HOME | DD

silver-moonwolf — Elements Sheet

Published: 2017-03-12 13:44:54 +0000 UTC; Views: 3432; Favourites: 37; Downloads: 4
Redirect to original
Description Hohoho this is going to be a long, informative description.
Good luck to any and all willing to read it all haha




As in many fantasies and stories foretelling worlds of mythical and magical beings with powers beyond what we thought was possible, I've decided a long time ago I would walk the same path. Now I have so many canons in my head I don't know what I should and shouldn't put in the comic and written novel, so I will be uploading long pages like these filled to the brim with information for anyone who would like to delve deeper into the inner workings of the physics within the world. If you're a science nut like myself, you want to know everything goddamn it!

Within the world of Gryphania there are several different physics that are broken when compared to the physics currently seen on our own planet, Earth. One of these allows for the mobile living creatures to have a chance at controlling and using over a dozen separate "abilities".

Let us define abilities as a magical trait in which any living, mobile creature may conjure up, manipulate or completely control something from nature or an entire body of certain matter.

There are 18 known abilities and they are as follows:
Fire
Water
Plant
Ground
Wind
Metal
Poison
Lightning
Ice
Aura
Light
Shadow
Gem
Time
Moon
Star
Sun
Galaxy

Each of these abilities are special in their own right and have different pros and cons to their being.
The only example of this being broken is the use of water. Once the liquid a creature is using heats up and causes it to turn into a gas, that amount of liquid is no longer within the creature's ability to control it unless they also are capable of controlling wind. Same goes for when water is chilled enough to freeze, it becomes a solid and no longer controllable by the creature unless they are capable of controlling Ice.

The commonality if which elements and abilities you see being used by the creatures that roam on Gryphania's surface is what's shown in the illustration above. Green pertains to commonly used/learned abilities, yellow refers to abilities that are more or less uncommonly seen, orange pertains to abilities that are more rare and unstable when trying to control them, red pertains to an ability that is closed off to a certain species and therefor seen as a "special ability", and finally purple refers to a legendary or otherwise known as a "limited ability" where only specific individuals are allowed to use the ability.

Here is a list of the abilities, their rarity of usage with their rarity of spread (how many individuals could learn how to control it), and a list of a few attacks, defenses or powers each ability gives an individual. As well as a little tidbit on the nature of the ability.


Element :: Rarity of use :: Rarity of learning

Fire :: Common :: Common
Nature: Fire is naturally a destructive force used usually for attacking and defense. Surprisingly controllable, fire is one of the most commonly learned or inherited abilities on Gryphania. At a low level of knowledge on how to use fire effectively, it can only be used to attack and burn an opponent. However when one is a veteran at learning the uses of fire and has a vast knowledge on how to control it, one could change fire's own physical properties from a burning energy to a solid that may pick up or move objects as well as control how hot or cold the flame is.

Powers:
Flamethrower- A powerful attack, this use of fire is one of the first taught to those trying to learn how to control it. This power would be described as a blast of fire aimed in the direction the user is facing.

Flame Shell- This power is often used both offensively as well as defensively. The user encases themself in a fiery shell or barrier to keep them safe and to infict damage upon adversaries if the user charges.

Magma Orb- This power is an unusual one for the properties of fire, turning flames into liquid magma that the user may fling, toss, throw, or even control the orb's direction with their mind if adept enough at using this attack.


Water :: Common :: Common
Nature: Usually used for stealth or movement, water is lesser known for its damage despite how devastating water can be as an element. Extremely controllable to individuals who were born and raised to learn how to use water as their element, due to its malleable state, water is one of the most diversely helpful abilities when in combat. However, a forbidden teaching of the use of water as an ability is the knowledge on how to control the blood in one's body. Initially used to keep a comrade from bleeding to death on the battlefield and to help those who were sick to remove a poison or virus from the body, a group known as the "Black-eyes" sought to use their power over blood to the ultimate and use the power to overtake entire armies of an opposing species. They were banished by Father Wolf himself to stay secluded from all other species on Gryphania.

Powers:
Water Spear- One of the first moves taught to beginners, water spear is commonly used as an attack to overpower an opponent as multiple spears can be created and thrown as the adversary. This attack is almost never physically held and usually controlled fully by the mind.

