recursal/Fanatic-Fandom huggingface dataset:
Reactive Adaptation/Evolution

The ability to develop a resistance or immunity to whatever they were injured by or exposed to. This effect can be permanent or temporary. The power to **become invulnerable when in danger**. The ability to **develop adaptations, powers, or skills in response to immediate threats**.

## Abilities

The user can become invulnerable only when they are in danger.

## Capabilities

The users can either instantly develop powers or abilities to deal with threats or their bodies dynamically learn from experience. Depending on the user's control of the power or genetic structure, the reactive effects can be permanent or temporary.

## Limitations

* May not work if the user is unaware of the danger.
* Invulnerability may wear off as the danger subsides.
* Increased density may decrease user's speed.
Grayscale Wiki

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## Important articles

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Human

### Human Traits

It’s hard to make generalizations about humans, but your human character has these traits.

***Hit Points at 1st Level:*** 8 + your Strength modifier.

***Ability Score Increase.*** One ability scores of your choice increase by 1.

***Age.*** Humans reach adulthood in their late teens and live less than a century.

***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them.

***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Languages.*** You can speak, read, and write Common.

***Skills.*** You gain proficiency in one skill of your choice.

***Feat.*** You gain one feat of your choice.
Earth Manipulation

The ability to control earth; sand, stone, rock, lava, dirt, or other minerals.
The power to **manipulate earth'*.* Geokinesis** is an elemental magical power allowing the users to control and/or manipulate all forms of earth, such as sand, minerals, and rocks. Users can use this power to create Earthquake Generation and fissures and tear the earth open to swallow enemies. They can also remove rocks from the earth and use them as a platform to fly on.

## Also Called

* Geokinesis
* Terrakinesis

## Capabilities

Users can create, shape and manipulate earth and "earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt, soil, etc. More advanced users can manipulate metals such as iron, copper and titanium.

Offensive uses of this power include extracting huge boulders from the ground and hurling it at the enemy at high speeds, impaling the enemy with countless spikes from the earth and in some cases creating giant golems or other creatures from earth and utilize them for combat. Defensive powers include shaping huge walls or barriers from the ground, creating an omni-directional wave of rocks/stone around the user to defend from all attacks and covering oneself with armor made from earth. Supplementary uses of this power include flight by standing on a piece of levitating earth and enhanced movement by using by skating on the earth and gaining enhanced senses from sensing the earth.
Kobold

***Ability Score Increase.*** Your Dexterity or Intelligence score increases by 1.

***Age.*** Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

***Alignment.***

***Size.*** Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Languages.*** You can speak, read, and write Common and Draconic.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.

***Draconic Cry.*** As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

***Kobold Legacy.*** Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.

* **Craftiness.** You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
* **Defiance**. You have advantage on saving throws to avoid or end the frightened condition on yourself.
* **Draconic Sorcery.** You know one cantrip of your choice. Intelligence is your spellcasting ability for that cantrip.
Адо Шингэн

## Внешность

описание внешности, особенности внешности, приметы, одежда, аксессуары

## Личность

характер, отношение к окружающим, взгляды на жизнь, привычки, особеннсти

## История

описание ЛИЧНОЙ истории персонажа, предыстория, ориджин

любая спойлерная информация

* Оружие
* Стойки
* Стили
* Фамильяр
* Экза
 /если отсутствует - пропуск/

### название Экзы

описание скиллов и возможностей (если потенциал неограничен, указать часто используемые скиллы, таким образом показав потенциал.)
## Отношения

### Семья

перечисление всех близких персонажей, семьи, родителей

### Друзья

перечисление всех хороших друзей, напарников

### Другие

перечисление всех побочных персонажей, возможно, даже врагов и соперников

## Интересные факты

* различные любопытные факты о персонаже, возможные переводы имён, схожести с чем-то реальынм и т.д.

## Цитаты

* *«Пример цитаты»* - хроника/глава/акт, в котором она присутствует.
Дэус Альта

## Внешность

описание внешности, особенности внешности, приметы, одежда, аксессуары

## Личность

характер, отношение к окружающим, взгляды на жизнь, привычки, особеннсти

## История

описание ЛИЧНОЙ истории персонажа, предыстория, ориджин

любая спойлерная информация

* Оружие
* Стойки
* Стили
* Фамильяр
* Экза
 /если отсутствует - пропуск/

### название Экзы

описание скиллов и возможностей (если потенциал неограничен, указать часто используемые скиллы, таким образом показав потенциал.)
## Отношения

### Семья

перечисление всех близких персонажей, семьи, родителей

### Друзья

перечисление всех хороших друзей, напарников

### Другие

перечисление всех побочных персонажей, возможно, даже врагов и соперников

## Интересные факты

* различные любопытные факты о персонаже, возможные переводы имён, схожести с чем-то реальынм и т.д.

