not every individual will have magic powers; it is not guaranteed that you will. powers are broken down, usually by species, so please check out the species you're interested in for more information on their specific powers. this is just a general overview of what types of powers are allowed. there are tons of powers that aren't listed here and it would take us forever
to list them out. one of the best places to get your powers from is this handy list on wikipedia: list of superhuman features and abilities in fiction
. you are more than welcome to read up on any powers there and use them. if you are unsure as to how a certain power would work out in this roleplay, or with a certain species, please message lauz
elemental powers are the most basic that a person can have. this includes the manipulation of all natural elements. water, air, earth, and fire
are the cardinal elements. things like light, darkness, gravity, etc
are offshoots and are considered manipulation and will be covered in the section below.
when controlling elements you have to be wary of which element is weak against which and what is strong when combined. when giving your character an elemental power you have to take into consideration their species, so read the guide. a younger character will not be as talented with their element as an older, more experienced one. keep this in mind. younger characters are more erratic with their powers until they learn to control them. you also can't expect your powers over the elements to work all the time. it is imperative that you have some source with which to create your element from. when dealing with fire you have to create a spark. if you have no spark, you have no fire. of course you can always pull and manipulate fire from another source--like a candle, for example. in order to use air/wind you have to be near an infinite source of air--being inside a building will limit the power's versatility. for earth you have to be in an area where there is some type of uncovered ground, or at the very least, plants. and for water you need to have some connection to a water source. water in the air is all well and good, but it won't be as effective as if you're near a pond, or puddle even.
older characters will have an easier time manifesting their elements. this only stands to reason, as they've been around on this planet for longer. it is also possible for your character to build up a sort of immunity to a certain element. this is not to say that every single time they won't be affected, but if younger characters try their hand at dealing damage to an older character that has a built up immunity to, say, a deluge of water, then there will be little to no effect.
healing & death
only second to mental manipulation, healing and death related powers are the most god-modded and, therefore, need some of the most clarification. not just anyone
can have healing or death related powers, it isn't necessarily species specific either; though angels are most notable for having healing powers. healing comes in various degrees: healing of small wounds, healing of moderate wounds, healing of major wounds, repairing broken bones, fixing failing organs, curing of sexual diseases, removing of toxic chemicals in the blood, and revival.
healing is more widely accepted and considered a white magic, part of white light mages are revered for. death, on the other hand, is considered dark magic, not something you want to be able to control. death magic comes in varying degrees including: death sense, death touch, and necromancy.
it is considered a very taboo art and those that have powers of death are usually cast out.
you have to keep in mind that, just like with everything else, an older character will have a lot more experience with these things. you also can't expect to fix everyone. the older and more experienced, the greater the chance that you'll be able to heal or revive someone. however, if the character you are working on is also an older, experienced character, there is a higher rate for failure. especially when revival is involved. speaking of which, revival is a power that only a few can have, and we are going to seriously limit this. you can't revive everyone, it just won't work. if you're younger and you have this power, it won't be very effective and will fail most of the time. as for death, it works the same way.
this is a hugely broad range of powers. they do not include mental or physical manipulation, for those, read the two details below. this does include things like electrical, plant, energy, light, darkness, gravity, molecular, weather, reality, time, radiation, sound, probability, pain, emotion, and animation
. there may be some we've forgotten, but these are the ones that we have seen used in the past. most of them are pretty basic and easily explained. they work the same as the cardinal elemental powers do; the only exception being a lack of obvious weaknesses. the main weakness is that manipulation of some of these won't work on everyone. things like weather
manipulation aren't even offensive to begin with, neither is gravity
animation is the act of bringing inanimate objects to life for periods of time. depending on your skill level, you can bring huge things to life. but this doesn't last forever, like most things. it will drain your energy, depending on what you choose to bring to life for however long you do it. also included in this list is pain manipulation; the ability to make someone experience pain, as well as the ability to have a heightened threshold for pain. anyone that has a power focused around making someone experience pain would be useless against someone that has a high threshold for pain, or someone that is used to excessive amounts of pain themselves.
physical powers aren't just as black and white as they sound. a physical power can certainly be super heightened senses, incredible strength, and the like. however, they also include power mimicry, power negation, echolocation, and power sensing.
purely physical powers include acid generation, duplication, invisibility, bone manipulation, and other biological manipulation.
anyone can have heightened senses and super strength, but you're not to use these powers to god-mod, of course.
power mimicry, negation, and sensing are all well and good, but there are rules to these powers just as there are to anything else. power mimicry has to occur through a touch, you can't just get their powers out of no where; unless you have power sensing. mimicry of powers will not last forever and the duration of this power is based on your character's age and experience. for example, an older character is going to be able to hold a power for far longer than a sixteen year old character. power negation works exactly the same way. you can't always negate someone's powers. say you attempt to negate the electrical manipulation of someone a thousand years old, due to their mastery of the art, your negation would either not work at all, or only stall their ability to gather enough electrical force, which would probably give you time just enough to escape. it will not work on everyone--we can't stress this enough. power sensing is a defensive trait alone and does not give you any power over what other people's powers do unless you have either, or both, of the other powers listed above.
