Essence of theVervain
byZagreusHades
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AI summary
A Vampire Diaries Essence whose Human option remakes your body with guaranteed good looks that hold up in any situation without effort, and whose other options let you take a species' abilities without its weaknesses if you take the powers alone. Psychic makes you one of the rare humans with those talents, Immortal makes you a blood-feeding being who has attained true immortality, Doppelganger makes you one of the mortal copies immortals produce, and Witch connects you to Nature for a deep well of magic. Muse makes you a witch born the seventh child of a seventh child, Seer makes you a witch who naturally receives visions of the past and future, Fury makes you a Seer who can change the futures you foresee, Siphoner makes you a witch with no internal reserve who draws magic from elsewhere, and First Born makes you the first witch born of your generation.
Generated précis — the sections below are the author's original text.
Effects
57Human: You may remake your body, with guaranteed good looks no matter the situation leaving you looking great even without putting any work into it.
Psychic: You may be and/or gain the abilities of a Psychic (by just taking the abilities you don't develop any of the weaknesses). Psychics are humans who possess the rare talent of psychic abilities including; Telepathy (Mind Reading, Thought Reading, Memory Perceiving and Editing), Mind Control, and Dimension Creation (Could be used to create a whole new afterlife or prison world). Most psychic abilities require time and practice to increase the range, with physical touch allowing for easier access to deeper and more precise manipulation until trained enough, you have also learned to utilize your voice as a "physical" medium to enhance your power.
Immortal: You may be and/or gain the abilities of a Immortal (by just taking the abilities you don't develop any of the weaknesses). Immortals are living beings that feed on blood and have gained true immortality gaining a number of physical and psychic abilities, the physical abilities of immortals tend to be greater than humans but weaker than the average vampire however their psychic abilities are far superior to any other supernatural creature with it being able to affect any human and supernatural being/species. The abilities held by immortals include; Immortality (infinite lifespan, immunity to; aging, disease, illness, death by any means), healing factor (regenerate/repair any damage) immunity to all weaknesses, indestructible body, psychic abilities (affect multiple groups, over great distances); telepathy (control over thoughts, memories, mind, dream, etc. with Vervain not providing any protection), Illusions (powerful can affect beings normally immune to such things, overlap over your form and use to imitate voices/sounds, can cause "true" pain with others truly believing the illusion), psychic pain, physical attributes greater than humans but weaker than the average vampire (strength, speed, agility, reflexes, senses) with the only exception being their durability as their immortality makes them indestructible. Nature creates a loophole to the presence of Immortals in the form of "Doppelganger", mortal versions of the immortal who die in place of the immortal.
Doppelganger: You may be and/or gain the abilities of a Doppelganger (by just taking the abilities you don't develop any of the weaknesses). Doppelgangers are the mortal "copies" of Immortals produced by Nature in response to an existence that can't die. Doppelgangers are completely human and mortal however their nature also makes them (or at least their blood) a source of vast magical power/energy capable of being used; as a power source for spells, to link things together in a magical bond, used in extreme potent spells/rituals, undue magic (curses, remove lycanthropy gene, etc.) Normally the blood will loose some power if its "corrupted" (turned into a vampire), but your blood will always possess the power and potency as a pure Doppelganger. You may choose if an "Immortal" version exists, or if you enter this setting be a Doppelganger of one of the two canon immortals.
Witch: You may be and/or gain the abilities of a Witch (by just taking the abilities you don't develop any of the weaknesses). Witches are humans who possess a connection to Nature granting them a well of internal energy that they can utilize to perform supernatural feats like; casting spells, brewing potions, telekinesis, pain infliction, elemental control (air, earth, water, fire), divination (extrasensory, instinctive, dreams, objects), astral projection, transmogrification, telepathy, possession, illusions, dream control, etc. Witches possess a limit on the magic they possess within themselves and it may not always be enough for what they would like to do, their limitations can be overcome by getting more witches to help them and/or channeling something that contains more magic (locations, Doppelganger blood, items, etc.)
