Unique Manifestations Spell in Emynea | World Anvil

Unique Manifestations


After the Birth of the Erlithmanil, these entities recrafted the world by lacing everything and everyone with magic. They granted all lifeforms two elemental abilities sometimes referred to as blessings. As these abilities are passed down from parent to child, they came to be called Racial Magic. Magic altered the natural balance of the world and humans, beasts and plants alike came to depend upon and even define themselves by their fantastical gifts. The societies of the newly dubbed Emynea continue to frame their lives by these abilities to this day.

Every element has five Aspects, five divisions of their magic. This means there are 50 aspects one can have a connection to, not even including those granted by Aethid! There is an intense variety of combinations, so many that its nearly impossible to name every kind. Instead, each of the two abilities are referred to by the aspect a caster is connected to and by how they can wield it, how they manifest that connection. Some manifestations have been observed from every aspect, such as Aura, Form and Manipulation while others are more unique like Bleed, Agility and Voice. Manifestations can either be physical or mental and they define how a caster can use their innate elemental connection. While some inherit a connection to only one aspect, its possible have two separate elements altogether—any combination is possible!

Tia's Hands Minx Form
Everyone in Emynea has two forms, their normal form and their magic form. Casters can switch between these or even blend their forms together! Whether they gain plant or beastial features or can manipulate raw forces of nature, one's magic form physically and visually expresses their aspect. All kinds of patterns and markings will appear and their hair and eye colors can also shift into the hues associated with their aspects. Even those with the same abilites may not look entirely the same, exact patterns differing person to person.

While every aspect article has a short list of and simple descriptions of their manifestations, below are details and typical features of each kind of manifestation. See unique manifestations for those with extra or alternate functions from the norm, those present only in one aspect or those which work a bit differently. Manifestations also present differently for mental manifestations than they do for physical.





Azowyr



Skin
Can produce shadows from their skin and expand this effect around themselves into different shapes or they can alter the way light and shadow interacts with their skin. They can deflect or snuff out any light touching them or keep light from relecting off of them at all. The easiest way to use this ability is cloaking their body in shadows. With practice, they can become invisible. Alternately, they allow the light to pass through them or simply cloak themselves in shadow in an already dark environment. However, shadow magic can physically touch and even restrain them. The effectiveness of their invisiblity relies on individual skill.


Vokda




Aura
Capable of generating or summoning void, pulling it directly from Vokda's Plane. This can be in the form of a void pockets, void shields or void blades. The caster is immune to all damage from these effects and is capable of seeing void which is usually invisible. Shields and blades eat up considerable amounts of energy and takes training, the formation of blades only coming naturally to those with Vokda's Blade, Aura summonings not so easily refined.


Blade
This functions and manifests like most other blade abilities. However, void blades are unique in that they manipulate the empty space between molecules, cutting into and separating any physical matter at a molecular level independent of a material's structure or makeup. By separating matter at a microscopic level, this blade will cut everything precisely, unhindered and seamlessly regardless of what kind of material it is. The blade consists of emptiness itself and does not reflect light, rendering it invisible to those without the ability to perceive void. However, this blade can cut the caster as well making the instantaneous and undiscerning cuts of these blades intensely dangerous for the caster too. Like most elemental blades, only the dull surfaces and grips of these blades are safe to touch.


Touch
Like the blade manifestation, this ability manipulates the space between molecules. The caster is able to split apart matter via touch by expanding all of the void present between molecules. This works regardless the strength or composition of the material, completely disintegrating matter with a violent pop. The longer the caster maintains contact, the further this effect spreads and more pervasive the damage.
Skin
Can produce void shields from their skin or turn their skin into void and expand this around themselves, functioning as an invisible and impenetrable shield or armor. Physical matter cannot penetrate void shields which naturally repel matter and some energies like fire struggle to penetrate it, as there is no oxygen in this space. However, forces like light magic and energy magic are unimpeded.


