Wolf Traits & Charms:
All Paragon wolves have remnants of elemental magic that allow them certain liberties with the element that they represent.
These 'remnants' are called 'charms' and can be utilized at will by the wolf. For the "Sacred Rites", this rite replaces the specified "other" charm with a new one, and any whom take that rite are expected to role-play correctly!
Another special note: Alphas of a pack have elemental
power at a level of at least 3 times that of of a normal wolf (omega) in their pack. Any 'restrictions' on how powerful a charm is
as listed on this page, is the power level of the Omegas of a pack. The explanation of how powerful each rank is can also be found on the Packs page.
Air ~ Dust ~ Earth ~ Fire ~ Lightning ~ Shadow ~ Spirit
Air:
General: These wolves do not have physical wings, but rather ethereal ones that appear when they fly, as if a semi-transparent manifestation of the wind. Said manifestation can be draconic, feathery, butterfly or any such shape that is pleasing to the wolf (and realistic for flight). Air wolves are also slower on the ground than in the air, as it is not in their affinity, making them one of the slower land-based wolves! (save for water wolves, which suffer the same problem)
Charms:
The Birthright Charm ~ Disappearance: Air wolves can turn temporarily invisible, in effect, causing the wind to render them enough camouflage so they become unseen by the naked eye. This effect only lasts a few minutes at a time, however it grows with the age of the wolf.
The Landright Charm ~ Soul of Winds: They also have the ability to have a so-called 'constant wind' which causes their fur to ripple and sway constantly as if it were alive, even in areas with no wind.
The Starfall Charm ~ Air Stride: floating above ground and walking, not flying, sort of a levitation using the inherent breeze as a platform to walk upon
The Starfall Charm ~ Wind Control/Gusting: Air bending and causing it to move objects up to the size of the wolf doing so. Multiple wolves doing gusting together can move objects up to their combined size/weight. Also can manipulate small gusts around the wolf, kind of like a mini tornado around it, but not even close to reaching that level.
Charm of the Shifter: ~ Shapeshift: The wolf can shift into one of these three air-related shapes including his own form; hawk, flying fish, flying squerrel. When in this form, the wolf acts as one of those creatures would, and has the abilities that one of those creatures would have; which means of course, they lose access to the other charms and abilities of their own shape.
The Sacred Rite: ~ Rite of the Free Spirit: This Rite causes a feolan to permanently lose their ethereal wings of flight. In order to become a true free spirit, a feolan must first pick a small piece off of their own ethereal wings and dip it in the water at the edge of the Quartz Peaks where the land meets the ocean. In this case, the piece of wing will be possessed by a blue aura around it that will indicate when it will be ready. Just then the feolan must take the wing piece to the whistling rock before it fades away from existence, not being attached to the body anymore, and place it besides the foci offering it as a token symbolizing his wings. As the wing piece slowly fades away, so will the feolan's wings as they lose the ability to manifest them and as consequence disable their flight momentarily. As the short moment passes, a sudden gust of wind surrounds and engulfs the feolan as he gains the ability to become the air itself instead.
~~As a feolan evaporates into air, he loses his physical form in the process and will not become solid again untill he remains still. In order to stay as air, he must act like it, which means he must be in constant movement at all times and in the moment they stay still they will solidify. This ability grants them access to the multiple wind currents to travel at the speed of wind from one place to another as wind or fit through narrow places, considering wherever air can leak in and the size of the wolf. The wolf cannot solidify in a space that does not suport the wolf's size even if he tries by remaining still. It becomes more complicated to travel through wind currents as well as they occasionally shift and change. It takes a lot of time after this rite to completely master the art of reading wind currents and directions as air. One must always be thinking quickly or fret being carried away on a wrong current.
