Accepted powers
WATERThose with the ability to manipulate water
can control and create water in its liquid state. Those with the ability to use water are
restricted by the moisture and humidity around them and can be easily dried out by certain powers (
air, plant and earth). Water is most effective against fire and light-based elements. They generally have the potential to use
powerful healing and defensive spells.
Those with aquatic powers have the ability to:
- Breathe underwater for a limited amount of time (10-30 minutes depending on their level)
- Extract water from surroundings to boost their abilities (eg. ground, other fluids, etc.)
- Wings are often adapted to be waterproof and thus enable flight whether or not wet.
Other associated powers include:Sea: As well as water, these users can manipulate tides and waves, however they cannot manipulate ice. They are not able to manipulate freshwater as well as sea water and are able to wield lesser marine animal spells.
Morphix: Morphix magic users use the humidity around them to form a pink liquid called 'morphix'. This fluid can be used to shape and form various objects and structures.
ICEThose with ice powers have the ability to
create and generate ice. Ice powers are at their
weakest in dry and generally warm areas, thus water spells are generally very ineffective against ice. Though they also allow for very powerful convergences to take place between these two types of magic. Ice magic has
powerful attack spells but often has
fragile defences.
Those with ice powers have the ability to:
- Withstand freezing temperatures and have enhanced performance in cold regions.
- They can undergo cryostasis, allowing them to survive in a state of suspended animation as they summon a protective casing of ice to protect them.
- They are able to master spells that have slowing or numbing effects on their opponents.
AIRMagic users who harness the power of air have the ability to control the gases that make up a planet's atmosphere. They can
create and calm air currents as well as shape the air around them. Air attacks and defences are rarely visible and thus they can be very hard to dodge or defend against. These powers are often very hard to control and targeting individuals or differentiating between friend and foe is often a difficult task to master.
Those with aerial powers have the ability to:
- Turn invisible for a limited amount of time.
- Increase and decrease air pressure for limited time and by a limited degree
- Increased speed and hearing when transformed.
WEATHERMagic users of this power are are able to tap into a variety of elements to control and manipulate the weather. The effects of these spells are generally
very widespread though often both
hard to contain and to focus on a single target. All weather users are able to control elements of air and water to a certain degree in order to control cloud formation and they have limited control over weather such as snow, rain, fog and temperature. However these magic users are among the
best to converge powers with as their weather can be enhanced by almost all powers.
These with meteorokinetic powers have the ability to:
- Able to predict and sense changes in the atmosphere and weather patterns
- Generate spells that have a high range and widespread effects
- These users are more adaptable to different weather conditions.
Other associated powers include:
Storm manipulation: Very similar to weather manipulation, witches and sorcerers do have a choice to specialise in storm magic instead. This gives them more control over weather such as hail, tornadoes, hurricanes rather than the more tame weather phenomenons that the weather users have control over. However, it takes much more time to master and control these powers than it does for weather manipulation and these users have a weakness to light unlike weather users.
SOUNDMagic users who can wield this power have the ability to
create, distort and manipulate sound. Their attacks can be released either using sonic waves or blasts of pressurized sonic energy.
Those with sonic powers have the ability to:
- Can potentially use echolocation in dark areas for guidance with lesser spells.
- Create 'hidden' attacks by sending vibrations through solid mediums such as the ground or metal.
- They can slightly increase their speed of flight by riding on sound waves.
- Some users also have the ability to mimic an array of sounds (but not voices).
Other associated powers include:
Music: Users with these powers specialise in using music-based spells. Music combines sound and art powers. Their magic is often increased when they use a magical instrument or their voice to boost their spells. Users with musical powers can use spells that last longer and have more stamina than regular sound fairies, however their attacks are not as forceful.These users have naturally enhanced musicianship and can use their music to induce certain emotions in an audience to a limited degree.
FIREThose with fire-based magic are able to
control, manipulate and create fire. These users have
very strong offensive spells as they have quite a destructive force in their hands though as far as healing goes, these users often struggle to master such arts. Their spells usually
have a burning effect as well on their opponents. Their flames are most potent in dry and warm regions.
Those with pyrokinetic abilities have the ability to:
- Absorb heat from their surroundings to temporarily strengthen their magic
- They have enhanced (but not perfect) fire-resistance
- These magic users also have the ability to wield lesser light spells
- The speed of flight may also be enhanced by using a jet of flames to propel themselves.
Other associated powers include:
Volcanic: These users are able to control and create magma and lava. Their attacks are slower but cause more physical damage than a pure fire user and they have trapping abilities as well. These users also have access to lesser rock spells.
