Elemental Magic

## Required Abilities

### Shifting

All Elementals have the ability to shift, unless they're Full Feral, in which case they can only use their Feral Forms, can't speak, etc. Basically just like they were near the end of F.E.

### 2 Element-Based Abilities

2 Is the bare minimum of Abilities an Elemental will have unless they've been cursed by a Deity, which doesn't happen much. Or, they're a Rock Elemental who has a large amount of Aether. Either way, *two*.

## List of (Canon) Elemental Abilities

### Plant

#### Plant Sense

Plant Elementals have an innate sense of what *anything* could be harmful. It's not like sensing things falling, but if you see a berry and don't know what kind it is, a Plant Elemental will *always* be able to tell you whether or not it's safe to eat. They developed this for the Water Elementals they used to feed during F.E.. This ability also applies to lesser species or other Elementals who have venom.

### Rock

#### To Note...

Rock Elementals are very magically weak. Their Abilities are very basic, but they make up for it in *physical* strength. Some of their Abilities are basically stat boosters in video games, using Aether to power their moves and grow parts of their bodies (horns, claws, tail spikes/bludgeons, etc.), which make up a majority of their "move set".

#### Trait Growth

Wings are one of the most popular things to grow, since, in the Feral Form, combined with the size of Rock Elementals, they get a serious advantage in the sky. They're not super fast, but they can move fairly quickly in one direction.

On the ground, scales are thickened up, claws are sharpened, horns are sized up, and other such things.

### Air

#### Air Pressure Manipulation

A good example of this is picking up a pebble and flicking it, and it moves like a bullet.

### Fire

#### Magmakinesis

Magamkinesis is a very, *very* rare ability in Fire/Water Elemental hybrids. They *have* to be a Fire Elemental with a Water Secondary, *not* the other way around. It gives them the ability to control magma/lava instead of just fire.

### Light

#### Light Manipulation

Light Manipulation includes anything to do with manipulating light. This could include the lesser ability of Light Constructs, but it doesn't always.

### Psychic

#### Telepathy

Powerful Psychic Elementals can communicate with others mentally, so they generally, in school, have to wear collars made of Dullimite to prevent them from cheating. They can communicate back and forth with others at will but cannot grant the power from one non-psychic to another.

#### Telekinesis

Extremely powerful Elementals of the Psychic Element can move things with their mind. It takes Aether and generally they can't carry things any more easily than they can physically (so no moving boulders or houses and such) but it's incredibly convenient when you lay down and remember you left your remote to your TV on your desk instead of your bedside table.

### Archangel

#### Greater Healing

With protection as a part of an Archangel's job, they have the ability to cure sickness and injury to a greater degree, even as Hoxes, unlike with Light Elementals, who can't have the ability as a Hox.

### Shadow

#### Shadow Manipulation

Similar to Light Manipulation possessed by Light Elementals, Shadow Manipulation is the opposite. They can block out light, solidify shadows, etc.

## Bi-Elemental (Dual Elementing)

When an Elemental is Bi-Elemental, it means they have two Elements. These Elements determine their Physical Appearance, just like normal, most of their Magical Abilities, and the second Element determines a small portion of their powers. These are called the Dominant and Secondary Elements, respectively. A Water/Archangel Elemental could go their entire lives hiding their Archangel nature and nobody would know because they look like and have Water Elemental Traits.