Shira Powers:
0 Emblems:
Summon Shadow: Allows the Kynarai to pull shadows from the nearby area around them, including 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 its 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 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.
3 Emblems:
Death Shroud: Allows the Kynarai to emit an unearthly and unnerving energy through their skin which causes any foe that touches them to recoil in fear. At lower levels, a Kynarai’s energy is minimal, 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 more of fear a simple touch will induce (even causing the foe to flat out run away), the more precise the area, and the longer they can hold it.
Tenebrous Tentacles: Allows the Kynarai to summon monstrous tentacles from the dark nether to hold enemies and cripple them as well as observers with fear. At lower levels, a Kynarai cannot summon many tentacles, amplify their fear effects, or keep them on this plane of existence for very long. The more practice and emblems a Kynarai has, the more the tentacles they can summon, the more potent the fear, and the longer they will last.
4 Emblems:
Dark Detonation: Allows the Kynarai to lob orbs from the nether which then disperse in all directions, spreading terror and madness among their foes. At lower levels, a Kynarai’s orb may only partially disperse, the less damage it will do, the area may be quite small and the effectiveness of the fear and madness may be weak. The more practice and more emblems a Kynarai has, the better the dispersal, the larger the impact area, the more damage it will do, and the more potent the effects will be.
Tar Patch: Allows the Kynarai to change areas on this plane of existence to that of the dark nether; slowing enemies, causing fear and madness, and doing small amounts of damage over time. At lower levels the area effected may be small, not very far from the Kynarai, not completely shifted into the nether, and diminish quite quickly. The more practice and emblems a Kynarai has, the larger the area, the greater the distance, the more complete of a change, and the longer the patch will last.
Gravity Well: Allows the Kynarai warp the laws of physics more towards that of the nether realm; causing targets within the ring to be pushed or pulled down (which causes damage over time) and often causing fear or madness. At lower levels A Kynarai cannot cast the well far from themselves, the forces working on the target will be weaker so it may only slow a target, the effects will be weaker and it will not last long. The more practice and emblems a Kynarai has, the further they can summon the well, the stronger the forces acting on the targets, the more effective it will be and the longer it will last.
5 Emblems:
Cloak of Darkness: Allows the Kynarai to cloak themselves and allies in shadow, making them invisible and indistinguishable in the dark to enemy eyes. At lower levels, a Kynarai cannot cover much with the darkness, the coverage can be spotty and it will not last long. The more practice and emblems a Kynarai has, the better the coverage, the deeper and more solid the darkness, and the longer it will last.
Orbiting Death: Allows the Kynarai to surround themselves with orbs from the nether, causing damage over time to those within the immediate vicinity as well as filling them with a sense of fear and madness. At lower levels, a Kynarai cannot summon many orbs from the nether, they do not do much damage and their effects are weaker. The more practice and emblems a Kynarai has, the more orbs they can summon, the more damage they deal and the stronger the effects.
6 Emblems:
Cloak of Fear: Allows the Kynarai to cloak themselves and allies in energy from the nether, making them emit a sense of intense fear and madness on foes near them (even to the point where an enemy may flee) and causing small amounts of damage. At lower levels, a Kynarai cannot cover much with the energy, the coverage can be spotty, the damage will be minimal and it will not last long. The more practice and emblems a Kynarai has, the better the coverage, the deeper and more solid the energy, the more damage it will do, and the longer it will last.
Nether Armor: Allows the Kynarai to surround themselves with lightning like armor, providing some physical protection, deflecting some attacks, dealing small amounts of damage to enemies that strike them, and causes fear and madness on touch. 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, the more damage it will do, the stronger its effects, and the longer it will last. NOTE: This form is not as strong as its earthen counterpart and is weak to plant and smoke.
Shadow Step: Allows the Kynarai to summon a portal through the nether and send friendly targets and items through the gate to the other side (safe and sound in the physical realm). These gateways are completely invisible to the eye and undetectable until the targets pass through it and appear as if from nothing. At lower levels the portal is small, cannot send much through, and cannot last long. The more practice and emblems a Kynarai has, the larger the portal, the more that can be sent through and the longer it will last. NOTES: The Kynarai can send themselves through. The opening of the portal must be within the Kynarai’s line of sight but the end can be anywhere the Kynarai has physically been before.
7 Emblems:
Shadow 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, deal much damage, or cause terror in those it strikes. The more practice and emblems a Kynarai has, the deadlier the blade becomes (allowing blows to cause fear and madness), the longer it lasts and the more damage it can do.
Starless Step: Allows the Kynarai to summon a portal through the nether and pull enemy targets and items through the gate to the other side (safe and sound in the physical realm). This gateway is completely invisible to the eye and undetectable until the targets pass through it and appear as if from nothing, often bewildered. At lower levels the portal is small, cannot send much through, and cannot last long. The more practice and emblems a Kynarai has, the larger the portal, the more that can be sent through and the longer it will last. NOTES: The Kynarai can send themselves through. The opening of the portal must be within the Kynarai’s line of sight but the end can be anywhere the Kynarai has physically been before.
