Post by The Creator on May 3, 2021 22:36:04 GMT
THE RUNDOWN
When your cat is born, the are automatically at Level 1 of their power. Additional levels are earned through enough threads and can be purchased for enough Pebbles.
Kits will only be able to access Level 1.
Apprentices generally Levels 1-5.
Warriors can use Levels 5-10.
In order to LEVEL UP, you must complete threads or purchase the next level. Completed threads can be submitted HERE. Level 5 is only obtainable through a battle thread with your mentor as an apprentice.
The current Elemental mutations are Plant, Psychic, Fire, Water, Shadow, Light, Earth, Electricity, Air, and Healing.
Keep in mind, that with powers, they don't last forever. Many of the levels will drain energy and cannot be sustained for very long. Please use your best judgement here.
Side note on
HEALING : Healing is a very RARE power and those who are blessed with it are destined to become a Healer for their clan.
Kits will only be able to access Level 1.
Apprentices generally Levels 1-5.
Warriors can use Levels 5-10.
In order to LEVEL UP, you must complete threads or purchase the next level. Completed threads can be submitted HERE. Level 5 is only obtainable through a battle thread with your mentor as an apprentice.
The current Elemental mutations are Plant, Psychic, Fire, Water, Shadow, Light, Earth, Electricity, Air, and Healing.
Keep in mind, that with powers, they don't last forever. Many of the levels will drain energy and cannot be sustained for very long. Please use your best judgement here.
Side note on
HEALING : Healing is a very RARE power and those who are blessed with it are destined to become a Healer for their clan.
PLANT
Level 1 - This level allows your cat the ability to leave overgrown flowers/grass in their steps. This will work best while walking and slows anybody else down that walks through it. This is useful for escaping battles/slowing pursuers etc.
Level 2 - Level two provides more power and versatility. Cats can now accelerate the growth of plants. Plants CANNOT grow beyond their natural height/size. This also is capped out at 16ft of height. So super tall trees are a no go here. This level also allows cats to use their powers on mature plants to provide flowers/berries/fruit/etc. They can also assist seeds to grow.
Level 3 - This allows cats to reshape sticks near to them. You will NOT be able to do this across long distances, think a 10ft circle around your cat. Keep in mind, cats don't know what spears/bows/weapons are so they wouldn't be making those with this ability.
Level 4 - Cats can now grow thorns out of their body. The thorns are no larger than an inch at best but they are super sharp and WILL hurt if touched. These thorns do NOT cover their entire body, but rather a section of their body(tails, face, side, etc)
Level 5 - This level allows cats to call vines to the surface within a 5 ft surrounding radius. The vines will be roughly 8ft in length and can be controlled by the cat.
Level 6 - This level is where things get interesting. Animation now becomes useable. This level allows the cat the ability to animate a plant, aka bring it to life. There are some restrictions here...if the plant is under 10 ft the plant can uproot itself and move around without harm coming to it. However clear directions must be given or the plant will simply just attack surrounding cats. Anything LARGER than 10ft cannot be uprooted and the user will have a much harder time controlling. It will require more concentration and be more draining. So moral of the story is, flowers/bushes will be easier to control than say a tree.
Level 7 - This allows the cat to fill the air with toxic spores that are contained in their coat. These spores DO NOT kill, but they make breathing extremely difficult and are not pleasant. Those affected by the spores would NOT be able to run, or do anything super exerting. The sports will spread in a 15ft radius of the cat who uses it and makes them immune to toxins.
Level 8 - This will resemble Level 7. The cat using it shakes their coat to fill a smaller 5ft diameter circle around them with a more toxic type of spore. These spores cause drowsiness and lethargy if inhaled. Prolonged exposure CAN cause unconsciousness. If you are older/ill already these spores cause almost immediate unconsciousness.
Level 9 - This level allows the user to gather the suns's rays and heal themselves. However, the sun MUST be present in the sky(this won't work in cloudy weather/storms/etc). This will only heal moderate injuries. Don't expect it to fix broken bones or severe wounds.
Level 10 - Must like level 7 & 8, level 10 is another shake your coat and produce spores talent. These spores are found in a 6ft diameter of the cat, and are even more toxic than those mentioned before. On the surface, these spores cause rashes and itching. If inhaled, the target becomes nauseous and any sort of movement will make them vomit. This move will also cause joint pain throughout the body and render a target almost useless, although still alive.
PSYCHIC
Level 1 - This grants the user the ability to speak into the mind of a target that they can see. They must be looking at the creature they wish to speak to. The voice will sound exactly like their own as if they were speaking out loud. This ability only lasts if the line of sight is maintained. The target will only understand if they are of the same species.
Level 2 - This level allows the user to understand and speak to a target of a different species. This conversation will sound as if it is being spoken in the target's native language. Others around will not be able to understand this conversation, and the user can only target one being at a time.
Level 3 - The user can project a memory of theirs into the mind of their target. The target will experience it as if they are living it themselves, sights/sounds/emotions/sensations. OR it can be viewed in third person. This target must be in eyesight.
