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Magic Studies


Most, if not all the races of Nouva, are born with magic. However, not all races can study all the different types of magic and there are certain magic studies that can’t be combined with others. Some magic only certain races have the ability to do; this isn’t because they are the only ones allowed to study it but because their bodies are typically born with the power to produce such magical skills. There are also some magical abilities that just come naturally to all members of that race, whether they study magic or not. Those can be found on the race’s page and will not be included in Magic Studies.



Rules of Magic Studies

1. If your character has more than one magical skill or studies with more than one magic, then they are automatically Magilus Class. Dragons and Riders are only allowed to have one magical study or skill. However, the max amount of magical studies or skills for the Magulis Class is two per character.


2. Hyrbids can not use race-exclusive magic. Only characters of that specific race can use their race-exclusive magic.


3. Each Magic Study or race exclusive magic skill has a specific label, S through D. The pairings goes as followed:

- A Ranked magic can be paired with C and D.

- B Ranked magic can be paired with C and D.

- C and D Ranked magic can be paired with any other Rank except S.

- S Ranked magic can not be paired with any other Rank.


4. Rider Class can learn only one magical study or skill and it can be any Rank. However, if the Rider has a B, C, or D Ranked Magic Study, they can have special Rider Abilities that reflects their partners Dragon Abilities.


5. Dragon Class can learn only one magical study or skill but it can only be C or D Ranked magic.


6. If your character’s race is a Coxayli, Landare, Machali, Tambi Hatari, Yangzi, or Zephyr (or any Hybrid that includes these races) they can only have B, C, or D Ranked magic.


7. Each magic study has a specific amount of turns, depending on the Combat System, before the user crashes, followed by a cooldown.


8. Crashes have consequences. There is a list of consequences that you can choose from for your character per study (should you choose to end their casting early rather than waiting for bad roll). Italicized consequences are consequences that are guaranteed should you make a bad roll that forces your casting to end.


9. Please use discretion when using magic. Talk to other role players if they’re okay with something happening to them or word your posts in a way (when casting) to let people know the effect is optional. Furthermore, do not use your magic on any PDC (Plot-Device Characters) as other people may need to use that character.


10. As it should be said, do not kill anyone’s character with your magic or as a result of your magic unless that person is okay with their character being killed. Our Combat System has an option to leave your opponent alive.


11. The Combat System isn't just used for casting magic but also with combat in general. However, it's optional to use but only in the case of a private roleplay (while in a home, for example) and only if you trust the other person not to metagame/godmod.




S Ranked Magic Studies
Very powerful Attack or Supportive Power, should be used in combat.


Blood Mage Race Exclusive Magic: Artrune
Exclusive to the artrune. This natural ability that the artrune can be born with revolves around the fact that they can use their own blood to create weapons. The weapons have to be held in their hands and can either be a one-handed or two-handed weapon. They can change form should they need it once every 24 hours as their blood will automatically take the form within the day without much concentration on the blood mage’s part. Their blood holds memory.


They can summon up to two one-handed weapons at a time if they have enough cells; this can easily turn into one weapon during the same day if they lack the blood needed for the completion of the weapon later on. Weapons that require ammunition can’t be created as the ammunition themselves will part ways from the body and will not have an impact.



Important Note from Eerie!
During use of this magic, an artrune’s eyes will begin to glow a bright red (#ff0000 Hex Code).


The blood used can be from the artrune’s own blood, blood willingly donated by someone on the spot, or blood taken from someone without their consent so long as they do not have a strong enough will to stop the blood mage. The blood must come from an open wound that is bleeding. The blood is returned after use unless it had been taken from an unwilling subject, in which case it will then drop to the ground in a puddle. A blood mage can only have control of the amount of blood they need to create the weapon and no more. This means they can’t drain someone’s body of blood to the point where they die.


Furthermore, a blood mage can make large weapons with their own blood without fainting on the spot as their magic will replace their blood needed until the blood is returned (this does not last long, however). This magic has another limit, especially when it comes to using their own blood. Should a blood mage hold onto their weapon for too long without returning the blood back to their veins, their magic will come to an abrupt stop which results in the following: Their weapon becomes liquid once more and drops to the ground in a puddle instead of being returned to its owner and the blood mage faints. The blood mage will lose consciousness until they have had enough rest. Once they come to, they must consume water and food and will suffer a multitude of consequences until the next day.


