Fallout: The Traveler/Visions

A Vision is a gift only bestowed upon those who dwell in Halcyon and is only known within that region. It grants the user elemental abilities based on the element of their given Vision. Wielders of Visions are called allogenes, though this is not a widely known term.

Visions take the form of glowing gems with the respective element's symbol in the center, encased by a decorative design, attached on either Pip-Boy, backpack or belt. Allogenes carry their Visions on their persons.

In the upper left corner of the character screen, there is an icon that represents a Companions Vision, with their element denoted by the gem and their in-game major faction denoted by the decorative design around the gem, even for the characters that do not use Visions and characters with non-standard Vision designs.

Abilities
To use a Vision ability, you must first select it from your list of available spells and assign it to either your left or right hand. Some spells will trigger immediately upon being cast and can be maintained as long as held. Others require holding to charge the spell and releasing to cast it. Casting an ability of either form will initiate a cooldown period, varying between each Elemental Skill depletes the Travelers AP based on the cost of the spell and will continue to do so if the spell is maintained.

The effects of a successfully cast spell will usually be aimed in whatever direction the caster is pointing or will simply become active on the caster, depending on the nature of the particular spell. Spells that don't target the one using them vary in range: some only work on touch, several are fired as projectiles, some are maintained as a short-ranged spray, and a few (primarily Master-level spells) affect everything within a certain distance of the caster. Summon and Rune spells in particular also have a maximum casting range, meaning that if you attempt to aim the charged spell too far away from you, the spell will fail upon being released.