Post by Damianos Julian Kattalakis on Jan 19, 2014 21:47:05 GMT
BASIC ABILITIES
The following are basic spells all Magi can use from the beginning.
Any questions contact Ishy.
Any questions contact Ishy.
❧ Fire/Water/Earthballs: Self explanatory
❧Spying: Or communicating through a reflected surface (mirror, still water or any kind of reflective surface)
❧ Levitation: Self explanatory. Magi cannot fly, only hover.
❧ Molecular Reconstruction: A Magi can fix a broken or damaged item, usually small household things. The bigger the fix the more advanced the spell.
❧ Healing (after the discovery of spirit): Healing usually can heal physical wounds within a person. This usually requires a certain kind energy to be drawn from the person being healed leaving them tired and in need of recharging. Magi however cannot heal natural diseases for any reason, ie. cancer. They also cannot cure illnesses caused by magical means without the proper ingredients, and they cannot heal themselves except for minor cuts. One that takes on Healing must dedicate themselves to keeping their energy pure in order to heal properly.
❧ Barriers: Depends on the element used, but the creation of walls of fire and air are common while Earth is harder to control. Barriers can also be used upon an individual to render them unable to fight (trapping a person in air so they cannot move).
❧ Self Enhancement: Requires use of spirit. These can range from improved speed, strength, or toughness. These usually take the form of tattoos or runes on the magi’s body. Cannot use more then one attribute.
❧ Shields: Used to cut off another Magic user from their power.
❧ Object Animation: Although simple to most the user must instruct the object to do something in order for it to react. Cannot animate objects heavier then they can carry.
❧Spying: Or communicating through a reflected surface (mirror, still water or any kind of reflective surface)
❧ Levitation: Self explanatory. Magi cannot fly, only hover.
❧ Molecular Reconstruction: A Magi can fix a broken or damaged item, usually small household things. The bigger the fix the more advanced the spell.
❧ Healing (after the discovery of spirit): Healing usually can heal physical wounds within a person. This usually requires a certain kind energy to be drawn from the person being healed leaving them tired and in need of recharging. Magi however cannot heal natural diseases for any reason, ie. cancer. They also cannot cure illnesses caused by magical means without the proper ingredients, and they cannot heal themselves except for minor cuts. One that takes on Healing must dedicate themselves to keeping their energy pure in order to heal properly.
❧ Barriers: Depends on the element used, but the creation of walls of fire and air are common while Earth is harder to control. Barriers can also be used upon an individual to render them unable to fight (trapping a person in air so they cannot move).
❧ Self Enhancement: Requires use of spirit. These can range from improved speed, strength, or toughness. These usually take the form of tattoos or runes on the magi’s body. Cannot use more then one attribute.
❧ Shields: Used to cut off another Magic user from their power.
❧ Object Animation: Although simple to most the user must instruct the object to do something in order for it to react. Cannot animate objects heavier then they can carry.
SPECIALTY MAGIC
As time goes on a Magi will be able attempt to learn high level magical spells. These vary greatly but the act of learning them is a risky business of trial and error in which the Magi can potentially risk destroying themselves or severing their connection forever. Once learned however the ability is with them forever. It is possible for a Magi to learn more spells from others of their kind or even spells completely different than their specialties but their two specialties will always be their main abilities. A magi’s first specialization is always stronger than any newer ones.
(1st: Magi Main Specialty ability | 2nd: Trained/Secondary ability)
The following are example specialties but can be used. (Any specialties not listed here must be submitted into the list upon app approval).
(1st: Magi Main Specialty ability | 2nd: Trained/Secondary ability)
The following are example specialties but can be used. (Any specialties not listed here must be submitted into the list upon app approval).
❧ Advanced Healing: The user is adept at healing others beyond simple physical wounds. Nothing is beyond their reach as diseases of both the body and mind. Even lost limbs can be replaced. One that takes on Advanced Healing must dedicate themselves to keeping their energy pure in order to heal properly.
