List of Spells
Magic:
Using a quartet of precious stones to channel energy, Kyria can use
magic of four different elements; Fire, Water, Air, and Earth. However,
since each element needs something to focus into magical energy, a part
of Kyria is sapped. See the drawback of each element for details.
Fire (Ruby):
Kyria can channel her body heat through a ruby she carries around
to cast fire spells. Obviously, the stronger the spells, the more body
heat they would require. Due to the nature of the spell, Kyria would
need her gloves off in order to execute fire magic.
Drawback: If Kyria relies too heavily on her fire magic, she
runs the risk of dropping her body temperature too low. Even in a
scorching desert, she could run the risk of hypothermia. Kyria needs
time to warm up after using so many spells.
Commonly Used Fire Spells:
~Fervor (Support Spell) [Time Elapse; up to four total posts]:
Kyria can lend an ally a helping hand by granting a target more
stamina, empowering him or her with the energy of a raging blaze.
Unlike her other fire spells, this spell gradually saps her body heat
over its duration.
Kyria uses her ruby to convert her body heat into energy. She then
chooses a target to give this energy to and sends it to him or her
through a magical 'cord'. This 'cord' is only clearly visible to the
target, magical folk, and others who are sensitive to seeing such
things. To them, the cord is mostly opaque and glows a bright scarlet.
To other people, the cord is translucent, much like a streak of a heat
wave radiating off of a sheet of metal that has been out in the sun all
day.
-The energy sent to the intended target is often felt like being
temporarily revitalized. The spell doesn't heal wounds, but it can give
an energy boost to an exhausted warrior. The amount of energy given and
how long the spell lasts obviously depends on Kyria. The more Kyria is
willing to give, the longer the spell will last and the longer the
boost of energy will be.
~Fireball (Offensive Spell) [Time Elapse; instant]: With the aid
of the ruby, Kyria can form a ball of flames and project it towards an
opponent. As her hand is grasping the gem, her body heat intensifies
and is sent to the hand in question. A sphere of flame appears around
her fist. To keep from burning her glove (and herself, more
importantly), Kyria thrusts her fist forward (like a punch) and sends
the fire ball flying towards her opponent.
-The fireball always flies in a straight line and never curves. The
speed it travels at can be compared to the average speed of a softball
thrown by the average fourteen-year-old girl. (That is, if the initial
'punch' was thrown correctly.) Speaking of softballs, that is the
average size of the fireball once it's 'thrown'. The fireball soars
through the air until it hits a wall or target, or until it loses
energy and disappears (normally occurs about forty to fifty feet away).
Only one fireball can be casted at a time, for Kyria need to retreat
for a few minutes to warm up and avoid hypothermia.
Desperation Spell:
~Flamethrower (Offensive Spell) [Time Elapse; up to two total posts]:
Kyria can project a ranged jet of flames towards her opponent with the
help of the ruby. Kyria uses two hands to channel her body heat into
the ruby instead of one. The concentrated heat intensifies into the
hand holding the gem. Flames spurt out and reach out directly in front
of Kyria.
-The fire's range is about seven or eight feet in front of Kyria.
Although the spell is very maneuverable, it's the one fire spell that
saps the most energy at once. At the very most, Kyria can hold the
spell for up to nine or ten seconds. By then, her body temperature
would have dropped too low to continue the spell.
Water (Sapphire):
Using a sapphire as a tool, Kyria can use her own hydration to cast
spells of water. When she uses one of these spells, her palms sweat and
the sapphire uses that to channel the magic. Due to the nature of the
spell, Kyria would need her gloves off for full effect. The stronger
the spell, the more of her own water she uses.
Drawback: If Kyria excessively uses her water magic, then she
runs the risk of dehydration. She needs to drink plenty of water in
order to hydrate her body enough to cast any other water spell.
Normally, it would take a human an average of three days before they
die of dehydration. If Kyria isn't careful, she can shave off a day or
two from that time.
Commonly Used Water Spells:
~ Healing Rain (Supportive) [Time Elapse; up to four total posts]:
With the aid of the sapphire, Kyria can condense the moisture in the
air. They change to clouds, which rain down magical water. Once this
water makes contact with an injury, it heals from the inside out. How
much is actually healed and the rate it heals at depends on two things;
the severity of the wound and how much water is applied. This is the
reason why Kyria keeps a few bottles of her healing water in her purse.
The range of the rain depends on how much Kyria puts into her spell.
Obviously, the more hydration used, the wider the clouds become and the
greater the range of rainfall. The clouds dissipate within moments
after Kyria stops using the spell.
- Kyria has no control over the direction of the rainfall. Since it
covers a wide area, it is best for healing a large group of people.
There is also a risk of healing the enemy as well as allies. In
freezing weather, the rain turns to snow and it is easier to be blown
off-course. Not to mention, the snow could do more harm than good by
accidental freezing. This spell makes Kyria thirstier as the use of it
is prolonged.
~ Water Bomb (Offensive?) [Time Elapse; instant]: As with the
Healing Rain ability, Kyria pulls off this spell by condensing the
moisture in the air. Instead of stopping at a cloud, the water further
condenses into a single glob of water. The size of the glob is roughly
the volume of an average water pail. Once collected together, the water
falls straight down and splashes onto who/whatever happens to be below
it.
