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|  | Restrictions Page « Thread Started on Feb 15, 2012, 4:05am » | |
:: BATTLE RESTRICTIONS ::
last updated 5/02/12
This is an updated list of any active characters within Helovia that have magic, a companion or any other item that can be used in battle.
The listed restrictions are mainly for magical abilities that need a post or power limit or description to them, but each magic is listed regardless. Capabilities are mainly suggestions of how to use them in battle and are not the only methods, but any number value must be followed.
Aaron :: FirexLight [1] -- Can set enemies on fire with non-burning flame. -- Will cause the same amount of pain as if they were truly burning. Can be used once during battle and will last for the duration of 20 seconds.
Adele :: Earth magic [1] :: Dragon companion -- Can manipulate rocks and soil, but any structures tend to disassemble once concentration stops. The more material being worked with the harder and more tiring it is. -- Able to move ground under an opponent or throw material at them for a physical attack. Can similarly affect ground under user's foot. Able to build small things, but they will not last once concentration ends and should not be larger than an average horse in weight.
-- White dragon. -- Companion is capable of physical attacks and limited fire breathing.
Alustriel :: Fire magic [1] -- Can set entirety of body on fire. -- Is not hurt by flames and may ignite environment. Any opponent touched by fire receives severe burns.
Adrenia :: Dark magic [1] -- Can turn into the shadow of someone, able to manipulate their actions and retain any information gained as their shadow. -- Cannot be injured in shadow form. Magic use counts as use when in shadow form, be it attack, dodge or otherwise.
Amarth LightxWind magic [1] -- Able to create mood-altering music that can amplify a certain emotion. -- Can instill an emotion in an opponent that may alter the effectiveness of their attack or defense.
Amira Almase :: EarthxWind magic [1] -- Can summon and control a massive storm of dust, whipping the small grit into painful needles. -- Storm lasts for duration of a post, even if that includes extending into the next post, should it have been started at the middle or end of the prior. Dust storm creates small lesions as well as possible, temporary, blinding and deafness. Often forces an opponent to be immobile for a period of time.
Anthym :: LightxWater magic [1] -- Can manipulate any water into ice peaches/peach trees which can then heal whomever eats them of mild injuries or wounds and give the consumer a small energy boost to make them feel better. -- Cannot be used in battle.
Archibald :: Earth magic [1] -- Can create disorienting earth tremors. -- Can only be used once in battle, with the tremors lasting up to a full post.
Ascendancy :: Light magic [1] -- Can negate any Dark class magic in a 20 ft radius around self. -- Opponents with any type of dark magic are unable to use magic the duration of the fight.
Azzuen :: LightxWind magic [2] :: Spear -- Electric ability to repel others around him by changing the polarity of their natural electric charge. -- Capable of pushing away an opponent, nulling an attack if timed correctly. Opponent is pushed only a few strides away.
-- Can disable or enhance portions of his own or another's body by affecting the electric current that sends the signal from the brain to the functioning muscle/tissue. -- Able to numb body to avoid feeling pain in self or opponent. Can heighten own senses or dull an opponent's. Can only effect one sense, organ, or body part at a time. Effects last half a post.
-- Long wooden spear with a silver pointed tip. -- Capable of impaling opponents or causing physical injury, but can be taken by the opponent and used to their advantage.
Bacchus :: EarthxDark [1] -- Can poison enemies with a barb in his tongue. -- Poison will take one full post to take effect on the opponent after contact, who will see fearful hallucinations of the player's choosing. Effects will wear off after one full post.
Blade :: Fire magic [1] -- Can set things on fire, as well as snuff it out. -- Opponent can be set on fire, but it will last for a maximum of 20 seconds or roughly the length of one attack. May only be used once during battle.
Boltar :: LightxWind magic [1] -- Body crackles with electricity when he gets angry, and the arcs will jump to whoever is in the closest vicinity. -- Able to strike an opponent with an arc of electricity that will cause heavy burning in a small area and leave a large region of the opponent numb for 30 seconds.
Casimir :: DarkxLight magic [1] -- Can freeze time briefly. -- Able to stop time, but still move, for 30 second intervals. This can allow for complete evasions and higher attack accuracy.