1st specialty limitations: Healers can heal anything including removal of venom if caught early enough.
2nd specialty limitations: Healers however are unable to replace limbs.
❧ Traveling: The user is capable of transporting themselves instantly to another location they have been to before. How this occurs can differ from teleportation to the creation of doorways which others can use
1st specialty limitations: travelers can simply teleport.
2nd specialty limitations: need to open doorways to their location of choice
❧ Compulsion: The user is able to utilize spirit and is so familiar with the mind that they can influence the decisions of others. Enough layers of compulsion can be enough to reduce someone to a mindless automaton.
1st specialty limitations: Able to reduce people to drone status.
2nd specialty limitations: Mind control but cannot completely dominate a person’s will.
❧ Necromancy: The Magi is adept in contacting and speaking to the dead, able to summon spirits and even raising the dead from their graves.
1st specialty limitations: Powerful enough to summon legions of the undead.
2nd specialty limitations: Can still contact spirits of those long gone but can only raise small handfuls of the undead. Vampires cannot be controlled through necromancy as they still hold their souls.
❧ Weaponsmith: The user is adept at creating weapons infused with power. Swords that can cut through anything, Guns who’s bullets can phase through walls, their imagination is the limit.
1st specialty limitations: No limit to the size these weapons can take.
2nd specialty limitations: One handed weapons only.
❧ Seer: The Magi is able to gaze into the future to predict what is to come.
1st specialty limitations: Visions are clear with little interpretation needed.
2nd specialty limitations: The future comes in brief glimpses and dreams that require time to decipher.
❧ Psychic: Ranges from telekinesis, telepathy, precognition, advanced scrying and Mediums. (Must pick one). Tracking other Magi is also included to every first specialty Psychic. Psychic's are also more powerful with Spirit magic then most Magi who have to learn the element.
❧ Medium: Are known to be highly wanted by Necromancers as spirits are seemingly "drawn" to Mediums. First specialist are usually born with the trait as the second specialty is more of a taught skill to those open to the spirit energy.
1st specialty limitations: Are sensitive and can fully communicate/see spirits as well as read the aura of other Magi or spirits.
2nd specialty limitations: Can only sense spirits and their intentions.
❧ Elemental Mastery: Usually as a second choice the Magi is so adept at using element X that they can create it from nothing and do massive spells over a wide area of effect (fields bursting into flame, floods, ect.)
1st specialty limitations: Can create their element from nothing and is able to control it fully within a large radius around them.
2nd specialty limitations: Can create their element from nothing but has little control over it and can only use it within a short distance.
❧ Weather Manipulation: The Magi is capable of changing the weather to suit their whims.
1st specialty limitations: Can control any type of weather including Tornadoes and Hurricanes.
2nd specialty limitations: Can only produce small amounts of weather and is limited to a short distance around the Magi.
❧ Power detection: The Magi can detect the potential for magic within others and gauge their strength.
1st specialty limitations: Can detect a presence within a large radius and can sense their strength amount fully.
2nd specialty limitations: Can detect a presence within a close radius and can only partially sense their strengths.
❧ Animal Control/Communication: Most common with women Magi, they must master the element Spirit before they can fully control or telepathically speak with a wild or domestic animal. The more experience you have the bigger the animal you can control.
1st specialty limitations: Can control a herd or pack of animals.
2nd specialty limitations: Can only control one to three at a time.
❧ Advanced Warding: A Magi can engineer a warding system that destroys anything that passes through without a heartbeat or pulse or it sets off a alarm that only the Magi can hear once set off. This is mainly used for vampire’s as most are afraid to lose their power’s or life to one.
❧ Illusionist: Can alter their appearance, whether it be as simple as eye or hair color or their overall appearance. They are not able to actually change their DNA so any alterations are just a “trick to the eye” and only trained Magi can detect it. Once the person or Magi see’s through the illusion however the spell instantly wears off.
