~The root of Elven foundation of powers and legacy through the ancient
soil base of Yggdrasil. A timeless and sacred spiritual relic engraved;
Only the Keeper of the Book of Ages knows its tale.~
Elves, descendants of the Faerie and dwellers of the sacred lands in Yggdrasil, are creatures of mother nature itself. Possessing high potency in the realm of the mystical and art of the shadow; The legacy of elves have spanned across the origin of the world. Often mistaken as their fragile and smaller counterparts on the northern pole; The world of the elven race has been involved in a number of wars and battle. In this day and age, Elves have shown to acquire high potency in natural magicks, animalism, and even their own prestige in the art of war. For wherever there is a disturbance in their sacred grove; none will forget the wrath of nature's fury at its fullest.
Alas, the evolution of elves, despite of origin and ethnicity, have came to embrace the new age together with the coming of a new power...
soil base of Yggdrasil. A timeless and sacred spiritual relic engraved;
Only the Keeper of the Book of Ages knows its tale.~
Elves, descendants of the Faerie and dwellers of the sacred lands in Yggdrasil, are creatures of mother nature itself. Possessing high potency in the realm of the mystical and art of the shadow; The legacy of elves have spanned across the origin of the world. Often mistaken as their fragile and smaller counterparts on the northern pole; The world of the elven race has been involved in a number of wars and battle. In this day and age, Elves have shown to acquire high potency in natural magicks, animalism, and even their own prestige in the art of war. For wherever there is a disturbance in their sacred grove; none will forget the wrath of nature's fury at its fullest.
Alas, the evolution of elves, despite of origin and ethnicity, have came to embrace the new age together with the coming of a new power...
~{ Passives }~
Elves(Light & Dark)
-Mana Regeneration: The magical aptitude of elves is granted through natural mana channeling giving them a higher rate of mana usage.
-Heightened Vision: Known for their legendary marksmanship and scouting; Elves possess the same sonic vision as that of an eagle or falcon.
-Heightened Hearing: The avid traits of natural born hunters are present in the common elf's sense of hearing even among loud noise and far distances.
-Tender Foot: By millenniums spent acknowledging the ways of nature and various species; the elves inherit the quick and light sound movement of even the smallest critters.

-Grimoire: The legend behind the sacred relics of heaven and earth originated a few millennia ago during a dark age in elven history. The souls of the greatest warriors, creatures, and myths to tread the lands were preserved in the very essence that granted them memoir. These were the souls of the divine zodiac who birthed the transcendence of the elves long after their depart. The creation of manacite preserved these very souls as a vessel for the power they possess and alas carries on the legacy. Now bestowed upon the living through birthright; These grimoire take the form and shape of sealed crest of sorts representing the very soul they inherit. The awakening of the grimoire transforms the body into a state of "ascension" that blesses the user with the divine force known as the "Holy Spirit".
>Awakening the Grimoire enables the user to unleash the divine version of their personal power as well as alter the physical form to adjust for their affinity.
>Ascension is referred to as the true form of the user's soul in relation to what their personal power does and their physical capabilities as a Holy spirit.
>While the power of the Grimoire typically grants the ultimate use of one's power; It does not enhance anything other than the user's physical body or the capability of the personal power in a single aspect.
Elves (Light):
-Weather Resistance: The vitality of the high/light elves have shown exceptional longevity through many harsh seasons for harvest granting them resistance against many natural diseases.
Elves (Dark):
-Nocturnal: The night elves as some may know, possess the ability to move, see, and blend into shadows albeit only halfway.
Elves(Light & Dark)
-Mana Regeneration: The magical aptitude of elves is granted through natural mana channeling giving them a higher rate of mana usage.
-Heightened Vision: Known for their legendary marksmanship and scouting; Elves possess the same sonic vision as that of an eagle or falcon.
-Heightened Hearing: The avid traits of natural born hunters are present in the common elf's sense of hearing even among loud noise and far distances.
-Tender Foot: By millenniums spent acknowledging the ways of nature and various species; the elves inherit the quick and light sound movement of even the smallest critters.

