- "The powers of the earth are great, for its strength can be a savior, or the destruction of entire armies. Fire has long-since been thought of as a gift from the gods, to stave back the cold, and usher in the age of man. Water is a tool of life, and brings to us nourishment, and renewed vigor. The wind can be a curse, or a blessing; none are quite sure what the minds of the cardinal winds have in store from one day to the next. And from the skies, electric fire rains down in the midst of the great, and torrential storms that threaten the very sanity of us all. These powers have been sought after, and mastered by the Clan, Taldryan. For long years, they have studied nature, and sought to bend it to their will. Finally, the Dark Side has bestowed these great secrets upon them--and Taldryan is ready to turn Elementalism loose on their foes."
- ―Unknown
Elementalism is the Clan Force Power School of Clan Taldryan.
Minor Tier
Level One: Vortex
The Dark Jedi has the ability to cause great gusts of wind. These gusts can be powerful enough to knock people from their feet, kick up sand to cause storms in the desert, cause trees to be knocked over, etc. Wind speeds range from 50+ miles an hour to immense gale winds found in the most devastating hurricanes. These kinds of winds are only used for destructive measures, as they cannot be "controlled" enough for anything else.
Level Two: Guiding Winds
With this controlled gust of wind, the Dark Jedi can actually give himself limited flight, with very minor "steering" capabilities, which necessitates "slow flight", but he is also able to levitate other objects, of no greater weight than his own body weight (which is the maximum a Dark Jedi can lift at any one time; so no group flying sessions by one Jedi). These winds usually feel calmer, and not as destructive. They can be used for any fine work the Dark Jedi might seek to use with wind.
Level Three: Water Forms
With this power, the Dark Jedi has the power to give the water defined, visible shape. People can be tricked into seeing 3D images through a still body of water, as if they were being shown images through a magic pool. Watery minions can be formed from pools of water, as great or as large as the Dark Jedi desires to create the watery beings.
Major Tier
Level Four: Water Manipulation
With this power, a Dark Jedi can control how and where a body/gathering of water moves. A Dark Jedi could change the course of a river, or simply move a tablespoon of water around a table as if it were marching on parade. This power allows control enough to cause walls of water; it can stop a waterfall in its tracks as if time itself had been frozen, etc. With this power, bodies of water are at the complete control of the Dark Jedi.
Level Five: Fissure
With this power, a Dark Jedi has learned to manipulate the core of a world, pure magma, and can move the crust of the earth around it, to open up flumes of lava that spew forth on the Jedi's command. While the Jedi cannot open up flumes the size of volcanoes, he can open up man-sized flumes, which will still be destructive, and since it's superheated magma, it will basically destroy all it touches, even if slowly (for resistant metals and such).
Level Six: Earth Manipulation
The Dark Jedi now has gained the ability to move earth as if it had liquid properties of being able to "flow" in the desired direction. The Jedi can move the earth around as if it were a stream or river moving on a plotted course. This power also has the ability to use the earth to trap individuals, by guiding the earth to creep up and around their feet and lower legs, encasing them in earthen "boots." Attempts at destroying the earth to free one's self can be successful, but if the Dark Jedi is focusing on that person after trapping them, they can always encase them again. This power is one used to erect earth/stone walls for defense, etc., but is not precise enough to construct useful things, like houses, city walls, etc.
Level Seven: Incinerate
As one learns to control heat and flames, one begins to understand how to manipulate anything into combustion. With this power, a Jedi can cause combustion in nearly anything, even inside the body of another being (although it IS difficult). The Jedi can cause anything to ignite, and incinerate within minutes. The force behind the power is to ignite rapid movement in the molecules in, or around something, causing such intense heat to build up that the very air around the person, or item, might almost ignite in a conflagration of flames.
Inner Order
Level Eight: Flame Manipulation
With this power, the Dark Jedi has the ability to manipulate flames, in intensity and size, being able to control and spread fire, intensify the heat or lessen it to no more than a candle. However, the Jedi lacks the ability to create the fire. It can only be manipulated.
Level Nine: Force Storm
With this power, the Dark Jedi gains control over calling lightning from nature, directing great bolts of lightning to descend from the clouds. As it is necessary to have storm clouds overhead to do so, this is a relatively easy feat, once the Dark Jedi has mastered Elemental Control. The Dark Jedi would then be able to combine the paths of Air and Water, and create storm conditions. However, for Dark Jedi who have yet to reach mastery, the weather conditions must be perfect to call lightning.
- Note: this power is not to be confused with the Dark Jedi power of the similar name.
Level Ten: Lightning Shield
When this power is evoked, blue bolts of electricity encircle the Dark Jedi. The electric bolts in no way cause harm to the Dark Jedi, nor do they harm any victims, but anyone who comes in contact with the Dark Jedi, or the electricity that sometimes arcs outwards to a range of 10 feet, will become temporarily paralyzed from being "electrocuted." The paralysis only lasts minutes, but sometimes a few short minutes are all that is needed. The Dark Jedi can use this power offensively, with a more limited range of 5 feet, but the lightning is not as controllable as Force Lightning, and cannot be completely accurate in its aim.
Level Eleven: Mastery
Mastery of the elements at this level allow for the combining of elements to create other catastrophic effects, such as hurricanes, by combining the Air, Water and Electric Paths, or violent pillars of fire by combining Fire and Air, etc. Combining Fire and Earth might allow someone to stir up some volcanic trouble, causing great flumes of magma to erupt with superheated fury. Masters of this level can combine up to three different elements and wield them together to devastating effect.
Level Twelve: True Mastery
Like the first level of Mastery, the true master of the elements can combine paths to create cataclysmic events capable of devastating entire cities and worlds. True mastery allows the user to wield all four different elements together to bring about such horrors as could only be managed by one immersed in the Dark Side.