Eternal
Information
summer, year 3
Thick ice and continuously falling snow blanket the entirety of Eternal, brought upon by Noc's wrath. Shelter is scarce, and food even scarcer. There is no climate or biome that was lucky enough to find themselves safe from the beginnings of the Ice Age and so the residents of Eternal must don their primal survival instincts and to just that ─ survive. Ice blockages have grown supernaturally between the islands, blocking Sunsteppe from Sol and Eventide from Noc, effectively trapping each islander on whichever island they currently stand. The Dragonfrost and dusk leopards from Gleamleaf and greater boreus deer from Mountainfade have seeped into all of Noc, Eventide's spectors and Sunsteppe's sculptors have overrun the central island, and the wolves, Ice Piskys, and Creeping Thistle have invaded all of Sol.
OOC announcements
10.12.18 Noc has descended from the stars, and the reunion with his children, the three deities, is anything but happy. The whole of Eternal has been plunged into an Ice Age, and it seems that, for now, it's up to the deities to restore the islands. Will they be able to do so quickly enough? Or will the residents of Eternal know suffering because of the mishaps spread between Helios, Imbris, and Aya? For now, ice blockages have been erected between the islands, meaning that everyone is stuck where they currently are. Where is your character? Tell us here.

10.4.18 What?! An October raffle?!?!

9.22.18 Be sure to check out our gorgeous new map, complete with clickable links to your favorite territories!

8.4.18 Welcome to Winter, as Year 2 draws to a close! OTY Nominations will be up in a day or two ─ while we wait, please check out the Movie Night survey that was linked in our Discord!

7.28.18: Congratulations to the newest members of our team, our moderators Berb and Witty! Thank you so much to everyone who applied - we appreciate every single one of you.

7.24.18: The staff of Eternal are looking for their first MODERATOR! If you'd like to become a part of our team, click here to apply!

7.14.18 Round Two of the To Lands of Old Quest has been posted! Participants have until 11:59PM EST on July 28 to complete their rapid-fire old school battle posts. The information thread can be found >here!

7.1.18 Round One of the To Lands of Old quest can be found right here! Participants have until the night of the 8th to respond!

7.1.18: Welcome to version two: The Wreckage! Aya, Helios and Imbris have all created a beautiful sanctuary in which the characters we all know and love can come by to pay their respects, to place offerings, and seek counsel with the elusive deities. Furthermore, the database has been updated to reflect each level of an ability, the profiles have been given a complete overhaul, and our new layout is more streamlined than ever!

IC announcements
10.12.18 Noc has descended from the stars, and the reunion with his children, the three deities, is anything but happy. The whole of Eternal has been plunged into an Ice Age, and it seems that, for now, it's up to the deities to restore the islands. Will they be able to do so quickly enough? Or will the residents of Eternal know suffering because of the mishaps spread between Helios, Imbris, and Aya? For now, ice blockages have been erected between the islands, meaning that everyone is stuck where they currently are. Where is your character? Tell us here.

10.4.18 Whatever unknown thing that invaded the southern territories in the middle of spring has snaked its icy fingers out and enveloped those remaining territories that everyone had believed (or hoped) to be safe. Wolves, Creeping Thistle, Pesky Piskys, Blackrock's river... Not even Sunsteppe is safe from the intrusion, though it appears -- at least for now -- that the Wreckage remains untouched. Perhaps it should be investigated?

9.17.18 Something isn't right. Eternal still refuses to warm, even as we progress through spring and near summer. The southernmost territories have begun to notice some changes: from Greater Boreus Deer in Mountainfade, to Dragonfrost in Gleamleaf; frozen sandstorms in Astraldune, and even icy wraiths in Eventide. What happened? And what can be done to return the islands to normal?

9.2.18 Springtime has come, but the frigid winter still remains, enveloping the three islands in ice, snow and brutal wind. There are no flowers, nor grass - no foliage at all. The animals are beginning to suffer, as they emerge from hibernation or birth their young, struggling to find sustenance. The air is thick with tension, as a wretched and unforgiving storm brews still in the distance - will Eternal find reprieve from the cold?

8.4.18 Round Three of the To Lands of Old quest has been posted! The remaining participants have one week to get their posts in. Good luck and have fun!

7.27.18 Astraldune is under new leadership! In the wake of Solomon's disappearance, Helios has placed Gryffen into leadership!

6.26.18 Helios has appeared in Sunsteppe! What could he be doing there?

6.19.18 With magic from Imbris, Totem has been gifted with a daughter of her own, molded from clay and infused with a piece of her own soul. Make sure to check out the thread here!

6.1.18: Welcome to Summer!

5.26.18: The Grotto has been unveiled! Imbris paid a visit to Nymphetamine in Prismacove and led him on an underwater adventure to the Grotto, effectively creating a new sub-board for the residents of Prismacove to explore!

Character of the Year:
LELL
Couple of the Year:
HADERUS & GYPSY
Thread of the Year:
ASTRALDUNE TAKEOVER

Elemental Abilities


Click on each header to sort alphabetically, by tier or by available slots.
(Click once for ascending to descending order, and click twice for descending to ascending order.)

Ability Tier Available Slots Description
Aerokinesis 1 1/2
CANAAN
A specific subgroup of Elemental Manipulation. User can create, shape, and manipulate air. This is an important factor in determining and controlling climate and weather, and the generating force of most ocean and freshwater waves. Wind occurs because of horizontal and vertical differences in atmospheric pressure, and include breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and hurricanes.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Gusts of wind and high or low pressure pockets will be strong but short-lived. At this level, the user is strong enough to uproot smaller trees but the efforts will be tiring.

At the intermediate level, the user will find that they are fatigued less from overexertion. Air will be easier to control in higher elevations, resulting in stronger abilities. At this level, the user is strong enough to uproot larger trees and could potentially spawn the beginnings of a hurricane.

