Dominions

Absorption

Absorbtion can be used to absorb energy, including that eminating from certain dominions, and to convert this energy for other uses. This includes electromagnetic, and destructive energy. In both cases, whether the energy eminating from natural sources or dominion absorption will generally only be able to leech a portion of the energy produced. This can be used to dampen certain dominions, but would not necessarily stop them from functioning outright. In addition, only so much energy can be absorbed without using the energy for something, so without an outlet purpose, the absorption will cease. Absorption cannot be used to syphon off so-called "life force energy", "spirt energy", "emotional energy" or other such ethereal energy concepts. Absorption can be used to increase the duration of dominions, but cannot increase mastery levels.

Common Defense: Unknown

Category: Magic

Power: Absorbs and converts electric and electrogmagnetic energy
Control: Aborbs and converts death and destructive energy

Acid

The ability to create, manipulate, strengthen, dilute and harbor immunity to all acids.

Power: The more caustic and lethal the acids generated can be.
Control: The more caustic and lethal the acids one is immune to can be.

Air

The ability to manipulate wind, fog, mist, and air.

Power: The ability to control wind, fog, and mist
Control: The ability to control air

Alchemy

Alchemy: This allows its users to transmute materials or objects into something else so long as its mass remains the same

Common Defense: Unknown

Category: Magic

Power: The larger amount of material you can alchemize at once with more primitive results
Control: The more sophisticated and detailed your end product will be

Animals

The communication with animals and the control of animals. This includes Primal-Bound.

Power: The better communication you have with animals.
Control: The better control you have over animals.

Animation

The ability to allow objects that have never and will never live to act as though they are living. Items will only follow orders, and not gain sentience.

Common Defense: Disintegration

Category: Physical

Power: the ability to animate one large object at a time, larger than a human form
Control: the ability to animate many little objects at a time, half the size or smaller than a human form

Astral Projection

The ability to have consciousness leave oneself, and become a fly on the wall. This leaves ones body vulnerable.

Common Defense: Empathy, Vision

Category: Mental

Power: Ability to keep consciousness split between soul and body, no ability to communicate
Control: Do not have consciousness in body, ability to communicate in projection form

Biomancy

The ability to manipulate living tissue; dependent on one’s intent, this skill can be used to harm or heal

Common Defense: Necrosis

Category: Physiological

Power: You can obstruct or reverse the healing process. Time and amount of contact you need to begin this process is based on your mastery level.
Control: You can speed up the healing process to close up minor wounds to mortal injuries. Time, mortality, and amount of contact needed depends on mastery level

Blood

The ability to slow, speed, reverse, or stop the flow of blood in, to, or from a living body.

Common Defense: Unknown

Category: Physiological

Power: The ability to manipulate blood in other individuals
Control: Can control and manipulate blood in oneself

Bone Manipulation

The ability to move, bend, break, or even reshape bones in or outside a living or dead body.

Common Defense: Unknown

Category: Physiological

Power: The more bones that can be affected at a given time, lacks precision
Control: The more precision available to affecting specific bone structure, build, healing, breaks.

Combustion

The ability to create explosions, and the power to create bombs of various types from thin air.

Common Defense: Fire, Ice

Category: Physical

Power: Larger and more destructive explosions upon impact
Control: The more precise the combustion and farther away from you your bombs can travel before detonating or being detonated.

Conjure

The ability to conjure and control spirits. Spirits are non-sentient, and are meant to follow orders. Until Greater, they are non-corporeal.

Common Defense: Unknown

Category: Magic

Power: The more spirits you can conjure at once, but the less control you have over them.
Control: The more control you have over the spirit you conjure, but it is always the same few.

Disintegrate

The ability to disintegrate matter, so long as it’s an inanimate object. This means you cannot disintegrate living things.

Common Defense: Unknown

Category: Physical

Power: The faster the disintegration works, with no control over how it spreads
Control: Disintegration works at a slower speed, but can be targeted to more specific areas of an object

Dreams

The ability to create, induce or control dreams or daydreams.

Common Defense: Psychic Shield

Category: Mental

Power: Short lasting, controlled and induced dreams. Target falls asleep
Control: Long lasting, lingering, starts during their natural sleep cycle

Duplication

The ability to create physical duplicates of oneself.

Common Defense: Empathy

Category: Physiological

Power: Able to create more duplicates at once, but little control over them, no sensory connection. No dominion connection. No emotional connection.
Control: Able to create fewer duplicates at once, complete control over them, sensory and emotional connection. No dominion connection

Duplicity

The ability to detect others’ lies and keep your own lies from detection.

