Essara Powers:
0 Emblems:
Summon Water: Allows the Kynarai to pull water from the nearby area around them, including the air should no pools of free standing water be available, and consolidate it. 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.
Waterbolt: Allows the Kynarai to form spheres of water and send them at their target. At lower levels the water 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.
Water Healing: Allows Kynarai to mend wounds, cure diseases, and obliterate poisons in themselves and others. At lower levels Kynarai are only able to heal smaller injuries and it is quite physically taxing so it is not recommended for beginners to heal themselves. Water is particularly gifted in the healing of burns and curing diseases while not being as good with the mending of bones ,flesh and poisons. The more practice and emblems a Kynarai has, the more they are able to heal and the less of a toll it has on them.
1 Emblem:
Chill: Allows the Kynarai to dramatically lower the temperature and increase the moisture in the air around them to the point of fog, mist, and even freezing the water on everything around them. At lower levels, Kynarai can only either effect a small area around them or very lightly for a larger area and neither for very long. The more practice and emblems a Kynarai has, the larger the area they can affect, the quicker and more dramatically they can lower the temperature as well as the ability to project this effect to another area. NOTE: The Kynarai must be able to see the affected area.
Icebolt: Allows the Kynarai to form spheres of ice from water and send them at their target. At lower levels the water 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.
Iceform: Allows the Kynarai to turn their body into living ice 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:
Frost Breath: Allows the Kynarai to unleash a cone of frosty breath in front of them that can slow an opponent's movements and attacks. At lower levels, a Kynarai cannot project the cone very far or wide and it isn't completely effective. The more practice and emblems a Kynarai has, the wider the cone, the farther they can project it, and the more effective it is.
Freeze: Allows the Kynarai to freeze a single target or part of a target, immobilizing them but making them more resistant to damage. At lower levels, a Kynarai cannot freeze a whole target nor keep it for very long. The more practice and emblems a Kynarai has, the more of their target they can freeze and the longer they can hold it.
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