Magic
Mana, the energy source that expels throughout all that exists, inside all living things, and is a power that governs the world. Magic is the force placed on this energy to manipulate and use it to one's intent. Aura is a measurement of one's magic potential.
Using magic comes at a cost and depending on the type of magic it requires different levels of willpower, mental and/or physical concentration, physical, mental and/or emotional strength, active energy, skill, precision, accuracy and more.
Wizards/Witches High Elves Wood Elves Dark Elves Grey Elves Fairies Creans Gnomes Viera Khajiits Angels Demons
Elemental Magic Spells/Grimoire Magic Arcane Magic Summoning Magic Healing Magic
Necro Magic Illusory Magic Light Magic Dark Magic
Necro Magic Illusory Magic Light Magic Dark Magic
MAGIC TOWERS / SCHOOLS
- Tudwine: Institute of Wizardry located in Cardell (Zethea)
- Penarts: Academy of Clerics located in Bankerton (Zethea)
- Gromwarth: School of Magic located in Wimbleton (Zethea)
- Algerin located in
- Elderberry Institute located in Alaris (Valhan)
- Briteberry: Magical Education located in Oshban (Valhan)
- Bindweed: Department of Witchcraft located in Pomperlen (Fuwei)
- Hogweed: Department of Wizardry located in Merry Port (Fuwei)
- Ponwealth Purgatory located in Gravestone (Volterra)
- Felonwood located in Nekhen (Horus)
- Samwort's School of Sorcery located in Gaspen (Algar)
- Red Ash: Wizardry Academy located in Sankin
- Foxroot located in (Hideaway)
- Edgewater: Elemental Division located in Anduin (Highend)
- Twigden:
- Nolora: Spellcaster Academy
- Paxinn: Illusory Arts
- Pine Hills: Defense Discipline (Arblum)
- Westview Engage (Buldar)
- Dragonscale Magic School (Odonata)
- Magix (Odonata)
- Trepidayus: Dark Arts Detention
- Crowfoot (Minerus)
- Mesquite
Aura
All magic users are born with an invisible aura. This aura is their natural magical potential, measuring their potential strength and ability to wield magic. Auras can only be "seen" and detected by those with the ability Power Sense (Creans), Survey (Angels) or Foresight (Wizards/Witches). The average magic user never even reaches or uses their full potential.
Aura Shade
Auras are seen in different colors and different shades. Darker shades represent higher potential. Every type of aura comes in 6 different shades, numbered 1 through 6 with 6 being the darkest and highest capacity. As individuals age and progress in their magic practices their shade can change, typically darkening, but this phenomenon is incredibly rare. Magical potential is primarily a fixed measurement. This means that one's potential magic abilities can be detected very early on (from birth).
Just because one individual has a level 6 aura doesn't necessarily mean they are a stronger magic users than someone with a level 1 aura. It only means that they have more potential to become much stronger. An individual with a level 1 aura will reach their full potential much easier and likely earlier on than someone with a level 6 aura. An individual with a level 4 aura using only half of their magic capabilities will find their abilities weaker than an individual using their full potential at level 3.
Putting your full potential to use is extremely difficult. The average magic user never even reaches their full potential.
The average magic user has a level 3 or 4 aura.
Aura Color
Color represents natural talent in specific types of magic that an individual is born with. Unlike an individual's shade, color is impossible to change, but it does not ultimately limit the user in any concrete way.
Each different aura color boosts one to two types of magic, depending on the user. Color can either boost an elemental abilities, spellcasting, summoning, healing magic, arcane magic, necro magic, light and/or shadow magic.
Just because one's aura boosts a certain type of magic doesn't mean that user has to learn or study that particular type of magic. It only means that they would have an easier time than others learning to wield it, a "natural talent" in that area. For instance, someone with a purple aura, which boosts necro magic, may never have an interest in studying such a thing and although they may have a knack for it if they were to attempt, they may instead choose to become a spellcaster.
It's also important to note that for species that are incapable of certain types of magic, that boost is vetoed. For instance, vieras cannot wield elemental magic or necro magic, so a viera with a purple aura does not get the benefits of any magic boost.
An individual with a magic boost doesn't necessarily mean they are stronger in that magic than others, it only means it comes easier to them, requiring only slightly less effort.
Aura colors also grant one of five status boosts:
Below you will find a list of all aura types.
