❧ the god of loyalty and vigilance.Born into a world full of chaos and violence, Heimdall found his purpose in acting as a shield between Yggdrasil and its own destructive tendencies. If life is to continue to thrive and prosper, there must be those willing to protect it, and this is Heimdall's calling. He may not have the Sight that the Allfather has, but that only means he must work harder to keep an ever vigilant eye on Yggdrasil and Her children. Heimdall is relentless in his servitude and fiercely loyal, feeling his duty to his people in his core. There will always be war; there will always be death - and there will always be Heimdall standing steadfast inbetween. There is no rest for a soldier whose cause is eternal. ❧ heimdall's realm of magic.- Abjuration Magic
- Abjuration is a school of magic that protects, blocks, and banishes. Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. You can find a list of Abjuration spells here.
- Conjuration Magic
- Conjuration is a school of magic that brings creatures or materials to the caster. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). You can find a list of Conjuration spells here.
- Power Set Samples
- Abjuration:
Power Set Justification: spells that "ward"- Level One: Blade Ward: Tracing an arcane sigil in the air, you grant yourself resistance to physical damage dealt by weapons; spell effects will still affect you. Damage you receive from physical attacks is lessened for up to four hours.
- Level Two: Warding Bond: This spell wards a willing creature you touch and creates a mystic connection between you and the target for four hours. While the target is within 60 feet of you, they are harder to hit and do not take as much damage from attacks. However, each time the affected creature is injured, you are injured in the same way. The spell ends if you are killed or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell at will.
- Level Three: Death Ward: You touch a creature and grant it a measure of protection from death for the next two hours. If the target receives a blow that would normally kill it, they are instead rendered incapacitated for one second, before regaining control of their body and healing small wounds. The spell ends as soon as its effects are triggered or if you cast it on another creature.
Conjuration: Power Set Justification: spells that "strike out"- Level One: Ensnaring Strike: The next target you hit with a non-fatal melee attack is suddenly surrounded by translucent, magical vines that appear in the air. The target can dodge their grip and the vines disappear. If they can’t evade their sudden grasp, they remain constrained for 10 minutes as they’re slowly constricted. They can attempt to hack and slash at the vines if they can manage to free a limb or other usable appendage.
- Level Two: Conjure Barrage: You throw a weapon or fire a piece of ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 120 foot cone in a direction of your choice up to 20 feet away from you must attempt to dodge or else take large amounts of damage from the weapons. Creatures that cannot dodge run the risk of being impaled and pinned to the ground; if any allies are within the area of the cone, you may exclude them from the effect, though doing so will deplete the number of projectiles. The weapons remain for one hour, and may be pulled from the ground to use.
- Level Three: Incendiary Storm: A swirling cloud of smoke shot through with white-hot embers appears in a 20 foot radius sphere centered on a point within 120 feet of you. The cloud spreads around corners and obscures the area it occupies, and lasts for up to an hour if you do not end the spell early. If you choose, the cloud may form a nucleus around you and up to six allies, protecting you and your allies from physical attacks. Any creature that attempts to enter or leave the storm will take large amounts of fire damage.
You may select or adapt either of these power sets for use! ❧ how to pick your power.All of this crazy nonsense said, there are three ways you can choose your power: - pick one of the above samples: the easiest solution! We've already presented you with two power sets following a logical progression of development within your god's realm of magic. You can swap some levels out or adapt them in some way, but it's there if you'd like to rely on it.
- pick spells from the D&D spell list: this may require some finagling, but we highly recommend this! Follow the links above to select three spells by increasing level that seem related to each other in some logical way. You may pick any three spells you wish, but the levels should follow the general guideline of:
- First Level: cantrip - 2nd level
- Second Level: 2nd level - 5th level
- Third Level: 5th level - 9th level
If some spells don't make sense, or if you know what they do but don't know how it would work in game, let us know and we'll help you adapt it to our world. If you find one spell you like but you don't know what to do about the others, let us know and we can provide suggestions for the rest. If you are familiar with the D&D spell system and want to create a set that is relevant to your god's domain but is not in their listed schools of magic, you can still apply for it as an original set! - provide a well-balanced original power set of your own: this will be highly scrutinized by the mods for fairness, so plan accordingly! Consider your god's domains and realm of magic, and come up with one central power along with two logical levels of progression building upon that core magic. The levels should be appropriately along the lines of: weak - strong - powerful. There must also be reasonable limitations on your suggested power. The mods may make adjustments as they see fit before approval. You may use the Superpower Wiki if you'd like, but please provide links for reference.
