Lethe

In Greek mythology, Lethe, also referred to as Lemosyne, was one of the five rivers of the underworld of Hades. Also known as the Ameles potamos (river of unmindfulness), the Lethe flowed around the cave of Hypnos and through the Underworld where all those who drank from it experienced complete forgetfulness. Lethe was also the name of the Greek spirit of forgetfulness and oblivion, with whom the river was often identified. In Classical Greek, the word lethe (λήθη) literally means "oblivion", "forgetfulness", or "concealment". The shades of the dead were required to drink the waters of the Lethe in order to forget their earthly life. It is only when the dead have had their memories erased by the Lethe that they may be reincarnated.

When Lethe claims her children, a branch of a tree appears on the ground and grows till it is above them, after which a drop of water, symbolizing the River Lethe, drips onto their head. During these events, they become temporarily oblivious, they retain no memories of the event or even their claiming. It’s not uncommon for children of Lethe to not even know they were claimed.

Her emoji is **❔**

Children of Lethe reside within the Deme 13 in the Hades Cabin, as their mother’s river flows through Hades and the souls of the dead who wish to be reincarnated drink from this river to forget their past life and begin anew.

Oblivion Shield (Major)

* Children of Lethe can create a protective energy that sends the effects of an attack into oblivion. Like if someone slashes with a sword, it slashes nothing like Celestial Bronze going through a mortal. Or if they get blasted by a fireball, it vanishes. This has a cooldown of 6 turns.
	+ Level 1-3 - Children of Lethe can negate incoming slashing physical attacks and incoming magical effects of Level 1-3 Powers. This does not apply to “enchanting” effects like Charmspeak, only attacks. They can negate one attack at a time.
	+ Level 4-6 - Children of Lethe can negate incoming slashing and piercing physical attacks and incoming magical effects of Level 1-3 Powers. This does not apply to “enchanting” effects like Charmspeak, only attacks. They can negate one attack at a time.
	+ Level 7-8 - Children of Lethe can negate all incoming physical attacks and incoming magical effects of Level 4-6 Powers. This does not apply to “enchanting” effects like Charmspeak, only attacks. They can negate one attack at a time.
		- Level 8 - Children of Lethe can negate any incoming attack, including those at God-level power and those which target multiple people, but at a certain cost. Powers Level 7-8 let a quarter of all the damage combined through to the user, leaving them extremely injured. Powers Level 9+ let half of all the damage combined through to the user, leaving them on the brink of death. All others who would be affected are unharmed. This has a cooldown of 1 month. They can negate one attack at a time.

Disregarding Aura (Major)

* Children of Lethe can temporarily surround themselves with the air of forgetfulness, causing those who look upon them to instantly forget they were there. If they interact with an object or are touched by a creature, they are pulled out of concealment. People who can detect magic can detect the Child of Lethe as normal.
	+ Level 1-3 - Children of Lethe can stay undetectable for a maximum of 3 turns at a time. After they’re pulled out of concealment, they cannot re-enter it for 5 turns.
	+ Level 4-6 - Children of Lethe can stay undetectable for a maximum of 5 turns at a time. After they’re pulled out of concealment, they cannot re-enter it for 6 turns.
	+ Level 7-8 - Children of Lethe can stay undetectable for a maximum of 7 turns at a time. After they’re pulled out of concealment, they cannot re-enter it for 7 turns.
		- Level 8 - Children of Lethe can stay undetectable for a maximum of 12 turns at a time. After they’re pulled out of concealment, they are overcome with fatigue and collapse, unable to move at all for 6 turns.

Amnesiac Mnemokinesis (Major/Minor)

