Essence of the Elven Progenitor
By drinking this Essence that radiates a majestic forest aroma, you will gain multiple benefits:
•Gain a one-time chance to change your appearance, must keep the unique feature of pointed ears.
•As the Progenitor, all elves and half-elfs will feel a natural suppression.
•Will gain all knowledge, be it magic, fighting, etc from every Elven civilization within the Omniverse.
•Your soul, mind and body become immortal and nigh-indestructible. While your mindset will gradually become immune to boredom, mimetic, insanity, etc.
•Your superior bloodline will assimilate any foreign bloodline within your body, while outright removing any and all weaknesses.
•Gain a body 25x stronger than your average Elf. Can be increased with training.
•Supernatural talent when it comes to armed and unarmed fighting. Unnatural and uncanny like grace whenever you move.
•Become a walking Tree of Life gaining:
•Nature becomes your domain, comes with Nature Manipulation, Plant Manipulation, etc.
•Once every month can squeeze out a Drop of Life which can cure/heal anything, purify curses, bless any weapon/armor with Extreme Durability.
•Your body will have so much vitality within your body, that any area you stay in will make everything slowly evolve. Any mutations will not harm you.
•Gain the ability to travel the Omniverse with no problems, as the spiritual branches guide your path.
•May create one Tree of Life per world that will fill the world with mana or any form of energy of your choosing. Able to use the Trees as a "Webway", teleporting between worlds, even universes.
•May tweak and/or construct your own magical system with no risk of backlash.
•Runes and Enchantments are your forte, creating them with just a thought.
•You have high virility with the choice of which sex your baby will have and whether or not you will get pregnant.
•Can choose 2 of the following sub-races that you can create using your mana(may choose of which sex your Elves will be):
•Blood Elves
•Dark Elves
•High Elves
•Moon Elves
•Sun Elves
•Deep Elves
•Snow Elves
•Wood Elves
•Winged Elves
Essence of the Human Grail
Upon drinking the wine from this Golden Chalice, the cup dissolves into light, entering your chest. With this Grail, unbound by the others like it Fate/Requiem in your heart, you gain access to the following:
• You are able to summon a single servant from the Nasuverse, who is "bound to your fate". This servant can be any that can be summoned in a normal Holy Grail War, and can be summoned at any time of your choosing. You can optionally chose to summon a servant that is the most compatible to you, leaving it somewhat random but won't leave you disappointed. No matter the servant that you summon, they will at least respect you as a master, not killing you on sight. A summoned servant will naturally draw magical energy from your grail in order to stay manifested in the world, and can use their noble phantasms several times with command spells before leaving you exhausted and drained. This means having a large enough amount of magical energy to sustain a servant normally, and with a few command seals, use their noble phantasms a few times before needed to recover your energy. As for the strength of your servant in question? It would be about normal, if it was summoned by a top tier Magus in a normal grail war.
• You are incapable and immune of dying from old age, or from sickness, but can still die by other means.
• You have access to "command spells" that can be used to change the physical age of your body. Command spells can also be used as a power source to cast basic magecraft, which you have basic knowledge of. These Command Spells are composed of a single interlinking pattern that fades on usage proportional to the amount of magical energy expended. These faded command spells will recover with time, courtesy of the Grail replenishing its magical energy. This process generally takes a few days depending on the amomunt of command seals expended.
• Optionally, you have something called Mystery due to the Grail in your body. This accumulates over time and grows stronger with as you age. The higher the mystery you have, the harder it will be for things with no or little mystery to affect you.
• Optionally, you may choose to summon a Servant that cannot be summoned in a normal Holy Grail War, such as the ones in the Grand Order. However, the strength of these servants would still be the same as if they were summoned in a normal Holy Grail War. This means that you could summon a pseudo-servant like Kama or Ishtar, despite them being a divine spirit inhabiting a host body. They cannot be "upgraded/ascend" like the servants in the Grand Order can however. Specific servants that are tied together like Castor and Pollux can be summoned as normal.
• Optionally, you can add "modifiers" to your Servant when summoned, such as them being summoned as a summer variant, bride, alter, mechanical, etc.
• Optionally, you may choose to have the "original form" of your Servant that would normally be stored in the Throne of Heroes, be stored in your Grail. This means that if your Servant dies, you can re-summon them with enough magical energy. They will have the memories that previous version did.
• Optionally, when you dream, you can choose to enter the Grail in your heart where the original form of your Servant is. This space is a representation of the place that the heroic spirit is most comfortable in, and is where you can deepen the bond with your Servant through interaction. This will strengthen their manifested servant self the stronger bond you have with their original form.
