- earth, fire, wind, water
- fire, aqua, wood, elec
- fire, water, sky, + shadow
- metal, wood, water, fire, earth
- earth, air, fire, water, aether
- red/Ruby, white/Weiss, black/Blake, yellow/Yang
- red/mountain, green/forest, white/plains, blue/island, black/swamp
- black/steel, red/fire, green/forest, blue/water, yellow/stone
- red/Keith, blue/Lance, green/Pidge, pink/Allura, yellow/Hunk, black/Sven
- or, like, any color-coded protagonist team ever (see: every set of Power Rangers)
15, no, 17, no, 18-element system:
- normal, fire, water, electric, grass, ice, fighting, poison, ground, flying, psychic, bug, rock, ghost, dragon, dark, steel, fairy
some stuff from D&D
- acid, cold, electricity, fire, sonic
- bludgeoning, piercing, slashing
- sacred, profane, axiomatic, anarchic
- lethal, non-lethal
- force, positive, negative
- abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, transmutation, universalist
some stuff from Castlevania:
- physical: slash, strike
- magical: flame, ice, thunder, light, darkness, earth, wind, plants, stone, poison, curse
some stuff from final fantasy
- fire, ice, lightning/bolt, water, wind, poison (status effect?), stone (instant death?), gravity? (calculated damage), air (some weird nonsense from ff4 for affecting birds)
- white magic (mostly healing), grey magic (status or time/dimensional), black magic (mostly attacking)
okay, lemme try this myself. i'm going to shamelessly steal from pokémon as a base.
Magical elements system.
- non-elemental magic. generic magical energy, basically. not particularly efficient, but not much tends to be weak to it. not actually all that common; you tend to get this if you intentionally study magic, as opposed to coming up with it from other sources of inspiration and life experiences.
- fire. magic that infuses things with thermal energy, heating and burning them.
- water. magic that imparts properties of watery flow and affinity to water. some movement spells, a handful of magical damaging spells, and also water-breathing spells. the last kind is differentiated from underwater air pocket spells from the air element.
- electricity. magic that causes the flow of electrons. can jumpstart circuits and has other unusual effects; may cause burns without starting fires, for example.
- plant. tends to be more enhancement spells and physical spells that deal lesser damage while controlling the battlefield. wood-based defensive spells as well.
- ice. magic that removes thermal energy, chilling and freezing things.
- force. this magic manifests as a physical force, but one capable of affecting supernatural creatures. (in other words: ghosts not immune to fighting when it's magical fighting.)
- poison. magic that disrupts the life-force, often by initially weak but lasting effects. includes radioactivity.
- ground. magic that is normally confined to the ground but allows manipulation of dirt, stone, mud, and other natural ground features. generally deals physical damage.
- sky. magic of flight and flotation, defiance of gravity. largely movement magic, including magic that allows high-speed attacks from above.
- psychic. magic of the mind. has attack spells that notably ignore magical defenses. also, enchantments and illusions, and some telekinesis.
- arthropod. magic of primitive, hard-shelled creatures with a knack of survival. an odd set of spells, including exploration/surveillance, injury reduction, status effects, battlefield control, and more. weak at directly attacking, though some spells may be able to do more damage when cast in succession. these spells tend to be more useful when used cooperatively.
- (unused) *
- spirit. the magic of spiritual energy and incorporeal creatures. may include psychopomp-like abilities, as well as ways to cross the divide between the living and the dead.
- draconid. magic related to fearsome creatures of legend, such as dragons and dinosaurs (though some might say it's more like humanity's understanding and imagination of them). there is some debate to how common this is, but it seems that humans with a particularly strong sense of imagination may be able to recreate spells of this element on their own, suggesting that this element pertains more to fantasy in general rather than a specific type of creature. may be opposed to star. *
- darkness. magic of shadow, concealment, and trickery. often though not necessarily associated with evil, and "profane" or "unholy" magic is often of this form. some spells are enchantments that cause despair. naturally opposed to light.
- metal. magic with defensive and reflective properties. attack spells have an unusually effective ability to draw blood.
- air. movement, flow, and physical manipulation magic. can be used to breathe in another fluid, by creating a bubble. includes wind magic that can move others, resulting in a physics-based telekinesis.
- sound. magic of pressure waves, as well as of music. enchantment spells, as well as area-of-effect damaging spells that deal physical damage ignoring physical defenses.
- light. magic that produces light and revelation, uncovering secrets and discovering truth. often but not necessarily associated with good, and "holy" or "sacred" magic is often of this form. some spells are enchantments that provide hope. naturally opposed to darkness.
- star. an unusual and rare element. seems to be a specialized form of magic (mainly without elemental interactions), but with some connection to cosmic forces. also may be associated with legendary creatures that inspire positive emotions, and as such may be opposed to draconid.
* alternative formulation interpretations:
13. fortune. magic of manipulating luck. little ability to directly affect things, but seems to work by channeling emotions of hope and dread. some divinational abilities as well.
15. herpetile. magic that relates to the abilities of reptiles and amphibians, including legendary creatures of this sort, such as dinosaurs and dragons. abilities include manifestation of multiple forms of energy from other elements, as well as gaining physical/movement abilities such as flight and clinging to surfaces by means of enhancing one's bodily capabilities.