Bloodline Abilities

**Bloodline abilities** are unique abilities that belong to a specific specie or select group of species. It is theorized that bloodline abilities are just enhanced versions of fusion magic that can be projected outside and used on others by replacing mana with world energy (e.g. Origin Flames come from fire fusion, Life Maelstrom from air fusion, and Doom Tide from water fusion).

Like with most new species, time and effort are needed to study one's new body in order to discover and develop bloodline abilities. Bloodline abilities work both ways and they can always hurt their own caster.

## Blindside

*Users: Vampires*

**Blindside** is a mix of darkness and life force which allows a Vampire to go unnoticed even in a crowd. As long as the Vampire doesn’t do anything that might draw attention to him/her, people will instinctively look away from them the moment the Vampire passes near them. Nevertheless, this bloodline ability does not work against an opponent on guard, so getting too close or making a noise will expose the Vampire. Newborn Vampires use it to feed upon someone in a busy street, making them appear like they had just fainted and use the ensuing commotion as a diversion to get away. For an Elder instead, Blindside covers a wide area that can make entire groups of people move unnoticed. Yet without something to draw attention away from the group, its effectiveness is limited.

## Blood Imprint

*Users: Phoenixes*

Allows Phoenixes to share a mind link even from afar and to become each other's dimensional beacon. This lets them cross distances that even only Guardians can cross without a Warp Array, yet with the same level of dimensional perturbance as a simple Blink spell.

## Blood Steal

*Users: Vampires*

==TODO==

## Call of the Blood

*Users: Phoenixes*

Causes resonance between members of the Phoenix bloodline and enhances their Phoenix blood. The caster's eyes shine with an emerald light that spreads to the others', their bodies and minds resonating together and sharing their dominant feelings.

## Call of the Void

*Users: Tiamat*

==TODO==

## Charm

*Users: Banshees*

Similar to a Vampire's Mesmerize, **Charm** seduces a target to make them unfaithful to their partner. The older someone is without having broken any vows, the rarer and tastier a delicacy their life force becomes for a Banshee.

## Chilling Wail

*Users: Wendigos*

**Chilling Wail** sucks the warmth from the air, lowering the temperature of dozens of degrees at once and making snow fall. By wailing, Wendigos are capable of dropping the room temperature down to 100 degrees Celsius below zero.

## Chimeric Body

*Users: Doppelgangers*

==TODO==

## Cleansing Mist

*Users: Hyperions*

Hyperions' **Cleansing Mist** is comprised of the darkness element in the world energy and their life force, mixing together to create a thick aura that coats their bodies which erodes everything it comes into contact with. Anything within the area of the black aura is subjected to its entropic effects. Part of the kinetic energy from physical blows is turned into heat while the mana from spells are forced out of sync with the world energy, weakening them. Cleansing Mist breaks acids or poisons down into their components before burning them.

## Corrupted Lightning

*Users: Jotunns*

**Corrupted Lightning** works in a similar way to Life Maelstrom with it being much weaker. The black lightning empowers much less than its silver equivalent and can't be shared with allies or equipment. Its only offensive value lies in the ability to disrupt physical skills like body casting and Fusion Magic. On top of that, no matter how much a mage focuses, any spell they are keeping at the ready is lost as well. Corrupted Lightning also deals damage to its victims, but no more than a Tier 3 spell.

## Cursed Blessing

*Users: Red Demon, Hekate*

==TODO==

## Cursed Flames

*Users: Demons, Tiamat*

**Cursed Flames** are cursed element versions of Origin Flames, obtained by absorbing elements from world energy and splitting them into their cursed element form using the eye corresponding to that element. Cursed Flames can be emitted through the throat, scales, and wings like their Divine Beast ancestors.[*Reference needed*]

### Blight Flames

**Blight Flames** are the Decay (Light) version of Origin Flames. The silver fire moves as fast as a bullet. It burns and heals at the same time, consuming flesh, metal, and enchantments just to force their recovery a split second after. It deals no damage, but the flames inflict a huge burden not only on the life force of their victims but on their cores as well. The constant healing and repairing drains the energy of mana cores and the power cores of artifacts.

### Frost Flames

**Frost Flames** are the Zero (Water) version of Origin Flames.

### Nether Flames

**Nether Flames** are the Corruption (Earth) version of Origin Flames.

### Noxious Flames

**Noxious Flames** are the Choke (Air) version of Origin Flames.

### True Flames

**True Flames** are the Cinder (Fire) version of Origin Flames.

### Void Flames

**Void Flames** are the Chaos (Darkness) version of Origin Flames. Lith turns every star of his life force black by seeping the black tendrils of his Abomination side inside, resulting in half of the spark of life force belonging to the Abomination before being added to the world energy to ignite the Origin Flames. A black light bursts from between his scales, starting from his chest and quickly rising along the neck and into the mouth. The flames that come out of Lith's mouth are black and move as fast as a bullet. The Void Flames are imbued with just enough Chaos to suck the light element from the darkness component of the world energy and turn it into Chaos as well. While Origin Flames move akin to an oversized flame thrower, Void Flames move akin to a laser, keeping their form compact and without decreasing their intensity over distance.

