Void Wielding Physical / Metaphysical Law in Avendora | World Anvil

Void Wielding

Psychic Practices (in order of rarity) Telekinesis: the ability to move physical objects with one’s mind.   Telepathy: being able to read another sentient being’s thoughts and often send your own into their head.   Empathy: the ability to both sense emotions in other beings and also impose your own on them at will.   Elemental: comes with the ability to control at least one of the following elements (in order of rarity): fire, air, water, earth. Things like lightning would be a mix of fire and air, metal would be fire and earth, etc.   Navigation: being able to transport yourself and sometimes others to another location in physical space.   Force Wielding: the ability to manifest and control a sort of plasma known as Voidfire. Voidfire can cut cleanly through virtually any material.   Seeing: the ability to look into the near, or very rarely distant future. This ability does not always give clarity to what one sees, sometimes just being incoherent symbols.   Transmutation: the extremely rare ability to change physical matter from one state to another.   Necromancy: involves reanimating dead or near dead beings, often linking with telepathy to control the new entities.   Countervailence   Overview: People who can accesses the Void and manipulate it to their will (Vega Void Wielders), are yet fairly uncommon among Saurians, and that higher than most other races. Void Wielders can somehow stretch their consciousness to their “soul” in the Void, allowing access to the power stored there in that particular soul. How powerful your Void Soul is bears no correlation to physical strength, or anything else discernible for that matter. Most Saurians born with the capability of accessing their powers manifest around the age of 16, though some have been as early as 5 or as old as 40. Every Void Wielder is proficient especially in a particular practice, but occasionally there will be some with the ability to utilize multiple. Most often avoid Wielders are able to use one Practice and no more, though it isn’t very uncommon to have 1 or 2 extra, though much weaker than the original. Once linked with their Void Soul, Void Wielders can channel that energy to do whatever they want within their Practice, up to their limit. If they exceed this limit and draw too much energy, most often they will explode, sending Void Plasma tearing out in all directions and devastating anything in their path. Alternatively, their connection with their Void Soul could be severed entirely, leaving the former Void Wielder with a sense of emptiness. Very rarely this will turn the Wielder into a Zeta of proportionate power to their original Void strength. Zeta Void Wielders, contrary to their title, do not wield the Void at all, instead inhibiting the ability to do so for any Vegas near them. The distance of this is proportionate to their class as is how much power they can block (this scales directly with Vega classes, I.E. a class 3 Zeta cancels the ability of up to a class 3 Vega). In addition to this ability, Zetas can detect the ability to Wield in other beings, though not other Zetas. Some Zetas can turn their power on or off at will, but most cannot.

Localization

Type
Metaphysical, Arcane

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