Project V17/Powers/Shardless/Magic and Mystic Powers

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Magik

Cost: 5 SP

You can shoot elemental spells at your opponent, reminiscent of fantasy magic. While you won't get anything stronger than a fireball the size of a watermelon or a stone spike jutting from the ground from this, it is fairly versatile. You have a limited amount of magic that regenerates over time. Two hours of sleep will completely regenerate your reserves. This pool of magik combines with the reserves you use for any other magic system, as long as the magic system uses internal energy and not external (For example, Chakra, Ki, and Od (Fate), would work, but Nature Chakra and Mana (Fate) would not)

Grimnir (Magicka)

Cost: 17 SP

You gain the ability to wield the magic from the Magicka games. With this power, you become a master of elemental forces, able to use and combine the elements of Water, Lightning, Life, Arcane, Shield, Earth, Cold, Fire, and the sub elements of Steam (Fire & Water), Ice (Water & Cold), and Poison (Water & Arcane)

You gain the ability to wield Magicks, powerful spells with more abstract effects than raw elemental destruction, such as Reviving people from the dead (helpful when you blow somebody up by accident), Nullifying changes to the environment (helpful for cleaning up all the property damage you're going to cause), randomly instakilling someone in the general vicinity (possibly including you), or Summoning a Napalm Airstrike from thin air (no, really.)

You can also create any of the staffs, robes, or weapons found in the games or DLCs

Magician (Raildex)

Cost: 15 SP

You can perform Magic from the Toaru-verse. You instinctively know the basics and find yourself learning quickly. You start out knowing a dozen spells of your choice. You start out with an average amount of mana and can increase it through practice and rituals.

(This power essentially allows you to do anything with enough research and preparation.)

Index Librorum Prohibitorum (Raildex)

Cost: 10 SP

You have Perfect Memory and are immune to the corruptive effects of reading grimoires.

In addition to that, your memory contains the contents of 103'000 grimoires that contain a vast amount of magical knowledge. This knowledge gives you the ability to use Spell Intercept, a short incantation capable of cancelling other the spells of other magicians or make them go berserk, and Singing, an ability that allows you to unravel supernatural phenomena through various songs.

You will need mana to use any of the knowledge contained within.

Dragonmark (D&D)

Cost: 5 SP

You gain a magical tattoo somewhere on your body that grants you access to a selection of magic spells that can be cast innately. You can choose which mark will manifest. The more you use your mark, the more it will grow in power and increase the amount and selection of spells you have access to. The time to go from Least to Lesser takes around a year, then two years to Greater, then four to Siberys.

Kineticist (Pathfinder)

Cost: 10 SP

Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. You start as at the level of a newly awakened kineticist with a single elemental focus. With training, you will be able to unlock more and develop a wide variety of techniques.

Occult Magic (Pathfinder)

Cost: 10 SP

You are proficient in the use of Occult Magic. You start off at the level of a novice (1st level spells). Through research and rigorous training you can increase the number of spells you can memorize as well as the level of spells you can cast.

This power can behave like any of the arcane classes available such as the Psychic, Occultist, or Mesmerist. The classes are merely guidelines for the unexperienced to follow, you are are not locked into any single class, and can instead can develop any class features available to the various Occult Magic classes.

Outside of Golarion you are able to cast spells of the 10th level and higher as the gods cannot reach you there.

Arcane Magic (D&D/Pathfinder)

Cost: 10 SP

You are proficient in using Arcane magic. You begin as a novice, capable of casting 1st level spells, you will gradually gain more spells and unlock higher levels of magic as your mastery of arcane energy improves.

This power can behave like any of the arcane magic based classes available such as Wizard, Sorcerer, Arcanist, and even hybrid classes like Magus. The classes are merely guidelines for the unexperienced to follow, you are are not locked into any particular one, and can instead develop any class features available to them.

Outside of the Forgotten Reals or Golarion you are able to cast spells of the 10th level and higher as the gods cannot reach you there.

Warlock (D&D)

Cost: 10 SP

You made a pact with an otherworldly entity for power. In exchange for the occasional favor, your supernatural sugar daddy/mommy will grant you a sliver of their power. The higher your favor with them is, the more powerful abilities you will have access to.

Arcane Magic (Warcraft)

Cost: 10 SP

Arcane, the most common form of magic, comes from the cosmic concept of order. It is a cold and intellectual magic that warps time, space, and controls the flow of mana. Though extremely volatile, arcane can be so similar to an element it might as well be one, for all magical intents and purposes, meaning a fireball isn’t actually fire it is just arcane that mimics fire. While arcane represents order, fel is the magic of chaos and disorder, and are considered opposite ends of the same spectrum. Since arcane spawns from order it can technically do anything as long as enough power and knowledge is used, however this power must be gained naturally and rightfully, order allows no shortcuts to power.

Light Magic (Warcraft)

Cost: 10 SP

Light and Shadow are the most fundamental forces in existence. They dwell outside reality, but shades of them drift into our reality. Light exists in the physical world as holy magic, holy magic can heal, defend, attack, and restore life to the dead. Although only experienced practitioners can restore life to the dead. This magic is very effective against anything un-natural, undead, demonic, or otherwise in contact with shadow. The light and holy magic promote positive emotions and feelings in all that feel and see it. The Light shows only half the truth. It cannot fully see destiny, though neither can the Void because neither is singularly responsible for creation.

Shadow Magic (Warcraft)

Cost: 10 SP

The void, also referred to as shadow, along with the Light, are one of the most fundamental forces in existence. They dwell outside reality, but shades of them drift into our reality. Void exists in the physical world as shadow magic The Void is not necessarily "evil", it is a primal force with its morality characterized by how it is wielded. The Void can be a source of terrible power, the kind of power that comes at a price. While the Light is often said to bring about feelings of positive emotion—hope, courage, comfort—and the like, Shadow abilities are the opposite, able to impart feelings like despair, doubt, and panic. In a poetic sense, it can be said that the emotions which the Light brings about come from the "heart", whereas the emotions manipulated by Shadow are often based on survival logic, and therefore affect the "mind". The Void shows only half truths. It cannot fully see destiny, though neither can the Light because neither is singularly responsible for creation. The magic can accomplish many things and can effect reality to a great degree, but never without some form o sacrifice, in the form of mana most of the time.

Nature Magic (Warcraft)

Cost: 10 SP

The energies of life, commonly known as nature magic, promote growth and renewal in all things. Death, in the form of necromantic magic, acts as a counterbalance to life. Together, these two forces hold sway over every living thing in the physical universe. Life lies closer to the light while death closer to shadow, life is the magic and force which controls and makes all things that live, nature and all that includes are a result of the energies of life seeping into the universe, this allows you to create, manipulate and heal all natural things.

Death Magic (Warcraft)

Cost: 10 SP

Necromancy, also called the dark arts or the black arts, is the study and use of magic to raise and control the dead or death. Necromantic magic, or death magic, has many functions beyond simply raising the dead. Masters of this tainted field of magic can conjure festering diseases, harness the shadows into bolts of incendiary energy, and chill the living with the power of death. Necromancy can also be used to reconstruct the flesh of undead creatures, allowing them to function again even after the foul monsters have been destroyed. Death magic comes from the cosmic force of death, all things that have a beginning will have an ending, it is the opposite of life which spawns all things and is therefor the end to things, this is not necessarily evil, although it has been used for evil things commonly, it is a natural part of the world and holds no moral leanings what so ever.

Fel Magic (Warcraft)

Cost: 10 SP

Fel magic is a destructive form of magic often used by the members of the Burning Legion. It is demonic, entropic, chaotic and extremely volatile. Its use results in the alteration of the individual, or corruption, which manifests as a physical transformation such as a change to an individual's eyes or skin color, or heavy genetic mutations. All of the Burning Legion carry the taint of Fel magic within their very blood, allowing them to spread greater evil. Warlocks use life force to power their fel magic. Fel magic is the opposite of arcane magic and is chaotic and unpredictable, no study will allow you to fully tame fel and produce the same effect over and over again, fel does as it pleases. It can easily be said that you are as much its servant as it is yours to wield.

Runic Magic (Warcraft)

Cost: 20 SP

Runic magic is a magic that employs runes. The runes can access various types of magic, such as Fel, void, arcane, and death. Think of it as a programming language for magic, the better at it you get the more complex “programs” you can create.

Arcanist (Kingkiller Chronicles)

Cost: 12 SP

You have the skills of an Arcanist freshly graduated from the University and know four branches of what might be called magic. You learn and improve your skills quickly.

Sympathy is a system of energy manipulation (considered a form of magic ) that requires extreme skill and concentration. Sympathy requires a user to create a sympathetic link between two objects, so that whatever is done to one object will affect the other. For example, if a sympathist creates a sympathetic link between two coins, he may move both coins equal distances by exerting force on only one.

Sygaldry involves the use and application of runes, which create effects similar to a permanent form of sympathy. There are 197 runes, and they can be used in a variety of combinations to perform a wide assortment of effects on various materials.

Naming is a discipline where one perceives the true name of a person, place or thing, and through that understanding gains absolute control over the subject. This power can be used by the Namer in a variety of ways. For example, natural forces like the wind can be called upon to do the Namer's bidding, solid rock can be commanded to crumble into dust, and living beings and people can be forced to do whatever the Namer desires.

Little is known about Alchemy currently but it may work in a similar way to fae grammarie. By taking the substance or essence of something and adding to it or putting into a mixture. Thus making the bound 'principles' referred to in the text.

Allomancy (Mistborn)

Cost: 10 SP

Allomancy is one of the Metallic Arts. It allows you to ingest sixteen metals and alloys to 'burn' them to produce effects such as Enhanced Strength, Enhanced Senses, Metal Sensing and Manipulation, Precognition, etc. Every time you defeat a Parahuman/Parahuman equivalent you gain a bead of Atium that can last 45 seconds. This power can be blocked by aluminum. You also know the exact proportions of all the allomantic elements.

Feruchemy (Mistborn)

Cost: 10 SP

Feruchemy is an ability that allows you to store traits such as Health, Strength Speed, Weight, Memories etc. inside 'metalminds' as long as they are in contact with your skin. For example you can store your speed, but you will be slower while storing the speed depending on how much speed you are storing. You can draw on whatever traits you have stored. You are the only one who can use your own metalminds. You also know the exact proportions of all the allomantic elements.

Hemalurgy (Mistborn)

Cost: 10 SP

Hemalurgy is the third of the Metallic Arts. With it, you can pierce people's bodies with metal spikes and use those spikes to drain them of traits and implant them within yourself or others. You have knowledge of all the Hemalurgic Points and the functions of each metal's spikes. You also know the exact proportions of all the allomantic elements.

Alchemy (Fullmetal Alchemist)

Cost: 8 SP

You have Fullmetal Alchemist's Alchemy, specifically Circle Alchemy. You didn't even need to lose a limb! As long as you understand the structure of something, you can, with experimentation, create an alchemical circle to transmute it into something else, as long as you understand that too. All transmutations must obey the law of Equivalent Exchange.

Master of the Mystic Arts (Marvel)

Cost: 15 SP

Magic in the Marvel universe is the application of various forms of energy to manipulate various aspects of the universe beyond the scope of technology or science, using spells and phrases to simulate the powers of others, such as teleportation, astral projection, divination, mind control, Elemental attacks, and more.

There are various ways of gathering the energy needed to cast spells. Personal energies are those that a sorcerer can develop naturally and through studies of the mind, and they will get stronger over time, although without spells to extend one's lifespan, they will never reach the levels of the other two sources of energy. Secondly, you may tap into the ambient energy of the universe; however, spells cast while using this energy will be weaker as they are tied to the laws of the universe they are in. Lastly, you may use extradimensional energy; however, this is more dangerous than the other two sources as it comes with costs such as the entity you are borrowing the energy from deciding they don't like what you are doing, the energy corrupting you if gotten from an evil source, or any other consequences that would happen with borrowing energy from an entity or object.

There are various forms of magic schools, such as chronomancy, necromancy, chaos, chi, and significantly more than can be listed. This starts with MCU levels of power, but through training and time, it can reach comic book levels of strength. You instinctively know the basics and are able to master advanced techniques with ease. You know how to build basic tools like a Sling Ring as well. With enough time, you can achieve practically anything.

Take care when dealing with extradimensional eldritch beings when growing stronger, as you can very well doom a civilization by summoning a creature from the beyond in your covetous search for more power.

Witchcraft & Wizardry (Harry Potter)

Cost: 15 SP

You are a wizard. You have a wand that is made of a specific wood and core that matches your personality and magic. You use your wand to channel your magic and cast spells, which can range from simple to complex, depending on your skill and intention. You have studied and practiced many different types of magic, such as Potions, Charms, Herbology, and more. You have achieved the level of a Hogwarts graduate, which means you have passed your N.E.W.T.s in at least seven subjects. You can also explore non-canon aspects of magic, such as Arithmancy, Runes, and Magical Cores.

