Seasons Mods (
seasonsmods) wrote2025-02-25 03:51 pm
Dragon Blessed Powers
Basics
In the March 2025 event, the Dragons of Ellipsa granted extra powers to all the power holders that they have been guarding for centuries. These powers can only be gained by going through the ritual at the Abandoned Castle, guided by the dragons living there. This ritual can be handwaved and a person can participate in multiple ones to help others. NPCs can't help with the ritual so it should always be planned with another player character.
As these powers are more advanced and some even more dangerous, they take longer to learn and master.
• 1 normal skill per month OR
• 1 advanced/high risk skill per three months
So if a character learns a new normal skill in March, they would have to wait at least two months until they can learn an advanced skill or they can keep learning the smaller skills first.
Otherwise you can set your own pace and the order you want your characters to learn them.
Mythological Animal/Dinosaur Transformations
Much like the original Seasonal Powers, Dragon Blessed ones come with their own set of Transformations.
In the March 2025 event, the Dragons of Ellipsa granted extra powers to all the power holders that they have been guarding for centuries. These powers can only be gained by going through the ritual at the Abandoned Castle, guided by the dragons living there. This ritual can be handwaved and a person can participate in multiple ones to help others. NPCs can't help with the ritual so it should always be planned with another player character.
Details of the Ritual
The ritual to unlock the powers starts off simple. There are several small fires in the main room set up. Otherworlders are tasked with finding a partner and then sitting with them by one of them. However, the dragons warn that the more familiar the partner they choose is, the more dangerous the ritual would be. It's better to pick someone who they aren't so deeply bonded with for this.
Once the pair has settled down, one of the dragons approaches them. Next step is to hold hands or otherwise form a physical contact and close their eyes. The dragon will then breathe out a veil of mist that surrounds them. It feels comfortable, making it easier to relax. Slowly, the physical world starts feeling more distant.
Suddenly the pair will feel like they're floating. If they open their eyes they will be greeted with clear blue skies and a vast meadow they're about to gently land on. However, the moment they land the scenery changes; the scenery shifts according to what fits their states of mind. It splits neatly into half, one side for each person.
The state of mind can be visualized in different ways. Someone who has no problems or burdens may just have the same meadow with the blue skies while those with heavy burdens may have an approaching storm on the horizon. The meadow could also be withered and gray instead of the lush bright green, or even on fire.
Even if the two would have similar minds, there are still obvious changes. However if the pair is very close to one another the scenery will seem like it fits together seamlessly, no matter how different their minds are. They even have the risk of melding completely together, which can end up with both of them dead. They have to be constantly focusing on their sense of self to keep the two mindscapes separate. Whenever they stop doing so they will feel it as an ache all over their body.
Several different colored energy lines travel across the mindscapes. All of them have a different purpose. The bright golden ones are their touch energy, which are currently actively burning. Other colors vary between what season they represent; blue for winter, pink for spring, green for summer and orange for autumn. They have several different shades, representing all kinds of different abilities. Those with special powers from home will also notice an energy line for them.
The pair must follow the right colored lines through a variety of different landscapes; forests, mountains, rivers, and so on. Their lines follow the same path; straight in the middle of the two mindscapes. There's even a chance of enemy counters (representing enemies from home or from Ellipsa), depending on just how dark their state of mind is. All of their powers, seasonal or otherwise, work here so they are able to fight the enemies off. Dying means failing the ritual, injuries will reflects as unpleasant pain for a while after.
At the end of the lines they will find a wall with a gate. Only by touching the gate at the same time will it open and behind it they will find several illusions of themselves. Approaching them will have them tell them something that is either a complete lie or the absolute truth about the person.
Their next task is to find the ones that tell the truth. Accepting the truths, no matter how unpleasant, will the the person absorb energy; this energy will feel like they're unlocking something new. Denying the truth will break the mindscape around them, causing cracks. Too many cracks will completely break it down, waking them up from the mindscape and ending the ritual in a failure.