Ash: These users can use heat to trigger explosions, use smoke screens and are able to smother flames. They very often use the effects of fire more than flame-based spells and have excellent potential to stun and confuse opponents. They do however have a more limited fire manipulation than the other fire magic users.
LIGHTThese users possess the ability to
create, shape and manipulate white light. These magic users can use their magic regardless of whether it is dark or light outside unlike celestial powers though they lack many of the special abilities that celestial magic users have. As with dark magic users they must concentrate when using their powers or they risk having their spells go out of control. Only
fairies and
wizards can use this power.
Those with photokinetic powers have the ability to:
- Cause temporary blinding and stun attacks
- Illuminating the immediate area around them.
- Light solidification to form objects that usually burst on impact.
- Can summon weak benevolent spirit if alignment is good.
Other associated powers include:
Mirrors: These users have the ability to use
mirror, minor metal and
glass-based spells. They have the ability to
reflect certain attacks though the spell is weaker. Advanced users can also create
portals from mirrors.
Colours: Ability to split white light into different colours. These users have the ability to use lesser
art spells and can effectively use
camouflage to their advantage. Colour magic users have the ability to confuse and daze opponents more effectively than pure light users.
CELESTIALCelestial Power users harness the power of heavenly bodies. They often have advanced healing abilities, only behind the love wielders in potential. They have a weakness to psychic powers, electricial powers and sound though they work well with spiritual and water powers. They are divided into four main groups:
Astral
These magic users can harness the magic of the stars. Most of their attacks use starlight, which is weaker than most light attacks during the day but stronger at night. Astral magic users have been known to have precognitive dreams occasionally of possible future events, though their dreams are often very hard to interpret as the future is never set.
Solar
Solar magic users draw their energy from the closest and brightest of stars: suns. They can wield sunlight and shape it to their will. Of the celestial fairies, they have the potential to shine brightest and their attacks are the most damaging. They also have access to lesser fire spells. However, they are more vulnerable at night and they have weaker defence spells.
Lunar
Lunar powers enable the users to harness the power of the moon. They use moonlight in their spells and equally can use lesser mirror spells. Like the astral magic users, those who wield the power of the moon, are weaker during the day than they are at night. Lunar magic users have the ability to turn invisible for a limited amount of time (dependent on level) during the night.
Twilight
Twilight magic users have a mixture of two celestial powers and thus can wield two types of light. These magic users can wield spells from the two types of magic with the same strength and effect the others can wield their single power, however they have none of the special abilities that the others have access to (precognitive dreams for astral, enhanced strength of offensive spells for solar and invisibility for lunar)
SHADOWSThese users are able to create, manipulate and control shadows. This is the closest form of darkness that fairies and wizards are able to obtain but both witches and sorcerers can also use this type of magic. Unlike the darkness, shadows are dependent on the light to exist. This gives shadow magic users increased immunity to light spells but a severe handicap against dark magic users. These users can wield light to their advantage to create their shadows and use them to affect the 'real' world.
Those with shadow magic have the ability to:
- Strong spells can not only control but animate shadows, giving them personalities and the ability to speak.
- These users can change themselves into shadow form.
- Fairies and wizards who use this power can use light spells whereas witches and sorcerers who use these powers can use dark spells.
- These users often have strong binding magic abilities.
DARKNESSThese users have the ability to
manipulate and
create dark energy.
Witches and
sorcerers are wield this type of magic best. Dark magic users are weaker the brighter their surroundings are and are at their most powerful during the night or in realms predominantly covered in darkness. Like light magic users, concentration is essential as their powers are liable to go out of control otherwise.
Those who have dark powers have the ability to:
- These magic users are able to absorb light from surroundings to make it darker (this weakens the user depending on how much light they drain and their level)
- Those who wield dark magic also have enhanced (but not perfect) night vision.
- Darkness users also have access to lesser fear spells.
- Those with dark magic can use darkness solidification to form objects which burst on impact.
- They may also summon a weak corrupt spirit if alignment is bad.
SPIRITUALUsers of this type are commonly referred to as
'summoners' and have the ability to
be communicated to by spirits and occasionally see free spirits within their range (usually only when spirits wish to be communicated). Summoners can summon spirits to fight for them though they are
obliged to sign contracts to cater for the spirit's needs and take their limitations into account.
Those with spiritual powers have the ability to:- Summon spirits to fight for them as well as spirit-based spells.