Consequences: lethargic, dizzy, lightheaded, fainted when used for a bit too long + blood loss (9 posts or less)
Cooldowns: If fainted, until the next In-Character day, magic can otherwise be used every 20 posts



Chronomancer
A chronomancer has the power of temporal manipulation. They have the ability to slow down, speed up, reverse or even freeze time itself. Whatever they touch is brought with them to the time they are witnessing (i.e. if time is frozen, they are holding someone’s hand, the person they are holding is not frozen in time like everything else is within that short radius). It takes a certain amount of power to manipulate time around limbs or objects.


Consequences: lethargic, dizzy, lightheaded, fainted if used for too long (4 posts or less)
Cooldowns: One in-character day



Mimic
A magic scholar can use the magic of mimicry to copy someone’s powers of magical skills, to a lesser extent, from any Rider, Dragon, or magic scholar they last touched. This can only be one kind of magic at a time and does not include physical or natural magical abilities like cloud walking from zephyr or fire breathing from dragons. However, any consequences or setbacks that come with naturally having skill in a type of magic, whether it’s race exclusive or not, will be included when copying that magic type.


In other words, if the mimic uses the magic of a blood mage, they would have to take from their own blood and create a small weapon. They would also have to face the consequences of a blood mage should they use that power for too long.


Consequences: depends on the magic study copied
Cooldowns: depends on the magic study copied



A Ranked Magic Studies
Attack Power, used mostly for combat but can be used for support in combat.


Dragon Slayer
Dragon slayers are typically of the Magulis Class. They are trained from a young age, either by choice or forced by their parent or guardian, to learn how to repel magic and enhance their strength. This particular profession has existed since the first sighting of the dragons (creature, not Class) and has continued long after their disappearances from Nouva in retaliation for the appearance of Dragons and their Riders. Despite what some may say, they use what they call ‘anti-magic’ (which to any normal person would be self-protection magic) to protect themselves and dispel magical abilities directed at them.


Consequences: mild tiredness, slowness, sensory delays
Cooldowns: Can be used every 20 posts with increase of consequences each time



Elementalist
These particular magic scholars use magic of the elements. The most commonly known are from Fire, Water, Earth, and Air. There are many in-between magical elements such as Magma, Frost, Clay, Lightning, and even Shadow, and Light. An elementalist usually just studies two particular elements at a time, including any in-betweens or branches of. They also often partner themselves with a familiar that reflects the type of element they use.



Important Notes from Eerie!
Elementalists can not control or spawn elements within or of a living thing.


Pertaining to Shadow and Light, these are Chaos Gates: Created by combining complete opposite elements. Shadow is the combination of Air and Earth and Light is created with the combination of Fire and Water.


Some examples of spells effects that can come from their magic can include:

- Trailing fire or frost behind them as they walk.

- Creating a creature of clay to do things for them.

- Summon a lightning bolt when there are no clouds in the sky.

- Completely disappear into a shadow if it’s dark enough.

- Create a light source, either with flame or an actual orb of light.

- Use the wind to fly without wings.

- Manipulating nearby water or magma to use as a weapon.

- Create a moving platform as a make-shift vehicle.



More Notes from Eerie!
Elements can't harm the castor but can harm others. Specifically the usage of fire, frost, lightning, etc. If the castor hasn't had proper training, there is a possibility that it can hurt them when used.


When two Elementalists attempt to mix their specific elements together, it often doesn't become the branch that they want and instead becomes a mess. The only exception to this is if both the Elementalists study the same exact elements. A good analogy for this is the following: One person knows how to grow the fruit, the other knows how to milk a cow. Just because they have the ingredients, it doesn't mean they know how to make a smoothie.


