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Elemental Powers / Literature

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Examples of Elemental Powers in literature.


Examples:

  • Air Awakens: The magic system is based on elemental Affinities, so there are Firebearers, Waterwalkers, Groundbreakers and Windwalkers, each having power over one element.
  • Alterien: Alteriens can absorb, convert, and expel energy to astounding degrees. It is their primary ability.
  • Angels & Demons features an assassin who kills four cardinals using the elements as a theme, and burns the name of that element into their flesh before he kills them.
    • One cardinal he buries while stuffing dirt into his mouth (earth).
    • Another he pokes holes into his lungs (air).
    • Another he traps inside a burning building (fire).
    • The final one he drowns in a fountain (water).
  • In Anthologies of Ullord elemental magic is a norm of destructive, combat-oriented mages.
    • The elemental motif is long-winded a complicated including divine magic being sound.
    • There are a lot of hot-headed fire mages including Samaya and Eneco.
    • There is a trend of chipper, happy characters who use water magic like Tirtha and Mykolas.
    • Impulsive characters like Ariana and Lucas who resort to using lightning magic.
    • Intellectual characters like Riki and Rurik use chthonic (dark) magic while Izar who is also an intellectual uses aether (light)magic.
    • The above list also only includes conjuring magic as an attack and not the umpteen ways to use magic and different sorts of magical weapons.
  • Astral Dawn: The high spirits can manipulate energy at an otherworldly level. On the astral plane, they can even transform it into thought-based material. On the mortal plane, their ability for energy manipulation is not as great, but still high.
  • Balefire: Clio and Petra have fire as "their" element. They assume that Clio's twin Thais does too, until a series of disastrous magical events show that her element is water.
  • The Beginning After the End:
    • The magic system in the world that Grey/Arthur reincarnates into revolves around the manipulation of the four classical elements, namely Water, Earth, Fire, and Wind. Mages in the setting have an affinity to a given element or two. While one might be able to learn spells outside of their own elemental affinity, they would not be able to do so as well as when it comes to their naturally predisposed element. As such, they normally tend to specialize in whatever element they have an affinity towards. Each of the four elements has their own "deviant" form. Respectively, these are Ice, Gravity, Lightning, and Sound. Elemental deviants are mages that have surpassed the the level of manipulating their basic elements. The only reason why Arthur is able to manipulate all four elements (and the deviant forms of two of these) is due to taking advantage of being reincarnated to prematurely awaken his mana core at the age of three, when most people only awaken their core a few years later.
    • One's race is important in determining which elements they are capable of manipulating. Humans Are Average in that they are able to manipulate the four main elements and their deviant forms. The other two races are less flexible but they have their own unique deviant forms that humans cannot use. Elves can only manipulate Wind, Sound, Earth, and Water, but they have the unique deviant form of Plant derived from both Earth and Water. Dwarves are only able to manipulate Fire, Earth, and Gravity, but they also possess two unique deviant forms; Metal, which is also derived from Earth, and Magma, which is derived from both Fire and Earth.
    • Each of the six Lances is an elemental deviant in their own right, and their unique powers are what their Nom de Guerres are derived from. Alea specializes in Plant magic (which is more apparent in the Webcomic version given her Adaptational Early Appearance before her death), Varay specializes in Ice magic, Olfred specializes in Magma magic, Aya has a unique form of Shadow magic that allows her to cast illusions, Mica specializes in Gravity magic (which allows her to wield massive hammers more than thrice her size), and Bairon specializes in Lightning Magic. And of course, Arthur joins them at the start of the War Arc to replace the deceased Alea.
    • Despite this system, there are a few instances of non-elemental deviants who have their own distinct classification if not outright defying the system. Arthur's mother Alice is an emitter due to her ability to heal (which is theorized to be a form of "Light" magic). Meanwhile, diviners such as Rinia are able to see into both the past and future, though their powers are Cast from Lifespan.
