1791 Elven Magic TehLulu Joma, 34th of The Second Seed, 1305 :: Written by Arch Mage Bell :: Prologue: :: The magic of the Elves is derived from nature, taken from the trees and the plants surrounding them. Holding a strong connection to the lifeforces surrounding them, including those of plant, beast, and man, Elves are able to manipulate or augment these forces to their advantage. Yet they always must keep in mind the delicate connections they hold to nature, and never allow the lifeforces they hold sway over to become corrupted or tainted. These writings are dedicated to the Druids of Malinor and to the Elven Council of Malinor, especially High Prince Native, Princess Ariana, and Prince Toren. :: :: :: :: Each race has its own unique magic. Within each race's magic exists four levels of spells. Four races, Four levels of magic, Four elements. Within each level or tier of magic there exists 3 spells of differing effects and power. Each spell requires its own special actions and concentration to activate. And each tier of magic requires its own materials with which to activate it. :: Tier One :: The spells of the first tier involve the healing of others, the manipulation of nature, and the augmentation of the world around you. The first spell is Nature's Touch. With this spell you may heal another person for a small amount of damage [one heart]. There will be a 3 second time between casting periods for you to regain your energy, and this spell will take one-tenth of your mana. The second spell if Malin's Wall. Summon a wall of branches and leaves through your connection with nature, using two-tenths of your mana. There will be a 5 second delay in casting periods while you regain your strength. The third spell is People of The Tree. Use the essence of your magic to give life to the plant before you, using one-tenth of your mana, with a 20 second delay while you regain your strength. :: Tier Two. :: The first spell of the second tier is Nature's Grasp. Use your magic to heal the wounds of someone near you for a small amount [2 hearts]. This spell will take two-tenths of your mana and has a 6 second delay between castings so you may regain your strength. The second spell is Malin's Box, with which you may summon entangling branches with which to trap your opponent. This spell will take two-tenths of your mana and has a 5 second delay so you may regain your strength. The third spell is Power of the Forest, with which you may give life to the ground around you. This spell will take two-tenths of your mana and has a 20 second period of rest. :: Tier Three. :: The first spell of the third tier is Nature's Vigour. Heal one of your associates for a more substantial amount [3 hearts]. This spell will take two-tenths of your mana and has an 8 second period to rest. The second spell is Malin's Trap. Summon entangling branches and spiderweb to help trap your opponent. This spell will take two-tenths of your mana and you must rest for 5 seconds between castings. The third spell is The Power of Malinor. Use the essence of Malinor to give life to a large area around you. This spell takes two-and-a-half-tenths of your mana. There will be a 25 second rest period between each castings. :: Tier Four. :: The first spell of the fourth tier is The Healing Touch of Malin. Heal one of your associates for a substantial amount [5 hearts]. This spell will take four-tenths of your mana and you must rest for 10 seconds between castings. The second spell is Power of The Trees, with which you may cause branches with deadly thorns to split through the earth and trap your opponent. This spell will take four-tenths of your mana and you must rest for 25 seconds between castings. The last spell is The Power of Aegis. Channel power through all of Aegis to give life to a forest around you. This spell will take four-tenths of your mana and require you to rest for 30 seconds between castings.