Producing Void Flames requires coating all the elemental aspects that comprise the world energy with the human side. This way, the beast side lights the world energy, the Abomination turns the darkness component into Chaos, while the human keeps the Chaos from affecting the other elements. Void Flames have no other ability aside from destruction. They are faster but they can't purify anything.

## Demons

*Users: Tiamat*

As a reincarnated being and having been a Puppeteer Abomination at birth, the Tiamat is attuned with souls. Wandering spirits follow him everywhere he goes because he was one of them, yet had succeeded in having another shot at life. The spirits cling to him because one way or another, Lith is their only hope to either return to life or at least get revenge. The Demons spawn solely from his Abomination side, and he can provide them substance using Spirit Magic. However, all Demons feed upon Lith and can't exceed his strength, limited by the mana capacity of his core. Lith's Demons are guided by a soul and have only the skills that they had in life and the spells that he bestows upon them. However, they know by instinct everything that they're capable of their Demon form.

Lith's ability to link with the shadows and manipulate his life essence comes from his Phoenix side, while that of conjuring the souls comes from the Abomination. Combined, they allow him to safely channel wandering spirits inside the shadows after he turns them into a suitable vessel by sharing a spark of his life force.

Lith's Demons are more similar to Abominations than undead. Just like him, they feed upon sunlight and warmth. Just like the shadows they are born from, the stronger the light, the darker they get.

### Soul Feather

The feathers on Lith's feathered wings are able to store souls. When a feather gains a soul, its red veins turn from a random pattern to a rune that resembles what the deceased's would look like on a communication amulet. Lith and Solus are able to sense the presence of the soul within the feather, where they lie at peace, in a state similar to a deep slumber where they re-experience the happiest and the saddest moments of their life. The former dreams remind the soul of what they are fighting for and keep them from becoming insane. The latter nightmares are a reminder of what they are fighting against and rekindle the flames of hate that keep them bound to Lith.

### Demons of Darkness

A darkness magic variation of Spirit Magic that Lith learned while in Zolgrish's lab. He injects his pure mana inside his shadow and expands it like a black sun, causing the shadows of those in its area of effect to "come to life" with yellow eyes that suck out their owners' vitality and restrict their movements by wrapping around their owners' limbs. Lith can also manipulate his shadow by generating a strong light from a high point. The shadows, which have white holes that replace their eyes, can choke their owners and are intangible to physical objects.

The ability to link with the shadows and manipulate his life essence comes from the Phoenix side while that of conjuring the souls comes from the Abomination. Taken individually, they are nothing much. Yet combined together, they allow him to safely channel wandering spirits inside the shadows after having turned them into a suitable vessel by sharing a spark of life force. The Demons of Darkness come from Lith and from him they draw their strength. Even though they share the same energy signature, Solus' mana is pointless because they have a different bloodline, something that she can't reproduce even through their bond.

Lith is able to merge with his Demon of Darkness as he had during his world tribulation in the Lost City of Kolga. He later learns this method shares similarities with the Hydra bloodline's secret technique.

### Demons of the Fallen

The only Tier 5 Necromancy spell Lith ever created. Demons of the Fallen isn't just a Tier 5 darkness spell; it also mixes Spirit Magic to call upon the shadows that always follow Lith and to bestow weapons upon them. It summons hordes of Lesser Undead skeletons from nearby corpses, then uses a Balor's black eye as a focus to conjure an endless stream of darkness element while splitting the energy between all the skeletons to keep them from achieving sentience, maintaining the advantage of using blindly loyal creatures without a free will to possibly refuse orders. The eye amplifies the effect of the Necromantic spell, allowing the black mana not only to form blood cores, but also to flood the bones with the darkness element and turn them into deadly weapons. Only the might behind the black eye can provide the steady flow of darkness magic necessary for the skeletons to be more than a pile of bones and to protect them from darkness magic.

Black streaks spread over the dirty ivory of the skeletons and an emerald glow replaces the red light of undeath in their eyes. They attack recklessly, with a strong innate resistance to most elements that they share with their enemies. Their touch is akin to a Tier 3 darkness spell, making physical contact torture. Spells do little to no harm to the Demons of the Fallen, while physical damage is quickly repaired by the constant flow of necromantic energy.

When skeletons' bones turn pitch-black, their shadows rise from the ground, acquiring a third dimension. They have white holes where the mouth and the eyes are supposed to be while their faces are twisted in a grimace of wrath. Instead of attacking their owners like Demons of the Darkness would, the shadows wrap around the black skeletons at arm length, replacing their lost flesh and clothes. The Demons don't look like the skeletons' original owners so much as people from over the Garlen continent. Some look like farmers, others have their appearance resemble full body armor, a few are barbarians wearing nothing but clothes made from animal fur. The white of the shadows' eyes mix with the green light of the undead, giving the Demons emerald irises and white pupils that burn brightly.

