Magic

previous topic - next topic

Started by giratina, Sep 08, 2018, 01:20 PM



Go Down

giratina

beautiful disaster
Age
24
Gender
Fluid
Money can't buy happiness, but it can pay the bills and buy the new Pokemon game, and that's pretty dang close.
Sep 08, 2018, 01:20 PM Last Edit: Sep 08, 2018, 05:08 PM by giratina
Magic, also referred to as the Craft, is the supernatural energy that originated from the All. Capable of altering the fabric of reality, and defying the laws of nature, in the wrong hands, magic can be dangerous, but in and of itself, it is neutral, neither good nor evil, it just is, and it is one's intent and the way one uses it that decides whether the magic has become one or the other. Both hereditary and a learned art, magic enables one to brew potions, cast spells, scry, and possess powers; one who is born with and practices magic is generally termed a "witch," however there are also other, non-human beings capable of using magic.

Humans that were born without magical powers, but adhere to the tenants of Wicca (primarily the Wiccan Rede), are called "witch practitioners." While practitioners do not have powers of their own, they do tend to have a natural affinity to magic, and can tap into external sources of power, nature, and cast spells and brew potions. Practitioners can occasionally be mistaken for birthright witches, and are often both allies for birthright witches, and individuals witches must protect.

Birthright witches are born with their powers, but what powers they get are not always logical, and the magic may skip a generation, but rarely ever two. The powers one is destined to have lie in one's blood, and a mortal that comes into contact with that blood can gain those powers, as well. However, a mortal that is not meant to have those powers will eventually be driven insane, as their body and mind are not equipped to handle them. While the ability to use active powers almost always manifests in early childhood, in some cases, even from the womb, there are those whose powers remain dormant until quite late in life, usually late teens or early twenties.

Active Powers


Magic can manifest in the form of an active power, a special ability that operates a specific way, and is one of the quickest ways of using magic without spellcasting. These powers are a biological part of the magical being that it is used by, residing in the blood. An active power may manifest in several ways; at the onset of puberty, as a reflex when its user is in direst need, or simply when that individual is ready for it. Powers are possessed by many different magical beings, and the same power can be found in multiple individuals living at any given time, but can be altered and changed based upon their user's moral alignment.

Find below a list of possible active powers, that are available besides the standard potion brewing and spell-casting, along with the guidelines that go with them.

Curses and Enchantments


Enchantments are a type of magic used to grant an object or individual a magical power it should not have, or intended to cause the target to behave abnormally. Curses are a subset of enchantments, which are designed specifically to produce a negative effect. Curses take rather the powerful magic user to last beyond a few years, and the maximum time-frame a curse can remain also depends on the strength, and how long it lasts, of the caster's ill will. Ergo, cursing your best friend because they pissed you off would probably wear off in a few days, if not a few hours. Curses intended for an object, to serve a specific purpose (i.e. killing those that steal the object) will last much longer, often more than one decade, because they are not exactly curses, but not exactly enchantments, either.

Potions


A potion is a magical substance, typically a liquid, but it may take other forms, that produces a certain effect. Potions are quite versatile, and can be used for a wide variety of purposes, from putting others to sleep, to transmuting one object into another. Potions work either by being consumed, or being thrown, typically at the feet of its target. Like spellcasting, the ability to make potions which work is exclusive to magical beings. Humans that are not witch practitioners that happen to mix up the right ingredients will find their potion does nothing.

Spells


Spells are spoken verses, often rhyming, that produce magical effect based upon composition. Magical beings can invent and cast spells that do whatever they wish the spell to do, and other than active powers, spellcasting is the quickest way of using magic. The more powerful and creative the magic user, the quicker he or she would be able to conjure up the right spell. Older and more powerful magical beings can cast non-verbal spells. The spoken lines must be arranged and worded in the right way to achieve intended effect; at early stages, it's quite common for spells to "backfire," or produce an unintended effect, due to poor wording choices.

Book of Shadows


It is typical for witch bloodlines to pass down a Book of Shadows, in which is written spells and potion brews, through their family, with each generation adding to the book. Particularly powerful magical lines have quite impressive and enchanted books, with much knowledge within, and many powerful protective enchantments laid on them. These books grow as the lineage does, and in some cases, may learn as their primary witch does.

