Powers
Sept 17, 2018 15:14:54 GMT -8
Post by Meds on Sept 17, 2018 15:14:54 GMT -8
Two wolves emerged from the burning wreckage that had once been their home. Koa, a female--smart, cunning, independent. Epicenter, a male--driven, focused, clever. Both--blessed with all of the raw power that had once surrounded their home. Together, they now bless mortals with pieces of that same power.
It is never certain if a mortal will be blessed when visiting the gods; and if they are, the gift they receive is of the gods' own choosing. Each gift can be strengthened over time, with practice and hard work, through a tier-like system known as levels. Level 5-gifted wolves are as close to godliness as Koa and Epicenter allow mortals to be. When a creature is blessed, they will receive an unbreakable charm to wear around their necks.
The gods also have the ability to heal creatures that have been grievously injured--but it is not promised that they will.
Below are the powers throughout the Blisswood Forest.
FIRE POWERS:
Lava
Level one: Your creature can heat things up by touch over time, to the point of being so hot that they could burn others. Heated items will only stay heated for a short time. Your creature is not immune to heat.
Level two: Your creature can now heat up rocks and like-objects (one at a time) by touch over time, enough to melt them and turn them molten. Cold weather affects your creature less than normal, your creature is not immune to heat.
Level three: Your creature can now heat multiple small rocks at a time, enough to cause them to melt, by sight--but cannot control the lava. Paws/feet are hot enough to cause burns to living beings on contact, but the creature is not immune to other sources of heat.
Level four: Your creature is now immune to both heat and fire, but is not immune to their own lava. Your creature can melt multiple medium-sized-rocks and like-objects by sight. Your creature cannot control the direction of the lava, but they can cool it into rock.
Level five: Your creature is now completely immune to heat, fire, and lava. Rocks (as many or as large) melt almost instantly, by sight or touch. Your creature can control direction of the lava, but not speed of flow.
Ember
Level one: Your creature has the ability to create sparks and small flames along the length of their body; however, all other creatures and environment will be immune to this flame except your creature. Your creature will get burned as normal. If water gets on your creature while burning, the flames will die until their body is dry again.
Level two: Your creature can now create larger flames on their body, and these will harm other creatures if physical contact is made; however, your creature will still be injured as well. Rain no longer effects the flames, but being submerged in water will stifle them.
Level three: Your creature is now immune to their own fire, but not other fire. Fire cannot spread to the environment, but your creature can cover itself in the blaze, enough to make creatures even just close-by uncomfortably hot, or light the darkness. Being submerged in water will still stifle the flames.
Level four: Your creature is now capable of not just lighting their body on fire, but can also heat themselves up from the inside so that they don't appear to be hot. The environment will still not catch fire, but others will be harmed if contact is made. They will not have to rest after doing so, but they will become dehydrated very fast. Your creature is still not immune to outside sources of fire. Water no longer stifles the actual flames, but if your creature becomes submerged in water while heating their body from the inside, they will become disoriented and perhaps injured.
Level five: Your creature now burns white-hot all of the time and can appear either white or blue. They are this hot even if flames aren't on them, and they do not need to drink any more water than normal. The environment is still immune, but if your creature focuses they may even blind prey or confuse enemies with the intense light of their white-hot body. Other creatures will not be able to be in an enclosed space with your creature, and will become seriously injured if physical contact is made. Your creature is immune to all heat and fire. Your creature can boil small-medium sized bodies of water if they are submerged long enough.
WATER POWERS:
Ice
Level one: Your creature is immune to the cold, and can lower their body temperature at will. By touch, your creature can cool even very hot water (though the hot water will hurt them until it is cooler). Your creature will be more susceptible than average to heat and fire.
Level two: Any water that your creature touches will now freeze if contact is held for long enough, though it will not freeze solid or support much weight. Your creature can draw moisture out of the air and create small flurries of ice particles. Your creature will be more susceptible than average to heat and fire.