To submit your power for approval, copy the appropriate form below and reply to this post with CHARACTER NAME - CANON in the title of your comment. A mod will respond to your comment with APPROVED/REVISIONS/REJECTED along with clearer descriptions of your powers or additional comments. We'll have a little bit of back and forth conversation on this post (or in private if you prefer; feel free to contact us) to hash out the details, so don't be afraid if we respond with revisions! We're really excited to be giving you guys customizable powers so we hope you'll work with us in making this manageable. |
Lord John Grey - Outlander
Character Name: Lord John Grey (
Canon: The Outlander Series
School of Magic: Conjuration
Power Set Justification: These spells are essentially "the magical evolution of an English army officer"
Power Set:
Level Two: Find Greater Steed: Lord John would be able to summon a fey spirit that assumes the form of a loyal, majestic mount -- I am thinking a Pegasus, since he has a lot of experience with battle on horseback. This creature would be able to understand English, communicate with him telepathically, and all other abilities/restrictions mentioned in the link would also apply.
Level Three: Steel Wind Strike: Lord John would be able to strike with a weapon so fast it would appear as though he were to vanish. Covering a distance of 30 feet in the blink of an eye, Lord John will also be able to strike as many as 5 enemies within this single blow as he does.
REVISIONS
Here are our suggestions for the final wording of your set:
Let us know if these sound good to you, or if you'd like to make any other adjustments!
no subject
Just so that I am understanding correctly, the pegasus would only be available for an hour at a time. Can he summon it immediately again or is there a waiting period that must be observed? Also it can be controlled in combat, but can it be summoned outside of what would be considered a "combat" situation?
He would discover these things himself as he goes ofc (once he hits level three) but I just wanted to ask myself so we could have it all ironed out from the start.
Thanks so much, mods, I really appreciate it!!
no subject
If this all sounds good, we'll go ahead and move forward with your app!
no subject
ASSUMING it does mean 3 times per day though I'm good with all of the above!! C:
ACCEPTED
❧ your god powers work as follows:
❧ what happens next.
All characters begin at Level One; see the above to learn how to level up your power. Remember that your ability to use magic is finite. You can only use your god powers a certain amount each day before your "battery" is considered drained, at which point you will feel physically weak and exhausted. Pushing yourself past this point will result in death. The amount of energy expended each time you use your power decreases as you level up.
At first level, consider yourselves capable of using your god power no more than roughly five times a day. The more you have to focus on maintaining the effects of a spell, the faster your "battery" will drain.
As a note, you will be able to cast your third level ability 3 times per day once you reach that level.
If you have any questions, even if you're in the middle of a thread and not sure about how to use your power, always feel free to contact a mod for help! Have fun with your new powers!
navigation.
SPELL BUFFS
These are your new spells, which will be available immediately:
These buffs tie into our mini event for this month, but will be yours from here on out. You feel a surge within your body, inherently feeling more powerful and as if your fingers are tingling in anticipation, ready to test out your new capabilities.
Please feel free to ask any questions about the mechanics or spells if you have them!
no subject
Character Name: Sora (
Canon: Kingdom Hearts
School of Magic: Abjuration
Power Set Justification: Protecting others. After all, his friends are his power etc. As Sora always says. He can't have those bonds if said friends get killed. Mage Armor is similar enough to early Aero spells being more defensive than offensive in creating a barrier of wind, and Sora has been known to take blows for friends and has helped bring them back, so.
Power Set:
Level Two: Warding Bond: This spell wards a willing creature you touch and creates a mystic connection between you and the target for up to an hour. The affected creature becomes hardier, taking less damage than they would normally, and you suffer the same amount of damage they take.
Level Three: Death Ward: You touch a creature and grant it a measure of protection from death. The first time the affected creature would be knocked unconscious or killed, they revive with a thin breadth of life, and the spell ends.
I'm not sure if there will be a limit regarding how many people he can use Warding Bond/Death Ward to? Actually, or Mage Armor since I know anything that is not a cantrip in D&D has certain limits regarding how many times you can cast spells per day/rest.
ACCEPTED
❧ your god powers work as follows:
❧ what happens next.
All characters begin at Level One; see the above to learn how to level up your power. Remember that your ability to use magic is finite. You can only use your god powers a certain amount each day before your "battery" is considered drained, at which point you will feel physically weak and exhausted. Pushing yourself past this point will result in death. The amount of energy expended each time you use your power decreases as you level up.
