Introduction
Tasked with keeping Canada frozen and the Giant asleep is the Ice Wizard Covenant, represented by the members of Parliament. In charge of defending the continent from the rogue forces of the Elemental Beasts are the Beast Masters, also known as the Mounties, who are able to harness the power of the dormant Giant to summon creatures of ice. Prowling the wilderness and forests of Canada, where it would make no sense for Mounties to be, are the druids, usually in the guise of snow cats.
The Fire Mages are in charge of keeping the Fire Dragon asleep, and are represented by the State Legislature. The Beast Masters are members of The Hawaii Department of Land and Natural Resources. The druids, in order to avoid suspicion, can usually be found in the form of a bird native to Hawaii called the Nene, which also allows them to traverse the fragmented land with ease and speed.
To keep the Wind Cyclops asleep, the Gods employed the help of Air Conjurers, represented by Commonwealth Parliament. The Beast Masters are members of The Australian Police Professional Standards Committee,or the APPSC for short. The favorite form of Australian druids is the Saltwater Crocodile.
The Water Magii, residents of Atlantis, managed to escape their doomed city, along with their native Beast Masters, and spread out across the world. They teach their craft to anyone that will listen, as they believe this is the only way to atone for allowing the Water Snake to awaken, and throughout their lessons preach to their students about not letting the other Beasts awaken. But... that's exactly what's happening.
The Beasts are starting to awaken, to shift. Those who managed to contact the Water Snake through extensive and complicated rituals say he swears he has nothing to do with it, although he certainly is capitalizing on this opportunity. So what caused this change? Some say it's global warming. Some say it's something not of this Earth. Some say it's the Spell of Sleep starting to wear off. Whatever the case, it must be stopped. The Beasts must be put back to sleep. Or the world will never be the same.
You are children of the members of the organizations charged with protection and keeping the Beasts asleep, and have been studying with private tutors to prepare for the day you would replace your parents. Something is calling you, however. You have begun to have dreams of a sleeping figure, either encased in ice, wrapped in flame, suspended in water, or floating in the middle of a cyclone. Hallucinations of this same figure have begun to plague you in the waking world. A voice tells you nothing but to find and release them. And that is what you set out to do.
Bio:
Name:
Nickname:
Gender:
Age:
Fire,Water,Air,or Ice:
Mage/Conjurer/Magii/Wizard,Druid,or Beast Master:
If Beast Master,how many years have you trained?:
Heterosexual,Homosexual,or Bisexual:
Looks (Can be description or picture,though I prefer a picture. Pictures can be Anime or Real):
Personality (Anyone who puts 'Meet Me' will be sent to meet the Water Snake in person. Without diving equipment):
Crush (optional):
Favorite Song (optional):
Other:
Ability List:
Beast Master:
Boar
Ostrich
Bird of Prey
Cat
Moth
Scorpion
Wolf
Dog
Fox
Raptor
Bat
Crab
Spider
Hawk
Monkey
Vulture
Crane
Giant Water Strider
Bear
Turtle
Crocodile
Wind Serpent
Basilisk
Hellhound
Chimaera
Giant Worm
Hyena
Wasp
Serpent
Beetle
Gorilla
Giant Spider
Poison Bat
Manta Ray
Warp Stalker (Vicious hounds that can teleport)
Rhino
Spirit Beast (Giant hulking ghost-like apparitions)
Porcupine
Goat
Druid (I didn't think the animal forms were enough.)
Wrath: Basic energy bolt.
Moonfire: Drains target's energy for 14 seconds.
Rejuvination: A minor healing spell.
Shadowmeld: Turns human caster invisible. Canceled by movement.
Stalk: While in any cat form,allows the user to move while invisible. If not in cat form,user will be put in cat form most often used. If no cat form has been used,random cat will be selected.
Entangling Roots: Conjures roots to ensnare target's ankles,preventing movement.
Healing Touch: Heals major wound.
Faerie Fire: Faeries surround the target,preventing invisibility and reducing defense. Also inflicts minor damage.
Hurricane: Creates a violent storm for half a mile around the caster,inflicting minor damage to all enemies.
Barkskin: Increases target's defense.
Nature's Grasp: Any enemy who attacks the caster will be instantly afflicted with the Entangling Roots spell.
Mark of the Wild: When drawn on a person,increases that person's Strength,Agility,and Intellect for 1 hour.
Hibernate: Forces target to sleep for 40 seconds.
Tranquility: Medium healing spell. Affects up to five nearby allies.
Cyclone: Tosses enemy around in the air.
Symbiosis: Gives caster one ability of target for one hour,while also granting the target one of the caster's abilities.
Mage
Shoot: Shoots magical projectile from weapon.
Frostfire Bolt: Launches bolt of Frostfire at target.
Frost Nova: Shoots ice bolt at target and freezes them in place.
Blink: Teleports the caster 20 yards forward,unless something is in the way,and frees them from stun/bond spells.
Counterspell: Stops the spell the target was casting and stops them from casting anything for six seconds.
Summon Water Elemental: Summons aforementioned creature to fight for the caster.
Frostbolt: Launches a bolt of frost at the enemy.
Polymorph: Transforms the target into a sheep for 50 seconds. Any damage will undo the spell.
Ice Lance: Shoots ice lance at target,causing ice damage.
Ice Block: Caster becomes encased in a block of ice for 10 seconds,protecting caster from all spells/weapons.
Cone of Cold: All targets in a cone in front of the caster are blasted by freezing cold air,dealing ice damage and freezing targets.
Slow Fall: Slows caster's falling speed for 30 seconds.
Conjure Refreshment: Conjures small food item
Mirror Image: Creates 3 copies of the caster nearby that bludgeon the target.
Blizzard: Ice shards pelt the target.
Frost Armor: Increases casting speed by 6%. Anyone who strikes the caster will be slowed by 30% for 10 seconds.
Invisibility: Over 3 seconds,caster is rendered invisible. Movement cancels spell.
Frozen Orb: Deploys a Frozen Orb that speeds forward farely quickly and explodes upon caster's command.
Arcane Brilliance: Increases target's intelligence by 50% for an hour.
Deep Freeze: Instantly freezes target for five minutes.
Conjure Refreshment Table: Conjures a table of food.
Mage Bomb: Causes a powerful explosion of ice damage.
Time Warp: Warps time,slowing everybody but caster by 75% for five regular minutes.
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