
Magic Type:
Atomic Shift/Alchemy
Abilities:
- Organic Shift, Bone Breaker - Convert the bones of a target into plant life, causing a broken limb.
- Organic Shift, Quick Fix - Bind and fix a bone by converting nearby muscle and fat to make the repair.
- Organic Shift, Maladjustment - Modify organic matter at the cost of other organic matter.
- Mako-Alchemic Shift - Ability Change - Change the attributes of target attack by changing the energy used to another type.
- Vapor Shift, Breathless - Make air unbreathable.
- Vapor Shift, Poison - Make air poisonous.
- Vapor Shift, Acid Rain - Convert clouds into Acid Rain Clouds.
- Material Shift, Breakdown - Break down a target to the atomic level to create materials to work with.
- Material Shift, Reform - Use broken down material to build other materials.
- Material Shift, Atomic Shift - Convert a material from one element to another.
Source:
- Chemical shifts
- Material shifts between states of matter
Elemental Merge:
- Alchemic Form - Take on a giant form of an unstable element that changes as needed. Can convert anything they touch.
Benefits:
- Natural understanding of material properties and chemical reactions.
- Resistance to chemical or toxic effects.
Weaknesses:
- A general understanding of atoms and elemental sciences is needed to properly use these abilities.
- Larger or more complex transmutations are more difficult to control and have a higher risk of unintended consequences.

Mutus
Magic Type:
Blood Memory (Artificial)
Abilities:
- Memory Read - By coming into contact with blood or a vessel containing blood, the user can read their memories.
- Magic Copy - By coming in contact with blood or a vessel containing blood, the user can recreate the abilities of the donor.
- Bluuhd Fist - User bonds two targets, including their own appendages. What happens to one, happens to the other.
- Memory Write - Transfer a memory from the user to a target via blood contact.
Blood Puppet - Minor control over a target's movements through manipulation of their blood.
- Blood Sense - Detect the presence and general location of blood within a certain radius.
Source:
- Memories
- Energy carried in blood
Elemental Merge:
- Iccur Form - User transforms into a form made of solidified blood that retains the memories and abilities of those whose blood was used to create it.
Benefits:
- Innate awareness of spirit beings and Limbo
- Enhanced ability to track or sense individuals they've had blood contact with.
Weaknesses:
- To obtain or properly use this power requires a complete knowledge of pressure points and acupuncture, and experiencing the tripping of all pressure points (risk of insanity).
- Vulnerability to magic that directly affects blood (e.g., boiling, freezing).

Bluuhd
Magic Type:
Chimera (Artificial)
Abilities:
- Mix and Match: Use combinations of elemental magics that have been bound to the user.
- Conversion: User converts energy from one element to another internally.
- Glyph Activation: Focus on a specific glyph to unleash the stored magic.
- Elemental Shield: Combine stored elemental energies to create a protective barrier.
- Adaptive Resistance: Gain partial resistance to elements they've encountered frequently.
Source:
- Any energy they make contact with, creating a glyph on their body.
Elemental Merge:
- ??? Form - A state where all collected glyphs activate simultaneously, creating a chaotic but powerful surge of mixed elemental energies.
Benefits:
- Not affected by elemental magic during first contact.
- Natural synergy or enhanced power when using combined elemental attacks.
Weaknesses:
- The process of absorbing a new energy type might leave them temporarily vulnerable.
- Attempting to combine too many disparate energies at once could lead to instability or backlash.