Cassiopeia :: LightxWind magic [1] -- Can animate the constellations in the sky and bring them to earth for a limited time. -- Can only animate one constellation at a time in battle, would be size of natural animal it depicts. Constellation use includes magic use, be it attack, defend or otherwise. Constellation cannot be wounded, but its attacks will deal physical damage as if a mortal animal of its type, as well as leave a mild burn and numb sensation where it touched.
Cineviam :: DarkxFire magic [1] -- Body produces ash which can form a trail leading to what is needed most. -- Able to blow ash at an opponent to blind or distract them.
Eidolon :: Light magic [1] -- Feathers on wings can take on crystalline properties to refract or reflect light to create small rainbows or flashes of light. -- Able to briefly blind or distract an opponent.
Enheduanna :: DarkxLight magic [1] -- A touch from the lips causes a euphoric paralysis for a temporary amount of time, but a gentler touch causes the euphoria without the paralysis. -- Able to stun or immobilize an opponent for the duration of 20 seconds, or one move by your part.
Enki :: Earth magic [1] -- Can create crystalline structures. -- May be used to hinder the movement of opponent for a duration of 20 seconds. -- May be used as makeshift weapons during battle, though they will shatter after one use.
Estelle :: DarkxWind magic [1] -- Creating a high pitched scream, which can be destructive in mountainous ranges as well as your opponents. -- Can cause physical pain or confusion for a duraction of 20 seconds, or one move by your part.
Farynn :: EarthxLight magic [1] -- Can make carbon based objects, including gemstones, grow bright enough to cause temporary or even permanent blindness. -- Able to briefly blind an opponent, effects lasting for 30 seconds.
Fleet :: Fire magic [1] -- Can set entirety of body on fire. -- Is not hurt by flames and may ignite environment. Any opponent touched by fire receives severe burns.
Flick :: DarkxWater magic [1] -- Can hear the conversations of others, no matter their distance to her, by listening through water, if the speakers are also near water. -- Cannot be used in battle.
Gabor :: LightxDark magic [1] -- Can track acquaintances by their brainwaves. -- Can be used to locate an opponent that may otherwise be hidden to him, either from a momentary blindness or positioning.
Gossamer :: Light magic [1] :: Dragon companion -- Can hear others thoughts. -- Able to hear what an opponent may be thinking for an attack, dodge or motive for the fight and can use this to respond accordingly.
-- Blue dragon. -- Companion is capable of physical attacks, skilled fire breathing and advanced mind speech.
Hikaru :: FirexLight magic [1] -- Can summon up to 4, 12in. high foxes during battle. -- Foxes can be controlled for one post, even if this extends into the next post, and have the ability to cause burns to your opponent anywhere they may touch. May also temporarily blind your opponent if they look directly at the flames.
Histe :: DarkxWater magic [1] -- Can summon a storm of acid rain, which causes medium burns when it touches the flesh of a character. Causes severe burning and even fire to surroundings. -- Storm lasts for duration of a post, even if that includes extending into the next post, should it have been started at the middle or end of the prior. Rain tends to be fierce and and will burn both user and opponent if struck.
Ink :: DarkxWater magic [1] -- Body produces ink that wells in hoofsteps and is drawn from the tail tip. Able to manipulate and animate this ink so long as it is connected to the tail, falls once a connection is severed. -- Capable of distracting an opponent with ink creations. Cannot make creations larger than self in battle.
Irc :: Dark magic [1] -- Can shift into a white crow. -- Able to attack or defend as a lion a total of twice. Each use in the form counts as a magic use, not the act of shifting. Shifting causes pain to the user often making him immobilized for 10 seconds.
Jackal :: Dragon companion -- Bronze dragon. -- Companion is capable of physical attacks and limited fire breathing.
Kai :: LightxWater magic [1] -- Emits an ice beam from horn which instantly freezes anything upon contact. On other characters this causes temporary immobilization, but extreme pain and at times frostbite. -- Only has enough time to freeze parts of an opponent in battle, rendering that body part useless, heavy and immobilized for 30 seconds followed by numbness then burning pain.
Kastalia :: EarthxWind magic x1 -- Plants flourish at the sound of her singing. -- Able to trip or shield self with thick vegetation, but cannot manipulate the vegetation to act offensively.
