Aetheral

Daemonabilities

Sep 19th, 2018
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  1. The abilities of the daemon are a way to classify them. The nature the dream force is provided, manipulated and emitted, can determine under which classification the daemon falls, specifically. Mostly, the species of the daemon does not limit the type of abilities, although there are clear preferences for some, over the others.
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  3. Some of these ability-types have subtypes. The main twelve types each have a protector (teacher, in a sense) member from the Twelve:
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  7. 1. Emission. Emission daemons expel dream force in offensive, defensive or healing forms but without much refining to it. They just release it. They have better levels of dream force but less control and occasionally less intelligence. Patron member of the Twelve is Venris. They wanted to give her a title, but her power was way too unlimited for it.
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  12. 2. Physical. Daemons who convert their dream force into physical strength or power for their weaponry. They usually have the less intelligence. Some summon races like Battlelord however are fairly intellectual. Patron member of the Twelve is Ukur, the Titan.
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  17. 3. Object focus. Daemons who focus their abilities into an object, like a sword or armor. It essentially works to channel their abilities. These have good intellect. Patron member of the Twelve is Zarnak, the Great Hero.
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  21. Armored. Armored daemons do not use their object to channel their abilities. Rather, they summon the object to enhance themselves passively. Instead of a fiery sword, or spiky flail, they summon a cloak that gives them better speed, or defense against a certain type of magic.
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  25. 4. Magician. Daemons who focus their dream force around a specific ability. This could be draining, enchanting, alchemical transformation, anything. These usually have the best intellect, and better dream force control refining. Patron member of the Twelve is, Disse, the Celestial Ruler.
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  29. Heart Mages. Heart Magicians are another word for fire mages. These daemons can manipulate fire, yes, but the ability itself is not as easily present. Any heart magician has, as the name suggests something different with their heart. The most common one involves a very large amount of dream force being focused there.
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  31. Warlocks. Dark magicians. The basic rule to them is that as their forbidden magic builds up, it slowly corrupts them, but the more they are hurt, the more difficult they become to hurt. An unharmed warlock is easy to kill but an almost dead warlock is a nightmare. The other problem is that their magic seeps onto the enemies they afflict. Thus, the more they hurt someone, the more susceptible does this someone become to their magic.
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  33. Seekers. Seekers have an unique disposition. They bind to a source of knowledge, that is, most of the time, a book. This however, does not make them an item focus daemon, for should one such book be compromised (plus, it is not made of their own dream force) they can simply elect to use another. A Seeker has the unique disposition of being able to adapt their own being to fit the qualities of another daemon, or even steal parts of them They could suddenly become a Heir type Shifter for example, and steal a guardian, for their own defenses.
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  37. 5. Shifter. Shifter daemons have another daemon actually conjoined to their bodies, and can shift into another form. Rare cases manage to work more than one daemon into their being. They have good dream force control but their intellect varies. Patron members of the Twelve, are Ord and Va, the Embodiment of Death.
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  41. Heir. Some daemon families assign a powerful guardian to their followers and newborn, in order to protect either them, or the future of the family. The Guardian can swap with the Heir, and thus, be far better protected.
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  43. Rider. Rider type daemons are typically known for having both sides of the shifter duality manifested at once. In this case, the mind of the rider is dominant, while that of the mount less so. They are also less united in that sense, but they still share great synergy. Even with the mount oft being less intelligent, two minds are better than one.
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  45. Magus. Also known as Familiar. This Shifter type goes around summoning a familiar, with whom he shares one mind. The familiar serves as a beacon for the shifters powers, as well as a second fighter. It can however, also be key to the Shifter's own powers.
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  49. 6. Glyph. Glyph daemons summon a symbol or some sort of runes, any mystical object or symbol which contains a portion of their powers. Like magician, except they need to conjure the glyph and attach it somewhere. Glyph daemons also have much more interaction with other daemons power. They are known as the only type to be able to copy and steal abilities to some extent, from their enemies. Patron member of the Twelve is Ethal, The King of Daemons.
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  53. Entombed. Entombed daemons consist of daemons who have a powerful glyph spell cast within their body. It restrains their essence in a very dense spot, almost like a black hole like existence. Should an Entombed suffer death, indeed, a singularity would be unleashed briefly. The result of the original process, causes them to develop a very hard outer body, making them very durable. Entombed cannot use a variety of glyphs, but they have a set few, very powerful ones, cast and present on them all the time.
