[Hider= Clima (Climate) Mageblood ] [U]School of Aeromancy[/U] [IMG]http://3.bp.blogspot.com/-hkzcZwAvsCg/ToXFL37wUOI/AAAAAAAABF4/FTgG2xMFrEE/s400/3209tempestade.jpg[/IMG] Aeromancy is the manipulation of the air element, from currents around them to within the body itself, and the primary study subject of those within this blood. There are namely two basic areas in this blood, divided on the location of the manipulated air being controlled, internally or externally. Masters of this blood can enhance their own physical performance merely by increasing the oxygen within the veins to create temporary super human strength or speed. Other interesting aspects is controlling the air around them, enabling them to knock foes off their feet with a flick of their hand or create violent Tornadoes to move objects or allow them to glide through the air over short distances. The first and likely most wide in abilities is manipulation of external sources, namely the air and wind currents around the user. Most novices will find connecting to the wind comes easily, but the duration, control, and power of the spells need to be built upon through focus tricks of shaping and condensing wind into a ball or redirecting it. In this area, Aeromancers can create blasting gust for a number of tasks. Either to send their foes flying a short distance from them or snap about their wrists for a slicing blast of wind to cut a wide area around them down which dies in strength the farther it travels. To move objects of great mass or weight, clouds or solid items/living creatures, and use to fly or hover over rough terrain using air mounts-large rolling balls of condense- to propel them from one point to another. Though if a user, even with masters, travels a vast distance then great fatigue will kick in. Masters farther those gusts into raging winds that do anything from gather up clouds, usually rain heavy, to a raging Tornado that walls can both imprison within its eye and send their foes flying. Some wrap their air around a weapon/fist, the wind creating a cushion or sharpening it enough to slice through things like wood and rock. Aeromancers can even send their voices upon the wind for message delivery (not completely dependable due to voice clarity, background noise, and other wind conditions) or needed distraction. Internal magic is more centered upon the air located within the body, usually for combat purposes. One aspect is Aeromancer can control the natural oxygen levels in the blood, which can be used in two ways. First way, is to increase their speed to cover a short distance in a span of a few seconds/minutes or their strength to easily break bone and crack rock by aerating their blood through their body. The opposite can also be achieved, with the effect made greater and faster by touch contact, by completely killing off all oxygen within the enemies’ body, a horrible and painful way to die. The second is to function normally in an environment that would otherwise be difficult, such as high climates or completely submerged in water for several hours when at a passive state of activity. One dangerous side effect about oxygenizing the blood is that it extends the veins inside and if the levels are kept that way for far too long, the strain on the veins could end up popping causing the user to bleed to death internally. Each level also determines strength, control, duration and abilities available to the user. The higher the level, the easier, stronger and longer one is able to do the listed abilities in that level as well as the previous levels. Novice~ Manipulate existing winds to shift directions, condense into a small, basic ball that can move about a novice’s hands or thrown as an attack. The ability to easily breathe in climates or stay underwater is 30 minutes without drowning, and increases either strength or speed for a few short seconds in battle, the more movement then the shorter the effect since they are still learning to regulate the oxygen within their blood. Flight is limited to a few inches off the ground. Intermediate~ Summon small gusts that can help move heavy objects (the heavier than shorter the distance, too heavy and it won’t work), create a sudden burst to knock surrounding things about, increase natural abilities like farther jump by over a foot, greater speed or strength for temporary time. Can stay in low-no oxygen environments for up to an hour easily as well as hover and limited flight off the ground for a few feet. Advance~ Summon mini dust devils that move larger objects or used to knock foes away, used the air to slice down enemies or increase a weapon’s sharpness/direct it, greater advancement for jumping up to 6 foot easily, longer time for enhanced speed or strength. Can stay in low-no oxygen environments for up to 3 days, hover across several miles (6) and farther flight is increased to 7 feet over the ground. Mastered~ Create a large tornado, winds to either gather clouds or mists, able to send multiple gusts able to slice through flesh and rock from hands, enhance natural abilities like jumping across several meters at once, greater speed or strength as well as lower the oxygen level through touch in other living beings, can survive in low-no oxygen environments for days to weeks at