1. Magic Keychain: When you attach it to an item, that item will become a weapon of some kind. What the weapon is depends on what she attaches it to (attaching keys get something like a keyblade but less magical, while attaching to a water bottle will get a club, etc). The weapons aren't magic themselves. 2. Seawater Magic: Rhel can now manipulate (read: waterbend) water that is specifically seawater. It'll take practice and focus to master the power, and she is unable to conjure the seawater herself. At this time it's currently limited to about a bathtub's worth of seawater. 3. Thermometer: A normal thermometer.
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1. Magic Keychain: When you attach it to an item, that item will become a weapon of some kind. What the weapon is depends on what she attaches it to (attaching keys get something like a keyblade but less magical, while attaching to a water bottle will get a club, etc). The weapons aren't magic themselves.
2. Seawater Magic: Rhel can now manipulate (read: waterbend) water that is specifically seawater. It'll take practice and focus to master the power, and she is unable to conjure the seawater herself. At this time it's currently limited to about a bathtub's worth of seawater.
3. Thermometer: A normal thermometer.