A technique whose power is only matched by its complexity, the Limitless allows one manipulation over space.
Cursed Energy
Starting at 1st level, you can harness your negative feelings into a usable source of energy, called cursed energy. These feelings can be harnessed into attacks or abilities. The number of cursed energy you possess is based on your class, some classes use a modifier that being charisma or wisdom (Player’s choice)
Your cursed energy DC is 8 + user cursed energy ability modifier + proficiency bonus.
Infinity
Beginning at 1st level, you gain the ability to use your manipulation over space to protect yourself effectively. As a bonus action for 1 Cursed Energy, you can encase yourself in a field of mathematical infinity costing a Cursed Energy point per round. Whenever you are targeted by a weapon, spell, Cursed Energy attack roll or any saving throws from sources outside your body you roll a d6. On a 4 or higher, any attacks or spells made against you automatically fail to hit or harm you in any physical way. At 6th level, you must roll a 3 or higher, and at 11th level, you must roll a 2 or higher.
At 14th level, you may spend 6 additional Cursed Energy when using this feature to automatically roll a 6, spending 2 Cursed Energy at the beginning of each of your turns is active this way. You may also activate this ability as a Reaction to being targeted by an attack or effect that would cause you damage that you can see.
When you take the Dodge action while Infinity is activated, you gain advantage on the d6 roll, and you may grant its benefits to any creatures within your reach.
This feature does not work on attacks that you cannot see until you reach 6th level or against poisons.
Lapse Blue
At 3rd level, you may create another impossible concept, negative space. As an action, for X Cursed Energy(X being as much as you choose to use) you pick an unoccupied space within 30 feet you can see and create a 5-foot sphere and the space around that sphere as space attempts to fix itself. Thus pulling all creatures within X times 5 feet of that point, forcing them to make a Strength saving throw, taking X+2d8 Force damage. On a failure, the opponents take full damage and are dragged to the singularity of blue. On a success, they only take half the damage.
When you use your Blue technique in its Maximum Output form you may make it last for up to a minute, and as bonus action, you may move the sphere anywhere within 30 ft. of the original place. All creatures currently stuck in the sphere will be moved as well, and any creatures caught in the range of the sphere moving must do the saving throw. You can dispel this technique as a free action.
Reversal Red
Once you reach the 6th level, you gain the ability to Reverse your Lapse Blue technique, creating a great amount of space. For every 2 Cursed Energy you use you may push a creature 20ft dealing X+4d8 Force damage, the creature may do a strength save against your CE DC. If the creature impacts a substance made of material at least as strong as steel they instead take damage as if they were falling(If a creature had 50 feet of distance remaining they take 5d6).
When used with Maximum Output, the distance the opponent is launched doubles and the creature is knocked prone.
Maximum Technique: Hollow Purple
At the moment you achieve 11th level, you have learned how to mix positive and negative space, creating imaginary mass. After using one action to charge, as an action for 10 Cursed Energy, every creature in a 100-foot line must make a Dexterity saving throw. On a failure, they take 20d12 force damage and are moved to the end of the line and gain 1 level of exhaustion. On a successful save, they take half damage and do not suffer any additional effects.
Domain Expansion: Unlimited Void
Finally, at 18th level you have learned how to expand your own domain, showing the Unlimited Void to opponents. You can create a void in space that causes victims to receive all kinds of stimuli and information endlessly, restricting their thought processes and actions. Every creature caught in the domain expansion that is not touching you must attempt an Intelligence saving throw at the beginning of their turns. On a failure, they take 12d8 psychic damage and have their Intelligence, Wisdom, and Charisma scores become 1 and are unable to cast spells, attack, use magic items, understand language, or communicate in any intelligible way, and fall unconscious for 1 minute. At the end of every minute, the creature can repeat this saving throw, ending these effects on a success. This feature can also be ended by Greater Restoration or Wish.