Kelso :: WaterxWind magic [1] -- Able to blow away storms with the air in his lungs. -- Can blow heavily at an opponent, nearly knocking them off their balance and possibly knocking away an attack.
Kou :: Light magic [1] -- Can hypnotize another by maintaining direct eye contact. -- May hypnotize opponent once during battle. The effect wears off after the length of one post, even if this requires extension into another, consecutive post.
Kri :: Wind magic [2] -- Can change the force and direction of the wind. -- This will heavily effect the balance and direction of an airborne opponent. Will cause unbalancing and at times redirected attacks or dodges in ground-bound opponents.
-- Can alter the pressure of the air. -- This can "squeeze" an opponent for a total of 20 seconds, and may cause slight asphyxiation or internal injury.
Ktulu :: DarkxWind magic [1] -- Can stop the lungs from their oxygen exchange, causing choking and eventual unconsciousness with prolonged or repetitive use. -- Causes quick strangling in a fighting opponent, as their body is readily using the oxygen. Cannot actually strangle an opponent and would rarely cause unconsciousness, but makes an opponent begin to lose their eyesight and dulls other senses. Frequently immobilizes opponent and negates an attack or dodge attempt.
Kuhn :: EarthxWater magic [1] -- Can turn water into flowers. -- Cannot be used during battle.
Lotus EarthxLight magic [1] -- Mane and tail constantly produce flowers (notably the lotus flower), the combined smell of which makes those of opposite gender become briefly infatuated. -- Infatuation causes the opponent to be stunned or unwilling to injure the user, effectively nulling attacks or movement for 30 seconds.
Lovette EarthxFire magic [1] -- Can create roses from dirt which if anyone other than Lovette touches will cause mild burning. -- Can only create a few roses, not a large field or over-encompassing field.
Lucius :: Earth magic [1] -- Can increase the amount of gravity around others. -- This may slow the speed and lessen the agility of your opponent for a duration of 20 seconds. May be used once during battle.
Lux Light magic [1] -- Liquid light flows through veins. -- Can temporarily blind your opponent for a 20 second duration, or one move, upon receiving a flesh wound.
Mandrake :: Dark magic [1] -- Can shift into the form of a melanistic jaguar. -- Able to attack or defend as a jackal a total of twice. Each use in the form counts as a magic use, not the act of shifting. Shifting causes pain to the user often making him immobilized for 10 seconds.
Mauja :: LightxWater magic [1] -- Can cause ice spikes to arise or shoot from the ground. -- Cannot produce spikes larger than 18 hands and can shoot 5 at one time in battle.
Merakerr :: LightxWater magic [1] -- Air within vicinity of 10 ft is a temperature of 20 F. -- Opponent may feel suddenly colder or warmer when near, depending on surrounding environment, which under such activity for the body can cause a shock to the system, briefly stunning an opponent and causing cramping of some muscles.
Mesir :: Light magic x1 -- Can take in energy from the light and sun and absorb it to feel renewed, makes it dark around her. -- May use this to distract opponents with sudden darkness, but it can also serve to sooth the ache of wounds and make her feel stronger so better able to attack or defend.
Mirage :: Light magic [1] :: Dragon companion -- Can distort the appearance of her body to that of a mirage, a blurry, translucent sort of image. Staring at the illusion too long or too intensely is sure to cause headaches and confusion. -- Capable of higher evasions when in mirage form, as heavily decreases opponent's accuracy. Headaches cause the opponent to stagger and momentarily delay.
-- Gold dragon. -- Companion is capable of physical attacks, skilled fire breathing and advanced mind speech.
Narmer :: Earth magic [1] -- Able to manipulate stone and create things. Can only create something large once every month. -- Cannot control stone larger than himself during battle. Cannot create earthquakes or fissures.
Nayeli :: EarthxLight magic [1] -- Mane and tail constantly produce flowers, the combined smell of which makes those of opposite gender become briefly infatuated. -- Infatuation causes the opponent to be stunned or unwilling to injure the user, effectively nulling attacks or movement for 30 seconds.
Onni :: Wind magic [2] -- Can shift the direction of the wind. -- This will heavily effect the balance and direction of an airborne opponent. Will cause unbalancing and at times redirected attacks or dodges in ground-bound opponents.