As a wizard or witch, you have some advantages over Muggles. You are immune to most common diseases that afflict Muggles, such as colds, flu, or cancer. You also age more slowly than Muggles and can live for over a century without much difficulty. However, you can contract some magical diseases, such as Dragon Pox, Spattergroit, and Lycanthropy.

You have the ability and knowledge to create and enchant a wide variety of magical items and artifacts. You can make all kinds of things from Broomsticks, Invisibility Cloaks, Wands, Portkeys, Pensieves, and Horcruxes.

(This power essentially allows you to do anything with enough research and preparation.)

Planeswalker (Magic: The Gathering)

Cost: 25 SP

Your Spark has ignited, one that the Pre-Mending Planeswalkers once held. You can planeswalk through the multiverse at your leisure. You can target any plane you have already visited easily but accessing a precise destination blindly will require some practice, in the meantime you will jump to semi-random destinations every time.

Your body is now a projection of your Soul, in time you will be able to alter your appearance at will and even replicate the abilities of other creatures. Your Soul is also a powerful source of Mana. While you are able to cast spells, you do not have the knowledge to do so.

In time, as you grow in power and familiarity with your abilities, you will be able to create your own pocket dimensions and planes.

Colored Magic (Magic: The Gathering)

Cost: 15 SP

You are a mage who uses some of the five colors of magic to cast spells. The colors are: White, Blue, Black, Red and Green. Each of these colors represent a different aspect of a human's personality, and everyone is attuned to at least one color. You draw mana from within yourself or from leylines that are usually within the land to power your spells. You start off skilled in a color that highly suits you and will be talented at learning more types of magic.

(This power essentially allows you to do anything with enough research and preparation.)

Transcension Fields (The Gods are Bastards)

Cost: 15 SP (Elder World-WalkerWorld-Walker)

Transcension Fields, otherwise known as Magical Fields, are psycho-reactive fields that can be manipulated by sapiens. There are four main fields that are used by mortals: Fae, Arcane, Holy, and Infernal. There is a fifth subcategory known as Shadow Magic that refers to the magic that does not fall into one of the four.

Fae Magic involves communion with nature and spirits, and drawing on their power to cast. It is the most imprecise yet can have subtle and subjective effects. Its practitioners are called Witches. The main barrier for power in Fae Magic is the kinds of spirits you can call on to do your bidding.

Arcane Magic is the most precise and versatile, yet it involves the most amount of steps to achieve any effects. Its practitioners are called Wizards. The main barrier for power in Arcane Magic is the amount of power you can store in your aura.

Holy Magic is used primarily by Clerics, and can be used for healing, shields and burning. It is also the type of magic that is best at manipulating the mind. The main barrier for power in Holy Magic is the amount of power you can channel before you burn out.

Infernal Magic is used by Warlocks, and is used in Demon Summoning, and is the primary method of tapping Shadow Magic due to its corrosive effects on reality. It is incredibly versatile, but it's Infernal Corruption risks cancer in its wielders if they mess up. The main barrier for power in Infernal Magic is how much you can safely handle at a time, without corrupting yourself.

With enough research and preparation, you can achieve anything with this power.

Elantrian (Elantris)

Cost: 15 SP

You become an Elantrian. This optionally changes you physically, granting you glowing skin and silvery hair. You can draw Aons, which are a sort of magical programming language based off of the land. You will have to draw Aons based off of wherever you are, and will be able to easily intuit Aons.

Night (A Practical Guide to Evil)

Cost: 15 SP

You have Night; a power that lets you harvest power and knowledge from the dead and to wield it in various ways. You gain the skills and power of a Mighty, and can optionally become a Drow. The version of Night you gain is the version of Night that existed before the reforging of Sve Noc in Serolen.

Light (A Practical Guide to Evil)

Cost: 15 SP

You can call upon the Light of the heavens. With this you can heal, shield, burn, undo magic and bless artifacts.

Sorcery (A Practical Guide to Evil)

Cost: 15 SP

You can wield Sorcery with sufficient skill as someone with the ability to wield High Arcana. You can use magic to ward areas, summon beings, call upon the elements and more. You can choose which tradition of magic you follow, such as Trismegistan, Jaquinite or Ligurian. If you choose Ligurian, then you are bestowed the innate abilities that the Gigantes had that make using it possible.

Name (A Practical Guide to Evil)

Cost: 20 SP

You receive a Name, either based on your identity as a cape, or a Name from A Practical Guide to Evil. Your Name is based off the powers you wield, and the sort of story tropes you fulfill. You receive either the full set of Aspects of someone who has had your Name, or one Aspect of your choice to start off with.

Magecraft (Type-Moon)

Cost: 15 SP (Phantasmal Species: Dragon (Type-Moon)Rings of Solomon (Type-Moon))

Cost: 5 SP (Phantasmal Species: Dragon (Type-Moon)Rings of Solomon (Type-Moon))

Cost: 0 SP (Rings of Solomon (Type-Moon))

You have the ability to perform Magecraft from the Type-Moon series. You instinctively know the basics and find yourself learning quickly. Due to the lack of other Mages on Earth Bet, any mysteries you perform will be leagues stronger than they would on the universes the Type-Moon series took place. With enough research, you might be able to defeat an Endbringer with this power. You are given 20-100 medium quality magic circuits to begin with, though with training the quality can be increased. Even outside of a world from the Type-Moon series, at the bare minimum this ability will supply Mana and strength of Thaumaturgical Foundations equivalent to the modern world as of Fate/Stay Night. (This power essentially allows you to do anything with enough research and preparation.)

Old Magic (Type-Moon)

Cost: 25 SP

You are capable of Old Magic from the Age of the Gods that is equal in strength to the True Magics. Along with being capable of this, you are capable of any form of Magic used in any universe you travel to as long as over 1% of the population has the potential to use it, and have huge reserves (though not nearly infinite). You can also choose to be a beginner in either Divine Words, Fairy Characters, or Primordial Runes. You are talented with all forms of Magic or Magecraft, gain the ability to use modern Magecraft without circuits using ancient breathing techniques, and learn more about Magic and Magecraft just from using what you do know in combat, though this process is slow. Even outside of a world from the Type-Moon series, at the bare minimum this ability will supply Mana and strength of Thaumaturgical Foundations equivalent to the modern world as of Fate/Stay Night.

True Magic (Type-Moon)

Cost: 25 SP

You are a beginner at one of the True Magics. This can be any of the 5 currently held in the Nasuverse or a new one as long as it fits the criteria.

The five currently held in the Nasuverse are Denial of Nothingness (Creation of Ether Clumps, allows for true creation and destruction), Kaleidoscope (Operation of Parallel Worlds), Heaven's Feel (Manifestation of the Soul), Unknown (Unknown), Magical Blue (Believed to be related to Entropy Manipulation) You are talented with all forms of Magic or Magecraft that you can use, gain the ability to use modern Magecraft without circuits using ancient breathing techniques, and learn more about Magic and Magecraft just from using what you do know in combat, though this process is slow. Even outside of a world from the Type-Moon series, at the bare minimum this ability will supply Mana and strength of Thaumaturgical Foundations equivalent to the modern world as of Fate/Stay Night.

(This power essentially allows you to do anything with enough research and preparation.)

Servant (Type-Moon)

Cost: 10 SP (The Moon Cell Automaton (Type-Moon))

Cost: 0 SP (The Moon Cell Automaton (Type-Moon))

You are a Nasuverse Servant. You do not age unless you want to, and even death isn’t permanent for you. As a physical soul in ether filled universe, death is not permanent. You will eventually reincarnate as yourself, some years after you die, and continue to enjoy your own lives. More thorough deaths can require a lengthier reincarnation but only the destruction of the soul, a very rare attribute, can permanently lay you low. Servants don't need to eat and drink as long as you are in a magic rich environment or have a steady stream of mana and even have no need of breathing. However, you can still eat and drink. The food is converted into magical energy. You can also survive unharmed in the vacuum of space and resist many of the dangers of this environment. You currently do not possess any Noble Phantasm, but depending upon the stories you make and legends you create, new Noble Phantasms may bloom in your soul.

Mystic Eyes (Type-Moon)

Cost: 15 SP

It is through the eyes that the soul’s power is made manifest. Some eyes show that power a lot more strongly than others. You possess a pair of very high class Mystic Eyes, that are capable of a incredibly powerful magical effect transmitted through sight. It can be as forcibly bending to your will anyone that looks into your eyes to as advanced as granting you powerful sight-based telekinesis. Whatever you choose, it is extremely difficult for others to resist the effects and even those with potent magical resistance still likely feel a reduced effect instead of nothing. Given the magical nature, you can also choose what your eyes look like.

(You cant choose the mystic eyes of death perception and the mystic eyes of petrification with this. )

Mystic Eyes of Death Perception (Type-Moon)

Cost: 20 SP

All things die eventually. No matter how clever you are or what paradox you invoke to escape it, all that is born ‘alive’ into this world will eventually leave it. You are able to see the conceptual manifestation of death up close with your eyes. Able to perceive ‘death’ itself on living beings and physical objects, appearing as thin red lines. When you touch or cut along these lines, the object or being in question is immediately cut deeply and entirely regardless of their durability, and attempts at healing or regeneration are completely stunted. though the lines can become thinner and more difficult to target the tougher the being or object is.

At first, these lines are all you can perceive and influence, but after some time passes, they will become clearer to your eyes, and you will eventually see circular ‘points’ on their body that the lines all trace back to. Cutting or stabbing this point of death directly will immediately kill the target in question; no form of reincarnation, resurrection, or regeneration will save them from the bitter taste of death. This is what it means to kill something.

You may eventually be able to understand and perceive the concept of death in less tangible things, such as the spells of Magecraft or the empty space between you and an object, though some things can only be ‘cut’, not ‘killed’, for they have no point of death. However, perceiving how fragile the world and existence as a whole is something no human mind can truly bear witnessing. This would not be the case for you. When your eyes are active, the perception of death will have no strain on your mind and will cause no negative or unwanted impact or side effects on your brain, body, or mental health from continued use. You are also able to activate and use these eyes for as long as you wish to, and you have equal potential for perceiving and understanding death as Shiki's eyes.

The ‘points’ of death may never appear for certain beings, beings that were never ‘born’ or are free of the concept of death entirely, such as a True Ancestor at the peak of their power during the night of a full moon. You would have to remove the source of their immortality or introduce them to the possibility of mortality in a different way, though hard to achieve but not impossible for your eyes.

Mystic Eyes of Petrification (Type-Moon)

Cost: 25 SP

In the realm of rarity and rarity alone, the manifestation of beauty emerges, a splendor so pure that mortals ought never to possess it. What you now hold are the highest order of Mystic Eyes, the eyes of Cybele, unparalleled in their magnificence, beyond the replication of any magecraft. These violet jewels possess an allure so captivating that even the gaze of deities would pause to marvel at their brilliance. However, their true power lies not just in their beauty, but in their ability to induce an unconditional petrification upon anyone who comes within the user's line of sight, whether they meet their gaze or not. You can even with time and practice induce petrification through your memory of the intended target(s).

These eyes are all-encompassing, and their effects impossible to block with any form of protection, even capable of reaching the very essence of living beings, their souls. The more prolonged the exposure to the powers of your eyes, the deeper the petrification, leading to a complete state of stone-like rigidity and even true death. Beings of the same power of the user would find themselves instantly petrified. Though the pace of petrification may vary depending on the power gap between the target and the user, but no being, no matter how superior, or more powerful than the user, could escape the inevitable fate under the power of your divine eyes.

These mystical eyes will additionally provide a massive superhuman boost to the user's vitality and overall physical attributes. Owning such a rare and potent treasure would also elevate your physical appearance significantly, granting a two-level boost in attractiveness. Even those considered average, with these eyes alone they would take on an alluring charm akin to supermodel status.

These eyes are utterly indestructible and an unchangeable aspect of the user's existence, as the wielder retains full control over them, where they can selectively or fully toggle their eyes effects on or off at will, and would suffer no drawbacks or fatigue from continuous use.

Gates of Babylon (Type-Moon)

Cost: 40 SP

You own and control a pocket dimension containing the original version of every single treasure that humanity knows of, and more. Every invention, every making, every forging, every last creation, every natural resource, every divine artifact, every last treasure that mankind has found, created, knows of, or has appeared in the world, past, present, or future, is found within this endless vault of space. The volume of your treasury has by far exceeded your knowledge so you do not know what every single item you own does or how it looks. You can expel any items in your pocket dimension by opening a portal between dimensions that allows for the contents to pass through upon your command. You can summon items directly into your hand, pull out weapons from directly behind you, or prepare numerous weapons midair, loaded like bullets, to be expelled at hypersonic speeds. Anything you throw out, can be retrieved back into your treasury with a thought.

