have their own natural disasters.
- RED AURA SUMMONING
- Red Aura is explosive and hot, giving a +1 to the conjuring of fire-based disasters.
- ORANGE AURA SUMMONING
- The power of Orange Aura is overwhelming. Something like summoning natural disasters comes natural to them. -1 to the minimum success for Elemental Conjuring.
- YELLOW AURA SUMMONING
- Water may come gushing out of a Yellow Aura user, giving them a +1 to the summoning of water-based disasters.
- GREEN AURA SUMMONING
- Rather than summoning natural disasters, Green Aura users summon natural miracles such as a timely rainstorm during a drought or the sudden increase in the fertility of soil via the burning of small organisms. This may cause a variety of positive effects depending on the situation.
- BLUE AURA SUMMONING
- Blue Aura is as sturdy as the earth, +1 to the conjuring of Earth-based disasters.
- PURPLE AURA SUMMONING
- When a Purple Aura user summons a natural disaster, the results are explosive. The intensity is increased, but the intensity is so great that it is out of control of the user, resulting in it affecting ally and enemy alike.
- 6. PSIONICISM
- Psionicism is the ability to connect to and affect the minds of others. Since Aura is life, through the use of Aura, the minds of others are able to be connected in much the same way machines may be connected via radio waves.
- a. Mental Link: The Aura user is capable of linking minds with others. If the user is willing, the effect is automatic. Otherwise, it must be rolled. A mental link may only be establish with a recipient within view or with a recipient at a known location who is also looking to establish a link with the user. Establishing a mental link not only allows the user to transmit and hear thoughts of the recipient, it is also necessary for the use of any other Psionic spells. Only one mental link may be established at a time.
- RED AURA PSIONICISM
- Emotions act as a sort of firewall for Psionic spells. This gives them a -1 to the establishing of a mental link. However, the training in this school of magic also gives them a +1 to resisting mental links.
- ORANGE AURA PSIONICISM
- There is nothing interesting about Mental Link of Orange Aura users.
- YELLOW AURA PSIONICISM
- Expert multitaskers, Mental Link is an instant action for Yellow Aura users.
- GREEN AURA PSIONICISM
- With a vast understanding, Green Aura users are able to establish mental links with anyone outside of view who isn't actively resisting, regardless of whether or not they are "open" to it.
- BLUE AURA PSIONICISM
- In addition to the +1 Blue Aura users get to all mental abilities, Blue Aura users get another +1 to the establishing of mental links.
- PURPLE AURA PSIONICISM
- There is no limit to the number of Mental Links a Purple Aura user may have. Anyone connected to the Purple Aura user may also be connected to each other if the user so wishes. In this way, they are like a walking mental router.
- C. AURA ELEMENTS
- As Auras develope, they start to take on the properties of one of four Elements. The Elements are Fire, Water, Air, and Earth. Which Element the Aura takes on is determined by how the user uses their Aura. [As far as game mechanics are concerned, the player will decide what Elements they get.] The Element of an Aura may also have some added bonus to certain Magic Schools.
- As the Aura developes further, the Aura may take on the properties of more Elements. In such a case, the Aura user may combine the Elements to make new, more complicated elements. Aura may only be one Element at once, but the Element may be changed as an automatic instant action.
- 1. ELEMENTAL MATCHUPS
- Each Element is affected by the Element of whatever it is affecting.
- Fire-based Elements do extra effects to Earth-based Elements. Fire-based Elements do reduced effects to Water-based Elements. Fire-based Elements are empowered by the victim also being subjected to Air-based Elements.
- Water-based Elements do extra effects to Fire-based Elements. Water-based Elements do reduced effects to Air-based effects. Water-based Elements are empowered by the victim also being subjected to Earth-based Elements.
- Earth-based Elements do extra effects to Air-based Elements. Earth-based Elements do reduced effects to Fire-based Elements. Earth-based Elements are empowered by the victim also being subjected to Water-based Elements.
- Air-based Elements do extra effects to Water-based Elements. Air-based Elements do reduced effects to Earth-based Elements. Air-based Elements are empowered by the victim also being subjected to Fire-based Elements.
- 2. PRIMARY ELEMENTS
- a. Fire: Anyone affected by the fire element will take one extra hit of damage at the end of each turn they are subjected to the source of the element and one more turn after they are removed from the source.
- b. Water: Anyone affected by the water element will find it harder to move, resulting in a -1 to rolls. The effect only affects the recipient for the turn they are subjected to the source.
- c. Earth: Anyone affected by the earth element will be slowly turned to stone. Each turn the recipient is subjected to the source of the element, the recipient receives another "Earth Point". However, every turn the victim is not subjected to the Earth Element, they lose an "Earth Point". When the "Earth Points" is equivalent to the amount of remining hits, the victim turns to stone. Weaker enemies are automatically dead. Stronger ones and players may roll a DC 7+ to break out of their petrification. While petrified, the victim takes double wounds.
- d. Air: Anyone affected by the air element will have their momentum slowed down. All damage they do that turn is reduced by 1 hit/wound.
- 3. SECONDARY ELEMENTS
- Secondary Elements are created by mixing two Primary Elements. A single combination could come up with multiple different Secondary Elements. However, an Aura User may only have one Element from a single combination. For example, Mud and Wood both come from mixing Water and Earth. A player may choose to have the Mud Element, but they may no longer have the Wood Element. But, they could still have the Lava Element which comes from Fire and Earth. Of course, this would require having three Primary Elements.
- An extensive non-exclusive list of Secondary Elements is coming soon. For now, here are a few examples (without what the effects are).
- Lightning: fire and air
- Light: fire and air
- Steam: fire and water
- Acid: fire and water
- Lava: fire and earth
- Metal: fire and earth
- Ice: water and air
- Wood: water and earth
- Mud: water and earth
- Life: water and earth
- Darkness: earth and wind
- Magnetism: earth and wind
- 4. TERTIARY ELEMENTS
- Tertiary Elements are created by mixing two Secondary Elements. Tertiary Elements are incredibly powerful, but due to the laws of Secondary Elements, it is not possible to gain a Tertiary Element until three Primary Elements are obtained. Additionally, combining two Secondary Elements is a diffcult task in and of itself. It requires very strong Aura and intense knowledge of the Secondary Elements. Just like Secondary Elements, two Tertiary Elements may not come from the same combination of Secondary Elements.
- An extensive non-exclusive list of Tertiary Elements is coming soon. For now, here are a few examples (without what the effects are).
- Gravity: darkness and metal
- Poison: acid and life
- Death: life and darkness
- Time: light and lightning
- Nuclear: lightning and magnetism