
For now where giving you away some facts about the GE character “elementalist” its origination and most of all their magic.
Magic (māj’ĭk)
The art that purports to control or forecast natural events, effects, or forces by invoking the supernatural. The practice of using charms, spells, or rituals to attempt to produce supernatural effects or control events in nature. The charms, spells, and rituals so used.

Magic are the influencing of events, objects, people, and physical phenomena by mystical, paranormal or supernatural means. The terms can also refer to the practices employed by a person to wield this influence, and to beliefs that explain various events and phenomena in such terms.
History of Magic
Considered the “second oldest profession”, Magic has been recorded as far back as 2600 B.C. Though this is still disputed, in an Egyptian tomb there is a hieroglyphic which seems to depict the Cups and Balls trick. Some scholars interpret this painting as just a couple people playing a game. The honor of the first “Magician” is usually bestowed upon a character dating back to the Westcar Papyrus (1700 B.C.) by the name of Dedi. He was noted for decapitating fowl and restoring them to perfect health. Some of the first practitioners of Magic used it to sway the religious beliefs of people. The high priests of Greece rigged temple doors to open and fires to light without any apparent human intervention.
According to history and the Catholic Bible in the book of Exodus, Ancient Egyptians are considered as the first user of magic. They can perform rituals, spells and curses according in their book called “Book of the Dead”. One of the believed cursed of the Egyptian’s spell is the Cursed Mask of the Pharaoh Tutankhamen.
Common calls about Magicians:
Sorcerers, Mage, Wizard, Necromancer, etc….

Magic Users are classified in magic discipline they into with like in our game, Granado Espada. But only Games made a border between kinds of spellcasters. Still a Magic-user will always be noted as “Magician” no matter what school of magic they into. Well, that’s explained why games have different classes of spellcasters.
Role of a Spellcaster
Most of the spellcasters are nukers (Caster of Area of Effect spells with High Damage). Some might be offensive, defensive or supportive spellcaster like the wizard. But Wizard’s consist of mostly supportive spells and most spells are found in the Incantation, Anathema, ESP and Illusionist stance. While the Elementalist’s spells are strictly constrain of high damaging area of spells in each stances. In other games, like Ragnarok Online, nukers (Wizard and Sages) dealt the most damage and while the support (Priest) are always in need like Doctors in the hospital for vitalizing purposes such as healing. In the strategy games, like Warcraft, casters are widely used to in their armies’ advance.
What is an Elementalist?
An extremely powerful spellcaster but slow-moving nuking class that specializes mainly in Area of Effect attacks. They have weak defense, but their attack power and decent attack speed compensate for it.
In my own opinion, Elementalists are mystics that are adept in the Manipulation of the Elements at will and scholars of the magic discipline of Invocation/Evocation and Enchantments. And I may considered counter-part of Mages or Magi in World of Warcraft
Differences between Wizards and Elementalist in Granado Espada:

We both know that they are both spellcasters but specialize in different ways. Since they are both spellcaster why have to classify into two? Answers are Schools of Magic. Wizard are adept in magic disciplines of Alteration, Abjuration and Illusion while Elementalist is adept in magic disciplines of Invocation/Evocation and Enchantment. Each School of Magic differs in each other.
The Schools of Magic

