Board Thread:Roleplay Ideas/@comment-26453572-20160714141356

It is the late fourth age. You awaken on a cold morning at sunrise. As you wake up, you notice that there is a new, strange feeling within you. Upon noticing this change, you realize you have no recollection of the previous night after a certain point. And that is where our story begins...

What you will learn from others is a mystery, but it will have a vage connection to what really happened. What you eventually learn yourself is that you received new powers, the likes of which have not been seen in Middle-earth. You will start out small, knowing little of what you can do, but you will eventually become immensely powerful mages, who will change the course of events in Middle-earth...

Terrestrial Magic (all the below abilities give power over natural rocky substances)

Geomancy: The ability to control stone and rock. This ability will begin with only being able to minimaly control stone and rock, but once you are more powerful you will be able to create pillars and buildings, and create rockslides and earthquakes.

Metalmancy: The ability to control and shape metalic substances. This ability will begin with only being able to bend metal, but in more advanced stages you will create near-unbreakable substances, and manipulate metal in amazing ways.

Sand: Summon and control sand and the desert. You will begin with only being able to move sand and dunes, but eventualy you will be able to summon sandstorms of great power!

Rune Magic: Using magical runes, you can cast powerful spells. You will begin with just simple spells of strengthening and protection, but eventualy advance to creating nigh-unbreakable doors, runes that grant immense power to weapons, and the like.

Weather Magic (all the below abilities give power to create storms, depending on the element of course)

Electromancy [CLAIMED]: Manipulate and control the power of electricity. You will begin with simple control of static electricity, but eventualy advance to creating thunderstorms and summoning lightning on will.

Aeromancy: Gives the ability to control the currents of the air. You will begin with summoning winds, but you will later be able to fly on air currents, create incredible windstorms, and use winds and air pressure as weapons.

Aquamancy [CLAIMED]: Gives the ability to control water. You will begin with just water-breathing and able to summon weak rainds, but will advance into creating tidal waves and tsunamis, and eventualy creating hurricanes and maelstroms of immense power.

Cryomancy: Control and shape ice. You will begin with just cold tolerance and ability to summon weak snows and hails, but advance into creating substances and objects out of ice, freezing objects on will, and making blizzards.

Mental (all these abilities give a form of mental power):

Neuromancy: Raw power over other minds and emotions. You will begin with just being very persuasive and convincing, but as your powers grow you can make other minds your thralls, create pain with just sheer mental force, and mess with other people's minds.

Telekinesis: Mental power over external objects. You will begin with meerely being able to move, push, bend, and pull other objects, but eventualy be able to lift objects that are unliftable, slam your enemies with unseen fists, and snap a neck with just a flick of the wrist.

Vision: Mental power to percieve things far away. You will begin with strange dreams that are of things far away, you may not even understand them at first, but soon you will be able to direct these visions, seeing things far away much like a palantir. Your gaze can pierce cloud, stone and even flesh. Extremely advanced users can have an ability similar to the "Eye of Sauron"

Misc.

Necromancy: Power to commune with and raise the dead. You will begin with just having the dead whisper to you in the night, but soon you will commune with them and even with intense study be able to raise an army of them. All your enemies fallen soldiers will be your undead ranks grow.

Pyromancy: Power to manipulate and influence fire. You will begin with just sparks and immunity to burning, but soon you will be able to set things on fire, and set things ablaze. With advanced study you will be able to shoot fireballs out of your hands, and create firestorms that can set lands ablaze.

Hemomancy: Gives unique abilities over Blood. You will begin with just being able to use blood to increase your power, but you will advance to making the blood inside a person boil, cast powerful magic with blood sacrifices, and be able to consume blood to increase your power.

Photomancy: Ability to control and bend light (the substance) and darkness. You will begin with just being able to see in the dark and make things brighter, but eventualy you will be able to summon blinding bursts of light and shine light on the darkest of places.

Biomancy: Control living plants and animals. You will begin with merely having a special affinity for animals and plants, but soon you will be able to commune with them, and use them as your eyes and ears. With plants, with very advanced study, you will be able to waken them to be like Ents and bind them to your will.

Chronomancy: Manipulate and speed up time. You will begin with just increased reaction times, but soon you will be able to speed it up and slow it down with careful study. This, however, drains your energy extremely quickly.

Rules:

Only one person per power.

Powers are not limited to faction leaders and nobles. The highest king to the lowliest peasant could have a power.

No godmodding.

No jumping ahead of your skill level. For example, a Necromancer shouldn't be able to raise an entire army of zombies on your first day (or at an unreasonably early time).

DRH is allowed to join (as always, we'll monitor him closely)

You are allowed to have a power that is not on the list, but it must be approved by Both GM's.

Template:

Name:

Power:

Starting Location:

Race:

Faction:

Equipment:

Appearance:

Personality:

Other: 