I'll be removing Ade's sex swap charm from her common magical abilities since this upgrade basically covers that.
Mineral Shape-Shifting - Ade can shift her body, or parts of her body, into any Earthly mineral, mineraloid, metals, and sand. She can shape her body into different forms, but her overall form must be humanoid. For example, she could give herself blades for hands or rollerskates for talons. She can warp and exaggerate her body features to a limited extent, such as stretching out to a max of 20ft or giving herself an extra set of limbs. Any modifications she gave herself will disappear when she stops shifting.
By absorbing minerals into herself, she can increase her strength, defense, size, and make more varied forms of shifting. She can essentially turn herself into a giant rock monster. Her max height is 14 feet. Extra minerals will also help minimize her brittleness or malleableness depending on the mineral she has turned into, but they will not be negated completely. When she adds minerals to her shape-shifted body parts, they will fall off once she shifts back to her original form. If she tries to remove minerals (that she had not added on), when she returns to her normal form, she will have chunks of her body taken out and be forced to heal.
The type of mineral can enhance her defense and offense strength, such as turning into a metal. When turning into sand she must stay focused on keeping her form stable to avoid falling apart. When fully shifted, Ade loses her ability to fly. If she shifts everything but her wings, as long as the form she takes is light, she can still carry herself, though she may be slower and have to fly lower. When in water, Ade has to be careful because the density of the mineral may make her sink quickly and struggle to swim back up.
Healing - Ade can heal or reattach her limbs by taking Earthly minerals and sticking them onto her body to absorb and restore her flesh. She can do this to others too to a lesser extent by healing up small scratches. The use of smoother minerals is safer to avoid accidental cuts.
Humanoid, Cervitaur, and Peryton Shape-Shifting - Whenever an oricenta shapeshifts their body glows and turns into a cell-like form to make morphing easier with no pain. No matter the oricenta’s form, their markings stay on their face. When an oricenta is shifting, they are vulnerable. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form. Their aolin is also visible in this form and can be attacked to strip the oricenta of most, if not all, of their magic.
Charm: Cold Bracelet - The person wearing this charm will be kept cold when in warm areas. The charm can only handle temperatures up to 38 degrees Celsius. Anything past that will temporarily disable the charm for an hour. The charm needs no charging, but while worn, the wearer cannot benefit from their species' cold and water immunity abilities. They will not be able to breathe underwater, nor will they be able to fly in the rain without losing their ability to fly soon after. They will gain no strength from being in cold or wet areas.
Charm: Human Female Bracelet - Ade has a bracelet that gives her the body of a human woman. Unlike a normal human shape charm, this allows Ade to keep her aolin intact, and as such, her soul. Keeping her aolin allows her to keep her magic and natural affinity for water, cold, and the ground, but also her weaknesses towards heat and air magic. She can only eat food a human can eat too. Appearance-wise, Ade's eyes and mouth are still blue, and their canines are a bit sharper than other humans. Her supernatural senses, supernatural physique, and ability to fly are negated in this form. Her body is the proper weight for someone of her size and strength, and her strength and speed can be compared to a professional female weightlifter and runner. Otherwise, Ade is basically the same as her oricenta form. She stills register as an oricenta (vaguely like a deer and owl and/or elemental) when someone trie to sense her species.
By absorbing minerals into herself, she can increase her strength, defense, size, and make more varied forms of shifting. She can essentially turn herself into a giant rock monster. Her max height is 14 feet. Extra minerals will also help minimize her brittleness or malleableness depending on the mineral she has turned into, but they will not be negated completely. When she adds minerals to her shape-shifted body parts, they will fall off once she shifts back to her original form. If she tries to remove minerals (that she had not added on), when she returns to her normal form, she will have chunks of her body taken out and be forced to heal.