Aura Shade
Auras are seen in different colors and different shades. Darker shades represent higher potential. Every type of aura comes in 6 different shades, numbered 1 through 6 with 6 being the darkest and highest capacity. As individuals age and progress in their magic practices their shade can change, typically darkening, but this phenomenon is incredibly rare. Magical potential is primarily a fixed measurement. This means that one's potential magic abilities can be detected very early on (from birth).
Just because one individual has a level 6 aura doesn't necessarily mean they are a stronger magic users than someone with a level 1 aura. It only means that they have more potential to become much stronger. An individual with a level 1 aura will reach their full potential much easier and likely earlier on than someone with a level 6 aura. An individual with a level 4 aura using only half of their magic capabilities will find their abilities weaker than an individual using their full potential at level 3.
Putting your full potential to use is extremely difficult. The average magic user never even reaches their full potential.
The average magic user has a level 3 or 4 aura.
Aura Color
Color represents natural talent in specific types of magic that an individual is born with. Unlike an individual's shade, color is impossible to change, but it does not ultimately limit the user in any concrete way.
Each different aura color boosts one to two types of magic, depending on the user. Color can either boost an elemental abilities, spellcasting, summoning, healing magic, arcane magic, necro magic, light and/or shadow magic.
Just because one's aura boosts a certain type of magic doesn't mean that user has to learn or study that particular type of magic. It only means that they would have an easier time than others learning to wield it, a "natural talent" in that area. For instance, someone with a purple aura, which boosts necro magic, may never have an interest in studying such a thing and although they may have a knack for it if they were to attempt, they may instead choose to become a spellcaster.
It's also important to note that for species that are incapable of certain types of magic, that boost is vetoed. For instance, vieras cannot wield elemental magic or necro magic, so a viera with a purple aura does not get the benefits of any magic boost.
An individual with a magic boost doesn't necessarily mean they are stronger in that magic than others, it only means it comes easier to them, requiring only slightly less effort.
Aura colors also grant one of five status boosts:
- Precision/Accuracy Boost: The individual is naturally more precise and/or accurate with their magic than others, allowing them to falter less and be more refined in their calculations and movements.
- Concentration/Willpower Boost: The individual is more likely to have good impulse control, can easily focus and tune out distractions, giving them tunnel vision when necessary.
- Energy Recovery Boost: The individual needs less time to rest between magic abilities, gaining energy back slightly quicker than others.
- Range Boost: The individual's magic abilities are more likely to have a slightly longer range than others, reaching further distances depending on the ability.
- Reflex/Speed Boost: The individual is more capable of using magic abilities in succession at a quicker pace than others and with slightly better hand-eye coordination.
Below you will find a list of all aura types.
Light Blue Aura
Boost Ice Abilities
Boost Healing Abilities Boost Precision/Accuracy Red Aura
Boost Fire Abilities
Boost Arcane Abilities Boost Reflex/Speed Light Green Aura
Boost Illusory Abilities
Boost Spellcasting Abilities Boost Range |
Blue Aura
Boost Water Abilities
Boost Spellcasting Abilities Boost Concentration/Willpower Pink Aura
Boost Summoning Abilities
Boost Arcane Abilities Boost Precision/Accuracy Green Aura
Boost Plant Abilities
Boost Illusory Abilities Boost Concentration/Willpower |
Purple Aura
Boost Poison Abilities
Boost Necromancy Abilities Boost Energy Recovery Yellow Aura
Boost Electric Abilities
Boost Spellcasting Abilities Boost Reflex/Speed White Aura
Boost Healing Abilities
Boost Light Abilities Boost Precision/Accuracy |
Brown Aura
Boost Ground Abilities
Boost Spellcasting Abilities Boost Range Orange Aura
Boost Air Abilities
Boost Summoning Abilities Boost Energy Recovery Black Aura
Boost Necromancy Abilities
Boost Dark Abilities Boost Concentration/Willpower |
Visual Aura
Power Sense, Survey & Foresight
Auras can only be identified visually through the abilities Power Sense, Survey and Foresight. This visual can be described as a cloud of colored light surrounding the magic user's body. Non-magic users do not show any signs of auras.
There are two "rings" or color that surrounds an individual. The first, which is closest to the body, represents the potential being currently used and the second ring, furthest from the body, represents the individual's full magical potential.
