Learned Abilities, unlike Inherent Abilities, require more physical energy, study, and practice. A Phral’s "Base Ability" is their primary focus—the one they practice most and feel most connected to. Each Base Ability grants unique "special abilities" that only Phral with that focus can use. Since magic's reawakening in 2017, the magic web has strengthened, allowing Phral to develop two Base Abilities instead of one. This enables them to perform special abilities linked to both, expanding their magical range. A Phral may learn the other abilities, however they may still only perform the special abilities linked to their bases.
OOC:
if you have been playing with us all along with only one base ability, do feel free to roleplay feeling a strengthening of your secondary ability, with spontaneous and surprising incidents of its manifestation. if you are new to the sim, this would have happened around the Autumn Equinox. (Sept 2024)
We cannot stress enough how important it is to obtain consent for anything affecting another player, their NPCs, or their property. All actions affecting another player or their property must be conveyed as an attempt that may or may not work. Consent can be passive (agreeing to the outcome via RP), active (prior OOC discussions in IMs), or if both parties agree, by chance (dice). Use common sense. Any accusations of powergaming will be looked into by admins.
For additional special spells for these abilities, or a fun, organic way to determine your abilities, complete the Phral Path quests!
The Fortune Teller (Psychic) or The Seer - Ofisa grants premonitions regularly though they may need clarification or interpretation. Aids in interpretation include all forms of Fortune Telling devices, like scrying mirrors, tarot cards, tea leaves, palmistry, etc. A practiced Ofisa can also ingest Werewolf blood to aid themselves into a trance for a much deeper and clearer vision of the past, present, and future. Having the aid of a Sabbat in a trance can bring clarity. Depending on how strong a ‘vision’ or the length of a vision, Phral will experience dizziness, lethargy, or even pass out after.
May only be performed by a Phral whose base ability is Ofisa:
Clairtangency - When a Phral selects Ofisa as their base ability they will start having visions and/or empathic flashes upon physical contact with others (not objects). Initially, these occurrences are unpredictable and beyond their control, but over time, Ofisa will be able to manage and regulate them.
The Bird. To “fly”. Astral Projection. Chiliko is the ability to ‘visit’ others through Astral Projection. Limited to Ashmore (all areas on sim). A dose of Vampire blood or the assistance of another Phral can help expand the range of projection. Keep in mind that during Astral Projection a Phral’s body stays behind, so Phral should take care to not do this alone or leave their body unprotected. Flights should last no more than 1 RP hour (not real-time hour). Depending on the length of the flight and distance, Phral will experience dizziness, nausea, and lethargy when returning.
May only be performed by a Phral whose base ability is Chiliko.
Visiting Limbo: The Chiliko ability is the only one that grants Phral the ability to visit Limbo and interact with Incarnates there, and to learn the name of an Incarnate. The Phral must ingest Vampire blood for this, and most have the aid of at least 1 other Phral, but more is recommended, since without proper preparation and aid (clear head, well-rested, well-fed, meditation, and a Phral to watch over the body) the Phral may risk getting stuck in Limbo. This can only be done once during the full moon. A Phral stuck in Limbo may be brought back with the aid of an Armaya and Sabbat (much like a summoning), or a group of Phral (not as effective as a Sabbat). Any Phral stuck in Limbo for more than 8 RP hours (not real-time hours) would need medical attention to make sure the body doesn’t die. After 16 hrs there is a possibility of the Phral becoming an Incarnate. This means they will lose their physical body (it will die) and all Phral abilities and must possess another Human to return to Earth.
The Talisman (protection amulets, charms, wards). No talisman will render someone completely invulnerable. Talismans can be used to hide a person’s nature and warn of danger. They can also create illusions to ward off attackers or intruders from buildings or homes. For example, a ward that when tripped, freezes an intruder in place for 3 post-rounds, or makes them nauseous and vomit until they leave the vicinity. Talismans are created in advance and infused with power that fades over time or with use and must be recharged. Wards will not cause actual physical harm, but if a person falls and breaks their leg running away, oh well!
A person can only wear 1 power blocking charm at a time (anti-glamor, scent blocking, etc). Each charm can have only 1 effect, and non-Phral can only wear up to 2 charms at one time, any more than that and they’d cancel each other out. Phral can wear up to 3.
Note: It is the Phral player’s responsibility to instruct the receiver/wearer of the charms/amulets on how they work and what they are allowed to do, how effective they are, and how long they last. A good way to do this is to type up a notecard of what type of item this is, along with this information. Suggest the receiver to wear a titler, post it on their profile, or make sure to post wearing it in every scene, and remind them that the wearer of a charm has the responsibility to let other players know if the charm is in play or not before it comes into use. If it's not clear before they attempt to use it in a scene, then its invalid.
Wards on buildings or locations can be made by using a notecard-giver-on collision script.
