Want to friend Vittoria Valentino? You need to log in or join our community, first! It's fast, free and easy.
WATER Cannot control the element skillfully. Small ripples and waves in water, but cannot conjure the element.
EARTH Vittoria has a connection to nature. She has physical control over plantlife; make it grow uncontrollably, bloom, wilt, restore it to its previous health or dry it. She can also manipulate soil, as it contains dead cells of plantlife. Can procure plants from thin air. |
FIRE Absolutely no control over fire. Her twin sister controls this element. She's been practicing hecticly to make even the smallest spark happen, but has hit a dead end. AIR Basic skills. She can create small gusts, warm the temperature by making the particles in the air vibrate. Cannot conjure strong wings or change the speed of air, which makes her abilities over it quite useless. |
|
MENTAL MANIPULATION adding, extracting, altering memories, gathering information, enhancing/reducing personality traits, possibly works as a painkiller when applied to the pain center of the brain - can lessen/increase pain.
EMOTIONAL MANIPULATION altering the brain chemistry temporarily; can mitigate panic attacks, help towards overcoming a mental illness or otherwise, towards becoming ill. She can also communicate with animals. Not physically talk to them, but understand the emotive responses that their neural systems put out. |
ILLUSIONS Vittoria can create, shape and manipulate illusions, causing others to see, hear, touch, smell and/or taste things which do not actually exist or cause them to perceive things differently from what they truly are. She cn change the manner in which she is perceived, making herself appear different. EMPATHY picking up emotions and projecting his own onto people; Possibly, possession, dream-walking (astral-projection). Can often be overwhelmed by the moods of people that bombard her with negativity. She's training to make a person emotionally unresponsive. |
|
Take a coin. A simple one. Look at it. It has two sides - heads and tails.
It represents you. Two sides of the same coin - two worlds that you experience. One side represents your own little personal space - your inner world, hence - heads. The other side, tails, represents the outer world, everything physical around you, including your body. The outer world is corporeal, palpable, a sensory and locomotory experience, whilst your inner world consists of thoughts, memories and ideas, all of which are perceptory experiences; mental ones, which cannot be trnaslated into the physical world directly from the mind, but use a conduit - the body. The two worlds have no way of becoming one as the coin has two sides for a reason - one cannot view both of them simultaneously. You cannot make a perception physical and, normally, you cannot affect the world with your mind directly. But we can... Now spin the coin Observe as the two sides blurr together imperceptably. That is magic... According to that there three types of magic: P L E D G E ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
The first main branch of magic is pledge magic. It is the simplest. It pertains only to the outer world that one experiences - it is the ability to use one's inner world to affect and alter the world around them. All types of magic that affect the physical environment fall into the category of pledge magic (telekinesis, elemental control, charmwork & transfigurarions, to name a few). T U R N ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
Branch of magic, characterized by the ability to manipulate and alter a world one does not experience and, in normal circumstances, would not have any access to - another person's inner world (their mind). Turn magic is mental magic. It is much more dangerous and complex than pledge magic as each individual mind is uncharted territory, navigable only to those mages with great perception of the depth of the human consciousness ( consciousness, subconsciousness and deep subconsciousness). Like pledge magic, turn magic has several levels of difficulty, according to the part of the mind one seeks to affect. Threading through the subconsciousness is the easiest, as the thought process there isn't volitional - it is much easier to manipulate involuntary desires and thoughts than voluntary ones. Affecting the subconsciousness usually happens easily during dream states as the mind is most volatile and flexible whilst in deep sleep - signs of a mage tampering with one's subconsciousness are usually odd and unexplainable dreams. As dreams stem from the uncontrollable part of the mind, they are altered when a change in the subconsciousness occurs. Controlling conscious thought is harder as that part of the brain works actively against the magic user when it detects an unwanted thought. That type of turn magic is commonly referred to as mind control. Conscious and subconscious turn magic doesn't require more than a fifth of the mage's mind to be concentrated on it and thus the magic user can remain fully conscious whilst performing the turn. It can be done whilst the mage itself is sleeping - basically, dream-walking. So to say, only a tendril of the mage's mind needs to be connected to the target's. Entering the deep subconscious requires the performer's mind to be fully connected to the mind of the target - to be fully submerged in the target's inner world where they have no control over the environment. Even when the target is human, their mind has natural defences which can neutralize the threat - throw the mage out of their personal space or, in some extreme cases, destroy the parasite mind latched onto theirs. P R E S T I G E ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
The Prestige is the most intense and impressive magic that a witch performs in their entire life - it is an incredible phenomenon, which happens only once, if at all, to a magic user. Theoretically speaking every witch has the potential for a prestige, but less than a fourth of the magical population of the world ever achieves one. It transpires only in the case of incredibly intense emotions, which birth single-minded thoughts and desires. In the case of such extreme emotive states even humans are capable of spinning the coin - telekinesis can form by normal humans subjected to huge amounts of stress or those who undergo traumatizing events; the phenomenon 'hysterical strength' (I.e. parents lifting whole cars off their children) is also a magical burst achieved by normal people. When born magic users are subjected to similar factors, the results vary, but one tendency remains - The Prestige is always the highlight of a witch's magic; the peak of it. It is a moment of impact when the magical mind is overwhelmed with so much emotion that it gains the ability to alter the fabric of time and change reality. A thought forms so intensely and persists so strongly that it is made physical, real. It's often referred to as a 'dream come true' or a 'granted wish'. Prestiges tend to hold a negative connotation in the magical world and with reason - happiness and positive emotions are rarely the cause of the prestige and thus little good usually comes out of a Prestige magic. Furthermore, the emotion felt most intensely and the one that causes most single-minded thoughts, is anger and one's desires during such states are hardly logical. Prestige due to sorrow often has distorted results - turning back time to save a loved one leads to witnessing their death again, only in a different manner. The Prestige changes a person, depending on the thought they've made physical, fhe wish their magic has granted to them. |
|