Justice
Magic Type:
Death
Abilities:
- Soul Reject - User pushes theirs or a target's soul out of their body.
- Shadow Walk - User enters a shadow and exits through another shadow.
- Phantom Arms - User uses extra arms of Necrose energy that can stretch and bend at impossible angles. Contact with arms absorbs disembodied spirits and drains life from living targets.
- Energy Construct - Generate a weapon/armor/item made of Necrose energy. Constructs absorb disembodied souls and cause decay upon touching anything physical.
- Marked for Death - User marks a target, building Necrose energy in the target until it is enough to burn them from within. This does require the target to either stay unaware until too late or have a lesser will.
- Raise Dead - Raise a corpse or bind a soul to a body or object.
- Death Ball - A ball of Necrose void energy that can be thrown. Once activated, the Death Ball implodes and creates a black hole of sorts that pulls in disembodied souls, even tearing weaker willed souls out of their bodies.
- Necrokinesis - User controls souls with their mind.
- Soul Walk - Enter the internal world of a target and face their soul to pass judgement.
Source:
- The process of dying
- Entropy
- Aging
Elemental Merge:
- Void Form - User takes on a form made of Necrose energy, but at the same time exists as a walking void, drawing souls and to an extent physical objects into itself.
Benefits:
- Can exist outside of their body without penalty.
- Enhanced perception of souls and the spiritual realm.
Weaknesses:
- Does not possess as much sheer power as other magic types, often relying more on wit and tactics.
- Vulnerable to strong Life magic or effects that purify or dispel negative energies.

Dien
Magic Type:
Earth
Abilities:
- Gravity Well - Pull target to a point underground, through whatever is between.
- Elemental Construct -Generate weapons/armor/items made of nearby rock. Items possess a magnetic or gravitational Current.
- Rock Smasher - Enhance gravity to enhance attacks.
- Rock Slide - User frees a section of stone from gravity and can ride it.
- Gravity Gun - User uses a series of rocks with various gravity to create a railgun.
- Earth Spike - Pull a spike up through the earth.
- Fissure - Split the earth under a target.
- Quicksand - Temporarily loosen the ground in an area, causing targets to sink.
- Tremor - Create a localized earthquake to disrupt balance.
Source:
- Gravity
- Strength of rock
- Magnetism
Elemental Merge:
- Earth Form - User takes on a form made of rock, can cause a sandstorm.
Benefits:
- Human Compass
- Enhanced durability and resistance to physical impacts.
Weaknesses:
- Submersion in water
- A vulnerability to high-frequency vibrations or sonic attacks that could destabilize earth and rock structures

Gneiss
Magic Type:
Emotion
Abilities:
- Induce Emotion - Directly cause a target to feel a specific emotion (joy, fear, anger, etc.).
- Amplify Emotion - Intensify existing emotions in a target or a group.
- Suppress Emotion - Temporarily dampen or nullify emotions in a target.
- Emotional Construct - Create constructs based on pure emotion, like a shield of courage or a binding of sorrow.
Aura of [Emotion] - Radiate a specific emotional aura that affects those nearby (e.g., an aura of calm, an aura of dread).
- Emotional Echo - Briefly project a past emotion felt by the user onto a target, potentially disorienting them or triggering a memory.
- Empathic Link - Create a temporary mental link with a target to directly feel their emotions.
- Emotional Drain - Absorb the emotional energy from a target, potentially weakening them or empowering the user (depending on the emotion).
Source:
- Active Emotions
Elemental Merge:
- Id Form - The user transforms into a being of pure emotional energy, capable of directly manipulating the emotions of those around them through touch or proximity.
Benefits:
- Heightened senses for detecting the emotional states of others.
- Resistance to emotional manipulation from external sources.
Weaknesses:
- Strong emotional outbursts from others overwhelming their senses or control.
- Difficulty affecting those who are emotionally numb or have very strong mental defenses.

Anima
Magic Type:
Energy
Abilities:
- Absorb Magic - Magic used by others is broken down to energy.
- Change Magic - Redirect the heading or target of magic.
- Rebalance Magic - Change the balance of energy used to magic generated.
- Adjust Magic - Adjust the severity of magic.
- Recreate Event - Recreate a magic observed by the user.
- Energy Poison - Change consistency of energy the target is taking in, making it detrimental to the target.
- Timebomb - Create a path by which everything within is brought to a neutral point of zero.
- Abyssal Armor - Generate armor made of energy. Armor breaks down anything that attacks it into energy.
- Makokinesis - The user can manipulate energy with their mind.
Source:
- The collection, use, and conversion of energy into other forms.
Elemental Merge:
- Energy Form - User takes on a form of pure energy, allowing them to redistribute and alter energy as they see fit.
Benefits:
- Natural resistance to energy-based attacks.
- Enhanced understanding of how magic flows and is structured.
Weaknesses:
- Less potent in areas with little or no ambient magical energy.
- Manipulating energy often requires a clear understanding of its source and properties; dealing with unknown or unpredictable energy sources can be challenging or dangerous.