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Dust:
General: The Duradan wolves or "Dust element wolves" are nomads, wandering the unclaimed lands forever, being of both earth and air. As thus they are prohibited from entering claimed territories, as they will start to immediately displace from their dust element, to become the new element within half day's time. It will then thus be very difficult to regain their elemental affinity to the dust element. Their abilities are that they are swift of paws, moving like the wind. The dust wolves are as fast as earth wolves, but seem to skim just above the earth slightly (1-2) inches, as if running on a cloud of dust. They also tend to 'displace' light slightly as if they themselves were made of dust, making it difficult to see them as a solid form in bright daylight.
Charms: (The First Four Collectively Known as the "Charms of the Nomad-born")
Meld of Earth: Soften earth and stone. Not "liquify completely" but make softer, malleable.
Float on Air: Gliding instead of feather fall - like sugar gliders or flying squerrels; just enough air element to glide maybe a few wolf lengths from a height.
Cloud Form: dispersing and becoming a wolf colored 'cloud' for up to five minutes at a time
Deannach's blessing: A wolf can create a small mirage (about the size of their own body) and can hold it as long as it is in the wolf's sight
Charm of the Shifter: ~ Shapeshift: The wolf can shift into one of these three dust-related shapes including his own form; jumping rat (kangaroo rat), gazelle, rabbit. When in this form, the wolf acts as one of those creatures would, and has the abilities that one of those creatures would have; which means of course, they lose access to the other charms and abilities of their own shape.
The Sacred Rite: ~ Rite of the Shifting Dust: A duradan gives up his ability to soften earth in exchange they can shift the dust on their own body, changing it to suite their own needs, such as longer claws for a fight or shorter/longer fur for a hot/cold day. To do this, the dust wolf must sleep for a night in self-made softened earth, in the Jade Grasslands where it was said that Deannach came to Paragon. In the morning the wolf is free to wander, but must not shake off the earth that is accumulated in his fur, but must carry it for the rest of the day. At dusk he will find that the earth is now part of him, like his own flesh.
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Earth:
General: As the seasons change, so do their coats to reflect the season. They are lighter in the spring and summer, and darker in the fall to match the vibrancy around them. This enables them to hide (as long as they're not moving!) in cover (meaning they can't hide in the middle of a barren desert plain, but they *can* hide near a bush or lying in grasses). As well, no creatures other than another earth wolf can catch one while running on the ground!
Charms:
The Birthright Charm ~ Cracked Earth: Earth wolves have the ability to cause small quakes in the land around their location due to their natural affinity with the earth. Generally, these are no more forceful than what can knock down a half-grown puppy, but it can be intimidating!
The Landright Charm ~ Camouflage: They also have the ability to change their coat color, enabling them to lighten or darken it depending on their moods or their surroundings. Note: this does not change the coat color permanently, as well, such changes can only be a lighter color or a darker color than is already on the coat. Within this power is also the power of coat colors to move and change at random to meld better with the surroundings.
The Starfall Charm ~ Earth Form: They take on qualities of earth; harden fur, more grass like fur, etc.
The Starfall Charm ~ Sculpt Earth: Earth sculpting and moving up to the size/weight of the wolf doing so. This also takes effect on roots, branches, grasses and other 'earthy' things around. (Multiple wolves together can move/sculpt up to their combined size/weight)
Charm of the Shifter: ~ Shapeshift: The wolf can shift into one of these three earth-related shapes including his own form; badger, mountain cat (small), mustelid (ferret, weasel). When in this form, the wolf acts as one of those creatures would, and has the abilities that one of those creatures would have; which means of course, they lose access to the other charms and abilities of their own shape.
The Sacred Rite: ~ Rite of the Forest Spirit: (Tine'eitil)
A Crithean gives up one of their Starfall Charms - the one of earth form; to take on a new one - the ability to become as if a small forest spirit; embodied by a glimmering shine of light no larger than a rather large firefly. To do so, they must return to their earth focus, the great runic stone in the center of their packlands, and before it turn their bodies into hardened earth. Then, they must stay like this for one entire day and one entire night, meditating on giving up their earthly bounds and becoming light as the wind through the trees. They may not eat during this time, nor drink. If they are vigilant and do not break the spell; they will gain the charm.
