Four Elements of Magic
Water system:
Ice Armor: Gathers water elements to condense them into hard ice cubes that cover the body to form a hard armor, a low-level water defense magic. Initial level 1
Hydro Shield: Uses the Hydro Element to form a magical shield around the target, which can effectively defend against elemental magic damage. Initial level 1
Frozen Condensation: Gathers a large amount of water at any point within the caster's telepathic reach, instantly freezing the target and limiting its mobility. Initial Level 3
Frost Nova: The caster concentrates water in a targeted area for a rapid cooldown and explosion, causing units within a certain radius to take elemental damage of varying intensities and freeze. Initial Level 2
Glacial Path: The caster condenses the water elemental at their feet, freezing all the ground they pass by. On ice, the caster moves faster and is immune to low-level magic in frozen areas. If the enemy's magic level is higher than the [Ice Path] released by the caster, it will take effect. Initial Level 3
Ice Wall: Condenses a large amount of water into an area, causing them to cool down rapidly, turning them into a wall of ice crystals that blocks the enemy's progress, and has an area of effect defense magic. Initial Level 2
Deep Blue Water Dungeon: Control a large amount of water elemental to envelop a target and suffocate him! Because water is extremely flexible and tense, it is extremely difficult for the target to break free. Initial Level 3
Ice Arrow: Solidifies the water elemental together to form a sharp shuttle-shaped arrow to stab enemies. Initial level 1.
Ice Impact: Concentrates powerful ice energy on a single point to hit the target. After hitting, the air around the target shrinks rapidly due to cold, forming a small area of cold pressure to kill the target and freeze the target. Initial Level 3
Summoning: Water Puppet: The caster's telekinesis is connected to the water element, controlling the water element in nature to form a crystal clear humanoid puppet, and giving it a simple sense of autonomy, controlling and manipulating it to fight. Initial Level 3
Rainfall: The caster uses his powerful telekinesis to change the heavens and the earth, forming a rainstorm in a certain area. The difficulty of casting and the amount of telekinesis required increase or decrease depending on the area of rain. This type of magic can be divided into torrential rain, moderate rain, and light rain. Initial Level 2
Frozen Miles: As the name suggests, the caster manipulates the water elemental in nature to freeze them all. This spell is a wide-area frozen spell that freezes as far as the caster's telekinesis can reach. Initial Level 3
Ice Flash: The caster condenses a large amount of water elemental and blasts it at the target at a very fast speed, causing a blast of Freeze. The Cryo Spray will bounce multiple times between multiple targets like a chain of lightning. Due to the speed at which the magic freezes, and the blast produces a thunderous popping sound with the air during the jet, the ability was named Ice Flash. Initial level four
Frost and Snow Fall: Summons the water elemental elements from nature to gather them into a small area to form snow and frost weather, and once an object enters, it will be instantly frozen. Snowflakes that float in the air are deadly weapons that explode and unleash powerful freezing energy at the slightest touch. Initial Level 3
No Melting Ice: The Water Eternal Spell turns the caster into a piece of ice that never melts, banning the target forever. Initial level five
Water Ripple Blade Dance: Soft water is invisible, transforming all things. The caster presses the water into extremely thin and long sheets, like a transparent curtain. Countless "curtains" slash at the target at a very fast speed from a height of 10,000 meters, and can instantly generate a pressure of several hundred megapascals. There are almost no objects in the world that cannot be cut by the Water Ripple Blade Dance. Initial level four
Ice Prison: An evolved version of the Water Prison, where the caster freezes all available water elements into ice on the target. The merciless ice of the forbidden target, never melts. Initial level four
Soil system:
Misty Dust: Uses a large amount of earth elements to form sand and dust that floats in the air and interferes with the sight of both the enemy and the enemy. Initial level 1
Rock Barrier: Instantly compresses a large amount of earth elements to convert them into hard rock, erecting a hard barrier on the earth to resist attacks. Initial Level 2
Ground Stone Piercing: Gather a large amount of earth elementals to instantly form a sharp cone-shaped stone pillar on the surface of the ground to assassinate the enemy. Initial level 1
Quicksand Trap: Turns the earth under your feet into quicksand, making it impossible for people to stand and walk normally, and if you don't leave in time, you will be swallowed by quicksand. Initial Level 2
Protective Stone Skin: The caster makes their skin as hard as stone and gains a certain amount of elemental magic resistance. But it will slow down your actions. Initial Level 2
Rockfall: The caster condenses a large amount of earth elements above the target to form rocks, and attacks the target with the help of gravity, dealing physical damage. Initial Level 2
