Post by j i l l i e on Jun 19, 2014 18:55:36 GMT -6
c o v e n
Each Coven will consist of 5 elements. Each element adding a different aspect to the group. Spirit as it's center, acting as the glue that holds all the others in place. Though each element has their own strengths and weakness, put together is when they are at their strongest. They will be able to cast much stronger spells, pulling strength and energy from each other.
A Spirit witch can either gain territory for the coven or travel. Territory is generally handed down through families, however it able to swap hands through duals with other covens. Newer covens generally start off with no territory, unless they are given permission to share the land by the already residing coven, usually creating some kind of alliance, or they have the rare fortune of finding unclaimed territory.
A travelling coven will move from place to place. The main goal is to come across unclaimed territory, however many travelling covens make friends and eventually create alliances with covens they have stayed with previously, nullifying the need for their coven to settle down. They are typically open and friendly in nature, thanks to their dependency on settled covens.
In order to stay in a territory, the travelling coven must make contact with the leader of said territory's coven in order to gain permission. Travelling covens generally have large networks and are occasionally used by settled covens as message carriers to surrounding territories. They are best known for their unstable nature. They are constantly losing and gaining new members, and it is not unusual for new witches to align themselves with them and stay and train with them for a time.
e l e m e n t s
spirit
Spirit is at it's center, acting as the glue that holds all the others in place. They are usually naturals, seeing as to create a Spirit would take a full coven to turn. A Spirit would need to take a part of each elements power to become a full, since they are all a mutation of the Spirit element itself. They tend to be the jack of all trade when it comes to magic. Being generally good at all elements, but not really naturally excelling in anything. Though once a Spirit has mastered their own to a certain extent, it is known for them to take on a Secondary element. In a fight the Spirit is looked up as the general, usually have given fighting tactics and placements to his coven before making their way to the battle ground.
STRENGTH:
Can naturally cast any basic casts for all elements.
Fundamentally being the core of a coven.
Having natural leadership abilities.
WEAKNESS:
Having to work on an element in order to excel in it.
Being headstrong and often close minded.
CREATES: Can create all Element. Random, not by choice.
earth
Earth has power over all nature around them. Being able to control the world and communicate with the animals with ease. They tend to be calm, patient and understanding. Most Earth elements find themselves lured outside, and tend to have an urge to be as pure as they can. They will not go looking for a fight, but they have no problem standing up. They tend to have a temper, that there powers can usually back up. When brought into a fight with a full coven, the Earth usually takes on the medic role. Seeing as they are the most powerful healers, it is best to keep them as safe as possible.
STRENGTH:
Is strongest in manipulating the world around them
Being able to use all aspects of nature.
Best paired up against an Air element.
WEAKNESS:
Is most weakened against Fire attacks.
Seem to be more hesitant to start a fight.
CREATES: Water
fire
The most aggressive element, which tend to usually be extremists. They have the capability to destroy things just as much as creating them. Which brings up a constant struggle inside them on which path to take. They are best at channeling other witches power, making the cast power rise in strength quickly. Just as quickly as they can produce cast they can equally pull it back in order to defend themselves. In a coven battle, the Fire element is referred to as the warrior. Their quick reflexes and strength in both offense and defense makes them a mean competitor. The only downfall is that it is easy for them to get caught up in their emotions, causing them to be more of the brawn than the brain.
STRENGTH:
Most powerful in aspects in both offense and defense
Cut throat by nature.
They are strongest when put up against Earth element.
WEAKNESS:
Usually having power struggles.
They are often rash, and act before they think.
Most weakened by Water element.
CREATES:Air
water
Water elements are very strong in the art of manipulation, though most known for their abilities in lust, they have the same pull in other emotions. They have the abilities to change the atmosphere of a complete room, not only just a single person. They often manipulate peoples true emotions to gain power over them, being able to use people where they see fit. Though they are looked at in a seducing light, they are usually very compassionate, since they are so in tuned with others emotions. Once in battle the water is known to be very strategic, usually the right hand man to the Spirit. Since they are in tune on a physic wave length, they can pick up on fear, doubt, and uncertainty of their opponent. As well as the ability to persuade the opponent to do something they normally wouldn't by playing mind games.
STRENGTH:
Can control the mind, using people for their benefit or to help calm a situation.
Can tune into body language, and a certain mood people are giving off.
Usually the first to sense when something is wrong.
Strongest against Fire elements.
WEAKNESS:
Is tempted often to manipulate people.
Weakened most against Air.
CREATES: Fire
air
Are known for their ability in being a walking library. The can absorb knowledge easily, and can file away the information for a time they need it most. They are usually the best alchemist, and tend to be the creators of new casts. Air also tend to be a lot quieter, sticking to learning more about their gift rather then using it against others. Though they tend to keep to themselves, once faced with battle Air is known for the defense tactics. Not wanting to attack their opponent directly, they prefer to protect their own coven. Using mastered tactics, they can usually cast more than one spell at a time, or having the ability to split the cast to multiple people, making their blocks a very useful tool.
STRENGTH:
The smartest of the group, usually the strongest and most creative when it comes to casting.
They are usually underestimated do to the fact they withhold using their powers.
They are most effective against Water elements.
WEAKNESS:
Keep their powers more dormant.
Less likely to fight, unless provoked or injured.