    • There is also an Element No. 5, Aether, which is capable of manipulating time, space and life itself. Aether is the negative space to mana's positive space. Normally (or at least according to the dragons who have an imperfect understanding of it), only Asuras have the capacity to wield it as lessers do not have the power to do so without tearing themselves apart. Arthur is only able to use manipulate it due to his ability to manipulate the four elements and in turn the Beast Will he inherited from Sylvia is what allows his body to take the strain from it. Arthur ends up developing an Aether core to replace his Mana core after he damaged it beyond recovery during the climactic battle at the end of the War Arc. The fact that Arthur is a descendant of the Djinn, the ancient race of lessers whose knowledge of Aether not only exceeded that of the dragons, but also led to their demise as the dragons committed genocide upon them out of petty jealousy, is another factor in his affinity towards Aether.
    • In Arthur's past life as King Grey, his world had a similar elemental system albeit revolving around Ki Manipulation rather than Mana.
  • The Chaos Knight: Magic and religion are based around four elemental goddesses. They follow the typical air-earth-fire-water pattern, and the distinction between them is supposed to be strong and absolute. The protagonist's ability to ignore this is a plot point.
  • Chronicles of the Emerged World has the Eight Lands each representing an element, and in each land there's a hidden sanctuary keeping the sacred Stones needed for the Talisman of Powers. The elements and lands are Water (teal), Sea (blue), Sun/Light (yellow), Days/Time (grey), Night/Darkness (black), Fire (red), Stone (brown) and Wind (white).
  • The Chronicles of Thomas Covenant: Stone and Wood related powers are the best established due to being the ones favored by the good guys, but other possible "elements" appear to include Fire, Ice, Acid, Lightning, Water, Wind/Sound, Gold, Blood, and Time. There exists also non-elemental magic of pure force, as well as Wild Magic based on White Gold.
  • Circle of Magic: Tamora Pierce used this with a twist: Briar was a plant mage (earth), Daja was a smith-mage (fire), but rather than distributing the final two elements amongst the other members of the circle, she gave Tris, a weather-mage, both air and water, and Sandry was a thread mage, which is definitely not a traditional element. Moreover, once Sandry spins their magics together, they all have elements of each other's power, and so expand their fields of influence significantly.
  • Codex Alera features a fantasy world inhabited by "furies", which are elemental spirits that inhabit most everything. Most people in this world can "craft" at least one fury; talented furycrafters can control two or more or differing elements. Anyone can exert a minimal level of control over most elements, especially if items have been pre-crafted for a specific effect. For instance, a Furylamp is a lamp with a captive fire fury to produce light. Anyone can turn them on or off, even if they have no actual skill at firecrafting. Similarly, anyone can draw on the earth furies in the major roads to let them run at high speed with minimal fatigue — infantry can march up to fifty miles a day with a causeway, whereas without one, a day's march is only six to eight miles. Furycrafting has two aspects. Internal (drawing on an element to improve your abilities) and external (manifesting an actual elemental, or physical effect).
    • Earth is specifically about dirt and stone, but not metal. Mentally, Earth is associated with love, lust and contentment. Internal earthcrafting gives great strength and endurance. A talented earthcrafter can literally lift tons of weight. Externally, you can move and reshape dirt and stone. This can be used to create walls (or holes in them), carve ditches, or draw salt up from the earth. Manifested earth furies tend to be large strong quadrupeds, like giant dogs, bulls or just golems.
    • Metal is unusual in that it doesn't normally manifest externally. Metalcrafters are good at manipulating metal, and tend to work as smiths. A metalcrafter can draw on the "stillness" of metal to control their emotions (becoming dispassionate and flat), as well as to ignore pain, even from crippling wounds. The control of metal makes them master fencers. Not only can they harden the metal of their own swords (letting them cut through stone or even un-fury-hardened steel), but they can both more precisely control their blades, but can sense the nearby presence of metal, letting them know exactly where their opponent's swing is headed so they can block. Master metalcrafters have been shown to have the ability to turn their skin into metal armor, though this is incredibly painful.
    • Water is the element of healing and empathy. Watercrafters have a constant level of empathy going on, and with more direct application, can detect lies from almost anyone. They can physically manipulate water to flow uphill or over a riverbank. When an injured person or animal is immersed in water, they can examine the injury from an internal perspective, and heal any number of wounds.
