-Elemental Abilities-

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This is what abilities each element would contain. Each has 4 abilities and a Passive. Using an ability will use up energy. Humans contain 1000 energy total after every rest. The more abilities you use, the more tired you will become. Passive abilities use no energy.

-Air-

Passive: Air Traffic - The host is able to fly at will and blow gust of wind to lift up nearby objects. Additionally, while flying, birds fly along-side the host and is able to communicate with birds. The host gains echolocation and any toxins in the air do not affect the host.

Ability 1: Cyclonic Power - The host powers up the wind. The wind can now be set to be as powerful as a hurricane and can lift much heavier objects. Energy per use: 35 Energy Per Second: 0.8

Ability 2: Evaporation - Change the weather and temperatures at will to what conditions the host desire. Cloudy, stormy, foggy; or sunny. Energy per use: 75 Energy per second: 0.27

Ability 3: Bubble Buddy - The host creates an air bubble onto themselves or anyone they desire. This protects lifeforms from even the most dangerous conditions. Bubbles can protect users from falls, hot surfaces, and even explosions. The bubble can be popped with extreme amounts of pressure. If the bubble is activated underwater, it will rise up quickly. Energy per use: 50 Energy per second: 0.2

Ability 4: Ventilation - The host inhales all air around it in a huge radius. The host then releases it as any type of gas. The host can also inhale the air from the lungs of any victim and restore energy. This is a dangerous ability only to be used at your own risk. Energy per use: 200

-Water-

Passive: Aquatic echo - The host swims 90% faster and is able to breathe, hear and talk underwater. The host is also able to communicate with underwater animals and control small areas of water. Additionally, small amounts of water can be instantly purified.

Ability 1: Jet stream - The host releases a jet of water from their hands and can fully control the pressure and direction of which the water flows. More energy is consumed depending on how much water is released. Energy per use: 10/20/30

Ability 2: Wading - The host is able to control the direction, speed and size of tides in the ocean. The oceans cannot be controlled if the host is on too far in land. If no oceans are nearby, water geysers can be released from the ground. Energy per use: 75 Energy per geyser: 10

Ability 3: Absolute Zero - All water created by the host is now frozen solid and cannot be thawed by fire. Eventually, after 24 hours all frozen water will be thawed out. This can also freeze lakes or rivers. The opposite can be done with the host boiling the water. Energy per use: 50

Ability 4: Pressurized - The host sucks in all clouds in the sky, the clouds remain behind the host until releasing it. When released, the clouds are transformed into a giant tidal wave or released as a giant iceberg. The pressure and temperature of the water can be altered. If no clouds are in sight, the host will suck in all non-ocean water within 50 KM away. Energy per use: 250

-Earth-

Passive: Gratitude - The host is 80% resistance to bruising and scratches of the skin. The host is immune to fall damage. Plants can become instantly hydrated and healthy. Communicating and ordering any insects to assist with the host is possible.

Ability 1: Earth Immersion - Enormous rock pillars emerge from the Earth. These pillars can assist the host in reaching high ground or blocking attacks. Energy per use: 25

Ability 2: Fluorescent Plantation - Fire resistant plants and vines slowly grow around the host and stretch further out to their surroundings. The plants and vines pierce through most material and can be customized to the host's liking. The plants are able to release a deadly neurotoxin or thorns from their stem. This ability has the potential to completely destroy man-made structures. Energy per use: 75 Energy per second: 0.6

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