Post by Varos Talantos on Nov 13, 2010 10:11:13 GMT -5
All supernatural beings naturally possess improved strength and speed, improved senses, and heightened endurance and resistance to physical attacks. The following are all the abilities that supernaturals can purchase.
Every new ability/upgrade requires 50 "points" (unless otherwise stated in the individual threads). Each RP post gains the poster one "point". These abilities can be used on other characters and can lead to death.
Every ability that is classified as a prayer requires one to have a patron God/Goddess unless it was granted as a natural ability.
Prayers:
Aura of Fear
Blasphemy
Bless
Blizzard
Crusade
Earthquakes
Eruption
Hellstream
Hysteria
Meteoric Shower
Plague
Religious Plate
Abilities:
Acidic Blast - The ability to summon and throw a blast of highly corrosive acid.
Amplify Emotions
Level One: Amplify Emotions - The ability to make whatever emotions others in the area are experiencing more intense. This impulse can be ignored with twenty SPs in Intelligence.
Level Two: Frenzy - The ability to make whatever emotions others in the area are experiencing so extreme that they act upon those emotions. This impulse can be ignored with 25 SPs in Intelligence.
Aura of Fear - The ability to cause others to be instantly afraid at your presence when activated (can be used indefinitely). This impulse can be ignored with 20 SPs in Intelligence.
Battle Roar - Using their incredible voice, a Minotaur can rally his allies, team mates, and/or friends. This roar boosts confidence and chases away doubt, bringing a +5 increase to Strength and Endurance to all allies.
(Nullifies Aura of Fear and Blasphemy. This ability is only accessible to Minotaurs and Cherubim as an innate ability; were-bears and orcs through purchase.)
Beast Call - The ability to call on an animal for aid. When you gain this ability, the animal that will come to your aid (which will remain constant each time you use it) will be selected at random by a God the first time you use it.
Blasphemy - The ability to shake the faith of another, disabling their faith and some prayers/abilities.
Note: This ability requires 100 points to obtain.
Bless - The ability to pray for blessing from your patron God/Goddess and receive divine favor, increasing one’s Agility and Speed +5, until one no longer has need for it or three hours have passed.
Blizzard - The ability to summon a snowstorm to your area. (some places will be more prone to blizzards naturally occurring and can cause more havoc if used in such places).
Bound Chains - Chains that burst from the terrain (and are composed of the material the terrain is) to confine up to three lesser foes (NPCs) or one powerful foe (Character/Quest Creature).
Note: This ability requires 65 points to acquire each level.
Level One: Shackled - Four, thick chains burst from the ground to hold a target in place for up to an hour. These chains can be burst only with 25 SPs in Strength.
Level Two: Bound - Eight chains form from the ground to capture an opponent in their grip. If said opponents squirm and attempt to break free, the chains will only tighten their grip. These chains can be burst with 30 SPs in Strength.
Level Three: Fettered - Twelve thick, heavy chains splice through the grounds and hunt down their prey, finally catching and constricting them. If an an opponent squirms and tries to escape their grasp, these chains burst needles impaling their subject until the victim falls unconscious, bleeds out, or ceases movement. These chains can only be broken by 40 SPs in Strength.
Call of the Apocalypse - The ability to call upon one of the four fearsome horses of lore.
Note: This ability requires 100 points to acquire each level. For more information, please read the second post in this thread.
Level One - Summon Pestilence
Level Two - Summon War
Level Three - Summon Famine
Level Four - Summon Death
Clairsentience - The ability to touch something and know the history of that object.
Clairvoyance
Level One: Locate - The ability to pinpoint the general area of an individual or item with a radius of 25 miles if you know their true name and appearance.
Level Two: Divination - The ability to pinpoint the exact location of an individual or item if you know their true name and appearance.
Color Spray - The ability to create a concentration of bright colorful lights so that it blinds those who see it for one minute.
Create Food - The ability to create food of the creator's choice out of thin air.
Crusade - The ability to pray for blessing from your patron God/Goddess and receive divine favor, granting one +5 Strength and Endurance and also making that being temporarily resistant to disease, until one no longer has need for it or three hours have passed.
Detect Invisibility - The ability to see those under the influence of the Invisibility power.
Earthquake - The ability to summon an earthquake (some places will be more prone to earthquakes naturally occurring and can cause more havoc if used in such places).
