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Ciryature's Journal of Journeys
This is the place where everything that I dream and everything that I do will come to be written out. Its a journal of journies after all. Don't want it to be empty do we?
Fernian's Powers
Fire Powers:

Fire ball - can grow to any size he wants them to. If they are going to be larger than an inch, they have to be balled up in his palm, where he then releases them towards the target. They explode on contact and if the target is caught on fire, its really hard to put it out since it’s a magical fire.

Wave/Stream of Fire - He builds up two fireballs, one in each hand, then smashes them together and slams his flaming hands onto the ground so that the fire is propelled from him towards the intended target/targets. Less accurate then a fireball, but able to hit more targets.

Fire Whip - With his staff, he creates the wooden staff to catch fire and become snake like. He then lashes out with it, embers flying as it cracks. On contact, the target will catch on fire.

Earth Powers:

Wave - Balling his hand into a fist, he concentrates really hard and then slams it into the ground. This causes an earthquake like effect that causes a wave like action of the earth to roll forward and knock over any advancing enemies.

Living Trees - As the title states, he can cause the trees to move from their spots. It takes a lot of concentration and will power. In fact, it can cause the caster to pass out, totally drained if they don’t heed their magic stores. The trees will pull their roots from the ground and trample across any expanse of land that the caster wills them to. Since they’re trees, most traditional weapons such as swords and arrows don’t harm them. They can crush anything that’s in their paths, making this a deadly and powerful spell.

Defensive Positions - With a twitch of his hand, he can cause small areas of the earth to jut up into the air. Depending on the threat, it can be higher or lower. This gives the ones on the uprooted earth the advantage of a defensible position.

Ice:

Ice Wind - Blowing a fierce wind that will cause anything to freeze up instantly. This power will stop fires and instantly freeze the top of rivers and lakes, making them able to be crossed.

Ice Shards - If out of range of normal attacking spells, he will use this power. Pulling his hand back behind his back, he will launch it forward, shards of ice springing forth from his palm and being released as he commands them to. It works much like an archer and his arrows, but the mage’s version and not as accurate.

Wind:

Shield - Conjuring up a strong wind, he can bend it so that it circles around whoever he wants it to, deflecting attacks and keeping the protected safe. Draw backs of the spell are that it will wear off after a ceratin amount of time, slowly fading away if not kept up. Also, the one(s) being protected can’t fight back, as the wind won’t allow them to reach out and attack either.

Gusts - As suggested, a large, or small, gust of wind will blow back advancing attackers. He just blows and it will cast the gust of wind forward.

Godly Powers:

To ask for help from the gods, one must give a payment of something. To ask, he will raise his staff into the air, and state his want for help. If the gods find it a good enough request, they will take from his flesh, usually blood offerings, and send the help in the form they wish. Forms can include rock trolls, strikes of lightening or even the earth swallowing up the attackers. This power though comes at a great cost and one must be very wary about the costs and how much they can take before dying.






User Comments: [2] [add]
DaemonBane
Community Member
avatar
commentCommented on: Thu Sep 01, 2005 @ 06:32am
Very nice, very nice! And good job on giving me the inspiration for Rath's mother's sacrifice thing. lol


commentCommented on: Thu Sep 01, 2005 @ 06:38am
Kewl. I really like how you put consequences on the magic that you use. Most rper's I know don't and therefore cross over into godmoding stare



Aarien
Community Member
User Comments: [2] [add]
 
 
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