There are a total of 17 elements in the world of Chorastis, with these then being split into three tiers, these being Divine (1), Advanced (2) and Basic (3). While these are the actual names of the elemental tiers, they are commonly referred to by a number: 1 for Divine, 2 for Advanced and 3 for Basic. Divine elements are naturally stronger than basic or advanced elements, but are also rarer to find in someone. Moreover, the absolute maximum amount of elements that someone can have is four, and you can not gain more after the initial awakening at the summer or winter solstice (whichever is first) after someone has come of age (16).
The Divine Elements are:
Kenomancy (space) - The element that allows control over ones surroundings completely, bar affecting other elements domains completely, examples of this are creating portals, or creating a demi-plane, or attacking someone with pure spatial distortions.
Chronomancy (time) - The element that allows the user to control over time, as well as the laws of motion (Inertia, Momentum conservation, acceleration, etc). Only higher beings or beings with this element can move while time is stopped due to any cause.
Gyromancy (gravity)- The element that allows one to control gravity, and affect one's perception of time and space, allowing one to affect the gravitational pull of a small object to start, but eventually allowing one to create event horizons on someone, or remove gravity from an area.
The Advanced Elements are:
Psychomancy (mind) - This element allows one to control the minds and mental states of others, as well as creature, this element is generally feared, as it can allow one to do almost anything they want and get away with it, however most spells don't work against a being who is at least two levels higher, while having a lessened effect on beings one level higher.
Necromancy (death, curses, soul) - This element gives one a control over death, curses and the soul. It is also feared, due to it's power over the dead, as well as it's many spells that directly impact the soul of a being, making them almost un-defendable against, unless you are much strong, or have a strong enough soul.
Nyxomancy (dark) - This element grants one the ability to control the darkness, as well as shrouding themselves in shadow, they can trap their opponents in endless darkness, and easily finish them off, or get away without a trace under the cover of the darkness.
Allomancy (metal) - This element grants one the ability to manipulate metals, in any way they want to, strengthen their armour or weapons, or change the shape of their weapons to get around a good defence.
Hemomancy (blood) - This element allows one to manipulate the blood of not just themselves, but any being whose circulatory system they understand, allowing them to turn their blood into weapons, shoot their own blood as a projectile, or even turn their opponents blood into spikes inside their own body. This element is also feared, due to it's gruesome nature.
Photomancy (light) - This element allows one to control light, from creating flashes of light to disorient their opponents, to causing light to spike into their opponent, makes this one of the more useful elements for all situations.
The Basic Elements are:
Osteomancy (bone) - This is the final of the four feared elements, as it allows the user to control the bones of both them and their opponents, in such a way that gives them the advantage, even allowing them a pseudo form of necromancy by controlling the bones of skeletons, though this takes a lot of concentration and mana to do.
Fulgramancy (lightning) - Allows the user the ability to control lighting, the fastest, and one of the most destructive elements, however, it costs some of the most mana per spell of all elements.
Cryomancy (ice) - This element allows control over ice, the sturdy cousin of hydromancy, Cryomancy is sturdy and can be used from piercing spears, to large, sturdy walls for defence.
Hydromancy (water) - This element allows the user to control water, the soft flowing cousin of Cryomancy. Hydromancy is more centred around using spells that flow into each other, the leftovers from one spell being used for the next. It's more focused on redirecting, than stopping impacts.
Venomancy (poison and disease) - This element allows the user to control poisons and disease, from spreading poisonous gasses to introducing a pathogen into and area, this element is more focused on the long term, than winning straight away.
Pyromancy (fire) - This element is one of the easiest to comprehend, and allows the user to control fire. It possesses some of the strongest offensive spells, however they are quite slow to hit their target (depending on the spell) but when they land, the target will need the luck of the leprechauns to survive if they're at the same level as the caster.
Geomancy (earth) - This element allows one control over the earth, from turning rocks into mud to disable their opponents, to shooting shards of rock from all around their opponent, this element also boasts some of the best defence of all the elements, being able to block attacks relatively well from beings one level higher.
Chloromancy (nature) - This allows the user to control nature, such as trees and non magical animals.