-Grimoire: The legend behind the sacred relics of heaven and earth originated a few millennia ago during a dark age in elven history. The souls of the greatest warriors, creatures, and myths to tread the lands were preserved in the very essence that granted them memoir. These were the souls of the divine zodiac who birthed the transcendence of the elves long after their depart. The creation of manacite preserved these very souls as a vessel for the power they possess and alas carries on the legacy. Now bestowed upon the living through birthright; These grimoire take the form and shape of sealed crest of sorts representing the very soul they inherit. The awakening of the grimoire transforms the body into a state of "ascension" that blesses the user with the divine force known as the "Holy Spirit".
>Awakening the Grimoire enables the user to unleash the divine version of their personal power as well as alter the physical form to adjust for their affinity.
>Ascension is referred to as the true form of the user's soul in relation to what their personal power does and their physical capabilities as a Holy spirit.
>While the power of the Grimoire typically grants the ultimate use of one's power; It does not enhance anything other than the user's physical body or the capability of the personal power in a single aspect.
Elves (Light):
-Weather Resistance: The vitality of the high/light elves have shown exceptional longevity through many harsh seasons for harvest granting them resistance against many natural diseases.
Elves (Dark):
-Nocturnal: The night elves as some may know, possess the ability to move, see, and blend into shadows albeit only halfway.
~Powers & Abilities~
Every Art is categorized into different paths. Every path provides rank types of progression within each Soul Tier. Each Soul Tier is is achieved by earning Soul Levels and gaining them by questing/tasking. Alas, each quest ranked is as follows:
Novice: 100 Spirits
Adept: 200 Spirits
Expert: 400 Spirits
Mastery: 800 Spirits
Each soul level equals the amount of spells/abilities earned for each tier:
[Beginner Level = Basic Powers]
>100 spirits -Soul Tier/Novice spell/power completion
-400 spirits=Rank Up (1 Spell/Ability Max)
[Average Level = Medium Powers]
>200 spirits -Soul Tier/Adept spell/power completion
-600 spirits=Rank Up (2 Spell/Ability Max)
[Expert Level = High Powers]
>400 spirits -Soul Tier/Expert spell/power completion
-800 spirits =Rank Up (3 Spell/Ability Max)
[Master Level = Advanced Powers]
>800 spirits -Soul Tier/Mastery spell/power completion
-800 spirits =Rank Up (1 Spell/Ability Max)
~Soul Tier Advancement is earned by completing the set amount of Spells listed~
Finally! As a Path in each Art is mastered:
>Soul Level:
-Mastery: Lv1000
-Expert: Lv800
-Adept: Lv400
-Novice: Lv0
>Total Soul Lvl: 1000(Mastery) + 1000 = Lv2000
-1000(Mastery) + 800 = Lv1800
-1000(Mastery) + 400 = Lv1400
-1000(Mastery) + 0 = Lv1000
Every Art is categorized into different paths. Every path provides rank types of progression within each Soul Tier. Each Soul Tier is is achieved by earning Soul Levels and gaining them by questing/tasking. Alas, each quest ranked is as follows:
Novice: 100 Spirits
Adept: 200 Spirits
Expert: 400 Spirits
Mastery: 800 Spirits
Each soul level equals the amount of spells/abilities earned for each tier:
[Beginner Level = Basic Powers]
>100 spirits -Soul Tier/Novice spell/power completion
-400 spirits=Rank Up (1 Spell/Ability Max)
[Average Level = Medium Powers]
>200 spirits -Soul Tier/Adept spell/power completion
-600 spirits=Rank Up (2 Spell/Ability Max)
[Expert Level = High Powers]
>400 spirits -Soul Tier/Expert spell/power completion
-800 spirits =Rank Up (3 Spell/Ability Max)
[Master Level = Advanced Powers]
>800 spirits -Soul Tier/Mastery spell/power completion
-800 spirits =Rank Up (1 Spell/Ability Max)
~Soul Tier Advancement is earned by completing the set amount of Spells listed~
Finally! As a Path in each Art is mastered:
>Soul Level:
-Mastery: Lv1000
-Expert: Lv800
-Adept: Lv400
-Novice: Lv0
>Total Soul Lvl: 1000(Mastery) + 1000 = Lv2000
-1000(Mastery) + 800 = Lv1800
-1000(Mastery) + 400 = Lv1400
-1000(Mastery) + 0 = Lv1000
Art of the Forest
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
►The origin of the mystic arts dwells from the spirits that gave birth to mother nature and her greatest creation. Indiscriminately there is nothing that the masters of the forest cannot do when it comes when it comes to the smallest weed to the slightest touch of air to harness their latent potential. The path of the forest is that of tranquility, instinct, and flexibility between those who seek to heal or deal damage.