Level 4 - The user will form a permanent bond with ONE other creature, mentally. Once made however this bond cannot be changed or broken. The bonded pair can speak telepathically to eachother and share emotions. If the bonded character dies, the user will feel a void or emptiness. 4 months OOC must pass before a new bond can be formed.
Level 5 - The user can target in sight and completely shut down one of their senses.
Level 6 - This allows the user to read the surface thoughts/emotions of a target that they can see. It can also be used to view a static image in the user's mind of what the target is thinking about. Target will be UNAWARE that this is happening.
Level 7 - This ability allows the user to give a one worded command to a visible target within 15 feet, and the target must obey it. It is up to the target, however, to interpret this command.
Level 8 - The user must make eye contact to have this level fully work. The user can implant or remove a specific memory, emotion or fact from the target's mind. The user must VERBALLY speak their order.
Level 9 -With this power, the user instantly becomes aware of all sentient creatures (characters) within 40 feet of themselves.
Level 10 - With this ability, the user can shut down a target's access to one of their elements or unique powers. If an element is disabled, their elemental combos or upgrades associated with that element will fail. The user doesn't need to know what, if any, elements/unique powers the target has to use this ability.
Level 2 - This level allows the user to understand and speak to a target of a different species. This conversation will sound as if it is being spoken in the target's native language. Others around will not be able to understand this conversation, and the user can only target one being at a time.
Level 3 - The user can project a memory of theirs into the mind of their target. The target will experience it as if they are living it themselves, sights/sounds/emotions/sensations. OR it can be viewed in third person. This target must be in eyesight.
Level 4 - The user will form a permanent bond with ONE other creature, mentally. Once made however this bond cannot be changed or broken. The bonded pair can speak telepathically to eachother and share emotions. If the bonded character dies, the user will feel a void or emptiness. 4 months OOC must pass before a new bond can be formed.
Level 5 - The user can target in sight and completely shut down one of their senses.
Level 6 - This allows the user to read the surface thoughts/emotions of a target that they can see. It can also be used to view a static image in the user's mind of what the target is thinking about. Target will be UNAWARE that this is happening.
Level 7 - This ability allows the user to give a one worded command to a visible target within 15 feet, and the target must obey it. It is up to the target, however, to interpret this command.
Level 8 - The user must make eye contact to have this level fully work. The user can implant or remove a specific memory, emotion or fact from the target's mind. The user must VERBALLY speak their order.
Level 9 -With this power, the user instantly becomes aware of all sentient creatures (characters) within 40 feet of themselves.
Level 10 - With this ability, the user can shut down a target's access to one of their elements or unique powers. If an element is disabled, their elemental combos or upgrades associated with that element will fail. The user doesn't need to know what, if any, elements/unique powers the target has to use this ability.
FIRE
Level 1 - The user can create a spark anywhere within their field of vision. Though it cannot light fur or feathers on fire, it can ignite flammable materials such as dry grass, dead leaves, dry wood, etc. If used on a target, it can cause a moment of sharp discomfort.
Level 2 - Enables the user to shake hot cinders from their coat. The embers are hot enough to cause first degree burns on skin and ignite flammable material. The user must be careful not to step on them as they are not immune to the heat of the embers.
Level 3 - After taking a deep breath, the user is able to spew a stream of red smoke from their mouth up to 10 feet. It hinders visibility, including that of the user, and (like true smoke) can cause irritation to the eyes, nose and lungs.
Level 4 - After taking a deep breath, the user is able to spew a stream of orange-hot fire from their mouth up to 6 feet. This move can cause discomfort or burns to the user's mouth the first few times it is used.
Level 5 - The user can instantly create a wall of flame on any surface within 20 feet of themselves that is bright red, meaning it can cause second degree burns for fleeting contact and third degree burns if it is touched for a prolonged period of time. It can reach 10 feet in width and 8 feet in height, and one side of the wall, selected by the user, can send forth waves of heat that cause immense discomfort.
Level 6 - This move enables the user to coat themselves in a thin sheet of fire that does not hurt the user.
Level 7 - Using this ability gives the user the ability to freely manipulate or extinguish any fire, that they can see, within 30 feet of themselves. With it, they can shape and move flames however they please. They are limited only by their imagination.
Level 8 - This power wraps flames around all of the user's legs/tail, and they flow away from their bodies, providing thrust. The user may direct the thrust by pointing their limbs in the direction they want to move away from. This thrust is enough to double the user's speed if aimed horizontally, and it can allow them to hover up to 5 feet if it's aimed towards the ground. The flames from this thrust are red-orange in color and cause first degree burns.
Level 9 - With this power, the user is able to create a fireball in front of them that they can then launch forwards with great speed, up to 10 feet from the user, before it dissipates. The fireball is 1 foot in diameter and burns blue. This will cause second degree burns and with direct impact can cause 3rd degree burns.
Level 10 - This power enables the user to create a single pool of magical lava, 6 feet in diameter, that does not spew noxious fumes. The magma is vivid red-orange with streaks of violet. The user can only place the edge of this pool six feet from themselves. The heat from this lava is enough to cause third degree burns to those within one foot of it. Those two to four feet from it may suffer first degree burns. Touching the lava will cause third degree burns and ignite fur.