Level three: Touched-water will now freeze solid for as long as your creature is touching it, and will melt at a normal rate once contact is removed. Your creature can draw moisture out of plants as well, and can use moisture to form weak ice structures. Your creature will be more susceptible than average to heat and fire.
Level four: Your creature can freeze a body of water by sight, but must rest fully before doing it again. Ice formed from the moisture in the air is now stronger and can hold weight, and your creature can control it with more finesse. Your creature is no longer extra-susceptible to heat and fire.
Level five: Any moisture that touches your creature will freeze instantly. Your creature can also turn water to ice instantly anywhere within their range of vision. Your creature can now control ice as it forms with a great deal of finesse. Your creature can also melt ice quickly if they choose. Heat and fire now effect your creature less than average.
Flood
Level one: Your creature can cause ripples in bodies of water by sight. If your creature is touching a small-medium sized body of water, they can create small waves.
Level two: Your creature can now cause waves by sight to any small-medium sized body of water. They can walk on calm water, but only for short periods of time. If they concentrate, they can levitate small amounts of water.
Level three: Your creature can walk on calm water indefinitely. They can now levitate large amounts of water and control it well-enough to fling it or form it into crude shapes--but will have to take a short rest before doing so again. They can now create large waves.
Level four: Your creature can now levitate great amounts of water, and control them very well. They no longer have to rest afterward. Water no longer has to be calm for your creature to walk on.
Level five: Your creature can now draw moisture out of the air and form it into workable water to bend to their desires. They can calm angry seas. Any water in their line of sight can be controlled.
AIR POWERS:
Tempest
Level one: Your creature can see wind patterns. They can also change the course of weak breezes.
Level two: Your creature can change the course of any wind, no matter how strong, but they cannot make it stronger.
Level three: Your creature can call wind on even a calm day and direct where it will go. They can call a powerful enough wind to put other creatures off-balance--but the wind will only cover a medium-sized area. This affect lasts only for a short time, and your creature will have to rest before doing so again.
Level four: Your creature no longer has to rest after calling the wind. They can bring wind to an entire location as long as they are physically in it, with enough force to uproot small trees, drown out conversation, or create small-scale dust storms. The effect lasts for a short time.
Level five: Your creature can now call hurricane-strength winds and maintain them indefinitely if desired, as long as they are physically in the location where the wind is. Large trees may be uprooted, and small-medium size creatures or prey will actually be blown off their feet.
Whirlwind
Level one: Your creature can generate a small whirlwind, enough to scatter sand or twigs, or perhaps confuse small prey animals. This whirlwind will not travel across land; rather, it will appear, scatter the debris, and dissipate once more.
Level two: Your creature can now generate a whirlwind strong enough to travel across the land without dissipating. If your creature concentrates, they can control the direction it will travel in. This whirlwind will not be strong enough to hurt other creatures, but it may knock them off balance for a moment.
Level three: The whirlwind is now strong enough to knock other creatures off their feet and fling small-medium rocks. Your creature can create two whirlwinds at once, but will have to fully rest before doing so again. If the whirlwinds touch water, they will dissipate.
Level four: Your creature no longer has to rest after casting two simultaneous whirlwinds. Whirlwinds are now strong enough to lift small-large size creatures into the air and fling them a few feet away. Water no longer causes your whirlwinds to dissipate. Your creature can 'mix' the two whirlwinds together to create an even stronger whirlwind, but will have to rest fully afterwards.
Level five: Your creature can now generate tornado-strength whirlwinds. They can generate up to five at a time. These tornadoes are strong enough to rip trees from the ground and injure small-large size creatures.
EARTH POWERS:
Earthquake
Level one: Your creature can create tremors over a very small area (about 2x2 feet), but these won't be enough to hurt any other creatures.
Level two: Your creature can create small tremors over a slightly larger space (about 5x5 feet) in up to two locations at once. These tremors will still not cause pain, but could throw small-medium size creatures and prey off balance.
