Water Abilities | Kwillians

Arcane Abilities

Novice

Third Eye

Close your normal eyes and open your spiritual one, glimpsing into the immediate future.


Uses:

This ability allows a Kwillian to reach out into the future with their mind, observing the most likely possibilities and the immediate action that might lead to the outcome. Third Eye is used in times of strife to try and find solutions, or when one is unsure or anxious about coming events. Whether it be glimpsing into the outcome of presenting your thesis in front of your whole classroom or preventing a war, Arcane Kwillian have been helping influence the future with Third Eye for centuries.

Limitations:

Third Eye only allows the normal arcane Kwillian to glimpse into the immediate future, meaning they can only see a day or so of what is to come. This ability also requires massive amounts of undivided concentration, meaning all outside distractions must be removed and one's mind must be calmed before Third Eye can be used to accurately predict the future. Fears and doubt can affect what outcome you see, so an unbiased eye is the best way to see into the future.

Arcane Fire

Summon arcanic fire, capable of leaving no injury, yet also powerful enough to raze cities.


Uses:

Allows a Kwillian to summon Arcane Fire into their hands, or directly on an object they're pointing at. This ability is incredibly versatile, letting a Kwillian either conjure a heatless flame that gives off only light, or a purely magical destructive force capable of burning forests to the ground just like a true fire. Most often this is used to light candles, light the way, or generally just produce painless flames with none of the usual associated risks.

Limitations:

Arcane Fire is an ability dependent on the emotions of the Kwillian using it. Being primal in nature, this fire's properties depend almost solely on how a Kwillian is feeling in the moment. A cold and calm Kwillian may have problems conjuring a flame that burns, and a Kwillian with rage or pain in their heart may find it difficult to make a fire that doesn't consume all it touches. It takes a lot of emotional and mental training before a Kwillian can detach their emotional state from their magic, allowing them to perform this ability without flaw.

Arcane Healing

Channel your magic into an injury, weaving it shut and leaving no scar…


Uses:

Useful when there is no doctor or purity Kwillian around, Arcane Healing allows the quick healing of wounds no deeper than half an inch on a Kwillian. Magical Healing leaves no scar once the wound is sealed shut, making it the perfect option for those willing to go the extra mile just for cosmetics. Arcane Healing is most often used in a pinch, however, some arcane Kwillian offer their services for the scared or vain to prevent surgeries or wounds from scarring over.

Limitations:

Healing a wound to completion requires a massive amount of magic, meaning an arcane Kwillian can only heal a few small wounds or one large one before they have to wait for their energy to return to do it again. This ability also requires physical contact with the wound, meaning this ability may not be for the particularly squeamish to use. Only active wounds can be healed, already existing scars cannot be healed nor faded by this magic, unfortunately, if it's not an open wound the magic can't properly close it.

Acolyte

Arcane Explosion

Create a controlled explosion of pure magical force, blasting things out of the way, or knocking over opponents.


Uses:

Using Arcane Explosion allows a Kwillian to create a small to medium explosion concentrated where they're pointing. This explosion is controlled and made of pure magical force, exploding outward and knocking things down. While it doesn't have any way to throw shrapnel itself, the blast can send splinters of whatever's blown up in all directions, making it a useful weapon. Can be used to clear stumps from the group, knock loose rocks from a cave entrance, or explode a fruit your friend is holding covering their face in fruity goodness!

Limitations:

This ability can only be easily channeled through the arms and hands of a Kwillian, meaning those lacking the facilities may find the ability hard to perform. This channeling also requires a fair bit of magic, making it an ability difficult to perform multiple times in a row. The larger the explosion that's being created, the more magic and therefore energy and concentration it'll take to make it happen. The ability doesn't hurt itself, instead knocking over Kwillian or exploding soft or weak objects, though the particularly talented can find this ability can take down entire buildings.

Teleport Object

Teleport an inorganic object directly to your hands or workstation, no grabbing is needed!


Uses:

This ability is best used practically, such as teleporting something across the room into your hands so you don't waste any time grabbing it. However, that doesn't mean it can't be used to mess with people, such as teleporting an object out of someone's hands into your own or moving things around without much to give it away. This ability is particularly useful if there's something on a shelf you can't quite reach without a ladder, or if you drop something and don't feel like picking it back up normally.