WATER
Level 1 - With this power, the user can create water. They can either have it either collect on the ground in a small pool within their eyesight (where it won't absorb for a few moments), or they can spray it in front of them in a gentle shower out to 3 feet
Level 2 - With a stomp of the foot, the user can create a geyser within 3 feet of themselves on the ground. This water is lukewarm in temperature, and will close up as if nothing happened within 5 minutes.
Level 3 - If the user is within 10 feet of water, they can push or pull water from that source, forming a wave up to ten feet-tall that they can direct. The user must concentrate, or they risk hitting themselves with this power. The wave is strong enough to knock any targets struck off of their feet.
Level 4 - This level is quite versatile and important for those with the water element. Firstly, they may choose to breathe freely while submerged in water. Secondly, they may choose swim expertly through water, whether or not their species naturally can. Thirdly, the user can choose to walk or run across water, of any depth. Lastly, if the user is in water, they may use that water to propel themselves across the surface at twice their normal sprinting speed.
Level 5 - The user is able to influence the temperature of any water within 10 feet of them, including water on a creature's pelt. They can drop the temperature so that it freezes (down to -10 degrees Fahrenheit), or they can raise it so it burns (up to 150 degrees Fahrenheit). Cooling the water will make any target within contact of it shiver fiercely. On the other hand, heating the temperature can cause burns to any target within contact of it.
Level 6 - With this power, the user can spit out a high pressure jet of water that has a range of 10 feet. It easily hits with a force strong enough to knock a creature off their feet. At very close range, within 2 feet of a target, it can cause inch deep lacerations.
Level 7 - Exercising mastery over their element, the user is able to take control of the water within another living creature that is within 15 feet of themselves. Like a puppeteer controlling a marionette, this gives the user control over the target. The actions of the creature will be jerky, especially if the target tries to fight the power.
Level 8 - Firstly, using the particles of water in the atmosphere, the user is able to replenish the water stores of the target, healing any trauma be linked to water (such as heat stroke, dehydration, etc.) Secondly, the user can choose to draw out water from a target to intentionally inflict the symptoms of severe dehydration: extreme lethargy, dry mouth, rapid heartbeat, and rapid breathing. Delirium and/or unconsciousness may befall the target if their health is fair or poor when this ability is used on them offensively.
Level 9 - The user is able to rapidly cover a 10 foot diameter area of ground (or water) with 3 inch thick ice, anywhere within 10 feet of the user. This ice is clear and, as such, can be difficult to see. It's slippery and can hinder balance and movement of anyone caught on it, even the user.
Level 10 - This power allows the user to harness the particles of water in the atmosphere to create a small, magical storm. It instantaneously collects water and creates a small cloud within 15 feet of the user. This cloud is 10 feet in diameter, is centered 10 feet above the target, and creates a downpour of one of three types of storms, chosen by the user. Firstly, pelting rain that can hinder the target's sight and focus considerably. Secondly, golf ball sized hail that strikes with enough force to severely bruise. Thirdly, a heavy snowfall that rapidly covers the ground in 3 inches of snow per post that will make movement and visibility difficult. The user should be careful not to also get under the downpour themselves
Level 2 - With a stomp of the foot, the user can create a geyser within 3 feet of themselves on the ground. This water is lukewarm in temperature, and will close up as if nothing happened within 5 minutes.
Level 3 - If the user is within 10 feet of water, they can push or pull water from that source, forming a wave up to ten feet-tall that they can direct. The user must concentrate, or they risk hitting themselves with this power. The wave is strong enough to knock any targets struck off of their feet.
Level 4 - This level is quite versatile and important for those with the water element. Firstly, they may choose to breathe freely while submerged in water. Secondly, they may choose swim expertly through water, whether or not their species naturally can. Thirdly, the user can choose to walk or run across water, of any depth. Lastly, if the user is in water, they may use that water to propel themselves across the surface at twice their normal sprinting speed.
Level 5 - The user is able to influence the temperature of any water within 10 feet of them, including water on a creature's pelt. They can drop the temperature so that it freezes (down to -10 degrees Fahrenheit), or they can raise it so it burns (up to 150 degrees Fahrenheit). Cooling the water will make any target within contact of it shiver fiercely. On the other hand, heating the temperature can cause burns to any target within contact of it.
Level 6 - With this power, the user can spit out a high pressure jet of water that has a range of 10 feet. It easily hits with a force strong enough to knock a creature off their feet. At very close range, within 2 feet of a target, it can cause inch deep lacerations.
Level 7 - Exercising mastery over their element, the user is able to take control of the water within another living creature that is within 15 feet of themselves. Like a puppeteer controlling a marionette, this gives the user control over the target. The actions of the creature will be jerky, especially if the target tries to fight the power.
Level 8 - Firstly, using the particles of water in the atmosphere, the user is able to replenish the water stores of the target, healing any trauma be linked to water (such as heat stroke, dehydration, etc.) Secondly, the user can choose to draw out water from a target to intentionally inflict the symptoms of severe dehydration: extreme lethargy, dry mouth, rapid heartbeat, and rapid breathing. Delirium and/or unconsciousness may befall the target if their health is fair or poor when this ability is used on them offensively.