Electricity
Level 1: Electricity Control - The ability to control electricity.
Level 2: Electricity Creation - The ability to create electricity out of thin air and control it.
Enchant
Level One: Enchant - The ability to enchant armor and cloth to make it lighter and sturdier.
Level Two: Endow - The ability to enchant weapons, armor, cloth, items, etc, to make it sharper, lighter, sturdier, more potent, etc.
Energy Drain - The ability to drain energy from another being and absorb the energy that was stripped into yourself on touch.
Enlarge - The ability to make a target larger in size (can be used on self) for 20 minutes. You can enlarge up to 5x your size, and will gain up to 5 Strength, but lose 5 Speed. It is relevant to how much you grew (2x your size means only +2 strength and -2 speed).
Eruption - The ability to summon an eruption (some places will be more prone to eruptions naturally occurring and can cause more havoc if used in such places).
Eternal Day - The ability to make the area appear to be daytime for 24 continuous hours, no matter the actual time. Once this has worn off, the sky will look like it normally does at that time. Useful for keeping Vampyres from moving around freely.
Evaporate - The ability to make liquids evaporate.
Everlasting Night - The ability to make the area appear to be nighttime for 24 continuous hours, no matter the actual time. Once this has worn off, the sky will look like it normally does at that time. This means there will still be stars, moonlight, etc. Useful for Vampyres who wish to move around freely and on aiding Vampyre allies.
Fire
Level 1: Fire Control - The ability to control fire.
Level 2: Pyromania - The ability to create fire from nothing and control it.
Flight/Wings - The ability to fly. Can have wings or not.
Hasten - The ability to speed up a target (can be used on self) for 20 minutes. This causes the person to move faster, but they will experience a complete inability to heal while hastened. Tattoos, medicines, and certain enchantments bypass this as does active healing. Grants +10 Speed.
Haunting Vision - The ability to create a nightmarish vision in a being’s mind.
Heal
Level 1: Light Heal - The ability to heal superficial wounds and light bruising rapidly. (Example: light cuts and scrapes)
Level 2: Moderate Heal - The ability to heal serious cuts and small broken bones rapidly. (Example: Broken wrist, cut capilaries)
Level 3: Intense Heal - The ability to heal life threatening wounds and major broken bones rapidly. (example: Broken ribs, vertebrae, fractured skull, broken limbs, cut arteries and veins)
Level 4: Restoration - The ability to restore an individual to full health, including curing any disease, illness, curse (Be warned that doing so may or may not anger the God/Goddess who placed the curse. Fifth Tier curses cannot be removed.) or negative effect. (Note: This ability does not replace missing body parts that have been allowed to heal to any degree. This ability also requires Remove Disease AND Intense Heal. Ability costs 10 points per use.)
Heal- Remove
Level 1: Remove Poison - The ability to remove a toxin from a person's system.
Level 2: Remove curse - The ability to remove a curse from an individual. (Be warned that doing so may or may not anger the God/Goddess who placed the curse. Fifth Tier curses cannot be removed.)
Level 3: Remove disease - The ability to cure a disease (including viruses). (Ability may have negative side effects)
Hellstream - The ability to summon a beam of concentrated light to erupt from the ground and cause damage to an individual. There is a 5% chance of something in the inventory of someone that gets hit by a Hellstream disintegrating from the power of the Hellstream.
Hypnotic Slumber - The ability to cause someone to fall asleep for six hours if one can maintain eye contact with their target for seven seconds without break. One who is hypnotized into this slumber will not realize what is happening.
Hysteria - The ability to cause someone to believe they are ill with a disease when they are not. Disease varies by God/Goddess. Hysteria cannot be lost until someone has personally confirmed that the individual suffering from Hysteria does not have what he/she believes she has. Some individuals may be more difficult to rid of Hysteria than others. Hysteria will not function if the God that the caster worships has cursed them. Further Details under Religion Section.
Ice
Level 1: Ice Control - The ability to control ice.
Level 2: Ice Creation - The ability to create ice from nothing, as well as freeze liquids into ice, and control the ice.
Illusion
Level 1: Illusion - The ability to make others see things that are not real as long as the user can maintain a visual on the target.
Level 2: Scene - The ability to make others see, feel, and hear entire settings that are not real as long as the user can maintain a visual on the target.
