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Heroes of Magic :: Getting Started :: Accepted Characters :: Magic [Everyone Must Read]
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 AuthorTopic: Magic [Everyone Must Read] (Read 152 times)
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 Magic [Everyone Must Read]
« Thread Started on Jul 1, 2008, 12:19am »

Magic runs in everyone, whether they know it or not is a different question. However, some people can harness it better than others due to the fact more magic runs in their veins than a normal human. Those that can manipulate magic though, also find it draining on their own energy when they use it. However, there are different classes for each person ranging from 0 to a top of 5. Those of Class 0 are normal humans with the ability to go into the Rift with great amount of discipline (IE meditation). Class 1-4 are those who can manipulate magic to a certain degree, the higher the class, the better they are at using magic, but they are equally affected by the drain magic has on the human body. Lastly, those of Class 5 are considered as a Super. These people are limited to a single set of magic, but they are actually apart of the magic allowing them to use it without being drained and even have it on without knowing it. A good example of a Class 5 would be Superman, just with a few less powers, but the same principal behind it. Further down we will go through the abilities limited to each class, but do note that the those of Class 3 can take powers of Class 1, but Class 1 cannot take powers of Class 3.
History of Magic
The organization found out about magic in 1962, just before Eleanor Roosevelt's death. It was at that moment that the organization began to get hope in their research and began to further it into magic first. Wanting to know where it came from, they began to do experiments that weren't completely legal, but in a matter of five years, they found the answer, the Rift. The Rift is the place where magic rules, but it is also the connection to everything and I mean everything. If one were to control the Rift, one would be able to control the universe and all the dimensions. In the old days, the Rift was well known to some and was used with no worries, but as the years passed, it began to be looked down upon. Because of this, the Rift began to close to this world and fewer and fewer could control magic. However, the Rift, seeming to have a life of its own, kept a small connection to the world and by doing this, it created humans that were extraordinary and became heroes. Though many of these tales have become skewed, they still exist and the organization has began to find the Class 5s that are somewhere within the world.
[About the Classes]

Class 1 are the most basic in the magical ability spectrum and they know very basic things. Most of the Class 1 abilities are mostly helpful abilities that allow one to advance another's abilities or even heal them, but they do have the basic elements at their hand too. (Can take up to 3 powers of Class 1.)

Class 2 are again rather basic but their magic ability is more advanced than those of Class 1. They also have many helpful powers here too that may come in handy for those who are Class 5. (Can take up to 3 powers of Class 2 or 2 powers of Class 2 and 2 of Class 1.)

Class 3 is where the magic begins to truly form and hold more potential than those of the lower classes. With more advanced powers, they have a wider range of helpful abilities and some that can deal a lot of damage. (Can take up to 3 powers of Class 3 or 2 powers of Class 3 and 2 powers of Classes 1 or 2.)

Class 4s are rare at best, but they have the most potential in the magical ladder. They are the best one can be without actually being apart of magic itself. Here they have a wide range of powers that nearly rival those of Class 5, but they need to be well developed and proper honed in order to reach their full potential. (Can take up to 3 powers of Class 4 or 2 powers of Class 4 and 2 powers of any lower classes.) [Class 4s now need 2 okays from the staff to be accepted.]

Class 5s are the rarest yet! These people are actually apart of the magic they hold to the point that they can use it without being drained. However, they are also limited to their select abilities. Even with that though, their ability in their skill has no equals and not even one of a Class 4 can really stand a chance against a Class 5 if they are using the same power types. (Can only take 1 Class 5 power and possibly 1 helping power of Class 1 or 2.) [Class 5s now need 3 okays from the staff to be accepted.]
[Class 1]
-Fire Manipulation- Basic manipulation of fire, IE fire whip, fire wall, ext, but requires a fire, it cannot be made!
-Water Manipulation- Basic manipulation of water, IE whip of water, water ball, ext, but it needs water, it cannot be made!
-Earth Manipulation- Basic manipulation of earth, IE small earthquake, move rocks, ext.
-Air Manipulation- Basic manipulation of air, IE small gust of wind, tiny tornadoes, ext, but requires air, it cannot be made!
-Animal Control 1- They can send messages to animals within 20 yards and suggest them to help.
-*Super Strength- You are...well, strong, very strong even.
-*Super Speed- You are indeed the fastest man alive, or dang close to it!
-*Quicken Sight- Allows one to quicken their sight and react faster than normal.
-*Instinct- This allows one to know when someone has done something wrong or even get a bad gut feeling about the area around them if something bad is about to happen.
-*Heightened Senses- Makes one senses greater than normal allowing them to see, hear, taste, feel, and smell better than anyone else.
-*Sensing- This allows you to sense magical objects or people around and if it is a person, also allows you to sense what class they are and possibly their ability.

