Filaren Powers:
0 Emblems:
Flare: Allows Kyanarai to start a fire using the fire within their body. At lower levels Kynarai usually have to be in direct contact with where they want to start the fire and the fires aren't very large or intense. If the fire has no fuel around it, it will feed solely on the energy of its creator. The more practice a Kynarai has, the larger the fire, the hotter it burns, the more fires they can start, the further they can be away when they start it, and the less it drains them.
Firebolt: Allows the Kynarai to form spheres of fire and send them at their target. At lower levels the fire 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.
Fire 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. Fire is particularly gifted in the healing of burns while not being as good with the mending of bones ,flesh, the curing of diseases and poisons. Fire healing is the weakest and most taxing of all of the healing abilities because they make up for it by being able to do other things with their power. 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:
Heat: Allows the Kynarai to dramatically raise the temperature to the point of haze, smog, and scorching the earth which causes ashes to rise and choke the opponent. 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 raise 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.
Flame Lash: Allows Kynarai to sprout fiery vines from the earth to wrap, hold and squeeze their target. At lower levels, Kynarai can only sprout a few vines with minimal reach and strength. The more practice and emblems a Kynarai has, the more vines they can summon, the larger they are and the stronger they are. NOTE: Unlike it's earthen counterpart the damage they do is from burning the target, not squeezing ,and they are not as durable.
Fireform: Allows the Kynarai to turn their body into living fire 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 water and earth attacks(not plants).
2 Emblems:
Breath of Fire: Allows the Kynarai to unleash a cone of fiery breath in front of them that can cause an opponent to catch fire and burn. 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.
Choke: Allows the Kynarai to envelope a single target in toxic smoke, causing them to choke on the air which inflicts some damage and prevents them from attacking. At lower levels, a Kynarai cannot choke a target for very long nor do hardly any damage. The more practice and emblems a Kynarai has, the more they can do and the longer they can hold it.
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