## Цитаты

* *«Пример цитаты»* - хроника/глава/акт, в котором она присутствует.
Time Manipulation

The power to **manipulate time**. **Chronokinesis** or *Time Manipulation* is the ability to *move* time in any direction, move yourself through time, and control time itself. It is a very rare and dangerous power and as such only a few characters through the series have possessed it.

## Also Called

* **Chronokinesis**/Horokinesis/Tempokinesis

## Capabilities

Users can control and manipulate time, the indefinite continued progress of existence and events that occur in an apparently irreversible succession from the past, through the present, into the future, in the general area or for a specific target in various ways, with the most basic of acts revolving around accelerating, slowing, stopping, and even rewinding or looping it. The range of the affected area is proportional to the mastery of the user, with those at higher levels being able affect the entire space-time continuum.

Since "time" exists and flows within "space", the two are interrelated, and by manipulating time, one is also distorting space proportionally. The effects of this relative distortion can vary,
Ancestries

****Ancestries**** describes a character's physical features as a result of its species or heritage.

### Ancestries Traits

The description of each ancestry includes racial traits that are common to members of that ancestry. The following entries appear among the traits of most ancestries.

#### Ability Score Increase

Every race increases one or more of a character’s ability scores.

#### Age

The age entry notes the age when a member of the race is considered an adult, as well as the ancestries expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength score, while advanced age could account for a high Intelligence.

#### Alignment

Most ancestries have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is green, for example, in defiance of white/red dwarf society can help you better define your character.

#### Size

Characters of most ancestries are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few ancestries are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in Equipment.

#### Speed

Your speed determines how far you can move when traveling and fighting.

#### Languages

By virtue of your ancestry, your character can speak certain languages.

#### Heritages

You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.

### Common Ancestries

#### Player's Handbook

* Dwarf
* Elf
* Halfling
* Human

### Uncommon Ancestries

* Aarakocra
* Aasimar
* Changeling
* Dragonborn
* Firbolg
* Gnome
* Goliath
* Half-Elf
* Half-Orc
* Kalashtar
* Shifter
* Tabaxi
* Tortle
* Warforged
* Thri-kreen
* Mull

### Monstrous Ancestries

* Bugbear
* Bullywug
* Centaur
* Svirfneblin (Gnome Heritage)
* Dhampir (Heritage)
* Duergar (Dwarf Heritage)
* Drow (Elf Heritage)
* Gnoll
* Goblin
* Grimlock
* Hobgoblin
* Kenku
* Kobold
* Kuo-Toa
* Lizardfolk
* Minotaur
* Orc
* Revenant (Heritage)
* Satyr
* Tiefling
* Troglodyte
* Yuan-Ti

### Rare Ancestries

* Eladrin (Elf Heritage)
* Genasi
* Gith
* Giff
* Hadozee
* Fairy
* Harengon
* Hexblood (Heritage)
* Shadar-kai (Elf Heritage)
Halfling

### Halfling Traits

Your halfling character has a number of traits in common with all other halflings.

***Hit Points at 1st Level:*** 6 + your Strength modifier.

***Ability Score Increase.*** Your Dexterity score increases by 1.

***Age.*** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

***Alignment.*** Most halflings are white/green. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

***Size.*** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Languages.*** You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

***Brave.*** You have advantage on saving throws against being frightened.

***Halfling Nimbleness.*** You can move through the space of any creature that is of a size larger than yours.

***Lucky.*** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Once you use this trait, you can't use it again until you finish a short or long rest.

