Haeyari Powers:
0 Emblems:
Summon Wind: Allows the Kynarai to stir the air around them, to create wind. At lower levels Kynarai, are only able to do small amounts at a time at relatively short distances. The more practice a Kynarai has, the more they can bring together at once and at much greater distances.
Windbolt: Allows the Kynarai to form spheres of air and send them at their target. At lower levels the wind a Kynarai can use to be turned into the spheres must be very close at hand and cannot travel very far or at great force. The more practice a Kynarai has, the larger the spheres, the more of them that can be controlled at once, the distance at which they can both be formed and then thrown increases.
Lift/Flight: Allows the Kynarai to use the wind around them to lift either themselves or others off of the ground. At lower levels, a Kynarai cannot lift much with their wind not even themselves without the aid of their wings as weight is a factor in how effective it is. Beginners cannot lift more than one object, be at much of a distance away from the target, or for any great length of time. The more practice a Krynarai has, the more weight they can lift at once, the move objects, and the longer it lasts.
1 Emblem:
Lightning Bolt: Allows the Kynarai to summon electricity from within them and direct it at a target. At lower levels, Kynarai cannot create or gather the electricity efficiently so the spark cannot travel far or deliver much of an impact. The more practice a Kynarai has, the father the bolt can travel and the more force it has behind it. NOTE: May stun the target at higher levels.
Flash: Allows the Kynarai to summon electricity to create a brilliant flash of light, blinding and distracting opponents. At lower levels, Kynarai cannot create or gather the electricity efficiently so the flash is smaller and closer to the caster. The more practice a Kynarai has, the bigger the flash, the more blinding the light, and the farther from the caster it can be sent.
Air Armor: Allows the Kynarai to envelope their body wind to protect them from incoming attacks. At lower levels, a Kynarai cannot hold the form very long and it cannot endure much damage. The more practice and emblems a Kynarai has, the longer they can hold form and the tougher it is. NOTE: This form is weak to Fire and Shadow attacks.
2 Emblems:
Ball Lightning: Allows Kynarai to hurl a charged ball of lightning at a target that explodes on contact, lightly damaging the area nearby. At lower levels, Kynarai cannot create or gather the electricity efficiently so the ball cannot travel far or have much of an impact radius. The more practice a Kynarai has, the father the ball can travel, the more force it has behind it, and the larger the area of effect.
Tesla Cages: Allows Kynarai to confine a single target in an electrical prison. The target is overwhelmed by the electrical charge and is left helpless for attack. However, once the target is struck the effect breaks. At lower levels, a Kynarai cannot hold a target for very long. The more practice and emblems a Kynarai has, the longer they can hold it.
3 Emblems:
Charged Skin: Allows the Kynarai to emit energy through their skin and cover its surface with static which cause damage to those who would try to physically grab them. At lower levels, a Kynarai’s charges are small, may not necessarily cover the areas of the body which were intended, and the effect cannot be held for long. The more practice and emblems a Kynarai has, the more of a shock their skin can emit, the more precise the area, and the longer they can hold it.
Thunder Clap: Allows the Kynarai focus their energy into their hands so that when they bring them together, it creates a sound so powerful and deafening that it leaves foes stunned and confused. At lower levels, a Kynarai cannot gather as much energy so the effected radius is smaller, the effects are lessened and do not last as long. The more practice and emblems a Kynarai has, the more energy they are able to put into the clap, the louder it is, the more area it effects, the more powerful the effects and the longer they will last.
Celerity: Allows the Kynarai to imbue themselves and others with excess energy, increasing their speed. At lower levels it is not as effective, the targets are not as fast and the effects do not last long. The more practice and emblems a Kynarai has, the more effective they will be at diverting energy, allowing the targets to move at great speeds and the effects can last for quite some time. NOTE: Prolonged use can lead to exhaustion and sickness.
