Elementalism

Elementalism is any type of magic that deals with Elemental beings, generally through the use of a magically binding contract. It can be broken into 3 categories
* Imbue Contracts
* Partnership Contracts
* Trade Contracts
Each contract, regardless of type, must be agreed upon and signed by both the elemental being, and the magic user dealing with them. Generally, they are simple, requiring the user to supply the elemental with magic or something of their element, but some of the stronger Elementals will have more complex contracts that try to snare the mortal into serving them rather than vice versa.
== Imbue Contracts ==
Imbue contracts are relatively simple. The Elemental will augment a specific object with its powers at the will of the caster. The Elemental usually remains a free agent, though some contracts will bind the elemental to the item for periods, rather than just its power. These tend to be the weaker elementals that could not otherwise put a permenant enchantment on anything, and this ends up making them stronger in the end anyway.
== Partnership Contracts ==
Also called summoning contracts, the elemental will either travel by the side of the user, or be summoned at will. Weaker elementals will often opt to travel with the caster for the experiences.
== Trade Contracts ==
The rarest form of contract, the elemental trades something of great value to it to the caster. This is usually an elemental core, but it can also be a purified form of the elementals element. Elemental cores are the central part of an elemental, and without it, the elemental dies. Usually, the trade involves another elemental's core that died in battle or other natural causes. Purified elements are used to forge some of the best gear, though working them without contaminating them is difficult, even for a master of the craft. More often, purified elements are used to make small trinkets with an enchantment related to the element.
Category:Magic