Nobleborn magic
Unlike Crest Magic, Nobleborns; those who are born with Noble blood from specific bloodlines, often referred to as the Nobleborn or Houses, are able to fully control, manipulate and even form elemental spells and reactions. This type of magic is only reserved for those born within those families and who carries these abilities and techniques. There are seven types of Noble Elements; Fire, Earth, Wind, Water, Ice, Electricity and Plant.
While Crest Endurance is most often recovered by food andeating, Elemental Energy must be restored by being near their natural element. What sets Nobleborn magic apart is that it will often react based on the user's own emotions. If they are angry, sparks of their elements will often appear around them, such as a fire wolf having smoke blown out of their nose or plant wolves having roots and vines rise up around their paws.
While Crest Endurance is most often recovered by food andeating, Elemental Energy must be restored by being near their natural element. What sets Nobleborn magic apart is that it will often react based on the user's own emotions. If they are angry, sparks of their elements will often appear around them, such as a fire wolf having smoke blown out of their nose or plant wolves having roots and vines rise up around their paws.
What are the noble elements?
While nobody truly knows the origin of the Noble Elements or how they came to be, it's recorded to be the oldest magic in the known history, and existed long before Crest magic did. Most people believe when the wolves gained the ability to control the elements, that it opened the gates to all types of magic, though this is just a legend. Nobleborns have the ability to control the elements and elemental energies. When they infuse spells with elemental power, their attacks become much more flashy, impressive and powerful. While there used to be seven elements, it is now only six, as the Fire House was massacred by the Earth House.
While all the elements are also extremely conceptional and simply allows manipulation of said elements, there are some spells and techniques that are more specific.
While all the elements are also extremely conceptional and simply allows manipulation of said elements, there are some spells and techniques that are more specific.
Earth
Earth is believed to be the element of patience and persistence. It has existed for thousands and millions of years. The element is strong, durable and takes on several different types of forms and types. They can manipulate existing earth at will.
spells and techniques
Wall - 30 EE
Raises a solid wall of rock in front or around the user to shield and protect them or to seperate someone
Spikes - 40 EE
Raises sharp and deadly spikes from the ground, walls or ceiling that can impale a wolf. Can make large and small spikes.
Earthquake - 50 EE
The wolf will slam their paw into the ground, creating a powerful earthshake that can throw wolves off their feet.
Rocky Rain - 60 EE
Rocks will rise from the ground and rain down in a certain area, often becoming hot if they fall fast.
Orbit - 50 EE
Will raise small rocks from the ground that orbits around the wolf. The user can then send each out to hit various targets, or simply to react if someone gets too close to the user.
Fissure - 50 EE
The wolf will slam their paws on the ground, but instead make holes, fissures and pits in the ground that can trap wolves in. They can also close them afterwards
Sand - 50 EE
This allows an earth wolf to turn any rock they touch to sand or dust.
Infuse - 30 EE
This allows the user to infuse earth into their normal attacks. Their claws will be covered in sharp rock that often points up like rocky spikes.
Solid - 60 EE
This allows the user's flesh to become strong and solid as rock. When a wolf bites into a wolf with this activated, it will feel like they bite into solid rock. Only lasts for a few seconds so timing must be right.
Raises a solid wall of rock in front or around the user to shield and protect them or to seperate someone
Spikes - 40 EE
Raises sharp and deadly spikes from the ground, walls or ceiling that can impale a wolf. Can make large and small spikes.
Earthquake - 50 EE
The wolf will slam their paw into the ground, creating a powerful earthshake that can throw wolves off their feet.
Rocky Rain - 60 EE
Rocks will rise from the ground and rain down in a certain area, often becoming hot if they fall fast.
Orbit - 50 EE
Will raise small rocks from the ground that orbits around the wolf. The user can then send each out to hit various targets, or simply to react if someone gets too close to the user.
Fissure - 50 EE
The wolf will slam their paws on the ground, but instead make holes, fissures and pits in the ground that can trap wolves in. They can also close them afterwards
Sand - 50 EE
This allows an earth wolf to turn any rock they touch to sand or dust.