1st specialty limitations: Illusion copies can be made of the Magi to look indistinguishable from the original that can be used for fighting.
2nd specialty limitations: Can only hold one illusion at a time.
❧ Astral Projection: The Magi’s spirit can physically leave the body and travel outside in the world, leaving the body as a empty shell. They can communicate with other’s but they cannot touch anything without going through them.
1st specialty limitations: Can easily leave the body and instantly travel to their designated destination in a flash without major damage to the body.
2nd specialty limitations: Can only travel a small distance away from the body without causing harm to the spirit.
❧ Psychometry: The ability to 'read' information about a certain item or it's owner, or a person separate. Advanced psychometry allows not only look upon the past information, but also allows to see into the future or reveal every smallest most secrets details of their life and emotions. This requires the knowledge or skill in Spirit magic.
1st specialty limitations: The user has to touch the item or a person to read the information.
2nd specialty limitations: It possibly can cause energy loss or a headache for inexperienced Magi.
❧ Cyberkinesis: The ability to control and manipulate technology.
1st specialty limitations: Cannot 'reprogram' the devices to make them something they are not or make them do something they cannot do if not physically equipped to do so. (i.e. making a simple computer work like a walking robot or shoot lasers)
2nd specialty limitations: Needs to be in the same vicinity as the targeted device (i.e. computer, camera, etc)
❧ Cellular Manipulation: The ability to manipulate the cells in ones body and those the user has physical contact with. Can be used to heal, harm, change.. can speed, slow, start or stop cellular production, even reverse and direct it. Can even change cellular properties to change physical features.
1st specialty limitations: Must have physical contact to manipulate cells in another living being. IE touching the shoulder to heal a broken leg. This is different from Necromancy and healing in the sense that it is a science and with necromancy one is bringing the soul back to the body whereas this only animates the tissue. Effects continue for about ten seconds to a minute after physical contact is lost depending on the effect. The distance between contact and source and amount of contact do not play a factor in the speed.
2nd specialty limitations: Can only speed or slow the cellular production. Cannot stop or start, or change cells. (So healing or numbing the senses could apply but severe damage such as killing cells or reanimating dead tissue or changing physical appearance is not possible) Effects stop immediately after physical contact is cancelled. The farther from the source of the wound or what not the physical contact is the slower it takes to work, and how much contact also plays a factor.
❧ Audible Inundation: Is the ability to force a person to hear voices within their mind. Does not include speaking mind-to-mind or reading thoughts. Can cause physical or mental harm to the victim.
1st specialty limitations: Ability to force someone to hear the voices of every victim they've harmed or project ones own thoughts at them in a mess of sounds and voices. Can cause physical harm if the voices are kept up too long ( or loud ) but will backfire and duplicate the physical damage on the projector. Can grab thoughts/voices from nearby people ( within sight ) to project as well.
2nd specialty limitations: Can only project scattered thoughts/voices into another persons head; usually causes headaches after use. Projected voice volume is dependent upon how strongly the voices are forced at the persons mind. Cannot cause permanent physical harm.
❧ Nature Unity: More commonly practiced by female Magi, and a passive ability, Nature Unity is the ability to feel and communicate with the earth and vice versa. Achieved only through extensive meditation in nature as well as a constant consideration of the Earth around them, the Magi has an incredible bond and understanding of the nature element. Plants and the earth itself are able to tell the Magi how they are feeling, and even ask for help if injured. Plants and animals will feel more comfortable with a Magi who is unified with nature and see them more as a nurturer rather than a threat. The world wound a Magi that is unified with nature will flourish more so than an area the Magi has not been or is not in. While Magi are able to heal non-lethal wounds in the plants and earth, they cannot heal what is to die. To do so would mess with the balance between spirit and nature.