    • Fire doesn't have many internal manifestations. The only one really seen is in regulating body temperature, typically keeping warm in winter. Externally, it's most commonly used to shoot fireballs at the enemy, set fires, or to craft heat-related items. Chilling and freezing things is also an application of firecraft. Emotionally, firecraft can be used to generate anger, raise passions, or cause fear and panic.
    • Air is associated with intellect. It is said that air furies are fickle with short attention spans, and thus only those with great concentration can master them. Internally, air can be drawn upon for incredible speed and reactions. Externally, the most common application is flight. Proper manipulation of air can also be used to create a magnifying glass for far-seeing, or with enough strength, a veil to conceal from sight. One rarely used application is simply to draw the air out of an opponent's lungs, asphyxiating them.
    • Wood is associated with almost all vegetable matter, including leaves, grass, hay, ferns and the like. Woodcrafters are great scouts and trackers, and phenomenal archers. Being able to directly manipulate the wood of their arrows grants them extreme levels of accuracy. They can draw vegetable matter over themselves in veil, using it to manipulate shadows into concealing themselves. With enough strength, they can animate trees into entangling foes.
  • Coiling Dragon: People and magical beasts train in the Laws of Earth, Wind, Water, Fire, Lightning, Light, and Dark; the Edicts of Life, Death, and Fate; and the Way of Destruction. Gaining insights into these types of magic allows one to create offensive and defensive abilities. In order to become a Saint and, later, a deity, one must increase their mastery of this magic.
  • A Court of Thorns and Roses: Feyre can control wind, fire, ice, and darkness after her resurrection as a Fae.
  • The Crush has the "chosen", who can manipulate either air, earth, fire, metal, or water. The United Nations has an entire division devoted to making use of them.
  • Cthulhu Mythos: August Derleth tried to retroactively impose an elemental theme on the Mythos, matching up Cthulhu with Water and Shub-Niggurath with Earth, etc. It never worked too well. Just to point out the most obvious flaw: Water was, in Lovecraft's Call of Cthulhu, one of Cthulhu's only weaknesses, as being submerged kept him in hibernation and hindered his ability to inspire fear in the minds of mankind.
  • Cursed World has Mancies, which are inherant supernatural abilities to manipulate the elements or thematic abilities tied to them. The first book, Initial Sparks, introduces Pyromancers, Ferromancers, Shadowmancers, and Sanquinmancers. Magic, learned supernatural abilities, can also maniulate the elements and there's a wizard with wind magic.
  • The Cycle of Fire has particularly powerful elemental magic. The Stormwarden, who uses only air and water, can create a storm fierce enough to melt rock through sheer friction. The Firelord, who uses only earth and fire, kills the Big Bad with a explosion hotter than the heart of a star.
  • Deryni identifies the four Christian Archangels with the Four Elements, an association already given in occult traditions: Michael is linked to fire, Raphael to air, Gabriel to water and Uriel to earth.
  • The Dresden Files:
    • Harry Dresden generally conjures wind when he wants to move something or pull his punches and fire when he really wants something destroyed quickly. He also rarely calls on earth magic (in such aspects as magnetism and moving gravity for a moment) but considers that element "difficult, powerful, and dangerous" to deal with. Later on he becomes more adept at using force magic. Beginning with Changes, he adds added ice to his repertoire due to becoming the Winter Knight.
    • Morgan used earth magic in combat, although it was rarely seen directly in the novels. It's mentioned once or twice that Harry knows he wouldn't stand a chance against Morgan in straight-up combat, although this is probably mostly just due to Morgan's skill and experience rather than their elements.
    • Harry's friend Carlos Ramirez balances Harry in that he possesses an elemental power that Harry doesn't have (water) and a power that may or may not be an element in the Dresdenverse — entropy. When the two wizards are working together, they seriously kick ass. Entropy is described a part of water magic, essentially enhancing water's natural dissolving properties by an order of magnitude.
    • Interestingly, the faeries refer to human technology as "ferromancy", although as one would expect there is no actual magic involved.
  • Elemental Series (Kemmerer): Elemental Powers are the main premise of the series. The Merrick brothers each have one, and Becca and Hunter are Guides, which means they have some control over all four.