Level 9 - The user is able to rapidly cover a 10 foot diameter area of ground (or water) with 3 inch thick ice, anywhere within 10 feet of the user. This ice is clear and, as such, can be difficult to see. It's slippery and can hinder balance and movement of anyone caught on it, even the user.
Level 10 - This power allows the user to harness the particles of water in the atmosphere to create a small, magical storm. It instantaneously collects water and creates a small cloud within 15 feet of the user. This cloud is 10 feet in diameter, is centered 10 feet above the target, and creates a downpour of one of three types of storms, chosen by the user. Firstly, pelting rain that can hinder the target's sight and focus considerably. Secondly, golf ball sized hail that strikes with enough force to severely bruise. Thirdly, a heavy snowfall that rapidly covers the ground in 3 inches of snow per post that will make movement and visibility difficult. The user should be careful not to also get under the downpour themselves
SHADOW
Level 1 - This power animates the user's shadow, allowing it to act independently of the user, seemingly with its own personality. It cannot interact with the physical world nor can it separate from the user. For most instances, this means that whatever part(s) of the body are touching the ground are the points the the shadow cannot detach from.
Level 2 - This ability enables the user to create many shadows in the form of a flutter of small creatures, such as little brown bats or finches. They can control these shadows as a swarm, but they do not do physical damage.
Level 3 - allows the user to wrap themselves in a shadow, hiding them in darkness and making them hard to see. However, they must touch the shadow they wish to disappear into. This move does not conceal the user's scent or sound. This can be seen through by a Light Elemental that is a higher level than the shadow user.
Level 4 - With this power, the user is able to engulf a 10 foot diameter area in total darkness. It is unnaturally dark so no animal except the user can see clearly, and it makes the 10 foot area instantly drop in temperature to be uncomfortably cold for everyone but the user. This can be seen negated by a Light Elemental that is a higher level than the shadow user.
Level 5 - With this power the user may have their shadow wrap over a small part of their body, turning that area black. Anything (physical or magical) targeting that area will pass harmlessly through it
Level 6 - The user is able to wrap themselves in shadows and appear to be a different animal of equal or larger size. In daylight, it is easier to see that the user is made of shadows. At nighttime, it is easier to fool the eyes. This power does not change the user's scent, but it does mask it.
Level 7 - With this power, the user can instantly teleport between two naturally created shadows. They must be able to see both shadows that they wish to use, so this ability is best-suited for small distance traveling. The size of the shadows being used does not matter.
Level 8 - It allows the user to detach their shadow (their Deamon) and encase it around a body part of the target, such as a leg, their jaw, etc. This enables the user to control that body part for 1 post. It works only upon a single limp or appendage at a time. Can be negated by lvl 8 Light or higher
Level 9 - This power allows the user's Daemon to detach and form a physical body that matches the user's but lacks detail: an animated shadow. The Daemon may now speak with the user's voice, and it can be sent anywhere as long as it is within the same land as the user. Once it makes physical contact with another character (that isn't the user), it dissolves.
Level 10 - Upon using this power, the user creates a semi-solid circle of pure shadow, 1 foot in diameter. The circle can be freely controlled within 15 feet of the user, moves at a quick speed, and lasts for 1 post. Upon touching a creature, it coats the area it hit in thick shadows, turning that area black and putting a deep chill into the target's body. This chill causes the muscles of the affected area to stiffen incredibly painfully.
LIGHT
Level 1 - This power enables the creature to glow softly, illuminating the darkness in a three foot radius from the user.
Level 2 - The user may create a small permanent light source within their eyesight. The color and brightness are decided by the user upon casting. The user may will these lanterns on or off as long as they are within line of sight. They can create innumerable lanterns. They can never be bright enough to cause vision problems.
Level 3 - The user creates a dazzling display of lights, within three feet of the user, that can mesmerize any other creatures within 10 feet.
Level 4 - This move makes light shimmer around the user and, to anyone watching, makes the user seem to split in half, concealing which is the real creature and which is the copy. Any interaction with the copy by another creature will cause it to dissolve. The copy has no physical form, but is instead composed entirely of light. The user must maintain line of sight with the copy or it will vanish.
Level 5 - Using this ability, the user is able to collect ambient light form the area, not affecting the light levels, into concentrated beams that they then shoot from their eyes. These beams can cause second degree burns.
Level 6 - By reflecting all light, this move turns the user invisible in the blink of an eye and creates a double of the user in their place or a place of their choosing. The user's scent and sound will be masked as well. The double will speak and smell like the user and can be made to do anything, but it must be in sight of the user to remain and will fade if it is touched. When the copy fades, the user's invisibility ends. The copy has no physical form, but is instead composed entirely of light.
Level 7 - The user quickly absorbs the light rays in the area, making the user glow while making the area dark. Then, when the user chooses, the light suddenly explodes outward in a thick, 10 foot radius circular wall of blinding light lasting only one post. If done in direct sunlight it will temporarily blind everyone in a 20 foot radius from the user instead. The longer the creature absorbs the sunlight, the stronger this move will be. The user may move around while charging, but may not use other powers while charging.
