▷ POWERS & ABILITIES▶ THE GIFT: The truest form of what is known as 'the Echo'. Those with mastery in the Gift can 'break down the barriers of existence', though this statement is never elaborated upon. It is understood as transcending the barriers between souls, allowing resonance between them.
The Gift is known to be what allows a person to retain their individuality amidst the Lifestream after death, making them effectively immortal. It also is known to allow possession of another person's body.
Much like the Echo, each person's Gift can manifest with different potency and abilities. The more potent the Gift, the stronger the connection to the Lifestream. Hemera's Gift grants her the following:• MENTAL FORTITUDE: While her Gift does not make her wholly immune to Tempering, it does bolster her own strength of will. Her mind will only fall victim to the mental assault of someone with a significantly stronger will than herself.
• SOUL & AETHERSENSE: Just as her best friends can See souls (and thus the Lifestream), she has the ability to Hear them. It is a lesser blessing than the Sight, but serves her well.
She has a mild form of aether-synesthesia, so not only does she hear aether, she can taste the sound of it, and associate it with colour. It is an ability she can control, so she can choose if and when to activate it.
• OMNILINGUALISM: So long as the person she is speaking to has a soul, she can understand and be understood by them regardless of the language used.
• PRECOGNITION: She occassionally has visions of the near future, allowing her to better avoid catastrophe in her times of need.
She is also able to detect the next action of any living beings she is focused on by sensing the way their aether shifts with intent. Though this cannot tell her precisely what the action will be, it is enough to help her avoid attacks.
• RETROCOGNITION & MEMORY RELIVING: The aether of the soul will leave imprints upon a place or object after longterm exposure, or after a traumatic event. She is able to sense and interpret these imprints in the form of visions of the past.
She is also able to relive a person's memory by connecting with their soul.
During her visions she is left defenseless. ▶ CREATION MAGIC: If she can envision it, she can create it. The only real limit is that she cannot create a soul.
Things she has no concept/blueprint for, and/or is unfamiliar with will take a great deal of time and energy to create. Large creations also take large quantities of her aether to make, so cannot be made quickly or in rapid succession.
Living, animate creations take the most time and energy, though there are some exceptions, such as: aetherial summons (i.e., Carbuncle, which is not technically alive), and small, simple creatures she has past experience with creating (i.e., weasels, birds, lizards).
▶ ELEMENTAL MAGIC: Standard elemancy, which technically falls under creation magic. She has a particularly strong affinity for fire, followed closely by water. Her weakest affinity is ice.
▶ HEALING MAGIC: Standard healing magic, which also technically falls under creation magic. She can speed up the body's natural healing factor, fueling it with her aether until all wounds are reasonably (if not fully) healed.
▶ SUMMONING: Her trademark ability is being able to summon allies to her side in her times of need. Or (most frequently) when she wants to drag a friend along with her into mischief. She can summon anywhere from one to seven companions to her at once using her specialized spell.
▶ TELEPORTATION: If it is somewhere she's been before, or somewhere she can see, she can teleport herself to it in the blink of an eye.
▶ SHAPECHANGING: The ability to temporarily change her form as a whole, or in part. She is quite gifted in this branch of creation magic, and frequently uses it to manipulate her height. Can also often be found experimenting with different appendages such as horns, tails, feathers, wings, scales, etc.
It never lasts longer than a day at a time, and requires a consistent expenditure of aether to maintain, though it costs less to maintain than it does to cast.
▶ COMBAT: She is well trained in martial arts, but prefers ranged attacking most of the time. Favoured weapons are concept tomes, battle fans, bow and quiver, and aetherial wire.
Almost always has a Carbuncle summoned to aid her in battle, generally as a melee attacker while she assaults from afar. Occasionally she has it act as ranged support while she shifts to melee. |