• Optionally, you can only more than "one" servant at a time if your servant is eligible for multiple classes. Having more than one servant out will drain your magical energy faster with the more out. This means that attempting to have every version of Artoria Pendragon summoned will drain your magical energy like crazy and will kill you if you can't produce enough to sustain them.
• Optionally, you can arrive in any of the various timelines or singularities in the Nasuverse, whether as a drop-in or reincarnate. Naturally, you can choose the time and place, with the circumstances of your birth up to your decision.
Essence of the Neowalker
Upon drinking this multicoloured flask, you will be granted the Spark of a Planeswalker. This spark and your powers are like those post the event known as the mending, but unlike the others, your spark is unbound and independent. This prevents it from being taken, or from something like another event like the "mending" to affect your spark. Rejoice.
• Much like every planeswalker, you are a natural when it comes to magic, a genius even. Due to your nature, you have a greater time understanding magic and all its intricacies when compared to a normal person. This boosts your affinity for magic in general and increases your learning speed to boot. As for how much magical energy you have? Roughly 100 times the average that will grow with time and training.
• The Oldwalkers, the previous era of Planeswalkers were considered basically Gods and were nigh-invincible and almost impossible to kill. Unfortunately, the mending happened and this was stripped away. The new generation however can still reach the potential that the oldwalkers once had, and now, so can you. You have the potential to reach the level of the Gods, but that's all this is, potential. It's up to you to learn, train, and realize it before you reach those heights.
• The "lore" and "game-mechanics" of Magic the Gathering sometimes doesn't always work out or mean the same thing. An example of this are the "colors" and "land". A Planeswalker can connect to the "land" of a place, such as a forest, and draw magical energy from it. This would give them "green mana" according to the card game, however reality is quite different from a game, no? What you can do is connect to a "land" and you can understand magic of that "color" easier when bonded to it, spells of that color become cheaper to cast, and you have a sort of sixth-sense in regards to the land that you connect to. An example would be you feeling when it's being destroyed while not even near it, such as on the other side of the planet. However, these "bonds/pacts/connections" to the land are broken when you travel to another plane, so you'll have to bond again when you return.
• There are 5 colors in Magic the Gathering: White, Blue, Black, Red, and Green. These colors each represent and mean different things, such as styles of magic, group ideologies, and philosophies. You won't be forced to participate in the beliefs of the color that you'll get or anything like that as you'll simply receive the benefits of having that color as your affinity.
• Regarding what types of magic fall into the colors, think holy and light magic for White. Water magic for Blue, necromancy for Black, fire for Red, and nature magic for Green.
• Now, roll a 1d3, the result will be the amount of colors you can pick as your affinities. Your affinity will make spells easier to learn for that color, bonding to lands that correspond to the color easier, spells easier to cast, and the magical energy that you receive from the land increases.
• Planeswalkers have the ability to create objects, animals, and even people through magical energy. How they do this? You'll soon learn, as it takes a proportional amount of magical energy to create something for the desired thing to be created and a sort of connection. For example, creating a wooden spoon that you used as a child is much easier than creating a wolf you met the other day who tried to eat you alive. Having a deeper understanding and connection with what you are creating will let you create it faster and cheaper in regards to magical energy.
• The signature ability of the Planeswalker... planeswalking. You can freely travel the multiverse through the blind eternities, arriving at different planes, with some being easier to access than others and you have a natural connection to your "home" plane. When entering a plane, you can choose where you end up. Meaning that if you were going to Earth you could pick to arrive in Paris or Korea, this does not mean that you can time travel as you are just arriving at a location. Some planes won't be 1 to 1 in regards to time however, so make sure that's something to look out for.
• You can bring any items you can carry with you, and nearby if you wish, when you planeswalk, including the clothing you wear. Anyone nearby can be taken with you as well, safely traveling along, but this number cannot exceed more than half a dozen at a time.
• Also, you won't have to worry about tele-fragging yourself or anything you bring with you when you planeswalk as you have an instinctive knowledge when wanting to planeswalk somewhere and where you'll end up there.
• Optionally, there are various races in Magic the Gathering, such as the standard Human, elf, vampire, dwarf, goblin, etc. You can pick a race to become, or a hybrid of. By default you will be a human if you don't pick anything. This will give you all the benefits of being that race, even the downsides. There is an exception however, you cannot pick any of the "high-tier" races in Magic the Gathering, such as an Elder Dragon like Nicol Bolas, or the various Gods. Becoming a Demi-God is fine, just be careful that the power doesn't go to your head.
• Optionally, you can start out in any of the various planes in Magic the Gathering, barring personal dimensions.
• Optionally, there are a ton of different characters and creatures in the multiverse, and you can take some with you as companions. The only exception is that you can't get companions on the level of Gods, oldwalkers, Elder Dragons... basically the "High-Tiers" in the setting.