~~"Firefly", known as Tine'eitil, enables the wolf to cause themselves to minimize their existence until they are but a mote of buzzing light. In this form, they may travel in the air, but remain no more than a standing wolf's height from the ground. They are quite small, but may manifest in solid form within minutes as long as the area they are manifesting in is large enough for their full form. They cannot pick things up or carry things in this form, nor can they speak. While in a forested setting, this form enables them to, however, speak to the spirits of the trees and the plants.
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Fire:
General: They can see in the dark, their eyes glowing to produce a natural fire within that allows such sight even if no other light is available. The fire-eyes effect also slightly illuminates an area, making them visible to others as well. However, in bright sunlight, they are slightly impaired, unable to fully see (vision limited about 50%) without squinting in the light of day. They also are the only wolves with hard enough claws to dig through the hard-packed soil of the deserts to make their cave homes.
Charms:
The Birthright Charm ~ Aura of Fire: A fire wolf can create an 'aura circle' of flames to rise up all over their body, making the wolf look like it's been set alight! This causes an effect similar to a gentle push that can knock another wolf away from them, a distance of a few feet (3-4).
The Landright Charm ~ Firestep: They may also have a "fire" that envelops their paws as they walk, which merely leaves small singe markings on the ground This does not start fires or cause damage!
The Starfall Charm ~ Fire Form: The wolf becomes warmer, fur like flames, hotter body temperature to cause water to dissipate, etc
The Starfall Charm ~ Sculpt/Create Fire: Fire sculpting and moving up to the size/weight of the wolf doing so. (Multiple wolves together can move/sculpt up to their combined size/weight)
Charm of the Shifter: ~ Shapeshift: The wolf can shift into one of these three fire-related shapes including his own form; scorpion, snake, camel. When in this form, the wolf acts as one of those creatures would, and has the abilities that one of those creatures would have; which means of course, they lose access to the other charms and abilities of their own shape.
The Sacred Rite: ~ Rite of the Primal Savage: A tinean using this rite loses the fire form ability but gains the ability to sprout obsidian fangs and claws; the sharpest substance known on Paragon. These fangs and claws remain on the Tinean for their entire life span and can cut through any material on the world. To complete this rite, the Tinean must drench himself in water and then touch all of his claws into a pool of lava right afterwards. After the claws cool, his fangs will grow longer and obsidian, as will his claws.
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Lightning:
General: Lightning wolves, or the Anord, are charged with the elemental powers of the tempests, or storms. Also known as storm wolves, they can summon lightning to do their very bidding. In fact, being able to control lightning as such allows them to stay dry in a storm by sizzling the water right off of their pelts! They also have an affinity for storms such that they do not suffer effects such as being tossed about by winds while in a storm.
Charms: (The First Four Collectively Called "Charms of the Tempest-born")
Paths of Lightning: The wolves can ride bolts of lightning and use them as another might use a mountain trail. The Anord can use these electrical paths to fly through the skies or as a platform to stand upon.
Shocking Pelt: The Anord wolves can wreath their fur in electricity, often used as a defense mechanism. Any creature that touches the wolf while the electrical aura is active receives an unwelcome jolt.
Thunderous Howl: The barks and howls of an Anord can be amplified many times over. When desired, they can vocalize with a strength equal to a thunderous clap that can be heard for miles.
Weather Control: Storms are the domain of these wolves. They can summon rain, increase the strength of winds or cause a storm to suddenly clear.
Charm of the Shifter: ~ Shapeshift: The wolf can shift into one of these three lightning-related shapes including his own form; firefly (lightning bug), salamander, predatory fish (angler fish, pirahna). When in this form, the wolf acts as one of those creatures would, and has the abilities that one of those creatures would have; which means of course, they lose access to the other charms and abilities of their own shape.
The Sacred Rite: ~ Rite of the Weather Kin: (Q'insun (pronounced kin-sun)) An anord willingly loses the thunderous shout ability. Instead, the anord gains finer control of the weather: he or she becomes a focus that brings with the wolf a climate of his or her choosing that expands several wolf lengths. To perform this rite, he must shout in thunderous form until he loses his voice, his throat becoming raw and painful, unable to speak for the next 24 hour span. Then he shall submerse in water for one minute, after arising from which now gains finer control of the weather.
