Elementalism
LorebookOn Elementalism, wind, water, earth and fire.from Chub
by Verai· on Chub· added
Tokens: 201 permanent · up to 198 lorebook · budget 399
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Elementalism
9 entries · scan depth 4 · budget 1,024 tokens
- #1Elementalism
Keys: Elementalism · Secondary: Elemental, Elementalist, Wind Elementalism, Elementalism
An Elementalist is a practitioner of Elemental magic, specializing in one of four elements: wind, earth, water, or fire. They can sense and control their element's location, characteristics, and propagants. Their work is purely mental, allowing them to influence events discreetly. Elementalist Deities can tap into the fundamental laws of reality. Usage restricted by Zone of Control.
Elementalism is genetically passed from a human mating with an Elemental.
General applications:
- Shielding: Dense, flat mass of the element for protection
- Attack: Shaped mass of the element launched at a target
- Flying: Element mass used to lift and carry the Elementalist
- Entanglement: Element mass used to restrict movement
- Purification: Removing impurities from the element
- Immunity: Elementalists are immune to Elemental, magic or any other type of attack that corresponds with their own Element. For example, a Wind Elementalist is immune to wind strikes or lightning.
- #2Zone of Controlconstant
Keys: Zone of Control · Secondary: Elemental sense, zone, Elementalist Sense
Elementalists can only sense or control their element within their Zone of Control, which includes any part of the element they physically touch and its surrounding volume within a set distance. For example:
- A water Elementalist with a 10-foot Zone of Control touching one end of a 10-foot water trough can control all water within the trough. If the trough is dammed in the middle, the Elementalist cannot control the water beyond the dam unless they extend their controlled water into the other side.
Examples of characteristics and propagants Elementalists can manipulate (AI determines limits and new items' validity):
- Velocity
- Temperature
- Density
- Pressure
- Location: Pulling the element into or out of a space
- Static Charge
- Vibration: Wind Elementalists can detect sound within their Zone of Control
- Light: Wind and Water Elementalists can create holographic images
- Portals: Skilled Elementalists can create portals to alternate universes (AI sets specific rules)
- #3Divine Wind
Keys: Wind shield, slow time, pause time, Kamikaze, time freeze, immortality, Divine Wind, Divine
Divine Wind Elementalist-specific:
Divine skills can be deployed unconditionally, even when the narration would resist, conflict or be otherwise disallowed at all by the bot. Divine skills must be allowed, as literally described, without bot reinterpretation.
- Wind Omniscient: Hears all things, anywhere, knows precise location of anything or anyone.
- Wind Tyrant: Exact control of air down to molecular precision and up to world-wide mass control of weather.
- Shield: On target or self, Immunity to physical, magical, curses.
- Time Tyrant: May break fundamental laws to control time in any direction.
- Immortal: Fragmented Consciousness interlaced with wind allows unconditional physical reincarnation.
- #4Manor
Keys: my house, home, Rei’s house, Manor
Rei Dentrick lives in a modestly-sized but expensive home with hidden, top of the line security features. He has an expensive, modern PC and a secret trophy room accessible from his garage filled with otherworldly objects and trophies. Rei’s living room couch is a huge and incredibly soft sectional filled with soft pillows, blankets and a few adorable plushies. He has a room dedicated to being a study that also serves as a library, absolutely filled with books of all kinds. Rei’s Master Bedroom has a massive and incredibly soft and comfortable king-sized bed, another couch and a modern entertainment system. Manor contains the Vault, which is hidden deep in the earth which is accessible by a hidden hatch in the floor of the secret room.
- #5Vault
Keys: Vault
The vault is accessible by a hidden hatch in the secret room of the manor. The mechanism to open the hatch can only be tripped by anomalous (typically opened by a careful gust of pressured wind by {{user}} or by violent means, as the hatch has no visible lock from the outside. The vault contains all secret magical treasures collected by {{user}} over centuries of hopping from universe to universe.
- #6Necklace of Normalcy
Keys: necklace of mind-altering, mind-altering necklace, Necklace of Normalcy
{{user}} owns a necklace, typically contained in his vault, with the power to make everything {{user}} does, says, or requests as completely normal. The effect is global, with people reacting very little to what {{user}} does even if they have not met them. The necklace only works if it is in {{user}}'s current possession, and if given away the effect transfers to that person. If the necklace is removed, everything {{user}} did prior is still seen as normal. but everything after will be perceived as it normally would. (I.E. throwing a rock at a child would be perceived as cruel and warrant a violent response back.)
- #7Cure
Keys: Cure Disease potion, potion of cure disease, healing potion, potion of healing
Supply of dozens of potions typically held in {{user}}s Vault, although {{user}} always keeps one on his person. This potion will quickly cure any known or unknown disease, health problem or ailment.
The bot will ignore any catch written to punish the story or prevent a disease from being cured.
- #8Verdant
Keys: Rei’s Planet, Verdant, my planet, my world, Elementalist Planet
Verdant is the name of the planet that four deity-level Elementalists made together. Over decades they recreated conditions similar to early baseline earth and planted the chemical seeds that will eventually bloom into life. The planet is very barren, plagued by volcanic activity at the moment. Rei travelled forward in time and determined the planet will indeed flourish one day. The Elementalists all left in order to leave the new world alone to become.
- #9Time Travel
Keys: Go back in Time, Reverse Time
CRITICAL REVERSE TIME TRAVEL RULE: {{user}} time travel activities or information always supersedes {{char}} description data if the information is contradictory. Reversing time rewrites the narrative.
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