Post by ADMIN on Mar 18, 2015 16:29:00 GMT -5
Information
The six elemental magics clearly follow the same general pattern. The levels of each are Novice, Intermediate, Expert, and Master. Each of these, excluding the first, require a purchase in the Market. Novices have a basic grasp of their element, along with the ability (usually) to transform themselves into said element for short periods of time. Intermediates are capable of slightly more controlled manipulation and mimicry, and are given a third ability. Experts have complete control over their element along with the ability to fully transform into it, as well as another new ability. And finally, Mastery grants the practitioner a final power of unbelievable magnitude.
There is a slight vagueness to these descriptions in an attempt to give members a wide range of creativity. However, anyone who takes advantage of this in order to create a more powerful character or to give an unfair advantage will be reprimanded.
In regards to member group colors - a horse that belongs to one of the kingdoms, but is Barren, will still get the kingdom's color. A horse with magic that is not a member of a kingdom will receive the Loner color. Finally, a hybrid will get the color of whichever magic he or she is masquerading as.
All horses with magic are born with the knowledge of their magic and their innate ability. On their second birthday, they will naturally obtain the level of Novice.
There is a slight vagueness to these descriptions in an attempt to give members a wide range of creativity. However, anyone who takes advantage of this in order to create a more powerful character or to give an unfair advantage will be reprimanded.
In regards to member group colors - a horse that belongs to one of the kingdoms, but is Barren, will still get the kingdom's color. A horse with magic that is not a member of a kingdom will receive the Loner color. Finally, a hybrid will get the color of whichever magic he or she is masquerading as.
All horses with magic are born with the knowledge of their magic and their innate ability. On their second birthday, they will naturally obtain the level of Novice.
Aquela
Innate
Novice
Intermediate
Expert
Master
- Water Breathing - Aquela users cannot drown nor suffer any injury or ailment associated with drowning.
Novice
- Manipulation - the ability to summon and control a small amount of free-flowing water, the volume of which cannot exceed that of an average puddle.
- Mimicry - the ability to transform, for a period of a few seconds, up to one's entire exterior into water. While in this aqueous form, the horse is still susceptible to all damage.
Intermediate
- Manipulation - the ability to summon and control, including temperature, a large amount of free-flowing water, the volume of which cannot exceed a small pond.
- Mimicry - the ability to transform, for several minutes, one's entire body into water. While in this aqueous form, the horse is less susceptible to damage.
- Aquatic Adaptation - the ability to freely move, live, eat, and sleep in a purely aquatic environment.
Expert
- Manipulation - the ability to summon and completely control extreme amounts of free-flowing water, the volume of which cannot exceed the horse's line-of-sight.
- Mimicry - the ability to completely transform into water for any period of time and, for a moment, become invincible to physical attacks.
- Dehydration - the ability to remove all of the free-flowing water in an area not to exceed 1 square mile.
Master
- Freeze Ray - the ability to direct a beam of energy and completely encase an area not to exceed 1 square mile in solid, unmelting ice.
Ignatum
Innate
Novice
Intermediate
Expert
Master
- Fire Resistance - Ignatum users cannot burn nor suffer any injury or ailment associated with fire.
Novice
- Manipulation - the ability to summon and control, including color, a small amount of fire. If the size of the fire becomes larger than the horse controlling it, he will lose control.
- Mimicry - the ability to transform, for a period of a few seconds, up to one's entire exterior into flame. While in this burning form, the horse is still susceptible to all damage.
Intermediate
- Manipulation - the ability to summon and control, including temperature, a large fire, up to free-burning wild fires.
- Mimicry - the ability to transform, for several minutes, one's entire body into flame. While in this burning form, the horse is less susceptible to damage.
- Thermokenisis - the ability to control the temperature of the horse's immediate surroundings.
Expert
- Manipulation - the ability to summon and control plasma, the amount of which not to exceed the user's size.
- Mimicry - the ability to completely transform into fire for any period of time and, for a moment, become invincible to physical attacks.
- Self-Detonation - the ability to explode, creating a blast roughly the size of an average house and harming/destroying anything within sight. The horse's body will reform several minutes later.
Master
- Constructs - create substantial entities of pure flame which is controlled by the user.
Lumien
Innate
Novice
Intermediate
Expert
Master
- Vision - Lumien users cannot be blind, nor suffer any injury or illness associated with blindness.
Novice
- Manipulation - the ability to summon and control a small amount of light, the magnitude of which cannot illuminate more than 10 feet in any direction.
