Heavenchi
✧"a wondering mind."✧
B A S I C S
On Zylo, there are five kingdoms. Korto is the largest and built on diversity. Its lead by a council, a representative of reach race holds a chair. Korto is known to be bustling with business, opportunity, and prosperity. The second kingdom is Zelyra, a place of innumerable shadows. Its lands are bleak due to the lack of sunlight. However, it's rich in minerals and crystals so it holds economical ground. Thirdly is Drako, a place of vast plains and mountains. Its residents are primarily greats and dragons. The fourth and second most powerful kingdom is Lenia, home to a vast majority of the human population. It possesses the largest population and largest military. Lastly, we have Wyest, the underwater kingdom of mermaids.
On Zylo there are seven species. . .
↣ Humans creation of all the Lords combined
↣ Dragons creation of the Fire Lord
↣ Angels creation of the Air Lord
↣ Greats creation of the Earth Lord
↣ Vampires creation of the Dark Lord
↣ Mermaids creation of the Water Lord
↣ Fae creation of the Light Lord
Magic: Over the past years, the only creatures to have evolved significantly are humans. They gained the ability to tap into the combined essence of the Elemental Lords that naturally emitted from the Lords when they were creating the universe. Humans call it, "Eternal" and its humanity's pride and joy. Humans teach it as a norm in their schools and if their thirst for the tool goes beyond the mere spells taught in schools, they become "Mages." Humans who master the basics of magic and then dwelve in its unknowns. Here is the list of the things humans have been known to do with "Eternal."
Basic Spells
"Considered the safest for any old person to use, basic spells are easy to cast and reusable nearly instantly. These spells don't require the caster to say anything."
"Halt" - This spell, you must move your nondominant hand towards your target and it'll keep them in place for as long as your hand doesn't move.
"Choke" - This spell allows the caster to close the target's airway for as long as they themselves hold their breath.
"Telekinesis" - This spell allows the caster to focus on an object it and move it at will with their mind. The weight of the object can be at most, double the caster's weight. This spell can be used on multiple things at once.
"Heal" - This spell can only be used on oneself and it allows the caster to accelerate the healing process on themselves in a certain area.
Flicker - A spell which summons a small spit of fire on the caster's index finger.
Sight - A spell that summons a small ball of light in the user's palm.
Shift - A spell that changes the state of water.
Core Spells
"Core Spells are said to be the fundamentals of Magic. These spells are dangerous, powerful, and near impossible to master"
Fire - "Untamable!" A higher percentage of concentration in an open area with high access to oxygen. Must have confidence in their ability to "control" the summoned fire.
This spell allows the caster to summon fire which ranges from a mere flicker to a ginormous ball of flame into the user's palm. The spell can be projected.
Water - "Flow." This spell is to be said with the utmost of demand and certainty. It requires the most willpower to control. This spell summons water from the skies and shoots it down at the caster's target with deadly force. This spell can even drain water from its target body. Yet- if done wrong, it can drain water from the caster and send it to the target.
Earth - "Subject." This spell requires the most amount of focus. It's surprisingly similar to the fire and water spells with its recoil if not done properly. It'll attack the caster. This spell allows the caster to control the earth around them. If the concentration is lost the Earth will shake and break under the caster's feet.
Air - "Breathe." Works best if the caster is confident in being able to manipulate the sheer amount of wind to come. Nerves will hijack the winds and make them go berserk. This spell allows the user to fly as long as they stay focused.
Darkness - "Infinite!" A higher percent chance of working if it's cast in a dark area.
This spell allows the user to become one with darkness and camouflage their appearance but not their sound. It comes undone if the direct light is shined on the caster.
Light - "Blinding" Must be used by those when they're in a state of relaxation and not pressured. This spell emits a blinding light from the user's body. It's said it's their soul coming out in all its untainted glory.
In an attempt to mimic humanity's progress each personal species of the Lords developed magic too. Mermaids learned how to communicate with marine life, vampires discovered how to manipulate shadows, dragons learned how to channel their dragon strength in human form, fae discovered how to smite and angels discovered how to manipulate the weather. In addition, greats discovered the ability to "know".