Witch practitioners also may hold a Book of Shadows, but this is often a more personal recording of that witch's learning and experience with the Craft. Some may pass these books on to their children, but more often, the practitioner's book dies with them.
How we walk with the broken speaks louder than how we sit with the great.

giratina

beautiful disaster
Age
24
Gender
Fluid
Money can't buy happiness, but it can pay the bills and buy the new Pokemon game, and that's pretty dang close.
Sep 08, 2018, 05:16 PM #1 Last Edit: Sep 10, 2018, 12:30 PM by Esmera

Powers

Blood witches, descended from the first witch, in whom the All resided for a time, and non-human magical beings are all commonly born with inherent magical abilities. These are called active powers, albeit they are not always so active, but they can be used at will. This power causes a specialized, localized effect, and some powers tend to run in family lines, while others are more common in certain species. For instance, daevas tend to have vastly different powers that are typical to them than vampires. A power, like all magic, is not inherently good or evil; it is the manner in which it is used that determines this.

Magical characters may only have one power per ten years of their life; at a total of five powers, they stop being able to gain any more. If one has genetic or racial powers available to them, these do not count toward the five power cap, but have a cap of their own; start with at most three racial or genetic powers. Finally, one can gain powers that must be learned, but must either have actually learned them in their history, or learn them over the course of in-character play.

Basic Powers

All magical beings have access to these abilities by default.
Divination
The practice of predicting the future. This differs from premonition in that it uses varying outside means to make predictions, rather than being literal visions of future events, such as palmistry or tea leaf reading. Not all can make certain kinds of divination work for them, thereby some are great with tarot cards, and not so hot with crystal balls.

Potion Making
The ability to create potions, usually liquid but not always. Potions have a wide variety of effects, and depend on certain ingredients and specific amounts of each ingredient. Witch practitioners can often create working potions.

Scrying
The ability to search for a lost object or person, using either a crystal point pendulum, or a reflective surface, such as a mirror or water. Witch practitioners can also often do this, too.

Spell Casting
The ability to invent and cast spells, to varying effect. As spell verbiage is very important and precise an art, early attempts at spell invention can often backfire. Witch practitioners can cast spells that work, but often they will manifest in more subtle ways than the spells of true magical beings.

Can Be Learned

These powers are abilities that can be learned, rather than only being obtainable through that power being destined for you.
Astral Projection
The ability to project the consciousness into an astral form outside of the body. While this ability can be learned, only magical beings can become physically solid in the material world. Other beings will be as ghosts, and can be seen by mediums and ghosts, and no one else.

Aura Manipulation
At a basic level, aura manipulation allows one to visualise and control their own aura, and then those of others. Aura manipulators can clear blockages, or cause them, either augmenting someone's inherent magical ability and mental focus, or damaging instead.

Divination
The practice of predicting the future. This differs from premonition in that it uses varying outside means to make predictions, rather than being literal visions of future events, such as palmistry or tea leaf reading. Not all can make certain kinds of divination work for them, thereby some are great with tarot cards, and not so hot with crystal balls. Even non-magical beings can learn effective divination.

Dream Leaping
The ability to project into another person's dreams, and manipulate them. It takes a long time to learn to do, and non-magical beings need to use some kind of assist, such as technology, but it can eventually be learned. It starts with mastering your own dreams.

Racial Powers

These powers are available only to beings of a certain race.
Daeva
Clairaudience
The ability to hear what people outside of natural hearing range are saying. Daevas have this with their focuses by default, as they need to be able to hear it when a charge of theirs is in trouble.

Dream Leaping
The ability to project into another person's dreams, and manipulate them. Daevas can do this with their charges by default, but not all daevas learn how to do it.

Empathy
The ability to feel others' feelings, from emotional states to physical pain. For daevas, again, this is only with their charge, and tends to be restricted to things that are either very strong, or potentially very dangerous, such as feeling the intense despair that drives one to suicide.

Glamouring
The ability to change appearance to look like another person, creating an illusion.

Healing
The ability to nigh instantaneously heal injury and disease of another, barring those that have already died, or those whom are evil. Only good aligned beings can heal. Daevas always can, but not all learn the trigger for it, and thus never learn how to activate it (it is triggered by love).

