Traits
(2) Fireball (Fire)
This spell conjures a ball of flame that's strong enough to be thrown or cast away from the user. It will not fizzle out immediately like fire conjured via the ember spell, and will burn for some time before dying down.
(2) Will-o-the-wisp (Fire)
This spell allows the user to create up to five small balls of fire that float around them. These can be placed down and will not fizzle out until they are out of sight range of the user.
(2) Fire manipulation (Fire)
Allows for the user to push and pull flames to move and shape them to the user's will. Works both on pre-existing fire and fire that the user has conjured.
(3) Dragonbreath (Fire)
Users casting this spell are able to breathe a continuous stream of fire from their mouth. The amount of fire produced and uptime for this spell depend heavily on the user's lung capacity.
(3) Blitz (Fire)
The user will ignite and engulf their entire body in flames. While in this state their movement speed and reflexes are much faster.
(3) Dynamite (Fire)
The user expels fire away from their body in all directions like a bomb. Has the potential to be immensely destructive if used correctly.
(2) Landmine (Fire)
The user enchants an object within their range of sight to cause a small explosion on contact.
(1) Static (Lightning)
This spell generates static electricity on the user's body in order to deliver a mild, irritating shock.
(1) Lightningrod (Lightning)
The user attracts existing loose electricity to themselves. This can be used to do things such as catch lightning strikes or divert the flow of electricity in opened cables.
(1) Charge (Lightning)
Allows the user to consume electricity in order to rejuvenate themselves.
(1) Stun (Lightning)
This spell delivers a mild electric shock that may cause paralysis and lethargy in the target for up to a few minutes.
(2) Shock (Lightning)
This spell allows for the user to deliver a painful electric shock capable of causing nerve damage and convulsions in the target.
(2) Generate (Lightning)
Using this spell, the user can recharge items such as phones and batteries. Careful, though, giving energy too quickly can fry the battery! Can be used in tandem with the target casting the charge spell to "feed" off of the user.
(2) Electrify (Lightning)
The user electrifies the environment around them, or focuses the spell on a single item. The conductivity of the target location matters and low-conductivity objects or surfaces will be more difficult to electrify. Targets coming in contact with an electrified surface will get shocked.
(2) Interference (Lightning)
The user can use a specialized electric current to generate a field around them that disrupts technology and causes it to glitch. This spell can also be targeted to objects. While the technology typically goes back to normal after the spell ends, the user can put more energy into the spell to permanently break the technology.
(3) Thunderbolt (Lightning)
This spell allows the user to release a large lightning strike capable of killing or disabling targets. They may also use this spell to summon a lightning strike from existing storm clouds, but their aim isn't quite as accurate with this method.
(3) Plasma shield (Lightning)
This spell generates a plasma shield around the user or a target. This shield will shock whatever touches it.
(3) Petrify (Lightning)
The user releases a special electric shock that's capable of petrifying the target into a fulgurite statue. This condition is only reversible by applying the tears of a rare elemental creature from the otherworld called a lleydre.
(1) Water breathing (Water)
This spell allows for the user to extract oxygen from water or other liquids as if they had gills. Spell lasts for about 24 hours before it needs to be recast. User can still breathe air while the spell is active.
(1) Manipulate water (Water)
This spell can be used to pull and shape liquid to the user's will. Larger amounts of liquid take more concentration and energy to move.