Post by Artaxerxes Hirren on Jun 4, 2007 17:32:24 GMT
For those Hirrens that are descended in some way from the crew of the first pirate ship to land in the swamp, these magics are available to you. Most of the native people in Hirren have the pirates blood on them by this point, although immigrants do not
The powers here are all acceptable, however if you wish to have another kind of power, either PM a member of staff, or post a suggestion further down.
Minor shields - This will create a defensive barrier that can prevent most minor magical and physical attacks. The stronger they are, the more energy they use.
Pyrokinesis - Magics which involve controlling fire. An inexperienced person cannot create any of their own fire, although the very experienced elders are able to make a small flame which they must feed.
Hydrokinesis - The power to manipulate water, even the lower levels are able to create a small amount of water, but not much. This is a particularly useful but rare ability that the pirates revere.
Cryokinesis - Can manipulate temperature in small, local areas. The more experieced can also use this to manipulate weather.
Aerokinesis - The power to manipulate air into winds and updrafts, can also be used to shield attacks, even to cut an opponent if the user is skilled.
Teleportation - This skill is somewhat self destructive and limited. The user is able to teleport either some object or themselves across a distance of up to half a kilometer, however this destroys living cells and damages inanimate objects.
Chronokinesis - An ability that allows the user to change their own, or another's perception of time. They can make it so that time feels like it is running slowly, and the user will move particularly fast. They can never bring perception to a complete stop, only slow it down significantly. This only effects the target, not everyone around them.
Animal Empathy - Rather than the typical type of animal emptahy, the user is able to cause great fear in the animals around them, causing them to flee from them.
Emotion control - The user is able to feed an emotion to a target, whether it be fear, anger, lust or even confidence. This is a lasting effect and can vary from 5 minutes to several days.
Healing - Not a powerful technique, they cannot prevent death, but can close up some minor wounds and stop bleeding in larger wounds. This is also a mental healing and can make people forget their pain and learn to move on. This technique is a painful one to use, if used on others, the user will feel the pain that the target is undergoing, whether emotional or physical.
The powers here are all acceptable, however if you wish to have another kind of power, either PM a member of staff, or post a suggestion further down.
Minor shields - This will create a defensive barrier that can prevent most minor magical and physical attacks. The stronger they are, the more energy they use.
Pyrokinesis - Magics which involve controlling fire. An inexperienced person cannot create any of their own fire, although the very experienced elders are able to make a small flame which they must feed.
Hydrokinesis - The power to manipulate water, even the lower levels are able to create a small amount of water, but not much. This is a particularly useful but rare ability that the pirates revere.
Cryokinesis - Can manipulate temperature in small, local areas. The more experieced can also use this to manipulate weather.
Aerokinesis - The power to manipulate air into winds and updrafts, can also be used to shield attacks, even to cut an opponent if the user is skilled.
Teleportation - This skill is somewhat self destructive and limited. The user is able to teleport either some object or themselves across a distance of up to half a kilometer, however this destroys living cells and damages inanimate objects.
Chronokinesis - An ability that allows the user to change their own, or another's perception of time. They can make it so that time feels like it is running slowly, and the user will move particularly fast. They can never bring perception to a complete stop, only slow it down significantly. This only effects the target, not everyone around them.
Animal Empathy - Rather than the typical type of animal emptahy, the user is able to cause great fear in the animals around them, causing them to flee from them.
Emotion control - The user is able to feed an emotion to a target, whether it be fear, anger, lust or even confidence. This is a lasting effect and can vary from 5 minutes to several days.
Healing - Not a powerful technique, they cannot prevent death, but can close up some minor wounds and stop bleeding in larger wounds. This is also a mental healing and can make people forget their pain and learn to move on. This technique is a painful one to use, if used on others, the user will feel the pain that the target is undergoing, whether emotional or physical.