* Children of Lethe have a variation of Mnemokinesis that focuses them on erasing memory rather than creating or changing them. Due to this, their memory erasing powers are stronger than others that would have a Mnemokinetic powers in exchange for other capabilities of the power being unusable by them.
	+ Level 1 - Children of Lethe can cause minor memory disturbances for 3 turns, causing those affected to have temporary holes in their memory. After the power ends, the memories return in full. They can either target general memory for a lesser but more broad effect or they can target specific memories, causing a more potent but less encompassing effect.
	+ Level 2 - Children of Lethe can cause minor memory disturbances for 3 turns, causing those affected to have temporary holes in their memory. After the power ends, the memories return in full. They can either target general memory for a lesser but more broad effect or they can target specific memories, causing a more potent but less encompassing effect.
	+ Level 3 - Children of Lethe can permanently erase minor memories, such as sensory memory or working memory. What can be affected is determined by all parties involved (power user and affected individual). They can only erase one memory at a time, and they can only erase one memory per day.
	+ Level 4-6 - Children of Lethe can permanently erase moderate memories, such as short term memory or explicit long term (deliberately remembered like phone numbers or milestones) memory. What can be affected is determined by all parties involved (power user and affected individual). They can only erase one memory at a time, and they can only erase one memory per day.
	+ Level 7-8 - Children of Lethe can permanently erase major memories, such as short term implicit long term (unconsciously remembered like motor skills) memory. What can be affected is determined by all parties involved (power user and affected individual). They can only erase one memory at a time, and they can only erase one memory per day.
		- Level 8 - Children of Lethe can inflict full amnesia on a singular individual, causing them to forget their life and revert back to “factory settings”. They will remember their name and how to be a human, but that’s about it. Their memory can be restored, though it takes helping them remember who they were before the amnesia by recreating events and/or feelings that have had the greatest influences over the individual. This can only be done once every three months and only on one person.

Banishment (Major/Minor)

* Children of Lethe can call upon the power of oblivion to banish monsters back to Tartarus, but in a special way which causes them to not have a memory of that current reincarnation. This works on Monstrous creatures that have reincarnated from Tartarus or have been summoned from Tartarus, but not ones that have never been to Tartarus or ones that do not go to Tartarus like Automatons.
	+ Level 1 - Children of Lethe can banish low-level monsters, those that aren’t too powerful and don’t stray too far from “human”. The banishment takes 3 turns before happening, but during those turns the monster is weakened. To successfully banish a monster, one must make a 1d20 roll and get a 20. Monsters can detect a failed attempt at banishment.
	+ Level 2 - Children of Lethe can banish low-level monsters, those that aren’t too powerful and don’t stray too far from “human”. The banishment takes 2 turns before happening, but during those turns the monster is weakened. To successfully banish a monster, one must make a 1d20 roll and get a 20. Monsters can detect a failed attempt at banishment.
	+ Level 3 - Children of Lethe can banish low-level monsters, those that aren’t too powerful and don’t stray too far from “human”. The banishment takes 1 turn before happening, but during that turn the monster is weakened. To successfully banish a monster, one must make a 1d20 roll and get a 20. Monsters can detect a failed attempt at banishment.
	+ Level 4-6 - Children of Lethe can banish mid-level monsters, those that have moderate strength and are somewhat humanoid. To successfully banish a monster, one must make a 1d20 roll. Low-level monsters take a roll of 18 or higher and mid-level monsters take a roll of 20 or higher. The banishment takes 3 turns before happening, but during those turns the monster is weakened. Monsters can detect a failed attempt at banishment.
	+ Level 7-8 - Children of Lethe can now banish high-level monsters, those that are relatively strong and are non-humanoid. To successfully banish a monster, one must make a 1d20 roll. Low-level monsters take a roll of 16 or higher, mid-level monsters take a roll of 19 or higher, and high level monsters take a roll of 20. The banishment takes 3 turns before happening, but during those turns the monster is weakened. Monsters can detect a failed attempt at banishment.
		- Level 8 - Children of Lethe can banish any monster guaranteed at the expense of a massive amount of energy, which leaves them exhausted. They can only do this once a month.

**Moderate:**

Hadean Hydrokinesis; Lethean (Moderate/Minor)

Children of Lethe can use a twisted form of Hydrokinesis, though because normal water is not in their domain, they have certain difficulties manipulating it. They can only manipulate freshwater and water of their respective underworld river, meaning the control of Stygian, Acherian, Phlegethonian, Lethean, Mnemosynian, and salt water is all off the table.

