Post by Banshee on Feb 28, 2021 0:54:56 GMT
Contributions: Jordan, Chelsea, & Jessie
Defined Abilities
Introduction
Here is a list of (currently) known abilities among all races. At the very bottom of this post is a corresponding chart for convenience and matching. Also, if you want to seek out specific abilities, feel free to use the keyboard shortcut ' ctrl + f ', then type in the ability. A table of contents is unavailable at this moment in time. Physical Enhancements
A physical enhancement is an attribute that corresponds with body movement and/or capabilities. Every (currently) known physical enhancement a race might have is here: - Detect Magic (Vision - Passive) – This version of detecting magic is a trait inherited, allowing the user to see magic, much like someone with heat vision might see another creature or person’s body heat. Basically, the user can see another creature or person’s magic potential and discern how much of a threat they can be based on that, as well as get a general sense of what kind of magic they might have.
- Detect Vibrations / Movement – Those who detect movement will usually have a combination of enhanced senses that can pick up on the smallest shift, the smallest motion.
- E. Agility – This is the ability to move gracefully and faster than a normal human. It is applicable to ground and aerial movement. How much agility a user has is dependent on their race.
- E. Endurance & Durability – Those with this enhancement will have thicker skin and have more energy to go through before tiring. The strength of this enhancement is dependent on the race.
- E. Hearing – Users can hear better than a normal human, from hearing footsteps a mile away to even hearing a heartbeat within another person. The strength of the enhanced hearing is dependent on the race.
- E. Smell – Those with this enhancement can smell odors more distinctly, whether it’s a sharpened sense of it from up close or smelling something from far away more acutely. The strength of this enhancement is dependent on the race.
- E. Strength – This enhancement provides strength unmatched by a normal human. The strength of this enhancement is dependent on the race.
- E. Vision – Users can see something more acutely from up close or have great vision that spans a distance, much like a hawk’s. The strength of this enhancement is dependent on the race.
- Elemental Immunity – Those with elemental immunity are specifically immune to harsh climates, though the climate type is dependent on the race. An example would be heat immunity, making a desert climate comfortable for someone with this immunity, while others will be miserable. This would only apply during the day, though, as many deserts get cold at night, negating said heat immunity.
- Flight – Some races either have the appendages necessary to fly or are capable of magically flying.
- Heat Vision – Races with heat vision can sense heat, useful when trying to guess how many creatures with body heat are beyond what the user can see.
- Night Vision – Those with night vision can see in dark places, so long as there is the smallest sliver of light. Some exemptions apply for those who have an accompanying ability to manipulate darkness or shadow, enabling them to see even without the sliver of light.
- Shapeshifting (Full-blooded Be'tial or Magi) – Certain races can take an animal form (only this for be'tial), though it must match their racial type or capability and can be no taller than 10 feet. Other races can take the form of anything - beasts, people, or even inanimate objects. Thus, it is type dependent.
External Magic
For external magic, a user is capable of enhancing themselves with magic or manipulating existing / non-existing magic. Here is a list of (currently) known external magic types: - Adaption: Physical – For races who might be magically inept, this ability is based off a general method of adaption. By being around magic for long lengths of time, the user can start to physically adapt to the magical realm/environment. Minor abilities the user might have can grow from this, but users who bond with a magical race might also acquire access to one or a few of the magical race’s abilities (with permission, of course, as it taps into their energy instead of the user’s).
- Adaption: Soul – This is the potential for certain races to have a magically done procedure (or ritual) to acquire a portion of another’s soul, whether it be willingly or unwillingly.
- Aura Projection – Mostly belonging to high-ranking magical races, this ability enables them to project their power. Sometimes their aura even carries said power. An example of this might be a Winter Prince projecting his aura, making his surroundings start to freeze rapidly and, if the mood strikes him, a miniature flurry surround him. Similar can be said for Summer fae royals. Be’tial leaders, on the other hand, project their very will (like an immense mental pressure) to try to force submission and/or obedience.
- Bonding: Animals – Those capable of bonding with animals must first seek out an animal or creature that is willing to bond and is capable of bonding. From there, the user goes through a procedure, whether by contract, ritual, or other method, and mentally bonds with the creature and vice versa.