Dynias
Magic Type:
Fire
Abilities:
- Fire Wall - Create a barrier of Fire
- Energy Construct - Generate a Weapon/Armor or Item made of fire. Once focus is released by the user, item will fizzle out.
- Firebrand - The user constructs a sigil made of fire that can be used to brand a target they get a hold of.
- Fire Claws - Claws of fire that double as shields
Fire Breath - The user breathes fire
- Explosive movement - The user detonates air in target areas, adding explosive force to their movement
- Heatwave - Emit a pulse of intense heat that can disorient or damage opponents.
- Fire Lash - Create a whip of fire that can be used to strike or ensnare.
- Cauterize - Focus fire magic to instantly seal wounds on themselves or others, stopping bleeding and preventing infection.
Source:
- Sources of Heat, such as the sun or fire
Elemental Merge:
- Fire Form - User takes on a larger and stronger fire form
Benefits:
- Resistance to things that burn, such as fire and solar radiation
- Enhanced metabolism and faster healing due to the internal heat.
Weaknesses:
- Anger and emotion, while able to enhance abilities can also make them rage out of control
- Vulnerability to extreme cold or the rapid removal of heat.

Fluerban
Magic Type:
Innocent (Spirit Inheritance)
Abilities:
- Enhanced Power - User receives more advanced versions of the abilities they receive from the race their inherited soul represents.
- Racial Traits - Access to inherent physical or sensory traits of the soul's race.
- Soul Resonance - Briefly amplify certain abilities by focusing on the connection to the inherited soul.
- Spiritual Communication - Limited communication with the inherited soul or others of its kind.
Source:
- Received Soul, granting user the powers of whatever race the soul represents.
Elemental Merge:
- Does not apply
Benefits:
- Granted the powers of the race the soul represents.
- May inherit personality traits from their inherited soul.
- Unable to become another race through normal means of transformation.
Weaknesses:
- Receives Weakness related to the race the soul represents.
- Potential conflict or struggle for control between the user's will and the inherited soul.

????
Magic Type:
Ionic
Abilities:
- Lightning Breath - Release a bolt of lightning from the mouth of the user.
- Neutral Charge - Release all collected energy to neutralize all energy available to all nearby targets, including machinery. In this case thoughts slow, muscles don't respond, and machines are deactivated (if not destroyed).
- Energy Construct - Generate Weapons/Armor/Items out of electricity. All creations carry an electric charge. Creations become unstable once outside the grip of the user.
- Lightning Crash - Call down lightning.
- Lightning Fist - User surrounds their fist in lightning, creating an energy burst on contact and a concussive blast.
- Lightning Ball - User creates and throws ball lightning.
- Electromagnetic Field - Create a magnetic field, manipulating metallic objects.
- Electrokinesis - User controls electricity with their mind.
- Chain Lightning - A bolt of lightning that arcs from one target to nearby targets.
Source:
- Lightning
- Electricity
- Anything creating an electrical charge
Elemental Merge:
- Ionic Form - User takes on the form of lightning, using clouds and storm coverage to move long distances quickly. Can be used to attack a target from above.
Benefits:
- Resistance to electrocution
- Enhanced reflexes and reaction time.
Weaknesses:
- Anything that disrupts or breaks up a charge.
- Being grounded or heavily insulated.

Ion
Magic Type:
Knowledge
Abilities:
- Before you Forget - User makes the target forget what they are doing.
- Remember me? - User makes the target forget the User.
- Remember You - User makes a target forget their identity.
- Forget Your Allegiance - User makes the target forget their allies.
- You Lost? - The User changes the destination of the target.
- Give a hand - User grants the target knowledge they don't have yet.
- Common Knowledge - User redistributes the knowledge of all targets in range.
- Mass Hysteria - User floods the minds of all targets in range, causing mass panic.
Source:
- Knowledge remembered, learned, discovered, and forgotten.
Elemental Merge:
- Intellection Form - User takes on an astral form, allowing the User to enter the mindscapes of others.
Benefits:
- Perfect memory.
- Accelerated learning ability.
Weaknesses:
- Less effective against the truly unknown or situations where information is scarce.
- May have a weaker physical presence due to a focus on mental pursuits.