  • Elemental Assassin has a slightly abnormal elemental system. Instead of Earth/Air/Water/Fire, it uses Stone/Air/Ice/Fire. The protagonist, Gin, is a dual element user — Stone/Ice.
  • Elemental Blessings features the Kingdom of Welce, where every citizen is personally aligned with one of the five elements;elay or air, coru or water, hunti or wood, sweela or fire, and torz or earth. The Five Primes, heads of the most powerful families in the country, are more traditional examples, having direct control over their personal element.
  • Elementals of The Empirium Trilogy are humans who have power of one of seven available elements: air, fire, earth, water, shadow, light, and metal.
  • Fighting Fantasy features the Seven Serpents, seven giant winged snakes with specific powers over different elements — Earth, Fire, Air, Water, Sun, Moon, and Time. They are the main antagonists in the third book of Steve Jackson's Sorcery! series, and the player must defeat them so news of their mission won't get back to the series' Big Bad. Fortunately, the Serpents' elemental powers also give them each specific weaknesses, which skilled adventurers can exploit.
  • Forest Kingdom: In Book 2 (Blood and Honor), all members of Redheart's royal family have command over one of the four classical elements — Lewis has earth, Viktor has fire, and Dominic has water, while their sister Gabrielle has air. Roderik Crichton, being a cousin of the late King Malcom, is revealed early on to also have air.
  • Forging Divinity: Sorcerers make use of Dominions, which relate to specific concepts. Some of these are simple elements like Flame and Metal. Others are more esoteric, like Sight or Knowledge.
  • Harry Potter has fewer elemental spells than most other settings. The only two featured are conjuring of fire and water (also light if you count several charms like Lumos and the Patronum).
    • Word of God says that each Hogwarts house is symbolically associated with an element.
      • Fire: Gryffindor (their colors are red and gold, and many of them are passionate and hot-headed)
      • Water: Slytherin (their colors are green and silver, their dormrooms are technically under the lake, and they're slippery and adaptable)
      • Air: Ravenclaw (one of their colors is blue, they live in a tower and are quick-witted and independent)
      • Earth: Hufflepuff (their colors are yellow and black, which are "earth tones," their dormrooms are in a basement, and they're loyal and straightforward, or "down to earth")
  • In The House of Night, Zoey's Goddess-given gift is to have all of the elemental powers, her friends have one power apiece.
  • In The Jeremiah School, Peter Stone is gifted with the ability to manipulate earth, fire, air, and water, which he uses against the three magic-wielding students of Luciferian Academy.
  • The Locksmith uses the four classic elements for its magic guilds.
  • Magical Annals: Elemental magic is one of the various types of magic in the books. The strengths, weaknesses and some personality resemblances to the elements is apparent throughout. The ensemble is traditional and then some.
    • The elements include fire, water, earth, wind, light, dark, metal, ice, wood, lightning.
    • Windfire is talented with fire and light especially.
      • She is warm, passionate and rebellious.
      • Windfire also suffers a horrific weakness to water. To an extreme degree since she almost drowns multiple times in her life.
  • Malediction Trilogy: Witches can use the elements (earth, air, water and fire) to power their spells. The element used depends on the spell, sometimes all of them are used for more complicated spells.
  • Of Fire and Stars: Magic is divided into different Affinities, which includes those for air, earth, fire and water magic. It also adds less common elements of shadow and spirit.
  • Pale: Elementalism is a subset of wider spiritual practices. The four classical elements are present, but there is often a fifth element in major rituals (though what it actually is varies; iron or wood are the most common but Lucy Ellingson favors smoke). Elemental practices can produce powerful physical effects for little cost, which is rare for magical practitioners who tend to favor subtler or less overtly obvious magic to help maintain The Masquerade.
  • Percy Jackson and the Olympians:
    • Various demigods can use the elements as based on their parentage. Percy, the son of Poseidon, controls water and earth, to an extent; Thalia and Jason, children of Zeus/ Jupiter control lightning (and Jason, air, as Thalia, despite being his sister, is afraid of heights); Leo, son of Hephaestus, controls fire; Nico and Hazel, children of Hades and Pluto control earth and death, and children of Demeter control plants. This doesn't even go into the all powerful gods and titans roaming around....
