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Offensive

  1. Children of Hecate have the ability to fire an intense beam of magical energy which will burn anything it touches. The ability can also be focused into small magical bullets, which have better range but are less damaging than a beam.
  2. Children of Hecate have the ability to use magic to electrically charge something made of metal for a short time.

Defensive

  1. Children of Hecate are able to create a protective dome of magical energy around them for a short time.
  2. Children of Hecate are able to become ethereal in form for a short time, which temporarily causes all attacks to go through them. In this state, they cannot attack an opponent and if they do their ethereal state will dissipate instantly.

Passive

  1. Children of Hecate have the innate ability to see in all directions at once.
  2. Children of Hecate are innately stronger at night.
  3. Children of Hecate are able to communicate with the dead to gather information.
  4. Children of Hecate are adept at making potions and elixirs, however potions used in battle cannot be overly powerful or altering to the events of the battle. Potions that can automatically heal all wounds or restore all energy are examples of over-powered potions. Only descendants of Hecate/Circe and Lampades can create potions. Overconsumption of potions can result in overdose symptoms and some potions could have side-effects or not work at all.

Supplementary

  1. Children of Hecate can conjure spells to teleport themselves and allies. The further the distance, the more energy drained.
  2. Children of Hecate can cast a levitation spell on themselves for a short time which will allow them to fly, the longer they levitate the more power it drains. The spell can also be used items and enemies.
  3. Children of Hecate are able to use some healing spells to quickly heal minor wounds and slowly heal major wounds. Fatal wounds cannot be healed.

3 Months After a Character is Made

  1. Children of Hecate are able to control the Mist around them, allowing them to create optical illusions that can fool even demigods. The illusions can confuse enemies with false memories, alter the appearance of the user or their allies, change the appearance of items or weapons or even alter the appearance of the environment to an extent. Changes to the Mist only last for a short time, mist control is less draining than custom spells. (6 month)

6 Months After a Character is Made

  1. Children of Hecate have the ability to create new spells, whether they were trained, self-taught or devised the spell on the fly. The spells can be minor, such as locating, summoning animals, divination or controlling emotions. Or they can be more advanced and powerful such as controlling the elements, pure magical energy, necromancy, curses and summoning monsters or magical guardians. Spells cannot be overly powerful or controlling. The more complex and powerful the spell, the more energy it drains from the user.

9 Months After a Character is Made

  1. Children of Hecate have the ability to focus all their magical abilities into transforming themselves into any living being, or even a being of their own imagination. This power is, in essence, the ability to shapeshift into anything the user can imagine. The user can transform into another human, an animal, a monster, or anything in between. The transformation can last as long as the user wishes it to, but the longer they hold their form the more it drains them. They cannot cast any spells while the transformation is in place and they cannot transform into anything overly powerful. (Like a rabbit that can make people’s heads explode with a thought. ) The form they shift into cannot be larger than 2 to 3 times the human size of the user, and after the user resumes their regular form they are severely drained. Unable to move from exhaustion and they could possibly faint. This power can only be used once in a fight.

Custom Spells (6 Month)

