Hycath Powers
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The remarkable powers of the Hycathae have been widely discussed among scientists and theologians for centuries. Depending on which tier a Hycatha belongs to, her powers can differ in strength and nature. Hycathae can be divided into three tiers, each of which belongs to Hycathae with different levels of power, going from Baethlae, to Cynthae, to Nyridiae.
Whilst these powers are rooted in nature and science, all Hycathae must participate in education and training from a young age to perfect their craft. With the proper discipline and guidance, these women can reach the full potential of their abilities. Without training, their powers might remain dormant.
Power Transfer
Hycathic powers are always passed on from mothers to daughters. Unlike other kinds of inherited traits, these powers actually dissolve in the mother as they are transferred. This means that when a Hycatha gives birth, she loses part of her own power.
Hycathae cannot produce daughters more powerful than they are. For instance, a Baethla will never have a Nyridia as a daughter. Furthermore, as the mother’s power diminishes over time, the amount of power of each subsequent daughter will also be less. The first daughter of a Nyridia will be a Nyridia, but her second daughter will be a Cyntha, and so on.
Though Hycathic children possess their power from birth, the mechanics of using it are so complicated that they are not able to wield it without extensive training. This training is often carried out by their own mother and will start when the mother deems the child mature enough for it.
Holds and Relics
See also: Hycathic Artifacts
The powers of a childless Hycatha will move into the nearest object upon her death. These objects are designated Hycath Relics, and there are many known to exist around the world. Non-Hycathic individuals of all genders can use them to perform Hycathic magic and become Andrathae. This practice can be dangerous to the health of the wielder when unchecked and unrestrained.
Hycath Relics are not to be confused with Reckoning Holds, which are objects housing the being and powers of a Hycatha who has been Reckoned – the most severe punishment in the Hycathic codes, reserved for serious magical crimes.
Powers by Tier
Hycathic powers of all tiers operate using the same basic principles, but the amount of power that can be applied and the way the powers manifest vary by tier. The table below shows the maximum application of power each tier can achieve with full mastery, though the abilities of individual Hycathae will vary.
Nyridiae are deemed the strongest tier by far – supposedly as many as ten times as strong as Cynthae – as they are not limited by touch to use their powers and need less time to recharge after using them. Baethlae and Cynthae, however, will always need to touch the object they want to use their magic on for it to work, and will have a slower rate of recovery.
The power differential between Cynthae and Baethlae is malleable enough that a Baethla who applies herself fully to her training is capable of matching or even outstripping an untrained Cyntha. Cynthae, however, would never be capable of so much as matching a Nyridia.
Baethlae | Cynthae | Nyridiae |
Creating sparks and small flames on easily combustible objects (e.g. lighting a candle wick) | Creating small to medium fires on semi-combustible objects at short distances (e.g. setting wool garments alight) | Creating large fires that can be spread rapidly at great distances (e.g. setting an army on fire from a mile away) |
Blowing apart solid objects, resulting in solid debris | Liquifying solid objects, resulting in fluid debris | Obliterating solid objects, resulting in gaseous debris |
No capacity to affect the blood/fluids of a living body | Boiling the blood in a living body with great effort and practice | Boiling the blood in a living body easily |
No visual enhancements | Thermal/night vision | Thermal/night and X-ray vision |
Healing themselves (10 minutes of healing is the equivalent of 1 day of natural recovery time) | Healing themselves (1 minute of healing is the equivalent of 1 day of natural recovery time) | Healing themselves (1 second of healing is the equivalent of 1 day of natural recovery time), ability to regrow limbs |
Shapeshifting (for the duration of 1-10 minutes) | Shapeshifting (for a maximum of 4 hours) | Shapeshifting (for a maximum of 6 hours) |
Creating enhanced bursts of strength (through adrenaline) | Creating enhanced strength beyond natural human limits (for a maximum of 10 minutes) | Creating enhanced strength beyond natural human limits (for a maximum of 30 minutes) |
No telekinetic abilities | Small acts of telekinesis over short distances (e.g. opening a lock) | Larger acts of telekinesis over long distances (e.g. pushing objects from the top of a tall tower while standing at ground level – this cannot be performed on living creatures) |
Breathing underwater (for a maximum of 10 minutes) | Breathing underwater (for a maximum of 30 minutes) | Breathing underwater (for a maximum of 60 minutes) |
Changing the temperature of small amounts of material gradually (e.g. reheating a cup of tea in 1 minute) | Changing temperature of larger amounts of material quickly (e.g. gradually bringing a pot of tea to boil) | Changing temperatures quickly (changing something from freezing to boiling in a flash) |
Hardening skin for protection (making it as tough as a callus) | Hardening skin (making it as tough as bone or wood) | Hardening skin (making it as tough as metal) |
No effect on others’ emotions | Giving emotional impulses to others via skin-to-skin touch | Giving emotional impulses to others through a barrier (e.g. clothing) |