Accepting a lie as the truth will also result in absorbing energy, but this energy will result in a minor injury in the real body and feels unpleasant.
Optionally, characters can also capture a floating ball of energy inside the gate that will unlock the ability to do emotion magic. However, this can either be completely ignored or just unnoticed.
After the pair has gathered all the possible energy, they are ready to wake up again. To do this, they must join their hands together and focus on the physical feeling of their own bodies. Their mind starts feeling more distant and eventually, they can feel like they're sitting once again.
As these powers are more advanced and some even more dangerous, they take longer to learn and master.
• 1 normal skill per month OR
• 1 advanced/high risk skill per three months
So if a character learns a new normal skill in March, they would have to wait at least two months until they can learn an advanced skill or they can keep learning the smaller skills first.
Example;
March - Normal Skill A
April - Normal Skill B
May - Normal Skill C
OR
March - Normal Skill A
April - nothing
May - nothing
June - Advanced Skill A
July - Normal Skill B
OR
March - nothing
April - nothing
May - Advanced Skill A
June - Normal Skill A
July - nothing
August - nothing
September - Advanced Skill B
Otherwise you can set your own pace and the order you want your characters to learn them.
Mythological Animal/Dinosaur Transformations
Much like the original Seasonal Powers, Dragon Blessed ones come with their own set of Transformations.
Emotion Magic
One of the new things unlocked with the ritual is Emotion Magic. This is not something that is separately learned. Instead it will already be something a character can have.
The strongest, specific emotions will have effects in the surrounding world that are somehow related to the characters' seasons. For example, a strong feeling of fear could freeze areas around the person, while the feeling of hope could grow flowers no matter where they are. Only the emotions listed on each season's list can cause the effects.
With time, one can learn to control these emotion based magics to use them in battle. However, it takes a lot of control over one's emotions to successfully wield the powers and even the slightest crack in their concentration may cause them to act wild.
This is a passive ability that the characters can unlock during the ritual. It's completely optional for both players and characters.
One of the new things unlocked with the ritual is Emotion Magic. This is not something that is separately learned. Instead it will already be something a character can have.
The strongest, specific emotions will have effects in the surrounding world that are somehow related to the characters' seasons. For example, a strong feeling of fear could freeze areas around the person, while the feeling of hope could grow flowers no matter where they are. Only the emotions listed on each season's list can cause the effects.
With time, one can learn to control these emotion based magics to use them in battle. However, it takes a lot of control over one's emotions to successfully wield the powers and even the slightest crack in their concentration may cause them to act wild.
This is a passive ability that the characters can unlock during the ritual. It's completely optional for both players and characters.
Winter
Primary Element: Water/Ice
Secondary Element: Darkness
Emotions: Fear, Patience, Pride, Respect
Elemental
● Geysers (Create geysers gushing out of the ground or water source. When combined with Water Creation or using an existing body of water, the water supply to the geyser is continuous. Water pressure can suspend items or people atop the geyser.)
● Ice Breath (The ability to breathe ice like air. The user doesn't freeze their mouth or throat by doing so, but it might leave their mouth unnaturally cold for a while.)
● Immune to Freezing (No matter how cold it gets or if ice magic is used against the user, they cannot freeze or sustain frostbite or other ice damage. Passive ability.)
● Walk on Water (User can disregard surface tension and cross water as if it's ground.)
Other Abilities
● Absorb More Information at Once (Process more information at once when given. May read faster, notice more details, and resist sensory overload. Applies to anything the user sees or experiences.)
● Invisibility (Turning invisible, including clothes. User can still be detected by other senses.)
● Make Objects Invisible (Turn any item the user touches invisible. This lasts five minutes or until the user ends the spell.)
● See Through Fog (See through fog, mist, clouds, and similar.)