Kalitho



Movement
Able to walk, step or move on bright lights which become a solid foothold for them, regardless of gravity or lack of surface. They can also briefly transform into light, travel at the speed of light or merge with light in their environment before reverting back. Sometimes, this allows them to pass through certain materials such as glass. However, shadow magic can harm them in this state.


Manipulation / Aura
Those with these manifestations can summon or manipulate light in their environment, much like other similar manifestations. However, these abilties are ideal for illusionry, capable of altering the perception of those around them. How well they can fool people depends on skill. These abilities are very similar to Illusionist True Mages.


Touch
Can temporarily alter the natural color of anything they touch, altering which light is getting absorbed or reflected. This can be small differences or grand illusions changing not just their color but their entire appearance!




Craft
Can permanantly alter the color of anything they touch, altering which light is getting absorbed or reflected. They can mold this in great detail, essentially dying any material by touch like an artist painting on a canvas. Only they can reverse the effect.
Skin
This ability allows the caster to emanate light from their skin however they choose to. This can result in glowing, altered visual appearance, uniquely colored skin and hair, visual illusions, bright flashes or even imitations of their surroundings which result in camouflage. The quality of these illusions depend on skill.


Eye
This works as most eye manifestations but Kalitho's Eye carries even greater perception. The caster is able to cycle between utilizing various kinds of light at will including radio waves, microwaves, infrared, ultraviolet and x-ray. They are also unbothered by bright lights, unable to be blinded in this way.


Rithaldis



Blade
This manifestation is similar to other Blades, but radiant blades emit photons so intense it converts surrounding gases into plasma while retaining the blade's shape. These are super hot, emit bright light and inflict terrible damage. Even if one survives a blow, the blade also afflicts radiation. The hotter or more radioactive the blade, the more energy is used up, quickly depleting these casters.


Movement
Able to walk, step or move on or through radiant energy such as beams of bright sunlight or irradiated materials. These are a solid foothold for these casters. They can also briefly transform into sunlight or ionizing radiation (like gamma), move along or as these energries do and reform elsewhere. This allows them to move at the speed of light and even penetrate barriers which radiation can, however briefly.


Pocket
The caster is able to create small portals into Rithaldis' Plane with their hands, reach in, and pluck out the miniature suns which exist within. They come in varying sizes but the very large ones eat up a lot of energy to extract, sometimes more than a single caster can sustain. The orbs will remain until the caster dismisses them or they naturally burn out, the smallest lasting only a few hours while large creatures like a fully grown Khepri Scarab can call forth suns which may last for centuries!



Ithisda



Manipulation
Able to manipulate, control and reshape liquid water present in their environment. This is one of the more adaptable Manipulation manifestations, capable of controlling liquid water in a variety of ways. This skill is popular among healers, for example, manipulating various bodily fluids or even the water stored within plants. This kind of manipulation takes fine control if they hope not to damage what contains the water under their control.


Bleed
The caster can generate an area in which blood is drawn to them or even focus this effect on a specific target. This can throw a target off balance easily but the most potent effect occurs when the target is bleeding. Any open wound will cause the target to bleed profusely, their blood trailing towards the caster.

Vapri



Touch
The caster is is able to dehydrate moisture from the air or from materials via touch, pulling water vapors toward them and collecting it in their hands or absorbing it. The longer they maintain contact with an object the more pervasive this effect. They can essentially dehydrate anything by touch.


Siryl



Sea Magic
These manifestations work the same as any other but most have the added affect of being able to apply implosive pressure to any water their magic generates, pressure akin to sea water at the bottom of the ocean. This includes Manipulation, Aura, Movement, Slip, Skin, Touch, Push, Form and Body.


Touch
Able to inflict implosive pressure onto whatever they touch which grows more intense the longer they maintain contact. This effect can grow to tremendous extremities, like many other Touch manifestations.


Push
Can generate a tsunami wave, of varying sizes, with themselves as the epicenter. They can also apply implosive pressure but this ability eats up a lot of energy very quickly, especially when implosive force is applied.