  1. Theós can cast a spell that causes great gusts of wind for a short time, enough to catch an opponent off guard. The winds can be hot enough to bring water to a boil or cold enough to freeze water.
  2. Theós can cast a spell making him capable of temporarily reading the minds of his opponents. This can be used to predict the person's movements, or gaze at a person's memories. The longer this is used, the more energy drained.
  3. Theós can cast a spell making everything in a one-mile radius start to freeze. This can affect both friend and foe, and even can effect the user. This can only be used twice in a battle.
  4. Theós can cast a spell that makes him aware of several movements in an area. The maximum range is a mile, and Theós is considerably drained after use.
  5. Theós can cast a spell making everything appear three times slower. This can be used to predict movements, as well as think through situations. Note that while the world appears three times slower, it is actually going on the same time without stopping. Overusage can result in the user losing track of actual time and being caught by whatever they were avoiding.
  6. Theós can cast a spell that allows him to control recently dead spirits and bodies (necromancy). This can be used to intereogate the dead or bring back deceased people to fight for him. Theós cannot move while the spell is active and afterwards, Theós is considerably drained. Theós can bring back up to 12 deceased people at a time.
  7. Theós can cast a spell that allows him to weave "charmspeak" into his words. Although the "charmspeak" is at the level of other users, it is more draining for him to use. Can only be used once in a fight.
  8. Theós can cast a spell that allows him to summon monsters to aid him in battle. The monsters can range from Easy to Suicide, and the bigger and more powerful the monster, the more energy drained. Note that by summoning monsters, Theós cannot move, but, when summoning Suicide monsters, Theós is completely drained, and will almost certainly faint after a few minutes of summoning.
  9. Theós can cast a spell that allows him to temporarily mimic the demigod abilities of another demigod. This can be used only once a fight, and leaves Theós relatively drained.
  10. Theós can cast a spell that allows him to banish Easy monsters back to Tartarus. This can be used once in a fight and three times in a quest.
  11. Theós can cast a spell that enhances the strength, speed, and agility of those around him. This also temporarily gives them the ability to use their Month powers that they haven't unlocked yet. The effects are temporary, and afterwards, Theós is considerably drained.
  12. Theós can cast a spell that temporarily sets a curse on his opponents. Every time Theós is dealt damage, the opponent is dealt the same amount. This considerably drains Theós, and can only be used once a fight.
  13. Theós can cast a spell that makes allies hostile towards each other. This can be used to cause tension between groups of opponents. The spell lasts only for a short time.
  14. Theós can cast a spell that allows him to see a few moments into the future, this however obscures his vision at times.
  15. Theós can cast a spell that allows him to control the weather. This lets him create a variety of weather conditions, from wild thunder to blistering hail. The longer used, the more energy drained.
  16. Theós can cast a spell that allows him to solidify poison and create it into weaponry, no larger than 2 to 3 times the size of the user. Although only one can be conjured at a time, they may also form other objects out of their poison. If hit with a weapon made from poison, the poison can enter a target’s bloodstream through a cut or through their pores, so the target will feel sick and nauseous for a short time.
  17. Theós can cast a spell that allows him to control the age of non-corporal beings. The only living thing who's age he can contol, is plants, otherwise, the subject must be non-living. Theós can make weapons or shields of their opponents age to the point where they’ll break after hitting something once (after some time, usually half an hour or so, the weapon will reverse the aging and damage done to it), as well as cause plants, walls and other things like that to age and crumble/whither, to clear the way. It drains the user a small to moderate amount.
  18. Theós can cast a spell that allows him to temporarily possess Matter Transmogrification which is the ability to control pure matter to transform objects, depending on the size of the object transformed, varies on how long it stays transformed, the larger the object transformed, the more energy it takes. This can be used to turn an opponents weapon into something harmless temporarily.
  19. Theós can cast a spell that allows him to be able to make a fake copy of an object not bigger than him, but he must clearly imagine the object in their minds for it to completely imitate the original object. Also, if the original object possess magical properties or whatsoever, the imitation will not copy those properties.
  20. Theós can cast a spell that allows him to see a few seconds or minutes into the past. This can obscure his sight at times, but is far less draining than a mind-reading spell.
  21. Theós can cast a spell that makes him able to use the shadows to make a shadow creature, no larger than 2 to 3 times the size of the user, to fight for them for a short time, while the shadow creature is fighting they are incapacitated and the longer they use the shadow creature the more energy it drains. This method is less draining than monster summoning.
  22. Theós can cast a spell that allow him to move, shape and otherwise manipulate any "earthen" elements, including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt and soil. They cannot, however, make any object or weapon that is larger than the user, nor control any man-made materials.