### Halfling Heritages

#### Lightfoot

***Naturally Stealthy.*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

#### Stout

***Stout Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage.
Арина Саро

## Внешность

описание внешности, особенности внешности, приметы, одежда, аксессуары

## Личность

характер, отношение к окружающим, взгляды на жизнь, привычки, особеннсти

## История

описание ЛИЧНОЙ истории персонажа, предыстория, ориджин

любая спойлерная информация

* Оружие
* Стойки
* Стили
* Фамильяр
* Экза
 /если отсутствует - пропуск/

### название Экзы

описание скиллов и возможностей (если потенциал неограничен, указать часто используемые скиллы, таким образом показав потенциал.)
## Отношения

### Семья

перечисление всех близких персонажей, семьи, родителей

### Друзья

перечисление всех хороших друзей, напарников

### Другие

перечисление всех побочных персонажей, возможно, даже врагов и соперников

## Интересные факты

* различные любопытные факты о персонаже, возможные переводы имён, схожести с чем-то реальынм и т.д.

## Цитаты

* *«Пример цитаты»* - хроника/глава/акт, в котором она присутствует.
Firbolg

***Hit Points at 1st Level:*** 10 + your Strength modifier.

***Ability Score Increase.*** Your Strength score increases by 1.

***Age.*** As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

***Size.*** Firbolg are between 7 and 10 feet tall and weigh between 240 and 500 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Languages.*** You can speak, read, and write Common, Elvish, and Giant.

***Firbolg Magic.*** With this trait, you are always under the influence of a Disguise Self spell, and your appearance resembles that of a large human or an elf. While you are in the Feywild, your disguise is dispeled.

***Hidden Step.*** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

***Speech of Beast and Leaf.*** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Clairaudience

**Clairaudience** is the ability to mentally hear what people outside natural hearing range are saying. This is merely an aspect of another psychic ability such as Empathy or Sensing rather than a separate power.\* Clairaudience is the ability to acquire information by paranormal auditory means.
The power to **hear things outside the range of normal perception**.

## Also Called

* Clear-Hearing/Listening/Sound
* Intuitive Hearing
* Inaudible Contact
* Psychic Hearing/Listening/Sound

## Abilities

Users can hear in a way that isn't connected to their physical senses, on distances beyond their normal ranges, or being able to sense sounds that are beyond their normal auditory range. They may be able to hear psychic/spiritual levels/beings. In addition, the user could psychically perceive voices and other sounds from past events, future events or locations currently beyond hearing range. Furthermore, perceive voices from disembodied spirits and other extradimensional entities. Users could even psychically receive auditory sensations (earache, sudden heightened hearing volume or range, sudden deafness, ringing in the ears, etc), with the presence of psychic energy.
Spiritual Mediumship

The ability to see and communicate with the dead.
The power to **perceive and communicate with spirits and those who are in the afterlife**. Not to be confused with Death Whisper. Users of this power are often called *Mediums*.

## Also Called

* Death Interaction
* Ghost Whispering
* Post-Mortem Communication
* Spiritual Affinity
* Phantom/Death/Dead/Ghost Talking

## Capabilities

The users are a medium that can view communicate with or interact with the souls/spirits of others. They can banish these entities from an area or summon an army of souls/spirits that will defend them if they were ever to come to harm. They may even have their own soul or spirit enter the different worlds within the afterlife, while having their bodies within the living world entering in a sort of trance-like state. That allows them to return to their body when they're finished with their affairs within the afterlife.

However, if their body soul or spirit were to ever be harmed within the real world or the afterlife, two things can happen:

* Would be that the connection between both the living world or the afterlife would be cut off, preventing the user of this ability from entering the living world again.
* However, if the soul or spirit of the user we're ever to be harmed within the afterlife, it might result in the soul/spirit of the user being fractured.

Well-trained mediums are even capable of channeling the powers of other souls/spirits making them potential host/conduits for channeling their powers through their own bodies, while acting as if their power was their own. Mediums can also harm the souls/spirits of others, or even command them to fufill actions that would suit the medium's best interests.

Mediums can also allow themselves to be possessed by other souls or spirits, allowing them to take control over their own body. While they are either under a deep trance like state or traveling the afterlife.

## Users

* Spiritcasters
* Reaper Witches
Goblin

***Hit Points at 1st Level:*** 6 + your Strength modifier.

***Ability Score Increase.*** Your Dexterity score increases by 1.

***Age.*** Goblins reach adulthood at age 8 and live up to 60 years.

***Size.*** Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Languages.*** You can speak, read, and write Common and Goblin.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

***Fury of the Small.*** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

***Nimble Escape.*** You can take the Disengage or Hide action as a bonus action on each of your turns.

***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Energy Constructs

The power to **create/generate constructs from various pure energy**. The ability to create complex shapes (such as giant boxing gloves or cages) or even functional machinery (such as fire extinguishers or laser rifles) out of solid energy.

