INHERENT ABILITIES

Inherent abilities are available as soon as magic awakens. Execution usually involves simple focus on the intent, and hand motions, often requiring just one or two posts to use. These abilities typically cost little to no physical energy, unless used in combat, which requires two posts and more physical energy due to the intensity. Though to the inexperienced Phral, these may activate unintentionally (like accidentally changing hair color when they are wondering how they’d look with pink hair), with practice, Phral can quickly become skilled in all their Inherent Abilities in a short amount of time.

FACADE

Facade -  allows Phral to make temporary cosmetic changes to their appearance, such as altering hair color, eye color, and skin tone, and adding or removing scars or tattoos. These changes last about a day and need to be refreshed. It cannot alter bone structure, or body mass, or make them look like someone else. 

HEALING

 Healing  allows Phral to mend minor wounds and alleviate minor aches, but cannot fix major injuries like gunshot wounds. It may help slow bleeding until proper care is available. With practice, Phral can improve this ability, but they should be cautious as it might mask more serious conditions. Using Healing requires 2 posts. 

TELEKINESIS

Telekinesis   allows Phral to lift or move objects without touching them, as long as they could lift the object physically themselves (e.g., not a car or boulder). Phral can combine their efforts to move heavier objects.  Unlike the other inherent abilities, continuous use or the effort required to lift heavier objects will cost physical energy.  In combat, using Telekinesis requires 2 posts (one to draw and aim, and another to execute the action).

SPARK

Spark uses magic (not electricity) to briefly power small devices like phones and light bulbs, and to light candles or start small fires. It cannot generate lightning or large fires, which need extra fuel (kindling, lighter fluid, gas, etc). In combat, Spark can cause a burning sensation or a sharp shock similar to grabbing a frayed electrical cord on contact. In combat, you must have 2 posts to execute.

POWER SENSE

Power Sense – Phral can detect magic use within chat range (20 SL meters), including shifting by other races and Incarnate tendrils, but won't always know the source. They can channel magic toward an individual to identify if they're Phral. The targeted Phral must respond and identify themselves for this to work. This also works on Incarnates, but their magic feels distinctly different from Phral magic.

NATURE

Nature - They can make plants grow and bloom and fruit in a natural way.  You cannot use plants in combat or have them extend vines to attack someone, etc.  They also have a close relationship with animals and can understand or communicate with them.  OOC:  This doesn’t mean that the animal will comply with commands if it doesn’t want to, or that the animal understands the intentions.  If you intend to use an animal in combat this way, it must be local and be nearby, you must treat it as an NPC and all combat rules apply.  You may not summon more than 1 animal to help you, and rolling dice is suggested to determine if the animal complies.

FAMILIARS

Familiars - Phral can have one Familiar at a time. Familiars are magical animals that live twice as long as normal and have a special bond with their Phral, which allows them to seek out and connect with the Phral even through magical means. When a Phral encounters their Familiar, the connection is instant and unmistakable.

The bond between a Phral and their Familiar is deep. If the Familiar or the Phral dies, or if the bond is broken (as in the Phral is turned into something else) it can lead to severe depression, and the Familiar may also become ill or die.

Benefits of Familiars:

Choosing a Familiar:


**OOC Note**: If you cannot afford to purchase a Familiar and need to NPC it, wear a title indicating the type of Familiar you have. For any doubts about animal suitability, seek Community Lead approval as they have the final say.