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JMTyranny

Junior Member
Supernatural Strength

Adapted from Superpower Wiki Supernatural Strength Article- http://powerlisting.wikia.com/wiki/Supernatural_Strength

The ability to be stronger than what is naturally possible. An advanced version of Enhanced Strength. Sub-power of Supernatural Condition.

Also Called
  • Abnormal/Advanced/Immense/Super/Unnatural Strength
Capabilities

Users are glaringly, obviously and super/unnaturally stronger than their race because their capabilities are pushed beyond the natural level; making them immensely stronger than normal members of their species (in that 'verse) can be achieved by any method of training.


Enhanced Ability: Strength >5
two Source points per Level

Applications
  • The user can lift objects that are heavy for normal humans.
  • Constriction and Crushing due to the extreme strength of the user.
  • Earthquakes through stomping on the ground.
  • Shockwave Clap
  • Shockwave Stomp
  • Strength Combat by combining one's own augmented strength in their combat skills.
  • Supernatural Durability
  • Supernatural Endurance
  • Supernatural Leap
  • Supernatural Stamina
Techniques
  • Crushing
  • Cutting
  • Impale
  • Megaton Punch
  • Megaton Kick
  • Razor Hand/Foot
  • Sonic Boom Generation
  • Tear Apart
Levels
  • Peak Human Strength
  • Enhanced Strength
  • Supernatural Strength
    • Type I: Being able to lift up from cars to trucks, buses, and other vehicles of great size.
    • Type II: Being able to lift structures from battleships to massive air-crafts.
    • Type III: Being able to lift skyscraper size structures and moving mountains at top strength.
    • Type IV: Being able to lift continents, planets and even objects of nearly infinite mass and weight, at top strength.
  • Absolute Strength: Limitless strength that allows the user to perform unbelievable feats such as lifting virtually anything with ease or distorting the fabric of reality with one's bare hands.
Associations
  • Power Fists
  • Power Headbutt
  • Power Legs
  • Raw Power
  • Supernatural Condition
  • Supernatural Speed
Limitations
  • Can be overpowered by Absolute Strength.
  • Could take time for a user to control their strength in order to handle mundane things and people without harming or destroying them.
  • Maybe suspect for Strength Absorption, Muscle Mass Weakening, Strength/Muscle Manipulation, Strength Reduction, etc.
Species with Supernatural Strength
  • Aariad
  • Asgardian
  • Kryptonian
  • Terminan
Individuals with Supernatural Strength
Items That Grant Supernatural Strength
  • Armory Suit
    • ACE Mk II
 
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Powers

JMTyranny

Junior Member
Supernatural Condition

Adapted From Superpower Wiki Supernatural Condition Article- http://powerlisting.wikia.com/wiki/Supernatural_Condition

The ability to possess an obviously supernatural physical and mental condition. An advanced version of Enhanced Condition. Combination of Supernatural Body and Supernatural Mind.
Also Called

  • Immense Condition
  • Super Condition
  • Superhuman Condition
  • Superior Condition
Capabilities

User's physical and mental abilities are glaringly, obviously and super/unnaturally superior over others in their universe because their capabilities are far beyond natural levels, making them immensely stronger, faster, durable and smarter than regular beings (in that verse).

Variable Condition Effects-
7 Source Points per level

Applications
  • Optimal Finesse
  • Supernatural Accuracy
  • Supernatural Agility
  • Supernatural Athleticism
  • Supernatural Balance
  • Supernatural Body
  • Supernatural Charisma
  • Supernatural Combat
  • Supernatural Dexterity
  • Supernatural Instincts
  • Supernatural Intelligence
  • Supernatural Memory
  • Supernatural Mind
  • Supernatural Mobility
  • Supernatural Potential
  • Supernatural Reading
  • Supernatural Reflexes
  • Supernatural Roar
  • Supernatural Self-Preservation
  • Supernatural Self-Sustenance
  • Supernatural Senses
  • Supernatural Stealth
  • Supernatural Survivability
  • Supernatural Willpower
  • Supernatural Wisdom
  • Supernatural Wits
Variations

  • Supernatural Beauty
  • Supernatural Cuteness
  • Supernatural Ugliness
Levels
  • Peak Human Condition - User is at the highest mental and physical condition that a human can reach.
  • Enhanced Condition - User's mental and physical condition is beyond the peak human limits of their universe, but not to high superhuman levels.
  • Supernatural Condition - User's mental and physical condition is blatantly more powerful than other people of their universe, reaching into high superhuman territory.
    • Type I: Easily one of the greatest minds in their world, strong enough to lift construction vehicles and destroy thick steel, fast enough to easily move at supersonic speeds, durable enough to withstand most explosions.
    • Type II: Arguably the greatest mind in their world, strong enough to lift large aircrafts and destroy the toughest metals, fast enough to easily move at hypersonic speeds (and beyond), durable enough to take powerful explosions.
    • Type III: Near an Absolute Condition. Arguably the greatest mind in their verse, strong enough to move skyscrapers or even planets with incalculable strength, fast enough to move at (or beyond) light-speed, and invulnerable to virtually all physical harm.
  • Absolute Condition - The ultimate type, the user has no limits to their mental and physical capabilities.
Associations
  • Alpha Physiology
  • Balanced Mode
  • Flawless Coordination
  • God Mode
Limitations
  • Given how obviously superior the user is, some level of megalomania, messianic complex and/or similar problems with attitude are a very real possibility.
 
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Powers

JMTyranny

Junior Member
Supernatural Body

Adapted from Superpower Wiki- Supernatural Body Supernatural Body
The power to possess an obviously supernatural physical ability. Sub-power of Supernatural Condition. The advanced variation of Enhanced Body.

Also Called
  • Immense Athleticism/Body/Fitness
  • Super/Superhuman Athleticism/Body/Fitness
  • Supernatural Athleticism/Body/Fitness
  • Superhuman/Supernatural Physical Attributes
Capabilities
User's physical abilities are glaringly, obviously and super/unnaturally physically superior over other beings in their universe because their capabilities are far beyond natural levels, making them immensely stronger, faster, and more durable than regular beings (in that verse) can achieve by seemingly any method of training.

