Wednesday, November 21, 2018

Why can’t the physical elements have mental and spiritual counterparts?

The title of this post comes from "Limyaael's Rant #323: Elemental Magic". This is a very good question to ask. All too often elemental magic systems feel the need to introduce a fifth element for "spirit" or something along those lines. A number of writers for tabletop games have wondered this question and provided their own answers to it.

The Nephilim roleplaying game published by Chaosium, as well as the derivative sourcebook Enlightened Magic, posits a system of several elements including air, earth, fire, moon, sun, and water. These are explained as possessing both physical and spiritual aspects within both the environment and living things, to the degree that each directly corresponds to a gaming attribute: air to intelligence, earth to constitution, fire to strength, moon to charisma, sun to wisdom, and water to dexterity. Elemental magic uses any element to create effects on the environment and living things; the alchemy rules from the latter book specifically divide into three circles of physical, mental and spiritual effects that rely on any of the elements.

S. John Ross wrote "Elemental Magic for GURPS" which posited five elements of earth, water, air, fire and aether, each of which were divided into living and non-living aspects. As in the historical theory of the four humors, this system posits that living things are composed of a mixture of all the elements. Each of the elements manifests differently in living things: earth as flesh, water as soul, air as intellect, and fire as passion. Aether corresponds to the space and time in which living things exist, making it simultaneously physical and non-physical. This is both clever and simple, so I am surprised "space-time" is not used as an element by more writers.

The "Five Cities World" by Garblag Games uses an... interesting elemental magic system. I cannot make heads or tails of it.

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