Spells are divided into nine different categories, or schools, according to the types of magical energy they utilize. Each school has its own special methods and practices.
Although they are called schools, schools of magic are not organized places where a person goes to study. The word “school” identifies a magical discipline. A school is an approach to magic and spellcasting that emphasizes a particular sort of spell. Practitioners of a school of magic may set up a magical university to teach their methods to beginners, but this is not necessary. Many powerful wizards learned their craft studying under reclusive masters in distant lands.
The Nine Schools of Magic are:
Abjuration
Oppositional schools: Alteration, Illusion, Divination
Definition: Abjuration includes those spells which are specifically for protection (of an individual, item, area or group). They may involve creation (and hence also belong to another school), and they may even do damage.
The school of abjurers is not one of the largest schools. Low level abjurers are something of a luxury and likely to be found only in large well-equipped parties, in more “civilized” churches or in relatively major courts. Most abjurers will cultivate a second line of interest in a school such as evocation.
Alteration
Oppositional schools: Abjuration, Necromancy, Conjuration
Definition: Alteration changes the physical laws of the universe in a limited area in a limited way; thus dimensions (including time), inertia and kinetic energy, forces (gravity, electricity etc.) can be altered. This can affect creatures, items, areas and pretty much anything.Alterers are “action wizards”. By far the highest proportion of them are found in adventuring bands of one kind or another, but given their versatility they can be found almost anywhere. Since they can’t use abjuration spells, they have a slightly higher turnover rate than others, but a high level alterer is awesomely powerful.
Imagination and inventiveness are highly prized by alterers. There’s not much scope for alterers who can’t come up with interesting uses for well known spells or interesting solutions to difficult problems.
Conjuration/Summoning
A. Conjuration
Oppositional schools: Divination, Evocation, Alteration
Definition: Conjuration spells conjure up non-living matter (re-shaping it if necessary), without limitation of plane. It doesn’t include conjuration of forces or living creatures.
The conjurer’s main role in life is as a skilled tactician. Their spells are often fairly subtle interventions into the local environment, but which can have a devastating effect if calculated exactly. This has a number of implications. Firstly, conjurers will need to devote a fair amount of time to planning spell use – well in advance of actual combat. This might often be combined with the general tactical planning of the party or military unit. Secondly, the conjurer needs to have a very good idea of what is going on at all times: in combat situations, they’re likely to place themselves high up and to the rear. This makes it possible for them either to act as combat directors or simply to alert party members to hidden threats. (A secondary interest in protection and visualization spells is likely to help in this second role). Lastly, the conjurer needs to be part of a strong party, which is not reliant on their contributing a predictable amount of devastation in all situations.
B. Summoning
Oppositional school: Enchantment, Illusion, Charm
Definition: Summoning spells call to the caster living creatures from any plane of existence, deal with creatures from the Outer Planes, or allow physical communication between different planes.
The second are specialists of other schools who have developed an interest in summoning spells and been lucky enough to learn the relevant spells: these are, naturally enough, likely to be individuals of very high intelligence (given the penalty imposed on learning spells of schools other than one’s specialty school).
Enchantment/Charm
A. Enchantment
Oppositional schools: Summoning, Necromancy, Evocation
Definition: Enchantment spells imbue items or creatures with powers they wouldn’t normally possess; powers belonging to other magical schools are excluded. “Meta-spells”, that is spells that increase spell ability in the abstract also belong to this school. They can twist the world around them in impressively “magical” ways, they are devoted to seeking out new spells for their spellbooks, and they prefer to live alone or with apprentices, in towers if possible.
B. Charm
Oppositional schools: Evocation, Summoning, Divination
Definition: Charm spells are all those spells that influence the mind to produce effects other than the illusion of non-existing objects or creatures.
The charmer’s skills are most useful in an interactive setting: a city or a court is ideal environments. In these situations, a charmer is likely to be working for someone else: Charmers, equipped with appropriate language and directional skills, may hire out as guides to adventuring parties or to merchant caravans. Some charmers, however, may strike out as merchants on their own – or as con artists. Finally, knowledge of charm spells may be part of the education of some noble youths with magical pretensions.
It is absolutely fundamental to the charmer’s success that their “victims” do not know who they’re dealing with; one implication of this is that charmers are likely to develop a “cover personality”.
Divination
Oppositional schools: Conjuration, Abjuration
Definition: Divination includes those spells which give the wizard information, regardless of the means used.
(The role of the diviner has to be seen within a context, not only of extreme uncertainty, but also of a basic lack of information. The past – other than the previous generation – for most people is a closed book, as is anything that’s going on more than ten miles from home. Even within local contexts, the sheer variety of cultures, languages, religions and social classes means that any extra information that can be gathered is enormously valuable.)
Illusion
Oppositional schools: Necromancy, Abjuration, Summoning
Definition: Illusion spells create sensory appearances by influencing the mind only. Depending on how convincing they are, these sensory appearances can have quite real effects…
The illusionist is marked above all by their versatility and their independence: on the one hand illusions can be of use in virtually any situation; on the other hand, this use is greatest when the illusionist is most independent. Successful illusions depend on the illusionist knowing as much as possible about the situation and having the greatest freedom possible to intervene…
Invocation/Evocation

Oppositional schools: Enchantment, Charm, Conjuration
Definition: Evocation spells work with energies and forces (but not living creatures) from the inner planes other than the Prime Material. Though it can use forces from the Negative Plane, it doesn’t allow the wizard to work with life-forces (a prerogative of the school of Necromancy).
Given the nature of their spells and the extent of their restrictions, evokers tend to specialize in battle magic: by far the most common sources of employment for evokers are military, whether as battle wizards supporting an army or as members of adventuring parties. The career of evokers tends to follow a fairly predictable pattern:
Necromancy
Oppositional schools: Illusion, Enchantment, Alteration
Definition: Necromancy includes those spells that involve manipulating life forces, in the creation of life, death and undeath. For reasons of affinity, the school also includes many undead-related spells that don’t directly manipulate life forces.
A necromancer’s life is structured above all by the unreasoning prejudice of others. With very few exceptions, people do not want to be associated with necromancers, and most churches seek to outlaw what they see as meddling with life and death. This means that most necromancers are loners, whether they live in crypts, on secluded islands or hidden in the middle of cities.
Now we know what the differences of our beloved Wizard and Elementalist are. Either way, they are both great in the training. And if ever Elementalist will have new stances, I preferably want Possession, Evocation and Domination Earth. For obvious reason, incomplete line of elements XD LOL
Source:
http://home.hvc.rr.com/sam147/html/history_of_magic.html
http://www.iol.ie/~mazzoldi/dnd/schools.htm
http://www.wikipedia.org
Posted by Nate
Posted by Lollipop 


Posted by Lollipop