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Aqua rune.png
flora rune.png
gale rune.png

Looking to Level up?

You may complete one level up task every month. Members must write a literature piece reacting to the appropriate prompt and submit it to our Discord submissions channel.

ember rune.png

EMBER

Embers are initially described as wary, hotheaded, and even unfriendly to strangers. Some use their internal light as a guide, while others use it as a force of destruction. One thing all Ember elements have in common is their passion for battle. When meeting one it's best to approach in a friendly manner.
Homes
Location: Oddly enough, the Ember house is located last right beside Aqua's.
Interior: The house is made of lava rock walls and furniture, cluttered with gems and woven rugs. It is always warm with the undying embers that sets the fireplace ablaze.
Extras: The Ember elementals tend to have their space open to many, however their house is almost always entirely empty as most of them have gone to socialize at the tavern.

 

fire rune.png

Fire

Basic Information

​

Fire elementals are quick and agile creatures who thrive in close combat, able to set . Similarly to other elementals, the older and more knowledgeable a fire element gets, the more their able to harness their ability- which appears to have a mind of its own. The greatest of them no longer fear water, as it boils away before ever reaching them. 

Biological traits
A fire element who does not stay on guard can unknowingly cause destruction to their surroundings; though this pattern is usually seen most from the youngest of their population. Only water can halt their path, causing them to shrink away from it as most creatures do to them. They avoid entering water before battle, especially sitting in it for long periods of time, as it may cause a considerable decline of energy, as befitting to their fiery nature.

​

Pros

Fire elementals are extremely passionate about almost everything, though whether that enthusiasm is a short, startling blaze or a slow, steady burn tends to vary. They are engaged and determined, even when cautious.

​

Skills: 

​

FIRELIGHT : Conjure and manipulate a single flame-about the size of your paw-at will.

  • +0


SMOG : Control smoke and gain the ability to shroud a battleground in smog, or to incapacitate enemies.

  • +2 dmg to opponent for 2 turns, your opponents struggle to breathe through the smoke, stunning and forcing them to skip one turn
    (3 turn cool down)
     

  • important: This is a multiple attack, roll t!roll 1d3 to determine the number of targets affected!


BURNING WALL : Generate a wall of fire that grows no bigger than the trees overhead, and can be used offensive or defensively.

  • +2 spd, use t!roll 1d20 to determine if you successfully stop your opponent's attack
    (2 turn cool down)

FLAME HURDLE : Travel at impressively high speeds just as your body can be engulfed with flames

  • +2 spd, use t!roll 1d20 to determine if you successfully stop your opponent's attack
    (3 turn cool down)

RUNE DETONATE : Toss a rune upon the ground that immediately sets off an explosion of flames when triggered. Just like a mine!

  • +4 dmg
    (4 turns cool down)

LAVA FLUX : Pull small amounts of magma deep from out of the earth and manipulate it at will

  • +0


HOT FUSE : The floor is lava! Temporarily section off a piece of the ground to melt and become hot to the touch

  • +1 dmg
    (1 turn cool down)
     

OBSIDIAN : `Summon and manipulate your own magma before cooling it into a permanent shape

  • +2 dmg
    (2 turn cool down)

VOLCANIC ERUPTION : Summon the lava from miles below that erupts through ground

  • +3 dmg
    (3 turn cool down)

IGNEOUS ARMOR : Douse yourself in your own magma and solidify it into armor or a weapon of choice

  • +5 dmg use t!roll 1d20 to determine if you deflect any incoming attacks!
    (5 turns cool down)

magmarune.png

Magma

Basic Information

​

Like their cousins fire and lightening, they love to charge head first into close-quarters combat, they would often prevail grappling smaller foes if given the chance. Magma elementals are said to be highly susceptible to violent outbursts, and often take pleasure in melting or biting through objects such as rock. Anyone fighting a magma elemental are forced to move constantly, and take great care when doing so, or else run the risk of being gravely injured by a random super hot glob.

Biological traits
Unlike fire and lightning, magma elementals usually have hulking or sturdy forms causing them to be slower but tougher and more likely to stay in the center of the fight. They are the most level-headed out of the three sub-trees, able to control their emotions within reason and asses situations without letting their anger take over.

 

Pros

Magma users are very grounded and logical with their thinking, tending to be inspired by weaponry and protective attire, their passions learn towards things that will always remain, different from their ember peers who work on impulse and fleeting emotions.