## Also Called

* Ergokinetic Constructs
* Energy Construction
* Energy Craftsmanship
* Energy Weapon Creation

## Capabilities

Users can turn energy into different shapes, objects, materials and substances of varying complexity, permanence and solidity, ranging from items such as tools and weapons, to other forms such as images, elements, entities and structures. Users who have mastered this ability can use it for almost any situation, creating anything they need.
Psychometry

The power to **perceive the residual information of an object and/or person**. Psychometry is the ability to relate details about the past or future condition of an object or location, usually by being in close contact with it

## Also Called

* Object Read
* Psychometrics
* Trace Scrying

## Abilities

The user of psychometry obtains historical memories or sensations concerning beings and objects they observe. With objects, they gain knowledge including the makers, users, and even those who have on passing used the object, and what has been done with it. With living beings or parts of the body, the user learns their general life-history but doesn't gain anything of what they were thinking or feeling.

### Psychometry

Usually, in the early stages of premonition, most users receive their visions by touching either objects or people related to the premonition, making them a form of psychometry. As their power grows, users could receive visions out of the blue, and are able to look into the future, present, or past by will alone. However, if the psychic energy in an area is strong enough, a psychic will receive a vision without touching anything, even if their power has not evolved yet.

On occasions, powerful psychics whose powers have evolved may choose to touch an object or a person to focus their power to get a vision by will.
Mind Control

The power to **control the minds of others**.

## Capabilities

The user can control the minds of others, including their thoughts, perceptions, memories, emotions and personality. Depending on the user's skill and power, this can range from a trance-like state very similar to hypnosis, to the target being completely subject to the user's control. A skilled user may be able to control the minds of multiple people simultaneously. The target(s) can be placed in a semi-conscious state, where they may have no recollection of any actions that they perform while under the user's control; and whilst enthralled, the recipients may display capacities that they would otherwise not be capable of in their normal state.
Absolute Light

The power to **create a blanket of absolute light**. Sub-power of Light Manipulation. Opposite to Absolute Darkness.

## Also Called

* Blinding Light
* Eternal Light

## Abilities

The user can create a field of absolute light that blinds the targets either temporarily or permanently and may also dull or even completely negate the other senses. It is potentially able to generate light so intense it can completely obliterate anything and everything in its path without any restrictions.

## Applications

* Blindness Inducement
* Destruction
* Disintegration
* Light Generation
* Sensory Deprivation
Bone Manipulation

**Bone Manipulation** is the ability to manipulate the bones in one's own body. This includes, but is not limited to, the generation of new bone mass, projecting bones out from the skin or rearranging one's own bones. The power to **manipulate bones**.

## Overview

Users can create, shape, move, control, interact and manipulate bones, a rigid tissue that constitutes part of the vertebrate skeleton in animals, of oneself and others. Users can control bare skeletons or entire skeletal systems, including growing, shaping, manipulating density/weight, creating constructs, etc. More advanced users can manipulate bones of other species, or even metaphysical and divine beings. For combative purposes, one can turn bones into spears that brutally skewer enemies, strengthening bones to increases defenses, or positioning bones to defend from incoming attacks.

## Abilities

Additional powers include the bone destruction which is the power to **destroy bones**. The user can destroy bones in any living organism; including femurs, rib cages, and skulls.

## Also Called

* Bonebreaking
* Skeleton Destruction
Pheromone Manipulation

The power to **manipulate the pheromones of oneself or others**.

## Also Called

* Feromonikinesis
* Pherokinesis
* Pheromone Control

## Capabilities

The user has complete control over the pheromones, a secreted or excreted chemical factor that triggers a social response in members of the same species, of oneself and others, including releasing pheromones that induce attraction between subjects (or within a subject for oneself), to exuding pheromones strong enough to induce sleep, change/influence emotions, draw crowds, etc.

Pheromones may induce a pleasure, or may put subjects into a state of high suggestibility (either of which is useful for limited mind control). Other uses of these pheromones can be used to mark territory (causing people to feel the compulsion to not go into a certain area), or to leave a pheromone path which others can follow. The user's pheromones may even increase stamina, slightly stimulate the healing process or (used offensively) cause foes to become disoriented, violent or extremely sick.
Reality Warping

**Reality Warping** is a rare and extremely powerful ability, which is defined as the ability to change or manipulate reality and the world, itself to various degrees.