4 Emblems:
Volt Bomb: Allows the Kynarai to lob orbs of charged particles which then disperses in all directions, stunning and confusing enemies as well as causing small amounts of damage. At lower levels, a Kynarai’s bomb may only partially disperse, the area may be quite small and the effectiveness of the charges may be weak. The more practice and more emblems a Kynarai has, the better the dispersal, the larger the impact area, and the more potent the charges will be.
Static Field: Allows the Kynarai to charge particles in the air, causing shocks to enemies within the space, stunning or confusing them and doing small amounts of damage over time. At lower levels the area effected may be small, not very far from the Kynarai, not that effective at holding a charge, and diminish quite quickly. The more practice and emblems a Kynarai has, the larger the area, the greater the distance, the better the area will hold a charge, and longer the patch will last.
Shocking Grasp: Allows the Kynarai to manually overwhelm a target’s nervous system, stunning them and causing paralysis as well as sustaining some damage. At lower levels, the forces working on the target will be weaker so it may only partially stun or paralyze, and it will do less damage. The more practice and emblems a Kynarai has, the better the stun or paralysis and the more damage it will cause. NOTE: The Kynarai has to physically touch the target.
5 Emblems:
Short Circuit: Allows the Kynarai to overwhelm a target’s nervous system from a distance, stunning them and causing paralysis as well as sustaining some damage. At lower levels, a Kynarai cannot cast if far from themselves, the forces working on the target will be weaker so it may only partially stun or paralyze, and it will do less damage. The more practice and emblems a Kynarai has, the more range it has, the better the stun or paralysis and the more damage it will cause.
Lightning Shield: Allows the Kynarai to create a literal shield from the lightning to block enemy attacks and inflict shocks on those who would strike it. At lower levels, a Kynarai cannot hold the shape for long, it cannot endure much damage, and it does not deal much damage when struck. The more practice and emblems a Kynarai has, the longer they can force the lightning to maintain its form, the more it can endure, and the more damage it will deal. NOTE: This is weaker defensively than its earthen counterpart but it does deal damage in return, unlike the earth shield.
6 Emblems:
Air Wall: Allows the Kynarai to create a large wall of air straight up out of the ground which can be used as cover or to deflect attacks. At lower levels the Kynarai cannot produce that large of a wall nor can it withstand much damage. The more practice and emblems a Kynari has, the bigger the wall and the more damage it can take or deflect.
Lightning Armor: Allows the Kynarai to surround themselves with lightning like armor, providing some physical protection, deflecting some attacks, and dealing small amounts of damage to enemies that are close enough. At lower levels, a Kynarai is unable to summon a full suit to them, the pieces are relatively weak, and the effect does not last very long. The more practice and emblems a Kynarai has, the more complete the armor, the more damage it can sustain, the more damage it will do, and the longer it will last. NOTE: This form is not as strong as its earthen counterpart and is weak to Earth and Ice.
7 Emblems:
Havoc Blade: Allows the Kynarai to manifest the element into a solid weapon. At lower levels the blade may be nothing more than a small blunt dagger that cannot keep its shape for very long or deal much damage. The more practice and emblems a Kynarai has, the deadlier the blade becomes (allowing blows to stun or paralyze foes), the longer it lasts and the more damage it can do.
Blink Charge: Allows the Kynarai’s to build up massive amounts of energy, surrounding and super-charging the Kynarai to make a rapid dash towards a target (within the blink of an eye) which can often be stunning or paralyzing for their foe. At lower levels the effect is not complete (not all of the Kynarai is encased in energy), the charge has relatively little force behind it, the lightning only causes minor damage, and the effects do not last that long. The more practice and emblems a Kynarai has, the more intense the lightning becomes, the more damage it does, the more likely the target will be stunned or paralyzed, and the longer it lasts.
Power Sink: Allows the Kynarai to pull in massive amounts of energy from the area around them, effectively draining their enemies and increasing their own power. At lower levels area of effect is small, not much power is drained, and it is not efficiently turned into power for the Kynarai to use. The more practice and emblems a Kynarai has, the wider the area of effect, the more power that gets drained, and the more efficiently it can be turned into power for the Kynarai.