Advanced Abilities
● Darkness Field (Creates a light-proof darkness field around the user. Keeps light out and allows user to hide. Counts as a shadow for the Shadow Travelling ability.)
● Grow/Shrink (Grow or shrink to any size. Clothes change with the user, other items do not.)
● Presence Hiding (Hide presence from others from all senses, not just sight. A strong enough detection skill can overcome this, but only if cast by someone stronger than the user.)
● Shadow Clones (Create imperfect shadow copies of self that follow the user and assist in their task. Shadow clones have the same (shape of) clothing and weapons that the user has when the ability is used, but without any special abilities that those would grant.)
High Risk
● Absorb Moonlight (Absorbs moonlight to make any ability three times stronger. The ability has to be used as soon as possible after absorbing, as having moonlight energy in your body is dangerous and may cause internal damage over time. If the energy isn't used at all, there's also the risk of death.)
● Channel Spirits (Channel ghosts and other spirits through the user's body, becoming possessed by them. User can wrest control back or eject the spirit, provided they have a stronger will and more power. Risk of the spirit maintaining possession if the user isn't strong enough to hold them under control or eject them.)
● Turn to Water (Turn body to water while either maintaining its shape or warping it. User can move and change at will. Default is maintaining the shape of the body. If water is separated or mixed with another water source, user will have difficulty reconstituting.)
Primary Element: Water/Ice
Secondary Element: Darkness
Emotions: Fear, Patience, Pride, Respect
Elemental
● Geysers (Create geysers gushing out of the ground or water source. When combined with Water Creation or using an existing body of water, the water supply to the geyser is continuous. Water pressure can suspend items or people atop the geyser.)
● Ice Breath (The ability to breathe ice like air. The user doesn't freeze their mouth or throat by doing so, but it might leave their mouth unnaturally cold for a while.)
● Immune to Freezing (No matter how cold it gets or if ice magic is used against the user, they cannot freeze or sustain frostbite or other ice damage. Passive ability.)
● Walk on Water (User can disregard surface tension and cross water as if it's ground.)
Other Abilities
● Absorb More Information at Once (Process more information at once when given. May read faster, notice more details, and resist sensory overload. Applies to anything the user sees or experiences.)
● Invisibility (Turning invisible, including clothes. User can still be detected by other senses.)
● Make Objects Invisible (Turn any item the user touches invisible. This lasts five minutes or until the user ends the spell.)
● See Through Fog (See through fog, mist, clouds, and similar.)
Advanced Abilities
● Darkness Field (Creates a light-proof darkness field around the user. Keeps light out and allows user to hide. Counts as a shadow for the Shadow Travelling ability.)
● Grow/Shrink (Grow or shrink to any size. Clothes change with the user, other items do not.)
● Presence Hiding (Hide presence from others from all senses, not just sight. A strong enough detection skill can overcome this, but only if cast by someone stronger than the user.)
● Shadow Clones (Create imperfect shadow copies of self that follow the user and assist in their task. Shadow clones have the same (shape of) clothing and weapons that the user has when the ability is used, but without any special abilities that those would grant.)
High Risk
● Absorb Moonlight (Absorbs moonlight to make any ability three times stronger. The ability has to be used as soon as possible after absorbing, as having moonlight energy in your body is dangerous and may cause internal damage over time. If the energy isn't used at all, there's also the risk of death.)
● Channel Spirits (Channel ghosts and other spirits through the user's body, becoming possessed by them. User can wrest control back or eject the spirit, provided they have a stronger will and more power. Risk of the spirit maintaining possession if the user isn't strong enough to hold them under control or eject them.)
● Turn to Water (Turn body to water while either maintaining its shape or warping it. User can move and change at will. Default is maintaining the shape of the body. If water is separated or mixed with another water source, user will have difficulty reconstituting.)
Spring
Primary Element: Wind
Secondary Element: Electricity
Emotions: Desire, Hope, Joy, Envy
Elemental
● Create Air Bubbles (Create air bubbles in areas without air (e.g. water, void) to breathe from.)
