Elementalism
Elementalism is a school of magic not native to the Athvrean archipelago. However, it's popular for both its versatility in and out of combat. The six elements of elementalism are fire, water, lightning, shadow, metal, and wood. The simplest manifestation of these elements is summoning bursts of these elements. From there, each elemental path varies radically. Bahok supposedly gifted elementalism to her followers to protect them. In Athvrea, fire is the most popular and the art as a whole is regulated by the Clergy. Practicing elementalism without a permit is a serious offense carrying a penalty of multiple years.
Permits are called Elemental Channeling Licenses and each must be applied for separately. The licenses feature a burning seal and a line dyed with a color representing the element. Most practictioners focus on a single element and work to master it over the course of their lives. Learning additional elements requires significant time as few principles carry over from one to the next.
Elementalism draws on the life force of its practitioners and thus extended displays and powerful spells can leave the user unconscious. Stories of elementalists dying in the process of heroic spellwork are not unheard of. Part of elementalism is learning to regulate the flow of life force and improve how efficiently it burns. This is achieved through somatic work and meditation to better understand the flow of energy through the body.
Fire elementalism focuses on conjuring and manipulating flames. This art is almost exclusively used for combat, although the clergy do use it for religious purposes. Cooking, smithing, and sterilization could theoretically be accomplished, but permitting is such a hassle that this is unheard of.
Water elementalism includes ice in its umbrella and is more versatile than fire. It can used to speed up a ship, conjure stairs of ice, or to manipulate circulation to better heal an injury or staunch dangerous bleeding. It is traditionally associated with Cyridian healers and naval captains.
Lightning elementalism conjures bolts and balls of lightning. Similar to fire elementalism, it is used for combat. However, lightning requires much more skill to wield lest the bolts harm the user or allies. Feats of masterful lightning manipulation are truly terrifying, such as melting every musket in a formation with a single bolt or paralyzing every opponent they can see by touching the ground. Very few permits exist.
Shadow elementalism conjures an unnatural darkness and is said to be the form originally gifted by Bahok. It can be used to create cover, blind opponents, create shadow shows, and shadow tentacles allowing for manipulation of distant objects. Those who have been enveloped by the shadows describe them as cold and suffocating. It is associated with criminals and rarely permited.
Metal elementalism conjures and manipulates metal. Metal conjured decays within days and is similar to but weaker than iron. This can be used to manufacture simple metal components, but parts requiring precision cannot be made. It's often used to destroy metal armor, weapons, and equipment in battle and is thus heavily regulated. There is also a perception that things made this way are subpar.
Wood elementalism conjures and manipulates wood. Wood made this way is similar to maple and decays away within days. It is used to shape wood into tools and weapons as well as for construction. Skilled practitioners can affect plant growth and health, rapidly growing plants. It is impractical to do this on an agricultural scale. It is more accepted than metal elementalism and permitted more often.