Infuse - 30 EE
This allows the user to infuse earth into their normal attacks. Their claws will be covered in sharp rock that often points up like rocky spikes.
Solid - 60 EE
This allows the user's flesh to become strong and solid as rock. When a wolf bites into a wolf with this activated, it will feel like they bite into solid rock. Only lasts for a few seconds so timing must be right.
Wind
Wind is believed to be the element of freedom and detachment, and often understimated on how powerful it actually can be. It is often used for manipulation and unstoppable force. They can manipulate existing wind at will.
SPELLS AND TECHNIQUES
Wind Breath - 30 EE
The wolf will breathe a strong gust of wind that can stagger and blow opponents back and away
Wind Manipulation - 40 EE
The wolf can control existing wind by turning the wind the opposite direction
Swirl - 30 EE
A powerful gust of wind is created below the user, throwing them right up into the air. Can often be used on the user to fly up into the air for travel
Slice - 50 EE
A powerful wind attack that is persistent and can cut and slice into flesh. If held long, it can even slowly cut away at solid objects like trees and rocks.
Infuse - 40 EE
The wolf will infuse Wind into their normal attacks, such as blows of wind will appear when the wolf attacks and dealing more damage.
Whirlwind - 60 EE
A small whirlwind is created, and will draw in anything nearby, dealing heavy damage on anything that gets trapped inside of it.
Wind Blow - 40 EE
This will make the user jump high into the air with powerful wind, and then use the same wind to send the user flying to the ground and causes a powerful wind shockwave to anything around them.
The wolf will breathe a strong gust of wind that can stagger and blow opponents back and away
Wind Manipulation - 40 EE
The wolf can control existing wind by turning the wind the opposite direction
Swirl - 30 EE
A powerful gust of wind is created below the user, throwing them right up into the air. Can often be used on the user to fly up into the air for travel
Slice - 50 EE
A powerful wind attack that is persistent and can cut and slice into flesh. If held long, it can even slowly cut away at solid objects like trees and rocks.
Infuse - 40 EE
The wolf will infuse Wind into their normal attacks, such as blows of wind will appear when the wolf attacks and dealing more damage.
Whirlwind - 60 EE
A small whirlwind is created, and will draw in anything nearby, dealing heavy damage on anything that gets trapped inside of it.
Wind Blow - 40 EE
This will make the user jump high into the air with powerful wind, and then use the same wind to send the user flying to the ground and causes a powerful wind shockwave to anything around them.
Water
Water is believed to be the element of longevity and shape. With all the different shapes and form water can take, it adapts and overcomes if something doesn't work. They can manipulate existing water at will, and can create some water with their mouths.
SPELLS AND TECHNIQUES
Water Step - 20 EE
When cast, it allows the user to walk on the surface of water
Water Blow - 30 EE
Several small pools of water appears floating around the user and will acts as extended arms, waiting for the user to will it into a specific shape or form.
Drain - 40 EE
When biting into an opponent, the user can drain the blood from their bodies. It often isnt enough to kill but will leave the victim extremely tired and dehydrated.
Floodwave - 60 EE
The wolf will let out a powerful howl that will manipulate water from an existing scourse to flood over and create a wave like a tsunami.
Manipulation - 40 EE
A simple spell that will manipulate existing water to move from one container or another, or move the entire stream of a river temporarily to get to the bottom of the lake
Infusion - 30 EE
The wolf will cover their fangs and paws in water and use it to deal more damage when hitting an opponent
Helmet - 40 EE
When cast, it allows the user to create water bubbles around an opponent's head and either fill it water or air.
Water Blast - 50 EE
When cast, the wolf will exhale a powerful jet from their mouths of water. The blast can be small, but can be also big enough to deal blunt and knockback damage to opponents.
Whirl - 60 EE
In water, they can create whirlpools underwater that will draw in anything nearby and slowly drag them deeper and deeper.
Jet - 30 EE
Underwater, they can move much quicker while swimming
When cast, it allows the user to walk on the surface of water
Water Blow - 30 EE
Several small pools of water appears floating around the user and will acts as extended arms, waiting for the user to will it into a specific shape or form.