1st specialty limitations: Healing large wounds in their plant and earth counterparts can cause a detrimental drop in blood pressure, blood sugar and fainting spells. Extreme overuse of the healing ability results in loss of powers, coma, and/or death. If the Magi is sick, as the ability is passive and unable to be turned off, they will effect the world around them and it will feel just as bad as he/she does and vice versa. When the 1st specialty Magi dies, minor plant life like flowers, grass, ferns, young trees, etc. may die off, while larger plants like older trees, shrubs, and bushes grow sick but will eventually grow back into a normal state of being.
2nd specialty limitations: Only able to heal smaller wounds in plants and the earth. Blood sugar drops and fainting it still detrimental. Trying to heal larger wounds can lead to more life-threatening effects like coma, power loss, or death. When a magi dies, the minor plants around them will only grow sick while larger and more resilient plants will not be effected.
❧ Spectral Tracking: The user can track others down easily via Sight. When used, the Magi sees in a spectrum, highlighting the auras that creatures leave behind. With enough experience, the user can follow auras that are days or even weeks old. With enough experience, the hunter can "imprint" on a target on sight. Which creates a mental bond, allowing the pursuer to know where the target is at all times.
1st specialty limitations: Unlimited use without repercussion user can see the color of the aura to indicate what creature it is. (Blue meaning Magi, Red meaning Were, etc...)
2nd specialty limitations: After extended use, the user begins to feel severe pain in the eyes, after which will lead to bleeding from the eyes, and temporary blindness.
1st specialty limitations: Healers can heal anything including removal of venom if caught early enough.
2nd specialty limitations: Healers however are unable to replace limbs.
❧ Traveling: The user is capable of transporting themselves instantly to another location they have been to before. How this occurs can differ from teleportation to the creation of doorways which others can use
1st specialty limitations: travelers can simply teleport.
2nd specialty limitations: need to open doorways to their location of choice
❧ Compulsion: The user is able to utilize spirit and is so familiar with the mind that they can influence the decisions of others. Enough layers of compulsion can be enough to reduce someone to a mindless automaton.
1st specialty limitations: Able to reduce people to drone status.
2nd specialty limitations: Mind control but cannot completely dominate a person’s will.
❧ Necromancy: The Magi is adept in contacting and speaking to the dead, able to summon spirits and even raising the dead from their graves.
1st specialty limitations: Powerful enough to summon legions of the undead.
2nd specialty limitations: Can still contact spirits of those long gone but can only raise small handfuls of the undead. Vampires cannot be controlled through necromancy as they still hold their souls.
❧ Weaponsmith: The user is adept at creating weapons infused with power. Swords that can cut through anything, Guns who’s bullets can phase through walls, their imagination is the limit.
1st specialty limitations: No limit to the size these weapons can take.
2nd specialty limitations: One handed weapons only.
❧ Seer: The Magi is able to gaze into the future to predict what is to come.
1st specialty limitations: Visions are clear with little interpretation needed.
2nd specialty limitations: The future comes in brief glimpses and dreams that require time to decipher.
❧ Psychic: Ranges from telekinesis, telepathy, precognition, advanced scrying and Mediums. (Must pick one). Tracking other Magi is also included to every first specialty Psychic. Psychic's are also more powerful with Spirit magic then most Magi who have to learn the element.
❧ Medium: Are known to be highly wanted by Necromancers as spirits are seemingly "drawn" to Mediums. First specialist are usually born with the trait as the second specialty is more of a taught skill to those open to the spirit energy.
1st specialty limitations: Are sensitive and can fully communicate/see spirits as well as read the aura of other Magi or spirits.
2nd specialty limitations: Can only sense spirits and their intentions.
❧ Elemental Mastery: Usually as a second choice the Magi is so adept at using element X that they can create it from nothing and do massive spells over a wide area of effect (fields bursting into flame, floods, ect.)
1st specialty limitations: Can create their element from nothing and is able to control it fully within a large radius around them.
2nd specialty limitations: Can create their element from nothing but has little control over it and can only use it within a short distance.
❧ Weather Manipulation: The Magi is capable of changing the weather to suit their whims.