On Zylo, there are five kingdoms. Korto is the largest and built on diversity. Its lead by a council, a representative of reach race holds a chair. Korto is known to be bustling with business, opportunity, and prosperity. The second kingdom is Zelyra, a place of innumerable shadows. Its lands are bleak due to the lack of sunlight. However, it's rich in minerals and crystals so it holds economical ground. Thirdly is Drako, a place of vast plains and mountains. Its residents are primarily greats and dragons. The fourth and second most powerful kingdom is Lenia, home to a vast majority of the human population. It possesses the largest population and largest military. Lastly, we have Wyest, the underwater kingdom of mermaids.
On Zylo there are seven species. . .
↣ Humans creation of all the Lords combined
↣ Dragons creation of the Fire Lord
↣ Angels creation of the Air Lord
↣ Greats creation of the Earth Lord
↣ Vampires creation of the Dark Lord
↣ Mermaids creation of the Water Lord
↣ Fae creation of the Light Lord
Magic: Over the past years, the only creatures to have evolved significantly are humans. They gained the ability to tap into the combined essence of the Elemental Lords that naturally emitted from the Lords when they were creating the universe. Humans call it, "Eternal" and its humanity's pride and joy. Humans teach it as a norm in their schools and if their thirst for the tool goes beyond the mere spells taught in schools, they become "Mages." Humans who master the basics of magic and then dwelve in its unknowns. Here is the list of the things humans have been known to do with "Eternal."
Basic Spells
"Considered the safest for any old person to use, basic spells are easy to cast and reusable nearly instantly. These spells don't require the caster to say anything."
"Halt" - This spell, you must move your nondominant hand towards your target and it'll keep them in place for as long as your hand doesn't move.
"Choke" - This spell allows the caster to close the target's airway for as long as they themselves hold their breath.
"Telekinesis" - This spell allows the caster to focus on an object it and move it at will with their mind. The weight of the object can be at most, double the caster's weight. This spell can be used on multiple things at once.
"Heal" - This spell can only be used on oneself and it allows the caster to accelerate the healing process on themselves in a certain area.
Flicker - A spell which summons a small spit of fire on the caster's index finger.
Sight - A spell that summons a small ball of light in the user's palm.
Shift - A spell that changes the state of water.
Core Spells
"Core Spells are said to be the fundamentals of Magic. These spells are dangerous, powerful, and near impossible to master"
Fire - "Untamable!" A higher percentage of concentration in an open area with high access to oxygen. Must have confidence in their ability to "control" the summoned fire.
This spell allows the caster to summon fire which ranges from a mere flicker to a ginormous ball of flame into the user's palm. The spell can be projected.
Water - "Flow." This spell is to be said with the utmost of demand and certainty. It requires the most willpower to control. This spell summons water from the skies and shoots it down at the caster's target with deadly force. This spell can even drain water from its target body. Yet- if done wrong, it can drain water from the caster and send it to the target.
Earth - "Subject." This spell requires the most amount of focus. It's surprisingly similar to the fire and water spells with its recoil if not done properly. It'll attack the caster. This spell allows the caster to control the earth around them. If the concentration is lost the Earth will shake and break under the caster's feet.
Air - "Breathe." Works best if the caster is confident in being able to manipulate the sheer amount of wind to come. Nerves will hijack the winds and make them go berserk. This spell allows the user to fly as long as they stay focused.
Darkness - "Infinite!" A higher percent chance of working if it's cast in a dark area.
This spell allows the user to become one with darkness and camouflage their appearance but not their sound. It comes undone if the direct light is shined on the caster.
Light - "Blinding" Must be used by those when they're in a state of relaxation and not pressured. This spell emits a blinding light from the user's body. It's said it's their soul coming out in all its untainted glory.
In an attempt to mimic humanity's progress each personal species of the Lords developed magic too. Mermaids learned how to communicate with marine life, vampires discovered how to manipulate shadows, dragons learned how to channel their dragon strength in human form, fae discovered how to smite and angels discovered how to manipulate the weather. In addition, greats discovered the ability to "know".
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