At first level, consider yourselves capable of using your god power no more than roughly five times a day. The more you have to focus on maintaining the effects of a spell, the faster your "battery" will drain.
If you have any questions, even if you're in the middle of a thread and not sure about how to use your power, always feel free to contact a mod for help! Have fun with your new powers!
navigation.
Sora - Level Two Application
Canon: Kingdom Hearts
Level Two Power:
Warding Bond: This spell wards a willing creature you touch and creates a mystic connection between you and the target for up to 1 hour. While the target is within 60 feet of you, they are harder to hit and do not take as much damage from attacks. However, each time the affected creature is injured, you are injured in the same way. The spell ends if you are killed or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell at will.
Activity Requirement:
Second Proof: LINK - Dec 3rd - Alice Liddel (
Third Proof: LINK - Dec 3rd - Turgon (
Fourth Proof: LINK - 25th Oct - Asterios (
Fifth Proof: LINK - 11th October - Turgon (
Written Requirement: Sora has had to figure settling in more, given he's spent more time here than he has any world back home except the Islands. He's made bonds and connections with lots of new friends, and made more connection with some from home he didn't get as much time with given various situations as well. He's fought in the battle against the walkers, and that definitely opened his eyes more on how dangerous things get here and how much more vulnerable he is here in comparison without his usual abilities back home. That's probably been his biggest struggle while here yet, in figuring his new powers and dealing with how much more...I don't want to say he's helpless, because he isn't entirely, but how powerless he feels in comparison to back home even if he still went to fight and still wants to help however he can, even if he might be learning he can't be quite as reckless now as he used to be. Oh, and he also helped introduce some of the Wanderers and probably the natives as well to ice cream! That too. Which is also clearly important to mention. And Christmas. He helped Peter as well, with his ship to try and help figure the idea for harnessing the wind.
He's been practicing his basic training/sparring and continuing to do his best in practicing his new powers to get the hang of Mage Armor as well. Trying to keep himself from getting too rusty with fighting while here. He's also been starting to write down a journal of sorts to take notes of the events that happen during his time here, because of Jiminy back home keeping one, and he feels it will help? Hopefully? To have a record of what is going on in Asgard as well.
(And honestly, if I need to revise/edit or give other links or such, just let me know! I was kinda unsure on which to link that might work best but Sora's been pretty active and out and about, so.)
REVISIONS
While your written requirement is great, and fully illustrates some good development Sora has gone through during the game, we would like to see some different links provided that better showcase what you've described. The threads with Asterios and the last Turgon example are great in showing off examples that you mention in the written portion, and it's good to see Sora socializing with people and sharing perspectives, but please show off two more threads, five comments or more from you that illustrate Sora's development in game.
no subject
As for new threads, let me know if these work?
Event log thread with Chizuru from December
Along with Namine's thread on the October event there. We've been at it since so it's kinda longer (way more than the required five comments.....) but. I hope it helps in having a decent length thread there in figuring his thoughts on things prior to the battle itself. And regarding home/Namine and his time with her here.
ACCEPTED
❧ congratulations on reaching level two!
As your character continues to develop and form bonds of their own in Asgard, the more they can tap into the magic that tethers them here. This change is both gradual and instantaneous; one day, they will simply realize they are capable of more than they were beforehand.
Your god power has changed in the following ways:
- Mage Armor now lasts up to 10 minutes and can be cast on a creature within 20 feet.
- You are capable of using this god power roughly 7 times a day.
Level Two❧ what happens next.
Remember that your ability to use magic is finite. You can only use your god powers a certain amount each day before your "battery" is considered drained, at which point you will feel physically weak and exhausted. Pushing yourself past this point will result in death. The more you have to focus on maintaining the effects of a spell, the faster your "battery" will drain. The amount of energy expended each time you use your power decreases as you level up.
If you have any questions, even if you're in the middle of a thread and not sure about how to use your power, always feel free to contact a mod for help! Have fun with your new powers!
navigation.
SPELL BUFFS
These are your new spells, which will be available immediately:
These buffs tie into our mini event for this month, but will be yours from here on out. You feel a surge within your body, inherently feeling more powerful and as if your fingers are tingling in anticipation, ready to test out your new capabilities.
Please feel free to ask any questions about the mechanics or spells if you have them!
Asterios | Fate Grand Order
Character Name: Asterios (
Canon: Fate Grand Order
Sample Set Selected: Abjuration Set
Any Changes?: Nope, looks good to me!