- They can also use weak light or dark spells depending on their own morality.
- They can be communicated by free spirits {i.e. spirits that do not have a body}
- At times they can receive very brief glimpses of the past and present.
Other associated powers include:
Possession: Instead of summoning spirits, these users create weak spirits to possess inanimate objects. Whilst this type of spiritual magic is not as strong as spiritual summoners, they can summon more spirits and do not need to make contracts with their spirits.
PSYCHICMagic users who can harness psychic powers are unique in their ability to
manipulate the thoughts and emotions of their opponent. Most use attacks that can
affect the mental condition of their opponent.
Those with psychic powers have the ability to:
- Sense the moods of other people around them- though they do not have the ability to read minds.
- Inflict basic emotions or states of mind on others when they are transformed, including: Joy, Sadness, Fatigue (psychological), Anger, Confusion and Fear.
- They have the potential to train in hypnosis.
- They are often hard to converge with as they can very easily upset the group mentality.
Other associated powers include:
Illusions: Users of this power specialise in twisting reality in the mind of their opponents. They can create
holographic projections of themselves and inanimate objects {
Basic level} and even
other beings {
Powerful level}. They can change the colour of objects and their form. These users excel in hypnosis and can also change their own appearance to mimic other beings and occasionally other beasts and animals.
However it is worth noting that if an opponent is aware of an illusion, they will be able to see through it and remain unaffected.
LOVEHarnessed by fairies and wizards, this power allows for the amplification, manipulation and illusion of positive emotions and in particular, love. Whilst these users cannot force two beings to fall truly in love, they are able to create the illusion of love.
Those with love powers have the ability to:
- Have much higher endurance and stamina than other magic users.
- Sense and recognise the feeling of love in others.
- Whilst they cannot control emotion, they can soothe negative emotions.
- Ability to use minor light and minor psychic spells.
Other associated powers include:Peace: Peace is a fusion of love and justice powers. Users of this power generally have much slower attacks than love magic users though they have greater defensive abilities and much more concrete effects. Powerful spells of peace magic allow for users to temporarily force conflicts to resolve.
DREAMSMagic users who have dream powers are able to
manipulate dreamsand, a gold glittler-like substance that can take the shape of any form that the user can imagine. The dust does very little physical damage but has
effects of confusion and drowsiness. The effects generally take a long time to take hold but can cause unsettling secondary effects to the opponent's mental state once they settle.
Those with dream powers have the ability to:
- Induce drowsiness, slowing of movement and the confusion.
- Use powerful spells to see into the dreams of others and even control or influence them at a powerful level.
- Use sleep as a healing technique for themselves and others.
- Ability to use minor psychic spells.
FEARWitches and sorcerers who have fear magic are able to
manipulate, amplify and create the illusion of fear. Fear is a combination of psychic and dark magic. These users are able to
sense their opponent's fear only when they are exposed to that fear. Unless the source of a user's magic is their fear, these powers are very difficult to converge with. Strong spells cast by these users often have
damaging long-lasting effects.
Those with fear powers have the ability to:
- Induce panic and fear into their opponents.
- Powerful users are able to go as far as to induce pain without causing any physical harm.
- They can sense and recognise fear in themselves and others.
- They can use minor darkness and psychic spells.
Other associated powers include:
War: War is a fusion of
fear and weaponry magic. Whilst those with powers over war have similar abilities to fear users, their spells often
weave discord more effectively into opposing teams. They have strong offensive spells but at the expense of weaker defences. They also have the ability to use minor weaponry magic.
JUSTICEThose who have the ability to wield powers of justice are few and far between. However, those that can are potentially very powerful though are constrained by the law itself. They are only ever allowed to
enforce universal laws and can
never create them. On smaller scales though, they can
impose certain rules within a battle that must be followed that will often sway the battle in their favour. Though they must be wary as
their magic is unbiased and can work against them as well. Due to the nature of their power, they are required to judge others regardless of their feelings.
Those with justice powers have the ability to:
- They can detect when someone is lying.
- Powerful users can cast 'judgement' spells, meaning a powerful spell will target those who have caused injustice. Though the user must charge the opponent with a crime and see if they are truly guilty in the eyes of the law.
- They have powerful imprisonment and binding magic.
ARTUsers of artistic powers are able to
create, shape and manipulate art and the media used to create them. Those with artistic powers must train their minds, imagination and creativity to obtain truly outstanding results. Due to the vast variety of art forms, many of magic users specialise in a specific field of art. Though regular art magic users have power over traditional art, which includes paintings and drawings.
