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Nov 4th, 2018
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  1. Powers that fall under the purview of Nature Magic:
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  3. Elemental magic, which includes the following domains:
  4. Earth (and its subdomain, Metal); the manipulation of rock and soil, and by more advanced users, metal. Localized earthquakes, spikes of stone, shifting and unsteady ground, drowning mud, the tossing of boulders and storms of sand, anything of the sort. Metal users can do things like magnetize metal, summon metal spikes and other similar structures from the ground, draw ore and metal to the surface for harvesting, or even crush an enemy's suit of armor.
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  6. Air (and its subdomain, Lightning); the manipulation of the wind, and by more advanced users, the creation of lightning. Brutal, cutting winds, chaotic windstorms and small tornadoes, gusts of wind kicking up sand and dust, throwing enemies out and putting out flames. Lightning casters can summon bolts of lightning from the heavens or blast charges from their hands, can feel the flow of electricity through everything and disable electrical systems and devices, and similar such abilities.
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  8. Fire (and its subdomain, Magma); the manipulation of, first, fire, later, heat, and finally, magma. A new mage lights a hundred candles with the snap of her fingers, a more skilled mage torches his enemies with explosive blasts of fire and exhausts them by subjecting them to overbearing temperatures; and the master slams a foot down onto the ground, summoning from beneath her enemy a bubbling, boiling font of lava or plagues the battlefield with jagged spikes of volcanic glass.
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  10. Water (and its subdomain, Ice); the manipulation of water and its flow, and later control over cold and finally ice. Summoning a tidal wave of water from the nearby shore, trapping an enemy in a bubble of high-pressure water and suffocating them, binding an enemy in tendrils of water or even, at its pinnacle, controlling the flow of blood through another's veins. Later, one learns to lower temperatures, staving off potentially deadly heat or facing enemies with lethal cold, and ultimately the two disciplines combine, allowing the formation of ice structures, lending itself to uses such as making temporary weapons or simply encasing objects in ice.
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  12. As well as:
  13. Wild Magic, which is a kind of raw Arcane magic that can be accessed from 3 sources: Wellsprings, mysterious fonts of powerful arcane magic found in deep and often untouched wilderness, Leylines, which are often tapped by magitech and refined by arcanists but neither can use it unfiltered efficiently, and certain creatures capable of bestowing it. Wild magic is usually collected in magic containers and used by a wild mage later.
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  15. This kind of magic is unstable and chaotic, often drawing comparisons to being the 'magical form of ichor', as it is effectively unsculpted arcane 'data' that can do just about anything. Wild mages cannot rely on it to do anything particular, but through their instinct and connection with the world, and their strong force of personality, they can influence it to help them in certain ways, casting it with a hope and a prayer that it will destroy their enemies and aid their allies, and usually receiving some approximation of what they wish. Wild magic is exceptionally powerful, but unstable and can sometimes have deadly consequences for inexperienced users and anything unfortunate enough to be in their vicinity.
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  17. Life Magic, which is exactly as it sounds. Manipulation of what is referred to as Vital Energy is among the most controversial of nature magic capabilities. At its most basic level, one can sense life and gains insights into its functions. Later, though, a mage becomes capable of manipulating vital energy directly, splitting into two starkly distinct subdisciplines: Life and Death magic. Death magic is not a distinct kind of magic, but is rather the term for robbing entities of the vital energy that keeps them alive. This has only one use, which is why it is often considered one of the most taboo and hated forms of magic, just behind the creation of Greater Thralls with unwilling souls.
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  19. Life magic is capable of a number of things, including necromancy (which normally only permits the puppeteering of corpses or the preservation of flesh, not the true revival of individuals), and healing. One can draw vital energy from the spirit of the world and effectively inject it into others, strengthening their soul and vitality and healing their wounds. More specific manipulation of life can be achieved at higher levels, targeting specific areas of the body, which can either speed up healing processes with directed effort or induce negative effects instead; a legendary life mage might be able to simply stop a person's heart with a touch, and just as easily start it back up again as long as the body is still fresh.
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  21. Life magic can also be used to make plantlife. Animals are usually too complex for all but the most advanced nature mages to make, but plant life can be easily and quickly constructed as a part of spells, which can be used for things as benign and beautiful as the cultivation of a magical garden, or as ghastly as the tangling of an enemy in poisonous briar.
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  23. Nature Connection, probably the most obscure and indirect power associated with nature magic, not considered its own 'discipline' usually but merely a side effect of being a nature mage. Put simply, animals and plants tend to react well to nature mages. Predators are less likely to attack nature mages in most places, and will never target Wildkin, and may even come to the aid of mages. Plant life tends to grow better in proximity to mages as well, and will remain healthier and live longer. Pets that nature mages have will develop a supernatural connection with them, often referred to as Familiars, that might siphon some of their nature magic, augmenting them in the process or giving them powers. Familiars are much easier to command and control than normal animals, and tend to develop more intellect than other animals too.
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  25. Witches and warlocks tend to focus on one or two of the main disciplines, although it is perfectly possible to use all of these powers, one's overall strength might just be diminished somewhat by not being able to master any of them.
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