"There are forces in the world and beyond the world, great forces that men call magic, and now these forces will serve your will. Use this newfound power, my gift to you."
Supernatural abilities are manifestations of the Void that can be divided into two categories - active and passive. When bestowed by the Outsider, mana is needed to perform active abilities, and the amount required varies by power. When granted by powerful artifacts linked to the Void, they only need to cool down, as seen in Dishonored: Death of the Outsider.
Mana can be restored by using Piero's Spiritual Remedy or Addermire Solution. A small percentage of the mana (20%) will recharge automatically following a short delay after using the power. Several bone charms can affect the amount of mana stored, increase the amount gained and provide other sources of mana.
The upgrading of supernatural abilities is done through the collecting and using of runes. Only those with the Outsider's Mark can use runes.
One power is available immediately upon being marked, however, it must have a cost of no more than 2 runes. This includes Bend Time, Blink, Blood Briar, Dark Vision, Eye Within, Far Reach, Fog Caller, and Thorns. It should be noted that the effects and descriptions of some of the following powers work only in context within the tabletop game.
The ability to manipulate time, slowing its passage to allow actions to be unhindered for about 10 seconds.
Transverse short distances in an instant.
Conjure tendrils and vines that lash out at anyone who gets within reach who doesn't have this power.
Shift perceptions, allowing greater clarity of sight for a short while. Other characters, creatures, valuables, dangers, and hazards become visible, even through walls.
Call forth a swarm of creatures (rats, bloodflies, etc) that attack any nearby. The swarm will vanish once there are no nearby targets or it is defeated. The swarms will not attack the user, nor anyone else who can summon the same kind of swarm. They will also not attack any kindred creatures.
The souls of those around are laid bare, spilling their fears, intentions and personal truths.
Use a long tendril of shadow to grab onto targets and pull. This can act as a grappling hook to travel or pull items and living being closer.
Summon a thick fog or a cloud to confuse enemies and conceal actions. The fog remains until it is blown away by wind or dispelled by the caster.
A spirt from the Void seizes the attention of others to send them into a hypnotic state. This may affect up to two people. People affected by this will forget being mesmerized.
Enter the body of an animal and control its movements. Smaller animals (rats, bloodlies, hagfish, etc) will die upon the possession's end, but larger animals (wolfhounds, people, etc) will be dazed and nauseous.
Hurl dart-like projectiles.
Enhancements are always active and do not have a cost associated with them. It should be noted that the effects and descriptions of some of the following enhancements work only in context within the tabletop game.
Move more quickly and surely than others. Also, jump and leap further.
Communicate with a specific type of beast (rat, bloodflies, etc) and learn what they know about the nearby area or the world. The information provided may be cryptic of difficult to understand.
Enhance talent for craft and artistry and allows for a focus to be more creative.
Gain insights into bone charms and runes, allowing for the crafting of such objects.
Choose an animal (rats, bloodflies, etc) and cheat a death by transforming into a swarm of the chosen animal that will then attack whoever killed the caster. The caster will return to a shrine or place of sanctuary. This ability can take time to recharge or will recharge after a full moon.
See through the cracks in the world where the Void leaks through. Through these cracks the caster can see other times, places, and possible versions of reality.
Those killed by the caster will dissolve into ash and smoke, leaving no trace of their death other than their absence.
Perform feats of strength that others can only dream of. Also allows for the throwing of objects at a greater range.
Distracting Visit - When Displace is used, a version of Billie is left behind which will attract enemies.
Rapid Displacement - Use Displace without placing a marker (quick tap of L2/LB/right click).
Perfect Balance - Maintain your balance after Displace interpenetration, and sustain only half damage.
Leap Frog - Displace costs no Void Energy if used close to an unaware character, but Displace interpenetration will always kill you.
Discreet Swap - Brief invisibility after moving with Displace, but the distance is reduced.
Superior Foresight - Mark more objects with Foresight.
Third Eye - Gain an extra target marker when using Displace and Foresight.
Blink Eye - Targets marked by Foresight have reduced perception.
Cursed Gaze - Targets marked with Foresight have reduced health, but can only mark 1 living target.
Mobile Mimicry - Semblance drains less Void Energy.
Tactical Mimicry - Semblance can be used to briefly blind enemies in combat.
Void Leech - While using Semblance, killing an unaware target increases Void Energy, but move with a reduced speed.
According to Harvey Smith of Arkane Studios, the muttered phrases when Corvo uses a power are gibberish phrases made up of words in French, English, Arabic, Chinese and Portuguese.
Opening up the Quick-Access Wheel will slow time to 1/20th its original speed. Having the radial open is not ability-based, as movement speed is also reduced to a twentieth.
With the New Game + mode for Dishonored 2, it is possible to use Emily's powers when playing as Corvo and vice versa.
Before this function, it was still possible via hacking.
During the Dishonored 2 mission A Crack in the Slab, the protagonist's active supernatural abilities are disabled, though the passive ones still work as it was decided that removing them would be too disempowering.
Originally, Blink and Far Reach were going to be left active, but this decision was changed when the developers decided that time travel was interesting enough.
In Dishonored 2, supernatural abilities used in the Void consume no mana.
Originally, Emily had the ability to walk on walls and ceilings, changing gravity for herself and objects she touched. This was cut very early on due to the technical difficulties associated with it, eventually becoming Shadow Walk.
Void House, a power that was cut from Dishonored, allows Corvo to summon a portal on any wall surface, granting him access to a name-sake hub area. This place features food that is refilled after each mission, a mana fountain, a gallery displaying paintings and valuable items he has collected, a training area, and a strange bird that would comment on Corvo's actions and choices. The technology developed for this power later serves as the basis for the time-alternating function of the Timepiece, virtually allowing character models to be moved from one map to another.