List of Magics
Feb 19, 2016 7:46:16 GMT
Post by Admin on Feb 19, 2016 7:46:16 GMT
List of Magics
When the High Ones landed on Abode, they brought with them the alien powers of telekinesis and telepathy; no such abilities existed on the World of Two Moons before they landed. Humans were the first ones to use the term 'magic' (as a way to describe what they could not understand) and the elves eventually adopted the word for themselves.
Over the ages, magic became less and less common among the elves, due to Abode's impact on their powers. Some tribes, such as the Go-Backs, allowed the most basic powers, such as Sending, to atrophy. Those elves born with magic have powers focused in one or a few specific areas; no one but the High Ones themselves have ever been able to command all of the powers below.
Some elves are born with the potential for magic, but may never see it develop. Others are able to strengthen their powers over time, through training and practice. On occasion, a traumatic event may spark the development of magic in an elf, who may otherwise have never discovered their power.
Magic Point System
For the purposes of character creation, The Windrunners uses a magic point system; these points are for allocating magics evenly among characters, and are not used outside of the character creation process (ie. we do not use a Dungeons and Dragons style of points during play). Characters with magic are allowed a total of 2 magic points; these points may be made up of any combination of magics below, as long as the total of 2 magic points is not exceeded.
The Windrunners breaks our magics down into two types: telekinesis and telepathy. All magics are rooted in these two main categories, though the ways in which they manifest vary greatly: some magics only affect the user’s body, while some affect the world around them. Others transcend the physical realm and use the mind to access the Astral Plane - the psychic/spiritual layer of existence that only the elves are capable of accessing.
Telekinesis: the ability to move things with the mind. Some elves are telekinetic generalists, with the power to move objects or beings around them. Others have a telekinesis focused around a particular 'element' (ex. fire, water, etc.), and are limited to using their magic on that element.
Telepathy: the ability to use the mind to affect the Astral Plane.
Please note: This list is not exhaustive. If there is a magic not listed, that you would like your character to have, please send a Private Message to the Admin account to petition for it. References to canon uses of magic are preferred.
0 Points – Sending:
Sending - Sending is a form of telepathic communication between elves. Sending connects one mind to another. You cannot deceive or hide your emotions from the receiver; however, what one person believes to be truth may differ from reality (ie. 'truth' is subjective), and emotions can 'dampened' (though not hidden completely). These shared emotions are as integral to the message as words themselves. Sensory experiences can also be shared in sends: sounds, sights, smells, tastes, touches, etc. The distance that one can send varies on an individual basis, but the average range is 150 yards/meters. One can respond to sending, even when unconscious, though the reply may be incoherent. Any elf can learn to send, even if they have allowed the power to atrophy (ex. Go-Backs).
Blacksending - Blacksending is sending done with malicious intent; the sender must intend to cause harm, and it usually requires heightened emotions on part of the sender. The receiver experiences mental pain that may become physical through psychosomatic stress. Pain caused by blacksending is not fatal, nor does it cause lasting damage. The effects wear off soon after the blacksend is over.
Blocking - Most elves have the ability to block out others’ sends at will, much like putting in earplugs.
Wolfsending [wolf-blooded elves only] - Telepathic communication with a wolf you are bonded to (see Animal-Bond below). Because animals do not think like elves or humans, the thoughts are very image heavy.
0 Points – Tribal Passives:
Tribal passives are considered magical-enhanced skills that apply to a specific group of elves.
Windrunners:
Animal Bond (wolf) - The ability to form a mental bond with an animal you share blood with (only applies to those with wolf-blood). The bond is most often initiated by the animal, and no elf can force an animal to be their bond-friend.
Gliders:
Floating - (maintains an altitude but cannot move much)
0 Points – Animal Affinity:
Animal affinity is not a magic or a skill, but is inherent to the culture of a specific group of elves. The Windrunners have an animal affinity towards the ‘no-humps’ (horses) of the Grass Sea, which they depend on just as much as the wolf pack to survive - if not more. The Gliders rely on their hunting birds for food and carrying messages across long distances.
Windrunners:
Horses - The Windrunners are dependent on the herd of horses for transportation across the Grass Sea.
Gliders:
Birds of Prey - The Gliders are dependent on birds of prey for protection (scouting/attacking) and on hunting trips. Birds of prey include hawks, owls, etc.
