Post by Silikiyu on May 20, 2017 20:43:39 GMT -5
Time-travelling - Limit your jumps to ten minutes in combat, thirty minutes outside combat. The only exception would be if the story you are part of requires a time jump(it will be stated)
Elemental magic - Your prowess over the elements is weakened on Alteria as it is a living planet.
~Earth can form 8ft shield walls at best, hurl 6ft boulders, and make 3ft pikes. You are free to use your imagination for anything in between, but keep this general setup in mind.
~Water can manipulate the flow, state, and density of a 6ft x 5ft area of water, once again feel free to use your imagination beyond this, just know that you are limited on the amount of water.
~Air can still increase your speed, but not to 'lightspeed', you can make yourself hover, or even fly, but not while carrying someone. The force of which your manipulation of air impacts someone is enough to stagger, throw, or shove someone only based on their weight comparatively(heavier target than you? less effect)
~Fire is able to reach roughly the same intensity and heat as a wildfire, but not a forge. Be extra careful when and where you use this as it is a dangerous element
~Lightning users can form a single stream that occasionally arks, while deadly, it is one-directional and avoidable to those quick on their feet. Mind your use as most Alterian's like to not be at risk of shock, or losing power.
~Plant based manipulation is limited to smaller plants and vines. Do note; your vines are not made of steel, they can be broken by a strong enough movement.
Non-elemental magic - Say you're a grand wizard! Well, you still are limited on spells. The greater your spell, the more taxing, with few exceptions.
~Rune magic, or any magic using symbols - you have to write it at some point before combat. If you carry seals or objects with the rune on it, it must be stated somewhere that you have it(your profile, preparation, or your home) before you use it in combat(so you don't 'pull it out of nowhere').
~Sealing magic - There is a limit to what you can seal, if you are sealing a person; it will depend on their will vs yours, if used on a creature; the greater the beast, the less time the seal holds or less effective(We don't recommend trying to seal a Xos or Erogos)
~Illusions - These depend on the will and mental level of your target, not your power. You will have no effect on Rekos, lesser or no effect on Demons, Devils, Guardians, Lorekeepers, and Ra'loce. Dragon races are mostly immune, but can be played by optical or auditory trickery.
Psyonics - Your mind is keen, intricate, and deadly, but even this has its limits.
~Similar to illusion magic, your power will have no offensive effect on Rekos, nor will it effect Ra'loce(masters of the mind and telekinesis.). You might be able to weasel into the minds of Devils, Guardians, Angels and imps. Most lesser races will have a struggle against you. That being said; you cannot force one's will beyond perhaps basic muscle movement(IE 'let go of sword'), illusions fall under your domain.
~Telekinesis - You can move anything up to 8ft square if your focus kit is purely telekinetic. If it isn't, 5ft square. You will have more difficulty moving player characters as their weight comes into play(much heavier than you? you probably can't pick them up)
~Forcefields - These are limited to 8ft across and 8ft tall bubbles if they are your focus, if not, they hug your form with one inch to spare. Forcefields become more taxing on your mind the more damage they take as your focus will be both sustaining it and repairing it, eventually it will give out.
Shapeshifting - you can change your form, but unless your base race is one of the draconic variants or Erogos, you cannot shift from a humanoid form to a 160ft beast. Shifting from a humanoid to a creature is limited in size to a maximum of 8ft tall creatures. Multiple shift forms are allowed, but all must be listed in your character profile. Note; if you are a magic using shapeshifter, your use of spells is dramatically limited in beast form(a simple breath weapon at best IE fire/frost/banshee scream/shock bite)
In short, any powers and abilities brought to Alteria are restricted to realistic standards. We don't want someone to go about pew-pewing everything without expecting consequence.
Elemental magic - Your prowess over the elements is weakened on Alteria as it is a living planet.
~Earth can form 8ft shield walls at best, hurl 6ft boulders, and make 3ft pikes. You are free to use your imagination for anything in between, but keep this general setup in mind.
~Water can manipulate the flow, state, and density of a 6ft x 5ft area of water, once again feel free to use your imagination beyond this, just know that you are limited on the amount of water.
~Air can still increase your speed, but not to 'lightspeed', you can make yourself hover, or even fly, but not while carrying someone. The force of which your manipulation of air impacts someone is enough to stagger, throw, or shove someone only based on their weight comparatively(heavier target than you? less effect)
~Fire is able to reach roughly the same intensity and heat as a wildfire, but not a forge. Be extra careful when and where you use this as it is a dangerous element
~Lightning users can form a single stream that occasionally arks, while deadly, it is one-directional and avoidable to those quick on their feet. Mind your use as most Alterian's like to not be at risk of shock, or losing power.
~Plant based manipulation is limited to smaller plants and vines. Do note; your vines are not made of steel, they can be broken by a strong enough movement.
Non-elemental magic - Say you're a grand wizard! Well, you still are limited on spells. The greater your spell, the more taxing, with few exceptions.
~Rune magic, or any magic using symbols - you have to write it at some point before combat. If you carry seals or objects with the rune on it, it must be stated somewhere that you have it(your profile, preparation, or your home) before you use it in combat(so you don't 'pull it out of nowhere').
~Sealing magic - There is a limit to what you can seal, if you are sealing a person; it will depend on their will vs yours, if used on a creature; the greater the beast, the less time the seal holds or less effective(We don't recommend trying to seal a Xos or Erogos)
~Illusions - These depend on the will and mental level of your target, not your power. You will have no effect on Rekos, lesser or no effect on Demons, Devils, Guardians, Lorekeepers, and Ra'loce. Dragon races are mostly immune, but can be played by optical or auditory trickery.
Psyonics - Your mind is keen, intricate, and deadly, but even this has its limits.
~Similar to illusion magic, your power will have no offensive effect on Rekos, nor will it effect Ra'loce(masters of the mind and telekinesis.). You might be able to weasel into the minds of Devils, Guardians, Angels and imps. Most lesser races will have a struggle against you. That being said; you cannot force one's will beyond perhaps basic muscle movement(IE 'let go of sword'), illusions fall under your domain.
~Telekinesis - You can move anything up to 8ft square if your focus kit is purely telekinetic. If it isn't, 5ft square. You will have more difficulty moving player characters as their weight comes into play(much heavier than you? you probably can't pick them up)
~Forcefields - These are limited to 8ft across and 8ft tall bubbles if they are your focus, if not, they hug your form with one inch to spare. Forcefields become more taxing on your mind the more damage they take as your focus will be both sustaining it and repairing it, eventually it will give out.
Shapeshifting - you can change your form, but unless your base race is one of the draconic variants or Erogos, you cannot shift from a humanoid form to a 160ft beast. Shifting from a humanoid to a creature is limited in size to a maximum of 8ft tall creatures. Multiple shift forms are allowed, but all must be listed in your character profile. Note; if you are a magic using shapeshifter, your use of spells is dramatically limited in beast form(a simple breath weapon at best IE fire/frost/banshee scream/shock bite)
In short, any powers and abilities brought to Alteria are restricted to realistic standards. We don't want someone to go about pew-pewing everything without expecting consequence.