The type of mineral can enhance her defense and offense strength, such as turning into a metal. When turning into sand she must stay focused on keeping her form stable to avoid falling apart. When fully shifted, Ade loses her ability to fly. If she shifts everything but her wings, as long as the form she takes is light, she can still carry herself, though she may be slower and have to fly lower. When in water, Ade has to be careful because the density of the mineral may make her sink quickly and struggle to swim back up.
Healing - Ade can heal or reattach her limbs by taking Earthly minerals and sticking them onto her body to absorb and restore her flesh. She can do this to others too to a lesser extent by healing up small scratches. The use of smoother minerals is safer to avoid accidental cuts.
Humanoid, Cervitaur, and Peryton Shape-Shifting - Whenever an oricenta shapeshifts their body glows and turns into a cell-like form to make morphing easier with no pain. No matter the oricenta’s form, their markings stay on their face. When an oricenta is shifting, they are vulnerable. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form. Their aolin is also visible in this form and can be attacked to strip the oricenta of most, if not all, of their magic.
- Humanoid Form - The oricenta only has two legs of a deer, but where the hooves should be are the talons of an owl. Their wings are placed on their back.
- Cervitaur Form - The oricenta has the upper body of their humanoid form, but the lower body of a deer. Their hind hooves are replaced with talons, and their wings are moved to the sides of their deer body to better support them during flight. They are around 8-11 inches taller than their humanoid form.
- Peryton Form - The oricenta's body is similar to a peryton: a deer with owl wings and hind hooves replaced with talons. They can only speak to oricenta in this form and make a sound like a mix of a deer and owl. They are around the same height as their humanoid form and shoulder-height as their cervitaur form.
Charm: Cold Bracelet - The person wearing this charm will be kept cold when in warm areas. The charm can only handle temperatures up to 38 degrees Celsius. Anything past that will temporarily disable the charm for an hour. The charm needs no charging, but while worn, the wearer cannot benefit from their species' cold and water immunity abilities. They will not be able to breathe underwater, nor will they be able to fly in the rain without losing their ability to fly soon after. They will gain no strength from being in cold or wet areas.
Charm: Human Female Bracelet - Ade has a bracelet that gives her the body of a human woman. Unlike a normal human shape charm, this allows Ade to keep her aolin intact, and as such, her soul. Keeping her aolin allows her to keep her magic and natural affinity for water, cold, and the ground, but also her weaknesses towards heat and air magic. She can only eat food a human can eat too. Appearance-wise, Ade's eyes and mouth are still blue, and their canines are a bit sharper than other humans. Her supernatural senses, supernatural physique, and ability to fly are negated in this form. Her body is the proper weight for someone of her size and strength, and her strength and speed can be compared to a professional female weightlifter and runner. Otherwise, Ade is basically the same as her oricenta form. She stills register as an oricenta (vaguely like a deer and owl and/or elemental) when someone trie to sense her species.
Mud Oricenta Abilities - As a combination of Earth and Water, Mud oricenta are creatures of the ground and the aquatic, and their natural habitats are rough terrains/the ground in general and cold/wet environments.
For traits unique to themselves, oricenta can emit a sound that is a mixture of a deer and owl. They all have horns instead of antlers. Generally, they have blunt teeth with very sharp canines, but some have teeth that are all sharp.
Immortality - 24-years is when oricenta hit their prime and stop aging. They are still vulnerable to sicknesses and wounds; however, they have a passive healing ability that allows them to recover faster than a human. If injured, as long as their aolin is safe and fueled, they will automatically heal as much as their magic is capable of. Fatal damage will force their body into an "emergency mode" that puts all of its resources into healing, leading to the oricenta becoming fatigued, and if pushed too hard, unconscious. The use of their own specialized healing abilities allows them to quicken the recovery process and push themself further in exchange for more energy.
- Earth: Supernatural Physique - Earth oricenta are the strongest of oricenta, with them being very durable, lifting on average 4,000 pounds, running at about 60 to 70 miles per hour, and jumping about 300 feet into the air.
