The Energy order is filled with Wisps that require a certain level of energy to be spent in order to use their powers. Everything from Alchemy to Time Manipulation is on the table in this order, and they all require an immense amount of inner power in order to be useful. This means training, training, training.
To be chosen by an Energy Wisp, a person must let out a high amount of energy with their action. This is usually physical energy such as with lifting a heavy object off a person or even engaging in a hard-fought battle. The Energy order is all about the physical energy that exists within the world; in the air, in each living being, in everything. Energy is of the building blocks of everything in creation, and it powers the very objects and machinery that get people to where they need to go, and it is the driving force behind all living beings and nature in a whole.
Energy is all about manipulating reality and the energy that surrounds all living creatures. They are all about changing that which can’t be seen into a tangible source of power that they can use to enhance themselves into finely tuned weapons and instruments of destruction. Energy is about bending reality, physics, and manipulating essence. Energy is the essence of existence, it’s power is beyond comprehension. Energy can alter manner, it treats reality as if it were clay, it can mold it to how it sees fit.
There is no reality when Energy is involved, it is the ultimate power, capable of doing almost anything, it does as it pleases, it has no boundaries. Because of this, results can be unpredictable, Energy is always at risk. The methods of Energy are of altering situations, and bending reality to its advantage.
To bond with an energy Wisp is to commit yourself to a life of physical trials (though that doesn’t automatically mean that you’ll be constantly engaging in battle). In order to master the various Wisp forms found within this order, one must be ready to train their body on a daily basis in their various arts as this is one of the most powerful Wisp orders that one can be bonded to.
Energy Order General Spell Types
- Matter manipulation
- Reality/physics bending
- Creating essence out of nothing
- Enhancing instincts
Alchemists are able to create hundreds of different types of magical potions and elixirs. These liquids can be swallowed or applied, and they can grant defensive abilities, offensive abilities, cure ailments, cause ailments, and so much more. These liquids offer a wide variety of unique boosts or debuffs for up to several hours, depending on it’s type and the skill of the Alchemist who made it. The downside to being an Alchemist is that they need a laboratory in order to create their concoctions and the materials needed to create their potions are not always easy to come by. However, the potency of a potion’s effect is determined by the freshness and rarity of the ingredients made to concoct it. With a first stage Wisp, Alchemists can create simple potion buffs such as antitoxins and debuffs such as ‘strength sap’. The effects of potions made at this level can last up to one hour a day. With a second stage Wisp, the potency of the potions increases, and Alchemists can now create stronger elixirs such as ‘Fingerprint copier’ or a ‘cream of invulnerability’, to name just a couple. The effects of potions made at this level can last upwards to a few hours, depending on the potion type. With a third stage Wisp, Alchemists are at their most skilful, and there’s almost no limit to the amount and types of potions they can create. Potions made at this level are extremely powerful and their effects can last upwards to an entire day. At this level, an Alchemist can mix and match any amount of potions they desire, and consume them all at once. Normally, doing this would kill the individual consuming all these different elixir types, but a third stage Alchemist can swallow all the potions they desire, gain all of the magical effects the varied potions give, and the Alchemist will remain completely fine by this.
Time Bending Magic
Out of all the Spell Caster types, Chronosteers are among the rarest, if not the most rare of them all. They have the ability to control and manipulate all aspects of time itself. This includes slowing time, speeding up time, freezing time, traveling to the past or future, and so much more. Because this power is so unique and extraordinary , Chronosteers are often seen as deities of sorts, and this is somewhat true, as most Chronosteers acknowledge that the powers bestowed upon them are unique and rare, so they take on the roles of worldly guides, as they believe they were chosen to become Chronosteers because it was their destiny to become guides for the common people. With a first stage Wisp, a Chronosteer’s control over time is limited, and they can only do simpler time related spells upwards to an hour a day. With a second stage Wisp, Chronosteers become more powerful, and are able to conduct more complex and varied time related spells, that are able to last for several hours a day. With a third stage Wisp, Chronosteers are practically like gods, as their control and manipulation over time itself becomes limitless. In this stage they gain the ability to move freely through time, capable of reaching any point, no matter how far it is in the past or future. Because of this, Chronosteers at this stage are practically immortal, as anytime something of ill-nature happens to them, they can simply go backwards in time, and avoid the danger entirely.
