I'm working a pic D : Full Name: Losidrenthennwen Norolinde Nicknames: Lady Losidrenthennwen, Lo, Norolinde Age: Birthdate: August second Gender: Female
Energy Color: Aquamarine Energy Meter: 1350 Element: Fire Battle Strength: As with most Dark Elves, Lo's proficiency in magic is formidable at least. Devastating at best. However, her true talent lies in the arcane arts of fire spells. Her fire spells have a tendency to burn brighter and hotter than your everyday spell-casters. Battle Weakness: Melee combat. Lo knows how to use weapons and could throw a punch should the need arise, but the thought of doing so is appalling to her. She considers it barbaric, going so far as to refuse having a weapon anywhere on her even if it meant the difference between life and death.
• Dementia This ability allows them to store a tiny fraction of Justor's magic into their own body. The result is simple and yet very efficient. Not only are their casting times reduced by one post, but their spells are increased in size and range (and speed... slightly). This makes their magic harder to dodge, further solidifying them as the most efficient magic-users. The rate at which size/range are increased = add 1/3 of the base. So, 15 feet in length would become 20 feet in length. Speed is increased by about 1/5th, although this can become overwhelming if you constantly sling spells.
• Mania *Can be used at any time The Dark Elves may project their immediate conscious into the moonlight, and projecting your conscious into very nearby mana allows you to directly connect to Justor's energy. This allows for a wide-range of spells that are not possible with other bloodlines, simply in concept. Furthermore, these spells are all free of energy, as they use the mana nearby, not your own reserves.
• The Dance of Veils By projecting your magical conscious somewhere else, a very quick and easy process, you may warp to that location, similar to a teleport. Upon disappearing, your location is wrapped in a dusk-colored shroud, and re-appearing is animated by a bright white flash. Of course, this is a very useful spell, but it may only be done once every other post. You can only teleport up to twenty feet away. It should be noted that you only project your [magical conscious] here, meaning you don't go blank or lose concentration while using this.
• The Bride of Justor In legend, it is told that the very first Dark Elf, Cirstec, was made into a demi-goddess by Justor, brought up to be his bride. This ability conjures her influence in the mana rather than his, allowing for a unique spell. Cirstec will allow you to twist the light around you, making you invisible to the enemy's eyes. Those with good hearing/smell can still sense you, but many people will be unable. Striking, casting or moving too quickly will break this ability. This means all you can really do is walk. It's useful when cornered, as it's a very potent hiding skill. It's also useful when trying to use a surprise attack, although the technique will end the moment you begin the attack. The most common use of Cirstec's shroud is waiting for the cooldown on the Veil (teleportation) to come off, so that you may make distance between you and the target. The Veil will not end the shroud until it has already teleported you.
• I am loved This is a legendary ability of the Dark Elves, only spoken of in stories for its heartwarming take on the relationship of Justor, his bride, and their children. If a dark elf is to die, their light fading and their blood running cold, they may call upon their God and hope that he answers. Generate a number between 1-3. If it's two, Justor will personally project his own power into the mana and restore you, a divine intervention only made possible through the love between the elves and their god. If anything other than two, he will not hear you, and you are on your own. This can only be attempted once a month in earth time.
• Sabotage D; C at master rank This is the base for the racial-exclusive Dark Elf magic, which is known as debilitation magic. Something to compare it to would be the spell known as 'Slow', in the C-rank category for mages. Sabotage replaces slow (meaning Dark Elves cannot learn Slow). It has the same base effects of Slow (-1 speed, -2 at master), but also tightens up the enemy's muscles, which makes them feel very uncomfortable, and also decreases their precision to a small degree. It lasts for one post longer than Slow (6).
• Poison Skin D Another ability of the Dark Elves is 'Poison Skin'. Like all saboteur spells, it is simply casted upon them via the mana in the air. Poison Skin does not actually poison them, but makes them feel a stinging and even burning sensation (during the second half of the spell's duration) on their skin. It's very distracting, hurting their concentration and their ability to properly process what is going on in battle. This is also recognized as the first 'bluff' spell of the Dark Elves, where they seem to prove to the enemy that they're god-like beings that can kill people at a whim. However, as it is only a bluff, this is untrue. This lasts for six posts.
• Hot Handles D This spell can actually magnify the heat around a weapon, making it extremely painful to wield. This can also apply to a Berserker's gauntlets, but it cannot apply to natural bloodline weapons such as a Reaper's arm. Holding a weapon that this has been applied to for longer than two posts in succession will result in your hands facing first degree burns. Four posts can mean second degree burns, or only three posts if the Dark Elf is at expert rank or higher. Five posts will, no matter what, result in third degree burns. This lasts for six posts.
• Cold Feet C This is a mix of sabotage, a mix of ice magic. Upon casting this, the enemy will find their shoes/feet stuck to the ground, no matter what they do. They can't seem to move. This is actually as simple as freezing the mana around their feet, which prevents them from moving. This technique lasts for one post, two posts at expert or higher, and the enemy simply cannot move their feet during this time. However, they may still use magic and other abilities. An enemy locked by cold feet will have reduced mana surrounding their body, as it's all clumped up around their feet. As such, magic will do one rank less in damage within ten feet of them, which gives them the option to simply hold out by blocking your spells with their own.