Those with artistic powers have the ability to:
- Create an enchanted item using artistic means.
- Master the ability of camouflage and metamorphosimbiosis.
- Possess the potential for enhanced creativy and artistry skills.
Other associated powers include:
Poetry/Literature: Whilst these powers are two different magic forms, they both use the power of words. They are capable of doing all that the traditional art fairies can do but use imagery created by words and pens instead of paints and paintbrushes. They have the ability to sway others with their words and induce thoughts and feelings when addressing an audience. As well as this, those who wield power over poetry and literature may use ink-based attacks.
Sculpture: Magic users with this power have the added ability to be able to create objects from the resources around them. As much of their artwork is created using stronger substances (using wood, ice, rock instead of paper), their attacks are the most powerful of the artistic powers. Powerful spells can even animate their sculptures for certain periods of time. However, their powers also strongly rely on the resources they have around them and their state of mind.
Dance: This power combines the user's physical strength and their creativity. Depending on the magic user's style of dance, they have an array of spells at their hand. Of all magic users, these have the potential to be the most agile and are able to dodge many more attacks than the average magic user. However, their energy is drained much faster than other artistic power users.
TOYUsers of toy magic are able to
animate toys and use game-related spells. They wield a creative power that can work on different levels:
Full animation gives the toys personality and initiative though the character of the toy is beyond the wielder's control, thus they may not always be particularly helpful.
Partial animation allows the user to use toys in battle but they do not gain any consciousness.
Those with toy powers have the ability to:
- Use partial or full animation on toys to aid them in battle
- They have a high endurance level, only slightly below love wielders and their supportive spells are most effective.
- Their powers are often increased by strong relations between their toys and themselves.
BEAUTYOnly witches and fairies are able to use beauty magic, allowing them to
alter their physical appearance or that of others and
use beauty-themed spells. They cannot shift their form but they have control over aspects such as their hair colour/style/length or their make-up. They are able to change appearances into forms that most please others and can
sense admiration and desire.
Those with beauty powers have the ability to:
- Control physical traits of their appearance or that of others, for example: Height, weight and body build. Though these changes cannot be outside the realm of possibility for a human being.
- Have the ability to effectively use camouflage as well as disguises.
- They are able to equip a select number of styles and outfits, though they must enchant their desired outfits prior to equipping them.
- They have access to lesser art spells.
SHAPESHIFTINGOnly wizards and sorcerers are able to use shapeshifting magic allowing them to
transform into a set number of forms. Shapeshifters are able to
gain the enhancements and perks of the various forms, for example, enhanced speed and hearing as a rabbit. At the basic level or class, shapeshifters have 4 forms available to them. Though caution must be exercised as the
more dangerous the form, the
more draining it is for the user and the
easier it is for them to lose control of themselves in their form. Shapeshifters are also placed under immense pain and stress whilst they transform which is more painful and longer, the more different the form is to their human form.
Those with shapeshifting powers have the ability to:
- Basic level users are able to choose forms of common, non-magical animals but powerful users can shift into enhanced or magical creatures (NB. they cannot shift into Sindarin creatures).
- Shapeshifters are able to undergo partial transformations, allowing them to only undergo part of their transform. For example, simply morphing an arm into a claw from a crab transformation.
- They can vary their strengths and weaknesses depending on their individual forms.
TIMEThose who have the ability to wield chronokinetic powers are able to
accelerate, slow and manipulate time within a limited range. Like justice magic users, they are few and far between and their powers are restricted by law. These users are
not allowed to stop time completely
nor are they allowed to alter events outside of the battle, bearing in mind that the council of magic have ways of detecting whether an event has been altered.
Those with chronokinetic powers have the ability to:
- Temporarily age or rejuvenate themselves though they must carry out the opposite effect on someone else.
- Powerful spells allow for time users to create time loops of a few seconds so they can change their actions.
- They are able to slow or accelerate time within a limited range, affecting all beings within that range.
NATURENatural power users govern all that
lives and which is produced by the land. The powers of nature are divided into three kingdoms which encompasses the three main pillars of natural magic. These magic users often excel at potionology and have the ability to communicate to and connect with other living beings.
Those with natural magic have the ability to:
- Rally living beings to their aid, though this does drain them of a considerable percent of their magic.
- Communicate and connect with living beings on an empathetic level.
- They can mimic adaptations of living creatures to enhance their spells.
