Dominion of Realms

The Dominion of the Realms allows whoever masters it to command the forces of space around them. Objects can be grasped from a distance, portals opened, materials rendered intangible, and the forces of the universe altered to the will of the wielder. This Dominion was integral to the forging of Creation by the Primordials, as it was used to hollow out the Void from the endless expanse of the Prime.

## Powers

### Realmsense

Realmsense is common to all wielders of the Dominion of Realms, which enables them to sense spatial distortions, such as gravitational fields, when a portal is located, or even the use of telekinetic power. More notable spatial distortions can be sensed over a greater distance, and by those whose senses are weaker. For instance, someone telekinetically lifting a person off the ground is far more difficult to detect than a portal big enough to accommodate an army being opened.

### Farsight

Farsight is a Realms ability commonly employed by gods to observe lands and worlds beyond their direct presence. Essentially, it allows its users to project their senses to distant locations, while their body remains behind. Novice users of the power can usually only project one sense at a time, though more advanced applications can allow for multiple or all senses to be projected. Projecting multiple senses is more taxing, so most commonly, Farsight users restrict themselves to sight and hearing, especially when Farseeing over vast distances.

When employing Farsight, the Aura of the Farseer is also projected to whatever location they are observing, making it possible to detect their presence if they do not take measures to obscure it.

Farsight requires more raw magical energy to employ over larger distances, and is also more obstructed by denser materials. For instance, it is easier to Farsee through a glass window than through a sheet of metal. Great distance and formidable physical barriers also make it take longer for a Farseer to project their consciousness to the desired location. Recalling the senses to the body, however, is instantaneous, regardless of distance.

While practicing standard Farsight, an individual remains fully cognizant of their own surroundings and sensations.

#### Sightbinding

Sightbinding is an advanced Farsight ability, wherein a Farseer spends a prolonged period time forging a connection to a person, object, or location, to allow them to instantly Farsee to its location, regardless of distance or obstruction. The act of Sightbinding results in a strong impression of the individual's Aura, however, which is near impossible to hide.

#### Multipresence

Multipresence involves projecting one's senses towards multiple locations at once. Doing so requires great mental finesse, and has the downside of making it impossible to monitor what is happening to one's own body.

### Teleportation

Perhaps the most infamous power of the Realms Dominion, Teleportation is the act of shifting matter across locations without traversing the distance in between. Teleportation is usually supplemented with Farsight, as simply Teleporting oneself in a given direction is a good way to end up phased inside a wall, which often proves fatal.

The act of basic Teleportation involves a Realms wielder choosing a point distant from their present location, condensing the space between those points, and then shifting themselves through it. Novices usually require physical contact to Teleport things other than themselves. By touching an item or individual, (or by multiple individuals linking together, as the case may be), additional passengers can be taken with them. More advanced Teleporters may Teleport other beings or objects within their field of perception.

Generally speaking, it takes longer to Teleport over greater distances, due to the Teleporter attempting to pin down their location of choice via Farsight. However, it is possible to forgo this process partially or even completely, at the cost of precision and possible death. Teleporting is also hampered by the presence of dense materials, which require more power to get through. It is easier, for example, to Teleport five hundred feet across an empty field than to Teleport from a cave to the outside through five hundred feet of rock.

Precision in Teleportation is a matter of skill. Those more adept in the ability are able to Teleport within more tightly controlled margins. Distance and the amount of matter one can teleport, however, are a matter of raw magical energy. Teleporting more things a farther distance takes more pure power to do.

The act of Teleporting creates ripples in the fabric of the Realms that can be detected via the Realmsense, with the Teleportation of more material producing larger distortions. Skilled Teleporters can "reign in" this distortion, in a sense, making it so the ripple does not travel as far, and is less likely to be noticed. The Teleportation of a novice also has direct physical tells, often producing a loud explosive sound, and heavily distorting the air between both locations.

#### Apportation

Apportation refers to Teleporting something else without also Teleporting onself. This enables a Realms wielder to send a chosen target to a distant location without going with them, or to summon a far off object or companion to their side.

