Traits

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 chimoraa, you also need a rough plate. Rrex with their default halo ability can give up their halo to forgo this cost ONCE.

Atmos - Smoke (Rare)

Category: Ash Fysa

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

This is an active fysa. Users can create and manipulate smoke screens, fields of mist, or scents within 10 meters (11 yards). They can be concentrated, cleared, or swept around.

Users also have the ability to sense impurities on touch, which is useful for appraising goods and objects.

You must have already learned either Heat or Land in order to learn this ability. If you are not a chimia, this ability also costs a glowing fruit in addition to other learning costs.

Force - Gravity (Rare)

Category: Ash Fysa

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

This is an active fysa. Users have the ability to sense the force of gravity-- its strength and direction. These users can always find up and down. They can also create a field of 10 meters (11 yards) maximum, where the user applies their own gravity. This gravity doesn't completely replace normal gravity-- it is in addition to it. It can either cancel out gravity upwards, create normal gravity sideways, or double downward gravity's force. Only one field can be maintained at a time, and the user must be inside. Once someone leaves the field, they obey normal gravity.

You must have already learned either Flow or Land in order to learn this ability. If you are not a chimia, this ability also costs a glowing fruit in addition to other learning costs.

Beacon - Lightning (Rare)

Category: Ash Fysa

Lightning is a part of the Beacon Aspect, which is made by combining Flow and Heat.

This is an active fysa. Users have the ability to sense static, electricity, and magnetism. One can sense storm cells and predict fysa/aria storm patterns. Magnetism sense gives them a natural innate compass, like with migratory birds, and they can always find true north.

They can also manipulate their own lightning by drawing static out of the air. This works better in dry conditions than humid ones. The lightning isn't as powerful as natural lightning-- the voltage ranging from that of a TENS unit (sending tiny currents through muscles to relieve pain and tension) to that of a taser (stunning, not burning).

You must have already learned either Flow or Heat in order to learn this ability. If you are not a chimia, this ability also costs a glowing fruit in addition to other learning costs.

Amplify - Hallucination (Rare)

Category: Clear Fysa

Hallucination 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 causes hallucinations such as sights and sounds and lasts up to ten minutes with constant exposure. It otherwise does not interfere with the user's abilities however, so a user must still be careful if using this in combat.

Immanu can distill their mist into liquid form as well.

If you are not an immanu, this ability also costs a sharp fangs in addition to other learning costs.

Corrupt - Sleep (Rare)

Category: Clear Fysa

Sleep 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 causes drowsiness and lasts up to ten minutes with constant exposure. It can alternately create a mist which causes literal daydreaming 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.

If you are not an immanu, this ability also costs a sharp fangs in addition to other learning costs.

Cleanse - Purge (Rare)

Category: Clear Fysa

Purge 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 brutally cleanses another's body, completely purging it of the ability to use magic for a few hours after breathing it. It leaves one weakened and a little numb, and the smell of it burns intensely in the sinuses.

Immanu can distill their mist into liquid form as well.

If you are not an immanu, this ability also costs a sharp fangs in addition to other learning costs.

Excise - Irradiate (Rare)

Category: Murk Fysa

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

This is an active fysa. The user gives off an aura of magic. It has the same strength as a fysa rain. Like a rain, it can power (and overload) machines and attracts feral daemons, but can't be sustained for more than 5 minutes.

If you are not a tolka, this ability also costs a soft scale in addition to other learning costs.

Retain - Crystalize (Rare)

Category: Murk Fysa

Condensed is a part of the Retain Aspect of the Murk Fysa.

This is a passive fysa. Fysa crystalizes on the user's body, forming poisonous quills or spines.

If you are not a tolka, this ability also costs a soft scale in addition to other learning costs.

Condense - Bezoar (Rare)

Category: Murk Fysa

Bezoar is a part of the Condense: Aspect of the Murk Fysa.

This is a passive fysa. Users can produce fysa crystals in their bodies which can be used for energy for magitech or for medicine. Planted in the earth, these crystals provide powerful energy for surrounding flora. Sometimes crystals grow in place of scales, but bezoars are regurgitated every so often, but poachers have famously hunted tolka to cut them open for more crystals.

If you are not a tolka, this ability also costs a soft scale in addition to other learning costs.

