Abilities

Myrkviðr Abilities
''Abilities of the Myrkviðr are mysterious. Certain abilities are given to a Warg upon birth, others have gained a certain understanding or bond with their patron God and are blessed with an ability and some are left without a single thread of magic.''

Certain abilities have a restricted amount of characters that can possess them and must have Admin permission to apply them to a character.

Attempting to receive an Ability is done through submission of Literature or Art with a brief description of the situation.

Born Abilities
'Only members of the Wilþijāz pack may possess this ability. Please speak to an Admin about possessing this ability.'


 * Clairvoyance  0/4

Clairvoyance allows the blessed individual to perceive events in the future through vivid visions and dreams. These visions do not allow the individual to know the exact date of the occurrence. Visions can be anything from future deaths, wars, failures, victorys, births, warnings, good omens or bad omens ect.

Having Clairvoyance as an ability automatically ranks your character to Vörðr.

Vörðr are pack members who are similar to an Oracle, they are looked to for insight of future events, advice and questions for the Gods by the Reiðr and all other ranks.

Practiced Abilities
Abilities that can be gained by any individual through basic practice.


 * Telekinesis Tier 1

Basic Telekinesis that allows the user to pick up and move small objects like stones, twigs, leaves, and small animals like rabbits, squirrels, mice and certain birds.


 * Telepathy

The ability to read others minds. This does not enable the user to see images or enter dreams, only conscious verbal thoughts.


 * Threading

Threading is the ability to feel if another creature has magical abilities, magical pressences, and if a magic is in use around their location. This includes creatures other than wolves and spirits.

Threading will not tell you the specifics about what abilities a creature has, only that they have magic. Once detected, the user can follow the thread of magic back to the individual.


 * Heart seer

Empathy is important, the user of Heart seer has the ability to feel and understand others emotions whether they are positive or negative. This ability only applies to wolves and spirits of wolves, not other creatures.


 * Elemental Manipulation

Controlling the elements can benefit the user in a surplus of ways if used properly, however can also be a detriment without the proper practice.

Below is a list of potential elements to manipulate:


 * 1) Fire
 * 2) Earth
 * 3) Nature (Only during spring/summer)
 * 4) Wind
 * 5) Water
 * 6) Ice (Only during fall/winter)

Trained Abilities
Abilities that can be learned and mastered over a long course of training, perhaps with a Mentor.


 * Telekinesis Tier 2

Advanced Telekinesis that allows the user to pick up and move large objects like boulders, logs and objects/animals no larger than the character themself.


 * Spirit Bonded Tier 1

A mind to mind connection between you and another character. This enables you and the individual to communicate telepathically no matter the distance and to enter one another's dreams.

Both characters will have to go through training to achieve this connection.


 * Memory Manipulation  0/6

Enables the user to warp, input or erase an individual's memories. Characters cannot completely warp, input or erase another's memories.

Must have Telepathy before attempting to train in Memory Manipulation.


 * Familiar Bonded Tier 1

After achieving a strong enough bond with your familiar, gain the ability to speak and understand one another.

Must have a familiar to use this ability.


 * Astral Projection

Separate your spirit from your body during sleep. This allows you to roam a good certain distance away from your body and enables you to explore unseen- not undetected.

Characters with Threading will be able to detect your spirit nearby.

Mastered Abilities
Earned over a long duration of intense training.


 * Spirit Bonded Tier 2

A body to body connection between you and another character. This enables you and the individual to feel one another's emotions and physical pain. It also enables you to detect where the other individual is.

Both characters will have to already have Spirit Bonded Tier 1.


 * Mind-Control  0/6

Enables the user to enter and control another individual's thoughts. This is exhausting to the user and can only be used for an hour. It does not control an individual’s movements or actions, only thoughts.

Must have Memory Manipulation before attempting to master Mind-control.


 * Familiar Bonded Tier 2

After increasing the bond with your familiar, gain the ability to see through their eyes and into their thoughts.

Must have a familiar and Familiar Bonded Tier 1 to use this ability.


 * Astral Manipulation

Use your magic to create illusions. Illusions come in the forms of sounds or varying shapes. These illusions cannot cause physical harm to others, disappear if they are touched and only last for a maximum of 10 minutes.

Must have Astral Projection before attempting to master Astral Manipulation.

God Given Abilities
Gifted to you in your favor.

Tanngniost’s Blessings

 * Soul Seer

Your conversations and company have pleased Tanngniost. Your character can now see and interact with Spirits on the island. You can fully understand and hold conversations with them. This ability cannot be turned off, but you are free to ask the Spirits to go away or leave you alone.


 * Enchanter

Tanngniost believes you have proven yourself to be worthy of magic. Your character receives either a chosen ability from the previous list, not including God Given Abilities- or a unique ability given to them.

Unique abilities cannot be chosen, but suggestions can be made to Admins. This unique ability will be DMed to you by an Admin.

Huginn’s Blessings

 * Gift of second life

Your relationship with Huginn has grown strong and due to your prayers and devotion, he has given you the gift of resurrection. This ability allows you to resurrect another character once weekly. It puts extreme strain on the user and should be used wisely.


 * Raiser

Huginn has smiled favorably upon you. Your character can now raise an army of the fallen, consisting of 10 Spirits- 15 if it is during your Moon Sign -every month. This army is not inherently evil and can be used for various things other than war. They will obey only the character that raised them. Underneath the Blood Moon they are the strongest and only last a day.

Dain’s Blessings

 * Shaman

Your kind spirit and golden heart have warmed Dain. With this blessing your character can now use magic to heal wounds, mend bones and soothe pain whether it be their own or of another. The larger the wound the more exhausting.

Shaman cannot cure infections or diseases.


 * Clarity

Dain has recognized your devotion, in turn she has given you a blessing. Your character radiates a circle 6x their own size of a calm, relaxed aura. This aura calms down any creatures within it and lulls them into tranquility for 10 minutes. This ability can be used to escape danger, or keep an all out war from occurring. It is taxing on the user and can only be used every four hours.

Munin’s Blessings

 * Hell Raiser

Munin has smiled favorably upon you. Your character can now raise an army of the damned, consisting of 10 Spirits- 15 if it is during your Moon Sign -every month. This army is inherently evil and will attack relentlessly, destroying everything in their path. Underneath the Blood Moon they are the strongest and only last a day. This Blessing should be used wisely.


 * Possession

The Goddess of the damned favors you. Your character has the ability to fully possess another's body, taking absolute control of their voice, thoughts and movement for an hour. Should the possessed body take any damage or die, you will return to your own. Possessed individuals will never remember they were possessed and will awaken groggy and confused.

Fenris’s Blessings

 * Ethereal

Fenris and his magic is still unknown to the creatures of the world, thus your character will be granted a random ability. It can be an ability from the list below excluding God Given Abilities or it has the potential to be a unique blessing specifically for your character.