• Stone Breath C This is perhaps the most physically agonizing ability of all. Inhaling and exhaling will quite literally feel like swallowing and spitting out blocks of stone, smashing through your throat or crawling over your tongue. It's extremely uncomfortable, and will force the enemy to basically open their mouth as wide as they can, coughing and gagging constantly. The effects of this are obvious; reduced concentration by far, pain, as well as demoralization. This spell is often used against vampires to prevent them from using their fangs, or against cocky people who can't seem to shut their mouth anyway. It lasts for five posts.
• The Veil Once More B An ability created by Empress Cirstec herself, this is probably one of the only defensive abilities of their blood. It can be casted faster than any known defensive spell, and lasts for only one post. It's as simple as being wrapped in the same shroud you use to teleport, but instead this shroud repels attacks of equal rank and weakens the damage of attacks ranking above (obviously, your natural boosts to magic power increase the Veil's power as well). Upon repelling the attack/spell, a smash of kinetic energy pushes outwards for about ten feet, and can possibly break the defenses of the enemy, or stun them for a moment.
• The Hand of Justor B Whether this spell is actually a method of calling upon Justor is unknown. What is known is that it's highly dangerous, easily fatal. By holding your palm out, facing the enemy for a short second or two, you call upon Justor's wrath. A massive 3D triangular prism will launch at them (from your palm) faster than most spells of its rank, and solidify once it's caught them (or their spell) inside. What happens next is pain. More pain than you could ever imagine and ever want to experience. The mana inside of the prism turns visceral, slicing and dicing and gutting at the enemy. It turns into a wild animal, really. There is barely a carcass in the world that would be tough enough to resist the endless slicing of the mana. The prism is about twelve feet tall and ten feet wide, and if it can't wholly eclipse an enemy (if they're larger than it) it will simply solidify the mana inside of it anyway, easily taking out that portion of their body.
• Power Leak B This is a spell that proves the dominance of the Dark Elves versus other mages. You quickly launch a small red laser from your palm, and upon clashing with a spell that doesn't outrank it, it will annihilate the spell and continue on, gaining one rank in power. Depending on the rank of the spell it absorbed, it will slow down. Absorbing E-ranks, for example, will slow it down minimally (barely noticeable), whereas A-ranks for example would decrease its speed by a solid half. The laser explodes whenever the caster wills it to, at B rank a radius of 15 feet and gaining 5 feet for every rank above.
Class | Magus
• Detect Magic Passive The magus can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At expert rank, you can determine the source in an area. Each source of magic has a special signature, meaning a magus will be able to recognize the energy of a person if they are expert rank or higher.
• Mage Fingers E A mage can surround an object with their energy and lift it with invisible force. They can manipulate items that are not currently being held by an enemy. Anything that weighs less than a full grown person can be lifted and manipulated.
• Energy Ball D-S Balls of energy have become a signature for the magus. These are available at every rank with proper scaling effects. The first level is a single ball of energy the color of a magus' energy. It is the size of a basketball and is weightless. This weightlessness allows it to ignore weather and redirection abilities that are not direct energy. Each ball of energy burns with raw power and scorches opponents. D rank is a minor burn, C-rank covers more surface area, B-rank is 1st degree burn with a larger surface area, A-rank is second degree burn with a large surface area and an S-rank ball of energy is a 3rd degree burn. Each rank of energy that is put in to these can create another ball that can be launched at high speeds. 1 Ball at D-rank energy and 5 at S-rank.
• Energy Coat D-SSS Magii are weaker of body, but their power over the arcane arts is their saving grace. By creating a coating of energy over their physical form a magus can dampen the effects of incoming energy based abilities. If they were to pay a D-rank amount of energy, anything below or equal to it would be reduced in rank of damage. Once the coating takes a hit within one rank of the energy put in to it it disperses.
• Blink C Requires Adept Rank You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random. While blinking, you can step through (but not see through) solid objects. In other words, short range transportation of 15 feet while not in combat.
• Exuo C The magus creates what seems to be a blade of energy from his hand, wand or staff and shoots it at the target. It can easily cut clean through organic objects like it was a blade but strangely shatters on inorganic materials. The blade cuts as if it was an actual blade.
• Blasting Energy C It is a quick stream of energy and upon contact it creates a similar explosion to a detonating grenade. This blast cannot be directed thus once again it only flies in a straight line towards the target. It has a maximum range of 50 feet.
• Stupor C Magii can create a ball of energy with different properties than before. When any physical contact is made or if the magus chooses to trigger it, the ball will violently explode outward. There is no blast like a grenade, only a force that knocks in to people hard enough to stun them for a moment. Anyone without sturdy footing will be knocked off their feet.
