I found a very insightful blog post on Elemental Horror
Elementalism harrows and takes toll beyond the price of any other path to power. To earn power over stone, one must be fully subsumed in ...
violentmediarpg.blogspot.com
It also gave me ideas for some other -Mancers.
Haemomancers
To become a Haemonancer requires one to either become a vampire or to endure an agonizing death that ultimately is a mix of Hydromancers and Aeromancers: Slowly exsanguiated and drowned in their own blood. Great care must be taken what the heart keeps beating until the lungs are filled, requiring compex machinery or assistance. Their bodies appear bloodless and bloodshot at the same time, with pale skin and protruding black veins.
Temperament wise they are between Hydromancers and Aeromancers, leaning towards the latter. The last moments of their lives were defined by a desperate thirst for power, even as what they drank killed them, for one does not become a Haemomancer by accident - unless one comes across an unusually sadistic and unlucky executioner. As such Haemomancers crave control above all else, and often make blood do unsual things just to show that they can. The only thing that interests them more is making the living do what the Haemomancer wants, which is usually what the living fears most, just for the Haemomancer to revel in the feeling of control.
They can easily manipulate a person's mood and state of awareness by maniplating the blood flow of their brain, and likewise easily kill them with brain haemhorrage - doing so requires a lot of concentration, though. Then there is of course the usual trick of bursting surface veins and arteries and utilizing the flowing blood as floating weapons. Some haemomancers also like to "spice it up" with some blood-borne contagions and poisons, often extracted by bursting the organs of one victim and then injecting the contaminated blood into the next.
On the other hand they cannot easily summon their element in the wild, only from willing and unwilling donors (including corpses) and their own bodies.
So long as they remain conscious, they can summon all blood back into their body, and are not harmed by diseases or poisons, and can even use blood constructs to replace other tissues like muscle and bone (albeit that requires a lot of blood) or create and empower armor (which requires even more).
This does not make their original bodies any more durable, tough, and temperature extremes can easily render their blood usuable by freezing or baking it.
They are the easiest to kill if you get the drop on them, even if they sense your blood within a certain distance (which can get circumvented by wards, golems and ranged weapons).
Aeromancers are the hardest to sneak up on, as they sense both your surrounding air, and its sudden absence. You would need intangibility.
Biomancers
To gain elemental command of the flesh means to be devoured by it, be it by means of plagues, parasites or digestion.
A large beast (or creative surgery) is required to only die from the digestion and not the previous biting and chewing.
As such Biomancers take three distinct physical forms - the Slime, the Swarm and the Beast.
To become a sapient plague is the easiest path, if one has the endurace to stay conscious to the end - they have no mind one needs to subjugate.
To suborn the many insects devouring one's flesh (and the insects that eat them, and descendants of their bloodline) requires both a strong mind an great concentration, keeping the will to live alive in the pieces of flesh one loses - the will to be complete again.
To suborn a single bestial mind even as you lose your body requires the strongest will and mind (drugging them helps with the entrace but makes reaching apotheosis more difficult), but as your flesh becomes theirs you gain a unique capability to reshape their body and, by extension, their brain and mind.
Indeed, each Biomancer can reshape the organisms that have taken their form, allowing rapid directed evolution and mutation.
Slimes can create gravity-defying pseudopods and squeeze themselves through any entrace a singe piece of them can pass, and regrow from a single bacterium.
They are the easiest to best in battle and the hardest to actually kill, except with fire, electricity and elemental (stealing of) air and water.
They can easily infect others through sheer osmotic pressure, and invest that pressure and will into every drop they shed.
As the flesh sloughs from the bone it falls under control of the slime, quickly devouring the host from within. They often leave the bones and skin intact,
creating a puppet that looks almost alive by adding some glass eyes. It only needs to get close enough to projectile vomit its contents.
Slimes can also easily enslave people by giving them a simple ear infection to remotely give commands, and the massive threat of worse to come.
Some rare slimes relearn to control the nervous system, given that they had one in their previous life, allowing them to create almost indetetable hosts
by only devouring part of the brain, then extending roots and tendrils into the rest. These hosts inevitably suffer mental damage from the inital incursion,
and sometimes enough of their will remains to briefly regain control (they can do so only very briefly indeed before it alerts the Slime and it commands the infection to eat more of their brain). More often they have an irrational and isatiable hunger for brains, the easier for the Slime to spread its infection.
The more hosts a Slime controls, the less refined its control becomes, though their soul gains increased ability to multitask over the centuries.
As such, lucid enough hosts can break free if there are enough of them, or the Slime is too distracted by resurgence of its own transformative trauma or things like an ongoing battle. Brainless hosts can do little more than shamble if the Slime is too distracted.
While most Slimes are the result of bacteria, some also are devoured by fungi, resulting in Mycoids.
This makes them easier to kill and makes it harder for them to infect others at range, but their more coherent minds and bodies make them a fusion of Slime and Beast, albeit they are severly lacking in mobility until they have servants to carry them. Controlled agitation by fungus roots can inspire monstrous growth but it takes a very skilled fungal Biomancer to greate fully functional giant organisms. Their specialty is to turn every engagement into a minefield of buried fungis structrues, pregnant with spores and poisons.
Swarms suffer from the same multitasking issues as Slimes, but eusocial insects carry most of their own cognitive weight.