Shil



Touch
Able to incinerate materials, organic or otherwise, via touch. Some materials have more resistance than others and are slower to incinerate but this cannot be fully defended against. This incineration progresses further the longer contact is maintained, absolutely disintegrating all they touch!



Corrust



Corrust Magic


Aura
This ability allows the caster to generate explosive orbs of varying sizes which they can then fling in a given direction. The orb will continue flying until it collides with matter, detonating upon impact. Unlike most Auras, these caster can be injured by their own explosives, Corrust offering no elemental protection to those blessed with her magic!


Touch
Casters are able to load materials, organic or otherwise, with explosions via touch. They can set off this explosion at will after loading and can maintain several loads at a time. They can explode each separately, having to set off blasts from a distance. Much like an Aura, which generates explosive orbs, these casters can be harmed by their own magic and have no elemental protection from their aspect. With practice and skill, they can prepare different kinds of explosions interacting differently with the material catalyst and resulting in different kinds of blasts. The size of the blast depends on energy spent. They can cause the object to explode or leave it intact as the epicenter of the blast. Material magic can also be applied to add various effects to the blasts.



Oksi




Touch
Able to adjust the amount of oxygen present in someone's blood and muscles via touch, including on themselves. They can invigorate their own body and those of allies or they can decrease the oxygen in an opponents body, debilitating them.


Breath
They are able to breathe normally independent of their environment, breathing air directly from Oksi's Plane wherever they are. This works in voids, underwater and even underground. They can also exhale any kind of gas in a pinch.


Sonildaz



Aura

Unlike most Auras, these casters do have some control over what they generate. They can't adjust fine details after they release a sound, but the accuracy, content and precision of the sound they produce is well under their control. These sounds are generated and the caster who can still adapt volume or general direction as it occurs. They can even invent their own new sounds, able to exude any sound or music they can imagine! They are immune to any damage from sounds and vibrations, no matter what frequency or how loud.


Skin
The caster can generate various sounds using their skin as an instrument. This can be claps that sound like cymbals or drums, blowing through their hands to produce the sound of a flute or trumpet, etc. It takes skill to master but they are essentially a walking orchestra.


Ear
Able to hear anything and everything within a certain distance, regardless of volume or hindrances. With practice, they can control which sounds they can focus on or ignore as well. And of course, this is only active while they are in their magic form!





Silence
Able to quell, deafen or nullify noises, usually creating an AoE where all sounds are muffled. With practice, they can do this selectively, only muting specific sounds, objects or lifeforms.


Whisper
Able to speak directly into the ears of people they have come into physical contact with, regardless of other louder noises around them. When using this, those immediately nearby hear nothing when they speak, their voice casted out to targets.


Voice
Can adjust the volume, pitch and frequency of their voice or recreate anything sound they've heard before. With practice, they can amplify other sound as well.


Fliris



Manipulation
Able to manipulate, intensify, quicken, alter or control movements, velocity and flight occurring around them. The more extreme the alteration, the more energy is used. It is very easy for these casters to run out of energy quickly.


Gazhaal al-Raqs

Aura
Able to generate, summon or radiate effects tied to Fliris, usually in short bursts of time as it uses a lot of magic in longer durations. Some of these effects include granting flight, decreased gravity, increased speed or agility and even brief decreases in size to those within the area.


Movement
Able to step, walk or move freely, unhindered by normal physics. How they do this is only limited by imagination. They can walk, run, swim, jump, fly, etc. through the air or across land and even shuffle between these rather than being committed to one. These motions have increased speed and agility, possessing unearthly, mystic and unpredictable motions. They can adjust the velocity and speed of their own movements as they occur, regardless of ordinary physics. Constant use quickly eats away one's energy.


Shield
Cannot be damaged by high speed collisions or from falling, their motion slowing and stoping just before impact of they simply don't take any damage from the impact! They are also immune to all Fliris magic.


