Post by Xeryth Varson on Jun 23, 2006 20:46:20 GMT -5
Spell List:
Mind's Eye View - Not really an ability, per se, but Xeryth uses it often enough that it deserves being mentioned here. Through meditation and focus, a person can enter a sort of parallel state of perception, combining the elements of both the mind as well as the eyes. What this amounts to is that, with eyes closed, the person in Mind's Eye View can 'see' the things about them as vividly as if their eyes were still open. Psychics have a natural affinity for Mind's Eye, as it is the basic premise of psychic abilities. From that, with enough practice, it can take less and less concentration to enter this state of mind. Xeryth, who had been practicing this since his first days at D-13, is extremely proficient at entering Mind's Eye View, being able to call upon it at will by simply closing his eyes. What this does for him, by itself, however, is little. Yet, by imagining things to be true within this view, and focusing on projecting this imagined product into the real world, Xeryth can call upon any psychic ability. The ones he is more proficient in (Psychic Burst, Telekinesis) do not require Mind's Eye View to perform, however, some of the more taxing abilities that involve manipulation of physical forces (Pyrokinesis, others to be discovered later) do require Mind's Eye View, as well as intense focus, to perform.
Psychic Burst - Similar to Telekinesis, this allows Xeryth to use psychic waves in a concentrated pattern, 'throwing' them at opponents or pulsing them out from his body in a 'psychic explosion.' This can do no lasting internal damage other than the pain of hitting the ground, however; they work more like concentrated psychic 'punches'. Since his training, Xeryth's punches now pack a bit more wallop, now equaling the blows of a trained boxer. A well-placed Psychic Burst, in fact, could effectively KO an opponent.
Telepathy - Xeryth can speak to others in their minds with little effort. However, Xeryth realizes that most would be put off by this, and chooses not to do so unless to those who wouldn't be afraid of him for it. Xeryth often finds he can articulate himself better through this medium, though.
Telekinesis - Xeryth can move many objects with just his mind alone. Objects of greater size require greater concentration, and until he progresses in his abilities, it will take quite a long amount of time and focus to move extremely large objects even a tiny amount. Since he has furthered his training, Xeryth can now lift larger objects. He's found that his limit in size and weight is now up to three times his body size and weight.
Mind Reading (passive and active) - Xeryth's natural intuitiveness and comprehension abilities coupled with his psychic powers work as a sort of passive mind reading ability. Without even trying, Xeryth can 'read' more so than 'feel' someone's emotions, as well as, to a lesser extent, their basic intentions, ie: if someone plans to attack someone else, Xeryth would be able to feel that a 'I'm going to attack someone' vibe from the attacker, but would not be able to detect who, what, or why without delving deeper. (NOTE: Keep in mind that this is not an active form of Psychic control in any way. When feeling emotions or surface thoughts off a person, Xeryth is NOT 'probing their mind' even the slightest bit. People tend to wear their hearts on their sleeve, and Xeryth can simply see/feel that easier than others. Thus, he's not getting into your mind and seeing your thought, however, your emotions and such are getting into his.)
Actively, Xeryth has been trained to, with enough concentration and focus, actually read the thoughts of others as they come. At his current level of ability, someone of very low intelligence (Less than 12 INT) will not be able to detect his presence in their mind.
'Mind Control' - It isn't truly Mind Control, per se, but Xeryth can implant thoughts and suggestions into the minds of others, and depending on their mental fortitude and sheer force of will (read: INT stat and RP ability, respectively) be able to pinpoint the suggestion as not theirs, and, as such, not follow it. To use this ability to the best of its abilities, Xeryth would also have to be reading the person's mind, for knowing what they're thinking at the moment would help to design the perfect suggestion. Of course, as stated before, right now it is hard for him to enter a mind without masking his presence, making it easier to detect the false suggestion once he's already inside. Like Mind Reading, this feat is much easier against an opponing of less than 12 INT.
Psi Barrier - Xeryth can hold up a barrier of varying sizes, invisible on all spectrums to protect himself or others from harm. He can make it almost any size, however, it works on the principle that the bigger he stretches it, the weaker it becomes. Thus, a buckler-type shield focused around his arm would be nigh-impenetrable, even after repeated blows, but a huge bubble encompassing three people would only be able to take a few direct hits before dissipating. With his training, the strength of his shileds have been amplified, and now Xeryth's nigh-invincible shield stretches four feet in diameter, with larger sizes gradually weakening as they go.
'The Placebo Effect' - Technically a Psi Talent, 'The Placebo Effect', a technique Xeryth actualized thanks to the indirect suggestions of Professor Winklewood, allows him, through his focus, determination, and most importantly, his full and unwavering belief in the spell's success, to perform spells of any other class of magick, granted three things: that he knows the spell, the requirements for the spell, and has an intimate understanding of the spell's inner workings. If successful, Xeryth will manage to use the spell at a slightly reduced level of power than intended, whilst using the exact same requirements. Seeing as it takes complete belief in oneself, the harder the spell, the less of a chance that Xeryth can muster the faith to achieve it.
Also, summoned familiars and the like are always bonded directly to the caster, and thus cannot be emulated by Xeryth.