Loss - Inheritance (Rare)

Category: Blood Fysa

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

This is an active fysa. Users can take another person's injuries onto their own body, healing the other in the process. The user must still heal their injuries, either manually or magically, afterwards. These stolen injuries will also still be painful. As this transferrance is magical, it also transfers any infection, debris, or impurities. It can also be used to take disease.

If you are not a ptheran, this ability also costs a dark blood in addition to other learning costs.

Gain - Healing (Rare)

Category: Blood Fysa

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

This is an active fysa. Healing other creatures takes great practice and care. A user must become extremely familiar with their physiology and body, and have a lot of exposure to the other species.

A user can encourage another's body to mend itself using magical energy and its own resources (fat & muscle), but again pushing a body past its limits will spend flesh to grow flesh, and the person being healed can die of malnutrition.

A creature which undergoes healing often needs lots of rest and food. 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.

If you are not a ptheran, this ability also costs a dark blood in addition to other learning costs.

Balance - Attune (Rare)

Category: Blood Fysa

Attune is a part of the Balance Aspect of the Blood Fysa.

This is an active fysa. Users match the rhythms of their body with another's to stabilize an unstable individual, whether it's the user or another person. This can be used to lessen the effects of anxiety, fear, or stress, to relieve insomnia, or to bring one down to resting heart rate after exertion. One can even use it to stabilize breathing, slow bleeding, and help someone close to critical condition.

If you are not a ptheran, this ability also costs a dark blood in addition to other learning costs.

Cycle - Ascension (Rare)

Category: Marrow Fysa

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

This is a passive fysa. An individual who has access to a vast amount of magic or experience might be able to tap into a new more monstrous form temporarily. Some have been known to lose themselves in this state however if triggered prematurely. These greater forms can also be accessed with practice and used with less worry when they've been "earned" rather than assumed through sheer force.

Ascended forms break the boundaries of conventional species anatomy, and can grant any number of physical boons or mutations as reflects the soul of the user: Ascended forms can be roughly 50% larger than normal beast form. The base would be similar to the beast form, but there's no limits to physical traits-- multiple limbs, multiple heads, multiple wings, gills, fins, transluscent skin, the sky is the limit.

If you are not a leyr, this ability also costs a balanced feather in addition to other learning costs.

Hibernal - Somnia (Rare)

Category: Marrow Fysa

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

This is a passive fysa. Somnia allows one to sleep walk, being awake even as they are asleep. Users lose their grasp on the definition of reality, as they view reality and dreams simultaneously...

If you are not a leyr, this ability also costs a balanced feather in addition to other learning costs.

Awoken - Insomnia (Rare)

Category: Marrow Fysa

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

This is a passive fysa. Insomnia severs one's ties to dreams. Users cannot use magic stronger than common tier, but cannot be affected by any other magic either.

If you are not a leyr, this ability also costs a balanced feather in addition to other learning costs.

Synthesis - Daemon Summon (Rare)

Category: Alloy Fysa
Species: Human

Daemons are a part of the Synthesis Aspect of the Alloy Fysa.

This is an active fysa. Daemons are creatures of the mind, created out of both Fysa (physical magic) and Aria (spiritual magic) which has been imprinted upon by the soul of a sentient. Some witches summon daemons not as partners, but to use them as temporary fighters, as messengers, as scouts, or for other menial work.

These daemons are weaker but lack self preservation. They do not have a focus eye and will fade if not destroyed.

Nature - Artifacts (Rare)

Category: Alloy Fysa

Artifacts are a part of the Nature Aspect of the Alloy Fysa.

This is an active fysa. There is a strong stigma against artifacts, and those made from sentient parts are often too powerful or difficult to create.

Still, there are some naturalists who practice the creation of lesser artifacts.

Artifacts are often stronger than or have more specific functions than normal synthetic charms, and they require materials harvested from other creatures with strong magical ability to have the desired effect. They are called artifacts because they are an ancient practice, and many devices that exist are old. Many of the creatures that are strong enough to serve in such a function as to merit powerful artifacts died off either from over hunting or from The Senescence. The only creatures left that would make a reasonably useful artifact are all sentient creatures-- corvileyr (in beast form), chimia, rrex, immanu, tolka, and ptheran. This is highly frowned upon for obvious reasons.

Very simple or weak artifacts can still be made using small creatures or simple parts (fur, feathers, scales, horn, etc) and would borrow those creatures' abilities.

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