Power Sense, Survey & Foresight
Auras can only be identified visually through the abilities Power Sense, Survey and Foresight. This visual can be described as a cloud of colored light surrounding the magic user's body. Non-magic users do not show any signs of auras.
There are two "rings" or color that surrounds an individual. The first, which is closest to the body, represents the potential being currently used and the second ring, furthest from the body, represents the individual's full magical potential.
Spells or Grimoire Magic
(Wizards and Witches Only)
Aura Boost: Blue, Brown, Yellow, Light Green
Lock:
|
Puts a spell on locked doors or containers, sealing them with magic.
Can only be undone with an Unlock spell. |
Unlock:
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Undoes the magic seal on a locked door or container.
|
Blind:
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Causes a living organism to lose all sense of sight.
Cure: The condition wears off on its own anywhere between five minutes and several hours, days, weeks, etc. depending on the strength and precision of the spell casting. There is also said to be a possible herbal cure. |
Confusion:
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Causes a living organism to become one or multiple of the following: dizzy, experience migraines, a lack of understanding or certainty, delayed reactions, and/or doubt.
Cure: The condition wears off on its own anywhere between five minutes and several hours, days, weeks, etc. depending on the strength and precision of the spell casting. There is also said to be a possible herbal cure. |
Heavy:
|
Causes a living organism's physical body to feel heavier, as if gravity has a stronger pull on them. Slows the individual down and causes simple movements to become tiresome.
Cure: The condition wears off on its own anywhere between five minutes and several hours, days, weeks, etc. depending on the strength and precision of the spell casting. There is also said to be a possible herbal cure. |
Sleep:
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Causes a living organism to fall instantly into a deep sleep.
Cure: The spell Awaken is a guaranteed, immediate cure. The condition also wears off on its own anywhere between five minutes and several hours, days, weeks, etc. depending on the strength and precision of the spell casting. There is no known herbal cure. |
Awaken:
|
Reverses the Sleep spell.
Individuals may feel groggy or lethargic for some time, depending on how long they were under the Sleep spell. |
Petrify:
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Causes a living organism to be turned to stone.
This prevents movement, speech, and in some cases entire consciousness. Some have reported being able to hear but not see, others have been able to see but not hear, the overall claims of survivors being exceptionally varied. If an individual has been petrified for over 48 hours then there is no turning back and they remain stone for all eternity. Cure: The only cure for this condition is the spell Restore |
Restore:
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A spell that cures the three P’s: Petrify, Paralysis, and Poison.
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Melt:
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Relieves an individual of the effects of Freeze.
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Extinguish:
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Relieves an individual of the effects of Burn.
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Buoyancy:
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Causes targeted individuals and/or objects to easily float in water.
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Concealment
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Allows an inanimate object, not a living being, to be unseen or invisible.
Objects can still be felt or touched. Larger objects are more difficult to cast the spell on. How long the object remains hidden is dependent upon the energy, precision and skill of the spell casting. |
Reveal:
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Allows a targeted individual or the user themselves to temporarily see anything that's invisible or under a concealment spell.
The time frame in which the spell lasts depends on the strength and precision of the spell casting. |
Mobile:
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Grants the user the ability to temporarily move small objects with their wand.
The time frame in which the spell lasts and how heavy an object the wand can carry depends on the strength and precision of the spell casting. |
Muffle:
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Temporarily prevents nearby people from listening/being able to hear a two party conversation between the caster and another individual. Unfortunately, some may still be able to read lips...
The time frame in which the spell lasts depends on the strength and precision of the spell casting. |
Lumen:
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A spell that creates a bright light at the tip of the caster's wand - used as a flashlight.
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Obscurum:
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A spell that counters Lumen, putting out the light at the tip of a caster's wand.
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Point Me:
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A spell that causes the caster's wand to act as a compass.
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Protego:
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Reflects other spells back at sender. Must be timed accurately.
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Curse:
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A spell that inflicts harm or punishment on its target.
There is a long, incomplete list of known curses: bad luck, clumsiness, a prophecy of death or harm, muteness, unable to have love, ugliness, baldness, etc. Each curse has its own specific cure. |
Grimoire Slam:
|
A spell that magically charges the grimoire, releasing a concussive wave of pure solidified energy that usually knocks the target back several feet. In severe cases it may knock out the target or create minor to major damage.
