Elemental Class Slayers can only learn up to different Element Magics, and
they can never learn conflicting Elements. A Fire User may learn Air, and
an Earth User may learn Water. And vice-versa. Because most Elemental
Magics are destructive, they can be extremely hazardous to use conflicting
Elements.

Level 1 Slayers can learn up to 4 Magics of it's chosen Primary Element.
Level 2 Slayers can learn 6 of it's Primary Element, and 2 of Secondary
Element. Level 3 is able to learn 7 of Primary Element, and 4 of Secondary
Element.

It should be noted that all Elemental Slayers are taught the -mancy versions
of the Elements as well. So Earthen Slayers know Terramancy, Fire Slayers
know Pyromancy, Air Slayers know Aeromancy, and Water Slayers know
Hydromancy.  The Spells they learn are just concentrated magics tied to
their -mancy capabilities.

One should be aware that Element Magics can drain one's energy quite fast,
so a Guild with an Elemental Slayer should always have an
energy-restorative Healer handy.

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                                            Earth Magics

Rock Meld
- The Slayer is able to become it's surroundings, melding into
the terrain so perfectly that no enemy would be able to cause it harm or tell
where the Slayer is. Purely defensive.

Erupting Earth - The targetted earth explodes in a fury of rocks, spikes,
and silver properties. Any Shade Warriors caught in the direct blast will be
blown apart, and shredded by the silver.

Silver Encased - Allows for the Slayer to change the properties of
anything earth-based, so that it is made entirely of silver. Can be useful to
turn weapons or nearby objects into silver for combat.

Earthen Shield - Summons a shield of spiked silver-infused earth to
appear where-ever the Slayer desires. Can be used to block a physical
assault, and cause attackers to be crushed upon the 'wall' as it's sent falling.

World's Mercy - The earth opens beneath a target, and devours their entire
being. They are buried alive, crushed in the earth, and Shade Warriors are
destroyed by a taint of silver in the soils.

Shade's Respite - Causes Shade Warriors to be unable to retake physical
form once they've turned into their sand forms. When in their sand forms
they cannot cause physical damage, but an Earthen Slayer can completely
control the sands and turn the sands silver - killing the Warriors mercilessly.

Earth's Clash - Summons fire and air magics to the battlefield, where they
clash and erupt with all active earthern magics to create a deadly, ferocious,
blast.

Unstable Earth - Causes the earth to shudder, rock, and tremble in bursts
of magnetic pulses. Creates an unsteady environment for enemies, making
it hard for them to get a sturdy grip on the ground beneath them. If an
enemy falls, it's unlikely they'd be able to get back up.

Winding Storm - Creates a flurry of silver rocks and blades to appear in a
circular motion around the Slayer, slicing and dicing any enemies that get
within five feet of the Slayer.

Earth's Fury - Allows the Slayer to alter the earth around them so
severely that they could collapse an entire area, trap enemies in a chosen
area, or turn the earth in a full-scale area to silver. Can also be used to heal
any damage done to an area.

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Fire Magics

Scorching Illusions
- Increases the heat in an area to such extreme levels,
that mirages will appear in the area, concealing the Slayer and allies from
view. Enemies will be unable to differentiate between what's real, and what
is just an illusion caused by the rising heat. The heat will eventually begin
to turn deadly towards the Slayer, and allies, so should not be used for too
long.

Dismal Life - Causes target enemies to be burned from within, provided
they're living. It turns their life force against them, and reduces them to
ashes in seconds.

Abyss Fire - Summons a hailing storm of black fire to rain down on the
battlefield. The fires are so hot and deadly that any undead creature
touched by the flames will find themselves alight with fire within seconds,
their physical bodies melting and burning to ash. While Shade Warriors are
able to withstand the flames, their surroundings will be turned volatile and
any physical magics they try to use will sizzle and expire when touched
by the black flames.

Spirit Engulf - Causes the Slayer's summoned fire to blaze with the fury
of Spirit Flames, allowing for Spirit Damage to be done. Harmful to Shade
Warriors, to the point where it can disable them so much that a single
wound from silver can kill them afterwards.

Inner Fire - Turns the blood and flesh of the Slayer into living flame,
allowing for the Slayer to be completely immune to receiving physical
damages.

Siren's Flame - A deadly blast of fire that erupts upon contact with an
enemy, obliterating their physical form.

Molten Ground - Turns the battlefield to hot magma which is hazardous
and deadly to all caught upon it. While it will not cause death to allies, it
will burn them if they have prolonged contact with the magma.

Psychic Burn - A specialized Fire Magic that causes fire to be created
upon the psychic waves of an enemies' mind; instantly frying their mind
and disabling them.