Summoner (Type-Moon)

Cost: 30 SP

You have the ability to summon a Servant from the Throne of Heroes via a ritual, you will gain three command seals once the ritual completes. You can choose which Servant will be summoned. If you exhaust all three command seals or the servant is slain, you can perform another ritual to re-summon another Servant. When picked multiple times, this power allows you to summon multiple Servants at the same time, each servant has its own set of command seals.

Spin the Gacha

Cost: 30 SP

You can summon random base level Servants from the Throne of Heroes by using Saint Quartz. You gain one Saint Quartz per day and can obtain more by defeating enemies, defeating a baseline humans gives one Quartz Shard (you need 10 Shards to make a full Quartz) while defeating a Parahuman gives Quartz depending on their strength (5 Shards for a street-level parahuman, one Quartz for a mid-tier parahuman, three Quartz for a high tier parahuman, five Quartz for a top tier parahuman, and three hundred Quartz for an Endbringer). Defeating an Entity gives you ten free pulls per day for ten years.

If you obtain duplicates, they are turned into Wisdom Essence that can be used to improve your existing Servants by increasing their level or skills as well as crafting equipment.

(You can substitute the catalogue for another franchise like Arknights, Azur Lane, Girls Frontline, etc. when picking the power.)

Prism (Lightbringer)

Cost: 20 SP

You are a natural-born Prism fit to rival Lucidonius himself. Your prismatic eyes mark you as a Lightsplitter capable of wielding the full Spectrum of Chromaturgy. White, Chi, Super-Violet, Blue, Green, Yellow, Orange, Red, Sub-Red, Paryl, Black, you are capable of Drafting all types of Luxin with the perfection of a Superchromat. Being a true Prism, you can Draft a nearly unlimited amount of Luxin, held back only by your own stamina and endurance. As the foremost example of a Drafter, you possess an unbreakable Will, capable of bending the rules of what should be possible with Luxin through sheer stubbornness. This also comes with supernaturally perfect vision, a weak healing factor, and immunity to possession.

Elder Blood (The Witcher)

Cost: 20 SP

You have the inherent potential to warp time and space. The basic use of this power allows you to mimic super-speed, combat teleport, and even teleport long distances. With practice and training, one can travel the breadth of the Omniverse, capable of going to any other dimensions, and even through time itself.

Libriomancy

Cost: 30 SP

Harness the extraordinary power of Libriomancy and become a master of manipulating the enchantment contained within the written word. As a Libriomancer, you possess an understanding of the magical potential hidden within books, granting you the ability to draw forth their contents and bring them to life in the real world.

The strength of your Libriomancy is influenced by the popularity and significance of the book or story you draw from. The more widely known and beloved the work, the easier it is for you to access its magic and wield its creations. Famous literary classics, beloved bestsellers, and iconic stories hold immense power within their pages, serving as a wellspring for your abilities.

However, the magic of Libriomancy has its limitations. Each book possesses a finite amount of magical energy that can be tapped into before it needs time to recharge. You can only use Libriomancy on a specific book a limited number of times before it requires a period of rest and rejuvenation. This restriction encourages you to explore a vast array of literature and discover new sources within different books.

Your mastery of Libriomancy extends beyond traditional printed books, allowing you to tap into the enchantment of other literary forms. Comics and manga come alive as vibrant illustrations leap from the pages, while digital e-books unravel their mystical potential, blurring the boundaries between the physical and virtual realms.

Your connection to the written word unlocks endless possibilities, enabling you to summon weapons, creatures, and objects to aid you on your quests. However, remember the delicate balance between fiction and reality, and exercise caution when altering the fabric of stories, as the consequences can be unpredictable.

Square Mage (Familiar of Zero)

Cost: 15 SP

You are a Square Mage, someone who can combine four elements into one spell. You are capable of wielding all of the four standard elements, such as fire, wind, water and earth.

Void Mage (Familiar of Zero)

Cost: 17 SP

You are one of the few mages who can wield the Holy Element of the Void. You can use it to decimate armies, to create vast illusions, to open gates to other worlds, and to undo the magic of others.

Magicka Casting (TES)

Cost: 10 SP (Shezzarine (TES))

Cost: 5 SP (Shezzarine (TES))

You have the ability to manipulate Magicka, energy form the plane of Aetherius. You are able to train to increase your magicka pool, you may use any spell usable in the Elder Scrolls game, you may train and study to create new spells. The eight schools you have access to are Illusion, Alteration, Destruction, Conjuration, Restoration, Mysticism, Thaumaturgy, and Enchantment. You may create soul gems out of geodes.

Magic (Soulsborne)

Cost: 10 SP

You are proficient in a type of magic of your choice, such as Sorcery, Miracles, Pyromancy, or Incantations. You start out with a moderate level of skill in your form of magic, magical potency and reserves to match, knowledge of a handful of pre-existing spells, and a decent casting implement such as a staff or seal. Additionally, you may optionally choose to specialize in a specific branch of magic, like Crystal Sorcery or Black Flame Incantations.(With enough time you are able to do anything with this power)

Magicborn (League of Legends)

Cost: 15 SP

You are a Magicborn, an individual with a profound connection to the arcane energies of the world. Each Magicborn possesses unique abilities that showcase their mastery over different forms of magic. Some examples of Magicborn include those who can command the enigmatic power of Time Magic, manipulating the very fabric of time itself. Others harness the elusive power of Copy Magic, allowing them to replicate and absorb the magic abilities of others. There are also those who tap into the dark forces of the Void, wielding its chaotic energy to devastating effect. Each Magicborn's powers are a testament to their connection to the arcane energies and their unparalleled potential.

Within the realm of the Magicborn, the possibilities are vast. Some individuals possess the ability to control elemental forces like fire, water, earth, and air, shaping the world around them with their elemental mastery. Others delve into the realms of illusion and shadow. Certain Magicborn exhibit spiritual powers, communing with the spirits of the departed. Additionally, there are those who wield the radiant power of light, illuminating the path through darkness and some even can harness the frigid essence of true ice.

The unique abilities of each Magicborn individual not only set them apart but also reflect their connection to the arcane energies that permeate the world.

You start with the same power and potential as characters like Lux and Taliyah.

Dragon Slayer Magic (Fairy Tail)

Cost: 15 SP

Despite its name, Dragon Slayer Magic is not magic created to slay dragons; it is the magic of dragons. Choose one element (fire, water, ice, lightning, etc.) to become your element, and you gain immense resistance to it to the point where only a superior wielder of your element can harm you. For instance, a fire dragon Slayers can swim in lava with no issue. You can consume your element to regain your reserves and give yourself a temporary boost in power, but this power is not without costs. You will slowly but surely transform into a dragon and slowly but surely lose contact with your humanity. Even if you possess the ability to transform into a humanoid form, you will not be able to enjoy the pleasures you enjoyed as a human.

God Slayer Magic (Fairy Tail)

Cost: 15 SP

You have attained the elemental abilities of a god. Choose one element (fire, water, ice, lightning, etc.) to become your element. Your element will become darker, either becoming black or merely being tinted black. You are able to consume your element to regain your reserves and boost yourself. If you are a Sky God Slayer, you can heal yourself by consuming air. You can also consume your element from a dragon slayer of the same element, but a dragon slayer cannot consume your element unless they completely empty themselves.

Devil Slayer Magic (Fairy Tail)

Cost: 15 SP

Similar to Dragon Slayer Magic and God Slayer Magic, you choose one element (fire, water, ice, lightning, etc.) to become your element and become immune to it. This immunity can be overpowered, and you are able to consume your element to regain your strength and get a temporary boost. You are able to gain information about any demon or devil you see by observing them for a couple of seconds. You are able to do the same with curses and curse magic. You're also capable of killing demons by using your magic. But all of this power comes at a cost. You will begin to transform into a demon. If you're able to master Devil Slayer magic, you're able to halt the demonization and allow you to call upon a transformation to boost your physical strength and speed.

Backyard Magic (Guilty Gear)

Cost: 15 SP

You now have direct access to The Backyard, and can manipulate it's energy into the five elements (fire, lightning, water, wind, and ki) and the 666 known spells. Magic works by arranging up to 12 of the spells into a phrase which is written or spoken aloud to produce an effect depending on the words, the number of words, and their order, in some ways similar to programming.

You can research new spells, new applications, and new combinations, as spells are just means created by humans to manipulate the energies of the Backyard.

(This power essentially allows you to do anything with enough research and preparation.)

Low-Class Gear Hybrid (Guilty Gear)

Cost: 15 SP

You are infused with a form of magic stem cells that allow you to draw energy from another dimension, known as The Backyard. Your physical and sensory abilities are improved about tenfold. You gain a powerful healing factor, which also grants greatly improved longevity. The magical energy this grants is cross-compatible with other types, and may be used to vastly boost them. You gain red eyes and Gear Mark somewhere on your body.

Surgebinding (Stormlight Archives)

Cost: 17 SP

You are now a Knight Radiant, of one of the ten orders. The orders are: Windrunners, Skybreakers, Dustbringers, Edgedancers, Truthwatchers, Lightweavers, Elsecallers, Willshapers, and Stonewards. Each of these orders has two out of a total of ten 'Surges' that they can wield. They gain their powers through an oath they have sworn to a type of spirit known as spren. Once they have sworn the correct ideals, they can also manifest armor known as Shardplate that boosts your physical abilities, and can turn your spren into a Shardblade, a weapon that carves through anything and cuts souls when it meets living flesh. The surges can be powers ranging from gravitation to adhesion to transformation. You have the ability to metabolize food to create lifelight which you use to power your abilities.

The Practice (Otherverse)

Cost: 12 SP

You are now a Practitioner, someone who has made their word inviolable through a pact made with the spirits of the world in return for magic. At the start, you have the Sight, which lets you trace connections and affect them in some small level. You will need to summon Others, supernatural beings so you can bargain with them for power so you can use larger types of magic. You will start off with knowledge on the basics and will intuitively figure out more. You can choose a type of Practice to begin skilled at, such as Dragonslaying or Diabolism.

Awakening (Warbreaker)

Cost: 8 SP

Awakening makes use of Commands and BioChromatic Breaths to Awaken an object, which places some sort of Command in the object which it then carries out. Everyone on Nalthis has one Breath which they can bestow onto someone else. You can possibly power Awakening through other forms of magic, though it will be difficult to do.

You start with twenty thousand Breaths, knowledge of Awakening, and an ability to gain three Breaths every week.

Blood Magic

Cost: 15 SP (Vile Blood (Bloodborne)Antediluvian (Vampire: The Masquerade)Original Vampire (Vampire: The Masquerade))

Cost: 5 SP (Vile Blood (Bloodborne))

Cost: 5 SP (Antediluvian (Vampire: The Masquerade)Original Vampire (Vampire: The Masquerade))

Cost: 0 SP (Original Vampire (Vampire: The Masquerade)Antediluvian (Vampire: The Masquerade))

Sanguimancy, or hemomancy to some, is a highly contested magic that is often seen as a dark art. However, blood magic is no more dark magic than any other magic; indeed, that could not be further from the truth. Blood magic is one of the purest forms of magic that one can achieve, as it is the oldest magic to exist since time immemorial, before the void that existed before the universe. However, it also costs more than many would be willing to pay, as the more taxing a spell is, the more likely it is that you will die from blood loss and your life force being drained as it is used as fuel for arcane reality manipulation.

To learn more spells, the practitioner must perform a spell to reach through time, reach the void, and look into it as the very nature of the universe is revealed to them. Oftentimes leaving the recipient blind for the next few minutes due to the overstimulation of looking so far into the past and learning things that mortal minds should not have understood.

If one thing is to be certain, the scholars of old have learned that nothing is ever free, and everything comes at a cost; the only question is if you are willing to pay the price.

(This power essentially allows you to do anything with enough research and preparation.)

Sleigh Beggy (the Ancient Magus' Bride)

Cost: 10 SP

You have become a beloved child of the night, a rare form of human who can both generate and absorb larger amounts of magical energy. Alongside this, you are beloved by all forms of supernatural creatures, from the lowest spirits to gods. They are attracted to you, and they are also more willing to listen to your requests.

The large amount of magical energy absorbed by your body will break it down unless you find ways of using it. This will make you sick and weak unless you manage to find a way of using the magical energy.

