My fan made powers, bonecharms, and artifacts
Powers
Veil: Place a wall that covers an area from view. To onlookers, the Veil captures the way things looked as it was placed and they are unable to perceive any changes made from the other side until the Veil dissipates.
Barrier: The Veil becomes a physical wall.
Collector: Summon a spirit from the Void that flies in a straight line to things you point to, which then stores an object out of sight until you decide to remove it elsewhere. Living things can't be stored indefinitely like inanimate objects.
Mitosis: The spirit explodes into many smaller pieces of it, allowing it to attach to more things.
Reform: After the spirit explodes, forcefully pull its small pieces together with everything they're attached to.
Nightmare: Those affected by Nightmare witness their deepest fears, triggering fight-or-flight. Choose who sees the illusion and choose who/what you're placing the illusion on. Effects vary by individual.
New Purpose: Enchant inanimate objects from a distance to perform actions they're capable of. Ex. stop a gun from firing, a door slams on an enemy
Pressurize: The gravity in an area within range is increased, pinning enemies to a surface. Weaker living creatures and inanimate objects like rats and bottles will be destroyed.
Centered: Focus Pressurize on yourself to walk on walls and ceilings and force increased gravity upon other things as you move.
Protean: Transmute your body to a material you touch. Ex. touch water = become humanoid shaped water.
Chameleon: Your body is now camouflaged with what it transmuted into.
Living Hive: Your body disperses into a swarm of vermin (typically insects) that you control independently within a short range.
Facsimile: Make a completely functional copy of a small object from a distance.
Loyal Clone: Clone a subservient perfect copy of a human from a distance.
Incorporeal: Become intangible to move through thin obstructions and become immune to damage.
Siphon: Pierce a single target with vein-like tendrils, healing you by draining the victim of their blood.
Seeking Siphon: The tendrils spread to nearby victims.
Blood Boils: Bubbles of hot blood form in the tendrils that explode when an enemy enters their proximity.
Sculpt: Temporarily mold a section of inorganic material from the ground or walls into a specific shape like spikes, a platform, or a wall.
War Form: Your bones seamlessly emerge from your flesh to create sharp weapons and armor.
Misfortune: Release a wave of bad luck in front of you that makes all affected fail any actions they attempt.
Environmental Hazard: Objects are now affected by Misfortune and can fail in your favor at just the right moment.
Fractured: Space in a designated area is warped so that multiple of the same object can exist simultaneously. Ex: Throwing a grenade into the area becomes six of the same grenade.
Recall: Trails of all things that have moved become visible to you. Instantly return anything to a point of that trail for as long as Recall lasts. Memory of living things is wiped to that point if moved.
Call to Slumber: Lull multiple targets in a large area into a deep sleep, only awakening when disturbed.
Sleepwalk: Those affected by Call to Slumber rise at your command and view you as a beloved member of their community, easily bending to your will.
Radiance: Conjure light that can blind, illuminate, and set things ablaze when focused.
Evaporate: Fire a projectile of light that renders a small radius of solid matter immaterial.
Overcharge: Charging Evaporate fires multiple bolts at once at the cost of more mana.
Homing Shot: Default Evaporate will now always home in on targets, with Overcharge tag multiple targets and each shot will home in on the targets.
Mind Scan: Detect the presence of minds within an average sized radius and hear what they're thinking.
Fade: Turn into barely visible mist that allows flight and the ability to move through thin or small openings.
Ghost: Staying still reduces visibility and pauses Fade's timer.
Frigid Breeze: Passing through a living target shocks their body into paralysis with severe cold.
Meld: Meld into the ground to hide yourself and move two-dimensionally.
Enhancements
Spite: Poisonous gas spews from your wounds. The closer your enemy the more debilitating and lethal the poison becomes.
Pack Bond: Form an arcane symbiotic relationship with an animal of your choosing. This animal is granted basic Agility, Reflexes, Strength, and Vitality and can be commanded.
Oneirism: See potential futures while you dream.
Bonecharms
Voltaic Cloak: Your body is covered in electricity, harming those nearby. Beastlike: Your nails and teeth are now as sharp as claws and fangs.
Discerning Ears: Detect lies.
Silver Tongue: People are more likely to be persuaded with your words.
Extrasensory: Know when you're being watched and from where.
Artifacts
Corvo's Hand: Grants weaker Blink. You are visible while moving. Emily's Hand: Grants weaker Shadow Walk. One arm becomes pure shadow. Capable of piercing, the strength to lift one adult human, and the ability to render people unconscious. Daud's Hand: Grants weaker Slow Time. Slow Time is localized to a small area, anything outside the area that enters it will move normally. Delilah's Hand: Grants weaker Petrify. Instead of transmuting things to stone, it slowly encases them in stone. Rat Boy's Hand: Grants weaker Devouring Swarm. Summon a small swarm of rats.