• Aether Spikes B Should the magus find themselves in an unsavory situation, they can formulate hundreds of spikes around their body that push outward for 10 feet. Anything caught in the initial creation of the spikes runs the risk of being impaled a multitude of times. They are strong enough to pierce steel. The spikes last around them for an entire post before disappearing.
• Leeching Tough B Must be Adept or higher. Although it requires no energy, it does require you to touch the enemy. The magus will force the target's energy to disperse in to the air, effectively draining them of a certain amount. It starts at 50 Energy at adept, and for every rank after, it increases by 25. So by Sage, when you use this skill, you'll sap 125 energy.
• Halcon B Two circles of energy will form around the magus in locations of their choosing. They can freely rotate these portals around them. Each circle is capable of producing 10 crescents of energy with immense slicing power. When all 20 are expended the circles disappear.
• Twisting Aether B Requires Expert By putting their hands together the magus can focus this attack more. Two spears made of their energy will launch out spinning and twisting over the other as it would rush towards its target, upon impact it will act like a drill capable of breaking a defense equal to its rank and will easily tear away metal even if it is a meter thick.
Class | Enchanter
• Dance Around Passive Around the user, things spring to life. Chairs will move on their own to greet you, hats will tip themselves to you, idle objects will move at your whim. You do not push it with magic, instead you command it to. The energy around the object will change, allowing the user to "speak" to these objects, asking them to move at his/her will. Though the objects are small, it showcases the user's power. Enchanters have a deep connection to nature, they can even sense past events though the stories told to them by the landscape.
• Mother Spriggan E-S Tales of some mysterious force which makes the trees dance, listening, and even coming to life have created a source of panic across many of the forest inhabitants of Kranilla and other forest settlements. Though in every case, it has always been an enchanter's dirty work. By goading plants and trees alike with the user's energy, they rapidly expand, twisting their roots to serve their Enchanter. Instead of forming to fight for the Enchanter, the user has absolute control over every plant or tree around them. The energy they put into the skill dictates what may be done. Using E Ranked energy can allow the user to occasionally toss wooden spikes from long distances. C Ranked energy begins to branch out, allowing the user to morph the ground around the opponent, creating vines to lash out at the opponent along with the occasional root attempting the trap them. At B Rank, roots may rapidly shoot out of the ground, attempting to do serious damage, and may branch out to impale. At S Rank, the user may be seen using the entire area to create great trees from saplings to fall over on the opponent, using the roots in the ground to make the place unstable, even opening the ground, creating a chasm.
• A New Point of View D Any area the user is stepping on may be brought to life, creating a solid plank of standing ground for the user to stay on as the object lifts them up into the air, allowing the user to gain a new fantastic point of view, allowing them to use their skills from very high distances. However the spell loses it's potency after 3 posts.
• Atronachs D-SS Out of any material, the user may form an atronach, which is a creature held together by the user's magic made from a substance of the user's choosing. These atronachs, regardless of their make, gain access to an element of the user's choosing, being able to use skills up to the rank of the atronach. Their energy levels equal to half the energy level of someone of that rank, and will stay until thei energy has been depleted or when the skill is canceled. Until Expert, only one may be used at a time, at that time, two may be used at a time. At Sage, three.
• Haste C The altered creatures move and act more quickly than normal. This extra speed has several effects. For 5 posts, they will have +2 speed. As a Master, this is raised to +3. Cooldown of 2 posts.
• Slow C An affected creature moves and attacks at a drastically slowed rate of -2 for 3 posts. As a Master, this is raised to -3. Cooldown of 2 posts.
• Liquid Steel C The user enchants their weapon or an ally's weapon of choice with the powers of Water. This allows the blade to deal it's rank in water damage against foes and even allow the weapon to channel electricity in the weapon. If the user has Water as their element, they can change it from water into Ice, giving the weapon a layer of protection while swings shoot out ice spikes from the weapon each swing. Lasts 5 posts.
• Flamelicker C The user enchants their weapon or an ally's weapon of choice with the powers of fire. This allows the weapon to deal its rank in fire damage instead of normal. This also has the added bonus of engulfing enemies in flame, burning them even longer than usual. If the user has Fire as their element, they can strengthen the flames even more, to where they can swing their weapons and release high pressure spheres of fire that explode on contact. Lasts 5 posts.
• Vanish C Granting properties of invisibility, the user may mask any given object. Be it a blade, or improper toy found near one's bed side. This spell, however is cosmetic only.
• Fast Lane C, A This creates a tunnel of 0 Air pressure and 0 resistance. This only lasts as long as the Enchanter can keep expending more energy to keep the tunnel open. ANYTHING that enters this tunnel will travel 3x their speed, even a ping-pong ball can shatter through the paddle used to hit it. At A Rank, this speed doubles, making attacks travel down the tunnel almost instantaneously.
• The Call of Nature C-S Nature beckons at your call, like a Siren, you can turn yourself into a beacon, where you may attract creatures to your area. With this, the user may call upon codex monsters to come to the Enchanter's aid. The rank of the monster the user desires is based on the energy they use in the beacon. Only one monster may be appealed to at a time. While you control it, if you go near it, it can be known to attack the Enchanter. Until it perishes or is rendered unconscious, it will continue to fight.
