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Abilities Category: Uncategorized
Immortality:Users
possesses immortality, a state where one has eternal life and is undying. They
never age, are completely self-sustaining, free from all bodily necessities and
can survive virtually any kind of harm, remaining immune to all forms of decay.
Any damage done to the user would either be regenerated or simply remain
non-fatal. As a byproduct of having everlasting life, users may have an
infinite reservoir of life energy that fuels the dynamic system of their
immortality.In some cases, users attain immortality through unconventional
means, such as resurrecting/reviving themselves after death, switching into new
bodies when their current form nears death, or achieving a state of
transcendence beyond the concept of death altogether. These alternative paths
allow them to achieve eternal life and evade the limitations of mortality.
Regenerative Healing
Factor:Users possess a regenerative healing factor, meaning that they
automatically and rapidly heal and regenerate from any physical, spiritual, and
mental damage, attacks, harm, damage, and injuries they take and get restored
to their optimal and full health/state at an extremely fast rate. Unlike
Healing, regeneration/healing factor is a process that happens unconsciously
without the need for activation, resulting in a constant state of optimal
health, it is passive and isn't focused on activation. Regeneration is a
process that occurs in all biological entities, but a regenerative healing
factor is much more efficient, seamless, and powerful. So much so that users
can recreate lost or damaged tissues, organs, and limbs, sometimes slowing, or
even stopping aging, something natural regeneration can never accomplish (or
does so extremely slowly). The rate and amount of healing vary widely (see
Levels of Regeneration); some can regrow missing limbs, others must put the
limb back in place for rapid regeneration. The user is generally in very good
physical shape, as their bodies are constantly reverting to a healthy state,
granting them nigh-inexhaustible stamina and vitality. The regeneration process
also increases the speed of processes the body uses in the healing such as
endorphin production to mitigate pain reducing the amount of time and severity
the subject feels discomfort leading to an increased pain threshold. Other processes
included are the production of adrenaline and the fight or flight response
which are greatly extended by the increased recovery leading to increased
physical performance as the subject gains elevated strength and energy while
also able to push their bodies harder due to decreased sensation of pain. At
higher levels, a user can regenerate not just their cellular tissues, but also
their DNA, undoing genetic mutations and breakdown, as well as maintaining
one's youth by extending telomeres. If advanced enough, the ability will cause
the body to cease aging as the cells are regenerating and dying in equilibrium,
granting a form of immortality.
Seduction
Magic:The user can utilize a form of magic that is seductive in
nature. Users can use use charming magic and features to win fights. Skilled
users can influence the minds of their unsuspecting audience. These masters of
such magic charismatically waltz their way into favorably situations, whether
on the battlefield, in a merchant's shop, or on the banquet table, to harmless
fooling around or for far more nefarious purposes. Powerful Users can entrance
others to do their bidding or enthrall them.
Calling:The
user can call forth something from anywhere to help them with a task. The main
difference between this and Summoning is that the target being called must come
to the caller - it does not just appear in front of the person and must travel
from its current location to the user.Depending on the specifics of the user,
the target (the one being called) may be able to resist, and there may be range
limitations or limitations on the type of target that can be called.Targets
hereditary find themselves supernaturally compelled to go to the user, or they
may simply know that the user has called to them. In some cases, often with
weapons and other
Summing:The
user can call forth something from anywhere to help them with a task. The main
difference between this and Summoning is that the target being called must come
to the caller - it does not just appear in front of the person and must travel
from its current location to the user.Depending on the specifics of the user,
the target (the one being called) may be able to resist, and there may be range
limitations or limitations on the type of target that can be called.Targets
hereditary find themselves supernaturally compelled to go to the user, or they
may simply know that the user has called to them. In some cases, often with
weapons and other objects, some supernatural quality may aid the target in
coming to the user.