Level three: Your creature can now cause a low-scale earthquake in any location that they are currently in. This quake will not be enough to uproot trees or stun anything, but it will throw other creatures off balance, including your own. These earthquakes will only last a short time (never longer than a minute), and your creature will have to rest before doing so again.
Level four: Your creature no longer has to rest in between causing quakes. The earthquakes that your creature can cause are now strong enough to shake trees (perhaps uprooting old or dead ones) and cause small-scale rock slides. Any creatures in the quake will be thrown off their feet, including your own. These quakes will last a slightly longer period of time.
Level five: Your creature is no longer affected by their own earthquakes (can keep their balance even when the earth is shaking). Earthquakes are now powerful enough to cause rifts in the land, break huge chunks off of cliffs, and uproot even mature trees. Other creatures will be thrown off their feet so violently that they can become injured. These quakes can last up to five minutes.
Herbology
Level one: Your creature will no longer get lost in areas surrounded by plant life. If they concentrate, they can cause small plants to grow by touch. These plants will wilt once contact is removed.
Level two: Your creature will develop a working knowledge of which plants can be used for medicine, which are poisonous, etc. Small plants grown by touch no longer wilt when contact is removed, but rather live as long as conditions allow. If your creature concentrates, they can cause small plants to move slightly.
Level three: Your creature can now grow small-medium plants by sight. Plants can now be controlled with more finesse. Your creature can grow strong vines along their body that can be broken off without pain if needed, but will have to rest before doing so again.
Level four: Your creature no longer has to rest after growing vines on their body, and the vines are now stronger. Your creature can control plant matter with a great deal of finesse, but cannot control trees. They can grow small-large plants.
Level five: Your creature can now cause trees to grow. They can control the trees and any other organic plant material by sight. They will become 'connected' to plant life, being able to "hear" the plants in any location that they are currently in.
PHYSICAL/NON-ELEMENTAL POWERS:
Mimicry
Level one: Your creature can change the colour of their fur/skin to match elements of the environment by touch (ex. If a foot is in the leaves, their fur can take on the colour of the leaves). They can change the colour of their eyes at will.
Level two: Your creature can now change fur/skin colour at will. This change will only remain for a short period of time. Your creature can also mimic another creature's voice as long as they are touching.
Level three: Your creature can now add patterning to their fur/skin at-will (ex. not just the green of the leaves, but the different leaves on top of each other), and it will last indefinitely. Your creature can also mimic another creature's voice indefinitely.
Level four: Your creature can now take on the physical form of other creatures or prey. This effect will only last until they sleep or until they get injured.
Level five: Your creature can now take on others' physical forms indefinitely, as well as gain any level 1-2 power abilities the creature they are mimicking has.
Electricity
Level one: Your creature can 'charge' electricity across the field of their body over time. They will cause a surprising (but not necessarily painful) shock on contact with others. If your creature touches water (or if its raining, etc) while 'charged', they can get hurt.
Level two: The electric field across your creature's body when 'charged' is now strong enough to cause a painful shock to others. Your creature's eyes now glow. Touching water is now alright, but if your creature becomes submerged in water, it will hurt.
Level three: The electric field across your creature's body now takes no time to 'charge', and is now strong enough to throw other creatures back a few feet, or stun prey. If your creature comes in contact with a small-medium sized body of water while 'charged', the water will become electrocuted as long as contact is maintained, which can shock enemies or prey just like physical contact would. Being fully submerged will still hurt your creature when 'charged'.
Level four: Being fully submerged no longer hurts your creature. If your creature has fur or feathers, they will stand on end and snap loudly with electricity when 'charged'. If your creature has scales, electrical pulses will be clear as they travel across your creature's body when 'charged'. Your creature can now shoot the electricity out from them a short distance when charged, effectively shocking others or electrocuting small-medium bodies of water, but they will have to rest before doing so again.