At the advanced level, the user has perfected this ability and so will not fatigue from overexertion. The user is strong enough to topple trees and produce hurricane-force winds. Those who live in higher altitudes will find that their ability is strong enough to control the air to support their own body in wingless flight.

Aerokinetic Mimicry 2 Infinite A specific subgroup of Elemental Mimicry. User is made up of or can transform their body completely into air. The user's transformed form is either anatomically identical to their normal form, aside of being made of air (in which case it contains all to organs and is somewhat vulnerable to attacks), or alternately, the user can transform into homogeneous matter, without any part of their form being more important than the other. Those with Aerokinetic Mimicry can appear to be teleporting, though they are merely moving around as unseen oxygen particles, thus they can still be felt and heard.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Users at this level are able to transform their body into an anatomically identical version of themselves, meaning they will have an outward appearance of air (they will be entirely translucent, but will warp the view of whatever is behind them), though they will be solid and their internal organs will be vulnerable to attack.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds, and the user will find that they have developed Dynamic Air Camouflage as an additional attribute to this ability. The user's transformed body will still be anatomically identical to the equine version of themselves, meaning their internal organs are still vulnerable, but it is still easier for the user to hide.

At the advanced level, the user has perfected this ability and so will not suffer the effects of overexertion. The user will also be able to transform his/her/them self into entirely homogenous matter, meaning that their entire body will be made of air, including their internal organs. This will allow for quick travel and can also be used to create large gusts of wind.

Atmokinesis 1 1/3
KALESSIN
CAELUS
This is the ability to sense, create, shape and manipulate weather (i.e. the meteorological patterns, creating rain, wind, hail, lightning, snow, sleet, fog and temperature changes). This includes the ability to generate various natural phenomena or control the intensity of the weather in highly concentrated (inside territory) or vastly extended (continental) areas.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Intense weather, including any type of storm, will be especially taxing, and will be very short-lived. Weather will be easier to manipulate if the user is trying to add on to the current natural weather (ie: increasing the heat on a sunny day, or making it rain harder when it's already sprinkling). The user will only be able to manipulate weather in a small area, about the size of a clearing large enough to comfortably hold 5-6 horses.

At the intermediate level, the user will notice that they are feeling fatigued less. It will be easier to control intense weather for longer periods of time and the user may inadvertently make the weather reflect their emotions in a large area, about half the size of an average territory. The manipulated weather will remain the way the user has left it even after the user leaves that area, and will dissipate naturally.

At the advanced level, the user will no longer feel fatigue over manipulating intense weather and can create massive site-wide storms or weather systems with the coordination of the Administrators. At this level, the user can also create abnormal weather patterns and can command the weather.

Atmokinetic Sensing 3 Infinite
EDEN
This is the ability to sense what kind of weather will be coming - days, weeks, or months in advance (and can coordinate with Administrators to create a site-wide event based on said senses).

This ability is awarded at the Advanced level. No additional upgrading is required.
Atmokinetic Resistance 3 Infinite
HOARFROST
The user is unaffected by the weather, including wind, rain, temperature, electricity, fog, etc. Their senses, movement or any actions are not affected by weather in any way.

This ability is awarded at the Advanced level. No additional upgrading is required.
Atmospheric Adaptation 3 Infinite The user’s lungs acclimatize and can breathe any gaseous mediums, whether hostile or deficient. User's lungs also filter away non-gaseous substances such as dust. They can breathe toxic gases instead of oxygen and survive mountain, aerial, or underground air.

This ability is awarded at the Advanced level. No additional upgrading is required.
Aquatic Respiration 3 Infinite This is the ability to breathe underwater. Will begin with simply breathing water through the mouth and nose, but the longer the user has aquatic respiration, the more likely they are to develop gills.

This ability is awarded at the Advanced level. No additional upgrading is required.
Clay Manipulation 2 0/1
TOTEM
This is the ability to create, shape and manipulate clay/clay minerals, with the range of power including but not limited to clay attacks, shaping/repairing clay objects, burrowing through clay, and moving objects made of clay.

At the beginner level, the user must be touching clay to move it, or be very close. The user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The manipulated clay will remain the way that the user has left it, but any large manipulations will take extended periods of time.

At the intermediate level, the user will notice less fatigue. Migraines can still occur with overexertion, but they will be very infrequent. The user no longer needs to be directly touching clay, but can simply have it within eyesight.

At the advanced level, the user will be able to pull clay from deep in the earth and can use his/her/their ability for prolonged periods of time without side effects. The user can encase themselves in clay for protection, or can create clay-igloos as a form of safety from the elements.

Cold Manipulation 1 1/2
HOARFROST
This is the ability to create, shape, and manipulate cold by reducing the kinetic energy of atoms and thus making things colder, ranging from subjective feeling of cool to absolute zero.

At the beginner level, the user may pick two of the three following options: Ice healing, Solidification (to create walls, armor, golems, etc.) Cold Invisibility (the ability to become one with the snow and cold, appearing invisible to the naked eye). The user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted.

At the intermediate level, the user will be able to pick two of the three following options: Cold Attack, Cold Energy Manipulation, Icy Breath (the ability to breath icicles). The user will fatigue less and migraines will diminish, and the user will be able to be further from a target (not farther than 20 feet), and the cold effects will stay for a longer period of time without thawing.

At the advanced level, the user will be able to affect targets nearly across a territory, and will be able to hold the cold for an indefinite amount of time with very minimal fatigue. The user may also pick an additional two powers from the following: Frosty Aura (the power to freeze and/or cool areas within 15 feet), Frostbite Touch (the ability to freeze what he touches to inflict frostbite and make it painful/fragile to the touch), Frosty Disintegration (causing frostbite so harsh that it cannot be repaired and may shatter if hit too aggressively).