For a reality warper, nearly all things are possible and almost anything they want can be done. This ability may be used and manifested in many different ways, from changing physical aspects, the user's surroundings, augmenting powers to distorting the very fabric of space and flow of time itself.

Any power that truly stems from Reality Warping is considered to be extremely rare and those in possession of it are almost always portrayed in positions of great power.

The power to **manipulate reality**.

## Abilities

The user can manipulate reality or the existential state of anything or everything the user chooses to command. Reality is the sum or aggregate of all that is real or existent within a system. Everything that humanity has categorized as real or possesses a physical impact on their surrounding area can be defined as actual.
Plant Manipulation

The power to **manipulate plants** and to create, control, manipulate or animate plant life.

## Abilities

Users create, shape, move, control, interact and manipulate plants. The user can cause plants to grow, move/attack or even rise from the soil and "walk", mutate plants by rearranging DNA structure and revive withered or dead plants.

They can use their power for defense and support, cause flowers and other plants to bloom instantaneously, manipulate tree branches to use them as whip-like weapons, control spores and pollen, bring plants back to life and make them sprout seeds/fruits/berries, use plant chemicals to heal people/objects, and/or manipulate their properties for a wide range of effects.

Though less commonly activated by passive users, the ability may deal a series of offensive techniques on a target. Using the plants as weapons enables users to grasp and strike continuously with vines and roots, project thorns at a distance, and quickly regenerate the withering weapons at the user’s will. They can grow vines to entangle enemies climb around a target's neck, causing choking, or strike with plants. A more subtle technique is to release damaging toxins and pheromones, affecting targets in which conditions should be treated quickly with ailments.

Users may also control plants in their altered forms, i.e., concentrated forms, such as cotton clothing/fabric, paper, etc.
Power Mimicry

The power to **replicate the powers of others**.

## Abilities

Users are able to mimic and replicate the powers of objects and/or subjects around oneself. It simply mimics the psychic energy outputs, genetic structure or superhuman physiology that enable abilities in other people. .

In addition, Power Replication can also come in useful as a support ability during battle. When the user's allies come across a threat that requires co-operation to take down, they can duplicate one of their own partner's powers, which can turn the tables against the enemy at full force. The power(s) the user copied may also gets stronger when the user is near the original power user, making the copied power(s) stronger than the original power.

## Users (Add.)

* In battle the user can use their opponent's powers and attack against them making their opponent's power temporarily for a moment useless.
Pain Augmentation

The power to **augment pain intake within others**. Opposite of Pain Suppression.

## Also Called

* Agony Amplification
* Discomfort Augmentation/Amplification

## Capabilities

The user can augment the pain in others, increasing the targets agony and suffering the target tends to receive from certain afflictions. (I.e. making a bug bite feel like a bullet wound at least or causing a needle prick to feel like limbs shattering at most), the amping of one's suffering can reach such extremes that the shock from even simple attacks can feel like the pain of death.
Body Part Substitution

**Body Part Substitution** is the ability to replace one's limbs or other body parts with those of another.
The power to **replace one’s missing appendages with those of another.**

## Also Called

* Anatomical/Appendage Assimilation
* Cross-Platform Compatibility
* Frankenstein Power
* Limb/Organ Replacement

## Capabilities

The user can replace parts of their body with same organs from outside sources, gaining the powers they'd had before the connecting, such as an eye with night vision would give the ability to see in the dark, a hand taken from a plasma blaster could allow them to fire plasma blasts from that hand.

Users may have a place to keep multiple organs and limbs, this way they can remove what they have and replace it with something they need, or to replace a lost limb and couldn't replace it in case they couldn't find one.
Size Shifting

The ability to increase or decrease one's density or size.
The power to **manipulate the density of matter.** Sub-power of Mass Manipulation.

## Also Called

* Density Alteration/Amplification/Changing/Control/Shifting
* Picnokinesis

## Capabilities

The user can manipulate density, which is defined as mass per unit of volume. This allows them to alter solidity, change the size of substances, create or destroy matter/mass in a volume, change inertial resistance (mass), make things intangible, either strengthen or weaken gravity, concentrate or expand matter, or create pressure differences in a fluid (gas, liquid, plasma) to induce a current and possibly use it to move solids.
Divination

**Divination** is the ability to gain insight into a situation by way of an occultic standardized process. **Divination**, or *Fortune Telling*, is the practice of predicting the future, usually of an individual, through mystical or supernatural means and often for commercial gain. There are many methods to predict the future.