1st specialty limitations: Can control any type of weather including Tornadoes and Hurricanes.
2nd specialty limitations: Can only produce small amounts of weather and is limited to a short distance around the Magi.
❧ Power detection: The Magi can detect the potential for magic within others and gauge their strength.
1st specialty limitations: Can detect a presence within a large radius and can sense their strength amount fully.
2nd specialty limitations: Can detect a presence within a close radius and can only partially sense their strengths.
❧ Animal Control/Communication: Most common with women Magi, they must master the element Spirit before they can fully control or telepathically speak with a wild or domestic animal. The more experience you have the bigger the animal you can control.
1st specialty limitations: Can control a herd or pack of animals.
2nd specialty limitations: Can only control one to three at a time.
❧ Advanced Warding: A Magi can engineer a warding system that destroys anything that passes through without a heartbeat or pulse or it sets off a alarm that only the Magi can hear once set off. This is mainly used for vampire’s as most are afraid to lose their power’s or life to one.
❧ Illusionist: Can alter their appearance, whether it be as simple as eye or hair color or their overall appearance. They are not able to actually change their DNA so any alterations are just a “trick to the eye” and only trained Magi can detect it. Once the person or Magi see’s through the illusion however the spell instantly wears off.
1st specialty limitations: Illusion copies can be made of the Magi to look indistinguishable from the original that can be used for fighting.
2nd specialty limitations: Can only hold one illusion at a time.
❧ Astral Projection: The Magi’s spirit can physically leave the body and travel outside in the world, leaving the body as a empty shell. They can communicate with other’s but they cannot touch anything without going through them.
1st specialty limitations: Can easily leave the body and instantly travel to their designated destination in a flash without major damage to the body.
2nd specialty limitations: Can only travel a small distance away from the body without causing harm to the spirit.
❧ Psychometry: The ability to 'read' information about a certain item or it's owner, or a person separate. Advanced psychometry allows not only look upon the past information, but also allows to see into the future or reveal every smallest most secrets details of their life and emotions. This requires the knowledge or skill in Spirit magic.
1st specialty limitations: The user has to touch the item or a person to read the information.
2nd specialty limitations: It possibly can cause energy loss or a headache for inexperienced Magi.
❧ Cyberkinesis: The ability to control and manipulate technology.
1st specialty limitations: Cannot 'reprogram' the devices to make them something they are not or make them do something they cannot do if not physically equipped to do so. (i.e. making a simple computer work like a walking robot or shoot lasers)
2nd specialty limitations: Needs to be in the same vicinity as the targeted device (i.e. computer, camera, etc)
❧ Cellular Manipulation: The ability to manipulate the cells in ones body and those the user has physical contact with. Can be used to heal, harm, change.. can speed, slow, start or stop cellular production, even reverse and direct it. Can even change cellular properties to change physical features.
1st specialty limitations: Must have physical contact to manipulate cells in another living being. IE touching the shoulder to heal a broken leg. This is different from Necromancy and healing in the sense that it is a science and with necromancy one is bringing the soul back to the body whereas this only animates the tissue. Effects continue for about ten seconds to a minute after physical contact is lost depending on the effect. The distance between contact and source and amount of contact do not play a factor in the speed.
2nd specialty limitations: Can only speed or slow the cellular production. Cannot stop or start, or change cells. (So healing or numbing the senses could apply but severe damage such as killing cells or reanimating dead tissue or changing physical appearance is not possible) Effects stop immediately after physical contact is cancelled. The farther from the source of the wound or what not the physical contact is the slower it takes to work, and how much contact also plays a factor.
❧ Audible Inundation: Is the ability to force a person to hear voices within their mind. Does not include speaking mind-to-mind or reading thoughts. Can cause physical or mental harm to the victim.
