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Practical application of Higher Elemental Magic

Levitation: creating air vortices

Turning objects into stone

"Time Spring"

Summon Elementals

Levitation

To levitate, you need to focus on your desire to take to the air. In this case, physical parameters (height, weight,
etc.) do not matter, the most important thing is the ability to imagine yourself as a piece of Air, to dissolve in
this Element.

So, you need to close your eyes, imagine yourself as a light, weightless feather, subject to the wind… If
everything is done correctly, with the necessary amount of concentration and attention, after a while there is
an extraordinary lightness in the whole body, the ability to obey the will of the wind arises.

It is not necessary to prevent this desire, on the contrary, you should completely surrender to the Elements of
Air.

The first time, it may not be possible to get off the ground at all, or it will only be possible to get off by a few
millimeters and for a very short time. However, with practice, a fairly long flight over the earth's surface will be
possible.

Levitation is dangerous because it requires quite large energy costs. In this regard, it is rarely used, and only a
few magicians decide to travel considerable distances in this way, and most often it is Air magicians.

Levitation also implies increased injuries, especially if it is performed by an inexperienced student. During
levitation, sudden movements, gestures, and even shouting are prohibited. A strong cry can carry the hapless
magician far back, and gestures make the flight look like a dance of savages.

Control during the flight is carried out using smooth movements of the hands and feet. Usually, the movement
of the hand "sends" the body of the magician in the opposite direction. So, a swing to the left sends the
magician to the right, and a careful push with your feet against an invisible air cushion allows you to increase
the height.

It is important not to forget during the flight that the state of levitation must be controlled, that is, do not forget
that in the air you are kept not by ropes, but by your own magic. Also, do not fly too high or swing your arms in
the air, imitating a windmill.
Creating air vortices

The practice of creating vortices begins with small disturbances in the Air and creating a weak breeze. To do
this, you need to mentally imagine two layers of Air and try to move them relative to each other. Such a spell
will require much more effort than it might initially seem.

When the movement of air layers gives the result in the form of a small weak breeze, you need to try to "catch"
this breeze in your hands and, gradually twisting it in a spiral, release it into the wild.

Initially, the vortex will come out weak (if at all), but strong Air mages can create powerful tornadoes and
hurricanes with just an effort of thought.

Turning objects into stone

Before this type of transformation, you need to take into account that the transformation of people, intelligent
beings and any animals generally refers to dark magic and is fraught with Azkaban.

Recently, we have a lot of new statues in the castle due to the natural abilities of the Gorgon Medusa.

You should start with the transformation of inanimate objects. Moreover, the object must be absolutely lifeless:
you can not take plants or, for example, a chair that was once a student. That is, it is best to take a chair, but just
make sure that it has always been a chair.

Further, it should be noted that different materials can be turned into stone in different ways. It is best to
transform solid natural materials, such as wood (only, again, not alive and not recently cut down) or pure metal.
Muggle synthetic materials (plastics, metal alloys, glass, porcelain, etc.) are much less amenable to
transformation and require more energy.

Also, the amount of UME spent is directly proportional to the size of the item, so initially it is recommended to
take a small wooden chip.

So, the conversion item is selected. Now we need to decide what kind of stone to turn it into. The most difficult
part is precious stones: rubies, emeralds, sapphires, diamonds… And in general, any transparent and
translucent stone is very difficult to get. The simplest is ordinary pebbles. That's where you should start.

To begin with, it is necessary to study the subject of transformation very well: so that every detail is stored in
memory, so that when the magician closes his eyes, he sees this sliver as if it lies in front of him personally.

And now we need to imagine what will happen to our tree at the elementary level. Each smallest elementary
particle (which is many, many times smaller than an atom) must "move" from its place and find a new one that
corresponds to the structure of the stone. Naturally, to do this, it is not necessary to know what the structure of
the very stone that we need to get is, but we need to make an effort of thought, will, and with the help of the
release of energy on a sliver to ensure that the elementary particles move and go in search.

At the moment of search, the chip will "boil" and, over time, the" bubbling " will first become more intense,
then gradually fade away, and the stone (now a stone) will solidify. The transfer of energy must continue until
the process stops on its own. The magician will see the end of the process in the picture that should initially be
present in his imagination, and also feel the weakening of the flow of energy passing from him to the object of
transformation.

An early termination of the process is fraught with the fact that the object will turn out to be partly wooden,
partly stone, and may also change its shape. If the transformation process is too long, it can move to
neighboring objects (for example, on a table on which a chip is lying), or the object can simply split or crumble
into the smallest dust-like particles.

The algorithm for turning plants into stone is similar to the algorithm for turning inanimate objects into stone.
The difficulty lies in the fact that in a plant, as in any living organism, there is a continuous movement of
elementary particles, and therefore, when turning into a stone, you must first stop this movement.

You can practice on small plants, in which, as you know, all the particles move relative to each other, which
determines their growth. The magician must use his energy to counteract the moving particles, slowing them
down. And only after the movement of the particles stops, you can proceed, in fact, to the transformation.

"Time spring"

refers to the effect that occurs due to time stopping. In fact, it is very difficult to stop time, literally only a few
of the living magicians can do it, and it is possible only in a limited territory, and not in the whole world.