​

Skills: 



























 

STATIC SHOCK : Static surges through your body, giving you the ability of shocking your enemies on command.

  • +0


CURRENT SURGE : Gather and exploit the static in between your paws to freely climb up any surface.

  • +2 spd
    (2 turn cool down)
     

THUNDERLIGHT : Focus and summon a single bolt of lightning from the sky. A sure way to spook everyone around or damage a target

  • +2 dmg, stun and force your opponent to skip one turn.

  • (2 turn cool down)
     

ELECTRIC WHIP : Bond particles and form a string of electricity-no longer than the length of your body-that can be used as a whip or rope.

  • +3 dmg

  • (3 turn cool down)
     

GALVANIC PORTAL : Create an electric one-way gate that can transport items, it's owner and others (2) to a different location.

  • +4 dmg

  • (4 turns cool down)

lightningrune.png

Lightning 

Basic Information

​

Lightning elementals are typically hyperactive and may even appear reckless in their willingness to fight. Despite their endless energy, lightning elements usually don't aggress unless given a reason to or directed. They are oftentimes the life of the party, so to speak, charging everyone else with their mirth and stopping at nothing to get work done, oftentimes overworking themselves.

Biological traits
Said to be impulsive and quick to enrage, it's common knowledge that an annoyed or vexed lightning elemental can arc an electrical shock through those around them. Usually only earth elements and highly conductive metals can contain these raging beasts and keep them at bay. They spend most of their time seeking out storms to feed off of, or forming groups with delight to chase and light arcs between each other; as only they themselves are unaffected by each others simple shocks.

​

Pros

At their best, they are confident, charismatic, and often act as leaders or at least figureheads. They often seem fascinated by the flow of 'intellectual' ideas and thoughts, and act practically obliged to educate everybody with whom they have a conversation.

​

Skills: 

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Water

water rune.png

Basic Information

​

Water elementals are highly nimble creatures and value personality and intelligence. They find pleasure and peace amongst the water and waves, where they feel safety, and dominance. Water elementals may even find themselves territorial of a particular water source. They can become moody and prone to grudges. They often associate with creatures that just happen to dwell in water. They're steadfast and indomitable in their natural habitat, able to catch fish in a heartbeat.

Biological traits 

Water elementals are natural born swimmers. They despise dryness, as well as the heat that causes it. They suffer from the sun's evaporation, and when fire boils away their essence, it hurts them just as much as it may affect any creature, if not more. As a result, they can have a hard time getting along with those who associate with fire or heat. They're fully capable of moving on land but become an efficient force in water.

​

Pros

Their constant fascination with large bodies of water and the desire to uncover their mysteries, makes them great book holders and excellent sources of information.

​

Skills:

























 

WATER BITE : Water is laced with magic that deals damage at touch when needed, Pull water from any source that contains it and mold it at will.

  • +0


RIVER WHIP : As you become more in tune with water and it's bonds, manipulation and controlling it's movements becomes a breeze. Form strings of water-no longer than your body-that can be used as a whip, rope or more.

  • +1 dmg
    (1 turn cool down)
     

OCEAN STEP : Walk on the surface of any body of water. Be cautious though, you can still be pulled under.

  • +2 spd
    (2 turn cool down)

RAINFALL : Gather and transport water that weighs no more than the user's weight. The vapor around you can be condensed, forming drizzles or full rainstorms and used offensive or defensively.

  • +3 spd
    (3 turn cool down)

BLOODSEA : Bend the blood of oneself or another by manipulating it's water composition.

  • +4 dmg, stun opponent forcing them to skip one turn.
    (4 turn cool down)

healing rune.png

Restoration

Basic Information

​

Most commonly known as "peacekeepers". It's not uncommon for a healer to completely abandon advanced combative skills in order to pursue the world of medicine- but that doesn't mean they can't defend themselves. Although they possess magical abilities, and healing without magic is far less convenient, healers value traditional ways of medicine and often encourage its practice. They study and apply their hard-earned knowledge, often working alone or in the presence of another like-minded individual. 

Biological traits
Unlike their fellow Aquas, healers aren't overly sensitive to heat sources, nor do they have naturally stellar swimming skills. In fact, healers seem to be the most "normal" creatures around. What indicates a healer is the way their abilities sparkle when in use, giving off an angelic appearance. From a young age, healers work tirelessly in places the gods have overlooked; it can be a hard life but their skills are always in demand.  