acid generation is the ability to manifest acid from pores and whatnot. there are limitations to this, but for all intents and purposes, we can't really see how you could be immune to acid. however, this will also cause your character some amount of pain, for you are literally creating acid from your own body. duplication is the ability to clone yourself for brief periods of time. this doesn't last forever, no matter how experienced you are. invisibility works the same, you can be invisible for periods of time, but it won't last forever. this, once more, goes off of your experience at the art. bone and biological manipulation is something everyone can have, but the more experienced you are, the better it works. think of this as similar to healing powers. biological manipulation can include the manipulation of the blood, toxin levels, and various other parts of the body.
mental powers are, by far, the most god-modded of them all. people feel that, if their character can read minds, they can do it all the time, and that they can know everything just via that. it totally doesn't work that way. mental powers include: telekinesis, mind reading, dream walking, dream weaving, dream invasion, omnilingualism, empathy, telepathy, tracking, extra-sensory perception, mediumship, precognition, and memory control.
mind reading has a lot of restrictions. anyone that has a strong mental fortitude is not going to be easy to read. even then, whenever you hear someone's thoughts, it will most often be someone you're close to or someone whose thoughts are particularly loud. experienced mind readers will be able to block out thoughts, but younger, inexperienced ones will hear thoughts whether they want to or not. mind reading also has the ability to backfire, so remember this. you can also have a character that is a touch mind reader and can read someone's mind only via touch.
any of the dream based abilities are mostly used for fun, but sometimes they are used to instill various ideas in any given person. a character may use their advanced dream invading techniques to twist people's feelings and their thoughts on the world around them. dream invading/walking/weaving can be used to your advantage, but some people won't be so apt to allow you into their dreams and it is easy to be kicked out of a dream. inexperienced dream manipulators have no control over whose dreams they jump into.
empathy/telepathy is by far one of the hardest abilities to master. it has both negative and positive effects on everyone involved. empathy mostly works through a telepathic wavelength, but sometimes you can learn to be an empath (or telepath) through touch. a touch empath may have an incredibly hard time, as they can oftentimes be susceptible to other people's fluctuating emotions. characters who are empaths/telepaths via touch can soak up a person's emotions/thoughts with anything as simple as a brush of an arm and it will effect them. sometimes heavily, sometimes not, it depends on your character's initial personality. being an empath/telepath is a hard thing for any character and it can lead to many breakdowns and trouble discerning their emotions/thoughts from anyone else's.
mediumship and precognition both have to to with the psychic aspect of things. being a medium you can see and communicate with the dead--ghosts. that's all, nothing more, nothing less. precognition deals with viewing the future and is most often done through sleep. this can also be used like a 'danger sense'. you have no control over precognition and it will occur whether you want it to or not. most characters who are precognitive can't see their own futures. most often the image is never fully clear and will only come in brief flashes.
finally we have memory control, and this is also not without it's limitations. it takes a lot out of a person to control other people's memories. you are very susceptible to losing different portions of your own memory should you mess around with someone else's too much. even experienced memory manipulators will lose bits and pieces of their own memories. this is to be used very sparingly and only under duress.
mind control isn't allowed in any form, at all. on this site you can't take away a person's free will. so if you have any characters that can control someone's mind and, in turn, their bodies? better think twice.
the most simple out of all the powers. transportation includes teleportation, phasing, portal generation, electrical transportation, and summoning.
transportation powers take a long time to master completely. you won't just start of flawlessly teleporting from place to place and you can wind up in an area you don't want to be in, especially if you've never been there before. inexperienced characters can, and will, make mistakes in transporting themselves around. portal generation
is a power that only faeries
can use. summoning
is the ability to draw an object from one place to another; like accio in the harry potter universe.
powers of seduction are usually reserved for vampires and sirens
; you need to have a good reason for giving these types of powers to anyone else--the older species, ancients, merfolk, etc may potentially possess some of these powers as well. not everyone will be effected, sometimes not even anyone will be effected and this is something you'll need to keep in mind.
pheromone control is a vampire-based power. it is incredibly hard to master to it's fullest potential. as it stands, only an older character will have the best luck with it. it may last for only a few moments--just long enough to get them to agree to sex, not go through with the act if they don't want to. some characters may also be immune to this manipulation. of course, this can also be used to enhance the sexual experience and just for fun.
vocal and musical seduction are siren-based powers. this is easier for them to master and every siren has their own, personalized song--whether it be a vocal song or a song played on an instrument. a character may only have one, never both. through speech or through music, you can lure in a target and get them to perform any sexual act with or without their consent. it works like a drug or like alcohol. just like with the pheromone control, younger characters have a hard time effecting older ones with this power. some characters may also be immune to this manipulation.
use this in moderation as, like with mind-reading, you can't fully take away someone's free will. clear any sexual manipulation done to the extent that someone agrees to sex with the person you're roleplaying with. yes, this can lead to cases of rape, which is a touchy subject and something that should be discussed thoroughly beforehand and contain all the proper warnings.
an object based power would be a certain attribute obtained through the use of a material possession; for example, the green lantern's power ring. you would be absolutely free to have an object like this. however, having an object based power is not an instant immunity to anything. you would still be susceptible to various elemental powers, mind powers, physical powers--it all depends on what your chosen instrument has for it's own powers. most mages and spellcasters
have a token item like this; a necklace, a staff, a book of spells.
psychometry is also included in this list, as it deals with physical objects. psychometry is the power to see details about the past or future from close contact to an item from that time, that has gone through that period in history. for example, the ability to see where an object has been by just touching it. to see the things that happened to the person the item was originally associated with--so if you wore a necklace while you were being murdered and someone with psychometry touched it, they could see your murder through the eyes of a third party.