The ability to **gain insight into a question or situation using an occultic, standardized process or ritual**. Magical version of Clairvoyance.

## Abilities

User can employ divination, a method of reading the future, the present and the past and/or provide help to a problem at hand by using an occultic, standardized process or ritual. Divination can communicate with the supernatural (i.e. demons, spirits) or read certain patterns.
Density Control

The power to **manipulate the density of matter.** Sub-power of Mass Manipulation.

## Also Called

* Density Alteration/Amplification/Changing/Control/Shifting
* Picnokinesis

## Capabilities

The user can manipulate density, which is defined as mass per unit of volume. This allows them to alter solidity, change the size of substances, create or destroy matter/mass in a volume, change inertial resistance (mass), make things intangible, either strengthen or weaken gravity, concentrate or expand matter, or create pressure differences in a fluid (gas, liquid, plasma) to induce a current and possibly use it to move solids.
Elemental Transmutation

**Elemental Transmutation** is the ability to alter chemical elements, changing them from one substance to another by rearranging the atomic structure. May be limited to self-transmutation.

## Abilities

The user can transmute chemical elements changing any element, whatever its state: solid, liquid, gas, or plasma.

## Applications

* Acidic Poison Generation
	+ Poison Generation

## Users

* Evie Lawrence
* Libby Waldegrave
Clairgustance

The power to **taste things outside the range of normal perception**.

## Also Called

* Clear-Tasting/Gustatory
* Intuitive Tasting
* Insipid Contact
* Psychic Tasting/Gustatory

## Capabilities

User can taste in a way that isn't connected to their physical senses, on distances beyond their normal ranges or being able to taste substances that are beyond their normal gustatory range. In addition, the user could psychically perceive tastes and oral/lingual sensations from past events, future events or locations currently out of normal human tasting range. Furthermore, users could psychically perceive tastes and oral/lingual sensations from other dimensions. They could even psychically receive gustatory and oral/lingual sensations (i.e. watering mouth, dry mouth, food cravings, belching, hiccups, vomiting), with the presence of psychic energy.
Absolute Darkness

The power to **create a blanket of absolute darkness**. Sub-power of Darkness Manipulation. Opposite to Absolute Light.

## Also Called

* Blinding Darkness
* Eternal Darkness

## Capabilities

The user is able to create a field of absolute impenetrable darkness that completely negates sight and may also dull or even completely negate the other senses. They are potentially able to generate darkness so intense it can completely obliterate objects in its path.

## Applications

* Disintegration
* Sense Manipulation
* Sensory Deprivation
* Shadow Generation

## Known Users

'credit to the 'powerlisting wiki'
Innate Capability

Innate capability is the ability to know or understand something without the need of studying or previous experience. The power to **instantly learn and understand the complexity and exactness of organisms, objects, etc. without the need of long-term or special education**. Not to be confused with Claircognizance.

## Also Called

* Intuitive Intellect/Intelligence/Knowledge/Psychometry
* **Selective Intuition**

## Capabilities

The user can instantly learn and understand the workings and mechanics of anything, regardless of how simple or complex. They can comprehend the complexity and exactness of events, organisms, objects, subjects, fields, powers, etc. without the need of long-term or special education, or explanation.
Psychosis Inducement

The ability to **induce psychosis** on anyone.

## Abilities

User is able to cause the target to develop psychotic tendencies or psychosis disorders. It may drive the target to suicide or cause them to harm themselves and others.

## Subpowers

Mental hallucination inducement is the power to **induce hallucinations**.

### Abilities

The user can induce hallucinations, but has little to no ability to manipulate or interact with them once induced. These purely mental and sensory based perceptive distortions are often only visual or auditory but can sometimes be tactile and even cause physical pain. They can be used as distractions, cause the target to go insane from wild sensation or even cause the target’s mind to collapse permanently.
Heat Vision

**Heat Vision** is the ability to burn objects and other individuals with one's gaze.
The power to **generate beams of heat from one's eyes**.

