Racial
Acrobatics-The race of elves is quite acrobatic naturally, able to move and do flips and such with ease.
Nature's Grace-Blessed by the spirits or nature, terr elves are blessed with slightly heightened senses and agility. Along with that, the mana pool of his kind is immense, allowing the use of various spells, though the types of spells known to their kind are limited.
Marksmanship
Form Arrow-Within an instant, he is able to materialize an arrow to use, eliminating the need for him to carry arrows around or make them by hand. Up to 3 arrows can be formed at one time.
Enchant Arrow-With his magical energy, he can enchant his arrows with the following elements: fire, water, wind, and poison. Fire allows the arrow to inflict burns and can set flammable substances ablaze. Water is mainly a response to fire and usually be less affective than a normal arrow, unless submerged underwater. Wind allows the arrow to fly at double the rate and be able to pierce through substances such as metal. Poison inflicts the target if the arrow strikes and breaks skin. The poison causes headache, slightly blurred vision, dizziness, and pain to the arms and legs. The poison's affect will naturally end within a few hours, but can be cured almost immediately by swallowing the poison of the Viperion Flower. [Only summoned by Naik.]
Explosion Arrow-Overpowered with his own mana, the arrow will explode upon contact with the tip of the arrow. The explosion should affect anything in a 4 foot radius, so he doesn't tend to use it in any crowded areas.
Shapeshifting
Silvercoat Lion Form- He can transform into a strong lion with a silver-white pelt. In this form, he can move soundlessly, but doing so is slower than normal movement. Also, this form had much more physical power than his natural form, but lacks magical skills.
Plant Form-In this form, he takes the appearance of a plant. The only difference between him and a normal plant is that once the plant is harmed by anything, he will grow back to his normal self from whatever remains of the plant, whether it is stepped on, cut, burned, or whatever else could happen to the flower. Such happens a few seconds after, and the person would probably have moved on by then. Mainly, he uses this skill to observe, but it can be useful when an opponent walks by and steps on him, but then walks off, leaving their back to him.
Terramancy
Summon Plantlife-He has the ability to summon various forms of plantlife, including flowers, bushes, trees, vines, etc. This extends to all real forms of plantlife. It requires him to touch the ground and extend his energy to where he wants the plant to grow.
Piercing Thorns-He can force a summon or normal plantlife to sprout and grow 6 inch thorns. Usually used with vines.
Poisonous Plants-Within his summons, there is usually a strong poison that will be shown if the plant is destroyed, cut, etc. The poison will lower physical abilities upon touch or inhalation. The poison can show itself as either a gas or liquid. It can be told whether or not it is there by smell. Being close to it, you'll be able to smell a scent similar to that of blood. The poison makes it way into your pores and is absorbed slightly by your skin. From that point, it spreads throughout the rest of your body.
Flower Tower-He summons a giant flower, rising up 40 feet into the air and its petals conceal and protect him. The move is most likely to be used to gain time.
Trapping Flower-A large flower is grown on the floor, lacking a stem and leaves. When someone steps into the center, the flower will close its petals and close the person within it. The petals are 5 inches thick.
Divine Creation: Seed-He creates a seed by drawing in nature's energy from the air and Earth. It appears as a glowing green orb.
Divine Creation: Plant-He presses the orb into the ground or any surface, and veins shoot from that spot. Those veins let him sprout the plants faster and he can extend them further. Also, the plants can be summoned on a much greater scale.
Stone Wall-He summons a stone wall from the floor, simple as that. At the very least, it would buy some time. More useful against firewielders than plants, but poisonous plants...
Spike-Summons a stone spike that will shoot from the ground at a high rate. The spike must be within range of his power, which can spread 5 yards around him. Also, more spikes can be summoned further if they are within 5 yards of a previously summoned spike.
Summon Nature Elemental-Not learned yet.
Wind Element
Basic Wind Control-He can simply move the wind in any direction he wants and at any speed he requires.
Zepher Leap-He can leap up to 20 feet into the air with the aid of the wind, but landing... That's an issue. He usually doesn't jump that high unless he needs to get somewhere and he knows he'll make it.
Cyclone Sphere-Within the size of a tennis ball, air is forced to move at an immensely rapid speed, surpassing 200mph. Coming in contact with it would probably tear your skin to shreds. The sphere is formed in one of his hands and either thrown in the form of a push or shoved into the opponent. The sphere stays 3 inches away from any part of Naik's body.
Cyclone Blade-Using the same fundamental idea from the cyclone sphere, he creates a blade starting from below his elbow down past his fingertips by 2 feet. He usually does it on both hands and uses swinging movements to attack his opponents.
Sandstorm-He summons great winds to blow nearby sand, blocking out most vision and sound. Mainly used as an evasive technique, only works with sand nearby.
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