2T4U/Supernatural Beings Abilities

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Supernatural Beings Abilities

Ghost, Spirit, Specter, etc.

A ghost is the spirit of a deceased living being that has not passed on to any form of afterlife. Most animals pass on to an afterlife, so animal ghost should be exceedingly rare.

  • Naturally Invisible: Ghosts cannot be seen by normal means. With practice a ghost can make itself visible as a translucent figure.
  • Naturally Intangible: Ghosts cannot normally interact with physical objects. With practice a ghost can interact with physical objects to varying degrees.
  • Chilling Presence: Passing through a ghost causes a chill in living beings. With practice a ghost can lower the temperature of a small area.
  • Possession: With practice a ghost can possess the bodies of the living. Animals are relatively easy. In humans the willpower of the individual limits if the ghost can possess them and for how long.
  • Electromagnetism: Ghosts emit a unique form of electromagnetism that can be detected by an EMF meter.
  • Salt Barriers: Ghosts cannot pass over or under a line of salt.
  • Ectoplasm: With practice a ghost can produce the metaphysical material called ectoplasm.
    • Ectoplasm is generally wet and slimy, but with enough practice it can be made to feel like any form of matter.
    • Ectoplasm glows faintly.
    • Ectoplasm is transient, it never lasts longer than an hour.
    • Very powerful ghosts can use their ectoplasm like semen to impregnate an ovulating female host with a "death-touched" child.

Death-Touched

A death-touched individual is the result of the union between a ghost or reaper and a living woman; or the result of a ghost being returned to life.

  • Ghost Sensitive: Death-touched people can sense ghosts. Powerful and/or practiced death-touched people can see, and sometimes even touch ghosts.
  • Immune to Ghost Possession: Death-touched people cannot normally be possessed by ghosts. The exception is below.
  • Medium: Death-touched people can open themselves to ghosts, allowing the ghosts to speak through them at the risk of the ghost possessing them.
  • Natural Ghost: Death-touched people who die and do not move on to the afterlife are much more skilled as ghosts, requiring little practice to master their abilities.

Witch, Warlock, Bruja, etc.

A witch is a naturally magical living being. The magic is hereditary, following the standard rules for genetic inheritance.

  • Innate Magic: The witch is distinguished from other spell-casters in that they are born with the ability to use magic.
    • Training and/or practice are required to become skilled; but no training is necessary to perform small feats of magic.
    • Witches do not "cast spells" so much as they will things to change. Witches do not require incantations, magic circles or odd assortments of objects to perform magic.
    • Witches can learn the craft of the wizard to cast spells beyond their power; which does require components. For the purposes of those abilities they are considered a wizard.
  • Magic: Magic is very versatile. A witch's magic is only limited by their knowledge and power. A powerful enough witch can do anything with magic.
  • Witches Familiar: While not a natural ability, many witches have animal pets that they have enhanced through magic. They can use the pet's senses, and telepathically communicate with them at any distance within the same universe. Many witches have a sexual relationship with their familiars.

Wizard, Sorcerer, Enchanter, etc.

A wizard is a being (normal or supernatural) who through study and practice can use magic.

  • Spells: Wizards require spells to use magic.
    • Spells must be acquired by some means.
      • Spells are usually found in ancient tomes.
      • The majority of found "spells" are utter fictions and/or heavily coded, and therefore useless.
      • Some wizards gain their spells through infernal contracts. More details on the infernally contracted will follow at some point in the future.
      • VERY knowledgeable wizards can make new spells, but these are extraordinarily rare.
    • Spells require components.
      • All spells require ingredients, materials that range from relatively common to impossibly rare.
      • Most spells also require spoken components, usually in ancient and/or mythical dialects.
      • Most spells require a series of physical gestures.
      • Some spells require a staged scene with magic circles, candles and the like.
  • Magic Items: Some wizard spells can imbue normal items with magical properties.
    • Potions are the most common type of magical item, and the easiest to produce
    • Jewelry is the second most common type of magical item, with amulets and rings far outstripping other types of jewelry.
    • Other items are much less common, and can be just about anything, from a pebble to a building.

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