Ficool

John Abilities

1. Magic Immunity(Passive)

The user is immune to many forms of magic, rendering most direct magical effects ineffective.

2. Self-Healing / Regeneration(Active)

The user can rapidly recover from injuries and heal minor to moderate internal damage, including wounds to vital organs. Severed limbs can be reattached, but completely new limbs cannot be regenerated.

This ability does not grant immortality. The user can still be killed by fatal trauma, such as: Piercing of the heart or throat. Destruction of the brain, Decapitation

3. Flight(Active)

The user can fly freely as long as they have sufficient mana.

4. Berserker(Active)

Upon activation, the user's body shifts into a monstrous battle form. Flames erupt from their head, their teeth sharpen into jagged fangs, and the upper half of their face is drowned in shadow—leaving only their eyes visible as feral, glowing orbs.

In this state, all physical abilities are amplified far beyond normal limits. Normally, this form erases the user's sentience, driving them into a mindless rampage and numbing sensations such as pain.

However, due to the user's Magic Immunity, they retain full awareness and control, operating as a calculated predator rather than a mindless beast.

Any attempt to copy or replicate this ability through mimicry or copy-type magic results in instant mental collapse of the imitator, as the spell structure is unstable and self-destructive.

This form has evolved further, unlocking an advanced state:

Overcharge

5. Overcharge(Active – Requires Berserker)

A high-risk amplification technique that forcibly boosts the user's physical and magical output in short, explosive bursts.

Boosts can be stacked to achieve higher multipliers, but the physical and magical strain increases exponentially with each level.

Requirements:

Berserker state active

Exceptional mana control

A highly conditioned body

Consequences of Overuse:

Severe internal damage

Mana burnout

Instant death if survivable limits are exceeded

More Chapters