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» Real Life Pictures
Caeluath Ruaelis, The one that should never have been born. EmptySun Sep 19, 2010 1:12 am by Amrit

» Returned At Last
Caeluath Ruaelis, The one that should never have been born. EmptyFri Jul 02, 2010 8:08 am by Amrit

» Unity Stadium
Caeluath Ruaelis, The one that should never have been born. EmptyWed Jun 09, 2010 7:26 am by Kazekage1625

» Violent Volcano
Caeluath Ruaelis, The one that should never have been born. EmptyThu Nov 05, 2009 6:10 pm by Serpanok Mara

» Town Of Miner
Caeluath Ruaelis, The one that should never have been born. EmptySun Oct 25, 2009 11:34 pm by Serpanok Mara

» Kaze the fallen son Zeus
Caeluath Ruaelis, The one that should never have been born. EmptyThu Sep 03, 2009 6:50 am by Kazekage1625

» Tower Of Life
Caeluath Ruaelis, The one that should never have been born. EmptySun Aug 02, 2009 5:06 pm by Kazekage1625

» Temple of death
Caeluath Ruaelis, The one that should never have been born. EmptySat Aug 01, 2009 5:27 am by Serpanok Mara

» Lucan Birel
Caeluath Ruaelis, The one that should never have been born. EmptyFri Jul 31, 2009 12:23 pm by Caeluath Ruaelis

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Caeluath Ruaelis, The one that should never have been born.

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Caeluath Ruaelis, The one that should never have been born. Empty Caeluath Ruaelis, The one that should never have been born.

Post by Caeluath Ruaelis Thu Jul 02, 2009 8:34 pm

Name: Caeluath Ruaelis

Age: 13

Race: Water Race

Height: 5'7"

Weight: 49kg

Weapon/s:
Aequor Extraho: This staff was gifted to Caeluath by his mother, throughout their family line it had been given to the eldest daughter of each generation, for over a thousand years the family line had not been broken. Until one generation there was only one child, Caeluath, who was a son, so that the line was not broken he was gifted with the staff for safe keeping until he found a wife and it would be passed to his eldest daughter on his death.

The name roughly translated is "Sea Dragon" and it was gifted to the eldest of their line on the "Himat Acri" by a Water dragon. With this gift the line of Ruaelis has become one of the greatest healing families of the Aqueous lands. Caeluath has only recently been gifted the staff and has yet to unlock any but the weakest of it's powers.

Weeping Gem: When Caeluath calls apon the powers of this staff the gem seems to "Cry." Water flows from the gem set into the staff onto the ground forming a pool around him in any type of climate. This is roughly the same amount of water was the water drawing spell altho it can be used for several posts creating more and more water.

Spirit's Light: From the surface of the water rises tiny globes of light, these are the lost souls of times past illuminating the way for those of the future. The curse of the staff is that the user will be forever bound to it, so that future holders of the staff will be able to gain from their wisdom.

Whispers of Wisdom: From times long past the wielders of this staff impart their wisdom and knowledge to present user of the staff. This allows the user of the staff to have great wisdom even if they were of a very young age. As the power of the wielder grow, so does the knowledge that the old ones impart to them, secrets that have been kept from all but the wielders of the staff, Wisdom from untold lifetimes of learning and as some would say the most greatest of gifts, the gift of guidance through troubling times for not only the wielder but for those around them as well.

Magic:
Taming - Through the learning of this spell you begin to gain some control over your element, in this case Water, allowing you to shape it to your will. A particular feature about how the water race control's their element is that they do not force their own will apon the water, the simply use it's own natural flow and change themselves to be able to bend and guide that flow.

Water Form - This spell is a spell learnt by most of the water race as one of their firsts. This spell changes the body of the user, growing gills, webbing in between the fingers and toes as well as giving fins at the elbows and the knees allowing them to slip through the water easily. The gills allow them to not only breath in water but they are able to breath the air as well. This spell was shared with them by the water dragons to allow the Race of water to swim freely with them. This spell does not require very much energy to initiate and can be maintained indefinitely as long as the caster is in water. The kinetic energy of the currents to fuel the spell allowing it very long sustainability at such a low level.