Unforgiving Blast - Causes the air in an area to become so flammable that
any spark of fire will turn an entire area into a bloodbath of flame.

Fire's Cunning - Surrounds the Slayer with a circular shield of flames; a
mix of Spirit Essence, Purity, and black flames will protect them and cause
fire damage to all enemies that get too close.

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Water Magics

Black Shell
- Surrounds the target, or a group of them, in an unbreakable
shell of black ice. The shell will remain for only up to an hour, and is best
used when trapping an enemy so that a killing blow may be made, or to
trap enemies so that an escape may be made possible.

Vapour Trail - The Slayer summons a spectral water serpent, of varying
size, to track and monitor all nearby enemies. The serpent will not be
visible to enemies, and can be used to track down allies as well. Once it's
use has expired, the serpent will dissolve. Requires minimal energy to
maintain, and the spectral serpent can reveal illusions and magic traps that
may be active in an area.

Cold Fury - A wave of icy mist is sent shuddering through an area,
freezing any enemies and targets instantly. Frozen states only last until the
Slayer casts it's next spell or attacks, at which time those previously
frozen will be free to move again.

Chilling Embrace - Causes all targets in an area to move with
exceptionally decreased speed, as if their very veins were freezing with
each move they made. Effects last for up to five minutes, but only effect
those who were in the area when the spell was cast.

Drowning Damnation - Floods the area with water that can cause
enemies with the need to breath to drown, or allow for the Slayer to
vaporize the water - burning all enemies so severely that they'll be unable
to move once all the water is evaporated by the heat. Allies may be burned
by the water, but they will not drown within it. Warning should be given
before casting this spell, so that a Healer is prepared to take care of
friendly-fire wounds.

Blood Spill - Takes control of the water properties in blood, and allows
for the Slayer to turn the blood against an enemy; causing it to cut through
the enemy and spill it's entire blood supply upon the battlefield. As Shade
Warriors do not bleed, this magic is best used against the other threats
beyond the Border.

Water Victor - Summons a wave of frosty waters to the battlefield,
banishing any and all magics that have taken on a physical form, or causing
traps to activate and for their effects to be absorbed harmlessly by the
water.

Mist Derail - Turns the Slayer or targeted ally into intangible mist,
protecting it from harm as long as the Slayer is able to uphold it's energy
level.

Frost Clash - Causes an orb of white energy to fall from the skies,
impacting on the battlefield with a deadly blast of frost, water, and icy
spikes. So deadly that it freezes enemies solid, allowing for a single impact
to them afterwards to shatter their forms completely.

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  Air Magics

Wind Currents
- Increases the speed and agility of the Slayer to extreme
levels, allowing them to move about the areas in a blur of movement.

Strength of Air - Causes the air that the Slayer breathes in to be charged
with magical energies, so that it's physical strength and stamina is increased
and restored. It's strength is expanded to such a degree that it is then able
to cause bones, earth, and whatever else gets in it's way to shatter on
impact.

Air Strike - Wind currents are wrapped around the Slayer's claws and any
weapons they may be carrying with them. Increases the physical damage
caused, as the wind currents will cause any damage to rip open the wounds
to increase the damage done. Can be used to enchant the physical strikes of
up to two other allies as well, but when used on others the effects wear off
after three strikes.

Wind Change - Can be used to throw enemies from an area, or pull them
closer into the battlefield. When used wisely can be used to pull enemies
into the direct blast radius of an attack.

Gravity's Embrace - The force of gravity is made unbearable upon
enemies and targets, causing them to be unable to move as air currents push
them downwards, and crush them slowly.

Intensity - Causes an Aura of Fear to descend down upon an area, causing
enemies of weak stature to be frozen by terror, while others will notice a
slowness in their reaction speed as their senses will begin to go haywire.
Also forces enemies from outside the area to be unable to encroach on the
battlefield.

Stolen Breath - Used to tear apart magics and energies sustained by air,
negating them instantly. Can be used to destroy fire, and even take away
breathable air from enemies who require it.

Substance - Turns the Slayer into a current of air, effectively turning the
Slayer invisible and temporarily removing it from the hazards of battle.

Electrical Frenzy - Causes an explosion of electrical currents to flood an
area, electrocuting and paralyzing all enemies in an area, and killing the
weaker ones instantly. Can be used to paralyze the corrupted creatures
beyond the Border, but will only slow down Shade Warriors.

Impulse Shield - A static shield explodes around the Slayer, or a target
ally, forcing enemies back a good ten feet and allowing the Slayer to
regroup or cast another spell quickly.
Battle Prides is Copyright 2002-Beyond
Alicia Brons.
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