Vanyel Ashkevron (
vanyel_ashkevron) wrote2014-07-23 11:21 pm
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Permissions
Bardic Gift: "The use of Bardic Gift is usually embedded in performing music. The bardic gift comes in three forms: the gift, the talent, and creativity. "Talented" Bards, those with the Gift as opposed to extremely talented musicians, can influence people's emotions or behavior through their music. These Bards let their audience experience the emotions behind the music through their performance."
Mind-Speaking: "Mind-Speech is a Mind Magic gift that allows someone to communicate mind to mind.
Like most Gifts this one can be inborn with varying degrees of strength. Some who possess this gift can Mind-Speak with animals or the intelligent animal races like dyheli, while others can only speak to humans. Some of the intelligent animal races can only speak in this way.
Mind-Speech provides more information than regular speech, coloring the speech with memories, emotions and experience that can be felt by the person receiving the Mind-Speech. It is nearly impossible to lie during Mind-Speech because of this."
Vanyel can speak to animals and humans alike with his Gift.
Thought-Sensing: This is a companion Gift to Mind-Speech. Thought-Sensing is the ability to hear or get a sense of another's thoughts.
Projecting: The ability to project his thoughts and feelings onto another.
Fetching: "The Gift of Fetching comes in two (related) varieties. One allows people to teleport objects, either from their location to another or from another location to theirs. The amount of energy required is directly proportional to the size of the object. This kind of Fetching is only used on living creatures in extreme circumstances and by those with an exceptionally strong gift (e.g. Herald Dirk). The other kind of Fetching is more or less the traditional telekinesis - meaning alowing one to manipulate the movement of mass within their sight with their mind."
Far-Sight: "Farsight is, quite literally ability to see things that are far away as if they were close."
Fore-Sight: "Fore-Sight allows those who possess it access to visions of future events. The length and relevance of these visions vary from person to person, sometimes giving visions of things minutes ahead, and sometimes years. The accuracy of the visions also varies from Herald to Herald. For example, Herald-Mage Vanyel had a recurring, detailed vision throughout his life, although the details changed throughout the years. When the events of the vision finally came to pass, the details were proven inaccurate to a degree, although the main warning was still valid."
Vanyel's Fore-Sight will be muddled and next to useless in Eachdraidh.
Fire-Starting: "Fire-Starting is the Valdemaran term for pyrokinesis: the ability to set fire to any object, including objects and materials that would not normally burn. This Gift usually manifests itself about once in a generation. It is a difficult Gift to control because the users have to have confidence in themselves and their ability to control the gift."
Healing Gift: "Healers use "healing energy" on a small scale to "encourage a person's body to do quickly what it would do anyway." For the recipient, this results in the near-instantaneous healing of minor injuries. Major injuries, such as those received by Queen's Own Herald Talia (Arrow's Fall), may take months of Healing sessions, depending on the power of the Healer.
Healing energy can repair damages due to injury or illness, but cannot replace a missing limb or reverse birth defects. Healing energy only speeds natural recovery. Scarring may be reduced by the use of magical Healing but not eliminated."
Blood Magic: "A taboo form of magic that allows the practitioner to gain power by causing pain and death. Unlike the others in the list, this is a source of power, as opposed to a technique or school. The power can be channeled through the other forms of magic. Typically the users are evil, but there are exceptions. For example, Shin'a'in shamans have been known to commit self-sacrifice for the good of their clans (Mage Winds trilogy). Also the "last ditch" method of taking out an enemy by magic known as Final Strike is a form of Blood Magic. To use Final Strike, the caster suicides using all their power and the power of their own blood magic to attack their enemy; not even the highest Adepts can survive Final Strike and there is normally no trace of the caster left, apart from a pile of ash. Herald-Mage Vanyel in Magic's Price calls down Final Strike on Leareth."
Vanyel knows how to use Blood Magic, but he hasn't suicided yet, obviously. Yet that is in his future.
Othersense: A sense that "alerts him to presences and energies".
Artifice: i.e. the use of magical diagrams, ceremonies and devices to trigger specific magical effects.
Extraplanar Proxy: i.e. "a form of magic which involves bargaining, diplomacy or coercive tactics with the creatures from all other planes of existence than those inhabited by the Mages themselves."
Other Planes: "Elemental Plane: Air: A vrondi is an air elemental that is described as a small cloud with eyes.
Elemental Plane: Fire: A sandaar is described as a fire elemental, but the exact appearance of one is not described.
Elemental Plane: Earth: A khamsin is described as being a jewel-bright desert lizard which stands erect like a man – about as tall as a man’s arm is long – with an inordinately large cranium with scales that reflected firelight in bands of shining colors, those colors primarily being topaz and ruby, but including other colors of notation.
Elemental Plane: Water: There are no known examples of water elementals appearing in the novels.
Abyssal Plane: Entities in this plane are what most humans would call ‘demons,’ and can be coerced with either pain-energy or death-energy, because this is the kind of energy on which they feed.
Empyreal Plane: This Plane is described as the Sixth Plane, and creatures from this plane are stated as being impossible to coerce.
Ethereal Plane: Mentioned is made of an Ethereal Plane, wherein one of the inhabitant creatures is described as being what is called a Varrir."
Vanyel's Thought-Sensing and Projecting require obvious player permission. If you're okay with him sensing your character's mood or thoughts, cool. If not, equally cool. (And Projecting is him projecting his feelings/thoughts onto your characters. The same deal applies with it.) I won't make any assumptions and I will ask beforehand, but if you want to give me an answer right here, please feel free.