Variable Physiological Effects
7 Source Points per Level
Applications
  • Contaminant Immunity
  • Decelerated Aging/Semi-Immortality
  • Supernatural Accuracy
  • Supernatural Agility
  • Supernatural Athleticism
  • Supernatural Balance
  • Supernatural Cells
  • Supernatural Combat
  • Supernatural Dexterity
  • Supernatural Durability
  • Supernatural Endurance
  • Supernatural Flexibility
  • Supernatural Health
  • Supernatural Leap
  • Supernatural Lung Capacity
  • Supernatural Mobility
  • Supernatural Muscle Usage
  • Supernatural Recovery
  • Supernatural Reflexes
  • Supernatural Regeneration
  • Supernatural Roar
  • Supernatural Senses
  • Supernatural Speed
  • Supernatural Stamina
  • Supernatural Strength
  • Supernatural Survivability
Levels
  • Peak Human Body - User is at the highest physical condition that a human can reach.
  • Enhanced Body - User's physical condition is beyond the peak human limits of their universe, but not too high superhuman levels.
  • Supernatural Body - User's physical condition is blatantly more powerful than other people of their universe, reaching into a high superhuman territory.
    • Type I: Strong enough to lift construction vehicles and destroy thick steel, fast enough to easily move at supersonic speed, durable enough to withstand most explosions.
    • Type II: Strong enough to lift large aircraft and destroy the toughest metals, fast enough to easily move at hypersonic speed (and beyond), durable enough to take powerful explosions.
    • Type III: Near an Absolute Body. Strong enough to move skyscrapers or even planets with incalculable strength, fast enough to move at (or beyond) light-speed, and invulnerable to virtually all physical harm.
  • Absolute Body - The ultimate type, the user has no limits to physical strength, speed, stamina, etc.
Associations
Limitations
  • User may develop a superiority complex which can lead to underestimating opponents.
  • May include enhanced nutrition requirements.
  • Lack of relevant mental enhancements is very likely to cause problems.
  • Because of the Plateau Effect, the user may reach the peak of their physical limits and never improve beyond that.
 
Powers

JMTyranny

Junior Member
Supernatural Stamina

Adapted from Superpower Wiki Supernatural Stamina Article- http://powerlisting.wikia.com/wiki/Supernatural_Stamina

The ability to have better stamina than is naturally possible. An advanced form of Enhanced Stamina and a sub-power of Supernatural Body.

Also Called
  • Immense Stamina
  • Super/Superhuman/Supernatural Energy
  • Super/Superhuman Stamina
Capabilities

Users stamina is glaringly, obviously and super/unnaturally greater than their race because their capabilities are pushed beyond the natural level; making them immensely more enduring than normal members of their species (in that 'verse) can be achieved by any method of training.


Enhanced Stamina >5
2 source points per level

Applications
  • Enhanced Mental Stamina
  • Overexertion Immunity
Levels
  • Peak Human Stamina: The user can sustain themselves without tiring, to the limit of a peak human.
  • Enhanced Stamina: The user can sustain themselves without tiring longer than peak humans but not to a high superhuman level.
  • Supernatural Stamina: The user can sustain themselves without tiring to a high superhuman level up to a nigh-absolute level.
  • Absolute Stamina: The user never gets tired due to self-generating energy etc.
Associations
Limitations
  • Users can only exert oneself for so long before the excessive buildup of fatigue toxins will begin to wear them down.
  • They are still vulnerable towards users of Stamina Absorption.
Species with Supernatural Stamina
  • Kryptonian
  • Terminan
Individuals with Supernatural Stamina
 
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Powers

JMTyranny

Junior Member
Enhanced Stamina
Adapted from Superpower Wiki Enhanced Stamina Article- http://powerlisting.wikia.com/wiki/Enhanced_Stamina

The power to function for long periods of time without tiring or straining oneself. Sub-power of Enhanced Body

Also Called

  • Immense Stamina
  • Super/Superhuman/Supernatural Energy
  • Super/Superhuman Stamina
Capabilities

User stamina is glaringly, obviously and super/unnaturally greater than other beings in their universe because their capabilities are pushed beyond the natural level; making them immensely more enduring than regular beings (in that verse).


Enhanced Ability- Stamina >1
2 source Points per Level

Applications

  • Enhanced Mental Stamina
  • Overexertion Immunity
Levels

  • Peak Human Stamina: The user can sustain themselves without tiring, to the limit of a peak human.
  • Enhanced Stamina: The user can sustain themselves without tiring longer than peak humans but not to a high superhuman level.
  • Supernatural Stamina: The user can sustain themselves without tiring to a high superhuman level up to a nigh-absolute level.
  • Absolute Stamina: The user never gets tired due to self-generating energy etc.
Associations

Limitations

Users can only exert oneself for so long before the excessive build-up of fatigue toxins will begin to wear them down.

Individuals with Enhanced Stamina
  • Monkey Prince (S16)
  • Thor (M616)
    • Thor (M3)
References

DC Database Superhuman Stamina Category- Superhuman Stamina

Marvel Database Superhuman Stamina Category- Superhuman Stamina
 
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Powers

JMTyranny

Junior Member
Hypnotic Vision

Adapted from Superpower Wiki Hypnotic Vision Article- Hypnotic Vision


The power to put others in a suggestive trance using eye contact. Variation of Hypnosis.

Also Called
  • Hypnotic Eyes
Capability
The user can put others in a suggestive trance upon eye contact, effect may take a few minutes to work or happen instantly. While in the trance, the person becomes highly pliant to their suggestions.


Visual perception Affliction-Will; Entranced/Compelled/Controlled
3 Source Points per level

Applications
  • Hypnosis
  • Persuasion
Associations
  • Mind Control
Limitations

  • Users of Indomitable Will/Psychic Shield (highly resistant) and Psychic Immunity (impervious).
    • May not need Indomitable Will, just powerful enough to break free.
  • Direct eye contact may be needed, so breaking it will break the hypnosis.
  • Will not work if the victim is blind.
  • May require close eye contact.
  • Contact lenses or glasses may limit or cancel this power's intensity.
Individuals with Hypnotic Vision
 
Powers

JMTyranny

Junior Member
Hypnosis


Adapted From Superpower Wiki, Hypnosis Article- Hypnosis

The ability to make suggestions to the subconscious of others. Variation of Mind Control and Mental Inducement.

Also Called

  • Brainwashing
  • Hypnotizing
  • Mesmerizing/Mesmerization
  • Neuro-Linguistic Programming
Capabilities

The user is able to affect or directly influence other people's minds to their commands.