Cold Weather Manipulation 1 1/2
CIARAN
This is the ability to sense, generate, and manipulate all cold aspects of the weather such as snow, hail, blizzards, cold air, freezing rain etc.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user must also be near or touching some aspect of cold weather for the ability to work effectively at this level. The cold weather will remain the way that the user has left it, but will fade to normal weather at a regular speed.

At the intermediate level, the user does not have to be touching an aspect of cold weather to use his/her/their ability, but does need to be in the same territory as it. The use can maintain the use of his/her/their ability for extended periods of time without intense fatigue. The ability cannot be maintained indefinitely at this level.

At the advanced level, users may concentrate the effects of their ability so greatly that they can make a territory-wide snow storm or stretch them out so far they cover continental distances (with Administrator approval for island-wide storms). The user can also command certain cold weather to follow specific individuals around for a prolonged period of time, but eventually the weather will fade to normal.

Cryokinesis 1 0/2
ELLYSE
THORNE
A specific subgroup of Elemental Manipulation. This is the ability to create, shape, and manipulate snow, slush, hail, icicles, ice spikes and candles, glaciers, pack ice, frost, and polar ice caps, and cold by reducing the kinetic energy of atoms and thus making things colder, for various effects and combinations.

At the beginner level, the user must be touching ice or water to be able to utilize his/her/their abilities. The user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The frozen or manipulated water will remain the way that the user has left it, but will melt at the regular speed of non-manipulated ice.

At the intermediate level, the user does not have to be touching water to use his/her/their ability, but does need to be in the same territory as it. The user can maintain the use of this ability for extended periods of time, keeping frozen things frozen and water in the shapes that they wish. The ability cannot be maintained indefinitely at this level, so overexertion will cause migraines, but their will be fewer the more the ability is used. At this level, the user becomes cold to the touch and their skin will frost over in times over rage or displeasure.

At the advanced level, the user will be able to create ice without even being near it and can use his/her/their ability for prolonged periods of time without side effects. The user can encase themselves in ice for protection, and any created ice will remain frozen indefinitely or until the user makes it melt. At this level, the user will emit an icy-aura and will significantly lower the temperature of the surrounding area if enraged or displeased.

Cryokinetic Mimicry 2 Infinite
BRIGHT
A specific subgroup of Elemental Mimicry. The user is made up of or can transform their body completely into ice. The user's transformed form is either anatomically identical to their normal form, aside of being made of ice (in which case it contains all to organs and is somewhat vulnerable to attacks), or alternately, the user can transform into homogenous matter, without any part of their form being more important than the other. The longer a user remains as ice, the harder and more dense the ice will be, protecting them from attacks.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user's transformation is anatomically identical to their normal form, aside of being made of element and so it contains all organs and is somewhat vulnerable to attacks. It will be difficult for the user to use this ability in the warmer territories. At this level, the user can coat themselves in ice or transform their skin to ice, but not indefinitely.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds, and the user will find that they have developed Dynamic Ice Camouflage as an additional attribute to this ability. The user's transformed body will still be anatomically identical to the equine version of themselves, meaning their internal organs are still vulnerable, but it is still easier for the user to hide.

At the advanced level, the user has perfected this ability and so will not suffer the effects of overexertion. The user will also be able to transform his/her/them self into entirely homogeneous matter, meaning that their entire body will be made of ice, including their internal organs, and can cause painful frostbite to anyone who comes in contact with him/her/them.

Cryoportation 3 Infinite
KJARTAN
This is the ability to teleport via ice,slush,hail, merging into said element , of any size and appearing anywhere else from the same element.

This ability is awarded at the Advanced level. No additional upgrading is required.
Electrokinesis 1 2/2 A specific subgroup of Elemental Manipulation. This is the ability to create, shape, and manipulate electricity, allowing control over electric fields and electromagnetic forces.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user will be able to create small sparks of lightning and protect themselves with an electrical currents running through his/her/their skin and over their body, though not indefinitely. The user will find that it is difficult to use this ability in colder territories, but also that their ability will grow stronger in moments of intense emotion.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds. At this level, the user will be able to create larger strikes of lightning and will be able to shoot electricity from his/her/their own skin in attack and defense, and can also create an electrical barrier for protection.

At the advanced level, the user has perfected this ability and so will not suffer the effects of overexertion. Lightning strikes will be able to reach from sky to ground, even when there are no clouds present, and the user will be able to create electrical barriers large enough to protect themselves and others. The user will find that this ability is stronger in daylight and in drier territories.

Elemental Creation 1 1/2
IMPERIAL
This is the ability to create tools, objects, weapons, armor, and even appendages from elemental forces. These elements include earth, air, water, fire, light, and stardust, but are not limited to those elements.

At the beginner level, the user will tire quickly and can fall subject to migraines and nosebleeds with overexertion. At this level, the user may choose one (1) of the three following attributes: Elemental Shield Creation (to protect his/her/themself), Elemental Platform Creation (the ability to create stairs, pathways, etc), or Elemental Surfing (the ability to travel using an elemental surf board). The user is limited to only elements that are readily available, and must be touching said element to use their power. The user is limited to using only one element at a time.

At the intermediate level, the user will find that their migraines and nosebleeds are fewer and farther between, those they can still fall subject to overexertion. The user will be able to sustain their power for an average amount of time and can be approximately thirty to fifty feet from his chosen element and still have the power to shape it. At this level, the user will be able to manipulate two elements at once. The user may also choose two (2) attributes from the following, or from the beginner-level list: Elemental Wall Creation (to shield multiple allies), Elemental Body Armor, or Elemental Energy Attacks.