Invisibility
Level 1: Deception - The ability to remain invisible for two minutes.
Level 2: Camouflage - The ability to become invisible for five minutes.
Level 3: Invisibility - The ability to turn yourself invisible for up to eight minutes.
Knock - The ability to unlock a lock with magic.
Memory Thieve
Level 1: Memory Thieve - The ability to steal specific short-term memories from another on touch.
Level 2: Memory Wipe - The ability to wipe someone’s short-term memory (about 2 months) on touch.
Mesmerize
Level 1: Mesmerize - The ability to hypnotize others for a minute.
Level 2: Hypnotize - The ability to hypnotize up to three people at once for three minutes.
Level 3: Debilitate - The ability to hypnotize up to five people at once for five minutes.
Metals
Level 1: Magnetism - The ability to move and bend metal.
Level 2: Metallurgy - The ability to move or bend metals and the ability to change the element of a metal into another metal.
Meteoric Shower - The ability to summon a shower of meteors out of the sky (this is an uncontrolled aerial and area attack. If you happen to knock a satellite or plane out of the sky, which there is a 10% chance of doing, then expect the government that owned it to be hunting you).
Mind Reading
Level One: Skimming - The ability to read the surface thoughts of another by touch.
Level Two: Reading - The ability to read another's surface thoughts from a distance.
Misdirection - The ability to disorient one’s enemy magically for two minutes.
Omnilingualism
Level One: Speak - The situational ability to understand and speak any language, only while the language is being spoken to you.
Level Two: Understand - The ability to understand and speak any language (on a constant basis, not situational), as well as read and write in any language.
Pain Synthesize
Level One: Pain Synthesize - The ability to create a distracting sensation of pain in other creatures from a short distance.
Level Two: Inflict Pain - The ability to create a partially crippling sensation of pain in others from a short distance.
Level Three: Harm - The ability to inflict extreme pain on others (cannot be used to kill) from a short distance.
Phasing
Level One: Phasing - The ability to pass through solid objects, however, everything you are holding, including clothes, will fall off. This state only lasts a few seconds.
Level 2: Intangible - The ability to pass through solid objects, any non-living object on you will phase with you. This state only lasts a few seconds.
Plague
Level One: Sicken - The ability to poison objects on touch.
Level Two: Poison - The ability to poison objects and creatures on touch, as well as wilt plants.
Level Three: Plague - The ability to cause creatures to be plagued with boils, sores, and fever.
Plants
Level One: Gardening - Make a seed become a lush plant with in a blink of an eye.
Level Two: Green Thumb - Move the branches of a tree or vines.
Level Three: Botany - Make a plant grow beyond the normal and heal plants.
Raise
Level One: Raise - The ability to animate and command non-sentient creatures into mindless zombies.
Level Two: Beckon - The ability to animate creatures into zombies. Creatures that were formerly sentient will not obey the commands of the animator.
Level Three: Animation - The ability to animate and command the dead.
Level Four: Contention - The ability to animate and command the dead and command zombies that were created by others (essentially stealing them, if the animator of said zombies was only able to cast Level Three animations).
Religious Plate - The ability to have armor blessed by your patron God/Goddess to make it increase your rate of healing until one no longer has need for it or three hours have passed. This does not cost energy like Heal does, and is continuous.
Shapeshift
Level 1: Shapeshift - The ability to take on the shape and appearance of other sentient beings of a similar size.
Level 2: Morph - The ability to take on the shape and appearance of other creatures (limited to creatures that truly exist in our world).
Level 3: Synchronize - The ability to take on the shape and appearance of other creatures and inanimate objects (limited to creatures that truly exist in our world).
Shrink - The ability to shrink a target in size (can be used on self) for 20 minutes. This can be detrimental, but in some cases, it can help with sneaking, spying, hiding, getting into areas you’re too big to enter, etc. You can shrink up to 1/10th your size, and gain up to 5 Speed, but lose 5 Strength. It is relevant to how much you grew (1/4 your size means only +2 strength and -2 speed).
Silence - The ability to force someone to be utterly silent for six hours. Effective when used on those who utter spells.
Note: This ability requires 100 points to obtain.