Stygian Circle: Allows the Kynarai to pull the very life energy from its foes through the nether and into themselves, damaging their enemies and healing the Kynarai. Shadow is particularly gifted in the obliteration of poisons while not being as good with the mending of bones, flesh and curing diseases. At lower levels area of effect is small, not much energy is drained, and it is not efficiently converted for the Kynarai to use. The more practice and emblems a Kynarai has, the wider the area of effect, the more energy that gets drained, and the more efficiently it can be turned into energy for the Kynarai. NOTE: This does not tax the Kynarai as would a normal heal as the energy is coming from somewhere or someone else.
Unchained Essence: Allows the Kynarai to detonate the life energy it pulls out of its foes with the Stygian Circle; though because of the brief time in the nether, the energy is corrupted which causes fear and madness for enemies it touches. At lower levels, the explosions are smaller, the energy to damage conversion rate is lessened, and the effects it has are lessened. The more practice and emblems a Kynarai has, the larger the explosion, the more efficient the conversion, and the greater the effects. NOTE: When used on an enemy as it dies, the effects are nearly doubled.
8 Emblems:
Blackhole: Allows the Kynarai warp the laws of physics more towards that of the nether realm; causing targets within range to be pushed or pulled to the center of a dark orb and inflicting damage. Aside from targets, this power also draws in inanimate objects such as rocks or trees which orbit the hole and cause damage to enemies they strike. At lower levels A Kynarai cannot cast the blackhole far from themselves, the forces working on the target will be weaker so it may only slow a target, the effects will be weaker and it will not last long. The more practice and emblems a Kynarai has, the further they can summon the orb, the stronger the forces acting on the targets, the more effective it will be and the longer it will last.
Black Dwarf: Allows a Kynarai to channel energy from the nether directly into them, turning them into a creature of nether. Simply being outside of the void causes disruptions in gravity in the area around them as well as mind altering effects such as fear and madness in their foes. Aside from a slight increase to most defenses, this form is also able to heal itself with shadows and allows the Kynarai to use its very essence to fuel attacks (they damage themselves to add extra power to their hits). At lower levels the form doesn’t last long, cannot convert energy efficiently, and its effects are lessened. The more practice and emblems a Kynarai has, longer it will last, the more efficiently it can convert energy and the more potent the effects. NOTE: This form is weak to plant and smoke.
Dark Consumption: Allows the Kynarai to bewilder, seduce, and dramatically drain the life energy from a single target with a touch until the enemy is unconscious or the Kynarai is fully healed. The attack may also be interrupted by outside forces as the Kynarai must maintain contact for it to work. At lower levels it is harder for the Kynarai to affect the minds of their prey and effectively drain their life force without the target resisting. The more practice and emblems a Kynarai has, the more powerful the psychic effects are, the less time needed to drain a foe, and the less likely the target is to resist.
9 Emblems:
BlackStar: Allows the Kynarai to reverse the energy flow from their black hole, creating cataclysmic shifts in gravity as well as a massive explosion that can also detonate any other shadow orbs the Kynarai created. This should not even be attempted by Kynarai at lower levels as it can be harmful to their health, even fatal. The more practiced and powerful a Kynarai becomes, the better the ability becomes.
Stygian Return: Allows the Kynarai to pull in their soul temporarily into the nether when at the point of death and surround itself with void energy before moving back into their body; restoring and returning the Kynarai to life in a glorious burst of nether. This cannot even be attempted at lower levels without being devastating (possibly fatal) to the Kynarai and cannot be used more than once within days and sometimes weeks or months. The more practiced and powerful a Kynarai becomes, the better this ability is. NOTE: This ability cannot be stopped or interrupted; the Kynarai will not take damage while reviving and even remains invulnerable for a very brief period after the resurrection. This ability cannot be used on others.
Soul Transfer: Allows the Kynarai to pull in the soul of another temporarily into the nether when at the point of death and surround itself with void energy before moving back into their body; restoring and returning the target to life in a glorious burst of nether. This cannot even be attempted at lower levels without being devastating (possibly fatal) to the Kynarai and their target and cannot be used more than once within days and sometimes weeks or months. The more practiced and powerful a Kynarai becomes, the better this ability is. NOTE: This ability cannot be stopped or interrupted; the Kynarai will not take damage while reviving and even remains invulnerable for a very brief period after the resurrection. This ability can only be used on others.
Eclipse: Allows the Kynarai to blot out the sun for a period of time while simultaneously pulling massive amounts of energy from the new darkness into them, unleashing a catastrophic series of shadowy waves outward from their body which strike with great force. 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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