• Fantasia C With this spell, the most commonplace of objects come to life, and in numbers. From all corners of the area, more and more show up. They are for the user to command completely, and though it all seems limitless, the objects a weak, and they are meant to provide so very much little room to move, that other attacks become much easier to use and hit.
• Circle of Force C-A The user touches the ground underneath them, creating a circle of 30-60 feet in diameter. The power this circle generates is variable depending on the amount of energy the user puts into it. But if a foe were to enter the circle's range, even if they're above it or are just standing in the circle when casted, the field would glow before a blast of energy shoots upward. Anything in the circle, besides the user, will be jettisoned upward into the air, usually being sent in a turbulant spin and being capable of being comboed off of. This can literally be placed infront of the user, or directly underneath the foe.
• Gravity Force B, S The Enchanter places an enchantment on any fixed point, an enemy, or even the ground, this creates a gravitational pull, equal to Axiom's gravity, and will attract items and even the ground towards it. Not much can be done as it lasts for 3 posts. If the user is enchanted with this, they can enhance their pull to create a harsher pull on everything, pulling items towards them with 3x their strength temporarily, only once. When S Ranked energy is applied, the point can be a moving object, or even an attack. The amount of force the pull has has almost doubled, being able to easily pick up even the heaviest of foes, pulling them closer to an attack of the user's choosing. It is not impossible to evade the attack, as many have done so with spells that cancel out long lasting skills and the such.
• Immobilize B A spell to counter any projectile it's rank and lower by quickly freezing everything, placing everything in a form of stasis. This stasis works briefly on all living things, though the effect on living things subside after a brief moment. Any projectiles in the air, traveling through the air to the user become halted. They literally stay there until it eventually vanishes in a couple of seconds in the case of a skill, or simply fall to the ground if they were projectiles like arrows or bullets and such.
• An Army For Me B By sending waves of energy around the area, the user will give life to every humanoid shaped figure in the area. Countless really, each with stats of 4/4, capable of not only crowding the area, but fighting as well. Each soldier packs the punch of the average warrior. Many use this skill after Mother Spriggan to form several warriors to animate. The warriors are quite durable, and there really is no limit to how many the user can
• Enchantment? Enchantment! D-SS The art of enchanting is a centuries old art, perfected by the mages of Amaranthine who used incredible spells to enchant beautiful jewels to fit on hilts of weapons, armor, etc. Now, enchantments have become necessary in combat. With the demand for them rising, many Enchanters have taken to the field, instead of hiding behind shop stands. With this skill, you may skip the approval process for customs. Though this skill has its rules and limits as well. The skill is very useful because the Enchanter may enchant the most commonplace of objects. A stick they found, a rock, or even an army of broomsticks! Depending on how much energy they put into the spell, the user may choose from a list of enchantments to place on an object, or even a person. There are many skills labeled "on self", which means they can only be used on the user. Only one enchantment may be on at a time, the user may switch enchantments every post.
D Rank Enchantments: xxxFloating Mind Controlled Weapons, Weightless (Small to Normal sized weapons or xxxobjects) C Ranked Enchantments: xxxElemental Affinities (Object becomes engulfed in flames, ice, lightning, xxxor may super harden to inflict +1 rank more damage) xxxDurable (one rank damage reduction) B Ranked Enchantments: xxxElemental Granting (on self, or object. grants new element up to B Rank, xxxrestricted to one element, only) xxxSiphon (on weapon, allows drainage of B Ranked energy per strike xxxreturnable to self) A Ranked Enchantments: xxxBody of Power (on armor or trinket wearable on body, allows the usage 3 xxxcomplete styles of the users choosing per post, styles able to be changed xxxevery post) xxxNullification (on self, usable on one incoming attack made of pure magic xxxper post, allows user to halt and snuff out the attack) S Ranked Enchantments: xxxPhasing (on self, once per post, the user may turn their body into pure magic and phase through an attack) xxxThe Elemental (on weapon, ally, self. Grants a +1 rank in power with all xxxelemental skills) SS Ranked Enchantment: xxxThe Void Plane, is a plane of existence that exists, yet doesn't exists. Kala is xxxbound in one of the Void Planes, which proves how effective it is in xxxremoving people and things from play. xxxOn a weapon, the user will enchant the weapon to cut through the 2nd xxxplane, using enough energy and power to tear a very brief hole into the xxxVoid Plane. When directed at attacks to combat, the user may send a single xxxattack to the void plain for absolutely no energy. When a creature or person xxxis actually hit with the weapon, much of their energy is sapped into the void xxxplane. Though the strike is hard to survive, and if the opponent does not xxxhave 500 energy when hit, they too will be sent to the void plane.
