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World of Darkness Feats and Discussion

Mages
  • Second-tier Mages can shield themselves from all sorts of physical attacks and energy such as firearms or RPGs.
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    Third-tier Mages can call forth lightning from thunderstorms.
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    Fourth-tier Mages can destroy inert matter reducing it to nothingness and utterly dissolving atomic lattice. The highest volume is 80 cubic yards or 61164.389 liters.
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    Fifth-tier Mages can change entire timelines, become immune, and exist outside of time.
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    Fifth-tier Mages can create a pocket dimension devoid of life, death, time, space, dimension, etc. It describes it as endless. They can impact the concept of time and space that informs the ultimate ensemble multiverse.
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    Mages can travel in the Void which is outside time and space.
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    Third-tier and above Mages harness the subtle power of the Earth's ley lines. Basically, the Quintessence is the source of mana, life, chi, and all forms of energy in existence.
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    The Mages are a bunch of geniuses able to create Platonic machines, weapons that can destroy beings in every dimension, and machines that defy the laws. They basically created the Platonic concept of Quantum Theory.
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    Archmages have knowledge of all things in the past, present, and future in the Tellurian. Tellurian is the whole reality.
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    Mages 2
  • Mages can see spirits and things that are invisible including higher dimensions.
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    Mages can sense danger.
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    Mages who have mastered their clairvoyant abilities can use all their five senses to see any object in the world.
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    Mages can master military weapons.
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    Mages can master computers by setting up security, hacking, or undoing/preventing a hack.
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    Mages can passively manipulate their fate to adapt to any situation.
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    Mages can see all possible futures and take steps to fulfill their desired future.
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    Any supernatural being can interact with the hyper-narrative.
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    Mages alter minds including their own such as rewriting personalities, changing the Nature trait, or switching minds into another body. The Nature trait are archetypes connected to characters, their true self.
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    Mages can manipulate Jungian archetypes.
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    Marauder Mages (Marauders are mages who have gone insane) can become the Storyteller.
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    Mages 3
  • Mages can passively negate supernatural effects if they choose to believe in something or not. Can alter magic, concepts, people's existence, the laws of physics, and reality, can penetrate all layers of existence, and can remove templates like the idea of ghosts being non-corporeal or a vampire's need for blood.
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    Mages can draw power from Faith via God with some abilities similar to Jesus Christ.
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    Mages can open their minds and become one with the universe. While in this state they're able to manipulate the psychic universe.
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    Mages can manipulate, change or alter memories.
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    Mages can control and manipulate all forms of liquid.
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    Mages can draw power from Enarch's machines.
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    Mages can manipulate sound, shadow, light (can also use this to make things invisible), lightning, fire, wind, momentum, and gravity.
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    Mages can see many futures in any situation and cause that future to occur.
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    Mages can make anything invisible.
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    Mages can transmute one substance into another like turning people to stone.
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    Mages can alter simple life forms and heal themselves.
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    Mages can manipulate space to bypass or ignore obstacles.
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    Mages can control human, animal, or anything governed by instincts.
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    Mages can manipulate fate or probability.
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    Mages can manipulate and control frequencies.
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    Mages 4
  • Mages can completely decay objects.
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    Mages can summon or create shadows from nothing.
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    Mages can manipulate and control sleep cycle and dreams.
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    Mages can manipulate plants to restrain foes.
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    Mages can make their blood spray acid when their skin is pierced.
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    Mages can transform into their semi-Supernal form. A transcendent form of mana.
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    Mages can drain foes physically and spiritually.
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    Mages can devour a persons pain and suffering.
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    Mages can manipulate and repel kinetic energy, use telekinesis, alter vectors and velocity of moving things.
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    Mages can control all forms of energy and change them into something else.
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    Mages can manipulate complex probabilities with their spells. Able to dictate any physically possible outcome within the bounds of their spells, no matter how unlikely.
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    Mages with technology can open quantum gateways between locations, create pocket dimensions between conventional space-time continuums and disperse holographic manifestations of themselves into several locations. Can even make their manifestations solid and perform different tasks.
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    Mages can change a three dimensional object into a two dimensional object.
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    Mages can curse someone to lag within the flow of time.
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    Mages can create pocket dimensions with their own power.
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    Mages can pull the essence out of spirits, ghosts or locus and convert them to mana to either store or disperse. Can also draw the vigor from a person’s body, leaving them weak and helpless.
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    Mages can create an object out of nothing.
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    Mages 5
  • Force Mages can manipulate, direct, transmute, enhance or banish the fundamental patterns of creation for the kinetic elements such as fire, air, momentum, gravity, radiation, light, sound, waves, radio waves, and particles.
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    Mages can create and manipulate antimatter, and fight with anti-Etheric particles in the form of a death ray.
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    Marauder Mages just with their mere presence can mentally affect other people into seeing things the way they do and their delusions or turn those around them insane. They can absorb the willpower of others.
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    Mages can generate dimensional and quantum vibrations. They are experts in complex multidimensional geometry and quantum physics.
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    Mages are constantly interacting with metaphysical items and Platonic concepts.
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    Mages can send foes to a realm where they are forced to see their own deaths, voices screaming back at them, seeing themselves starve, inflicting wounds on themselves, and hearing their own desperate thoughts. All this is replaying constantly having all take place a few seconds while the recipient days, months, or a few years have passed.
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    Mages can manipulate data.
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    Mages can possess beings with their minds.
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    Mages can control entire species and their evolution. They can make species suited to their environment or do the opposite and cause their extinction.
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    Mages can project their minds into a state of Twilight via astral projection.
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    Mages can tap into the Collective Human Unconsciousness to experience an entire lifetime’s worth of knowledge with a simple reaction. Mages can also erase their existence from memory, physical reality
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    The first Mage Lilith’s law is anti-law.
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    Spirits in the Old World of Darkness are concepts, ideas, mathematical equations, hypotheses, discarded theories, philosophical posturings, psychological theses, and religious beliefs. Mages can create, manipulate and destroy spirits.
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    Archmages can create viruses and diseases
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    Archmages can alter and change the laws of reality.
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    Redstar
  • The Red Star or what vampires call Wormwood is a mysterious celestial body that resembles a red star. Represents the wrath of God that manifests gaseous vapor that dilutes and ultimately washes away Caine’s Blood via Kindred/Vampires all over the Earth. Can only be seen by the supernatural.