Water Drawing - A main weakness of all the Trainee water spells is that they require a certain quantity of water before they are able to be used. That is where this technique comes in, finding a pocket of water under the ground of by accumulating an certain amount from the moisture in the ground it is drawn to the surface to pool around the caster. This allows the caster to use most of their lower level spells. In the forest or a place with a large amount of plant life, then this spell draws up the water in the post that it is used. In a place with average plant life it is drawn up to the surface in the very next post. In an arid place, such as a desert, it appears at the surface after several posts putting user at a very large disadvantage.

Blind Sense - This technique is a rather strange creation, more of ability then a spell this spell was created from large amounts of time spent at the darkest depths of the ocean. In the water this ability allows the user to feel even the slightest vibration in the water pinpointing the general location of another person or form. Even being able to tell the general size of it. Outside the water the users of this technique have found this spell quite useful. Without closing ones eyes the user is always aware of somebody of something coming within five feet of their body, whether they have the ability to react to it is something different entirely, but when the user closes their eyes and concentrates they can feel the air currents around them, treating them just like the water currents they are so accustomed to they can tell if anything or anyone is within two hundred feet of them.

Water Walking - This Spell allows the user to walk across water as if it were solid ground. This power takes up next to nothing of the user's magical power to sustain, meaning that the user can walk almost as long as they want across the water's surface. The only trace that the user has passed over the water is a faint ripple with each step.

Water Coating - A layer of water raises from the source wrapping around the hand, this is a rather versatile spell. The trainee changes the shape and the density of the water, sometimes adding more water for higher density and pressure allowing it to become as had as steel. There are three common versions of this spell, one a dense thin layer of water on the hand strengthening the fist making it harder. A second is once again a thin dense layer of water, the water forming points at the tips of each fingers easily piercing the skin and flesh of the opponent, and the third version is a thin whip like strand of water allowing for attacks at a medium range.

Water Shot - Gathering a quantity of water out of the source the user raises the pressure of the water, before using the pent up force to shoot a stream of it at the opponent. At the Trainee level the force of the shot is enough to knock over even a rather large person. In times of serious danger the user of this spell will shape the water into a spike, the force sending the spike into the body of the opponent.

Flowing Shield - Gathering a large amount of water with their hands of the tip of their weapon they create an orb of water in front of them. The orb starts out the size of the users body but they condense it to make it harder changing it to about the size of their torso. This orb is now as strong as steel allowing the user to move it around to block incoming attacks but only if they are quick enough to do so. After much mental training the trainee is able to change the shape of the water with a simple hand movement, allowing them to make wider but thinner shields, also allowing them to change the shape of it so that they can shield and ally.

Minor Water Summon - With this spell the casters calls for the aid of a water creature. This creature is called a water sprite, playful creatures made of pure water by an unknown entity, able to freeze part or all of their body to form claws or teeth if needed. Their exact shape varies according to their whim but is limited to the size of a small animals such as birds or cats. They will aid the caster of this spell fiercely until the battle is over.

Calming Waters - The water around the user of this spell suddenly turns into steam, strangely this steam is cool and soothing rather then hot and irritating like regular steam. The steam spreads out to cover a hundred meter radius from the source of water. Within this area all anger, all negative thinking and all painful memories are eliminated. This is what allows the water race to survive for so long while not being the strongest of fighters, with this technique they bring peace to even the most ferocious of monsters. As they become more powerful this ability works beings of higher power as well.

Caeluath Ruaelis
Trainee
Trainee

Number of posts : 14
Age : 31
Registration date : 2009-07-01

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Caeluath Ruaelis, The one that should never have been born. Empty Re: Caeluath Ruaelis, The one that should never have been born.

Post by Amrit Fri Jul 03, 2009 7:15 am

Approved. Well Done. *NODS*

Amrit
Admin
Admin

Number of posts : 344
Age : 34
Location : Everywhere
Registration date : 2008-08-20

https://dragonwarriors.forumotion.net

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