High Resistance
The ability to survive otherwise lethal attack, whether from physical or magical origin.

Immortality
Living forever without ageing, and being immune to disease.

Mediumship
The ability to see and hear ghosts. As daevas are also technically dead, they can see and hear other deceased spirits.

Omnilingualism
The ability to understand, speak, and read any language without consciously learning it. This ability is exclusive to daevas, and only activates when they are dealing with their charges. (The one exception is The Light; as he guides all daevas, he is innately omnilingual.)

Sparking
A method of teleportation in which the user bursts into a swirl of small lights or sparks. The particular colour of the lights varies between user.

Super Strength
Having magically-augmented physical strength and stamina.
Necromancer
Empathy
The ability to feel others' feelings, from emotional states to physical pain. Necromancers are only empathic with ghosts, capable of feeling and sometimes even re-experiencing their pain and historical events that they are having trouble letting go of. The empathic connection with spirits is what separates a regular medium from a true necromancer.

Mediumship
The ability to see and hear ghosts. Necromancers go beyond just seeing and hearing ghosts, as mentioned in the above entry, but the advanced connection with ghosts is what marks a powerful necromancer. Very weak, or very young, necromancers always have mediumship.

Necromancy
The ability to manipulate death and spirit energy, and command spirits and the undead. This ability os specific to necromancers, but most don't develop true command of souls until later in life.
Sidhe
Beaming
A method of teleportation in which the user appears and disappears in a coloured haze. Most often, this is pink, but it has also been blue and green.

Fauna Control
The ability to command animals, including wildlife. While many sidhe will have this ability by default, not all will. It depends on the particular sidhe.

High Resistance
The ability to survive otherwise lethal attack, whether from physical or magical origin.

Nature Control
The ability to manipulate plantlife, causing plants to bloom, grow, or bring plants back to life. While many sidhe will have this ability by default, not all of them will. It depends on the particular sidhe.

Shapeshifting
The ability to manipulate one's physical characteristics. Not all sidhe can shapeshift, but many can.

Water Teleportation
A method of teleportation in which the user becomes water before teleporting, forms out of water when appearing, or teleports through water. It is very rare, and has only ever been used by a water-dwelling sidhe.
Vampire
High Resistance
The ability to survive otherwise lethal attack, whether from physical or magical origin.

Immortality
Living forever without ageing, and being immune to disease.

Night Vision
The ability to see clearly in darkness.

Shadow Stepping
Shadow stepping looks like a teleportation ability, but it technically is not, it's merely a means of moving quickly. The user bursts into a dark puff of black smoke-like mist, and then rockets off toward wherever they intend to go. Because of the speed, most don't see the black smoke trail, only the user disappearing and appearing.

Shapeshifting
The ability to manipulate one's physical characteristics. All vampires shapeshift into one kind of animal, depending on how they were made a vampire and by whom, but they can only ever shapeshift into that animal, nothing else.

Super Strength
Having magically-augmented physical strength and stamina.

Telepathy
The ability to hear the thoughts of others, and broadcast one's own thoughts to others. Vampires are telepathic among one another, and it tends to take a bit of time before it manifests.
Witch
Vitamorphing
This is the ability to manipulate one's physical makeup, changing colouration and physical stature, and even biological sex at will. One cannot create matter; that which is added must come from something that is removed.
Vitamorphing is genetic; only a vitamorph's descendants can become vitamorphs, but it is known to skip around bloodlines.

Teleporting

There are many kinds of teleportation abilities; this is a list of them all, descriptions of what they look like, and any particular character type they'd be common for. Having a teleportation style listed as being common for a certain race does not mean that race cannot learn another type of teleportation, only that it's common to them, unless otherwise stated.
Beaming
A method of teleportation in which the user appears and disappears in a coloured haze. Most often, this is pink, but it has also been blue and green. This is common of sidhe.

Black Orbing
A method of teleportation in which the user appears and disappears in a swirl of small, coloured light orbs, as darkly coloured as possible while still giving off light (very dark indigo).
Black orbing is specific to the god of shadows, and cannot be learned by others.

Blinking
An extremely common method of teleportation in which the user immediately disappears and reappears. It is activated by blinking the eyes, hence its name. It is common of most races.

Dusting
A method of teleportation in which the user appears and disappears in a swirl of grey, dust-like particles.