Push
Able to push everything away from themselves, an invisible force pushing bodies and materials from the caster at the epicenter.


Breath
Able to exhale a strange wind which increases the speed of those moving away from the caster, granting unnatural speed and agility, but slows the approach of those moving towards them.



Step
Allows the caster to move into and out of Fliris' Plane using their own bodies as a portal. To do this, they must reach and maintain a given speed. The faster they travel, the faster they can move in and out of the plane. This essentially allows the caster to pop in and out of the physical world, using the plane as a safe haven as long as they can maintain speed. If they can't, they immediately pop back into the physical world!


Slip
This caster's movements cannot be impeded by physical matter. They can slip through any barrier, any material, as they move or they can let matter slip through them. They can move with increasing, cumulative speed and velocity too but have poor control over stopping themselves the faster they go. They also can't interact with anything, having to choose between a state in which they can interact with materials and one in which they cannot though they can switch between these however they like.


Touch
Can shrink themselves down to smaller sizes or shrink inorganic matter via touch. They can learn to extend this to another person but only while maintaining contact and this eats up a lot of energy.


Agility
The caster is able to move with increased agility and speed fueled by their magic. The more energy they spend, the more extreme these effects.

al-Qafz Jerboa, Magic Form





Gokmar



Breath
Able to breath despite being underground or go long periods without needing to breathe. A common ability among miners across Emynea!



Touch
Able to fossilize or mineralize organic material via touch, living or dead. They begin filling the cells of organisms with minerals similarly to how natural fossilization occurs.


Oril



Breath
Able to tell the composition, nutrition, general quality, etc. of soil by smell. Can also breath while submerged in soil, despite any lack of oxygen.


Charge
Able to absorb and transfer nutrients and minerals to and from organic material. Most use this to increase quality and fertility of soil for farming but it works on people as well. Essentially, they can sap these nutrients out of organic materials (plants, animals, people, soil) dead or alive and store it within their body. They can use this for themselves, converting it to magic if needed, use it to heal themselves, transfer it into other organic material or even release it like an Oril Aura.



Sleep
Able to surround a lifeform with soil, burying them or like a cocooon, which induces sleep and gestates a target a set period of time. Nutrients, water and magic within the soil are transferred into their body and begins healing them. The caster can also fall into one of these sleeps themselves in order to heal or hibernate.


Martor





Craft
This caster is able to purify metals by hand, separating slag and other impurities without a smelter or even heat. They can also craft metal by hand, even with great detail and without need for tools or a forge. This is a popular ability among craftsmen, blacksmiths, jewelers, locksmiths and the like!


Gokrilvek



Manipulation
Able to manipulate, shape or control the gravity, strength, stability or inertia of those around them or objects minutely. They can increase gravity on allies weapons as the swing down or weigh down enemies. They can bolster or outright increase the strength of themselves or their allies, or taper down that of foes. They can re-stabilize a wobbly or teetering ally or correct an unsteady weapon strike or be the tipping force that causes an enemy's strike to miss the mark. They can tighten the defense of an ally, readying to take a blow or increase the inertia of a strike or bracing to endure any outside force. The potential lies in the skill and imagination of the caster. The more extreme the alteration, the more magic is used and they can run out quickly.


Aura
Able to generate, summon or radiate effects tied to Gokrilvek over short bursts of time. Some of these effects include increased gravity, increased strength, steadying of movements to follow through without wavering, cause people or objects to be unmovable, make flight impossible, enable themselves or others to walk on any surface (including upside down), allow one to endure bludgeoning force with no damage, and even brief moments of increased size. The more extreme the alteration, the more magic is used and they can exhaust themselves quickly.


Movement
Able to retain footing and balance despite whatever force, enduring and maintaining movement despite normal physics. Their strikes always follow through unwavering, their balance is always steady and sturdy when defending regardless of hesitation or errors. They can maintain this on any surface, even upside down. They have increased strength and remain unmovable against their will. Finally, they can endure force unusually well, taking decreased damage from what they should. All of this applies regardless of their own physical build or stature. Unfortunately, they are heavier than ordinary as well, resulting in various ways. This eats through energy quickly if not used in bursts or sparingly.