Level 8 - the user coats themselves in a blindingly white-hot light that is bright enough to illuminate a 30 foot area. The light burns hot and can cause second degree burns with prolonged contact with the user and first degree for fleeting contact.
Level 9 -This power gives the user the ability to make visually realistic illusions anywhere within 20 feet of themselves. These illusions make sounds (as directed by the user) and smell how the target believes they should.
Level 10 - The user, in the blink of an eye, travels at the speed of light to another location, appearing to teleport. This move is not silent, as the user makes a pop sound upon disappearing/reappearing.
Level 2 - The user may create a small permanent light source within their eyesight. The color and brightness are decided by the user upon casting. The user may will these lanterns on or off as long as they are within line of sight. They can create innumerable lanterns. They can never be bright enough to cause vision problems.
Level 3 - The user creates a dazzling display of lights, within three feet of the user, that can mesmerize any other creatures within 10 feet.
Level 4 - This move makes light shimmer around the user and, to anyone watching, makes the user seem to split in half, concealing which is the real creature and which is the copy. Any interaction with the copy by another creature will cause it to dissolve. The copy has no physical form, but is instead composed entirely of light. The user must maintain line of sight with the copy or it will vanish.
Level 5 - Using this ability, the user is able to collect ambient light form the area, not affecting the light levels, into concentrated beams that they then shoot from their eyes. These beams can cause second degree burns.
Level 6 - By reflecting all light, this move turns the user invisible in the blink of an eye and creates a double of the user in their place or a place of their choosing. The user's scent and sound will be masked as well. The double will speak and smell like the user and can be made to do anything, but it must be in sight of the user to remain and will fade if it is touched. When the copy fades, the user's invisibility ends. The copy has no physical form, but is instead composed entirely of light.
Level 7 - The user quickly absorbs the light rays in the area, making the user glow while making the area dark. Then, when the user chooses, the light suddenly explodes outward in a thick, 10 foot radius circular wall of blinding light lasting only one post. If done in direct sunlight it will temporarily blind everyone in a 20 foot radius from the user instead. The longer the creature absorbs the sunlight, the stronger this move will be. The user may move around while charging, but may not use other powers while charging.
Level 8 - the user coats themselves in a blindingly white-hot light that is bright enough to illuminate a 30 foot area. The light burns hot and can cause second degree burns with prolonged contact with the user and first degree for fleeting contact.
Level 9 -This power gives the user the ability to make visually realistic illusions anywhere within 20 feet of themselves. These illusions make sounds (as directed by the user) and smell how the target believes they should.
Level 10 - The user, in the blink of an eye, travels at the speed of light to another location, appearing to teleport. This move is not silent, as the user makes a pop sound upon disappearing/reappearing.
EARTH
Level 1 - With all paws/feet on the ground, the user is able to feel vibrations in the earth. This can help them detect approaching creatures while also providing a general layout of the land. If the user strikes the ground with one paw, they send out a vibration that can be used to detect objects/tunnels underground as well as stationary objects. This sense only extends 15 feet from the user.
Level 2 - This power allows the user to take a chunk of earth, or stone, around them and convert it into stone to shape as they see fit. This power does not work on sand. It only works on 8 foot diameter area at a time. The edge of this area must be within 10 feet of you. This move is not instantaneous
Level 3 - With this power, the user can pick up small stones and pebbles from the ground within 20 feet of them and fling them at a target in one general location that the user can see. If the stones are sharp, they can cause shallow cuts to the target. Otherwise they can cause bruising and stinging pain from the impact. No stone can travel more than 10 feet with a single use of this power. Objects that travel past 10 feet have negligible force. No more than five stones/pebbles can be thrown with one use of this power.
Level 4 - This power allows the user to coat a part of their body in a thin layer of sand or stone (whichever is available). It is not easy to bite through.
Level 5 - The user can turn the earth within 10 feet of themselves into quicksand in a 3 foot diameter circle and 1 foot deep. The sand is capable of trapping an opponent, if stepped in, and the user must be careful not to get himself stuck as well.
Level 6 -By spreading your paws/feet you can cause the ground beneath yourself to quickly open and create an air pocket big enough for yourself to fit into. The top reseals as soon as you fall in and is only a few feet below the surface. when this power ends the earth snaps closed from the bottom up pushing you harmlessly back to where you were.
Level 7 - By striking the ground with a paw/foot, the user can make the earth shake violently in a thirty foot radius centered on the user. This move can be strong enough to knock down trees as well as opponents within ten feet, which can lead to dangerous situations. The next 20 feet shake strongly, but not enough to knock over most creatures. If the user is not careful they might not be able to stand their ground
Level 8 - With this ability, the user is able to gain immediate and perfect traction on any earthen surface (dirt, mud, sand, etc). They cannot be knocked over or moved against their will
Level 9 -With a gesture the user is able to instantly reshape a part of the earth into a half circle shaped wall of earthen materials (up to 10 feet in diameter, up to 10 feet high, and 1 foot thick) that appears within 10 feet of themselves. The half circle can be angled that it curves either towards the user or towards a target creature.