● Electric Creation (Create lightning and masses of electrical energy. Can be used to attack, but also to charge electronics with enough skill and magical focus. Able to move, lift, and suspend created lightning in the air.)
● Electric Manipulation (Manipulate existing masses of electrical energy. Can be used to attack, but also to charge electronics with enough skill and magical focus. Does not neutralize the electrical power or draw it into the user.)
● Hold Breath Longer (Take in more breath than usual and have it last longer when holding breath.)
Other Abilities
● Cloud Controlling (Manipulate existing clouds. Can move them around and change their type or density, but can't cause precipitation.)
● Cure Illness (The ability to heal most illnesses and keep more serious ones at a manageable level. Does not work on curses. The extent to which a character's condition can be cured is up to that player's discretion.)
● Damage-Reducing Shield (Physical Damage) (User is wreathed in a shielding aura that reduces damage taken from physical attacks. Does not affect magical damage. Shield lasts up to ten minutes.)
● Voice Amplification (Amplifies the user's voice as if they're speaking from a megaphone.)
Advanced Abilities
● Cloud-based Weather Control (The ability to manipulate clouds to create, control, direct, or halt any weather pattern related to clouds (like rain, snow, hail, etc.). The amount or range increases with the user's power and skill.)
● Cure Poisoning (Cure poisoning of any kind, mundane or magical.)
● Flight (extends to others) (The ability to fly without any sort of wings or devices, and extend this to everyone within a 1m radius of the user. Max. time of flight at a time is 5 hours before needing to land and take a break.)
● Sonic Scream (Screams that cause shockwave or knockback damage.)
High Risk
● One with the Wind (Merge with the wind itself, allowing the user to be invulnerable to damage as long as they are in this state (as they have "no shape"). However, if the wind gets too strong, they may be unable to reconstitute.)
● Revive Someone From Death (Revives and heals someone who has died within the last half hour (so, if applied to otherworlders, recently enough that they haven't yet turned to dust). This is at the cost of the user's own health, to the point it can threaten their own life; even under ideal circumstances, the user will be incapacitated for the remainder of the fight.)
● Tree Form (Increases user's magical and defensive power, but slowly transforms them into a tree. The longer the buff skill is up, the more they will change. Full transformation into a tree is treated as death.)
Primary Element: Wind
Secondary Element: Electricity
Emotions: Desire, Hope, Joy, Envy
Elemental
● Create Air Bubbles (Create air bubbles in areas without air (e.g. water, void) to breathe from.)
● Electric Creation (Create lightning and masses of electrical energy. Can be used to attack, but also to charge electronics with enough skill and magical focus. Able to move, lift, and suspend created lightning in the air.)
● Electric Manipulation (Manipulate existing masses of electrical energy. Can be used to attack, but also to charge electronics with enough skill and magical focus. Does not neutralize the electrical power or draw it into the user.)
● Hold Breath Longer (Take in more breath than usual and have it last longer when holding breath.)
Other Abilities
● Cloud Controlling (Manipulate existing clouds. Can move them around and change their type or density, but can't cause precipitation.)
● Cure Illness (The ability to heal most illnesses and keep more serious ones at a manageable level. Does not work on curses. The extent to which a character's condition can be cured is up to that player's discretion.)
● Damage-Reducing Shield (Physical Damage) (User is wreathed in a shielding aura that reduces damage taken from physical attacks. Does not affect magical damage. Shield lasts up to ten minutes.)
● Voice Amplification (Amplifies the user's voice as if they're speaking from a megaphone.)
Advanced Abilities
● Cloud-based Weather Control (The ability to manipulate clouds to create, control, direct, or halt any weather pattern related to clouds (like rain, snow, hail, etc.). The amount or range increases with the user's power and skill.)
● Cure Poisoning (Cure poisoning of any kind, mundane or magical.)
