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Post by OZZ on Dec 24, 2011 0:02:56 GMT -5
F I R E Children of the sun and summer. These horses are often passionate about the causes they champion.
B E G I N N E R
Body Heat:
A beginner of fire can control their own body heat. They can raise or lower it at will. However, it's easily out of control when their emotions get stirred, as fire is closely related to emotions of the heart. If they aren't careful, they can bake their own brains.
Heightened Energy:
A beginner with fire powers, has heightened energy during the summer, due to the sun being out the longest during this time of year. This means that these horses get a boost in energy and power. Eventually though, this 'endless' energy does cool and drain out. In retrospect, in the winter, their energy is lower than those of other elements.
I N T E R M E D I A T E
Will-o'-the-wisp:
This ability allows a fire bender to form small balls of floating fire around them, to help light their way. Generally, these flames draw from the user's strength, but the more you practice, the stronger the light, and the longer you can perform this handy ability.
Fire-step:
This power allows the user to ignite the ground beneath their hooves at will. Depending on the season, it could easily cause a fire. the stronger the user, the bigger the flames produced from this act. When used, the user's hooves tend to glow cherry-red, but careful, you can cause permanent harm to yourself over using this ability.
A D V A N C E D
Dragon breath :
This allows the user to project tongues of flame from their mouths. That's right, just like a dragon. The length and duration of the flame depends on the user and the user's skill level. This flame is known to scorch the throat of the users who over use it, and is rather dangerous to those who are not yet to using it.
Fire-whip:
This ability allows the user to throw flame strips away from themselves, to strike others at short range, or to start a fire. It falls to the ground due to gravity, but depending on the user it may fly rather than others who use this ability.
Control:
With this, users can control flame not produced from their body. They can encourage it, smother it, bend it, whatever they desire to do with it. However, it is easy to lose control of the flames, and forest fires have been seen as a result as this. Deaths have resulted, use with caution.
M A S T E R
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Fire - mane :
Those that have this rank, may wrap their body in flame with no harm coming to them other than extreme heat. From nose to tail, the flame encircles the user, protecting them, though it uses a great deal of energy.
Lightning:
Allows the user to direct lightening, and if they are high enough, and the conditions are right, call it to them. Misuse of this ability has resulted in deaths of many a user, and those that don't respect it are asking for death to sweep them off their feet.
Firestorm:
Great blasts of fire, produced or manipulated by a master, can easily eliminate anything standing in it's path. It takes a great deal of energy to do, and leaves the user weak and shivering, but the chances are that anything that provoked you into using it, is long but bones on the ground. This gale leaves nothing except for smaller flames that can and will latch onto foliage around it.
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Post by OZZ on Dec 24, 2011 0:16:53 GMT -5
E A R T H The children of the earth. Strong and steady, these horses love nothing more than to feel it under their hooves.
B E G I N N E R
Location:
Like echolocation, these users can see without their eyes. Through their hooves, they can see a short distance around them. Trees, bushes, small animals and horses. It's not much, and it can be hard to focus it in the area you want it to go in, but with practice, it can happen.
Pull:
Nature will gravitate towards the user. Flowers, leaves, grass, they will seem to grow closer towards you, literally! They also seem to appear more healthy around the user, and the more energy exerted, the quicker they grow. With flowers, you can watch them bloom.
I N T E R M E D I A T E
Pebbles:
The user can now pull small granules of dirt, and compact them into hard little pebbles, which can be flung towards the enemy, or perhaps, just a target. The stronger you are, the bigger the pebble and the further you can flow.
Speak: Whispers, fragments, the plants can whisper their words to you. You may ask, but that doesn't mean they'll answer. Simple questions, only, after all, they are only plants. The older they are, the longer they take to respond to the younger things, and often can be rather disdainful of talking to other beings.
A D V A N C E D
Rumble :
It's not quite an earthquake, but it's definitely something. You can cause the earth to rumble around you. It won't be enough to fell trees, but it will be enough to knock other animals off balance. It also creates one hell of a noise, so it might be useful and trying to scare of predators of some sort.
Manipulation:
You can now manipulate foliage. You can command grass to twine about the legs of your enemies, and vines to snag the limbs of others. Grass and small plants are easiest to manipulate, while trees and bushes are by far the hardest.
Wall:
The user may now create a wall to protect themselves with, made out of earth. Solid and strong, these walls can protect you from just about everything, but to keep them up, drains your energy. The thickness and height, are completely corespondent to your energy and ability.
M A S T E R
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Quake :
This, is a step up from Rumble. Now, if used properly, you can fell trees with this powerful ability. You can go up through the magnitude scale, but be warned, such a powerful power used, can and will effect just about everything that's out there, in some form of fashion. You may just cause a natural disaster with this one.
Trap:
Building on the Wall ability, trap is similar, only now you can use the earth to trap an enemy or a target. Around their legs, you can convince the earth to wrap, effectively pinning them as quick and sure as tar. You can also convince plant life to do more in your favor, to help you with your goals.