Level 10 - Using this power creates a wave of intense seismic force. The user is able to direct this into an area in front of them of 3 feet wide and 10 feet long. This wave causes the ground to shake and shatter violently, leaving crevasses (a foot wide at most) that creatures can get stuck in or injured upon.
Level 2 - This power allows the user to take a chunk of earth, or stone, around them and convert it into stone to shape as they see fit. This power does not work on sand. It only works on 8 foot diameter area at a time. The edge of this area must be within 10 feet of you. This move is not instantaneous
Level 3 - With this power, the user can pick up small stones and pebbles from the ground within 20 feet of them and fling them at a target in one general location that the user can see. If the stones are sharp, they can cause shallow cuts to the target. Otherwise they can cause bruising and stinging pain from the impact. No stone can travel more than 10 feet with a single use of this power. Objects that travel past 10 feet have negligible force. No more than five stones/pebbles can be thrown with one use of this power.
Level 4 - This power allows the user to coat a part of their body in a thin layer of sand or stone (whichever is available). It is not easy to bite through.
Level 5 - The user can turn the earth within 10 feet of themselves into quicksand in a 3 foot diameter circle and 1 foot deep. The sand is capable of trapping an opponent, if stepped in, and the user must be careful not to get himself stuck as well.
Level 6 -By spreading your paws/feet you can cause the ground beneath yourself to quickly open and create an air pocket big enough for yourself to fit into. The top reseals as soon as you fall in and is only a few feet below the surface. when this power ends the earth snaps closed from the bottom up pushing you harmlessly back to where you were.
Level 7 - By striking the ground with a paw/foot, the user can make the earth shake violently in a thirty foot radius centered on the user. This move can be strong enough to knock down trees as well as opponents within ten feet, which can lead to dangerous situations. The next 20 feet shake strongly, but not enough to knock over most creatures. If the user is not careful they might not be able to stand their ground
Level 8 - With this ability, the user is able to gain immediate and perfect traction on any earthen surface (dirt, mud, sand, etc). They cannot be knocked over or moved against their will
Level 9 -With a gesture the user is able to instantly reshape a part of the earth into a half circle shaped wall of earthen materials (up to 10 feet in diameter, up to 10 feet high, and 1 foot thick) that appears within 10 feet of themselves. The half circle can be angled that it curves either towards the user or towards a target creature.
Level 10 - Using this power creates a wave of intense seismic force. The user is able to direct this into an area in front of them of 3 feet wide and 10 feet long. This wave causes the ground to shake and shatter violently, leaving crevasses (a foot wide at most) that creatures can get stuck in or injured upon.
ELECTRCITY
Level 1 - By harnessing the friction produced by everyday life, the user can coat themselves in static electricity that causes sparks and audible crackling upon touch. This electricity is only enough to cause discomfort upon contact and cannot cause burns or ignite flammable materials
Level 2 - The user harnesses their control of electricity to create the byproduct of lightning: thunder. Thus, they can make a clap of thunder at a point they can see. Any creature within 3 feet of that point is temporarily deafened and disoriented.
Level 3 - By increasing the electricity flowing through their own nerves, the user is able to increase their reaction times, jumping distance, and speed by double.
Level 4 - With physical contact, the user is able to alter the current inside of their target's body (surrounding the immediate area being touched or held). This causes temporary physical effects depending on the type of current the user chooses. If they choose direct current (DC), it causes localized paralysis of the muscle(s) being touched. If they chose alternating (AC), it causes muscle spasms.
Level 5 - The user builds up an abundance of electricity in their body which is then immediately launched towards a target in front of them. This blast takes the shape of the user and hits with enough force to knock the target off their feet, electrocuting them and causing 2nd degree burns upon the areas touched.
Level 6 - The user channels electricity from the area around them, funneling it into a spot on the ground within a 5 foot diameter of themselves. the area then explodes in a loud 10 foot wide explosion, effecting any creature within it that isn't the user. However, any debris caused by the blast can still effect the user. Within 5 feet of the epicenter, the explosions can knock creatures over and cause 1st degree burns, as well as cause damage from any debris that was knocked loose. Past 5 feet, it can no longer burn those effected, but it will still knock them back. The user may choose to disarm the charge
Level 7 - The user charges an area of 5 foot radius around themselves with electricity that comes from within. the user may call down one lightning bolt from the heavens to any points within the charged area. If the bolt strikes the ground, any targets within 5 feet of the impact will be knocked over, and they will be deafened, If the bolt strikes a target directly, they will suffer 2nd degree burns where the bolt makes contact and may be knocked unconscious. If the bolt strikes the ground, it will cost 2nd degree burns to any part of the body touching the ground within the 5 foot radius. The lightning bolt doesn't effect the user in any way.
Level 8 - The user is able to coat their teeth or claws with blue electricity, strong enough to pierce metal and enabling them to pierce more deeply through skin and muscle with their attacks in a shorter period of time. This electricity does not causes shocks or burns, and the user is never harmed by it.