The shadow that comprise their body neutralizes the darkness element whereas other spells simply go through them. The green of their eyes can move to their hands, shapeshifting them into the weapons that the souls possessing the skeletons are more familiar with be they a great ax or a kitchen knife. The conjured blades are weak and brittle, lasting one single exchange before shattering. Demons of the Fallen not only requires accumulating a huge amount of darkness magic and feeding it to the black eye of the Balor to be amplified, but it also required the caster to focus solely on its creations. Lith and Solus work together, Lith taking care of the main enemy while Solus focuses on their army and protects the eye.

However, even though Demons of the Fallen's power is undeniable, it not only requires an amount of darkness and Spirit Magic so great that it forces Lith to use Invigoration while casting it, but the spell also destroys the corpses it uses as foci. Lith had followed Balkor's example, sacrificing his creations' lifespan in exchange for explosive power.

### Demons of the Lava

**Demons of the Lava** are conjured from the spurts of black flames that make up Lith's blood in his Hybrid Form, fed with earth, fire, and Spirit Magic. The spirits of the dead that always follow him inhabit the molten rock, giving it the appearance of Wyrmlings whose eyes brim with emerald light. Lith can detonate his Demons, releasing the wild energy that animates them and generating shockwaves from the explosions.

### Demons of the Flames

**Demons of the Flames** have black flames surging out of their bodies that hold the same magical power of a Final Sunset. They are the next stage after Demons of the Fallen, once given enough energy.

### Demons of the Abyss

Result of a resonance effect triggered by Song of Undoing and his part Abomination nature, Lith and his demons erupt a silvery-black pillar increasing the size of chains that connects them and making his demons evolve into the **Demons of the Abyss**. This deepened connection between Lith and his demons acts as a hivemind allowing him to obtain the knowledge that demons possess, give orders, or use demons as focus points for Arrays. The Demons of the abyss comprise all six kinds of Cursed flames and six eyes allowing them to take a physical form without flickering like shadows.

### Origin Demons

**Origin Demons** are comprised of Origin Flames that consume everything they touch. They are conjured by Lith using Abyssal Gaze to fill his blood made of black flames with both mana and life force. The moment the blood drops come into contact with the outside world energy, they grow in size and power, assimilating sand or dirt from the ground to gain mass and add the heat from the sun to their own. Origin Demons take the form of four meter (13 feet) tall creatures made of sand and fire that look like lesser versions of the Tiamat. Some lack the horns, some have no tail, and only very few have wings. The number of their eyes vary from two to four according to the amount of mana that Lith successfully stores within each drop of blood.

Abyssal Gaze gives each of the Origin Demons the same amount of mana Lith has, the only cap to their strength being the mana capacity of his core and his mastery over Origin Flames. Lith had combined the technique that Xenagrosh taught him with his innate ability to manipulate his body parts even after they leave his body to imbue his blood with enough life force to spark the Origin Flames. This way, his Demons consume world energy to maintain their bodies and use the mana that he bestows upon them solely to weave spells, doubling their offensive abilities.

## Doom Tide

*Users: Fenrirs, Leviathans*

**Doom Tide** drains the world energy from the surroundings, causing elemental spells to disappear, arrays to power down, sealing breathing techniques and bloodline abilities that require world energy. Power and pseudo-cores become weaker by the second until magical equipment is reduced to regular metal. The stored world energy can be released afterwards, in a violent, omnidirectional explosion and with it, the contained world energy returns.

### Blood Tide

The Blood Warlock version of Doom Tide which requires full elemental affinity to unleash its true potential. Blood Tide strips the area around the caster of the world energy down to the last bit, releasing it a split second later in the form of a hexa-elemental tidal wave instead of just the two elements that Blood Witches are attuned to.

### Elemental Flow

**Elemental Flow** is a passive effect of Doom Tide. It allows the user to cast arrays quickly, turn them off and on as they please, to freely move their position even after conjuring them, and to change their effects at will.

## Dragon Eyes

*Users: Dragons*

**Dragon Eyes** allows Dragons to reproduce any spell they see, provided they understand how the spell works. Dragon Eyes aren't omniscient - they help the user understand the nature of things, but solely those they already understand the underlying principles of. For example, Dragon Eyes can reproduce any gravity magic spells if the user knows gravity magic. Without the proper knowledge, Dragon Eyes are pointless because they had no idea what they are looking at.

