Aural Powers:
0 Emblems:
Shape Stone: Allows Kynarai to manipulate the physical shape of earthen material they come into contact with such as rocks, stone, and wood. This includes both the breaking apart and mending of the materials. This does not apply to the ground and soil. At lower levels it doesn't always come out as envisioned(looks like a child's carving), takes longer to mold the materials, lots of concentration, and the Kynarai almost always has to be in contact with their target. The more practice and emblems a Kynarai has, the quicker, more precise, and less contact they need with the intended target. At some point they are also able to shape more than one thing at once.
Cultivate: Allows Kynarai to grow plants seemingly out of nothing. This requires an inanimate surface from which to sprout although at higher levels it doesn't necessarily require soil or any other arable ground. At lower levels, Kynarai are only able to make small, simple, plants such as grass and it almost always requires physical contact. The more practice and emblems a Kynarai has, the more complicated and larger the plants they can grow as well as they won't need direct contact on the surface in which the plants grow.
Earth 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. Earth is particularly gifted in healing wounds and broken bones while not being as good with disease, burns, 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.
Earthen Projectile: Allows Kynarai to lift and send rocks, stones, pieces of wood, chunks of the ground, as well as other items made from earthen material towards their target. At lower levels, Kynarai are only able to lift and throw smaller projectiles that are nearby and not for any great distance or with much force. The more practice and emblems a Kynarai has, the larger the projectiles, the more of them that can be controlled at once, the distance at which they can both be picked up and then thrown increases. Very powerful Kynarai can lift the very earth to use it both as a weapon and a mode of transportation.
1 Emblem:
Plant Manipulation: Allows Kynarai to manipulate and control plant life. At lower levels, a Kyunarai can only make minor modifications to the plants they come into contact with and cannot yet control their creations. The more practice and emblems a Kynarai has, the larger and more extravagant the modifications and they can even take control of their creation, making it do it's controller's bidding.
Vines: Allows Kynarai to sprout 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 which allows them to potentially crush the target. NOTE: This does the least damage of all the vines but is the hardest to break.
Barkskin: Allows the Kynarai to turn cover their body in living bark 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 nether and smoke attacks.
2 Emblems:
Earth Shield: Allows the Kynarai to create a literal shield from the earth to block enemy attacks. At lower levels, a Kynarai cannot hold the shape for long and it cannot endure much damage. The more practice and emblems a Kynarai has, the longer they can force the earth to maintain its form and the more it can endure.
Fossilize: Allows the Kynarai to turn a single target or part of a target to stone, immobilizing them but making them more resistant to damage. At lower levels, a Kynarai cannot fossilize a whole target nor keep it for very long. The more practice and emblems a Kynarai has, the more of their target they can turn to stone and the longer they can hold it.
3 Emblems:
Thorn Skin: Allows the Kynarai to sprout small, sharp, plant-like barbs all over their skin which cause damage to those who would try to physically grab them. At lower levels, a Kynarai’s protrusions 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 larger the thorns, the more precise the area, and the longer they can hold it.
Stone Cages: Allows the Kynarai to quickly pull fairly large chunks of solid stone out of the earth to form rudimentary cages around several targets, slowing and in some instances imprisoning them. At lower levels, the fewer cages that can be summoned, the stones are weaker, have larger gaps, are smaller, and the effect cannot be sustained for long. The more practice and emblems a Kynarai has, the more cages that can be summoned, the stronger the cages and the longer they can hold it.
4 Emblems:
Spore Burst: Allows the Kynarai to sprout a small pouch of fungal seeds near a target and then detonate it which releases the spores. The spores cloud the air, making it difficult to see and breath. After more practice, spores may even contain a toxin which can damage a target over time. At lower levels the pouches are small, contain relatively few spores, does not disperse well, and cannot be sprouted far from the Kynarai. The more practice and emblems a Kynarai has, the larger the pouches, the more spores they contain, the better the dispersal, the more potent the spores become, and the further it can be sprouted from the Kynarai.
Quicksand: Allows the Kynarai to turn a patch of ground (natural or otherwise) into quicksand. At lower levels the patch does not last very long, is not very wide, deep, nor far from the Kynarai (and it may not even completely turn to quicksand depending on its composition). The more practice and emblems a Kynarai has, the longer it lasts, the wider, deeper, and more consistent the patch becomes.
Fissure: Allows the Kynarai to split a crack in the very surface of the earth, possibly creating uneven ground. At lower levels the fissure is not very big, wide, deep, nor can it be set far from the Kynarai. The more practice and emblems a Kynarai has, the larger, deeper and further away from the Kynarai it can be set (sometimes creating great chasms a foe cannot easily cross or stranding them within).
5 Emblems:
Fling Thorns: Allows the Kynarai to use thorns and barbs sprouted on their form to be thrown or shot at a foe. At lower levels there are fewer barbs, they do not travel far, fast, or have much of an impact behind them. The more practice and emblems a Kynarai has, the more barbs they can fling, the farther, faster and more impact their barbs have behind them.
