Essara Clan Powers

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.



3 Emblems:

                Hoarfrost: Allows the Kynarai to flash freeze their skin and cover its surface with sharp icicles 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 icicles, the more precise the area, and the longer they can hold it.

                Bubble: Allows the Kynarai to surround a target with a large bubble made of water, effectively caging them and even allowing them to be moved while inside. At lower levels, a Kynarai’s bubble is not very stable so it does not take much damage before it is broken, does not last very long, and doesn’t always cover all of the intended target. The more practice and emblems a Kynarai has, the more stable the bubble is so it can take more damage, last longer, and cover the entire target.



4 Emblems:

                Shatter: Allows the Kynarai to shatter any of their frozen bolts, sending pieces of sharp ice out like shrapnel in all directions. At lower levels, a Kynarai’s bolt may only partially shatter, the area may be quite small and the force behind the shards may be weak. The more practice and more emblems a Kynarai has, the better the shatter, the larger the impact area, and the more force behind the shards.

                Tundra: Allows the Kynarai to freeze a patch of ground beneath a target, making a near frictionless surface which will likely cause a foe to fall and take damage. At lower levels the area effected may be small, not very far from the Kynarai, not that smooth, and diminish quite quickly. The more practice and emblems a Kynarai has, the larger the area, the greater the distance, slicker, and longer the patch will last.

                Undertow: Allows the Kynarai to send a large ball of water with a current towards a target, effectively pulling the target in a desired direction and taking them off of their feet. At lower levels, the forces working on the target will be weaker, the distance it can travel will be shorter, and the amount it can move a target will be less. The more practice and emblems a Kynarai has, the stronger it will be, the farther it will travel, and the more effective it will be at destabilizing its target.



5 Emblems:

                Fling Hoarfrost: Allows the Kynarai to use the hoarfrost spikes on their form to be thrown or shot at a foe. At lower levels there are fewer icicles, they do not travel far, fast, or have much of an impact behind them. The more practice and emblems a Kynarai has, the more icicles they can fling, the farther, faster and more impact their icicles have behind them.

                Crystal Cages: Allows the Kynarai to completely encase foes in crystalline ice, immobilizing and imprisoning them until an outside force breaks them free. At lower levels, there is only one cage, the ice is relatively weak, easily cracked open, and does not last very long. The more practice and emblems a Kynarai has, the more damage the cage can take before opening and the longer it will last.



6 Emblems:

                Ice Wall:  Allows the Kynarai to summon a large slab of ice 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.

                Water Form: Allows the Kynarai to transform their body completely into a liquid state, making them a bit more resistant 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 lightning and plant attacks (not earth).



7 Emblems:

                Frostbite Spikes: Allows the Kynarai’s hoarfrost to now contain disease. At lower levels the effect is not complete (not all of the icicles or even the intended ones contain disease), the disease 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 icicles contain disease, the more damage, and the longer the disease lasts. NOTE: As a Kynarai becomes more proficient with this, the types of disease may change from simply causing damage to paranoia, confusion, sleep, paralysis and or other effects.

                Fling Frostbite: Allows the Kynarai to use the diseased icicles sprouted on their form to be thrown or shot at a foe. At lower levels there are fewer icicles, they do not travel far, fast, or have much of an impact behind them. The more practice and emblems a Kynarai has, the more icicles they can fling, the farther, faster and more impact their barbs have behind them.

                  Ice 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 (turning into harder and sharper types of ice), the longer it lasts and the more damage it can do.

                Crimson Tide: Allows the Kynarai to imbue its various water abilities with a disease which turns the liquid red. At lower levels, not all of the water contains the disease, the disease isn’t very strong and it doesn’t last as long. The more practice and emblems a Kynarai has, the more of the water contains disease, the more damage, and the longer the disease lasts. NOTE: As a Kynarai becomes more proficient with this, the types of disease may change from simply causing damage to paranoia, confusion, sleep, paralysis and or other effects.  



8 Emblems:

                Healing Well:  Allows the Kynarai to summon a great well of refreshing water which when touched or drank can mends wounds, cures diseases and obliterates poisons in the Kynarai as well as any allies who partake. At lower levels the well is small, the water is weaker, and the healing is slow and recovers minimal damage. 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 larger the well, the more potent the water, and the more it can heal. NOTE: Summoning a Healing Well is still taxing to a Kynarai though not as much as if they were to perform as much healing themselves.

                Flashflood: Allows a Kynarai to quickly flood the area around them seemingly out of nowhere, often knocking enemies and obstacles out of the way. At lower levels the water doesn’t reach as high, cover as much area, last that long, or have much force. The more practice and emblems a Kynarai has, the higher the water (though still capping off just above waist height), the more area it covers, the longer it lasts, and the more force behind it. NOTE: Once a Kynarai has enough practice they can even make the water diseased.

                Blizzard: Allows a Kynarai to alter the water temperatures expertly around them, completely mimicking the effects of a devastating snow storm. At lower levels the effect is lessened; less snow, less chill to the air, and the shorter it will last. The more practice and emblems a Kynarai has, the more snow, the colder it becomes, and the longer it will last. With enough practice the effect can be blinding and even bury unwitting foes.



9 Emblems:

                Frostbite Barrage: Allows the Kynarai to continually manifest and shoot their icicles at a foe (diseased 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.

                Embrace of the Sea: Allows the Kynarai to completely encase themselves in the water like a tomb or bunker, letting the energy from the element flow into them to mend wounds, cure diseases, and obliterate poisons while protecting them from damage. 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. 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 plant (not earth) and lightning.

                Hibernate: Allows the Kynarai to completely encase themselves in ice like a tomb or bunker, letting energy from the ice flow into them to mend wounds, cure diseases, and obliterate poisons while protecting them from damage. 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. 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 fire.

                Tsunami: Allows the Kynarai to unleash the full fury of the sea on their foes, releasing a large moving wall of water 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.

Comments

You must be logged in to comment.

Llewellyn_Duck 1 year ago
can i get mavis?
wikihow 3 years ago
Kim Youngkyun wishes to join the fight as Ezra Aetos
Xoxoxangel 3 years ago
Can I reserve Jeon Jungkook
And possibly Kim Youngkyun if they agree to be in this rp
-BabyElf_Fan 3 years ago
Kim Taehyung is finally here and ready to join the battle!
Nyx_Dragneel 3 years ago
Hi I will be claiming Dove soon. I apologise for the delay I had some stuff come up but I shall be coming soon ♡
enchantedrixue 3 years ago
bae joohyun from red velvet wishes to join the fight as aysel eir~
Log in to view all comments and replies