The power of the energy wave depends on the amount of stored energy the grimoire possesses and the strength and precision of the spell casting. |
Healing Magic
(Wizards/Witches and Angels)
Aura Boost: White, Light Blue
Cure:
(W/W Only) |
An ability that heals minor, external wounds such as cuts, small bruises, minimal burns, etc.
Critical wounds such as loss of limbs or damaged nerves and internal organs cannot be healed, but wounds can be closed. Nerves may remain damaged. Pain cannot be removed. Requires physical energy, concentration, steady hands and willpower. |
Cura:
|
Heals some wounds such as deep cuts, small fractures, medium bruises, etc.
Minor damage to internal organs may be healed, but more severity may be beyond repair and may take more time to heal. Does not work on permanent or old injuries. May be slightly painful for the recipient. Rest still may be required for the recipient. Requires physical energy, willpower, and especially delicate concentration and control, otherwise it may cause cellular damage. |
Quiet Walk:
(W/W Only) |
Allows the user or a targeted individual's footsteps and simple, minimal movements to turn completely silent.
Requires some concentration and focus. |
Youth Inducement:
(W/W Only) |
Reduces the visual effects of aging on a targeted individual.
Cannot reverse aging, only prevent further visual effects. Cannot be used on the user themselves. The condition wears off anywhere between several hours, days, weeks, months, years, etc., with how long it lasts depending on the user's strength and skill in the ability. |
Sustain:
(W/W Only) |
An ability that takes away the user's energy and gives it to another.
This results in the user growing tired and the target more active, the amount of energy transferred dependent on strength and skill of the user. Requires intense concentration, willpower, and physical contact between the user and the target. If used in excess it could result in the user passing out, or worse, their own death. |
Arcane Magic
(Wizards/Witches Only)
Aura Boost: Red, Pink
Asphyxiate
|
Chokes a targeted individual with the force of magic without having to make physical contact, causing them to faint or pass out and possible death.
Requires intense concentration and energy, can weaken or tire the user depending on their strength and skill. |
Detect
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Detects the presence of life through solid walls or other blockades, as well as at distances dependent on the user's strength and skill.
May be able to detect life inside the womb. Requires intense concentration and energy. |
Reflect
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Throws or sends back objects or magic without absorbing it.
The bigger the object or the stronger the magic the more strength and energy needed to perform this ability. Requires accuracy and precision to concentrate at just the right moment when the object or magic hits. Can weaken or tire the user depending on their strength and skill. |
Shield
|
Creates a small shield of light that either protects and surrounds the user or can be projected some distance away, blocking incoming objects, beings or any and all magic.
The shield is only brief and vanishes quickly. Few users have the ability to hold the shield for longer than two minutes. Requires intense concentration and a great deal of energy. Can weaken or tire the user depending on their strength and skill. |
Drain
|
An ability that gradually takes away a target's energy and gives it to the user.
This results in the target growing tired and the user more vitalized. The amount of energy transferred depends on the strength and skill of the user. Requires a lot of concentration and willpower from the user. If used in excess it could result in the target passing out, or worse, their death. |
Foresight
|
The ability to read a target's aura.
Reveals a visual image of the target's aura color, shade and how much of their magic potential they are currently using. Requires a great deal of concentration and willpower. Can be exceptionally difficult to learn. |
Arcane Missile
|
The ability to project concentrated beams of energy through the user's fingers in three separate waves, likely causing destruction.
Requires a lot of energy as well as some concentration, willpower and skill. |
Ability to create golems: a magically animated being created entirely from stone.
**User Must Also Be A Ground Mage** |
Elemental Magic
(Wizards/Witches, Elves and Fairies)
1. Ground Mage
|
Aura Boost: Brown
|
Rock Manipulation:
(W/W and Fairies) |
Can manipulate rocks, which are defined as solid mineral materials forming part of the surface.
Unlike many other elementalist, users cannot shape or reshape rocks, but only manipulate what is already existing on the surface. They are also unable to create rock minerals out of thin air. The amount of rocks, in both size and number, that a user can control varies on skill level, requiring physical strength, energy, concentration and willpower. The larger the rock the more exertion required and the more difficult to control. The distance between the user and the rock they are manipulating has a similar effect, requiring more energy from the user the farther they are. Cannot manipulate any artificial solids or glass. Rock Throw Quake |
Stone Appendage
(Elves Only) |
The ability to transform one's limb (typically hand/arm) into stone, temporarily.