## Dragon Fear

*Users: Dragons*

==TO DO==

## Draining Grounds

*Users: Solus*

Solus' tower half along with the Sage Staff combine their effects to give birth to the bloodline ability, **Draining Grounds**. It drains the surrounding world energy, even in bloodline abilities like Origin Flames and Life Maelstrom. It heals Solus' body as the bloodline ability makes the stolen life force her own by splitting up the bloodline abilities into their components. The world energy fills the tower with new strength and the life force joins Solus' own.

## Dreadwing

*Users: Black Dragons*

**Dreadwing** allows Origin Flames to be freely turned into a mass of darkness magic and back.

## Ethereal Aegis

*Users: Hekate, Red Demon*

**Ethereal Aegis** transform the user's body into Origin Flames. Additionally, by synergizing it with the elemental eye of the proper element, the Hekate can turn into any single cursed flame.

## Elemental Overload

*Users: Hyperions*

**Elemental Overload** turns the white streak on a Hyperion's back into the six colours of the elements, absorbing the components of the world energy one at a time and using them to empower spells that they have at the ready. The spells are raised by 1 tier, with Tier 5 spells attaining the power of a Spirit spell. Elemental Overload allows younger Hyperions to make up for the lack of body casting and older ones to turn a cantrip into a devastating spell, yet it comes at a price. The white streak absorbs the elements required to boost the user's spells but the remaining world energy has to be neutralized by their body to fix the imbalance the bloodline ability creates. On top of that, the extra energy has to be channeled through the mana core, putting it under the same strain of casting multiple spells instead of just one.

## Elemental Stream

*Users: Drakes*

==TODO==

## Emerald Boost

*Users: Emerald Dragons*

**Emerald Boost** allows one to enhance all skills based on life force or Spirit Magic.

## Emerald Flow

*Users: Emerald Dragons*

**Emerald Flow** allows the caster to develop the necessary instincts to master every form they take the moment they change their body.

## Focus Point

*Users: Griffons*

**Focus Point** allows a Griffon to focus their entire mass into a single point. Tyris' descendants inherited her peerless body - their strength and vitality know no equals even among Divine Beasts, yet Griffons can take their combat abilities to the next level thanks to Focus Point. It works similarly to Leegaain's Gravity Fusion, but with one main difference. Instead of boosting the whole body, Focus Point allows a Griffon to instantly shift their whole weight to a single spot. If it is the arm they are blocking with, it becomes an impenetrable shield while if it is the talon they are striking with, it becomes an unstoppable spear. It was thanks to Focus Point that Tyris' punch had sent Roghar flying across the ocean twice.

## Frost Soul

*Users: Vurdalak*

**Frost Soul** causes the temperature of the surroundings to lower by dozens of degrees. It creates an imbalance in the world energy by amplifying the effects of the water element, essentially making it go awry. Anyone inside its area of effect can't cast spells without absorbing the corrupted elemental energy that eats at them from the inside, doing damage and freezing them. Frost Soul affects anything that intakes world energy but does nothing to any form of magic or bloodline ability that uses internal elemental energy. Frost Soul even causes dimensional openings to collapse and affects any power or pseudo-cores that absorb world energy that it has tainted.

## Hunting Pack

*Users: Hati*

==TODO==

## Immortal Flames

*Users:* Dragons

**Immortal Flames** are the Spirit Magic equivalent to Origin Flames, fueled by the caster's life force and the elemental power stored in their body. They can be emitted under any circumstance and moved like one of the caster's limbs, yet they also take an enormous toll on the caster, as every blast of Immortal Flames drains them akin to a thousand breaths of regular Origin Flames.

## King's Wraith

*Users: Vurdalak*

==TODO==

## Leegaain's Eyes

*Users: Leegaain*

==TO DO==

## Life Aura

*Users: Vampires*

**Life Aura** allows a Vampire to turn their physical strength into a defensive wall. It is conjured by calling upon the mana and life force stored inside their blood core, consuming part of their essence.

## Life Eater

*Users: Skolls*

==TODO==

## Life Maelstrom

*Users: Griffons, Garudas, Sekhmets*

**Life Maelstrom** is conjured by absorbing world energy over time and storing it inside one's body to generate silver bolts of lightning. Life Maelstrom can use the stored power to temporarily boost the user's magical prowess or unleash it against their enemies. The silver lightning is made of pure energy that can be used to supercharge both organic and inorganic matter since everything on Mogar has mana. Life Maelstrom can also be used to empower one's equipment, even making Orichalcum as strong as Adamant.

A small amount of silver lightning can enhance a living being's spells or hasten the growth of mana crystals. A huge amount will short circuit the mana flow of anything injected with Life Maelstrom, causing them self-harm due to their energy going haywire. Life Maelstrom has no purifying effect like Origin Flames but can be used to either recharge or destroy artifacts and golems alike. A single roar of a Griffon infused with Life Maelstrom can raze the top of a mountain or dry up a lake. The shockwave spreads from their bodies and moves in every direction, making it impossible to avoid. The roar isn't a spell, so it doesn't require any cast time.