ACCEPTED
❧ your god powers work as follows:
- Level One: Blade Ward: Tracing an arcane sigil in the air, you grant yourself resistance to physical damage dealt by weapons; spell effects will still affect you. Damage you receive from physical attacks is lessened for up to five minutes.
- Level Two: Warding Bond: This spell wards a willing creature you touch and creates a mystic connection between you and the target for one hour. While the target is within 60 feet of you, they are harder to hit and do not take as much damage from attacks. However, each time the affected creature is injured, you are injured in the same way. The spell ends if you are killed or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell at will.
- Level Three: Death Ward: You touch a creature and grant it a measure of protection from deaththe next hour. If the target receives a blow that would normally kill it, they are instead rendered incapacitated for one second, before regaining control of their body and healing small wounds. The spell ends as soon as its effects are triggered or if you cast it on another creature.
❧ what happens next.All characters begin at Level One; see the above to learn how to level up your power. Remember that your ability to use magic is finite. You can only use your god powers a certain amount each day before your "battery" is considered drained, at which point you will feel physically weak and exhausted. Pushing yourself past this point will result in death. The amount of energy expended each time you use your power decreases as you level up.
At first level, consider yourselves capable of using your god power no more than roughly five times a day. The more you have to focus on maintaining the effects of a spell, the faster your "battery" will drain.
If you have any questions, even if you're in the middle of a thread and not sure about how to use your power, always feel free to contact a mod for help! Have fun with your new powers!
navigation.
SPELL BUFFS
These are your new spells, which will be available immediately:
These buffs tie into our mini event for this month, but will be yours from here on out. You feel a surge within your body, inherently feeling more powerful and as if your fingers are tingling in anticipation, ready to test out your new capabilities.
Please feel free to ask any questions about the mechanics or spells if you have them!
Wei Wuxian | The Untamed
Character Name: Wei Wuxian (
Canon: The Untamed
School of Magic: Abjuration
Power Set Justification: I chose warding for Wei Wuxian's power set, for even though trying to save everyone ultimately brought about his downfall, he's stubborn and still on his bullshit. Each ability builds on levels of protection to those his magic touches.
Power Set:
Level Two: Warding Bond: Wei Wuxian wards a companion or creature he touches and creates a mystic connection between them for the duration of up to an hour. The affected companion/creature becomes hardier, taking less damage than they would normally, and Wei Wuxian suffer the same amount of damage they take.
Level Three: Guards and Wards: Wei Wuxian creates a ward that protects up to 2,500 square feet of floor space that can be up to 20 feet tall, and shaped as desired. The spell can specify unaffected individuals at the time of casting, and generally protects an area with locked doors, fogged corridors, false walls, webbed stairways, and other non-lethal means of slowing an enemies approach.
ACCEPTED
❧ your god powers work as follows:
❧ what happens next.
All characters begin at Level One; see the above to learn how to level up your power. Remember that your ability to use magic is finite. You can only use your god powers a certain amount each day before your "battery" is considered drained, at which point you will feel physically weak and exhausted. Pushing yourself past this point will result in death. The amount of energy expended each time you use your power decreases as you level up.
At first level, consider yourselves capable of using your god power no more than roughly five times a day. The more you have to focus on maintaining the effects of a spell, the faster your "battery" will drain.
If you have any questions, even if you're in the middle of a thread and not sure about how to use your power, always feel free to contact a mod for help! Have fun with your new powers!
navigation.
no subject
SPELL BUFFS
These are your new spells, which will be available immediately:
These buffs tie into our mini event for this month, but will be yours from here on out. You feel a surge within your body, inherently feeling more powerful and as if your fingers are tingling in anticipation, ready to test out your new capabilities.
Please feel free to ask any questions about the mechanics or spells if you have them!
no subject
Character Name: Thea Queen (
Canon: DCTV
Power Set Justification: Mostly inspired by her main skill set and use of archery plus a need to protect those close.
Power Set:
Level Two: Trick arrows on a dime. Can find and use any kind of trick arrow. Corners are better but she can't find explosive arrows
Level Three: I'm thinking a combo of her 1st two powers which makes both insane aim and trick arrow use. Finally can bank corners but saps her faster.
This took ages to think of so any and all help will be handy!
REVISIONS
The main note is that your god powers are magic, so we gotta get some sparkly nonsense going in there rather than just a skill that can be expounded upon and trained up. Additionally, while your spells can all follow a central theme, they all power up as you get stronger, so variation among them is strongly suggested.