Fading
An energy-based method of teleportation in which the user seems to fade out of and into presence in an ethereal glow.

Flaming
A method of teleportation in which the user appears and disappears in a burst of flames. This is very common of high-tier daevas; essentially the entire daeva host flames.

Glistening
A method of teleportation in which the user appears and disappears in a glistening contour of the body. The eyes are the first thing to appear, and the last thing to disappear. It is becoming en-vogue with witches, and used to be a hallmark of seers and oracles.

Orbing
A method of teleportation in which the user appears and disappears in a swirl of small, coloured light orbs, very bright white with a tinge of blue.
Orbing is specific to the god of light, and cannot be learned by others.

Shimmering
A method of teleportation in which the user appears and disappears in a blur, somewhat as if a reflection in water that has been disturbed by ripples. This is becoming common of daevas.

Shredding
A form of teleportation in which the user disperses their molecules and reforms them elsewhere. Many vampires can shred.

Smoking
A method of teleportation in which the user bursts into a swirl of grey smoke. This is typical of evil beings that were, at one time, good.

Personal Actives

Individual actives that count for the five power cap.
Acid Secretion
The ability to generate corrosive acid.

Adjusting
The ability to resist and fight through molecular-based powers.

Adoptive Muscle Memory
The ability to replicate any physical action after seeing it once.

Aerokinesis
The ability to create, control, and manipulate the air and winds.

Age Shifting
The ability to accelerate or reverse the ageing process, causing oneself to become younger or older at will.

Agility
The ability to lighten one's body, becoming more agile.

Aquatic Breathing
The ability to breathe underwater.

Atmokinesis
The ability to control and manipulate all aspects of the weather at will.

Augmentation
The ability to enhance the active powers of others.

Catoptromancy
The ability to see distant people or places through mirrors.

Channelling
The ability to use the active powers of others when in vicinity of them. Ergo, generating fireballs when near someone else that can, when one cannot innately do so themselves.

Clairsentience
The ability to perceive the history of an object through physical contact.

Cloaking
The ability to make someone invisible, and unable to be detected.

Cloning
The ability to create duplicates of oneself.

Conjuration
The ability to create something from nothing. How objects manifest is variant; some conjurers do so in a puff of smoke, others in a flash of light. Conjuration can also be achieved by spellcasting.

Cryokinesis
The ability to generate, control, and manipulate ice and cold.

Deflection
The ability to deflect and cancel out the active powers of others.

Deviation
The ability to return attacks back to where they came.

Elasticity
The ability to stretch and bend one's body like a rubber band.

Electrokinesis
The ability to control and generate electricity, and throw lightning.

Empathy
The ability to feel others' feelings, from emotional states to physical pain.

Empathic Manipulation
The ability to control one's own emotions, and the emotions of another.

Energy Balls
The ability to throw electrically-charged energy balls.

Energy Magic
The ability to project energy, and shape and manipulate it as desired.

Enhanced Intuition
The ability to anticipate or sense danger before it occurs. This often stems from psychic abilities.

Enhanced Memory
The ability to quickly absorb and accurately retain great amounts of information.

Enhanced Senses
The ability of having heightened carnal senses. Either one, several, or all five may be heightened.

Fauna Control
The ability to command animals, including wildlife.

Fire Balls
The ability to generate balls of fire.

Fire Breathing
The ability to emit fire from one's mouth.

Fire Throwing
The ability to throw streams of flame from the hands.

Flight
An advanced form of levitation, this allows users to fly high, and control the direction they go. While daevas can fly, they cannot do so unaided (they need their wings), while a flight power is unaided flight.

Force Blasts
The ability to generate concussive force waves. This can be linked to aerokinesis.

Force Fields
The ability to create and control a shield of concentrated force, essentially creating barriers.

Geokinesis
The ability to control earth, and earth-based materials, such as metal and sand.

Glamouring
The ability to change appearance to look like another person, creating an illusion.

Healing
The ability to nigh instantaneously heal injury and disease of another, barring those that have already died, or those whom are evil. Only good aligned beings can heal. The trigger for it is love.

High Resistance
The ability to survive otherwise lethal attack, whether from physical or magical origin.