    This occurrence will last for 40 nights and represents a punishment for the Kindred's sins. This will break the bond of blood oaths, they will get no nourishment from drinking blood, they can’t sire children or ghouls, and they all (including the Antediluvians) become no stronger than a thin-blood via 15th generation.

    On the first night, only Caine is affected and becomes equivalent to a 2nd generation, and on the third night, he becomes equivalent to an Antediluvian.

    The cost of blood magic doubles and become difficult for them to use paths and rituals.

    This also affects ghouls, revenants, and dhampirs, anything that’s related to a vampire. Those who have outlived a mortal life span suddenly desiccate and die, while the relatively young undergo swift aging until their bodies reach their real, chronological age. At that point, they become ordinary mortals, dhampirs included. Not a drop of Caine’s Blood will remain on Earth.

    Before the first night ends, the only Kindred on Earth who are not subject to the ruinous poison of Wormwood are those Chosen in the sanctuary with Ferox. Some might try to trick God, some will choose to go into the astral plane or some other realm of existence to sit out Gehenna, hoping that when everything is over they can just come on back and everything will be as it was before, except for the loss of most other Kindred. This is not true. Everything is part of God's Creation, and so everything is subject to the power of Wormwood and the cold justice it brings. It doesn't matter if a vampire is in the power of Wormwood and the cold justice it brings. It
    doesn't matter if a vampire is in the Tempest, Malfeas or anywhere within the World of Darkness cosmology. Unless he is in the sanctuary, he's a goner.
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    Lilith
  • Lilith taught Caine how to use the power of his Blood.
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    Lilith has precognition and awareness of things supernatural. Has great insight that any attempt to disrupt her senses that aren’t an Antediluvian will automatically fail. Has the ability to grow plants at an alarmingly fast rate, the ability to steal newborn children or cause miscarriages or stillbirths in women. Has the power overnight, she can direct the darkness and harness the power of the stars and the moon. Has mastery over the endless water, can spawn sea creatures, and has control over the unconscious realms of the mind.
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    Lilith has mastery over the realm on the opposite side of the mirrors. She can spy on others through mirrors or highly reflective surfaces, though she can not hear them. Though she can read lips. If she wishes she can travel from one mirror to another. Lilith has three aspects and can shift between these aspects.

