Magical Abilities

The ability to channel magic leads to wondrous abilities that the Lit have cultivated over millennia. Energy from different branches can be combined and guided to powerful effect. All creatures, including humans, have the ability to channel magic to some degree, though for most humans it is minuscule. Flames (who are specialized citizens of the Lit) search for those with stronger abilities who can join the world of the Lit. When a Flame finds a new Neophyte, or apprentice, the Flame will Light the Neophyte's abilities. All Lit have a Locus on the Heptagen that represents the center of their abilities, and often, their personality. Some rare mages have multiple Loci. A mage's ability to channel is described by their Spine, located at their Locus, and the Extent, a corresponding area over the Heptagen. The taller the Spine and the larger the Extent, the more ability a mage has in channeling magic.  


Channeled magic can be permanently held in place through a process called Binding. Binding is the process of channeling magic in a way that its effects continue after the energy is done being channeled. Binding can be performed on an object or group of inanimate objects, or it can be performed on channeled magic performing a task in a location. For example, a grouping of inanimate stones can be seemingly brought to life to walk as a creature that interacts with others or performs tasks. The ability used to create this effect is Embodiment, but the act of implementing the effect in a permanent way is Binding. As another example, a force field can be created and held by a mage while channeling, but for it to remain in place after the mage is done channeling, it must be bound. Many energy sources in the Lit world as well as travel portals are bound, providing long term energy and transportation.


Difficulty in channeling comes from both the amounts of energy being channeled (requiring a tall Spine) as well as the complexity in combining different types of magical energy. Some abilities are only able to be accomplished by the most powerful and most skilled of mages.


A Deft Chart is a diagram that shows abilities that are common near specific Loci. Mages draw and combine energies from each of the seven branches near their Loci in order to use an ability. Channeling takes a great deal of practice and is often learned through years of studies at the educational institute, Doceox. Flames and Doceox Preceptors (teachers) can use a technique called Linking in order to initially guide Neophytes in using a new ability, but ultimately the full potential of an ability must be learned through practice. Abilities located further to the left within the Heptagen use more Spiritual magic, while abilities further to the right within the Heptagen use more Physical magic. Channeling tends to become more complex towards the bottom of the Heptagen, though there are complex abilities anywhere on the Heptagen.

Heptagen Abilities.jpg

The following descriptions are examples of the abilities shown in the Deft chart above, but the list is by no means exhaustive. Depending on one's Extent, many mages can channel many different abilities to varying degrees.

Acrobatics - Control of one's body through complex physical motions. The Unlit can have acrobatic abilities through repetition, but channeling increases acrobatics abilities beyond what can be learned through physical training alone.

Crafting - Creating magical artifacts. Stronger ability gives more capability to combine permanently bound energy to create more complex effects. There is a collection of Nyspheres in the land of Nys, called Litcraft Legends, where mages can practice their Crafting skills.

Collection - The ability to create food or water from one’s surroundings. Stronger abilities allow more complex foods that have more variations in taste.

Dream Walking - Interacting in dreams (one's own or another person's). Stronger ability allows one to interact in another’s dreams.


Elemental Control - The direct control of Physical Energy towards physical effects. Elemental control includes control of various physical energies - heat, entropy, matter, light, etc. These types of elemental controls can be stripped and/or combined for effects such as fire, ice, earth control, air control, water control etc. For example, fire magic is forming physical energy into entropy and heat rather than actually manipulating fire.

Embodiment - Giving inanimate objects the ability to move and act. Stronger abilities allow more complex interactions and more intelligent interactions. Embodiment can be combined with Crafting to give objects more sophisticated abilities. The strongest abilities in embodiment can create sophisticated magical automatons.


Empathy - Sensing and understanding another person's emotions. Stronger abilities give better and more directed understanding.

Fluxation - The direct control of Spiritual Energy towards spiritual effects. This includes the control of various types of spiritual energies.


Flying - The ability to move one's body into the air and fly. Weaker abilities can allow one to lessen one’s speed in falling, or allow one to hover. Strong abilities allow one to fly, and the strongest ability allows one to fly fast.

Force Fields - The control of energy fields that prevent or alter physical movements.

Hard Light - The creation and control of light such that it has a physical embodiment. Strong abilities allow stronger and more complex hard light objects. The form of hard light objects affects their abilities. For example, a flat wall cannot stop a projectile from hitting one’s body as well as an angled wall does. The colors of Hard Light often match its spiritual intent.

Healing - The ability to heal another person's or creature's body. Stronger ability allows a better understanding of a problem and a better ability to heal it.