During a stop ,the "temporary spring" is compressed, and the longer this stop lasts, the stronger the
compression. If the spring is compressed for too long, it can be released spontaneously, and this should not be
allowed!

So, the "spring" is compressed to a certain point. After the magician releases it (or it is released arbitrarily),
literally a few seconds of normal, familiar time flow pass, and then a sharp jump occurs in the territory where
time was suspended. In a time equivalent to how long the stop lasted, centuries pass at breakneck speed in an
area that has been affected by the "time spring". All objects and living beings that are there are affected by
time. The baby will turn into an old man in a matter of seconds, and then crumble to dust, objects will instantly
turn into antiques, so dear to the hearts of people.

However, such a "spring" drains a very large amount of energy from the environment, forming a zone of magic
power deficiency around it.

As mentioned above, only a very strong magician can create such an effect, but the algorithm for creating it is
described below.

First, you need to outline the time stop zone. It is better if it is fenced with something material (the walls of the
room, for example). At the same time, the smaller the zone, the less energy it will take to stop within it. And
since this process is quite energy-intensive, it is unlikely that anyone will have enough reserve to stop time in a
large room, a maximum of several square meters with low ceilings.

After defining the boundaries, the magician must absorb all the Time energy around him. You should do this as
quickly as possible, because from the outside it looks like a slow-motion video is playing, and all living things
inside the contour are moving very slowly.

After all the Time energy inside the circuit has been absorbed, collected inside the magician and compressed
into a ball, only the magician who arranged it can move. As soon as the "spring" is compressed to a critical point
(to which it is better not to bring), the energy of time must be released outside, and everyone who is inside
must leave the circuit, inside which in a few seconds the frenzied dance of the Elements of Time will begin.

You can only use this type of magic if the end justifies the means. For example, if the magician needs to prevent
an accident by pulling the intended victim out from under the wheels of the car before the car runs over him. In
other cases, it is impractical and irrational to use this technique. Most often, you can find simpler and more
accessible solutions to the problem.

Summoning Elementals

Elementals are creatures that fully belong to one or another Element and are a part of it, able to merge with
the Element into a single whole or separate from it if necessary, but unable to exist outside the Element for a
long time. The further away the source of an elemental's energy is, the less long its existence will be.

Elementals do not exist in all Elements, or rather, it is not possible to separate an elemental from every
Element. The most famous elementals belong to the following Elements:

Fire Elementals: little firemen who seem to burn from the inside out. When touching a flammable surface, they
transmit their Fire to it. Capable only of elementary Fire magic, invulnerable to Fire.Water Elementals: fluid,
constantly changing substances. They move by changing their shape, but they are not able to take a certain,
complete form, and there is always a certain incompleteness in their appearance. They have the ability to use
elemental Water magic and are immune to it.Ice Elementals: Similar to Ice elementals, but have a more formal,
complete form that they can't change. Capable of cold Water magic, they transform into Water elementals
when interacting with Fire.Air Elementals: they don't have a specific shape, they may be invisible, or they may
have indistinct contours. They have the ability to use elementary Air magic.Earth Elementals: Appear from the
ground under the mage's feet and have the same composition as the Earth. When they disappear, they
crumble, again, to the Ground. They are immobile, hardly change their shape, hardly accept it. Usually this is
some kind of person, and it is difficult to "mold" something more or less decent out of an Earth elemental until
the end. If there is no ground cover under the magician's feet, a magma elemental is created, consisting of the
primordial matter of the Earth. It differs from a normal Earth elemental in its greater resistance to spells.
Summoning such an elemental requires more energy than summoning an Earth elemental.Lightning
Elementals: otherwise, energy elementals. They are electrocuted. It hurts and hurts a lot. The shape is usually
indeterminate, and the outline is drawn by energy flows. Capable of elementary Lightning magic.Stone
Elementals: externally-stone idols that can pretend to be inanimate matter, but are also capable of independent
movement. They do not have special abilities for magic, except for personal magic, that is, the ability to change
their own appearance.Plant Elementals: so-called dendroids. Outwardly, they represent any plant (from a blade
of grass to a mighty oak), but, like the elementals of Stone, they can pretend to be inanimate inhabitants of the
forest (that is, ordinary plants), or they can move and think quite intelligently. They are capable of plant magic,
accelerated growth of branches and roots.There is no reliable information about the elementals of Space, Love
and Time. Most likely, these Elements cannot be "split" and separate out an elementary component from which
it would be possible to create an elemental.In order to summon an elemental of a particular Element, it is
necessary that this Element graciously recognizes in the magician who causes its element a strong elemental
magician (or even better, an Archmage). Only such a magician will be able to "split" the Element and select its
element.

When summoning an elemental, you need to be able to negotiate with the Element. You don't need to anger
her – you need to listen to what she's trying to tell the magician. At the slightest feeling of Elemental resistance,
all actions to summon an elemental must be stopped. If, despite the resistance of the Elements, you continue to
summon the elemental, a powerful Natural disaster will occur.

Summoning elementals usually refers to combat and defensive magic. Elementals are quite capable of fighting
on the side of the magician who summoned them, but do not forget that any magician can lure them to his
side, since elementals do not have any moral qualities, and they will "play" on the side of the magician whose
magic reserve is greater than the ability this type of magic is higher, that is, they will obey a stronger elemental
mage of their native Element.

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