Pillar of Salt: Allows the Kynarai to completely encase a foe in crystalline salt, immobilizing and imprisoning them until an outside force breaks them free. At lower levels, the pillar is relatively weak, easily cracked open, and does not last very long. The more practice and emblems a Kynarai has, the more damage the pillar can take before opening and the longer it will last.
6 Emblems:
Seeds of Confusion: Allows the Kynarai to sprout plants in an area that release seeds which contain a powerful neurotoxin that bewilders enemies. The effect can also be used to sleep and, in some cases, stun enemies provided the Kynarai has studied it well enough. At lower levels the amount of plants which can be sprouted is small and the effects of the neurotoxin fade quickly. The more practice and emblems a Kynarai has, the more plants which can be sprouted and the effects are far more potent.
Earthen Armor: Allows the Kynarai to don large chunks of the very earth itself like armor, providing the best physical protection available. 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, and the longer it will last. NOTE: This form is weak to water and air attacks.
7 Emblems:
Poison Thorns: Allows the Kynarai’s sprouted thorns to now contain poison. At lower levels the effect is not complete (not all of the thorns or even the intended ones contain poison), the poison does relatively little damage, and the effects do not last that long. The more practice and emblems a Kynarai has, the more of the intended thorns contain poison, the more damage, and the longer the poison lasts.
Fling Poison Thorns: Allows the Kynarai to use the poison thorns and barbs sprouted on their form to be thrown or shot at a foe. At lower levels there are fewer barbs, they do not travel far, fast, or have much of an impact behind them. The more practice and emblems a Kynarai has, the more barbs they can fling, the farther, faster and more impact their barbs have behind them.
Orbiting Stone Shield: Allows the Kynarai to summon chunks of the earth to orbit around them, deflecting and absorbing various incoming physical attacks. At lower levels there are fewer pieces of earth, they are relatively small, do not take as much damage, do not last as long, and do not always respond as well with the instinct of danger sense. The more practice and emblems a Kynara has, the larger the rocks, the more damage they can take, the longer the last and the more fluidly they 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.
Earthen Blade: Allows the Kynarai to manifest the element into a solid weapon. At lower levels the blade may be nothing more than a stone club 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 (changing from various types of stone to eventually crystal and diamond), the longer it lasts and the more damage it can do.
8 Emblems:
Spirit Tree: Allows the Kynarai to summon a great tree which blossoms and the soothing pollen mends wounds, cures diseases and obliterates poisons in the Kynarai as well as any allies in the vicinity. At lower levels the tree is small, the pollen does not cover much area, and the healing is slow and recovers minimal damage. Earth is particularly gifted in healing wounds and broken bones while not being as good with disease, burns, and poisons. The more practice and emblems a Kynarai has, the larger the tree, the more pollen, the more area it can cover, and the more it can heal. NOTE: Summoning a Spirit Tree is still taxing to a Kynarai though not as much as if they were to perform as much healing themselves.
Earthen Wall: Allows the Kynarai to summon a large slab of earth straight up out of the ground which can be used as cover or even a weapon if done right. 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 stronger it is.
Demolish: Allows the Kynarai to partially encase themselves in the earth, turning themselves into a siege weapon meant for destroying walls. At lower levels the Kynarai cannot be sure of the shape, consistency of the materials with which they surround themselves or the amount of time it will last, making it harder to break through walls as their form cannot withstand the damage. The more practice and emblems a Kynarai has, the better quality the form and the longer it will last.
9 Emblems:
Thorn Barrage: Allows the Kynarai to continually manifest and shoot their thorns at a foe (poisoned or not), creating a relentless assault of little stings that can be devastating. This should not even be attempted by Kynarai at lower levels as it can be harmful to their health. The more practiced and powerful a Kynarai becomes, the better the ability becomes.
Earth’s Embrace: Allows the Kynarai to completely encase themselves in the earth like a tomb or bunker, letting the energy from the earth flow into them to mend wounds, cure diseases, and obliterate poisons while protecting them from damage. Earth is particularly gifted in healing wounds and broken bones while not being as good with diseases, burns and poisons. Unlike other heals, this is not taxing on the Kynarai, can only be used on themselves, and actually restores energy and fatigue as well. NOTE: This can be broken and interrupted should someone break them out of the embrace. It is weak to water and air.
Gaea’s Splendor: Allows the Kynarai to completely encase themselves in plant life like a tomb or bunker, letting energy from the plants flow into them to mend wounds, cure diseases, and obliterate poisons while protecting them from damage. Earth is particularly gifted in healing wounds and broken bones while not being as good with diseases, burns and poisons. Unlike other heals, this is not taxing on the Kynarai, can only be used on themselves, and actually restores energy and fatigue as well. NOTE: This can be broken and interrupted should someone break them out of the embrace. It is weak to nether and smoke.
Earthquake: Allows the Kynarai to unleash the full fury of the earth on their foes, upheaving the ground itself 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.
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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