-- Can turn into a gust of wind, especially under a heightened emotional state. -- Allows for a complete evasion as cannot be hurt while in wind form. Can stay as wind for 30 seconds in battle.
Poppy :: EarthxDark magic [1] -- Can absorb energy from plants, or manipulate them by exerting energy. -- May allow for greater endurance during battle when absorbing energy. Plants may be used to attempt to bind your opponent once during battle, whether the attack is successful or not. If successful, your plants may hold your opponent for a duration of 20 seconds, or one move.
Prometheus :: DarkxLight magic [2] -- Able to exist as an undead being; survive without functioning organs and live despite several open wounds that fail to heal. -- Feels no sustained injuries.
-- Can become a full grown, healthy adult with normal strength. -- Only to be used once during battle, lasts a duration of one whole fight post.
Psyche :: Dark magic [1] -- Can shift into the form of a black cape jackal. -- Able to attack or defend as a jackal a total of twice. Each use in the form counts as a magic use, not the act of shifting. Shifting causes pain to the user often making her immobilized for 10 seconds.
Ra :: Dark magic [1] -- Can shift into the form of a lion. -- Able to attack or defend as a lion a total of twice. Each use in the form counts as a magic use, not the act of shifting. Shifting causes pain to the user often making him immobilized for 10 seconds.
Rallentando :: EarthxLight magic [1] -- Can slow down time, but still move at normal speed. -- Allows for complete evasions or highly accurate attacks. Time slowing lasts for 30 seconds. A use is counted when the character does something while time is slowed, not the amount of times that time is slowed.
Ricochet :: EarthxFire magic [1] -- Can turn ordinary dust into explosive gunpowder, ignited when desired. -- Gun podwer explosions are not a high explosive, but might disorient senses and will cause mild burns.
Riekahn :: FirexWind -- Can create weapons with fire that he breathes. -- Able to produce fire and form it into shapes that can be wielded as weapons. Is not harmed by own fire.
Roanne :: Dark magic [1] -- Can shapeshift into four different animal forms including: panther, river otter, eagle, stag. Animal form is black in color and has normal senses. Shifting is painful and longer time causes more painful shift or addiction to the form. -- One form allowed in battle. Magic use is counted when actions are done in the animal form, not the shift itself, be it an attack, dodge or otherwise. Shifting causes pain to the user often making him immobilized for 10 seconds.
Ruka :: Light magic [2] -- Can cause any nearby object or individual, including self, to appear as if it is somewhere else. Limited to a radius of 5 feet from the object. -- Location change lasts for 30 seconds. This will throw off an opponent's accuracy and may cause intimidation or false confidence.
-- Can make an object appear larger or smaller than it really is. -- Size change lasts for duration of a post, even if that includes extending into the next post, should it have been started at the middle or end of the prior. This will throw off an opponent's accuracy and may cause intimidation or false confidence.
Sanadi :: :: [Magic: EarthxWater | -- Able to turn ground into quicksand, or a mudslide if its sloped ground. -- Quicksand can only be used on flat land and creates a spot that is circular and roughly five feet in diameter, used mainly to trap or slow an opponent, sinking them to about two thirds along their legs. Mudslide can only be used when the land is angled and is used more as a damaging attack since it can cause rocks to hit legs and hocks. Speed depends on the steepness of the hill.
Sanslay :: Light magic [1] -- Can communicate telepathically with another in close range. -- May be used twice in battle, strictly for talking to your opponent. This can be used to tamper with your opponent's confidence and possibly cause confusion.
Seiren :: WaterxWind magic [1] -- Can conjure a hail storm. -- Storm lasts for duration of a post, even if that includes extending into the next post, should it have been started at the middle or end of the prior. Hail is larger than average, causing mainly bruising damage to both user and opponent if struck.
Shuler :: DarkxLight magic [1] -- Can make anyone believe lies. -- Can be used once during battle to stir up the emotions of the opponent, potentially causing brash actions.
Smoke :: DarkxFire magic [1] :: Dragon companion -- Can produce smoke to hide self or something, can also cause coughing in others. -- Able to hide self entirely in smoke, making an attack or dodge more plausible. Smoke causes some coughing in an opponent which may slow or immobilize them.