● Flight (extends to others) (The ability to fly without any sort of wings or devices, and extend this to everyone within a 1m radius of the user. Max. time of flight at a time is 5 hours before needing to land and take a break.)
● Sonic Scream (Screams that cause shockwave or knockback damage.)
High Risk
● One with the Wind (Merge with the wind itself, allowing the user to be invulnerable to damage as long as they are in this state (as they have "no shape"). However, if the wind gets too strong, they may be unable to reconstitute.)
● Revive Someone From Death (Revives and heals someone who has died within the last half hour (so, if applied to otherworlders, recently enough that they haven't yet turned to dust). This is at the cost of the user's own health, to the point it can threaten their own life; even under ideal circumstances, the user will be incapacitated for the remainder of the fight.)
● Tree Form (Increases user's magical and defensive power, but slowly transforms them into a tree. The longer the buff skill is up, the more they will change. Full transformation into a tree is treated as death.)
Summer
Primary Element: Fire
Secondary Element: Light
Emotions: Anger, Passion, Tenacity, Love
Elemental
● Fire Wings (Create a set of wings that will allow the user to fly. They are also able to use the wings to attack enemies and also absorb fire attacks. The wing shape can be chosen freely. The wings do attach to the user's back but they don't burn the user or their clothes.)
● Light Creation (Create light. By default will begin as a warm ball of light, but can be directed into any shape or direction, including an aura around the user.)
● Light Manipulation (Manipulate existing light from sources other than the sun (e.g. electric lights, magic lights, fire glow). The ability lets the user direct and shape the light as well as put it out with enough practice.)
● Make someone fireproof (Allows the user to make anyone completely immune to fire damage. Lasts for an hour at a time.)
Other Abilities
● Detect Invisible Things (Scan an area and find where things, monsters, or people are hidden with invisibility magic.)
● Disintegrate Things (Destroy objects by reducing them to dust.)
● Enhanced Hearing (Hearing becomes more sensitive, allowing user to hear quieter sounds and sounds from further away. Passive ability.)
● Repel Spirits (The ability to repel native spirits and ghosts. Not an exorcism as it only keeps them away from a 2m radius around the user.)
Advanced Abilities
● Create Illusions (Use light to create holographic illusions.)
● Create Sunlight (Creates light with the same properties of sunlight, including use against sunlight-repelled enemies and for sunlight-dependent magic.)
● Redirect Sunlight (The ability to redirect sunbeams and move and shape sunlight.)
● Full Shapeshift (Non-Cosmetic) (Shapeshift fully inside and out, including things like instincts and biological processes. Can be used to make previously cosmetic changes full.)
High Risk
● Absorb Sunlight (Absorbs sunlight to make any ability three times stronger. The ability has to be used as soon as possible after absorbing, as having sunlight energy in your body is dangerous and may cause internal damage over time. If the energy isn't used at all, there's also the risk of death.)
● Explosion (The user causes an explosion with themselves at the centre. While they themselves will not explode, they may take burn damage, and they cannot control what else is damaged or spare anyone in the blast radius from friendly fire.)
● Share Magical Energy (Draws from the user's own magical energy to refuel the magical energy of an ally they are touching. Losing too much will leave the user empty and disadvantaged. Recharges the ally's magical energy instantly, though their touch energy will still charge at the normal rate.)
Primary Element: Fire
Secondary Element: Light
Emotions: Anger, Passion, Tenacity, Love
Elemental
● Fire Wings (Create a set of wings that will allow the user to fly. They are also able to use the wings to attack enemies and also absorb fire attacks. The wing shape can be chosen freely. The wings do attach to the user's back but they don't burn the user or their clothes.)
● Light Creation (Create light. By default will begin as a warm ball of light, but can be directed into any shape or direction, including an aura around the user.)
● Light Manipulation (Manipulate existing light from sources other than the sun (e.g. electric lights, magic lights, fire glow). The ability lets the user direct and shape the light as well as put it out with enough practice.)
