Destruction
"Destruction is one of the most misunderstood Crest. While most use this Class to benefit their attacks, the destruction skill also works as a form of rebirth and destroying something to create something new. But in recent years the Destruction Arts has been given a bad name," - Scholar at the Citadel of Lorgarde.
The Destruction Crest is located in the stomach.
Most use this misunderstood Class as what it implies: Destruction. This art allows the user to create poweful detrucive spells for an attack, but like the other arts, it is just as conceptional. Anything to do with destruction falls under this crest, and if one is able to master this power it can be used for more than just annihilation. Each useer defines their version of what Destruction means. In recent years this Crest has become very dominant over other Crests.
Most use this misunderstood Class as what it implies: Destruction. This art allows the user to create poweful detrucive spells for an attack, but like the other arts, it is just as conceptional. Anything to do with destruction falls under this crest, and if one is able to master this power it can be used for more than just annihilation. Each useer defines their version of what Destruction means. In recent years this Crest has become very dominant over other Crests.
Soul Color
Yellow & Orange
Yellow & Orange
Wolves with the Destruction Crest will usually take a deep breath then sharp exhale before casting a spell.
Common Destruction SPELLS
Explosion - 40 CE
A very simple spell that creates a small explosion. Can be used to explode something that is in one's path, or explode other obstacles in their way. Can be used either from afar, or upon touch, though if too close it will also damage the user.
Blister Bite - 40 CE
When activated, anything they bite will completely melt and disintigrate, similar to how acid works. Is not very strong against other Raj, and will only leave small burn and blister marks.
Obliterate - 50 CE
Will make the user able to break through almost anything with their physical body. Requires the user to tackle the object, but will turn a wall they tackle into dust or tackle a tree into debris. Does not work on other Raj.
Fire Snap - 20 CE
This spell makes the wolf able to snap their fangs together powerful enough to create sparks. The sparks is not strong enough to start a forest fire, but good enough to start smaller fires and campfires.
Healing Bite - 40 CE
A strong spell that requires the user to bite the one they want to heal. It will destroy infections or diseases in another wolf, specifically targetting what is destroying healthy tissue or healthy organs. They cannot use this for regular wounds or pains, such as headaches or stomachache.
Invoid - 50 CE
Similar to the Restoration wolf's Nullify, Invoid can make poisons and venom nullify. This often requires the wolf to bite onto what has been poisoned, such as a wolf, or eat whatever is poisoned and it will be destroyed. They can also eat poisonous items without being affected. They can also eat something that's burning and won't be affected or damaged by it.
Evaporate - 50 CE
This spell allows the user to completely drain water from something. Only works slightly on other Raj, but can drain smaller water sources or other living plants of all water upon bite or via the mouth.
Interim Immunity - 60 CE
Allows the user who cast the spell to be briefly immune to certain types of damage by outside forces. Such as shocks, burns or thorns.
Projectile - 40 CE
Upon slamming their paw to the ground, they can destroy something at a distance without being physically touching it that makes the item in question break into smaller shards and pieces and is shot away from the user like projectiles. Someone can use the Manipulation Levitate spell to throw rocks in the air, before this spell is cast and breaks the rock into smaller pieces that becomes like bullets that can cause a lot of damage to both nature and living.
Quills - 30 CE
The wolf can create qulls from their fur that can be shot out and cause damage to those around them. Costs a lot of energy to make, and energy to shoot each quill.
Shadowcast - 30 CE
This spell will destroy all light for a short time period in a specific area. Everything will become completely dark and only the user can see in the dark. From an outside, it looks like a dark cloud that cannot be pierced.
Rearing - 40 CE
After cast, the wolf will be able to rise up on two feet, raising their front feet high in the air. They will then slam their front paws into the ground, creating a powerful destructive shake that can throw wolves off their feet or potentionally stagger and paralyze victims. It can also create earthquakes and small fissures in the earth.
Power Bite - 90 CE
After casting the spell, anything the wolf bites will break. This can be anything the wolf get their fangs around, even solid rock or obsidian. Only works for their first bite, and cost a lot of energy to use.
Breath of Stopping - 90 CE
The wolf will cast the spell, then they will release a very powerful attack that can turn something into stone. This only works for flora and fauna that are not living animals, such as plants and flora. This leaves the user completely exhausted.
A very simple spell that creates a small explosion. Can be used to explode something that is in one's path, or explode other obstacles in their way. Can be used either from afar, or upon touch, though if too close it will also damage the user.
Blister Bite - 40 CE
When activated, anything they bite will completely melt and disintigrate, similar to how acid works. Is not very strong against other Raj, and will only leave small burn and blister marks.
Obliterate - 50 CE
Will make the user able to break through almost anything with their physical body. Requires the user to tackle the object, but will turn a wall they tackle into dust or tackle a tree into debris. Does not work on other Raj.