>Paths:
-Priest(Healer): Priest are users of the mystic power of healing wounds, curing diseases, providing layers of defense, and even absorbing through time to remain in the fight. The vast potential of this path expands the user to gain bonus damage absorption, buff up allies in long lasting battles with a multitude of spells, and even create barriers or other obstacles to always provide a defensive shell.
[ I.E: Healing, Cure, Regen, Protect, Barrier, Ward, etc]
-Enchanter: Enchanters or Enchantress are adapt at providing physical augments to allies and the user alike to grant damage boost or enhance body attributes. The possibilities are endless when it comes to preparing for a long fight and turning it to a relatively quick one by just being ready.
[ I.E: Reinforce, Haste, Energize, Enhance, Bleed, Resist ]
-Botanist(Plants): The title of a botanist signifies the manipulation of plant life from the smallest weed to a full grown tree for all around purposes. A balance between offense and defense, most users are capable of creating traps or effectively attacking from afar and even causing devastating physical effects varying on types of plants.
[ I.E: Binding, Fury, Withdraw, Drain, Growth, Morph ]
-Apothecary(Potions): Sometimes known as Alchemist, The Apothecaries are always abundant with knowledge of mixing various minerals and substances to form a quick response for vitality. Whether there is a need for an extra boost physically, magically, or just something to act as a diversion, they are the go to for quick and effective solutions.
[ I.E: Restore, Antidote, Berserk, Sleep, Confuse, Numb ]
-Beast Tamer: The druids of the wilderness and wildlife's greatest natural beast. The vision of hawks, the strength of bears, the agility of a panther, or even the ability to tame one as well as many to act according to your will. For many allies will seek to have the greatest physical diversity; The others will know the wrath of a never ending monster.
[ I.E: Wild Cry, Pounce, Maul, Caution, Leap, Camouflage ]
-Saboteur(Poisons): The lethal counterpart to both the Priest and Enchanter in the aspect serving to cripple foes in various areas of the body. The most evasive yet cunning types are those who move one step ahead and rely on damage over time or chose to even turn critical details into significant punishment for the foes. Numb their movement, dull their senses, drain their energy, strain their strength, whatever is necessary to take out the enemy in a clean, efficient, manner without much struggle.
[ I.E: Poison, Toxin, Sap, Disease, Numb, Corrode ]
Art of the Stone
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
►Those who answer the call of terra and all of its minerals into a brutal force of nature. To harness the stone means to manipulate its shape, size, form, mass, and weight, among also imbue its power as your own. The body grows tough and strong with the sheer brutality to even evoke its physical wrath in a manner of ways against crowds and durable foes.
>Paths:
-Monk(Fighter): The practitioners of a long history of martial prowess that utilizes speed, precision, and overwhelming amounts of damage over time. Some are refined with clear patterns to take the path of least resistance; others are prone to subdue and disorientate the opponent enough to land fatal blows. In the virtue of this path, Many chose to communicate their intents with any part of the body as a force to be reckoned with.
[ I.E: Spirit Fist, Rebound, Spiral Kick, Reversal, Razor chop, Cross strike ]
-Giant(Brute): The counterpart to the path of the monk is ultimately a brawler who specializes in powerful movement, creating massive impacts, and causing a great deal of damage in less amount of time. Brutes are often adaptable when it comes to applying pressure in strikes grappling, and other physical feats that many find abnormal. But it is that great offense that leaves terror in the eyes of the unready that proves that even a giant can be unpredictable
[I.E: Shockwave, Mega Slam, Brute Charge, Shellshock, Body Bash, Ultra Smash ]
-Puppeteer(Golem User): Those who make contracts with golems are able to create and summon behemoths of various earth material who are at the command of the user. The ability to change it's form suitable to the type of combat situation the user wills and able to use whatever physical means to act as a weapon or shield for or against many threats. Even if the user is unconscious or there happens to be a disconnect in distance; The golem never stops until it is destroyed.
[I.E: Cannonball, Skirmish, Turbo Smash, Breath, Explode, Infuse]
-Sentinel(Stonesmith): Much like a Botanist, the Sentinel is a conjurer of natural organic stone from earth that produces segments of stone constructions from the smallest fragment. Contrary to the Puppeteer, The Sentinel is able to conjure stone from an area as a weapon and use it as armor or as a multitude of weapons with a formless state. While typically the stonesmith isn't seen as a threat without their material; One would think twice to believe a stonesmith isn't capable of manipulating sources from even grains of dust.