​

Pros

Restoration elementals are nurturing and empathetic, often giving of themselves. They react strongly to emotional disruptions or negative events and normally, their free-flowing nature allows them to nurture others and adapt to large-scale changes.

​

Skills: 

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DAGGER OF RESTORATION : Pull shimmering bubbles of water from any appropriate source to quicken the healing of small, un-fatal wounds like cuts and scratches. (offensive and defensive, healing at this level causes a 2 turn cooldown!)

  • +0


SAFEGUARD : Summon a watery shield to protect oneself or your allies.

  • +2 spd, use t!roll 1d20 to determine if you successfully defend your teammates
    (2 turn cool down)
     

  • At level 2, you can only defend 2 teammates and block them from any incoming damage. This increases +1 with each level.
     

ASPHYXIATION : Infest the lungs of your target with miasma, constricting them and making it hard to breathe.

  • +2 spd
    (2 turn cool down)
     

REVIVAL : Form small, glowing threads of water to heal deep and more fatal wounds.

  • +4 dmg (Healing Effect)
    (4 turn cool down)
     

MOURNING STAR : Generate a sizeable healing field around you that regenerates health and repels enemies.

  • +6 dmg (Healing Effect) +5 dmg to all opponents in range
    (5 turn cool down)
     

  • IMPORTANT: This is a multiple target attack. roll !d2 TWICE (one for offensive and one for defensive) to determine the number of targets affected!

frost rune.png

Frost

Basic Information

​

Often referred to as the "ice" elemental, the power to alter the battlefield with towering walls of ice and deadly blizzards is renowned among those who possess the frost elemental. Their path is as certain as the arrival of winter. Everything they comes in contact with is chilled by a feeling so cold it seeps into their bones. Sometimes described as bitter and ironically cold, frost elementals often find peace in the winter and will create their own spaces of snow during the summertime. They can be calm and difficult to excite, preferring to communicate in terms of facts. 


Biological traits
Frost elementals are very resilient and masters at keeping their emotions in check, their shared room in the Aqua housing being coated in frost and adorned with sculptures of ice. They are artistic and can oftentimes be viewed as somber as they focus on a duty, preferring no disturbances or loud sounds. The Aqua within them is much more colder than a normal water user, their skin cold to the touch and their breath a snowy mist.

​

Pros

They are efficient, attentive, and helpful, and they frequently value order. Not only do they serve offensively, but as an effective defensive force as well. 

​

Skills: 

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COLD TOUCH : Gathering water from any source immediately freezes into malleable slush, in turn which can be frozen into small objects.

  • +0


FLURRY : Solidify water vapor and generate falling snow over a small-sized area. Snow can be manipulated at will to form flurry storms.

  • +1 spd
    (1 turn cool down)
     

SPEARS OF ICE : Solidify water and form spikes of ice that emerge from one's body and fire at a desired target.

  • +2 dmg
    (2 turn cool down)
     

FREEZE : Form small, glowing threads of water to heal deep and more fatal wounds.

  • +4 dmg (Healing Effect)
    (4 turn cool down)
     

WINTER DRAKEN : Summon a temporary dragonesque creature that shoots cold air that freezes everything in it's path.

  • +3 dmg, freeze opponent forcing them to skip one turn.
    (4 turn cool down)
     

  • IMPORTANT: This is a multiple target attack. roll !d2 TWICE (one for offensive and one for defensive) to determine the number of targets affected!

Aqua rune.png

AQUA

Aqua elementals never have a bad hair day and often maintain smooth silky fur throughout their lives. The majority of them have been described as graceful, beautiful, and as well as having the most peaceful temperaments.

Homes
Location: Between Ember and Flora housing. 
Interior: With stone walls and a small pond in the center, the Aqua housing is surely the most serene. With it's glowing lily pads and ornate vases you feel as if you live in a soothing spa itself with silk beds.
Extras: Aqua have the largest libraries, being the element most likely to value historical knowledge and bodily function, always striving to learn.

 

flora rune.png

FLORA

Said to be natural guardians of the forest, Flora elementals are always covered in it. Changing with emotions and at times morphing with the seasons, it's easy to tell what they are thinking just by the state of their vegetation. They find joy in creating new life, scattering the homes in new planters and spreading good energy through the village.