Shaper (Geneforge)

Cost: 15 SP

Shapers are magical researchers who use magic to shape biology to create life. They are often arrogant and egotistical because of this, as they can literally shape life into existence. Now you too can do this using essence to form creations, and while you start off unrefined and only able to support up to three creations before the psychic link that shapers use to control creations breaks and you are unable to control the strain, eventually, with enough practice, you can shape creations that other shapers could only dream of. At the start, the strongest creation you can make would be three Fyora or something of equal strength; however, you can limit yourself to one strong creation equal to a single Glaahk.

The Laughing Magician (DC/Hellblazer)

Cost: 50 SP

You are magic user from a particular bloodline, characterized by both your unique ability to utilize Synchronicity Wave Travelling and your tendency for rebuking and outsmarting Gods, Demons, Spirits and just about everything else.

You have preternaturally good luck, bullets fly around you, people trip and fall on their own swords, and the cosmic dice are weighted in your favor. Fate cannot touch you as you make your own way, but the very same Fate will bend to make your plans come to fruition, even as it guides your hand into the heart of your enemies.

When you actively ride the Wave -- which requires only that you focus and will yourself to do so -- these effects are amplified drastically. You can stand against beings of immense power and watch as it almost seems as though a writer changes the story to allow you much greater odds of coming out on top. Facing down the ultimate embodiment of evil would spell doom for most any man, but your chances of pulling the wool over the devil’s eyes and walking away with the last laugh are much higher than they would be for just any common schmuck, even if you were just an otherwise common schmuck – but we both know you’re already much more than that, don’t we?

You start of being as experienced as John Constantine with your power, however with time and practice you will be able to gain near godlike power, controlling fate, magic, and even bending the fabric of reality just as the Golden Boy did in one universe.

True Name (Skulduggery Pleasant)

Cost: 25 SP

You have learned your True Name, which is the source of magic itself. Your True Name has been carved into your heart to protect it from being used against you. The powers conferred onto you as a result of you knowing your True Name grant you vastly heightened magical power, enhanced physical abilities, a highly capable form of magical adaptation, and greatly enhanced mental capabilities that aid in your usage of magic.

Over time, your power will grow and you will develop new abilities such as magical sight that allows you to understand magic, to grant magic onto other people, as well as anything that is in theory within the reach of magic. You are not restricted at all in what kinds of disciplines you wish to learn, and given time there is nothing truly beyond your reach.

Winds of Magic (Warhammer Fantasy)

Cost: 15 SP

The Winds of Magic are the invisible currents of arcane power blown into the world from the realm of souls and thought, otherwise known as the Aethyr or the Realm of Chaos. The Winds of Magic allow a wizard to use their willpower and mind to cast spells. As part of this your mind is enhanced enough to handle weaving all the winds of magic together. You start off proficient in one wind at the level of a Magister, and have potential enough to become a Lord Magister within a reasonable amount of time.

Be warned that while this form of magic is incredibly powerful it is also equally dangerous for the unprepared mind, for Aethyric predators, Chaotic or otherwise exist where emotions and thoughts exist.

The eight Winds are as follows: Aqshy, the Lore of Fire, Azyr, the Lore of Heavens, Chamon, the Lore of Metal, Ghur, the Lore of Beasts, Ghyran, the Lore of Life, Hysh, the Lore of Light, Shyish, the Lore of Death, and Ulgu, the Lore of Shadow.

Ether Gear (Edens Zero)

Cost: 15 SP

You have the power of a Ether Gear, which is a kind of mechanical wizard. Your Ether flow has been altered inside your body to resemble a machine. This gives you the ability to control certain elements or even reshape machines. You can choose any kind of Ether Gear you like, from Machina Maker to Satan Gravity. Using an Ether Gear requires a lot of practice and is vulnerable to electromagnetic pulses.

Ether Gears are not easy to master. Most people need several years of training, but some are gifted enough to do it in just one month. Once they are activated, Ether Gears can evolve and unlock more abilities. Skilled used can reach Overdrive, an Ether Gearist can acquire a massive boost to their capabilities as well as being able to achieve feats with their Ether Gear they normally wouldn't have been able to. Along with this increase in power, the Ether Gearist also takes on a new appearance similar to that of a machine's; having three-dimensional lines of Ether surrounding their body and covering their skin. Overdrive can only be achieved when the user pushes their Ether to its critical point and is considered the ultimate power of an Ether Gear.

Gramarye (Inheritance Cycle)

Cost: 15 SP

Gramarye is magic that grants its users the power to use their energy to manipulate the world around them. Magic is ultimately directed by a user's thoughts, but is usually cast through use of the Ancient Language, which was tied to magic by the Grey Folk. Every act of magic is corresponds to a specific word in the Ancient Language, allowing for a much more regulated command of magic. The impossibility of telling lies with the Ancient Language greatly reduces the chances of making mistakes over non-verbal casting of magic. The link between magic and the Ancient Language grants great control to those who learn the true name of someone.

The cost of casting magic is the expenditure of energy required to accomplish the task of the spell under mundane means. Usually this energy is drawn from the user, but practiced users can learn to draw energy from infused gems, or be supplemented with energy from other magicians. Proper knowledge can allow a magician to merely draw the required energy from their surroundings.

Magic allows a magician great capacity for affecting the world around them, limited only by their own knowledge and ability to supply the energy for their spells. You start with a basic knowledge and vocabulary of the Ancient Language. As you study and practice you will find yourself learning new words and phrases you can use to cast magic through.

Magister (Negima)

Cost: 20 SP

You gain an Innate knowledge and mastery of magic from the Negima manga series, immersing yourself in a world of extraordinary magic and advanced magical technology. This encompasses a deep understanding of spellcasting, mystical artifacts, and the intricacies of magical engineering. With this knowledge, you become a master magician, harnessing arcane forces and blending them with magitech to achieve remarkable feats.

Armed with this expertise, you possess the ability to cast powerful spells, manipulate elemental energies, and wield enchanted devices with precision. Additionally, you can merge magic with technology, creating innovative gadgets and inventions that enhance your magical abilities.

Spiritual Magician

Cost: 15 SP

You are a magician of Soul. You have necessary knowledge to detect, manipulate and destroy souls, summon and bind spiritual creatures, summon souls that were long dead, and call upon the spirits of nature for help. With sufficient time, you can create souls ex nihilo, awaken soul inside non-spiritual and alien beings granting them human thoughts, create elemental spirits by infusing soul in various natural and conceptual elements, remove the concept of death from your soul making it immortal, and much more.

Abyssal Warlock

Cost: 15 SP

You've gained command over the mystical forces of the abyss and wield three distinct abilities. With Abyssal Corruption, you possess the ability to taint and corrupt nearby entities with the insidious power of the abyss, transforming them into your loyal familiars. This process can only be performed on entities that are gravely wounded or recently deceased, with corpses over a week old proving resistant to successful corruption. These corrupted familiars serve as extensions of your will, obeying your commands and aiding you in your endeavors.

The second ability, Abyssal Calling, grants you the power to summon beings from the realms of myths and legends. Through this power, you can temporarily bring forth these entities into the material world, allowing their presence for up to one hour. However, with skillful negotiation and forging of pacts, you can establish a lasting connection with the summoned beings, turning them into either familiars or powerful patrons who bestow you with their otherworldly guidance and abilities.

The third ability, Abyssal Pact, endows you with the ability to bind contracts in an unbreakable manner. Any contractual relationship you enter into becomes irrevocable, rendering your enemies, servants, comrades, familiars, or patrons unable to break the terms of the agreement. Should they attempt to violate the pact, severe consequences befall them, acting as a powerful deterrent against betrayal or treachery.

Witch of Sin (Re: Zero)

Cost: 40 SP

You have come into contact with the mysterious Witch Factor turning you into one of the Witches of Sin. Witch Factors are the antithesis of Od Laguna and you have gained an Authority from by coming in contact with it. This Authority grants you the right to interfere with the World and gives you a power based on your desire; however, you have no control over what kind of ability is born out of your "sin". An Authority user also has the ability to share their Witch Factor with other individuals, and those who receive them become known as an Apostle. However, this comes at the cost of weakening of your own Authority's effectiveness until all your shared Witch Factor is returned.

You can choose from the following sins: Sloth, Greed, Gluttony, Wrath, Lust, Pride, Envy, Vainglory and Melancholy.

Sunshine (The Seven Deadly Sins)

Cost: 15 SP

Your current form and power is no longer your maximum. Rather, it is your new minimum. At night, just after dusk and until dawn, you are as you are now. But the moment Dawn breaks, you begin to grow in power, magic, size and pride. As time progresses towards dawn, you will grow stronger and stronger, physically and magically, as well as more and more of a paragon of your race in appearance. You will begin to give off waves of light that are so hot that they can easily melt even the armour of a holy knight or gather this light into a miniature sun in your hand. When the sun hits its’ noon point, you will enter the state known as The One, a form so powerful that anything short of the Demon King himself is essentially powerless against your might, as well as having grown to gargantuan sizes in comparison to your original form. During the day, the burning light that emanates from your body will also suffuse your soul, affecting any who try to attack or devour it. This power will begin to leave you as the day turns from Noon towards Dusk, finally disappearing entirely as night falls and awaiting until the next day. You also gain the Divine Axe Rita if you wish it.

Full Counter (The Seven Deadly Sins)

Cost: 15 SP

Full Counter allows its wielder to reflect attacks aimed at them at more than double the power back at their attacker, with the strength of the user's power increasing in direct proportion to the strength of their opponent's abilities. Your "perfected" version allows you to also deflect both "magical" and "physical" attacks. It is important to note that your ability would not be effective if you are unable to read the nature and timing of your opponent's attacks.

Crisis (The Seven Deadly Sins)

Cost: 15 SP

Crisis is a magic power wielded by the Original Demon, enabling the user's abilities to exponentially increase as they suffer injury or take damage. As the user's death approaches, their power level rises accordingly, providing them with a final burst of immense strength and abilities.

The Ruler (Seven Deadly Sins)

Cost: 23 SP

You have inherited the Demon King's strongest technique, The Ruler. This technique allows you to "invert" all attacks and effects of powers used against you. Any attack against you will no longer harm you, instead it will heal you, while any attack meant to weaken you will instead strengthen you. However, as it works on the concept of magic inversion, it is not without it's own drawback, as any magic meant to strengthen you or increase your power will instead weaken you, while any magic meant to heal you will damage you instead. You can easily overcome this weaknesses by deactivating your power.

Tier Magic (Overlord)

Cost: 18 SP

You possess proficiency in Tier Magic, granting you the ability to cast spells up to the 3rd tier, the knowledge of magical theory required to craft your own spells, and the ability to use metamagic to alter known spells on the fly when you cast them. Furthermore, when you initially acquire this power, you gain knowledge of 4 spells of your choice per tier as well as 6 cantrips (0th tier utility spells) to get you started.

You have various means to unlock further tiers of spells, including magical research, learning from mentors, and forming contracts with mystical beings. Once a month for the next two years, you can perform a powerful divination ritual to summon a grimoire which contains magical knowledge of your choice. This includes spellbooks with a small library of spells, between two and twelve depending on their tier, advanced theory for a discipline or school of your choice, or the means to contract specific spirits or beings. Studying spells from other magic systems and adapting them to work within the Tier Magic system is also within your capabilities.

Your mastery of Tier Magic extends beyond the confines of specific disciplines, granting you the ability to cast Arcane, Divine, or Spiritual spells from any schools provided you meet the requirements. Your magical reserve empowers you to cast 3rd tier spells over a dozen times per day and increases when engaged in magical activities. Furthermore, you gain the basic proficiency in enchantment and alchemy, enabling you to craft magic items and create potions.

Unlocking the boundless potential of your magical abilities is achieved through various means, including defeating adversaries, crafting spells, learning from mentors, and forming contracts with mystical beings. Once a week for the next ten years, you gain access to a mental catalog within your mind, enabling you to instantly learn any spell of a tier you have already attained. Advancement to higher tiers can be accomplished through mentorship, triumph in magical battles, or dedicated spell research.

Your mastery of Tier Magic extends beyond the confines of specific magic schools, granting you the ability to cast spells from any discipline without exception. A remarkable magical reserve empowers you to cast 3rd tier spells over a dozen times per day, with its growth passively increasing by 0.1% each day and accelerating when engaged in magical activities. Seamlessly integrating spells from outside the Tier Magic system is also within your capabilities. Furthermore, you gain proficiency in crafting magic items, enchanting objects, and infusing spells into mundane items.

Magicbabble

Cost: 30 SP

With this power, you possess the ability to perform limitless magic. You can unleash fireballs, unlock locks, manipulate minds, or even attain godlike powers with Omnipotence and Omniscience. However, every spell requires you to perform specific actions or utter special words, similar to the excuses made in sci-fi shows to explain advanced technology. You must wave objects, chant incantations, or perform rituals to manifest the desired magical effect.

