❧ the god of poetry and secrecy.As the second oldest god in Yggdrasil, Njord is one of Odin's closest advisors, although they view the world and many of the things living within it in very different ways. Njord takes a certain amount of pride in his position as one of the Mother's "trueborn" children and expects to be recognized or exalted for this fact. All life within Yggdrasil exists beneath the gods in his eyes, for they live within the roots of the World Tree as these smaller lifeforms strive for a place of their own in the constant overflow of the branches and leaves. Surely they must be protected, but it is a burden of his duty more than a call to purpose. Thus, Njord observes the world from a place of objective distance, closely guarding that which he deems to be proprietary and spinning words around the World Tree in all its intricacies. ❧ njord's realm of magic.- Illusion Magic
- Illusion is a school of magic that alters perception or creates false images. Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. You can find a list of Illusion spells here.
- Necromancy Magic
- Necromancy is a school of magic that that manipulates, creates, or destroys life or life force. Necromancy spells manipulate the power of death, unlife, and the life force. You can find a list of Necromancy spells here. (Please note: you cannot select any Necromancy spells that involve resurrection. Ask if you aren't certain!)
- Power Set Samples
- Illusion:
Power Set Justification: spells that "manipulate language"- Level One: Illusory Script: You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for 10 days. To you and any creatures you designate when casting the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
- Level Two: Silence: For up to one hour, no sound can be created within or pass through a 20 foot radius sphere centered on a point you choose within 120 feet of you. Any creatures entirely within the sphere are deafened until the spell ends or they leave the sphere.
- Level Three: Mental Prison: You attempt to bind a creature you can see within 60 feet of you in an illusory cell that only it perceives. If the creature withstands the spell, they suffer psychic damage, but the spell will end at that point. If the creature does not withstand the spell, they immediately perceive the area around them to be dangerous in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and cannot move for up to an hour. If the target is moved out of the illusion or reaches any part of its body through it, the target takes massive amounts of psychic damage and the spell ends.
Necromancy: Power Set Justification: spells that "intimidate"- Level One: Cause Fear: You awaken the sense of mortality in up to five creatures you can see within 60 feet of you. If they resist the spell, the creature is shaken but otherwise unaffected; if they succumb, they become frightened and cannot get any closer to you.
- Level Two: Vampiric Touch: The touch of your shadow-wreathed hand can siphon life force from others to heal your own wounds. The effect requires physical contact; once contact has been made, the affected creature takes a large amount of necrotic damage and some of your wounds are healed. This spell cannot regenerate lost limbs or reverse death.
- Level Three: Harm: You unleash a virulent disease, the form of which can take whatever shape you desire, on a creature that you can see within range. If the creature is unable to withstand the spell's effects they become violently ill, and their overall health is diminished until either 48 hours have passed or someone else can cure their disease.
You may select or adapt either of these power sets for use! ❧ how to pick your power.All of this crazy nonsense said, there are three ways you can choose your power: - pick one of the above samples: the easiest solution! We've already presented you with two power sets following a logical progression of development within your god's realm of magic. You can swap some levels out or adapt them in some way, but it's there if you'd like to rely on it.
- pick spells from the D&D spell list: this may require some finagling, but we highly recommend this! Follow the links above to select three spells by increasing level that seem related to each other in some logical way. You may pick any three spells you wish, but the levels should follow the general guideline of:
- First Level: cantrip - 2nd level
- Second Level: 2nd level - 5th level
- Third Level: 5th level - 9th level
If some spells don't make sense, or if you know what they do but don't know how it would work in game, let us know and we'll help you adapt it to our world. If you find one spell you like but you don't know what to do about the others, let us know and we can provide suggestions for the rest. If you are familiar with the D&D spell system and want to create a set that is relevant to your god's domain but is not in their listed schools of magic, you can still apply for it as an original set! - provide a well-balanced original power set of your own: this will be highly scrutinized by the mods for fairness, so plan accordingly! Consider your god's domains and realm of magic, and come up with one central power along with two logical levels of progression building upon that core magic. The levels should be appropriately along the lines of: weak - strong - powerful. There must also be reasonable limitations on your suggested power. The mods may make adjustments as they see fit before approval. You may use the Superpower Wiki if you'd like, but please provide links for reference.
To submit your power for approval, copy the appropriate form below and reply to this post with CHARACTER NAME - CANON in the title of your comment. A mod will respond to your comment with APPROVED/REVISIONS/REJECTED along with clearer descriptions of your powers or additional comments. We'll have a little bit of back and forth conversation on this post (or in private if you prefer; feel free to contact us) to hash out the details, so don't be afraid if we respond with revisions! We're really excited to be giving you guys customizable powers so we hope you'll work with us in making this manageable. |
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Character Name: Rhus (
Canon: Final Fantasy XIV
Power Set Justification: Rhus' main job and what he reaches for instinctively nowadays is dark knight, which makes use of the dark arts. The dark arts is dark magic with a slightly different name, and part of the dark magics he uses involves a lot of emotionally-charged magic and the manipulation of one's own lifeforce/flesh/sanity for more power-- rather similar to what's under the necromancy umbrella in the DnD list. For example, Vampiric Touch is remarkably like Abyssal Drain, except the latter steals health from all enemies within a certain area, and he can temporarily perform some sort of necromancy on himself via Living Dead with a little help from his dark side, Fray. The core of dark knight within lore is pretty much "protect people, and let yourself be hurt physically, mentally and emotionally because the pain and blood will make you stronger", and I'm going to mix and match different skills from the job, both new and old/phased out, to (hopefully) create something coherent.
Also excuse the wording, I wanted to emulate the way Fray would hijack journal entries and write as if he were addressing Rhus personally. (Which he is in the entries, but my point stands.) You know, just for kicks.
Power Set:
Level Two: The Blackest Night: Do you remember what the child once told you? Think of him and he shall come-- in one fashion or another. Remember those who have died for you or by your hand, and the dark arts will respond to your guilt and shame of being the undeserving survivor by erecting a magical barrier that shimmers under the light. Around yourself of course, unless you have a companion you would like to protect-- as you tend to do. The more dear your companion is to you, the stronger the shield shall be, and perhaps the magic shall even settle upon their shoulders like a well-worn coat, or a warm hug in the cold winter night-- his warm hug, your warm hug. Your enemies will see this, and oftentimes consider you a more important target-- such is the spellcaster's life, but you're far better equipped than any of your companions to survive. Better you than them, isn't that your raison d'etre? However, have a care if you layer this shield on another person, for whatever wound they would have incurred shall be placed on your own body instead.
Level Three: Living Shadow: Conjure your darkside to fight alongside you. When you feel that you're just not enough, let your loneliness and unwillingness to die tear at half of your magical reserves and coalesce into another form. It will only be with you for half of a minute, but it will be worth every drop of power you put into its creation. It can do anything you can and any knowledge, physical abilities and skills you've obtained thus far shall be shared with it. It will fight with you, it will fight for you, it will take a mortal blow for you even if it cannot cry out in pain as it dissipates and your magic returns to you. Your strength is my strength. Call for me and I will answer. I am here. And I refuse to leave you floundering.
am noob did i do it rightno subject
We think we have a picture of what you want your spells to look like based on the prose, but there is a problem with the first spell. Blood magic and magic that involves punishing the wielder isn't something that the gods give to Wanderers; magic should be a gift, and any sort of fatigue or wear on the Wanderer is due to their mortal form, not as a part of the spell itself. You can rework this spell so that isn't present if you would like!
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