Applications

  • Awakening
  • Command Inducement
  • Remote Hypnosis
  • Sedative Inducement
  • Sleep Inducement
Variations

  • Hypnotic Breasts
  • Hypnotic Food
  • Hypnotic Fragrance
  • Hypnotic Magic
  • Hypnotic Music
  • Hypnotic Pathogen
  • Hypnotic Pollen
  • Hypnotic Vision
  • Hypnotic Voice
  • Hypnotic Writing
Associations

  • Hypnotic Energy Manipulation
  • Illusion Manipulation
  • Mental Manipulation
  • Mind Control
  • Persuasion
  • Psychological Intuition
  • Sensory Scrying
Limitations
  • Users of Psychic Shield (highly resistant) and Psychic Immunity (impervious).
  • People with strong will-power can negate this power unless they are weakened or want to be hypnotized.
  • The mindless (zombies, machines, puppets, etc.) can't be hypnotized.
  • Requires concentration.
  • Users of Control Immunity are immune.
  • Idiots may not be hypnotizable (one of the laws of hypnosis in the real world and most fantasy worlds).
  • May require time and/or cooperation from the target.
  • May require visual contact.
  • A medium might be required to perform the hypnosis.
  • Some users might accidentally hypnotize themselves.
Items that induce Hypnosis
  • Lood's Focus
 
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Powers

JMTyranny

Junior Member
Mind Control
Adapted From Mind Control | Superpower Wiki | Fandom Powered By Wikia.(n.d.). Retrieved from Mind Control

The power to control the minds of others. Sub-power of Mental Manipulation.

Also Called

  • Brainwashing
  • Compulsion
  • Concilium
  • Consciousness Manipulation
  • Manipulative Hypnosis
  • Mental Domination
Capabilities

User can control the minds of others with targets being completely subject to their mental control. If the victims were placed into a semi-conscious state, they may not have any recollection of the previous actions that they performed while under its effect.

Applications

  • Attention Manipulation
  • Command Inducement
  • Dream Manipulation
  • Fanaticism Inducement
  • Hypnosis
  • Illusion Manipulation
  • Memory Manipulation
  • Paralysis Inducement
  • Sleep Inducement
  • Pushing
  • Remote Mind Control
  • Sentient Control
  • Truth Inducement
Techniques

  • Convinced Inevitability
Associations

  • Mental Manipulation
  • Puppet Mastery
  • Sensory Scrying
  • Siren Song
  • Telepathy
Limitations

  • May be limited to a certain range to work, including touch only.
  • May be limited to certain number of targets at a time.
  • May be weakened/ineffective against a target which doesn't have a mind or has low intelligence.
  • May not be able to make a person do something against their nature.
  • May wear off over time if not reinforced.
  • Cannot erase implanted information, but can suppress or nullify them by implanting other information.
  • Users of Higher Consciousness and Mass Consciousness may be uncontrollable.
  • Users of Control Immunity are immune.
  • Users of Indomitable Will are highly resistant.
  • Users of Psychic Shield (highly resistant) and Psychic Immunity (impervious).
  • Can be negated by Control Negation.
 
Character

JMTyranny

Junior Member
Adept (S16)
Adapted From- d20HeroSRD- Mystic Mystic – d20HeroSRD

Derrick Van Aadams (a.k.a. Adept)
The son of expert mages Grimoire and the Scarlet Sorceress, the young magic-user was recruited into Section Q to offer a response to magic based threats.


Alignment Lawful Good Current Location Tudor City
Species Human Year of Birth10589 (19 years old) Biological Sex Male
Eyes Blue Hair Black Height 5'6" Weight 130 lbs
Aligned Organization Section Q

Physical Description
Special abilities
PEAK ACCURACY
Adept's brain is hardwired for advanced precision superior to any gold-medaled archer who has ever competed.
ENHANCED REFLEXES
Derrick has drastically enhanced reaction speed, allowing them to dodge bullets, catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to.
PEAK ENDURANCE
Adept can endure more physical stress than average humans. he can tolerate large amounts of physical pain such as being shot or stabbed repeatedly, burned with high heat, and beatings that no ordinary person could handle.
SUPERNATURAL DURABILITY
Exposure to magical energy The user's body-tissue, skin, muscles, bones, etc. are extremely dense/solid, allowing them to withstand harmful forces on the body such as crushing weights, impacts, pressures, changes in temperature.
ASTRAL PROJECTION
Adept can separate his spirit from the body by entering a trance.
Specialized Equipment
CIRCE'S HAMMER
The magic imbued staff, was the principal vestment of the Scarlet Sorceress. The artifact draws latent mana energy from its surroundings to manifest powerful blasts of energy and energy shields to defend the bearer.

Mental characteristics
Personal history
Derrick's mother was killed in the Tenari assault on Pleasant Hill. His father, Grimoire, retired from superheroics to take care of him. Derrick showed a natural affinity for the mystic arts, that Nicholas fostered in his son. The boy's burgeoning passion evoked memories of Eva's training with him. An accident while practicing storm herding drew the attention of WATCH. Director Osborne agreed to sanction both Derrick and Nicholas as sponsored magic-users as long as Grimoire accepted a retainer position as a magic consultant for WATCH. Derrick grew quite familiar with several WATCH operatives that visited his home while working with his father. WATCH recovered Scarlet Sorceress' staff, Circe's Hammer, they offered the artifact to Adept as an incentive to join Section Q.
Education
Derrick attended public school in the suburbs of Tudor City; his education was supplemented by magecraft tutoring from his father who mixed in Alchemical disciplines to ground his studies.
Employment
Section Q

Adept provides mystical artillery support to the WALL field team and uses his training and background to contain magic threats encountered by the team.
Intellectual Characteristics
MYSTIC AWARENESS
Derrick can sense the presence of magical energies and he possibly gains detailed understanding about the energies. Adept's sensitivity to mystic energy contributes to an enhanced awareness of his surroundings and insight to attempts to deceive him.
MAGIC INTUITION
Derrick possesses an innate understanding of magic. He can intuitively perform magic and spells through an innate talent to assimilate extraordinary powers or through supernatural means.
ENHANCED WILLPOWER
Adept has enhanced willpower, allowing him to carry on easier and be stronger in mind.

History
Hell Comes to Pleasant Hill
14 Gates 10593 AS
Disaster

Derrick's Mother was killed in the Assault on Pleasant Hill.


Level 10
Source points
150
Ability scores
Strength 0 Stamina 0 Agility 1 Dexterity 3 Fighting 4 Intellect 3 Awareness 4 (6) Presence 4

Saves
Dodge 4 (8) Parry 2 (6) Fortitude 4 (6) Toughness 4 (12) Will 4 (13)

Initiative-2

Skills
Expertise: Magic 4 (13) Insight 4 (12) Intimidation 4 (8) Perception 4 (10) Slight of Hand 4 (7)

Advantages
Fearless, Ranged Attack 4, Ritualist, Trance

Powers
Peak Accuracy- Enhanced Trait Ranged Attack 1
Magic Aptitude- Enhanced Trait Expertise: Magic 6
Enhanced Reflexes- Enhanced Trait Dodge 3
Peak Endurance- Enhanced Trait Fortitude 2
Supernatural Durability- Protection 8
Enhanced Willpower- Enhanced Trait Will 3
Astral Projection- Subtle, Remote Sensing (Visual, Auditory, Mental), Physically Defenseless 10
Mystic Senses- Senses (Radius Magic Awareness) linked to Enhanced Trait Awareness 2 and Enhanced Trait Insight 2
Circe's Hammer- Easily Removable Magic Artifact- Strength Based Bludgeoning Damage 2 Linked to Magical Power Array Magical Blast 12 with Sustained Impervious Protection 20, Flight 12 and Magic Teleport Portal 6 Alternate Effects
 
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Species

JMTyranny

Junior Member
Human

Mankind. The Mundane. The most common race of the Omniverse.