Muse: You may be and/or gain the abilities of a Muse (by just taking the abilities you don't develop any of the weaknesses). A muse is a witch born as the seventh child of a seventh child, they possess all the standard abilities of a witch and the special power to inspire, granting ideas and inspiration for the needs of others and themselves.
Seer: You may be and/or gain the abilities of a Seer (by just taking the abilities you don't develop any of the weaknesses). Seers are witches who are naturally capable of gaining visions of the past, present, and future without the need for spells including; clairvoyance, psychometry, intuition, and premonitions.
Fury: You may be and/or gain the abilities of a Fury (by just taking the abilities you don't develop any of the weaknesses). Furies are Seers who are capable of changing the visions of the future they have seen. Furies also possess a connection to "Gods" possessing a mental "room" where they can connect and speak, Furies are also capable of passing judgment on "Gods".
Siphoner: You may be and/or gain the abilities of a Siphoner (by just taking the abilities you don't develop any of the weaknesses). Siphoners are Witches who don't possess an internal reserve of magic of their own, with them being able to absorb magic of all forms from any other source and use the magic gained to perform their magic. You will also be able to detect magic within objects and people.
First Born: You may be and/or gain the abilities of a First Born Witch (by just taking the abilities you don't develop any of the weaknesses). First Borns are the first born witches of their generation within their family tree, as a first born they possess a larger wellspring of internal magic and are more powerful than other witches.
Wolves: You may be and/or gain the abilities of a Werewolf (by just taking the abilities you don't develop any of the weaknesses). Werewolves are a supernatural species empowered by the moon and capable of transforming into the form of a wolf. As an average werewolf you will possess; heightened strength (tear doors from their hinges, weaker than the average vampire when in human form but stronger when in wolf form), enhanced speed (in human form and wolf form, slower than the average vampire), enhanced agility/stamina/reflexes/durability, healing factor (faster than a human but slower than the average vampire, cannot heal a broken neck), enhanced senses (greater than canines, hear heartbeats, taste individual ingredients in intense flavors, etc.), intense emotions can boost your strength, venom (lethal to the average vampire), power enhanced by the full moon, immunity to silver, and can access partial transformation (claws, fangs, eyes). As an average werewolf you can't transform into your wolf form as you wish and will be forced to transform during the full moon.
Evolved: You may be and/or gain the abilities of a Evolved Werewolf (by just taking the abilities you don't develop any of the weaknesses). Evolved werewolves are stronger members of the species and possess full control over their transformation during the full moon and without it. Evolved werewolves are capable of; overpowering average vampires in both forms, healing faster than the average werewolf (still can't repair a broken neck), and all the abilities of the average werewolf just with greater strength/power (their venom is still only lethal to average vampires).
Vampire: You may be and/or gain the abilities of a Vampire (by just taking the abilities you don't develop any of the weaknesses). Vampires are undead immortals that possesses a number of strengths that strengthen with age and weaknesses to balance them in nature's eye. Vampire possess; strength (lift and throw full grown men with ease, snap a neck, smash stone, and rip out a heart with ease. Stronger than werewolves in human form), speed (near instant travel at short distances, faster than the human eye can see perceived as a blur at longer distances, enhanced reflexes and throwing arm, jump hundreds of feet and jump down without issue), sense (the five senses are greater than werewolves, hear whispered conversations kilometers away and over phones, smell several meters away especially blood, see in the dark, taste subtle differences in blood, tune down your senses), durability (continue fighting without pause only stopping if your heart or head are injured), healing (can recover tissue in seconds, bones snap back into place, can't regrow limbs but can reattach them, werewolf venom can't be healed and is fatal), immortality (stop aging, immune to illness/diseases/viruses/infections), emotions (vampires possess heightened emotions making life more intense and keeping things at peak feeling no matter how long they've lived, younger vampires under 500 can turn off their humanity becoming more calculating and direct but will also fill their positive emotions, at 500 most vampires have learned to control and dial their emotions, if you turn off your humanity it will naturally switch back on after a week no matter what), compulsion (manipulate the mind of humans (alter and/or erase emotions, memories, thoughts, behaviors), Sire Bond (a rare phenomenon that can occur resulting in the changed Vampire behaving to satisfy and please their sire even going out of their way to do so, this affects the behavior not the feelings of the individual, you can freely toggle whether you form a sire bond or not), telepathy (easier to use on humans with supernatural beings requiring concentration, touch is required, can search memories, with training you could gain a short range version with no touch needed), heightened mental strength, dreams (control dreams and subconscious of others, enter the dreams of other vampires who have been greatly weakened), illusions (trick the minds of others), True Face (can be hidden and revealed, blood red sclera, dark veins around eyes, retractable fangs (Canines and possibly lateral incisors and/or premolars) can tear limbs apart). Strong emotions can strengthen a abilities. Vampires need to feed in blood to remain "alive" and functions, they can survive on animal blood but their abilities will generally be weaker than those who feed on humans.
