Ok, I am bored so I am just going to make a whole system. You can take this how you wish, you can throw it out, you can take parts of it, or you can take it all. So the idea is that there is two types of abilities I am looking at in particular, each interacting in different ways and all based on your entity. The three types would be: Imbuement and Phenomena. We could add more if this catches on. But these are the two most basic types for lore sake. Phenomena is about interacting with the environment, whereas Imbuement interacts with a certain thing within the environment. For example, if you are an god who revolves around water, one of/or your single phenomena would be to cause flooding in an area so your fishes have more room. (I have a way to balance this) Your imbuement might to be to target a coral reef and increases its growth. In order to balance this out, in order to cast either of these you need to use some of your influence. The effects last for as long as you're willing to use those sphere to maintain your influence over the area or object. The amount of Sphere percentage you use determines the power of the effect. I think the system for learning spells is that you must first get them approve by a GM or Co-Gm, and then you have to use 20 of your sphere to try to learn it. After a set amount of time, which is up to the GM or Co-Gms judgement, you can learn it. I don't know, I am bored. The RP probably would be just fine without it, but I think having the option to have a bit more control. I also think that having control over the environments would be a fun way to more directly interact. You can't just say "I use magic, and kill some of your creatures" but you can create a plague or earthquakes to do it for you, but at the same time, that might hurt your creatures as well or consume lots of valuable sphere values. Edit/Continuation Another type of ability is Sanctuary. Basically, you may expand X amounts of your sphere temporally to create a structure or something of the like (Like maybe a forest/stone pillar/ etc) and it is a heavy amount at first. (Like 30 up, very possibly 50 up) but after its construction you don't have to pay for it. Sanctuaries are basically areas with continuous on going passives in an area. You pay you did to build it in order to than improve it. Another thing that separates Sanctuaries from phenomena other than how there cost work is that Sanctuaries are full-fledged things. Other entities and NPCs can interact with your sanctuaries. Like phenomena, they can try to take advantage of your sanctuaries for there own goals, or destroy or hinder them if they interfere with your goals.