Geyser- The water equivalent of flamethrower, Geyser is a blast of boiling hot water at an opponent and can cause serious burns when inflicted upon them. When adept enough at using Geyser, one can manipulate its heat and control the flow of water to use it as a "vehicle" to move from region to region faster.

Tsunami- A more advanced attack, Tsunami takes a vast amount of energy from the user and can cause blackouts in the individual when first learning how to control such a large amount of water and summoning the equivalent of a lake to bend at their whim. One of the most devastating attacks a water-user can obtain, this attack is no joke to any who cannot swim.

Forbidden: Blood Manipulation- Now a forbidden use of water's power, Blood manipulation would allow the user to control the flow and acceleration of blood within themselves or a rival. Taking a vast amount of knowledge and experience in the use of water, many no longer know how to use this power due to the negative effects it had when abused.



Plant :: Common :: Common
Nature: Plant is usually seen as one of the most defensive abilities one can obtain. However, this doesn't mean plant-users cannot attack. Due to their lack of offensive capabilities, those who were born to learn how to control plants are pushed towards using it defensively or to heal others of their wounds or illnesses. The offensive uses for plant are slowly dwindling down to only a few individuals as many others see more cons than pros to have a plant-based warrior. Although, plant-based attacks aren't out for the count in terms of destructive capabilities.

Powers:
Healing Touch- This is the most commonly used ability among plant-users. The user calls upon their power to physically insert a certain plant within the body of the wounded individual to accelerate the healing of wounds, the absorption and removal of bad bacteria and viruses, and in extreme cases with seasoned users of this power one could even reattach a severed limb.

Light's Embrace- Despite the name, this power is still plant-based. Using whatever light is within the vicinity, the user can rapidly grow a varied amount of foliage depending on the amount of light consumed. This can be used to create more clean oxygen in the air or to hide within a bush of strong-smelling flowers, this power was originally used for stealth in favor of the user and their allies when hunting or fleeing. This power only affects the growth of flowers and grass.

Bramble Strike- One of the lesser used powers, Bramble Strike is one of the most powerful moves an individual using plant can conjure. This attack raises hard-shelled brambles with large thorns that can be used to constrict, stab, trip, scratch or even dismember an opponent. However, the user may also use the brambles as a shield or barrier to hide or keep safe from a persistent enemy.


Ground :: Common :: Common/Uncommon
Nature: Seen as the most powerful common ability, ground can be used to devastating levels depending on the mastery the user has over this ability. At a basic level of understanding, an individual could still cause small tremors and even throw boulders without the need to touch them. At a more advanced level of knowledge, one could create an entire mountain range if they pleased.

Powers:
Boulder Toss- The introductory power that ground-users are taught is how to toss a boulder without the use of any limbs. This power is the beginning of the strengthening of a young individual's mind and body. The stronger both are, the bigger the boulder moved and the farther it can be tossed or thrown.

Slab Armor- This power is, as the name would suggest, an armor completely made up of rock and stone. Sometimes used to make one look bigger than they actually are, these individuals will use it moreso to either look impressive or to avoid conflict and injury to themselves.

Mountain Magic- This is the power to control extremely large amounts of rock and soil, often used to make varied sizes of mountains. However, this can also be strainful to a newbie and their energy, causing many to quit on learning this power before they fully control it's might. Most users have dulled down its power to using giant rocky pillars or spikes to stab at opponents and knock them several dozen meters away.


Wind :: Common/Uncommon :: Common/Uncommon
Nature: Borderline uncommon, the community of wind-users is dying down and now mostly consists of airborn creatures such as birds or dragons. Not much is known about the ability to use wind either, which is unusual for such a common ability- however this may be attributing to its dying usage.

Powers:
Whiplash- The user starts by whipping the air around them at quickly accelerating speeds until the air moves fast enough to slice at the area surrounding the individual. However, unless being used by a seasoned individual, this attack may only cause small cuts on adversaries.

Air Field- This power is usually explicitly used to allow an individual(s) to seemingly float in midair without the use of wings, this power is slowly dying down with the number of flightless users.

Tornado- This power has the strength to conjure up magnificent winds that twirl and spin at such speeds as to cause a tornado. The user of this power may control the path in which the tornado moves or even the shape and size of the windy demon. When conjured by veteran wind-users, this attack can be used to send adversaries flying at long distances away or even into other objects. If the winds spin rapidly enough, an individual unfortunate enough to be caught in one of these tornadoes with be eviscrated, decapitated, dismembered- even sliced into thousands of bloody pieces. However, the winds of a tornado like that must be confined to a small size and spin at dangerously fast speeds for even the user. A tornado such as that can use so much energy that the user may blackout afterwards or even during use.