Personality: Lo is not your average dark elf. She's outgoing and confident in not so subtle ways, but also a child at heart. Even though she knows to be wary of strangers, Lo doesn't believe everyone is bad at heart. Therefore she can be seen talking to just about any one. Or running headfirst into a dark, damp, dungeon with no regards of safety. Because of her headstrong ways, Lo tends to have a big ego for someone so young. Young for an elf anyways. Any chance she can, Lo will demonstrate her abilities with the snap of a finger. Sometimes quite literally. Brimming with energy and rarely sitting still people tend to forget how old Lo truly is, which only boosts her ego even more. Don't let the normally bubbly child throw you. Lo has been known to be a very serious opponent when it comes down to it. She can make calm decisions even the heat of battle.
Of course she isn't without flaws. Lo cannot stand anything outside the realm of magic and incantations. In other words, machines. They not only baffle her, but she finds it highly disrespectful to the land she loves. Needless to say she has little interest in things that annoy her, but will tolerate some things. When faced with situations beyond her control it's easy to be reminded that she is still young in her culture and therefore doesn't understand some situations. She leans heavily on her older companions when faced with something she can't handle on her own. Even going to others for advice, though it may annoy her to do so.
Sexuality: Heterosexual Quote: " " Height: Five feet and seven inches Weight: One hundred pounds Eye Color: Striking yellow
Favorites:
• Aquamarine and gold • Soups and stews • Crows • Kusana City
xxxxxLosidrentennwen, born into the noble Dark Elf house of Norolinde. As the daughter of two well known and highly regarded scholars it was to expected that Lo was born with her parents thirst for knowledge. Thankfully Lo's family had an extensive library that could entertain the little elf for hours on end. One could say she was often lost in the library but could always be found in the same place. Her childhood was often spent in buildings such as libraries or schools. She had little interest in playing like other children her age. Whenever she did go and play she often got into trouble for using spells to show off to the other kids. All the older children typically showed off their magical prowess, so Lo did the same. Although sometimes it ended with damage to nearby buildings and feelings getting hurt.
The only child that Lo didn't seem to annoy was a young Dawn Elf from the house of Aldaval. The young elf's name was Adiel. An elf who seemed to like using martial arts instead of casting spells. It was like a breath of fresh air to Lo to finally have someone who wouldn't see her as a threat. Not only that, but Adiel seemed to be the silent type. Which was perfect for Lo since she liked to do the talking. Despite the obvious differences between the two and the strikingly opposite personalities, the two elves were close friends.
As close as she was with Adiel, Losi spent most of her time on her own. As she gained more interest in the magical arts she kept herself shut in her parents library. Studying until the early hours of the morning and well into the next day. If she wasn't studying Lo could be found looking for other documents with her parents out in the field. On some occasions they were met with some unfriendly reception parties. As Lo liked to call it. It wasn't unheard of to cross paths with thieves or bandits. Most of the time the Norolinde's managed to save the item they were after by magical means. By the time the thief would know their prize was gone, Lo and her parents would be a mile or more away.
That's how Lo's life went for a few years. Studying, working, seeing her friends every now and then. All was fine and dandy until Lo heard of a commotion going on with the Dawn elves. As much as Losi could gather it seemed there was a fuss concerning her good friend Adiel's family. Before Lo could turn to help, Adiel had disappeared. Angry with the House of Aldaval, Lo wanted to confront the Aldaval house, but her own family stopped her. Lo's own parents stopped their daughter from angering the Aldavals. Seeing Losi, for once at a loss of what to do, her parents offered some sound advice. Find Adiel and bring her to their family. It was a little unorthodox thinking, but then again the Norolinde's were consider flamboyant anyways.
Unfortunately for Losi finding Adiel was proven a task in its own sort. When the Dawn Elf wanted to hide she could. Even with all her skill Lo couldn't find her dear friend anywhere. It was almost to the point where Lo was considering giving up. A thought that had never crossed her mind before then. Luckily for her, just as soon as the thought entered her mind she finally found Adiel one day. Although Losi was annoyed that her friend hadn't come to her right after being disowned, she was glad to have her friend back. She invited Adiel into the house of Norolinde. From then on the two elves were always seen together. Or at least you knew Adiel was almost always close by at any rate.
Old profile
MAIN INFORMATION
Full Name: Losidrenthennwen Norolinde Nicknames: Lo Age: One hundred and forty-five | 145 Birthdate: August 2nd Gender: Female
Nation: Kusana City | Kranila Rank: Adept Title: Citizen
Energy Color: Aquamarine Energy Meter: 1800 Element: Fire, Wind, Water, and Earth Battle Strength: As a Dark Elf her skills in the arcane arts are almost unrivaled to begin with. But for some reason her fire spells tend to be the most devastating in her arsenal. Battle Weakness: Close combat. Anything to do with hand to hand combat is considered completely barbaric to her and she'll refuse to do anything of the sort. Besides, she bruises like a banana anyways.
Fights Won: 000 Fights Lost: 000
Completed Quests
S Rank: 000 A Rank: 000 B Rank: 000 C Rank: 000 D Rank: 000 E Rank: 000
E Rank • Air Suction Rank: E Description: A technique used to bring people or things towards the User. Though pulling people is going to cost as a C rank and if higher rank they can choose to resist your pull.