  23. Theós can cast a spell that allows him to increase or decrease magnetism in items. By focusing this, he can make a blade attract to the ground or a blade repel back several feet. He can use this as a field so he can control magnetism in a small radius. The longer used, the more power drained.
  24. Theós can cast a spell that allows him to freely travel back and forth in time. However, Theós cannot alter the events. When traveling to the future, Theós can see a "possibility" of what it will be. This is more potent, yet more exerting, than a temporary future sight spell.
  25. Theós can cast a spell that allows him to trap anyone or anything into reiterating time stream where where everything inside the loop is restarted precisely every so often, possibly even backwards. You may be able to force someone to relive the same few seconds, upwards to an hour, for as long as you keep them there. While the time loop is maintained the user is incapacitated and the longer the time loop is maintained the more energy it drains. On some occasions people have been know to retain a small amount of memories or eventually escape weaker temporal loops.
  26. Theós can cast a spell that gives him the ability to "imprison" one's powers, weakening it by a large amount instantly to the point that i.e. a fireball dissipates into a wisp of smoke, a torrent of water turns into a droplet etc.; however, repeated usage drains him considerably.
  27. Theós can cast a spell that allows him to multiply or divide the weight of people, places and things. Every five seconds that pass with this spell active, the weight of Theós' target multiplies or divides by two. The longer this is used, the more energy drained.
  28. Theós can cast a spell that allows him to induce intense vertigo upon those around him for a short time. This does not differ between friend and foe. Symptoms are motion sickness, nausea, headaches, hallucinations, and temporary loss of body functions. The longer this is used, the more energy drained.
  29. Theós can cast a spell that allows him to freely generate and manipulate temperatures. By increasing the temperatures, Theós can generate and manipulate flames, and by decreasing the temperatures, he can generate and manipulate ice. The longer this is used, the more energy drained.
  30. Theós can cast a spell that allows him to control, generate, and manipulate plants. The plants can be no bigger than Theós. The bigger the plant and longer it's controlled, the more energy drained.
  31. Theós can cast a spell that allows him to manipulate capacitance; the ability of a physical body/material to hold an electric charge. Capacitance can be found functioning not only in capacitors and materials, but in the nervous system of living things. Theós can use this to be able to control lightning and electricity in items. The longer this is used, the more energy drained. This can be used once in a fight.
  32. Theós can cast a spell that allows him animate virtually any non-living thing. Theós can only animate a few things at a time to aid him in battle. Theós can use this to animate golems to do his bidding, furniture to prank someone, even animating inactive automatons. The longer this isused and bigger the target, the more energy drained.
  33. Theós can cast a spell that allows him to communicate and control animals. The more animals controled, the larger the animal, and the longer the spell is active, the more energy drained.
  34. Theós can cast a spell that allows him to temporarily control the technology around him. This can range from hacks, viruses, overrides, malfunctions, or even enhancements. The bigger the target, the more energy drained.
  35. Theós can cast a spell that gives him the ability to conjure a shadowy form of an older Titan/one of the Twelve Titans formerly or currently imprisoned in Tartarus (with the exception of Kronos, Rhea, Mnemosyne and Themis), no larger than 2 to 3 times the size of the user, which will fight for them for some time; this spell was created to mimic an ability of a child of Tartarus. During this time, the user is immobilized and, upon completion, will be considerably drained. Can only be used once a fight.
  • These are the powers if the Twelve imprisoned Titons that can be conjured, the three Titan wives are omitted, the same as Kronos (as he's cut to pieces and scattered).
    • Hyperion (Titan of Light): The same as his children
    • Iapetus (Former Titan of the Underworld / Titan of Mortality): Either the same as children of Hades or children of Thanatos, as mortality relates to death, and he was the former ruler of the Underworld.
    • Koios (Titan of the Poles and Intellect): The same as his children.
    • Krios (Titan of the Constellations): The same as children of Astraeus.
    • Oceanus (Titan of the Oceans): The same as children of Poseidon
    • Tethys (Titaness of the Seas): Also the same as children of Poseidon
    • Phoebe (Titaness of Mystery): The same as children of Hecate, magic and mystery relates to each other.
    • Theia (Titaness of Sight and the Shining Light of the Clear Blue Sky): So this "sight" is not physical, but the prophetic sight. Since she's the Titaness of the light of the clear blue sky, her powers would be the same as her consort, Hyperion, as we don't have a god here with the powers of light and prophetic sight alone.

Traits

  1. Children of Hecate typically love the magical arts, many of them are known for writing spellbooks. Her children have created/re-introduced and improved spells and techniques all over history.
  2. Necromancy is commonly a favored magical art among children of Hecate.
  3. Children of Hecate are known for being quite mysterious.
  4. Children of Hecate are often more active and exhibit better moods at night and in dark environments.
  5. Children of Hecate wield innate knowledge and understanding of the Mist.
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