Mind's Eye View - Not really an ability, per se, but Xeryth uses it often enough that it deserves being mentioned here. Through meditation and focus, a person can enter a sort of parallel state of perception, combining the elements of both the mind as well as the eyes. What this amounts to is that, with eyes closed, the person in Mind's Eye View can 'see' the things about them as vividly as if their eyes were still open. Psychics have a natural affinity for Mind's Eye, as it is the basic premise of psychic abilities. From that, with enough practice, it can take less and less concentration to enter this state of mind. Xeryth, who had been practicing this since his first days at D-13, is extremely proficient at entering Mind's Eye View, being able to call upon it at will by simply closing his eyes. What this does for him, by itself, however, is little. Yet, by imagining things to be true within this view, and focusing on projecting this imagined product into the real world, Xeryth can call upon any psychic ability. The ones he is more proficient in (Psychic Burst, Telekinesis) do not require Mind's Eye View to perform, however, some of the more taxing abilities that involve manipulation of physical forces (Pyrokinesis, others to be discovered later) do require Mind's Eye View, as well as intense focus, to perform.
Psychic Burst - Similar to Telekinesis, this allows Xeryth to use psychic waves in a concentrated pattern, 'throwing' them at opponents or pulsing them out from his body in a 'psychic explosion.' This can do no lasting internal damage other than the pain of hitting the ground, however; they work more like concentrated psychic 'punches'. Since his training, Xeryth's punches now pack a bit more wallop, now equaling the blows of a trained boxer. A well-placed Psychic Burst, in fact, could effectively KO an opponent.
Telepathy - Xeryth can speak to others in their minds with little effort. However, Xeryth realizes that most would be put off by this, and chooses not to do so unless to those who wouldn't be afraid of him for it. Xeryth often finds he can articulate himself better through this medium, though.
Telekinesis - Xeryth can move many objects with just his mind alone. Objects of greater size require greater concentration, and until he progresses in his abilities, it will take quite a long amount of time and focus to move extremely large objects even a tiny amount. Since he has furthered his training, Xeryth can now lift larger objects. He's found that his limit in size and weight is now up to three times his body size and weight.
Mind Reading (passive and active) - Xeryth's natural intuitiveness and comprehension abilities coupled with his psychic powers work as a sort of passive mind reading ability. Without even trying, Xeryth can 'read' more so than 'feel' someone's emotions, as well as, to a lesser extent, their basic intentions, ie: if someone plans to attack someone else, Xeryth would be able to feel that a 'I'm going to attack someone' vibe from the attacker, but would not be able to detect who, what, or why without delving deeper. (NOTE: Keep in mind that this is not an active form of Psychic control in any way. When feeling emotions or surface thoughts off a person, Xeryth is NOT 'probing their mind' even the slightest bit. People tend to wear their hearts on their sleeve, and Xeryth can simply see/feel that easier than others. Thus, he's not getting into your mind and seeing your thought, however, your emotions and such are getting into his.)
Actively, Xeryth has been trained to, with enough concentration and focus, actually read the thoughts of others as they come. At his current level of ability, someone of very low intelligence (Less than 12 INT) will not be able to detect his presence in their mind.
'Mind Control' - It isn't truly Mind Control, per se, but Xeryth can implant thoughts and suggestions into the minds of others, and depending on their mental fortitude and sheer force of will (read: INT stat and RP ability, respectively) be able to pinpoint the suggestion as not theirs, and, as such, not follow it. To use this ability to the best of its abilities, Xeryth would also have to be reading the person's mind, for knowing what they're thinking at the moment would help to design the perfect suggestion. Of course, as stated before, right now it is hard for him to enter a mind without masking his presence, making it easier to detect the false suggestion once he's already inside. Like Mind Reading, this feat is much easier against an opponing of less than 12 INT.
Psi Barrier - Xeryth can hold up a barrier of varying sizes, invisible on all spectrums to protect himself or others from harm. He can make it almost any size, however, it works on the principle that the bigger he stretches it, the weaker it becomes. Thus, a buckler-type shield focused around his arm would be nigh-impenetrable, even after repeated blows, but a huge bubble encompassing three people would only be able to take a few direct hits before dissipating. With his training, the strength of his shileds have been amplified, and now Xeryth's nigh-invincible shield stretches four feet in diameter, with larger sizes gradually weakening as they go.
'The Placebo Effect' - Technically a Psi Talent, 'The Placebo Effect', a technique Xeryth actualized thanks to the indirect suggestions of Professor Winklewood, allows him, through his focus, determination, and most importantly, his full and unwavering belief in the spell's success, to perform spells of any other class of magick, granted three things: that he knows the spell, the requirements for the spell, and has an intimate understanding of the spell's inner workings. If successful, Xeryth will manage to use the spell at a slightly reduced level of power than intended, whilst using the exact same requirements. Seeing as it takes complete belief in oneself, the harder the spell, the less of a chance that Xeryth can muster the faith to achieve it.
Also, summoned familiars and the like are always bonded directly to the caster, and thus cannot be emulated by Xeryth.