That in mind, these are our suggestions for your spells:
Level One: the Sharpshooter feat
Level Two: Swift Quiver
Level Three: Conjure Volley
If you like these, we can get the official wording for them squared away for you! If not, then we'll need to find new spells. Let us know what you think!
Re: REVISIONS
REVISIONS
Level One: Sharpshooter: After casting this spell, a bead of clarity settles within you. For the next 5 minutes, firing a weapon comes as naturally as breathing and you can see your prey with an eagle's clear vision. When you fire at a target you can see within 60 feet of you, your shot hits its mark without fail; while it is not possible to fire around corners or curves, as long as even 1/4 of the enemy is visible you can still hit them.
Level Two: Swift Quiver: When you cast this spell, your quiver begins to deliver a near-endless supply of non-magical ammunition for the next 10 minutes. The ammunition must be of a type that already exists in the world, and you must have at least one piece of it already in the quiver for the spell to replicate for you. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell will end early.
Level Three: Conjure Barrage: You throw a weapon or fire a piece of ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 120-foot cone in a direction of your choice up to 20 feet away from you must attempt to dodge or else take large amounts of damage from the weapons. Creatures that cannot dodge run the risk of being impaled and pinned to the ground; if any allies are within the area of the cone, you may exclude them from the effect, though doing so will deplete the number of projectiles. The weapons remain for 10 minutes, and may be pulled from the ground to use.
An important note about Swift Quiver: as noted in the spell wording, the ammunition must already exist in the world. Trick arrows don't exist in Asgard — but, with planning and research, much like Peter Quill and his wind farm Thea may be able to build some! This could be a fun opportunity to work with your fellow Wanderers to see what you can concoct. If you do choose to go that route, please don't forget to stop by the Plot Request page so that we can help out.
Let us know what you think; if you like this wording, then we'll go ahead and make it official for you!
Re: REVISIONS
ACCEPTED
❧ your god powers work as follows:
❧ what happens next.
All characters begin at Level One; see the above to learn how to level up your power. Remember that your ability to use magic is finite. You can only use your god powers a certain amount each day before your "battery" is considered drained, at which point you will feel physically weak and exhausted. Pushing yourself past this point will result in death. The amount of energy expended each time you use your power decreases as you level up.
At first level, consider yourselves capable of using your god power no more than roughly five times a day. The more you have to focus on maintaining the effects of a spell, the faster your "battery" will drain.
If you have any questions, even if you're in the middle of a thread and not sure about how to use your power, always feel free to contact a mod for help! Have fun with your new powers!
navigation.
SPELL BUFFS
These are your new spells, which will be available immediately:
These buffs tie into our mini event for this month, but will be yours from here on out. You feel a surge within your body, inherently feeling more powerful and as if your fingers are tingling in anticipation, ready to test out your new capabilities.
Please feel free to ask any questions about the mechanics or spells if you have them!
no subject
Character Name: Riku (
Canon: Kingdom Hearts
Sample Set Selected: Abjuration Set
Any Changes?: ---
ACCEPTED
❧ your god powers work as follows:
- Level One: Blade Ward: Tracing an arcane sigil in the air, you grant yourself resistance to physical damage dealt by weapons; spell effects will still affect you. Damage you receive from physical attacks is lessened for up to ten minutes.
- Level Two: Warding Bond: This spell wards a willing creature you touch and creates a mystic connection between you and the target for one hour. While the target is within 60 feet of you, they are harder to hit and do not take as much damage from attacks. However, each time the affected creature is injured, you are injured in the same way. The spell ends if you are killed or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell at will.
- Level Three: Death Ward: You touch a creature and grant it a measure of protection from deaththe next hour. If the target receives a blow that would normally kill it, they are instead rendered incapacitated for one second, before regaining control of their body and healing small wounds. The spell ends as soon as its effects are triggered or if you cast it on another creature.
❧ what happens next.All characters begin at Level One; see the above to learn how to level up your power. Remember that your ability to use magic is finite. You can only use your god powers a certain amount each day before your "battery" is considered drained, at which point you will feel physically weak and exhausted. Pushing yourself past this point will result in death. The amount of energy expended each time you use your power decreases as you level up.
At first level, consider yourselves capable of using your god power no more than roughly five times a day. The more you have to focus on maintaining the effects of a spell, the faster your "battery" will drain.
If you have any questions, even if you're in the middle of a thread and not sure about how to use your power, always feel free to contact a mod for help! Have fun with your new powers!
navigation.
