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Complete Details

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Overview

Name fingerprint

Esper

Description

An Esper is a person with the ability to use magic-based psychic powers to manipulate the world around them. An Esper can be born as an Esper or turned from a Human.

Other names

Espers have gone through several names throughout history, including Psychics, Soothsayers, Psions, Meta-Humans, and so on.

grade

Magic System

Branch of Magic

Espers have access to a magic type that the human world most commonly knows as 'psychics' - magic that allows the user to perform things like telepathy, technopathy, telekinesis, pyrokinesis, illusions, clairvoyance, spirit communion, astral projection, reincarnation, etc.

Basic Magic Information

Espers are not magic users in a traditional sense. They don't have access to magic like Mages do; they can't perform spells or use magic. Their magic comes from the mental abilities that they have to manipulate the world around them.

Espers learn their magic through the teachings of other Espers and self-experimentation. An Esper can learn to control their powers on their own over time, but it's easier if they have another Esper teach them.

Espers are not limited to a strict power system. Basically anything covered under the topic of PARAPSYCHOLOGY is acceptable for an Esper as a default, and then any kind of superhuman/other powers and abilities can be tacked on as a case by case basis.

Magic Abilities

Espers can have varying abilities and power levels for said abilities and can have combinations of different abilities.

date_range

Age & Development

Lifespan

While they have access to their magic powers, Espers are still mortal, and they age like normal humans. An Esper's lifespan is typically extended beyond normal human means by the presence of the magic in their system, but there is nothing special or unique they can do to extend their lives. At max an Esper may live to be upwards of 120 years old.

Magic Access

An Esper can manifest magical abilities as early as toddler age, but typically don't start to be able to control it until early teens. Depending on the level of teaching and exposure an Esper has, they can have full access and control to their abilities by mid-twenties.

Development

Not all Espers are magically gifted. Some are experts in specific fields, some are jacks of all trades, and others have a mixture between the various talents. Though Espers are taught a little of everything, it is up to the individual Esper to discover where their talent lies.

Lack of control and ignorance for an Esper can be especially dangerous due to how powerful and volatile their magic can be. Espers typically have strong support systems in their communities to handle both born and turned Espers.

Turning a Human

Humans can be turned into Espers through intense magical exposure and an activation point. A Human must be toddler age or older in order to be turned. Anyone younger has not been around magic long enough.

The first step to become an Esper is magical exposure. A Human must be surrounded by magic for a long period of time. The type of magic doesn't matter; all it takes is a Human being surrounded by magic use constantly, or having a powerful ability used on them multiple times, for the human brain to absorb the magic.

Once the magic has taken hold, an activation point is needed to kickstart it. An activation point is needed to flip the switch in the brain and start the transformation. That activation depends entirely on the Human in question; it can be as mundane or as traumatic as the Human mentally requires to activate.

The turning process is usually immediate once the activation point is reached. The newly made Esper usually releases their magic in a burst of power that slowly subsides. They may find themselves confused, sick, weak, and not in control for weeks as their minds and bodies try to settle in with the new magic they suddenly possess.

Note that not all Humans can or will be turned when exposed to repeated magic. A potential Esper may go their whole lives without finding an activation point and remain an ordinary Human forever.

Turning Everything Else

Espers can only be created by being born an Esper or turned from a Human. Once someone is born or turned an Esper, they will always be an Esper. There is no way to become a Human or a different Supernatural creature.

groups

Culture

Children

Espers can have children with the following species besides themselves:

The child of an Esper and another species will always be the species of one of the parents.

Example: The child of an Esper and a Selkie will either be an Esper or a Selkie. There is no such thing as a 'hybrid' species.

Other Species Relations

Espers can 'sense' the magical signature of other supernatural species. This is not super accurate compared to the magic sense of other species, but most Espers can tell others apart with practice.

An Esper's magic can be blocked by defense magicks from other species through things like spells, wards, talismans, etc.

info

Overview

Details about this race's overview

Name fingerprint

Esper

Description

An Esper is a person with the ability to use magic-based psychic powers to manipulate the world around them. An Esper can be born as an Esper or turned from a Human.