Spells:
Acidic Blast
Alchemy
Battle Roar
Beast Call
Bond Chains
Call of the Apocalypse
Detect Invisibility
Enchant
Enlarge
Hasten
Invisibility
Raise
Shrink
Slow
Sonic Pitch
Summoning
Voice Cover
Sixth Sense - The ability to sense when danger is near.
Slow - The ability to slow down a target (can be used on self) for 20 minutes. This causes that person to heal faster, but move much slower, resulting in a temporary loss of - 10 Speed and -5 Agility.
Sonic Pitch - The ability to sing at such a volume/pitch, that it causes physical pain. Only available to Euryale Gorgons, Harpies (view Mixed Breed page; Angels and Werebeasts) and Chlorai innately, and mermaids through purchase.
Stone Flesh
Level One: Harden - The ability to make one’s flesh hard as stone, but the person will suffer -10 agility and dexterity loss.
Level Two: Fortify - The ability to make one’s flesh hard as stone, but the person will suffer -5 agility loss.
Level Three: Stone Flesh - The ability to turn one’s own flesh to be hard as stone without penalty.
Summoning - The ability to summon someone that is nearby to be next to you, if you know their true appearance.
Tattoist
Level One: Shadows -The ability for one to shift into the form of one tattoo from their body. May be used up to half an hour per day. If you possess tattoist, please list your tattoos on your application as to keep track of your ability.
Level Two: Almost Flesh - The ability to perform 'Shadows' for 45 minutes a day and have one tattoo "flesh" into a subservient creature for a 45-minute interval. If the tattoo does not return within 45 minutes, it dies and the flesh on the user of this ability will become burnt as if branded rather than tattooed. If you possess tattoist, please list your tattoos on your application as to keep track of your ability.
Level Three: Humanoid - The duration of the ability 'Almost Flesh' is extended to one hour as is the tattoo, though a victim would quickly learn that the tattooist has the ability to flesh an additional two tattoos, making for three creatures that obey the whim of their master. Tattoos that do not return within an hour will dissolve and the flesh of the tattooist that was formerly reserved by that tattoo will be made clear as if no tattoo had been received. If you possess tattoist, please list your tattoos on your application as to keep track of your ability.
Technopathy
Level 1: Hacking- The ability to remotely access and control any computer. (This does not mean you know what is on the computer. If you can't see it, you don't know it.)
Level 2: Remote Control- Any computer system the character hacks can be control from a distance of twenty feet (or closer). Hacking extends to being able to remotely access other electronic devices besides computers.
Level 3: Technopathy- The ability to hack and control any electronic device. (Still does not include "downloading" knowledge from the devices)
Level 4: Ambient Systems- The ability to hack, control, and gain any knowledge from any electronic device.
Telekinesis
Level 1: Levitate - The ability to move a single object up to 25 lbs (pounds) with ones mind with in ten feet of the user.
Level 2: Mentalist- The ability to move a single object with your mind that can weigh up to 50 lbs with in ten feet of the user.
Level 3: Kinetic Combat- The ability to move an object up to 75 pounds and a second object up to 25 pounds with ones own mental abilities up to 15 feet of the user. If one chose to not move a second object due to the need to no longer focus upon two objects they can add the weight to the first, meaning they could let a single object up to 90 lbs.
Level 4: Telekinetics- The ability to move an object up to 115 lbs and a second object up to 50 lbs with ones mear thoughts up to fifteen feet away from the user. One can combine the weight of the two objects to move a single object up to 165 lbs.
Teleport
Level 1: Shuffling - The ability to teleport to another place randomly.
Level 2: Dislocation - The ability to teleport to a place of your choosing if you have been there before and can remember what it looks like.
Level 3: Teleportation - The ability to teleport to a place of your choosing whether you’ve been there or not.
Voice Trick
Level 1: Voice Cover - The ability to make ones voice sound like someone else’s.
Level 2: Voice Trick - The ability to make ones voice sound like someone else’s and make it seem to be coming from a particular place.
Level 3: Vocal Effect - The ability to make noises other than voices (such as water splashing, footsteps) and make it seem to be coming from a particular place.
Water
Level 1: Water Control - The ability to control the flow of water.
Level 2: Jet Steam - The ability to create water from nothing and control it, and force the water to be instantly vaporized into superheated steam and control that water vapor.
Wind
Level 1: Wind Blast - Creates a strong gust of wind that can knock others down.
