Essence of theCosmere
byZagreusHades
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AI summary
A Cosmere Essence letting you remake your body and gain master-level knowledge and skill in one or more fields, enough to rank among the best, while Magic makes you Invested, with cracks in your spiritweb granting access to one or more of the Cosmere's magic systems, among them Soulcasting, which transforms one substance into another to make stone into water, raise rock buildings from air and cloth, repair, heal or kill, and Allomancy, which burns ingested pure metals and alloys for enhancements. Its metals divide into physical — steel and iron for pushing and pulling metals, tin for enhanced senses — mental — bronze for detecting Allomancy, copper for concealing it, zinc for inflaming emotions and brass for soothing them — temporal, with gold showing paths not taken and electrum the user's own future, and enhancement, with aluminium destroying your metal reserves and duralumin flaring whatever burns alongside it. Above them sit the God Metals: lerasium, which makes its burner a Mistborn and can pass genetically or alloy into mistings, and atium, which shows a few seconds of the future.
Generated précis — the sections below are the author's original text.
Effects
45You may remake your body.
Knowledge & Skills: You may gain a master level knowledge and skill proficiency in one or more disciplines/fields/professions/hobbies/etc. enough to be regarded as one of the best. You will always be able to find greater ways to enhance your talents and gain greater experiences with hand on experiences.
Magic: You may be Invested an individual who possesses cracks in their spiritweb granting them access to one of the magical systems in the cosmere. You may choose one or more magics from the cosmere including; breath, AonDor, Dakhor, ChayShan, Forgery, Bloodsealing, awakening, voidbinding, old magic, starmarks, sand mastery, hion, charred, microkinesis, aether, surgebinding, soulcasting, Allomancy, Feruchemy, hemalorgy, etc.
Soulcasting: A magic that allows the user to change one substance to another such as turning stone into water/grain, creating rock buildings out of air and cloth, repairing damages, healing, killing, etc. A truly skilled individual could turn any substance into any other. Soulcasting requires a fabrial to utilize.
Allomancy: A magic that allows the user to ingest pure metals/properly mixed alloys and then burn the metal and gain enhancements or abilities based on the metal being burned, they can also speed up the burn flaring it and gaining a boost to the effect. Allomancy can produce an external or internal effect either effecting the environment or the user. The most common members of this magic are referred to as Misting individuals who can only burn a single metal, the rare individuals who can burn multiple metals are referred to as Mistborn.
Physical: Steel (Pushes nearby metals away if they are lighter than the user and push user away if heavier), Iron (pull nearby metal towards the user if lighter and pulls the user towards if heavier), Tin (enhance all five senses and grants mental stability to fully utilize the increased information and assess it quicker), Pewter (enhances the physical capabilities; stamina, strength, defence, balance, speed, and dexterity).
Mental: Bronze (determine if someone is using Allomancy, strong individuals can identify where they are, what metal they are burning, and the extent),
Copper (hide themselves and others from detection covering the signs of Allomancy), Zinc (inflame emotions of a single target or an area), Brass (soothe or guide the emotions of a single target or an area).
Higher Metal, Temporal: Gold (allows the user to see what may have come of them if they had taken a different choice in the past, may cause emotional trauma), Electrum (see into the users future), Cadmium (pull on time around them to create a bubble of time that moves slower, bubble can’t be moved once the burn starts, individuals inside the bubble see the outside as a blur, no one can enters or leave), Bendalloy (push on time around them to create a bubble of time that moves faster, bubble can’t be moved once burn starts, people outside the bubble see blurs within, no one can enter or leave).
Higher Metal, Enhancement: Aluminum (drains/destroys all other metal reserves from the user), Duralumin (reacts with any burning metal to create a large flare and consumes the remaining supply faster, only effects the user), Chromium (drains/destroys the metal reserves of another, requires physical contact), Nicrosil (reacts with any burning metals to create a large flare and consume remaining supply faster, use on others but requires physical contact).
God Metals: Lerasium (allows burner to become a Mistborn, and can become genetic, can be alloyed with other metals to create a misting of the othe metal), Atium (allows user to see a few seconds into the future and enhances their mind to cope and assess the information, burns quicker), Malatium (an alloy of gold and atium allows the burner to see the past of another).
Feruchemy: A magic that requires the user to provide power from their own body and store it for later use in metal, allowing for a sacrifice now for a boost later or a preservation of potential.