• Optionally, there are so many different planes in Magic the Gathering, you have been given a personal plane. What does that mean, you might ask? Well, you have just been given an empty personal dimension that you can customize to your hearts content. This dimension is large enough to fit an entire solar system, the size of our very own. By default it will be an exact replica of our very own. Earth will have standard biomes, plants and animals all taken throughout the ages as if mankind had never existed and other things must be added or grown by you. You can freely access this plane anytime, anywhere you wish, bringing anyone with you. You can also prevent access to people, even the Gods themselves. This is your sandbox, have fun.
Essence of the Arcanist
○You possess an internal well of power that can adapt to any supernatural energy you encounter to fuel your magic or powers, this well will always provide a steady supply of power that will grow over time and use, right now you could use highly taxing abilities with wild abandon and still not make much of a dent in your reserves after a few hours of effort. This power cannot be sensed or interacted with by other beings unless you allow it.
○As a result of containing this well of magical energy your body is enhanced to superhuman levels, giving you greatly enhanced physical attributes, are functionally ageless, and possess nigh-infinite stamina compared to the rest of your species.
○Your mind is similarly enhanced with a beyond-genius intellect, an infinite capacity for parallel processing, eidetic photographic recall of all of your memories with the ability to infinitely store and index those memories, and immunity to insanity and memetic hazards. "Things Man Was Not Meant To Know" becomes more of a guideline than a rule. You are also immune to all forms of mind control and telepathic interference.
○You also gain access to a mental library containing complete and perfect knowledge of all forms of mundane and supernatural practices and fields of study. It can also provide detailed information on different things like supernatural beings, individuals, artifacts, lost magics, and anything else you might want to know. Should you travel to other worlds the library will update itself to the same level of completeness regarding the new world. This library will also prevent any knowledge or skills you gain from this or other sources from degrading or fading away from disuse.
○You can use this library to manifest several kinds of magical tomes: Arcanabula, which acts as a collection of magic scrolls pre-loaded with spell that allows anyone holding the book the ability to use the magic contained within it; Grimoires, detailed codices that can permanently imbue those who read them with the potential for the magic they describe; and Orisons, short scrolls that can permanently grant others the ability to use a specific power or ability detailed on them.
○Your affinity for the arcane also skyrockets, allowing you to nigh-instantly master any form of magic you come across. You are also able to conceptually reverse engineer any superhuman power or ability you see into a spell you can cast just by seeing it once.
○The library also removes any restrictions on your ability to either use or teach magic to others, allowing you to either grant others the potential to learn magic directly or to greatly increase that potential as well as combine, design, and modify entire systems of magic at will, allowing you to cast any spell or ritual you know without the need for any additional materials or foci beyond the energy required.
○Finally, you gain a personal workshop that exists outside of reality and beyond the reach of most entities. This workshop is impenetrable to any being you do not want inside, even a supreme deity could not pierce the barriers in place on this property. This also protects the workshop from being destroyed, having its structural integrity undermined, or otherwise rendered unusable. Anyone who you allow into the workshop are conceptually incapable of harming you or acting against your interests while within its confines. Just by being in the workshop you are healed of all wounds you wish healed, this includes all ailments from the magical to spiritual, should you ever perish, the workshop will resurrect you safely within its confines.
○The workshop takes care of the basic utilities automatically and requires no connection to any pre-existing infrastructure to function. The workshop holds an unlimited amount of any mundane or supernatural resource or equipment that the owner could desire, with this selection updating as you travel to new worlds. As your needs change and grow the workshop will expand with new facilities and equipment as needed. Any additional essences will add functionality to this one in the form of additional rooms and facilities.
○You hold complete control over the workshop's interior, able to shape and morph the style and layout of the rooms and furniture of your workshop to your heart's content. You are able to expand and shrink the rooms to any size you wish. It is within your ability to have a trip to the kitchen take a single step, or to have each individual crack on the floor host to entire universes.
○The workshop holds a host of spirits it considers servants. These spirits, as well as the workshop itself, are completely loyal towards you and can never go against your wishes in any capacity. You are also able to generate any number of spirits you wish, allowing you to shape their appearance and personalities to suit your tastes.
○The workshop's location is not set in stone, for it is everywhere and anywhere you wish it to be. Just by willing it, you can cause the workshop to appear at any place they will. This can be merely parts of the workshop, such as a door or a room, or even the entire building. Furthermore, it is possible to manifest your workshop on top of your current location, causing it to swallow up anyone within the area. This workshop also has the capability to travel through the multiverse and can give you passage practically anywhere. It can insert itself into these places or simply open a portal for you to travel through. You can have the workshop appear in multiple universes at once simultaneously, allowing characters from multiple different universes to mingle and for you and anyone you allow to exit into any universe it exists in, anyone not invited simply exiting into their own world.
