Earth: Strong used as a defence. As a defence, it can be summoned as either armour or a shield. The Earth guardian can use it as an attack in the form of quakes or drastic terra formation (like pillars of rock rising very rapidly out of the ground, or fissures (large cracks) in the ground opening up for example). Earth can also be used to bind a foe. For example, earth cuffs can be summoned to incapacitate an opponent's arms or feet. Note that the opponent needs to be on the ground in order for the bind to be affective. In general, the earth element is weak against ice. Water can have an intermediary affect, but it is not as strong against earth as ice. For those who use wood elements, earth is also weak against wood, particularly if wood is used as a bind.
Air: For those who don't have wings or their own, the air element can aid them with flight or levitation. However, the particular skills of fight and levitation take some considerable mastery. For novices however, air can aid in extending jumps for instance. Air can also be used to sustain someone underwater, in the form of a large bubble. Most air attacks come in the form of strong winds. Other elements can be added to the wind attacks to make it more power. The bind for air consists of wind attack that is strong enough to hold an opponent against another surface such as a wall or the ground, or keeping one suspended in the air. Air is weak against earth. Usually this comes in the form of a physical barrier that is impassable to air.
Fire: Fire can be used to raise a shield around one's self as either as defence against such things as water or ice attacks. This can also be used or the more menial purpose of simply illuminating a dark area. Fire attacks can come in the form of fireballs or even directed waves of heat towards an opponent. Fire can also be used to summon a raging inferno, especially if the surrounding environment is combustible. The bind for fire can come in the form of either a ring of fire around an opponent, or a sphere of fire enclosed around an opponent. Fire is weak against water and earth. Ice can have an intermediary affect on fire in larger amounts, but is not as affective as water or earth.
Water: A water shield can raised around one's self in order to protect from fire. Water can be used to douse fire attacks and wash/erode away earth attacks. It can also be used to summon tidal waves and strong currents. If a body of water is already present, a waterspout can be summoned from it without the need of air. As a bind, water can be used to surround an opponent in such a way that they are stranded (like a small rock in the middle of a large lake). Water is weak against earth, fire, and air. Earth can contain water, fire can evaporate it, and air can turn it to ice.
The Ethereal Elements:
Life: Life can be used to heal in many cases. However, life can be used to take away life, and hence is very powerful, with the ability to kill a living thing instantly. Life is weak against death.
Death: As the antithesis of life, death can be used (by necromancers) to erode the physical from and induce decay (gangrene). However, to a being that has been killed, or is already dead, death can be used to reanimate the corpse, and thus return it to living. Death is weak against (yep you guessed it!) life.
Spirit: Spirit is the very essence of one's being. Spirit can be used to boost the morale and the inner strength of an individual or a group. Spirit can also be used in just the very opposite; destroying the very essence of one's being from the inside out. Spirit is also a shining beacon of truth in the presence of falsehood and illusions. However, if one is not careful, the truth can destroy and individual if they are exposed to it too soon, or if they have become too helplessly dependant on a lie. The guardian of spirit can sway an individual to see truth in any given matter. Spirit is also the essence of both truth and lies. Thus, it can be used to expose lies, but it can be used to hide them as well. As such, spirit can be used in the form of a lie to either crush or gain spirit. Spirit can also be used to heal the soul via directly transferring the power of one's own essence to another (wound transferral). Spirit is a contradiction of itself, and as such, it is both its own strength and weakness.
Time: Time is the very thing that keeps the universe in motion. In this respect, a controller of time can tap into the very fabric of the universe itself and fold it in such ways as to allow quantum warping to occur. This means that the controller can travel into a projected future, or (though more difficult) into the past. This also means that a controller can instantaneously travel, via a wormhole to any place in the universe at will. There is no way to prevent this from happening either. If a controller wishes to be in another place, they will be there. However, the controller cannot be in the same place at the same time as himself or herself in that timeframe (like in Back to the Future). If this happens, a paradox will occur, and the universe will collapse on itself and everything will simply cease to exist. Time can also be used to accelerate or slow the aging process of a target. This is useful in an attack to render a mortal nearly useless. It can also be used in a healing manner in such a way that it can slow or reverse the affects of a wound etc. Time can also be used to suspend an individual. Whilst one is in time suspension, they are completely vulnerable to attack, but this can also prove invaluable for one who might be awaiting an antidote for a poison for example. This can also be used on ones self in order to slow time around him or her, thus making the individual appear to move at seemingly physically impossible speeds (Like Neo dodging bullets in The Matrix for example). To the person suspended in time, the experience will be instantaneous, as if in the blink of their eyes, a few moments, hours, years, or even aeons have passed. Aside from the paradox described earlier, time has no weakness.
Elemental combinations... So far...
I think we will just list a few of the combinations; seeing as there are 100's of possible combinations, please forgive us if we don't list them all.
Remember, that in any elemental combination, you must have at least one of the base elements present in order to balance the overall combination. For example, you cannot combine Guilt + Compassion to get and emotional void. In some cases, you cannot combine certain base elements on their own. This only applies to the ethereal elements. Life and Death for example, would give you absolutely nothing as they are the opposites of each other, and will hence cancel one another out. Please note also, that the more elements you use to make a combination, the more likely you will be to be left with a base element again. For example, if you were to combine Death + Guilt + Despair + Anger + Vengeance, you would end up with Death again.
Material elemental combos:
Note that all material elemental combinations are balanced, and as such can be used in whatever manner the individual combining them wishes.
Earth + Air = Dust
Earth + Fire = Lava
Earth + Water = Acid
Air + Fire = Electricity/Lightning
Air + Water = Ice
Fire + Water = Steam
Earth + Air + Water = Mist
Earth + Air + Fire = Smoke
Earth + Fire + Water = Metal
Air + Fire + Water = Thunder
Earth + Air + Fire + Water = Force
Ethereal elemental combos:
Theses combinations can fall in to one of three categories. They can either be Positive, Negative, or Balanced.
Balanced combos:
Life + Earth = Wood
Death + Air = Naivety/Ignorance
Spirit + Earth = Wisdom
Spirit + Death = Shadow
Time + Earth = Knowledge
Time + Air = Power
Spirit + Life + Death = Balance
Spirit + Death + Time = Spectral existence
Spirit + Life + Time = Physical existence
Earth + Air + Thunder + Electricity = Storm
Life + Spirit + Wisdom + Knowledge = Mind
Life + Love + Compassion + Guilt = Pity
Time + Spirit + Life + Death = Existence
Negative combos:
Life + Fire = Anger
Death + Earth = Guilt
Death + Fire = Lust
Death + Water = Envy
Spirit + Water = Despair
Time + Death = Decay
Time + Fire = Corruption
Time + Water = Destruction
Death + Despair + Anger = Vengeance
Time + Life + Death = Paradox
Death + Shadow + Guilt + Compassion = Emotional Void
Death + Guilt + Corruption + Despair = Self pity
Positive combos:
Life + Air = Compassion
Life + Water = Bliss
Spirit + Life = Light
Spirit + Air = Love
Spirit + Fire = Hope
Time + Life = Growth
Life + Knowledge + Power + Wisdom = Patience
Life + Earth + Air + Fire + Water = Blood/Life force