Nay-Il
Magic Type:
Life
Abilities:
- Energy Construct - Construct a weapon/armor/item of energy. Items grant Life energy to the user when interacted with.
- Encourage Growth - Encourage the growth of plant life.
- Healing Touch - Increase the regeneration of anything the user touches.
- Proliferate Disease - Enhance a virus or bacteria as a form of life.
- Kingdom of Thorns - Cause plant life to grow wildly and take over the area in a way that benefits the user.
- Oasis - Create an area that increases regeneration for any within the area.
- Life Drain - Absorb the life force from a target, healing the user.
- Revitalize - Temporarily boost the vitality and physical capabilities of a target.
- Soothing Aura - Emit an aura that calms and reduces pain in those nearby.
Source:
- The process of living.
Elemental Merge:
- Aether Form - Nullifies attacks in the area, absorbing spent energy as life energy. Increase Regeneration of nearby allies.
Benefits:
- Enhanced regeneration
- Resistance to diseases
Weaknesses:
- Cannot directly heal a target without explicit understanding of their biology, only increase Regeneration.
- Vulnerable to Death type magic.

Eifram
Magic Type:
Light
Abilities:
- Solar Pulse - A burst of light released from a specific point of the body as an attack
- Solar Blast - A beam of condensed light focused as a blast
- Radiance - A net of light that filters impurities out of a target
- Mini-sun - A softball sized sun is generated and thrown. It carries its own gravitational field and due to its small size has a decreased lifespan, resulting in it going supernova fairly quickly
- Masterlock/Master Key - The ability to lock or unlock a target at the will of the user.
- Time Dilation - Distort time, allowing the user to act at faster than light compared to those in the surrounding area.
- Light Construct - Weapons/Armor/Items made of light, become unstable once not held by the creator
- Supernova - Detonate a stream of light or a source of light, creating an energy explosion.
Source:
- Sources of Light, such as the sun or fire
Elemental Merge:
- Light Form - User becomes a solidified light construct and bursts directly forward, slamming into a target or destination at the speed of light.
Benefits:
- Rate of aging reduces as the user ages.
- Immunity or resistance to anything that produces light. (I.E. The sun, fire, lightning, lasers, etc.)
Weaknesses:
- Strobe lights
- Energy received from artificial lights is not as fulfilling, like junk food versus healthy food
- Abilities are Will and focus based, anything that shakes the will of the user can reduce the impact of the abilities.

San
Magic Type:
Mako-Alchemy (Artificial)
Abilities:
- Absorb - Absorb energy from incoming magic.
- Store - Store Absorbed energy.
- Convert - Convert Energy from one magic type to another.
- Replicate - Replicate a magic the user has seen.
- Modify - Modify magic the user has seen, changing effects or element.
Source:
- Any energy taken in
Elemental Merge:
- Battery Form - A state where their capacity to store and rapidly convert energy is significantly amplified, allowing them to unleash more potent versions of replicated or modified magic.
Benefits:
- Natural resistance to a wide range of magical energies.
- Enhanced understanding of the fundamental principles of magic, allowing for more efficient conversions.
Weaknesses:
- Only has energy they absorb and can easily run out.
- Can only use magic types they have seen and remember.
- Limited by the variety and depth of magic they have witnessed and understood. Their creativity in modifying magic is also tied to their imagination.

Studde
Magic Type:
Mind
Abilities:
- Telekinesis: Move objects with the mind.
- Telepathy: Read and communicate with thoughts.
- Pyrokinesis: Control fire with the mind.
- Electrokinesis: Control electricity with the mind.
- Photokinesis: Control light with the mind.
- Technokinesis: Control technology with the mind.
- Chronokinesis: Control time with the mind (to a degree).
- Chryokinesis: Control temperature with the mind.
- Makokinesis - Manipulation of one psychic energy into another.
- Necrokinesis - Manipulate souls
- Radikinesis - Manipulation radiation
Source:
- Psychic energy
- Thoughts
Elemental Merge:
- Ego Form - User Takes on a mental form, made of mental energy. User becomes tapped into the minds of everyone nearby.
Benefits:
- Resistant to psychic abilities and illusions
- Ultimate empathy
Weaknesses:
- Easy to get overwhelmed in crowds or without practice.
- Inherent ADHD, making sustained focus challenging.