Limitations:

Objects that are teleported must meet three criteria in order to be able to be teleported. Objects must be inanimate and inorganic, meaning it cannot be a plant, food, or anything made of matter that would be considered living at any point. The object being teleported also must be within feasible reach of a Kwillian, meaning they must be able to get up and grab the object themselves, or have it within two feet of arms reach if the object would normally be out of reach, this rules out removing items from locked containers completely. The last criterion is that the Kwillian must be able to see the object in question in most or all of its entirety, meaning just because you know an item is there doesn't mean you can teleport it!

Arcane Telekinesis

Use the power of mind to lift objects and other Kwillian into the air.


Uses:

Telekinesis is often one of the if not the most used ability an arcane Kwillian will ever have. With a million and one practical uses, this ability allows Kwillian to lift objects they normally wouldn't be able to with just the power of their mind. This ability can also be used to manipulate objects being lifted, such as twisting the lids off bottles, flipping the page of a book, or opening a container. Of course, this ability can also be used to lift or freeze other Kwillian in place for a short period of time, however, lifting other Kwillian is harder than lifting simple objects.

Limitations:

Arcane Telekinesis is limited by the magical capabilities and concentration the user possesses. The more magic one can channel into the ability, the larger the object one can lift, however, this is taxing not only on the body but the mind as well. Telekinesis can be detrimental if used in excess or to lift overly large objects, tiring a Kwillian out to a dangerous level. It's also difficult to master lifting more than one object as well, as if one was trying to hold too many marbles in one hand. Add any more marbles, and they'll start falling out of your grip!

Professional

Arcane Portal

Create a two-way Arcane Portal to any location you can achor in your mind, not recommended for living matter.


Uses:

These portals are an important weapon in the arsenal of an arcane mage. These portals are two, allowing the caster to not only send items through but receive items back as well. This is particularly useful for sending mail quickly, receiving packages you're expecting, or stealing from inside of a glass chamber. It can also be used for scratching your own back with a stick or other item. These portals can also be used as quick ways to get rid of waste or trash, where does it go? Nobody knows!

Limitations:

Under no circumstances whatsoever should a Kwillian ever insert more than up to their wrist into an Arcane Portal. Inserting more than up to the wrist can result in dire consequences, including but not limited to; the transmutation of the involved limb, additional eyes of an unknown variety sprouting on the said limb, the onset of sudden necrosis and the rapid decomposition of said limb, the removal of said limb, and in extreme cases, death. It is also not recommended to pass any living matter, such as fresh fruits, meats, or other such organic compounds through the portal. One may not receive the same item passed into the portal through the other side if the item inserted was organic. It is also possible to receive the item in an altered unsafe-to-use state. The crown requires all mentions of Arcane Portals be posted with the following; anyone found inserting organic or living matters into Arcane Portals for any reason, is subject to the possibility of receiving the death penalty. The only other limitation to these portals is requiring an anchor of some sort on the other end, whether it be an item personal to a Kwillian, a close friend, or simply involving a location they know well.

Distant Vision

Close your eyes and peer far away into a location you've been to before, watching from afar with no audio.


Uses:

Allows a Kwillian to close their eyes and use their magic to “look” far away into completely different locations. This ability is incredibly useful, whether it be as a nanny cam for possibly misbehaving Kwillings or spying on things which you should not be privy to. Most often this ability has historically been used by kingdom spies in order to view what's going on where they're not supposed to be able to see.

Limitations:

The ability can only be used to view an area remotely. Distant Vision does not allow the caster to hear anything anything going on in the area they're viewing. It's also important to note that a Kwillian can only remotely view an area they've visited in person before, meaning they can't just view wherever they please with this ability. Distant Vision requires massive amounts of concentration to be cast effectively, the further one wants to look, the more peace and quite is required.

Blink

Move from one space to another without lifting a finger, or rather a foot!


Uses:

Blink is a useful ability, allowing a Kwillian to make small hops through another reality while seemingly moving within an instant in theirs. Incredibly useful for Kwillian to dodge blows that may have cut their lives short, or to reach slightly high up areas they don't want to climb up to. Even more useful for crossing the room to stop your pet Cravic from trying to eat glue it found on the ground, or keep a Kwilling from putting toxic substances into their mouth…

Limitations:

This ability has a very short effective range, maybe ten or so feet in any direction (including vertical and horizontal) from where a Kwillians feet are touching when they cast Blink. Trying to blink further can result in nausea, pain in the head, and other nasty side effects, and often will not succeed as a Kwillian will be forced to stop at around the ten feet mark. Blink also requires a large amount of magic to cast, draining energy stores quickly if used more than once in quick succession.