Traits

Incorporeal (Common)

Category: Divine Fysa
Species: Daemon

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

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.

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.

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 costs an odd tune in addition to other learning costs. Rrex with their default halo ability can give up their halo to forgo this cost ONCE.

Materia - Space (Common)

Category: Divine Fysa

Space is a part of the Materia Aspect of the Divine 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 costs an odd tune in addition to other learning costs. Rrex with their default halo ability can give up their halo to forgo this cost ONCE.

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.

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 costs an odd tune in addition to other learning costs. 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 costs an odd tune in addition to other learning costs. Rrex with their default halo ability can give up their halo to forgo this cost ONCE.

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.

This ability also costs an odd tune in addition to other learning costs. If you are not a rrex, you also need a curly whisker.

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 costs an odd tune in addition to other learning costs. If you are not a rrex, you also need a curly whisker. 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 costs an odd tune in addition to other learning costs. If you are not a rrex, you also need a curly whisker. Rrex with their default halo ability can give up their halo to forgo this cost ONCE.

Flow (Common)

Category: Ash Fysa

Flow is a base aspect of the Ash Fysa which governs liquids.  All chimia start with either this fysa, Light , Heat, or Land.

This is an active fysa. Flow manipulation grants the ability to sense liquids, especially water, more keenly. Its users can sense fish and other creatures inside the water, and can sense the presence of water at a distance of 100 meters (109 yards) even if they cannot see it due to walls or obstructions.

Water can be manipulated to make a swimmer faster, or to hinder someone in the water by creating currents. Water can be levitated in the air in globules, trapping fish or objects.

The state of liquids cannot be changed.

Heat (Common)

Category: Ash Fysa

Heat is a base aspect of the Ash Fysa which governs heat and flame. All chimia start with either this fysa, Flow, Light, or Land.

This is an active fysa. Users can sense heat more keenly. Its users can 'see' heat vision instead of light vision, though their vision is obscured by barriers which prevent heat waves from coming through.

A user is normally heat resistant, less likely to be burned by fire and other heat sources (they can disperse the heat right back into the air). They are good at regulating their body's temperature, able to hold onto heat for longer or disperse it faster.

One can manipulate fire, though it's hard to keep it from burning things and it will snuff out without fuel.

Land (Common)

Category: Ash Fysa

Land is a base aspect of the Ash Fysa which governs solid earth. All chimia start with either this fysa, Flow, Heat, or Light.

This is an active fysa. Users can sense land more keenly, dowsing for ores or other contents buried under the surface within 100 meters (109 yards). They can manipulate terrain within 10 meters (11 yards), moving armfuls of earth without tools, softening hard earth to make it more treacherous to cross, and solidifying soft earth.

Manifest (Common)

Category: Ash Fysa
Species: Daemon

They can manifest and control a small amount of a single base aspect of ash: Flow, Heat, or Land. They can only control their summoned aspect, not a pre-existing source of it. Element color varies.

Beacon - Light (Common)

Category: Ash Fysa

Light is a part of the Beacon Aspect, which is made by combining Flow and Heat. All chimia start with either this fysa, Flow, Heat, or Land.

This is an active fysa. Users have lowlight vision and the ability to absorb light straight out of the atmosphere, creating temporary shadows and dark spots. They can release light as orbs back into the air to shed light on an area. Lights can be absorbed and stored for up to an hour, and many use it for distance communication or fishing.

When light is stored, the body glows. A user can normally control where they glow, though the more light they hold, the harder it is to limit it to certain areas. When full of light, even the eyes/ears/mouth glows. Unlike a rrex's halo, light manipulation is purely physical and not influenced by emotion.

Chimia with Light (and only chimia) can create hard light structures which behave like solid surfaces and last temporarily.

You must have already learned either Flow or Heat in order to learn this ability unless you are a new chimia.

Force - Sound (Common)

Category: Ash Fysa

Sound is a part of the Force Aspect, which is made by combining Flow and Land.

This is an active fysa. Users have enhanced hearing, and are able to even translate vibrations felt from a surface into sound.

They can manipulate sounds, increasing their volume or diminishing it into silence within 10 meters (11 yards). They can create new sounds within their field of influence, creating phantom voices or tunes.

Vibrations of sound can cause tiny shock waves equal to the force of the user's physical strength.

You must have already learned either Flow or Land in order to learn this ability.

Atmos - Wind (Common)

Category: Ash Fysa

Wind is a part of the Atmos Aspect, which is made by combining Heat and Land.

This is an active fysa. Wind manipulation grants the ability to sense air more keenly. Its users can sense oncoming weather. Users can also manipulate breezes, accelerating running and flight or causing minor disturbances within 10 meters (11 yards).

You must have already learned either Heat or Land in order to learn this ability.

Beacon - Fractal (Uncommon)

Category: Ash Fysa

Fractal is a part of the Beacon Aspect, which is made by combining Flow and Heat. You must have already learned either Flow or Heat in order to learn this ability.

This is an active fysa. Users have the ability to sense repeating patterns, weaknesses, and fragility, both in physical substances and behaviors. This extends further to being able to manipulate ice, snow, and crystals.

Force - Pressure (Uncommon)

Category: Ash Fysa

Pressure is a part of the Force Aspect, which is made by combining Flow and Land.

This is an active fysa. Users can manipulate pressure-- from air, from steam, from liquids-- in an area up to 10 meters (11 yards). The larger the area, the smaller the pressure they can generate. Room sized is only enough to pop one's ears, but the size of an apple can make a small explosive force equivalent to a hammer blow. It is easier if the space they're applying pressure to is already enclosed (like a balloon) rather than an undefined space of air. This ability can be used to help regulate atmospheric pressure when travelling to heights or depths.

You must have already learned either Flow or Land in order to learn this ability.

Atmos - Dust (Uncommon)

Category: Ash Fysa

Dust is a part of the Atmos Aspect, which is made by combining Heat and Land.

This is an active fysa. Dust allows users to sense decay within 100 meters (109 yards). They can manipulate particles, including dust and sand, within 10 meters (11 yards). Lastly, they can accelerate or pause the decay of an already decaying object while they are nearby.

You must have already learned either Heat or Land in order to learn this ability.

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