Flicker (please rate also just skim, it's long)

Cursed technique

(Dearly apologize for the yap. I suggest you just skim, it's pretty simple to get the gist.)

***Cursed Technique: Flicker***

It allows the user to apply the concept of "flickering" to any phenomenon. They must be able to understand the target of the CT and how exactly it would "flicker". The entire CT is based entirely on the user's understanding of flicker and gets to decide how it affects the target. Some examples of flicker targets are: current location, damage, durability, speed, wounds, death, physical presence/existence, and etc. You also only need to use CE to cast flicker, having the necessary amount of CE to cast the technique will guarantee it to succeed and "happen" however it can still fail. Only one target can be flickered at a time.

Limitation 1: While it only requires CE to activate, the amount of CE depends on the capability of the user being able to apply it. The less they understand how to flicker the target the higher the CE cost to activate the technique. It also depends on the scale of your application. If you choose to flicker your current location then you will be somewhere else. This short range teleportation is random. Choosing the location you get transferred to will require more CE to activate flicker. And extending it to a few more feet or meters will require even more CE. To the point that it is almost always impossible to reach the required CE to cast flicker if say, you wish to flicker 30 meters away. Flickering the Eiffel Tower out of existence is impossible due to the sheer amount of CE required.

Limitation 2: Flicker can fail even after it is successfully casted. If you flicker from your current position to essentially teleport, then you can fail and you will return to your original position essentially reverting the flicker. With enough CE you might be able to flicker a wall out of existence but it'll instantly fail and return after a second or a few seconds.

Limitation 3: Belief and understanding is the largest drawback to this technique. Let's say the user wants to flicker something out of existence, then something like that is very easy to imagine. The target merely stops physically existing and is no longer present. However, the key word is "flicker". How would one imagine something flickering in and out of existence, to *stay* out of existence? So the target disappears and comes back. That is considered as "failing". However the easiest successful flicker is short range teleportation by flickering out of your current position. This is a simple flicker and if it doesn't fail, you stay at your new location. This is incredibly short ranged. Something like that is easy to understand, easy to achieve, and thus requires very little CE to cast flicker.

Uses:

Location/teleportation - You flicker the current location of your target, essentially displacing them. They go from where they currently are to somewhere else. If your target is yourself, you will stand a few feet away from your previous location. The longer and more specific the distance, the more CE required to cast flicker.

Physical Existence/Delay - You flicker something out of existence. If you use this on, let's say a bullet, they will disappear and reappear a few seconds later allowing you to dodge. The more complex the target the harder to cast.

Durability/Strength/Speed (Stats) - you can flicker your stats like the three mentioned to be stronger or weaker for a moment. For example you punch someone and you flicker your weak strength to no longer be weak. If random then the punch might deal more or less damage within a range close to your original output. If you control the general outcome to be stronger than it'll be harder to cast. This allows you to flicker your punch to be stronger. You also flicker your body to be more durable when you get attacked though of course you need to time it. And you can be faster for 1-3 seconds while your running everytime you cast flicker. You can also cast flicker on allies and enemies of course.

Wounds/Instant Healing - This is basically guaranteed to fail but it allows the user to make any wound or damage disappear from their body. Due to the concept of "flicker" it is mostly useless.

Death/Immortality - When you are dying or die you can cast flicker to no longer be dead and revive yourself. Those that do not understand this concept will still flicker back to life though with different results and the exhaustion of every bit of CE in the tank. They may revive with the same wounds, they may be healed, or they may be incapacitated. Those that have a clearer understanding or have already died once or more, can flicker back into their pristine condition. Alive, unharmed, and even clean

(These are just examples btw. To give an idea how it'd work and also the most common ways to use the technique.)

***Cursed Technique Reversal: Constance/Constant***

This technique reversal allows the user to essentially freeze a chosen state of the target. Making the position of a rock "constant" makes it unmovable. Making the condition of a human body constant will make it incapable of receiving damage or healing. This follows the same rules as flicker sharing the same scaling and the application of the concept to any phenomenon.

Limitation (extra): An added layer of Constance is that you now have to understand it's "permanence". Basically you must now understand and believe exactly how it is possible for the effect to remain. Failing to completely understand will shorten the effect of Constance making it similar to Flicker. Flicker is short lasting because of its concept. Constance is short lasting because of the difficulty in understanding along with your belief of how an effect can possibly be everlasting.

