"Hues scatter and resonate with a sound aura and sound mind."
Note: Definitions may lack and not be well defined because I have the memory of a goldfish–forgetful.
Another note: In here, metaphysical means liquid-gaseous and sound means in good condition.
[ Vew ]
Vew is the power to produce and manipulate natural elements. Its appearance is iridescent, with colors ranging from red to purple, and it behaves like a liquid-gas mixture [metaphysical]. Vew is comprised of natural elements and features constituting a solid system. Although powerful, it is limited and rather realistic.
It branches off one's own life energy (aura) inspired from nature, like water and flame, thus supernatural forces. Also, there's a chemical reaction when using Vew. Vew is ultimately bending elements–Ether Vew is simply the power of air, Tide for water, and vice versa. Vew's elements consists of the following structure:
- Brands
Brands are the elements of Vew revolving around Ether, Tide, Earth, and Sun–classified into Prime Vew and High Vew:
Prime
- Ether: Air, lightning
- Tide: Water, ice
- Earth: Stone, plantlife
- Sun: Fire, light, dark
High
- Mist: Air and water
- Boil: Water and fire
- Metal: Stone and lightning
- Lava: Stone and fire
These classes and their elements cannot be mixed (integrated) with one another.
- High Vew is derived from Prime Vew, making it impossible to mix a High element with a Prime element, and vice versa.
- High Vew is more restricted, as it cannot even mix with itself.
- Synthesis
A reproducable sequence of Vew skills, generally a characteristic or signature pattern–it is basically a combo in any game; compared to Climax from Vim.
- Heed
Heeds are techniques for specifically using Vew, involving the senses of sight, touch, smell, and hearing. The following is the list of Heeds:
- Amassment (Somatic): A fundamental technique of gathering Vew into a part of the body.
- Compression (Somatic): An intermediate technique of compressing Vew to create a reaction that pushes itself back and forth, resulting in wider, heavier, and denser attacks.
- Supression (Somatic): Deliberate sly compression of the body's emission of Vew against the Sense of Vew; compared to Compression.
- Innate Skill (Somatic): As the name suggests, it enables a skill innate or natural like a deer's instinct to flee from a lion.
- Sense of Vew (Visual, Somatic): An unfamiliar sense–not necessarily seen but felt–achieved by only a talented few. When sensing Vew, it is described as being poked in your consciousness as if needed to turn the direction of the source–not exactly, but precisely.
- Scent Chasm (Olfactory): Enhanced sense of smell to perceive and differentiate the scent emitted by the chemical reaction of Vew changing into elements.
- Sound Chasm (Auditory): Refined sense of hearing to precisely differentiate and identify a Vew's sound, subconsciously used by most Mysts but it weaker. It helps improve wariness, increase reaction (countermeasure), and retain spatial awareness.
- Individual Immune System
Is a separate immune system that grants immunity to one's own emissions of Vew. However, it comes with bodily side effects such as rapid dehydration, increased hunger, burning sensations, and dry skin.
- Miscellaneous
- Anyone can use Vew. All it takes is practice whether self-taught or professional.
- Some are unable to learn two or more Brands.
- It is hazardous to use Vew recklessly without any experience or skills. IIS does NOT absolutely secure personal, mutual, and environmental safety.
- Generally, Mysts are only proficient with one Brand.
- Nobody can be too overpowered, one has their limits–Aura capacity limits that. However, one can expand it just like Vallow, Sorah, and Lea from the Five Primes.
- Levitating orbs, balls, and symbols of an element is impossible. Come on, we're not in a typical fantasy world. Even shaping an element and blowing an element out of the mouth (except fire) are also impossible.
- Vew amassment, compression, and other Heeds can open plenty of rooms for growth.
[ Vim ]
Vim is comprised of multiple fundamentals and complexes that is flawed by a hair. Vim surpasses Vew in versatility, potential, and possibility. Unlike Vew, Vim directly branches off Aura without the chemical reaction process of Vew, making it more efficient for quick decisions.