1 Point – Advanced Skills:
Advanced skills are not technically magics, but are rather heightened abilities; these are often the result of being born of Recognition, but elves born outside of Recognition may occasionally possess these skills as well. Advanced skills are not affected by Blocking, and cannot be detected by Magic-Feeling.
Farsight (2 slots per 30 player characters; current slots taken: none) - Farsight is enhanced vision, able to see much further than the average elf; this still requires the elf to be in line-of-sight.
Lightfoot (2 slots per 30 player characters; current slots taken: none) - Enhanced agility/speed (ie. catlike reflexes).
1 Point – Affects only Self:
Self-shaping: Single Alternate Form (equivalent mass - mainly cosmetic) (1 slot per 30 player characters; current slots taken: none) - An elf who has this magic does not need to be a healer and can only change themself. The person being shaped still has the same DNA as before shaping, they just look different (think Tyldak)
Gliding - The ability to fly (this is severely limited in speed and height from takeoff. They lose altitude quickly). The Glider will get tired faster the faster they fly, the same way you get more tired from running than from walking.
1 Point – Affects the World:
Animal Empathy (2 slots per 30 player characters; current slots taken: Hazaan) - Animal Empathy is the ability to develop a temporary empathetic or telepathic connection with an animal; the magic user is not limited to connecting with a particular type of animal, except by choice. When connecting with an animal, the magic user can ‘sense’ the emotional state of the animal, but cannot read the animal’s thoughts. However, the magic user may send to the animal in an effort to share basic concepts and emotions. The primary power of Animal Empathy involves being able to influence animals' emotional state; the magic user does not need to be touching the animal for this to work, but needs to be within a range of 150 yards/meters. Because animals are not capable of the same thought as elves, magical influence over them may not have the desired effect: sending emotions to a scared horse may only frighten it further, and attempting to calm a protective mother boar may only make the magic user seem a larger threat. Animal Empathy is restricted to emotions only; it is impossible to command an animal to do something, only attempt to influence their emotions in the hopes that they do what you want.
Mind-Stun (2 slots per 30 player characters; current slots taken: none) - (only lasts a few short minutes - like pressing ‘pause’ on a being’s mind and seizing up their muscles) When someone is stunned that person goes into trance and cannot move until the magic user frees them. Eye contact is needed for this magic to work; though eye contact doesn't need to be maintained once the stun has taken effect.
2 Points - Affects only Self:
Self-shaping: Single Alternate Form (mass generation or mass displacement) (1 slot per 30 player characters; current slots taken: Fangsong) - An elf who has this magic does not need to be a healer and can only change themself. The person being shaped still has the same DNA as before shaping, they just look different (think Tyldak)
Self-Levitation (1 slot per 30 player characters; current slots taken: none) - [insert explanation]
2 Points – Affects the World:
Telekinesis (1 slots per 30 player characters; current slots taken: none) - User can influence/manipulate/move objects/matter with their mind. Telekinesis is one of the basis of many magics that are based on "controlling/manipulating" something at an atomic level. Earth-shaping/soil-shaping and sand-shaping are considered focused uses of telekinesis, as opposed to magics in and of themselves.
Fireshaping (2 slots per 30 player characters; current slots taken: Ashra) - (includes a natural heat resistence/warmer body temp) Fire-shaping is an extremely rare magic that allows the user to ignite an object through localized combustion, though the strength it requires to do so depends on how flammable the object is. Once a flame has started, the user can control the size of the fire, though not the temperature. Fire-shapers also have a natural resistance to flame, able to carry or endure contact for short periods of time. Fire-shapers also have bodies that naturally run a bit warmer than most.
Windshaping (2 slots per 30 player characters; current slots taken: Shuri) - shape the winds, changing how strong they are and what way they're blowing. The Wind-Shaper can briefly change the course of a wind. Possibly useful while hunting, if you don't want your prey to catch your scent.
Watershaping (2 slots per 30 player characters; current slots taken: Beilana) - (includes a natural cold resistence/cooler body temp) The ability to shape water in all its forms (note: the state of water is dependent on the environment; ie. a watershaper in the desert cannot change the state of water into ice). Can pull water out of a living creature's lungs, preventing drowning (or push water into said creature's lungs...)
