019 - Magic 7
Elementalism
The magic presented here in this section is referred to as Elementalism. These single-affinity or monotype magics operate just a little differently from other schools of magic, in that any witches other than Sorceress|sorceresses are incapable of learning more than one elementalist magic that they do not have the affinity for.
Each magic will show an OR clause. You can qualify for Affinity discounts if you possess both component affinities, including taking it without the primary monotype affinity.
If you have more than one elementalist magic, you can combine effects to create combination magic. Such as Firecalling and Earthmoving for lava effects, Windkeeping and Waterworking for storm effects. This is beyond the scope of what the CYOA can detail and up to reasonable interpretation with wiggle room for creative liberties. You can also perform Harmony magic, combining elements of cooperating witches, twice as potent as normal.
Hazards and Calamities
Witches with an elemental magic at rank 3 are often called Hazards, and Rank 5 can be labeled as Calamities. This designation can influence the weight of consequences placed on you for reckless behavior, people don't trust living weapons with a track record of being careless when many lives can be at stake if you prove unstable, or outright malevolent. Witches with Curses also recieve this designation, as well as others on a case by case basis, such as some grenadier alchemists.
Restrictions
Elementalist magics cannot be taken for the Restriction complication unless you have the affinity for it.
Firecalling
Sorceress | Fire OR Metal + Wind
Elemental magic of Fire. Every rank in Firecalling reduces harm from Heat sources by 50% until you're immune to natural sources of heat at rank 3, where you could lay on lava if you wished, but resistane to magical sources of heat continues to be reduced by half per rank. If you have the Pyre weakness, you do not benefit from this resistance except in respect to hot sunny days, hot sands, or other non-fire heat sources.
Rank 1
To start, you gain the ability to control candle size flames, including adding or subtracting candle size mass from a fire, within 30m of yourself. You can produce balls of compact flame in your hands that you can lob by hand within throwing range. They burst on impact with very little kinetic force but the flames spread like a molotov, around a 1 meter splash. Has negligable mana drain.
Rank 2
Control grows to the size of a torch within a 100m radius of yourself, which includes the balls of flame you can summon, which you can now telekinetically manipulate to do things such as put them in orbit around you, hover nearby like a handless torch, or just as self-propelled firebolts. They now have kinetic force equivalent to a solid human punch and the spread of flame grows to cover a 3 meter area. You also gain the ability to hold your hand out and cast a very wide 160 degree 5 meter cone of flame hot enough to cause 2nd degree burns in 2 seconds of exposure, 3rd in 4.
Rank 3
Control encompasses the size of a beach ball at a distance of 1,000ft/300m Your firebolts can now have a 5 meter splash with force equivalent to a horse's kick. The burning hands cone grows to 10 meters, and you can now conjure a short lived ball of flame the size of a beach ball that actively ignites flammable materials within 5 meters of it while leaving a 1 meter wide trail of flame 3 meters tall wherever you make it travel via your control, that's as hot as the burning hands while obscuring vision. You can use jets of flame to boost jumps by up to an additional 5 meters or doubling the force of a melee impact.
Rank 4
Control is now the size of an elephant or large truck at a distance of 1 mile. Your firebolts burst with the force of a 40mph car crash spreading flame within 10 meters. Burning hands cone grows to 30 meters. It and your wall of fire are twice as hot. The wall is 2 meters wide and 6 meters tall. Your boosting jets add up to 15 meters of jump or sustain a glide, and can tripple the force of a melee impact. You can now concentrate flame into a pinpoint of heat in front of your hands, fingers, or eyes, to project a thin searing ray of fire that can melt a hole through steel at a rate of an inch per second with mana drain comparable to the stamina loss of jumping jacks.
Rank 5
Generate fire out of nothing (No air?). Control fire in an area equal to a public pool at once at a distance of 10 miles, meaning you could very quickly bathe whole city blocks or forests in an inferno, or rapidly suppress the blaze of a building on fire. Firebolts are now full fledged fireballs with the force of a 60mph car crash with 20 meters of flame. You can set preset flight paths for them to take that they will continue to carry out until they are stopped by something or you dismiss it. Burning hands has a 50 meter cone. Wall of fire is up to 4 meters wide and 12 meters tall. Both are 3 times as hot as rank 4. Boost jets can now provide flight 120mph or flight (or boost flight by 120mph) or quadrupal the force of a melee impact.
You now learn to create self-sustaining feedback loops of flame as spheres that grow in power with time and distrance, swelling from the size of a pinpoint bead of fire, to swirling miniature suns up to around 300m in diameter, doubling its current size per 10 meters traveled or 1 second of flight, whichever is slower. They burst with a shockwave that can level brick walls, in an area of 3x the size of the ball, with flames hot enough to melt steel beams in 6 seconds, though the fireball of the explosion only lasts 2 while igniting things in the area. Twice as hot and forceful within the area directly hit. The primary use case of course, is to cast these beads to the sky, and let them rain down on an area for bombardment. High mana drain. Low mana capacity could launch 2 before bottoming out. Med-5, High could launch 12. (But the Low likely has high charge rate to sustain a light bombardment for longer over time). Yes this was a long round about explanation of how to cast a classic Meteor Strike/Swarm, though that's a bit of a misnomer as meteors are rocks. Performing this on Earth is almost guranteed to be a masquerade violation. Curses 5 can at least pass as natural disasters.