    Lilith has some weaknesses due to being a demon, the sunlight is exceedingly painful for her. But it's not deadly to her like it is to vampires. True Faith affects her as it does with vampires, other demons, and other similar beings. Is particularly vulnerable to Jewish True Faith. Is cursed with the inability to love, no one and none of her children loves her.
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    Lilith is over 5763 years old but is still mortal.
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    Antediluvian
  • Lasombra is possibly the source of humanity’s fear of the dark. Has control over darkness and shadow. Lasombra entered the Abyss in his non-corporeal form. His goal was to bring the Abyss onto the material world to conquer and claim the world. Lasombra could potentially become stronger and merge with the Abyss.
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    Ravnos has the ability to withstand the sun.
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    Haqim is the embodiment of murder.
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    It is believed that Ennoia has physically melded with the Earth itself and can draw nourishment from anywhere in the world as long as it stands on bare earth.
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    Vampire
  • Vampires with Celerity (a Discipline that boosts their speed) can transfer and increase the speed of anything thrown, fired, or launched like bullets or throwing knives.
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    Vampires can become speedsters where they run so fast they can run across water or run up walls or ceilings.
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    Vampires can apply similar speed to their hand-to-hand or melee attacks.
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    Vampires with Obtenebration (power over darkness and shadows from the Abyss) can create prehensile tentacles that emerge from patches of dim lighting.
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    Vampires who mastered darkness can physically become it. A vampire becomes an inky amoeboid patch of shadow where they become invulnerable and can slither through cracks and crevices. Also, gain the ability to see in natural darkness.
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    Vampires can create a chamber of pure darkness that can entrap or smother their foes. No air exists in this shadow trap and mortals suffocate within its chilling void. It's unaffected by ambient light.
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    Vampires can summon darkness so oppressive that it extinguishes the light of life or unlife of any victim trapped within it. It takes the bodies of those it claims when it vanishes.
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    Saturn
  • Mages can travel to Saturn, which is also the realm of Time. Also, you have to travel through time to travel through realms. When a Mage moves in the space of the Time Realm, one is also moving in time. All dimensions are time, even standing still is still travelling in time. Two steps forward and one to the right might age you 10 years and hurtle you 20 years forward.
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    Temporis
  • The True Brujah or Vampires who stole their blood can learn a Discipline called Temporis, the ability to manipulate time.
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    Vampires can sense contractions and dilations in time, in addition, can sense the use of time manipulating powers.
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    Vampires can cause a subject to continuously repeat their own actions without even realizing they have been repeating themselves.
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    Vampires can cause a subject to perceive time as having sped up, but the victim moves half speed, and everything they say comes out slowly. They will have trouble communicating.
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    Vampires can stop time for a moment to appear in two places at once. The vampire will appear to teleport or blink from one place to the next, but they're actually slipping out of the normal flow of time and space. Though vampires can't affect objects or attack someone while in this state.
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    Vampires can stop time for inanimate objects for a lengthy time. The vampire could throw a knife into the air and stop time on it, only to later let it continue on its course. It can be used on light switches, bullets, missile weapons, and other projectiles but not on objects being touched.
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    Vampires can slow down and speed up the process of aging.
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    Vampires can dilate time in an area so that a day passes in the blink of an eye, and night seems to come minutes after it leaves.
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    Vampires can step fully outside the time stream and take whatever action as they please. Everything is frozen in time, matter, energy, life, etc.
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    Vampires can cause an entire area to leave the time stream.
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    Vampires can turn back time to a certain point, the vampire will remain wherever they're standing before using this power.
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    Vampires can pull a pocket of space and time from the past. The vampire can concentrate on bringing a certain time forth but not a particular event. Those inside the area do not see and cannot interact with the present unless they have Time Sense via the ability to sense time.
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    Vampire 2
  • The Nagaraja, or Vampires with their blood, can learn the Discipline called Nihilistics, and can manipulate the powers of the Underworld and nothingness energies of Oblivion.
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    Vampires can peer from the Living World into the Underworld and vice versa.
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    Vampires can use their fangs to drain blood from wraiths.
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    Vampires can strengthen the feeling of corruption around them to the point where they can gnarl wood, rust metal, and erode plastic, glass, and dead organic materials.
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    Vampires can direct destructive energies toward opponents of living, undead, and dead (wraiths). The vampire causes them to suffer terrible pain and begin to decompose.
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    Vampires can issue an unearthly cry heard in the Living World and the Shadowlands, regardless of where the vampire is at the time. The cry will summon creatures of the Shadowlands.
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    Vampires can Blood Bond wraiths to their services, and ghoul wraiths gain one level of Potence (superhuman strength and durability).
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    Vampires can use their bodies as a conduit to bring forth the nothingness energies of the Underworld in the Living World. The energy pours from the vampire's eyes, ears, nose, and mouth, affecting everything in the vicinity.
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    Vampire 3
  • A Lasombra or a Vampire with their blood can block out the sun, sky, moon, and stars with darkness. This is a high-level Discipline of Obtenebration.
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    A Baali or a Vampire with their blood can open a gate to the beyond by sacrificing themselves to the darkness. What comes out is so devastating and leaves irreparable damage across wide populations. It is a being of pure hate that cannot exist in their reality.
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    A Ravnos or a Vampire with their blood can use their Discipline called Chimerstry (conjure illusions into existence) can trap another in an alternate reality, the victim wanders around in a universe where everything from its appearance to its physical laws is defined by the wielder.
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    An ancient Ravnos is able to project its power across several worlds in the Fractured Cosmos.
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    Kuei-Jin
  • 3 kuei-jin bodhi caused a storm

