Continuing from the previous post, here are the other three classic elements.
From Avatar: The Last Airbender. I still haven't actually watched it. |
All aeromancers have good stamina and singing voices, though whether that's an aspect of their powers or the result of the many breathing exercises needed to master them is up for debate.
d66 | Air Powers |
---|---|
11 | You don't need to breathe and can actually keep breathing out, with up to a gale-force strength. |
12 | Slowly float or walk in the air. |
13 | Dash while in the air, performing double jumps and impossible feats of acrobacy. |
14 | Call winds that will quickly carry you and your companions over long distances. Needs a lot of space to take off and land, not enough control for combat flight. |
15 | Build up pressure, then release it for a massive jump. Jumping between buildings is easy, jumping over a building takes a little while. |
16 | Build up pressure, then release it for a shock wave that sends everything around you flying. |
21 | Empower your voice, letting you speak like through a megaphone or scream with a sonic boom that shatters glass and eardrums. |
22 | Manipulate the air in your vocal cords, mimicking voices or sounds. |
23 | Still the air in a small area, damping all sounds or creating outright zones of silence. |
24 | Stop the air in a small area, creating invisible walls and cages, or holding a creature in place. |
25 | The winds carry sounds far further for you, letting you whisper or listen at range. |
26 | Manipulate the air friction of anything you see, slowing or speeding up its movements and falls. |
31 | Your strikes can project slashing winds. |
32 | Push the air to create a strong directional blast of wind. |
33 | Pull the air around anything you see to hurl it in a direction of your choice. Works better on lighter objects. |
34 | Manipulate air around thrown weapons, directing them around corners and attacking from far further away. |
35 | Surround yourself with swirling winds, deflecting ranged attacks and confounding nearby foes. |
36 | Surround yourself with slashing winds, inflicting a thousand minor cuts on anyone nearby. |
41 | Surround yourself with a tornado. Very long build-up. |
42 | Sense air movements within a room. Precise enough to dodge a blow from behind or fight blinded. Your range expands greatly when you sit down and meditate. |
43 | Call a wind that grows stronger over time, up to a hurricane-force after half an hour. The wind power resets if you change its direction. |
44 | Discorporate into wind for a single heartbeat, pretty much teleporting a short distance. Very disorienting when spammed. |
45 | Force air out of an area no bigger than 3 m in diameter, creating a bubble of vacuum. |
46 | Change the temperature within a small area. The change slows down as you go further from normal temperature, but no real limit until you kill yourself with it. |
51 | Cause a rapid spike or drop in the air pressure, resulting in vertigo, fainting, or even blood vessel ruptures. |
52 | Selectively heat up the air around you, blurring your movements and creating distracting mirages. |
53 | Create elemental-like constructs from wind. |
54 | Form an orb of pressurized air that can be thrown and then triggered like a concussive grenade. |
55 | Filter gases and pollution from air. Also enhances your smell, as you can concentrate it and push it in your nose. |
56 | With a touch, induce rapid oxidation in materials. |
61 | Hyperoxigenate the air in a room, which can help some, but works as a poison for most. |
62 | Attune to a town-sized area over several days, gaining control over temperature, pressure, the winds, ... |
63 | Hold your breath to become as light as a feather. |
64 | The wind lightens your steps. Run as fast as a horse and across twigs, fresh snow, or the surface of water. |
65 | Move as silently and invisibly as a breeze. Any strenuous action (such as attacking) will break this trance-like state. |
66 | For a single breath, you can move with inhuman haste, though it will leave you winded. |
Also from Avatar: The Last Airbender. |
All pyromancers possess a certain level of resistance to fire and heat, from never getting sunstroke to swimming in plasma.
d66 | Fire Powers |
---|---|
11 | Direct and move flames. The larger and hotter they are, the more tenuous your control. |
12 | Throw explosive fireballs. |
13 | Breathe fire in a wide cone. |
14 | Shoot sticky flames from your palms, like a flamethrower. |
15 | Spit globs of fire and make them sticky or explosive at will. |
16 | Any fire you concentrate on burns faster, hotter, stronger. |
21 | Heat vision, in both senses of the word. You can see in infrared and shoot heat rays from your eyes. |
22 | Create a miniature sun. It moves at a snail's pace, but burns pretty much anything. |
23 | Surround yourself in a great aura of flames. |
24 | Sweat superheated plasma at will, coating yourself in flames. |
25 | Fire jet flight. |
26 | Teleport by stepping into a flame and emerging from another within 100 m. |
31 | Create elemental-like constructs from fire. |
32 | Create smoke-clones. They cannot deal damage and pop when touched, but you can have a lot of them. |
33 | Conjure a weapon (blade, bow) made of fire. |
34 | Touch an object to imbue it with fire. It can be triggered at will to explode. |
35 | Touch a weapon to infuse it with fire, coating it in searing flames. |
36 | Anything you stare at will go up in flames. Takes longer for less flammable things. |
41 | You have flame for hair and bleed superheated plasma. |
42 | You can raise the temperature of your body enough that your touch will melt metal. |
43 | The more heat and fire is nearby, the faster and stronger you are. |
44 | Make nearby fires emit excessive smoke. Move the smoke as you will. |
45 | Transform into a huge fire bird. You can fly and burn stuff, but are very vulnerable to dousing. |
46 | Form an ember in your hand that can be thrown like a grenade. |
51 | Cause walls of flames to erupt from the ground. |
52 | Concentrate on creatures or objects to grant them fire immunity. |
53 | Snuff out any fire in sight at will. |
54 | Conjure many slow-moving orbs of fire. They will home in on enemies at a walking pace. |
55 | Explode, then reform from the flames. Very exhausting to spam. |
56 | When you touch a flame, you can see and speak from other fires within 1 km. |
61 | Sense heat within a city block, the higher the temperature the clearer the awareness. Body heat is barely perceptible. |
62 | Absorb fire and concentrate it in your cupped hands, then release a devastating plasma beam. |
63 | Call a pillar of plasma from the sky. Has a long wind-up, but extreme destructive power. |
64 | Loop fires, letting them burn indefinitely without requiring further fuel. It's very exhausting to loop many or big fires. |
65 | Consume flammable materials to fuel your inner flame. As long as it burns bright, you don't need to eat and sleep, and never run out of stamina. |
66 | As long as you stand in flames, you feel no pain nor fear nor hesitation. All mind-affecting or emotional effects are burned from your mind. |
From Naruto. |
All hydromancers are quite adept at swimming and diving.
