Generations/Lore/Abilities: Difference between revisions

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== Learned Abilities ==
== Learned Abilities ==
Abilities that have been learned
Abilities that have been learned
*[[Generations/Lore/Magic/Runic Magic|Runic Magic]]: Inscribing runes on things to imbue them with magic.
*[[Generations/Lore/Abilities/Runic Magic|Runic Magic]]: Inscribing runes on things to imbue them with magic.
*[[Generations/Lore/Magic/Wizardry|Wizardry]]: Learning and casting spells.
*[[Generations/Lore/Abilities/Wizardry|Wizardry]]: Learning and casting spells.


== Magic Potential ==
== Magic Potential ==
Natural spellcasting ability.
Natural spellcasting ability.
*[[Generations/Lore/Magic/Elemental Magic|Elemental Magic]]: The magic of the raw elements.
*[[Generations/Lore/Abilities/Elemental Magic|Elemental Magic]]: The magic of the raw elements.
*[[Generations/Lore/Magic/Fey Magic|Fey Magic]]: The magic of the mystical fey.
*[[Generations/Lore/Abilities/Fey Magic|Fey Magic]]: The magic of the mystical fey.
*[[Generations/Lore/Magic/Sorcery|Sorcery]]: Innate understanding of raw magical energy.
*[[Generations/Lore/Abilities/Sorcery|Sorcery]]: Innate understanding of raw magical energy.


== Magic Resistances ==
== Magic Resistances ==
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== Situational Abilities ==
== Situational Abilities ==
Abilities gained through the storyline.
Abilities gained through the storyline.
*[[Generations/Lore/Magic/Faith Magic|Faith Magic]]: A nearly extinct field of magic.  The power of a deity channeled through a mortal.
*[[Generations/Lore/Abilities/Faith Magic|Faith Magic]]: A nearly extinct field of magic.  The power of a deity channeled through a mortal.
*[[Generations/Lore/Magic/Witchcraft|Witchcraft]]: Power granted by a powerful (often evil) being in exchange for souls or deeds.
*[[Generations/Lore/Abilities/Witchcraft|Witchcraft]]: Power granted by a powerful (often evil) being in exchange for souls or deeds.


== Other Abilities ==
== Other Abilities ==

Revision as of 12:45, 4 April 2016

This is a list of the abilities that one can possess in the game/story Generations.

Defensive Abilities

Abilities that lend to the defense or evasion of a being.

  • Armored Skin: The skin of the being acts as armor due to its nature.
  • Glamored: Appearing as a different type of being when one is in one's natural state.
  • Immune to Flame: The being is immune to the detrimental effects of flames and heat.
  • Immune to Poison: The being is not affected adversely by any toxic substance.
  • Stretchy: They ability to stretch instead of breaking when force is applied.

Divine Abilities

Abilities related to godhood.

  • Divine Spark: The remnants of divine power for being possessed by the last vestige of a god's soul.

Learned Abilities

Abilities that have been learned

  • Runic Magic: Inscribing runes on things to imbue them with magic.
  • Wizardry: Learning and casting spells.

Magic Potential

Natural spellcasting ability.

Magic Resistances

Natural resistance to magical effects.

Movement Abilities

Abilities that deal with a being's ability to move.

Offensive Abilities

Abilities that lend to the offensive or hunting ability of a being.

  • Claws: The being has claws with witch to slash prey.
  • Horns: The being has horns with which to bludgeon or skewer their prey.
  • Flame Breath: The ability to breath fire on one's enemies.
  • Sharp Teeth: The being's teeth (or beak) are sharp to rip into the flesh of prey.
  • Weaponized Tail: The being's tail can be used as a weapon.

Sensory Abilities

Abilities that enhance the senses.

  • Enhanced Hearing: The ability to hear much more accurately than humanity.
  • Enhanced Sight: The ability to see much greater distances than humanity.
  • Enhanced Smell: The ability to differentiate smells at a much higher level than humanity.
  • Infrasonic Hearing: The ability to hear tones that are lower pitched than humans can hear.
  • Infravision: The ability to see in the infrared spectrum (heat).
  • Low-Light Vision: The ability to see well in low light conditions.
  • Ultrasonic Hearing: The ability to hear tones that are higher pitched than humans can hear.


Situational Abilities

Abilities gained through the storyline.

  • Faith Magic: A nearly extinct field of magic. The power of a deity channeled through a mortal.
  • Witchcraft: Power granted by a powerful (often evil) being in exchange for souls or deeds.

Other Abilities

Abilities that don't fit elsewhere.

  • Air & Water Breathing: The ability to breathe water as well as air.
  • Dragon Gold: Gold in a dragon's horde is slowly cursed by the dragon's presence. The gold instills greed in the owner, and if their is enough will slowly turn the owner into a dragon themselves. Small amounts of dragon gold have a very diminished effect.
  • Dragon Sleep: Dragons can hibernate at will to stave off the need to hunt. Most dragons spend the majority of their time hibernating. The older the dragon, the longer they can hibernate.
  • Iron Allergy: Almost all fey are allergic to iron, this includes the blood of mortal beings which contains a lot of iron. Fey blood is copper-based, and is therefore green instead of red. Iron causes skin irritation and discomfort, but can also lead to a severe, even life-threatening, allergic reaction.
  • Pixie Dust: Some fey naturally produce a powerful magical dust called pixie dust (or less commonly fairy dust). Pixie dust is the dried sexual fluids of specific fey.
  • Water-breathing: The ability to breathe water instead of air.

Template

== Ability ==
*'''Source''': 
*'''Benefits''':
**
*'''Weaknesses''':
**

[[Category: Generations|Γ Lore/Abilities/Ability]][[Category: Generations/Lore|Ability]]