Dust storm:
The dust storm, is the earthen equivalent to the firestorm. Loose dirt can and will be blown about with this ability, causing not only vision blocking issues, but as well as breathing issues. This power is dangerous, and can easily smother those that it is aimed at.
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Post by OZZ on Dec 24, 2011 11:34:29 GMT -5
W A T E R The children of the water. These horses are generally flexible animals, but hellish when angry.
B E G I N N E R
Current:
This allows the user to swim against any current, no matter how strong or fierce it is. You have no worries about being pushed back the way you came, you're a child of the water, and the act will be as if you were swimming in a perfectly still pond or lake.
Temperature :
The water is cold? Hot? No matter, enjoy a good swim. The temperature of the water will no longer effect you. Freezing cold, you'll be fine, and almost boiling, will be no different. You can swim no matter the season, as long as water is available.
I N T E R M E D I A T E
Purify:
The water you wish to drink from is poisoned? Contaminated? Just plain dirty? With this ability, you may drink from any type of water, and the ill effects will be cleaned from it as you drink. You may also clean small bodies of water, making them safe for other creatures to drink from as well as yourself.
Water whip: Much like the fire whip, this is an ability for fighting or defense. You can pull the water from any available water source, and use it as a whip, aiming towards your enemy, if the hit is sharp enough, it may even break skin and cause a great deal of pan.
A D V A N C E D
Puppet :
You can control the water in another's body. You can make them move, just about anything on themselves that has water, or blood, it's the same thing really. How long and to do what depends on personal strength. You can do it to other equines, small animals, whatever strikes your fancy. It's a rather dark turn to a normally happy element.
Draw:
The user can now draw water from plants around it. It kills the plants, deader than dead, but you now have viable energy, or more importantly, water. You can do it with large areas of plants, or small, depending on your need. The only draw back, is that you can actually feel the plan die, which can be rather off-putting.
Ice:
Users may now make water form to ice. Only in standing bodies of water, but they can do it. They can do it anytime, but in the summer months, the ice will melt quite quickly, so if your seeking to walk across a body of water, be warned, it may be more draining than you first think it to be.
M A S T E R
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Maelstrom :
You can create a rather violent whirlpool in an standing body of water. This will aid you in defending yourself against those trying to reach you by swimming. It can grow quite large, so if you form one, be sure you want the consequences that can occur.
Gills:
Not literal, of course, but they might as well be. You can now swim and breath under water. Your sight is also protected, so you are now free to explore all those underwater places you've been dying to visit. Of course, you're supplying your own ability with your energy, so pace yourself.
Water Clones:
This ability allows you to form short-lived water formed clones of yourself. These clones cannot go too far from their maker, and they can only relay visuals back to the original. They cannot speak for themselves, and all in all, are not that bright. They cannot use their maker's powers, but they are very quick, and no harm will come to the maker should they be destroyed.
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Post by OZZ on Dec 24, 2011 12:06:30 GMT -5
A I R The children of the air. Flighty by nature, these equines can be quite determined when they feel like it.
B E G I N N E R
Constant Supply:
No matter how high you are on a mountain, or how low oxygen is, you will be able to breathe normally. The only exception, of course, is under water. Then, you'll drown just like everyone else.
Currents :
You can play with the smaller air currents, around you, making the longer hair on you seem to be constantly in motion, regardless if you yourself are at the time or not.
I N T E R M E D I A T E
Camouflage :
You won't become invisible, but your outline will break up, and you'll appear to fade into the surroundings. You're scent and the sounds you make will still be there, but most will have a hard time picking you out against any type of background. Careful though, or you may hear or see something you wish you hadn't.
Shield:
You can now form air currents around you body, allowing you to shield yourself from things thrown at you. They'll simply flow away as if they weren't even aimed at you. Handy, if you think about it, in a fight. The shield is powerful enough to redirect flames, and only when you are worn down will it fail you.
A D V A N C E D
Gale :
A strong wind, powerful enough to strip limbs bare of leaves and bark. This wind can layer itself to feel and look more like lashes, and it quite literally can buffet you, and if it's aimed right, knock the air out of you.
Hover:
You may hover, no more than a few inches off the ground. It will allow you to walk above water, or rocky ground that may cause you harm. Perhaps you'd just like to show off or something. Either way, your strength determines how long you have to do this parlor trick.
Air Blast:
A short, sharp blast of centralized air at a target. It can be enough to at least pause most in their tracks, if nothing more than to protect their eyes from the things that is blown about by this power.
M A S T E R
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Air Cannon :
A step up from the Air Blast. This blast is strong enough to harm those it is aimed at. Strong enough to not only knock trees over, but also bruise, and potetnially break bones of other equines. This blast is nothing to laugh at, so be warned, don't laugh lightly.
Storm:
Hurricane force winds, up to category four, these are dangerous winds. The storm can effect weather patterns, so do be careful when and why you use it. This can be used to wipe out multiple enemies, or perhaps, the user's emotions may run away with them. Once it's started, it's quite difficult to stop.
Glide:
Should the user decide to leap from a high point, well, they have a secret up their sleeves. The air currents will cradle them, and allow them to glide at several speeds towards safety. Some do it for fun, others do it out of necessity.
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