Earth Splitting: The caster uses his or her understanding of the earth element to control the movement of rocks and soil in the earth, creating ravines that are thousands of feet deep. Initial level 1
Seismology: The caster uses his understanding of the earth element to control the movement of rocks and soil in the earth, creating a violent earthquake. Confrontations between the two armies were often used to destroy enemy fortifications. Initial Level 3
Earth and Stone Prison: An evolved version of the Rock Barrier. Gathers a large amount of earth elements around the target and instantly erects them, forming a sealed container to enclose the target. Initial Level 3
Summoning: Earth and Stone Golem: The caster's telekinesis is connected to the earth element, controlling the earth and stones in the earth to form a humanoid puppet, giving it a simple autonomous consciousness, controlling and manipulating it to go into battle. Initial Level 3
Sandstorm Funeral: Control a large amount of sand and dust to envelop the target, squeeze it or bury it deep into the desert. Chokes the target or deals crush damage. The cast conditions are harsh, and there must be a lot of sand around the caster. Initial level four
Earth shaking: The caster uses his powerful telekinesis to control the movement of the earth, causing earthquakes, landslides, landslides, and other phenomena. It is mainly used to change the terrain and destroy local buildings. Initial level four
Gravitation: Explorers have long since proven the existence of gravitational forces and believe that gravitational forces are mutually exerting forces. However, magicians have their own unique understanding of the earth, and they believe that gravity is the earth's control over all things, so the effect of strengthening the earth's power by manipulating the earth element ordering by telekinesis can achieve the effect of enhancing gravity. Initial level four
Anti-gravity: Explorers have long proven the existence of gravitational forces and believe that they are mutually exacting forces. However, magicians have their own unique understanding of the earth, and they believe that gravity is the earth's control over all things, so the effect of anti-gravity can be achieved by manipulating the earth element order by telekinesis. Initial level four
Clay Shield: Gathers earth elemental to form a hard, lightweight clay armor around the caster to defend against physical attacks. Initial level 1
Fire System:
Fireball: Also known as the Little Fireball, it is the simplest fire-based offensive magic that brings the fire elements together. Initial level 1.
Scorching Fireball: Based on the Fireball technique, the spell's time condensation is enhanced, so that it does not disappear too quickly, and the caster continuously manipulates the fire element to burn the target. Initial level 1
Burst Fireballs: The caster condenses multiple burst fireballs together, which can instantly create a massive fire kill when released. Initial Level 2
Fire Aegis: Fire defensive magic, which can be considered passive-aggressive magic, dealing fire damage to any enemy that attacks the caster, but it does not provide any protection to the caster. Initial level 1
Fire Wall: Area Defensive/Offensive Fire Magic that rises a blazing flame on the ground to cut off enemy paths of advance or retreat. Initial Level 2
Flame Shuttle: An ultra-high compression of fire elemental energy body. Unlike Fireball, the Flame Shuttle has extremely strong penetrating power, and the amount of penetration is related to the strength of the caster's mental power. Initial Level 2.
Illumination: The caster condenses a small amount of fire elemental into a single point, causing them to emit a trace amount of light and heat. Initial level 1
Flame Blast: The caster performs a high-intensity compression of the condensed fire elemental and casts it on the target. The blast of fire formed by the high pressure deals both elemental and physical damage to the target. Initial Level 2
Rocket Acceleration: The caster uses the fire element to instantly heat and expand the air behind him to produce a powerful thrust that ejects itself from the arc at an extremely fast speed. Disadvantages: It is only a momentary propulsion, which cannot be continuously boosted and can only accelerate in a straight line. Initial Level 2
Scorching Attachment: The caster attaches a high concentration and unstable amount of fire to the target. The unstable fire elemental can unleash its furious power at any time, and the caster can control the explosion of these fire elementals with their minds from a distance, but before that can be done by attaching the fire elemental at close range. Initial level 1
Energy Attachment: An upgraded version of Scorching Attachment that converts fire elements into energy that can be teleported remotely to attach to targets from a distance. Initial Level 3
Delayed Flame: Suppresses and hides fire-based spells through a certain amount of time for the caster, delaying their effectiveness after hitting the target for a surprising effect. The use of this spell must be performed at the same time as the spell being released, so the mage needs to master the double spell technique. There is no initial level, but the caster's telekinesis strength must be at least at the Wizard level.
