Post by The Dark Lord on Jan 19, 2010 20:17:24 GMT 8
MAGICAL ABILITIES;; Definitions
This guide contains definitions of each special or magical ability that is permitted on the site. It is wise to read this information before applying as you will often be pulled up for incorrect information and having incorrect information can, in turn, be the deciding factor between an accepted application and a denied application.
On a similar note special abilities are to be applied for after your character application as you may not be accepted for that particular character in the first place. Those that I have not given definitions for are pretty self explainitory.
This guide contains definitions of each special or magical ability that is permitted on the site. It is wise to read this information before applying as you will often be pulled up for incorrect information and having incorrect information can, in turn, be the deciding factor between an accepted application and a denied application.
On a similar note special abilities are to be applied for after your character application as you may not be accepted for that particular character in the first place. Those that I have not given definitions for are pretty self explainitory.
General abilities are the miscellaneous abilities that are avaliable. Most of these come from the Harry Potter series but others may easily be gathered from other sources. These abilities are classified as "general" as they have no specific category.
[li] Parseltongue; the snake language
Parseltongue is the language of the snakes. In the common mind it is associated with Dark Magic (though it has been stated that this is ability is not necissarily an evil quality). Those who are able to speak Parseltongue (wizards known as "Parselmouths") are very rare. The skill is acquired through genetic inheritance with training though it is possible to obtain the ability through Dark Magic being performed on you by a parselmouth. Occasionally through magical possession someone can obtain the ability to speak parselmouth temporarily, though it is rarer than the ability itself as an extremely powerful wizard has to possess another.
[/li][li] Animagus; animal transformation[/center]
The animagus ability is the ability to transform into a particular animal at will. This ability is not born into someone, it must be acquired my magical means, presumably involving some form of transfiguration. All animagi must register at the Ministry of Magic. Each animagus has a specific animal that is chosen for them based on their personality, appearance and in some cases name. They cannot transform into any other animal and each time they transform the animal is exactly the same (i.e. same size, shape, markings, colour, etc). Some animagi are known to have similar behavioural patterns due to their animagus form.
IMPORTANT INFORMATION REGARDING ANIMAGUS ABILITIES: Do not say that your character selected the Animagus form!. A wizard or witch does not choose their animagus form. The form is based of their personality and sometimes their appearance and name. An animagus may take on features of the animal they turn into when in human form. For Instance;; Sirius Black's animagus form is a bear-like black dog. Sirius is the alpha star of the Canis Major, more commonly known as the "Dog Star". Sirius appears as a lovable man with shaggy black hair and a playful attitude with a knack for trouble and mischief. This is how he gets his animagus form. His surname; Black, also contributes to his colouring. There is always a distinguishing marking (i.e. the markings around McGonagall's eyes where her glasses would sit). Basically what I am saying is make it believable; Sirius as a Dog: Believable, Peter as a Rat: Believable, Snape as a Butterfly: now you're crazy!
[/li][li] Metamorphmagus; characteristic morphing[/center]
A metamorphmagus is a witch or wizard with the ability to change their features one or more at a time. Metamorphmagi are born, not made, and they are rare. Many are known to change their hair and eye colour in accordance with their mood and change features on occasion as entertainment. The extent of the changes are within the limits of being human; a metamorphmagus cannot change into any other animal though their features can represent one (for instance adding a beak or a pig's snout). They cannot change thier appearance all at once and, if they wish to transform their whole body they must do it bit by bit. A metamorphmagus cannot change their gender. They can, however, go from old to young, handsome to plain, black to white and can, as they get older, add a couple of inches to or take a couple of inches from their height but no more.
[/li][li] Seer; premonitions & riddles of the future[/center]
A Seer has a clairvoyant ability and the ability to predict the future and its possible events (as they stand at the time of the premonition as the future can be changed by the choices that one makes). The predictions given through this event can be given in two ways. One; through a dream sequence that comes across like a series of images that form a riddle or Two; a riddle spoken by the seer while they are in a trance like state which they have no memory of. No premonition or prophecy is acurate and none of them are straight forward, they are always in a riddle form and its never easy to determine who it involves. Each prophecy is stored within the Ministry of Magic in the Hall of Prophecies and can only be retrieved by the people it mentions. There are very few true Seers.