Other names

Espers have gone through several names throughout history, including Psychics, Soothsayers, Psions, Meta-Humans, and so on.

face

Physiology

Details about this race's physiology

face

No physiology information yet

This section doesn't have any information filled in yet.

grade

Magic System

Details about this race's magic system

Branch of Magic

Espers have access to a magic type that the human world most commonly knows as 'psychics' - magic that allows the user to perform things like telepathy, technopathy, telekinesis, pyrokinesis, illusions, clairvoyance, spirit communion, astral projection, reincarnation, etc.

Basic Magic Information

Espers are not magic users in a traditional sense. They don't have access to magic like Mages do; they can't perform spells or use magic. Their magic comes from the mental abilities that they have to manipulate the world around them.

Espers learn their magic through the teachings of other Espers and self-experimentation. An Esper can learn to control their powers on their own over time, but it's easier if they have another Esper teach them.

Espers are not limited to a strict power system. Basically anything covered under the topic of PARAPSYCHOLOGY is acceptable for an Esper as a default, and then any kind of superhuman/other powers and abilities can be tacked on as a case by case basis.

Magic Abilities

Espers can have varying abilities and power levels for said abilities and can have combinations of different abilities.

date_range

Age & Development

Details about this race's age & development

Lifespan

While they have access to their magic powers, Espers are still mortal, and they age like normal humans. An Esper's lifespan is typically extended beyond normal human means by the presence of the magic in their system, but there is nothing special or unique they can do to extend their lives. At max an Esper may live to be upwards of 120 years old.

Magic Access

An Esper can manifest magical abilities as early as toddler age, but typically don't start to be able to control it until early teens. Depending on the level of teaching and exposure an Esper has, they can have full access and control to their abilities by mid-twenties.

Development

Not all Espers are magically gifted. Some are experts in specific fields, some are jacks of all trades, and others have a mixture between the various talents. Though Espers are taught a little of everything, it is up to the individual Esper to discover where their talent lies.

Lack of control and ignorance for an Esper can be especially dangerous due to how powerful and volatile their magic can be. Espers typically have strong support systems in their communities to handle both born and turned Espers.

Turning a Human

Humans can be turned into Espers through intense magical exposure and an activation point. A Human must be toddler age or older in order to be turned. Anyone younger has not been around magic long enough.

The first step to become an Esper is magical exposure. A Human must be surrounded by magic for a long period of time. The type of magic doesn't matter; all it takes is a Human being surrounded by magic use constantly, or having a powerful ability used on them multiple times, for the human brain to absorb the magic.

Once the magic has taken hold, an activation point is needed to kickstart it. An activation point is needed to flip the switch in the brain and start the transformation. That activation depends entirely on the Human in question; it can be as mundane or as traumatic as the Human mentally requires to activate.

The turning process is usually immediate once the activation point is reached. The newly made Esper usually releases their magic in a burst of power that slowly subsides. They may find themselves confused, sick, weak, and not in control for weeks as their minds and bodies try to settle in with the new magic they suddenly possess.

Note that not all Humans can or will be turned when exposed to repeated magic. A potential Esper may go their whole lives without finding an activation point and remain an ordinary Human forever.

Turning Everything Else

Espers can only be created by being born an Esper or turned from a Human. Once someone is born or turned an Esper, they will always be an Esper. There is no way to become a Human or a different Supernatural creature.

groups

Culture

Details about this race's culture

Children

Espers can have children with the following species besides themselves:

The child of an Esper and another species will always be the species of one of the parents.

Example: The child of an Esper and a Selkie will either be an Esper or a Selkie. There is no such thing as a 'hybrid' species.

Other Species Relations

Espers can 'sense' the magical signature of other supernatural species. This is not super accurate compared to the magic sense of other species, but most Espers can tell others apart with practice.

An Esper's magic can be blocked by defense magicks from other species through things like spells, wards, talismans, etc.

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