Level 9 - This power allows the user to shoot a single bolt of blue lightning, originating from themselves (rather than the sky), at a target no more than 30 feet away. Using this ability will make the user crackle with electricity moments before the bolt is created, potentially warning the target of their intent. Taking a direct hit from this bolt will cause second degree burns in the affected area
Level 10 - Your connection with the element of electricity allows you to redirect electricity, magical or otherwise. Should the user be struck by lightning/electricity, it passes harmlessly through them, into the ground, and back up at the target (if the user desires). Redirected electricity hits the target with half force. If the target is within 10 feet, it causes second degree burns where the target is in contact with the earth
Level 2 - The user harnesses their control of electricity to create the byproduct of lightning: thunder. Thus, they can make a clap of thunder at a point they can see. Any creature within 3 feet of that point is temporarily deafened and disoriented.
Level 3 - By increasing the electricity flowing through their own nerves, the user is able to increase their reaction times, jumping distance, and speed by double.
Level 4 - With physical contact, the user is able to alter the current inside of their target's body (surrounding the immediate area being touched or held). This causes temporary physical effects depending on the type of current the user chooses. If they choose direct current (DC), it causes localized paralysis of the muscle(s) being touched. If they chose alternating (AC), it causes muscle spasms.
Level 5 - The user builds up an abundance of electricity in their body which is then immediately launched towards a target in front of them. This blast takes the shape of the user and hits with enough force to knock the target off their feet, electrocuting them and causing 2nd degree burns upon the areas touched.
Level 6 - The user channels electricity from the area around them, funneling it into a spot on the ground within a 5 foot diameter of themselves. the area then explodes in a loud 10 foot wide explosion, effecting any creature within it that isn't the user. However, any debris caused by the blast can still effect the user. Within 5 feet of the epicenter, the explosions can knock creatures over and cause 1st degree burns, as well as cause damage from any debris that was knocked loose. Past 5 feet, it can no longer burn those effected, but it will still knock them back. The user may choose to disarm the charge
Level 7 - The user charges an area of 5 foot radius around themselves with electricity that comes from within. the user may call down one lightning bolt from the heavens to any points within the charged area. If the bolt strikes the ground, any targets within 5 feet of the impact will be knocked over, and they will be deafened, If the bolt strikes a target directly, they will suffer 2nd degree burns where the bolt makes contact and may be knocked unconscious. If the bolt strikes the ground, it will cost 2nd degree burns to any part of the body touching the ground within the 5 foot radius. The lightning bolt doesn't effect the user in any way.
Level 8 - The user is able to coat their teeth or claws with blue electricity, strong enough to pierce metal and enabling them to pierce more deeply through skin and muscle with their attacks in a shorter period of time. This electricity does not causes shocks or burns, and the user is never harmed by it.
Level 9 - This power allows the user to shoot a single bolt of blue lightning, originating from themselves (rather than the sky), at a target no more than 30 feet away. Using this ability will make the user crackle with electricity moments before the bolt is created, potentially warning the target of their intent. Taking a direct hit from this bolt will cause second degree burns in the affected area
Level 10 - Your connection with the element of electricity allows you to redirect electricity, magical or otherwise. Should the user be struck by lightning/electricity, it passes harmlessly through them, into the ground, and back up at the target (if the user desires). Redirected electricity hits the target with half force. If the target is within 10 feet, it causes second degree burns where the target is in contact with the earth
AIR
Level 1 - The user can, with concentration, condense the air beneath their feet to create an invisible cushion-like effect. This makes it possible for the user to fall from heights of up to 16 feet without sustaining damage to themselves.
Level 2 - This level doubles the sprinting speed of the user. Running long distances with this power will slow the speed down to 1.5 times faster. This move effects all forms of movement, such as walking, jogging, and sprinting.
Level 3 - The user is able to make the wind carry their voice for one consecutive statement, whispered or otherwise, over great distances so that their target can hear them. You must be able to see the creature you wish to speak to. Only the target can hear the words, no matter how close they are standing to others when the words reach their ears.
Level 4 - With a sharp gesture, the user can throw up a wall of wind that blocks incoming projectile elemental attacks, such as flames and boulders. Alternatively, it can be used to slow down approaching creatures. The wall can be up to 5 feet high by 5 feet wide.
Level 5 - The user is able to aim a powerful gust of wind at a target, capable of knocking them off of their feet. The user may choose to push or pull the wind, knocking the target backwards or forwards by a foot at most.
Level 6 - Though not a true form of flight, this move enables the user to instantly propel themselves straight up off of the ground (or other solid surfaces) and into the air by aiming a jet of wind at the ground beneath their feet. The user is capable of propelling themselves up to 15 feet off of the ground and must be careful to concentrate on landing, less they hurt themselves.
Level 7 - By collecting the wind around them, the user is capable of creating a small tornado. Once the tornado is formed, the user can direct it as they wish. It is capable of uprooting vegetation and knocking other creatures off of their feet. Though the tornado is only 10 feet tall and 5 feet wide (at its widest point), the chaos of the uprooted debris makes this move dangerous.
Level 8 - With a sharp gesture, the user is able to send out a rapidly moving blast of air that can cause moderate lacerations to a target within 10 feet. The closer the target is, the deeper the laceration will be.
