Post by SilverDragon on Dec 23, 2009 23:42:44 GMT -5
Elemental affinity
Your character can have an elemental affinity, giving them a positive influence and boosted powers over an element. IF YOUR CHARACTER HAS AN ELEMENTAL AFFINITY, THEY WILL BE WEAKENED BY THE OPPOSING ELEMENT.
Fire:
A character with a Fire affinity usually has the ability to manipulate the explosive power of fire and some perks may include resistance to high temperature. The spells at their disposal are usually on the offensive side. The Fire element beats Nature and Ice. It is weak against Water.
Water:
A character with an affinity with Water has the graceful ability to manipulate Water. Some perks include good swimming and sometimes the ability to breath under water. Water tends to be somewhat on the defensive/Healing side. The Water element beats fire and works well in conjunction with Ice. It is beaten by Lightning.
Lightning:
A character with an affinity with Lightning has the shocking ability to harness the power of electricity. Spells and abilities tend to hit quickly and frequently and deal with speed. Lightning is mostly offensive with a few worthy support skills. The Lightning Element beats Water and is good paired with Wind. It is beaten by Earth.
Nature:
A character with an affinity with Nature has the ability to enhance the surrounding environment. Sometimes slow to take effect, Nature magic can cause havoc with status effects, and prolong fights with its healing. Nature is known for being mostly supportive with many healing spells at its disposal. The Nature Element beats Earth and Wind and has a resistance to Water. It is beaten by Fire and Ice.
Earth:
Characters that choose Earth tend to have higher than usual offensive and defensive abilities. The spells tend to be pretty straight forward, but tend to hit hard. The Earth element beats Lightning and is weakened to Wind.
Ice:
Characters with an affinity to Ice often show it in their “cool” personalities. The spells work best in cold weather. They tend to be mostly defensive with a few support enhancements. Ice beats Nature and works well next to Water and Wind spells. It is beaten by Fire.
Wind:
Characters with a Wind element are usually rather pretty looking and graceful. The spells they favor can qualify as “playful”, they specialize in Healing and Support. This element beats Earth, and works well with Lightning and Ice magic. Wind is beaten by Nature.
Light:
Light and Holy are two very similar elements which may eventually be combined into one. But for now, Light is the offensive side. Light destroys Darkness and works well with Holy. It is beaten by Shadow.
Holy:
Holy is the Healing/supportive side. It contains many healing spells and the ever popular “Holy” spell. It Works well with Light and beats Shadow. It is beaten by Darkness.
Shadow:
Shadow is another element that may end up combined with its “helper” Darkness. Shadow is usually a sneaky Defensive type of magic. Shadow beats Holy and works well with Darkness. It is beaten by Light.
Darkness:
Darkness is the other end of Shadow. This one is more offensive and spells are usually powerful. Darkness beats Light and works well with Shadow. It is beaten by Holy.
Gravity:
Gravity is a fun power that can partially control…the gravity. It is mostly offensive but doesn’t have very many spells. As Of now it doesn’t beat any particular element, but it works well with Earth magic. It is beaten by Wind because wind is light, where gravity does more damage to heavy things.
Dreams:
This is a new idea sounds like fun to me. With the element of Dreams one will have the ability to wreak havoc in people’s dreams. You can cause nightmares, or abolish them, and the can also enduce sleep. It works well with Darkness and is beaten by Light.
If you would like to suggest a new element, or an addition to an existing element, then feel free to post it in the appropriate suggestions thread!
Your character can have an elemental affinity, giving them a positive influence and boosted powers over an element. IF YOUR CHARACTER HAS AN ELEMENTAL AFFINITY, THEY WILL BE WEAKENED BY THE OPPOSING ELEMENT.
Fire:
A character with a Fire affinity usually has the ability to manipulate the explosive power of fire and some perks may include resistance to high temperature. The spells at their disposal are usually on the offensive side. The Fire element beats Nature and Ice. It is weak against Water.
Water:
A character with an affinity with Water has the graceful ability to manipulate Water. Some perks include good swimming and sometimes the ability to breath under water. Water tends to be somewhat on the defensive/Healing side. The Water element beats fire and works well in conjunction with Ice. It is beaten by Lightning.
Lightning:
A character with an affinity with Lightning has the shocking ability to harness the power of electricity. Spells and abilities tend to hit quickly and frequently and deal with speed. Lightning is mostly offensive with a few worthy support skills. The Lightning Element beats Water and is good paired with Wind. It is beaten by Earth.
Nature:
A character with an affinity with Nature has the ability to enhance the surrounding environment. Sometimes slow to take effect, Nature magic can cause havoc with status effects, and prolong fights with its healing. Nature is known for being mostly supportive with many healing spells at its disposal. The Nature Element beats Earth and Wind and has a resistance to Water. It is beaten by Fire and Ice.
Earth:
Characters that choose Earth tend to have higher than usual offensive and defensive abilities. The spells tend to be pretty straight forward, but tend to hit hard. The Earth element beats Lightning and is weakened to Wind.
Ice:
Characters with an affinity to Ice often show it in their “cool” personalities. The spells work best in cold weather. They tend to be mostly defensive with a few support enhancements. Ice beats Nature and works well next to Water and Wind spells. It is beaten by Fire.
Wind:
Characters with a Wind element are usually rather pretty looking and graceful. The spells they favor can qualify as “playful”, they specialize in Healing and Support. This element beats Earth, and works well with Lightning and Ice magic. Wind is beaten by Nature.
Light:
Light and Holy are two very similar elements which may eventually be combined into one. But for now, Light is the offensive side. Light destroys Darkness and works well with Holy. It is beaten by Shadow.
Holy:
Holy is the Healing/supportive side. It contains many healing spells and the ever popular “Holy” spell. It Works well with Light and beats Shadow. It is beaten by Darkness.
Shadow:
Shadow is another element that may end up combined with its “helper” Darkness. Shadow is usually a sneaky Defensive type of magic. Shadow beats Holy and works well with Darkness. It is beaten by Light.
Darkness:
Darkness is the other end of Shadow. This one is more offensive and spells are usually powerful. Darkness beats Light and works well with Shadow. It is beaten by Holy.
Gravity:
Gravity is a fun power that can partially control…the gravity. It is mostly offensive but doesn’t have very many spells. As Of now it doesn’t beat any particular element, but it works well with Earth magic. It is beaten by Wind because wind is light, where gravity does more damage to heavy things.
Dreams:
This is a new idea sounds like fun to me. With the element of Dreams one will have the ability to wreak havoc in people’s dreams. You can cause nightmares, or abolish them, and the can also enduce sleep. It works well with Darkness and is beaten by Light.
If you would like to suggest a new element, or an addition to an existing element, then feel free to post it in the appropriate suggestions thread!