Yisp
Magic Type:
Nuclear Fire/Fission
Abilities:
- Energy Construct - Generation weapons/armor/items of Nuclear Energy. Items can easily become unstable and explode.
- Rapid Reaction - Cause a rapid shift in the energy in the area, causing rapid freezing.
- Meltdown - Rapid release of energy to prevent the user themselves exploding.
- Put her there! - Focus energy into a target through direct contact, cooking them from the inside out with radiation.
- Energy Cage - Create a cage around a target made of energy. Cage is effective not because it is hard to break, but because breaking it will cause it to explode.
- Destabilize - Destabilize the atomic bonds of a target, making them radioactive and possibly explode.
- Radiation Collider - Create a particle accelerator of sorts made of Radiation energy. Destructive effects for those caught in the path.
- Radiation Breath - Radioactive energy focused into a blast from the mouth.
- Radikinesis - User manipulates radiation energy with their mind.
Source:
- Radiation
- Nuclear Fission
Elemental Merge:
- Radiation Form - User takes on a form made up of Radiation energy. Can become unstable if the user does. Attacks from this form can prevent the regeneration of the target.
Benefits:
- Resistance to heat, light, and radiation.
- Possibly slowed aging.
Weaknesses:
- Can become unstable if the mental state of the user does.
- User can become prone to violent rage.
- Vulnerability to materials or magic that can effectively absorb or neutralize radiation.

Tomaac
Magic Type:
Nuclear Fusion
Abilities:
- Mini Sun - User creates a softball sized sun that can be thrown. Sun has its own gravity and will quickly go supernova.
- Supernova - User causes an energy source to detonate.
- Gravity Well - User creates a gravity well at a point of their choosing, even pulling a target through dangerous materials.
- Star Moat - User creates a series of miniature stars around themselves. These stars take damage from attacks or redirect attacks with their individual gravity.
- Energy Construct - User creates weapons/armors/items made of mini-stars. Generated items have their own gravity and produce an immense amount of energy when used.
- Star Storm - User bombards a target with mini stars.
- Blackstar Punch - User combines Gravity Well and Star Storm in the form of a punch.
- Graviton Bomb - User creates an imploding star that creates a powerful gravity well on par with a black hole.
Source:
- Nuclear Fusion
Elemental Merge:
- Cold Fusion Form - User takes on a form similar to a cluster of small stars. User can manipulate gravity freely around them and add additional power to their attacks.
Benefits:
- Incredible resistance to extreme heat and energy.
- Natural understanding of gravitational forces.
Weaknesses:
- Difficulty with precise control, increasing the risk of collateral damage.
- High energy expenditure for powerful abilities can lead to exhaustion.

Cosmu
Magic Type:
Physical/Body
Abilities:
- Kinetic Boost - Temporarily enhance speed, strength, or reflexes (self or others).
- Body Sculpting - Minor, temporary alterations to their physical form (self).
- Force Projection - Channel kinetic energy into a burst of concussive force.
- Enhanced Senses - Temporarily heighten one or more of their physical senses (self or others).
- Regenerative Surge - Focus energy to accelerate healing (self or others).
- Kinetic Push/Pull - Project kinetic energy to move or restrain targets.
- Weaken Body - Temporarily reduce a target's physical strength or speed.
- Transfer Vitality - Temporarily transfer a portion of the user's physical resilience to another.
Source:
- Athletics
- Gymnastics
- Physical action or training of any form
Elemental Merge:
- Berserker Form - The user undergoes a dramatic physical transformation, gaining immense size, strength, durability, and speed far exceeding normal limits.
Benefits:
- Enhanced natural strength and agility.
- Faster recovery from physical exertion or injury.
Weaknesses:
- Reliance on their physical condition – fatigue or injury could significantly impact their power.
- Less effective against non-physical attacks or magic that directly bypasses the body.

