Traits

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.

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.

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.

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.

Cleanse - Cure (Uncommon)

Category: Clear Fysa

Cure is a part of the Cleanse Aspect of the Clear Fysa.

This is an active fysa. The user can produce a mist of fysa which cures those who breath it, clearing disease and lessening chronic pain. It can't entirely dispel curses, but can alleviate the symptoms.

Immanu can distill their mist into liquid form as well.

Amplify - Enhancement (Uncommon)

Category: Clear Fysa

Enhancement is a part of the Amplify Aspect of the Clear Fysa.

This is an active fysa. The user can produce a mist of fysa which enhances the senses strength, and reaction speed of those who breath it.

Immanu can distill their mist into liquid form as well.

Corrupt - Feeling (Uncommon)

Category: Clear Fysa

Feeling is a part of the Corrupt Aspect of the Clear Fysa.

This is an active fysa. The user can produce a mist of fysa which numbs sensation, and lasts up to ten minutes with constant exposure. It can alternately create a mist which heightens sensation as well. The effect can be lessened by breathing through a barrier such as clothing, and most can tell when they are breathing mist as it is visible.

Immanu can also distill their mist into liquid form.

Condense - Treacle (Uncommon)

Category: Murk Fysa

Treacle is a part of the Condense Aspect of the Murk Fysa.

This is an active fysa. Users can produce and regurgitate a thick slime composed of condensed fysa from their gut. In small quantities, it can be used to create a powerful medicine or hallucinogenic. But exposed to more than that causes a discoloration of skin and an acid-burning sensation where it touches. Without immediate treatment, the victim will succumb to fysic poisoning. Tolka are immune to both their own treacle and that of other tolka.

Excise - Vent (Uncommon)

Category: Murk Fysa

Vent is a part of the Excise Aspect of the Murk Fysa.

This is a passive fysa. The user cannot be poisoned by real or magical substances. This includes venomous animals, toxic plants and animals, chemicals, aria, and fysa. When poisoned, they immediately breath the poison out as a gas and may use said gas in self defense.

Retain - Poison Body (Uncommon)

Category: Murk Fysa

Poison Body is a part of the Retain Aspect of the Murk Fysa.

This is a passive fysa. Users' flesh and blood causes fysa poisoning to those who try to eat them. Their saliva can cause euphoria, but it is not as dangerous.

Loss - Abatement (Uncommon)

Category: Blood Fysa

Abatement is a part of the Loss Aspect of the Blood Fysa.

This is an active fysa. Users can take a portion of another's pain to share it and make it easier to endure. It is up to the user to decide how much pain to take-- from 20-80% of it.

Users can also inflict their pain onto others with a touch. They can only give 20-80% of their own pain.

Gain - Regenerate (Uncommon)

Category: Blood Fysa

Regenerate is a part of the Gain Aspect of the Blood Fysa.

This is an active fysa. Over time, users can encourage the regrowth of lost limbs and membranes. This helps when their wings or tail are torn or cut. The healing of these parts still requires energy and food, and speeding a regeneration without enough resources will cause the user to lose weight. They can kill themselves from malnutrition if they overdo it or rush it.

The older a wound, the more it resists healing. Magic returns bodies to what their 'normal' should be, and the body accepts old scars as normal after a time, including conditions from birth.

  • Minor Injuries: cuts, abrasions, bruises
    A few minutes of concerted effort.
  • Moderate Injuries: lacerations, broken bones, punctures
    A few hours of concerted effort- if rushed or not concentraring, bones may need to he reset with a clean break, extending the heal time.
  • Severe Injuries: old injuries, infected wounds, regrowth of amputation
    A week to a month, a few hours each day. Ptheran can only focus on regen for a limited time a day, otherwise their magic eats up their bodies and they could malnourish themselves. A hand would take about a week. A whole limb a month.
  • Critical Injuries: organ failure, brain damage, spinal injury
    Fatal wounds are difficult to heal and the ptheran must be stabilized before they can focus on healing.

Balance - Color Shift (Uncommon)

Category: Blood Fysa

Color Shift is a part of the Balance Aspect of the Blood Fysa.

This is an active fysa. Users can temporarily change their appearance, including traits and colors. Maintaining this altered appearance actively uses magic and energy until reverted. They cannot change species. This can be used to create animated/moving colors and patterns on their body. Exact mimicry of others' appearances is not normally as good as a daemon using Repeat would be, as it requires an intimate knowledge and memory of the other's physiological features, and it does not affect the user's mental state at all. Mimicking non-species features is not possible (morphs are not able to be copied using this trait).

Cycle - Descension (Uncommon)

Category: Marrow Fysa

Descension is a part of the Cycle Aspect of the Marrow Fysa.

This is a passive fysa. The user can tap into an additional (normally beastial) form which is lesser than their normal form in order to conserve energy and heal faster.

If they are not a leyr, it normally reflects a smaller but similar species of fauna. If they are a leyr, it can be a miniature form of their beast form or some other fauna.

Awoken - Suppression (Uncommon)

Category: Marrow Fysa

Suppression is a part of the Awoken Aspect of the Marrow Fysa.

This is a passive fysa. Suppression causes one's magic to be suppressed, reducing their power in other magic by half. This allows them to forgo sleep altogether-- instead, they experience 1-2 hours of trance-like rest each day.

Hibernal - Release (Uncommon)

Category: Marrow Fysa

Release is a part of the Hibernal Aspect of the Marrow Fysa.

This is a passive fysa. Release causes one's magic to burn brightly, however this takes a toll on the energy and body. Users sleep for long periods of time between very short periods of wakefulness, but their magic is 50% stronger than their peers.

Synthesis - Charm (Uncommon)

Category: Alloy Fysa
Species: Human

Charm is a part of the Synthesis Aspect of the Alloy Fysa.

This is an active fysa. Users can put their special innate abilities (talents) into items to make them into charms.

For example, if the gardener with a green thumb were to create a charm, it could make a tree more fruitful. As another example, a person with advanced affinity for hearing may make a charm to serve as a hearing aid for others.

A person can combine their talent with another user to create new or hybrid effects. For example, if another person who was a fisherman tried to make a charm with the gardener, they may create a charm that allows one to catch fish using vegetables as bait.

Nature - Infusion (Uncommon)

Category: Alloy Fysa

Infusion is a part of the Nature Aspect of the Alloy Fysa.

This is an active fysa. The user can create elixers with the effects of flora or fauna. They can cause the one who is imbibing to either be affected by or gain the effects of the flora/fauna used to create the elixer.

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