Enchantment:User
has the ability to put enchantments on something/someone; a type of spell that
has power over others to alter/enhance the properties (magical, mundane, etc,)
of things using magic from people, objects, or even spells by manipulating
certain means of magic to permanently/temporarily endow any kind of quality,
ability, asset, etc, to others or themselves to accomplish their goals which
can come in a variety of spells from illusions, shapeshifting, bestowals and so
on.
Mental
Manipulation: The user can manipulate the mind, the mechanism of
proceeding information and set of immaterial facilities that are linked to it.
They can create, control, customize, negate and otherwise fashion parts and
functions of mind as perception, desires, thoughts, beliefs, memories,
emotions, attention, personality, behavior, psychologic and intelligence in a
variety of ways.Beneficially, this ability can be used to unlock one's inner
potential, bestow talents and skills, and improve mental capacity.
Destructively, this power may shatter minds, grant diversity of mental
disorders and take over others. Either way, users possess outstanding power
that make them force to be reckoned with.
Vocal Mind
Control:The user can compel people by speaking, the victims are
unable to disobey; the seemingly cogent commandment is far too compelling.
Users can persuade people into hurting/killing themselves or even flip around
their sense of logic but can never cause victims to achieve what they are not
capable of (e.g., Flight). Strong willed subjects may be able to resist this
power, but the user can vocally command a person to do the users bidding. They
can command the victim to fight on user's behalf. Command an army effectively
gaining obedient minions. They can command other powers effectively, gaining
control of the victim's powers and control of their opponents.
Spell Casting:The
user can cast spells, mystic art through which users harness the mystical
forces of the supernatural world to invoke specific magical effects and
phenomenons. These effects are guided and governed by meticulously structured
formulae that produces a diverse array of expressions that can mystically
effect their reality by channelling mystical energies in a myriad of ways that
spellcasters bring these formulae to life, wielding the power to shape their
world according to their command.Spells can be formulated by a variety of
methods, but the core and key to spell casting; is pure, clear and focused
intentions. It’s through will, emotion and intent that often determines the
nature and function of the spells when casted thus achieving the result that
casters want. Often, the effectiveness of these spells is further augmented by
intrinsic components that lend potency to the mystical workings. These
components can take various forms such as words, symbols, incantations,
specific thoughts, gestures, rituals, or even the utilization of enchanted
items like wands, with some spells even contingent upon celestial alignments.Once
cast, spells seamlessly adapt to the caster's intent and the specific formulae
to give it form in any way such as offensive spells can manifest as potent
energy rays, elemental manipulations like pyrokinesis, or other destructive
forces. Defensive spells can manifest as protective barriers, the ability to
phase through matter, or shields against magical or physical harm. Supportive
spells can gift the caster with enhanced physical abilities, such as superhuman
strength, heightened agility, or the power of teleportation. The versatility of
spellcasting is further exemplified by spells becoming a physically
manifestation or embodiment, taking the form of tangible objects, intricate
markings, geometric patterns, or other magical constructs.Within the hierarchy
of spellcasting, practitioners progress from novices to masters, unraveling the
profound mysteries of the arcane with each step. Novices acquaint themselves
with fundamental spells, mastering the building blocks of incantations, symbols,
and rituals. Intermediate practitioners delve into an array of spell types,
exploring the realms of offensive, defensive, and supportive magic. Advanced
spellcasters wield formidable spells, expertly manipulating reality, bending
the very laws of physics to their will, and ultimately achieving the pinnacle
of mastery, which includes the art of nonverbal spellcasting.
Enchanted
Allure:Users possess an enchanting attraction on themselves that
grants powers of persuasion as well as seduction. Depending on the user, they
may have a "trigger" that makes people around them obey their
commands. Once under their spell, targets are at their command and willing to
do whatever it is they want, even suicide.
Siren Song:The
user is capable of emitting astonishingly beautiful and enchanting singing
voice that is capable of summoning/luring anyone who hears it to come towards
the singer or to try to reach the source of the song, no matter what dangerous
obstacles are in the way of the path (it may even just mesmerize a subject or
make them fall in love). No matter what anyone who hears it becomes entrance
willing to do whatever the user wants and commands.
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