While any spell is possible, each has its own requirements. Simple spells may only need gestures or brief incantations, while complex ones demand elaborate rituals and sacrifices. You possess a general understanding of the necessary steps to achieve your goals, and different magical systems can aid your Magicbabble power. For instance, a fire spell cast with a wand may require fewer gestures, and a potion might require fewer ingredients if they possess magical properties. Moreover, you have an innate talent for learning and mastering various magical systems across the multiverse.

Zeed Toven (4-Cut Hero)

Cost: 10 SP

You gain the Technological, Magical and Martial knowledge from the 4 Cut Hero comic. You possess the ability to create anything that have shown, referenced, or hinted at being able to work in the comic. This includes, but is not limited to: Curses, Buffs, Debuffs, Elemental, Healing, Magic, Summoning and other fantasy-hero genre media.

This also encompasses a deep understanding of artificial god creation, advanced EGO (castles, swords, ships, etc) production, to the martial Kelz Arts and Gathel/Balchad swordsmanship technics.

As a bonus, you instinctively know the basics, find yourself learning quickly, and will become incredibly fit to practice and use any and all magical and martial arts you can find.

Alpha Stigma (The Legend of The Legendary Heroes)

Cost: 20 SP

You now gain access to the Alpha Stigma in its fully developed state, a legendary Cursed Eye renowned for its ability to analyze and comprehend all forms of magic. With this power at your command, you gain unparalleled insight into the intricacies of spells, allowing you to instantly replicate and wield them with mastery. The Alpha Stigma, known as "The Eyes of Destruction," instills awe in those who witness its capabilities.

As a bearer of the Alpha Stigma, you possess the extraordinary gift of analyzing and copying magic, granting you immense power as a magician. Through careful observation and comprehension, you can swiftly adapt and utilize any spells you see as if they were your own. Moreover, your eyes possess the unique ability to perceive hidden magical traps and dispel enchantments on buildings and objects.

Embrace the full potential of the Alpha Stigma and gain access into a temporary power-up state that enhances all aspects of your magic. This surge of energy amplifies your spellcasting abilities, granting you unprecedented control and mastery over your magical prowess.

Authority - Stigma (The Novel's Extra)

Cost: 15 SP

Authority - Stigma bestows upon you a powerful tattoo, intricately woven from pure magical energy. This mystical mark grants you unparalleled control over its boundless power, enabling you to manifest any effect you can envision. Unlike traditional spellcasting, the Stigma's magic responds solely to your thoughts, eliminating the need for intricate spell structures or complex rituals.

The Stigma comprises five streaks of potent energy, which regenerate slowly over time. Every 6 hours, you regain one streak, ensuring a steady supply of power. Each streak holds immense potency, and even a single streak can enhance a mundane attack to possesses the capability to obliterate a magically fortified tower with ease. As time progresses, the potency of your abilities will gradually increase, allowing for even more extraordinary feats.

However, employing multiple stigma at once may result in a temporary sensation of over exhaustion. It is crucial to note that while the Stigma's power is unrestricted and can be harnessed in places where conventional magic is limited, caution must be exercised to avoid potential consequences.

Magician (The Magicians)

Cost: 15 SP

As a Magician, you are intimately connected to the Wellspring, an internal well of limitless magical energy. This Wellspring flows through your very being, granting you the ability to tap into its mystical currents and unleash a versatile array of magical abilities.

Within the vast realm of magic, you have the opportunity to specialize in one of six unique Disciplines, known as "houses," each encompassing a distinct aspect of magical practice. These Disciplines include Physical Magic, Natural Magic, Illusion Magic, Knowledge, Healing Magic, and Psychic Magic.

Your chosen Discipline reflects your innate affinity and natural talents. It allows you to excel in a specific field of magic that resonates with your strengths and preferences. Whether you focus on the rare and specialized Quaeromancy, honing your ability to locate objects with unparalleled precision, or immerse yourself in the intricate realm of Horomancy, where time manipulation and glimpses into destiny await, your chosen specialization enhances your skills and effectiveness.

As you delve deeper into your chosen Discipline through dedicated study and practice, you unlock the full potential of your magical abilities. This dedicated mastery enables you to conjure spells and manifest magical effects with heightened potency and precision, establishing yourself as a formidable presence within your chosen field of expertise.

However, even as you specialize, your connection to the Wellspring ensures that you retain access to the broader spectrum of magical practices associated with being a Magician. This versatility ensures you possess a well-rounded repertoire of spells and abilities, bestowing upon you adaptability and the capacity to confront diverse magical challenges.

Mahou Shoujo (Puella Magi Madoka☆Magica)

Cost: 8 SP

You are a Magical Girl, your soul is in a Soul Gem that gives you magic. You can survive lethal wounds, but if the gem is shattered or corrupted, you die. Using magic or experiencing negative emotions darkens your Soul Gem with curses. But if it turns completely you will become a Witch, a being of despair. Your Soul Gem has a range of 100 meters from your body. You can also control your pain by adjusting the connection between your Soul Gem and body. Powers that protect your body also protect your Soul Gem.

You have the opportunity to make one wish. Your wish determines your unique magic, weapon, and strength based on your karmic weight and potential to change the world. Your karma can increase even in a time loop, merging fates with alternate timelines and increasing your karma. Your karmic weight also depends on how much SP you spent on powers and upgrades. The total karma you possess is 1/5th the amount of SP spent. If you have more than 150 Karma, you can rewrite everything in reality across time and space in the multiverse and become the Ultimate Magical Girl.

You can still grow stronger after creating your wish by learning creative ways to use your magic, enhancing your soul, or being an important individual that influences the fates of others. Unlike other magical girls, you will not lose karmic weight and magic as you grow older. You can create Grief Seeds to purify your Soul Gem from corruption, but it consumes energy and can darken it with curses. You need to balance creating and using Grief Seeds to avoid becoming a Witch.

(You can wish Endbringers or even Scion away based on the cost of End of the Kaiju or Overcharge Strike.)

Heart of Runes

Cost: 25 SP

You have ignited your Heart of Power, a part physical, part spiritual space that overlaps your heart and soul at the same time. The Heart of Power houses your Core Runes inside of it, your Heart of Power naturally fuels and empowers your body as well, increasing your physical, mental, and spiritual condition at all times. There are three aspects to your Heart of Power's growth, it's Quantity – the maximum quantity of energy you are able to store in your Heart of Power at a time. A higher cap means that you are able to fuel more runes. quality, and rate of recharge. It's Quality – the quality of the energy you are able to store in your Heart of Power. A higher quality of energy means that each Rune is better in every way than a Rune fueled by a lower quality of energy. And it's Rate – the speed it takes for your Heart of Power to go from empty to full.

You are able to receive Wisps of power through a conceptual measure of success when confronted with adversity. The quality of the Wisps received depends entirely on the challenge, facing off against a man with only a knife would grant a lesser quality Wisp in comparison to man wearing a full set of magical armor. Wisps can be used to increase either the Quantity or Quality of your Heart of Power. Alternatively, you are able to improve your Heart of Power’s Quantity, Quality, and Rate through meditation, initially you are only able to improve one of the three at a time. With enough practice you could begin to improve two aspects at a time. Only a true master would be able to improve all three aspects of their Heart of Power at the same time. To ignite your Heart of Power is to bare your being to the world and lay claim to your first Core Rune. Core Runes are concepts, principles, and fundamental truths; these are the runes that are imprinted onto your Heart of Power. Core Runes are what every Runic Chain is built off of. You are able to make minute modifications you make to the Core Runes so they fit your Intent best.

Rune Chains are the spells of this system. These Runes Chains are unique in that they are results of practice and dedication to a combination of runes. Once you have cast a proper combination of runes enough, it can become a singular Rune Chain of its own, separate from the Core Runes that make it up yet also still connected to the growth of the individual runes. You are able to improve both the Rune Chain and the individual Core Runes at the same time.

In order to create more Core Runes, you need to design their image and your understanding of the concept in your Heart of Power. Each design is going to be connected to the meaning of each Core Rune, and you only need to make a Core Rune once for it to be permanent.

Casting using your runes is an incredibly intuitive process. You will be able to project your Core Runes directly onto the world from the start, removing any need to draw them out in the air. As your comprehension of a Rune grows, its design will become increasingly more complicated to represent that amount of understanding that goes into projecting such a vast understanding onto the world.

As you use your Runes, you will find that they grow more detailed and extravagant. This natural growth is sufficient enough for most Runic Mages, however any mage that hopes to be somebody will have to prune the inefficient parts of their Runes. This pruning process isn’t simply about cutting apart parts of your Runes and is instead focused on condensing your comprehension of a rune, finding places of overlap in your knowledge, this reduces the complexity of a rune’s design, allowing you to cast incredibly complex runes at a much faster rate.

Prestiging a Rune is done with more than your comprehension, requiring an incredible feat that has deep personal meaning to you. You are able to begin extracting your Prestige Rune(s) from your Heart of Power. Extracting a Rune crystallizes your comprehension of it, allowing you to express the same power and understanding in a less complex manner. Each time your prestige a rune, it will be pulled further from your Heart of Power and be moved closer to Reality, resting over your heart once you prestige a rune ten times.

Every time you prestige a rune, you are able to select one of three Major Boosts, Quantity, Quality, or Rate. These boosts are qualitatively different from the ones you receive from Wisps of Power. You get to pick another prestige bonus every time you prestige a rune. On the first, third, fifth, seven, and ninth prestiges you will find that you receive a Talent that is well aligned with both the Rune itself and how you use it. The closer a rune is to Reality, the faster you are able to cast it, the less energy it takes to fuel, and the faster it grows. Upon the tenth prestige, you will find that your Prestige Rune no longer needs to be projected from your Heart of Power, requiring no more energy when casting or crafting, as it is in a constant state of existence. Additionally, you receive a Capstone Talent that both grants you a passive ability related to the Rune, and strengthens the Talents earned from earlier prestiges. You are also able to prestige Rune Chains, although this only prestiges the whole Rune Chain and not the individual runes that make it up. If a Rune Chain is composed of one or more Prestige Runes, the effectiveness of the Prestige Rune Chain is qualitatively better.

Magic Technician (Mahouka Koukou no Rettousei)

Cost: 15 SP

You gain the technological knowledge of the Mahouka Koukou no Rettousei franchise, being able to create anything shown, referenced, or hinted at in the franchise. This includes Ancient Magic, Casting Assistant Device, Activation Rituals, Magic Sequences, Strategic-Class-Magics, Holy Relics, Magic Engineering, and so much more. You know everything that has to do with technology seen in The Irregular At Magic High School or in any of the canon materials.

As a bonus, you gain a Magic Calculation Area, Psion Emissions/Count, and Speed casting of a Ten Master Clans prince (or princess) of Rank A and one of each: -secret magic casting technique; -Non-Systematic-type Magic; -Outer-Systematic Type Magic;

Ancient Magic (Arifureta)

Cost: 10 SP

You are a beginner at one of the Ancient Magics. This can be any of the 7 currently held in the Tortus or the Calamity World.

The seven currently held in the show are Creation Magic (interfere with any inorganic material), Gravity Magic (interfere with the energy of a star), Spatial Magic (interfere with the boundary), Restoration Magic (interfere with time), Spirit Magic (interfere with the negative material possessed by living things), Evolution Magic (interfere with the information of existing things), and Metamorphosis Magic (interfere with any organic material). You have affinity and are talented with all forms of Magic as Ancient Magic worked as the origin and basis for all existing magical concepts in Tortus. Each and every existing form of magic used in Tortus is in some form a degraded version of these Ancient Magics. Buying all seven Ancient Magics grants you Concept Magic as well.

(This power essentially allows you to do anything with enough research and preparation.)

Analysis Magic (A Returner’s Magic Should Be Special)

Cost: 10 SP

A specific brand of underutilized magic hailing from a doomed world; Desir Arman used his skill in this type of magic to almost overcome insurmountable odds against a divine dragon that was engulfing the world in destruction. You now possess skill greater than his in Analysis Magic, which effectively lets you hack, cancel, and reflect magic used by other mages. Besides letting you modify existing spells in the local area, it also provides the boon of letting you copy new spells. The speed and efficiency at which you perform this is unprecedented and leads you to becoming known as the sole ‘anti-mage’ of the era. Your skill in Analysis Magic grants you incredible potential in all known and unknown forms of Meta-Magic, allowing you to modify spells in ways nobody else thought possible. Amplifying the strength, range, duration, and much more of a spell, altering a spell's casting time, casting requirements, and even elemental composition can be done with ease.