Plants: Plant magic users have the ability to bond with all living things that fall into the category of plants. They are restricted by their environment and often struggle in desolate or harsh environments. They can manipulate any plant as well as parts of the plant such as leaves, thorns, petals, roots, etc.
Plant magic users can also specialise further if they wish:
- Flowers: A power exclusive exclusive to fairies and wizards. These magic users specialise in flowering plants and have the added ability of using lesser colour and love spells as well as the potential to have a small degree of control over insects.
- Trees: These magic users have control over trees and are often more sturdy than other natural magic users. As well as trees, they have a small degree of control over birds and wood.
- Carnivorous plants: A power exclusive to witches and sorcerers, these magic type users are able to use dangerous plant toxins to their advantage as well as other adaptations that carnivorous plants have developed and are experts in their ability to set traps.
Animals: Those with animal magic possess the ability to bond with and call for aid from all living beings that fall into the kingdom of animals. They have the ability to tame and calm wild creatures to a certain degree and can communicate at will with bonded animals. Like the plant magic users, they can be restricted by harsh or barren environments.
Animal magic users may also specialise if they wish:
- Marine animals: These users have dominion over creatures that live in lakes, rivers, seas and oceans and as a result they can use lesser water spells. However they are very prone to drying out and are greatly reduced in power if that happens.
- Reptiles: These users can bond exclusively with reptilian creatures and also have the power to wield lesser earth spells. These users are more resilient in harsher climates than other animal magic users however they are slower than most.
- Birds: All birds are the source of energy for these users and along with aerial magic users, they make strong flyers. They can use lesser aerial spells. However they have less endurance than other animal magic users.
- Insects: In harmony with some of nature's smallest creatures, these users have insect-related powers as well as access to lesser floral spells. These users have the best defences of the animal magic users. However they are significantly less powerful alone and work best in a group.
- Mammals: With control over all mammals, these users can use spells related to mammals as well as very weak spiritual spells. However, whilst they have a wide variety of animals to draw energy from, they have weakest defences and resilience.
Mythical Creatures are a special branch of animal magic that enables users to draw their powers based from ONE mythical creature. Due to the different powers and origins a various creatures, we ask that you PM a staff member to discuss what categories and individual strengths/weaknesses are to be associated with that power.
Fungi: This is a power mostly used by witches and sorcerers as it is a combination of poison and nature, though a handful of fairies and wizards have been known to use it as well. This power utilises the power of all living things that belong to the kingdom of fungi. They commonly use draining magic as well as toxic spores against their opponent. However, unlike other natural magic users, these users are
very effective against dark magic users and are weakened by the light.
EARTHThose with dominion over the earth have the ability to
manipulate, compress and shape earth and
other 'earthen' elements such as stone, dirt and soil. They generally have quite powerful spells at their disposition though they can be a little slower than other powers. Earthen power users also struggle in environments where their access to such elements are limited (
Eg. Tundra, Ocean, etc.) as they are better at manipulating the earth rather than creating it.
Those with earthen abilities have the ability to:
- Create localised earthquakes within a limited radius and limited strength.
- Sense the presence of nearby disturbances from vibrations in the ground.
- They can control the natural elements in certain structures such as statues, small buildings, etc. However these elements are very hard to extract, especially the more artificial elements that are present (glass, plastic, etc.). Extracting these elements usually ends in the destruction or weakening of that structure.
- They can also use burrowing as a defence mechanisation.
Other associated powers include:
Sand: In comparison to the other earthern magic users, these are far faster. They have the ability to turn into a sand form to avoid certain attacks as well as travel short distances very quickly. They can shape and manipulate sand and often cause sandstorm conditions to confuse their opponents (though allies are exposed to the same conditions as opponents).
Stone: These users are the slowest of the earthern magic users but their creations are solid and require a lot of power to destroy once formed. Stone magic users can also take on protective armour by hardening parts of their skin.
METALMetallic powers enable users to
shape, manipulate and generate metals. Their spells are
generally very fast but not always particularly powerful. They are very
sensitive to elemental powers as they make for good conductors but they make up for it through their resistance to many psychic-based powers. Note however that they can only control metal and not charged particles or ions as magnetic magic users can.
Those with metallic powers have the ability to:
- They are able to detect metals within a limited range dependent on their abilities.
- They are able to perform powerful convergences by using their metal as conductors.
- They have access to lesser magnetism spells for iron, copper and nickel.
