New Pangaea Magics

 

Common Elf Magic

Elven King’s Magic

Wizardry

Who can do it?

Any Elf

 

Hybrid

Royal Elf

 

Very strong Elf (can draw up more energy than the average Elf)

 

Hybrid

Hybrid

 

Very dilute Hybrid

Necessities

At least some energy

Ability to draw up enough energy stored in Elven land by a substantial population of Elves, or the ability to make enough energy to force Elementals to biddings.

 

Elementals or spirits.  (Most Hybrids can make or find these anywhere.  Some Elementals will even follow very strong Hybrids even on mortal land.)

An extreme amount of energy.

 

Vast knowledge.  A lot of physical training to build up mitochondria.  A lot of breaking and rebuilding of mind shields, muscle tissue, synapses, and brain tissue.  (Elves, Hybrids, and Wizards repair damaged brain tissue.) 

General description/ explanation

Based mostly on illusion.  A very gifted Elf (usually royal Elf) can trick a vast number all at once.)

 

Can speed up plant growth and even guide new growth.

 

Can heal, but can’t change flesh.

 

Mostly based on ability to command the Elementals.  (Fire, Earth, Water, & Air).  Can basically bend the laws of physics.

 

Can bend natural things against their nature.

 

Some darker King’s Magic spells can change DNA, but there are no written texts on these.  Some say they were burned during the war of Magics.  Can change flesh into something different.

 

Can create true fire by burning excess energy from their own bodies.

Spells

Illusion.

Light absorption

Silent Beast Call

Beast Control

Elven Fire (cold blue flame only for light)

Emotion control (through the head)

Sleep.

Heal.

Grow.

Bend/ move metal

Break metal

Sticky

True invisibility (bends light, but takes a lot of energy)

(telepathy- not a spell)

Energy Draw from flesh.

Temperature draw from environment

(Freeze)

Broad Scale Emotion Control (some)

Broad Scale Illusion (some)

Bend.

Break.

Base pair change in DNA.

Puppet (temporary) only on unshielded or weak shielded

Far reaching telepathy (takes a lot of energy – only some can do it)

 

Elemental commands:

Burn.

Shake.

Break in earth or rock

Rain.

Wind

Tornado.

Fog/vapor movement

Water movement off natural course

Water break

Ice Sheet

 

Wizard (true) fire (red; blue only for very strong Wizards)

 

Electric shocks (lightning)  (Can power specialized Wizard devices like Steel Rain – shoots out steam bullets)

 

Microwaves (cook your insides)  (stronger the wizard, stronger the waves)

 

Light waves

 

Sound waves (super sonic if strong enough)

 

Radio waves – to transmit a faraway message.  Basically telepathy.

 

(All waves can be countered by an opposing equal or greater Wizard, by canceling the peaks with troughs – wave interference)

 

Potions, poisons, antidotes, chemistry, healing balms

 

Boil water

 

(telepathy – not a spell)

 

Can power the somatic metabolic production of proteins, pheromones, horomones, etc through energy directed into the body in a specific pattern.

-          Cause women to ovulate and produce pheromones  (high level)

-          Symptoms of Lust (PEA) (low level)

-          Growth (low level)

-          Pulling calcium out of bones into the heart (really high level)

-          Symptoms of fear (low level)

-           

Rare curses –

-          Sleeping beauty.   Solidifying flesh into a non-frozen solar cell.  Nothing changes, ages, moves, but the membranes are maintained by the light of the sun.  Takes a lot of energy to do and to undo.  (Very high level)  Uses a little known mechanism coded for in an unused portion of DNA.

-          Temporary sickle cell anemia – makes the opponent sleepy and weak.  (high level)

-           

Mind shields

All Elves have them

Stronger in royals

Wizards have them and break them to make them stronger.  (Some Humans have them too.  Most Gildonners do.)

 

Copyright 2007

Vanessa N. Gilfoy