[/li][li] Juvenation; from me to you[/center]
To juvennate is to become someone else or take on their form. The ability of juvenation gives the witch or wizard the power to do exactly that. As with all abilities there are some flaws with this ability. In order to transform you must have met the person before and have a clear image in your mind of what they look like. In order to remain in thier form you must continually keep a clear image of that person in your mind. This ability is very hard to grasp as most people do not have the level of concentration required to maintain the form and often it results in their form faultering at critical moments. The transformations can be rather painful.
[/li][li] Levitation; i believe i can fly[/center]
Levitation is the power, or ability, to lift yourself up into the air without aid of a broomstick, spell or any other form of support. When this power is used the person who posesses the ability actually makes themselves lighter and lighter so that they float up into the air. Once someone is in the air any movement they make adds the weight back and they will sink towards the ground. Those who possess the ability and are rather old (around fourty or so) may eventually be able to channel the energy and make some small movements.
[/li][li] Healing; playing doctor[/center]
Healing is the ability to heal wounds and practically any other injury that one may possess. Unlike the healing performed with magic by Healers and nurses this ability requires no wand. The person with this ability cannot heal the dead and they cannot heal themselves no matter how hard they try. When healing the caster places the palm of their hand above the injury (hovering just above it) and channels all their energy into the palm of their hand. A white-blue light, similar to that of Orbing, forms around the injury and it slowly heals. For minor injuries this can take about a minute but for anything major it can be very draining and take about half an hour to fully heal everything.
[/li][li] Spellcasting; double, double, toil and trouble[/center]
Spellcasting is the ability to say a rhyme and make something happen without aid of a wand, person or object. The only people able to perform this ability come from a Wiccan/Pagan background and whose ancestors have recited the Wiccan Rede ("do as you will but harm none") and have possessed this ability as well. Spells can only be performed to fix damage, heal someone, protect someone, heal someone or to locate someone. This ability can be affected by the moon cycle, time of the week, time of the day and often candles of a specific colour are needed to represent the type of spell being cast.
THERMAL ABILITIES
Thermal abilities are abilities that allow the caster to modify the temperature of a room or space.
[/li][li] Cryokenisis; my hands feel like ice[/center]Thermal abilities are abilities that allow the caster to modify the temperature of a room or space.
Cryokenisis is the ability to drop the temperature of a person, object or space of air sometimes to the point of creating ice or anything that takes away the heat. It is done by slowing down the atoms so that the temperature drops. This ability makes itself shown around the age of seventeen but those who are older and posess the ability are sometimes able to create ice or trap an enemy in ice. The ability to trap someone in ice or even create ice only comes around when the Cryokinetic is in serious danger. Other times they can only willingly drop the temperature to what it would be outside during Winter. They tend to feel the heat more than others and they don't feel the cold as much. During times of high emotion they have been noted for using the ability unknowingly (it has even been reported that one cryokinetic dropped their body temperature and that of their partner while intimately engaged which has been noted to increase pleasure).
[/li][li] Thermokenisis; turning on the heater[/center]
Thermokenisis is the ability to create enough heat to warm something up rather rapidly. The caster basically generates more heat by making the atoms of an object, person or air space move rapidly so that they heat up the object or things around them. This ability is difficult to master and training is often required though the ability does make itself shown around the age of seventeen. The ability to blow an item up due to the extreme heat only comes around when the Thermokinetic is in serious danger and can only be used on inanimate objects not people. Other times they can only willingly raise the temperature to what it would be outside during the heat waves of Summer. During times of high emotion they have been noted for using the ability unknowingly (it has even been reported that one thermokinetic unwillingly increased the temperature so much during sex that the sheets of the bed remained charred, due to the nature of the ability the thermo and his partner were not injured).
TELEPORTATION ABILITIES
Teleportation Abilities are those abilities that allow someone to move from one space to another in a way other than Apparition (which any witch or wizard can use.
[/li][li] Astral Projection; am i here? or there?[/center]Teleportation Abilities are those abilities that allow someone to move from one space to another in a way other than Apparition (which any witch or wizard can use.