Unlike all other kinds of attacks, Life Maelstrom ignores enchanted protections and deals more damage the more riled up the victim is. Life Maelstrom has no destructive power by itself - it simply overcharges someone's core, body, and enchanted items beyond the point they can be controlled, making them go haywire.

### Blood Maelstrom

Blood Warlocks have **Blood Maelstrom**, their own version of Life Maelstrom.

### Chain Maelstrom

**Chain Maelstrom** is the Primordial Flames equivalent of Life Maelstrom, and is similarly conjured, as it requires minimum two users of Life Maelstrom. The Life Maelstrom users empty their mana organs for the bloodline ability in one go, using half to empower themselves and throwing the remaining at the other in the form of a huge bolt of silver lightning. The incoming mass of Life Maelstrom causes no harm to the two users. The silver lightning is actually absorbed and amplified by the Life Maelstrom already coursing through their bodies.

The users channel the energy they just exchanged into their mana organs, filling them again. The lightning enhances not only their abilities, but also the amount of world energy they can store in their bodies. A split second later, they shoot another bolt of lightning at each other, bigger and stronger than the original. The sparks between the two intensify with each cycle. The Life Maelstrom exchange soon fills even their boosted mana organs to the brim until they can't contain it anymore.

At this point, it is then released. The supercharged bolts of silver lightning can be used to empower allies by filling them with new strength, fry enemies by overloading their cores, or both.

## Life Merge

*Users: Emerald Dragons*

**Life Merge** splits any wound on the caster's body into many smaller ones and shares the damage an organ has taken with the healthy ones. This stops any crippling wound from hindering the caster's movements, as well as making the healing process faster and lessening the burden on their stamina.

## Lightning Body

*Users: Griffons*

==TODO==

## Light Raider

*Users: Griffons*

**Light Raider** generates particles of light that don't fade away, forming a thick curtain that crackles with power around its user. The bloodline ability turns the curtain into magical runes that can take the form of arrays, Light Mastery spells, and more. The user is able to manipulate the light element in the world energy and, by mixing it with a spark of one's life force, the user can turn the runes into anything else. Light Raider is empowered by the world energy which contains all elements. To convert light into another element, the runes simply had to sacrifice themselves to conjure what the user needs. From healing spells, to hard-light shields, or even Tier 5 spells of all elements.

By mixing one's life force with the light element in the world energy, the user binds it to their will.

## Living Thunder

*Users: Lesser Griffons*

==TODO==

## Mana Body

*Users: Bastets, Fenrirs, Hyperions,*

The user’s life force mixes itself with the earth element from the world energy, using it to make the user as sturdy as the planet itself. Physical and magical attacks now deal little to no damage, but such an ability comes at a price, infusing their body with so much elemental energy that doesn’t carry their signature prevents the user from casting new spells.

## Mesmerize

*Users: Vampires*

Probes a target's mind through physical contact. It is exclusive to Awakened Vampires who know how to use mind links, and they can only mind-read people who are unconscious or non-Awakened. Mesmerize can be countered by Awakened using their own Spirit Magic.

## Molting Essence

*Users: Phoenixes*

Phoenixes can turn their bodies into a living mass of Origin Flames, negating any damage, but the effects from abusing Origin Flames still places a strain on their life force.

## Nether Gate

*Users: Black Dragons*

**Nether Gate** conjures a thick layer of darkness magic, making every corpse inside its range rise as a lesser undead. The bloodline ability power grants them part of the caster's magical and combat skills, boosting their combat prowess close to that of sentient undead. Also, it allows them to make use of any equipment they are provided with. However, even though the bloodline ability can raise an unlimited number of undead, the caster still needs to be close to them to feed more energy to them because of the darkness element's limitations.

## Nightblood

Users: *Nightwalkers*

==TO DO==

## Nocturne Blast

*User: Eycos*

**Nocturne Blast** spreads a black rain that seeps inside the targets' bodies and taints the land. It is effective in preventing plants from drawing nourishment from the ground for their recovery abilities.

## Origin Flames

*Users: Bastets, Demons, Dragons, Firebirds, Phoenixes, Tiamat, Wyverns, Bahamut*

**Origin Flames**, also known as dragon fire or phoenix flames, are flames conjured by surrounding world energy and the life force of the individual. Born from life, they are capable of destroying anything no matter if physical or magical in nature, and are purifying flames capable of restoring the natural balance. Origin Flames don't discriminate, eating at everything they meet. They turn sand into glass, and even consume the world energy in their surroundings until they vanish.

### Traits

While magic is a part of oneself, it can still be considered an extension of the mind. It requires imagination and willpower whereas Origin Flames are an extension of the body. They don't use mana, only one's own life force and the world energy. The reason why controlling them is so hard is that unlike mana, controlling one's life force once it's outside the body is akin to trying to move spilled blood.