And the Swarm Biomancer can make them eusocial. Indeed, with enough skill, Swarms can create entire kingdoms, and insects big enough to crush a man under their feet, but doing so takes centuries to millennia of growth, last but not least remodeling the very inefficient breathin appratus of most insects.
Where Slimes and most Mycoids are purely predatory, many Swarms often develop eusocial aspects in their own personality, even if they are as tribalist as warring ant hives. But like the rare ant hives that work together, some Swarms can even play "nice" with others - if you do not cross their borders, and feed them enough. They have a harder time controlling unwilling hosts, until they learn to assimilate neural mites and brain worms.
Beasts are the origin of most lycanthrope stories, and can indeed spread their transformation to others - albeit unless they become a biomancer, the other cannot control it. They have the greatest inital freedom when it comes to reshaping flesh (albeit Swarms can learn in time, if they get their hive mind to focus) and some even take their old human form (if they remember it) or simply one they find desirable (often colored by their new bestial instincts, resulting in half-human hybrids). Since the animal of their inital transformation most often are carnivores, they also develop a taste for flesh of their inital sapient species. They can restrain themselves most of the time, but everyone around them smells and looks delicious.
Enslaving hosts requires reshaping their brain, which requires a lot of practive to retain sanity and intelligence, or even the host's inital memories. Usually they instead rely on a mix of pheromones and displays of dominance, combined with giving their unwilling followers a form with which they cannot return to their original society without getting hunted down. Of course there are also those who intentionally seek out Beast Biomancers for a bit of a makeover or becoming the species they feel they truly are inside.
Beast Biomancers usually quickly gather a pack of their transformative animal - on contrarily hunt all of them down, depending on which insticts prevail and whether the transformation was deliberate. A pack is soon turned into uplifts (while producing some vegetables) and eventually a new sapient species (while producing some vegetables) - and it often does not stop at one as the Beast Biomancer begins to interbreed with different species (their transformation often leaves their mating instincts omnidirectional). That new sapient species then might soon decide to displace the original sapient populations to steal their infrastructure, or simply eat them all. Sometimes they offer them the "mercy" of conversion. A few new sapient species peacefully integrate, but usually only decades or centuries after their creation, when their culture is no longer as tinted with the Beast Biomancer's transformation trauma. A few also integrate earlier, usually only when the Beast Biomancer themselves wants to return to sapient society.
Beast Biomancers need to learn biological immortality, which can easily kill them, and have a harder time reincarnating through their descendants than Swarms or especially Slimes, since their soul is hosted in a single body. Some turn to macro-mitosis or pathenogenesis to give themselves multiple bodies first.
Biomancers are in their own way as insane as Elementarists, but since it usually are the insanities of evolutionary organic life, they appear more "normal",
as their vices, derangements and obsessions are more widespread.
Spatiomancers
How does one die from the contortions of space? Only through elaborate torture. A desire to be whole again, even as the body is pulled until torn, a desire to be right again even as one's form is twisted until joints dislocate and bones break. In some ways, Spatiomancers suffer the most physical damage for their gains.
What remains of their bodies is usually cripped, broken and torn beyond repair - and undead, which makes Healing difficult.
They are little more than a contorted mummy, or flesh in a coffin - and unless someone wanted to deliberately create a spatiomancer, they usually even do not survive that long. They need to be packed in salt so they do not rot, leaving their remaining flesh blackened and hard as stone.
A Spatiomancer craves for security. Passages will be too small to pass, walls and ceilings will crush any intruders, and the Spatiomancer themselves will inexplicably be too far away. The more they lose of their arms and legs, last but not least to rot and sepsis, the more they eventually learn to replace with sheer willpower, gaining telekinesis and levitation. But this is a long an painful process.
Even Aeromancers die in days, while the process creating a spaciomancer can easily take months, even years. They often lose their sanity way before their apotheosis, and the latter driven equal parts by hate, pain and the will to survive. As a result Spationancers are infinitely spiteful, and seek to mangle and break the bodies and minds of those that oppose them even worse than their own. Due to their origins, they are also extremely vengeful, and those that have undergone these tortures willingly and deliberately are in some ways worse. A broken torso that deems itself a god, believing all the pain it has endured gives it the right to command everyone that has suffered less, and that transformative pain is the best promotion. They no longer seek sekurity nor comfort, for they have deliberately given it up, they only seek dominance, and seeing others bowing an twisted before them. Some tribes make it the
Requirement to be a King.
Temporamancers
How does one die to time, except by old age? By starving to death. If they are lucky it takes three weeks, but some, with careful feeding, have extended it to three months. Usually all of their old self is lost to hunger, and their hunger to numbness. Usually the first they lose is the perception of time.
Even less durable than Aeromancers due to their weakened constitution, they can make others experience weeks of subjective time in seconds, or slow their perception of reality to a crawl. They cannot directly control time (dying to time travel requires time travel in the first place) but have a unique effect on others' minds and even souls - and convincing the body it died kills it as well as any sword or spear.
Their deragement is an apathy beyond even Geomancers, combined with the spitefulness of Spatiomancers - which in result is very reminiscent of Hydromancers, only with much more bitterness. Some few manage to cross beyond that, having become bored of sadness and even structure.
They are in temperament closer to Aeromancers. They are the most dangerous. They Proselytize.