Shield
Cannot be damaged by blunt force or heavy object and they cannot be knocked over or pushed around against their will, becoming an immovable force when they choose to. They are also immune to all Gokrilvek magic.


Push
Able to generate a pulse of a mysterious force, with themselves as the epicenter, which causes all those touched by it to halt all movements. Those affected are unable to move in any way until the caster releases the effect. This eats up magic quickly but the caster can do less potent versions of this pulse that simply slow down those under its effects and make it difficult to move instead, that increase the surrounding gravity!




Alabaster Tiger Mom

Strength
Capable of superhuman feats of strength and stamina as long as they can still use their magic and regardless of their actual size or build. In fact, they might struggle to put on muscle as it becomes difficult to wear their body out! Their magic form generally has dark brown markings across their body but especially along large muscles.


Slip
Cannot be impeded by physical matter once they begin moving. Their inertia is so constant it cannot be impeded by any physical matter and they will continue moving forward, smashing through any barrier or foe in their way. They can't go particularly fast when using this ability. In fact, most can get out of the way in time and they cannot slow down without stopping entirely. It is also difficult for them to turn.


Touch
The caster can grow to enormous sizes or they can expand inorganic matter via touch. They can learn to extend this to another person but they must maintain contact and this eats up a lot of energy. This ability is fairly rare, only seeming to occur in isolated communities across Emynea like in Nordreyjar.


Step
Allows the caster to enter and exit Gokrilvek's Plane using their own body as a portal. This Step maifestation is unique in that the caster can only enter the plane while remaining perfectly still. They will pop back and forth between the plane and the physical world depending on whether they are moving. This plane isn't useful for travel like most others but while in Gokrilvek's Plane they cannot be perceived and cannot be harmed, allowing them to pop back in and out of perception or danger. They can also bring others through the plane, extending the ability to them, while maintaining contact. It does not matter if the other person is still or moving as long as the caster stays still.



Bulok





Skin
Can produce chitin or an exoskeleton over their skin, building up layers and expanding this around themselves in different shapes.


Breath
These casters are able to exhale a swarm of a kind flying of bug which falls under Bulok, one that is detrivorous or carnivorous. These bugs won't harm the caster and disperse when they lose concentration or end their spell.


Touch
These casters are able to infect someone with some kind of bug infestation (like maggots, tapeworm, etc.) by touching them. The longer the contact, the more parasites they receive. The caster is then able to leech magic from victims as long as the parasites remain!




Beranok



Touch
When this caster touches a target, they are can paralyze them while maintaining contact, freezing up their nervous system with a steady flow of electricity. They can't increase or decrease the voltage, only outputting the amount needed to paralize others. They are immune to electricity too.


Tia's Hands Minx Form

Ylixa



Charge
In adition to actual acids and enzymes, this casters can store excess energy produced from chemical reactions in their own body and release it as an Aura of heat or electricity or convert it into ATP within their body when needed. Otherwise this works as any other Charge manifestation, making them immune to dangerous chemicals, acids and the energies they produce!


Ralgot



Touch
Able to make anything into a magnet by touching it and can determine the polarity and strength. Only lasts as long as the caster has magic left and can concentrate.



Skin
Can use their skin as magnet, causing attracted items to stick to them. They can switch this polarity suddenly, using these objects as projectiles or even repelling iron weapons!


Ranalis



Manipulation
Able to manipulate, shape, intensify, control or direct people's thoughts and Mind Spaces. The target can fight these effects in a battle of will! Otherwise, these casters are capable of short bursts of telekinesis but this costs considerable amounts of energy.


Aura
Able to radiate, summon or otherwise generate artificial thoughts and push them into the minds of target's within a given area. Skilled casters can do this well enough that the target believes it is their own thought.


