[FOCI]

Cypher System Rulebook 1e
You can manipulate shadow and “dark” matter.
For the next minute, dark matter condenses within an area within long range that is no bigger than an immediate distance in diameter, manifesting as swirling ribbons. All tasks attempted by creatures in the area are hindered, and leaving the area requires a creature’s entire action to move. You can dismiss the dark matter early as an action.
Action to initiate..
Swirling ribbons of weird matter grasp you and lift you up, allowing you to fly for one round as quickly as you can move.
Ribbons of dark matter condense and swirl about you for up to one minute. This shroud eases your Speed defense tasks, inflicts a minor wound (2 points) to anyone who tries to touch you or strike you with a melee attack, and gives you +1 Armor.
Action to initiate.
When you attack a foe within long range, dark matter condenses around your target and entangles its limbs, holding it in place and easing your attack by two steps. The ability works for whatever kind of attack you use (melee, ranged, energy, and so on).
For the next minute, you cover yourself with a shell of dark matter. Your appearance becomes a dark silhouette, and you gain an asset to sneaking tasks and gain +1 to your Armor. The dark matter shell works seamlessly with your desires, and if you apply a level of Effort to any physical task while the shell persists, you can apply an additional free level of Effort to that same task.
Action to initiate.
You condense a wide wing of dark matter that can carry you through the air for a period of up to one hour. For each level of Effort applied, you can add one hour to the duration or carry one additional creature of your size or smaller. You must touch the additional creatures for them to be tucked under your wing. They must remain relatively still while the wing lasts or they will fall. In terms of overland movement, you fly at about 20 miles (32 km) per hour and are not affected by terrain.
Action to initiate.
You can form dark matter into a large structure consisting of up to ten 10-foot (3 m) cubes. The structure can be somewhat complex, though everything has the same matte black color from which no light shines. Otherwise, the structure can possess different densities, textures, and capacities. This means it can include windows, doors with locks, furnishings, and even decor, as long as it is all black as pitch. For example, you could shape the dark matter into a large, defensible structure; a sturdy 100-foot (30 m) bridge; or anything similar. The structure is a level 6 creation and lasts for 24 hours. You can't keep more than one such structure solid at any one time.
You fashion a truly horrifying facade of a creature from swirling ribbons of dark matter and launch it at your foes within long range. Each round, you can attack a target within long range using the creation as your weapon. When you attack, the creature inserts hair-fine tendrils of shadow into the target's eyes and brain. The target takes 3 points of Intellect damage (ignores Armor) and is stunned for one round so that it loses its next turn. Alternatively, you can cause the creature to take other actions, as long as you are able to see it and mentally control it as yourAction. The creature disperses after about a minute.
Action to initiate.
GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.