Most weakened by Earth Elements.
CREATES:Earth
Each Coven will consist of 5 elements. Each element adding a different aspect to the group. Spirit as it's center, acting as the glue that holds all the others in place. Though each element has their own strengths and weakness, put together is when they are at their strongest. They will be able to cast much stronger spells, pulling strength and energy from each other.
A Spirit witch can either gain territory for the coven or travel. Territory is generally handed down through families, however it able to swap hands through duals with other covens. Newer covens generally start off with no territory, unless they are given permission to share the land by the already residing coven, usually creating some kind of alliance, or they have the rare fortune of finding unclaimed territory.
A travelling coven will move from place to place. The main goal is to come across unclaimed territory, however many travelling covens make friends and eventually create alliances with covens they have stayed with previously, nullifying the need for their coven to settle down. They are typically open and friendly in nature, thanks to their dependency on settled covens.
In order to stay in a territory, the travelling coven must make contact with the leader of said territory's coven in order to gain permission. Travelling covens generally have large networks and are occasionally used by settled covens as message carriers to surrounding territories. They are best known for their unstable nature. They are constantly losing and gaining new members, and it is not unusual for new witches to align themselves with them and stay and train with them for a time.
e l e m e n t s
spirit
Spirit is at it's center, acting as the glue that holds all the others in place. They are usually naturals, seeing as to create a Spirit would take a full coven to turn. A Spirit would need to take a part of each elements power to become a full, since they are all a mutation of the Spirit element itself. They tend to be the jack of all trade when it comes to magic. Being generally good at all elements, but not really naturally excelling in anything. Though once a Spirit has mastered their own to a certain extent, it is known for them to take on a Secondary element. In a fight the Spirit is looked up as the general, usually have given fighting tactics and placements to his coven before making their way to the battle ground.
STRENGTH:
Can naturally cast any basic casts for all elements.
Fundamentally being the core of a coven.
Having natural leadership abilities.
WEAKNESS:
Having to work on an element in order to excel in it.
Being headstrong and often close minded.
CREATES: Can create all Element. Random, not by choice.
earth
Earth has power over all nature around them. Being able to control the world and communicate with the animals with ease. They tend to be calm, patient and understanding. Most Earth elements find themselves lured outside, and tend to have an urge to be as pure as they can. They will not go looking for a fight, but they have no problem standing up. They tend to have a temper, that there powers can usually back up. When brought into a fight with a full coven, the Earth usually takes on the medic role. Seeing as they are the most powerful healers, it is best to keep them as safe as possible.
STRENGTH:
Is strongest in manipulating the world around them
Being able to use all aspects of nature.
Best paired up against an Air element.
WEAKNESS:
Is most weakened against Fire attacks.
Seem to be more hesitant to start a fight.
CREATES: Water
fire
The most aggressive element, which tend to usually be extremists. They have the capability to destroy things just as much as creating them. Which brings up a constant struggle inside them on which path to take. They are best at channeling other witches power, making the cast power rise in strength quickly. Just as quickly as they can produce cast they can equally pull it back in order to defend themselves. In a coven battle, the Fire element is referred to as the warrior. Their quick reflexes and strength in both offense and defense makes them a mean competitor. The only downfall is that it is easy for them to get caught up in their emotions, causing them to be more of the brawn than the brain.
STRENGTH:
Most powerful in aspects in both offense and defense
Cut throat by nature.
They are strongest when put up against Earth element.
WEAKNESS:
Usually having power struggles.
They are often rash, and act before they think.
Most weakened by Water element.
CREATES:Air
water
Water elements are very strong in the art of manipulation, though most known for their abilities in lust, they have the same pull in other emotions. They have the abilities to change the atmosphere of a complete room, not only just a single person. They often manipulate peoples true emotions to gain power over them, being able to use people where they see fit. Though they are looked at in a seducing light, they are usually very compassionate, since they are so in tuned with others emotions. Once in battle the water is known to be very strategic, usually the right hand man to the Spirit. Since they are in tune on a physic wave length, they can pick up on fear, doubt, and uncertainty of their opponent. As well as the ability to persuade the opponent to do something they normally wouldn't by playing mind games.
STRENGTH:
Can control the mind, using people for their benefit or to help calm a situation.
Can tune into body language, and a certain mood people are giving off.
Usually the first to sense when something is wrong.
Strongest against Fire elements.
WEAKNESS:
Is tempted often to manipulate people.
Weakened most against Air.
CREATES: Fire
air
Are known for their ability in being a walking library. The can absorb knowledge easily, and can file away the information for a time they need it most. They are usually the best alchemist, and tend to be the creators of new casts. Air also tend to be a lot quieter, sticking to learning more about their gift rather then using it against others. Though they tend to keep to themselves, once faced with battle Air is known for the defense tactics. Not wanting to attack their opponent directly, they prefer to protect their own coven. Using mastered tactics, they can usually cast more than one spell at a time, or having the ability to split the cast to multiple people, making their blocks a very useful tool.
STRENGTH:
The smartest of the group, usually the strongest and most creative when it comes to casting.
They are usually underestimated do to the fact they withhold using their powers.
They are most effective against Water elements.
WEAKNESS:
Keep their powers more dormant.
Less likely to fight, unless provoked or injured.
Most weakened by Earth Elements.
CREATES:Earth