Also Extraplanar Proxy will not work as he is unable to contact other planes while in the game.
Mind-Speaking: "Mind-Speech is a Mind Magic gift that allows someone to communicate mind to mind.
Like most Gifts this one can be inborn with varying degrees of strength. Some who possess this gift can Mind-Speak with animals or the intelligent animal races like dyheli, while others can only speak to humans. Some of the intelligent animal races can only speak in this way.
Mind-Speech provides more information than regular speech, coloring the speech with memories, emotions and experience that can be felt by the person receiving the Mind-Speech. It is nearly impossible to lie during Mind-Speech because of this."
Vanyel can speak to animals and humans alike with his Gift.
Thought-Sensing: This is a companion Gift to Mind-Speech. Thought-Sensing is the ability to hear or get a sense of another's thoughts.
Projecting: The ability to project his thoughts and feelings onto another.
Fetching: "The Gift of Fetching comes in two (related) varieties. One allows people to teleport objects, either from their location to another or from another location to theirs. The amount of energy required is directly proportional to the size of the object. This kind of Fetching is only used on living creatures in extreme circumstances and by those with an exceptionally strong gift (e.g. Herald Dirk). The other kind of Fetching is more or less the traditional telekinesis - meaning alowing one to manipulate the movement of mass within their sight with their mind."
Far-Sight: "Farsight is, quite literally ability to see things that are far away as if they were close."
Fore-Sight: "Fore-Sight allows those who possess it access to visions of future events. The length and relevance of these visions vary from person to person, sometimes giving visions of things minutes ahead, and sometimes years. The accuracy of the visions also varies from Herald to Herald. For example, Herald-Mage Vanyel had a recurring, detailed vision throughout his life, although the details changed throughout the years. When the events of the vision finally came to pass, the details were proven inaccurate to a degree, although the main warning was still valid."
Vanyel's Fore-Sight will be muddled and next to useless in Eachdraidh.
Fire-Starting: "Fire-Starting is the Valdemaran term for pyrokinesis: the ability to set fire to any object, including objects and materials that would not normally burn. This Gift usually manifests itself about once in a generation. It is a difficult Gift to control because the users have to have confidence in themselves and their ability to control the gift."
Healing Gift: "Healers use "healing energy" on a small scale to "encourage a person's body to do quickly what it would do anyway." For the recipient, this results in the near-instantaneous healing of minor injuries. Major injuries, such as those received by Queen's Own Herald Talia (Arrow's Fall), may take months of Healing sessions, depending on the power of the Healer.
Healing energy can repair damages due to injury or illness, but cannot replace a missing limb or reverse birth defects. Healing energy only speeds natural recovery. Scarring may be reduced by the use of magical Healing but not eliminated."
Blood Magic: "A taboo form of magic that allows the practitioner to gain power by causing pain and death. Unlike the others in the list, this is a source of power, as opposed to a technique or school. The power can be channeled through the other forms of magic. Typically the users are evil, but there are exceptions. For example, Shin'a'in shamans have been known to commit self-sacrifice for the good of their clans (Mage Winds trilogy). Also the "last ditch" method of taking out an enemy by magic known as Final Strike is a form of Blood Magic. To use Final Strike, the caster suicides using all their power and the power of their own blood magic to attack their enemy; not even the highest Adepts can survive Final Strike and there is normally no trace of the caster left, apart from a pile of ash. Herald-Mage Vanyel in Magic's Price calls down Final Strike on Leareth."
Vanyel knows how to use Blood Magic, but he hasn't suicided yet, obviously. Yet that is in his future.
Othersense: A sense that "alerts him to presences and energies".
Artifice: i.e. the use of magical diagrams, ceremonies and devices to trigger specific magical effects.
Extraplanar Proxy: i.e. "a form of magic which involves bargaining, diplomacy or coercive tactics with the creatures from all other planes of existence than those inhabited by the Mages themselves."
Other Planes: "Elemental Plane: Air: A vrondi is an air elemental that is described as a small cloud with eyes.
Elemental Plane: Fire: A sandaar is described as a fire elemental, but the exact appearance of one is not described.
Elemental Plane: Earth: A khamsin is described as being a jewel-bright desert lizard which stands erect like a man – about as tall as a man’s arm is long – with an inordinately large cranium with scales that reflected firelight in bands of shining colors, those colors primarily being topaz and ruby, but including other colors of notation.
Elemental Plane: Water: There are no known examples of water elementals appearing in the novels.
Abyssal Plane: Entities in this plane are what most humans would call ‘demons,’ and can be coerced with either pain-energy or death-energy, because this is the kind of energy on which they feed.
Empyreal Plane: This Plane is described as the Sixth Plane, and creatures from this plane are stated as being impossible to coerce.
Ethereal Plane: Mentioned is made of an Ethereal Plane, wherein one of the inhabitant creatures is described as being what is called a Varrir."
Vanyel's Thought-Sensing and Projecting require obvious player permission. If you're okay with him sensing your character's mood or thoughts, cool. If not, equally cool. (And Projecting is him projecting his feelings/thoughts onto your characters. The same deal applies with it.) I won't make any assumptions and I will ask beforehand, but if you want to give me an answer right here, please feel free.
Also Extraplanar Proxy will not work as he is unable to contact other planes while in the game.