- Earth: Earth Sense - Earth oricenta can detect vibrations in the ground to get a general sense of the area around them, like if something is nearing them and its size.
- Earth: Diggers - Earth oricenta have studier nails and talons for digging and hunting that can be used to burrow holes in the ground to hide in.
- Water: Birds of the Sea - Water oricenta can breathe, speak, and swim at about 35 miles per hour in water and not lose the ability to fly in rain.
- Water: Cold - Water oricenta have naturally cool bodies that can range from cold to freezing based on their emotions.
- Water: Wet - When Water oricenta cry or sweat, they produce significantly more water than any normal human, and their water will become very cold or freeze, depending on the extremity of their emotions.
For traits unique to themselves, oricenta can emit a sound that is a mixture of a deer and owl. They all have horns instead of antlers. Generally, they have blunt teeth with very sharp canines, but some have teeth that are all sharp.
Immortality - 24-years is when oricenta hit their prime and stop aging. They are still vulnerable to sicknesses and wounds; however, they have a passive healing ability that allows them to recover faster than a human. If injured, as long as their aolin is safe and fueled, they will automatically heal as much as their magic is capable of. Fatal damage will force their body into an "emergency mode" that puts all of its resources into healing, leading to the oricenta becoming fatigued, and if pushed too hard, unconscious. The use of their own specialized healing abilities allows them to quicken the recovery process and push themself further in exchange for more energy.
Mud Oricenta Weaknesses -
Using magic draws energy from their aolin, which can be restored through eating and resting. Overusing their magic can lead to damage to their aolin. Aolins can only be repaired by magic strong enough to recover an organ. In the case of an oricenta who has begun aging, they will not revert to their previous state, but will not age any further.
When an oricenta dies, any unique abilities they had are contained inside their Aolin. Anyone who possesses it is capable of accessing and using their abilities by either keeping it on their person or by consuming it raw.
Nocturnal - Oricenta must wear special glasses or contacts to see in daylight hours. They require more sleep and take short naps throughout the day.
Diet - Oricenta consume a massive amount of food and are almost constantly eating. They can eat anything an owl, deer, or human could eat, and also produce pellets of undigestible material.
Death-Aligned People - As elementals, oricenta magic leans more towards "life" on the spectrum. As a result, attacks by death-aligned people (reapers, undead, gods of death, etc.) have double the effect on them. When oricenta try to fight death-aligned people, they are not as strong.
Elementalist Trust - Oricenta are made to serve the elements, and as a result, will feel compelled to trust and serve elementalists. To an oricenta, any elementalist immediately feels like a close friend. In particular, elementalists of their specific element are also capable of giving commands to an oricenta. The greater the elementalist's control of their element, the more compelling the command will be. Likewise, the greater the elementalist's connection with the oricenta, the more compelling the command will be, with the possibility of it overriding a stronger elementalist's commands.
An expert at a given element will find that their commands are effectively mind control, requiring a strong will for the oricenta to overcome. The more out of character or large a task is, the better a chance the oricenta has of fighting the command. Abuse of this power by repeatedly making an oricenta do things they would choose to fight can destroy the bond, freeing the oricenta from its effects. Similarly, an elementalist who harms or kills an oricenta will find that they have no access to the bond with any oricenta. Other serious taboos include using an oricenta's stolen aolin or having commanded an oricenta to kill another of their species.
Oricenta who attack elementalists will find their abilities (both physical and magical) halved in strength. This effect is highly based on intent and only works for elementalists who still have the effects of the elementalist trust active.
Oricenta are not compelled to take orders from other oricenta but do feel an instinctive trust in each other.
- Earth: Creatures of the Earth - Earth oricenta feel an almost irresistible pull to be in environments full of rocks, dirt, and flora. They will have dips in their mood that can range from "sad" to "depressive" and become physically weaker the longer they are away.