Consequences: hyper sensitivity of the senses, temporarily weak to the element they used during cooldown
Cooldowns: Can be used every 20 posts



Psychic
Psychic abilities often cover telekinesis and telepathy, both using the mind to manipulate what already is. Telekinesis can be used to lift objects and sometimes people if they are magically strong enough, while telepathy allows the user to talk to others using their mind rather than their mouth. They can even read thought waves sent in their direction (i.e. thinking of them), which unintentionally causes them to hear things from complete strangers that they would rather not know. Unfortunately, these magic scholars are very limited with time when using their powers and can collapse and/or pass out if they use their magic for too long.


Consequences: hyper sensitivity of the senses, headaches, fainted if used for too long (11 posts or less)
Cooldowns: Can be used every 20 posts with increase of headaches



Shifter
A person who uses magic to transform parts of their body, if not their whole body, into parts of living beings they are familiar with (including animals, the Dragon Class dragon-forms, and races). They can acquire any magical or physical abilities from them that don’t include magic studies. This means they can gain abilities such as a flame kirin’s ability to withstand heat of fire or lava by using their fur or scales along their body, or the ability of flight and cloud walking by growing zephyr’s wings. A shifter can only use up to three different shifts at once. They can also completely transform into someone else they have seen, either as a disguise or for fun.


Consequences: dizzy, phantom body parts, lingering senses (based on the form used last), shifting abruptly ends (21 posts or less)
Cooldowns: Can be used every 10 posts, phantom body parts and lingering senses last 5 or more posts at the start of cooldown



B Ranked Magic Studies
Supportive Power, used strictly for support in combat.



Fog-Brained Race Exclusive Magic: Sil'nyy
Exclusive to the sil’nyy. Sil’nyy are often naturally strong but some come with the ability to make themselves more powerful. To do so, they use magic to blind most of the senses, like touch, taste, and smell, in exchange for an increase in their physical attributes. This can affect their strength, endurance, dexterity, etc. This means that they can lift more, punch harder, run faster, endure a fight longer, and their reflexes become faster, biting becomes easier since they can’t taste what they bite into, and they feel no pain. Crashing results in a drunken-like state. They can treat their condition like they are drunk; anything that would get a drunk sil’nyy out of drunkenness would also cure this behavior; so most sleep it off.


Consequences: slurred words, slowed movements, slowed thought process, headache or migraine, nausea, shock, acting like they're drunk and dealing with everything they didn't feel during the battle (21 posts or less)
Cooldowns: Can only be slept off



Illusionist
This scholar can create illusions of themselves to fight alongside them. These clones are physical (they can be touched and even have a shadow) and can use the same attacks (but to a lesser extent) as the magic scholar that summoned them. However, they can easily shatter if they are hit. An illusionist can summon up to two of these illusions at a time and will need some rest after their shattering before they can summon more. It takes a lot of energy and magic to create even one of these illusions.


They can even summon illusions of themselves or environments or events but this can take a lot of magic and can result in the illusionist fainting if the illusion is held corporeal for too long. Even though environments are corporeal, any events created through illusion are not as it takes too much magic to make them physically there, so it’s by sight and sound only. People will be able to interact with an illusion of an environment but would pass right through any illusion of events should they be summoned, whether at the same time as environments or not.


Consequences: dizzy, fever, hyper sensitivity of the senses, out-of-body feeling (if made multiple of self), exhaustion, nausea, sudden shattering of illusion if used too long (26 posts or less)
Cooldowns: Can be used every 10 posts with increase of consequences



Necromancer
A person who has the ability to commune with or temporarily raise the dead. The dead can include anything between a skeletal form of any existing creature or race (if they even have a skeleton), a rotted or deteriorated form of any existing creature or race, or a sewn-together hodgepodge of an abomination. Each has its own time frame of existence and setbacks. Large dragons or creatures can not be summoned if they are taller than a first-story artrune building. None of anything that is raised by a necromancer has its own will.


Skeletal forms can’t use any form of magic that the creature or race used to have while living and, because of this, they can only use physical attacks with or without weapons and they are bound to fighting on the ground. Depending on what kind of creature or race it used to be, it may take one to many hits for it to go down. This kind of summoning doesn’t require much magic to raise depending on the size of the summon and, because there is plenty of magic leftover, one can create many skeletal fodder.