Homes
Location: First house next to Aqua housing
Interior: the interior is constructed of various different potted plants and trees growing in from the walls. Theres no shortage of fruit to pick from the ceiling. An opening sits across the entrance where Flora can see the roaming livestock, as well as a doorway that takes you directly to the farmland.
 Extras: It always smells like lavender and herbs inside the Flora housing, as they don't particularly like the smell of the livestock.

botany rune.png

Botany

Basic Information

​

What some fail to realize, is that plants are the true rulers of the forest, at least...according to many Botany elementals that is. Awakened plants consist of roots, trees, flowers, and various other forms of plant life, with a select few capable of preforming basic tasks other sentient beings are able to. As often expected of them, Botony's who take the time to tend to and nourish the plant life around them, are held in high regard as it displays delicate and kind attitude. They often wander the wood or swampland in search of young strong vegetation to collect, nurture, and study. The more skillful a Botony is, the more they're able to morph and form their plants into larger more sturdy objects, or preform slightly more complex tasks. 

Biological traits
Botony elementals often possess a natural "green thumb". That being said, it isn't uncommon for them to take a quick fascination in the nature and plant life around them at a very young age. Similar to their Earth elemental siblings, vegetation may pop up on their bodies here or there, but is easily removable by plucking it off.

​

Pros

Tranquil and understanding, many find it easy making conversation with a Botany elemental as they are full of interesting information and can show you many great benefits with Flora, spices, healing, fruits galore! Oftentimes taking the role of a parental figure, Floras try to keep the peace and decline conflict that arises.

​

Skills: 




























 

​

SAPLING : Sprout a small, healthy young plant of choice from the earth instantly. Poisonous plants deal damage.

  • +0


BOUND VINES : Conjure thick, multipurpose vines that stem from the earth and can be used as bindings or a second set of hands.

  • +1 dmg
    (1 turn cool down)
     

PHOTOSYNTHESIS : Multiplate larger trees and and even your own plants, commanding them to grow larger and more sturdy than before.

  • +2 dmg
    (2 turn cool down)
     

SPORE MINES : Create a powerful spore mine that explodes upon even the slightest impact.

  • +3 dmg, your opponents struggle to breathe through the spore clouds.
    (3 turn cool down)
     

  • IMPORTANT: This is a multiple target attack. roll !d2 TWICE (one for offensive and one for defensive) to determine the number of targets affected!
     

GIVE OR TAKE : Instantly mature any desired plant around you, or drain the life from them to energize yourself.

  • +4 spd
    (4 turn cool down)
     

  • IMPORTANT: This is a multiple target attack. roll !d2 TWICE (one for offensive and one for defensive) to determine the number of targets affected!

earth%20rune_edited.png

Earth

Basic Information

​

Stoic and hardy, these elementals often take the initiative during cave or any underground exploration. Able to control stone and soil, Earth elementals are methodical and brutal in their approach to combat. They utilize their brute strength, slamming against opponents or opening pits to crush them. They were also regarded as live siege weapon and "tanks", capable of wreaking havoc different structures. It can be tedious and difficult learning to harness the power of earth and stone, but after hours of training they're able to efficiently manipulate the earth to protect their allies.

Biological traits
Earth elementals are commonly more heavy set, and t
heir high resilience to physical harm often allows them to stay in battle longer. Vegetation that grows often in the ground could potentially pop up across their bodies and indicate an earth elemental's age.

​

Pros

Earth elementals are well grounded and trustworthy, stable, and capable of withstanding hardship. Hard to amuse, they enjoy the company of Frost and Magma users and their shared ability of creating physical objects with creative or tactical thinking.

​

Skills: 

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PULL THE EARTH : Command small chunks of earth or stone-no bigger than your own paw- to defy gravity at your will.

  • +0


GROUND SURF : Feeling more in tune with your earthly surroundings, you surf the land at immpressively high speeds

  • +2 spd
    (2 turn cool down)
     

LAND LEVITATE : Levitate and manipulate significantly larger stones and pieces of earth well above your head.

  • +2 dmg
    (2 turn cool down)
     

TORN EARTH : Split the ground and form traps such as sinkholes or rocky enclosures.

  • +3 dmg
    (3 turn cool down)
     

TERRAFORM : Draw massive structures of stone, dirt, etc. from the earth at will to use in battle or crafty creation.