Main use:

The largest drawback of flicker is it's concept of impermanence. Flicker or flickering does not imply the target of the technique to stay that way. Well with the immediate follow up of Constance, it can make the effect of flicker remain. For example flickering something out of existence can be casted with Constance and it will no longer return to existence and will remain to no longer be existing. Though again, the larger and more complex the target the more impossible it is to cast Constance after flicker. However it means it's possible to straight up make a hollow purple directed at you to just vanish. Constance can also be used to further improve the flickering of death, giving it a larger guarantee to revert to a more cleaner slate after death. The most powerful use of Flicker and Constance however is instant healing. Flickering your wounded body to no longer be wounded used to be useless as the concept says it will not stay unwounded. However, if you cast Constance before the wounds return, you will be left with an unharmed body. So, instant healing.

(Do note that Constance like Flicker can be applied to any phenomenon. These are just simple and basic examples.)

***Maximum: Mass Disarray***

The user will apply Flicker to the largest targets within their view. From buildings, structures, the ground, vehicles, every large visible target will be flickered in some (usually destructive) manner. The effects of Flicker will manifest as random changes such as broken structures are now no longer broken, intact houses are now broken apart, trees over there are now over here etc. In order to apply Flicker on a massive scale on numerous targets, it must now only target anything large within your view. Of course this amount of Flickering and whatnot will consume so much of your CE that you may die afterwards especially depending on how much is within your view. The sheer scale would add extra physical tolls on your body and generate understanding within your mind that may cause mental damage and will likely deplete your CE reserves.

***Domain Expansion: The Dark Epitome Of Change***

As the domain expands a bright crimson red sun appears in the distance behind the user (not a physical sun, only visuals). It's light reveals a sky of red that spans and surrounds every direction, clouds in the unreachable distance like the crimson sun. Black silhouettes of various broken apart structures of all sizes constantly vanish and appear thought the entire domain. The user and the target's are floating in the sky on top of changing silhouettes of small structures beneath everyones feet, like flying rafts of black shadow which shifts from road, rooftop, grass, cement, tiles, and more constantly changing beneath their feet. Around them large broken constantly changing structures that vanish or appear with no warning. The user controls the chaos but cannot stop it. They can direct certain silhouettes to vanish, appear, or change in size but cannot stop it but can change their shape as well. The sure hit of the domain are the black silhouette structures which can attack the targets. Once the target's leave their constantly changing platform, it vanishes and they are left to use the other more volatile structures to stand on. The user's understanding of Flicker is amplified and can be casted faster. If the target's fall into the sky, they reappear on the opposite side pacman style.

Possible Combat Implementations:

The user can flicker their current position constantly allowing only short distances of displacement in order to use short range teleportation.

They can delay projectiles by making them vanish and reappear in place after a few seconds.

They can negate attacks the second they hit.

They can make any damage done to them instantly disappear by using their CTR after flickering the wounded state of their body away in order to maintain their newly fresh state of their body.

They can teleport anyone and anything that's small enough in short distances.

They can make someone disappear to confused them like projection sorceries' freeze.

They can make a wall disappear to attack and it'll return giving them cover again.

They can instantly reject death and can continue to do so indefinitely.

(Do note that the busted abilities of this CT depends on the CE reserves of the user and their understanding of the concepts of the CT, their understanding of their target, and their understanding of how the concept of their CT will affect their target. Failure (revertion of flicker) is common and constant.)

Lower grade users of this technique would have to very sparingly used flicker to teleport and something like flickering a wall will draw blood. They would only be able to negate damage as a last resort that may fail due to timing. Damage increase may be a gamble or used sparingly. Insta heal would be impossible but they can still come back from death albeit in a probably incapacitated state.

Higher grade users would be able to use most if not all of the listed features of the ability. Special and Calamity grades would just be unhittable, unlikable, undamagable reality manipulators. Catch them off guard, outsmart them, distract them, and you can still kill them enough times to be damaged and perma killed.... maybe.

((This CT is literally just reality manipulation similar to Comedian, except it's based around the concept of "Flicker" and "Flickering". Like Construction it requires the user to have an understanding of what they are doing but they can still use the technique even if they just know the basics. Though of course it would have a much worse effect.))

((I know this is busted but is it good sorta balanced, sorta plausible busted, or it just wouldn't work? I'd like to know please.))

((Also please know 90% of what I wrote I thought of this hour while I am writing.))

Posted Aug 3, 2026, 10:36 AM UTC

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