    • The Kane Chronicles: Some characters like Zia Rashid control fire with Egyptian magic. Here, however, the fifth element is said to be cheese... but as this is Rick Riordan it's possible that that's a joke.
  • The Powder Mage Trilogy manages to both subvert it and play it straight, true to its setting, featuring both mages and a lot of gunpowder:
    Uskan: Each of a Privileged's fingers is attached to one of the elements: Fire, Earth, Water, Air, and Aether.
    Adamat: But fire isn't an an element. It's the result of combustion.
  • Princess Holy Aura: Each of the Apocalypse Maidens represents one element: Air (Tempest Corona), Earth (Temblor Brilliance), Fire (Radiance Blaze), Spirit (Princess Holy Aura), and Water (Tsunami Reflection).
  • The Quest of the Unaligned: All mages are aligned to one of the four elements of the Balance. The only exceptions are the members of the unaligned royal house. And orahs and hosheks. But those don't really exist.
  • Raveleijn, a children's book by the Dutch author Paul van Loon (which was also adapted into a tv-miniseries), resolves around five siblings who find a magic gate that transports them all back to medieval times, and turns them into adult knights with the powers of fire, water, metal, wood and earth.
  • The Riftwar Cycle: Used by Pug/Milamber to destroy a gladiator stadium in Magician: Master. Note to any conquerors: if you take slaves from a nation you are at war with, then subsequently help one of them unlock his ultimate magical power and then integrate into your society, don't take him to the gladiator arena where you make his countrymen fight to the death. It won't end well.
  • The Rise of Kyoshi, being an Avatar novel, has multiple people able to bend all 4 classical elements.
  • The Runelords: Air and fire are usually treated as the "bad" elements, since they're chaotic and inspire chaos and madness in their wielders (and fire inspires its wielders to be destructive, because they can draw strength from other fires), while earth and water are the "good" elements, since both are considered stable and even nurturing. The hero of the first part of the series was the powerful Earth King, fighting to avert The End of the World as We Know It at the hands of Fire and Air worshipers. The second series is much less black-and-white. The Earth King's son is a fire mage; the son's challenges lie as much in controlling his rampant power as in fighting evil. We find out that Fire has powers that can be used for good, including doing one thing that nobody has ever been known to do with Earth powers: kill a Locus.
  • Salamander: Magic is divided along elemental axes. It's noted, however, that one can also divide magic along functional (weaving, shaping, refining, tempering) or humorous (hot, cold, wet, dry) axes.
  • Septimus Heap: While this is not necessary, some Magyk can work like Elemental Powers. For example, Safety Curtains and the Revive spells used by Marcia Overstrand in Magyk and Darke are Air-related powers and require breath control.
  • Seven Elements Of Creation: Elements are central to the plot. Each of the seven elements chooses one of the seven heroes to be its agents in order to fight those who would destroy all of Creation. The young space pilot Danila Timokhin becomes the agent of Life; Père, a wisp-like creature that befriended Danila as a boy, is chosen by Air; Yulia Strizh, a female gunner, is favored by Water; an interdimentional Intermediary named Seraphima Kaliada is selected by Cosmos (or Void); twins Greg and Gor (usually simply called Greg-Gor, as they have one consciousness) become agents of Fire; his/their brother Olivul Ber-Ross, the White Knight, is chosen by Earth; his cousin Donai Dierbrook (Yulia's brother), initially the heroes' antagonist, changes his title from the Black Knight to the Red Knight and takes up the cause of Death (Death is not inherently evil; it is merely a necessary counterpart to Life). These seven fly around in an interdimensional ship, the Winged Wolf.
  • Seven Kennings: People can enter a trial's site and potentially be blessed with a kenning (power) related to the element. However, there's nothing that can be done to favor being blessed as it's random and deadly e.g. the trial of fire consist into jumping into a certain volcano. The blessed come out unharmed but the others die quickly.
    Whichever power is received, they also become immune to harm from their element.
    • Fire will never be burned.
    • Water will never drowned.
    • Earth will never be crushed or harmed by rocks.