Level five: Your creature is now always charged. Your creature can choose whether physical contact will shock something or not. Your creature can call lightning during storms, as well as shoot out massive amounts of electricity from their body. They do not have to rest in between. Any body of water that your creature touches will become fully electrocuted for as long as contact is maintained.
Sliding
Level one: Your creature is able to teleport very short distances, such as a jump's length ahead, as long as they are still. They can only teleport once before having to take a short rest. If they do not focus very carefully, they can gravely injure themselves. Sliders have even been known to leave pieces of themselves behind if they are highly distracted when they try to teleport.
Level two: Your creature can teleport farther (around 10 feet), and they no longer have to be still when the teleport. They can teleport a few times, but will have to rest before attempting any more. They can still injure themselves if they are not focused.
Level three: Your creature can teleport up to 10 feet, but can do so over and over without needing a rest. They will no longer get physically injured if they are distracted when teleporting, but are liable to get dizzy.
Level four: Your creature can teleport anywhere within its line of sight. Your creature will no longer get dizzy if their teleportation doesn't go exactly as planned. Your creature can teleport with another creature, as long as they are physically touching.
Level five: Your creature can teleport anywhere that it has been to before (within BW), even if it is across the forest from where they start. Your creature can bring along one other creature in its line of sight without having to physically touch it.
PSYCHOLOGICAL/NON-ELEMENTAL POWERS:
Precognition
Level one: Your creature can predict weather patterns up to one-day ahead with reasonable accuracy.
Level two: Your creature can now predict what will happen in a given location up to one-day ahead, with reasonable accuracy, as long as they are in that location. They will have to rest fully before doing so again, and once they leave the location the memory of the future will fade.
Level three: Your creature no longer has to rest after reading the future of a location. They can also now predict what will happen to another creature up to one-day ahead, with reasonable accuracy, as long as they are touching that creature. Once contact is removed the memory of the future will stay, but they will not be able to predict anything more. They can also predict what will happen to themselves up to one-day ahead.
Level four: Your creature can now read the future of any plant, animal, or location, with 100% accuracy up to one-day ahead as long as they are physically touching the plant or creature, or are in the location. They do not have to rest after doing so, and memory of the future will not fade.
Level five: With 100% accuracy, your creature can now predict the future of anything within the Blisswood Forest up to one-day ahead, even in other locations and if they are not touching another creature.
Telepathy
Level one: Your creature can get a vague sense of others' mental states, and can detect if they are lying or being dishonest.
Level two: Your creature can project speech into other creatures' minds (one at a time), but the speech will be quiet and easy to block if the other creature is unwilling. Your creature can also read into other creatures' perceptions of them.
Level three: Your creature can hear other creatures' (one at a time) thoughts in the form of speech or images as long as they are touching the other creature. Your creature's projected speech can now be any volume, but can still be blocked if the other creature focuses intently.
Level four: Your creature can now hear and see other creatures' (one at a time) thoughts without having to touch them. They will have to rest fully before doing so again. Your creature's telepathic speech can now only be blocked by other telepathic creatures.
Level five: Your creature no longer has to rest after mind-reading, and can read multiple creatures' thoughts at once. Their speech can now be projected into multiple creatures' minds, and it cannot be blocked unless it is by another level 5 telepathic creature.
Illusion
Level one: Your creature can appear bigger or smaller than it actually is. Your creature can also make small, silent, still-illusions by sight--one at a time. Both of these illusions will break when touched.
Level two: Cast-illusions can now move and can last indefinitely, but will still be small and silent, and your creature can still only cast one at a time. Illusions will break when touched.
Level three: Illusions no longer break when touched. Cast-illusions can now have sound (one at a time), and can be small-medium in size.
Level four: Your creature can now cast up to three moving, audible illusions at once, of any size. If your creature concentrates, they can "change" portions of any location they are currently in (example; can make a tree "disappear"), but this affect only lasts a short time.