How long this transformation lasts depends upon the knowledge, skill, willpower and strength of the user. Risks the possibility of limb being broken off and thus cannot regrow. |
Stone Armor
(Fairies Only) |
The ability to transform one's entire body into stone, temporarily.
How long this transformation lasts depends upon the knowledge, skill, willpower and strength of the user. Risks the possibility of body being broken apart and thus cannot regrow, sometimes resulting in immediate death. |
Petrify Immunity
(W/W, Fairies, Elves) |
All Ground Mages have the natural immunity to the effects of Petrify.
|
Enchantment
(Elves Only) |
The ability to enhance already existing objects (armor, weapons, books and tools) with an elemental capability.
The stronger the enchantment the longer it will take to craft on to the object. All Enchantments will eventually break from the object, due to either time or from too strong exertion on an object with too weak of an enchantment. All beings can use enchanted objects but only elves can create them. Objects can only house up to two types of elements or Enchantments. Rock Enchantment |
2. Air Mage
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Aura Boost: Orange
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Air Manipulation
(W/W, Fairies and Elves) |
The ability to shape and manipulate air, the layer of gases and compounds surrounding the planet, mostly involving oxygen and nitrogen.
The amount of air a user can control varies on skill level, requiring physical strength, energy, concentration and willpower. The more atmospheric pressure needed the more exertion it requires and the more difficult it is to control. Users cannot create air. Air Propulsion Aerial Dash Aero-Telekinesis Air Bomb |
Paralysis Immunity
(W/W, Fairies and Elves) |
All Air Mages have the natural immunity to paralysis.
|
Enchantment
(Elves Only) |
The ability to enhance already existing objects (armor, weapons, books and tools) with an elemental capability.
The stronger the enchantment the longer it will take to craft on to the object. All Enchantments will eventually break from the object, due to either time or from too strong exertion on an object with too weak of an enchantment. All beings can use enchanted objects but only elves can create them. Objects can only house up to two types of elements or Enchantments. Air Enchantment |
3. Plant Mage
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Aura Boost: Green
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Plant Manipulation
(W/W, Fairies & Elves) |
The ability to shape and manipulate plant life.
The amount and size of plant life a user can control varies on skill level, requiring physical strength, energy, concentration and willpower. The distance between the user and the plant life has a similar effect, requiring more energy from the user the farther they are. Plants must remain alive and rooted in the ground in order to be acted upon with plant magic. If for some reason they are uprooted the user loses all ability to control the plant. Users cannot create plants or seeds. Specialization Plant Growth |
Plant Empathy
(Fairies and Elves) |
The ability to sense the overall well being and condition of all plants, initiated only by physical contact (skin to plant).
Should not be interpreted as verbal communication but rather an awareness of the plant's health and comfort. |
Poison Immunity
(W/W, Elves and Fairies) |
All Plant Mages have the natural immunity to the effects of Poison.
|
Enchantment
(Elves Only) |
The ability to enhance already existing objects (armor, weapons, books and tools) with an elemental capability.
The stronger the enchantment the longer it will take to craft on to the object. All Enchantments will eventually break from the object, due to either time or from too strong exertion on an object with too weak of an enchantment. All beings can use enchanted objects but only elves can create them. Objects can only house up to two types of elements or Enchantments. Plant Enchantment |
4. Water Mage
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Aura Boost: Blue
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Water Manipulation
(W/W and Fairies) |
The ability to shape and manipulate liquid water in already water existing areas, known as a water source.
The amount and size of water a user can control varies on skill level, requiring physical strength, energy, concentration and willpower. Larger volumes of water require more exertion and become more difficult to control. The distance between the user and the source of water has a similar effect, requiring more energy from the user the farther they are. Users cannot create water. Water Jet Whirlpool Tidal Wave |
Moisture Absoption
(W/W Only) |
Allows the user to gradually absorb water moisture from the atmosphere or directly from living organisms where it potentially causes dehydration in the source it is stealing from.