Origin Flames' greatest weak point is that it requires the caster to exhaust the air in their lungs, leaving them breathless. Origin Flames are just another part of the body, like an atrophied limb that has been forgotten how to be used. Willpower can't be injected inside them because they already have the owner's willpower; doing so would give the Flames conflicting orders that make them unresponsive. Those with mastery over the Flames can move them akin to a living being, wrapping it around an enemy's spell.

The color of Origin Flames typically reflects the color of the caster's mana core. However, the caster can use their willpower to adjust the flame density, thereby changing their temperature when necessary and with it their color. Black Origin Flames are unheard of.

### Purification

Origin Flames can be manipulated at will to **refine/purify** any kind of material in its purest form, granting astounding properties to enchanted items made out of such materials. Additionally, they allow Forgemasters to melt not only the physical form of a metal, but also to remove all the traces from a previous enchantment, failed or not. Since Origin Flames are based on life force, combining them with Domination can greatly improve magic metal purifying skills while training them both at the same time.

Both the quantity and quality of Origin Flames influences the purification outcome. A little amount acts like a regular flame, while too much destroys everything. The flames also destroy magic, but only the amount of mana equivalent to the world energy it holds - this means that a delicate structure like an ongoing spell or a temporary array can be easily affected, whereas a permanent array or a magical artifact requires much more effort. They can attack the structure of a spell, but not its energy signature.

Origin Flames cannot be controlled once released. Only during the moment their spark is lit is when one can decide what to destroy, purify and ignore. They can even be used on oneself safely, even caress someone. Purifying requires the flames to affect the entirety of the target at once, both inside and outside, otherwise it's only the outside that takes the brunt of the heat and ends up destroyed before the inside can be purified. It is also possible to use Origin Flames selectively to remove an enchantment from an item without damaging the materials it's made of, but it's impossible to remove an imprint without affecting the enchantments as the imprint is part of the enchantment.

As long as one keeps the connection with the Flames, it's easier to control them. They are a phantom limb that can be flexed, moved around, and can even feel akin to fingertips. It's impractical to remember the position and size of all the impurities inside a block of metal and destroying them bit by bit consumes too much energy. Instead, one must learn to use Flames as if they are a diagnostic spell. It's the only way to know when to stop the purification process and avoid hurting allies when using Origin Flames as a means of attack. However, this method is not without its risks. Every second that the Flames, every new order imparted to them, costs more and more life force. It may look like a single breath of Origin Flames but they are actually as expensive as dozens of them at the same time.

Using Origin Flames as a scalpel instead of as a blunt instrument is very demanding for a beginner. Generating a continuous stream of Origin Flames is akin to making an entire arm out of world energy. One needs to make the flesh and the bones out of it whereas the blood that allows it to thrive is one's own life force. The longer the arm moves and the more intense its exercise is, the more blood it requires. In other words, every single second of this kind of training drains life force.

### Primordial Flames

**Primordial Flames** are conjured by two or more Origin Flames users combining their Flames. The moment the two pillars meet, their life forces imbued within the world energy resonate with each other, combining their strength instead of canceling each other and turning into Primordial Flames. Two violet Flames combined become bright white and the pillar's size increased dramatically.

Lith and Solus are able to cast Primordial Flames when their bodies are fused, such as when they faced Dawn for the first time. Primordial Flames can be created by manipulating the energy signature of their respective Flames until they match.

The secret to Primordial Flames lay in the lifeforce of the users. To produce Primordial Flames, you need either an exceptional life force like the Guardians, or to combine multiple life forces together. However, Primordial Flames require the will to destroy the same thing in the same way.

## Possession

*Users: Tiamat*

**Possession** allows Lith in his Abomination form to fuse with wandering souls around him akin to his fusion with Solus. Lith is able to take the form of the deceased and utilize their muscle memory, body language, and techniques. The ability was discovered during Lith's experiments with Aalejah during the Urgamakka trial. However, his lesser Abomination form is too unstable to withstand two beings and requires great effort to control the wandering soul to remain the dominant personality. The Tiamat's nature coupled with the presence of a lost soul allows Lith to freely use abilities like Domination and pin them on the soul that merges with his body.

The soul can be sealed in a part of Lith's body and made a separate being by being injected with sufficient life force.

Lith's Demons are also able to possess Solus' body since they share the same mana signature, but only enough to control her body as she doesn't share his bloodline abilities.

## Prismatic Wind

*Users: Hekate*

**Prismatic Wind** is allows a Hekate to charge several of their white feathers with elemental energy and shoot it to an area where they will hover around. Once a Hekate thinks of a spell they wish to cast, a big rune will appear on the feathers of the element, consuming its elemental energy to extend the effect of the spell to the area where the feather once was. The spells are cast instantly and delay the activation for as long as the Hekate wishes.

