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Elenlond is composed of two continents: Soare and Esiria. Esiria, a land now isolated due to the efforts of the last remaining Goddess, is inaccessible to all beings and lies in the east. Soare, a continent in the west, is composed of three distinct nations: Ashoka, Soto, and Morrim. Lying between the two major continents are the Scattered Isles. Since the dissolution of the pantheon and the fall of the gods, these countries have existed in relative peace and prosperity.

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What Constitutes an Ability?
Topic Started: Jul 28 2009, 12:29 PM (137 Views)
MidnightShadow
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If she were warm and fuzzy she'd be a kitten

I will try to make this as concise and straightforward as possible, so as not to cause more confusion than one may already be feeling. Below you will find a list of what sorts of things will require an ability slot, and what things do not. You are more than welcome to ask questions if you should see the need, and we encourage you to, if this doesn't answer your questions. Please remember to read the Ability Tutorial first, so that you understand how the system works.


Things that Require an Ability Slot
  • Elemental Spells (fire, earth, wind, water, light, and dark)
  • Summoning (all creatures)
  • Speaking to plants
  • Speaking to animals
  • Speaking to familiars
  • Calling familiars to one's side (from long distances)
  • Psionic powers (telepathy, telekinesis, clairvoyance, transmutation, psychokinesis, teleportation, scrying, etc.; basically, any ability involving the mind. For a complete list please see: http://en.wikipedia.org/wiki/List_of_psychic_abilities)
  • Resistance (to elemental magic, holy magic, dark magic, etc.)
  • Necromancy
  • Shapeshifting (into animals, changing one's physical attributes such as skin colour, tooth shape, fingernails to claws, body shape etc., mythical creatures)
  • Flight (if a character lacks wings)
  • Breathing underwater
  • Illusions
  • Decreased casting time
  • Breath attacks (breathing fire, ice, lightning, etc.)
  • Weather magic (summoning or calming storms, changing snow to rain etc.)
  • Alchemy
  • Time magic (slow, stop, haste, etc.)
  • Status ailments (inflicting poison, paralysis, disease, frostbite, etc.)
  • Ability to conjure things (food, water, clothing, etc.)
  • Healing (via magic)
  • Magical shielding (to deflect physical or magical attacks)
  • Invisibility
  • Enhanced senses (sight, sound, touch, taste, or smell)
  • Abnormal or above average speed
  • Abnormal or above average strength
  • Abnormal or above average weapon prowess
  • Abnormal or above average accuracy
  • Magic proficiency (in any kind of magic)
  • Enchantments
  • Abilities for familiars/pets (ability to breathe fire, walk on water, fly if lacking wings, etc.)



Things that do not Require an Ability Slot
  • Gracefulness
  • Herbal knowledge
  • Herbal healing
  • Ability to play an instrument
  • Ability to sing
  • Ability to dance
  • Werewolfism (forced transformation)
  • Changing hair/eye colour
  • Flight (if a character possesses wings)
  • Ability to write
  • Ability to draw
  • Ability to read
  • Mundane skills (carpentry, enticement, horse riding, etc.)


Disclaimer: This list is by no means complete. As more ideas come up and more things are added, the both lists will likely expand and grow. It is therefore to your benefit that you ask a staff member. If you think of something and would like it added to this list, please send me a PM.

Note: Any items listed under the "things that do not require abilities" section can still be abilities if you want them to be. But if you need to free up slots, you may remove those listed above.

Thanks to Guess and Yorishine for helping create the original list.
Edited by MidnightShadow, Jul 28 2009, 10:14 PM.
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