❧ the goddess of harvest and kindness.As the most recently born of the gods, growth is in Sigyn's very nature. The pure magic within her is still wildly untamed, sparking and shifting as Sigyn navigates her way through a brand new world. Other life in the world seems to feed off of this raw energy, and in this way, Sigyn finds herself most at home with the flora and fauna that approach her with reverent curiosity and burst into vibrant life at her touch. The very world itself showers Sigyn with love, and she feels a deep compassion for all in the world in return. She may not yet have full understanding of Yggdrasil in all its intricacies, but she feels the drive to nurture life in order for it to grow. ❧ sigyn's realm of magic.- Conjuration Magic
- Conjuration is a school of magic that brings creatures or materials to the caster. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). You can find a list of Conjuration spells here.
- Transmutation Magic
- Transmutation is a school of magic that transforms the recipient physically or changes its properties in a more subtle way. Transmutation spells change the properties of some creature, thing, or condition. You can find a list of Transmutation spells here.
- Power Set Samples
- Conjuration:
Power Set Justification: spells that "befriend nature"- Level One: Find Familiar: You gain the service of a familiar, a spirit that takes an animal form of your choice but no larger than a medium-sized dog, or up to four hours. Your familiar acts independently of you, but it always obeys your commands. If the familiar is attacked and dies, it will disappear and leave no physical form; simply recast the spell to bring it back. You may only have one familiar at a time; trying to summon two (ex: a cat when you already have a dog) will result in the first familiar changing shape into whatever new animal you're trying to summon. See the spell page for further details, but ignore the first and last paragraphs.
- Level Two: Insect Plague: Swarming, biting insects fill a 20 foot radius sphere centered on a point you choose within 300 feet. The sphere spreads around corners and remains for up to an hour, and its area is both difficult to see and move through. Any creature that cannot avoid the swarm is stung by the insects, which start to latch on to them and continue to bite until they are either killed or the creature leaves the area. All creatures in its area of effect will continue to be harassed by the insects until they leave the area.
- Level Three: Transport Via Plants: This spell creates a magical link between one large plant you can touch and another plant, at any distance, as long as you have seen or touched the destination plant at least once before. You touch the plant and a gateway between the two opens; for up to 10 minutes, any creature can step into the target plant and exit from the destination plant.
Transmutation: Power Set Justification: spells that "manipulate elements"- Level One: Control Water: For up to 10 minutes, you control any freestanding water inside an area you choose. You can choose from any of the effects listed on the spell page, and you can change between them at will; however, you can only have one effect active at a time.
- Level Two: Commune With Plants: You imbue plants within a 30 foot radius of you with limited sentience and animation, giving them the ability to communicate with you and exhibit very limited motion for the next 30 minutes. The plants are unable to uproot themselves and move, but they gain the ability to point in a direction, to lower or raise a branch, and any similar gradual harmless movement. Alternatively, you may choose to bolster the vitality of the plants around you and promote swift growth: plant life in a 30 foot radius experiences a year's worth of growth over the next 10 minutes, though you can choose to stop the growth early. The plants are unable to communicate with you as they are growing; while you get the sense that they understand you, you have no idea what they are saying in response.
- Level Three: Control Weather: You take control of the weather within one mile of you for up to four hours. You must be outdoors to cast this spell, with clear access to the sky. Moving to a place where you don’t have open access to the sky ends the spell early. Let the mods know when you plan to use this spell so we can discuss the effects and announce it to the game, since the radius will affect the developed area of the city.
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. |
SPELL BUFFS
These are your new spells, which will be available immediately:
These buffs tie into our mini event for this month, but will be yours from here on out. You feel a surge within your body, inherently feeling more powerful and as if your fingers are tingling in anticipation, ready to test out your new capabilities.
Please feel free to ask any questions about the mechanics or spells if you have them!