- Earth: Heavyweight - Earth oricenta are very heavy, so when they fall, they are quick to land roughly, and when they are in water, they are quicker to sink. Earth oricenta can barely fly, with their wings only being useful for gliding.
- Earth: Stamina - Earth oricenta's supernatural physique makes them quicker to expend energy and become weary. Earths practically need to eat a buffet, drink gallons, and sleep a lot more in just a day. In battle, this forces them to give short bursts of power, fall back to refill, then return.
- Earth: Air Magic - Earth oricenta take double the damage from Air magic.
- Water: Creatures of the Sea - Water oricenta feel an almost irresistible pull to be in cold and wet environments. They will have dips in their mood that can range from "sad" to "depressive" and become physically weaker the longer they are away.
- Water: Water Bathing - Water oricenta must submerge themselves in water once a day to stay hydrated and in their prime. They can only drink and bathe in cold water.
- Water: No Thermal Resistance - The heat halves Water oricenta's movements and discomforts them. Staying in the heat for more than 30 minutes to an hour will dehydrate them until they shrivel up and die. Mild heat (25 degrees Celsius or slightly above) will not kill them.
- Water: Fire Magic - Water oricenta take double the damage from Fire magic.
Using magic draws energy from their aolin, which can be restored through eating and resting. Overusing their magic can lead to damage to their aolin. Aolins can only be repaired by magic strong enough to recover an organ. In the case of an oricenta who has begun aging, they will not revert to their previous state, but will not age any further.
When an oricenta dies, any unique abilities they had are contained inside their Aolin. Anyone who possesses it is capable of accessing and using their abilities by either keeping it on their person or by consuming it raw.
Nocturnal - Oricenta must wear special glasses or contacts to see in daylight hours. They require more sleep and take short naps throughout the day.
Diet - Oricenta consume a massive amount of food and are almost constantly eating. They can eat anything an owl, deer, or human could eat, and also produce pellets of undigestible material.
Death-Aligned People - As elementals, oricenta magic leans more towards "life" on the spectrum. As a result, attacks by death-aligned people (reapers, undead, gods of death, etc.) have double the effect on them. When oricenta try to fight death-aligned people, they are not as strong.
Elementalist Trust - Oricenta are made to serve the elements, and as a result, will feel compelled to trust and serve elementalists. To an oricenta, any elementalist immediately feels like a close friend. In particular, elementalists of their specific element are also capable of giving commands to an oricenta. The greater the elementalist's control of their element, the more compelling the command will be. Likewise, the greater the elementalist's connection with the oricenta, the more compelling the command will be, with the possibility of it overriding a stronger elementalist's commands.
An expert at a given element will find that their commands are effectively mind control, requiring a strong will for the oricenta to overcome. The more out of character or large a task is, the better a chance the oricenta has of fighting the command. Abuse of this power by repeatedly making an oricenta do things they would choose to fight can destroy the bond, freeing the oricenta from its effects. Similarly, an elementalist who harms or kills an oricenta will find that they have no access to the bond with any oricenta. Other serious taboos include using an oricenta's stolen aolin or having commanded an oricenta to kill another of their species.
Oricenta who attack elementalists will find their abilities (both physical and magical) halved in strength. This effect is highly based on intent and only works for elementalists who still have the effects of the elementalist trust active.
Oricenta are not compelled to take orders from other oricenta but do feel an instinctive trust in each other.
Mineral Shape-Shifting - Ade can shift her body, or parts of her body, into any Earthly mineral (including ice), mineraloid, metals, and sand. She can shape her body into different forms, but her overall form must be humanoid. For example, she could give herself blades for hands or rollerskates for talons. She can warp and exaggerate her body features to a limited extent, such as stretching out to a max of 20ft or giving herself an extra set of limbs. Any modifications she gave herself will disappear when she stops shifting.