### Telekinesis

One of the most common applications of the Realms Dominion, Telekinesis is the ability to manipulate raw physical force without the use of direct physical contact. At its most basic level, it can allow objects to be grasped or waves of force to be generated, with said forces originating from the user's body. More advanced applications of telekinesis can allow for more precision and control, whilst having greater amounts of magical energy at ones disposal enables them to exert more raw force through telekinesis.

#### Kine Shields

A more advanced subability of telekinesis is the ability to generate walls of invisible yet solid force known as kine shields. Such barriers can be shaped in whatever manner the Realms wielder sees fit, from a simple vertical wall to a curved dome. More skilled users of the ability are able to create more well formed, and therefore sturdier, shields, though raw magical power can also make them more resilient.

Individuals skilled enough in kine shield creation can alter the composition of a shield, making it so all objects are repelled by it, or allowing slow moving objects to pass through, yet fast moving ones to be halted. Another possibility is to make it so objects that impact a barrier are trapped in it, and unable to be moved.

Though invisible, kine shields can be detected by the Spatial Awareness of a Realms wielder, but additionally, the kine shield of a less skilled individual also has certain physical tells. The air where it is placed might shimmer or ripple somewhat, and a humming noise might be audible nearby. Those with greater mastery can produce more refined shields, and as a result, eliminate such tells.

### Phase Shifting

Phase Shifting is the act of manipulating the density of objects, either lessening or increasing it. Novice users of the power usually require touch with whatever they are attempting to Phase Shift, while advanced users do not require the crutch of physical contact. More skilled users can also Phase Shift objects to a greater degree.

Raw magical energies are required to maintain a Phase Shift for long periods of time, as the act of keeping something outside its normal density range requires a continuous expenditure of power. The greater the amount of mass being Phase Shifted, the more power is needed as well.

It should be noted that while the act of increasing density and decreasing density both fall under this skill, they must be learned separately. Increasing one's density to withstand a great impact is quite different to weakening it in order to pass through a wall. Sometimes, individuals can only learn to perform a Phase Shift in one direction, and not the other.

On the subject of Phase Shifting through objects, it is possible to Phase two or more objects into one another and then return their density to normal, without causing harm to either, for instance, to harmlessly trap an enemy in a wall. This is an extremely precise affair, and failure can often lead to both objects violently exploding.

### Riftmaking

Riftmaking operates on a similar principle to Teleportation, wherein a link is formed between two separate locations, and the distance between is condensed. Rather than instantaneously shifting an object from one location to another, however, making a Rift involves tearing open a hole in the fabric of space between the two locations, allowing things to pass back and forth between them.

Riftmaking, like Teleportation, requires more power to function over larger distances and through more dense terrain. Opening larger Rifts also drains more energy. However, once the Rift is open, the amount of matter that passes through it is irrelevant; it takes no more energy to allow ten men to walk through a Rift then it does ten thousand.

Naturally, a Rift will collapse on itself once the energy sustaining it runs out. To counteract this, it is possible to either feed a Rift a continuous steam of energy to keep it open, or to pour a large amount of power into it from the onset, and allow that power to sustain the Rift for a long period of time.

Skill in creating Rifts determines several factors. First is how precise one is when making a Rift, if it opens up at the desired location, or several feet away, or several miles away. The next, and arguably more important factor, is the Rift's stability, which refers to how effectively the Rift transports those who traverse it. An unstable Rift might transport those who pass through only part way to the other side. Worse, it might cause those who traverse to experience negative side affects, ranging from simple nausea and dizziness to coming out the other end with body parts rearranged.

Like Teleportation, making a Rift has metaphysical tells that can be detected via the Realmsense. Rifts are even more noticeable, releasing a large eruption of energy through the fabric of space when opened, and continuing to send out pulses of power so long as they remain active. Suppressing them to the point of obscurity is nigh impossible. For this reason, they are vastly inferior to Teleportation for stealth purposes. Along with their mystically detectable presence, Rifts also produce physical tells, especially when made by someone less experienced. There is often a loud bang when a Rift is first opened, followed by a continuous, droning hum. Less stable Rifts also see intense winds between both Rift sites, as a result of air from both locations filtering through.