Common Defense: Unknown

Category: Mental

Power: The more your lies will be believed.
Control: The easier it is to detect others’ lies.

Dust

Generation, manipulation and control of dust or other particulate matter (smoke, sand). Includes everything from creation of dust storms to instantly dusting your house.

Common Defense: Water, Ice

Category: Elemental

Power: More destructive dust control.
Control: More precise dust control.

Earth

The creation and manipulation of rocks, dirt, mud, earth.

Common Defense: Unknown

Category: Elemental

Power: The ability to deconstruct Earth (does not include living aspects)
Control: The ability to create and manipulate Earth (does not include living aspects)

Echolocation

The ability to use sound waves to locate objects, like a bat.

Common Defense: Unknown

Category: Physiological

Power: To see living creatures in great detail
Control: To see inanimate objects, hidden entrances, in detail

Elasticity

The ability to manipulate one’s body into any form imaginable, including stretching, expanding, deforming, and contracting.

Common Defense: Ice

Category: Physiological

Power: Ability to apply elasticity to their current form, without losing it's structure. Maintains shape, but can elongate etc
Control: Ability to apply elasticity to change their current form temporarily. Complete change of form using elasticity, turns into a ball etc

Electrical Transport

The ability to travel through electrical conduits such as, but not limited to: cell phones, computers, power lines, telephone lines, television sets, etc.

Common Defense: Unknown

Category: Magic

Power: can move through an array of electrical devices, with little control on where one ends up, can move between floors
Control: can map the electrical transportation within a building or short distances, always know what path to take

Electricity

The generation and control over electricity.

Common Defense: Unknown

Category: Elemental

Power: The creation of electricity from finger tips
Control: The control of current electricity

Empathy

The ability to fully interpret and replicate and creation of emotions

Common Defense: Physic Shield

Category: Mental

Power: The better you are at controlling, interpreting, and creating emotions in others
Control: The better you are at controlling, interpreting, and creating emotions in oneself.

Endurance

Accelerated and superior endurance. This dominion means you can endure greater pressure, deeper pain, greater strain both physical and emotional.

Common Defense: Unknown

Category: Mental, Physical

Power: Greater physical strain.
Control: Greater mental or emotional strain.

Fire

The manipulation and creation of fire/flames, ability to pass through fire unharmed.

Common Defense: water, ice, earth

Category: Elemental

Power: The more fire you can create and manipulate, but not immune to heat
Control: The more fire and heat you can withstand, but no manipulation

Flight

The ability to fly, and make other people or objects fly.

Common Defense: Gravity, Telekinesis

Category: Elemental

Power: The greater heights and speeds you can fly solo at without the adverse effects
Control: The ability to fly with multiple people, but height is limited to the tallest buildings depending on mastery

Fortune

You focus on fortune telling and manipulation.

Common Defense: Psychic Shield

Category: Mental

Power: An individual has the ability of providing positive fortune towards another individual. Whether allowing them good fortune in their life with finance, relationships, or life expectancy.
Control: An individual has the abiltiy of providing negative fortune towards another individual. Whether allowing them bad fortune in their life with finance, relationships, or life expectancy.

Gravity

Ability to manipulate gravity, making things light enough to float or heavy enough to flatten.

Common Defense: Telekinesis

Category: Elemental

Power: It's easier to make things heavier.
Control: It's easier to make things lighter.

Hallucination

The ability to create, induce or control hallucinations.

Common Defense: Duplicity, Telepathy

Category: Mental

Power: The make illusions, as well as the more powerful/realistic/length of time these hallucinations will be based on mastery
Control: The easier it is to break hallucinations, and recognize others locked in hallucinations

Ice

The creation and manipulation of ice.

Common Defense: Fire

Category: Elemental

Power: The more ice you can create and manipulate
Control: The more ice, cold you can withstand and melt.

Invisibility

The ability to become or make objects invisible.

Common Defense: vision, telepathy

Category: Physiological

Power: Can become invisible when standing still, to everyone, even if touched (person does not feel you)
Control: Can remain invisible while moving, to few people, but when touched it will stop

Invulnerability

Invulnerability:To be invincible or immune to dominions. Must be activated before, or during the onset of an injury, and can only be used once before it has to recharge. Higher mastery users have a faster recharge period.