Scientific Name Homo Sapiens Sapiens
Ancestor Celestial
Descendants Parahuman, Meta-Human
Lifespan 85 Years
Average height 1.8m Average weight 62kg

Basic information
Anatomy & Morphology
small hairless apes. bipedal, 2 arms.
Genetics and Reproduction
Humans reproduce by sexual reproduction and have a nine-month gestation period.
Ecology and Habitats
Humans can live in any habitat between 140 F and -4 F.
Dietary needs and habits
Humans are omnivores.
Civilization and Culture
Average technological level
Human technological achievement varies across the Omniverse. in S16 humans are living in the Information age, they have acquired technologies of higher levels through Multiversal partnerships.
Culture and cultural heritage
The Humans of S16 are recovering from the fallout of the last Age of Heroes. Catastrophic attacks across Earth in a period of just a few years had a devastating impact on the world's population; Economically, socially, and psychologically. There is very little Earth's governments won't do to avoid becoming dependent on supernatural powers again.
Human Game Stats
3 Source Points
Abilities
STR 0, STA 0, AGL 0, DEX 0, FGT 0, INT 0, AWE 0, PRE 0.
Initiative
0
Saves
Dodge-0 Parry-0 Fortitude-0 Toughness-0 Will-0
Skills
Expertise: Current Events 2 (+2),Expertise: Pop Culture 2 (+2)
Advantages
Equipment
cell phone
Powers
None
Complications
TBD
Reference
404 Hobbits Not found
Davel
Humans
Humans


Humans of the Omniverse
  • Adept
  • Howard Armstrong
  • Doctor G
  • Alexander Osborne
  • Amanda Waller
 
Powers

JMTyranny

Junior Member
Peak Accuracy

Adapted From Superpower Wiki Peak Human Accuracy- Peak Human Accuracy
The ability to have accuracy at the highest limits of human efficiency.Sub-power of Peak Condition.

Also Called
  • Peak Human Aim/Sight
  • Peak Human Precision
  • Maximum Human Aim/Precision/Accuracy
  • Near-Enhanced Aim/Precision/Accuracy
  • Nigh Enhanced Aim/Precision/Accuracy
Capabilities
Users of this ability are capable of achieving smaller and distant targets depending on the location. The user's brain is hardwired for advanced precision superior to any gold-medaled archer who has ever competed. Additionally, the user's aim is obviously not enhanced, it is just at the peak of human efficiency. It's said by peers or/and foes that users of this ability seldom miss a single/multiple targets.
Enhanced Ranged Attack 1

Levels
  • Peak Human Accuracy
  • Enhanced Accuracy
  • Supernatural Accuracy
  • Absolute Accuracy
Associations
Limitations
  • May be unable to hit beings with Enhanced or Supernatural abilities.
  • They may still miss their targets.
  • Still susceptible to ailments that could potentially rob the user of their eyesight.
Persons with Peak Accuracy
 
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Powers

JMTyranny

Junior Member
Peak Condition
The ability to have your bodily functions at the maximum limit of human condition; meaning that your natural capabilities are near-superhuman. A Real-World Human Standard version of Enhanced Condition .

Also Called

  • Peak Human Conditioning
  • Peak Human State
  • Near-Superhuman Condition
  • Superior Human Condition
  • Human Physical Peak
  • Artificial Enhanced Physiology
  • Peak Human Physiology
  • Peak Physical/Mental Condition
  • Peak Condition
  • Peak Human Skill(s)
  • Physical Prime
  • Maximum Human State/Maximum Human Conditioning
  • Physical Peak
Capabilities

The user's bodily functions are enhanced to the pinnacle of human conditioning; therefore, the user's strength, speed, stamina, senses, agility, reflexes, accuracy, longevity, durability, intelligence, healing time, flexibility and combat skills are greatly heightened, but without any superhuman degree.
Peak-humans are superior over Olympic-Level athletes and normal members of their species. They're strong enough to punch an individual through a wooden/thin metal door, break thin steel bars with their bare hands, fast enough to catch-up or outrun moving vehicles, they can exert themselves to peak capacity; therefore, eliminating build-up fatigue chemicals, producing top-endurance and lung capacity; agile enough to climb the tallest of buildings, leap to high feats into the air and distant yards; reflexive enough to quickly dodge incoming attacks and react better to fast motions, accurate enough to achieve multiple small and further distant targets, capable of living longer than the average-person, durable enough to withstand normal and superhuman physical/projectile attacks, intelligent enough to understand complex problems better than average humans, they can heal themselves in short-periods of time, flexible enough to co-ordinate their limbs perfectly and their combat skills are advanced enough to defeat large groups of enemies.


Variable Enhanced Traits
5 source Points per Level

Applications

  • Maximum Brain Capacity
  • Peak Accuracy
  • Peak Body
  • Peak Celerity
  • Peak Combat
  • Peak Dexterity
  • Peak Equilibrium
  • Peak Healing
  • Peak Intelligence
  • Peak Wisdom
Limitations

Gods, Angels, Superhumans, Enhanced Humans, Slayers, Vampires, etc. can easily overpower and outsmart peak-humans.
Peak-human capabilities are near-superhuman, but not superhuman.
Enhanced Humans are easily more advanced than peak humans in every aspect! (i.e Dark Angel, X5 SuperSoldiers )

Occupations that use Peak Condition

  • Crime Fighter
Individuals with Peak Condition

  • Batman
  • Owlman
  • Punisher
References

Superpower Wiki Peak Human Condition Article- Peak Human Condition
 
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Powers

JMTyranny

Junior Member
Peak Endurance


Adapted from Superpower Wiki- Peak Human Endurance

The ability to endure more physical discomfort than average humans. Sub-power of Peak Condition.

Capabilities
Users can endure more physical stress than average members of their species. They can tolerate large amounts of physical pain such as being shot or stabbed repeatedly, burned with high heat, and beatings that no ordinary person could handle. They can also hold their breath for large intervals like 3-20 minutes while underwater, and remain calm through stressful or painful situations. Users can also tolerate extreme hunger, unbearable thirst, and strong urges to sleep.