Drain - 40 EE
When biting into an opponent, the user can drain the blood from their bodies. It often isnt enough to kill but will leave the victim extremely tired and dehydrated.
Floodwave - 60 EE
The wolf will let out a powerful howl that will manipulate water from an existing scourse to flood over and create a wave like a tsunami.
Manipulation - 40 EE
A simple spell that will manipulate existing water to move from one container or another, or move the entire stream of a river temporarily to get to the bottom of the lake
Infusion - 30 EE
The wolf will cover their fangs and paws in water and use it to deal more damage when hitting an opponent
Helmet - 40 EE
When cast, it allows the user to create water bubbles around an opponent's head and either fill it water or air.
Water Blast - 50 EE
When cast, the wolf will exhale a powerful jet from their mouths of water. The blast can be small, but can be also big enough to deal blunt and knockback damage to opponents.
Whirl - 60 EE
In water, they can create whirlpools underwater that will draw in anything nearby and slowly drag them deeper and deeper.
Jet - 30 EE
Underwater, they can move much quicker while swimming
Fire
Fire is known for it's destructive ways and sometimes uncontrollable situations. They can maipulate existing fire, but cannot create fire away from them that they can't reach with their bodies or breaths.
SPELLS AND TECHNIQUES
Fire Breath - 30 EE
The wolf will draw in a breath, and breathe fire like a flamethrower.
Snap - 40 EE
Similar to the Destruction spell, a wolf can breathe out a specific type of smoke that is extremely flammable, and then snap their fangs to set it ablaze.
Heat Vision - 20 EE
When activated, they can see heat visions and heat maps of everything around them
Rapid Burning - 20 EE
When activated, the wolf can quickly burn through the food they just ate, and refill their elemental energy
Blaze - 40 EE
When cast, the wolf will completely engulf their backs and tails in fire.
Fire Spit - 30 EE
Balls and spits of fire can be cast from the wolf's mouths.
Fire Orbs - 30 EE
Will create small orbs of flames around the wolf's neck. Will shoot out at opponents and set them or something on fire at the user's will.
Fire Spin - 20 EE
The wolf needs to breathe fire or use an existing form of fire to create a ring of fire to trap opponents in.
Burnwave - 40 EE
This will create waves of fire sent out from the user in rapid succesion, often causing burns and fire wounds to opponents and those around them
Infuse - 40 EE
The wolf will infuse fire into their normal attacks, such as fire fangs and fire paws to deal damage to opponents.
The wolf will draw in a breath, and breathe fire like a flamethrower.
Snap - 40 EE
Similar to the Destruction spell, a wolf can breathe out a specific type of smoke that is extremely flammable, and then snap their fangs to set it ablaze.
Heat Vision - 20 EE
When activated, they can see heat visions and heat maps of everything around them
Rapid Burning - 20 EE
When activated, the wolf can quickly burn through the food they just ate, and refill their elemental energy
Blaze - 40 EE
When cast, the wolf will completely engulf their backs and tails in fire.
Fire Spit - 30 EE
Balls and spits of fire can be cast from the wolf's mouths.
Fire Orbs - 30 EE
Will create small orbs of flames around the wolf's neck. Will shoot out at opponents and set them or something on fire at the user's will.
Fire Spin - 20 EE
The wolf needs to breathe fire or use an existing form of fire to create a ring of fire to trap opponents in.
Burnwave - 40 EE
This will create waves of fire sent out from the user in rapid succesion, often causing burns and fire wounds to opponents and those around them
Infuse - 40 EE
The wolf will infuse fire into their normal attacks, such as fire fangs and fire paws to deal damage to opponents.
Ice
Ice is the Element of time and both slow and sudden damage, making wolves slow down physically or rapidly freeze over. Ice comes in forms of ice, frost, and dusty snowy particles.
SPELLS AND TECHNIQUES
Ice Shards - 20 EE
The user will send shards of ice shooting from them.