The amount of moisture an individual is able to store is limited based on their skill in this ability It can be extremely difficult to learn and improve this skill. The overall process is very slow, taking days to absorb enough water to use. It is easier to absorb moisture from the atmosphere than it is to take it from another living organism. This ability makes performing Water Manipulation much more readily available, using the moisture absorbed to perform basic manipulative abilities, such as water jet. |
Water Mimicry
(W/W, Fairies and Elves) |
Allows the user’s body to transform into liquid water, though their body remains in the shape of their figure rather than turning into a puddle.
This form would allow regular weapons and most objects to pass through them, unharmed, with a possible tickle. How strong the user is in this ability will determine how long they can remain in this state, though the maximum amount of time is ten minutes. While this ability grants the user an exceptional amount of safety in many cases, it also poses a potential hazard when used in the presence of other water mages who could easily use Water Manipulation to take control of the user’s body, easily ripping them apart and causing death. This ability requires a great deal of energy, concentration, willpower and skill. |
Burn Immunity
(W/W, Fairies and Elves) |
All Water Mages have the natural immunity to the effects of Burn.
|
Enchantment
(Elves Only) |
The ability to enhance already existing objects (armor, weapons, books and tools) with an elemental capability.
The stronger the enchantment the longer it will take to craft on to the object. All Enchantments will eventually break from the object, due to either time or from too strong exertion on an object with too weak of an enchantment. All beings can use enchanted objects but only elves can create them. Objects can only house up to two types of elements or Enchantments. Water Enchantment |
5. Ice Mage
6. Electric Mage
Electricity Manipulation
(W/W, Fairies and Elves) |
The ability to shape and manipulate electricity from an existing electric source.
The amount of electricity a user can control varies on skill level, requiring physical strength, energy, concentration and willpower. Larger volumes of electricity require more exertion and become more difficult to control. The distance between the user and the source of electricity has a similar effect, requiring more energy from the user the farther they are. Users cannot create electricity. Zap
(W/W, Fairies & Elves) The ability to send a short release of electricity, causing pain or discomfort. Requires physical contact, usually through the user's hands. Contact with the user is not always a hazard, the user being able to control when this ability is activated. Typically the voltage is too low powered to be destructive but can temporarily cause its victim to be immobile. The severity of the pain and discomfort depends upon the knowledge, skill and strength of the user, and their power's natural limits. Electric Shock/Paralyze
(W/W Only) The ability to release large amounts of electricity, causing pain or discomfort. Does not require physical contact but instead can send a wave of electricity across a distance. If the voltage is high enough it can cause the victim to become permanently or temporarily paralyzed, causing them to be left without movement and sensation. Making motor functions and muscle movement unavailable, the victim may freeze on the spot or crumple to the ground. The only known cure for paralysis is the spell Restore. How strong the voltage is and the distance the electric wave can travel is dependent upon the user's strength, skill, energy and concentration. It can easily tire out the user. Lightning Ball/Bomb
(W/W and Fairies) An extremely difficult ability which compresses electricity into tight spheres that are held together by their own gravity or by means of a magnetic field that collapses on impact. With practice a user can detonate the bombs at will. Requires a lot of energy, concentration and willpower to perform and is only known to be professionally used by the exceptionally skilled. Electric Force Field
(W/W and Fairies) The ability to create an electrical force field that surrounds the user. The force field can grow in size to surround more people and a greater area but it cannot be projected away from the user. The user cannot step outside of the force field. The force field protects from incoming objects, beings or any and all magic. The size, strength and how long the user can hold the field is dependent upon the user's strength, energy, concentration and willpower. Requires intense concentration and a great deal of energy. Can easily weaken or tire the user out. |
Electricity Absorption
(W/W, Fairies & Elves) |
Allows the user to gradually absorb electricity from an electric source, later able to reference themselves to conduct electricity.
The amount of electricity an individual's body is able to store is limited based on their skill in this ability. It can be extremely difficult to learn and improve this skill. Attempting to store too much could result in death of the user. Stored electricity slowly weakens and diminishes over time. How long the user can store this electricity is dependent upon the user's strength, skill, energy and willpower. Users can charge up this absorbed electricity to strengthen it, though it takes a lot of concentration and time to build up. Contact with the user is not always a hazard, the user being able to control when this ability is activated. This ability makes performing Electricity Manipulation much more readily available, using the electricity absorbed to perform basic manipulative abilities. One of the most difficult abilities to master. |
Paralysis Immunity
(W/W, Fairies & Elves) |
All Electric Mages have the natural immunity to paralysis.
|
Enchantment
(Elves Only) |
The ability to enhance already existing objects (armor, weapons, books and tools) with an elemental capability.