Fire Snap - 20 CE
This spell makes the wolf able to snap their fangs together powerful enough to create sparks. The sparks is not strong enough to start a forest fire, but good enough to start smaller fires and campfires.
Healing Bite - 40 CE
A strong spell that requires the user to bite the one they want to heal. It will destroy infections or diseases in another wolf, specifically targetting what is destroying healthy tissue or healthy organs. They cannot use this for regular wounds or pains, such as headaches or stomachache.
Invoid - 50 CE
Similar to the Restoration wolf's Nullify, Invoid can make poisons and venom nullify. This often requires the wolf to bite onto what has been poisoned, such as a wolf, or eat whatever is poisoned and it will be destroyed. They can also eat poisonous items without being affected. They can also eat something that's burning and won't be affected or damaged by it.
Evaporate - 50 CE
This spell allows the user to completely drain water from something. Only works slightly on other Raj, but can drain smaller water sources or other living plants of all water upon bite or via the mouth.
Interim Immunity - 60 CE
Allows the user who cast the spell to be briefly immune to certain types of damage by outside forces. Such as shocks, burns or thorns.
Projectile - 40 CE
Upon slamming their paw to the ground, they can destroy something at a distance without being physically touching it that makes the item in question break into smaller shards and pieces and is shot away from the user like projectiles. Someone can use the Manipulation Levitate spell to throw rocks in the air, before this spell is cast and breaks the rock into smaller pieces that becomes like bullets that can cause a lot of damage to both nature and living.
Quills - 30 CE
The wolf can create qulls from their fur that can be shot out and cause damage to those around them. Costs a lot of energy to make, and energy to shoot each quill.
Shadowcast - 30 CE
This spell will destroy all light for a short time period in a specific area. Everything will become completely dark and only the user can see in the dark. From an outside, it looks like a dark cloud that cannot be pierced.
Rearing - 40 CE
After cast, the wolf will be able to rise up on two feet, raising their front feet high in the air. They will then slam their front paws into the ground, creating a powerful destructive shake that can throw wolves off their feet or potentionally stagger and paralyze victims. It can also create earthquakes and small fissures in the earth.
Power Bite - 90 CE
After casting the spell, anything the wolf bites will break. This can be anything the wolf get their fangs around, even solid rock or obsidian. Only works for their first bite, and cost a lot of energy to use.
Breath of Stopping - 90 CE
The wolf will cast the spell, then they will release a very powerful attack that can turn something into stone. This only works for flora and fauna that are not living animals, such as plants and flora. This leaves the user completely exhausted.
Powerful DESTRUCTION SPELLS
Ignite
Similar to Ignite but much stronger. By simply snapping their fangs, they can create sparks that are powerful enough to start forest fires.
Power Howl
Upon casting the spell, the user will release a powerful howl that sends a shockwave around them and increases their own bite strenght for up to two minutes. The shockwave is powerful enough to tear leaves off trees and send other Raj tumbling back.
Breaking Call
Similar to power howl, they will howl a shockwave that breaks anything within a radius around them, such as rocks, trees and other obstacles to clear an area.
Matterbreak
Will make something break slowly over time, piece by piece. Can spread like a disease that slowly destroys fauna and flora in an area, such as drying an area up or making it slowly become hotter over time. Costs a lot of energy to cast, and can only be used a few times during their lives.
Stoneturn
A very powerful version of Breath of Stopping, where they can breathe onto animals and Raj and turn them to stone.
Similar to Ignite but much stronger. By simply snapping their fangs, they can create sparks that are powerful enough to start forest fires.
Power Howl
Upon casting the spell, the user will release a powerful howl that sends a shockwave around them and increases their own bite strenght for up to two minutes. The shockwave is powerful enough to tear leaves off trees and send other Raj tumbling back.
Breaking Call
Similar to power howl, they will howl a shockwave that breaks anything within a radius around them, such as rocks, trees and other obstacles to clear an area.
Matterbreak
Will make something break slowly over time, piece by piece. Can spread like a disease that slowly destroys fauna and flora in an area, such as drying an area up or making it slowly become hotter over time. Costs a lot of energy to cast, and can only be used a few times during their lives.
Stoneturn
A very powerful version of Breath of Stopping, where they can breathe onto animals and Raj and turn them to stone.
Cursed DESTRUCTION Side effects
Broken Touch
A cursed side effect of the Destruction Crest where they will end up destroying everything they touch or hold, even if no spell is cast. It's said if a wolf is cursed with this, their life span is greatly shortened as their Crest Energy is constantly draining and they can't do much or go anywhere without breaking something.
A cursed side effect of the Destruction Crest where they will end up destroying everything they touch or hold, even if no spell is cast. It's said if a wolf is cursed with this, their life span is greatly shortened as their Crest Energy is constantly draining and they can't do much or go anywhere without breaking something.