Level five: Your creature can "change" any location they are currently in and it will last indefinitely, but the illusion will break if your creature gets distracted, hurt, or leaves the location. Your creature can cast as many moving, audible illusions as they want. Your creature can also make other creatures appear different, including themself.
It is never certain if a mortal will be blessed when visiting the gods; and if they are, the gift they receive is of the gods' own choosing. Each gift can be strengthened over time, with practice and hard work, through a tier-like system known as levels. Level 5-gifted wolves are as close to godliness as Koa and Epicenter allow mortals to be. When a creature is blessed, they will receive an unbreakable charm to wear around their necks.
The gods also have the ability to heal creatures that have been grievously injured--but it is not promised that they will.
Below are the powers throughout the Blisswood Forest.
FIRE POWERS:
Lava
Level one: Your creature can heat things up by touch over time, to the point of being so hot that they could burn others. Heated items will only stay heated for a short time. Your creature is not immune to heat.
Level two: Your creature can now heat up rocks and like-objects (one at a time) by touch over time, enough to melt them and turn them molten. Cold weather affects your creature less than normal, your creature is not immune to heat.
Level three: Your creature can now heat multiple small rocks at a time, enough to cause them to melt, by sight--but cannot control the lava. Paws/feet are hot enough to cause burns to living beings on contact, but the creature is not immune to other sources of heat.
Level four: Your creature is now immune to both heat and fire, but is not immune to their own lava. Your creature can melt multiple medium-sized-rocks and like-objects by sight. Your creature cannot control the direction of the lava, but they can cool it into rock.
Level five: Your creature is now completely immune to heat, fire, and lava. Rocks (as many or as large) melt almost instantly, by sight or touch. Your creature can control direction of the lava, but not speed of flow.
Ember
Level one: Your creature has the ability to create sparks and small flames along the length of their body; however, all other creatures and environment will be immune to this flame except your creature. Your creature will get burned as normal. If water gets on your creature while burning, the flames will die until their body is dry again.
Level two: Your creature can now create larger flames on their body, and these will harm other creatures if physical contact is made; however, your creature will still be injured as well. Rain no longer effects the flames, but being submerged in water will stifle them.
Level three: Your creature is now immune to their own fire, but not other fire. Fire cannot spread to the environment, but your creature can cover itself in the blaze, enough to make creatures even just close-by uncomfortably hot, or light the darkness. Being submerged in water will still stifle the flames.
Level four: Your creature is now capable of not just lighting their body on fire, but can also heat themselves up from the inside so that they don't appear to be hot. The environment will still not catch fire, but others will be harmed if contact is made. They will not have to rest after doing so, but they will become dehydrated very fast. Your creature is still not immune to outside sources of fire. Water no longer stifles the actual flames, but if your creature becomes submerged in water while heating their body from the inside, they will become disoriented and perhaps injured.
Level five: Your creature now burns white-hot all of the time and can appear either white or blue. They are this hot even if flames aren't on them, and they do not need to drink any more water than normal. The environment is still immune, but if your creature focuses they may even blind prey or confuse enemies with the intense light of their white-hot body. Other creatures will not be able to be in an enclosed space with your creature, and will become seriously injured if physical contact is made. Your creature is immune to all heat and fire. Your creature can boil small-medium sized bodies of water if they are submerged long enough.
WATER POWERS:
Ice
Level one: Your creature is immune to the cold, and can lower their body temperature at will. By touch, your creature can cool even very hot water (though the hot water will hurt them until it is cooler). Your creature will be more susceptible than average to heat and fire.
Level two: Any water that your creature touches will now freeze if contact is held for long enough, though it will not freeze solid or support much weight. Your creature can draw moisture out of the air and create small flurries of ice particles. Your creature will be more susceptible than average to heat and fire.
Level three: Touched-water will now freeze solid for as long as your creature is touching it, and will melt at a normal rate once contact is removed. Your creature can draw moisture out of plants as well, and can use moisture to form weak ice structures. Your creature will be more susceptible than average to heat and fire.