Level 2: Wind Funnel - Creates an uncontrollable tornado
Level 3: Control Storms - Create and control the movement of high-speed wind.
Every new ability/upgrade requires 50 "points" (unless otherwise stated in the individual threads). Each RP post gains the poster one "point". These abilities can be used on other characters and can lead to death.
Every ability that is classified as a prayer requires one to have a patron God/Goddess unless it was granted as a natural ability.
Prayers:
Aura of Fear
Blasphemy
Bless
Blizzard
Crusade
Earthquakes
Eruption
Hellstream
Hysteria
Meteoric Shower
Plague
Religious Plate
Abilities:
Acidic Blast - The ability to summon and throw a blast of highly corrosive acid.
Amplify Emotions
Level One: Amplify Emotions - The ability to make whatever emotions others in the area are experiencing more intense. This impulse can be ignored with twenty SPs in Intelligence.
Level Two: Frenzy - The ability to make whatever emotions others in the area are experiencing so extreme that they act upon those emotions. This impulse can be ignored with 25 SPs in Intelligence.
Aura of Fear - The ability to cause others to be instantly afraid at your presence when activated (can be used indefinitely). This impulse can be ignored with 20 SPs in Intelligence.
Battle Roar - Using their incredible voice, a Minotaur can rally his allies, team mates, and/or friends. This roar boosts confidence and chases away doubt, bringing a +5 increase to Strength and Endurance to all allies.
(Nullifies Aura of Fear and Blasphemy. This ability is only accessible to Minotaurs and Cherubim as an innate ability; were-bears and orcs through purchase.)
Beast Call - The ability to call on an animal for aid. When you gain this ability, the animal that will come to your aid (which will remain constant each time you use it) will be selected at random by a God the first time you use it.
Blasphemy - The ability to shake the faith of another, disabling their faith and some prayers/abilities.
Note: This ability requires 100 points to obtain.
Bless - The ability to pray for blessing from your patron God/Goddess and receive divine favor, increasing one’s Agility and Speed +5, until one no longer has need for it or three hours have passed.
Blizzard - The ability to summon a snowstorm to your area. (some places will be more prone to blizzards naturally occurring and can cause more havoc if used in such places).
Bound Chains - Chains that burst from the terrain (and are composed of the material the terrain is) to confine up to three lesser foes (NPCs) or one powerful foe (Character/Quest Creature).
Note: This ability requires 65 points to acquire each level.
Level One: Shackled - Four, thick chains burst from the ground to hold a target in place for up to an hour. These chains can be burst only with 25 SPs in Strength.
Level Two: Bound - Eight chains form from the ground to capture an opponent in their grip. If said opponents squirm and attempt to break free, the chains will only tighten their grip. These chains can be burst with 30 SPs in Strength.
Level Three: Fettered - Twelve thick, heavy chains splice through the grounds and hunt down their prey, finally catching and constricting them. If an an opponent squirms and tries to escape their grasp, these chains burst needles impaling their subject until the victim falls unconscious, bleeds out, or ceases movement. These chains can only be broken by 40 SPs in Strength.
Call of the Apocalypse - The ability to call upon one of the four fearsome horses of lore.
Note: This ability requires 100 points to acquire each level. For more information, please read the second post in this thread.
Level One - Summon Pestilence
Level Two - Summon War
Level Three - Summon Famine
Level Four - Summon Death
Clairsentience - The ability to touch something and know the history of that object.
Clairvoyance
Level One: Locate - The ability to pinpoint the general area of an individual or item with a radius of 25 miles if you know their true name and appearance.
Level Two: Divination - The ability to pinpoint the exact location of an individual or item if you know their true name and appearance.
Color Spray - The ability to create a concentration of bright colorful lights so that it blinds those who see it for one minute.
Create Food - The ability to create food of the creator's choice out of thin air.
Crusade - The ability to pray for blessing from your patron God/Goddess and receive divine favor, granting one +5 Strength and Endurance and also making that being temporarily resistant to disease, until one no longer has need for it or three hours have passed.
Detect Invisibility - The ability to see those under the influence of the Invisibility power.
Earthquake - The ability to summon an earthquake (some places will be more prone to earthquakes naturally occurring and can cause more havoc if used in such places).
Electricity
Level 1: Electricity Control - The ability to control electricity.