SPELL BUFFS
These are your new spells, which will be available immediately:
These buffs tie into our mini event for this month, but will be yours from here on out. You feel a surge within your body, inherently feeling more powerful and as if your fingers are tingling in anticipation, ready to test out your new capabilities.
Please feel free to ask any questions about the mechanics or spells if you have them!
no subject
Character Name: Jet Star (
Canon: The True Lives of the Fabulous Killjoys
School of Magic: Abjuration
Power Set Justification: I did my best to select a primarily defensive spell set that would focus on protection of others rather than simply Jet himself, since that's the core to his character. He works best within his team and by extension, in conjunction with others, and consistently puts "greater" needs above his own. This is also a spellset that's meant to suit his vigilance and paranoia.
Power Set:
Level Two: Warding Bond: Allows Jet to form a mystical bond with a willing target for up to one hour. As long as they remain within a sixty foot radius of Jet, they are harder to hit and get some slightly reduced damage from attacks. Injury sustained by the target will also affect Jet in the same way.
Level Three: Antilife Shell: A shimmering barrier extends out from Jet in a 10-foot radius and moves with him, remaining centered on him and protecting up to five others. Physical objects, energy, and spells cannot pass through this barrier whether in or out. This barrier lasts for five minutes.
no subject
Since Antilife Shell specifically only keeps out creatures/beings, would you mind if we reskinned that one as a general Barrier spell instead to encompass physical objects and spells? Or would you rather keep Antilife Shell with that specific limitation?
no subject
ACCEPTED!
❧ your god powers work as follows:
❧ what happens next.
All characters begin at Level One; see the above to learn how to level up your power. Remember that your ability to use magic is finite. You can only use your god powers a certain amount each day before your "battery" is considered drained, at which point you will feel physically weak and exhausted. Pushing yourself past this point will result in death. The amount of energy expended each time you use your power decreases as you level up.
At first level, consider yourselves capable of using your god power roughly five times a day at most. The more you have to focus on maintaining the effects of a spell, the faster your "battery" will drain.
If you have any questions, even if you're in the middle of a thread and not sure about how to use your power, always feel free to contact a mod for help! Have fun with your new powers!
navigation.
SPELL BUFFS
Shen Wei | Guardian
Character Name: Shen Wei (
Canon: Guardian
School of Magic: Conjuration
Power Set Justification: Spells that teleport, Shen Wei's preferred method of travel in canon
Power Set:
Level Two: Thunder Step: Similar to Misty Step, but with damage and a carry-on! She Wei can teleport to a visible, unoccupied space within 90 feet. In his wake, a thunderous boom sounds, and each creature within 10 feet of that space takes damage. Shen Wei can bring along objects or a creature within five feet of him as long as he can carry them.
Level Three: Steel Wind Strike: Shen Wei flourishes his glaive and then vanishes to strike like the wind, making a melee spell attack against up to five people/creatures/objects that he can see within 30 feet. He can then teleport to a visible, unoccupied space within 5 feet of one of the targets.
ACCEPTED!
❧ your god powers work as follows:
❧ what happens next.
All characters begin at Level One; see the above to learn how to level up your power. Remember that your ability to use magic is finite. You can only use your god powers a certain amount each day before your "battery" is considered drained, at which point you will feel physically weak and exhausted. Pushing yourself past this point will result in death. The amount of energy expended each time you use your power decreases as you level up.
At first level, consider yourselves capable of using your god power roughly five times a day at most. The more you have to focus on maintaining the effects of a spell, the faster your "battery" will drain.
If you have any questions, even if you're in the middle of a thread and not sure about how to use your power, always feel free to contact a mod for help! Have fun with your new powers!
navigation.
SPELL BUFFS
Stephen Strange | Marvel comics
Character Name: Stephen Strange (
Canon: Marvel comics
School of Magic: Conjuration
Power Set Justification: Summoning weird shit
Power Set:
Level Two: Summon Aberrant Spirit: Stephen can conjure either a Beholderkin, Slaadi, or Star Spawn depending on his mood. How creepy is he feeling that day? They'll be friendly with him and his friends and will follow his commands, can attack who he tells it to, and defend him if no command is given.
Level Three: Conjure Elemental: This time Stephen can summon an elemental spirit depending on what element is present that he chooses, for instance a fire creature from a nearby bonfire. However, unlike the aberrant spirit, if Stephen's concentration is broken the elemental will escape his control and could attack him. Oops.