Level four: Your creature can freeze a body of water by sight, but must rest fully before doing it again. Ice formed from the moisture in the air is now stronger and can hold weight, and your creature can control it with more finesse. Your creature is no longer extra-susceptible to heat and fire.
Level five: Any moisture that touches your creature will freeze instantly. Your creature can also turn water to ice instantly anywhere within their range of vision. Your creature can now control ice as it forms with a great deal of finesse. Your creature can also melt ice quickly if they choose. Heat and fire now effect your creature less than average.
Flood
Level one: Your creature can cause ripples in bodies of water by sight. If your creature is touching a small-medium sized body of water, they can create small waves.
Level two: Your creature can now cause waves by sight to any small-medium sized body of water. They can walk on calm water, but only for short periods of time. If they concentrate, they can levitate small amounts of water.
Level three: Your creature can walk on calm water indefinitely. They can now levitate large amounts of water and control it well-enough to fling it or form it into crude shapes--but will have to take a short rest before doing so again. They can now create large waves.
Level four: Your creature can now levitate great amounts of water, and control them very well. They no longer have to rest afterward. Water no longer has to be calm for your creature to walk on.
Level five: Your creature can now draw moisture out of the air and form it into workable water to bend to their desires. They can calm angry seas. Any water in their line of sight can be controlled.
AIR POWERS:
Tempest
Level one: Your creature can see wind patterns. They can also change the course of weak breezes.
Level two: Your creature can change the course of any wind, no matter how strong, but they cannot make it stronger.
Level three: Your creature can call wind on even a calm day and direct where it will go. They can call a powerful enough wind to put other creatures off-balance--but the wind will only cover a medium-sized area. This affect lasts only for a short time, and your creature will have to rest before doing so again.
Level four: Your creature no longer has to rest after calling the wind. They can bring wind to an entire location as long as they are physically in it, with enough force to uproot small trees, drown out conversation, or create small-scale dust storms. The effect lasts for a short time.
Level five: Your creature can now call hurricane-strength winds and maintain them indefinitely if desired, as long as they are physically in the location where the wind is. Large trees may be uprooted, and small-medium size creatures or prey will actually be blown off their feet.
Whirlwind
Level one: Your creature can generate a small whirlwind, enough to scatter sand or twigs, or perhaps confuse small prey animals. This whirlwind will not travel across land; rather, it will appear, scatter the debris, and dissipate once more.
Level two: Your creature can now generate a whirlwind strong enough to travel across the land without dissipating. If your creature concentrates, they can control the direction it will travel in. This whirlwind will not be strong enough to hurt other creatures, but it may knock them off balance for a moment.
Level three: The whirlwind is now strong enough to knock other creatures off their feet and fling small-medium rocks. Your creature can create two whirlwinds at once, but will have to fully rest before doing so again. If the whirlwinds touch water, they will dissipate.
Level four: Your creature no longer has to rest after casting two simultaneous whirlwinds. Whirlwinds are now strong enough to lift small-large size creatures into the air and fling them a few feet away. Water no longer causes your whirlwinds to dissipate. Your creature can 'mix' the two whirlwinds together to create an even stronger whirlwind, but will have to rest fully afterwards.
Level five: Your creature can now generate tornado-strength whirlwinds. They can generate up to five at a time. These tornadoes are strong enough to rip trees from the ground and injure small-large size creatures.
EARTH POWERS:
Earthquake
Level one: Your creature can create tremors over a very small area (about 2x2 feet), but these won't be enough to hurt any other creatures.
Level two: Your creature can create small tremors over a slightly larger space (about 5x5 feet) in up to two locations at once. These tremors will still not cause pain, but could throw small-medium size creatures and prey off balance.
Level three: Your creature can now cause a low-scale earthquake in any location that they are currently in. This quake will not be enough to uproot trees or stun anything, but it will throw other creatures off balance, including your own. These earthquakes will only last a short time (never longer than a minute), and your creature will have to rest before doing so again.
