Oct 16, 2017 20:07:58 GMT -6
MAGIC INFORMATION
BLESSINGS
A form of support magic used by various species. Blessings allow these creatures to give others strength, speed, energy, safety, endurance and can even cause people to feel sympathy for each other or general positive vibes.. However, blessings can only be laid on other people and only work for at most a few hours. Individuals creating the blessing are unable to bless themself. Blessing do require physical contact with the person they are being used on. It's good to keep in mind that blessing can only minor enhancements and nothing to a supernatural level. When demons get blessed, instead of gaining the enhancement they find themselves getting sick due to the holy magic.
HEXES
A form of magic involving symbols made commonly from chalk or blood; on some occasions they get etched into the skin. Hexes are used by many species. Hexes allow the user to do a variety of things so long as the hex circle is large enough and is correctly drawn. The less magic required to go into the hex, the less complex or large the hex has to be. There are currently these types of hexes; Summoning (allows the user to summon animals to aid them. small: 5-10. medium: 3-4. large: 1-2.), healing (blood required, can be animal or own. can not heal holy water burns.), disguise and sight (allows the user to see a person or future event), teleportation (the further they teleport, the more energy is used). Healing, teleportation and disguise hexes must be drawn large enough for the person or people to stand/lay inside. The blood and/or chalk used for the hex disappears afterwards. In cases of summoning, it stays until all animals are summoned; these animals will disappear like dust when the time comes.
HYMNS
A form of support magic used via singing. Hymns are exclusively used by spirits and merfolk, they have oftentimes linked to songs that the individual believes associates with the hymn type. The longer the hymn, the better the results. The current types of hymns are: healing (max: 5 people; creates exhaustion afterwards), protection (creates a shield that lasts until the song is finished), strength (not supernatural levels, slight improvement) and siren (more strong-willed are less susceptible). The more hymns sung, the more exhausted the user begins to feel since the magic uses their energy.
CHARMS
Items that are infused with magic to cause good events to occur or to keep the user safe/comfortable. These can be created by many creatures when they enhance an item with their magic. The most well-known charm are temperature regulation ones which take the edge off of cold weather but do not make one immune. However, there are plenty of charms out there that can bring the holder good luck, safety, etc. One notable fact about charms is that they can only be used in a supportive manner, not offensively. As the charm is used, the magic will slowly drain until the charm is nonexistent.
CURSES
Items that are infused with magic to cause terrible events to occur. Curses are banned everywhere considering how dastardly they can be to people. Cursed items oftentimes create events that can severely harm or even kill the user. They have also been known for bringing people back as spirits, reapers, liches and ghouls. A majority of curses are not permanent, but when a curse is laid on a weapon that is a whole other story. Cursed weapons are outlawed in all parts of the world since the curse is permanent. This is due to the fact that when a cursed weapon makes a cut on somebody it cannot be healed by an angel, nephilim, hymn, hexes, rapid regeneration or any other forms of healing magic. Potions slightly assist the healing process, but otherwise, the wound must heal naturally. These are referred to as cursed wounds, which require a nephilim to break the curse in order to allow healing.
Note* Cursed weapons can ONLY be purchased in the site shop!
SOULMATES
A rare magic phenomena that occurs between two people who are destined to be lovers. There is only a single soulmate per person. The reason why soulmates are so rare is that a person's soulmate can exist in any time era, which means when you were born your soulmate could already by thousands of years dead. When soulmates discover each other, they often form bonds and romantic feelings very hastily. After this bond is created, soulmates can sense their partner and even be able to tell if their partner is hurt, or has been killed. This can even reach lengths of being able to sense the other's emotions without being in the same room. Soulmates oftentimes make excellent teammates since they have the uncanny ability to be able to sense what the other is thinking. This allows them to move easily around each other without getting tripped up or getting in the other's way. At times this can cause the pair to be excellent fighters when working together. Soulmates cannot be blood-related as siblings.
WARDS
Structures or items that are oftentimes use to keep away demons, vampires and undead species. This makes then unable to enter/touch a place/person or to simply harm a place/person. The only exception to wards are fallen angels which oddly enough seem unaffected by the ward's magic. If the item or structure is broken, the ward ceases its function. Sometimes demons, vampires and undead species are capable of breaking through the ward's barrier, but they will be in pain and very exhausted afterwards.