D Rank • Earth Trap Rank: D Requires Novice level A technique that makes earth move around the opponent's feet, hardening to trap their feet. In order to break free, the target must have a strength of five or more, or use an explosive or a water elemental technique to weaken the earth's grip to get free. This can also be done on the target's hands if their on the ground as well
• Air Shield Rank: D (Energy usage is equivalent to the rank of your enemy's attack) Description: The most common defensive tactic involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than bending. However, the user can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects. Uses double energy to stop an object just normal to deflect. Fire can only be deflected if you use double the amount of energy and only if it is normal fire. Rock cannot be stopped if it is in a streamlined shape only slowed and deflected, still uses double energy.
• Air Spout Rank: D (lasts two posts Costs 10 energy per post beyond the first two.) Description: Similar to the Water Spout, adept users are able to rotate and control the direction of the Air Spout enough to levitate them off the ground and remain in the air for as long as they wish to or can maintain it. It lifts you at most
• Great Breath Rank: D-A Description: In a regular basic life, all people breath in and out the air with our lunges in our lives, also can make our own little breeze by blowing. For Air users, they can breath out much larger air than any other element user's. By taking a dig deep breath, holding it in from your grate lunges. The person can blow out large gust of wind as if trying to blow out the candles, but really blowing anything away in it's way that aren't rooted or firmly planted on the ground. The amount increases with each rank.
• Rock shield Rank: D Description: A levitated slab of rock can also double as a shield when positioned in front of the user. This can also be performed as a slab or sheet of bedrock thrust out of the earth's surface. The shield can be hurled at the opponent for a quick retaliation.
• Gliding Rank: D They may use a large fan or any light wide object to glide distances. Though it would no longer be gliding, you may use 10 energy to stay in the air for another post by pushing down on the air below you.
C rank • Ascendare Rank: C Description: Its basically a version of Acsio but a push this time. It has more power enough to push a human being a meter back. This is usually used to keep a target far from the user thus avoiding getting attacked. It can be used on enemies weapons but not the bullets or arrows because they are too small and fast.
B rank • Stone Trapping Rank: B A stronger version of the earth trapping skill. Earth moves around the target's feet and hardens on a high magnitude trapping the target. To break free, the target must have a strength of 9 and above. That or a C rank water skill and/or a powerful explosive (use at your own caution). However, with an additional D rank energy the stone can imprison up to the legs of the target seriously restricting movement. If the target is lying on the ground, this can close around their arms as well. A master rank can use this to completely encase a downed target.
• Ice Dome Rank: B An Elementalist may surround a foe in a viscous sphere of water and then freeze it, trapping their opponent inside. This may also be used to protect from a powerful attack. Note: all previous skills can be turned into ice now just costing the energy above it. If its D then if you use it in ice its C.. Should it be S then you use up S+A energy.
Bloodline
Passives • Dementia This ability allows them to store a tiny fraction of Justor's magic into their own body. The result is simple and yet very efficient. Not only are their casting times reduced by one post, but their spells are increased in size and range (and speed... slightly). This makes their magic harder to dodge, further solidifying them as the most efficient magic-users. The rate at which size/range are increased = add 1/3 of the base. So, 15 feet in length would become 20 feet in length. Speed is increased by about 1/5th, although this can become overwhelming if you constantly sling spells.
• Mania *Can be used at any time The Dark Elves may project their immediate conscious into the moonlight, and projecting your conscious into very nearby mana allows you to directly connect to Justor's energy. This allows for a wide-range of spells that are not possible with other bloodlines, simply in concept. Furthermore, these spells are all free of energy, as they use the mana nearby, not your own reserves.
• The Dance of Veils By projecting your magical conscious somewhere else, a very quick and easy process, you may warp to that location, similar to a teleport. Upon disappearing, your location is wrapped in a dusk-colored shroud, and re-appearing is animated by a bright white flash. Of course, this is a very useful spell, but it may only be done once every other post. You can only teleport up to twenty feet away. It should be noted that you only project your [magical conscious] here, meaning you don't go blank or lose concentration while using this.
• The Bride of Justor In legend, it is told that the very first Dark Elf, Maghlya, was made into a demi-goddess by Justor, brought up to be his bride. This ability conjures her influence in the mana rather than his, allowing for a unique spell. Maghlya will allow you to twist the light around you, making you invisible to the enemy's eyes. Those with good hearing/smell can still sense you, but many people will be unable. Striking, casting or moving too quickly will break this ability. This means all you can really do is walk. It's useful when cornered, as it's a very potent hiding skill. It's also useful when trying to use a surprise attack, although the technique will end the moment you begin the attack. The most common use of Maghlya's shroud is waiting for the cooldown on the Veil (teleportation) to come off, so that you may make distance between you and the target. The Veil will not end the shroud until it has already teleported you.