-- Blue dragon. -- Companion is capable of physical attacks and skilled fire breathing.
Soleil :: Light magic [1] -- Can 'heal' the minds of others, soothing them. Can communicate telepathically with her twin brother Crane.] -- Can soothe an opponent, decreasing their ability to feel pain and thus increasing the risk they injure themselves. Soothing them may also decrease their motive to fight, making them less inclined to attack. Effect lasts for duration of a post, even if that includes extending into the next post, should it have been started at the middle or end of the prior.
Solstice :: FirexLight magic [1] -- Can create a flame that doesn't burn, but is so bright that it blinds others, but not the user. -- Able to completely null the eyesight of an opponent for 30 seconds, which is the duration of the burning flame. Even when eyes are closed the light causes the affect and often immobilizes the opponent. Effects may linger for longer afterwards.
Sparrow :: Darkx:Light magic [1] -- Can see another's memories if touch is made, though the images appear without color or sound, the emotions and pain from it are felt by the user. -- May be able to detect an opponent's weakness or motive based off a memory and use that to an advantage.
Tares :: Item [1] -- Phoenix feather tied into mane that causes flaming wings, either in place of user's present wings or lack of, or as an additional set of wings. Fire only burns intentionally. -- Fire can burn an opponent with damage of real flame.
Thalia :: Wind magic [1] -- Can create gusts of wind that are strong enough to move around light material such as dust, leaves, snow and can occasionally knock back something the size of a companion. -- This will heavily effect the balance and direction of an airborne opponent. Will cause unbalancing and at times redirected attacks or dodges in ground-bound opponents. The gusts can also be used to repel some weaker physical magic but have no effect on other kinds of magic.
Theia :: Light magic [1] -- Can store the light surrounding her into an object of choosing, including self, giving it a luminescent or iridescent quality. -- This allows for an intense light which can distract and even temporarily blind an opponent, often thwarting an attack or dodge.
Ulrik :: EarthxFire magic [1] -- Able to create working machines from metal. -- Can do blah blah in battle with them.
Uriel :: Light magic [1] -- Can create spheres of light to hover around self. -- May blind or disorient an opponent.
Valo :: DarkxLight magic [1] -- Can communicate telepathically with dead twin, Olin. -- Cannot be used in battle.
Vayu ::Wind magic [1] -- Movement, primarily footsteps or wings, cause whirlwinds of air from faint stirrings to full twisters. -- These spins of air typically last 15-30 seconds depending on concentration.
Vitrum :: Fire magic [1] -- Capable of manipulating glass, including that of own body into liquid and solid forms and shapes. -- Can use glass for both attack, dodge or otherwise type uses. Cannot create structures more than twice self-size or use more than five projectiles at one time.
Voltaic :: LightxWind magic [2] :: Katana -- Can control anything metal by extending an electric charge to it and shifting its polarity. -- Ability works better on metal that is not buried or otherwise stuck. Cannot move metal that is heavier than self.
-- Can conduct multiple bolts of lightning by running the high electric charge always surrounding self through a metal conduit. -- Metal must touch body to create erratic bolts of lightning. No more than 3 bolts appear at a time and their accuracy is low. If a user is struck, their body will go numb briefly, followed by spasming muscles and high pain. Often hairs will be singed or smoking and opponent will be immobile for 15 seconds.
-- Long steel katana. -- Capable of impaling opponents or causing physical injury, but can be taken by the opponent and used to their advantage.
Xira :: Bird companion -- Red footed falcon. -- Companion is capable of physical attacks and skilled wind whipping.
Zinnia :: Earth magic [1] -- Can consume plants and store their effects in body, releasing them as powder through mane, tail and wings. -- This allows for either harmful of hurtful effects, but only one type of plant and its effect can be used in battle. Duration of any effects last 30 seconds.
Zora :: Light magic [1] -- Can induce hypnosis in others by a pulsing light that comes from her horn. Must receive permission from a member to effectively hypnotize their character. -- Hypnosis effects last for 40 seconds, enough time to land or dodge an attack. Can effect the motivation of the fighter or redirect their physical body.
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