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| ➣A S T R A L - P R O J E C T I O N ▪ The power to project himself outside his body to another location. He can visit other realms as well. Typically requires a deep trance to enter. | ➣T E L E K I N E S I S ▪ The power to move objects and people with his mind. Typically telekinesis does not require the use of a spoken word, but rather the will of his mind. This includes being able to manipulate himself to levitate. |
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| ➣E L E M E N T A L I S T ▪ The ability to harness the elements whether through active manipulation of existing elements nearby or the creation and subsequent use of them. | ➣T E L E P O R T A T I O N ▪ The ability to teleport distances, primarily short distances that he's been to before and has committed to memory. |
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| ➣C O N J U R A T I O N ▪ The power to summon creatures, primarily demons and spirits do his bidding. Depending on the creature different amounts of concentration are needed depending on how far the summon is from the user. | ➣P S Y C H I C ▪ He possesses the ability to 'read' someone, though there are limitations and safeguards. He is also capable of communicating with the dead or those trapped in other realms. His psychic powers aid in attempts to subtly manipulate a situation with a suggestion or a premonition he may receive about an impending event. |
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| ➣B I N D I N G ▪ Not only is he capable of summoning spirits and demons from other realms, but he's able to bind existing creatures to his will, usually with a psychic imprint - a brand of sorts. Creatures under his control often are aware of his influence, but rarely are they ever capable of striking him without risking their own banishment. | ➣P O T I O N S / C U R S E S ▪ The typical warlock or witch's area of skill is one he considers himself well adept at, primarily when it comes to hexes. Potions include anything from healing salves, mystical cures, deadly poisons, transformation brews all the way to enchanted alcohol. A hex may consist of a short series of bad luck, transforming someone into a rat or a brief outbreak of rashes. Curses are different from hexes in the sense they last longer, sometimes generations, and require much more mystical energy to perform. Curses can occur in the form of repeated family tragedies, sports teams or pirates never being able to win or rest or constant hauntings and mishaps regardless of what house a family or person moves into. |
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| ➣M O R T A L I T Y ▪ Based off the fact that he is still human, he shares many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.) | ➣O V E R E X E R T I O N ▪ The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death if not used properly. |
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