Essence of the Space Gem
By drinking this vial of glowing blue liquid you are infused with the power of the Space Gem from Marvel.
●You can now open portals to anywhere in the universe.
●You can now see any location you wish in the universe without needing to be there (useful for avoiding instantaneous death)
●You gain the ability to fire energy blasts
●You no longer require air to breathe.
●Become extremely durable, only able to be damaged by beings with similar powers.
●If you travel to another universe you require a day to connect with the energy there to use these powers
Essence of the Time Gem
●You may now abuse time as you wish without worry about repercussions.
●You can rewind, stop, speed up, or loop time at will.
●Your own timeline cannot be changed or damaged against your will.
●You instinctively know when someone is trying to change the timeline and can decide to stop them at will.
●Become extremely durable, only able to be damaged by beings with similar powers
●If you travel to another universe you require a day to connect with the energy there to use these powers
Essence of the Reality Gem
●You may now alter reality in a relatively small area of about 1 mile.
●You can always tell if someone is trying to change, warp, or damage reality no matter how far away you are from the source.
●You can fix damaged sections of reality.
●Reality and causality affecting attacks no longer work on you.
●You may change your shape to suit your whims.
●You can create illusions so real that no one can tell the difference. With enough power you can even make them real.
●Become extremely durable, only able to be damaged by beings with similar powers
●If you travel to another universe you require a day to connect with the energy there to use these powers
Essence of the Mind Gem
●You now have perfect memory, infinite storage, and instant recall of memories.
●Your mind can now connect to the internet. Don't worry, They cannot track your search history and no computer virus can affect you.
●You can become intangible at will (for some reason).
●Exposure to your powers can cause people to gain powers of their own. Or it could kill them.
●You can brainwash people and are immune to the affects of mind attacks yourself.
●If you find extra bodies then you can control all of them at once with no problems in focus.
●You gain number crunching abilities better than a super computer.
●Become extremely durable, only able to be damaged by beings with similar powers
●If you travel to another universe you require a day to connect with the energy there to use these powers
Essence of the Power Gem
●All powers, abilities, and Essences are supercharged.
●Your physical abilities are unmatched to all but a very select few.
●The main benefit of this Essence is that it will greatly empower the other Infinity Essences.
●Unless you wish, you will never get tired.
●Become extremely durable, only able to be damaged by beings with similar powers
●If you travel to another universe you require a day to connect with the energy there to use these powers
Essence of the Soul Gem
●You can read, change, manipulate, destroy, and return the souls of anyone. Even an immortal will die if you destroy their soul. (Soulless beings will need killing the old fashioned way to get rid of them)
●Your attacks can target the souls of your enemies, making it so that they never miss.
●Your own soul cannot be used as a vector of attack.
●You become unaging and near immortal (near as in you can still be killed).
●You gain access to your own afterlife, and can visit any others at will.
●Become extremely durable, only able to be damaged by beings with similar powers
●If you travel to another universe you require a day to connect with the energy there to use these powers
Essence of the Ego Gem
●You can now access the sum knowledge of all that is, has been, and could be.
●You gain perfect memory, infinite storage, and instant recall.
●Exponential learning speed.
●Become extremely durable, only able to be damaged by beings with similar powers
Essence of the Infinity Gems
By consuming all six of the standard Infinity Essences you have gained overwhelming cosmic might.
●Union effect: if you consume the six standard Essences then you gain new Essence unique to your new abilities. This is the only method to gain this Essence.
●All effects from Infinity Essences are increased to their maximum possibility.
●You could do the whole Snapping thing if you want, but the sheer amount of power required will severely weaken you for anywhere from one week to two years depending on the scale and other Essence interactions.
●You are immortal. Your durability beyond what anyone but a handful of people can bypass.
●You do not need to eat, sleep, drink, produce waste, or breath.
●You no longer need sleep.
●The time to reconnect with the Infinity Power when traveling universes is now 1 hour instead of 1 day.
Essence of Nemesis
By consuming all Seven Infinity Essences you gain the unmatched cosmic power of Nemesis, Ashe who created the multiverse in the Marvel-verse, the daughter of the One-Above-All.
●You are truly immortal, incapable of aging, invincible to all but Creator Gods such as the One-Above-All.
●You can create anything, including new universes with your power.
●As an added bonus you will never feel lonely again.
●Eldritch horrors might try and eat and/or mate with you.
●You can change the laws of physics at will.
●You may gain new responsibilities to keep the universe running. You don't have to do this, but most beings will appreciate it.