Illusion - The ability to create illusions that others see, affecting their senses. This is not actually affecting light, but rather one’s perception of it and the perception of other senses. Stronger abilities allow a mage to recreate entire scenes that people can experience with all their senses, called Semblances.


Influence - The ability to give suggestion to others, modifying their thoughts, emotions, and actions. Stronger ability allows stronger influence and less likelihood of the influence being understood for what it is, but Influence can never directly control someone. The strongest influencers can make someone forget events (which is particularly useful in maintaining secrecy with the Unlit).

Intellect - Increasing one's mental abilities or prowess towards solving intellectual problems. Stronger abilities allow one to focus their mind to incredible levels, solving difficult mental problems in a short amount of time.

Invisibility - The ability to make oneself invisible to others.

Linking - The ability to guide another mage’s channeling. This is often used for teaching.

Martial Arts - The control of one's body in physical combat. When combined with years of physical practice, the channeling of body magic can allow for amazing physical feats.


Morphing - The ability to change one's shape or form. A simple level of morphing might allow mages to shape one's hands into tools or weapons, where strong ability in Morphing allows one to look like an entirely different person or creature.

Necromancy - Bringing the dead back to life as undead. Stronger abilities allow more intelligent and more powerful undead to be created. The strongest form of Necromancy, combined with healing powers, can actually bring someone back to life shortly after death, which is called Resurrection. Necromancy is a form of Embodiment in its simplest form, and is often easier than the Embodiment of unrelated inanimate objects, as the mechanical joints themselves help with the control leaving less complexity to the Embodiment. However, in more complex forms of necromancy, the undead can keep a portion of the original lifeforce within it. This is done with complex spiritual magic. This is one of the most complex forms of magic and becomes impossible even for the strongest of wizards after one has been dead for more than a short time. When the lifeforce is maintained within an undead body, the complexity of the undead creature can be significantly more than a pure automaton. A sense of purpose can be further bound into the undead to guide them.


Perception - The ability to see and understand spiritual energy. Perception also includes the ability to see another’s abilities and Light someone to become a mage.


Phasing - The ability to make one's self or other objects able to pass through matter. Stronger ability allows one to take their entire body through other objects like walls, and even stronger abilities allows a mage to bring others along.

Precognition - The ability to understand future events important to one's self. Precognition can allow a mage to avoid an accident, for example. Stronger abilities allow a mage to understand events further in the future.

Projection - The ability to modify light or other physical systems to create illusion. This is different than Illusion, for example, which affects one’s perception. Projection actually modifies what someone sees (i.e. the light that is reaching their eyes). A preceptor (teacher) can use projection for a magical projection to a group (like a magical projector), for example. Projection can affect senses other than sight.


Prophecy - The ability to tell future events of significant importance. Stronger abilities allow more important prophecies to be made.

Psychometry - Understanding the history of an object or place. Psychometry can be used to understand where an object has been, who handled or manipulated it, and what types of things happened in a location.

Regeneration - Self healing of one's body. Strong abilities can allow the healing of significant wounds or even growing back limbs.


Searching - The ability to find objects and meaning, towards understanding the nature of our reality.

Seeing - The ability to see and understand physical energy.

Sensating - Increasing one's physical senses (sight, hearing, touch, taste, smell). Stronger abilities allow even increased senses. The strongest abilities in Sensating allow one to sense even beyond the five physical senses, and sense concepts like fear, violence, and benevolence. For example, a mage sensing violence is not simply sensing characteristics that imply violence. Rather, a mage sensing violence is sensing a residue of violent acts themselves.

Speed - Increasing the speed at which one can move one's body. A less powerful ability allows one to have faster movements of one’s hands, for example. Strong abilities here allow one to run and maneuver at great speeds.

Strength - Increasing one's physical strength.

Telekinesis - The ability to remotely move or create forces on objects. Stronger abilities allow one to move heavier objects and objects further away.

Telepathy - Understanding another person's thoughts.


Transfiguring - The ability to change the shape or properties of other objects or creatures. Stronger abilities allow the ability to change an object into a completely different object. The most powerful Transfigurers can actually permanently change the structure of an object, such as changing lead into gold.


Traveling - The ability to move one's body to another place. A weak ability in Traveling allows one to use a mirror to port to another mirror, where the mirrors have been linked. Nearly all mages possess enough strength to do that. Some mirror portals, such as those on other planets require more ability. An even stronger ability allows a mage to use a reflective surface to port to a non-linked location. A rare ability with Traveling includes Teleportation, where the mage can simply disappear and reappear in another place. 

Viewing - The ability to see through another's eyes. Stronger abilities allow a mage to see through the eyes of magical creatures, more intelligent creatures, or creatures who are further away.


Weather Control - The ability to modify or affect weather.