a time. Hover over or flight across a few miles and all other abilities within the blood able to access. [U]School of Electromancy[/U] [IMG]http://files.guildhunterbooks.webnode.sk/200000100-f331f0007d/Rachel.jpg[/IMG] Electromancy focuses primarily on the Arcanite found within electrical aspect of Tiien’s world, from one’s own natural inner electrical currents to vicious lightning storms and thunder or the world’s natural electrical fields, and even reaching high enough to create plasma, the stuff of stars. Masters of this can achieve many unique aspects from magnetizing certain iron based alloys and ores, bring their enemies to the ground or making their weapons useless to cooking their foes from the inside out using their own electrical energy within the enemy’s body. Able to race a livewire pulse through their bodies constantly, anything that touches the flesh is instantly withering in pain or immobilized normally stopping the aggressor in their attack. Summoning lightning storms to creating thunder, often rupturing eardrums or stunning, there’s little creativity can’t be achieved. Like other bloods, Electromancy is separated into three basic Energies: Charging energies, Nature Energies, and Celestial. The first area of study, Charging Energies, is likely the largest and most varied when comes to results. All novices learn to access and manipulate the nearest source of electrical energy since the arcanite within their system can be easily tapped into it. Though a side effect is if not careful, the energy can be easily exhausted with one simple move and leave the mageblood in serious exhaustion because of its importance to the body. Some of the abilities are to send powerful shocks through contact, ranged in power from causing the target to violently seizure to internally cook leaving only black burn marks where the electric has erupted from their body, unlike pryomancer where victims tend to end up as ashy corpses. This same technique can be applied to metals causing their own weapon to heat up or added a nasty shocking bit to each strike; on the opposite side it can cause serious damage to the target once an Electromancer touches the weapon. Usually ending with their enemy dropping it from the electrical current sent through it or unable to move at all, their body lite with electrical currents until released. Another quality of this blood is a sixth sense called Electoral Impulse Sensory or EIS. This enables the user to locate and sense living, electrical currents found in living creatures despite where they might hide. However it’s a range sensory reaching out to only about 5 yards depending on the level and endurance of the user for it constantly drain a little bit of blood with use. In pure darkness, Electromancer can channels and condense their own inner electricity between their hands illuminate their path when the need is called for but only able to cast a light a foot or two away in front of them. The second area is tapping into high concentrations of electrical energies, Natural Energies, which come from the Earth and Sky. Far more powerful and dangerous, in this area students learn to summon lightning storms to rain down upon their enemies and striking anything foolishness to stand in their path. In addition to controlling lightning, this mageblood has access to thunder. Caused by a simple clap of a user’s charged hands, the deep sound is used to stun enemies or blow out their eardrums and hinder their balance in a wide range attack. Another massive source they can use is the Earth’s fields. With this, they can magnetize iron within most alloys and ores either repelling or pulling them to the mage. Masters can immobilize whole groups of armored soldiers within a magnetized area and bring their march to a halt for a limited time while the mage retains the energy. Final area is Celestial Energies or better known as Plasma, the energy from which starlight is created. It is the highest mastery an Electromancer can achieve both a brilliantly beautiful display that can range in colors or forms with each one absolutely unique to each Electromancy mage. It’s made from equal positive and negative ions which the blood user must use complete focus to retain. Or face the risk of having it blow in their faces causing grievous wounds or mostly likely death, both to them as well as to their surroundings. The most common and mildest form of this area is something known as ‘hand lightning’. An Electromancy focuses and allows the ions to build up in a user’s hands then upon release, it can create a blinding flare sent in a small area temporarily blinding foes. The non-combative form is to display a living creature’s aura by focusing trace amounts of Plasma energy within the mage’s own eyes. Each aura is an invisible [SIZE=1]*[/SIZE] light that hovers around them, created by their own living energies and is unable to be altered by any means. A higher form is used to power ancient relic or limited manipulation of a star, select one to brighten an otherwise dark night. This higher form is very draining, even with masters, because both of the large amounts of the blood used to retain it and the star source being so far away. [SIZE=1]*It has been discovered that with the aid of a master Pyromancer, they can