Rockshaping (2 slots per 30 player characters; current slots taken: Sikeen) - mineral-based shaping - Can sense if there's something not-rock burried in rock (i.e. gems, water). Can sense weaknesses that risk tunnel collapses or rockslides. Range is touch. Can shape tunnels without too much effort, though will have to rest afterwards and can't go on for more than half a day without collapsing. Can shape some 'unnatural' shapes (like wolves, deer, etc.) out of rock. Can mend 'weak' rock.
Metalshaping (2 slots per 30 player characters; current slots taken: none) - alloid-based shaping
Plantshaping (2 slots per 30 player characters; current slots taken: Dewsoft) - (Treeshaping) Can sense if a plant is edible or poisonous. Can encourage plants to grow faster or in harsh conditions. Can only use magic on a plant when touching it. Can shape some 'unnatural' shapes (like wolves, deer, etc.) out of living wood.
Soundshaping (1 slot per 30 player characters; current slots taken: none) - The ability to produce sound effects. The magic user may replicate any sound they can imagine, and cause it to be centered any place they choose. The power of the magic determines how lod the sounds may be, and how far from the caster they can be summoned. These are real, physical effects and and may be heard by any creature capable of perceiving sound.
Lightshaping (1 slot per 30 player characters; current slots taken: none) - The ability to produce light and light-based effects. These are real, physical effects and will be visible to any creature capable of perceiving light. Note that a lightcaster cannot create complicated images such as that of a decoy image of themselves. At lower levels of power, these lights are always pure white. Can produce bursts of light concentrated bright enough to flash-blind someone, and ‘stick’ light to any given surface causing it to glow until the caster stops putting at least some concentrative effort into the effect.
Masking (1 slot per 30 player characters; current slots taken: Dusksinger) - the ability to mask one's image and scent, allowing the user to "hide in plain sight." It takes considerable energy, so is mostly useful for hiding from pursuers. Because it doesn't mask sound and is easier to use when still, the user is not advised to move while masking, but it can be done. The mask can also be extended to someone the user is touching, but expanding the mask also takes more energy than masking a single elf.
Shielding (2 slots per 30 player characters; current slots taken: none) - The ability to create a protective shield. This shield is invisible to non-magical creaures, like trolls, and looks like a faint glow to magical creatures. Must be a strong user to throw a shield around a second person or more.
Healing (1 slot per 30 player characters; current slots taken: Leyna) - The ability to heal any elf one touches. How large injuries one can heal depends upon the magic user's strength. Living beings only. (Anti-healing - includes removing wolf-blood; pain at touch and also knock living creatures unconscious or paralyze them; can cause fatal wounds, but needs to exert all their energy to do so) Healers have a naturally heightened immunity to disease or wounds, and can heal themselves when hurt (sometimes subconsciously - so in the case of being knocked unconscious, their wounds may heal without them consciously doing so). Healers can have one of the following specialties:
Forcing Fertility - ...
Fleshshaping - (includes bone-shaping) Healers can learn to shape flesh and bone. The person being shaped still has the same DNA as before shaping, they just look different (think Tyldak).
Coralshaping - [not available to players; plot-device only]
2 Points – Affects the Astral Plane:
Astral Projection (2 slots per 30 player characters; current slots taken: Ahket, Vashti) - This allows the elf's spirit to leave its body. When outside of the body an elf can send much farther. They can also visit other elves mentally and search for the spirit force of people they know. While the spirit is gone the elf's body is very vulnerable as it cannot defend itself and if the spirit doesn't return to the body within five moons the body will die.
Soultether - The ability to reach out from within the Astral Plane to another elf or elves in the corporeal world for purposes of communication or less friendly acts (such as Mind Snare).
Spiritmending -
Blocking (1 slot per 30 player characters; current slots taken: none) - (sends from reaching others than yourself; A Blocker can block other elves' magical powers with the help of sending. Thus they can stop anyone who's within sending range.
Precognition - [not available to players; plot-device only]
Magic-Feeling (1 slot per 30 player characters; current slots taken: none) - The ability to sense magic in other elves and in objects and creatures that have been affected by magic. Can sense that another elf is a magic user and tell what kind of magic user they are. Can sense potential for magic in young elves, but not what kind of magic they'll grow to have. Can sense that objects have been affected by magic and how, but not when.
Deep Sensing (1 slot per 30 player characters; current slots taken: none) - Deep Sensers can sense other elves' emotions (what about trolls, humans, Preservers, animals). Sensers can block out other elves emotions, but strong feelings are harder to "not hear".