At the advanced level, the user has perfected their ability and will no longer fall subject to overexertion. The user will be able to use this ability ability for nearly an unlimited amount of time with only minimal fatigue, and can be a large distance away from any element and be able to manipulate it. At this level, the user will be able to create manipulations from any of the four major elements simultaneously, although it will require a certain level of concentration. The user may also choose two (2) more of the following attributes: Elemental Restraint Creation, Elemental Entity/Golem Creation, or Elemental Self-Duplication.

Electrokinetic Mimicry 2 Infinite A specific subgroup of Elemental Mimicry. The user is made up of or can transform their body completely into electricity. The user's transformed form is either anatomically identical to their normal form, aside of being made of electricity (in which case it contains all to organs and is somewhat vulnerable to attacks), or alternately, the user can transform into homogenous matter, without any part of their form being more important than the other.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user's transformation is anatomically identical to their normal form, aside of being made of element and so it contains all organs and is somewhat vulnerable to attacks. At this level, the user can coat themselves in electricity or transform their skin to electricity, but not indefinitely.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds, and the user will find that they have developed Dynamic Electrical Camouflage as an additional attribute to this ability. The user's transformed body will still be anatomically identical to the equine version of themselves, meaning their internal organs are still vulnerable, but it is still easier for the user to hide.

At the advanced level, the user has perfected this ability and so will not suffer the effects of overexertion. The user will also be able to transform his/her/them self into entirely homogeneous matter, meaning that their entire body will be made of electricity, including their internal organs, and can cause painful internal damage (electric shock) to anyone who comes in contact with him/her/them.

Elemental Manipulation 1 Infinite
KHUMBA [water]
This is the ability to shape and manipulate the basic elements of nature at a small scale. These elements include earth, air, water, and fire. Manipulations that take up large amounts of a territory or more than one territory need Administrator approval. Must indicate chosen element when purchasing ability. These include, but are not limited to: earth, air, water, fire.

At the beginner level, the user must be touching their element to be able to perform their ability and can only maintain this manipulation short-term, and the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Manipulations will be smaller but still impressive, causing higher fatigue with larger manipulations. Objects that have been manipulated will slowly revert back to their normal state after the user has left the area.

At the intermediate level, the user will find that they are fatigued less from overexertion. User of this ability over prolonged periods of time will no longer cause migraines or nosebleeds. Larger manipulations will be easier to complete and will remain manipulated for longer periods of time, even after the user has left the area, though not indefinitely. The user must be in the same territory as the element they are trying to manipulate.

At the advanced level, the user has perfected their ability and can maintain manipulations without fatigue. Advanced users can also manipulate elements permanently, so the element will remain the way they left it until they decide to manipulate it in a different way. At this level, users can also create their element to complete these manipulations and will find that items around them are subjected to transforming into their chosen element during moments of intense emotion.

Elemental Mimicry 2 Infinite The user is made of or can transform their body completely into fundamental elements. Must indicate chosen element when purchasing ability. These include, but are not limited to: earth, air, water, fire.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user's transformation is anatomically identical to their normal form, aside of being made of element and so it contains all organs and is somewhat vulnerable to attacks. At this level, the user can coat themselves in the element they have chosen or transform their skin to that element, but not indefinitely.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds, and the user will find that they have developed Dynamic Elemental Camouflage as an additional attribute to this ability [the element dependent on his/her/their chosen element upon receiving this ability. The user's transformed body will still be anatomically identical to the equine version of themselves, meaning their internal organs are still vulnerable, but it is still easier for the user to hide.

At the advanced level, the user has perfected this ability and so will not suffer the effects of overexertion. The user will also be able to transform his/her/them self into entirely homogenous matter, meaning that their entire body will be made of the element, including their internal organs.

Elemental Healing 2 Infinite
AURORAELIS [water]
THUMBELINA [earth]
ADAHLEN [earth]
The user can heal themselves by using their chosen element. They must be near or touching the element for the healing to be permanent and not just a temporary fix. Must indicate chosen element when purchasing ability. These include, but are not limited to: earth, air, water, fire.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Users will be able to heal superficial wounds on themselves swiftly, but larger injuries will be more difficult. The user must be near or touching their element to be able to utilize it at this level, and will feel intense fatigue or experience fainting after attempting to heal others.

At the intermediate level, the user will be able to heal larger wounds with less effort. He/she/they will no longer experience nosebleeds or migraines, but will be very fatigued after prolonged use. The user does not need to be touching their element to heal, but their ability will be more powerful if they are doing so.

At the advanced level, users may heal extensive wounds in themselves and others, and experience no fatigue while doing so, as his/her/their body is constantly healing itself. The user does not need to be near their chosen element to use their ability, and can create it in the healing process.

Elemental Projection 2 Infinite This is the ability to create and project their chosen element in a tangible, blanket-like form. Must indicate chosen element when purchasing ability. These include, but are not limited to: earth, air, water, fire.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Users can only create projections that are tangible and can be moved or broken through (with difficulty). These elemental projections will not last long and will grow weaker the further away the user is. At this level, the projections will only be large enough to attack or protect one horse.

At the intermediate level, the user will find that they do not grow fatigued as quickly. Their elemental projections will be larger and more durable, requiring an ability-based attack to break or push through. The user will be able to move their projection with their mind to counteract any movement on the part of whatever they are protecting themselves from. These projections can also be used for cover against the elements, though they will not last indefinitely.

At the advanced level, users can create a solid projection of their element that will last for a prolonged period of time, even if they have moved away from it. Their projections will be larger and nearly impenetrable, and can be moved to follow horses or creatures designated by the user.