- Harter Triangle [Future invention]
The triangle that emphasizes the extremities or opposite ends of the three Vim abilities: Zenith, Nadir, and Climax.
Zenith is at the left point, Nadir at the right, and Climax at the peak, representing their dynamic interplay.
- Zenith
A sound ability of reproducable successions of balanced concentrations of Vim at scales ranging from boxing gloves to basketballs. Compared to Nadirs, it is weaker but allows one to last longer as it focuses on accuracy and endurance.
- Climax [Future invention]
The peak of the Three-act Triangle, is a do-or-die ability that gathers and unleashes all of oneself's Vim–with little to no aura–enough to keep them alive.
- Nadir
An unsound ability of inconsistent successions of high concentrations of Vim at scales ranging from weather balloons and ships to small woodlands. Compared to Zeniths, it is worse but depletes one's Vim faster as it focuses more on colossal attacks and casts aside stamina.
- Techniques
- Accumulation
- Cascade: The sudden and powerful discharge of Vim from a particular part of the body, especially the legs (True Dash, Force Leap, etc.)
- Hurl: The action of throwing a metaphysical concentration of solidified Vim.
- Mass Hardening: Reinforcing the muscles with Vim and enhancing the muscle mass of a particular part of the body, thus increased durability and strength. Enhanced muscle mass can lead to impossible biological capabilities such as pushing boulders and parrying iron like it was nothing.
- Infusion: The influence of Vim on foreign objects or matter, especially swords, bows, and arrows.
- Miscellaneous
- The way I see it, the flaw of worldbuilding Vim is Neclint.
- Vim practically makes one a superhuman.
[ Aura ]
Aura is the foundation of the Seven Hues:
- Vim
- Vew
- Acuere
- Cens
- Neclint
- Hex
- Aether
On top of that, aura is only the prism of these colors or the instrument holding the strings of symphony. It is the invisible energy that animates our mind and body and what defines us, and thus, life. Aura is ultimately life energy, so if one has no aura, it means they entered the afterlife. Utterly running out of aura also results to death.
- Nodes
Nodes are abstract points in your aura, soul, and body that differs in wavelengths. Balance and tranquility within the mind allows oneself to focus and transform into a more sound state.
- Crown: The node of nature and circle. It is where we attain purity so pure we connect our sound aura with nature, granting us a sense of aura and everything.
- Crest: The node of mind and coherence. It is all about spiritual connection and transformation. It lifts and inspires you, connecting you to the divine. You will start to see the aura of your own and others.
- Heart: The node of love and empathy. It serves as our center of love for oneself and others, compassion, empathy and forgiveness.
- Root: The node of anger and trauma. It serves as our center of security for ourself, alongside the reasons and logic for our negativity, hatred, and regrets.
- Colors
Best if you ignore this one.
- Red: Energetic, passion, strength, fiery.
- Orange: Creativity, joy, enthusiasm, and social interaction. It suggests ambition and a zest for life.
- Yellow: Sunny, clarity, charismatic, and confident. It often signifies inspiration and a positive outlook.
- Green: Balance, healing, growth, and a connection to nature. It reflects calmness, compassion, and rebirth.
- Blue: Communication, truth, peace, and serenity. It indicates clarity, intuition, and a caring nature.
- Indigo: Intuition, deep perception, spiritual awareness, and wisdom. It is often linked to psychic abilities and introspection.
- Violet (or Purple): Spirituality, empathy, higher consciousness, and enlightenment. It represents a strong connection to the spiritual realm and deep intuition.
- Spiritual Arts/Téktous (Art of/Téchni tou)
- Nature Téktou (Crown)
- Absorb Téktou (Crest)
- Observe Téktou (Crest)
- Accord Téktou (Crest)
- Infuse Téktou (Heart): Swords. Disrupt the flow of foreign aura. This Téktou was used as a countermeasure for Aether.
- Siphon Téktou (Heart): Drain the aura of others to weaken them and replenish oneself's aura.
- Color Téktou (Root): Change one's color of aura or mimic another's aura structure.