Frozen - 30 EE
When used, the wolf that is hit by the Nobleborn's ice attacks will move slower for a few moments.
Ice Hail - 50 EE
The wolf will let out a powerful howl that creates ice shards in the air and send it raining down like sharpened hail
Infusion - 30 EE
The wolf will infuse ice into their normal attacks, such as around their teeth and claws to become sharp and riggid.
Frostbite - 30 EE
When biting an opponent, they can send particles of ice into them that will freeze the opponent completely
Frostbreath - 30 EE
The wolf will draw breath and breathe a powerful blast of ice and frost at opponents. It will cause both Frozen effects and will deal great frostbite damage to flesh tissue. It can also lower the opponent's own body temprature to dangerous levels.
Ice Steps - 30 EE
This allows the user to walk on ice sheets on water.
Ice Spikes - 40 EE
Similar to the Earth spikes, this allows the user to create sharp and riggid spikes of ice to raise from the ground to impale and cut opponents.
Ice Projectile - 50 EE
The wolf will create quill-like ice shapes on their backs and necks. They'll then aim and shoot them out at a location. The quill will land and cause a frozen field where it hit or make wolves freeze in place or take heavy damage when hit
Snowblind - 40 EE
This will temporarily blind an opponent like sun on snow, making their vision dark and unable to focus on anything. Can lead to more permanent damage on an opponent.
The user will send shards of ice shooting from them.
Frozen - 30 EE
When used, the wolf that is hit by the Nobleborn's ice attacks will move slower for a few moments.
Ice Hail - 50 EE
The wolf will let out a powerful howl that creates ice shards in the air and send it raining down like sharpened hail
Infusion - 30 EE
The wolf will infuse ice into their normal attacks, such as around their teeth and claws to become sharp and riggid.
Frostbite - 30 EE
When biting an opponent, they can send particles of ice into them that will freeze the opponent completely
Frostbreath - 30 EE
The wolf will draw breath and breathe a powerful blast of ice and frost at opponents. It will cause both Frozen effects and will deal great frostbite damage to flesh tissue. It can also lower the opponent's own body temprature to dangerous levels.
Ice Steps - 30 EE
This allows the user to walk on ice sheets on water.
Ice Spikes - 40 EE
Similar to the Earth spikes, this allows the user to create sharp and riggid spikes of ice to raise from the ground to impale and cut opponents.
Ice Projectile - 50 EE
The wolf will create quill-like ice shapes on their backs and necks. They'll then aim and shoot them out at a location. The quill will land and cause a frozen field where it hit or make wolves freeze in place or take heavy damage when hit
Snowblind - 40 EE
This will temporarily blind an opponent like sun on snow, making their vision dark and unable to focus on anything. Can lead to more permanent damage on an opponent.
Lightning
Lightning is the form of tension and rapid movement, as well as unpredictable outcomes. They can manipulate existing lightning and are especially strong during thunderstorms. They often have electric currents and sparks around them when fighting.
SPELLS AND TECHNIQUES
Paralyze - 20 EE
When hit, the opponent will often stagger and be slowed down as they become temporarily paralyzed.
Electricity - 30 EE
When cast, this allows the user to create powerful bolts of lightning to hit an opponent and damage them.
Dash - 30 EE
After engulfing themselves in electricity, it allows them to teleport short distances ahead of them. They can both leave behind a trail of lightning where they travelled, or simply disappear in a flash of electricity and reappear somewhere else. Can be used rapidly and with frequent.
Electric Bite - 30 EE
When biting an opponent, it will unleash powerful shockwaves that can cause internal damage to an opponent
Charge - 50 EE
The wolf will start running and cause an electric charge to build up. When hitting an opponent, it will unlease a powerful shockwave that knock the opponent completely unconcious.
Lightning Breath - 30 EE
The wolf will open their mouths and start to generate balls of electricity. They will then launch them at opponents in powerful blasts.
Infuse - 40 EE
They will infuse lightning into their normal attacks, but more commonly use lightning to move quicker.
When hit, the opponent will often stagger and be slowed down as they become temporarily paralyzed.