Enhanced Fortitude 1-
1 Source Point


Levels
Associations
  • High Resistance
  • Indomitable Will
  • Pain Suppression
  • Peak Condition
    • Peak Human Durability
    • Peak Human Stamina
Limitations
  • This can cause extreme discomfort on the body.
  • The mind may shut down to prevent mental damage.
Individuals with Peak Endurance
 
Powers

JMTyranny

Junior Member
Peak Body
Adapted from Superpower Wiki- Peak Human Body

The ability/power to possess physical abilities greater than average/normal humans, even though this ability is not classified as 'enhanced'. Sub-power of Peak Condition.

Also Called

  • Peak Human Fitness
Capabilities

The user's physical abilities are at the pinnacle of human potential without being superhuman. Therefore, the user's strength, speed, stamina, senses, agility, reflexes, accuracy, longevity, durability, healing time, flexibility and combat skills are near enhanced/superhuman.

Variable Body Enhancements
4 Source Points per Level

Applications
  • 100% Muscle Usage
  • Adrenaline Rush
  • Efficient Body
  • Peak Agility
  • Peak Athleticism
  • Peak Balance
  • Peak Durability
  • Peak Endurance
  • Peak Flexibility
  • Peak Leap
  • Peak Longevity
  • Peak Lung Capacity
  • Peak Potential
  • Peak Reflexes
  • Peak Regeneration
  • Peak Senses
  • Peak Speed
  • Peak Stamina
  • Peak Strength
  • Strong Heart
Levels
  • Peak Human Body - User is at the highest natural physical condition that a human can reach.
  • Enhanced Body - User's physical condition may be augmented, but not to supernatural levels.
  • Supernatural Body - User is blatantly more physically powerful than other members of their species.
  • Absolute Body - The ultimate type, the user has no limits to their physical abilities.
Associations
Limitations
  • Users of Enhanced and Supernatural Body can easily overpower peak-humans.
  • Peak-human capabilities are near-enhanced, but not enhanced.
  • Users are required to keep themselves in a strict diet and continuous training to have their body remain peak human.
 
Powers

JMTyranny

Junior Member
Astral Projection

Adapted From Superpower Wiki- Astral Projection

The power to separate one's spirit from one's body. Sub-power of Astral Manipulation.

Also Called
  • Astral/Soul/Spirit Form/Mode
  • Astral Transport
  • Astral Travel
  • Descensum
  • Out of Body Travel
  • Soul/Spectral/Spiritual Exiting
Capabilities

The user can separate their spirit from the body by entering a trance, gaining access to the Astral Plane. Experienced individuals may control both the Astral and Corporeal presences.
Subtle, Remote Sensing (Visual, Auditory, Mental), Physically Defenseless- 4 Source Points Per Level

Applications
  • Project your consciousness/soul/astral form outside your body, gaining Spirit Physiology.
  • Travel to Hell, Heaven, or another spiritual realm.
Associations
  • Astral Manipulation
  • Astral Premonition
  • Astral Suggestion
  • Astral Trapping
  • Dream Walking
  • Energy Soul
  • Non-Corporeal Form
  • Possession
  • Soul Removal
  • Unbound Soul
Limitations
  • User's body is virtually dead/in a coma and thus very vulnerable during astral projection:
  • May become possessed while on the Astral Plane.
  • Maybe killed trapping the User in astral form.
  • May be unable to control Corporeal and Astral presences.
  • May require user to be asleep or be in a meditative state while riding the astral plane
  • Some users may not be immune from those with Astral Manipulation while in spirit form.
  • May be unable to use any other abilities they possess while in astral form.
  • Most users are completely incapable to affect the physical world.
  • Prolonged separation may prove harmful to the user's body or soul.
Individuals with Astral Projection
Spells That Grant Astral Projection
  • Hogoth's Projection
  • Shade Projection
 
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Powers

JMTyranny

Junior Member
Astral Manipulation
The power to manipulate astral energy. Variation of Energy Manipulation.

Also Called
  • Astrakinesis
  • Astral Energy Manipulation
Capabilities

The user can create, manipulate, shape, transform, etc. astral energy, allowing them to travel to the astral plane and interact there, see spirits, making spirits visible to others, astral trapping and potentially harming the dead. They can also allow others temporarily to be able to astral project, block others from astral projecting, sending them back to their bodies if they had already projected.

Variable Astral Effects- 7 source points

Applications
  • Astral Attacks
  • Astral Constructs
  • Astral Projection
  • Astral Suggestion
  • Astral Premonition
  • Astral Trapping
  • Astral Vision
  • Ectoplasm Manipulation
  • Mediumship
  • Psychic Energy Manipulation
  • Send users of Astral Projection back to their bodies or even trapped in the astral plane.
  • Prevent users of Astral Projection from projecting their spirit.
Associations
  • Astral Plane Manipulation
  • Dream Manipulation
  • Energy Matter Manipulation
  • Magical Energy Manipulation
  • Mental Plane Manipulation
  • Mysticism
  • Psionic Manipulation
  • Soul Manipulation
  • Stellar Manipulation - the word "astral" commonly relates to or resembles the stars.
Limitations
  • May be vulnerable to other users of this power
  • May take some control to block others from projecting.
References
Astral Manipulation | Superpower Wiki | Fandom Powered By ...(n.d.). Retrieved from Astral Manipulation
 
Powers

JMTyranny

Junior Member
Magic Intuition

Adapted from Superpower Wiki- Magic Intuition

The ability to possess an intuitive understanding of magic. Variation of Intuitive Aptitude.
Capabilities
The user has great, if not innate, understanding of magic, knowing intuitively/instantly how to perform all forms of magic and spells through an innate talent to assimilate extraordinary powers or through supernatural means.

Enhanced Trait- Expertise: Magic
1/2 Source Point per Level


Associations
  • Intuitive Aptitude
  • Invocation
  • Magic
  • Magic Detection
  • Magical Energy Manipulation
  • Magicians Intuition
  • Potion Amplification
  • Potion Creation
  • Spell Casting
  • Spell Creation
Limitations
  • May only come to the user in times of need.
Individuals with Magic Intuition
 
Powers

JMTyranny

Junior Member
Mystic Blast


Adapted From Superpower Wiki- Mystic Blast

The ability to release magical energy on a specific target location. Sub-power of Magic Attacks. Variation of Blast Attacks.

Also Called
  • Esoteric Energy Blast
  • Magic Blast
  • Magical Energy Blasts
  • Special Energy Blast
Capabilities

The user can release magical energy over a specific target area causing great damage and/or delivering great shock waves of pure force.

