Shira Clan Powers

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Created
Status [M]

Shira Powers:

0 Emblems:

                Summon Shadow: Allows the Kynarai to pull shadows from the nearby area around them, including the from within the caster should no shade  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. Particularly effective at night and in dimly lit places.

                Shadowbolt: Allows the Kynarai to form spheres of shadow and send them at their target. At lower levels the shadow 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.

                Shadow 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. Shadow is particularly gifted in the obliteration of poisons  while not being as good with the mending of bones ,flesh and curing diseases.  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:

                Darkness: Allows the Kynarai to increase the amount of shadows in an area, regardless of sunlight and exposure to the point of total darkness. This ability also affects the mind because of its connections to the nether realms causing fear and panic to those within. 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 push out the light as well as the ability to project this effect to another area. NOTE: The Kynarai must be able to see the affected area.

                Shadow Lash: Allows Kynarai to sprout shadowy 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 caused by shadows and not from brute strength. They do less damage than their fiery counterpart but are harder to break although not as tough as the earthen vine.

                Shadowform: Allows the Kynarai to turn their body into living shadow 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 air and plant attacks(not earth).

 

2 Emblems:

                Dark Howl: Allows the Kynarai to unleash a cone of dark breath in front of them that causes an opponent damage and possibly flee. 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.

                Paralytic Stare: Allows Kynarai to compel a single target to look at them and become entranced, unable to move. Damage does not break the effects but it is heavily draining. 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.

 

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