Divine Fysa

Aspects
Soul Psyche Materia

The divine element is the rarest and includes spiritual and clairvoyant abilities. It is an element that serves as the opposite to the tangible ash element, encompassing will, fate, luck, and soul.

Incorporeal

Incorporeal (Common)

Category: Divine Fysa

Daemons can turn ghostly or gaseous and walk through solid walls and objects. some say they can see dreams.

Daemons can pick any common daemon fysa to start, but must use daemon breath to learn additional ones.

Non-daemons may learn this when their bond with their partner runs deep. A non-daemon must use either a Fysa or Aria I to learn this magic, plus a Daemon Eye.

Soul - Halo (Common)

Category: Divine Fysa

Halo is a part of the Soul Aspect of the Divine Fysa. All rrex start with this fysa.

This is a passive fysa that all rrex have from birth. It creates a halo of light (called 'crowns') above or around the user's head. A halo's shape, brightness, and color often reflects an individual's soul and occasionally emotion. To display one's halo is a symbol of pride, and as a prideful species, most rrex almost always display their halos.

Extremely humble or broken individuals wouldn't display a crown, as well as certain individuals wanting to hide theirs for a specific reason:

  • for stealth (as crowns do give off light)
  • to hide emotional state
  • to appear less prideful and more friendly towards others of different species
  • the rrex are hermits, wanderers, or isolated
  • individuals who lose love of their country and thus have no pride

Although crowns often reflect emotional state in small ways (brightness, resonance/frequency, sometimes rotation/speed), these can be controlled with conscious thought and practice, like controlling one's own breathing. Crowns that change drastically (color, size, shape) are called stateshift crowns, and often reflect very intense or specific modes of thought or emotion.

When an individual's halo is touched by another, they can get a vague sense of the other's feelings... but that person can sense the rrex's feelings as well. The better they know the other person, the stronger this connection is. It only lasts during contact, and touching a stranger's halo is extremely rude.

The common rrex is unlikely to unlock their full potential, but rogues and pariahs are more likely to discover more fysa down the line. This is especially true for those who willingly give up their halo ability, as the halo is a symbol of a rrex's pride and sense of self.

This ability also has the following costs:

  • an odd tune if you are not a rrex or chimoraa.

Soul - Radiance (Uncommon)

Category: Divine Fysa

Radiance is a part of the Soul Aspect of the Divine Fysa.

This is an active fysa. This fysa allows one to manifest their soul as a physical weapon. The weapon is unique to the user, and can either be symbolic (a sphere, a disk, rays of light, etc) or literal (a glowing sword, staff, spear, etc). The weapon cannot be lost-- it can be un-manifested and re-manifested at will, and strong users can even summon up to 3 copies of it.

Radiance does not cut or bludgeon like a normal weapon-- it creates a burning sensation, and drains the fysa energy of those it attacks. This is important, as they spend energy to be summoned, so if the user fails to land any hits, they'll be draining their own energy.

Like halos, radiance can vary in shape, brightness, or color reflecting the individual's soul and emotion.

This ability also has the following costs:

  • an odd tune if you are not a rrex or chimoraa.

Soul - Perpetuity (Rare)

Category: Divine Fysa

Perpetuity is a part of the Soul Aspect of the Divine Fysa.

This is a passive fysa. The user can survive a fatal wound, their soul clinging to the mortal realm. They must receive medical attention within 24 hours, and they will die if their body is utterly destroyed, but they have a longer window of time before fatal becomes fatal for good.

Those with Perpetuity have a high chance of actually persisting as a Luraa after death, if they hold an object of great importance or a gemstone. They may retain their memories, though it's more likely such a 'ghost' retains only their strongest memories and emotions as well as the moment of their death. Memories tied to their core also tend to be stronger.

(A luraa with Perpetuity may be given a past life, if you wish to do so. Anyone with Perpetuity may be turned into a Luraa using only a Dense Core item, no Old Mask needed.).

This ability also has the following costs:

Psyche - Dream (Common)

Category: Divine Fysa

Dreams are a part of the Psyche Aspect of the Divine Fysa.

This is an active fysa. Users can sense the dreams of another individual by touching them. When sleeping, they can enter the dreams of those who are very close by.