[Class 2]
-Greater Fire Manipulation- Greater manipulation of fire, IE a long fire whip, hazurdous fire wall, ext, but requires a fire, it cannot be made!
-Greater Water Manipulation- Greater manipulation of fire, IE a long whip of water, a large wave, ext, but it needs water, it cannot be made!
-Greater Earth Manipulation- Greater manipulation of earth, IE an earthquake, move large rocks, ext.
-Greater Air Manipulation- Greater manipulation of air, IE a gust of wind, tornadoes, ext, but requires air, it cannot be made!
-Animal Control 2- They can send messages to animals within 50 yards and make them help.
-Nightmare- This ability is able to strike fear into the hearts of men.
-*Telepathy- Read the minds of others.
-*Empathy- Sense the emotions of others.
-*Arcane Sight- This is similar to Sensing and Quicken Sight, but it allows your sight to move quicker than normal and you can actually see magical items and people with a faint glow which can also go through walls or the ground.
-*Invisibility- This allows the user to become invisible to the naked eye. Note: Can be seen by Arcane Sight as a faint glow.

[Class 3]
-Pyrosis- Fire is almost second nature for you and manipulating it for you is as easy as breathing.
-Hydrosis- Water is almost second nature for you and manipulating it for you is as easy as breathing.
-Geosis- Earth is almost second nature for you and manipulating it for you is as easy as breathing.
-Aerosis- Air is almost second nature for you and manipulating it for you is as easy as breathing, hey that's air too! Woots!
-Necrosis- Your character has an understanding of the dead to the point they can animate corpses to do their personal biddings.
-Telekinesis- Allows you to move objects with your mind.
-Precognition- Allows you to see into the future when activated. Note: It will be vague and random.
-Teleportation- Able to teleport wherever you please.
-Fortitude- Allows one to take more hits than normal, IE a bullet shot might feel like a bee sting, but damage is still done, simply less painful.
-Technopath- Able to control technology, IE activate computers with eye contact or disarm (or set off) an alarm by simply thinking about it.

[Class 4]
-Pyrokinesis- Not only can this power manipulate fire to a great degree, but it can also create fire. Your character's body acts like a match, but beware not to get burnt.
-Hydrokinesis- Not only can this power manipulate water to a great degree, but it can also create water. Your character's body acts like an endless pond, but beware not to drown yourself.
-Geokinesis- Not only can this power manipulate earth to a great degree, but it can also create earth. Your character's body acts like an endless plot of soil, but beware not to make your own grave.
-Aerokinesis- Not only can this power manipulate air to a great degree, but it can also create air. Your character's body acts like a tree, always able to pour out more oxygen when needed, but beware not to get too high off that!
-Necrokinesis- A greater understanding of the dead, you can not only animate corpses to your own leisure, but you can bring back souls to their body or even see ghosts and get answers that might otherwise evade the living. You can also animate inanimate objects or limbs.
-Animal Morphing- Allows the person to shape into any animal they came in contact with.
-Cachexy- This ability is about the blood and the diseases that run through it. Using Cachexy one can spread any myraid diseases or even make the effects worsen. It also allows the user to see the diseases of others when activated, allowing him/her to collect more to spread later.

[Class 5]
-Fire Elemental- Fire is what you practically are, meaning you can create and manipulate all the fire around you and even stand within a large bond fire and not get burnt or even feel the heat. Note: You must take an elemental weakness to water!
-Water Elemental- Water is what you practically are, meaning you can create and manipulate all the water around you and even breath beneath the water! Note: You must take a temperature weakness to cold!
-Earth Elemental- Earth is what you practically are, meaning you can create and manipulate all the earth around you and even become apart of the earth! Note: Weakness pending...
-Air Elemental- Air is what you practically are, meaning you can create and manipulate all the air around you and even become apart of the air! Note: You must take an allergy weakness to air pollution!
-Unbreakable- You cannot be cut, have your bones broken, or even get sick. Note: You must take a deadly weakness!
-Necromancy- Death is what you are. You may not be able to touch someone and kill them, but you can see death all around, even tell when others will die. You can also animate objects or corpses or even create your corpse to animate! People would certainly consider this the darker art of magic. Note: You must take thin blood as your weakness.
-Shapeshifter- Similar to Animal Morphing, the person can shape into any animal he/she has come in contact with, however they can also half shape into it. This is actually where the legends of werewolves and big foot came from, seeing a man part human and part animal which is within their capability. Note: Weakness required is pending.
-Psychic- The mind is a powerful object and with this magic, it is unlocked and is in the hands of the user. Powers within this consist of Telekinesis, Telepathy, & Sensing. With these abilities, the user is quite free to do what he/she wants IE move an entire city with nothing more than their mind or even wipe clean someone's mind. Note: A psychical weakness that makes your life difficult is required; IE crippled, fragile bones, thin blood, ext.
*= Helping Powers
« Last Edit: Jul 30, 2008, 11:33pm by Prime Mover »Link to Post - Back to Top  IP: Logged

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