BATTLEDOME - Hello, and welcome to the Neopian University. Thank you for being
in this seminar and please take a seat. And take notes too! We are here to talk
and teach about many abilities and magical spells that are known and present
in the world of Neopia. And some that are unknown. Let us venture forth and
uncover these abilities.
Almost every Neopet has at least learned about 1 ability. You gain an ability
with a spell faerie and other ways such as neggs and random events. Abilities
and magic is a powerful tool to possess. And shall only be used as emergencies
in dire plights, or simply in the Battledome. Spell Faeries grant you the power
to do specific actions and spells determined by the sphere of the faerie (or
element) in which you saved and the current level of your pet.
But there are some things you should be notified with abilities. One, the faerie
only gives you the ability to use it, not the wisdom and knowledge of using
it. Two, use your magic and abilities only in the Battledome. Three, if out
of the Battledome don't use it to harm, use it to help (in exception of your
opponent in the Battledome). Four, to properly use these tools, you must understand
it by comprehending the knowledge, that way, you can use it to your optimum
advantage..
So I am here to teach you curious scholars about everything that there is to
know about each and every ability and magic that a Neopet can possess (and a
few that are hardly thought of.)
The Sphere of Light
The element of light is quite a powerful tool. It's energy is used in more
of a passive way, though the caster may invoke it's energy to use as a clerical
salubrion. The caster may also bend it to make it a defensive weapon as well
as an offensive. However, it's best used as a barrier or a healer.
MagicTorch (Level 1): Not proven to be a very good ability unless your
trapped in a dark cave. It seems that this action can illuminate any nook and
cranny, and dispel any darkening spells. The light can whisk away the darkness,
but be aware, it makes shadows.... The caster creates a magic torch simply by
making a flammable object able to fuel a fire. The caster then unlocks a part
of his or her mind and performs a psychic action. This particular action makes
a "unspreadable" fire out of thin air that won't burn the caster.
(Phew!) And also can be burned out at command. This psychic ability is called
pyrokinesis. However it is not very known and is currently being researched.
Flash (4): Ahh, a useful item indeed. The caster creates a luminous,
and searing light, supposedly stunning and surprising the opponent. It may cause
seizures if used repeatedly, blind if bright enough, and give you some time
since it may cause a stunning reaction..... How does the light come to be? When
a Light Faerie gives the Neopet the ability flash, it leaves him or her a special
energy that can be regained and used again. This energy is really an excess
energy able to be expelled and used as a light form. Think of this flash as
those flashing thingies on the cameras, except much, much stronger and the flashes
length depends on the caster's will. It's a simple spell, with many uses.
Bless (7): A nice healing spell that works like those repair droids
in "Evil Fuzzles From Beyond the Stars". The enchantment causes speeded up regeneration
and stronger muscles. Much like "roids" but positively done. (But
please don't use "roids" if you don't have Bless.....) The higher
level the ability is, the longer and stronger Bless becomes. It's quite a handy
enchantment. : )
Sun Ray (10): Truly a defensive spell, but limited to only darkness
attacks, and evil. A good barrier nonetheless. This can be a blessing when facing
hordes of evil, but a energy if your opponent isn't evil and doesn't have darkness
as his or her disposal. Handy to use when it is raining and you want to play.
And to light a room up if there is no lamps. But it is powerful when your opponent
happens to be evil and uses darkness as his or her arsenal.
Psychic Blast (13): Reaching into the caster's mind, the Neopet creates
an invisible (yet quite detectable) wave of energy used as a force to push and
pull, lift and let go. This is a defensive weapon and both an offensive weapon.
I happen to think it's my favourite ability! The knowledge and cause of such
a force is unknown. And the top Neopian researchers are flabbergasted on how
this force can be made. This ability can alternate the pathway of a projectile,
corrupt the mind of weak minded pets, perform telepathy, and hurt your opponent
by flinging things that are around you. Also, you can move furniture around,
or rest your hands by controlling a pencil without touching it when you write.
This can become a fearful weapon if you happen to raise the level of the ability.
Mote Dance (17): This is a defensive spell, using motes as a physical
barrier. Mote Dance is more of a summoning spell, because the caster calls little
creatures to aid him or her. Once summoned, the motes circle around you absorbing
any damage that may inflict you. The very motes you summon are kinda like the
weaker version of the well-known motes such as the Supernova, or Darknova. You
can also buy elemental motes such as ice and mud motes. A useful spell indeed,
but not powerful so it's best to buy motes instead.
Restore (21): This regenerative ability is wonderful because it saves
a many from buying a lot of potions. It also nullifies any negative effects
bestowed upon the caster. However, I believe buying healing items may be better
than restore.
Well, unfortunately, my time is up, and at least we get to go over the abilities
of light. Well, next week, class will be about the other elemental spheres.
And after the basic spells, maybe I shall review some 'special' spells.
Till next time, BUH-bye! |