## Also Called

* **Calokinetic Vision**
* Heat-Laser Vision/Eyes
* **Ocular Heat Emission**

## Capabilities

User is able to generate concentrated, immense amount of heat from their eyes, which can be used to burn, heat, melt, weld, etc, targets. Masters of this power may turn it into/gain Incineration (or vice versa) which is a very similar power.
Energy Blasts

The ability to **release energy on a specific target area** and also known as Ergokinetic-Blast. It is also the ability to expel various forms of energy from the body

## Abilities

The user can release energy over a target area of their choosing causing great damage or delivering great shock waves of pure force. Another way to define it is as a short-small burst of energy.
Memory Manipulation

The power to **manipulate memories** by erasing or enhancing the memories of another. **Memory Manipulation** is the ability to manipulate or erase the memories of other beings. It allows the users to make people forget certain events or replace the memories with fake ones. This ability is often used to prevent the exposure of magic by making humans unaware of the supernatural forget what they have seen. It can be used to create the deja-vu effect on someone.

## Also Called

* Memory Control
* Mnemokinesis

## Abilities

User can control |memories of oneself and others, allowing them to modify, fabricate, suppress, influence, repair, restore, erase, detect, and view them. They can change memories to confuse, wipe away certain memories to cause amnesia, discern and provoke nostalgia, and enter the victim into a psychic vision, replaying their memory.

## Limitations

* This form of manipulation can be used on others who have this power, but they will be more sensitive about the loop.
Invisibility

The power to **render oneself unable to be seen**. Not to be confused with Camouflage.

## Also Called

* Cloaking
* Disappearance/Disappearing Effect/Disappearing
* Fading Effect/Fading
* Vanishing Effect/Vanishing

## Capabilities

Users can render themselves unseen by the naked eye and become invisible in visible spectrum. The user can move about an environment unseen by others and act without being observed. Some users can choose to let certain people see them, while staying invisible to others.
Superhuman Strength

The ability to have a level of strength much higher than normally possible given their proportions.
The power to **possess a level of strength drastically beyond what is naturally possible**.

## Capabilities

Users are glaringly, obviously, and unnaturally stronger than their race because their capabilities are pushed beyond the natural level and superior to most supernatural beings in their verse; making them immensely stronger than normal members of their species (in that 'verse) can be achieved by any method of training.

Depending on the users, they are capable of lifting from large tanks to large airplanes and able to lift massive boulders and locomotives with ease.
Astral Trapping

The ability to **restrain/trap astral beings**

## Also Called

* Astral Imprisonment
* Astral Plane Tap
* Ghost Trapping

## Capabilities

The user can restrain, trap and/or seal astral beings (including astrally projecting beings, ghosts, spirits, psychic entities, etc.) into specific place, item or being (possibly allowing their energies to be tapped by others) or prevent them from entering certain areas or possessing beings/items. They can prevent a ghost from manifesting, prevent an astral projector from entering their body, or force ghosts on or off their plane of existence.

## Users

* Spiritcasters
* Spirits
Weather Manipulation

**Weather Manipulationis** the ability to manipulate, control or mentally affect the weather. This includes the ability to generate various natural phenomena (rain, tornadoes, lightning, ocean currents, etc.) or control the intensity of the weather.

## Also Called

* **Atmokinesis**
* Meteorokinesis
* Meteorological Manipulation

## Capabilities

Users can sense, channel, shape, create and manipulate the weather, i.e. the meteorological patterns, creating rain, wind, hail, lightning, snow, sleet, fog, and temperature changes. This includes the ability to generate various natural phenomena or control the intensity of the weather in highly concentrated (inside room) or vastly extended (continental) areas.

There are four main factors of Weather manipulation:

* Air Manipulation - for wind and related effects.
* Electricity Manipulation - lightning in all variations.
* Thermal Manipulation - make it cold or hot.
* Water Manipulation - rain, snow, fog, etc.
Poison Generation

**Posion Generation** is the ability to assault others with one or more varieties of toxins, with widely disparate effects.

## Overview

The power to **create/generate a variety of poisons**. Sub-power of Poison Manipulation.