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  55. Witch Doctor. The Witch Doctor is possessed of a powerful dichotomy. In one hand, he loses some versatility , but on the other, gains a powerful ability, in both conducting long term negative effects, or being able to rid others of them. However, this comes with the need for a certain ritual. For every glyph he casts, he has a set of actions that need to be fulfilled first.
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  57. Alchemist. A Glyph type user who opts for creating a specific concoction by the mixture of varying substances, or creating a more solid object, in the same manner, and enchanting but with a glyph, to transmute it upon a desired result. Alchemists most often border on the Magician type with that they are restricted to a "theme".
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  61. 7. Artificial. Daemons crafted by other daemons which most times lack free will or conscience. They mostly appear to be automaton like. Patron member of the Twelve, is Ecrimath, the Lady of Dust.
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  65. 8. Nature. Daemons bound to a specific spot of Dream World and adapting into its natural qualities. These creations are quite potent, and as long as that same environmental pattern is around them, e.g a lush forest, they can use their abilities, e.g having you wrecked by a thousand of giant roots. Patron member of the Twelve is Althrom, the Wise.
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  69. Starwalkers. Instead of bonding with the nature around them, these good souls chose to bond themselves with celestial objects. There are four suns, seven moons, three chariots, which spread and expand the light and effect of these bodies, bringing dawn, dusk, twilight etc, and six major constellations which preside over smaller ones and lone stars. There is a lot to pick from, but Starwalkers generally opt for one of the major 20 celestial bodies. There is usually space, due to how few Starwalkers there are. Celestial Bodies by proxy, have no Communicators.
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  73. 9. Primitive. Daemons which lack any refinement. They have very dense dream force, usually very low intellect, lack weapons or clothing or anything and are often quite gigantesque. They however, have greatly honed instincts and senses. Fighting one, or being hunted by one is considered foolish, and usually more than a single daemon is required to handle them. Patron member of the Twelve is Seria, the Deep Huntress.
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  77. 10. Cursed. Daemons which have an ability called a "Curse". The Curse provides an all reaching skill, which can fall into any of the above, not limited by element, area or item, but the curse part does bear negative connotations. A magic-curse type is a cursed daemon which displays skills similar to a magician type, and an item-curse type channels their powers through an item, which is cursed. Loosing the item renders the power and curse null. Patron member of the Twelve, is Glech, the Worm.
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  81. 11. Psychic. Psychic daemons posses abilities pertaining to the mind. Illusions, mind control, fear manipulation and all sorts of it. Their intellect is not always top tier however, but their mentality is almost always the most alien, from a human point of view. They are widely feared. Patron member of the Twelve, is Uren, the Singer.
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  85. Oracles. Similar to the correlation between the heart and fire, there is a correlation between ice and eyes (and therefore foresight). Oracles are Psychic daemons who can force dream force to go slower, and even stop to a halt, allowing for ice-related abilities. Through a still unknown process, that ties in with the correlation between dream-force and time, this ability also allows them to see the future, often as a vision reflected in ice.
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  89. 12. Communicators. Communicators are a rare breed. Daemons whose power involves sight, and knowledge of other, more powerful forces. They act partially as seers, partially as archives, and a bit akin to summoners. They depend on the power of the daemon they are bound to in a way, and for a daemon it is a great feat to claim a communicator for their own. More than one means more power. However to note, the Twelve, and Inthar have never had such communicators. Patron member of the Twelve, is Mazarc, the Dragonlord of the North.
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  93. Paladins. Also known as the Urash in the east. (It is their most common name, with Paladin being the official one). Paladins attach themselves not to a single daemon, but to a concept of some sort. For example death, fear, joy, faith, doubt etc. Urash can sense whenever this concept is or will be present, can defend themselves and harden their bodies. Their weapons can be enchanted to inflict or drain the said concept from whatever they hit. They become more durable with more of the resource around, and they can even make an armor exhibiting its qualities.
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  95. Ectoforms. Also known as Ghosts, or Nightmares more commonly. To spare you the long lecturing and theorizing, nobody has the slightest idea what these beings are. There are a total of two sightings, of these, and both are transcribed by incredible horror, to be believable in any way.
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