- Due to the nature of the spell, it is used to distract or extinguish
rather than deal damage. (If anything, this spell is used to put out a
fire that was accidentally caused by Kyros.) The water cannot follow
its intended target if it moves out of the way. Clearly, this spell is
not meant for use in combat unless Kyria wishes to make a run for it
with a parched throat.
Desperation Spell:
~ Geyser (Offensive) [Time elapse; until the beginning of the next post]: Both
of Kyria's hands are upon the sapphire for this spell. From deep within
the depths of the earth, boiling hot water pushes its way upward and
forces out of the ground. The geyser reaches up to twenty feet maximum.
Even if the water did not strike the intended target, the scalding-hot
water would still be able to burn nearby targets once it falls back
down to the ground.
- Once the water falls back to the ground, it can burn both enemies and
allies alike. It is very rare that the geyser emerges directly below an
enemy (unless that enemy happens to be extremely slow). Not only does
the water take some time to emerge at a desired area, but the ground
becomes disturbed during the process of the spell. By disturbed ground,
I speak of the earth shifting and cracking. There is also a rumble
heard from underground well before the geyser emerges. The geyser only
lasts about five seconds maximum before Kyria becomes too dehydrated to
do much of anything except hide in a corner and chug down whatever
water she has.
Wind (Quartz Crystal):
With the assistance of a Quartz Crystal, Kyria uses her very breath to
move the air around her. Casting a spell of wind can be a little
tricky, for the type of spell casted can be altered by how Kyria blows
upon the jewel. Though wind magic is one of the easier elemental spells
that Kyria can use, it can still be exhausting for her to concentrate
her magic from her lungs.
Drawback: Excessive use of wind spells can give Kyria symptoms
quite similar to asthma. Her chest aches until she can catch her
breath. The wheezing makes it quite difficult for her to run from
attacks, for she needs to breathe to keep from collapsing. Although
this is one of her more commonly used gems, she does not bear a
'Desperation Attack' like with the previous two elements.
Commonly Used Wind Spells:
~ Healing Wind (Supportive) [Time Elapse; three total posts]:
The quartz crystal is cupped loosely in Kyria's hand. A gentle and warm
breath is blown upon the stone. A visible breeze, also gentle and warm,
picks up around Kyria. With her other hand, she 'directs' the wind
towards those who she wishes to heal.
- Normally, she can only heal mediocre wounds before she runs out of
breath. Though this spell is much easier to direct than Healing Rain,
it still is capable of healing friends and foes alike. A warm and
gentle breath must be sustained, for changing the breath's temperature
or the strength it's blown could alter the spell itself. She can only
sustain the spell for a maximum of fifteen seconds. Once the spell is
complete, Kyria is normally left gasping for breath.
~ Zephyr (Offensive) [Time Elapse; Two total posts]: The quartz
crystal is held in Kyria's hand, kind of like a deep cup. She blows a
jet of cool air onto the stone between narrow lips. Her other and is
held out towards her intended target. White wisps appear in her palm
and rush out at the target. If it is not strong enough to put the
opponent off-balance, it will at least tear into the skin enough to
make a narrow 'slash'.
- If someone stands between Kyria and the target, they will receive the
majority of the spell's damage. Again, the temperature and strength of
the blown breath must be maintained. This spell lasts for a maximum of
eight seconds, for that is how long she can sustain it. Once the spell
is complete, Kyria wheezes, yet not heavily.
Earth (Obsidian):
Kyria uses her obsidian and her own strength to cast spells of
earth. Since she does not bear much physical strength as it is, these
spells tire her much faster than the previous three elements. However,
this does not mean that her earth magic is ineffective. It just means
they do not last nearly as long as her fire, water, or wind magic. The
gem is placed over her heart for these spells.
Drawback: Though Kyria cannot use an extensive amount of earth
magic as it is, relying on it results in weakness and fatigue. Overuse
can leave Kyria with only enough strength to sit up. Quite often, Kyros
needs to assist Kyria and bring her away from battle after an earth
spell has been executed. Recovering her strength requires more time,
since it takes a few nights of resting before she is back on her own
two feet again. Like with the Wind spells, there is no 'Desperation
attack' to speak of.
~ Tu Shinobu (Supportive Spell) [Time Elapse; Up to three total posts]:
Quite literally translated as "Earth Endurance", this spell is similar
to Fervor. However, instead of granting a target stamina, this spell
grants a target endurance (health-wise), allowing them to take more
damage. And quite like Fervor, this spell's visible effects are only
noticeable to those who are affiliated with magic or have a 'sixth
sense'. Instead of a scarlet cord, this cord appears gold and slightly
translucent.
- However, with her lack of physical strength, this spell does not last
quite as long as Fervor does. When her energy is depleted, her knees
give way and she collapses onto the ground, lacking the strength to run
for cover. At best, she could crawl, but that barely gets anyone
anywhere.
~ Earth Spire (Offensive Spell) [Time Elapse; End of two total posts]: Kyria
holds the Obsidian to her heart, her eyes half-closed as if in a daze.
Her free hand reaches out in a claw-like position, as though 'picking
up' the earth. Beneath the intended target, the ground rumbles and
cracks, making the earth shift. A large spike made of stone pushes
itself through the earth, threatening to impale anything it happens to
be beneath.
- This pillar of stone can only reach up to about eight feet in height
before Kyria lacks any more strength to make it grow any more. She
stumbles and falls over once the spell has finished. The spire of stone
remains where it is even after the spell is complete. It cannot,
however, push its way through concrete, steel, or any other material of
similar strength and hardness