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.
Very powerful Attack or Supportive Power, should be used in combat.
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.
Important Note from Eerie!
During use of this magic, an artrune’s eyes will begin to glow a bright red (#ff0000 Hex Code). |
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 |
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 |
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.
Consequences: depends on the magic study copied Cooldowns: depends on the magic study copied |
Attack Power, used mostly for combat but can be used for support in combat.
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 |
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. |
- 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.
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Consequences: hyper sensitivity of the senses, temporarily weak to the element they used during cooldown Cooldowns: Can be used every 20 posts |
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 |
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 |
Supportive Power, used strictly for support in combat.
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 |
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.
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 |
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.
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 |
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.
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 |
Supportive Power, doesn't need to be used in combat but can.
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.
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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 |
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.
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 |
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.
Consequences: decrease in magic, exhaustion, nausea Cooldowns: 3 posts or more (depending on how many turns were used to cast the spell) |
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 |
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 |
Non-Combat Power, can't be used in combat.
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. |
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 |
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 |