Level 9 - To activate this power, the user takes a deep breath, drawing in the air from a target's respiratory system. This will cause the target to feel as if they had the wind knocked out of them, triggering pain, gasping for air, and difficulty moving as the body struggles to get oxygen. The target must be within five feet
Level 10 -This ability creates a powerful, outward-moving air current in all directions around the user, that flows up to 10 feet out in a dome-like shape. Should the user cast it upon landing on the ground from above (from a height of over 15 feet), this power gains the capacity to completely blow away anything (that isn't connected to the earth) within its radius while also protecting the user from taking damage from the fall.
HEALING
Level 1 - This power allows the user to heal small cuts and bruises, whether it be on themselves or on another. The user must touch the area that they wish to heal, and it must be used per cut or bruise the user wishes to heal.
Level 2 - This power allows the user to pacify a target that they can see by temporarily taking away any "negative" emotions the target has, such as anger, aggression, fear, hate, or sorrow. Alternatively, this move can also be used to dull the physical pain of the target, lessening their pain to half of what it was.
Level 3 - Through intense concentration, the user can see the skeletal structure of the target. This move requires line-of-sight, and it can only examine one area of the body at a time.
Level 4 - This move can completely detoxify venom or poison within the body of a target, including themselves. The success of this move is determined by how quickly the target is treated.
Level 5 - An upgrade to Level 1, this power enables the user to heal lacerations, bruises, or burns, provided they are external and the target is not already dying. Any wounds healed with this ability leave no scar, and the user must touch the area they wish to heal.
Level 6 - With this power, the user can mend a single broken bone. The success of this move is determined by how quickly the wound is tended to. For example, healing the bone within an IC day of injury yields a higher chance of this move being 100% effective. The longer the bone has been broken, the more likely that the creature will suffer from chronic pain in the area of the break, even after healing with this move.
Level 7 - This move coats the user in a dull, pink glow for a single post. Any physical damage (not elemental damage) dealt to the target while this spell is active will be inflected, mirrored, back upon the target: cuts, bruises, etc. However, please note that the user still takes the damage; this glow does not protect them.
Level 8 - This ability allows the user to form a fleeting, magical bond with a creature they are touching. This bond enables the user to take the physical pain of the target, so that the user will feel their pain instead as long as the power is active. Alternatively, the user can inflict the physical pain they are feeling upon the target. This bond lasts as long as the two remain in contact
Level 9 - This move enables the user to throw a shield around themselves or a single target within 20 feet. This shield will absorb any physical or elemental damage. This shield is clear but has a pink hue to it, making it visible, and it takes the shape of the creature that it is covering, a skin-tight armor.
Level 10 - Similar to Level 9, the user creates a barrier around themselves or another creature. However, this ability makes any magical attacks the target attempts to inflict upon the protected creature affect themselves instead. For example, if flamethrower is used upon this barrier, the fire user will suffer burns. This barrier comes with a cost; the protected creature cannot use magical attacks while it is active, lest it backfire upon themselves.
Level 2 - This power allows the user to pacify a target that they can see by temporarily taking away any "negative" emotions the target has, such as anger, aggression, fear, hate, or sorrow. Alternatively, this move can also be used to dull the physical pain of the target, lessening their pain to half of what it was.
Level 3 - Through intense concentration, the user can see the skeletal structure of the target. This move requires line-of-sight, and it can only examine one area of the body at a time.
Level 4 - This move can completely detoxify venom or poison within the body of a target, including themselves. The success of this move is determined by how quickly the target is treated.
Level 5 - An upgrade to Level 1, this power enables the user to heal lacerations, bruises, or burns, provided they are external and the target is not already dying. Any wounds healed with this ability leave no scar, and the user must touch the area they wish to heal.
Level 6 - With this power, the user can mend a single broken bone. The success of this move is determined by how quickly the wound is tended to. For example, healing the bone within an IC day of injury yields a higher chance of this move being 100% effective. The longer the bone has been broken, the more likely that the creature will suffer from chronic pain in the area of the break, even after healing with this move.
Level 7 - This move coats the user in a dull, pink glow for a single post. Any physical damage (not elemental damage) dealt to the target while this spell is active will be inflected, mirrored, back upon the target: cuts, bruises, etc. However, please note that the user still takes the damage; this glow does not protect them.
Level 8 - This ability allows the user to form a fleeting, magical bond with a creature they are touching. This bond enables the user to take the physical pain of the target, so that the user will feel their pain instead as long as the power is active. Alternatively, the user can inflict the physical pain they are feeling upon the target. This bond lasts as long as the two remain in contact
Level 9 - This move enables the user to throw a shield around themselves or a single target within 20 feet. This shield will absorb any physical or elemental damage. This shield is clear but has a pink hue to it, making it visible, and it takes the shape of the creature that it is covering, a skin-tight armor.
Level 10 - Similar to Level 9, the user creates a barrier around themselves or another creature. However, this ability makes any magical attacks the target attempts to inflict upon the protected creature affect themselves instead. For example, if flamethrower is used upon this barrier, the fire user will suffer burns. This barrier comes with a cost; the protected creature cannot use magical attacks while it is active, lest it backfire upon themselves.