Holograms
The ability to create holographic, light-based images. Similar to illusions, but others not directly affected by them can perceive them.

Hovering
The ability to rise into the air, and hover in one place.

Hydrokinesis
The ability to create and manipulate water.

Hyper Speed
The ability to move extremely fast.

Illusions
The ability to create illusions. These alter the target's perception of their surroundings and their sensory input, but some particularly skilled illusionists can create illusions that are tangible.

Immortality
Living forever without ageing, and being immune to disease.

Knowledge Absorption
The ability to psychically absorb knowledge from others.

Laser Bolts
The ability to generate darts of electromagnetic radiation, which burn the target on contact.

Levitation
The ability to rise in the air in apparent defiance of gravity. Levitating can be used while in motion, while hovering cannot.

Light Darts
The ability to generate small darts of light energy that burn on contact.

Literary Absorption
The ability to read and retain literary material by simply touching written word.

Liquification
The ability to turn oneself into water momentarily.

Manifestation
The ability to continue existing in spirit form after the body is gone. Some can self-resurrect after this, but typically must remain in spirit form for a period of time.

Mediumship
The ability to see and hear ghosts.

Memory Manipulation
The ability to make an individual re-experience forgotten or past memories, change memories, or erase memories.

Memory Storage
The ability to transfer memories into inanimate objects.

Molecular Acceleration
The ability to speed up molecules, causing something to heat up, melt, or burn.

Molecular Combustion
The ability to speed up molecules to the point they combust.

Molecular Deceleration
The ability to slow down the molecules of an object or being, making them move slower, and become chilled.

Molecular Immobilisation
The ability to slow the molecules of an object or being to the point they become immobilised.
Note: Molecular-based powers can be fought through and resisted via adjusting, and are temporary states. The effects of molecular powers are only able to last, at peak strength, a few minutes.

Nature Control
The ability to manipulate plantlife, causing plants to bloom, grow, or bring plants back to life.

Night Vision
The ability to see clearly in darkness.

Phasing
The ability to pass through solid objects at will.

Photokinesis
The ability to produce and manipulate light.

Plasma Balls
The ability to throw balls of plasma energy. This appears very similar to energy balls, but is exclusive to ghosts.

Plasmakinesis
The ability to create, control, and manipulate plasma.

Power Mimicry
The ability to temporarily copy and use the powers of another.

Power Replication
The ability to permanently copy another's powers if they are used on oneself.

Precognitive Dreaming
The ability to see future events through dreams.

Premonition
The ability to receive visions of future events. Often these are triggered by touching an object related to the person the vision is about, or the person themselves, but not always. This is the one power that cannot be "controlled;" it just happens.

Psychokinesis
The ability to move objects that are not in one's line of sight.

Pyrokinesis
The ability to generate and control fire.

Rapid Cell Regeneration
The ability to quickly regenerate lost cells; i.e. regrow limbs.

Regeneration
The ability to heal rapidly from injury. The specific rate depends on how powerful one is.

Sand Manipulation
The ability to create and control sand.

Shadow Blasts
The ability to fire powerful blasts of darkness.

Shapeshifting
The ability to manipulate one's physical characteristics.

Suggestion
The ability to plant thoughts into the mind of another.

Summoning
The ability to conjure a being into the user's vicinity.

Super Strength
Having magically-augmented physical strength and stamina.

Synesthesia
The ability to see sound waves as light and manipulate them into concussive blasts.

Technopathy
The ability to control and manipulate technology, often even being able to comprehend computer-speak (binary), and communicate with machines directly.

Telekinesis
The ability to move objects or individuals using one's mind.

Telepathy
The ability to hear the thoughts of others, and broadcast one's own thoughts to others.

Thermal Blasts
The ability to fire blasts of thermal energy from the hands.

Thermokinesis
The ability to manipulate temperature.

Thought Projection
The ability to conjure thoughts and imagination into reality.

Transmogrification
The ability to alter one's form into inanimate objects.

Transmutation
The ability to turn one form of matter into another.

Umbrakinesis
The ability to generate, control, and manipulate shadows and darkness.

Voice Manipulation
The ability to manipulate one's own voice, or copy another's.

Zoolingualism
The ability to understand and communicate with animals.
How we walk with the broken speaks louder than how we sit with the great.

Go Up