* Passive - Hadean Hydrokinesis thwarts normal Hydrokinesis in terms of who controls the water if both are attempting to control it, regardless of level. However this circumstance brings physical pain to the user of Hadean Hydrokinesis.
* Level 1 - Children of Lethe can manipulate small amounts of water, only able to manipulate 60 cubic inches (1 liter) of freshwater. They cannot manipulate salt water. If they are manipulating Lethean Water, they can manipulate 1 cubic foot (~7.5 US gallons) of the liquid.
* Level 2 - Children of Lethe can manipulate moderate amounts of water, able to manipulate 1 cubic foot (~7.5 US gallons) of freshwater. They cannot manipulate salt water. If they are manipulating Lethean Water, they can manipulate 2 cubic feet (~15 US gallons) of the liquid.
* Level 3 - Children of Lethe can manipulate larger amounts of water, able to manipulate 2 cubic feet (~15 US gallons) of freshwater. They cannot manipulate salt water. If they are manipulating Lethean Water, they can manipulate 3 cubic feet (~22.5 US gallons) of the liquid.
	+ Minor Degree - Children of Lethe can unlock a special ability that allows them to turn small amounts (1 US legal cup) of freshwater into Lethian Water. This concentration of Lethian Water has the effects of Level 8 of Lethe’s Amnesiac Mnemokinesis, but it must be ingested in full (can’t be just a drop, must be entirely drunk). This power can only be used once a week, after which the usage of the overall power is degraded by a power tier (Level 4-6 goes to Level 3, Level 3 to Level 2, etc.) for said week.
	+ (YOU MUST PURCHASE MINOR DEGREE TO UTILIZE THIS PART OF THE POWER, NO MATTER IF YOUR HADEAN HYDROKINESIS IS MODERATE OR MINOR!!!)
* Level 4-6 - Children of Lethe can manipulate huge amounts of water, able to manipulate 3 cubic feet (~22.5 US gallons) of freshwater. They cannot manipulate salt water. If they are manipulating Lethean Water, they can manipulate 4 cubic feet (~30 US gallons) of the liquid.

**Minors:**

Recovery (Minor)

* Children of Lethe can pull forth forgotten memories from the depths of the mind, restoring them. This also leaves a small imprint of the memory in the user’s head, creating a false memory of that scenario.
	+ Level 1 - Children of Lethe can restore a memory by 25%, bringing back the basic idea of it. This does the same to the Child of Lethe. This specific level can only be used once on an individual, afterwards higher levels must be used.
	+ Level 2 - Children of Lethe can restore a memory by 50%, bringing back more details than the previous level but still leaving some holes. Children of Lethe receive 25% of that memory. This specific level can only be used once on an individual, afterwards higher levels must be used.
	+ Level 3 - Children of Lethe can restore a memory by 75%, bringing back enough to allow the target to pull the rest back together by themselves. Children of Lethe receive 25% of that memory. This specific level can only be used once on an individual.

Umbrakinesis (Minor)

* Children of Lethe are able to create shadows using magic and manipulate existing shadows. This power is slightly more powerful while used in natural shadows or darkness, allowing effects to last for an additional 2 turns. Users of this power cannot use this power to Shadow Travel, as their pull on shadows isn’t strong enough.
	+ Level 1 - Children of Lethe can create artificial shadows that last for 5 turns and cover a 6 ft area. Alternatively, they can create simple solid constructs (blocks, wedges, etc.) of shadows that are up to 6 ft in total area that last for 3 turns.
	+ Level 2 - Children of Lethe can create artificial shadows that last for 6 turns and cover a 12 ft area. Alternatively, they can create simple solid constructs (blocks, wedges, etc.) of shadows that are up to 9 ft in total area that last for 4 turns.
	+ Level 3 - Children of Lethe can create artificial shadows that last for 7 turns and cover a 15 ft area. Alternatively, they can create simple solid constructs (blocks, wedges, etc.) of shadows that are up to 12 ft in total area that last for 5 turns.
* Where My Stuff Goes (Minor)
	+ Children who can control shadows can also unlock a special dimension of sorts, where they can store things. It can't be anything too big, like a car, but something like a weapon or some snacks for a trip can be stored. The item must be retrieved soon, though, or it has a chance of being lost. This can be unlocked at level 3 of the Umbrakinesis power, with higher levels having better luck.
	+ 3: The dimension is able to be used, but anything that is stored has a 50% chance of being lost if stored for more than 3 days.