Level four: Your creature no longer has to rest in between causing quakes. The earthquakes that your creature can cause are now strong enough to shake trees (perhaps uprooting old or dead ones) and cause small-scale rock slides. Any creatures in the quake will be thrown off their feet, including your own. These quakes will last a slightly longer period of time.
Level five: Your creature is no longer affected by their own earthquakes (can keep their balance even when the earth is shaking). Earthquakes are now powerful enough to cause rifts in the land, break huge chunks off of cliffs, and uproot even mature trees. Other creatures will be thrown off their feet so violently that they can become injured. These quakes can last up to five minutes.
Herbology
Level one: Your creature will no longer get lost in areas surrounded by plant life. If they concentrate, they can cause small plants to grow by touch. These plants will wilt once contact is removed.
Level two: Your creature will develop a working knowledge of which plants can be used for medicine, which are poisonous, etc. Small plants grown by touch no longer wilt when contact is removed, but rather live as long as conditions allow. If your creature concentrates, they can cause small plants to move slightly.
Level three: Your creature can now grow small-medium plants by sight. Plants can now be controlled with more finesse. Your creature can grow strong vines along their body that can be broken off without pain if needed, but will have to rest before doing so again.
Level four: Your creature no longer has to rest after growing vines on their body, and the vines are now stronger. Your creature can control plant matter with a great deal of finesse, but cannot control trees. They can grow small-large plants.
Level five: Your creature can now cause trees to grow. They can control the trees and any other organic plant material by sight. They will become 'connected' to plant life, being able to "hear" the plants in any location that they are currently in.
PHYSICAL/NON-ELEMENTAL POWERS:
Mimicry
Level one: Your creature can change the colour of their fur/skin to match elements of the environment by touch (ex. If a foot is in the leaves, their fur can take on the colour of the leaves). They can change the colour of their eyes at will.
Level two: Your creature can now change fur/skin colour at will. This change will only remain for a short period of time. Your creature can also mimic another creature's voice as long as they are touching.
Level three: Your creature can now add patterning to their fur/skin at-will (ex. not just the green of the leaves, but the different leaves on top of each other), and it will last indefinitely. Your creature can also mimic another creature's voice indefinitely.
Level four: Your creature can now take on the physical form of other creatures or prey. This effect will only last until they sleep or until they get injured.
Level five: Your creature can now take on others' physical forms indefinitely, as well as gain any level 1-2 power abilities the creature they are mimicking has.
Electricity
Level one: Your creature can 'charge' electricity across the field of their body over time. They will cause a surprising (but not necessarily painful) shock on contact with others. If your creature touches water (or if its raining, etc) while 'charged', they can get hurt.
Level two: The electric field across your creature's body when 'charged' is now strong enough to cause a painful shock to others. Your creature's eyes now glow. Touching water is now alright, but if your creature becomes submerged in water, it will hurt.
Level three: The electric field across your creature's body now takes no time to 'charge', and is now strong enough to throw other creatures back a few feet, or stun prey. If your creature comes in contact with a small-medium sized body of water while 'charged', the water will become electrocuted as long as contact is maintained, which can shock enemies or prey just like physical contact would. Being fully submerged will still hurt your creature when 'charged'.
Level four: Being fully submerged no longer hurts your creature. If your creature has fur or feathers, they will stand on end and snap loudly with electricity when 'charged'. If your creature has scales, electrical pulses will be clear as they travel across your creature's body when 'charged'. Your creature can now shoot the electricity out from them a short distance when charged, effectively shocking others or electrocuting small-medium bodies of water, but they will have to rest before doing so again.
Level five: Your creature is now always charged. Your creature can choose whether physical contact will shock something or not. Your creature can call lightning during storms, as well as shoot out massive amounts of electricity from their body. They do not have to rest in between. Any body of water that your creature touches will become fully electrocuted for as long as contact is maintained.