If the individual who made a Rift does not wish to wait for it to close on its own, it can also be forced closed, though this does not bring back the energy expended to open it. It is also possible for a more competent Riftmaker to forcibly close a Rift created by another individual.

### Immuring

Immuring is essentially the act of forcibly tightening the fabric of space, for the purpose of stopping it from being reshaped. Most commonly, this is used to prevent Teleportation or Riftmaking to and from a certain zone, as well as making it harder to Farsee there. Once a space has been Immured, the effect is permanent, but can be weakened by a continuous expenditure of power in the area, intended to penetrate the fabric of space.

### Realmweaving

Realmweaving covers multiple acts of reshaping and molding the fabric of space, rather than simply poking a hole through it. Realmweaving is usually long lasting, and serves a number of utilitarian purposes.

#### Void Pocket

The most easy and common act of Realmweaving, Void Pockets are portable areas of space that a Realms wielder can create. Void Pockets are not suitable spaces for living creatures to reside, as they are devoid of light and air, like the true Void, but they can serve as excellent storage containers for inanimate objects.

Void Pockets are commonly Anchored to their creators, who, at a need, can reach into them and pull out what was stored there, or simply Apport it out, as well as to deposit new items. In order for this to occur, a Void Pocket must be opened by the Realms wielder. Afterwards, it is typically sealed, to prevent accidental transferals. It is entirely possible for a foreign Realms user to forcibly open or close someone else's Void Pocket.

Physically, the opening to a Void Pocket simply appears as a black hole in space to the naked eye. Void Pockets are always detectable to those with the Realmsense, though it is harder to do so when they are tightly sealed, and effortless when they are open.

The energy expenditure involved in Void Pockets is centered around their creation. Actually making the Void Pocket (or altering its size and shape at a later date) is the main power consuming part of the process. Once made, the Void Pocket does not consume any more energy. However, opening and closing it does, though the expenditure is extremely minimal.

It is also possible to Anchor a Void Pocket to a fixed point.

#### Shadowrealms

Shadowrealms are, in simple terms, larger Void Pockets where living beings can survive. The basic principle is the same; a Void in the fabric of space is hollowed out, and then filled. However, Shadowrealms involve the extremely advanced and strenuous act of projecting a copy of a physical landscape into the Void, thus creating a tiny pocket world. This sort of projection of matter can only be done in the Void (either the small pocket Void created, or out in the greater Void), as attempting to make a copy of a piece of one of the Realms within Realmspace usually has catastrophic results.

Shadowing a portion of a Realm only allows for copies of a landscape to be copied and pasted into the Shadowrealm. The materials copied cannot be reshaped, without the use of the relevant Divine Dominions. Additionally, only physical matter can be copied in this way; spiritual matter is unaffected.

The entrance to a Shadowrealm must also be bound to a fixed set of matter. However, it is possible for this point to be moved around via Apportation. For instance, if a Shadowrealm's entrance is bound to a door, that door can be moved about.

Like Void Pockets, Shadowrealms can have be closed and opened, though when open, one sees the interior constructed inside a Shadowrealm. Additionally, if there is a contest between two individuals over control of a Shadowrealm's entrance, whoever is on the inside of the Shadowlream, has a large advantage in control.

#### Portal Forging

Portal Forging involves integrating Realmweaving into Riftmaking. Essentially, the process entails forging a permanent link in space between two locations, which can then be opened and closed by any Riftmaker, regardless of whether or not they are capable of Portal Forging.

Like with Void Pockets, the power expenditure of Portals is in their making, and its cost is enormous, especially for large portals over large distances. Once created, a Portal can either be left constantly opened, or can be sealed and opened as the need arises, so long as an individual has Riftmaking capabilities. Normally, the expenditure for opening a stable Portal is greatly reduced compared to what would be required to create a Rift with the same specifications. However, it is possible for a powerful Realms wielder to forcibly seal or open a Portal, making it difficult or impossible for a weaker individual to open or close it.