## Also Called

* Poison Emission/Secretion
* Toxigenesis
* Toxin Generation/Emission/Secretion
* Venom Generation/Emission/Secretion

## Capabilities

User can generate, create, emit, or otherwise produce poison/poisonous substance and somehow inflict the victim. For the sake of clarity: *poison*, *toxin*, and *venom* are terms for any substance that injures the health or destroys life when absorbed into the system:
The Bane Of The 8

Aaliyah Hurst - heat vision, laser eyes, fire breath, pyrokinesis

Carolina Underwood  disintegration, liquidifidation maybe

Sera Martinez - animal control, animal morphing body part substitution

Evie Lawrence - elemental transmutation

Jasiah Carrillo - astral tapping

Gerardo Pope/ Thurstan Manston - self detonation, explosion, reformation

Spence Phillips - resurrection

Samson Cardenas - earth manipulation, stone and plant manipulation, earthquake generation
Blindness Inducement

The ability to **induce blindness in other beings**.

## Also Called

* Blinding
* Sight Nullification/Removal/Stealing
* Visual Revocation

## Abilities

The user can induce temporary or permanent blindness in other beings and greatly hinder opponents by taking away one of their most important sensory abilities. Blindest Inducement can be done also via Absolute Light.
Death Inducement

The power to **cause death, either instantly or after a certain time**. Sub-power of Death Manipulation. Opposite to Life Inducement.

## In other words

* Instant Death/Killing
* Necrogenesis
* Necrokinetic Inducement

## Abilities

The user can kill anyone and possibly even *anything* using varying means, either instantly, slowly over time, after certain conditions are met, or after a certain period of time has passed. May be induced by touch, at a distance, simply willing it to happen, or by performing a certain ritual.

## Users

* Reaper Witches
* Souleaters
Omni-linguism

The ability to understand any form of language, a natural polyglot. This can be accomplished in various ways.
The user can speak, write, understand and communicate in any language, including computer codes, languages that have never been heard before, sign language (even lip-reading), illegible words, and backwards speech and writing with little or no training. The user may even communicate with non-human animals or read body language. This ability works by any one or more of these faculties.

* **Aligist** - able to speak, read, write and understand all languages. This however does not mean animals or anything other than human languages. Some certain type of aligist may also be able to understand underwater creatures but they are quite rare.
* **Intuitive Multilingualism** - capable of intuitively translating and learning new languages, including alien languages.
* **Linguistic Assimilation** - know another one's language through physical contact.
* **Projective Omnilingualism** - emit a field that translates every language spoken inside it, causing everyone to understand what others are speaking.
Vale Of The Eight Wiki

**Welcome to the Vale Of The Eight Wiki!**
The Vale Of The Eight

## Stories

credt from supernatural wiki i will edit this

We're a collaborative community website about Vale Of The Eight that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*The Winchesters*
 File:The Winchesters Poster.jpg
Before Sam and Dean, there was John and Mary. Told from the perspective of narrator Dean Winchester, this is the epic, untold love story of how John met Mary, and how they put it all on the line to not only save their love, but the entire world.

*The Winchesters* will premiere October 11, 2022 on The CW.

Browse the series
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2005 - 2020The Winchesters Poster thumb.jpgThe Winchesters
Premieres Oct 11, 2022MP Content Anime.pngAnime series
2011MP Content Novels.pngNovel series
2007 - 2019MP Content Comics.pngComic books
*Supernatural* characters
JP SNS7 0001.jpgSam
portrayed by
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portrayed by
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Creatures
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Empathy

**Empathy** is the ability to read or sense the emotions or control the emotions or feelings of others.

**Empathy** is the ability to feel and understand other people's feelings, emotions, and desires as if they were your own. A user of this ability can feel exactly what another person is feeling, and for the same reasons, without direct contact with them. Beings with the power of empathy are often referred to as Empaths. The power to **fully interpret and replicate the emotions, moods, and temperaments of others**.

## Also Called

* Emotion/Empathic Perception/Senses/Inception
* Emotion Sharing
* Empathic

## Capabilities

The user can fully interpret the emotions, moods, and temperaments of others without reading apparent symptoms, allowing them to understand introverts or discover one emotion is actually hiding another. They can attack someone in a personal and emotional way since they know exactly what emotion is flowing through themselves and can use this knowledge to play against them. Some users may learn to read emotional imprints left into environment or objects.

Usually over time, an Empath's power grows to the point that they can manipulate emotions in others, and possibly use them to empower themselves. The user may learn to extend their power over/on vast numbers of sentient beings or reach extreme distances, even other levels of existence but this may be possible only if the user has an emotional link to those the search is already in effect on.