Fire Breathing 2 Infinite
CHERRYBOMB
MAGNIFICENT
This is the ability to generate and manipulate fire within the user in a way that allows them to shape the exhaling of the effect. These shapes can include bursts, streams, spheres, even a mist of it from the mouth.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user's fire will not reach far distances yet, but will still be hot enough to start fires or burn other horses. The user will find that their ability is stronger in hotter territories and in the daylight, while growing weaker in colder territories.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds. The user's fire breath will reach farther distances and could cause great damage to a territory. The user will find that this ability is still stronger in hotter territories, but it will no longer diminish in cold territories.

At the advanced level, users can cause irreparable harm (with the other player's permission). The user has perfected this ability and so will not suffer the effects of overexertion. Massive wildfires can be started with the coordination of the Administrators. At this level, the user may also choose the color of the flame they breathe and can control it so that their breath can bend or twist.

Heat Manipulation 1 1/2
CEARA
The ability to create, shape and manipulate heat by increasing the kinetic energy of atoms and thus making things hotter, ranging from subjective feeling of heat to absolute hot.

At the beginner level, the user will be capable of heating their own body to a dangerous and devastating temperature, though they will be immune to the affects of their own temperature – however, they can cause terrible damage to those that are too close to them physically. They will also possess Infrared Perception (ability to perceive the infrared spectrum (i.e. temperature), allowing them to see temperature variations in objects and environment) and Heat Aura (the aforementioned ability to make the space immediately around here immensely hot).

At the intermediate level, the user will possess two additional attributes: Inorganic Matter Combustion (the ability to cause inorganic matter to spontaneously burst into flames and explode) and Heat Healing (the ability to heal the wounds belonging to self or others using heat properties).

At the advanced level, the user will possess one final attribute: Incineration (the ability to destroy an entire object or character with extreme heat, through melting, combustion or disintegration). The user cannot possess, nor manipulate fire organically - however, they can cause matter - both organic and inorganic - to combust to create a fire that they will then be able to control and wield for their own use. The user must have consent of the victim prior to incineration or the ability will be immediately removed.

Hydrokinesis 1 2/2 A specific subgroup of Elemental Manipulation. This is the ability to create, shape, and manipulate water, and gas (steam, water vapor, etc).

At the beginner level, the user must be touching ice or water to be able to utilize his/her/their abilities. The user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The manipulated water will remain the way that the user has left it even after they have left the area unless it is suspended supernaturally (ie: water floating in the air will return to the ground eventually).

At the intermediate level, the user does not have to be touching water to use his/her/their ability, but does need to be in the same territory as it. The user can maintain the use of this ability for extended periods of time, keeping frozen things frozen, vapor things vapor, and water in the shapes that they wish. The ability cannot be maintained indefinitely at this level, so overexertion will cause migraines, but their will be fewer the more the ability is used. The user will find that their ability is more effective in territories that have large bodies of water. At this level, the user becomes wet to the touch and their manes and tails will begin to drip water.

At the advanced level, the user will be able to create water and vapor without even being near it and can use his/her/their ability for prolonged periods of time without side effects. The user can encase themselves in water for protection, and any created water will remain indefinitely or until the user makes it disappear. At this level, the user can create a type of water-carpet that they may suspend in the air and use for transportation.

Hydrokinetic Mimicry 2 Infinite A specific subgroup of Elemental Mimicry. The user is made up of or can transform their body completely into water. The user's transformed form is either anatomically identical to their normal form, aside of being made of water, (in which case it contains all to organs and is somewhat vulnerable to attacks), or alternately, the user can transform into homogeneous matter, without any part of their form being more important than the other.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user's transformation is anatomically identical to their normal form, aside of being made of water and so it contains all organs and is somewhat vulnerable to attacks. It will be difficult for the user to use this ability in the drier territories. At this level, the user can coat themselves in water or transform their skin to water, but not indefinitely.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds, and the user will find that they have developed Dynamic Water Camouflage as an additional attribute to this ability. The user's transformed body will still be anatomically identical to the equine version of themselves, meaning their internal organs are still vulnerable, but it is still easier for the user to hide.

At the advanced level, the user has perfected this ability and so will not suffer the effects of overexertion. The user will also be able to transform his/her/them self into entirely homogeneous matter, meaning that their entire body will be made of water, including their internal organs.

Hydromancy 1 2/2 The user can employ a method of reading the future, the present, and the past, and/or provide help to a problem at hand by using water as a focus. The user can use any source of water as a way to see visions or insights of time.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Visions will be unpredictable and are subject to arise uninvited whenever the user is touching water. Visions will be short and blurry, making it difficult to tell exactly who or what is involved in the vision, though voices can easily be deciphered.

At the intermediate level, the user's visions will be flawed and have at least one major inaccuracy (whether it be incorrect individual, territory, season, etc). The user will only be capable of foreseeing the immediate future (within days), though the future can be changed at any time by the user's own actions and by the actions of others. Visions will still rise unpredictably, but the user can also control, to some extent, when he/she/they have these visions.

At the advanced level, the user will be able to see and hear all visions clearly. The user must still be near water for these visions to come through, but he/she/they will have control over when these visions are seen. They will no longer cause migraines from overexertion, and the visions can last as long as the user would like them to. However, the future can still be changed at any time by the user's own actions and by the actions of others. At this level, the user may help to coordinate site-wide plots with the Administrators.

Ice Breathing 2 Infinite This is the ability to generate and manipulate ice within the user in a way that allows them to shape the exhaling of the effect. These shapes can include bursts, streams, spheres, even a mist of it from the mouth.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user's ice will not reach far distances yet, but will still be cold enough to freeze objects and cause mild frostbite. The user will find that their ability is stronger in colder territories and in the moonlight, while growing weaker in warmer territories.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds. The user's ice breath will reach farther distances and could cause great damage to a territory. The user will find that this ability is still stronger in colder territories, but it will no longer diminish in hot territories.