Astral Projection is not an ability to move from once space to another it is, in fact, the ability to be in two places at once. Those who posess the ability are able to "clone" themselves and be in two places. This power is activated by a strong need to be in two places at once. The issue with the ability is that while the person is in another place their true body is vulnerable as it goes into a sleep-like state and is open to attack. Depending on how far away the person is wishing to travel depends on how long it takes to get there and return. In their "cloned" form the person is little more than a corporeal ghost and while they can talk, etc, they cannot pick up solid items, eat, drink, etc. Some wards, like those on Hogwarts, prevent the use of this ability either to get in or leave the building.
[/li][li] Blinking; in the blink of an eye[/center]
Blinking is the ability to move to another destination in much the same way as Apparition only its not detectable by the Ministry of Magic. This ability goes hand in hand with the saying "I'll be there in a blink of the eye" because that is what literally happens. One moment you're there and one moment you're not. This ability cannot be used to get inside or to leave heavily warded areas (Hogwarts, Ministry, Gringotts, etc) it also cannot be used to get into magically enforced rooms (Room of Requirement, Headmaster's Office). This ability can be used to get from room to room once someone is inside Hogwarts or the Ministry but not to get in or out.
[/li][li] Shimmering; smoke on the water[/center]
This ability is the darker equivilent of Orbing. One shimmers by parting the molecues of the body (without the orbs that are seen when one Orbs) slowly and moving to the destination that the witch or wizard wishes to go. The molecules are then reformed and the person is as they were before. As the molecules move one by one it is slower than Orbing. Only dark witches/wizards possess this ability. When someone is born with this ability they cannot simply begin using it when they want. The ability needs to be activated and is usually activated by fear in a situation when the person feels threatened. From then on you begin training to use it. This ability cannot be used to get inside or to leave heavily warded areas (Hogwarts, Ministry, Gringotts, etc) it also cannot be used to get into magically enforced rooms (Room of Requirement, Headmaster's Office). This ability can be used to get from room to room once someone is inside Hogwarts or the Ministry but not to get in or out.
[/li][li] Orbing; glitter sticks and glow worms[/center]
Orbing is the power or ability to teleport anywhere you wish that is not protected by anti-aparition wards though you can teleport within the wards just not into or out of them. To do this the body's molecules separate and go to where the destination is. When they're there, they combine and the person is as they were before. To orb you simply imagine your destination. You cannot orb around the world but you can go from, say, Scotland to England and back but no further. In the beginning stages you orb only for a few secons before landing in the same place. To those born with this ability you cannot simply begin using it when you want. The ability must be triggered by fear and danger of some kind. From then on you begin training to use it. The younger you are the less power you have to use and, therefore, the less distance you can travel. This ability is only present in light witches and wizards. This ability cannot be used to get inside or to leave heavily warded areas (Hogwarts, Ministry, Gringotts, etc) it also cannot be used to get into magically enforced rooms (Room of Requirement, Headmaster's Office). This ability can be used to get from room to room once someone is inside Hogwarts or the Ministry but not to get in or out.
MOLECULAR MODIFICATIONS
The abilities in this group modify the molecules of the body to make them do different things. These abilities cannot be performed on yourself.
[/li][li] Molecular Combustion; bang, bang, BOOM![/center]The abilities in this group modify the molecules of the body to make them do different things. These abilities cannot be performed on yourself.
Molecular Combustion is the ability to speed up molecules to make the person/object combust (or blow up). The power is triggered by anger and the ability cannot be used unless the caster is extremely angry and has a wish to cause destruction. Molecular Combustion only works on dark creatures such as werewolves, vampires, etc, that are weaker than the caster.
[/li][li] Molecular Inhibition; freeze sucker![/center]
The ability of molecular inhibition allows the person who possesses the ability to slow down the molecules of a person or object to the point that it literally freezes (without the icicles, etc). This ability can only be used on someone who is a threat to the person with the ability and is triggered by fear.
ELEMENTAL ABILITIES
The ability to control one of the four elements..
[/li][li] Earth Elementalist; can you sing with all the voices of the mountain?[/center]The ability to control one of the four elements..
An earth elementalist has control over the power of the earth. They can draw magic from the ground surrounding them to aid them in their magic and they often feel at peace when they are in a natural environment. The ability is gifted to someone by the Earth Mother and goddess Demeter. Those who have this ability cannot move earth, cannot make plants grow out of nothing though they do have a natural talent for Herbology and can encourage plants to grow by singing or speaking to it. The more that this ability is used the more drained the user becomes. The main talents of an Earth Elementalist include; making plants and trees grow in a particular way (straight up, curved like a seat, etc) by singing or talking (this does not develop until they have been training for about seven years), drawing magic from the Earth to save their own magical reserves (when in a threatening situation), calling plants forward to hold, trip or slow someone down (again only when threatened and after a few years of practice).
