Generations/Lore/Abilities
< Generations | Lore
This is a list of the abilities that one can possess in the game/story Generations.
Defensive Abilities
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.
- Elemental Magic: The magic of the raw elements.
- Fey Magic: The magic of the mystical fey.
- Sorcery: Innate understanding of raw magical energy.
Magic Resistances
Natural resistance to magical effects.
- Compulsion Resistance: A resistance to magical compulsions.
- Magic Resistant: A natural resistance to magic that also impairs spellcasting.
Movement Abilities
- Fast Swimming: The ability to move quickly and efficiently through the water.
Offensive Abilities
Sensory Abilities
Abilities that enhance the senses.
- Infravision: The ability to see in the infrared spectrum (heat).
- Low-Light Vision: The ability to see well in low light conditions.
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
- Air & Water Breathing: The ability to breathe water as well as air.
- Water-breathing: The ability to breathe water instead of air.