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Thunder

An element that allows for the manipulation of ions in the atmosphere. This magic tends to find itself in user’s who are possessive.

Novice (0 - 60)

At this tier, the ability to use electrically charged magic comes naturally as the user can trigger its effects at any moment. The range of which their magic can work with is whatever it is they can touch.

lvl1

Level 1 (Requires 0 medals)

Blue Bloods at the beginning level of this magic can cause static to generate on objects, themselves, or others.


When coming in direct contact with an item that requires a power source, the device can operate with minor functions. An example being a phone signaling that it’s charging but the percentage never going up.

lvl2

Level 2 (Requires 30 medals)

Thunder Blue Bloods can emit a photon of blue light for just a moment with anything they glide their hand against as they are able to bundle up enough electromagnetic energy at the secondary level of this tier.

Intermediate (60 - 140)

At this tier, generating a significant amount of electricity to physically see its effects become possible through the Blue Blood growing accustomed to manipulating electrons to create both negatively and positively charged ions. However, at this early stage in training, Blue Bloods are still prone to the consequences of electrocution and other bodily harm involved with manipulating electricity. The range of their magic now extends itself to 5 feet/1.5 meter.

lvl3

Level 3 (Requires 60 medals)

Ionization – The ability to manipulate surrounding energy to create or redirect currents and cause electrical charges through positively or negatively charged atoms that result in the process of ionization. Though the direction of the electrical currents is difficult to control and cannot be manipulated in a way where it can be physically perceived aside of a quick light or spark of energy. (Essentially the ability to create sparks, the ability to shock and/or affect technology.)


Short Circuit – The ability to fry items that are powered electrically.


Electrical Charge – The ability to charge and power items by functioning as their power source.

lvl4

Level 4 (Requires 100 medals)

Electrical Projection – At this level, the ability to concentrate energy in a perceivable way becomes possible as the Blue Blood can now project electricity through the creation of plasma.

Advanced (140 - 240)

At this tier, the user’s ability to manipulate energy around them delegates itself to the manipulation of radio waves and other frequencies. The range to which they can work with is now extended to 15 feet/4.5 meters.

lvl5

Level 5 (Requires 140 medals)

Wave Manipulation - Blue Bloods can manipulate any radio waves/frequencies to either change, disrupt, or listen to signals.


Electronic Disruption – The ability to disrupt or control technology temporarily without the risk of frying them. This does not grant the ability to bypass certain functions such as passwords or other security measures.

lvl6

Level 6 (Requires 190 medals)

Blackout – At this level, Blue Bloods can stop all energy currents and electrical charges to create an area of effect where no devices or electricity can work.

Expert (240 - 360)

At this tier, the Blue Blood’s abilities extend themselves to more destructive means of electrical charges and discharges. Fortunately, at around this tier, the immunity towards the dangers of working with electricity is built. The range to which they can work with is now extended to 20 feet/6 meters.

lvl7

Level 7 (Requires 240 medals)

Electromagnetic Pulse – Unlike the blackout, an EMP caused by a Blue Blood can prove to be far more dangerous as it may cause the malfunctioning, and eventual explosion of nearby wires and devices. There is no way to target a single device unless through direct contact, meaning all devices within the Blue Blood’s range will cease to function and will be permanently damaged.


Electrical Aura – Similar to how the average Blue Blood’s veins may glow blue when using magic, Thunder Blue Bloods skin glows blue by flickering and branching out like lightning. When in this state, touching them will cause harm through light electrocution/shock.

lvl8

Level 8 (Requires 300 medals)

Lightning Manipulation – The ability to redirect lightning in an existing thunderstorm. A Blue Blood cannot create lightning but can redirect the trajectory.

Master (360 - 500)

At this tier, the user will acquire more advanced abilities that touch on magnetism and propulsion, allowing for a more flexible use of their abilities. The range to which they can work with is now extended to 30 feet/9 meters.

lvl9

Level 9 (Requires 360 medals)

Electrical Propulsion – The ability to propel and thrust objects using electrical energy.

lvl10

Level 10 (Requires 500 medals)

Magnetism – A simple form of magnetism that allows the user to magnetize metal alloys no larger than the weight of their own mass.

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