Rotted or deteriorated summonings are much harder to take down as there is no pain that they feel and plenty of flesh and muscle to keep them together. Necromancers can’t summon as many of these as skeletals, but they can still raise a handful of them depending on their size. This also includes races and creatures without meat flesh like hell raisers and landare. Creatures and races summoned this way can use very weak natural magical abilities such as fire breathing, heat resistance, etc. They can also fly if their wings aren’t deteriorated too much.


In some cases, should a necromancer be crazy enough, they can sew together a multitude of creatures and other races to create what is known as an abomination. These creatures take all of a necromancer’s magic to keep it from falling apart or dieing instantly during battle. Depending on the size, one to three of these can be used during battle at a time should no other necromancy be used. These are tougher to take down but not because of how fleshy they are; they’re still rotting corpses that had once lived. They can use any natural magical and physical abilities they once had, including flight, cloud walking, fire breathing, etc. but to a lesser extent than their living bodies would have. Depending on what kind of combo an abomination is made of, they could use multiple of these.


Whether one has a mixture of summons (rotted/deteriorated or skeletons) or not, one can not summon more until their current summons are dead and, even then, it will take a while to regain magic lost during the first wave of undead fodder. Using magic for abominations takes longer to replenish once those are defeated by the enemy.


Consequences: exhaustion, temporary loss of senses (any combination), loss of control over the summonings (21 posts or less)
Cooldowns: Can be used every 5 posts with increase of consequences



Rune Scribe
A magic scholar that has the ability to imbued runes with magic as they write them. They can use their runes for teleportation, summoning of creatures they have made contracts with, and for granting themselves temporary abilities such as flight, digging through stone, jumping real high, etc. A rune scribe always needs to sacrifice something of equal value in return for what they are attempting. This is why a lot of rune scribes are rich as they often trade coins to get their spells to work (all though the stronger the spell, the less the coin is valued). If a runic trade is undersold (i.e. you don't give the spell what it needs for it to work) then nothing happens.


Runes that are written on paper set the paper on fire immediately after successfully using the spell. Runes can be tattooed onto others so long as the one making the tattoo is the rune scribe themselves but if the trade for the runic spell is successfully made, the tattooed runes will provide a burning sensation, increasing in strength depending on how often it's used or how strong the spell itself is.


If runes are very vague in writing, they become a monkey paw scenario - you will get your wish but you don't know what way you will and there might be higher consequences. If runes are written very specifically, the spell is guaranteed to do exactly as you want it upon making the correct trade. The stronger the spell, the more likely a consequence is given to the scribe once they finished writing it. Runes last forever until either erased or broken and runes can be used immediately after written.


Consequences: disassociation, air-headedness, black-outs (can't remember what they did after writing the spell), hallucinations
Cooldowns: Can be used every post with increase of consequences



C Ranked Magic Studies
Supportive Power, doesn't need to be used in combat but can.


Alchemist
Brewing potions and tonics is this magic scholar’s specialty. They can make a wide range of drinkable solutions or salves that can be applied to the skin, scale, or fur. It can span from healing, poisoning, or many other brews that can affect an individual. Sometimes magic can be imbued in substances and other times magic is necessary to create certain brews.



Important Note from Eerie!
Love potions are well known throughout Nouva but a true alchemist would know that they’re actually categorized as a poison and thus call them love poisons. This is because, when slipped to someone they like, the brew alters that person’s personality to almost a stalker-ish obsession with the one who slipped them the poison.


This of course, depending on who brewed it, can either last a while or would need a cure to fix. Because of this, it’s best to ask a role player if your character can attempt such a thing on them. If the person says no, then no means no.


Consequences: (only if using magic in the brew) drained magic, exhaustion, joint pains, aching or burning muscles
Cooldowns: (only if using magic in the brew) Can be used every post with increase of consequences



Enchanter
An enchanter has the power to enchant objects including accessories, weapons, or clothing among other things. These enchantments can curse or bring good luck to the bearers, increase their abilities and powers in battle, and do many other things. They can even do something as mundane as enchant a bath-bomb so that whoever shall bathe with it will temporarily gain a cat tail and cat ears until their next bath. The possibilities are almost endless.