create a specialized flame. This flame can hold charged particles made by the Electromancer which when combine in harmony will produce a light that makes the aura visible to the naked eye as a certain color within the human spectrum. (Thanks go to Freeshooter for helping me out with this section)[/size] Novice~ Charging Energies is most dominated here. Novices can easily tap into their own energy source and manipulate it with some effort and focus. They can light a spark on their fingers and hold charge for several minutes, anything that touches them is instantly shock with the voltage that a single Taser hit has before charge dies after one used. It requires another charge build up afterwards and after several, a novice will be left exhausted. They can send a small current, for a brief moment, through a metal weapon or item usually strong enough to cause the enemy to drop it or become temporarily immobilized. EIS can be also be used, for a few minutes, out to about 2 feet radius from user. Small light can be illuminating only a small area from their hand when held. Intermediate~ Charging Energies power and duration is increase by a notable degree, their Taser effect is able to shock 3-4 enemies with one charge or one large one on a single contact as well as spread through others when those targets are in skin to skin contact. This affect can also be placed into an Electromancer’s weapon for the same amount of targets, sometimes making an enemy think twice about locking h orns. The area of the effect can be increased to cover over half their body and with increased focus can send foes to become immobile for a brief time depending on the mass the creature has, may even kill them. ESI is increased to up to 4 feet in 360 degrees around mage for a temporary time, the continual use will slowly tired out the user because of the slow drain in the blood use. In this level, mages start to edge into using Natural Energies for added range. Creating small, 2-3 foot wide square area where magnetism can occur for a limited time, a few seconds, pulling any armored foe onto the ground or booby trap to shock any living creature brave enough to venture within it. Advance~ Charging Energies power has increased to immobile a target of large size easily for a short time nearly enough to cook it from the inside out, the range increased to being able to shoot bolt from one’s fingers and can nail a small, tight formation of enemies with a single shot. Weapons hold a longer charge and can shock with multiple hits before running out. Metals can be heated up, attract or repulsed by magnetism within a short range of the mage. Patches, 2-3, or areas can be set up with effects of either magnetism most iron based metals or create an electrical force powerful enough to kill if something smaller than a pony size foe entered it. ESI is increased to its max range of 5 foot in all directions including above and below them, but it can still only be used for a short time, after continuous used it will take its toll upon the mage. They can create thunder boom in a single direction hitting anything within its range. A small electrical storm can be started, if there are clouds in the area, but manipulation of several lightning can be draining and difficult causing risk to both foe and ally alike. Mastered~ Charging Energies are at their max power within this stage and have the firepower to cook unprotected foes from the inside out with a single bolt. Master can also charge objects that aren’t solid in form, like water creating a boost in their power. They can manipulate their lightning from target to target easily causing devastation within large, tightly knit groups using the same attack but with each new target, the bolt dies in power. Metals can be heated up for longer, attracted or repulsed at a distance of 5 feet within the foe’s grasp while they can even cause heavily armored foes to become immobilized to the ground in electrical fields. These patches increased in width up to a yard or two in diameter affecting a wide group and can remain in effort with little effort from the master, remaining for even days at time. The range of thunder is increased and the power if able to shattered eardrums at close range, sometimes disrupting balance for long spells of time. Lightning storms can be created from local clouds and its bolts focused able to be fixed to key points into the enemy flanks. Celestial Energy is accessible, but only a few abilities have been recorded to be attended. One of the most common and easiest is the ability to see Auras of a living creature by alternating the electrical endings within their eyes to see and focus upon them. To make the aura visible to others, they can work in tune with a Pyromancer, creating a unique light which creates the aura to take on a unique color within the human spectrum for the naked eye. Even manipulating old world devices and starlight can take its toll preventing most from even doing it once in their lifetime. The combative form, ‘Hand lightning’ is much harsher on the body and can’t be preform multiple times without serious exhausting, harm or death for the mage. Few have achieved this ability, the current College Electromancy teacher being one of a handful to be able to perform it.[/hider]