CHAMPION POWER CODICES
Overview
The Seven Archons that shaped the World were: Yaldabaoth (Saturn), Iao (Jupiter), Sabaoth (Mars), Astaphaios (Venus), Adonaios (Sun), Elaios (Mercury), Horaios (Moon) and were the first beings to have Powers. In addition to the inherent godlike abilities of immortal Archons, each had a distinct power that was unique to them and aided in their construction of the Diamond Realm.
Yaldabaoth's power allowed for great strength and physicality (Barrier), Iao's power was the power of mind and sight (Clairvoyance), Sabaoth's power was for energy and force (Destruct), Astaphaios' power was manipulation and changing of matter (Construct), Adonaios' was the power of growth (Panacea), Horaios' power would alter and halt growth (Seal), and Elaios' power was that of movement and space (Shifting).
These powers were the Seven Divine Powers and did not manifest in human vessels until hundreds of thousands of years later. They are very rare though and would later give way to other sub-powers that were relatively more common. In addition to this, because of the delicate human physiology of mortals, many powers have detrimental side effects to being used.
NATURAL POWERS
The Natural Elements are a product of when the seasons came into being. Earth, Fire, Wind and Water are part of the natural order of the world. The power to manipulate these elements is what is known as Elementation. These natural elements also correspond to a particular season that strengthens them during that time of year. These powers are separate from the Seven Powers exhibited by the Archons.
Element/Elementalist/Elementation: is the manipulation of a certain natural element of matter or energy. The element is determined by a user's spiritual affinity toward a certain element. The natural elements are: Earth, Fire, Wind, Water. The users of this circle of powers can harness and in some cases conjure one of the four natural elements. An Elementalist can then manipulate this element in a variety of ways. This class of powers came unto being when the Archons created the Diamond Realm and are classified outside of the Seven Divine Powers. They are distinct in that they do not have side effects to the user's health save for mild fatigue from successive use. These abilities are also linked to the cycle of seasons with the strength of the powers being determined by the time of year.
TERRAMANCERS
Terramancers have the capacity to rend the earth and manipulate dust and soil to create or form shapes and objects. The power can harden soft soil and dirt to produce physical constructs as long as the material amounts are available. The earth elemental cannot create earth where there is none, it must be readily available to be controlled. The dust does not need to be physically touched to be controlled but rending the earth to create large objects requires the user to be on the ground. In some areas of the world, the Earth Element is signified by the Tortoise of the North.
Limits: The earth must be available in equal mass as the object being created. The dust controlling ability can only be used in a concentrated area close to the user, allowing for the dust to be used only close to the Terramancer. The user must also be planted firmly on the ground of the earth that is be manipulated for the power to work. This ability is linked to Spring with it being the strongest during this time, and weakest during Fall.
Sealed Effect: Extreme Fatigue, leading to loss of consciousness.
Resonance Effect: Power is enhanced to greater levels, Can be used effectively at any time, touching the ground is not required to use power.
PYROMANCERS
Pyromancers are capable of heating inanimate objects to an extreme temperature by charging the particles with a touch. Fire manipulation can be performed with existing flames or by charging an object to the point of igniting. The fire can then be fanned and enlarged to suit the users purpose though these flames can be extinguished as well. These flames can be controlled to create flame walls and fire blasts even creating shapes of flame. In some areas of the world the Fire Element is signified by the Vermillion Phoenix of the South.
Limits: Fire can not simply be created out of thin air but the user can ignite existing objects as a catalyst. To charge the molecules of a particular object, it needs to be in physical contact with the user. The flames can also only be manipulated within the immediate area around the user. While the user is in control of the flames and can be manipulated in kind, the user is also susceptible to the heat and fire as anyone else. This power is linked to Winter, with it being strongest during this time and weakest during Summer.
Sealed Effect: Extreme Fatigue, leading to loss of consciousness.
Resonance Effect: Power is enhanced to greater levels, can be used effectively at any time, Champion is also immune to heat of flames.
AEROMANCERS
Aeromancers can create gusts and waves of wind around them. The force of the wind can be pushed out from the user and can be blown in any direction in the surrounding area. The main component of an Aeromancer's power will be the air surrounding the user, with open areas allowing for a greater ability to manipulate winds than confined spaces. The user will be able to create waves and large gusts that are capable of lifting objects. Focused blasts of wind can have an effect similar to a powerful gust to a very sharp winds like a blade slicing through the air. In some areas of the world the Wind Element is signified by the White Tiger of the West.
Limits: Lighter winds can be used often but can become increasingly focused, covering a smaller area as the gusts become more powerful. The faster winds will only be produced in a concentrated blast. This power of wind becomes less effective the smaller and confined the space with large, light winds becoming ineffective in such an area. This power is linked to Fall with it being strongest during this time and weakest during Spring.
Sealed Effect: Extreme Fatigue, leading to loss of consciousness.
Resonance Effect: Power is enhanced to greater levels, can be used effectively at any time, can be used in confined spaces, strong enough to lift Champion to produce flight.
AQUAMANCERS
Aquamancers will have the power to create water from the air and control it as well. Existing water down to the smallest drop can also be manipulated. By separating water molecules from the air and confining droplets together, the Aquamancer can control the water creating waves that can range from rushes of large bodies of water to piercing streams. Even water bullets that can be thrown as projectiles at high speeds. The amount of water only depends on the temperature of the air with cooler temperatures producing greater volumes though the speed of creation is slower than simply creating more of existing water. The user needs to physically touch the water initially to allow for the power to begin working though it will continue to work after this. Also, the area of effect begins to lose focused control as the water gets further away. It can still be manipulated but in a much less concentrated way. In some areas of the world the Water Element is signified by the Azure Dragon of the East.
Limits: The Aquamancer can manipulate a volume of water. With a dryer climate, less water can be produced effectively negating the power if confronted with very dry heat. This is in conjunction with the fact that the user can also not control the temperature of the water. Despite this, the power is still the strongest during Summer months and weakest during Winter.
Sealed Effect: Extreme Fatigue, leading to loss of consciousness.
Resonance Effect: Power is enhanced to greater levels, can be used effectively at any time, Champion does not need to touch the water to use it, and is also capable of breathing underwater.
THE AETHER:
The Aether is the creative energy used to build the World. Aether can be thought of as the Spirit, the element of every power that is not associated with one of the four Natural Elements (Earth, Fire, Wind, Water).
The powers of the Aether fall under one of seven categories that are all sub powers of the Seven Divine Power which are the strongest powers and the highest form of that power class. The Seven Divine Powers are the highest tier of the Aether powers.