Kinetus
Magic Type:
Reality
Abilities:
- Bend reality, temperature: Increase the heat (e.g., changing regular fire into blue fire by increasing the heat) or decrease the heat (invert the heat of a fire, causing it to become ice by rapidly decreasing its thermal energy).
- Bend reality, physics: Increase or decrease the strength or flexibility of a target by manipulating the forces acting upon it.
- Bend reality, time: Increase or decrease relative time in a localized area by subtly warping the temporal flow.
- Bend reality, matter: Change the state of matter (solid to liquid, liquid to gas, etc.) by altering the molecular bonds and energy states.
- Bend reality, perception: Briefly alter what a target sees, hears, or feels by subtly influencing their sensory input.
- Minor alteration: Small, localized alterations to reality that don't violate fundamental laws, like making a small object float by slightly manipulating gravity or causing a pre-existing door to shift its location slightly.
Source:
- The structure and stability of reality.
- The interaction of alternate realities.
Elemental Merge:
- Totality Form - A form constructed of the very fabric of reality itself, including a black arcing energy that can Deconstruct or remake reality.
Benefits:
- More able to see the strings of fate.
- Grants a form of enhanced intuition or awareness of inconsistencies in reality.
Weaknesses:
- Lesser physical stature or strength.
- The scope and scale of their reality bending are limited by the user's imagination and understanding of how reality functions.

Nexus
Magic Type:
Sound
Abilities:
- Ensnare - Influence those in the area to protect the user.
- Roar - Inspire fear by roaring.
- Allure - Attract any who hear the user's song.
- Distrust - Make targets paranoid.
- Discord - Confuse the targets.
- Inspire Song - Inspire (insert emotion) in targets.
- Banshee Scream - Focused sound blast.
- Spy mode - The user cloaks all noise they would make, making them not noticed.
- Alert - Alert all allies of a danger or other bit of information.
- Razorwind Scream - Hyperfocused sound waves strip down anything in their path.
Source:
- Sound on the level of energy and vibrations in the air.
Elemental Merge:
- Sound Form - User takes on a form composed of sound. User can move through any barrier sound can pass through. Any quick movement in this form causes a sonic boom.
Benefits:
- Enhanced hearing.
- Resistance to sonic attacks.
Weaknesses:
- Difficulty generating power in complete silence.
- Vulnerability to overwhelming or chaotic noise that disrupts focus.

Sonus
Magic Type:
Temperature/Ice
Abilities:
- Frozen Field - Cause rapid freezing of everything in range.
- Frozen Rain - Cause frozen shards to rain down from the clouds.
- Boil Blood - Cause blood within a target to boil rapidly.
- Energy Construct - Generate a weapon/armor/item made of ice. Contact with generated items may cause a flash freeze.
- Energy Construct 2 - Generate a weapon/armor/item made of plasma. Contact with most materials will result in the generated item vaporizing other items on contact.
- Rocket Ride - Blast forward using an explosion of Plasma energy behind an object rode by the user.
- Ice Prison - Flash Freeze a target in a chunk of ice.
- Black Ice - Cause a patch of black ice to form under a target.
- Chryokinesis - User controls temperature using their mind.
Source:
- Thermal shifts
- Plasma
Elemental Merge:
- Vapor Form - User takes the form of vapor. User cannot take physical damage. Any attempt to touch the user results in a flash freeze.
Benefits:
- Resistance to heat and cold.
- Enhanced sense of thermal energy.
Weaknesses:
- Difficulty controlling temperature in environments with extreme or rapidly changing ambient temperatures.
- Difficulty affecting targets with strong internal temperature regulation or those who can generate counter-temperatures.