  • +4 spd
    (4 turn cool down)
     

fauna rune.png

Fauna

Basic Information

​

Able to summon the spirits of nature and form them into ferocious beasts. The Fauna elemental, sometimes knows as a "summoner", can be a difficult and dangerous elemental class to learn and master. These creatures, brought together by soil and energy, can be faithful friends and loyal servants to its master. But with most beasts, they may act on their own will; putting the summoner and his or her allies at risk. It is the responsibility of the Fauna elemental to develop a relationship with with Fauna creatures in order to gain better control over them. 

THE SUMMONING LIST

Biological traits
A Fauna elemental may develop an unnatural fascination with livestock, and even the minds of their own kind. When Faunas make their first few summons, it's often challenging to understand and maintain them as they are a form of vegetation and mangled roots given life by the Fauna user themselves, but these beasts can be very helpful during battle or construction, having their companions assist in labor work.

​

Pros

Although personalities vary vastly, Fauna are often in tune with emotions deeper than other elementals can fathom. If one cannot understand and sympathize with another's soul they cannot master their own creations. This makes them fantastic listeners and masters of learning body language, fears and strengths and can rally the team when they need a morale boost.
 

Skills: 































 

LITTLE FAMILIAR : Not only can you summon insect familiars that can be commanded to preform reasonable tasks, but you sense of feeling stays with them.

  • +0
     

  • IMPORTANT: No more than 5 insects can be spawned at a time, and no more than 2 animals can be spawned at a time. Insects cannot be spawned while animals are, and vice versa.
    Insects = 2 dmg and 5 hp
    Animals = 5 dmg, 3 spd and 10 hp


LIFEDRAIN : Drain energy from surrounding earthly life sources, use these to grow and power up an animal or insects you've summoned.

  • +3 dmg +3 spd Status effect
    (4 turn cool down)

    Power ups provide +3 attack and speed and last one turn.
     

CREATURE OF MINE : Summon an animal familiar from the earth that follows your command. Their feeling and emotions can be sensed.

  • +3 dmg
    (5 turn cool down)
     

LIVING FLOWER : Pull massive plants from the earth that can then be "brought to life", walking the plains and becoming a a war or working machine.

  • +6 dmg
    (10 turn cool down)
     

  • IMPORTANT: "War machines" = 15 dmg and 4 spd, 20 hp. This ability drains the user! Use t!roll 1d20 and subtract the resulting number from your total hp for every war machine spawned.
     

HIJACK : Control a living animal for a short period of time by hijacking it's mind. Be able to witness the target in first person, seeing through their eyes, hearing through their ears, as well as controlling their movements.

  • +1 dmg
    (5 turn cool down)

    IMPORTANT: This ability drains the user! Use t!roll 1d20 and subtract the resulting number from your total hp when successfully controlling another target. This ability lasts for one round of action!

Ember
Aqua
Anchor 1
Anchor 2
gale rune.png

GALE

The serene forces of winds, these felines are nimble and agile in nature, making them quick on their feet and also quick to solve problems. They are very tight-knit with their community and influenced by eachothers currents. They favor artisan jobs and find fulfillment with balance in weather. Harsh conditions such as thunderstorms can cause a disruption to the mind.

Homes
Location: First house next to the Medbay.
Interior: Filled with marble and minimalist touches, the Gale household is open to the outside world with their tall tower of windows. They sleep from perches lining the tower and move by using their abilites or climbing the spiral staircase to the top.
 Extras: The lack of individual rooms has the gale elementals much more bonded to one another with late night chatting from their beds along the walls.

Wind

wind rune.png

Basic Information

​

Free spirited and carefree, Wind elementals tend to take everything with a pinch of sugar. They don't feel extreme emotions like some of their peers, often brushing off anger or seeming a little monotonous, but their closer friends know it's just their demeanor. They find comfort in stability and balance, preferring their day to be similar to yesterday, depending on routine and efficiency. Their powers however, can be unpredictable if not attuned to their indifference, which could lead to be a cause of concern.

Biological traits
Commonly slender and light on their feet, it's hard to hear a Wind user approaching if their surrounding currents are timid. Their voices are soft spoken and while being influenced by their peers, they like to manipulate clouds of mist into fashionable statement pieces on their body.


Pros

Wind elementals are levelheaded, full of speed and known to make light of harsh situations. In battle they are hard to read and almost impossible to catch.