Iron (stores weight allows the user to be lighter now to be heavier later), Steel (stores physical speed allows the user to be slower now to be faster later), Tin (stores senses allowing the user to be less sensitive in a sense now to be given an enhanced sense later), Pewter (stores strength allowing the user to be weaker now to be stronger later), Zinc (stores mental speed allowing the user to think slow now to think faster later), Brass (stored warmth allowing the user to cool themselves now in order to warm themselves later), Copper (stores memories allowing the user to store the memory forgetting it until they tap it than they’ll recall it with perfect clarity), Bronze (stores wakefulness causing the user to sleep or be drowsy in order to stay awake later), Cadmium (stores breath causing the user to hyperventilate now in order to reduce the need to breath later), Bendalloy (stores energy allowing the user to consume large amounts of food and store the calories in order to reduce or elimination of need to eat later), Gold (stores health causing the user to feel sick in order to gain heightened regeneration and healing later), Electrum (stores determination causing the user to be depressed in order to enter a manic state later), Chromium (stores fortune causing the user to be unlucky now in order to gain increased fortune later), Aluminum (stores identity allowing the user to store their spiritual sense of self), Duralumin (stores connection stores the spiritual connection reducing friendships and outside awareness of the user in order to form friendships and relationships faster later), Atium (stores age causing the user to grow older in order to become younger later the same amount of years and time stored).
Twinborn (Requires Allomancy and Feruchemy): Grants a greater output of the Feruchemical properties of a metal when burned, instead of an equal amount to what was stored.
Hemalurgy: A magic that requires a metal spike to be pierced through the heart of an individual then taken and stabbed into another granting abilities to the second individual. Practitioners would normally be opened to the controlled by outside influences but you are safe from this.
Iron (steal strength enhances the physical strength of the user by siphoning from others), Steel (steal allomantic physical powers and amplifies the allomantic abilities of the user), Tin (steal senses enhancing the senses of the user by drawing from others, also provides heightened processing), Pewter (steal feruchemical physical power boosting the strength of the user and granting accessing to Feruchemy reserves), Brass (steal feruchemical cognitive powers and allows the manipulation and control of emotions with more effectiveness), Zinc (targets the emotional fortitude of others), Copper (steal fortitude, memory, and intelligence to enhanced the user’s mental strength and memory capacity), Bronze (steal allomantic mental power and enhances allomantic abilities of the user), Aluminum (completely removes all powers of the user leaving them powerless), Duralumin (steal connections and identity allowing the user to manipulate the spiritual and cognitive aspects of others and grants heightened level of control over a person’s essence), Atrium (steal all allomantic and feruchemical powers providing a broad spectrum of abilities making the user a formidable opponent, powers extracted from others), Gold (steal feruchemical hybrid powers, tap into feruchemical abilities related to gold, and enhances physical and cognitive attributes), Electrum (steal allomantic enhancement powers, user will augment allomantic abilities focused on enhancing perception and foresight and greater control over their allomantic powers).
Note: Allomantic and Hemalurgic naturally enhance and augment specific aspects of one another potentially granting new powers, and if the hemalurgic spike and allomantic burn are the same it will greatly boost the effects.
Surgebinding: A magic that allows the user to utilize stormlight to manipulate surges (aspects of reality). The user can draw stormlight into their body either through inhaling it or willing it into themselves, and then must hold their breath to minimize the leakage of stormlight, luckily stormlight can sustain the body like oxygen allowing the user to hold their breath longer. Stormlight is capable of being used to heal the body including restoring lost limbs, and naturally provided the user with enhanced strength and speed. Some individuals learn how to draw on other forms of light (lifelight, voidlight, towerlight, etc). Individuals tend to possess a natural gift/affinity for battle. Will provide an Order and access to two surges that act differently based on the order. You may choose your Order and gain a completely loyal Spren immune to the potential death that could come of you breaking an ideal, optionally you may create your own order and or take this multiple times.
Surges: Abrasion (change the friction of the user and how it works with the world around them), Adhesion (Lashing binding an object onto another), Cohesion (mold solid material and travel through stone), Division (spontaneous combustion, crushing, degrade, burn, dust), Gravitation (change the direction of users gravitational pull and its force), Illumination (create visual and auditory illusions), Progression (Increase speed and manipulate planet growth, heal others, bring others back from the brink of death), Tension (unknown), Transformation (Soulcasting, change matter), Transportation (teleport).
