WARNING!!
The techniques listed here are still in progress of being edited. Mostly the Words required to learn them (if the technique mentions a number of posts, multiply that number by 100 to get the number of words) will stay the same and the general effect of the ability will remain the same as well. Any mentions of multipliers (EX: Strength x2) will be changed into plus boosts (EX: Strength +10).


.:Hall of the Silver Maiden:.

The Grand Hall of the Silver Maiden was re-established when the Elves moved to Rovalucci. It is once again established in the Great Tree that houses the Silver Maiden herself. The entrance doors to the building are two huge double doors each four feet wide and ten feet high. They are made out of pure crystal and are perfectly see through. The hall is covered in white tile and silver tapestries that hide doors leading off to various other rooms. And at the far end of the room there is a gigantic mirror that sometimes reflects back on the room and sometimes shows the Throne Room of the Silver Maiden; none can pass through it without the Maiden’s consent. The Silver Maiden can see and hear all that happens within her realm but she can see and hear no better than in the Hall. Young elves are completely safe and protected while in the Hall under the watchful eye of the Maiden. This is where some elves come to rest and relax while others come to train in the ways of the many elves before them.


:: Elf Techniques ::


Elf Techniques
Name: The Shining Maiden: 12 Posts (1200 words)
Type: Healing
Element: Light
Range: Self
Class: Elf
Description: The user exerts an amount of Sp of their choosing and it forms into an astral silver haired beautiful elf maiden. The astral form floats behind them and follows them until the Sp sustaining it runs out. Whenever the user is hurt The Shining Maiden instantly begins to heal the wounds. Superficial cuts to small can be healed free of cost, small to medium wounds as well as the removal of poisons costs four Sp. Medium to large wounds can be healed for twenty Sp. Serious internal damage, such as organ repair, costs fifty Sp. The Shining Maiden can’t heal something halfway; it either heals it completely or not at all. For example; if a Maiden is made up of 30 Sp it will be unable to heal internal damage.

Name: Feline Grace: 8 Posts (800 words)
Type: Movement
Element: None
Range: Self
Class: Elf
Description: The elven movement technique was one meant to improve upon all of the mistakes made in the past. So instead of just tapping into a base range of movement it is determined by the user’s base speed and allows short bursts of speed at 1.20x the user’s Speed. This technique is based off of the pounce of a cat, so to use the technique some part of the body must be able to push away from the ground; meaning that it can’t be done in mid-air or when the user is unable to move their body. This can only be done once a day for every five points of reiatsu an elf has.

Name: Valkyrie’s Bond: 8 Posts (800 words)
Type: Support
Element: None
Range: Self
Class: Elf
Description: Elves were made to fight, it was what they were born to do and each and every elf lives for battle. When they are fighting alongside a willing elf ally who also has the ability they gain a boost of 1.5x at the onetime cost of ten Sp from each of the elves using it to initiate. Once it is initiated it can only be ended if one of the elves involved dies. The bond lasts for two Gaian posts and then cannot be used again for the rest of that battle. It is a last minute fall back plan.

Name: Energy Management: 4 Posts (400 words)
Type: Support
Element: None
Range: 100 feet around the user.
Class: Elf
Description: Elves were created with an overwhelming understanding of the reiatsu and spiritual power that runs through the bodies of every living being. And through the Maiden they are able to see and understand this flow of energy better than most. With Energy Management, at the cost of 2 Sp per target an Elf can bring up a holographic display of that person’s energy levels with a simple wave of the hand. There are limits to this power though, people stronger than the elf can choose to hide this information from them. Meaning that to view the power levels of someone with a higher Sp than them it must be a willing ally. This can be used on the elf as well to see exactly how much reiatsu as left, when used on yourself it costs four Sp but gives more information including Stamina, Sp, vitals and information on any poisons or tracking spells being used on the elf.

Name: Energy Expenditure: 8 Posts (800 words)
Type: Offensive
Element: Energy
Range: Within Sight
Class: Elf
Description: Energy Expenditure can only be used after Energy Management has been cast on the Elf so that they can have a perfect understanding of their remaining energy. They can then choose up any amount of their remaining energy, up to 50% and exert it all in one concentrated blast. Generally elves perform this in their own special way, putting a flourish on it but in reality no movement is required to use the technique it’s purely mental. But the user must still have been able to move to use Energy Management. So if the user was made motionless before they could use Energy Management it would be impossible to follow up with Energy Expenditure.
Other: Requires Energy Management.


:: Vanir Techniques ::


Vanir Techniques
Name: Company Might: 5 Posts (500 words)
Type: Support
Element: N/A
Range: 50 Feet
Class: Vanir
Description: Costs 5 SP, By charging their fist with energy, Vanir imbue their allies with a strength boost. Raises the user’s and up to three allies’ Str by 10% of its Base for 3 Gaian Posts.

Name: Company Valor: 5 Posts (500 words)
Type: Support
Element: N/A
Range: 50 Feet
Class: Vanir
Description: Requires the item “Silver Horn” Costs 3 SP. By playing a charge song on the Bugle; allies will charge in faster to attack their opponents. Increases the user and up to three allies’ Speed by 10% of its Base for 3 Gaian Posts.

Name: Stand Fast: 6 Posts (600 words)
Type: Support
Element: N/A
Range: 50 Feet
Class: Vanir
Description: Requires the item “Flag of Command” Raising your flag over your head, assure your allies of your conviction and command them to “Stand fast” For 5 Gaian posts the user and up to 3 allies gain immunity to the conditions of Stun and Sleep.

Name: Rampage: 10 Posts (1000 words)
Type: Offensive
Element: Varies
Range: 50 Feet
Class: Vanir
Description: The only skill specifically in the Vanir's arsenal designed for Offense. Costs 5 SP, the Vanir cleaves their blade into the ground and sends a surge of energy towards their opponent. Power = Str + SP. The user rolls a 4-sided dice to determine the element of the attack. 1: Fire, 2: Ice, 3: Thunder, 4: Stone.


:: Æsir Techniques ::


Æsir Techniques
Name: Company Resistance: 12 Posts (1200 words)
Type: Support
Element: N/A
Range: 50 Feet
Class: Æsir
Description: Costs 10 Stamina. For 2 Gaian Posts; the user and up to three allies will take ¾ Damage from Spirit Attacks.

Name: Shield of Courage: 12 Posts (1200 words)
Type: Support
Element: N/A
Range: 50 Feet
Class: Æsir
Description: Costs 10 SP. For 2 Gaian Posts; the user and up to three allies will take ¾ Damage from Physical Attacks.

Name: Captain’s Inspire: 15 Posts (1500 words)
Type: Support
Element: N/A
Range: 25 Feet
Class: Æsir
Description: Requires the item “Silver Horn” Costs 1/3 of the user’s Stamina. A last ditch effort that can be used to pull a single ally out of combat. This skill can only be used if the user’s SP is higher then the ally’s current opponent. Once this effect takes place; the Æsir must then step in to face their ally’s opponent. The Æsir will also gain a 20% boost ((of their Base amount)) to Speed and Strength for 3 Gaian Posts.

Name: Royal Grace: 10 Posts (1000 words)
Type: Support
Element: N/A
Range: 80 Feet
Class: Æsir
Description: Requires the item “Flag of Command” This skill can only be used if the Æsir is not directly under attack for 1 Gaian Post. Charging spiritual power into the Flag of Command, the Æsir waves it to aid allies currently in battle. It has the longest range of all the Vanir/Æsir Skills and will heal all allies by 5 Stamina and 5 SP for every turn this skill is used. The user must remain undisturbed and if attacked, this effect will immediately be cut off.