    Three of the oldest and most powerful Cathayans (known to their kind as Bodhisattvas) attacked the Antediluvian. One of them created a hurricane as both a weapon and a defense: The thick clouds blotted out the sunlight, allowing the vampires to fight through the day. The Bodhisattvas also used their powers to open rifts into strange, spiritual worlds unknown to most Western vampires. This tactic caused a second storm, a supernatural storm of colliding worlds. The battle echoed throughout all these worlds — the worlds of dreams, spirits, demons and the dead. The world’s largest and most powerful group of sorcerers also took part in the battle. These mages use magick in the form of technology to promote that technology and protect ordinary humans from the menace of the supernatural. The wizards’ superscience identified vampires as the most powerful entities in the hellstorm, so they tried using sunlight against the Kindred and Kuei-jin. When they could not part the clouds to reflect sunlight onto the battle, the sorcerers brought their most powerful weapons into the hellstorm: neutron bombs, built to project a radiation lethal to supernatural beings. They worked. The bombs destroyed all the supernatural creatures except the Antediluvian itself — but the bombs and a day and night of battle with the Bodhisattvas had weakened the Ancient enough that, when the storm clouds parted, the reflected sunlight destroyed the ancient Cainite in a fulfillment of God’s Biblical curse. At that moment, most of the Ravnos in the world went mad, driven into the clutches of the Beast by the sudden backlash of hatred that washed through the fallen Ancient’s lineage. It would seem that prophecy rang true — the Third Generation truly wanted to destroy its treacherous childer. Ravnos across the globe felt an insane, insatiable hunger for each other’s vitae. When the murderous madness passed several nights later, very few Ravnos remained — perhaps a hundred in all the world, with no powerful elders. At a stroke, the Ravnos were obliterated.