Associated powers include:Weapon: Weapon magic allows the user to create a set number of functioning weapons, please note that this does
not include armour or shields. Whilst the user must train to be able to use these weapons as well as anyone else, they usually pick up fighting skills easier as the weapons feel to be mere extensions of their bodies. They also have access to lesser metal spells which they commonly use for defence mechanisms. The more powerful the weapon, the less amount of time they can use it for.
CRYSTALSThese magic users have the ability to
manipulate and create crystals. Like earth users, their spells are generally slower than most powers but they are strong. These users have the unique
ability to turn themselves into a crystalline form to, allowing them to become resistant to psychic, fire and aerial powers but vulnerable to others such as electricity, sound and light.
Those with crystalline powers have the ability to:
- Generate crystal weapons to attack with.
- They can perform convergences by storing energy within crystals and using it as a bomb of sorts.
- They can perform powerful defence spells and have high endurance.
GEMSThose who are able to
harness powers from gemstones are able to select
three gems of their choice to
unlock various powers. The powers that they unlock are not as powerful as using other elements but they have a wider range of powers. In order use their magic,
they need to have their gems within the immediate area surrounding them. If a gem is destroyed, it is an arduous and energy-consuming process to repair them.
Those with gem powers have the potential to use the following gems:
- Aquamarine: Water powers
- Diamond: Ice powers
- Zircon: Air powers
- Garnet: Fire powers
- Citrine: Light powers
- Quartz: Star powers
- Opal: Moon powers
- Amber: Sun powers
- Jet: Darkness powers
- Emerald: Earth powers
- Jade: Electricity powers
POISONPoison magic users have the ability to
create and manipulate toxins and poisons. They have
enhanced tolerance to all manners of toxic substances and often exceed at
potionology. Poisons can create all sorts of damages and can be administered in many ways but they all require contact, whether they are corrosive when touched or cause internal problems when ingested or even induce paralysis when injected into the nervous system is dependent on the type of poison.
Those who have poisonous powers have the ability to:
- They are immune to weak poisons and have increased tolerance to strong poisons.
- They are able to enchant objects to give them poisonous traits.
- They excel in using draining spells and absorbance magic.
FOODFood magic users are able to
shape and manipulate food as well as use
food and cooking-themed spells. They have control over taste, appearance, amount, etc. of all edible substances. Whilst they are able to use their magic whenever, they cannot create dishes or meals out of thin air and require ingredients like all others. They have the ability to learn
lesser natural spells and lesser poisonous spells.
Those with food powers have the ability to:
- Create objects from edible substances.
- They can detect poisonous substances in foods and easily detect flavours before eating food.
- They can also enchant food to have healing or regenerative effects on whoever eats it.
ELECTRICITYElectrical magic users are able to
create, shape and manipulate electricity which give them control over
electric fields, currents and electric charges. They are a source of power and can conduct their energy through metal objects. Unlike technology users, they are often liable to experience problems using electronics.
Those with electrical powers have the ability to:
- Create electric fields around them to attack or defend themselves from opponents.
- Users may use electrostatic attractions to attract and repel metal objects.
- Powerful attacks may cause temporary paralysis in opponents.
- Pure electrical users have the ability to travel through wires and gridlines for limited amounts of time.
MAGNETISMMagnetic users are able to
generate and manipulate magnetic fields. They can use their powers to sense and detect
organic (caused by movement of ions throughout the body),
artificial (caused by electronic devices) and
natural (surrounding planets and moons) magnetic fields; allowing them to navigate using the Earth's magnetic field, detect technological devices as well as living organisms. They generally rely commonly use
attraction and repulsion techniques in battle, though there are a number of things they can do. Note that they can only use magnetic spells on
iron, nickel and cobalt.
Those with magnetic powers are able to:
- They are able to use magnetic infusion, giving an object magnetic properties.
- They can cause electronic disruption in devices and appliances both intentionally and unintentionally.
- They have access to lesser electricity spells.
- They can create protective force-fields of magnetic energy which are very effective against electrical, metal and psychic powers.
TECHNOLOGYThose with technological powers have the ability to
transform and process data and information as well as manipulate technological devices. Usually a technology user will specialise in one of two fields:
Using data transformation, they are able to
translate, condense and process all sorts of information. They can
access data libraries and many create their own. They are even able to send information from electrical appliances to living beings.
Using technological devices, they are able to
command, program and interact with devices. They are able to
give machinery characteristics such as the ability to speak, to move and so on.
Those with technological powers have the ability to:
- Have remote access to technological devices and machinery
- Have an innate understanding of coding and programming
- They may use mechanical regeneration to heal themselves.
- They also have access to lesser electrical spells.