Order: Provides a resonance with two surges, and requires a Nahel bond with one kind of spren. And a resonance unique to each order like a Windrunner’s Squires. Windrunners (Honorspren, Adhesion and Gravitation), Lightweavers (Liespren, Illumination and Transformation), Elsecaller (Inkspren, Transformation and Transportation), Truthwatchers (Mistspren, Progression and Illumination), Edgedancer (Cultivationspren, Progression and Abrasion), Bondsmith (Only three ever exist and are closer to heralds, require a unique spren like the Sibling & Stormfather, Adhesion and Tension), Skybreaker (Highspren, Gravitation and Division), Dustbringer (Ashspren, Abrasion and Division), Willshaper (Lightspren, Transportation and Cohesion), Stoneward (Peakspren, Cohesion and Tension).
Ideals: Five immortal words that strength and showcase the abilities and power of knight of radiant, the first ideal is the same for each order, the other four are unique to each order and can vary slightly based on the Spren though the fifth ideal is extremely difficult to achieve. You may choose to have sworn the ideals aging the benefits but not the negative including not having to worry about any issues that may come from acting against them.
Squire: You may create a group of individuals who are completely loyal to you and willing to follow you through Hell and back if they had to, they are also capable of gaining less effective versions of your powers and abilities when near you such as holding stormlight.
Magic Needs: You naturally exist as a living source of any magic you’ve gained allowing you to produce an endless supply of any needed material required and share with others if you need to even allowing the magic to work outside its system. This would include things like; stormlight (for surgebinding, charging Shardplate/spheres, etc.), white sand for sand mastery (including black sand and recharging it), metals and alloys, colors for breath, etc. This also means that you can never truly be made powerless or drained as you are always recharging your needs like a water supply for your sand mastery.
Spren: You may gain a companion, be one, or gain the power of a Splinter of a Shard like the spren, seon, skar, voidspren, etc. Spren are fragments of a god, a force of nature or ideal that came to life and took different forms and appearances based on their nature. You may copy a canon Spren, or be a new Spren of your creation. You won’t suffer the normal drawbacks of being a splinter or any situational drawbacks like if you form a bond you won’t potentially die if it’s broken.
Facetted Splinter: A very unnatural Splinter capable of changing its nature and type from any Spren to Seon to Skaze to any Voidspren and so on. This may be your spren, you, and/or the abilities you possess.
Bonded: Once the spren and humans had an agreement that allowed the humans to perform amazing feats like flying through the air or turning stone to dust, and the Singers or Parsh are capable of changing their form based on the spren they bond with including gaining amazing abilities.
You may choose for; you and your spren, if you are a spren you and anyone you bond with, or you on your own if you possess the abilities (perhaps you are the first spren hybrid) are capable of syncing up fusing into a singular being with amazing power and potential far above what is normal for the two of you apart or even a surgebinder at the fifth ideal becoming almost a pseudo-god.
You can dismiss the transformation if you are only half of it at anytime and can choose who is in charge, also if you only possess the abilities of a Splinter you may choose to gain the fusion abilities as both a Splinter and a Host.
Shardblade: Spren learned to mimic the creation of the Honorblades with their own power allowing them to take the form of a sword (or a different weapon to fit the need/desire). Shardblades are capable of slicing through rock with ease, severing the soul, cutting spheres, and are bound to the soul of the user until death or they relinquish their claim on it. Some Shardblades are the result of a human breaking their bond with the spren resulting in the sprens kind of dying leaving the sword behind, it takes ten heartbeats of the wielder to kind of revive the spren as a blade. If you are a spren you may take the form without worrying about death even if your pact is broken, and if you took the abilities then you can summon your own shardblade.
Shardplate: An ancient, magical, and extremely heavy set of plate armor empowered by stormlight and made of an unknown metal. Shardplate provides great protection to the wearer with swords doing little more than a scratch, arrows being completely ineffective unless they get through the helmets eye slits, hammers/maces requiring a near constant strike to the same area a number of times to even dent it, even voidlightning would leave the armor and wearer unharmed, and Shardplate is the only thing capable of defending against a Shardblade. All while providing the wearer enhances strength, speed, and dexterity. Stormlight powers (usually through gemstones in the armor) and can be used to repair/regenerate the armor even from a sand sized piece (The bigger piece will be the one to regenerate with any smaller pieces disintegrating). If you are a Spren, have a spren, or possess the abilities of a spren then you may gain the ability to generate your own Shardplate usually by having a host of lesser spren transform into the armor, you can choose to gain a host of lesser spren or just be able to summon and dispel the armor.
Honorblade: A direct link to the Shard Honor. Honorblades are similar to Shardblades but far stronger with the most noticeable difference being an Honorblade can destroy Shardplate requiring two strikes to the same area to destroy that piece. There were originally ten blades used by the Heralds. each blade was unique in design and granted its wielder the power of a Knight of Radiants order without the need for a Nahel Bond (Spren) the drawback however was that the user required more Stormlight which could prove fatal and were less effective in holding Stormlight inside.