TOMES
Books used by humans with witchcraft to allow them to invoke their magic safely. Tomes come with a variety of spells and give directions to the user on how to use their magic. All tomes are written in Latin since it is the language of magic; it has been recorded that other languages do not activate the magic. Tomes give the witch/warlock strength, the stronger the tome the stronger the magic that can be unlocked. The tome does not have to be open to register their use, a human can recite a spell and keep the tome closed so long as they state the words properly. There are note pages in the back of all tomes to allow the bearer to write specific spells they need.
With the assistance of tomes, witches/warlocks are able to use the following abilities: force fields, telekinesis, future sight, seance, minor elemental manipulation (air, fire, water, earth; limited to small shields and striker attacks), teleportation (requires the drawing/carving of two teleportation circles; one where you are and where you plan to teleport and it must be large enough to stand in), hypnosis, illusion creation (minor, limited to only a few minutes), make wards, and telepathy.
Tomes are created by mages through the sealing of raw magic into a blank book. In this process, the Latin words will appear on the blank pages.
SPECIES CHANGE
In the world, the concept of changes species is by no means foreign. Considering all species can change into an undead one, it makes sense why it is widely accepted. However, there are more forms of species change that do not require death in order to occur. They merely require (warlock/witch or otherwise) and gifted into their species, this is said to be how they originally expanded. Those with abilities will gradually lose their other abilities and once they change over, will gain their new species' ability.
Changing Specifics
Vampires: In order to change the victim, the vampire must bite the person and inject a chemical that is administered via their fangs. After that is finished, the freshly bitten victim will grow retractable fangs, but they will not be a full-fledged vampire. In this phase, they are referred to as a newling. In order for a newling to become a vampire they simply must consume some blood that is not their own. As time goes on, a newling's blood lust increases, tempting them more and more into tasting the liquid. Newlings can be converted back to humans up until they have consumed blood and have become a full-fledged vampire. In order to turn back is merely the consumption of a potion that can be made by humans.
Lycanthropes: In order to change the victim, lycanthropes must scratch the victim with a chemical that is secreted onto their claws. Afterwards, the victim will begin to show more wolfish traits that tend to increase as the full moon draws closer, however, they are unable to transform as of yet and only show minor enhancements. Once the first full moon hits after they have been scratched (if scratched on a full moon it does not count) they will become a full-fledged lycanthrope. Only before their first full moon can they be changed back by consuming a potion.
Hellhounds: Similar to lycanthropes, hellhounds can change others to their species via a chemical secreted onto their claws. The entire transformation takes about a week and as the days pass, the victim will start displaying canine-like traits and a sensitivity to cold/rainy weather. They may also feel incredibly energized on incredibly warm days. Only a potion before the final day of the week can cancel the transformation.
Djinnis: Transforming into a djinni is instantaneous and onset by a curse inflicted onto them. The curse only functions properly if the person being cursed is greedy. Once the curse is inflicted, there is no turning back, thus the person is trapped in their djinni form forever. When someone is cursed to become a djinni, a lamp must be present to bind the individual to, otherwise, the curse will fail. Once cursed and transformed, the user will receive the abilities of a djinni and lose any previous magic they had should they have been a gifted/warlock/witch.
Note* If you plan to change the species of your character after they have been accepted and role-played with, you must purchase this in the shop.
RESURRECTION
A complex magical spell that allows the person to bring somebody back to life into the body of a new species. Each soul can only be resurrected once and should they die after the resurrection, the soul is believed to be destroyed or taken to the abyss, similar to undead species. Undead species cannot be resurrected after they have met their demise after they have died they are permanently gone just as formerly resurrected people cannot return as undead species. The soul that belonged to the body used in the ritual of the resurrection is taken to purgatory, where it is locked away or has the chance to return as an undead species. The spell can only be performed by powerful warlocks and requires blood from a purebred dragon, the wings of a fairy, an angel feather, a demon horn and needs to be properly spoken in Latin by the warlock. Any error and the items will be consumed and can not be used for a second attempt. The body that will be resurrected into must be alive in order for the spell to work. A body that has already been used for a resurrection spell CAN NOT be used again. Doing this comes with the requirement of a face claim change, power set change and general species change.