At the advanced level, users can cause irreparable harm (with the other player's permission). The user has perfected this ability and so will not suffer the effects of overexertion. Massive freezes (ie: territory-sized ice ages) can be started with the coordination of the Administrators. At this level, the user may also choose the color of the ice they breathe and can control it so that their breath can bend or twist.

Ice Transmutation 2 1/2
VESSEL
The user can transform matter and objects, including living beings, into ice.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user's ice will not reach far distances yet, but will still be cold enough to freeze objects and cause mild frostbite. The user will find that their ability is stronger in colder territories and in the moonlight, while growing weaker in warmer territories.

At the intermediate level, the user must maintain some sort of physical contact with the object or person, and the effects are not permanent. They can only change items and people directly touching her, no further, and the user can only change individual parts of the body into ice, and not the entire creature, though they can turn any object into ice with relative ease. Maintaining the ice even for a short period of time will greatly fatigue them, and some creatures may be immune to their powers.

At the advanced level, users can cause irreparable harm (with the other player's permission). The user has perfected this ability and so will not suffer the effects of overexertion. Water sources can be frozen, creatures can be made into ice (and those inside of the ice can be merely put on "pause", unless the wielder of the ice chooses to freeze their heart). The user must have consent of the victim prior to transmutation or the ability will be immediately removed.

Lunar Manipulation 1 0/1
DIABLE ROUGE
This is the ability to create, shape and manipulate moonlight, with the range of power including but not limited to lunar attacks, shaping/repairing lunar objects, changing the rise and fall of the ocean, and as a powerful form of healing.

At the beginner level, the user must be in direct moonlight to harness its magic. The user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The manipulated moonbeams can mend small wounds such as superficial injuries, cuts, bruises and fractured bone.

At the intermediate level, the user will notice less fatigue. Migraines can still occur with overexertion, but they will be very infrequent. The user no longer needs to be directly in moonlight, but can simply have the moon within eyesight. Healing capabilities advance to cure large gashes, muscle injuries, and broken bone. The user will find they can create small orbs of lunar energy to be used in battle, or against enemies, and emit an aura of the moon, causing them to glow with pale light.

At the advanced level, the user will be able to harness the power of the moon itself and can use his/her/their ability for prolonged periods of time without side effects. The user can encase themselves in moonlight for protection, or can create lunar barriers as a form of safety from the elements. Furthermore those at advanced level can cure any mortal wound, no matter the extent of the injury. They have the power to change the tides of the ocean, altering the gravitational pull on the earth and create large constructs and weapons made purely of moonbeams.

Magma Manipulation 1 0/2
KILLDARE
SELENE
This is the ability to create, shape, and manipulate molten rock (magma while underground, lava when on surface), a mixture of molten or semi-molten rock, volatiles and solids, it may also contain suspended crystals, dissolved gas and gas bubbles.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Manipulations will be short lived and the user must be standing very near to the magma to be able to manipulate it.

At the intermediate level, the user cannot manipulate molten rock for long periods of time (no longer than an hour or two) without sustaining deep burns across the length of his/her/their body; exhaustion could result in grievous injury that will heal slowly (despite any attempt on any healer’s part to quicken the process). The user does not need to be touching magma, but it needs to be within eyesight for the user to be able to utilize it.

At the advanced level, the user will become immune to the effects of the magma manipulation, and thus become heat resistant (meaning that he/she/they are not impervious to fire attacks, but it will take a lot more power over a much longer period of time to cause any significant damage). The user can now create magma of their own accord without being near it and can harden the magma to form structures.

Mana Manipulation 1 0/1
JAH-LILAH
This is the ability to create, shape, and manipulate mana, the impersonal source of energy that is both external and internal, existing in horses, places and objects, and can be transmuted by the user into magical powers that yield upstanding results in both practice and combat. The user is able to draw the energy from their surroundings. However, the ability of mana relies on the use of different methods of magic such as spoken incantations and mystic items, like spell books, charms, talismans, and weapons in order to achieve the effects that the user desires.

At the beginner level, the user will tire very quickly from this ability, and items that he/she/they instill with mana (should they choose Mana Infusion) will hold that mana for a short period of time (ex: infusing mana to create a talisman that assists in protecting herself or another). The ability will be unreliable as the user learns to harness it. The user may choose two (2) of the following options as attributes of her mana manipulation: Mana Infusion (infuse an object with a certain attribute), Magical Intuition (determine another horse's ability without having to be told), Divination (also known as 'fortune telling'; any visions of the future must be fed through some sort of external opaque item, such as a reflection in water or through a gemstone), Dowsing (be able to sense what territory another horse can be found in).

At the intermediate level, the user will develop the attribute of empathic healing (to soothe and heal mental wounds, whether emotional or ability-induced, such as fear inducement), or may choose one of the remaining options from the beginner level list. At this level, the user will no longer grow fatigued as quickly and has a good handle on the ability, making it more and more reliable.

At the advanced level, the user may choose two more options out of the following (or from the initial lists of abilities): Sensory Scrying (see through the eyes of another and feel what they feel, even if they are not nearby), Energy Sharing (gift another with the short-term ability to heal minor wounds), or Physical Healing. The user will also be able to use his/her/their ability for extended periods of time without fatigue, and (in the event Mana Infusion is chosen as one of the attributes), any item the user infuses with mana will retain that power indefinitely.

Photokinesis 1 0/2
AEOLONI
IOVIR
A specific subgroup of Elemental Manipulation. This is the ability to create, shape, and manipulate visible light. The user will be able to bend light, emit light beams from his/her/their body as a form of attack, use light as a shield, and for general illumination. The user will find that this ability is more effective on Sol and in territories with warmer climates.