Ryshadium: A large breed of horses capable of carrying the weight of a Shardplate armored rider without issue. Ryshadium are horses that possess; thick stone-like hooves that are stronger and more durable then other horses and never need to be shod, rectangular pupils, and extreme intelligence and loyalty with the only riders being those who the horse chose. You may gain one such steed.
Nobility: You may gain an impossible charisma, charm, diplomatic sense, and mastery over all and any form of political game/intrigue. You can freely import into any existing nobility (including royalty) or create your own noble branch in a setting including lands, population, estate, servants, etc. all loyal to you.
Dragon: You may be a dragon with a form that can range to the size of a medium sized dog to fifty feet in size, possessing four legs and two massive wings capable of granting you flight. You will possess pearly scales and a silver streak made of Dragonsteel (this will also make up your horns, claws, spines, etc.). Dragons possess an intelligence equal to greater than humans, and are capable of speaking no matter their form, a natural and inherent gift for shapeshifting allowing them to take a human form that is completely undetectable as anything but human. Dragons are also functionally immortal capable of living forever (with minds suited for doing so) but still vulnerable to death through violence or by being killed. Dragons are also cosmere aware having knowledge of the different realities, galaxies, dimensions, settings, etc.
Resources: You may gain any items from any of the Cosmere settings, they will repair, replenish, replace, etc. as needed. This can include currencies, items, pets, etc.
A Little More: You may choose to gain anything else from the cosmere setting such as being or the abilities of a different race, a talent or skill, etc.
Shards: You may be or have the properties of a Shard of Adonalsium a piece of the power of creation itself that gained sentients, normally there are sixteen shards that each possess a name based on a specific action, ideal, or an intent (honor, odium, cultivation, ruin, preservation). You can; possess an individual imbuing them with you power and warping their intent, fuel any kind of magic system. create a magic system and setting, many shards possess a weakness unique to them, you may choose to avoid that feature. You may choose to replace a canon shard or create a new one.
Invested: The magic system that shards create that allow others to take some of the shards shards power into themselves and perform magic.
Splintering: Shards can be broken into dozens or hundreds of small pieces examples of this include; the spren, seons, and skaze essentially creating life that can begin creating a unique magic system. Splintering doesn’t kill the Shard and isn’t permanent as they can eventually reform.
Avatar: The result of a Shard wanting to act in the world without drawing attention they can manufacture an avatar either to puppet, or as a semi-autonomous facet of themselves. These pieces are still connected to the main Shard and who they are, if the avatar isn’t a puppet it can know its nature or be completely oblivious but since its an aspect of a god a small part of it will always know. The Shard is always aware of every Avatar, and you won’t have to worry about one forming without you actively bringing it forth.
Dawnshard: A powerful piece of creation the origin of all life and what was usher to topple a god, capable of supercharging all abilities transcending them far above what’s normally possible. Dawnshards have the power and potential to end the lives of billions requiring only the intent to do so. You will possess the knowledge and understanding of a deity, and will perceive the world far more vividly. There are naturally four of these you may gain one or more.
Adonalsium: Your connection to this setting has expanded beyond measure connecting you to all versions of it and turning you into a living embodiment/god of all Cosmere worlds and settings granting you access to every power, skill, item, species/race, realms, galaxies, knowledge, afterlives, magics, pantheons, etc. ever to exist in this setting (Mods, Fanfics, Canon, etc) while also granting you complete control over anything from any settings of this place. You can also grant things from this setting to others and take it back at anytime you desire. You can also freely travel to any variation of the setting and times in the setting while also hiding your nature.
Optionally, you may choose to receive any of the following people as your companions. You can pick as many as you want. The relationship between you and them is whatever you want it to be, and you can choose exactly how romantically and sexually experienced they are. This can be different for each of the characters but they will all be irrevocably loyal to you.
Anyone from any Brandon Sanderson setting.
Optionally, you may at any time choose to take a trip into the world of any Brandon Sanderson setting, or a variation of it. This can be any alternate universe, like a fanfic or one made perfectly for yourself. You can either simply be dropped in or reincarnated into the body of an existing character or someone new.
- Categories
- utilitymagicsupernaturalcombatcreation
- Traits
- wealthsystem interfacecloningenhanced intelligenceskill masterycompanionsflight
- Keywords
- dragonleadershipintelligenceregenerationcharismaemotional controlenhanced sensesimmortalityresurrectionshapeshiftingsummoningsuperhuman agilitysuperhuman strength