Traits

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.

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.

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.

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.

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.

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.

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. When poisoned, they immediately breath the poison out as a gas.

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 the pigment of their eyes or skin. This doesn't work on fur, feathers, or hair as these features are grown.

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.

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.

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.

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.

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.

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.

Composition - Circuitry (Uncommon)

Category: Alloy Fysa

Circuitry is a part of the Composition Aspect of the Alloy Fysa.

This is an active fysa. The user can create magitech which emulates common ash fysa effects.

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