[/li][li] Fire Elementalist; out of the frying pan and into the fire[/center]
A fire elementalist has the ability to control fire but not to create it. They can manipulate a flame and draw energy from it but they cannot make one out of nothing. Fire elementalists can halt a flame in its tracks or make it larger but the more they do this the more drained they become until they pass out from exhaustion. Fire magic is the most dangerous of the Earth Magicks. This ability is gifted by Hades, god of fire and the underground.
[/li][li] Water Elementalist; the rainstorm and the river are my brothers[/center]
A water elementalist can manipulate bodies of water no larger than the size of a small swimming pool to either create waves or to draw someone away from the shore. The water elementalist has the ability to use a bowl of water as a window to see what is occuring somewhere though they can only do this when it is someone such as a friend or relative that they are searching for. To do this they simply mention the person's name and wave a hand over the surface of the water. They cannot see where someone is only the immediate surroundings. This ability is not used often as it invades people's privacy. This ability is gifted by Poseidon god of the seas.
[/li][li] Air/Wind Elementalist; can you paint with all the colours of the wind?[/center]
An air elementalist has the power to control the air and wind around them. When they are extremely upset strong winds often occur around them, the older the elementalist the stronger the winds. An air elementalist will subconciously use their power to purify the air if they can smell something that makes them sick and they don't realise that they are doing it. When they are mad and trigger the use of the ability it is very draining and, if they get too mad and use the ability too much they can end up in a magical coma for three or four weeks. This ability has no conscious control until the caster is around fourty-fourty five which is when they can use the ability to create soft winds to distract opponants or change the direction of the wind. This ability is gifted by the power of Morgana LeFae, the first Wind Elementalist who was burned during the Salem Witch Trials.
OTHER ABILITIES
The definintions for those abilities that I have not defined as a group.
[/li][li] Vampires; I've come to suck your blood[/center]The definintions for those abilities that I have not defined as a group.
see next post for clan information
Vampires are extremely different from what we read about in pop fiction. They are able to walk in sunlight, though it does weaken them considerably and they must wear sunglasses to protect their eyes as the sun, in all its strength, will render them blind. Vampires must feed on human blood once or twice a month, every other feed (once every two days) they can feed on animal blood but they can also eat regular human food to go along with it. In fact, a Vampire that partakes in a regular human meal can last longer without blood than a Vampire who sticks to a strict blood only diet (it usually enables them to drink less animal blood). Their speed, hearing, night-vision and sense of smell are enhanced. Vampires are immortal (they can live forever) but they can be killed, in different ways depending on their power level and classification within the vampire community (see information below). They have the ability to hypnotise a victim just enough to get them to come over to them, their bite can be highly erotic if they want it to be. A vampire's fangs (while always visible but easily hidden) extend when they are feeding, a male's always extend further than a females. The fangs, when not in use, sit just below the line of the normal teeth and are slightly pointed, making them easily hidden by the lips. When biting another (either human or vampire) for pleasure or mating, the fangs only extend halfway and an agent is injected through the bite that numbs the pain and increases the pleasure.
There are several ways to kill a vampire, One; is the use of the Effrego Diluculo or Breaking Dawn curse which literally creates sunlight bright enough to burn through the eyes of the vampire, eventually burning their brain and destroying their body from the inside out. The second is the Lamia Caedes or Vampire Killing curse which is a modification of the Avada Kedavra curse that caters to the fact that a vampire's body is already dead. The final way is to injure them enough that their healing powers cannot regenerate their body (i.e. decapitation).
Characteristics:
- enhanced speed
- enhanced strength,
- enhanced hearing,
- enhanced sight,
- enhanced smell,
- ability to hypnotise victims enough to lure them over,
- empathy (sensing emotions in those who do not know occlumency),
- shadow walking (hiding within shadows to move from place to place, a little like apparition without the noise),
- identifying (sensing the aura of a person to tell if they are magical or non-magical),
- ability to turn others,
- can feed without turning or killing.
