{Multiverse Power}
|Spark (Magic: The Gathering)|
You are a Planeswalker. This means that, through something known as a Spark, you have gained the ability to traverse the Blind Eternities to reach other planes of existence. Planeswalkers cannot safely bring others through the Blind Eternities, as it is inherently dangerous to anything living save for those with the Spark.
The process of Planeswalking is a bit different for each Planeswalker. Some can planeswalk at will, others require some form of ritual. There is also usually a unique effect associated with Planeswalking. For a Planeswalker who uses water magic, they might find themselves disappearing into the Blind Eternities in a spray of water, for example.
|Pre-Mending Spark (Magic: The Gathering)|
You have the powers of a Planeswalker from before the Mending. The most important of these is the immortality that Planeswalkers possess. You do not age in any measurable way, and you can reshape your body almost entirely at will. This is a result of your body largely being a projection of your soul. Of course, you still need a body, and enough damage to it can kill you, but it will still be a great deal more damage than you would ordinarily be able to handle.
You are also capable of creating artificial planes of existence. This is an involved and difficult process. These artificial planes are usually unstable due to the nature of the mana in them not being properly balanced.
These powers will exist even if you appear after the Mending.
|All Angles|
You can now planeswalk to more than just different planes. Even the barriers of time and different timelines are nothing to you. There is no method that can now restrict your planeswalking powers. You can mentally leave and explore planes without actually planeswalking for reconnaissance purposes and to get a better idea of where you might want to go.
|Planar Birth|
Your ability to create planes is now improved. No longer will your planes be skewed to any particular type of mana. You are also no longer limited in the size of the planes you can create, and have no true limits on the kinds of limits you can enforce on the types of rules that reality will have. The only true requirements are understanding and mana. You have the ability to fuse two planes together, creating a new plane with characteristics of both. This can be useful for creating new planes with unique rules, combining the strengths of different planes, or even merging planes in order to prevent destruction. You also have complete awareness of anything on a plane you have created.
|Absolute Summoning|
You don't have to spend time researching or understanding a creature to summon it. Once you have seen a creature, location, or building, and have sufficient mana, you can summon it. You can summon multiple copies of the same entity from the Aether. You can even summon new beings you have created from the Aether, and even possibly create Eldrazi from the Blind Eternities themselves.
|True Immortality|
You don't have to spend time researching or understanding a creature to summon it. Once you have seen a creature, and have sufficient mana you can summon it. You can summon multiple copies of the same entity from the Aether. You can even summon new beings you have created from the Aether, and even possibly create Eldrazi from the Blind Eternities themselves.
|Reality Check|
You can impose a "normal" set of rules over anything alien and eldritch that you encounter. Any time you deal with some eldritch monster in the Blind Eternities, you can simply impose some set of normality over it, and kill it normally.
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{Magic Field} {Mastery: Archmage}
|Artifice|
You can wield magic to create items with artifice.
|Spatial Manipulation|
You can wield magic to manipulate space, such as teleportation or altering the boundaries of space.
|Counter Magic|
You can wield magic that is based on undoing or manipulating the spells of others.
|Necromancy|
You can wield magic that is based around raising the corpses of the dead to have them serve you as minions.
|Auramancy|
You can wield magic that is based on laying long-term enchantments.
|Shield Magic|
You can wield magic that is based on creating shields and barriers.
|Wards|
You can wield magic that is based on creating wards to protect an area.
|Healing|
You can wield magic that is based on healing others.
|Soul Magic|
You can wield magic that is based on manipulating the soul.
|Sangromancy|
You can wield magic that can drain the life force of other beings, place curses on enemies, and even possess the minds of others.
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{Other Powers}
|Transcension|
You have an incredibly high level of knowledge of how to manipulate colored mana, allowing you to transcend it to wield colorless mana.
|Mind-Rending Touch|
You have Nicol Bolas's innate mind-rending touch. With a single graze, you can instantly destroy the mind of a sentient being through psychic damage. With practice, you can gain control and use your overwhelming telepathic touch-based abilities to produce other effects, beyond just mental destruction. This also grants you a heightened ability with regard to mental and telepathic abilities. This can be controlled, so you don't accidentally do it.
