Tere’s limit breaks
My setting has “innate magic”, which are techniques or spells unique to the individual that express something about them, arise spontaneously, and usually have some conditions on their use. Aside from that there are no hard-and-fast rules. They actually pick up the name “limit breaks” from Earth humans in the setting.
Tere’s limits are Pearl Ward, Guardian Heart, Resonant Heart, Ardent Concord, Last Chance, Life Support, Whitefire, Stormhammer, Bower, and Black Tide (Miasma).
Pearl Ward: A defensive spell, undetectable until triggered by an assault on the target. It can be cast on others or themselves and can be layered indefinitely. Alerts Terebas when triggered.
Guardian Heart: Their most powerful and versatile defensive skill, during which they use their powers to incredible effect for the sole purpose of defending their targets. They can typically protect an area up to several meters in diameter, divided into rings indicated by glowing coloured light on the ground. The more they care for and trusts an individual, the closer that person can come to the center; if they don’t care or actively dislike someone, that person will be pushed away to the outer rings or expelled altogether. This ability cannot be used or canceled at will; it is triggered by powerful emotions combined with an overriding need to protect. There is a chance feedback will cause heart failure. Despair can break them out of this state.
Resonant Heart: While Terebas is in the Guardian Heart state, people within the area of effect can pool their will and power with them, taking on some of the load and expanding the area. Terebas becomes a kind of fulcrum, directing the gestalt created. Unlike Tere, other people must choose to join in and can break loose with an act of will.
Ardent Concord: An outgrowth of Resonant Heart in which Terebas links to willing participants, to the point of low-key telepathy. The result is incredible situational awareness for the group, individuals reinforcing each others’s wills and emotions, the ability to share power and also to pass spells and knowledge along the links. People deeply entranced can, at Terebas’s command, enter a kind of guided berserker state, letting Terebas and the group aim them at the right targets. This is terribly effective, but often fatal if it lasts for more than a handful of seconds.
Last Chance/Eleventh Hour: Only available when they are mortally wounded. The stored power in they body and blood is drained; they are healed, energy and focus temporarily restored. They will pass out for hours if they survive the situation and be weak when they wake. Full recovery takes weeks, during which Last Chance cannot be used. Cooldown is shortened by bedrest and care. Blood magic less effective while on cooldown.
Life Support: Tere uses their own spirit and body to keep another alive, forcing their body to operate past normal limits and putting the resulting strain on themselves. Requires their hearts (or whatever serves as) to be as close as physically possible and prevents Tere from moving away or doing much of anything else. Death of the target could put Tere in shock. Using this skill while they are seriously injured is Not Recommended.
Whitefire: Spiritual fire manifesting as light, flames, and occasionally electricity, Whitefire can expel harmful spells and influences. It is essentially holy magic. Terebas can call this fire if they concentrate or if they are overwhelmed by feelings of fear, disgust, or righteous fury.
Stormhammer: the closest Terebas can come to a manifest soul. Electricity and kinetic force in the rough shape of a large-headed hammer. Requires the desire to completely destroy something. Can be maintained for a swing or two.
Bower: a shadowy construct resembling a stand of plants ranging from tall grass to trees and underbrush, centering on Terebas. Bower hides anyone within from most forms of detection, absorbing and scattering incoming energy. Terebas can turn it into a small maze, moving parts of it to confuse anyone trying to travel through. Becomes more stable and effective the longer it is in use as the shadows are filled with elemental darkness and become more and more tangible.
Black Tide: Dark magic. Terebas can empower shadows around them, creating a sort of thick fluid or gas they can move with an act of will. This spell takes considerable time and effort to begin, but picks up momentum. The Black Tide will blind anyone within it and, in fog form, will scatter sound. It consumes any type of energy it envelops - heat, life, magic, anything - and expands as it does. Terebas’s awareness spreads with the tide, permitting them to locate and identify said sources of energy. The only sure way to avoid the drain is to leave the area or to remain close enough to Terebas to be protected. Terebas themselves is immune to all negative effects. If Terebas loses control of it, the Tide will continue to expand until it runs out of energy and disperses. Being in dark places extends its “lifetime”, while sunlight will destroy it. While using this skill they become easily distracted and will eventually disregard whatever purpose they had in favour of whatever pleases them in the moment, no matter how important their original goal was. To counter this they can meditate beforehand, but the most effective way is for someone to go into the fog with them, acting as a guide.