Pilot: You may gain the abilities depicted as being possessed by vampires during the pilot. These abilities include; Fog/mist generation and dismissal, animal control (compel, use as spies and messengers), and flight.
Original: You may be and/or gain the abilities of a Original Vampire (by just taking the abilities you don't develop any of the weaknesses). As the name implies Original Vampires are the origin of the vampire species possessing all the abilities at superior levels of strength existing at peak strength for their kind such as; strength (greater than wolf form werewolves, wolf form evolved werewolves, and average wolf-vampire hybrids, decapitate an individual in a single swipe of the hand, shatter doors by throwing pebbles at it, tear the heart from other supernatural beings), speed (greater than average vampires, all wolves, and average werewolf-vampire hybrids, generally faster than all other supernatural beings, travel kilometers in minutes, boosted agility/reflexes/flexibility), senses (greater than average vampires), durability (can't be decapitated/dismembered/or have organs removed, wood to the heart can't kill but will incapacitate for a few minutes, don't feel cold), heal (faster than average vampires, heal from exposed to harmful things faster such as vervain, werewolf venom isn't lethal just painful and will weaken them for a time, immortal (only the white oak trees wood being capable of killing them), greater emotional control and balance (no turn off switch), compel (control the minds of humans, average vampires, average vampire-werewolf hybrids but not the minds of witches, immortals, or werewolves), Sire Bond (similar to average vampires, but also possess a constant link that ties any individual you change to you meaning your death will result in the death of all you changed, can control all aspects of this), telepathy (search the minds of others, project your thoughts, short range), mental strength (you possess one of the strongest minds in the world being immune to most mental abilities with only "Immortals" having strong enough psychic abilities to affect you), dream (same as average vampires but stronger), illusions (same as average vampire but stronger), true face (same as average vampires), less weaknesses than the average vampires, vampire creation (you can change others providing them with "Vampire", they also possess more weaknesses including dying if you die, which extends to any they change.
The Beast: You may be and/or gain the abilities of a Upgraded Original Vampire (by just taking the abilities you don't develop any of the weaknesses). With this you will gain all the abilities of an Original Vampire but heightened possessing; the strength to easily over power other Originals (even in groups, including original werewolf-vampires), speed faster than other supernatural beings can perceive and easily outperforming Original Vampires, faster healing, six fangs (four upper canines, and two lower (lateral incisors and/or premolars), and an advanced werewolf venom capable of killing all vampires (Originals, Average, Hybrids, Original Hybrids).
Golem: You may be and/or gain the abilities of a Golem (by just taking the abilities you don't develop any of the weaknesses). Golems are beings made of mud or clay granted life by powerful magic, not all golems possess the same abilities or nature you will gain; immortality (reform if killed or damaged, immunity to illnesses and other biological issues), Infinite Space (pocket dimension within yourself that you can manifest inside and control creating things and isolating anything within), Consumption and Regurgitate (can consume anything trapping them in your infinite space, can consume things even from different dimensions/planes, can release things transporting them anywhere), world warping (you can remove/repress the memories w anything you consume from the universal consciousness of the world even beyond dimensions), absorption (you can absorb and utilize the genetic material of others/any creatures creating offspring or turning others into creatures/granting them abilities), Golem creation (create lesser golems that can be indistinguishable from what they are made to look like, can place timers/expiration dates on creations).