By absorbing minerals into herself, she can increase her strength, defense, size, and make more varied forms of shifting. She can essentially turn herself into a giant rock monster. Her max height is 14 feet. Extra minerals will also help minimize her brittleness or malleableness depending on the mineral she has turned into, but they will not be negated completely. When she adds minerals to her shape-shifted body parts, they will fall off once she shifts back to her original form. If she tries to remove minerals (that she had not added on), when she returns to her normal form, she will have chunks of her body taken out and be forced to heal.
The type of mineral can enhance her defense and offense strength, such as turning into a metal. When turning into sand she must stay focused on keeping her form stable to avoid falling apart. When fully shifted, Ade loses her ability to fly. If she shifts everything but her wings, as long as the form she takes is light, she can still carry herself, though she may be slower and have to fly lower. When in water, Ade has to be careful because the density of the mineral may make her sink quickly and struggle to swim back up.
Healing - Ade can heal herself other oricenta, other earth elementalists, and other water elementalists. She does this by obtaining minerals to absorb into the body. For herself, she can reattach limbs and restore her flesh. For others, she can heal up small scratches. The use of smoother minerals is safer to avoid accidental cuts.
Shifting - Oricenta can change shape between three forms: Human, Cervitaur, and Peryton. This can be done at will. Oricenta can shift their hands and feet to be hooves or talons as well depending on their needs. Shifting makes the part changing glows and turn into a cell-like form for easier and painless morphing. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form.
Portals: Ilada and the Human Realm - Oricenta inhabit an alternate realm called Ilada, and it can be accessed through portals from the enchantments on their bodily markings.
By absorbing minerals into herself, she can increase her strength, defense, size, and make more varied forms of shifting. She can essentially turn herself into a giant rock monster. Her max height is 14 feet. Extra minerals will also help minimize her brittleness or malleableness depending on the mineral she has turned into, but they will not be negated completely. When she adds minerals to her shape-shifted body parts, they will fall off once she shifts back to her original form. If she tries to remove minerals (that she had not added on), when she returns to her normal form, she will have chunks of her body taken out and be forced to heal.
The type of mineral can enhance her defense and offense strength, such as turning into a metal. When turning into sand she must stay focused on keeping her form stable to avoid falling apart. When fully shifted, Ade loses her ability to fly. If she shifts everything but her wings, as long as the form she takes is light, she can still carry herself, though she may be slower and have to fly lower. When in water, Ade has to be careful because the density of the mineral may make her sink quickly and struggle to swim back up.
Healing - Ade can heal herself other oricenta, other earth elementalists, and other water elementalists. She does this by obtaining minerals to absorb into the body. For herself, she can reattach limbs and restore her flesh. For others, she can heal up small scratches. The use of smoother minerals is safer to avoid accidental cuts.
Shifting - Oricenta can change shape between three forms: Human, Cervitaur, and Peryton. This can be done at will. Oricenta can shift their hands and feet to be hooves or talons as well depending on their needs. Shifting makes the part changing glows and turn into a cell-like form for easier and painless morphing. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form.
- Human - Looks human. Can parts from. their Peryton and Cervitaur forms.
- Cervitaur - Hybrid between Peryton and Human forms.
- Peryton - Winged deer with back legs like an owl.
Portals: Ilada and the Human Realm - Oricenta inhabit an alternate realm called Ilada, and it can be accessed through portals from the enchantments on their bodily markings.
- The portals can lead to the capital of Ilada, a deserted area best suited for their element in the human realm, and a deserted area closest to their destination in the human realm.
- 1 portal can be made every 2 weeks.
- Takes about 10-15 minutes of complete focus to make a stable portal.
- At best, a lack of focus or rushing the portal will send them to the wrong destination in the realm they are going to.
- At worst, the portal will be unstable, painfully ripping their body and mind apart until there is no trace of them left.
- Non-oricenta need permission and an oricenta accompanying them to enter through a portal.
Coral Oricenta Abilities -
- 70% deer / 30% owl.
- At best, wings can be used to control falling.