​

Skills: 

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ZEPHYR : Manipulate the swirling winds around you at your command, can be used offensively.

  • +0


BREATH OF SPEED : Feeling guided by the winds, you run across the earth at high speeds.

  • +2 spd
    (2 turn cool down)
     

CYCLONE : Propel upwards with a gust of wind that deals damage to enemies below.

  • +2 dmg
    (3 turn cool down)
     

WHIRLWIND : As you feel more in touch with the air around you, you can momentarily levitate up to ten feet off of the ground at will

  • +4 spd
    (5 turn cool down)
     

TWISTER STORM : Gather winds from near or far and conjure a raging tornado-no bigger than the user- from the air.

  • +3 dmg
    (6 turn cool down)
     

  • IMPORTANT: This is a multiple target attack, roll t!roll 1d3 to determine the number of targets affected.

Force tree.png

Force                

Basic Information

​

Force users are fascinated with the much more complicated parts of the world, such as astronomy, mathematics, engineering and the very force of nature itself, the mind never rests. They find comfort in always occupying their thoughts, at times having a hard time sleeping due to the brain refusing to stay quiet. Force elementals enjoy pairing with other elements that specialize in creating physical objects in order to have their ideas come to life. Some may perhaps prefer hunting for the village instead, masters of tracking prey.

Biological traits

Force users find themselves easily bored over small talk, preferring to discuss things others may not understand, using their abilities to peer into the mind of their tribemate just for a second to check if they are catching along. They oftentimes solutions to problems others can not figure out, which is why they are coveted.

​

Pros

Their cunning nature makes them masters of manipulation when it comes to their enemies.

​

Skills: 

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sky rune.png

Sky

Basic Information

​

Children of the clouds, Sky users are often misunderstood, being the one of the three to have strong emotional responses, rightfully so, as they could spawn a storm. Light on their feet and taking on enemies from the sideline, these cats control the battlefield with their sneak attacks and atmosphere control. They have a very important job of taming Avslands disasterous weather, curious to the way the world works.

Biological traits
Sky users are more prone to preferring loneliness, oftentimes getting lost in the clouds, pun intended. No one else could understand the feeling of floating above ground the way they do, the wavering of their emotion is quite different from en embers. Not quick to rouse, but you dare pick and prod you will unravel a storm you will surely regret.

​

Pros

Sky user is unpredictable and difficult to target as they are always in one place to another in the blink of an eye. They control the battlefield with ease, reading an enemy and making the battle for them harder to succeed.

​

Skills:














 

LEVITATE : Levitate smaller objects of choice (rocks, branches, items)

  • +0


THERMAL VISION : Sense warmth and slight vibrations from a long distance to track enemies or allies.

  • +2 spd, t!roll 1d(number of targets here) to determine how many you can track)
    (2 turn cool down)
     

TELEPATHY : Relay a message the mind of any target or read a mind with fluctuating accuracy

  • +3 spd
    (3 turn cool down)
     

CLOAK OF INVISIBILITY : Blend in and become invisible to the eye for a short period of time... Careful not to make any sounds though!

  • +3 spd, player is invisible for 3 of their rolls. (opponents must roll t!roll 1d3 to determine if they can hit their target) 1 = success, 2-3 = fail
    (5 turn cool down)
     

DEFY GRAVITY : Levitate large objects at will (boulders, tree trunks, etc.)

  • +4 dmg
    (6 turn cool down)
     

LAST BREATH: Create an orb of dense, swirling winds to throw as a projectile towards enemies.
(2 turn cooldown)

  • +0

OVERCAST : Manipulate clouds to form any large overcast area, perfect for sneaking and cloud walking.

  • +2 spd
    (2 turn cool down)
     

CLOUD WALK  : Solidify your inner mist and climb atop low-lying clouds. Careful though, this ability doesn't last very long so make your trips quick!

  • +3 spd
    (3 turn cool down)
     

FLIGHT : Conjure winds on command that can propel you through the sky in short, quick bursts.

  • +4 spd
    (5 turn cool down)
     

HURRICANE : Bring about a storm of choice from the sky (heavy rain, blizzard, thunderstorm etc) within a large circular area.

  • +4 dmg
    (6 turn cool down)

    IMPORTANT: This is a multiple target attack, t!roll 1d3 to determine the number of targets affected.

     

Credits 

Zobe

Heresthetea

Darktint

Lexency

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