Summoning: Flame Golem: The caster's telekinesis is connected to the fire elements in nature, and the gathered fire elements form a scorching flame golem, giving them a certain autonomy. Control and maneuver them to go into battle. Initial Level 3
Infant Flame: The caster gathers a large amount of fire elements around the caster and collapses inwards to form a thick shell of flames, which will be incinerated by any unit that comes close. When necessary, the caster can unleash a scorching, high-pressure blast of fire around him to attack enemies. Initial Level 3
Holy Light Flame: (Light Mind) Gathers the fire elemental with pure Light Mind and unleashes a powerful flame spray on the target. Divine energy strikes the target to cleanse the world of all evil. Initial Level 2
Gas system:
Cracked Blade Vacuum: The caster instantly evacuates the air element/air in an area, creating a local vacuum. Use atmospheric pressure to tear through the target. Initial Level 3
Hurricane Winding: Air-controlled magic. A strong hurricane can isolate the target from the outside world so that elements and objects from the outside world cannot affect the target, and the target cannot use elemental magic to affect the outside world or penetrate any object through the hurricane barrier. However, this is not absolute, as long as the energy of the external effect is greater than the magical energy released by the caster, it can defeat the Hurricane Coil and directly affect the target. Initial Level 2
Levitation: Low-level qi magic. The caster manipulates a small amount of gas to converge around the target, and uses the gas element to support the target to reduce weight or levitate. This is not practical for most people, as low-level mages don't have much mental power to support such a spell for long periods of time, but it can be very useful for some lazy mages or magisters. Initial level 1
Imprisoned Void: The caster uses powerful telekinesis to create a dense mass of compressed gas in the air to trap the target, immobilizing them. Initial level 1
Wind Blade: A large amount of gas elements are compressed at high density to form a high-speed moving blade. It will cut off everything that stands in its way, and the caster can use telekinesis to control its flight path. Initial level 1
Atmospheric Aegis: The caster manipulates the Qi element to converge around the target for high-speed operation, forming a transparent protective film. Initial level 1
Wind Speed: The caster wraps the high-speed Qi element around the target, making it incredibly agile and swift. Initial Level 2
Gombhala Horn: Compresses and accelerates large amounts of Qi to make them frenzied, and once released, it emits a loud explosion in the air and forms a powerful shockwave that shocks enemies, causing them to fall into a state of stupor, and the shockwave also deals some internal damage. Because the magic makes a loud sound when cast, like a blowing horn, it was named Gombhala Horn. Initial Level 3
Invisibility: The caster gathers the qi elements from nature into the body, flooding himself and making the body transparent. Stealth is not absolute stealth, under the illumination of strong light, it will still produce faint shadows and even fail, the higher the level, the better the effect of stealth. Initial Level 2
Flight: The caster condenses air elements into wings and controls the flow of the atmosphere so that they or others can fly through the air at high speeds. Initial level four
Winds of Discovery: The caster's telekinesis resonates with the qi elements in nature, controlling them to explore their surroundings and receive their feedback. Because the qi element is ubiquitous in nature, the possibility of [Exploring the Wind of Knowledge] being discovered by others is low, and it is a relatively hidden detection spell. Initial Level 2
Summoning: Storm Golem: The caster's telekinesis connects with the ubiquitous air element, controls the gas element in nature to form a transparent air element puppet, and gives it a simple autonomous consciousness, controls and manipulates it to go to battle. Initial Level 3
Storm Tornado: The caster controls the flow of the atmosphere, forcibly using the hot and cold manifolds into convections instantly, forming a huge tornado between heaven and earth in a very short period of time to kill and injure enemies. Initial level four
Wind Blowing: The caster manipulates the air element to move at high speed, and the high-speed air flow forms a strong storm in a certain area. Initial level 1
Amplification: The caster manipulates the atmosphere to vibrate regularly to resonate with their own voice, which can make it louder and travel farther. Initial level 1
Wind Bond: The caster gathers a large amount of Qi on the target to form a strong and elastic chain, limiting its ability and range of movement, and connecting the target to the caster. Initial Level 3
Dance of Ten Thousand Butterflies: Use the Qi element to create countless butterflies to chase and surround the target. Each butterfly is a small gas element bomb, and when exploded, it will shoot countless small pieces of [Wind Blade] to tear the target, and the lethality is extremely powerful in the close-fitting state. Initial level four