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{Perks}
|Clarity|
Your mind has been enhanced to be more perceptive and focused. Your thoughts are clearer and sharper, and you can view things without bias.
|Archive|
Your memory has been enhanced to be functionally perfect. You won't forget anything important, although perhaps some minute details may escape you.
|Intuition|
If you have studied a topic in some depth, you will have highly increased and accurate intuition about it.
|Talented|
You have become a talented person. This extends more or less to anything you could try your hand at, ranging from the arts to the sciences to supernatural studies.
|Mind Fortress|
Your mind is a fortress. Successfully attacking it with hostile effects is practically impossible, and anything that manages to get through will be functionally useless.
|Shrouded|
Attempts to divine information about you tend to fail. This effect is not absolute, but it can spoof most common types of divination.
|Sleepless|
You do not need to sleep. You can function properly without any sleep, and any negative effects from insomnia or other sleeping disorders are removed.
|Sharpshooter|
You have greatly enhanced your aim. You can intuitively aim any device you know how to operate with nearly perfect accuracy.
|Black Arts|
You have an easy time finding teachers for the darker and more obscure magical arts.
|Soul Shield|
Your soul has special resistance against forms of corruption or soul-based attacks. This probably won't block direct attacks, but it should be able to block passive effects.
|Eye Catching|
There is something about you that catches the eye and calls attention. Usually positive attention, though it depends on the circumstances. You are a clearly unique person.
|First Impression|
You are very lucky when it comes to making first impressions. People will always come away from their first meeting with you liking or respecting you. Even your enemies will end up respecting you.
|Survival|
You adapt to the base physical abilities that people from the worlds you go to have. You slowly adapt to be able to survive in harsh conditions. The items you have bought in the Items section now return to you if you lose them. Items that break beyond your ability to repair them will now repair themselves after enough time has passed.
|Invictus|
Your will has been altered to be significantly stronger. You can stay focused and aware despite incredible pain, and torture will be ineffective against you.
|Teaching|
You are highly skilled at teaching others. You quickly adapt to the needs of each student and are great at framing things in a way that others will understand.
|Navigation|
Your ability to navigate using your Multiversal Magic, especially in conjunction with your magics here, is nigh on perfect. You will always find yourself at the specific world you are looking for when you travel. This is temporarily superseded by Turbulence.
|Fighting Talent|
You are innately very talented at fighting in all forms, but especially at learning how to use your magics to fight, even in conjunction with mundane fighting styles. You start off with high levels of skill in your chosen magics, but will have to use your talent to learn fighting skills otherwise.
|Tooth and Nail|
You thrive when things are at their worst. The worse the circumstances and situation, the better you are at pretty much everything. Your instincts are infallible when it comes to getting yourself and others out of something alive, and the more of a disadvantage you're at, the quicker, cleverer, and more skilled you are. Being trapped in a dead end with no escape, almost dead from blood loss, exhausted, alone, and with the entirety of an enemy's forces bearing down on you just means you're at your most dangerous. This doesn't make you invincible; you just thrive under pressure when other people break.
|Adaptation|
You have the ability to adapt to the magic of whatever world you go to. It takes time for this adaptation to take place, generally in the range of 3-6 months, and it is dependent on a variety of factors such as the complexity of the magic, how common it is, and its strength. If that world has multiple magic systems, then you adapt to them simultaneously. You can choose to reject magic systems you don't want.
|Unique Ability Adaptation|
Your Adaptation now treats unique abilities the same way that magic systems are treated. You adapt to them at a rate that is dependent on complexity and how common they are.
|Fusion|
Instead of the magic systems and powers that you chose to get, you can optionally receive magic systems and powers that are amalgamations of the ones that you chose. You can mix and match traits of magic systems that you have picked, and can choose to fold them all under one magic system if you wish.
This applies to systems you adapt to as well.
|Conversion|
You can now convert one type of magical energy into another at will. This extends to things as simple as elemental alignments to entirely different types of energy. You have to be able to wield any type of magical energies that you convert.
|Limitless|
You can now break the hard limits of the function of a system with enough research and exposure to esoteric elements within that system. It will not be by any means easy, but there will be few horizons beyond your reach now. This, however, does not have an effect on the mechanism of how the magic system is wielded.
|Savan Syndrome|
You are now a Savant at wielding magic. Magic is something that will intuitively make sense to you on levels that will put you easily on par with the most intelligent of geniuses, though only in Magical Fields. Everything just comes easier to you, and you can just... figure things out with magic sometimes. You can, on the fly, come up with magical formulae and spells to solve your problems.
|Absolute Effect|
Your magical effects have now been made to be absolute in their effect, so far as they cannot be resisted by any innate anti-magic properties. Your magical effects can now ignore any innate magical resistances or protections.
|Identification|
You can instantly identify any effect that falls within the purview of your magic, even if it was not accomplished using the same systems you have.
|Encoding|
You can instantly encode your magical knowledge into any medium you have available.
|Sensitivity|
You have an increased sensitivity and attunement to magical phenomena. You can perceive the flows, specifics, and natures of magical forces. This sensitivity is not something that can easily be turned against you, and will help in manipulating magic.
|Resistance|
You are now innately resistant to any magical effect not of your own making. You are capable of selectively allowing certain effects to bypass this magic resistance.
|Subtitution|
You are able to identify all sorts of magical materials through feel alone, be they metals, plants, or mixtures. With enough practice, you could even replace materials with substitutions you have either made or found.