In the Rift Series, Abilities represent extraordinary powers or traits that set individuals apart from the ordinary. These abilities often manifest in one of two ways: some are race-specific, woven intrinsically into the bloodlines of certain peoples—such as the Scarlet Eye of the Flame Eaters Tribe or the Abyssal Howl of the Harbingers—while others awaken upon birth, marking their bearers as unique from the outset. Abilities can be categorised as passive, granting continual advantages or resistances, or they may require deliberate activation, demanding focus and intent to unleash their full potential. The nature of each ability—whether passive or active—often shapes the way its possessor interacts with the world, their kin, and their adversaries, providing both blessings and burdens dictated by heritage and destiny.
Below is a list of all known Abilities
Shapeshift: A unique ability to the Selkie race, and a singular individual by the form of a trait. The ability is straightforward in nature, it allows the user to alter their shape and form to how they wish, In the case with the Selkie it allows them to only alter their form, from their Silkie form to a Human form, and in the other case with the Special individual, it allows them to completely alter their form effectively into any race, along with their voice, height, weight and even internal organs.
Curse Weaver: A rare ability that allows the user to create curses from nothing and apply them to a target, the effect of a curse will vary from race to race. A core rule is that a curse cannot be made to kill or to limit an individual’s ability to live normally. And a core limitation to this ability is that by creating and applying a curse, uses a high amount of magic, the more complex the curse greater the cost, and the more you use the ability the weaker the user of this ability gets.
Reflection: A simple ability solely exclusive with the magic affinity of Ice that allows the user to reflect attacks back towards the attacker, however it only reflects magic-based attacks and has no effect on physical attacks.
Regeneration: This ability is a common ability to all the higher races, it allows the user to regenerate or effectively heal all wounds, the ability however cannot heal mortal wounds, or anything because of internal bleeding, it can however heal and regenerate lost limbs. Depending on the strength and power of the user, will affect the speed at which they can heal.
Faerie eyes: Solely unique to the fairy race, this ability like the name implies is tied to the eyes of a fairy, and allows them to see through peoples lies, making it almost nigh impossible to lie in front of a fairy.
Creation: Very rare in nature, this ability allows the user to create items or weapons by using their affinity to give it form. This very ability requires you to be born of a god/goddess.
Metamorphosis: A rare ability that allows the user to undergo a temporary transformation. The transformation the user can do is always a half state, meaning they can only transform most if not only just some small parts of their body. In this metamorphosis state the user gains either heightened strength, agility, endurance, or heightened senses. What they can do is always tied to the aspect of what transformation they Can call forth. Those with this ability can only have one kind of transformation, e.g. Whatever partial transformation you have, would be the only transformation you would ever have, only allowing you to use whatever you were born with, and nothing else.
Eyes of Due Fate (unique): Rare and solely unique to the Prime Gods, this ability is usually takes the form of a physical eye on the hand of the user and allows them to alter the very laws of causality and fate, to peer into the fate of those who looks into the eye, by doing this the user can force upon a new inevitable fate towards the target. A downside to this ability is the target needs to be able to look into the eye for the effects of the ability to take effect.
Curse Bearer (unique): Much like the Curse Weaver ability, however what makes this different is that there are almost no limitations, as this very ability is the origin to Curse Weaver and is tied to the Gods. The only limitation to this ability is, the Gods themselves, as each God only has authority and control over certain aspects, thus the curses they can make are tied to what they rule over and their authority.
Scarlet Eye: A bloodline ability that is exclusively tied to the Flame Eaters Tribe, an almost nomadic tribe of Demons and Oni within the Demon Realm. Scarlet Eye is a physical ability that manifests itself as a third eye, that grants them a level of power that is close to future sight. In reality, it allows them to sense and see the smallest of muscle movement and blood flow, allowing them to predict their opponents next move, so long as they can see the target. The downside to this ability is that it is a huge strain on their bodies and minds, meaning they can only really keep that ability active for a short amount of time, and they can only use their ability and focus on a single target at a time. Along with only being able to predict the movements of physical attacks that require muscle movement.
Abyssal Howl (unique): Tied exclusively to Harbingers, this very ability was a gift from the God of Destruction to his creations. The ability allows Harbingers to emit an ear-piercing scream, that can result in those that hear it to be temporarily paralyzed with fear. Even though Harbingers are but mindless monsters, they will only end up using this ability once, that being upon entering battle as a herald of impending ruin.
Fae’s Touch: Considered a divine blessing within the fairy realm as this ability allows those with it to heal almost anything, be it wounds, poison or even curses, unlike the Regeneration ability, the limitation of this ability is almost non-existent. However, there is a cost as this rare gift of sort, is a true blessing gifted by the God of Abundance to those most true of heart, however, those who manage to possess this ability cannot use the ability on themselves. For those that care for others and put them ahead of themselves, to then be able to heal themselves is but the least of their concerns, as for those who they care dearly for, their life is worth far more then their own.
Diviners Sight: A strange ability that only ever manifests itself to Wyverns of the Greater Dragon Lord rank, those with this ability are granted the ability to see possible outcomes and possibilities of the future, this is not to be confused with something like future sight, as this only provides the user with vague and momentary glimpses of the future of possibilities.
Eyes of Petrification (unique): As the name implies, the ability is directly tied to the eyes and allows the user to paralyze anyone within their line of sight, so long as the target is looking directly into the user's eyes. Unlike with other abilities, there are two different versions of this ability, each distinct but similar. Eyes of Petrification, is the “normal” base variant with hard limitations, requiring the user to use an exceptional amount of their magic to maintain the petrification, along with requiring them to keep their eyes open and not blink to keep the effects active. The Esoteric variation is the rarer and powerful version with far less limitations, only needing them to use the ability once for its effects to activate, once active the effects will remain until they themselves release it, a line of sight is still required for it to work.
Deathroot Bloom (unique): A mysterious and rare ability found among certain residents of Belladonna and Nightshade, Deathroot Bloom is as insidious as it is elegant. Those graced—or cursed—with this gift are utterly immune to poison themselves, their bodies thriving where others would falter. Yet, the true danger lies in their power to create and wield a unique poison that requires no wound to take hold; a mere whisper delivered at close quarters is enough for the toxin to take root. Once seeded, the poison blooms silently within its victim, sapping their will to fight and draining their life force with every passing moment. The afflicted’s body withers gradually, petals of vitality falling away until only a hollow shell remains—much like a flower succumbing to a slow, inevitable decay. In the shadowed streets of Belladonna and the perfumed fog of Nightshade, the presence of Deathroot Bloom weaves an undercurrent of dread, for even a gentle murmur may herald a slow and beautiful demise.