Level 2: Electricity Creation - The ability to create electricity out of thin air and control it.
Enchant
Level One: Enchant - The ability to enchant armor and cloth to make it lighter and sturdier.
Level Two: Endow - The ability to enchant weapons, armor, cloth, items, etc, to make it sharper, lighter, sturdier, more potent, etc.
Energy Drain - The ability to drain energy from another being and absorb the energy that was stripped into yourself on touch.
Enlarge - The ability to make a target larger in size (can be used on self) for 20 minutes. You can enlarge up to 5x your size, and will gain up to 5 Strength, but lose 5 Speed. It is relevant to how much you grew (2x your size means only +2 strength and -2 speed).
Eruption - The ability to summon an eruption (some places will be more prone to eruptions naturally occurring and can cause more havoc if used in such places).
Eternal Day - The ability to make the area appear to be daytime for 24 continuous hours, no matter the actual time. Once this has worn off, the sky will look like it normally does at that time. Useful for keeping Vampyres from moving around freely.
Evaporate - The ability to make liquids evaporate.
Everlasting Night - The ability to make the area appear to be nighttime for 24 continuous hours, no matter the actual time. Once this has worn off, the sky will look like it normally does at that time. This means there will still be stars, moonlight, etc. Useful for Vampyres who wish to move around freely and on aiding Vampyre allies.
Fire
Level 1: Fire Control - The ability to control fire.
Level 2: Pyromania - The ability to create fire from nothing and control it.
Flight/Wings - The ability to fly. Can have wings or not.
Hasten - The ability to speed up a target (can be used on self) for 20 minutes. This causes the person to move faster, but they will experience a complete inability to heal while hastened. Tattoos, medicines, and certain enchantments bypass this as does active healing. Grants +10 Speed.
Haunting Vision - The ability to create a nightmarish vision in a being’s mind.
Heal
Level 1: Light Heal - The ability to heal superficial wounds and light bruising rapidly. (Example: light cuts and scrapes)
Level 2: Moderate Heal - The ability to heal serious cuts and small broken bones rapidly. (Example: Broken wrist, cut capilaries)
Level 3: Intense Heal - The ability to heal life threatening wounds and major broken bones rapidly. (example: Broken ribs, vertebrae, fractured skull, broken limbs, cut arteries and veins)
Level 4: Restoration - The ability to restore an individual to full health, including curing any disease, illness, curse (Be warned that doing so may or may not anger the God/Goddess who placed the curse. Fifth Tier curses cannot be removed.) or negative effect. (Note: This ability does not replace missing body parts that have been allowed to heal to any degree. This ability also requires Remove Disease AND Intense Heal. Ability costs 10 points per use.)
Heal- Remove
Level 1: Remove Poison - The ability to remove a toxin from a person's system.
Level 2: Remove curse - The ability to remove a curse from an individual. (Be warned that doing so may or may not anger the God/Goddess who placed the curse. Fifth Tier curses cannot be removed.)
Level 3: Remove disease - The ability to cure a disease (including viruses). (Ability may have negative side effects)
Hellstream - The ability to summon a beam of concentrated light to erupt from the ground and cause damage to an individual. There is a 5% chance of something in the inventory of someone that gets hit by a Hellstream disintegrating from the power of the Hellstream.
Hypnotic Slumber - The ability to cause someone to fall asleep for six hours if one can maintain eye contact with their target for seven seconds without break. One who is hypnotized into this slumber will not realize what is happening.
Hysteria - The ability to cause someone to believe they are ill with a disease when they are not. Disease varies by God/Goddess. Hysteria cannot be lost until someone has personally confirmed that the individual suffering from Hysteria does not have what he/she believes she has. Some individuals may be more difficult to rid of Hysteria than others. Hysteria will not function if the God that the caster worships has cursed them. Further Details under Religion Section.
Ice
Level 1: Ice Control - The ability to control ice.
Level 2: Ice Creation - The ability to create ice from nothing, as well as freeze liquids into ice, and control the ice.
Illusion
Level 1: Illusion - The ability to make others see things that are not real as long as the user can maintain a visual on the target.
Level 2: Scene - The ability to make others see, feel, and hear entire settings that are not real as long as the user can maintain a visual on the target.
Invisibility
Level 1: Deception - The ability to remain invisible for two minutes.
