❧ 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. |
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!
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