Mindful Whispers- To even begin to learn how to use this power, an individual must know how to control wind on a molecular level.This is necessary to be able to cause specific vibrations between air molecules to create sound and therefor speak to one another without physically speaking. This is often used as a backhanded attempt to psych out an opponent by sending screams to their head and making them think they are going insane. However, this can also be used for long distance contact with an ally if a situation calls for dead silence.


Metal :: Uncommon :: Uncommon
Nature: One of the new-found abilities, the power over metal has few but a growing number of users. Beneath Gryphania's rocky surface are loads of precious and strong metals that, if controlled, can be used to create better shelters for a group or a single individual as well as powerful defenses to keep out unwanted visitors. But unlike many of the other elements, the user must be in contact with the metal beforehand in order to summon it from beneath the ground, otherwise they are unable to bring that specific metal to their disposal.

Powers:
Steel Barrier- As the name suggests a barrier made of materials, including those of which aren't steel, is erected for the benefit of the user.

Ram's Charge- The user encases themself with their favored metal and charges at an opponent, just like a ram would. However the entire body is covered in metal, the limbs being covered in a more maleable state of the metal.


Poison :: Uncommon :: Uncommon
Nature: Poison is just that, a poison. However, when adept enough at using this ability one could learn to also create and use acid. Poison can weaken and even kill an opponent from the inside, but acid can melt and burn an opponent causing more damage to the skin and senses such as sight or smell. Although, in order to use either, an individual must first learn to create the poison or acid within their body and build an immune to it themselves. And in order for an opponent to be affected, the poison must be physically injected somehow and the acid must be spat or bled onto the opponent. There is no mental control over the movement of poison in air, only the movement of it within the body. Once injected, the user may control the flow of the poison whether that means the poison is removed or spreads throughout the body is up to the individual.

Powers:
Snake Heart- This power benefits the user before they even learn to control and create poisons within their body. This power strengthens the immune system and the walls of every organ and blood vessel within the body in order to keep the user from falling ill or being burned by their own ability.

Venom Creation- Pretty much as the name would tell you, it's the ability to create poisons within the user's body. However, the method to inject an opponent may vary from separate individuals. One may inject poison like a snake through their teeth, while others may inject it via their claws or any sharp part of their body.

Acid Creation- Sometimes seen as a more volatile formation of poison, acid within the body does not need to be injected into another individual in order to take effect. There are two degrees to the strength of acid; The lesser level that simply burns an opponent, and the level in which it rapidly melts the flesh off an opponent's body. Acid may not need to be injected but it is necessary to be secreted or spat in order to affect another individual.


Lightning :: Uncommon :: Uncommon
Nature: Lightning is unanimously known as the most uncontrollable element of Gryphania. An uncommonly used ability, some would rather shy away from learning their born element in fear of hurting those they care about. There are four forms to Lightning; The form for light, the form for heat, the form for energy and the form for sound. Each has a property they exploit from the nature of electricity as a whole. Added to the uncontrollability of lightning is the diversity for use of the element due to the different forms in which it can be used.

Powers:
Light Sphere- An orb of light that, when able to be controlled, can either be used as a light source or as a weapon. A small bit of lightning is contained and constantly striking the walls to a mentally sustained sphere. When used as an attack the ball can be heated to ridiculous temperatures and thrown at an opponent to burn and/or blind them.

Lightning Pillar- A column of lightning is conjured, either used to explode in all directions or attempt to strike opponents from a controlled and maintained point. This pillar also generates vast amounts of heat due to the massive amount of energy being contained within the space.

Thunder Charge- The user statically charges their entire being, inside and out, and charges at an opponent- effectively turning themselves into a lightning bolt. This attack may also be used standing still, unleashing all the stored energy within one's body to inflict damage upon any and all beings within the vicinity. The range in which this attack can move is dependant on the amount of electrical energy stored within the body of the user. At extremely high amounts of stored voltage, the user could decimate an entire village or forest.

