Filaren Powers:
0 Emblems:
Flare: Allows Kyanarai to start a fire using the fire within their body or from nearby flames. 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 its 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.
3 Emblems:
Flameskin: Allows the Kynarai to super heat their skin and cover its surface with fires which cause damage to those who would try to physically grab them. At lower levels, a Kynarai’s flames 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 flames, the more precise the area, and the longer they can hold it.
Fire Cages: Allows the Kynarai to surround a target with pillars made of fire, effectively caging them and even doing small amounts of damage over time. At lower levels, a Kynarai’s cages are not very stable so they do not take much damage before they are broken, do not do much damage, do not last very long, and do not always cover all of the intended targets(meaning they cannot cast very many at once). The more practice and emblems a Kynarai has, the more stable the cages is so they can take more damage, do more damage, last longer, and cover all of the intended targets.
4 Emblems:
Smoke Bomb: Allows the Kynarai to lob orbs of hot smoke which then disperses in all directions, blinding and confusing enemies as well as causing burns to those it touches. At lower levels, a Kynarai’s bomb may only partially disperse, the area may be quite small and the effectiveness of the smoke may be weak. The more practice and more emblems a Kynarai has, the better the dispersal, the larger the impact area, and the more potent the smoke will be.
Hot Coals: Allows the Kynarai to super heat a patch of ground beneath a target, making the surface nearly impossible to stand on and do damage over time. At lower levels the area effected may be small, not very far from the Kynarai, not that hot, and diminish quite quickly. The more practice and emblems a Kynarai has, the larger the area, the greater the distance, hotter, and longer the patch will last.
Plasma Vent: Allows the Kynarai to heat a pocket beneath a target until it erupts forth, spewing hot gasses and molten materials. At lower levels, the forces working on the target will be weaker so it will take longer to erupt, the Kynarai cannot be far from the target, and it will do less damage. The more practice and emblems a Kynarai has, the faster it will be, the farther it will be able to be from the Kynarai, and the more damage it will cause.
5 Emblems:
Molten Fragments: Allows the Kynarai to add superheated materials to their smoke bombs like shrapnel. At lower levels there are fewer fragments, they do not travel far, fast, or have much of an impact behind them. The more practice and emblems a Kynarai has, the more fragments they can create, the farther, faster and more impact their fragments have behind them.
Fire Shield: Allows the Kynarai to create a literal shield from the flames to block enemy attacks and inflict burns on those who would strike it. At lower levels, a Kynarai cannot hold the shape for long, it cannot endure much damage, and it does not deal much damage when struck. The more practice and emblems a Kynarai has, the longer they can force the flames to maintain its form, the more it can endure, and the more damage it will deal. NOTE: This is weaker defensively than its earthen counterpart but it does deal damage in return, unlike the earth shield.
6 Emblems:
Inferno: Allows the Kynarai to summon a large wall of fire straight up out of the ground which can be used as cover or even a weapon that also causes small amounts of damage over time to enemies near enough. At lower levels the Kynarai cannot produce that large of a wall, nor can it withstand much damage or deal much damage. The more practice and emblems a Kynari has, the bigger the wall, the more damage it can take and the more damage it can do.
Smoke Form: Allows the Kynarai to transform their body completely into a gaseous 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 air and shadow attacks.
7 Emblems:
Flame Charge: Allows the Kynarai’s to build up massive amounts of flames, surrounding and super-charging the Kynarai to make a rapid dash towards a target and inflicting burns over time. At lower levels the effect is not complete (not all of the Kynarai is encased in flame), the charge has relatively little force behind it, the flames only cause minor burns, and the effects do not last that long. The more practice and emblems a Kynarai has, the more of the intense the fire becomes, the more damage it does, and the longer it lasts.
Smoke Charge: Allows the Kynarai’s to build up massive amounts of smoke, surrounding and super-charging the Kynarai to make a rapid dash towards a target which obscures the target’s vision, causes minor burns, and makes it harder to breathe. At lower levels the effect is not complete (not all of the Kynarai is encased in smoke), the charge has relatively little force behind it, the smoke only causes some blindness, choking, very minor burns, and the effects do not last that long. The more practice and emblems a Kynarai has, the more of the intense the smoke becomes, the more damage it does, the harder it is for the target to see or breathe, and the longer it lasts.
Flame 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 (becoming even hotter and sharper; like a piece of super-heated obsidian), the longer it lasts and the more damage it can do.
Noxious Gas: Allows the Kynarai to emit vast amounts of harmful smoke which make the target to be unable to see, breathe, and cause a burning sensation of the target’s skin and eyes. At lower levels, not all of the air around the Kynarai is effected, the effect isn’t very strong and it doesn’t last as long. The more practice and emblems a Kynarai has, the more smoke a Kynarai can create, the more damage it will do, and the longer it lasts
8 Emblems:
Orbiting Fire Shield: Allows the Kynarai to summon spheres of flame to orbit around them, deflecting and absorbing various incoming physical attacks and damaging attackers within range. At lower levels fewer the spheres, they are relatively small, do not take as much damage, do not last as long, do not deal much damage, and do not always respond as well with the instinct of danger sense. The more practice and emblems a Kynara has, the larger the spheres, the more damage they can take, the longer the last, the more damage they will do, and the more fluidly they will 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.
Conflagrate: Allows a Kynarai to quickly emit a series of pulsed flame waves at a target. At lower levels the waves don’t reach as high, cover as much area, last that long, cause as much damage and there are fewer of them. The more practice and emblems a Kynarai has, the higher the waves (though still capping off just above waist height), the more area they cover, the longer they lasts, the more damage they do, and the more of them there are.
Flame Tornado: Allows a Kynarai to alter the temperatures expertly around them, completely mimicking the effects of a tornado made of flame. At lower levels the effect is lessened; smaller cyclone, less fire, and the shorter it will last. The more practice and emblems a Kynarai has, the larger the cyclone, the more fire it emits, and the longer it will last. With enough practice the effect can be binding unwitting foes, trapping them within the cyclone and dealing small amounts of burning damage over time.
9 Emblems:
Ring of Fire: Allows the Kynarai to continually manifest circles of flames around them in a gyroscopic pattern, even allowing the Kynarai to travel this way to literally roll over their enemies. 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.
Nova: Allows the Kynarai to completely encase themselves in fire and emit large, devastating waves of flames in a pulsing circle around them. The intense heat and nearly constant barrage of flames make the area surrounding the Kynarai similar to that of a sun’s core. This should not even be attempted by Kynarai at lower levels as it can be harmful to their health, even fatal (for them and anyone nearby). The more practiced and powerful a Kynarai becomes, the better the ability becomes.
Ignite the Sky: Allows the Kynarai to unleash the full fury of the flames on their foes, nearly boiling the atmosphere and calling down large chunks of fiery plasma 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.
Rise of the Phoenix: Allows the Kynarai to pull in the fiery essence of their soul when near death and relight it after they have been extinguished, restoring and returning the Kynarai to life in a glorious burst of flame. 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 can only be used on themselves.
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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