-- Korra -- Dragon Rounds: [Active, Offensive] A powerful and uniquely crafted arrow using knowledge of draconian blood. Armed with a soft breath on the arrow head giving them a dark red sheen, these arrows deal increased damage similar to a short-chant spell. Scales with ranks in Mystery/Mage. Dragons Flight: [Passive, Empower] A method of firing and technique that allows projectiles to track it's target more efficiently. Magical projectiles will resonate with the user's magical prowess to find their target more efficiently increasing Korra's dexterity by half of her Magic when firing projectiles. Dragonborn: [Passive, Utility] With a close connection to Draconian heritage, Korra's body is reinforced by those creatures she tends to and relates to most. As Dragonborn, Korra and her summons' bodies are very sturdy and become as strong as armor the same level as Korra's Mage Rank. Mythical Guardian: [Arcane, Single-target, Summon, Long Chant] This spell summons a powerful Snake like creature that Korra uses both as a defender and a weapon to deal with large or overpowering foes that she cannot combat with her mount alone. The beast itself is capable of defending both itself and Korra and is much more physically able then she is, but no more then a true adventurer at her level. Despite the snake's capability, it is spiritually connected with Korra herself, exertion and injury the mount experiences will simultaneously be felt proportionally by Korra. The Hydra is weaker in extremely cold climates and atmospheres and it's body is debilitatingly slow compared to it's agile heads. Mythical Attacker: [Arcane, Single-target, Summon, Long Chant] This spell summons a Magical Dragon like creature that Korra uses both as an attacker and a weapon of mass destruction. The beast itself is capable of defending both itself and Korra and is much more physically able then she is, but no more then a true adventurer at her level. Despite the dragon's capability, it is spiritually connected with Korra herself, exertion and injury the mount experiences will simultaneously be felt proportionally by Korra. The dagon-like creature is particularly hostile and it's wide ranged attacks do not differentiate between friend or foe excluding Korra. -- Gwen -- Unseelie Court: [Passive, Utility] With a connection to the Faefolk reinforced, the Unseelie court blesses it's champion with the power of violence and mischief. It becomes possible with this blessing to Gore even new and mysterious enemies without targeting weak spots. This allows the user to inflict grievous wounds using their Gore Stat without effort. FaeFolk: [Passive, Empower] A Connection to the faefolk and bush people, this unique connection welcomes the user with kinship that blesses them with agility akin to flight. This skill gives the user 2 ranks in Numbleness and allows the user to have SS and SSS. Petrification: [Passive, Utility] When using Natural elemental attacks, the wood and plant life grown becomes petrified making them immune to fire based attacks and as hard as stone. Wreched Egg: [Nature, Single-target, Empower, Medium Chant, Self/Conditional] When cast, Gwen becomes wrapped in wood protecting her from the enemy's blows but rooting her in place. While armored with this wood, Gwen's wooden limbs and body are enlarged allowing her to combat large class monsters one on one. In this form, Gwen can stretch her arms by extending the root system that makes them up or fire off thorns from her body to mow down large numbers of smaller enemies. Unseelie Wrath: [Water, Single-target/Area-Effect, Bane, No-Chant/Short-Chant] When cast, a bust of frigid energy ices Gwen's target making it weaker and more brittle. Weapons and armors, natural or crafted will drop 1 rank when afflicted. By lengthening the chant a little, Gwen can use it to effect every piece of armor and weapon on a person. -- Parvati -- Spellsword: [Passive, Utility] When casting, Parvati can act and fight normally without being impeded, the concentration necessary to cast is split from the concentration she needs to fight lengthening the chant by 1 level but allowing her to stab strike and swing her weapon with the skill of an Hybrid arch type while casting. Magic Blade: [Passive, Empower] After casting a spell successfully, Parvati's blade becomes coated with the element of her last spell cast for one post. While wielding this elemental blade, it deals both physical and elemental damage on the level of a No-Chant spell. This skill scales with Parvati's Mage Ranks. Child of Nature: [Passive, Utility] Being attuned to the natural forces of the world, when Parvati is near a naturally occurring element, casting a spell that matches that element only drains half of the mind. After casting, Magic Blade can remain active for up to two posts longer. Earth Shaker: [Earth, Single-target, Offensive, Medium Chant] Stone strikes from below, raising up from the ground as sharpened spires from 4 cardinal directions around the target to block their escape before skewering them from below. Water Ring: [Water, Single-target, Offensive, Medium Chant] Frigid currents of water spring forth around her target and slowly close in as it freezes the obstacles it passes over. The tides move along with the opponent to prevent them from escaping the cage and the frigid chill of the water stabs into their body like blades when it closes in. She must watch her targets to keep them entrapped but it drains her energy quickly when used. -- Melody -- -- Kessler --