Thunder Clap- This attack can do a lot of damage despite being nothing but noise. The sound of the crackling of electricity within the user's body can effectively be amplified and sound like the crack of thunder brought down to the surface of the planet. This sound, depending on its ferocity, can damage and even rupture internal organs at close range. However, this attack can also effectively cause the user themselves to go deaf and therefor isn't commonly used.


Ice :: Uncommon/Rare :: Uncommon/Rare
Nature: Once a water-user has chilled their liquid enough to freeze it, they can easily pass off the battle to an allied ice-user. However if a water-user isn't handy, one with the ability to control ice can chill the water themselves or even chill the air enough to create ice for usage. Temperature does effect the damage ice does to an opponent, as once ice leaves the user to attack an individual, the natural heat in the air can melt or weaken the attack before it arrives for the intended blow. In a desert an ice-user would not be very affective attacking anything, whereas they have everything at their disposal in a temperate or frozen region of the planet.

Powers:
Frozen Spear- The Frozen equivalent of Water Spear, this attack is more effective in its attempts to stab or impale an opponent. The spears can even be formed into various shapes for different uses. A speak with more jagged edges and a tapering point can be effective at dragging an opponent around while a more smooth and streamline spear can be used to be sent far through the air or water to attack an opponent.

Icy Touch- This attack is most notably used by more advanced ice-users as its effect can stretch for miles if the user's energy output is gone unchecked. Depending on its power, Icy Touch can freeze literally anything, including fire. How? Gryphania's physics are a bit different with things such as this. Icy Touch's power is enough to freeze energy and gas in its place which can make for some beautifully disasterous formations.

Frozen Frame- The user is able to create a fully functional suit of armor in the form of a larger body of their choosing. This means a ice-user that is a canine could create a larger form of themselves in ice and use that as a means to attack instead of their physical body. An army filled with creatures using Frozen Frame is a sight to behold as individuals charge ahead in icy armor.


Aura :: Uncommon/Rare :: Everyone
Nature: Aura can be a confusing element to learn. Seeing as every individual has an aura with them, any living creature can learn how to use and manipulate aura to their use. Being on the cusp of rare use among the creatures of Gryphania, aura is seen as a more useless element on the planet. However, few individuals actually go as far as learning how to turn the aura surrounding them into the most powerful weapon among common creatures on Gryphania. Although initially spiritual, when extreme concentration is initiated aura can be used as the most diverse element imaginable. Once learned, it can be used to do nearly anything within both the spiritual and physical planes of existence on Gryphania. Although, most users only know how to use aura spiritually and therefor use it for energy purposes rather than physical.

Powers:
Aura Sphere- As the name would suggest,  a physical ball of aura is conjured and used to be thrown at an opponent. Depending on the physical properties endowed on the sphere, it can either drain the opponent of some energy or do physical damage to their body.

Auratic Shield- Not a commonly used power, this shield is notably only used by aura-users against other aura-users to resist draining affects by an Aura Sphere.

Mastery Powers:
***When a creature develops their ability over aura enough, they are able to turn what was once spiritual into something physical and are given the title "Master". Only very few ever know about this and train to work with aura physically.

Auratic Masters commonly come together in peaceful times to exchange new uses and possibilities they've found for the physical manipulations of aura. This list currently consists of over 200 different attacks and uses all aptly with their individual names, shapes, affects and energy usage/burden on the user.



Light :: Rare :: Rare
Nature: Usually uses as a means to blind opponents, light is quickly dying down as a valuable ability to those trying to fight wars against other groups or species. Rarely used by any, those who use light are seen as weaker than others and only used for lighting dark areas or blinding opponents.

Powers:
Solar Flare- This power allows for the user to cause their fur/skin/scales/feathers to shine brightly, emanating an overwhelming amount of light to blind opponents or light up any dark nights or caves.



Shadow :: Rare :: Uncommon/Rare
Nature: A rarely used ability, this ability is more genetically rare than rarely used among those bestowed with its power. Shadow can be seen as a combination of wind and light, its use is caused by the thickening of air and shielding or removing light from an area to cause shadows for their disposal. This ability is mostly used as a means to psych out or scare adversaries, showing them visions of dark intent.

Powers:
Shadow Puppet- A sort of advanced use of shadow, this power allows for the user to create 3-dimensional figures to fight by their side. These shadows can cause physical damage and can take the shape of whatever the user desires.