    the storm caused this much damage

    Lt. Roderick Crowe wished his scouts would return. He wished he was in his bomber again, high above the typhoon, instead of soaking and shivering underneath it. While he was at it, he wished the storm would just go away, and take with it whatever horror had set his spirit watchers screaming even thousands of miles away. As if these poor people don’t have enough problems, he thought. Between the rain and the storm surge, half of Bangladesh must be underwater. Thousands would die, even without a rampage of the goddamn Leeches. His air-spirit scouts appeared before him in little puffs of mist. Metal birds attack the clouds! Bad! one spirit said. Storm coming, exclaimed another of the excitable elementals. Go home? Home come here? Crowe soon learned what the spirit meant. A rippling green and yellow glow blossomed in the distance to shine faintly through the storm. He sniffed and even through the storm he could smell the sharp scent of overflowing life. Home come here! the little elemental announced. An eruption of the spirit world into this one? The shaman had thought he’d never live to see such a thing. His heart rose. The spirits would surely aid his pack against the deathly thing within the storm. Then his hackles rose, and he growled. Streaks of black shot through the storm. They reminded him somehow of black ice on a road, eager to claim the life of a careless driver. Something tapped him on the shoulder and fell into the streaming mud. A finger bone? He and his packmates stared at the rain of bones. The storm of life and death surged outward and swept over the small group of warriors.
    Mujibur knelt with his family in the upper floor of the house at the outskirts of Khulna. Three other families knelt as well. Water six feet deep covered the ground floor. Together, they prayed that the gods would cool his wrath and let them live through the storm. The wail and roar of the typhoon almost masked the sound of the building next door collapsing into the flood. Mujibur knew his own shanty must be long gone. Three of the children cried, and their mothers could not comfort them. “There are ghosts out there,” one little girl sobbed. Her mother shushed her, telling her that it was just the wind. For a moment, Mujibur thought he saw a snarling face push from a corner of the room — no, of course it was just a trick of the light from their single, flickering oil lamp.
    Schiavelli allowed himself a moment of quiet pride in himself and his squad. The symposium had judged the Bangladesh operation a complete success. The bombs had destroyed all the problems afflicting south-central Bangladesh. Investigations would continue as to whether the bombs themselves had done the trick, or whether the creatures’ own struggles had done this. In any case, the world was saved for another day, and the bomb fully vindicated. The death toll among the masses was regrettable, of course, with an estimated 1.3 million casualties. Most of these, the report said, were caused by the vampires and other beasts rampaging through the region (Schiavelli skipped over the statistical breakdown of deaths by direct assault, induced homicidal or suicidal mania, paraphysical contagion or collateral damage). The typhoon caused an estimated 115,600 deaths by purely natural means as it flooded Bangladesh. As they were designed to do, the bomb airbursts caused serious property damage and death only in the immediate vicinity of the blast, while still slaughtering the supernatural creatures many kilometers distant. Only 60,800 Bangladeshis had died from the explosions and radiation. Shielding the masses from knowledge of the battle would be difficult but not impossible if the group used its resources efficiently. Fortunately, Bangladesh had poor record-keeping and communications. The deaths from the typhoon would conceal the deaths from other causes. Enlightened operatives would quickly remove all physical evidence of unnatural death and adjust memories where necessary. Media operatives would ensure that no one in the rest of the world paid much attention. The cleanup would take no more than a month.



    It should scale to methuselah like baba yaga, ur shurgi, the nicktuku. As for the yield i don`t know maybe country level or island level
     
    Tremere
  • My Boys the Tremere :
    Basic fuckery
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    Elemental Fuckery
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    Poison Ivy Fuckery
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    Low tier time fuckery
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    Ocean man, take me by the hand, make me understand
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    Conjuration Path Tremere
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    (last about a week, everything prior is permanently around once made unless directly banished/destroyed)

    Weather Control
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    so around a 5 mile storm is what can be expected for an elder


    Someother interesting rituals, but wil probably look through those later
     
    Angel and Mages
  • Angels are undying creatures and their destruction is temporary.
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    Angels are fragments of God.
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    Angels were created before the universe or existence was created. Anything that wasn’t God didn't exist. The Angels helped God create everything, all concepts and reality, including Heaven. Which is incalculable compared to the infinite amount of realities and universes, even higher dimensions.
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    There are an infinite number of Heavens and Hells.
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    The Void is made from simple nothingness and is not an absolute negation of existence.
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    Before time there was only God and the Void.
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    The emissaries molded the Abyss into a new form and erected a barrier between God and the Void.
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    Mages can interact with Tellurian space, push the boundaries of reality, move realms, make their own realms, and alter positions of various locations in the Umbra.
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    Mages can alter the forces that affect the whole Tellurian, can change how a universal force functions or invent new forces.
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    Mages can access all minds, they see the reflection of every thought in the Quintessential flow of the Tellurian. They can exist in the flow of the universal mind.
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    Atlantis may have existed in several meta-physical dimensions.
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    There is speculations that the Old World of Darkness is quite similar to Digimon. That everything is just information and data.
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    Angel and Mages 2
  • God created the concept of death.
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    Mages discovered an immortality formula that when you’re reborn/reincarnate, it will be as yourself with all your old memories intact and your old body gets repaired. This removes you from the cycle of life and death, and also the natural progression of the Tellurian. Though when Mages do this, they become nearly powerless and can never be a Mage again though they can still use minor spells with internal energy.
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    Liches are basically undead mages.
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