Vitruvian: You may gain a perfect vessel capable of perfectly containing you and you powers, this vessel is also completely immune to all forms of magic.
Moldable: Your form can change as you desire and if you've absorbed a being you can take its form and perfectly utilize its abilities becoming completely indistinguishable from the real thing.
Gods: You may be and/or gain the abilities of a God (by just taking the abilities you don't develop any of the weaknesses). You may choose a god/divine being to be the bases of your abilities. Gods appear similar to humans but possess a number of abilities far greater than other supernatural beings such as; divine blood (that makes them immune to magic, untraceable by any means, immune to memory alteration of any kind, and immune to most things besides other Gods), God Magic (powerful magic far greater than witches and capable of rendering other magic useless, can be used to enhanced things making them indestructible to anything but other gods, cast/control/remove curses no matter their source, resurrection), Invincible (Immune to all weapons and creatures except for other gods and furies), strength (lift 45 kg with single finger, throw 230 kg easy and without strain, greater than all other supernatural), flight, Immortality (heal quickly), temporal manipulation, domain(s) (possessing power over a specific domain gaining abilities unique to you and control over things associated with the domain(s)), and can gain power from the belief of others.
Supernatural: You may be and/or gain the abilities of any other supernatural species (by just taking the abilities you don't develop any of the weaknesses).
Hybrid: You may be a hybrid of one or more beings aging the powers of each race, with the strengths augmenting and potentially overriding any weaknesses (Vampire Werewolves would be immune to silver weapons, heal from exposure to wolfsbane and vervain faster, walk in the sunlight and transform into their wolf form at will). Being a hybrid also strengthens and boosts the power of You abilities making them stronger, faster, and more dangerous than the average members of the species, this can also cause unique attributes to manifest from the influence of the races.
Start Of A New Line: You may be an Original Hybrid becoming the peak of all the species you are the combination of and gaining far greater benefits and abilities. You may also create new members of your species and composite species.
Nature: You may be and/or gain the power/control of nature, the forces of life, and the laws of the universe.
You are constantly aware of the circle of life and the balance of the universe including when things go against them in which case you can always create loopholes/a price to restore balance. You may take the abilities/skills of others away if they reject themselves, create a balance to any creature/species/creation ensuring nothing truly exists outside your domain (prevent true immortality or create a loophole, manifest limitations on all things).
You are also the source of all pure, traditional, and good magic and can sense and punish any who utilize magic outside your creation. The rules and laws you set can be made more flexible than others (a daylight ring allows a vampire to travel in the sun but no magic solution allows them to enter a building without invitation), you can prevent true immortality by creating weakness or things to overcome it (a cure or Doppelgangers). You may control nature in all its forms like the elements, weather, celestial events, and magic.
You can place judgment and rules with nothing being able to challenge your ruling. You exist as all phenomenon of the physical world, are preset within all life, and govern the balance of the universe (including the resurrection of the dead), you can manifest a life giving nurturing side and a brutal death and analytical side.
You may also gain servants (Witches, Spirits), who will channel your energy and be in charge of maintaining the balance/rules of the universe, you will know immediately if any break their responsibility and the perfect punishments to inflict. The Earth is the physical representation of you, and you may connect to other planets worlds spreading your influence/taking over the position of the planets entity (Eywa for Pandora), you may also import as the entity of the most present planet of the setting you enter.
Expression: Nature is all about balance so why not have the option to be and/or possess the abilities of dark magic all the evil and dark energies that exist outside of nature's plan and are unmonitored by nature not following its rules/laws and capable of stomping over the cycles it has set up.
You are the opposite of Nature in many ways but also very similar the magic you embody is capable of selfish and powerful act that would be impossible with the use of Nature's magic.
You may also enter and "taint" all who tap into your form of magic whispering into their souls and pushing them to commit deeds of greater power and destruction. You do not possess a physical representation like the earth instead existing in a pocket dimension parallel to the earth with you being able to completely destroy the universe if brought out of your dimension, you may create an avatar that can exist in the universe.