Common Defense: Mental Dominions

Category: Defense

Power: The more powerful of a dominion attack and injuries pertained from dominion attacks, you can remain invincible to.
Control: The ability to defend multiple individuals but oneself from a dominion attack and injuries pertained from dominion attacks

Light

The creation and manipulation of light, whether to elevate moods with light therapy or attempt to blind an individual with light blasts

Common Defense: Shadows

Category: Elemental

Power: The ability to create light, with less control
Control: The ability to manipulate light, and maneuver light with precision, but not create

Magnetism

The ability to become a magnet or manipulate one’s and others levels of magnetism. This includes, but is not limited to: people, animals, objects, and buildings.

Common Defense: strength, fire

Category: Elemental

Power: The stronger the magnetism you can create, and the more individuals you can magnetize at once, but no control over specifics
Control: The easier it is to magnetize one single target, but precision is accurate

Megethosis

The ability to affect the size and mass of your body from gigantic proportions to a minuscule levels.

Common Defense: Gravity

Category: Physiological

Power: You can increase your size and mass.
Control: You can decrease your size and mass.

Metal

The ability to manipulate metal and metallic objects.

Common Defense: Unknown

Category: Elemental

Power: The heavier/larger amount of metal you can manipulate at once.
Control: The more intricately and long range you can manipulate metal.

Midas Touch

The ability to turn things you touch to gold.

Power: The greater size of the objects you can turn to gold, and the easier it is to do so. It is hard to control your powers from causing accidental victimization.
Control: The easier it is to avoid turning your loved ones into gold when you touch them. It typically takes a longer time of contact to turn something into gold (especially people), due to the amount of repression it takes to control the ability.

Mirror Move

The ability to transport through reflective surfaces

Common Defense: Unknown

Category: Magic

Power: The ability to move through any reflective surface with little control over destination
Control: The ability to only move through mirrors, but only to places you've been

Necromancy

The reanimation of the dead. Anything living that has since died can be reanimated, depending on how strong the dominion is, how long the thing has been dead, and how large it is.

Common Defense: Fire, Ice, Necrosis

Category: Magic

Power: A larger, singular life form at one time can be reanimated, and changed to their original appearance, can speak at Greater and higher, not controlled
Control: Deceased life forms stay reanimated for longer, freshly dead only, multiple bodies based on mastery, follows orders

Necrosis

The ability to induce necrosis or begin necrosis in a target’s body; users can also end the decay as well, but they cannot reverse the effects.

Common Defense: Biomancy

Category: Physiological

Power: The more powerful the necrosis, and the quicker it spreads to become lethal. The less control you have over who you affect in passing. Non-reversable.
Control: The easier it is to start the necrosis, and the more control you have over it. Slower spreading. Able to reverse.

Omnipresence

The ability to split fractions of one's consciousness off and implant it into another place to have the information relayed to self. The user is essentially in multiple places at once.

Common Defense: Telepathy

Category: Mental

Power: The ability to plant part of one's consciousness in inanimate things or structures for a limited time.
Control: The ability to plant part of one's consciousness into a willing participate for a limited time and share the information their senses gather.

Pain Induction

Ability to inflict or control pain using your mind, but does not cause actual physical damage.

Common Defense: Endurance

Category: Mental

Power: The more pain you can cause an individual based on mastery
Control: The ability to dampen another's pain based on mastery

Paper

The creation and manipulation of all things paper.

Common Defense: Magic

Category: Fire, water

Power: The ability to change the structure of paper into a solid matter
Control: The ability to create, destroy, and manipulate paper

Pathfinding

Ability to find places, people, or objects over a certain distance

Common Defense: Psychic Shield

Category: Physiological

Power: You can find things at further distances and follow longer paths for one specific individual, also tapping into the senses of what is around them
Control: You can follow more intricate paths and find numerous people hidden under the deepest magical obstacles and warding, however your senses get muddled, and can only tell their placement, not the surroundings

Pestilence

The ability to invoke, manipulate and control an array of diseases, viruses, and infections.

Common Defense: Biomancy, Blood

Category: Physiological

Power: Possess the ability to create diseases, viruses, and infections in another
Control: The ability to remain immune to an array of diseases, viruses, and infections

Phagia

the ability to consume in large quantities

Common Defense: Unknown

Category: Physical

Power: You can eat more than the average person. Higher levels put "All You Can Eat" to shame
Control: You can eat non-edible items without suffering, higher levels can eat toxic or even radioactive substances without repercussion

Phasing

The ability to move through solid or semi-solid objects as if they weren’t there.

Common Defense: Unknown

Category: Physiological

Power: Movement through all inanimate objects. Loss of the limb if it ever phases within something or someone.
Control: Quick, Brief, capability of phasing through living creatures. Loss of the limb if it ever phases within something or someone.