Mystical Blast
2 Source Points Per Level

Applications
  • Concussive Force
  • Magical Energy Generation
Associations
  • Attack Powers
  • Burst
  • Energy Blast
  • Energetic Pressure
  • Energy Manipulation
  • Esoteric Energy Manipulation
  • Explosion Inducement
  • Magical Energy Manipulation
Limitations
  • Generally unrefined and in-discriminating.
Individuals with Mystic Blast
 
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Powers

JMTyranny

Junior Member
Magic Attack

Adapted From Superpower Wiki- Magic Attacks

The ability to release/use magic to various attacks. Sub-power of Magic. Variation of Attack Powers.

Also Called
  • Eldritch Blast
  • Magic Projection
  • Magical Attacks/Blasts
Capabilities

The user can release/use magic to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc., from huge rays of pure magical energy that can knock over or even obliterate dozens of targets, or slightly singe them.

Applications
  • Concussion Beams: Release beams of solidified magic.
  • Expanding Magic Bolts: Project magic that expands rapidly on contact with an object.
  • Formulated Magic Blasts: Release blasts of magic in a form of a creature or object.
  • Hand Blasts: Release magic blasts from hands.
  • Magic Ball Projection: Create and launch spheres of magic.
  • Magic Bolt Projection: Release low powered projectiles of magic.
  • Magic Bullet Projection: Fire in short sequence over a wide area.
  • Magic Breath: Discharge magic blasts from mouth.
  • Magic Burst: Create burst of magical energy.
  • Magic Cutting: Use magical energy to cut opponents.
  • Magic Infusion: Empower and energize anything touched or used (usually a weapon) with magic.
  • Magic Pillar Projection: Project magic pillars.
  • Magic Spike Projection: Project magic spikes.
  • Magic Vision: Emit magic from one's eyes.
  • Magic Vortex Creation: Create spiral/vortex of magic.
  • Magic Wave Emission: Send out a wave of magic and that repels everything.
  • Magical Beam Emission: Release concentrated beams of magic.
  • Magical Bomb Generation: Create bombs/explosions of magic.
  • Mystic Blast: Release magic over a specific target area.
  • Omnidirectional Magic Waves: Send out a wave of magic in all directions.
  • Overpower: Pulse of magic is released, overloading powered devices in an area.
  • Reflective Attacks: Release attacks that can bounce off of any surface.
  • Scatter Shot: Release magic blasts that split into multiple fragments.
  • Sword Beam Emission: Release magic blasts from swords and other such bladed weapons.
  • Wave Motion Blast: Launch a massive wave of magic.
  • Zap: A tiny short release of magic to cause pain or discomfort, usually too low-powered to be destructive.
Variations
  • Symbiotic Magic Attacks
Associations
  • Attack Powers
  • Elemental Attacks
  • Energy Attacks
  • Force-Field Generation
  • Magical Energy Manipulation
  • Magic
  • Magic Augmentation
  • Magic Combat
  • Mystical Soul
  • Projectile Enhancement
  • Technomagical Attacks
  • Volatile Constructs
Limitations
  • Users may require an outside source of magic to create attacks.
  • Users may not be immune to effects of own blast.
  • Firing may be an involuntary reaction, or released in a constant stream.
  • Users will be exhausted when too much energy is used.
  • Users may be over-charged/wounded if too much energy is used at once.
  • Users need control to avoid unnecessary destruction.
 
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Powers

JMTyranny

Junior Member
Magic


The ability to use magical forces to varying degrees. Those who possess this ability are known (among other things).

Also Called
  • Magic Manipulation
  • Magical Manipulation
  • Magick/Magyk/Magyck
  • Mystokinesis
  • Occultism
  • Thaumaturgy
  • The Arcane/Magical/Mystic/Mystical Arts
  • The Art Of Magic
  • The Indistinguishable Science
  • Sorcery/Wizardry/Witchcraft
Capabilities

The user has access to magic, the use of rituals, symbols, actions, gestures, language, etc., to exploit supernatural forces to varying degrees, with only their skill, personal power-level, imagination/knowledge, and/or morality to define the borders. Given the flexibility of magic, its users have essentially limitless possibilities for what they can accomplish.

Variable-Magic Powers
7 Source Points per Level

Applications

Some examples of the potential use of magic:

Offensive Magic
Defensive Magic
  • Force-Field Generation
  • Healing
  • Magical Energy Absorption
  • Magical Regeneration
Miscellaneous Abilities
  • Animation/Reanimation
  • Creation
  • Elemental Manipulation
  • Invocation
  • Magic Aura
  • Magic Detection
  • Magic Generation
  • Magic Invisibility
  • Magic Portal Creation
  • Magic Replication
  • Magical Communication
  • Magical Constructs
  • Magical Energy Manipulation
  • Magical Flight
  • Magical Medicine Manipulation
  • Magical Object Manipulation
  • Magical Telekinesis
  • Magical Telepathy
  • Magically Enhanced Physiology
  • Magiportation
  • Personal Domain
  • Precognition
  • Reality Warping
  • Shapeshifting
  • Spell Casting
  • Summoning/Banishment
  • Supernatural Properties Manipulation
  • Sympathetic Magic
  • Transmutation
Alternative Classification

