Post by Mia/Noir on Jan 8, 2008 17:25:13 GMT 10
Nature could be called one of the most powerful forms of all magic in the world. Dealing with the elements of earth, wind, water, ice, air, dark and fire... This form of magic also deals with life and cosmic magics: in other words, healing and holy spells, along with the spells that alter time and space. If you are a wizard then this is where you will choose your attacks.
Fireball/Iceball/Lightball/Darkball -
Electrocute -
Ice Shard -
Earth Shattering -
Vines -
Darkness –
Heal -
Energy Bomb –
Blitzkrieg –
Rain of Power –
Light of the Heart –
Terra Obliteration –
Rift Gate –
Burst of Fire –
Turn of Air –
Waves of Fury –
Frozen Momentum –
Aerobeam –
Avellaneda –
Winged Blessing –
Liquid Rock –
Wall of Nature –
Nature
Fireball/Iceball/Lightball/Darkball -
This attack enables the user to conjure up a ball of either light, dark, fire or ice to throw at their opponent.
Electrocute -
Bolts of lighting are channeled from the sky and used to electrocute an opponent.
Ice Shard -
The user conjures up an ice shard that is sharp enough and strong enough to pierce right through you.
Earth Shattering -
Make the earth shake under your opponent causing the ground to crack and chunks of earth to be uprooted.
Vines -
Long vines are called forth to bind your opponent.
Darkness –
This spell creates a cloud of magic darkness that binds the entire area, but it does not effect the caster. It cannot be seen through with enhanced abilities like vampiric sight, and magical resistances do not apply, for the darkness covers the entire area. Last for five posts.
Heal -
Allows you to heal small wounds and injuries.
Energy Bomb –
A simple and powerful spell that absorbs any and all types of energy around, from spirit to kinetic. It alters it into a special bomb that can be used. This technique can be used from any and all directions and when it is it expands a mile in radius from the blast point. The main grenade is extremely small, just a speckle of light, and when it actually comes into contact it explodes. The best vantage point is from the sky when using this attack.
Blitzkrieg –
A spell that opens a wormhole for the caster to move and attack through.
Rain of Power –
A massive spell that creates thousands of eyes in the sky. They launch down thousands of beams of energy, which rain down upon the field. Can only be used once at a time.
Light of the Heart –
The ability to light up an area or to create a small orb of light that you can manipulate when needed. The light is very bright and cannot be extinguished except for when the spell wears out. The stronger the caster, the brighter the light and the longer it lasts. An experienced wizard can affect how bright it is.
Terra Obliteration –
The ability to create a massive crack underneath the feet of an enemy or a group of enemies which can lead straight down into the planet's magma mantle when needed.
Rift Gate –
The ability to almost ‘squash’ space so that you can step through a rift into another area, like opening up a doorway of flat space.
Burst of Fire –
The ability to throw fire from the palms of your hands like a flamethrower.
Turn of Air –
The ability to twist the wind and create powerful gales or even tornados.
Waves of Fury –
The ability to summon enough water to send massive waves down onto your enemies.
Frozen Momentum –
The ability to ‘freeze’ certain items or people when they are moving. This is simply a slowing of the molecules to a microscopic level and this power is channelled through the hands. The affected area, person, item or creature is only frozen for the time span of three of your own posts.
Aerobeam –
The ability to send a massive burst of high speed and extremely turbulent winds like a jet of flame towards an opponent, usually throwing them off their feet.
Avellaneda –
The ability to bring an avalanche down, even when the sun is bright or rain falls.
Winged Blessing –
This ability calls upon the power of air and allows the wizard to cast themself up into the sky for as long as the power is maintained, giving them the ability to fly without wings. This power cannot be used at the same time as another for it must be concentrated on fully.
Liquid Rock –
The ability to manipulate all stone as smoothly as it were water while it still remains as hard as it usually is. This is useful when a shield is needed for fire, electricity or water.
Wall of Nature –
The ability to combine all four of the natural elements to make a wall that is almost impossible to pass. The wall is woven from vines and sealed with dirt before being laced with fire around it and having strong currents of air and rain constantly flying around it. Once the wall is created, anyone with the same power can unweave it but it cannot be climbed, cut down, destroyed or passed in any other manner.