• I am loved This is a legendary ability of the Dark Elves, only spoken of in stories for its heartwarming take on the relationship of Justor, his bride, and their children. If a dark elf is to die, their light fading and their blood running cold, they may call upon their God and hope that he answers. Generate a number between 1-3. If it's two, Justor will personally project his own power into the mana and restore you, a divine intervention only made possible through the love between the elves and their god. If anything other than two, he will not hear you, and you are on your own. This can only be attempted once a month in earth time.
D Rank • Hot Handles This spell can actually magnify the heat around a weapon, making it extremely painful to wield. This can also apply to a Berserker's gauntlets, but it cannot apply to natural bloodline weapons such as a Reaper's arm. Holding a weapon that this has been applied to for longer than two posts in succession will result in your hands facing first degree burns. Four posts can mean second degree burns, or only three posts if the Dark Elf is at expert rank or higher. Five posts will, no matter what, result in third degree burns. This lasts for six posts.
• Poison Skin Another ability of the Dark Elves is 'Poison Skin'. Like all saboteur spells, it is simply casted upon them via the mana in the air. Poison Skin does not actually poison them, but makes them feel a stinging and even burning sensation (during the second half of the spell's duration) on their skin. It's very distracting, hurting their concentration and their ability to properly process what is going on in battle. This is also recognized as the first 'bluff' spell of the Dark Elves, where they seem to prove to the enemy that they're god-like beings that can kill people at a whim. However, as it is only a bluff, this is untrue. This lasts for six posts.
C Rank • Stone Breath This is perhaps the most physically agonizing ability of all. Inhaling and exhaling will quite literally feel like swallowing and spitting out blocks of stone, smashing through your throat or crawling over your tongue. It's extremely uncomfortable, and will force the enemy to basically open their mouth as wide as they can, coughing and gagging constantly. The effects of this are obvious; reduced concentration by far, pain, as well as demoralization. This spell is often used against vampires to prevent them from using their fangs, or against cocky people who can't seem to shut their mouth anyway. It lasts for five posts.
B Rank • The Veil Once More An ability created by Empress Cirstec herself, this is probably one of the only defensive abilities of their blood. It can be casted faster than any known defensive spell, and lasts for only one post. It's as simple as being wrapped in the same shroud you use to teleport, but instead this shroud repels attacks of equal rank and weakens the damage of attacks ranking above (obviously, your natural boosts to magic power increase the Veil's power as well). Upon repelling the attack/spell, a smash of kinetic energy pushes outwards for about ten feet, and can possibly break the defenses of the enemy, or stun them for a moment.
Class
Passives • Detect Magic Rank: Passive Description: The user can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At higher ranks, you can determine the source in an area.
E ranks • Light The user pushes energy into an object, and causes it to glow brightly. This easily illuminates and area.
• Energy Ball The basic and starter skill that the arcanist should learn before he or she can learn any other skill. Its quite simple to preform. You move your hand in a circular motion gathering up energy and as soon as it forms into the white ball of energy you can toss it at people, it has no weigh thus it travels in a straight line and it is quite fast. Being hit by one of this is like getting punched. If it hits leaves they tend to turn into ash and human flesh suffers minor burns the strange thing is there is no heat present. Upon reaching adept rank this skill can be used by just aiming your open hand at the enemy and the ball will fly out. At master rank five at a time can come out yet it still just costs E rank energy. Well its not incredibly powerful anyway.
D ranks • Mystic Impalement Rank: D Description: The arcanist forms energy in their hand and he or she swings it down towards the ground. This energy impacts the ground and then it forms into a wave of energy spikes headed towards where the arcanist is facing. This has a range limited to five meters. A total of four spikes are headed towards the target each one as sharp as a regular spear.
• Energy Coat Rank: D Description: Since Arcanists need lighter equipment because they would be focused on dodging their enemies rather than taking the hit they created this spell. They will create a magical circle around them and from that they will be covered with a coat of energy. 4 E rank or two D ranks will break the defensive coat anything stronger than D rank will go clean through it like it was not there. It lasts till it breaks or 5 posts, which ever comes sooner. Has a 4 post cooldown period after it breaks or fades away.
• Ice Shards Rank: D Description The arcanist moves his hands in front of him creating a large magic circle and out of this circle up to a hundred dagger sharp shards of ice will form and launch at the target.
• Projection Rank: D Description: The user will make the image of anything they wish appear before, or near them. Be it a man, monster, or object. Although it makes now sound whatsoever.
• Ghost Sounds Rank: D Description: The user causes the sounds of anything they wish, from foot steps to a roar.
• Mage Hand Rank: D Description: You aim your finger at something, and can lift it and move it from a distance. You can propel it, hold it in a certain fashion, and possibly manipulate it if it can be. This only forks for 10 Meters and 10 pound objects, and once it passes that mark, the objects falls victim to gravity again
C Ranks • Animalia Rank: C Requires: Adept Rank Description: For a moment of 10 posts you create a giant version of an animal of your choosing. This is made out of your energy and controlled by your will. Use your imagination for this one. It can be destroyed by an impact that would measure up to a B rank attack.