Touch
Casters can experience clairvoyance by touching either people or objects, tapping into information stored within Ranalis' Plane, to the web connecting all mind together.





Skin
Can generate a telekinetic field around their body for protection, repelling objects and some energies. This ability is automatic and only functions in defense.


Push
Grants the caster telekinetic powers. The stronger the movements or bigger the targets, the more energy is used.


Shield
Immune to all mental magics from any mental asepct and is totally immune to all Ranalis' magic.


Movement
Grants the caster the ability to teleport from person to person. This is accomplished by hopping from mind to mind through Ranalis' Plane, but this happens too rapidly for them to interact with either the plane or the person's mind. They are able to bring people with them but this uses twice the energy.


Eye
Able to see the surface thoughts of other humans and beasts as an aura or glean information about what they are thinking and feeling by staring into a target's eyes. They do not get actual auditory thoughts, only general images. These images are still very clear when looking into a target's eyes.
Sense
Can sense the surface thoughts of other humans and beasts or glean more information about them by touching the target. They do not get actual auditory thoughts, only general feelings and emotions. These feelings and even images of their thoughts become very clear with contact.


Vision
Capable of peeking into Ranalis' Plane in a meditative state, much like other Vision manifestations, and can explore the plane or even the Mind Spaces of others through their connection to the plane. They cannot interact with those mind spaces, only peek in to observe surface thoughts. They can also be repelled if they are noticed.


Step
Allows the person to step into and out of Ranalis' Plane, using another person as a portal and entering the surface level of their Mind Space. From within the plane, they can enter the mind spaces of anyone. This is dangerous to attempt, entering a mental plane with their actual physical body as any damage or danger in the person's mind, ordinarily harmless, is actually physical for the caster. What may seem nonsensical and impossible in the physical world can occur as each mind functions and runs by the rules and logic of each individual's mind. What is harmless to a mind can destroy this caster's real body. However, unlike most mind space invasions, they are not subject to the target invading their own mind. They can still be repelled, forced or frightened out depending on the will and abilities of those they invade and they can even be killed. While they can bring another with them, if they become separated their guest will become trapped!



Maralith



Craft
Able to produce a milk magically, generating it like an aura, that is nutritious and possesses healing properties. Very useful for Material Magic!

Iliog



Sleep
Able to switch their own sex or that of another person via touch. When activated, the target will sleep. While they sleep their body will alter itself to how they would have developed had they been another sex at birth. They wake once the transformation is finshed. Any change is permanent as only the caster can alter them one way or another. This is a very rare ability!

Lishil



Diet
Able to survive by filtering plankton and other microorganisms.

Voice
Able to use echolocation in water.



Mental Manifestations




Felryth


Manipulation
Functions the same as other mental manipulations do, but the caster is also able to manipulate the nightmares of a sleeping target. They can mold or craft these nightmares themselves.

Irkath



Vision
This works the same as any other Vision but visions Irkath's Plane is not so easily navigated as other planes. Irkath's Plane is a maze of cryptic, vague, obtuse and difficult to understand metaphors. Irkath contains all knowledge which is lost, unknown, forgotten, secret or concealed but gleaning this knowledge can be challenging and confusing.




Rylmar





Manipulation
Works the same as most mental manipulation but they can also apply their abilities to the dreams of those who are asleep. They can mold and craft the dream themselves, as long as it isn't a nightmare.

Kanilwyr



Vision
This works the same as other vision magics but Kanilwyr's Plane operates differently than other mental planes. The caster can peruse the information catalogued within this plane, but Kanilwyr herself restricts access to memories not belonging to visitors unless they have direct permission (which Kanilwyr automatically becomes aware of). The same also applies when attempting to access the Mind Spaces attached to Kanilwyr's Plane. Kanilwyr's Plane is perfectly organized, categorized and extremely logical to navigate.




Cover image: by Lee Stepp

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