Soulmates: You possess that special someone(s) who you seem to always find yourself drawn to and them to you. A perfect match and unbreakable bond that can last forever overcoming all threats/dangers/drawbacks with even the loss of emotions not being enough to destroy your relationship. You may create a soulmate(s) and/or choose a canon individual(s) from the setting(s) you enter/world your present in.
Always Full: You are always at full power and in a constant state of homeostasis, for vampires and immortals this would remove the need to drink blood with you being in a state as though you've fed on the best and highest quality and quantity of blood being at peak power constantly with no way of being lowered or weakened. Witches would be able to perform spells that would usually require a coven on their own as their magic reserves would constantly refill instantly. This removed any needs and energy depletion, you may choose to toggle this and share it with others (as well as revoke it).
Nature's Favorite: You have been granted a powerful gift Nature has completely removed all of the weaknesses of your species for an average vampire this would include; sunlight, vervain, stakes, needing permission to enter a residence, werewolf venom, etc. You may toggle this gift gaining weaknesses and share it with others (or revoke it, including only removing a few weaknesses).
Novel: You may choose to be and or gain things from the Novels.
Kitsune: You may be and/or gain the abilities of a Kitsune (by just taking the abilities you don't develop any of the weaknesses). Kitsune are shapeshifters capable of; taking the form of anything found in nature, possessing the bodies of others, generating Fox fire by rubbing their tails together (fire, lightning), creating fox fire in their hand or expelling it as a breath weapon, dream entry and control, flight, use of magic, illusion creation, mind control, mental projection.
Nine Tailed: You may be and/or gain the abilities of a Nine tailed Kitsune(by just taking the abilities you don't develop any of the weaknesses). As a fully matured and ancient Kitsune you can; bend/manipulate space and time, drive others mad, transform into fantastical shapes (like a second moon in the sky), and are far more powerful than the average Kitsune.
Vamp: You may be and/or gain the abilities of vampires from the novel (by just taking the abilities you don't develop any of the weaknesses). Novel vampires are similar to their tv counterparts but also possess; animal domination (All animals wild and domestic, one type at a time, mind control/compulsion), weather manipulation (rain, wind, hail, lightning, snow, fog, temperatures), elemental manipulation (earth, fire, water, lightning), shapeshifting (alter form, animals, other beings), and Telepathy (with other vampires over long distances).
Old Ones: You may be and/or gain the abilities of the novel Old Ones (by just taking the abilities you don't develop any of the weaknesses). Old Ones are the first and oldest vampires possessing all the abilities of the average vampires but to greater levels like; speed faster than other vampires can see, immunity to all vampire weaknesses (only guardian blood mixed with human blood can truly kill them), an aura that alters the emotions and strength of themselves and others, revive themselves with the blood of their descendants or by possessing the body of a descendant.
Werewolf: You may be and/or gain the abilities of a novel werewolf (by just taking the abilities you don't develop any of the weaknesses). Werewolves possess heightened senses, can shift between human/beastman/wolf forms during the full moon, enhanced speed in wolf forms, and alphas can force the shift of other wolves. They are not immune to silver like "Wolves", can be created naturally from birth, changed by being bitten, or a female can shift if she is impregnated.
OG Pack: You may be and/or gain the abilities of an original werewolf (by just taking the abilities you don't develop any of the weaknesses). Members of the original pack possess the abilities of the average werewolves but to greater levels of power and also; possess enhanced physical prowess in all forms, and shift between the three forms without a full moon at will.
Guardian: You may be and/or gain the abilities of a Guardian (by just taking the abilities you don't develop any of the weaknesses). Guardians are spiritual angelic beings of light that possess; irresistible blood, enhanced senses, telepathy, empathy (sense and control the emotions of others), telekinesis (and pyrokinesis, geokinesis), energy manipulation, time manipulation (time travel, time reversal, memory erasing, death revival, damage restoration), cosmic awareness (aware of anything that affects you personally on universal scale including; threats, anything that affects you in someway, you being talked about/mentioned), peak physical and mental condition greater than other species, flight, elemental manipulation (fire, water, electricity, light, earth, air), wings (Protection-Strong/Protect self and others, Purification-Remove sins and memories, Remembrance-Restore memories, Redemption-Redeem others of their sins, Wind-Create wind/fly, Destruction-Destroy anything), sacred blood destroy Old Ones, ancient vampires, evil.