• Haste Rank: C The altered creatures move and act more quickly than normal. This extra speed has several effects. For 5 posts, they will have +1 speed. As a Master, this is raised to +2. Cooldown of 10 posts.
B Ranks • Halcon Rank: B Description: One of the less area affecting spells under the Arcanist arsenal its made to kill lots of targets quickly. The arcanist creates two circles of magical energy beside him/her and then he/she will drive their hands into it and move their arms to throw it forward. The circles will not move but launch crescent shaped blades of energy that can slice easily through anything weaker than itself. At most you may create twenty but each one is only of C rank power you may use A ranked energy to make it of B ranked power.
Personality: Lo is an outgoing little elf. Often making herself known even when it's not the right time or place. She's not shy in the least will approach a total stranger if it meant meeting new people. She's also known to march straight into a dark and dank cave if there was a prize to be found on the inside. Of course Lo knows when something is a bit to much of a challenge and will back off or not take the risk if the danger is to great. She can be a bit of a scaredy-cat at times as well.
She often gets a big ego when people see how well her magic is even at such a young age (young for an elf anyways). Her ego is also hard to get rid of unless she actually loses in a fight. She can be a sore loser and will grumble about it to no end. However, Lo will quickly forget it the next time she wins at anything.
Although she's young for a Dark Elf Lo shows her age when it comes to being a Mage. She's lived many long years and shows it with the knowledge she's gained from it. Of course anything outside the realm of magic and incantations is lost on her. Anything machine-like is a big, loud, smelly, mass of metal to her and she'd rather stay miles away from if she can help it. Of course she is still young compared to other elves, even the high elves, so Lo often clings to her older friends or family for guidance.
Lo is still a child and still acts like one despite her looks and age. She's rather spoiled about everything and doesn't like it when something doesn't go her way. Lo can 'act her age' as the humans say, but she'd rather leave that to her older companions. She isn't the most athlectic person either and doesn't like to get sweaty or dirty. Her clothes are always kept clean and her hair is always in a neat bun, aside from the three locks of hair that won't stay in place. Sexuality: Straight Quote: " You can't go forward if you're always looking backward. " Height: 5 ' 7'' Weight: 110 lbs Eye Color: Bright Yellow
Favorites:
• Aquamarine and Crimson • Soups and stews • Crows • Kusana City
xxxxxLo was born and raised in a house on the outskirts of Kusana City. Her parents were nobles and scholars and lived like ones too. The tower like house they lived in seemed to made of nothing but paper, scrolls, and books. Lo's childhood home was also partly inside of a large tree, like most buildings were in the area. As an adventurous little elf, Lo was always finding new nooks and crannies to get lost in the big house. Of course the one thing she always got lost in was the books that her parents collected over the years.
Lo had an uneventful childhood compared to other people, but she did have an exciting one. Since her parents were scholars they were often on the road. Traveling to other places in the main city or the forests of Kranilla, sometimes even further out than that.
Lo was, and is, a little bit of a rebel and very independent when she wants to be. Whenever they stopped in a new place Lo would always mange to get herself lost. She was never any good with directions for some reason. Lucky for her, Lo's parents taught her everything they knew about spells and magic from the time she was very small. She was also warned non-stop to never let her moonstone earring out of her sight, not that Lo needed to be told to that.
Traveling around all the time let Lo see all the good things that were in different places. But it also let her see the bad things too. When she was around twenty or so years old, which is still a child in the eyes of an elf, Lo wanted to find out why humans and elves didn't like each other. Lo always knew that the two races weren't on good terms, but for all the books in her home she's never been able to find out the underlying cause for their hatred. She knew that long ago Kusana used to be the Elven Kingdom, but after a certain incident with a soul reaper it was now the humans. It didn't make sense in her mind that the two races hated each other to the point where they could not be in the same room. As far as she knew, the destruction of the dark elves was their own fault.
She was given a reason not to like humans while out with her parents one day. Lo was dangerously perched on the top of a sturdy ladder looking for a map on one of the top shelf. Her parents were down below at a table covered in musty old scrolls and books when a knock at their door stopped their planning for the next trip. Lo paid it little attention to begin with. People were always knocking at their door looking for answer or books. This time it was two or three rough looking humans searching for a map themselves. Lo still isn't sure what made the humans upset, other than resorting to ask for the help of a dark elf, but the next thing she knew her home was being turned upside down.
Lo and her parents couldn't do anything to stop the humans for fear of damaging more of the treasures they had collected over the hundred of years. It wasn't until the humans thoroughly tore the place apart and coming out empty handed that they left. After the event ended they found most of their precious books to be in ruins and shreds. Pages from books in one room had ended up in two rooms over, scrolls were torn in half, and maps were no longer readable. Considering how much information they had collected it was a great loss. Lo never forgave those particular humans for what they did, and as a result, would never go near another unless it was impossible to avoid.
After cleaning up the aftermath Lo decided to go out and refill her parents beloved library for them. Lo is still considered a child, but knowing she would go whether they wanted her to or not, her parents allowed her to take the journey. But not before reminding her to stay away from humans and to protect her earring.