Pheromones

The ability to manipulate attraction, whether platonic, physical or romantic, in other people towards yourself.

Common Defense: Empathy, Duplicity,

Category: Physiological

Power: Ability to withstand Pheromone influence
Control: Ability to control your pheromones to only influence one person at a time

Plants

The creation, manipulation and growth of plants.

Common Defense: Fire

Category: Nature

Power: The ability to manipulate, and grow plants
Control: One can reverse the growth of plants, and cause plant death

Pocket Space

The ability to create a pocket of space between the physical and demon realm to hold and remove objects so that only the user can retrieve them.

Common Defense: Unknown

Category: Magic

Power: Cannot hold volatile objects such as explosives, guns, etc, but can hoard a greater amount of objects.
Control: Can hold volatile objects, but cannot hoard a great amount of them.

Poison

The ability to create, manipulate, strengthen, dilute, and cure poisons.

Common Defense: Biomancy, Blood

Category: Nature

Power: The manipulation and creation of poison in another, no immunity
Control: immunity from poisons, and ability to withdraw poison from an individual

Precognition

The ability to see into the immediate future or past events of ones own self or another's by touch. Not passive, must be activated.

Common Defense: Psychic Shield

Category: Mental

Power: To see a longer span of time for one's own future.
Control: To see a longer span of time from another's past

Psychic Shield

The ability to manipulate and protect against mental dominions, must match or be stronger than the dominion it is used to protect against. This is only passive at Legendary, prior it must be activated.

Common Defense: Physical

Category: Mental, Defense

Power: Ability to protect against mental dominions on others
Control: Ability to protect against mental dominions on oneself

Psychometry

The ability to absorb memories/knowledge from objects.

Common Defense: Unknown

Category: Mental

Power: Objects of significance will “call” to you, but the depth of information gathered from each is basic/limited, requiring users to piece together the information themselves.
Control: More accurate, vivid, and in-depth information may be absorbed through the object, but the harder it is to initially connect.

Reflections

The ability to manipulate reflections and see deeper truths in reflections.

Common Defense: Psychic Shield, Duplicity

Category: Mental

Power: The ability to see an individuals true intent within their reflection
Control: The more personal information you can draw from reflections, such as an individuals insecurities

Regeneration

The ability to regenerate lost limbs, organs, and cartilage on oneself.

Common Defense: Unknown

Category: Physiological

Power: The greater loss you can regenerate (i.e. entire limb)
Control: The more intricate of a loss you can regenerate (i.e. smaller damage, mental damage)

Scrying

The ability to see past, present, and possible futures in reflective surfaces or in smoke or steam.

Common Defense: Psychic Shield

Category: Mental

Power: The ability to show past, and possible far-reaching future in an individuals reflection. Remember, Futures can always change
Control: The ability to view present time of an individual to oneself, must have a piece of the individual. You do not hear, but can simply witness

Senses

Increased senses. You can touch, taste, see, hear, and feel things at a level unrecognized for any other human or demon.

Common Defense: Unknown

Category: Physiological

Power: You can increase your own senses, but at lower than Proficient have difficulty turning it off.
Control: You can control one specific sense in others, manipulating it for a temporary period. Activated by Touch.

Shadows

The creation/manipulation of shadows, the ability to fade into the shadows or use shadows to hide things.

Common Defense: Light

Category: Nature

Power: Create and manipulate shadows that can take on solid qualities
Control: Create shadows and use them to conceal yourself, others, and objects

Shapeshift

The ability to transform and reshape the form of one’s body.

Common Defense: Duplicity, Reflections

Category: Physiological

Power: Can change anything about your form to be that of other human appearances that you have seen, right down to voice and size.
Control: Can change any part of one's self into any animal form one has seen, dependent on mastery, can even change the entire shape and size of oneself.

Sound

The manipulation, creation and control of sound waves in the air. Encompasses everything from destructive percussion blasts to redirecting your conversation so someone nearby can’t hear it.

Common Defense: Unknown

Category: Physiological

Power: The ability to increase volumes to a destructive percussion blast, or quieten exterior noises (footsteps etc)
Control: One can manipulate voices, whether changing the syllables, tone, or quieting them

Speed

Accelerated movement. Capable of running at speeds far in excess of human capability and resistance to the side effects that result from that intense velocity.

Common Defense: Unknown

Category: Physical

Power: Faster movements, including the ability to move faster than the eye can follow at higher masteries
Control: Ability to move people and things while increasing those people or things’s resistance to side-effects.