Note* If you plan to have a resurrection after your character as been accepted and role-played with, you will be required to purchase it in the shop.
RITUALS
Ritual Magic has many, varied, uses. From curing the common cold, to holding Death Itself at bay. Although every Ritual is different, they all follow a very simple pattern, which can be broken down into 3-5 parts, depending on how complex the Ritual is. While More Complex Rituals will have 5 components, only the first 3 must be completed by the Ritual Master, the Shaman who leads the Ritual.
The Chant: The Chant is the portion which tells the ‘Khal’Ah’, the Magic within the earth, that exists within all things, what the Ritual is going to be for. The Chant will have, at the minimum, 5 verses, but for larger, more powerful workings, as many as 50 verses. Only the first 5 verses must be spoken or sung by the Ritual Master in these larger workings.
The Forming: The Forming is the portion of the ritual where the Ritual Master places the Charm, or in the case of rituals where the magic will be used directly on a person, the target of the working, beneath the Totem. The Totem is the center of the Ritual Space, with the ritual Itself being formed in a circle around the Totem, much like any other magic circle, this works to contain the magic.
The Working: The Working is the most vital portion of the Ritual, where the Ritual Master enacts the ‘price’ of the Ritual. Ritual Magic works through a process of equal exchange, as it is a system based on balance, and Karmic Values. In Most spells, the price is merely the materials used in the Charm, which will be destroyed when the spell is cast, or in the case of protective charms, used up. In Large workings, such as Life Extending Spells, or Death reversing Spells*, the price is the life of a willing sacrifice, which can include the Ritual Master, if the Ritual Master has someone trained to finish the Ritual.
The Dance: Dances are used only in the most complex of Workings, and unlike The Chant, do not require any special training or knowledge, outside of the correct movements. Dances add flow to the magic, which makes it more powerful, and controls it, much like using channels and dams to control the flow of water from a raging river.
The Culmination: The Culmination is the portion of the most complex rituals where the Ritual Master, or a suitably trained replacement, dashes a clay urn filled with the right herbs and minerals, into the ground before the totem. This acts as the catalyst for the Khal’Ah to begin its work.
*Death Reversing Spells must be completed before the first sunset after the last breath of the body. Not all workings of this nature will work, as the spirit itself must be willing to return. This spell lasts for no more than a few weeks at most, and is typically used to finish final affairs, or in some places, to ensure the existence of an Heir of a male chieftain. The sacrifice will not die if the spell fails, unless the player wants them to.
Written by Dremulf!
BOUND WEAPONS
Unlike with most items, weapons that have a powerful charm bestowed upon them can result in them becoming bound weapons. This provides the weapon with a special magic magical quality that ultimately allows the wielder and weapon to become synced. The synchronization allows the wielder to teleport the weapon to their location or even influence their weapon to move closer should it be taken out of reach. These weapons are oftentimes more durable than regular weapons and will even mend if provided the appropriate amount of time. Due to the charm's magic, the weapon is unable to harm the assigned wielder, causing it to pass through the wielder should someone try to use it on them. Both the wielder and the intended weapon must be present when the charming happens to bind the weapon. However, should these weapons break, it inflicts extreme pain on the individual.
SEALS
An ability used by human mages that allows them to seal items into other items, people into items and items onto people. This allows the mage to make storage pockets, protect those they care about and assist in keeping charms on other people. At times, the ability will be used to help fighters keep their temperature regulating charms on, allowing them to not lose the crucial item in battle unless it is broken. Mages will sometimes seal items into things like cards and scrolls to carry around until needed again, but it is an incredibly draining practice. The most draining sealing spell is sealing people into items. Unless it is for protection purposes, it is illegal. Over time, the seal will eventually weaken the person will be free.
The only case where seals do not gradually dissipate is in the special technique of tome creation. By sealing raw magic into a blank book, mages are capable of making tomes for the usage of warlocks and witches. This process will result in Latin words mysteriously appearing in the book.
Seals were brought up by @spiritfoxxy and written by Chibi Magician.
MADE BY ★MEULK