Record Redacted (Minor)

* Children of Lethe can remove the trace of recorded knowledge, causing it to fade into oblivion. This includes books, magazines, videos, tapes, film, and other recording media, but does not include artifacts or primary, secondary, or tertiary sources, and objects that hold memories.
	+ Level 1 - Children of Lethe can erase the memory of recorded knowledge existing in up to 3 individuals, requiring it to be rediscovered by those affected. This does not affect their ability to find something, just the knowledge of it existing.
	+ Level 2 - Children of Lethe can erase recorded knowledge, such as turning the words of a book blank or turning a recording to static. They can only do so much, with a hard limit of 100 pages or 2 hours of digital recording. This does not affect the knowledge of it existing and it doesn’t affect all existing copies, only the one that the Child of Lethe has.
	+ Level 3 - Children of Lethe can combine both effects of the previous levels into one, causing a singular individual to forget that a source of recorded knowledge existed and erasing that recorded knowledge. This has a limit of one source, with up to 250 pages or 3 hours of digital recording.

Lethian Healing (Minor)

* Children of Lethe can heal themselves or others by causing the body to forget that the injury is there. The more serious and painful the injury is, the harder it is to get rid of. The more the child of Lethe does this, the more energy is drained. This does not work on non-flesh wounds such as breaks and sprains.
	+ Level 1 - Children of Lethe can heal minor injuries with low blood loss like scratches. This takes 3 turns and a significant amount of energy to complete fully. Due to the intense energy drain, they can only do about three of these a day.
	+ Level 2 - Children of Lethe can heal moderate injuries with average blood loss like lacerations or shallow piercing wounds. This takes 6 turns and a large amount of energy to complete fully. Due to the intense energy drain, they can only do about two of these a day.
	+ Level 3 - Children of Lethe can heal major injuries with high blood loss like deep piercing wounds or amputations. This takes 9 turns and a massive amount of energy to complete fully. This cannot regenerate limbs, but can reattach them with an extra 3 turns. Due to the intense energy drain, they can only do about one of these a day.

Lethian Hypnokinesis (Minor)

* Children of Lethe can channel the murmuring of the River Lethe from the cave of Hypnos, said to induce drowsiness, into a minor form of Hypnokinesis. Using this is slightly more convoluted than traditional Hypnokinesis, because instead of magical energy it relies primarily on audio hypnosis.
	+ Level 1 - Children of Lethe can create the sound of the Lethe and maintain it for 3 turns. All individuals in a radius of 15 feet must make a 1d20 roll of 6 or higher or be put to sleep for 3 turns. If they don’t roll 11 or higher, they feel drowsy and are less effective with combat and actions for the duration of the sound.
	+ Level 2 - Children of Lethe can create the sound of the Lethe and maintain it for 3 turns. All individuals in a radius of 20 feet must make a 1d20 roll of 8 or higher or be put to sleep for 4 turns. If they don’t roll 13 or higher, they feel drowsy and are less effective with combat and actions for the duration of the sound.
	+ Level 3 - Children of Lethe can create the sound of the River Lethe and maintain it for 3 turns. All individuals in a radius of 25 feet must make a 1d20 roll of 11 or higher or be put to sleep for 5 turns. If they don’t roll 16 or higher, they feel drowsy and are less effective with combat and actions for the duration of the sound.

**Givens:**

Perceptive Amnesia (Given)

* Children of Lethe have a strange aura which causes people to forget details about them when they look away. They still remember them and any interactions they have/had, they just forget things like small appearance details, name, etc. until they look at them again.

Situational Memory (Given)

* Children of Lethe have a very situational kind of memory, only really remembering the small things when it’s brought up.

Backup Memory (Given)

* Children of Lethe are quick to recover from forced memory loss. When put into contact with the River Lethe or forced to “factory settings” by powers or other memes, their memory requires less coaxing and restoration to restore who they were before the brain wipe.

Amnesia Detection (Given)

* Children of Lethe can see a rough estimate of how many times someone has forgotten something, and an exact amount of how many times they’ve been forced to forget something.

Paint it Black (Given)

* Children of Lethe have a desaturated perception of color, however black stays mysteriously unaffected by this due to its association with forgetfulness.

What Pencil? (Given)

* Children of Lethe have very bad object permanence, and they have an understanding that items and people still exist even when they can't see or hear them.

Memory Circle (Given)

* Children of Lethe subconsciously share emotions and feelings with their godly siblings while making physical contact with them.

Border of the Virtuous (Given)

* Children of Lethe know who’s within Elysium and they can sense when a soul crosses over to Elysium.