Copycat (Copy Kitty)

Cost: 17 SP

You possess a rather special magical power; not only can you copy the magical abilities of others in your vicinity, but you can also combine them in different permutations, stronger than the sum of their parts! Combining fire and lightning magic to make plasma magic, combining multiple different styles of air magic to compound and multiply their effects, and even combining two magics from different worlds into a new hybrid practice are all examples of what Copycat can accomplish.

Copycat's duplicates are limited by your own raw magical strength; should you copy the magic of someone stronger than yourself, your versions of their abilities will be naturally be weaker than the originals, though this also means that if you copy a weaker opponent, you can use their powers more effectively than they can! Copycat also grants you the the knowledge of and skill with said copied magics that their original users had, preventing you from being stuck training it trying to catch up to the original, though this is also lost along with the magic if you discard it, unless you put effort to train it yourself.

You start out with a limit of three copied magics at a time and a copying range of thirty meters, both of which can be expanded with just training and time. Copied magic can be anything from all of someone's magical abilities to just a single spell as you wish, with the only limit being that it has to be from just one target at a time - no stuffing multiple peoples' magics in a single slot.

Cantrip Catalog (Cantrip CYOA)

Cost: 15 SP

You are able to cast cantrips that cost no resources to cast, but similarly, aren't particularly impressive. This catalog of cantrips initially has 100 cantrips. You are able to improve different aspects of each cantrip by focusing on the part you wish to improve while practicing. Mastering a Cantrip takes roughly 2000 hours. Once you've mastered a Cantrip you gain an appropriate passive ability that's always up and an active ability that supercharges the cantrip for one use at the cost of temporarily burning it out called your Overmagic.

Cantrips can be taught or enchanted into items at a 'lower' level than your level of mastery. You are able to develop metamagics through willingly limiting your usage of a specific facet of a wide variety of cantrips, forcibly limiting the durations of your cantrips can allow you to develop metamagics that extend the durations of your magic. This Cantrip Catalog rests in an internal pool of magic that used to develop more and new types of magic.

Master of Words (Konjiki No Wordmaster)

Cost: 20 SP

As the Master of Words, you possess an extraordinary power known as Word Mastery, which grants you unparalleled control over the mystical art of Word Magic. Allowing you to draw words with your fingers and bring forth the power of the word’s meaning into the world; e.g. Flame, which bursts the vicinity of the written word’s location into flames.

Your mastery allows you to effortlessly utilize advanced techniques such as Parallel Writing, Simultaneous Invocation, Range Designation, and Air Writing from the start. With Parallel Writing, you can inscribe multiple characters simultaneously, creating complex combinations and synergistic effects. Simultaneous Invocation enables you to activate and control multiple words at the same time, enhancing your versatility and strategic options. Through Range Designation, you gain the ability to specify both the effect and the area of your spells with precise control. And through the power of Air Writing, you can inscribe words into the air using your magical energy, allowing for contact-based activation or even shooting them like arrows. This versatile technique opens up new possibilities for long-range attacks and creative spellcasting.

Furthermore, you possess the unique ability to replicate the effects of any magic you know by invoking its name. Your deep understanding of Word Magic allows you to tap into the essence of other magical practices and recreate their effects, though the potency of these replicated spells depends on your own innate magical power.

Initially, you can effortlessly wield the power of up to a three-word chain, effortlessly connecting words to unleash formidable spells. However, mastering the usage of four-word chains and beyond requires dedicated training and further honing of your magical prowess. These advanced chains offer even greater power, range, and versatility.

Witch Time (Bayonetta)

Cost: 10 SP

Witch Time is an ancient art used by powerful Umbra Witches to greatly increase their speed. Granting heightened senses to perform and move at incredible speeds to perform normally impossible feats. You can use Witch Time to evade attacks and counter-attack extremely quickly.

Witch Time heightens all five senses and pushes your emotional energy to its very limits. Sending you to a world where a falling drop of water can become a crown, and a hummingbird slowly and elegantly flaps its wings. It completely boosts your physical attributes to move freely within that single moment.

Formulaic Magic (DxD)

Cost: 10 SP

The power of numbers: you have gained the magic system the humans use in DxD. Through the power of research and calculation, you are able to emulate the power of devils. Though the devils can bring about their vision of reality through pure imagination and will, yours is different in that it takes study and equations. Through this magic, you can wield various powers such as illusion, hypnosis, healing, enchanting, and other effects. Teleportation's would require calculating the distance and the energy required, while casting a fireball would require the calculations required for the fireball and the forces that would affect it.

With enough study and preparation, you can affect more of the world around you, producing effects that the humans of the DxD universe could only dream of.

The Awakened Gnosis (Mage: The Awakening)

Cost: 20 SP

Embracing the essence of magic, you have awakened as a Mage, harnessing the root of all sorcery—the enigmatic Gnosis. This ethereal force acts as a compass, guiding your connection to the very core of magic itself. While your journey begins as rank 1, your Gnosis serves as a beacon, drawing you closer to the divine source of magic. With each stride forward, your Gnosis deepens, unfurling hidden wisdom and bestowing upon you unmatched mastery of the arcane arts.

As your Gnosis ascends, your comprehension of the profound Arcana expands, unlocking enigmatic secrets and granting a multitude of benefits. Rituals quicken, bending time effortlessly to your will, while your mana pool expands, allowing you to channel greater mystical energy. Moreover, higher levels of Gnosis facilitate the exploration of advanced Arcana, enabling you to unravel their mysteries with ease.

Yet, heed this solemn warning: True Archmastery, a realm beyond the fifth ranks of Gnosis, demands unwavering dedication and sacrifices yet to be made. As the dance between heightened Gnosis and powerful magical effects, such as creating earthquakes or granting sentience to machines, may carry a risk of backlash for the unprepared Mage.

Embarking on this journey, you begin as a humble disciple in your 2 ruling Arcana and a mere apprentice in all other's. As you chart the vibrant tapestry of the Arcana, your Gnosis stirs something within you—an unmatched intuition and innate ability to ascend through the ranks swiftly, mastering and even creating spells without the need for a mentor. Instinctually, you discern the path to progress, growing ever closer to the pinnacle of your awakened potential.

In your boundless pursuit in realm of Arcana, you are unfettered, guided by the luminous path illuminated by your expanding Gnosis.

The Last Magician of the Century (Magic Kaito)

Cost: 10 SP (Hand-Eye CoordinationPerforming Arts)

Cost: 6 SP ()

You've gained unparalleled expertise in magic tricks, akin to the incredible talents possessed by Kaito Kid. You possess an innate understanding of illusion, misdirection, and sleight of hand, enabling you to perform magic tricks with near-supernatural precision and finesse. You can flawlessly execute complex card manipulations, escape from seemingly impossible situations, and create mesmerizing stage illusions that leave audiences in awe.

Furthermore, the power enhances your natural inventive prowess, granting you the ability to create intricate and ingenious gears and devices specifically designed to support and enhance your magic tricks. These gears are not only aesthetically appealing but also functional, providing you with the necessary tools and props to execute your illusions flawlessly. They can range from mechanical contraptions to optical devices, each tailored to suit your unique magical style.

Additionally, you possess a passive minor reality warping ability, tied directly to your magic tricks. This power allows you to temporarily bend the rules of reality within the confines of your illusions, enabling you to achieve effects that would typically be deemed impossible. For example, you could make an object genuinely disappear rather than merely creating the illusion of vanishing, or levitate an object without any visible support. Granting you the flexibility to push the boundaries of what is considered achievable, as long as it remains within the realm of magic tricks and illusions.

Furthermore, the power grants you the capability to perform any magic trick instantly, without the need for prior preparation or setup, as long as it is theoretically possible. With a mere thought or gesture, you can summon the necessary props, create intricate illusions, or execute impressive feats of magic without hesitation.

Cooking By The Book

Cost: 15 SP

"It's a piece of cake to bake a pretty cake!", were the wise words from a young baker of her time. But this phrase means more to you than most, because you my friend are an alchemist! Not the common cauldron and potions kind, no you are a mystic baker/chef. You have the potential to create esoteric and wonderful recipes through alchemical transmutations and advanced cooking skills. Normally, you have the ability create a transmutation circle to alter organic materials into the ingredients you need to make these wonders and techniques to infuse them with mystical essences. Pies that can people fly, coffee that truly energizes you and causes not addiction, candies that are nutritious and grant people the power to shoot laser eyes, milkshakes that can cause regeneration and bring all the boys to yard too, brew up alcoholic drinks that don't cause hangovers and instill enhanced charisma too, the possibilities are endless! But at the beginning, you'll only be able to make enhanced food that is more nutritious than it should be. To start out with, you have a bank of alchemical recipes in your head to go off of and specialty in cooking/kitchen based equipment as well as alchemical devices to get accurate info your field. Also you have enhanced senses mostly focused on taste and smell, so strong that you could take a whiff of the air tell what someone had to eat for dinner the previous day if they were near by. A new world is opened to you, its time to start cooking!

Mathemagician (Planeswalker Rising)

Cost: 20 SP

Are you someone who desires to wield power over mathematics, the universe, and a vast array of word and number-based magic? With Mathemagician, you'll be able to do just that! Your journey to harnessing the power of math will begin with the Planar Runes, which will give you a foundation of a thousand runes that allow you to cast spells through a combination of mathematical formulas and arcane rune letters. Through practice, you will be able to create and utilize even more advance Runes, enabling you to cast spells that can affect and manipulate esoteric concepts, and otherworldly forces.

By utilizing the formula of Relativistic Arcana, you'll be able to perform spell-crafting on a grand, even celestial scale, using complex mathematical and rune equations. Additionally, your expertise in Quantum Arcane Formulas allows you to manipulate the fundamental forces of the universe through precise mathematical calculations, achieving seemingly impossible results and seamlessly integrating other magical systems you encounter.

To help you better utilize this vast array of magical abilities, your mind has been integrated with a Head-Up Display, providing you with a powerful and customizable interface through which you can perform mathematical calculations, measure anything perfectly and instantly, and seamlessly integrate other magical languages and systems. This integration allows you to become a master of any word-based and number-based magic easily.

Furthermore, your proficiency with Planar Runes enables you to affect and alter magic itself. By analyzing any magic or ritual, you can edit and modify it, allowing you to dispel spells, boost their powers, channel energy, alter spell or ritual effects, and even harmonize the unpredictable nature of magic with math.

So, if you're looking to wield the power of math to conquer the universe then Mathemagician is for you!

State Approved Magic (Youjo Senki)

Cost: 10 SP

Required: Magitech

Congratulations! You have ascended to become a mage, but be wary of the inevitable recruitment into the army.

As a mage, you've undergone rigorous training to harness Magic, a phenomenon where mages channel their mana to manipulate the world around them. To achieve extraordinary magical feats, magitech devices like the computation orb play a crucial role. With this, you also gain the ability to create magitech wonders, including Computational Orbs, Formula Rifles, and Flight Gear. Furthermore, your magical capacity possesses boundless potential, surpassing even the most accomplished mages.

But there's more; due to your unique circumstances, you've been bestowed with a blessing from a higher entity, endowing you with magical capacity akin to that of a Mary Sue. This immense power allows you to cast advanced-level spells tirelessly for hours without fatigue. Additionally, by praying to a deity or an unspecified higher being, you can temporarily amplify your magical might over tenfold, making you a force capable of obliterating entire armies single-handedly.

However, what truly sets you apart from others is your unparalleled grasp of computational orb theory, magical formulas, and magitech crafting. Your mind serves as a crucible of invention, effortlessly devising tools, technologies, and new magical formulas to bolster your abilities.

Moreover, you are now a master of various magical formulas. From Flight Formulas that bestows upon you the grace of soaring through the heavens, to Defensive Formulas envelop you in an impenetrable shield of protection. Use the intricacies of Offensive Formulas to unleash devastation upon your foes, or harness Combustion Formulas to engulf the world in awe-inspiring explosions.

Maddening Witchery (Soul Eater)

Cost: 10 SP

You have become a practitioner of a unique form of magic and witchcraft. As a Witch, you are now intimately attuned to the essence of animals, choosing one to be the embodiment of your powers. Upon delving into the heart of this power, you unlock the ability to take on the physical traits of your chosen animal, becoming a harmonious fusion of human and beast.

Each time you invoke the magic of your animal-based powers, a subtle whisper of temptation attempts to draw those around you towards destructive ends. This malevolent influence seeks to exploit the primal instincts within all living beings, urging them to unleash havoc and chaos upon the world. But fear not, for you are able to curb these whispers if you so chooses, as within you resides an indomitable willpower capable of curbing this ominous call, enabling you to wield your magic responsibly and with control.

