Primary Magic: Telekenisis
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: The ability to control any physical object on a subatomic level by using methods aside from physical means. Telekinesis denotes the paranormal ability of the mind to influence matter, time, space, or energy without the use of any currently known type of physical means.
Strengths: This magic gives the user the ability to fight from a distance with equal offense and defense. By manipulating solid objects and bending them to the will of his mind he can deflect most projectiles and attacks with this magic. Making him hard to hit with just standard attacks.
Weaknesses:
[list]
[*]Cannot manipulate objects out of the users range of view
[list]
(List will continue as time goes on)Abilities/Powers: None as of now
Spell Template
Name: Redirection
Rank: D
Type: Defensive
Description: A form of telekinetic durability which basically is an invisible skin of armor that will to come aid the user when it is required. While the armor is being used, He virtually untouchable. Unfortunately, this ability will only work if he is prepared for whatever form of harm is threatening him, and if he fails to react in time, it can result him being seriously injured or even killed. Strengths: Deflects almost any D rank projectile or attack so long as it is by physical means. Depending on the rank his his opponent will depend the effect.
Strengths:
Weaknesses:
Name: Force
Rank: D
Type: Offensive
Description: The ability to create a telekinetic impulse, launching a concussive burst of (pressurized air)-not unlike the blast of an archaic 'pipe bomb'-that would impact a target with enough force to knock it over, launch it into the air, or even (particularly in the case of fragile materials such as glass) shatter it into pieces. The greater the my telekinetic aptitude, the larger the pressure differential, and thus the stronger the effect and the heavier the target. User can increase the range and arc of the blast without lowering the average kinetic energy, creating a blanketed wave instead of a focused impulse.Pull, has almost the same effect. User can pull objects of certain mass closer to him with a certain amount of concentration, and since some objects such as people are large enough for him to home in on, it is easier to pull them. Grip acts as a hold on a person, an ability that allows him to keep his conscious latched onto a single object and manipulate it without dropping or letting go of it. Choking is a variation of this, allowing him to telekinetically apply pressure to their opponent's organs or body.
Strengths:
Weaknesses:
Name: Repulse
Rank: D
Type: Offensive
Description: An extremely powerful telekinetic power, similar in function to Push, and perhaps even more to Blow, but on a far larger scale, akin to that of a Wave, Repulse was known to gather loose objects, even Humans, and let out a powerful blow. The user would concentrate in the force and violently push it outwards, creating rapidly-expanding kinetic ripples in space, flinging nearby objects away at high velocity. The power only affected objects a certain distance away from the user, and therefore anyone could avoid its effects by moving further away from the user, typically targets must be within the range of twenty yards and when shot away they may go the distance of thirty yards.
Strengths:
Weaknesses:
Name: Disturbance Wave
Rank: D
Type: Offensive
Description: This allows the user to send massive vibrations into the ground or any material he can touch. Using Telekinesis to send vibrations and create almost a ripple effect, being able to create small earthquakes and tremors. Making the first layer of earth to shatter at about a twenty yard radius. This can be related to a massive sound wave. When used on a human, it is downgraded and simply ravages their insides, making them cough up blood or become disorientated.
Strengths:
Weaknesses:
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: The ability to control any physical object on a subatomic level by using methods aside from physical means. Telekinesis denotes the paranormal ability of the mind to influence matter, time, space, or energy without the use of any currently known type of physical means.
Strengths: This magic gives the user the ability to fight from a distance with equal offense and defense. By manipulating solid objects and bending them to the will of his mind he can deflect most projectiles and attacks with this magic. Making him hard to hit with just standard attacks.
- Moving/Levitating objects or people.
- Self-levitation allowing flight. Powerful telekinetics could fly at supersonic speeds.
Creating Force-fields.
- Controlling molecules allowing telekinetics to disintegrate objects (even people).
- Projecting blasts of telekinetic force.
- Redirecting attacks.
- Control over limited energy.
- Rearranging matter at a molecular level.
- Controlling the flow of blood in the brain.
- A very powerful telekinetic could damage a whole area by unleashing a wave of telekinetic force.
- Crushing objects/people.
- Controlling gravity.
- Enhancing physical attributes such as superhuman strength, speed and invulnerability.
Weaknesses:
- Cannot manipulate items that do not exist, via energy that is not tangible. Light, Shadow, mind control, ect.