This ability also has the following costs:

  • an odd tune
    • Rrex with their default halo ability can give up their halo to forgo this cost ONCE.

Psyche - Omniscience (Uncommon)

Category: Divine Fysa

Omniscience is a part of the Psyche Aspect of the Divine Fysa.

This can be either an active or passive fysa. The user can see the past or future, and has many forms depending on the individual-- the future can be discerned from dreams, the stars, read from omens, or determined through cards, colors, leaves, bones, charms... the list goes on. Divination tends to be uncertain, and serve as possible futures rather than the one and only true future.

Those with this ability also have an uncanny sense of time.

This ability also has the following costs:

  • an odd tune
    • Rrex with their default halo ability can give up their halo to forgo this cost ONCE.

Psyche - Omnipotence (Rare)

Category: Divine Fysa

Omnipotence is a part of the Pysche Aspect of the Divine Fysa.

This is an active fysa. Users can astral project while sleeping, leaving their bodies to wander the waking world. They cannot go further than 100 meters (109 yards) from their body in this state, and cannot interact with others physically in most cases-- they can interact with magitech and can pick up Esse. Daemons can see them, and magic can affect them. If exposed to too much fysa or aria, or if their body is disturbed, they are immediately returned to their body.

This ability also has the following costs:

  • an odd tune
    • Rrex with their default halo ability can give up their halo to forgo this cost ONCE.
  • a curly whisker or rough plate if you are not a rrex or chimoraa.

Materia - Space (Common)

Category: Divine Fysa

Space is a part of the Materia Aspect of the Divine Fysa. All chimoraa start with this fysa.

This is an active fysa. A user can distort space, making it feel larger or smaller than it really is for a distance of 10 meters (11 yards). They can distort space so much as to almost seem like they are teleporting, pinching the distance between point A and B so they can cross it in a single step (again, a distance of 10 meters or 11 yards). They can't forcefully relocate someone else, but can change the distance that person moves if they step in any direction.

It is unsafe to use this magic without a source of Esse.

This ability also has the following costs:

  • an odd tune if you are not a chimoraa.
    • Rrex with their default halo ability can give up their halo to forgo this cost ONCE.

Materia - Time (Uncommon)

Category: Divine Fysa

Time is a part of the Materia Aspect of the Divine Fysa.

This is an active fysa. Time manipulation grants the ability to slow or quicken time (max doubled or halved) people or things. It is far less energy to do this to one's self rather than to affect others. Lost time cannot be recovered-- one who speeds up their own time is essentially shortening their lifespan.

Time can also be reversed-- reversal grants the ability to reverse the time of any object or person... at the cost of one's own time. It can undo wounds and reverse memory, but the user shortens their lifespan in return. This cannot be done to one's self.

Those with this ability also have a sense of when they will die (from natural causes, not from accidents-- they cannot accurately predict when they will die).

It is unsafe to use this magic without a source of Esse.

This ability also has the following costs:

  • an odd tune if you are not a chimoraa.
    • Rrex with their default halo ability can give up their halo to forgo this cost ONCE.

Materia - Entropy (Rare)

Category: Divine Fysa

Entropy is a part of the Materia Aspect of the Divine Fysa.

This is an active fysa. Entropy is a combination of chaos and order, allowing the user to sense balance. Users can both create and break bonds:

Order

Users can tie the fates of two individuals together. An individual can maintain one artificial soul binding at a time, either between itself and someone else, or between two others. However, if the two individuals are either already close or grow very close afterwards, the user is no longer required to maintain it and can soul bind another pair. If one soul bound individual dies, their soul mate also dies. It is said that a soul bound pair will meet each other in the next life if reincarnated.

It is unsafe to use this magic without a source of Esse, but it doesn't cost energy to maintain a bond-- just cast it.

Chaos

A user can dispel influence-- possessions, charms, or curses-- and break bonds. This can be spiritual bonds, magically enforced oaths, or artifact effects.

It is unsafe to use this magic without a source of Esse.

This ability also has the following costs:

  • an odd tune if you are not a chimoraa.
    • Rrex with their default halo ability can give up their halo to forgo this cost ONCE.
  • a rough plate if you are not a chimoraa.
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