Somewhat rare, Enchanters have the ability to bestow magical properties on to various items, most commonly weapons, sheilds, armor, and trinkets/jewelry, but they are able to enchant practically any non living thing. The Magical properties bestowed onto items can be extremely varied, and can be of almost anything, such as bestowing an amulet with healing capabilities, or granting a sword magical sharpness, allowing it to cause further damage… these are just a couple examples of the many types of magical items an Enchanter can produce. In addition, Enchanters are considered unique among the Spell Casters, because they have the special ability of being able to create Talismans. Enchanters are the only Spell Caster capable of crafting Talismans, so because of this, they are held in very high regard, and are usually treated with the utmost respect by others, especially fellow Spell Casters, as all Spell Casters depend on being able to obtain Talismans to hold their various Wisps as they collect them. With a first stage Wisp, the magical properties bestowed upon an item are considered weaker, and the Enchanter can bestow only one spell effect per item. With a second stage Wisp, Enchanters become more powerful, and are able to bestow stronger spell effects upon items, and are able to give an item up to 5 different magical properties. With a third stage Wisp, Enchanters are at their most gifted, and are able to bestow extremely powerful spell effects on to items, and are capable of granting up to 10 different magical properties on to a single item.
Energy Manipulation Magic
Energists have the ability to harness the surrounding energy within the atmosphere, and project it onto others with great force. Energy is literally everywhere in the world, and Energists are capable of absorbing that power for their own offensive purposes, by collecting the raw energy in to their hands and casting it out upon opponents in the forms of huge blast beams and energy spheres, just to name a couple. The more energy that is present in the vicinity of the Energist, the stronger the blast beams become. These energy based spells are not limited to just energy blasts, however. The harnessed energy can also be used to produce super strength, speed, senses, and even grant flight capabilities, making Energists a terrible force to deal with in battle. With a first stage Wisp, an Energist can absorb only a limited amount of energy at a time, and they can only use their powers for up to an hour a day. With a second stage Wisp, the Energist is capable of absorbing higher amounts of energy at a time, and they can now cast much stronger energy blasts, which can be used up to several hours a day. With a third stage Wisp, Enregists become so powerful, that pure energy constantly emanates from them. At this level, an Energist is at their strongest, and they can cast disastrous energy blasts with devastating results. These energy blasts can be so intense, they are capable of devastating entire cities, and when energy beams at this level are focused on a single target, they don’t just blow the victim away, they eviscerate them from existence.
Never make a Berserker angry! Berserkers have the ability to grow into large, hulking behemoth versions of themselves, with strength and stamina to spare. They grow in size, hight, and muscle mass, but unfortunately the bigger and stronger they become, the more this lessens their cognitive abilities, as they become overwhelmed with superior strength. Luckily, they can only go “berserk” once per day, but they require very little sustenance to survive while in their Berserker state, and they gain super levels of durability, regenerative healing powers, and resistance to psychic or poison attacks. With a first stage Wisp, a Berserker’s size, strength, and stamina are heightened, but they can only stay in their “berserk mode” for up to an hour a day. With a second stage Wisp, Berserkers grow even larger, their muscles get bigger, and their overall resistance increases further. They can stay in their “berserk mode” for up to several hours a day. With a third stage Wisp, Berserkers reach their maximum capacity, and in this stage they grow even larger and stronger than previously, and they are capable of demolishing entire cities once they enter a blind rage. Berserkers at this stage can remain in their “berserk” form for up to an entire day.
Stealth Masters have the ability to turn themselves (clothing and items included) completely invisible. This ability can extend to any object they touch as well. The higher the level of the Wisp that the Stealth Master carries, the further reach of this ability extends out, meaning that entire rooms can be made invisible in the proper hands of a well trained Stealth Master. In addition to this, Stealth Masters are capable of picking and choosing which parts of a mechanism or object they want to make invisible, thus allowing them to see the object from the inside, which makes them experts in the art of lockpicking and the like. With a first stage Wisp, a Stealth Master can cast various invisibility based spells, but only upon themselves, and the spells effects can only last up to an hour a day. With a second stage Wisp, the reach of the Stealth Master extends, and they are now capable of casting invisibility spells upon other people and things, with the spell effects able to last up to a few hours a day. With a third stage Wisp, the Stealth Master becomes completely powerful, and their reach can extend much further than previously. At stage 3, A Stealth Master can make entire objects and people, not just become invisible, but make them completely disappear from existence. This spell effect can last up to an entire day, where as when the spell is over, the disappeared object or person returns to their original location, unaware of the passage of time.
