Magical Abilities Claims
There are three levels to every character ability,
- Beginner
- Intermediate
- Advanced
The ‘Beginner’ level is typically a N.E.W.T student or a character who is new to an ability. The ‘Intermediate’ level groups those who have gathered a decent level of control over their ability as well as experience. Those who are in the ‘Advanced’ group have ample amounts of both control and experience and it is a group reserved for those who have a particular skill in their ability. However, those who are in this ‘Advanced’ group are reminded not to abuse their power less the ability be taken away from them. A decent history is required before these abilities can be accepted and a roleplay is also required to see them in action. Think carefully before applying, however, because students are only allowed up to two abilities and graduates four – choose carefully!
Green AbilitiesAbilities that every student obtains by the end of their schooling are the ‘Green Abilities.’ Once your character has reached or passed the midpoint of their sixth year you are welcome to post here to add them to the list. Unlike other abilities, the green ones do not require a history.
- Apparation
- Spoiler:
- Teleportation
- Cannot be used in areas with anti-apparition wards (The Ministry, Hogwarts)
- Beginner and Intermediate can only apparate a few miles at a time
- Advanced users can apparate up to 100 miles at a time
- Inter-continental apparition is illegal, and only professionals are even capable of doing it
- Non-Verbal Magic
- Spoiler:
- The use of a magical spell without the usual incantation being spoken aloud
- Nonverbal spells are weaker than their verbal counterparts
- Pine wands are sensitive to nonverbal magic
Orange AbilitiesAbilities that are learned, but require tough training and will only be granted to students fifth year and above. When applying, describe what kind of training the character in question went through, and include a brief roleplay sample of the ability's use
- Leglimency
- Spoiler:
- The act of navigating through a person's mind
- All leglimens have low level empathy
- Used to dig through a person's mind for thoughts, emotions, or memories
- Stronger with eye contact
- Can be fought with occlumency
- Occlumency
- Spoiler:
- The act of shielding your own mind from invasion or manipulation
- Counters legilimancy, memory manipulation, and telepathy
- Requires intense concentration
- Disrupted by powerful emotions
- Advanced occlumens have their minds closed all times, without effort
- Telepathy
- Spoiler:
- The act of scanning the surface thoughts of those around the user
- Not as deep as legilimancy - user cannot sift through memories, thoughts, or emotions at will
- A skilled user can read someone's thoughts without giving himself away
- Range limited to about 20 feet
- Can be fought with occlumency
- Animagus
- Spoiler:
- The act of turning into a certain animal at will
- Animal form is determined by the user's personality and inner traits
- An animagus must register with the Ministry
Red AbilitiesAbilities that are strictly graduate only. Applications will be held to a very high standard, and require a description of training and a roleplay sample of the ability's use.
- Flying
- Spoiler:
- Flying, without a broomstick or other form of magical transportation
- Beginners can hover and move at the speed of a slow jog
- Intermediate users can go much higher and match the speed of a slow broom
- Advanced users are very nimble and fast, but not quite as fast as a high quality broom
- Wandless Magic
- Spoiler:
- The use of magic without a wand
- Incredibly volatile
- Strong chance of caster hurting him/herself by mistake
- Weaker than wand aided spells
- Memory Manipulation
- Spoiler:
- Altering another's memories, or planting false ones
- Sub-branch of legilimancy
- Requires eye contact
- Can be fought with occlumency
Blue AbilitiesInherited abilities. They require a brief family history detailing the path of the ability throughout the character's lineage, as well as a description of training and a brief roleplay sample of the ability's use.
- Seer
- Spoiler:
- One who can see the future with their inner eye
- Extremely rare
- Have no control over their own powers
- Cannot remember their own prophecies
- If a prophecy is witnessed, it must be reported to the Ministry of Magic
- The Ministry is capable of "reawakening" prophecies so that they can be recorded
- Seers must register with the Ministry
- Astral Projection
- Spoiler:
- Separating the soul from the body
- While separated, the soul is invisible to those without magical eyesight
- Astral Souls can pass through walls, but certain areas are warded against them
- Cannot travel more than two miles away from the body
- Body is comatose while soul is separated
- Astral Projectors must register with the Ministry
- Parselmouths / Speaking to Animals
- Spoiler:
- Speaking to an animal
- Speakers can only speak to a certain type of animal (Snakes, cats, dogs, etc)
- Metamorphagus
- Spoiler:
- Changing appearance without magical spells or potions
- Affected by emotional state
- Metamorphmagi must register with the Ministry