At the core of Maddening Witchery lies the profound Transformation Magic, a gift that grants you the ability to shift between your human form and the embodiment of your chosen animal at will. This metamorphosis empowers you to adapt effortlessly to diverse situations, tapping into the full potential of your animal-based powers.

As a practitioner of Maddening Witchery, you gain the ability to create Demon Tools, powerful magical artifacts with diverse capabilities. From containing entire worlds within their pages to housing sentient beings with their own souls, your proficiency in crafting these enigmatic objects sets you apart from your peers.

To safeguard your true identity, you are able to cloak your soul, rendering it indistinguishable from an ordinary person's. This concealment allows you to move in the shadows, evading the prying eyes of those who can perceive souls, ensuring your Witchery remains a well-guarded secret.

Necromancy

Cost: 15 SP (Undead King)

Cost: 0 SP (Undead King)

Necromancy, undeath or death magic to some, is the darkest of all magic. Most of the magic in this field of the arcane focuses on the manipulation of the dead and the souls of the living. You wield the darkest of all black magic. Harvesting the leftover parts of the world to reanimate the dead requires three resources that are essential for necromancy: vitae (the life force of humans), the remains of the dead, and entropy. Wielding all three, you cast spells that change the world around you to come closer to death or reanimate those close to death.

You start with beginner-level spells in the three main branches of necromancy however you are not limited to these branches.

Undead manipulation: what most people assume necromancy is all about is being able to raise the dead, whether they be skeletons, zombies, spirits, or just about any other type of undead creature. There is no limit to what you can raise to become part of your undead legion. You may have any number of undead servants at a time, taking no Vitae for them to linger but only what it costs to resurrect them. You gain a mental link with every undead that you create that allows you to assume direct control over them as the overlord of a hivemind of undead minions. So long as they fit within the theme of being undead, you can bring someone back into various forms, such as mummies or vampires that possess abilities similar to their fantasy counterparts, such as a lich being able to resurrect the dead as a general or possessing a phylactery.

Curse manipulation: You are proficient in curses, being able to use many curses that slow, weaken, cause misfortune, Blindness, petrification, Drain energy, and even cause damage to those you curse. All curses you cast are permanent unless the one you cast them on is stronger than you. This magic uses entropy in a more focused fashion than any other branch of necromancy. You start with basic spells such as slow, blinding, and corpse explode.

Soul manipulation: you are able to manipulate souls and the life force of others. Creating and shaping the souls in any way you wish is possible so long as you possess souls, both the ones you are manipulating and the ones you use to feed your energy. To start down the path, you must possess an understanding of your own soul. The more you grow this branch of necromancy, the more you can shape the world around you or absorb the souls of others, creating monsters, converting souls to energy, absorbing them to gain power the person once possessed, creating souls from nothing, even forging souls into armor, and so much more.

At later stages of necromancy, you can even start manipulating those who are not dead, shaping flesh, and creating new species from magic alone, creating abominations from those still alive or dead that are loyal only to you. At mastery, you can even reverse the flow of entropy and instead focus it into your undead creations, evolving them to no longer be dead but instead a half-step between death and life, allowing them to grow past what they once were.

The Dark One (Once Upon a Time)

Cost: 30 SP

You have become the 25th Dark One, one of the few individuals who have hosted the Darkness, a dark magical entity. You are also granted the knowledge and skills of all the previous Dark Ones.

Being the Dark One grants you immortality, such that you no longer age and don't need sleep (though most Dark Ones find a hobby to pass the time, like spinning gold from straw or making dreamcatchers). You are not affected by temperature or most dark magic. You can regenerate from any wound not inflicted by the Sword of the Dark One. If you die by means other than the Sword of the Dark One or a being of much greater power, you will reform in the "Vault of the Dark One", The ability to generate and control darkness is another gift of being the Dark One. Additionally, you have a great affinity for magic in all its forms except Seer, Divine, and Fairy magic (though these limits can be bypassed if you are clever at making deals or finding loopholes).

Your magic can be used for teleportation, age manipulation, telekinesis, elemental control, energy blasts, healing, enhancing your physical abilities, potioncraft, alchemy, summoning objects or individuals, planar/dimensional travel, technopathy, metaphysical heart extraction and control, and more. This branch of magic is only limited by a few laws, such as raising the dead (creating an alternative reality instead), creating love (only an illusion of love, not the real thing), and time travel (the attempt will create an alternative reality instead of actually traveling to the past). all your magics can be enhaced by your emotions

As the Dark One, with the knowledge and experiences of your predecessors, you are a grandmaster at making magical deals, bargains, etc., with individuals to grant their deepest wishes and darkest desires. These deals can be made for objects like gold or lessons in a skill, or something as esoteric as someone's power, love, knowledge, etc. The possibilities of these deals are only limited by your ingenuity and cleverness, and they don't have to be "fair" deals.

You have a few weaknesses: the Sword of the Dark One, which can kill you (if someone does this, they will become the new Dark One), being in a realm where magic can't exist, and items enchanted to block magic.

Last but not least, you possess the Sword of the Dark One, also known as Excalibur, which can cut magic and kill immortals by cutting their immortality. With a ritual, you can turn it back into the Holy Grail which when drunk from grants immortality and great magic power.

Note: You do not have to worry about the corruption of the Darkness leading to your death or your morals and looks being twisted by being the Dark One.

Radiant Painter

Cost: 20 SP

You are a radiant painter, by infusing both your materials and yourself with magical energies you can create magical and mystical creations of Art. At first you will only be able to apply a small amount of magic through your works, creating minor effects like illusions or emotional stimulation in those who are near the work of Art. But with time and with special material and mystical perpetrations you can imbue an incredible amount of magic into your works, which would put a whole city into a dreamscape, or turn a small back yard garden into a backyard jungle that slowly consumes the town.

You have the ability to create a wide variety of artistic mediums, gaining the knowledge of how to create any kind mundane artistic medium, the infusion of materials can take many forms based on your personal style of magic, but compounding infused materials with other infused materials increases the infused magic amount multiplicatively.

You can create a wide variety of hand crafted artistic works that create magical effects based on the intent and design of the work of Art. With enough practice and experimentation you could achieve a wide range of effects as long as they are all centered on the work of art itself. It's strengths lay in area effects and requires a skilled artist to create complex functions or conditions within the works of art, working at its peak when indiscriminate in effect, as the painter you can choose to be completely immune from the effects of your creations.

Magical Melody

Cost: 20 SP

Curios, you seem to have been blessed utterly by music. Your skill as a composer and performer of music has reached legendary status, and you can translate any feeling, idea, or concept into a song evoking these things. You also possess the ability to summon and telekinetically utilize to the peak of your abilities any instruments you desire or need, no matter how expensive or rare. Have your orchestra be staffed entirely by Stradivarius violins if you so desire. However the true power of this is revealed when you channel these feelings into your pieces with the intent to cause change in the world around you. As your blessing has touched the realm of magic, through the medium of music you can cause magical and mystical effects tied to the song and the things it evokes. A raging song evoking a storm or the wrath of the heavens might summon up said storm, a quiet contemplative piece might enhance the learning capabilities of everyone who hears it. A nostalgic sorrowful piece could soften the heart and ease the burdens of those it reaches. The sky's the limit so to speak, as the things you evoke and represent with the primordial language of sounds reach out and persuade the world to change through pure emotion. This is an old and powerful branch of magic, tracing its roots all the way through Orpheus and Solomon, and even deeper into mankind's primordial past, and beyond.

The Gift (Sorcerously Advanced)

Cost: 15 SP

You’ve received the Gift of Aion which grants access to (and massively enhances your capabilities in) the magic system of the Sorcerously Advanced roleplaying game and total immunity to direct mind control (but not other forms of mind manipulation). You also instinctively know the basics of magic and find yourself learning quickly. Universes outside of Sorcerously Advanceds cosmology explicitly have appropriate levels of Flow to equivalent locations in Sorc Adv (e.g large amounts of Flow on a world with a biosphere with appropriate aspects, a level 2 null zone in space (as unlike worlds of the kaleidoscope, space in a normal universe is not empty it's merely hard to detect and interact with what’s there in a useful manner) although the Flow is only weakly interactive with the natural world until disturbed by something or someone capable of interacting the Flow.

You can also explicitly use the settings grand wonderworks outside of the kaleidoscope and the worlds beyond effectively as normal with any conflicts with other settings metaphysics/cosmology resolved in whatever way is most favorable (within reason anyways) with the option to decide if they are the same instances of the wonderworks that would connect & interact with the Sorcerously Advanced setting normally or are identical copies (either way the universal repositories would explicitly contain all the contents of that you would find inside them in the Sorc Adv setting which is all that you need to learn a tradition from the game or create your own)

(This power essentially allows you to do anything with enough research and preparation.)

Illusion Magic

Cost: 20 SP

You are a master of the school of illusion, this ranges from minor tricks and misdirection's, all the way to fooling the perception of reality itself. You focus on the magic of perception itself, creating lies so good they might as well be truth, hiding in plain sight the fantastical, or fooling the senses to perceive the impossible in the mundane, But not only the mental aspect of this magic is open to you, the physical is as well, craft puppets made of light and shadow, overlay a differing reality upon this one, or even fool memories, creating lifetimes, experiences and sensations in people, making them question the very fabric of the world around them. The grand art of this school of magic is the lie so great it fools all the world, turning lie and fiction into truth, and overwriting reality. This is far beyond you as of right now, but with time and effort you may be able to accomplish this. Just remember if you hit the universe, the universe tend to try and hit back, so trying to turn your thought to reality incurs an enormous cost, whether that be by magical energies, or if you are unable to pay with that, physical ones, even including lifespan.

Warlic (Artix entertainment)

Cost: 25 SP

You are a mystical enigma and a magical anomaly for reason unknown Whenever you use magic instead of using up your magical power you instead generate more Within yourself. This functionally gives you an infinite reserve of magic and gives you the capacity for exponential growth as each spell enhances your magical prowess by its cost.

But beware a body can only hold so much magical power if you overused it you might just pop like an overinflated balloon, you will need to let your body adapt to its new baseline before using magic again. but given enough time or spells cast you could eventually rise to a level of magical potency to rival the god.

You also gain some knowledge about elemental magic from the planet Lore.

Dominant (Final Fantasy XVI)

Cost: 20 SP

You are a dominant being who hosts the power of a powerful godlike elemental being called Eikon. through an act called priming, you can assume the form of your chosen Eikon and unleash its devastating might upon the battlefield, or through semi-priming clad yourself in the power of the Eikon without fully transforming. Either way, because of your nature as a dominant you can instinctively use magics of the same element as your Eikon and have a great affinity for said element.

Eikon can enter an empowered state by absorbing a large amount of magical energy though this tends to make them go berserk, there is also a major drawback as overuse of the Eikon and their power sap the vitality of their user causing their body to slowly crystalize over time as they use more and more power.

you can choose to have your Eikon be one of the existing ones or create your own custom Eikon with one of the 8 original elements

Ice King (Adventure Time)

Cost: 25 SP

Long before the mushroom war, there existed an ice elemental of great renown, Urgence Evergreen. He and the other elementals discovered that a comet filled with evil magic was headed to the planet, and in order to stop the comet, they created a crown, a crow filled with magic that could grant the wearer's innermost wish. Sadly, before he could use the crown to save the world, he got stuck under a block of ice and was forced to ask his student Gunther to wear the crown and save the world Urgence Evergreen, however, did not anticipate that Gunther's deepest desire would not be to save the world but to be just like Urgence Evergreen. Like Gunther, you have gained abilities similar in nature to Urgence Evergreen. Just without the sacrifice of sanity that comes with wearing the crown and being transformed into a different person.

You have gained unparalleled control over the field of ice magic, being able to freeze both living and non-living creatures into ice, transform ice into creatures, or use the ice to make weapons. You can also call storms of snow and ice or even shoot bolts of ice lightning from your hands. You also have access to a plethora of other abilities, such as flight, withstanding intense temperatures, seeing things beyond the ordinary, a sixth sense that could alert you to danger and protect you while not conscious, invisibility, illusion creation, and so much more.

While you are not limited to simply using ice magic, using other magic takes more time and effort than using ice magic. Your current strength in magic is enough to level a small country and will only grow as you get older, and with immortality, you have eternity to study and practice magic and grow in strength.

Biomancy

Cost: 15 SP

You have awakened a trace, a fragment, of magical power; your biological makeup has changed to withstand the nature of magic. All magus who practice the thaumaturgical nature of biomancy possess an organic flesh sack inside their bodies that helps with the gathering of the vestiges of the lifeblood of the universe. Those who practice possess a more evolved body as a result of the mutations that they gain from casting spells or the backlash from spells that have forever scarred their body.