[I.E: Barrage, Impale, Augment, Bind, Fissure, Petrify]
-Geomancer(Stone Mage): The mages of the stone are a class of stone benders who use existing material and alter it's shape, size, pattern, temperature, weight, or composition. Using the fundamental of using the tiniest mineral of rock to cause great shifts in any natural surface; the Geomancers are able to alter the type of stone effects upon the environment. The Geomancers are harbingers of terra's wrath whether they are on the land, sea, air, or even in tight spaces.
[I.E: Quake, Meteor, Avalanche, Wall, Mold, Rock fall]
-Ravager(Demolition): The very dynamic yet crafty demolitions experts are those who can practically make a bomb come out of literally dust and friction. Varying on the type of makeshift form that the charge is made; Ravagers are capable of demolishing entire roads or even bringing down mass structures for the sake of taking out someone or something. If the user has the time, the right amount of material, and the right distance to time it correctly; The Ravager could be the cause of many casualties or pull off the greatest stunts ever.
[I.E: Bomb, Chain Smoke, Mine, Shock Blast, Geyser, Quick burst ]
Art of the Arcane
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
►The abstract truth is that in which dwells only where your mind may take you amiss the galaxy. To be truly free and boundless to the laws of science gives the sense of clairvoyance over how time and space operate. The ingenuity of man's will has acted through the very fabrics of a twilight existence that tears the barrier of numbers and motion into nothing. To create more, less, make big, small, hasten, slow, or forwards, backwards, is only a mere question of when
>Paths:
-Subjugator (Vanquisher): A galactic warrior that attacks and defends with fundamentals of spatial elements.
[I.E: Gamma Wave, Psylock, Force Shield, Sun Ray,etc ]
-Occultist (Warlock): A sorcerer that creates spatial abnormality and imposes cosmic effects
[I.E: Immolate, Invoke, Corrupt, Minimize,etc ]
-Archon (Sentry): A star ranger type that uses spatial dimension and wave motions to attack from various range.
[I.E: Sonic Shot, Flash, Comet, Flare,etc]
-Nexon (Regulator): An enforcer who restricts the speed of motion and magic by barriers.
[I.E: Blight, Drought, Distort, Rift, etc]
-Oracle (Guardian): A defender that seals various physical attributes and magic by nullifying
-Seer (TimeMage): A priest of the stars who infuses physical and magical forces with increasing outputs of potential attributes.
[I.E: Channeling, Bubble, Double, Reject, etc]
Art of the Psion
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
►The mind is a terrible thing to waste. And waste is exactly what those around you have done. Their moldable intellect and ignorant outlook has left them feeble. But you have risen above. You have unlocked the true potential of the mind,body and soul to become something both in between it all, and completely different all together. Bending the world and those who inhabit it around you to do your bidding, or steel your allies against controlling nature's. You are the forefront of the defense to invading thoughts and treachery. Matter and those around you bend to your will.
>Paths:
-Manipulator (Controller): The power of telekinesis that uses objects and natural resources to fight all around
[I.E: Levitate, Compress, Repulse, Barrage, etc]
-Magnetor (Technomagician): To be a magician of technology means fusing various substances or material to create scientific phenomena
[I.E: Nanobite, Sun Ray, Shellshock, Quake, etc]
-Mind Flayer (Mental Warrior): These psycho combatants release mana wave motions and energy to attack and defend evenly
[I.E: Psyblade, Ghost Strike, Sphere, Stun Wave, etc]
-Psioneer (Defender): There is no doubt that even defenders shatter the impact of physical attacks and cripple even magic augments.
[I.E: Mana Break, Power Break, Crash, Ruin, etc ]
-Infiltrator (Soul Reaver): Those of the astral plane are able to conjure spirits of all kinds as well as become one
[I.E: Demon Spawn, Spirit Claw, Morph, Transparency, etc]
-Assimilator(Destroyer): Relentless spirit who seizes to uses the almighty physicality to decrease magic while increasing its own physical attributes.