● Make someone fireproof (Allows the user to make anyone completely immune to fire damage. Lasts for an hour at a time.)
Other Abilities
● Detect Invisible Things (Scan an area and find where things, monsters, or people are hidden with invisibility magic.)
● Disintegrate Things (Destroy objects by reducing them to dust.)
● Enhanced Hearing (Hearing becomes more sensitive, allowing user to hear quieter sounds and sounds from further away. Passive ability.)
● Repel Spirits (The ability to repel native spirits and ghosts. Not an exorcism as it only keeps them away from a 2m radius around the user.)
Advanced Abilities
● Create Illusions (Use light to create holographic illusions.)
● Create Sunlight (Creates light with the same properties of sunlight, including use against sunlight-repelled enemies and for sunlight-dependent magic.)
● Redirect Sunlight (The ability to redirect sunbeams and move and shape sunlight.)
● Full Shapeshift (Non-Cosmetic) (Shapeshift fully inside and out, including things like instincts and biological processes. Can be used to make previously cosmetic changes full.)
High Risk
● Absorb Sunlight (Absorbs sunlight to make any ability three times stronger. The ability has to be used as soon as possible after absorbing, as having sunlight energy in your body is dangerous and may cause internal damage over time. If the energy isn't used at all, there's also the risk of death.)
● Explosion (The user causes an explosion with themselves at the centre. While they themselves will not explode, they may take burn damage, and they cannot control what else is damaged or spare anyone in the blast radius from friendly fire.)
● Share Magical Energy (Draws from the user's own magical energy to refuel the magical energy of an ally they are touching. Losing too much will leave the user empty and disadvantaged. Recharges the ally's magical energy instantly, though their touch energy will still charge at the normal rate.)
Autumn
Primary Element: Earth
Secondary Element: Wood/Metal
Emotions: Courage, Determination, Sadness, Trust
Elemental
● Metal Detection (Find where metal is nearby, even when buried.)
● Statue Creation/Animation (Forms a statue construct from stone that the user can command. By default, the statue will protect its creator. It can be dispelled and returned to stone at any time.)
● Turn Sand to Rock/Rock to Sand (Transform sand to rock or vice versa, even if it isn't sedimentary rock originally.)
● Wood/Metal Creation (Create wood or metal. Does not extend to creating live plants.)
Other Abilities
● Two-Way Telepathy (A two-way connection to another person's mind. Starts off at a very small distance, like across a standard size two-sided highway. With practice and with the character getting more magical energy reserves, the distance will grow. The maximum distance is around 3 miles / 2 kilometres. This is achieved at the earliest in three months. The use of magical energy stays roughly the same no matter the distance. The user can also send "what they see" to others, but it takes more magical energy. When learned, applies automatically to any bond that already has the One-Way Telepathy skill applied.)
● Charm Weaker Monsters (Charms monsters to obey the user. Starts out only able to command threat level 0 monsters. With practice and with the character's magic growing, can increase up to threat level 4 monsters. Doesn't apply to any monster with a Darkness aura.)
● No Fall Damage (Take no damage from falling, no matter how far. Passive ability.)
● Damage-Reducing Shield (Magical Damage) (User is wreathed in a shielding aura that reduces damage taken from magical attacks. Does not affect physical damage. Shield lasts up to ten minutes.)
Advanced Abilities
● Charm Animals (Charms all animals to help the user, regardless of whether they would normally consider or attempt it. Ability is much weaker against transformed power holders.)
● Gem Creation (Create gemstones and have complete control over them. They can be enhanced for magic use with the same spells as regular gemstones.)
● Gravity Manipulation (Control over gravity and mass. The ability to make things much heavier, or much lighter. For example, a single feather can weigh as much as a brick, or a a brick as light as a feather. All items will still have mass and gravitational pull. This does not allow for floating.)