You start with a beginner-level understanding of the main branches of biomancy; however, through experimentation and research, you can branch outside the current understanding of biomancy.

Shaping: When most people picture those who work with flesh, you are the first thing their mind goes to. This is the school of manipulating the flesh of beings who are still alive and even those who are dead in order to change the bodies of the living into something else, using magic to influence the evolution and creation of flesh into something that it was not before. You are able to cast magic and change the biology of others and yourself, augmenting the already existing biology. Others are often able to tell those who practice this type of magic based on how they look, as those who delve into shaping often leave differently than how they came in, grafting additional arms, eyes, or even growing tentacles in order to attack offensively. Most people do not wish to get into a fight with Shapers, as they will turn them into biomass that they will then use to further augment themselves.

Monster Manipulation: This is the school of magic relating to the creation of new life and a subsection of Shaping. Those who practice this magic are fond of creating monsters instead of augmenting themselves, distancing themselves from combat, not wanting to dirty themselves with the blood of their enemies, and creating elaborate monsters to do the job for them, such as bears that can breathe fire, dragons that can turn invincible, snakes with the upper body of a man that can poison their enemies, and so much more. The more imaginative the one who created the monster, the more features that could be hidden in the monster that they created. They are not bound by the biological laws of the universe, being able to fit more into their creations the more they have spent researching this branch of magic, even creating all new forms of beings that have abilities beyond what normal biology should allow.

Blight Craft: The first plague that was ever discovered was the result of a biomancer who did not properly seal the container that they kept their research in. This field of study is that of transmuting flesh into diseases and plagues, able to create plagues that even the most deadly of creatures could fall into. Creating parasites and diseases comes as second nature; you are able to create diseases that shouldn't exist with enough research and study, corrupting others into misshapen blobs of flesh, turning their eyes into bees, creating boils, and so much more.

As you progress into biomancy, you can start to crate biological monsters with magic alone instead of relying on already existing biomass, creating abominations that evolve the more magic that you put into them. At mastery, you could even start to shape the world around you as you reach beyond the limits of mortal biology.

The Echo (Final Fantasy XIV)

Cost: 10 SP

You possess the Echo also known as the power of transcendent which is a vestiges of power that all people on Etheirys once held as the ancient. The nature of the echo is the ability to transcend the boundary between one own soul and that of another.

This power can give those who have it a variety of different abilities such as receiving visions of the past and future, The ability to speak to and be understood by any creature with a soul regardless of language barrier, combat precognition by viewing the vibration of the soul, see the distinct color of the soul, immunity to mind control and the ability to extend such protection in a radius near oneself.

Some advanced users of the echo like the Ascian can even use this power to greater effect capable of achieving things such as teleportation, immortality, possession, and even undergoing fusion with another to create a more powerful being.

At first, these abilities will be hard to control and at times go off at random but with practice and training you will gain more finesse and control over the power.

The Script (Ar'Kendrithyst)

Cost: 15 SP

You have access to a magic system called the Script. This allows you to gain experience through living life, upon reaching an increasing threshold, you level up. Initially this system has 4 stats and a Class, Strength, Vitality, Willpower, and Focus. Strength is directly proportional to your max Health, while your Vitality is tied to your Health regeneration. Willpower and Focus are the magic versions, reflecting max Mana and Regen respectively. You are to receive points from leveling up and performing incredible feats. These points allow you to upgrade your stats and buy spells.

Even without putting points directly into your Willpower, you are able to increase the amount of magic you produce. Mana Production is affected by how well a person knows magic, how much magic they do, and the mana itself. These growths are based on your lifes feats, saving an entire city of innocents could net you a sizable increase, being an important teacher of magic would give you a much larger boost, leading a country would net you a robust boost.

Classes allow you to specialize in certain magics, you may design your own Class with enough skill. Each Class initially has five slots for bonuses that improve you tremendously, a single bonus would allow you to double your health, triple your regen, or even be something more esoteric such as an Affinity towards an Element. To get more of these bonuses you must complete various Quests or perform on the level of making an entirely new branch of magic.

However you should remain aware that the Script itself is a crutch, not every spell is purchasable, Time Magic for example requires the completion of an incredibly lengthy Quests in order to even gain the right to the most basic spells. In order to achieve some of the rarer spells you must work to craft them yourself, casting them out into the world upon the formation of the spell. If you are unsatisfied with the result of a combination, you may rip the spell apart inside your spirit, giving yourself another attempt at greatness.

I’Cie (Final Fantasy XII)

Cost: 10 SP

You are branded, turning you into a I’Cie. Unlike the games, you're not bound to a higher entity. You gain a moderate mana pool, and the ability to use spells. Your body is also enhanced, your magic internally reinforcing your resistance, stamina and strength to near-superhuman levels. As you gain experience in using your powers, you can meditate and access an inner skill-tree, expanding your powers and granting you access to new spells and skills.


Unlike the I’Cie that receive their focus from a god, you can set it yourself, and change it at will. The harder your focus is, and the more you do to conclude it, the more your power will grow. You must either succeed in your focus or wait a week before changing it.


At least, you have the ability to cover yourself with an indestructible crystal. The process is near instantaneous, and you are vaguely aware of everything around you, but you come out of the crystal exhausted and depleted of mana until you have properly rested. You won't age inside the crystal, and can set conditions to be automatically removed from it.

Tier Magic, kupo! (Final Fantasy)

Cost: 10 SP

You gain access to tier magic from Final Fantasy, and a modest mana pool that you can increase with practice. By chanting your spells, you are able to launch a different array of effects. Spells are made with two factors: an element and a tier.

Element is an attribute that defines the spell. “Fire” will make fire, “Ice” will make ice, etc. You can use more esoteric elements like “Stop” to freeze objects, or “Heal” to bring a person back to health, but the more abstract the element the more mana it will cost. A tierless spell, that is, only the element, will be a simple thing: “fire” will make a small fireball or a stream, “thunder” would make a small stream of light, “heal” will fix a shallow cut, etc.

Tiers are how strong a spell is. By adding a suffix at the end of the element, the spell is made stronger. Each tier grants an output of power twice as strong as the previous one, and proportionally increases the mana cost. As you gain experience, you will learn more suffixes.

Homo Magi (DC Comics)

Cost: 15 SP

Homo Magi, also called Homo Magus, is a sub-race of naturally magic-wielding humans. Many powerful civilizations came from them, Atlantis being the most significant.

As a Homo Magi, you can learn to manipulate any kind of magic at will, but mastery still require a lot of practice, although less than a normal human. Homo Magis age at a slower pace and can live from centuries up to thousands of years.

Logomancy (DC Comics)

Cost: 15 SP (Homo Magi (DC Comics))

Cost: 5 SP (Homo Magi (DC Comics))

Logomancy, also known as "backwards magic", is a type of Order Magic that allows the user to create supernatural effects by speaking backwards.

You can do almost anything with Logomancy like manipulating the weather, traveling through dimensions, flying, or healing and even resurrecting people or animals.

As an Order Magic, Logomancy takes a toll on the user. The more complicate and powerful the effect, the higher the cost, going from a negligible cost to an insufferable pain that can kill you. With more practice and experience you can reduce the cost of the spells.

Skinchanger (A Song of Ice and Fire)

Cost: 5 SP

You have the ability to leave your own body and control animals that you can bond with. There isn't any hard limit on what kind of animal you can control, but proximity does make it easier to do so. A powerful and skilled skinchanger could keep six or so animals under their control at once. This control can extend towards humans, but is difficult to dominate their minds and bodies.

Blood Magic (A Song of Ice and Fire)

Cost: 10 SP

You are a wielder of Blood Magic, a dark type of magic that is focused on sacrifice to achieve results. It can be done through ritualized sacrifice or burnings that are used to achieve various magical effects. You can also use this to craft weapons and items such as horns to bind beasts to you, or highly durable and sharp metallic weaponry and armor. You can use fleshshaping arts to craft horrors made of flesh. You can summon assassins made of shadows, and can shape stone like it's clay. You can manipulate fire, and can create glass candles to scry in areas far away.

Sorcerery (Sorcerer’s Apprentice)

Cost: 10 SP

You have become a Sorcerer as shown in the Sorcerer Apprentice series. A person who is able to access 100% of their brain's power and thus able to manipulate mana to perform sorcery while also granting an increase to intelligence. Spells can either follow the natural laws of physics or ignore them entirely. As such knowledge of physics can greatly benefit this magic power. In its base form mana has electro-magnetic properties that allow it to interact with electronics though can be changed not to. There exist 7 domains that a Sorcerer can manipulate which include Space-Time, Matter, Elements, transformation, Mind, and love. You are given a focus which is typically in the shape of a ring or staff which is needed to cast spells. This power will also grant ageless immortality to the user.

With time it is possible to accomplish anything with this power.

Child of Luna

Cost: 35 SP

You have been gifted a new and greatly enhanced form with all of the qualities of the Moon, and even more: First and foremost among your abilities, Physique: Your body has been enhanced with not only all of the durability, raw power, and mass - of which you may selectively exert, with your gravitational abilities - of Earth’s own moon condensed into your human form, but also similarly massive reserves of stamina and magical energy, granting you a staggering amount of might.

Your second ability is Gravity, similar to a Sun’s: Where yours differs from theirs, however, is that you are gifted with an extreme degree of control and nuance over it rather than just sheer exertion of force, being more akin to a sort of telekinesis; while starting out you may ‘only’ be as capable as your physical abilities, you can do so on such a scale as the tides themselves, and will only grow more precise with time and practice, with surgery and complex machinery as examples of mid-level skill, and Tinkertech at your heights.

Your third ability is Reflection: This allows you to unconditionally reflect any attack back toward the assailant at full power without incurring any damage yourself. This reflection is directly linked to an internal reserve of power that continuously decreases with each reflected attack until it empties. Once depleted, Reflection becomes temporarily unusable. Your reserve passively refills, and depending on the amount depleted, takes at most 24 hours to fully replenish. The strength and nature of attacks will directly translate into percentages reflected: For instance, attacks that might have caused a cut that drew blood would deplete only a minuscule fraction.

Your fourth and final ability is Phase: Depending on the current phase of the moon - new, crescent, half, gibbous, or full - you gain a complement of supporting magical powers to help augment yourself and your other three abilities, with examples such as concealing darkness, unnatural cold, illusions, or even divination. While these sets don’t have the raw power of your primary abilities, they’re no slouches in their own right. Odd lunar ‘phases’ like blood moons and solar eclipses grant unique powersets that are stronger than usual.

Witch of the Void

Cost: 25 SP

You are a witch who finds themselves mysteriously linked to the unfathomable concept of the void, where all things end, and ordinarily, mere contact with this void results in death. Your power stems from a realm lurking beneath the fabric of existence, representing Entropy and Death. Through this connection, You have acquired proficiency in the arcane arts of the darker magical disciplines. You will be to fire a Void Blast that can be fired as a beam, wave, or general blast. You will also gain increased proficiency in energy manipulation and necromancy.

Furthermore, You possess entry to a secluded dimension, out of sync with reality, that acts as a Prison. This realm serves as confinement; any entity You encase within the Prison becomes incapable of escape unless those imprisoned surpass your strength or seek external assistance. Your ability to teleport allows you to travel anywhere on the planet you currently reside on in a flash of purple light.

It's important to acknowledge that beings connected to life or those opposed to entropy instinctively fear you. They can sense your connection to the concepts of entropy and death, prompting an aversion towards any association with you. This drawback, however, can be mitigated through dedicated time and effort. Additionally, you are immune to the natural progression of aging or succumbing to illness. Also, Excessive use of your powers will lead to weariness and lethargy.

Enchanting Mastery

Cost: 15 SP

Enchanting Mastery grants you the ability to infuse everyday objects with magical properties, enhance their existing qualities, and craft reagents from mundane items through specialized rituals. With this power, you can create items that would boggle the mind through focusing your intent to imbue items. Through the art of inscribing intricate magical runes or symbols, you can enhance an item's durability, amplify its damage, grant it protection against specific elements, and achieve many other effects.

As a master of enchanting, your expertise extends to the crafting of mystical reagents. Utilizing specialized rituals, you can transform commonplace materials into potent magical substances, further expanding the possibilities of your enchanting abilities. You can also incorporate crystals or gemstones into your rituals to augment the potency of your creations.

The end result is an item imbued with unique, fantastical abilities. Whether it's a cloak that grants the wearer temporary invisibility while worn or a ring that eliminates the need for sleep, your enchanted creations are limited only by your imagination and materials. One unique feature of this ability is the ability to establish activation mechanisms for the enchantment and/or item. For example, only a specific person may use the item, or it can only be activated during the day.