    • Wind will never be harmed by the air, including never being too hot or cold.
    • Plant will never be harmed by plants (however, a plant they use, a very voracious carnivorous flower, will try to bite them if they get too close before "releasing they're off limits").
    • Animals will never be harmed by animals (including insects' bites) which they can extend to their fellow travelers (which is helpful as the region is very dangerous because of animals, even at night).
  • Shadow Ops features Latents with powers that include Hydromancy, Terramancy, Pyromancy and Aeromancy.
  • The Silerian Trilogy: The Guardians have the ability to control fire, and the water lords... Well, the name kind of says it all.
  • Skulduggery Pleasant: Elemental magic is based around manipulating the four elements, with air being used to push things, cushion landings and (at a more advanced stage) to fly, fire just conjures fire, etc. Water and earth are apparently harder to learn, and less useful in most situations. Adepts use Non-Elemental magic instead, which is never described in much detail. There are also various other miscellaneous fields of magic used by select groups, like Necromancy.
  • The Sovereign Stone: Magic is divided into elemental disciplines, each of which is associated with (and can usually only be used by) a particular race — humans have Earth, elves have Air, dwarves have Fire, and orks have Water. There is also Void magic, which anyone can learn to use, but is forbidden in most of the world; eventually it's revealed that Void is associated with a fifth race, the taan.
  • Stories of Nypre: All magic is based off of the four elements: Wind, Water, Fire, and Earth. There are also what are called sub elements for things such as lightning and ice.
  • The Stormlight Archive: Soulcasting is a form of magic that allows turning one substance into another (vaguely resembling Alchemy from Fullmetal Alchemist), and is based around ten elements: Zephyr , Vapor , Spark , Lucentia , Pulp , Blood , Tallow , Foil , Talus  and Sinew .
  • Sunshine: The titular protagonist is a magic-user whose abilities are connected to sunlight. This is described as an unusual elemental affinity that falls somewhere between air and fire. It is explained that in this book's universe, being a magic-user associated with a certain element gives you resistance to anything that element opposes or neutralizes. For example, a magic-user affiliated with Water would make a good firefighter, and a mage associated with Sun would make a good vampire hunter.
  • A Swiftly Tilting Planet: Played With. There is an invocation called the Rune of Saint Patrick that calls on a surprising number of classic elemental powers, but generally only one or two powers actually get used at a time, e.g. lightning burning a church down and ending a Witch Hunt.
  • The Tales of Alvin Maker: There are torches (fire), doodlebugs (earth), Making and Unmaking, as well as the Indians' Song of the Green. There are also references to earth-fire-air-water... unusually, water is the one considered to be inherently destructive.
  • Tales of the Branion Realm: The four elements (Flame, Wind, Sea and Oaks) are actually divine, with one of them controlled by a human avatar. This probably shouldn't have been able to happen, and the possibility of destroying the world is dangerous enough that anyone else who tries it is treated as a heretic.
  • The Twilight Saga: In Breaking Dawn, the vampire Benjamin can manipulate earth, air, fire and water — his ability is unique in that it involves physical manipulation, while all other vampire talents affect the mind.
  • Vampire Academy: All of the Moroi specialize in one of the four elements. Well, all except for those who specialize in Spirit, which people used to think was not specializing at all.
  • The Wheel of Time: The Five Powers are Earth, Air, Water, Fire, and Spirit. Male channelers are more skilled with Earth and Fire, and women with Water and Air.
  • The Witchlands: The six Origin Wells are dedicated to Air, Water, Earth, Fire, Aether and Void, and witches drawing on them have appropriate powers.
  • The Witch Watch: Wizards can invoke the "primal forces of nature". Normally fire, but wind and rain have been known to occur too and there are rumours of wizards commanding even lightning.
  • Wrong Time for Dragons has four elemental clans whose power is strongly affected by the time of day. The central point of the novel is that the protagonist must absorb the elemental power of each of the elemental clans in order to become the Dragonslayer before the next Dragon invasion. Other magical clans exist as well, of the animal variety, but they are small and weak compared to the elementals. However, the Cat Clan plays a major role in the novel.

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