Dark Plague- Somewhat of a digression of a poison-user's abilities, a shadow-user can effectively poison a limb of the opponent and render it useless for using and controlling their element. I.e. A shadow-user infects one of the forelimbs to a dragon, that dragon's forelimb is now unable to use any arm-based attacks such as a flaming claw or throwing Magma Orbs.

Night Creep- The user essentially knocks their opponent unconscious and delves into their mind to find what their innermost fears are, causing horrific nightmares for the opponent as their mental stability declines rapidly through this method.

Shadow Realm- The user, if advanced enough in the use of shadow and has enough energy to last for long stretches of time, can essentially cause a nightmarish world for the opponent to be trapped within. This illusion can cause terror, injury and even death if done to an extreme. The mental games that can be played can also lead to the user unintentionally injuring themselves or allies. This power notably changes the victim's eye color to a pure black or purple, signifying they are stuck within an unreal world conjured by darkness.


Gem :: Rare :: Rare/Limited
Nature: This ability is one that is very little known by any on Gryphania, even by those who are born to use it. For the most part, only a single species of primate actively use this ability and only use it to creatively expand on a home they created beneath the surface.

Powers:
Unknown


Time :: Species specific/Rare :: Species Specific/Rare
Nature: Another hidden ability is the ability to control time itself. A species specific ability, the power to control time is a powerful one indeed. However, most who learn how to control time can only rewind or quicken it for a few moments, rarely ever surpassing several minutes. The ability to control time also puts an almost unbearable strain on the user as it absorbs immense amounts of energy required for the user to manipulate time. Only one individual has enough power among the common creatures of Gryphania to manipulate time for months and to use it to manipulate more than himself and that's a little fox named Xen.

Powers:
Time Warp- This power allows the user to transport themselves a few precious seconds into the past or future to outwit their opponent or to avoid a catastrophe for themselves. This power only affects the user's travel through time.

Flashback- A rarely used power among a rarely used ability, any creature who is unlucky enough to experience this will never realize that a time-user has just sent them back in time, either to avoid confrontation or for their own amusement.

Terminal Rend- This uncanny power has the ability to allow the user to travel in two planes of time. Each one differs in the time they occur and the events taking place. Extremely few learn this power but in doing so, they often become an oracle of sorts and warn others of an incoming event before it ever arises to cause concern. This ability takes massive amounts of energy to perform and can even cause the user to go into a hibernation-like state until that energy is restored.

Space-Time Bend- This power is only known to be used by Xen and the Trio of Light. This power allows for them to fold the distance between user and their destination, allowing for them to instantaneously travel far distances in a matter of seconds. This power initially looks like a portal and once entered, can shorten the distance to another region or galaxy drastically.


Moon :: Lunar Guardian
This ability, known only to be used by three creatures, is one of four limited abilities. Limited meaning this ability is specifically bestowed upon an individual and nobody else. Lunar capabilities were given to Silvermoon, Nightstrike and Lukah (The Lord of the Moon) repsectively. This ability is quite vague, but allows  each of the three to use it in various ways and during various moon phases. Different moon phases cause different transformations for Silvermoon, lunar and solar eclipses cause for massive amounts of extra energy and power to Nightstrike, and the use of the lunar element is unknown for Lukah.


Star :: Astral Guardian
This ability is known only to be used by two individuals; Azurestar and Asti (The Lord of the Stars). It is common knowledge that the stars in the sky are in fact other suns, so this power refers more to the movement of comets- aka shooting stars- through the night sky. Revered for the immense speed it grants its user, the astral element can be used to increase power through the velocity of the user. This ability is also limited to only those two individuals.


Sun :: Solar Guardian
Goldensun and Soliit are the only two individuals known to control the solar element, this ability granting the two immense amounts of strength and vigor when in battle. This ability is often known as the sun's most powerful "gift" as many of the fire and lightning elements try to recreate the powerful might that Goldensun, the most notorious solar-user, possesses. This ability is also limited to only those two individuals.

Galaxy :: Father Wolf
This ability is limited to only one individual. The first to ever be born in this universe and the most powerful being known to Gryphanian kind- Father Wolf. This extremely powerful ability has no limitations. It can grant any sort of power to any individual and has the most sought out power of all- The power to create life itself from nothing but the molecules you pick from your surroundings. Rather than procreation through common means, the element of galaxy can create life from nothing but the air around it. The trick is trying to make it stable.

BOOM

Art c) Me
Story c) Me
Related content
Comments: 0