Lineage:
Chosen Elementa
Wielder:
Baird Yuzill
Proof of purchase:
Page 26, Post n°635 - Trading Hub
Description:
During a time of elemental harmony the avatar of each element went on a search at the behest of their elements to find a certain person. It took thousands of years, and each time they believed they were close the person in question it was almost like they were taken out of existence completely. Finally, they found one of these special people, a newborn baby, the only survivor of a massacre of a village. The vassals were confused. Why out of the three hundred and so people inside this village only this one child had survived. It was clear soon enough, however, as their aura flared, showing all aspects of each of their elements. It was decided they would take the child from the village and destroy the evidence of their very existence by wiping their birthplace off the map and raise them isolated in the shadows for their protection. As time went on they showed the ability to bond with elementally gifted people and creatures, more than this they could crystallize the elements creating weapons or even give elements to weapons and armors that once weren't enchanted.
Abilities:
Elementa's Gift:
Once a generation it a gifted elemental child is said to be born into a very ancient bloodline. It is said that this bloodline is blessed by the elemental avatars themselves and will listen to every wish and whim of the one deemed as the "Elementa". This child is unrivaled when it comes to the use of elemental magic. The wielder of this lineage gains access to the new magic type called "Elementa" and is able to use this magic type to create new magics. As with everything, elements are a duality so where they can destroy they can also defend and heal with efficiency. The magic itself is designed to protect the elements and prevent them from becoming tainted or poisoned. This new magic type gives the wielder access to "Caster" and "Requip" type spells in their magic when using the "Elementa" type magic. The benefit levels for Elementa Magic are specified below:
- Solitary: +50% to Spell Damage and Spell Healing. Character can have up to 4 Requip spells active at once.
- Primary: +25% to Spell Damage and Spell Healing. Character can have up to 3 Requip spells active at once.
- Auxiliary: +15% to Spell Damage and Spell Healing. Character can have up to 2 Requip spells active at once.
Earthen Skin:
As the chosen of the elements the one that bears the burden of protecting and keeping balance amongst the elements was gifted something from each element. Earth is sturdy and will stand against anything that comes to its way. The gift it gave was protection in the form of a shield. Once per post, the caster can choose to surround their form with an earthen shield that quickly solidifies into solid stone. The durability of this shield is set at 3x user rank damage (Up to S) and it cannot be pierced by piercing effects.
Fiery Wrath:
Fire is known to be a destructive force to many but what they don't see is the fact that it is a dual sided element much like water. The fire can also be passionate but even passion occasionally comes with someone scorned. The gift the fire gave the one blessed to protect and keep balance was five additional spell slots that rank up with the user to be used on one of the user's "Elementa" type magics, independent of normal spell slot caps. These spells, however, follow their own spell cap maximum and are to be distributed as follows: x2 B rank, x2 A rank and 1x S rank. The wielder also gains two advanced spells for one of their "Elementa" type magics, one of which ranks with them up to S+ while the other one ranks with the user to H+.
Calming Waters:
Water is known to be a healing, protecting and calming force amongst the elements, like the fire it is a duality that can take as much as it gives if provoked more often than not. The gift the water gives the chosen of the elements is that it can remove a single negative effect of the user's rank (Up to H) per thread without cost. Furthermore, the user also gains a 50% base increase to Spell Healing.
Mischievous Winds:
Wind is flighty in nature, whether it is in the form of a gentle breeze or the speed of a raging hurricane, constantly moving one way before changing to go another direction at a whim. Sometimes this occurs to guide a person, or alternatively, just to get them into trouble. The gift the wind gives the one blessed by itself and its kin is a 75% buff to both spell speed and spell range, as well as a counter-effect to debuffs, reducing the potency of debuffs affecting the wielder of the lineage by 50%.