Portalists have the magical ability to transport themselves to any other point that they can see, by using portals. Capable of opening these portals on any surface, Portalists can open many different ones at once which comes in handy when they need to make a hasty retreat. These portals act as “wormholes”, where’s the physical distance between one portal to another can be very far, but once a portalist enters the first portal, they can then immediately come out from the second portal. Portalists have to be careful to not get lost in subspace, however, lest they find themselves stuck inside a portal of their own creation. With their portals, a Portalist is able to transport many different targets, both willing and unwilling, to different planes of existence depending entirely on the level of the Wisp that they happen to be carrying. In addition, Portalists can use these portals as an offensive tactic, punching through a portal and striking their enemies from unexpected directions from another portal. With a first stage Wisp, a Portalist is capable of creating up to 10 portals at once, at any given time. With a second stage Wisp, the size of the portals increases, and the Portalist is able to create up to 30 portals at any given time. With a third stage Wisp, Portalists are capable of making up to 50 or more humanoid sized portals which can shift beings, both willing and unwilling, to different planes of existence. In addition, at this level a Portalist is able to turn their portals into literal black holes, where’s if something or someone gets sucked in to one of these black holes, they disappear in to an unknown place, forever. Also at this level, Portalists develop the ability to open portals to almost any place in the world, they are no longer to only using their sight in order to open portals.
Shapeshifters are powerful in the sense that they can alter their physical appearance into that of any intelligent being or animal that they have physically touched since becoming a Shapeshifter. As a Shapeshifter grows in power, they are able to change into more and more complex beings, and upon their Wisp reaching level 3, they can even change the shapes of other beings, whether the target wishes it or not. With a first stage Wisp, a Shapeshifter is only capable of changing their physical bodies, so any clothing or items upon them at the time of shifting, remain unchanged. Not only that, but Shape Shifters at this stage are limited to only being able to transform in to various animals. A Shape Shifter can remain in their altered form for up to a few hours a day. With a second stage Wisp, the range of the Shapeshifter increases, and they are now able to transform into exact copies of any type of human or humanoid, including gaining that being’s voice, and clothing! This spells’ effects can last up to an entire day. With a third stage Wisp, the Shapeshifter’s powers increase further, and not only can they make themselves carbon copies of others, including gaining whatever natural magical powers that being happens to have, but the Shapeshifter no longer needs to touch another being in order to transform into them, now the Shapeshifter merely has to make eye contact with the target for a few seconds, in order to transform into them. At level a ShapeShifter can remain in their altered form for up to a week.
Shielders have the ability to create magical force fields around themselves, others, and even entire cities. These barriers are unbreakable, and are made of pure energy. Because energy does not have a solid form, the Shielder has complete control over the barrier’s height, width, thickness, shape, and altitude. A Shielder can make a barrier into a flat rectangle shape, a sphere shape, or any other shape they need for a particular situation they find themselves in. A Shilder can make a barrier hover in any angle, or remain completely stiff and solid on whatever surface they cast the spell on. These barriers do more than just repel damage though, they can be cast down upon foes with great force, be used as connecting bridges, repel sound and light, and much more. With a first stage Wisp, a Shielder can do many things with their barriers, but they are limited to using their shields only within close vicinity to themselves, and they are only able to operate one shield at a time. With a second stage Wisp, a Shielder becomes more flexible, and they now have even more control of their barriers, able to increase their size, width ,and thickness, and now the Shielder can operate up to 10 shields at a time, within their vicinity. With a third stage Wisp, the Shielder becomes all powerful, and what they can do with the their magical barriers is practically limitless. Only at this stage can a Shielder create a barrier that can cover an entire city, and at this stage the shielder can operate up to 20 shields at a time.
Replicators are able to instantly create a number of exact carbon copies of themselves and other objects. These clones are capable of doing everything the original can do, except for making copies of themselves. The Replicator has complete control over these clones, as they share what is known as a “hive mind”, where’s all clones created are in complete sync with the original Replicator, and in addition to this, the Replicator can also see, hear, and speak through their clones. Replicators also have the ability to clone specific parts of their bodies, such as being able to sprout additional sets of arms and legs, allowing them to wield a seemingly limitless amount of weapons and shields depending on how many arms they decide to clone. Replicators are also able to stretch their own skin, and multiply their own bones, allowing them to completely reconfigure their body size and shape in various ways as they desire. With a first stage Wisp, a Replicator can conduct various replication spells , and can clone themselves up to 10 copies at a time, up to an hour a day. With a second stage Wisp, their power increases, and now the Replicator can create up to 30 clones of themselves, and this can last upwards to several hours a day. With a third stage Wisp, The Replicator knows almost no bounds, and can copy themselves up to 50 times, and this effect can last up to an entire day. In addition, Replicators at this stage can also multiply almost any object, and other people, with the effect lasting up to one hour, and they can also completely reconfigure their entire bodies with the effects lasting up to one hour.