Elementa

Elementa represent the myriad collection of attunements for the supernatural powers bestowed unto Shields by the Gift of Blood. The different Elementa types can be categorized into the following three groupings.

Cardinal Elementa
The Cardinal Elementa represent the most basic forces of nature, and as such can be attuned to by anyone capable of using magic. Their role in most situations however is centered around enhancing more unique abilities with the peculiarities of the attuned Elementa of this strata.

Additionally, each of the six Cardinals exist in diametrically opposed pairs. One who attunes to Fire for example cannot also wield Water, and so forth. This opposition can be generally grouped into volatile and constant fields, respectively. Any one element from each row may be attuned, and the magic-user must select three to modify their abilities with.

Classis Elementa
Every Shield class has something unique at its core. This strength is actualized by the existence of Classis Elementa, magics which are automatically attuned by a focus in one of the classes. These abilities are often much more distinct and play a larger role in the class identity. For example Riftwalkers may use Aether to shift their physical form through the Rift, appearing to teleport almost instantly.

Provectus Elementa
Depending on your focus as a Shield, only certain Provectus Elementa will be available for you to attune. Each class can attune to two from an option of four specified for them. These are the core generators for powerful magical abilities, with great variety to select from in a way that ties in well with the learned abilities of the related class. Many classes share these between them, for example both Neo-Paladins and Blademasters can attune to the Law Elementa. The below table demonstrates the mapping between classes and Elementa. For more details on each of the Elementa and their properties, please see the respective Magic:Elementa entries.