- Mimicry - the ability to transform up to one's entire exterior into a glowing transparent matter. While in this glowing form, the horse is still susceptible to all damage.
Intermediate
- Manipulation - the ability to summon and control a large amount of light, the magnitude of which cannot illuminate more than 30 feet in any direction.
- Mimicry - the ability to use the sight of light in order to see objects or horses hidden by means of magic.
- Healing - the ability to fully heal non-life-threatening injuries or illnesses.
Expert
- Manipulation - the ability to turn off another's powers for a few moments. Can only be used on one horse at a time.
- Mimicry - the ability to copy another's powers. Only powers that the horse has seen can be copied. A user can only copy one power at a time.
- Healing - the ability to fully heal life-threatening injuries or illnesses.
Master
- Resurrection - the ability to bring a being back from the dead. The once-dead creature will return to life in whatever health and age state the caster wills with all of his or her memory in tact.
Terran
Innate
Novice
Intermediate
Expert
Master
- Oxygenate - Terran users cannot suffocate nor suffer any injury or ailment associated with suffocation.
Novice
- Manipulation - the ability to summon and control a small amount of solid common rock, the volume of which cannot exceed that of an average boulder.
- Mimicry - the ability to transform, for a period of a few seconds, up to one's entire exterior into rock. While in this stone form, the horse is still susceptible to all damage.
Intermediate
- Manipulation - the ability to summon and control a large amount of solid rock, including minerals, the volume of which cannot exceed an average house.
- Mimicry - the ability to transform, for several minutes, one's entire body into rock, gem, diamond or any mineral form. While in this stone form, the horse is less susceptible to damage.
- Golems - the ability to create a free-moving construct of rock. The total size of these constructs can not exceed the size of an average horse.
Expert
- Manipulation - the ability to summon and completely control extreme amounts of solid or liquid rock, including metal, and can create earthquakes.
- Mimicry - the ability to completely transform into rock, mineral, or metal for any period of time and, for a moment become invincible to physical attacks.
- Flora - the ability to manipulate the shape and growing pattern of living plants.
Master
- Petrification - the ability to turn another into solid stone. The process can only be reversed by Master Terran or an Expert Lumien.
Umbral
Innate
Novice
Intermediate
Expert
Master
- Night Vision - Umbral users can always see clearly in the dark and are not susceptible to any injury or illness associated with darkness.
Novice
- Manipulation - the ability to block out the light in a horse's immediate area.
- Mimicry - the ability to become completely invisible in the shadows while standing still.
Intermediate
- Manipulation - the ability to block out the light in a large area not to exceed the horse's line of sight.
- Mimicry - the ability to become invisible in broad daylight.
- Animation - the ability to completely animate a shadow controlled by the user, though it will remain attached to it's host. The shadow gains the ability to move and speak and can be controlled over vast distances. Only one shadows can be animated at a time.
Expert
- Manipulation - the ability to create substantial shadows, similar to a blob of darkness, and control them at will.
- Mimicry - the ability to completely transform into a shadow capable of movement away from a host and, for a moment, become completely invincible to physical attacks.
- Portals - the ability to create a wormhole through space. Only one portal can be open at a time and will close as soon as the caster walks through. Portals can only be opened with a destination the horse has been to before.
Master
- Eternal Night - the ability to block the sunlight and cast the world into an everlasting night. This process can only be reversed by the caster's death, a Master Umbral, or an Expert Lumien. There is no adverse effect on the world other than the lack of daytime visibility.
Zephrym
Innate
Novice
Intermediate
Expert
Master
- Feather Falling - Zephrym users cannot be harmed by a fall nor suffer any injury or ailment associated with falling.
Novice
- Manipulation - the ability to summon and control a small amount of air, including clouds, small wind gusts, and light breezes.
- Mimicry - the ability to transform, for a period of a few seconds, up to one's entire exterior into air. While in this gaseous form, the horse is still susceptible to all damage.
Intermediate
- Manipulation - the ability to summon and control a large amount of air, including large wind gusts.
- Mimicry - the ability to transform, for several minutes, one's entire body into air. While in this gaseous form, the horse is less susceptible to damage.
- Lung Adaptation - the ability to breathe fresh, clean air in any environment.
Expert
- Manipulation - the ability to summon and completely control extreme amounts of air, including tornadoes.
- Mimicry - the ability to completely transform into air for any period of time and, for a moment, become invincible to physical attacks.
- Deoxygenation - the ability to remove all of the oxygen in an area not to exceed 1 square mile.
Master
- Teleportation - the ability to dissipate into nothingness only to reappear in another location. The destination must be a place the horse has been to before.