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Neopia's Fill in the Blank News Source | 13th day of Storing, Yr 26
The Neopian Times Week 50 > Articles > More Abilities and Magic in Neopia

More Abilities and Magic in Neopia

by nicely_don

Hello again, welcome to our second lesson in abilities and magic. In today's lecture we shall delve further into Neopia's world of Magic. Wait, have you read the first lesson?

Since you young scholars are so acquisitive today, I shall cut to the chase and skip to the Sphere of Air and what this school will teach us. Again, take mini notes, and pay attention! Also, I was given some questions from our inquisitive students..... The most asked question was, "How do we rise the level of an ability?" There are not many ways to raise the level of the abilities bestowed upon you. Some known theories are to visit this Wheel of Excitement. I went there once and was granted an upgrade on an ability. Also, just wait and walk around, maybe a random event can happen to you. And one more thing! I was told, perhaps it is a rumour, but you may want to take a chance and visit some sepulchre dedicated to this, 'Coltzan'. A colleague of mine stated to me that Coltzan is a deceased king, who is now a generous apparition that helps unfortunate Neopets.

Anyway, on to today's lesson which is about The Sphere of Air.

The Sphere of Air
The air element is feminine, sultry, and wily in nature. However it is not uncommon, that the element of air is used in it's form of masculinity. The Air element can be healing and beneficial like a fresh, cool breeze of summer, or catastrophic like a cantankerous typhoon. Be aware, mess with this power, the power will mess with you.

Spark (Level 1): A minor spell that may cause as much damage as a static shock, to a lightning jolt of electricity. To be honest, this is a simple spell (to me) that sends out a burst energy to it's opponent. This is created by the caster: simply by focusing their energy and gathering it all or some, and sending it out on to a target. The caster manifests this energy to a bolt. Spark can attack the victim and spread its energy towards all through the body. Spark acts like natural electricity, and because of that, it's not safe even to the caster and friends. Also note that in archaic text, Spark was titled as 'Burning Hands' which is quite a fearsome move, but modern magic scoffs at such a silly misnomer.

Air Shield (Level 5): This type of spell is an elemental evocation much like Spark. This is used as a defensive move, using wind as a shield. This a quite a useful move. The gusts of winds can alter the trajectory of ranged attacks especially projectiles. Also, the winds can detour adjacent blows from the opponent by absorbing the impact almost like a sponge. The winds may also prove to be a distraction to the opponent, after all, who can ignore raging winds blowing against you making it difficult to even breathe and open your eyelids.

Haste (Level 8): A very handy alteration spell that speeds up the the caster. The caster's reflexes are improved including the neural synapse operation. During this enchantment the caster can move more quickly and have better ability in evading and dodging. (I wish I knew this so I could play a little better during PE and not get pulverised in dodge ball.) This performance is not long lasting. The action requires a hefty amount of energy and more energy is needed to keep this spell working. In other words it is draining in energy.

Thunder Tail (Level 10): Not much to say about this ability, except the caster can use their tail as a deadly mace to maul their opponent. I wonder how the caster would do this if he didn't have a tail in the first place.... Anyway, having the air molecules gathered and form into a solid object solidify the air around the limb of the caster. Trouble absorbing this info in, then listen in science class! The tail is hit so hard, the sound of the impact sounds like thunder.

Flight (Level 12): My favourite ability in the air category. This elemental invocation causes the caster to levitate in mid-air. This is done causing the air molecules around the caster to become lighter than the ones a bit farther than them. Then the caster can move around by using a telekinetic force that the caster unlocks in his or her mind. Our fellow scientists are still investigating this Psychic action but never seem to get any answers. Well I really don't care, as long as I have this spell, I don't need a car! Especially since gas prices are rising.

Dive (Level 17): A nice combo to use after flying high with Flight. This kamikaze action is treacherous to the caster and to the opponent. It is best to use this move during the beginning of the encounter as a surprise attack--to give yourself the edge and the first strike.

Invisibility (Level 21): With this handy spell, you can get an advantage against the opponent by allowing you to get behind the opponent and giving you the chance to do a sneaky attack. But for me, I can sneak in the kitchen and grab some delectable treats without getting caught by my mom. The caster uses their psychic powers or some mystical action which causes the air around them or an object to alter in such a way, it refracts light rays and becomes a mirror. Thus the object will look like it vanished. However if you need to do a complex action, most likely your focus is on something else and your enchantment is diminished. Don't rely on this to get you out of situations, since it is really hard to keep the air to reflect the light since you are moving around.

Well, unfortunately, my time is up. At least we got to go over the Element of Air. Next time I shall go over the Sphere of Darkness, and it's creepy powers. Be sure to bring a notepad and pencil, I am sure there is a lot of info to tell you. Anyway, till next time, Buh-Bye!!!

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