- Bonding: Soul – Races with the ability to bond with another humanoid race (without external bonding rituals) can do so, though through their own processes. Be’tial, for example, go through multiple steps in their bonding, allowing their prospective mates every change to reject it before it finalizes.
- Curses – Dependent on the race, the ability to curse is the ability to attach a harmless and/or harmful, magical ‘sickness’ upon another. The curse must be like the user’s nature. An example would be a summer fae turning someone into a flower. Neutral curses also exist, belonging to no specific magical classification, but this requires the use of magi-made trinkets.
- Divination – Similar to precognition or enhanced intuition, those with the divination ability can read someone else’s intent, needs, and sometimes their near future (though vaguely).
- Dreamwalking – Users of dreamwalking can enter another sentient person or creature’s mind, enabling methods of communication.
- Dreamweaving – Not necessarily restricted to only dreams, the user of this ability can manipulate another’s dreams while they sleep, taking complete control of it. This enables them to create a nightmare, if they choose, or show things they otherwise can’t communicate with words (like memories).
- Elemental Manipulation - The elements include fire, water, wind, air, shadow / dark, and light. Some high fae command one (lower in rank) or a couple (higher in rank) of, or known combinations (electricity, ice, etcetera) of, these elements. Only the king(s) and queen(s) of their court have ultimate power of every element in their court, making them almost godlike in their magic. For other races that might have elemental manipulation, only manipulation of one element or a combination element is available to them.
- Empathy – This ability enables the user to passively or actively sense the emotions of others. If it’s a passive effect, it is imperative to learn to block it out. Otherwise, those who can actively turn it on and off, will be able to determine anything like greed, smugness, and other emotions. Empaths make good lie / enemy detectors.
- Fading - This ability is their means of traveling between realms. Magi, their forms being spiritual, they can join their energies with the realm they're in, slowly disintegrating their physical form, and use the realm's connection to another's realm as a bridge, sliding through to their destination, as if they became part of the wind.
- Glamour – This is the ability to manipulate one’s appearance, taking away any characteristics that might out the user as something other than the race they’re infiltrating. They can only modify what characteristics they have, however, thus a race without a tail or wings cannot glamour themselves one.
- Imbue – This ability enables the user to replicate any kind of ability or power of all realms they have traveled (and they've traveled many), imbuing it onto an item. Any who use said item can access that same power, even if they're not naturally born with it.
- Innate Sense: Direction – This is a passive ability that, when the user focuses on a destination, enables them to find their way if they’ve been there. Those with this kind of magic don’t have to worry about getting lost and make great guides.
- Magic Enhancement / Detection (Active) – If able, the user can add layers of their own magic around them, then pulse it out like radar. In the instance someone or something else within their radius has magic, they will get an instinctive, if vague idea of how powerful and, sometimes, what kind of magic it / they have.
- Mental Manipulation: Memory – Useful for all races, regardless of capability, this ability is for extreme cases where memories of an event must be wiped delicately and precisely. The more experienced the user, the less they might damage their target’s minds or leave something behind.
- Nullification – This ability trumps many, providing a means of preventing other magic users from using their magic. Trinkets can also be nullified; made useless.
- Shaping - This applies to both the users and the items they imbue. They can take on any appearance, shape themselves to be anything they desire, though this is limited to anything or anyone less powerful than royals or rulers. Additionally, they can modify any plain or elegant item to look the opposite, just by willing it into the shape they desire. Thus, any artifact or trinket made by them comes with their creator's signature flair and preference, regardless.
- Sixth Sense – In addition to the normal senses of sight, smell, taste, touch, and sound, the character who has a sixth sense will have just that. It can be an instinctive feeling such as a chill running down their spine during danger, an intuitive awareness of magic being used, etcetera. While many can have a similar sixth sense, others might differ.
- Telepathy – In a large group or individually, this ability is the means of communicating with others via their minds. This does not make them mind readers, but rather ‘senders’ of a mental message. The only exception is if this is a group-shared ability, in which case all can send and receive mental communications.
Chart
Here is a chart that shows all (currently) known races, as well as the abilities than have or might have. Feel free to click and drag it to a new tab for a better view of it. Also, note that those with an 'X' means that the race does not have that enhancement or magic, a '✓' means they do, '✓X' is dependent on the race type or creation, and the 'H / C' or other letter might indicate specific elements / temperatures, and a '?' requires external methods of making this enhancement or magic available (rituals, for example).