Sliding
Level one: Your creature is able to teleport very short distances, such as a jump's length ahead, as long as they are still. They can only teleport once before having to take a short rest. If they do not focus very carefully, they can gravely injure themselves. Sliders have even been known to leave pieces of themselves behind if they are highly distracted when they try to teleport.
Level two: Your creature can teleport farther (around 10 feet), and they no longer have to be still when the teleport. They can teleport a few times, but will have to rest before attempting any more. They can still injure themselves if they are not focused.
Level three: Your creature can teleport up to 10 feet, but can do so over and over without needing a rest. They will no longer get physically injured if they are distracted when teleporting, but are liable to get dizzy.
Level four: Your creature can teleport anywhere within its line of sight. Your creature will no longer get dizzy if their teleportation doesn't go exactly as planned. Your creature can teleport with another creature, as long as they are physically touching.
Level five: Your creature can teleport anywhere that it has been to before (within BW), even if it is across the forest from where they start. Your creature can bring along one other creature in its line of sight without having to physically touch it.
PSYCHOLOGICAL/NON-ELEMENTAL POWERS:
Precognition
Level one: Your creature can predict weather patterns up to one-day ahead with reasonable accuracy.
Level two: Your creature can now predict what will happen in a given location up to one-day ahead, with reasonable accuracy, as long as they are in that location. They will have to rest fully before doing so again, and once they leave the location the memory of the future will fade.
Level three: Your creature no longer has to rest after reading the future of a location. They can also now predict what will happen to another creature up to one-day ahead, with reasonable accuracy, as long as they are touching that creature. Once contact is removed the memory of the future will stay, but they will not be able to predict anything more. They can also predict what will happen to themselves up to one-day ahead.
Level four: Your creature can now read the future of any plant, animal, or location, with 100% accuracy up to one-day ahead as long as they are physically touching the plant or creature, or are in the location. They do not have to rest after doing so, and memory of the future will not fade.
Level five: With 100% accuracy, your creature can now predict the future of anything within the Blisswood Forest up to one-day ahead, even in other locations and if they are not touching another creature.
Telepathy
Level one: Your creature can get a vague sense of others' mental states, and can detect if they are lying or being dishonest.
Level two: Your creature can project speech into other creatures' minds (one at a time), but the speech will be quiet and easy to block if the other creature is unwilling. Your creature can also read into other creatures' perceptions of them.
Level three: Your creature can hear other creatures' (one at a time) thoughts in the form of speech or images as long as they are touching the other creature. Your creature's projected speech can now be any volume, but can still be blocked if the other creature focuses intently.
Level four: Your creature can now hear and see other creatures' (one at a time) thoughts without having to touch them. They will have to rest fully before doing so again. Your creature's telepathic speech can now only be blocked by other telepathic creatures.
Level five: Your creature no longer has to rest after mind-reading, and can read multiple creatures' thoughts at once. Their speech can now be projected into multiple creatures' minds, and it cannot be blocked unless it is by another level 5 telepathic creature.
Illusion
Level one: Your creature can appear bigger or smaller than it actually is. Your creature can also make small, silent, still-illusions by sight--one at a time. Both of these illusions will break when touched.
Level two: Cast-illusions can now move and can last indefinitely, but will still be small and silent, and your creature can still only cast one at a time. Illusions will break when touched.
Level three: Illusions no longer break when touched. Cast-illusions can now have sound (one at a time), and can be small-medium in size.
Level four: Your creature can now cast up to three moving, audible illusions at once, of any size. If your creature concentrates, they can "change" portions of any location they are currently in (example; can make a tree "disappear"), but this affect only lasts a short time.
Level five: Your creature can "change" any location they are currently in and it will last indefinitely, but the illusion will break if your creature gets distracted, hurt, or leaves the location. Your creature can cast as many moving, audible illusions as they want. Your creature can also make other creatures appear different, including themself.