Principle: You may be and/or gain the abilities of a Principle Guardian (by just taking the abilities you don't develop any of the weaknesses). Principles are the strongest guardians possessing all the abilities at greater power and also; when their blood is mixed with human blood (including through a Hybrid), it will completely destroy evil entities and prevent any form of resurrection.
Psychic: You may be and/or gain the abilities of a Psychic (by just taking the abilities you don't develop any of the weaknesses). Psychics are capable of; telepathy, telekinesis, empathy, aura sensing (people, places, things), seeing the psychic information of other things, talk and see the dead, astral projection, and spell casting.
Loophole: You may gain a chest that contains a shapeshifting object within itself the object is always inside the chest when you open it. The object takes the form of the one thing that can completely kill/destroy the being your thinking about when you open it preventing any type of resurrection/immortality/invulnerability/etc. This object is the loophole to the nature of anything and the ultimate weapon. It cannot be used against you unless you want it to.
Gilbert Ring: You may gain a ring capable of reviving an individual from death, they will have no memories of their death or what happened after (before the Ring revived them). This version won't drive the user mad.
Jewelry Box: You may gain a jewelry box that can create accessories that are capable of compensating for any weaknesses that you are thinking about such as daylight rings for vampires, moon rings for werewolves, magic storing pendants for siphoners, etc.
Cure: You may gain a case that contains twelve vials of a cure, for what? Anything and everything the cure will effect anything making the individual who uses it a perfectly healthy mortal being. You may also change the cure to only effect specific things and new vials will appear once one of the vials is used.
Therapy: You may gain a small box that holds the power to transfer the mind of individuals within and create a world/narrative that could appear as anything but will always help the individual or group, they will be unaware that they are within the box until they reach the end of the narrative (gaining an escape word to wake them up or dying within the narrative). This can be used by a single individual, a group and have the difficulty raised or lowered. It can also become harder or impossible for witches or other magic users to control the narrative or easy allowing them to shape and end it without reaching the end. The bodies of the individual(s) will be unconscious.
Peace: You may gain an infinite dimension that creates pocket dimensions for any of its inhabitants that is a perfect paradise and utopia for each inhabitant, it is also capable for each inhabitants to travel between pocket dimensions of those they are close to and a large dimension exists that is a communal space. No one can die in this space making it a perfect heavenly afterlife.
Limbo: You may gain an infinite pocket dimension that is a perfect mirror of the universe/setting and acts as a way station for souls who aren't ready to move on or need some help finding their way. You may connect afterlives/dimensions to this point allowing souls to enter those areas if they meat the needs/requirements to move into those dimensions. You are also capable of acting as a ferryman between afterlives and weighing the souls of others judging where they need to go and what most be done for them to do it, you can also create phantom ferrymen to fulfill the role as you would want it fulfilled.
Oblivion: You may gain an infinite dimension that creates pocket dimensions for any of its inhabitants that is a perfect punishment and prison for each inhabitant. No one can die in this space making it a perfect hellish afterlife, it can also draw beings into it from anywhere barring their passage into other afterlives.
Hunters Vault: You may gain anything else from any Vampire Diaries/The Originals/Legacies setting that you would like.
The Original Other: 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 Vampire Diaries (and related media: The Originals, Legacies, etc.) worlds and settings granting you access to every power, skill, item, species/race, planets, galaxies, knowledge, afterlives, etc. ever to exist in this setting (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 you 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 Vampire Diaries (and related media: The Originals, Legacies, etc.) setting.
Optionally, you may at any time choose to take a trip into the world of Vampire Diaries (or related media: The Originals, Legacies, etc.), 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
- supernaturalmagicutilitymentalsurvival
- Traits
- vampirismimmortalityimmunitypsychic powersdurabilitytelepathyresurrection
- Keywords
- superhuman agilityflightillusionsregenerationshapeshiftingmind controlangelenhanced sensesspace manipulationemotional controlpocket dimensiontelekinesis