Magical Energy Manipulation: The key power that allows one to use Magic; the powers are based around certain concepts/categories.
  • Magic Empowerment
  • Mana Manipulation
  • Abjuration: The power to protect/heal.
  • Conjuration: The power to transport living and non-living things.
  • Divination: The power to gain information.
  • Enchantment: The power to influence the minds/emotions.
  • Illusions: The power to create illusions.
  • Nature: The power to control the forces of the natural world for a variety of effects.
  • Necromancy: The power to manipulate the forces of death.
  • Transmutation: The power to transform living or non-living things.
Types of Magic
  • Aether Magic
  • Alchemy
  • Animancy
  • Antimatter Magic
  • Art Magic
  • Artificial Element Magic
  • Astral Magic
  • Astrology
  • Aura Magic
  • Aurora Magic
  • Barrier Magic
  • Binding Magic
  • Chaos Magic
  • Chemical Magic
  • Chi Magic
  • Clown Magic
  • Combat Magic
  • Conjuration
  • Corruption Magic
  • Craftsmanship Magic
  • Creation Magic
  • Curse Magic
  • Dark Arts
  • Dark Matter Magic
  • Death Magic
  • Destruction Magic
  • Digital Magic
  • Dimension Magic
  • Divine Magic
  • Dowsing
  • Dream Magic
  • Druidic Magic
  • Eldritch Magic
  • Electromagnetism Magic
  • Elemental Magic
  • Emblem Magic
  • Emotion Magic
  • Empathic Casting
  • Environmental Magic
  • Evolutionary Magic
  • Explosion Magic
  • Extra-Dimensional Magic
  • Eye Magic
  • Game Magic
  • Gas Magic
  • Gravity Magic
  • Holiday Magic
  • Hypnotic Magic
  • Incantation
  • Inertia Magic
  • Inorganic Magic
  • Inscription Casting
  • Intelligence Magic
  • Life Magic
  • Life and Death Magic
  • Liquid Magic
  • Luck Magic
  • Lunar Magic
  • Madness Magic
  • Magnetic Magic
  • Matter Magic
  • Medical Magic
  • Memory Magic
  • Mirror Magic
  • Motion Magic
  • Music Magic
  • Mysticism
  • Mythic Magic
  • Nature Magic
  • Necromancy
  • Nether Magic
  • Nightmare Magic
  • Ninja Magic
  • Object Magic
  • Onmyōdō
  • Order Magic
  • Organic Magic
  • Pain Magic
  • Paper Charm Magic
  • Peace Magic
  • Perfume Magic
  • Planetary Magic
  • Plasma Magic
  • Portal Magic
  • Psionic Magic
  • Purification Magic
  • Pyrotechnic Magic
  • Quantum Magic
  • Rainbow Magic
  • Reality Magic
  • Replication Magic
  • Restoration Magic
  • Ritual Magic
  • Sacrificial Magic
  • Sealing Magic
  • Season Magic
  • Sentient Magic
  • Sex Magic
  • Shamanism
  • Sin Magic
  • Sleep Magic
  • Solar Magic
  • Solid Magic
  • Sound Magic
  • Space Magic
  • Space-Time Magic
  • Space Rock Magic
  • Spell Casting
  • Spirit Magic
  • Stellar Magic
  • Strength Magic
  • Symbiotic Magic
  • Symbol Magic
  • Symbolism Power
  • Technological Magic
  • Technomagic
  • Teleportation Magic
  • Thermal Magic
  • Time Magic
  • Toon Magic
  • Transmutation
  • Underworld Magic
  • Unplottable Magic
  • Vibration Magic
  • Void Magic
  • Voodoo
  • War Magic
  • Weather Magic
  • White Arts
  • Yin & Yang Magic
Associations
  • Fiction Manipulation
  • Homo Magi Physiology
  • Demon Sorcerer Physiology
  • Magic Empowerment
  • Magically Enhanced Physiology
  • Mana Manipulation
  • Meta Magic
  • Omni-Magic
  • Phenomenon Manipulation
  • Ritual Empowerment
  • Powerful Objects
  • Superpower Manipulation
Universal Differences
  • Some universes have limits for what they can do or substances that they can't affect.
  • Who can use magic varies between universes.
  • Magic and science may be the same thing or two completely different and unrelated forces.
  • How magic and technology react to each other varies greatly.
Limitations
  • There is always a price. Always.
    • Always make sure you know what the price is, it will come back to haunt you.
    • It will be paid, one way or another.
    • The price can range from something as insignificant as the magical energy required to activate your magic, a part of your sanity, or even something devastating, like your own life.
  • Stronger Magics will overcome weaker ones.
  • Magic Immunity will foil your plans.
    • Magic Negation is an even bigger problem.
  • Magic often drains a person's stamina or mana.
    • Naturally, stronger magic puts a much greater strain.
  • Magic is unpredictable if one gets too creative or is interrupted in a crucial moment. Results range from amusing to annoying, but mendable, to destructive to lethal, to Catastrophic to Apocalyptic.
  • Without knowledge or proper skill, the intended use of a spell can create unpredictable or potentially dangerous results.
  • Society with knowledge about magic is likely to have rules/laws about its use, and areas of magic that are forbidden.
    • In some societies, magic may be limited to a specific class or status.
  • Users are unable to use spells that are beyond their imagination.
  • Using magic takes concentration and focus.
  • May react disastrously with Science Manipulation.
    • May disrupt/cancel out technology.
  • May need to perform certain actions/fulfill conditions to use magic, ranging from specific words/songs, certain hand/body moves, materials that may be consumed or even extensive rituals.
References
Superpower Wiki Magic Article- Magic
D20 Hero SRD Magic Article - http://www.d20herosrd.com/6-powers/effects/sample-powers/magic

Soul
 
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Powers

JMTyranny

Junior Member
Attack Powers
Adapted From Superpower Wiki- Attack Powers

The ability to release/use energy/matter to various attacks. Defined by Superpower Manipulation.

Also Called

  • Combat Powers
  • Projection Powers
Capabilities

The user can release/use energy/matter (whether organic, inorganic, objects, etc.) to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc.

Applications

  • Ball Projection: Create and launch spheres of energy/matter.
  • Beam Emission: Release beams of energy/matter.
  • Blast Attacks: Release energy/matter over a specific target area.
  • Bolt Projection: Release low powered projectiles of energy/matter.
  • Breath Powers: Discharge energy/matter from the mouth.
  • Bullet Projection: Fire in short sequence over a wide area.
  • Cutting Wave: Use matter/energy to cut opponents.
  • Expanding Bolts: Project energy/matter that expands rapidly on contact with an object.
  • Formulated Blasts: Release blasts of energy/matter in a form of a creature or object.
  • Hand Blasts: Release energy/matter blasts from hands.
  • Hidden Attacks: Channel attacks through a medium.
  • Infusion: Empower and energize anything touched or used (usually a weapon) with energy/matter.
  • Missile Generation: Create missiles of energy/matter.
  • Omnidirectional Waves: Send out a wave of energy/matter in all directions.
  • Optic Blasts: Emit energy/matter from one's eyes.
  • Pillar Projection: Project energy/matter pillars.
  • Reflective Attacks: Release attacks of energy/matter that can bounce off of any surface.
  • Scatter Shot: Release energy/matter blasts that split into multiple fragments.
  • Spike Projection: Project energy/matter spikes.
  • Sword Beam Emission: Release energy/matter blasts from swords and other such bladed weapons.
  • Vortex Creation: Create spiral/vortex of matter/energy.
  • Volatile Constructs: Create bombs/explosions of energy/matter.
  • Wave Emission: Send out a wave of energy/matter that repels everything.
  • Wave Motion Blast: Launch a massive wave of energy/matter.
  • Zap: A tiny short release of energy/matter to cause pain or discomfort, usually too low-powered to be destructive.
Variations