- Cannot Manipulate items with a greater mass then the users mentality (Buildings)
- When overused brain goes into shock (Occurs at 10%)
- When overused internal bleeding occurs (Eyes, mouth, nose, ears)(Over usage happens when the user drains the capacity of his or her magical level. The first stage of overusage is when the limit reaches 30%)
- When overused vibrations within body cause organ failure (Occurs at 20%)
- Concentration is NEEDED to use the ability
[list]
[*]Cannot manipulate objects out of the users range of view
[list]
- Cannot defend against surprise attacks, must see attacks coming
- Incapable of defending against non physical attacks. Via mind control, plasma, ect
(List will continue as time goes on)Abilities/Powers: None as of now
Spell Template
Name: Redirection
Rank: D
Type: Defensive
Description: A form of telekinetic durability which basically is an invisible skin of armor that will to come aid the user when it is required. While the armor is being used, He virtually untouchable. Unfortunately, this ability will only work if he is prepared for whatever form of harm is threatening him, and if he fails to react in time, it can result him being seriously injured or even killed. Strengths: Deflects almost any D rank projectile or attack so long as it is by physical means. Depending on the rank his his opponent will depend the effect.
Strengths:
- Can deflect 4 D-Rank spells
- Can Deflect 2 C-Rank Spells
- Can Deflect 1 B-Rank Spell
- Can Deflect the Element of fire
- Can Deflect the Element of Water
Weaknesses:
- Only works with most physical attacks and even magic so long as it is tangible, Via, punches, bullets, strikes, certain projectiles. certain elements (Fire, Water)
- Is incapable of protecting against things such as gas, light, darkness, and other elements that cannot physically be touched
- User must see attack coming and be prepared for it
- Duration last for five post
- typical barrier can only withstand about 2 spell ranked spells.
- Cooldown is three post
Name: Force
Rank: D
Type: Offensive
Description: The ability to create a telekinetic impulse, launching a concussive burst of (pressurized air)-not unlike the blast of an archaic 'pipe bomb'-that would impact a target with enough force to knock it over, launch it into the air, or even (particularly in the case of fragile materials such as glass) shatter it into pieces. The greater the my telekinetic aptitude, the larger the pressure differential, and thus the stronger the effect and the heavier the target. User can increase the range and arc of the blast without lowering the average kinetic energy, creating a blanketed wave instead of a focused impulse.Pull, has almost the same effect. User can pull objects of certain mass closer to him with a certain amount of concentration, and since some objects such as people are large enough for him to home in on, it is easier to pull them. Grip acts as a hold on a person, an ability that allows him to keep his conscious latched onto a single object and manipulate it without dropping or letting go of it. Choking is a variation of this, allowing him to telekinetically apply pressure to their opponent's organs or body.
Strengths:
- The ability to push objects away at high or low velocity
- The ability to pull objects closer at high or low velocity
- The ability to hold and manipulate objects by lifting it off the ground
- The ability to apply pressure to objects, allowing user to break things
- The ability to manipulate objects from a distance (50 Yard radius)
Weaknesses:
- Incapable of manipulating non tangible objects
- Cannot manipulate things with a greater mass then users mentality (Extremely large objects)
- Harder to grab hold of a quickly moving target
- Target MUST be within the sight and reach of the user
- A lot of focus and concentration are required to use effectively. If distracted, the hold will weaken
- Duration is five post
- Cooldown is 2 post
Name: Repulse
Rank: D
Type: Offensive
Description: An extremely powerful telekinetic power, similar in function to Push, and perhaps even more to Blow, but on a far larger scale, akin to that of a Wave, Repulse was known to gather loose objects, even Humans, and let out a powerful blow. The user would concentrate in the force and violently push it outwards, creating rapidly-expanding kinetic ripples in space, flinging nearby objects away at high velocity. The power only affected objects a certain distance away from the user, and therefore anyone could avoid its effects by moving further away from the user, typically targets must be within the range of twenty yards and when shot away they may go the distance of thirty yards.
Strengths:
- Can draw in objects by disturbing the gravitational field within a twenty yard radius and pull objects in
- Can blow away objects at high speeds
- Can ravage a persons insides, rendering them unconscious
Weaknesses:
- When this ability is in use, the user shuts down all other functions, leaving himself vulnerable to attack.
- Once the spell is started, it can not be shut down unless the user loses consciousness or is distracted (Hit him hard hard enough to disturb the spell)
- User is unable to control who is within the blast range. Danger Close
- Causes temporary loss of motor functions (Unable to move)
Name: Disturbance Wave
Rank: D
Type: Offensive
Description: This allows the user to send massive vibrations into the ground or any material he can touch. Using Telekinesis to send vibrations and create almost a ripple effect, being able to create small earthquakes and tremors. Making the first layer of earth to shatter at about a twenty yard radius. This can be related to a massive sound wave. When used on a human, it is downgraded and simply ravages their insides, making them cough up blood or become disorientated.
Strengths:
- Targets within the blast will either have to flee or jump out of the way
- Causes objects to fly into the air at high speeds
- Can destroy layers of earth with relative ease
Weaknesses:
- Short range and not very effective.
- Is unable to hit targets that are not within range
- Does little damage
- Cooldown is 3 post
- Duration is 1 post
Last edited by Darsha Vi Providence on 19th May 2014, 8:52 am; edited 3 times in total