1st specialty limitations: Ability to force someone to hear the voices of every victim they've harmed or project ones own thoughts at them in a mess of sounds and voices. Can cause physical harm if the voices are kept up too long ( or loud ) but will backfire and duplicate the physical damage on the projector. Can grab thoughts/voices from nearby people ( within sight ) to project as well.
2nd specialty limitations: Can only project scattered thoughts/voices into another persons head; usually causes headaches after use. Projected voice volume is dependent upon how strongly the voices are forced at the persons mind. Cannot cause permanent physical harm.
❧ Nature Unity: More commonly practiced by female Magi, and a passive ability, Nature Unity is the ability to feel and communicate with the earth and vice versa. Achieved only through extensive meditation in nature as well as a constant consideration of the Earth around them, the Magi has an incredible bond and understanding of the nature element. Plants and the earth itself are able to tell the Magi how they are feeling, and even ask for help if injured. Plants and animals will feel more comfortable with a Magi who is unified with nature and see them more as a nurturer rather than a threat. The world wound a Magi that is unified with nature will flourish more so than an area the Magi has not been or is not in. While Magi are able to heal non-lethal wounds in the plants and earth, they cannot heal what is to die. To do so would mess with the balance between spirit and nature.
1st specialty limitations: Healing large wounds in their plant and earth counterparts can cause a detrimental drop in blood pressure, blood sugar and fainting spells. Extreme overuse of the healing ability results in loss of powers, coma, and/or death. If the Magi is sick, as the ability is passive and unable to be turned off, they will effect the world around them and it will feel just as bad as he/she does and vice versa. When the 1st specialty Magi dies, minor plant life like flowers, grass, ferns, young trees, etc. may die off, while larger plants like older trees, shrubs, and bushes grow sick but will eventually grow back into a normal state of being.
2nd specialty limitations: Only able to heal smaller wounds in plants and the earth. Blood sugar drops and fainting it still detrimental. Trying to heal larger wounds can lead to more life-threatening effects like coma, power loss, or death. When a magi dies, the minor plants around them will only grow sick while larger and more resilient plants will not be effected.
❧ Spectral Tracking: The user can track others down easily via Sight. When used, the Magi sees in a spectrum, highlighting the auras that creatures leave behind. With enough experience, the user can follow auras that are days or even weeks old. With enough experience, the hunter can "imprint" on a target on sight. Which creates a mental bond, allowing the pursuer to know where the target is at all times.
1st specialty limitations: Unlimited use without repercussion user can see the color of the aura to indicate what creature it is. (Blue meaning Magi, Red meaning Were, etc...)
2nd specialty limitations: After extended use, the user begins to feel severe pain in the eyes, after which will lead to bleeding from the eyes, and temporary blindness.
FORMS
If you have anything to add to the list please fill out the second form below and the staff will look into it. Any power you wish to later add to your character you can do so by just filling out the second form. If you wish to use a ability that is not currently listed then please fill out the last form as well as the first.REQUEST A ABILITY
[b]Character Name[/b]:
[b]Main Specialty[/b]:
[b]Secondary Specialty[/b]: (Must be approved)
[b]How do these abilities fit your character?[/b]:
[b]Any thing else?[/b]:
ADD A ABILITY
I would like to add [b]Secondary specialty here[/b] to [b]Character name[/b] please! As well as a small reason why this secondary specialty is so important to my character. (This will be added to your current form. If you want to just reword it all to include the power that's fine also.)
SUGGEST A ABILITY
[b]Ability Name[/b]:
[b]Ability Description[/b]:
[b]1st specialty limitations[/b]:
[b]2nd specialty limitations[/b]:
EXAMPLE.
Ability Name: Precognition
Ability Description: Can see the future by the choices of others
1st specialty limitations: Is able to clearly and quickly see the future once a event has occurred
2nd specialty limitations: Appears in pieces of information and isn't as clear.
Ability Description: Can see the future by the choices of others
1st specialty limitations: Is able to clearly and quickly see the future once a event has occurred
2nd specialty limitations: Appears in pieces of information and isn't as clear.