  • Aether Attacks
  • Anti-Energy Attacks
  • Anti-Magic Attacks
  • Antimatter Attacks
  • Art Attacks
  • Aurora Attacks
  • Benefic Attacks
  • Binding Attacks
  • Black Hole Attacks
  • Block Attacks
  • Combined Attacks
  • Chaos Attacks
  • Chemical Attacks
  • Corruption Attacks
  • Cosmic Attacks
  • Dark Matter Attacks
  • Data Attacks
  • Death-Force Attacks
  • Dimensional Attacks
  • Emotion Attacks
  • Energy Attacks
  • Entropy Attacks
  • Explosive Attacks
  • Force-Field Attacks
  • Galaxy Attacks
  • Gravity Attacks
  • Illusion Attacks
  • Inorganic Attacks
  • Life-Force Attacks
  • Lunar Attacks
  • Magic Attacks
  • Malefic Attacks
  • Math Attacks
  • Mental Attacks
  • Nature Attacks
  • Nether Attacks
  • Nothingness Attacks
  • Object Attacks
  • Order Attacks
  • Organic Attacks
  • Planetary Attacks
  • Poison Attacks
  • Probability Attacks
  • Purification Attacks
  • Radiation Attacks
  • Rainbow Attacks
  • Reality Attacks
  • Sealing Attacks
  • Solar Attacks
  • Space-Time Attacks
  • Spatial Attacks
  • Stellar Attacks
  • Technology Attacks
  • Time Attacks
  • Twilight Attacks
  • Transcendent Attacks
  • Vibration Attacks
  • Warp Attacks
  • Weather Attacks
  • White Hole Attacks
Associations

  • Adaptive Attacks
  • Attack Compression
  • Attack Creation
  • Attack Expansion
  • Bullet Hell
  • Clinging Damage
  • Combat Merging
  • Constructs Creation
  • Efficient Attacks
  • Elemental Manipulation
  • Elemental Mimicry
  • Energy Manipulation
  • Energy Physiology
  • Force-Field Generation
  • Intangible Attacks
  • Invisible Attacks
  • Manifested Attacks
  • Organic Manipulation
  • Organic Mimicry
  • Oversized Attacks
  • Power Augmentation
  • Projectile Enhancement
  • Razor Attacks
  • Unperceivable Attacks
  • Weighted Attacks
Limitations

  • Users may require outside source of energy/matter to create a blasts.
  • Users may not be immune to effects of own blast.
  • Firing may be involuntary reaction, or released in constant stream.
  • Users will be exhausted when too much energy is used.
  • Users may be over-charged/wounded if too much energy is used at once.
  • Users need control to avoid unnecessary destruction.
Will
 
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Powers

JMTyranny

Junior Member
Blast Attack


Adapted From Superpower Wiki- Blast Attacks
The ability to release energy/matter on a specific target location. Sub-power to Attack Powers.

Also Called
  • Explosive Attacks
  • Force Blast
Capabilities
The user can release matter/energy over a specific target area causing great damage and/or delivering great shock waves of pure force.

Blast Area Damage
2 Source Points per Level
Applications
  • Concussive Force
  • Elemental Generation/Energy Generation
Variations
  • Card Blast
  • Concussive Blast
  • Cosmic Blast
  • Corruption Blast
  • Data Blast
  • Death-Force Blast
  • Demonic Blast
  • Dimensional Blast
  • Divine Blast
  • Energy Blast
  • Infectious Blast
  • Inorganic Blast
  • Life-Force Blast
  • Lunar Blast
  • Music Blast
  • Mystic Blast
  • Nature Blast
  • Nothingness Blast
  • Organic Blast
  • Planetary Blast
  • Quantum Blast
  • Radiation Blast
  • Solar Blast
  • Spatial Blast
  • Stellar Blast
  • Technology Blast
  • Time Blast
  • Vibration Blast
Associations
  • Attack Powers
  • Burst
  • Explosion Inducement
Limitations
  • Generally unrefined and in-discriminating.
 
Powers

JMTyranny

Junior Member
Mystic Shield



The power to manifest barriers composed of magic energy, Variation of Force-Field Generation and Application of Barrier Magic.
Also Called
  • Magic Shield
  • Magic Barrier
Capabilities

User can create a shield, wall, or a field formed from Mana, Magical Energy or Elemental Forces.


Mystic shields aren't usually impenetrable and can be removed by mana drain or extreme force.


Magic Protection
1 Source Point per level

Applications

  • Create magical barriers for protection from physical attacks and/or energy attacks.
    • Create selective barriers to prevent specific things from leaving/entering.
    • Create an area for breathing where doing so can be dangerous, allowing navigation through toxic gas or vacuum.
  • Armor Creation
  • Assimilation Shield
  • Binding
  • Damage Negation/Reduction
  • Platform Creation
  • Shield Construction
  • Wall Generation
Associations

Limitations

  • May be limited on the size/shape/duration of their barriers.
  • May not be able to maintain barriers under stress.
  • Attacks on the barriers may cause equivalent damage to user's mind or body.
  • May require concentration.
  • Some targets may not be held in or contained by barriers.
  • Some targets may be immune to barrier restrictions.
  • Airtight barriers may cause asphyxiation from prolonged use.
  • Weak against users with Magic Nullification and Anti-Magic.
  • May only block certain types of attacks.
Individuals With Mystic Shield
 
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Powers

JMTyranny

Junior Member
Barrier Magic
Adapted From Superpower Wiki- Barrier Magic



The power to use barrier-related magic. Sub-power of Abjuration, Form of Magic. Variation of Force-Field Manipulation and Shield Manipulation.

Also Called
  • Barrier Witchcraft/ Wizardry
  • Force-Field Magic/ Witchcraft/ Wizardry
Capabilities
The user is capable of using a form of magic that creates mystical defensive measures. The spells cast can absorb, deflect and/or outright halt attacks aimed at the user. They may even be used as a means of trapping opponents.

Magical Protection- 1 Source Point per Level

Applications
Associations
Limitations
  • Anti-Magic/Magic Destruction/Magic Immunity/Magic Negation
  • Magic may have a price.
  • Strength of barrier may depend on user’s strength.
 
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Powers

JMTyranny

Junior Member
Abjuration
Adapted from Superpower Wiki Abjuration Article- http://powerlisting.wikia.com/wiki/Abjuration
Magoabju
The power to cast spells that provide protection and healing. A form of Magic. Variation of Defense Manipulation. Magical variation of Defense Powers and Support Powers.

Also Called
  • Healing/Protection Magic
Capabilities
User can cast spells which can grant protection of various kinds, prevent other beings from entering an area, force armor, purification and force fields.

Variable Magic Defense and Support Power-
6 Source Points per level

Applications
  • Barrier Magic
  • Defense Powers
  • Magical Regeneration
  • Medical Magic
  • Mystical Healing
  • Purification Magic
  • Reinforcement Magic
  • Support Powers
Associations
  • Magic
    • Mysticism
    • Restoration Magic
    • White Arts
Limitations
  • May take time to cast proper spells.
  • Magic has a price.
 

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