Shadow:
General: The Lanuin are wolves of Shadow and Light, and thus their abilities change depending on whether it is day or night. They thus have "lesser" and "greater" charms, one of each then is a day and a night charm. As the Lanuin are of both light and dark, they have an easy time seeing in the dark (being able to have vision as if it were brightly moonlit out) as well as in bright daylight; suffering no penalties to vision for bright light or scarce light.
Low Level Charms:
Radiance: During the day, a Lanuin may shine like the sun, bright enough to daze or blind prey or opponents.
Shadow Step: At night, the wolf is able to use shadows as doorways, stepping from one shadow to another. The distance travelled can be up to a couple hundred feet.
High Level Charms:
Cloying Darkness: During the night hours, the wolf literally becomes a being of shadow, able to leap and stick to prey. Claws and teeth appear out of nowhere as the victim realizes there's nowhere to run.
Dispersion: Like Shadow Step, the wolf is able to move faster than naturally possible. As the light of the sun strikes Paragon, the wolf is able to merge with that light; anywhere the sun shines, the wolf may appear within an instant.
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Spirit:
General: The Spiorad, like spirits, have bodies similar to smoke or fog; they are substantial, but parts of their anatomy fade in and out of existence intermittently. Spiorad are also mute, and communicate by telepathy and body language only. Even though they are mute, they can still *hear* and detect subtle nuances of the spoken and mind-speech, such as gender and emotions. It is also known that spirit wolves do not age as normal wolves do -- as long as they return to the packlands once every 24 hours, they become timeless.
Special: Spiorad have the greatest affinity for other elements, greater so than all other wolves. It is quite possible for a spirit wolf to wander off packlands and become part of another pack, absorbing the elemental focus of another pack's within 24-48 hours of being within. This is quite dangerous for the wolf, as they do not "unabsorb" as easily, meaning getting back into their pack is a fair bit harder.
Charms:
The Birthright Charm ~ Lethe: The spirit wolves are mystical beasts that have mastered the art of being forgotten. A spirit wolf using the charm of Lethe becomes a shadow on the verge of perception: eyes slide away from the wolf; paw steps fade into the distance.
The Landright Charm ~ Telepathy: They also have mastered the art of telepathy to the point that they have become mute. These wolves do not howl, bark or whine, merely send their thoughts where they need to go to communicate what they need. A spirit wolf can communicate with any other wolf via the mind.
The Starfall Charm ~ Pass Without Trace: This allows them to pass through any land type without leaving tracks or remnants of their passing.
The Starfall Charm ~ Blink: They are able to "wink" in and out of existence at will. Movement can also happen during this "blink", making it easy for them to flee.
Charm of the Shifter: ~ Shapeshift: The wolf can shift into one of these three spirit-related shapes including his own form; eagle, fox, bear. When in this form, the wolf acts as one of those creatures would, and has the abilities that one of those creatures would have; which means of course, they lose access to the other charms and abilities of their own shape.
The Sacred Rite: ~ Rite of the Spiritwalker: To gain such a thing a spiorad must make his journey to the waters where the land meets the ocean. They shall dip their muzzle into the water and catch some within their mouth. After which, they must swallow, a bitter taste will follow, a strange stench will invade their noses for a minute, and they must stand in the water for that amount of time still. When the minute is over the world will pulsate in a vision for a moments time, then they will have lost their power to cause forgetfulness in creatures. However, the wolf gains the immaterial trait of the Shrouded Lands and may become intangible. Of course another wolf whom is a Spiorad would be able to see them as they too are part of the Shrouded Lands. Now this may sound like a great power, but there is a slight drawback, when used the wolf cannot see the other wolves that are on the land unless they are also using the rite of the Spiritwalker, the rest of the world is gone to them except for the land their paws walk upon.
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