Electricity - 30 EE
When cast, this allows the user to create powerful bolts of lightning to hit an opponent and damage them.
Dash - 30 EE
After engulfing themselves in electricity, it allows them to teleport short distances ahead of them. They can both leave behind a trail of lightning where they travelled, or simply disappear in a flash of electricity and reappear somewhere else. Can be used rapidly and with frequent.
Electric Bite - 30 EE
When biting an opponent, it will unleash powerful shockwaves that can cause internal damage to an opponent
Charge - 50 EE
The wolf will start running and cause an electric charge to build up. When hitting an opponent, it will unlease a powerful shockwave that knock the opponent completely unconcious.
Lightning Breath - 30 EE
The wolf will open their mouths and start to generate balls of electricity. They will then launch them at opponents in powerful blasts.
Infuse - 40 EE
They will infuse lightning into their normal attacks, but more commonly use lightning to move quicker.
Plant
Plant Nobles cannot make plants themsleves and have to rely on the nature around them.
SPELLS AND TECHNIQUES
Vine Manipulation - 30 EE
Will manipulate vines and roots from underground or from trees that have vines. The vines will act like ropes or snakes.
Seeded - 40 EE
The wolf will often carry seeds with them. When the wolf throws and lands a seeds on an opponent, the wolf will activate rapid growing, making whole plants grow from the seed or root to entangle around the opponent.
Plant Blast - 30 EE
The wolf will spit out three balls of green dust that acts like acid, and causes painful scabs and blisters if hitting an opponent. Short range.
Leaf Slash - 40 EE
The wolf will summon leaves from trees and send them flying forwards enchanted by magic, it can cut and slice into opponents.
Branch Manipulation - 20 EE
This allows the wolf to manipulate and control branches from trees. Make them grow longer or into specific shapes to aid them.
Rapid Growing - 30 EE
This allows the user to encourage rapdid growing of anything to do with plants; make flowers flourish, make plants blooms or grow trees from saplings to full sized trees.
Plant Walk - 50 EE
When they run, they'll leave behind them a trail of grass and minor plants, often leaving a trail where they walk/run. Only lasts for a few minutes, but is often used to encourage natural plant growth in areas that are withering.
Plant Speech - 40 EE
This allows them to understand the talk of plants and trees around them. While Raj in general can read the nature and tempraments of the nature around them, this allows them to completely understand what the plants may whisper about.
Camouflage - 50 EE
This allows the user to temporarily camouflage themselves in nature and blend in completely. This will allow them to stay almost completely invisible unless they move or something walks into them.
Will manipulate vines and roots from underground or from trees that have vines. The vines will act like ropes or snakes.
Seeded - 40 EE
The wolf will often carry seeds with them. When the wolf throws and lands a seeds on an opponent, the wolf will activate rapid growing, making whole plants grow from the seed or root to entangle around the opponent.
Plant Blast - 30 EE
The wolf will spit out three balls of green dust that acts like acid, and causes painful scabs and blisters if hitting an opponent. Short range.
Leaf Slash - 40 EE
The wolf will summon leaves from trees and send them flying forwards enchanted by magic, it can cut and slice into opponents.
Branch Manipulation - 20 EE
This allows the wolf to manipulate and control branches from trees. Make them grow longer or into specific shapes to aid them.
Rapid Growing - 30 EE
This allows the user to encourage rapdid growing of anything to do with plants; make flowers flourish, make plants blooms or grow trees from saplings to full sized trees.
Plant Walk - 50 EE
When they run, they'll leave behind them a trail of grass and minor plants, often leaving a trail where they walk/run. Only lasts for a few minutes, but is often used to encourage natural plant growth in areas that are withering.
Plant Speech - 40 EE
This allows them to understand the talk of plants and trees around them. While Raj in general can read the nature and tempraments of the nature around them, this allows them to completely understand what the plants may whisper about.
Camouflage - 50 EE
This allows the user to temporarily camouflage themselves in nature and blend in completely. This will allow them to stay almost completely invisible unless they move or something walks into them.