Oxygen Rich Atmosphere: Allows the Kynarai densely concentrate the air around them, causing their enemies to feel light headed or intoxicated and refreshing their allies. At lower levels, not all of the air around the Kynarai is effected, the effect isn’t very strong and it doesn’t last as long. The more practice and emblems a Kynarai has, the more oxygen a Kynarai can condense, the more effective it will be, and the longer it lasts. NOTE: When used with a Filaren in particular it can super-charge them and their abilities though it can also backfire if not careful.
8 Emblems:
Orbiting Lightning Shield: Allows the Kynarai to summon spheres of lightning to orbit around them, deflecting and absorbing various incoming physical attacks and damaging attackers within range. At lower levels fewer the spheres, they are relatively small, do not take as much damage, do not last as long, do not deal much damage, and do not always respond as well with the instinct of danger sense. The more practice and emblems a Kynara has, the larger the spheres, the more damage they can take, the longer the last, the more damage they will do, and the more fluidly they will respond with danger sense. Basically, if a Kynarai is attuned enough they can use these subconsciously to block attacks that they cannot actively see coming.
Chain Lightning: Allows a Kynarai to send one long and powerful bolt of lightning at their foes, arcing its way from target to target doing damage and often stunning or paralyzing them. At lower levels the bolt won’t arc far between targets, strike fewer targets, do less damage, and only partially stun or paralyze a foe. The more practice and emblems a Kynarai has, the farther the bolt will arc, the more targets it will strike, the more damage it will do, and the more effectively it will stun or paralyze.
Vacuum: Allows the Kynarai to selectively remove all oxygen from areas around them, causing their enemies to feel light headed, intoxicated and even choke while their allies get a nice little boost of oxygen. At lower levels it is harder for the Kynarai to be precise, not always removing the oxygen from where intended or keeping it near allies and the effects do not last long. The more practice and emblems a Kynarai has, the more precise they can be, the more effective it will be, and the longer it lasts. NOTE: When used with a Filaren in particular it can super-charge them and their abilities though it can also backfire if not careful. May also serve to help snuff out a Filaren’s flames.
9 Emblems:
EM Pulse: Allows the Kynarai to continually manifest and release massive amounts of pulsing energy, disrupting and shutting down the synaptic patterns of all enemy targets within range (knocking them completely unconscious). This should not even be attempted by Kynarai at lower levels as it can be harmful to their health, even fatal. The more practiced and powerful a Kynarai becomes, the better the ability becomes.
Tornado Alley: Allows the Kynarai to completely encase various targets in deadly cyclones of air and debris, either imprisoning them or turning them into living tornados which can unleash their destructive winds at will. This should not even be attempted by Kynarai at lower levels as it can be harmful to their health, even fatal (for them and anyone nearby). The more practiced and powerful a Kynarai becomes, the better the ability becomes. NOTE: This ability may also simply be used without targets inside the tornado for wanton destruction.
Split the Sky: Allows the Kynarai to unleash the full fury of the heavens, calling down winds and lightning strikes in a tumultuous cataclysm. This cannot even be attempted at lower levels without being devastating (possibly fatal) to the Kynarai. The more practiced and powerful a Kynarai becomes, the better this ability is.
Power Surge: Allows the Kynarai to pull in massive amounts of energy and unleash it on one or more friendly targets, reviving and partially restoring them. This cannot even be attempted at lower levels without being devastating (possibly fatal) to the Kynarai and cannot be used more than once within days and sometimes weeks or months. The more practiced and powerful a Kynarai becomes, the better this ability is. NOTE: This ability cannot be stopped or interrupted, the Kynarai will not take damage while reviving and even remains invulnerable for a very brief period after the resurrection. This ability cannot be used on themselves.
10 Emblems:
Mastery: A Kynarai chooses their specialty among the talents they have accumulated, honing and even combining them to devastating effect. Work with the headmistress or teachers to unlock the full potential of the chosen abilities.
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