At the beginner level, the user can only create and manipulate small rays of sunlight. The ability will be difficult to control and overexertion will result in migraines and nosebleeds. The user can temporarily or permanently blind themselves or others if they are not careful, as the rays of sunlight that they wield are vivid and powerful.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds. The user will be capable of controlling and wielding their power of light, as long as they are within proximity of light itself. Users will be able to create and shape orbs of light, which can be used in battle or for other purposes, and they will be able to make small illusions using light to disorient or play tricks on the minds of others.

At the advanced level, the user has perfected this ability and so will not fatigue from overexertion. The user will carry an innate, golden glow, or an aura, which they can suppress if they feel they need to. They can summon light even when there is none to be find by pulling the light from themselves, though in situations where there is no sunlight, their power will eventually fade - however, in situations in which sunlight is plentiful, their power to wield the light is tireless. Furthermore, the user can suppress the light in a given area (making the space dim) by absorbing it, and keeping it for later use.

Plant Manipulation 1 0/3
NIKOLINE
TAI'ATH
CHAUCER [fungus]
This is the ability to create, shape, and manipulate plants, including wood, vines, plants, moss, and parts of the plants, such as leaves, seeds, fruits and flowers. The user can cause plants to grow, move, attack, or even rise from the soil and "walk", mutate plants by rearranging DNA structure and revive withered or dead plants.

At the beginner level, the user must be touching plant life to be able to utilize this ability. The user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Manipulations will be short lived and will take much longer if the plant is a larger one.

At the intermediate level, the user can use this ability for extended periods of time – though it will exhaust him/her/them to do so. Depending on what the user is trying to grow and how extensive the growth is, it may take hours or days to finish creating or molding. The user cannot spread plant growth beyond a couple of miles, and cannot reverse the death of plants. Plant life must be within eyesight to use this ability, though the user does not need to be touching it. Plants will maintain whatever manipulations have occurred indefinitely.

At the advanced level, the user can create plant life in even the most desolate areas. The user can also create new plants or alter the DNA of preexisting plants, and will no longer fall subject to migraines or nosebleeds, as the ability has now been perfected.

Pyrokinesis 1 1/2
HARRIER
A specific subgroup of Elemental Manipulation. The user can create, shape, and manipulate fire, the rapid oxidation of a material in the exothermic chemical process of combustion, releasing heat, light, and various reaction products, flame being the visible portion of the fire. Depending on the substances alight, and any impurities outside, the color of the flame and the fire's intensity will be different.

At the beginner level, the user can only create and manipulate small flames. The ability will be difficult to control and overexertion will result in migraines and nosebleeds. The user will have fiery flare-ups whenever he/she/they are in distress.

At the intermediate level, the user can set flammable objects alight, though will tire after extended periods of use. Furthermore, the user can also negate fire and put fire out at will, though will not be able to stop catastrophic fire events, only stall them.

At the advanced level, the user will have perfected this ability and so will no longer suffer from any sort of fatigue with prolonged use. Large fires can be dampened by the user and wildfires can be started swiftly and catastrophically. Fires that will damage large amounts of land will require coordination with the Administrators.

Pyrokinetic Mimicry 2 Infinite A specific subgroup of Elemental Mimicry. The user is made up of or can transform their body completely into fire. The user's transformed form is either anatomically identical to their normal form, aside of being made of fire, (in which case, it contains all to organs and is somewhat vulnerable to attacks), or alternately, the user can transform into homogeneous matter, without any part of their form being more important than the other.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user's transformation is anatomically identical to their normal form, aside of being made of fire and so it contains all organs and is somewhat vulnerable to attacks. It will be difficult for the user to use this ability in cold or wet territories. At this level, the user can coat themselves in fire or transform their skin to fire, but not indefinitely.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds, and the user will find that they have developed Dynamic Fire Camouflage as an additional attribute to this ability. The user's transformed body will still be anatomically identical to the equine version of themselves, meaning their internal organs are still vulnerable, but it is still easier for the user to hide.

At the advanced level, the user has perfected this ability and so will not suffer the effects of overexertion. The user will also be able to transform his/her/them self into entirely homogeneous matter, meaning that their entire body will be made of fire, including their internal organs, and can profusely burn other characters or territories if they choose.

Pyromancy 1 2/2 The user can employ a method of reading the future, the present, and the past, and/or provide help to a problem at hand by using fire as a focus. The user can use any source of fire as a way to see visions or insights of time.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Visions will be unpredictable and are subject to arise uninvited whenever the user is touching water. Visions will be short and blurry, making it difficult to tell exactly who or what is involved in the vision, though voices can easily be deciphered.

At the intermediate level, the user's visions will be flawed and have at least one major inaccuracy (whether it be incorrect individual, territory, season, etc). The user will only be capable of foreseeing the immediate future (within days), though the future can be changed at any time by the user's own actions and by the actions of others. Visions will still rise unpredictably, but the user can also control, to some extent, when he/she/they have these visions.

At the advanced level, the user will be able to see and hear all visions clearly. The user must still be near fire for these visions to come through, but he/she/they will have control over when these visions are seen. They will no longer cause migraines from overexertion, and the visions can last as long as the user would like them to. However, the future can still be changed at any time by the user's own actions and by the actions of others. At this level, the user may help to coordinate site-wide plots with the Administrators.

Pyroportation 3 Infinite
ERIS
This is the ability to teleport via fire, merging into flame of any size and appearing anywhere else from the same element.

This ability is awarded at the Advanced level. No additional upgrading is required.
Self-Weather Manipulation 2 2/3
ESME
The user can create, shape and manipulate their personal weather system, allowing them to generate different types of meteorological phenomena (rain, wind, snow, lightning, etc.) in their immediate vicinity, usually limited to their specific space.