● Magnetism (Control magnetic forces to attract or repel magnetic metals to/from a target. Can be combined with metal manipulation.)
High Risk
● Beyond Limits (When this skill is activated, the user is able to ignore pain and even continue on with serious wounds. However, when the skill is shut off or the ten-minute time limit elapses, all effects of their wounds kick in at once. User can continue despite mortal wounds.)
● Permanent Psychic Link (Permanently connect to another's mind. The user and the person on the other end of the mind link are able to share thoughts and feelings at any time and at any range. As the bond becomes stronger, the psychic link is also able to share physical feelings. Intense feelings may come through without even intending to send them (including unwanted ones like experiencing intense pain/death).)
● Turn to Stone (The user turns their body to stone temporarily, making them immune to most attacks. If the user breaks or takes damage in this form, the damage carries over when they return to normal. Separate from the involuntary petrification that comes from lack of touch energy.)
Primary Element: Earth
Secondary Element: Wood/Metal
Emotions: Courage, Determination, Sadness, Trust
Elemental
● Metal Detection (Find where metal is nearby, even when buried.)
● Statue Creation/Animation (Forms a statue construct from stone that the user can command. By default, the statue will protect its creator. It can be dispelled and returned to stone at any time.)
● Turn Sand to Rock/Rock to Sand (Transform sand to rock or vice versa, even if it isn't sedimentary rock originally.)
● Wood/Metal Creation (Create wood or metal. Does not extend to creating live plants.)
Other Abilities
● Two-Way Telepathy (A two-way connection to another person's mind. Starts off at a very small distance, like across a standard size two-sided highway. With practice and with the character getting more magical energy reserves, the distance will grow. The maximum distance is around 3 miles / 2 kilometres. This is achieved at the earliest in three months. The use of magical energy stays roughly the same no matter the distance. The user can also send "what they see" to others, but it takes more magical energy. When learned, applies automatically to any bond that already has the One-Way Telepathy skill applied.)
● Charm Weaker Monsters (Charms monsters to obey the user. Starts out only able to command threat level 0 monsters. With practice and with the character's magic growing, can increase up to threat level 4 monsters. Doesn't apply to any monster with a Darkness aura.)
● No Fall Damage (Take no damage from falling, no matter how far. Passive ability.)
● Damage-Reducing Shield (Magical Damage) (User is wreathed in a shielding aura that reduces damage taken from magical attacks. Does not affect physical damage. Shield lasts up to ten minutes.)
Advanced Abilities
● Charm Animals (Charms all animals to help the user, regardless of whether they would normally consider or attempt it. Ability is much weaker against transformed power holders.)
● Gem Creation (Create gemstones and have complete control over them. They can be enhanced for magic use with the same spells as regular gemstones.)
● Gravity Manipulation (Control over gravity and mass. The ability to make things much heavier, or much lighter. For example, a single feather can weigh as much as a brick, or a a brick as light as a feather. All items will still have mass and gravitational pull. This does not allow for floating.)
● Magnetism (Control magnetic forces to attract or repel magnetic metals to/from a target. Can be combined with metal manipulation.)
High Risk
● Beyond Limits (When this skill is activated, the user is able to ignore pain and even continue on with serious wounds. However, when the skill is shut off or the ten-minute time limit elapses, all effects of their wounds kick in at once. User can continue despite mortal wounds.)
● Permanent Psychic Link (Permanently connect to another's mind. The user and the person on the other end of the mind link are able to share thoughts and feelings at any time and at any range. As the bond becomes stronger, the psychic link is also able to share physical feelings. Intense feelings may come through without even intending to send them (including unwanted ones like experiencing intense pain/death).)
● Turn to Stone (The user turns their body to stone temporarily, making them immune to most attacks. If the user breaks or takes damage in this form, the damage carries over when they return to normal. Separate from the involuntary petrification that comes from lack of touch energy.)
