Jan 20, 2018 21:25:24 GMT |
Post by Aria Winters on Jan 20, 2018 21:25:24 GMT
ABILITIES
MAGICAL ABILITIES:
Magical abilities are abilities used by magic casters. They can also be used by various creatures such as fae, and elementals to name a few. Magic is a source of mana which flows from veins underneath the lands of both kingdoms and is found practically everywhere.
Now often magical abilities are acquired through hard studying and practice, or some are naturally born with it. Here are some examples of magic.
Healing:
Healing is a basic magic skill, often one is surrounded by a soft light green light as mana flows through the body and out of ones palms. Healing magic can cure minor wounds and cuts, using too much to heal a severe wound could take the caster way past their limits.
Elemental:
There are lots of elements that make up various branches of magic. Ice, water, lightning, fire, dark, light. Every time a elemental type of magic is used, the one who cast it will often need a cooling off period before they can use it again. Use it at their full force and they risk making their bodies very weak.
Protection:
If one can learn it, then you can use protection spells. These spells can create barriers, shields to protect against an attack or another magical spell. And negating spells. But all these do wear off eventually, or break if another spell is stronger or opponent is stronger. When they break, they are often left vulnerable.
PHYSICAL ABILITIES:
Physical abilities are abilities that have to do with upper body strength, or how well you wield a sword or what sort of beast clan you come from. Creatures who have offspring will gain the same abilities as their parents, most of the time. Like if they are from a clan of bears then their strength will come from fighting and survival instincts. Wolves from hunting and learning to fight at a young age as pups. Each beast group hope their abilities will be passed off to their offspring. This includes taking human form as well. Though when going against humans, they can be left vulnerable to most attacks. The bigger they are the harder they fall.
Knights or nobles, from the time they can hold a blade or some sort of weapon. They are trained from a young age. But it's not only a sword they are trained with. Swords are one thing. There is also Axes, the crossbow. Bows and arrows and knives. Many things. All they have to do is find what they are comfortable with and gain strength from that.
ITEMS:
Magic is one thing. But items also hold mysterious and strange abilities. Be it a simple charm, or a little seed. One item can make you vanish, another can turn you into a horrible creature. Maybe take on the form of someone else? Items always have something attached to them. Sometimes good, other times bad. Be careful of that next sale.
ALCHEMY:
Some items are based on the building blocks of alchemy. Most times some things can be created with little mana, other items need more mana to create something. But before you can make anything you need the ingredients. The starting blocks to make said things.
Alchemists can use anything from plants to precious gems. Get the formula right and something amazing will be created. Mix it wrong, well then you have a problem. Don't do advanced alchemy if you're a rookie. Bad things do happen.
Magical abilities are abilities used by magic casters. They can also be used by various creatures such as fae, and elementals to name a few. Magic is a source of mana which flows from veins underneath the lands of both kingdoms and is found practically everywhere.
Now often magical abilities are acquired through hard studying and practice, or some are naturally born with it. Here are some examples of magic.
Healing:
Healing is a basic magic skill, often one is surrounded by a soft light green light as mana flows through the body and out of ones palms. Healing magic can cure minor wounds and cuts, using too much to heal a severe wound could take the caster way past their limits.
Elemental:
There are lots of elements that make up various branches of magic. Ice, water, lightning, fire, dark, light. Every time a elemental type of magic is used, the one who cast it will often need a cooling off period before they can use it again. Use it at their full force and they risk making their bodies very weak.
Protection:
If one can learn it, then you can use protection spells. These spells can create barriers, shields to protect against an attack or another magical spell. And negating spells. But all these do wear off eventually, or break if another spell is stronger or opponent is stronger. When they break, they are often left vulnerable.
PHYSICAL ABILITIES:
Physical abilities are abilities that have to do with upper body strength, or how well you wield a sword or what sort of beast clan you come from. Creatures who have offspring will gain the same abilities as their parents, most of the time. Like if they are from a clan of bears then their strength will come from fighting and survival instincts. Wolves from hunting and learning to fight at a young age as pups. Each beast group hope their abilities will be passed off to their offspring. This includes taking human form as well. Though when going against humans, they can be left vulnerable to most attacks. The bigger they are the harder they fall.
Knights or nobles, from the time they can hold a blade or some sort of weapon. They are trained from a young age. But it's not only a sword they are trained with. Swords are one thing. There is also Axes, the crossbow. Bows and arrows and knives. Many things. All they have to do is find what they are comfortable with and gain strength from that.
ITEMS:
Magic is one thing. But items also hold mysterious and strange abilities. Be it a simple charm, or a little seed. One item can make you vanish, another can turn you into a horrible creature. Maybe take on the form of someone else? Items always have something attached to them. Sometimes good, other times bad. Be careful of that next sale.
ALCHEMY:
Some items are based on the building blocks of alchemy. Most times some things can be created with little mana, other items need more mana to create something. But before you can make anything you need the ingredients. The starting blocks to make said things.
Alchemists can use anything from plants to precious gems. Get the formula right and something amazing will be created. Mix it wrong, well then you have a problem. Don't do advanced alchemy if you're a rookie. Bad things do happen.
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