At the beginner level, the user will begin to realize that the air directly surrounding them is affected by their emotions - particularly, if they are feeling particularly angry, the atmosphere around them will feel hot, whereas if they are feeling sad, the atmosphere will feel cold. The user will have no control over the sporadic snow, rain, and inevitable wind that surrounds them when their emotions get the best of them, and may not fully comprehend the effects their emotions have on the immediate weather conditions around them.

At the intermediate level, self-weather manipulation often manifests as a cloud that follows the user. The user's power creates effects based on will or emotional state. If the user is feeling down, maybe a drizzle will occur. If the user feels threatened, perhaps a tornado swirls around to protect them. The user will grow fatigued after only a moderate amount of use at this level, and their power is limited to only them.

At the advanced level, they will be able to sustain their mini-weather system for an indefinite amount of time, and will be able to protect those directly around them, projecting their weather manipulation onto their target.

Stardust Manipulation 2 0/3
ESTRELLA
CIRI
LELL
This is the ability to create, shape, and manipulate stardust, mineral grains and particles of cosmic substances originating from or embody remnants of dead stars, nebula, and meteorites.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. Harnessing stardust is a difficult task and will take immense amounts of practice; trying to contain stardust for longer than is allowed by the user's ability can result in star-burns on the user, which will look like the user has been burned by splashing gas. The stardust can be used to create shields, or for general illumination.

At the intermediate level, migraines and nosebleeds will be fewer and farther between with prolonged use but there is still a chance of overexertion. The user's control over stardust will now be stronger, so they will no longer need to strain to harness its power. At this level, the stardust can be used for attacks (blinding hot particles or stardust beam emissions), to create shields, and for general illumination. The user will find that this ability is stronger during the nighttime and is especially weak in Sol, though it is not unheard of for a stardust-manipulator with a lot of practice to utilize their powers in the daylight.

At the advanced level, the user has perfected this ability and so will not suffer the effects of overexertion. The user will be able to harness the power of stardust no matter where they are, whether it is night or day. At this level, the user can also ask the stardust to follow around other individuals, and can create a sort of stardust-carpet to use as a means of transportation.

Umbrakinesis 1 0/2
URD
DISCORD
A specific subgroup of Elemental Manipulation. This is the ability to create, shape, and manipulate darkness and shadows. By itself, it is mostly used to cloud everything into total darkness, but by accessing a dimension of dark energy it can be channeled to a variety of effects, both as an absence of light and a solid substance.

At the beginner level, the user can wield darkness to manipulate his/her/their own shadow, which can take on a personality of its own and can be detached from the user to provide information via espionage. This detached shadow must be remain within 20 yards of the user, and cannot be completely separated him/her/them. It can refuse to return to the user, especially at this level, making it difficult for the user to control, which could result in the shadow pulling the user along when it reaches its maximum distance. Furthermore, the user can camouflage his/her/them self completely under both the cover of night and in shadows, though can still be sensed by others via touch, sound, and scent. The user cannot maintain the use of this power indefinitely, and will be extremely fatigued with overuse, resulting in migraines and nosebleeds. The user will find that this ability is strongest in moonlight, and really quite weak in sunlight.

At the intermediate level, migraines and nosebleeds will be fewer and farther between. The user's camouflage will now be stronger, so they will no longer be sensed by others when they are covered by night and shadows. The ability will grow stronger in the darkness, but is no longer weak in the sunlight. Any detachment of the shadow will now be limited to 50 yards. The shadow will be easier to control, and can take on characteristics like mischievousness (ie. swathing another character in darkness without the user asking it to) if the user does not work to control it, and will develop a telepathic connection to the user that cannot be heard by any other characters.

At the advanced level, users can also control and manipulate the beings that exist in the darkness (shadow monsters, etc, with the coordination of the Administrators), create and dispel shields and areas of total darkness, and teleport one's self through massive distances via shadows. The user will no longer suffer from fatigue, as the ability has been perfected. However, the user must always be in darkness now as the shadows have become a part of him/her/them. Should the user venture into sunlight, he/she/they will need to manipulate shadows to remain with them during their journey. Any detachment of the shadow will now be limited to 100 yards, but still cannot be completely removed from the user. Its telepathic abilities are still only limited to the owner of the shadow.

Umbrakinetic Mimicry 2 Infinite
VILNIA
A specific subgroup of Elemental Mimicry. The user is made up of or can transform their body completely into shadows. The user's transformed form is either anatomically identical to their normal form, aside of being made of shadow (in which case it contains all organs and is somewhat vulnerable to attacks), or alternately, the user can transform into homogeneous matter, without any part of their form being more important than the other.

At the beginner level, the user will fatigue greatly after prolonged use and will fall subject to migraines and nosebleeds if overexerted. The user's transformation is anatomically identical to their normal form, aside of being made of shadows and so it contains all organs and is somewhat vulnerable to attacks. It will be difficult for the user to use this ability in Sol territories. At this level, the user can coat themselves in shadows or transform their skin to shadows, but not indefinitely.

At the intermediate level, the user will find that they are fatigued less from overexertion. Use of this ability over prolonged periods of time will no longer cause migraines or nosebleeds, and the user will find that they have developed Dynamic Shadow Camouflage as an additional attribute to this ability. The user's transformed body will still be anatomically identical to the equine version of themselves, meaning their internal organs are still vulnerable, but it is still easier for the user to hide.

At the advanced level, the user has perfected this ability and so will not suffer the effects of overexertion. The user will also be able to transform his/her/them self into entirely homogenous matter, meaning that their entire body will be made of shadows, including their internal organs.

Caeleste - Fantasy Equine RPG the Rift
Baraenor, Lion RP Top Equine Roleplay Games
Original coding base by Gotham's Reckoning at Necessary Evil. Subsequent coding by Krys.
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