## Rebirth Flames

*Users: Phoenixes*

**Rebirth Flames** allows a Phoenix to convert mana into matter that can be used to to heal any wounds and even reproduce organs in an instant. On top of that, this ability doesn’t need nutrients to work, doesn’t drain the user’s stamina nor put a strain on the life force of its user.

## Shadow Step

*Users: Phoenixes*

==TODO==

## Shadow Walk

*User: Kigan*

Kigan's hybrid ability **Shadow Walk** is activated using his black Balor eye along with his Phoenix bloodline ability, Shadow Step. He is able to fuse himself and others with darkness and phase through solid matter. A regular Warp Steps creates dimensional points of access that shine like stars in the dark. A Chaos Steps, instead, is limited to line of sight and movement can still be detected by arrays. Shadow Walk, instead, allows him to move around while still hidden by the cover of darkness as he searches for the best entry point. Even once exiting, he doesn't need to step out of the shadows, making a movement can be perceived. The blackness simply coalesces into his body as if it has always been there.

## Shadowvine

*Users: Nightwalkers*

**Shadowvine** allows a Nightwalker to send sparks of their lifeforce to surrounding shadows, giving them a third dimension and turning them into tendrils.

## Shadow Transfer

*Users: Nightwalkers*

**Shadow Transfer** allows a Nightwalker to conjure tendrils out of the shadows and have them grab a target, they can then use the tendrils to transfer mana and life force to the person the tendrils are grabbing.

## Shapeshifting

*Users: Demons, Tiamat*

Unlike regular shapeshifting for others, Demons and Tiamat are able to shapeshift without altering their life force, since both their human and non-human forms are part of their life force much like hybrids. By following and amplifying the red thread representing the human melody of their life force they can shift into their human forms, compressing their mass back into a human form while their life force folds to resemble one.

## Shattered Soul

*Users: Banshees*

**Shattered Soul** allows Banshees to produce an ear-piercing shriek that carries the kinetic energy of a speeding truck. Even if the target covers their ears, the vibrations will still bypass armor and seep into their bones, making them shiver like they are naked under a snowstorm.

## Soul Vision

*Users: Elves, Guardians*

*Main article: Soul Vision*

## Stormlight

*Users: Thunderborne*

**Stormlight** combines the heat of Origin Flames with the electrical charges of Life Maelstrom, generating violent streams of incredibly fast white plasma that looks similar to bolts of lightning. Stormlight lacks the purifying ability of Origin Flames and the empowering effect of Life Maelstrom but it makes up for it in destructive power.

Stormlight is compromised of world energy and life force. As a result, it can contains one's willpower, allowing the plasma bolts to follow their target's every move at the user's behest. The bloodline ability emerges from the user's body, it produces the roar of thunder and light that shines akin to a second sun.

## Thousand Flames

*Users: Tiamat*

==TODO==

## Tiamat Fear

*Users: Tiamat*

By lighting up all seven of his eyes, Lith turns the surrounding world energy into an extension of his aura through his will and feelings, making it denser around him and allowing him to float without the help of his wings. **Tiamat Fear** makes Lith's enemies weaker and slower because they have to resist his will before fighting him and it especially affects Awakened because they absorb world energy through Invigoration to recover mana.

## Unbridled Growth

*Users: Firbolgs*

**Unbridled Growth** makes plants reach a size that would take them decades to achieve otherwise by injecting world energy into the soil. Roots, trees and even flowers come to life to be utilized however the user wishes; it can be used to restrain targets, crawling all over their bodies and restricting their movements.