Level 2: Camouflage - The ability to become invisible for five minutes.
Level 3: Invisibility - The ability to turn yourself invisible for up to eight minutes.
Knock - The ability to unlock a lock with magic.
Memory Thieve
Level 1: Memory Thieve - The ability to steal specific short-term memories from another on touch.
Level 2: Memory Wipe - The ability to wipe someone’s short-term memory (about 2 months) on touch.
Mesmerize
Level 1: Mesmerize - The ability to hypnotize others for a minute.
Level 2: Hypnotize - The ability to hypnotize up to three people at once for three minutes.
Level 3: Debilitate - The ability to hypnotize up to five people at once for five minutes.
Metals
Level 1: Magnetism - The ability to move and bend metal.
Level 2: Metallurgy - The ability to move or bend metals and the ability to change the element of a metal into another metal.
Meteoric Shower - The ability to summon a shower of meteors out of the sky (this is an uncontrolled aerial and area attack. If you happen to knock a satellite or plane out of the sky, which there is a 10% chance of doing, then expect the government that owned it to be hunting you).
Mind Reading
Level One: Skimming - The ability to read the surface thoughts of another by touch.
Level Two: Reading - The ability to read another's surface thoughts from a distance.
Misdirection - The ability to disorient one’s enemy magically for two minutes.
Omnilingualism
Level One: Speak - The situational ability to understand and speak any language, only while the language is being spoken to you.
Level Two: Understand - The ability to understand and speak any language (on a constant basis, not situational), as well as read and write in any language.
Pain Synthesize
Level One: Pain Synthesize - The ability to create a distracting sensation of pain in other creatures from a short distance.
Level Two: Inflict Pain - The ability to create a partially crippling sensation of pain in others from a short distance.
Level Three: Harm - The ability to inflict extreme pain on others (cannot be used to kill) from a short distance.
Phasing
Level One: Phasing - The ability to pass through solid objects, however, everything you are holding, including clothes, will fall off. This state only lasts a few seconds.
Level 2: Intangible - The ability to pass through solid objects, any non-living object on you will phase with you. This state only lasts a few seconds.
Plague
Level One: Sicken - The ability to poison objects on touch.
Level Two: Poison - The ability to poison objects and creatures on touch, as well as wilt plants.
Level Three: Plague - The ability to cause creatures to be plagued with boils, sores, and fever.
Plants
Level One: Gardening - Make a seed become a lush plant with in a blink of an eye.
Level Two: Green Thumb - Move the branches of a tree or vines.
Level Three: Botany - Make a plant grow beyond the normal and heal plants.
Raise
Level One: Raise - The ability to animate and command non-sentient creatures into mindless zombies.
Level Two: Beckon - The ability to animate creatures into zombies. Creatures that were formerly sentient will not obey the commands of the animator.
Level Three: Animation - The ability to animate and command the dead.
Level Four: Contention - The ability to animate and command the dead and command zombies that were created by others (essentially stealing them, if the animator of said zombies was only able to cast Level Three animations).
Religious Plate - The ability to have armor blessed by your patron God/Goddess to make it increase your rate of healing until one no longer has need for it or three hours have passed. This does not cost energy like Heal does, and is continuous.
Shapeshift
Level 1: Shapeshift - The ability to take on the shape and appearance of other sentient beings of a similar size.
Level 2: Morph - The ability to take on the shape and appearance of other creatures (limited to creatures that truly exist in our world).
Level 3: Synchronize - The ability to take on the shape and appearance of other creatures and inanimate objects (limited to creatures that truly exist in our world).
Shrink - The ability to shrink a target in size (can be used on self) for 20 minutes. This can be detrimental, but in some cases, it can help with sneaking, spying, hiding, getting into areas you’re too big to enter, etc. You can shrink up to 1/10th your size, and gain up to 5 Speed, but lose 5 Strength. It is relevant to how much you grew (1/4 your size means only +2 strength and -2 speed).
Silence - The ability to force someone to be utterly silent for six hours. Effective when used on those who utter spells.
Note: This ability requires 100 points to obtain.
Spells:
Acidic Blast
Alchemy
Battle Roar
Beast Call
Bond Chains
Call of the Apocalypse
Detect Invisibility
Enchant
Enlarge
Hasten
Invisibility
Raise
Shrink
Slow
Sonic Pitch
Summoning
Voice Cover
Sixth Sense - The ability to sense when danger is near.