[I.E: Gamma smash, Sonicboom, Mana Drain, Bulk, etc]
Art of the Shade
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
►Manipulation and deceit are your allies. You bend the very shadow and aura of the world around you, commanding shadow to give you cover while also bending light to focus attention towards you. Charm comes secondhand as others beg to do your will. Soldiers have their swords, you have your wit. Let the shadow take you or the arms of your enemies. Infiltrate, initiate, gather information, find weakness.
>Path:
-Assassin (Rogue): Infamously the dexterous hunters of beast and man armed with blades as well as projectiles
[I.E: Shuriken, Blood Fang, Fracture, Fury Slash]
-Agent (Silencer): The sly of hand combatant that specializes in unorthodox tools to hinder and take out targets.
[I.E: Quickshot, Shadowbind, Reflex, Sway, etc]
-Illusionist(Deceiver): The distortion of light, sound, and other aspects of the atmosphere make for either quick getaway or easy kills.
[I.E: Clone, Mirror, Mute, Blind, etc]
-Attendant (Spy): An actor/actress is someone who replicates the sound, appearance, and even the physical attributes of its target
[I.E: Quickswap, Camouflage, Power flex, Reverse, etc]
-Performer (Bard): The sounds of a musician truly raise the physicality of allies or demoralize the foe's own attributes.
[I.E: Power play, Spirit song, sound break, crazy wave, etc]
-Dancer(Witch): One who bears this title know how to curse the enemy as well as brew hexes on the environment.
[I.E: Hex, Curse, Disable, Burden, etc]
Art of War
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
►This path belongs to those forged in the fires of battle. They answer the call with a willing blade and a iron will. To give into the battle is to embrace the majesty of it all. Standing strong among those around them as a beacon while also laying devastation to those who dare oppose. They inspire courage to those around them, and fear to those against them. Commanding legions around them at their pinnacle in crucial moments of battle, bringing divine justice to the battlefield or giving into the chaos of battle in a frenzied rage."
>Path:
-Commanders(Officers): The militant that chooses melee versatility and reservation to drain the foe's physical energy
[I.E: Invoke, Cross Counter, Backlash, Momentum, etc]
-Templar(Defenders): The guard is the foremost wall of defense and counter tactic against foes of different types of physicality.
[I.E: Shield Bash, Lock Hold, Heave, Meta-Guard, etc]
-Bastions (Support): The mid range warrior who excels at keeping physical foes at bay while increasing damage and energy for allies.
[I.E: Entourage, Repel, Fatal sweep, Berserk, etc]
-Slayers(Frontline): The berserkers of the battlefield known to hack even great beast and show great resistance against base damage.
[I.E: Heave, Brute Slam, Crush, Wind Scar, etc]
-Wrath bringers (Rangers): The snipers of death who unleash devastating blows to foes as well as devastating traps for the unfortunate.
[I.E: Bullseye, Mana net, scatter shot, Numb shot, etc]
-Gladiators(Fighters): Warriors of the stadium who are among the most flexible, cunning, and fastest that deal various damage.
[I.E: Smashstrike, Grapple, Bash, Spin Slash, etc]
PLEASE READ!!!
~{ In Order to submit spells/powers/abilities and track your soul level; you must copy and paste the form in your profile at the end. This allows for you and others to keep track of your progress as well as important information regarding your art. Failure to do so results in a hold from using said power/spells/abilities until approved! }~
~{ In Order to submit spells/powers/abilities and track your soul level; you must copy and paste the form in your profile at the end. This allows for you and others to keep track of your progress as well as important information regarding your art. Failure to do so results in a hold from using said power/spells/abilities until approved! }~
[size=10][b][u]Username:[/u][/b] (Enter Here)
[b][u]Royal Status:[/u][/b] (Enter Here)
[b][u]Soul Level:[/u][/b] (Both Current Level & Points)
[b][u]Art:[/u][/b] (Every Art You Possess And Tier for each)
[b][u]Trance[/u][/b] (Your Racial Passive Name & Description)
[b][u]Personal Power[/u][/b] (Your own innate power you own outside of race)[/size]
[b][u]Royal Status:[/u][/b] (Enter Here)
[b][u]Soul Level:[/u][/b] (Both Current Level & Points)
[b][u]Art:[/u][/b] (Every Art You Possess And Tier for each)
[b][u]Trance[/u][/b] (Your Racial Passive Name & Description)
[b][u]Personal Power[/u][/b] (Your own innate power you own outside of race)[/size]