- Average run speed 30 mph, top run speed 50 mph
- Average swim speed 12 mph, top swim speed 24 mph.
- At best, wings can be used to control falling.
- Can lift 700 lbs.
- Enhanced durability, agility, and jumping.
- Enhanced smell and vision.
- Okay night vision.
- Strong nails for quick and efficient digging.
- Immune to intense cold and freezing.
- Can breathe and speak underwater.
- Below average body temperature.
- In a 15' radius, the environment is more prone to growing plants.
- In a 15' radius, the environment is more prone to catching on fire.
- 30’ radius aura boost earth and water magic by 25%.
- Predatory instincts (enhanced tracking and hunting).
- Requires more sleep/naps throughout the day.
- Must consume massive amounts of food in a day.
- Horns.
- Blunt teeth with very sharp canines.
- Passive healing allows them to recover from wounds and sickness faster than a human.
- If injured, as long as their aolin is safe and fueled, they will automatically heal as much as their magic is capable of.
- Fatal damage will force their body into an "emergency mode" that puts all of its resources into healing, leading to the fatigue, and if pushed too hard, unconsciousness.
- Active healing abilities allow them to quicken the recovery process in exchange for more energy.
Coral Oricenta Weaknesses -
Second Heart: Aolin - Oricenta are born with a second heart on the opposite side of their chest called an aolin. It is the core of their magic and soul.
Elementalist Trust - Oricenta are compelled to trust and serve elementalists. Oricenta see elementalists as close friends or masters, and elementalists see oricenta like close friends or people who need protecting and caring.
- Feels an almost irresistible pull to be in rocky, flora, cold, and wet areas. The longer they are away, the more their mental and physical health degrades. Must take a mud bath or submerge themselves in water for 20 minutes daily to not healthy.
- Can only safely interact with cool, or more preferably, freezing cold water.
- Can only digest raw and dense food; plants, meat.
- Can only digest moist food; drinking is ideal, watermelon
- Heavyweight: Rough falls, sinks in water
- Quicker to expend energy and must refill with plenty of water, food, and naps.
- Heat halves movement speed. Being in the heat for 30 minutes to an hour can lead to death by dehydration. Mild heat (25°C Celsius or slightly above) will not kill them.
- Takes double the damage from air and fire magic.
Second Heart: Aolin - Oricenta are born with a second heart on the opposite side of their chest called an aolin. It is the core of their magic and soul.
- Damage to their aolin makes their magic weak and unstable. Severe damage or removal leads to the loss of their elements, magic, and will to live.
- Oricenta do not age. However, an oricenta who has overused their magic, or who has a severely damaged aolin will begin to age quickly. This aging does not revert.
- Upon death, an oricenta's unique abilities are contained within the aolin. Those possessing it can harness those powers, or consume the aolin to gain the power for themselves. Aolins without owners will be transported back to Ilada for absorption.
- When their No Element enchantment is activated, they can digest anything an owl, deer, or human could eat. If they turn off the enchantment, food that strives too far from their element will still turn off their powers until it is out of their body. They produce pellets of undigestible material.
- Non-bonded oricenta are always affected by this, bonded ones are only affected by eating things that are too much of the opposite; Fire oricenta eating soup, Air oricenta eating something really dense
Elementalist Trust - Oricenta are compelled to trust and serve elementalists. Oricenta see elementalists as close friends or masters, and elementalists see oricenta like close friends or people who need protecting and caring.
- Elementalists of their element can give comments to an oricenta, with the degree of force being connected to their control of their element, their relationship with the oricenta, and how uncharacteristic a task is. This ranges from a slight nudge to mind control.
- Asking an oricenta to do things they'd fight against, using a stolen aolin, commanding an oricenta to murder, or bringing harm to an oricenta can damage the bond, either with the specific oricenta or with all oricenta as a whole.
- Oricenta who attack elementalists who still have the trust will find their abilities halved in strength. This effect is highly based on intent and would not include playful/consensual fighting.
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