Strength

Increased strength. This dominion encompasses the temporary or full-time manipulation of muscles, though this may not have outward physical effects.

Common Defense: Unknown

Category: Physical

Power: You can lift or crush, having an increase upper body strength through powerful arms
Control: You can jump higher, leap farther, with an increase lower body strength through powerful legs

Summoning

The ability to summon currently-existing people, animals, or things with the use of a symbol or ritual.

Common Defense: Psychic Shield

Category: Magic

Power: The ability to summon more people or animals at a given time. An article belonging to the person must be a part of the ritual to summon them.
Control: The ability to withstand a summoning request

Swarm

The ability to transform yourself into a swarm of smaller creatures (e.g. insects, rodents, etc.). The higher the mastery, the larger the swarm you can transform into and the longer you can remain in swarm form.

Common Defense: Unknown

Category: Elemental

Power: The greater variety of swarm creatures you can transform into. A Power Swarm relies more on animal instinct or basic goals rather than sophisticated tasks. Not dominion connected
Control: You are limited to one, maybe two swarm forms. A Control Swarm can undertake complex tasks and work towards long-term goals. Not dominion connected

Technopathy

Ability to manipulate technology, communicating telepathically to manipulate it to do your will

Common Defense: Unknown

Category: Mental

Power: The ability to communicate and control technological hardware, does not bypass security walls. Anything with a computer program within it.
Control: The ability to bypass and create security walls, but no control over technological hardware beyond this. Anything with a computer program within it.

Telekinesis

The ability to manipulate objects and others at will with the mind.

Common Defense: Psychic Shield

Category: Mental

Power: The ability to move inanimate objects
Control: The ability to move living creatures

Telepathy

The ability to communicate using the mind and to read the minds of others.

Common Defense: Psychic Shield

Category: Mental

Power: The ability to communicate telepathically, and read another's mind in present time
Control: You are able to control having mental block against telepathy for yourself, and at Greater and above, others as well

Teleportation

The ability to completely transport oneself along with other people or objects to any recently-explored or familiar areas.

Common Defense: Psychic Shield, Summoning

Category: Magic

Power: The ability to transport multiple individuals throughout The City, but can not be teleported into a building.
Control: The ability to transport yourself to any previous place you have been.

Time Manipulator

To briefly Manipulate time. Can only be used once per thread.

Common Defense: Psychic Shield, Precognition

Category: Mental

Power: Ability to rewind time for up to one turn of posts, (starting proficient) with only the caster having the knowledge that it was done. This does not mean the other individual will react the same. Proficient: 1 Post back, Major: 2, Greater: 3, Legendary: 4, Godly: 5. This means the previous posts did not happen, this does not mean you can go back beyond the thread.
Control: Ability to freeze time for up to one turn of posts per mastery (starting at Proficient), but all individuals are aware. Only the caster is able to move for the length of post time. Absolutely nothing but caster is able to move.

Vapor

The ability to Make Vapor (combined with gas etc) into Power turning things into / controlling gas, Control turning yourself into gas

Common Defense: Unknown

Category: Magic

Power: Ability to control and turn inanimate things into a vapor
Control: Ability to control and turn oneself into vapor

Vision

The ability to have power through one’s vision. Lesser mastery users have no control when the dominion is activated.

Common Defense: Unknown

Category: Physiological

Power: the ability to use x-ray, night, and magnified vision
Control: the ability to use heat, laser, and tracking vision.

Warding

The ability to create wards to protect places. The higher the mastery the more wards that can be created, the larger the place that can be warded, and the longer the ward lasts before it fails.

Power: The ability to create physical wards such as keying doors to only open for certain people, making walls impervious to phasing, etc.
Control: The ability to create suggestive wards to keep people away from places. These types of wards might cause someone not to see a doorway, or become afraid to go down a flight of stairs, or feel compelled to stay away.

Water

The creation and manipulation of water, ability to purify water, ability to breathe underwater, ability to pass through water unharmed.

Common Defense: Ice

Category: Defense

Power: The more water you can manipulate. Cannot create.
Control: The more pressure and lack of oxygen from water you can withstand.

Weather

The ability to manipulate the weather.

Common Defense: Unknown

Category: Elemental

Power: You have dominion over destructive/stormy weather, such as summoning tornadoes, thunderstorms, and hurricanes.
Control: You have dominion over temperature, such as raising temperatures in the area to a blistering heat of the desert or the tundra that is the South Pole
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