- bite can be erotic if the vampire wishes it but is painful if they do not
note to make; firstly, vampires do.not.sparkle! this is not twi-verse and i will not have such creatures on the site. end.of.story! secondly; this information is created by and © to me... do not reproduce under any circumstances without actually talking to me first. if i say no i mean it!
SEE THE NEXT POST FOR CLAN INFORMATION
[/li][li] Hyper Abilities/Sentinal Abilities; I'm watching you[/center]
The five hyper abilities are enhanced senses that allow the one with the ability to hear, see, taste, touch or smell better than any other human. It is similar to the abilities that would be gained when one was turned into a vampire. Someone can possess one or all of the abilities but no other combination. It is rare for someone to posess all abilities and it is uncertain how they gain the ability to begin with though they are not born with it. The ability makes itself known around seventeen (and no younger) but if one possesses all the abilities they will not notice until they are in their early fourties. One who possesses all abilities will notice that the abilities slowly develop as they get older. Once or twice every six months the sentinal goes through a "sensory overload" stage where all their senses are magnified ten fold to the point that it becomes unbearable. Noises, Smells, Sight (mainly bright lights) give them migraine like headaches and clothes begin to feel like sandpaper.
[/li][li] Veela & Part-Veela; with poise and grace[/center]
Veela are beautiful women who affect men by their sensual dancing, often captivating them into a temporary trance-like state. They are extremely jealous beings who are jealous of mortal women who meet their beauty, though not jealous of each other. Their moos are almost as changeable as the weather and when angry they throw handfuls of fire and their face becomes birdlike and they aquire scaly wings. They are descendants of the Vily, Slovic faeries who can take on the form of birds and Vilas who appear in Serbian ledgends and are described as mountain nymphs, young and beautiful, clad in white with long flowing hair. Veela always have blonde or white-blonde hair and sensual voices that sooth people. There is a male counterpart to the Veela though they are not known to the wizarding world as they don't interact with them and they are the reason that Veela can remain pure.
Part-Veela loose some of the abilities as they are bred out of the line. Usually a female Veela mates with a male Wizard thereby creating a half-veela child, if that child then mates with a wizard the next child is quarter and so on. All of the male children born to Veela and humans usually have the blonde hair or take on the characteristic seductivity of the veela mother. Female half veelas can transform into the veela-bird when angry but do not have the control over fire, they have the blonde hair and the seductive grace, female quarter veela have the seductive voice and the grace of a veela and often have the blonde hair.
[/li][li] Werewolves; by the light of the silvery moon[/center]
Werewolves come into being when a person is bitten by another werewolf, once this happens the person will transform at the next full moon and must learn to manage with the condition. Modern potion-making has come up with a draught called Wolfsbane Potion which controls some of the worst effects of the condition. Wolfsbane Potion is quite difficult to make, even for fully qualified wizards, and is said to have a rather disgusting taste. Nothing can completely cure the lycanthropy disease. A werewolf can be distinguished from a true wolf physically by several small distinguishing characteristics, including the pupils of the eyes, snout shape, and tufted tail.
A werewolf when transformed is a fearsome beast indeed. All trace of human awareness is gone and the werewolf will attack any witch or wizard, including the werewolf's best friends. This transformation is triggered when the moon is full, although there is some evidence that a werewolf who is taking a regular regimen of Wolfsbane Potion will not transform until the moonlight actually strikes him. (Lupin, for example, did not transform while he was in the Shrieking Shack, even though the moon was full, until he stepped outside and the full moon emerged from behind a cloud. Lupin had been taking Wolfsbane Potion for months).
For a werewolf the transformations are extremely painful if they have not accepted the curse, this is because the wolf's human side fights the transformation causing more pain than necissary. When a werewolf accepts his or her curse the transformations, while still painful, are not quite as painful because the human side is not fighting the wolf side for dominance. Werewolves, when reproducing with a witch or wizard, do not have "cubs" like in many ledgends but do run the risk of passing the disease onto their children, though one in every hundred children (born to a werewolf and human or two werewolves) is affected by the disease genetically, this is because the disease is carried in the bloodstream and not the reproductive system. It is uncertain how this rare number of werewolves are born or how the disease affects the unborn child.[/li][/ul]