Magick Classes Overview
- Mages may wield up to two magickal classes.
- Characters over two years old must choose their mage classes (or lack thereof) prior to acceptance
- Each class has a set of Passive Abilities that can be used freely and usually come fairly easily to the mage.
- Specialized Abilities are more difficult to wield, and using them repeatedly will put a character at risk for burnout.
- A mage can wield all three specialized abilities in their primary mage class.
- A mage must choose one specialized ability for their secondary mage class.
Magick Classes
Air Magick (Aeromancy)
- Passive Abilities:
- Manipulate air temperature around them
- Create or remove wind
- Create clouds and rain
- Bolster their own speed
- Can breathe at higher altitudes
- Specialized Abilities:
- Fumage: Can conjure & manipulate smoke
- Vacuum: Can create a small vacuum, capable of concealing sound within the bubble or removing the air (or both)
- Forecaster: Can foresee & manipulate existing weather
Earth Magick (Geomancy)
- Passive Abilities:
- Tough skin i.e. more difficult to injure, can survive falls from greater heights
- Vibration sensation - can feel nearby movement
- Can speed growth of plants
- Can soften rock, harden sand, and turn earth into mud/quicksand
- Create sandstorms
- Specialized Abilities:
- Transmodify: Can expand & manipulate existing materials/compounds (glass, metal, crystal, clay, wood)
- Green Thumb: Can increase/magnify growth of plants, can manipulate plant movement
- Lava Surge: Can create and manipulate temporary lava
Water Magick (Hydromancy)
- Passive Abilities:
- Manipulate water temperature around them
- Raise or lower water levels
- Purify water for drinking (includes remove salt from seawater)
- Freeze water or melt ice
- Can hold their breath for longer periods of time
- Specialized Abilities:
- Healing Water: Can speed healing of injuries and soothe pain
- Winter's Frost: Can create snow, blizzards, and ice storms
- Tidefall: Can manipulate ocean tides, currents, and waves
Fire Magick (Pyromancy)
- Passive Abilities:
- Resistant to heat & smoke
- Can conjure and manipulate minor flames
- Can change the color of a flame
- Can increase or decrease the temperature around them
- Doesn't burn easily
- Specialized Abilities:
- Tephrakinesis: Can manipulate and solidify ash from burned substances
- Lava Plume: Can conjure and manipulate lava, and solidify it into obsidian
- Divination: Can read fires for prophecies/visions/insights
Weather Magick (Meteoromancy)
- Passive Abilities:
- Can foresee & manipulate weather conditions
- Can conjure and calm storms
- Can conjure and manipulate auroras
- Resistant to weather conditions & cold/heat
- Can manipulate ocean tides & river currents
- Specialized Abilities:
- Elektrokinesis: Can conjure lightning around them, using it to charge an attack or water, or can use it to teleport short distances
- Calamity: Can create and manipulate natural disasters (avalanches, earthquakes, wildfires, floods, hurricanes, tornados)
- Soldification: Can temporarily solidify weather phenomena
Aura Magick (Auramancy)
- Passive Abilities:
- Can see magickal auras around living things
- Can manipulate/unblock chakra points & heal auras
- Can impact existing emotions, heightening or dampening them
- Can conceal their own aura from others
- Can detect lies more easily
- Specialized Abilities:
- Energetic Pressure: Can explode their aura, leveling the area around them
- Healing Aura: Can pull the aura from living things around them to heal others (can only drain inanimate objects, plants, or creature NPCs)
- Manipulation: Can temporarily change the emotions of those around them, and convince them to believe a lie.
Blood Magick (Aimamancy)
- Passive Abilities:
- Can generate and purify blood (used on injured/poisoned characters; cannot be used on self or other aimamancers)
- Heightened sense of smell, especially sensitive to noticing blood
- Can cast minor spells with blood emblems/symbols (ex: gust of wind, a flower blooming, & other minor magicks from other classes)
- Can conjure the sound of a heartbeat in someone's head
- Can create binding blood oaths
- Specialized Abilities:
- Oblation: Can use a blood sacrifice to use the specialized ability of another class (or another aimamancy specialized ability)
- Blood Rite: Can use a character's blood (including their own) to see the future of an individual or group/place; can call a passed-on spirit and communicate with them
- Blood Ward: Can create a blood ward to protect from individuals or groups
- Additional Note: Blood magick is by far and large the most unpredictable of the magicks, and makes its user especially susceptible to burnout if they aren’t careful.
Dark Magick (Umbramancy)
- Passive Abilities:
- Can manipulate shadows around them
- Can see in total darkness
- Can see further in the dark
- Can charge a runestone to use a passive from another magick class (one use, then has a recharge cooldown)
- Can temporarily restrain a character with shadow bindings
- Specialized Abilities:
- Astral Projection: Can temporarily split their consciousness from their body, using it to send long distance messages or spy on others
- Void Walker: Can use the void realm to store and retrieve small objects; can teleport brief distances through the void
- Shadow Vacuum: Can conjure shadows to form a vacuum or shield
Illusion Magick (Illusiomancy)
- Passive Abilities:
- Natural affinity for casting glamour
- Can create illusionary copies of small items
- Can create an illusionary animal familiar to deliver a message
- Can manipulate sounds around them
- Can temporarily change eye color/coat color
- Specialized Abilities:
- Absolute Illusion: Can generate realistic illusions/scenes and implant them into the minds of those around them in a radiu
- Phantom Pain: Can wield illusionary weapons against others to cause pain without injury
- Illusive Appearance: Can project a copy or copies of themselves (including voice) in a radius
Celestial Magick (Stellamancy)
- Passive Abilities:
- Can manipulate dreams & nightmares
- Can send messages at distance via dreams
- Can get advanced knowledge of BWPs by reading the stars
- Can manipulate personal gravity to push or pull nearby objects
- Can create mini stars around them
- Specialized Abilities:
- Starport: Can use conjured stars to teleport short distances
- Cosmic Dust: Can conjure a gaseous cosmic cloud around them that is poisonous to non-celestial mages
- Blackout: Can cause a temporary total blackout in a radius around them
Biota Magick (Biotamancy)
- Passive Abilities:
- Has a natural affinity for growing plants
- Wildlife is less likely to react to their presence with fear or aggression
- Can increase/manipulate the growth of existing plants
- Can temporarily control the actions of small NPC creatures
- Can create magick-imbued poultices that enhance healing
- Specialized Abilities:
- Root Shield: Can create a spherical shield of roots around themselves or another individual that blocks damage and magick. Roots will have a Heavy Armor Class with Young Adult HP and can be targeted to destroy
- Medwitch: Can fully heal a recent injury or illness (once per thread, healing thread must occur within 3 days of obtaining injury). System-induced near-death events can be healed using the healing system
- Transmutation: Can temporarily take on the form of another creature (same size or smaller than their own species)
Anti-Magick (Antimancy)
- Passive Abilities:
- Immune to mental magicks
- Doesn’t have a visible magickal aura
- Have one extra stat point on joining that can be applied to strength or dexterity
- Can banish/dissolve magickally created items/glamours/illusions
- Can temporarily feel no pain once per thread
- Specialized Abilities:
- Spellbreaker: Can destroy nearby physical magicks/projectile magicks within their line of sight, and can destroy personal wards
- Siphon: Can temporarily siphon magickal power from other characters (may weaken or temporarily nullify, requires dice roll or other player permission)
- Nullification: Can create a bubble of magick resistance around them in a radius while stationary. Characters inside the bubble can still wield magick
- Additional Note: Unable to use magick (outside of world magick), and cannot have a second mage class.