Dominion of Realms

The Dominion of the Realms allows whoever masters it to command the forces of space around them. Objects can be grasped from a distance, portals opened, materials rendered intangible, and the forces of the universe altered to the will of the wielder. This Dominion was integral to the forging of Creation by the Primordials, as it was used to hollow out the Void from the endless expanse of the Prime.

Spatial Awareness (1+)
Spatial Awareness is common to all wielders of the Dominion of Realms, which enables them to sense spatial distortions, such as gravitational fields, portals being moved around, or even the use of telekinetic power. At more advanced levels, it also allows for them to project their senses about.


 * Level 1: Range of Spatial Awareness is approximately ten feet.
 * Level 2: Range of Spatial Awareness is approximately one hundred feet.
 * Level 3: Range of Spatial Awareness is approximately five hundred feet.
 * Level 4: Range of Spatial Awareness is approximately a quarter mile.
 * Level 5: Range of Spatial Awareness is approximately a half mile. From this level onward, Realms wielders can project their senses to any area within their range, allowing them to observe an area as if they themselves were there. This act, however, creates distortions detectable to other Realms wielders.
 * Level 6: Range of Spatial Awareness is approximately one mile.
 * Level 7: Range of Spatial Awareness is approximately five miles.
 * Level 8: Range of Spatial Awareness is approximately ten miles.
 * Level 9: Range of Spatial Awareness is approximately one hundred miles.
 * Level 10: Range of Spatial Awareness is approximately one thousand miles.
 * Level 11: Range of Spatial Awareness extends across an entire realm.
 * Level 12: Range of Spatial Awareness extends into any adjacent realms.
 * Level 13: Range of Spatial Awareness extends through a five realm radius.

Spatial Warping (2+)
Spatial Warping is an ability that enables wielders of the Realms to fold and twist the space around them. This allows for distances to be shortened and space to be folded for the purposes of teleportation, which among Realms wields is known as Shifting.


 * Level 2: Folds in space can be employed, allowing Realms wielders to reach out their grasp to anywhere with their line of sight, so long as there are no obstructions in the way. This enables them to hit a foe from a distance, or perhaps grab something from across the room without actually moving to it.
 * Level 3: The Realms wielder may now engage in short range Shifting by folding space, being able to transport themselves to anywhere within their line of sight, so long as their path is unimpeded.
 * Level 4: The Realms wielder may now Shift themselves anywhere within the limit of their Spatial Awareness. If they have physical contact, they may transport perhaps two or even three people with them, though taking passengers can prove to be extremely exhausting (One will leave them winded, two will leave them exhausted, and three will result in falling unconscious temporarily). They may also simply Shift someone they touch, not themselves, to anywhere within their Spatial Awareness range.
 * Level 5: It is now possible to Shift an amount of mass roughly equal to the small car, though with some difficulty.. Furthermore, touch is no longer necessary, and Shifts can be performed on anything within Spatial Awareness range.
 * Level 6: The limits of Shifting expand to a fully loaded van.
 * Level 7: Shifting is possible with an amount of mass equal to a full bus.
 * Level 8: Is is possible to Shift an average sized house.
 * Level 9: Fairly large buildings, such as a small warehouse, can be Shifted within Spatial Awareness range.
 * Level 10: It is possible shift something the size of the average skyscraper.
 * Level 11: A mountain's or a large chunk of a city's worth material can be Shifted about.
 * Level 12: Shifting is so potent that an entire city can be Shifted.
 * Level 13: Ultimate masters of the Realms may create Shifting distortions potent enough to shift a small country about.

Telekinesis (2+)
Telekinesis is the act of distorting space in a manner so as to actually project force, allowing Realms wielders to pick up objects or generate kinetic blasts sending foes flying.


 * Level 2: Low level telekinesis is possible, allowing for the manipulation of small objects, such as knives or guns.
 * Level 3: Telekinetic prowess strengthens to allow a human being to be thrown around, or even telekinetically choked. One's telekinetic control is also sufficient to allow self levitation, although this does require a great deal more of concentration due to how disorienting it can be. It is also possible to project waves of telekinetic force strong enough to knock a human across a room.
 * Level 4: Telekinetic flight is now easily achievable. It is possible to completely crush a living creature telekinetically, or with great exertion, lift small vehicles. It is also possible with concentration to erect force barriers, capable of deflecting arrows with ease, and bullets with strain.
 * Level 5: The average car can be telekinetically thrown with moderate difficulty, as well as crushed or torn apart. Force barriers can usually withstand a few hits from a vehicle. Telekinetic blasts can turn the innards of any mundane creature hit with them to jelly.
 * Level 6: Larger vehicles, such as a fully loaded van can be casually thrown about. Telekinetic blasts can cause ordinary living beings to burst apart.
 * Level 7: It becomes possible to toss about large vehicles like a bus. A blast of Force is usually sufficient to completely destroy the average sized house.
 * Level 8: Realms wielders become capable of throwing houses at their enemies.
 * Level 9: It is within a weak Realms God's purview to telekinetically shred fairly large buildings, or rip them right out of the ground to hurl at their foes.
 * Level 10: Telekinetic potency is sufficient to lift and raise the standard skyscraper to hurl it at a foe, or simply to blast a few of them down.
 * Level 11: Through their titanic telekinetic might, a Realms god is able to shift about a mountain or blast it to pieces with a force blast.
 * Level 12: With earthshattering telekinesis, a Realms god is able to uproot or obliterate an entire city at once.
 * Level 13: Telekinetic prowess possessed by an absolute master of the Realms is sufficient to completely tear apart a small nation within moments.

Spatial Stabilization (4+)
An essential power, this ability enables wielders of the Realms to forcibly stabilize space, preventing other Realms powers from being used in their presence. Essentially, this powers can be used to nullify all Realms abilities of equal or lower level to the user's mastery, so long as they are within range of their Spatial Awareness.

Portals (9+)
Portals are tears in space which can be opened by Realms gods to allow passage from one location to another. All Portals have ranges limited to the god's Spatial Awareness. Additionally, any god may attempt to force a Portal closed if they have equal or greater mastery of the Realms compared to the one who opened it.


 * Level 9: Portals are large enough to allow several hundred people to rapidly cross through, or to shift a small building. After the god stops infusing them with energy to keep them open, the portals collapse on themselves after a few minutes.
 * Level 10: Portals can allow thousands to cross through them at once, or be made to completely engulf a large building. Once maintenance of them ceases, they can last for hours before collapsing.
 * Level 11: Tens of thousands can cross through Portals, which can be rendered permanent if need be. This requires a god to expend considerable amounts of power, usually leaving them quite exhausted. Elsewise, Portals will collapse after a few days if they cease to be maintained.
 * Level 12: Permanent Portals are rather tiring to create, but not so much as before. Portals can also allow hundreds of thousands to pass through with ease.
 * Level 13: Permanent Portals can be created with mild effort.