Slow - The ability to slow down a target (can be used on self) for 20 minutes. This causes that person to heal faster, but move much slower, resulting in a temporary loss of - 10 Speed and -5 Agility.
Sonic Pitch - The ability to sing at such a volume/pitch, that it causes physical pain. Only available to Euryale Gorgons, Harpies (view Mixed Breed page; Angels and Werebeasts) and Chlorai innately, and mermaids through purchase.
Stone Flesh
Level One: Harden - The ability to make one’s flesh hard as stone, but the person will suffer -10 agility and dexterity loss.
Level Two: Fortify - The ability to make one’s flesh hard as stone, but the person will suffer -5 agility loss.
Level Three: Stone Flesh - The ability to turn one’s own flesh to be hard as stone without penalty.
Summoning - The ability to summon someone that is nearby to be next to you, if you know their true appearance.
Tattoist
Level One: Shadows -The ability for one to shift into the form of one tattoo from their body. May be used up to half an hour per day. If you possess tattoist, please list your tattoos on your application as to keep track of your ability.
Level Two: Almost Flesh - The ability to perform 'Shadows' for 45 minutes a day and have one tattoo "flesh" into a subservient creature for a 45-minute interval. If the tattoo does not return within 45 minutes, it dies and the flesh on the user of this ability will become burnt as if branded rather than tattooed. If you possess tattoist, please list your tattoos on your application as to keep track of your ability.
Level Three: Humanoid - The duration of the ability 'Almost Flesh' is extended to one hour as is the tattoo, though a victim would quickly learn that the tattooist has the ability to flesh an additional two tattoos, making for three creatures that obey the whim of their master. Tattoos that do not return within an hour will dissolve and the flesh of the tattooist that was formerly reserved by that tattoo will be made clear as if no tattoo had been received. If you possess tattoist, please list your tattoos on your application as to keep track of your ability.
Technopathy
Level 1: Hacking- The ability to remotely access and control any computer. (This does not mean you know what is on the computer. If you can't see it, you don't know it.)
Level 2: Remote Control- Any computer system the character hacks can be control from a distance of twenty feet (or closer). Hacking extends to being able to remotely access other electronic devices besides computers.
Level 3: Technopathy- The ability to hack and control any electronic device. (Still does not include "downloading" knowledge from the devices)
Level 4: Ambient Systems- The ability to hack, control, and gain any knowledge from any electronic device.
Telekinesis
Level 1: Levitate - The ability to move a single object up to 25 lbs (pounds) with ones mind with in ten feet of the user.
Level 2: Mentalist- The ability to move a single object with your mind that can weigh up to 50 lbs with in ten feet of the user.
Level 3: Kinetic Combat- The ability to move an object up to 75 pounds and a second object up to 25 pounds with ones own mental abilities up to 15 feet of the user. If one chose to not move a second object due to the need to no longer focus upon two objects they can add the weight to the first, meaning they could let a single object up to 90 lbs.
Level 4: Telekinetics- The ability to move an object up to 115 lbs and a second object up to 50 lbs with ones mear thoughts up to fifteen feet away from the user. One can combine the weight of the two objects to move a single object up to 165 lbs.
Teleport
Level 1: Shuffling - The ability to teleport to another place randomly.
Level 2: Dislocation - The ability to teleport to a place of your choosing if you have been there before and can remember what it looks like.
Level 3: Teleportation - The ability to teleport to a place of your choosing whether you’ve been there or not.
Voice Trick
Level 1: Voice Cover - The ability to make ones voice sound like someone else’s.
Level 2: Voice Trick - The ability to make ones voice sound like someone else’s and make it seem to be coming from a particular place.
Level 3: Vocal Effect - The ability to make noises other than voices (such as water splashing, footsteps) and make it seem to be coming from a particular place.
Water
Level 1: Water Control - The ability to control the flow of water.
Level 2: Jet Steam - The ability to create water from nothing and control it, and force the water to be instantly vaporized into superheated steam and control that water vapor.
Wind
Level 1: Wind Blast - Creates a strong gust of wind that can knock others down.
Level 2: Wind Funnel - Creates an uncontrollable tornado
Level 3: Control Storms - Create and control the movement of high-speed wind.