## Void Sigil

*Users: Tiamat*

==TODO==

## References

1. ↑ Chapter 1558: Eye Versus Eye (Part 2)
2. ↑ Chapter 1560: The Price of Success (Part 2)
3. ↑ 3.0 3.1 3.2 Chapter 1913: Frost Soul (Part 1)
4. ↑ Chapter 2169: Awakened Golden Griffon (Part 1)
5. ↑ Chapter 1304: Bloodlines and Powers (Part 2)
6. ↑ Chapter 1353: Blood Imprint (Part 1)
7. ↑ Chapter 1384: Eyes and Charms (Part 2)
8. ↑ Chapter 1823: A Rough Start (Part 2)
9. ↑ Chapter 2045: Crank it Up (Part 1)
10. ↑ Chapter 1965: Light in the Dark (Part 1)
11. ↑ Chapter 1960: Blight Flames (Part 2)
12. ↑ Chapter 1661: Void Flames (Part 1)
13. ↑ 13.0 13.1 Chapter 1663: Soul Feather (Part 1)
14. ↑ Chapter 1668: Source of Power (Part 2)
15. ↑ Chapter 1250: Natural Undead (Part 2)
16. ↑ Chapter 1252: Demons’ Horde (Part 2)
17. ↑ 17.0 17.1 Chapter 1359: The Power of Blood (Part 1)
18. ↑ 18.0 18.1 18.2 Chapter 1612: Origin Demons (Part 2)
19. ↑ Chapter 1609: Shadows and Crystals (Part 1)
20. ↑ Chapter 1662: Void Flames (Part 2)
21. ↑ 21.0 21.1 Chapter 1514: Trees and Fallen (Part 2)
22. ↑ 22.0 22.1 22.2 Chapter 1658: Battle of the Dead (Part 2)
23. ↑ Chapter 1664: Soul Feather (Part 2)
24. ↑ Chapter 565: Round Two (Part 3)
25. ↑ Chapter 715: Mana Reactor (Part 1)
26. ↑ Chapter 980: Gods Among Us (Part 2)
27. ↑ Chapter 1413: Evolutions and Demons (Part 1)
28. ↑ Chapter 1309: Hands and Muscles (Part 1)
29. ↑ 29.0 29.1 29.2 Chapter 1107: Demons of the Fallen (Part 1)
30. ↑ 30.0 30.1 Chapter 1108: Demons of the Fallen (Part 2)
31. ↑ Chapter 1118: Dos and Don’ts (Part 2)
32. ↑ Chapter 1415: The Final Step (Part 1)
33. ↑ Chapter 1968: Last Stand (Part 2)
34. ↑ Chapter 1611: Origin Demons (Part 1)
35. ↑ Chapter 2107: True Enemy (Part 1)
36. ↑ Chapter 1477: Lost Magus (Part 3)
37. ↑ Chapter 1891: Wisdom Against Mana (part 1)
38. ↑ Chapter 1406: Altered Beasts (Part 2)
39. ↑ 39.0 39.1 Chapter 1545: Phantom Body (Part 1)
40. ↑ Chapter 1964: Menadion's wrath (Part 2)
41. ↑ Chapter 2563: Poisoned Chalices (Part 1)
42. ↑ Chapter 2055: Checkmate (Part 1)
43. ↑ Chapter 1412: Golden Dragon (Part 2)
44. ↑ 44.0 44.1 Chapter 2194: Hold the Line (Part 2)
45. ↑ 45.0 45.1 Chapter 1893: Worldbreaker (Part 1)
46. ↑ Chapter 1379: Ancestral Powers (Part 3)
47. ↑ 47.0 47.1 Chapter 1069: Life Maelstrom (Part 1)
48. ↑ Chapter 1378: Ancestral Powers (Part 2)
49. ↑ Chapter 1405: Altered Beasts (Part 1)
50. ↑ Chapter 1476: Lost Magus (Part 2)
51. ↑ 51.0 51.1 51.2 51.3 Chapter 1969: The Power of The Gods (Part 1)
52. ↑ Chapter 1963: Menadion's Wrath (Part 1)
53. ↑ Chapter 2343: Vastor's Worth (Part 1)
54. ↑ Chapter 1381: Eyes of Menadion (Part 1)
55. ↑ Chapter 1660: Rise Unto the Call (Part 2)
56. ↑ Chapter 502: Fury (Part 2)
57. ↑ 57.0 57.1 57.2 Chapter 1546: Phantom Body (Part 2)
58. ↑ Chapter 703: Tyrant (Part 1)
59. ↑ Chapter 856: Parasite Star (Part 2)
60. ↑ Chapter 1411: Golden Dragon (Part 1)
61. ↑ Chapter 1123: Scalewalker Armor (Part 3)
62. ↑ Chapter 1591: Purified Davross (Part 1)
63. ↑ Chapter 735: Prodigal Daughter (Part 1)
64. ↑ Chapter 778: Secrets and Ignorance (Part 2)
65. ↑ Chapter 1434: Domination and Flames (Part 2)
66. ↑ Chapter 610: Success and Failure (Part 2)
67. ↑ Chapter 857: Hard Bargain (Part 1)
68. ↑ Chapter 858: Hard Bargain (Part 2)
69. ↑ 69.0 69.1 Chapter 2122: Hidden Palace (Part 2)
70. ↑ Chapter 897: Back Home (Part 1)
71. ↑ Chapter 1823: Cursed Flames (Part 1)
72. ↑ Chapter 2881: Merging Flames
73. ↑ Chapter 1526: Going All Out (Part 2)
74. ↑ Chapter 1527: Chaos Unleashed (Part 1)
75. ↑ Chapter 2563: Poisoned Chalices (Part 1)
76. ↑ Chapter 2125: Castle Keep (Part 1)
77. ↑ Chapter 2801: To Kill a Magus (Part 1)
78. ↑ Chapter 2805: Parts and Whole (Part 1)
79. ↑ Chapter 1417: Paying Your Dues (Part 1)
80. ↑ 2794: Changes and Upgrades (Part 2)
81. ↑ Chapter 2034: Golden Knight (Part 2)
82. ↑ Chapter 2035: Golden Knight (Part 2)
83. ↑ Chapter 1872: Funny Business (Part 2)
84. ↑ Chapter 1964: Menadion's wrath (Part 2)