Time - can make mostly themselves look slightly older or younger for a few minutes, as they age they can do this for others. can pause injuries for short moments until blood healers arrive. Magic - Jack-o-Trades, only "okay" at all other magics and sometimes not all of them. these are the rarest sort of blessed. Lightning - cannot call lightning down on people to strike them dead, that's in the HIGHER levels of blessings. mostly sparky, generates energy. can still die from lightning strikes. Blood - healers of a sort, can't replace flesh or organs, or mend bone. only the best can mend flesh as well, most still have to use stitches and bandages. Air - base elemental power. millers and sometimes sailors (to help with the wind). can still suffocate or break their bones from a hard wind/fall. Fire - base elemental power. most tend to go into the cooking or firefighting fields. can still be burned. Water - base elemental power. most are fisherman or explorers of the waters. can still drown. Ice/Snow - base elemental power. cannot redirect winter storms, not even in large numbers. can still freeze. Earth - base elemental power. most are farmers or herders, very few are miners. can still die if buried within the earth. Life - can help create life for those that are barren, coupled with earth it can help prompt growth where destruction once lay. Death - can only slow it to a point, cannot stop it, alternatively if the person agrees to it, will speed along their own death without pain. Shadow - can manipulate shadows but cannot force the owner of the shadow to do things they wouldn't want. make them lighter or darker in color. Light - detectives of sorts, being able to see colored "pixie dust" from the blessing used. slight light manipulation, brighter/dimmer, flameless light.
Blessings
Date: 2018-09-25 07:01 am (UTC)Magic - Jack-o-Trades, only "okay" at all other magics and sometimes not all of them. these are the rarest sort of blessed.
Lightning - cannot call lightning down on people to strike them dead, that's in the HIGHER levels of blessings. mostly sparky, generates energy. can still die from lightning strikes.
Blood - healers of a sort, can't replace flesh or organs, or mend bone. only the best can mend flesh as well, most still have to use stitches and bandages.
Air - base elemental power. millers and sometimes sailors (to help with the wind). can still suffocate or break their bones from a hard wind/fall.
Fire - base elemental power. most tend to go into the cooking or firefighting fields. can still be burned.
Water - base elemental power. most are fisherman or explorers of the waters. can still drown.
Ice/Snow - base elemental power. cannot redirect winter storms, not even in large numbers. can still freeze.
Earth - base elemental power. most are farmers or herders, very few are miners. can still die if buried within the earth.
Life - can help create life for those that are barren, coupled with earth it can help prompt growth where destruction once lay.
Death - can only slow it to a point, cannot stop it, alternatively if the person agrees to it, will speed along their own death without pain.
Shadow - can manipulate shadows but cannot force the owner of the shadow to do things they wouldn't want. make them lighter or darker in color.
Light - detectives of sorts, being able to see colored "pixie dust" from the blessing used. slight light manipulation, brighter/dimmer, flameless light.
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