However, there are limits as to how they can enchant items. They can give an item exactly one enchantment, directly on it. If they want an item to have more than one enchantment, they will need to enchant a jewel or crystal and embed it in the already-enchanted item. In fact, the item itself doesn't need to be enchanted at all- all the enchantments can be done through these decorative jewels and crystals.


Consequences: carpal tunnel, lower back pain, neck pain
Cooldowns: none but comes with increase risk of damaging or destroying the object that is being enchanted



Healer
Not to be confused with a practitioner, the non-magic counterpart. A healer uses pure mana in small amounts to slowly heal themselves or someone else. They can’t cure everything but can actually slow deterioration due to diseases and incurable viruses in the magic’s purist form.


They also have the ability to work magic into herbs used for illnesses and disease that can also fully heal minor wounds completely (leaving no scarring), can mend bones, and staunch bleeding of much larger wounds.


A healer's abilities do not work on a landare as they do not have flesh.


Consequences: decrease in magic, exhaustion, nausea
Cooldowns: 3 posts or more (depending on how many turns were used to cast the spell)



Sorcerer
Sorcerers (often called witches regardless of gender) prefer to use black magic, arcane magic, or a mixture of both. They use hexes, curses, and jinxes upon their enemies, casting spells for selfish reasons like making themselves look more attractive, better luck, and even using their magic on themselves to try and manipulate another person or otherwise simply impede an enemy. This can include things like a leg-locking curse, which will prevent someone from walking/running if it successfully hits, or even a curse that will give someone a very painful hangnail. Or perhaps just use their magic to braid their hair if they’re too lazy to do it.


Consequences: headache, exhaustion, dizziness, fainting depending on the strength of the spell
Cooldowns: 3 or more posts depending on how long it took to use the spell



Terra-Phantom Race Exclusive Magic: Pursa
Exclusive to the pursa. Most pursa have the ability to commune with the spirits of the mountains. Not only can they talk to them, but they can manipulate the spirits through communication and the use of an object to channel the magic of the spirits. The manipulation of spirits can cause rockslides and landslides, quick tunneling, manipulate soil so that it becomes fertile, and to help with construction through rocks and minerals.


Consequences: out of breath or difficulty breathing, claustrophobia
Cooldowns: 20 posts or less with increase of consequences



D Ranked Magic Studies
Non-Combat Power, can't be used in combat.


Diviner
Divination covers fortunes, either ill omens or not. These magic scholars use tarot cards, palm reading, crystal ball reading, tea-leaf reading, and even the stars and planets alignments to predict the future. They often can’t predict their own futures and their predictions are often spoken in riddles, so as to avoid someone trying to change their fate.



Important Note from Eerie!
In order for a fortune telling to be accurate, communication is key between role players. The role player of the diviner needs to ask what the other role player would like their character to hear. It will not be the immediate future (like seconds from now) but could really be days or even years before it happens for the character. The diviner will not know when or exactly how it will happen and so can not say.


Scrying is also covered by divination. This allows the magic user to see someone else through an object. Furthermore, scrying can only be done if the following conditions are met:

1. The diviner knows the character's face well.

2. The diviner has an object that can be looked through like a mirror.

3. There is a mirror or other reflective surface within the proximity of the person who is being spied on.


Consequences: bad luck, temporarily unable to match names to faces, air-headedness, zoning out
Cooldowns: until next in-character day for predictions, if scrying is used to communicate then 10 posts, if scrying was used to spy then until next in-character day



Illuminator Race Exclusive Magic: Mewah
Exclusive to the mewah. The mewah can use a form of clairvoyance known as retrocognition by placing candles around an area that they wish to know the past of. Using their magic, the light from the candles manipulates the shadows to create a scene that took place there. There is a limit to how far in the past they may look and it is within the length of a year. They have to specifically focus on when they believed it happened including time of day and which day within the last year. They can hold this magic for a total of five minutes. It is wise that the mewah that uses this magic also brings along a friend to witness it, due to the potential consequences that accompany the spell.


Consequences: minor forgetfulness, incorrectly recall past events (prior to using the magic), memory relapse and construed sense of time (5 posts)
Cooldowns: no cooldowns but increase in consequences and the magic becomes less reliable


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Eerie: Created a shoutbox for anyone who has questions. Feb 4, 2023 12:29:22 GMT -5
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