May only be performed by a Phral whose base ability is Mulengi Dori , and only 1 may be crafted each full moon. (Not one of each, but ONLY 1)
Special Charms are charms that can affect interaction with or around other Supernaturals. We don’t have a full list yet, but are open to suggestions and to introduce these as roleplay demands/allows. Special Charms require a lot of physical energy and only 1 can be crafted each full moon. Most Phral keep logs of Special Charms, when they were made, and who they gave them to, just in case. Hint - if you are making these, you should be making $$$
Underwater Breathing: Waterborn can provide a personal object (like a lock of hair) to help a Phral create a charm that lets a non-Waterborn stay underwater for up to 24 hours.
Protection against Incarnate Possession: Phral can make a sigil or charm to protect against Incarnate possession.
Suppression of an Incarnate: A stronger sigil can suppress an Incarnate if possession has occurred, but not all charms work perfectly. In moments of weakness or during the full moon, an Incarnate might bypass or remove the charm.
Protection against Glamour: Phral can create a charm that protects against Vampire Glamour.
Scent Masking: A piece of jewelry that masks the wearer’s scent from other supernaturals by replacing it with a different one, preventing identification.
The Healer (Drabarni) can heal anything except incurable diseases or illnesses but can alleviate pain and extend life in those cases. Skilled Drabarni are familiar with anatomy and can diagnose the severity of wounds or illnesses by touch. They can accelerate healing, instantly heal minor wounds, stop bleeding, ease pain, induce sleep, and calm nerves. Additionally, they can prepare potions, teas, lotions, powders, and charms in advance for various needs, like pain relief or sleep aids. These remedies are often enhanced with Werewolf or Vampire blood—Werewolf Blood for slowing effects and Vampire Blood for speeding them up.
May only be performed by a Phral whose base ability is Drabarni
Healing Werewolf, Vampire, or Waterborn bites and stings: Drabarni is the only ability that can create potions that heal a Werewolf, Vampire, or Waterborn bite/sting infection. This is done via potion only and may take a few days to completely heal.
Healing silver poisoning - Drabarni is the only ability that can heal silver poisoning. This is done via potion only and may take a few days to completely heal and draw out the poison.
The Charmer (mind control, illusions) - Armaya is the hypnotist ability of the Phral. Like Vampires, they must have the intended person’s attention and eye contact and may be able to control them to do their bidding or make them believe something that is not true or see something that is not there. Armaya may use an artifact (like a small mirror or some other trinket) to get the intended victim’s attention. Two Armaya may create illusions on a grander scale that may affect up to 5 people in a 20 m radius without the aid of an artifact or potion. Consuming Vampire Blood will enhance the ability to do this as it aids in mimicking the Vampire Glamor
May only be performed by a Phral whose base ability is Armaya
Summoning Incarnates:
Karvopasha: A Phral with the Armaya ability and the True Name of an Incarnate may summon the Incarnate with the aid of at least 1 more Phral, but more is recommended. The Phral must have a vessel (a Human) ready to become Incarnate. The vessel may be voluntary or not. (Since the Human and Incarnate are played by the same person, do discuss this first!) Summoning can only be done during the full moon.
Convocarea: This special ability is to summon a random Incarnate in our world (not Limbo). There is a specific spell for it, consult the Phral Book to find it.
Location Displacement Stone:
Only a Phral with the base ability of Armaya can create this stone, and only one can be made per Armaya Phral during a full moon, and can only be used by a Phral. When activated, it creates an illusion that makes everyone within 10 meters see the user in a different location, using mirages, blurs, or holograms to obscure the user’s actual position. The effect lasts for 15 minutes (or 4 post rounds) before the illusion fades.
The Curse - the only Phral ability that is evil in nature, meant to cause harm (opposite to the healer). Because curses are personal, the Phral must have an item belonging to the intended person. A lock of hair, a piece of clothing, etc., and are specific to one attribute or body part. For example, make a person clumsy or distracted, or causes them pain in one leg so they are unable to walk properly. Note: If the curse or hex is created at someone else’s behest and it fails, then the effects of the curse will fall on the one who requested it.
7&7 Curse
7 Deadly Sins for 7 Days. The curse would activate the morning after the ritual, and the victim would be afflicted by 1 different deadly sin per day (listed below) for 7 consecutive days.
Wrath - Uncontrollable anger and irritability. Even small things trigger rage. Violent outbursts, arguments, and physical aggression
Gluttony - Insatiable hunger. Never satisfied. Constantly eats or indulges in excessive behavior, whether it be food, drink, sex, or other vices. There are side effects of over-indulgence too, like hangovers, stomach upsets, etc
Greed - Uncontrollable desire for material wealth and possessions, no matter how insignificant they may seem. Lie, cheat, and steal to get things.
Sloth - Lethargy, sleepiness, shirking responsibilities, like not going to work or paying bills, missing appointments, etc.
Pride - The character acts in a boastful, self-aggrandizing manner, often causing conflict with others when they won’t accept criticism or suggestions.
Lust - The character is consumed by sexual thoughts and actions, often leading to inappropriate or dangerous behavior. Their judgment is clouded by their desires.
Envy - The character is envious of others' success, possessions, and relationships. They may act out of spite or sabotage others to satisfy their jealousy.