Galcio
Magic Type:
Temporal
Abilities:
- Timebomb - The user brings everything in a path to a neutral point of singularity, removing them from the timeline from then on.
- Afterimage - User makes an echo of themselves, making it appear that there are two of them acting at once.
- Relocate - User teleports themselves or others.
- Bullet Time - User speeds up their own time, allowing them to dodge attacks.
- Speed Burst - User accelerates their own movements in a burst.
- Hyper-accelerate - User speeds up the time of a target in an attempt to turn them to dust.
- Rearrange - User moves everyone around in a chain of teleportations.
- Desynchronize - User changes the passage of time for all targets in range, to different extents to separate all targets into different time zone.
- Is this your heart? - User teleports out a vital organ of their target.
- Chronokinesis - User can manipulate time with their mind.
Source:
- Passage of time
- Movement of astral objects
Elemental Merge:
- Temporal Form - User fuses with the flow of time. Able to move through time as they please.
Benefits:
- Natural resistance to temporal distortions or paradoxes.
- Innate sense of direction and spatial awareness.
Weaknesses:
- Risk of disrupting their own place in the timeline with significant alterations.
- Over-acceleration of their personal time can lead to premature aging.

Semptus
Magic Type:
Voices of Chaos (Force of Reality)
Abilities:
- Reality Shift (Minor) - Briefly pull a minor element from another reality into their own.
- Echoing Voices - Briefly manifest auditory or visual echoes from alternate realities.
- Fated Mishap - Slightly alter the probability of an event occurring for a target.
- Reality Rupture (Minor) - Briefly open a small, unstable tear to another reality, unleashing a localized effect.
- Echo of Catastrophe - Manifest a fleeting visual or sensory echo of a devastating event from an alternate reality.
- Borrowed Power - Temporarily channel a specific magical ability or a physical attribute from an alternate version of themselves or another being in a different reality.
Source:
- Broken Fate
- Alternate Realities
Elemental Merge:
- Chaos Form - Manifests differently each time, based on the currently strongest link to an alternate reality, potentially granting the user temporary aspects of a powerful being or a devastating force.
Benefits:
- Intuitive understanding of probability and potential outcomes.
- Resistance to effects that rely on a stable, singular reality.
Weaknesses:
- No direct control as the user is connected to random alternate realities.
- User can become combined with alternate versions of themselves or accidentally break the chaos gate separating alternate realities.

????????
Magic Type:
Water
Abilities:
- Acid Rain - Call down acid rain (Cloud coverage required, expels clouds as used.)
- Chryokenesis - Freeze nearby water
- Oasis - Enhance the regeneration of all nearby allies
- Ice Rain - Call down a rain of ice shards (Cloud coverage required, expels clouds as used.)
- Frozen Field - Freeze area (requires at least a light layer of moisture.)
- Forced Withdrawal - Pull moisture out of the body of a target
- Boil Blood - Cause the blood in a target to boil
Purify Blood - Remove poison from a target
- Hydrate - Transfer water from any source to a person
Source:
- The flow of nearby water
Elemental Merge:
- Water Form - Take on a liquid form that resists physical damage and can draw water to the user to create a flood.
Benefits:
- Water breathing.
- Immunity or resistance to cold temperatures.
Weaknesses:
- Arid environments (lack of water source).
- Vulnerability to lightning, which can destabilize and electrify water.

Naiad
Magic Type:
Wind
Abilities:
- Wind Walk - Burst of accelerated movement.
- Wind Shell - Generate a swirling shell of wind, which blocks attacks and debris, even carrying debris on the currents.
- Cloud Cutter - User creates a solid draft of air that the user can ride like a skateboard or use as a weapon
- Hover - User uses a draft of wind to lift themselves and targets off of the ground. Can also be used to pressurize a target and reduce their movements. Or launch a target up and smash them back down.
- Elemental Construct - create weapons/armor/items made of wind. Created items are surrounded by currents that move incoming attacks or debris.
- Rotary Weapon - User accelerates weapons to act like buzzsaws.
- Sweeping gust - The user creates a gust that can be used to slam into or trip a target.
- Rushing Gust - User enhances their own breath to force a target back.
- Kiss of Death - User bites the lip of a target and forces air into the bloodstream of the target.
- Airless Void - User removes all oxygen from the air.
Source:
- Wind Currents
- Anything causing movements of air
Elemental Merge:
- Wind Form - User takes the form of a breeze, taking no physical damage and able to squeeze through spaces that air can pass through.
Benefits:
- Can hold breath for prolonged periods
- Enhanced sense of direction and awareness of air currents.
Weaknesses:
- Confined spaces.
- Restrictive shackles or anything that heavily limits movement.

Zephyr