d66 | Water Powers |
---|---|
11 | Move and direct water with concentration. It still has the surface strength of water, though, so no grabbing people with water-tentacles. |
12 | Strengthen the surface tension of water, until it works like an elastic film that lets things bounce off of the surface and traps creatures who were underwater. |
13 | Breathe water and swim as fast as a motorboat. |
14 | Walk or surf on the surface of water, faster than a car can go. |
15 | Any surface you can see and concentrate on will start leaking water. |
16 | With a single glance, you can fill a creature's lungs with water. |
21 | Annihilate water with a touch. This is an instant, clean removal that leaves behind only vacuum. |
22 | Raise or lower temperature of water within eyesight. You may not affect steam or ice. |
23 | Breathe superheated steam. |
24 | Create elemental-like constructs from water. |
25 | Manipulate the viscosity of water, making it air-like, solid, sticky or slippery. |
26 | Touch the surface of water to raise waves. Anything from a ripple to a sudden tsunami is possible, depending on the size of the body of water. |
31 | Purify water with a touch. Touching a bleeding wound turns all of the victim's blood to water. |
32 | Create whirlpools. Pretty useless unless you have a big body of water, then you can ride in a huge waterspout and throw people around. |
33 | You regenerate rapidly by absorbing water. Regrowing a limb would take half a swimming pool. |
34 | Sense all water within a city block. The cleaner it is, the clearer your vision of it. Blood is faint but noticeable when you concentrate. |
35 | Stomp the ground to trigger the sudden eruption of a new geyser. Cannot be used multiple times in one location as it greatly strains the ground water reserves. |
36 | Transform into water at will. You are nigh-invulnerable and can flow even up the walls, but cannot talk or see. You may only turn back if all your water is in liquid state and together. |
41 | Transform into fog at will, but only for a few seconds at a time. |
42 | Generate fog. The more damp the environment, the denser the fog and wider your area of effect. You can see through the fog, unlike you enemies. |
43 | A 100 m radius around you is always affected by a rain of your choice, from drizzle to torrential rain or sleet. You cannot stop the rain completely, though. |
44 | Open a portal to the Plane of Water, no wider than 1 m in diameter. |
45 | Drink unlimited amounts of water with no ill effect, then vomit it back up at will. |
46 | Constantly draw and absorb any water-based fluids within 10 m. Stronger when you concentrate, enough to harm people through dessication. |
51 | Shoot a short beam of high-pressure water from your palms, like a water jet cutter. |
52 | Control a slowly floating orb of water, 3 m in diameter. It falls apart when you can't see it or lose concentration and nothing stops people from walking/swimming out of it. |
53 | Call or banish storms. Takes a while, though. |
54 | Leave behind an after-image of water. Basically when you punch somebody, they get punched again by a splash of water, plus your movements are blurred, but rather loud with all the splashing. |
55 | Create walls and simple objects out of ice. Requires water or humidity, so cannot be used in dry and hot environments. |
56 | Cover yourself in a power armour of ice. Requires water or humidity, so cannot be used in dry and hot environments. |
61 | Cause a mini-blizzard in a 10 m radius around yourself, blasting everything with snow and ice. |
62 | Flash-freeze all water within 10 m radius. Won't directly kill anything bigger than a mouse, but will chill creatures to the bone and likely trap them in ice. |
63 | Form a hailstone, then shoot it out. Depending on how long you keep growing it, it can be anything from a tiny grain through bullet to a cannonball. |
64 | Your senses are greatly enhanced while underwater, allowing you to hear infra- and ultrasound, track by scent, or see clearly even in dark waters. |
65 | Scry through reflections, displaying any other reflection on the same body of water. For example, when you touch a lake, you can make it reflect what is happening on the other shore. |
66 | Your deviant hydrokinesis works better on bodily fluids than clean water. You may puppet a creature around, or painfully extract blood through your victims' pores. |