The stronger the enchantment the longer it will take to craft on to the object. All Enchantments will eventually break from the object, due to either time or from too strong exertion on an object with too weak of an enchantment. All beings can use enchanted objects but only elves can create them. Objects can only house up to two types of elements or Enchantments. Electrical Enchantment
Attaches one of the following to an object: 1. |
7. Fire Mage
8. Poison Mage
Necromancy
(Wizards and Witches Only)
Aura Boost: Purple, Black
Motor-Skill Manipulation
|
The ability to take control of the motor functions of an organic individual, using their body like a puppet. Speech is not accessible.
Target must be either dead or simply unconscious. When target regains consciousness the user slowly loses control over the body. Users are unable to force upon movement when out of line of sight. Number of subjects and the time frame for which they are being manipulated depends upon the user's strength, concentration, willpower, energy and skill. Can tire out the user. |
Death Sense
|
The ability to sense and mentally witness how an individual died.
Can sense the last wishes and thoughts of the dead. Requires physical contact with the dead body. Death must be recent, though how recent is dependent on the user's skill and energy. Requires intense concentration and energy; very difficult to master. |
Mediumship
|
Users can sense/feel the presence of nearby spirits and can attempt to speak and/or see them, though communication can be 'fuzzy' if the spirit is unwilling to cooperate.
If the spirit fights against communication/revealing themselves, it can make it difficult or impossible to see or reach them. Users must know the ability Death Sense before this level of communication is possible. Spirits may also be able to visit the user against the user's will. Risks the possibility of a spirit taking advantage of the user. Requires intense concentration, willpower, energy and skill. |
Illusory Magic
(Gnomes and Viera)
Aura Boost: Green, Light Green
Mirage Inducing
(Gnomes Only) |
A reality warping ability which allows the user to generate illusions which last, and are entirely real, as long as the targets remain unaware that it is an illusion.
With this ability one could cause any type of illusion they desire, but the second someone becomes self aware, acknowledges strong enough skepticism, or gains knowledge of the illusion, that illusion will wear off entirely. Subjects can prevent illusions ever being cast on them if they go in with enough mental awareness to combat any illusory attempts. The amount of people a user can effect with the illusion is dependent on their concentration and skill in the ability. To cause the illusions to happen in the first place takes a great deal of concentration and energy from the user but once the idea of the illusion takes hold the user can let go and allow the magic to do its job. The work is only necessary for the initial creation of the illusion. |
Replication
(8% of Vieras Only)
(8% of Vieras Only)
1. Object Replication
(4% of Vieras) |
The ability to replicate an object by only its appearance, not including any unnatural abilities the object may possess (ie: magically enhanced objects).
The user can only replicate an object a certain number of times, dependent on the user's skill level. Intricate and complex objects, or objects of great size, are harder to replicate, requiring more concentration and skill, as opposed to simple shapes and functions. Objects must be solid and nonliving. The user cannot replicate a replica. By this account they are able to tell if an object is a replica. Requires concentration, skill and attention to detail.. |
2. Biolocation
(1.5% of Vieras) |
The ability to replicate one's own body. This replica of the self will wander autonomously until it is recalled. The replica acts as a machine and does not think for itself or have any governing thoughts or feelings.
The replica can only wander a certain distance from its user, dependent on the user's willpower and skill level. The user has a sensory rapport with the replica, being able to get a glimpse of what the replica can see or hear from its location. The user can control the movements of a replica through serious concentration, something that takes a great amount of time to master. The most skilled biolocation replicators can make their replicas speak on command. This is done telepathically and requires the words to come from both the user and the replica, meaning the two speak in unison. Most users are not cable of such a thing and their replicas remain mute. Biolocation replicators can only create one replica of the self at a time. Replicas may be recalled at any time. A recalled replica will simply vanish. If a replica of the self comes in contact with any solid object other than the ground it will be instantly recalled. This leads to the replica rule: Do Not Touch Anything (or anyone). Requires concentration, willpower and skill. |
3. Copying
(2.5% of Vieras) |
The ability to replicate one's own body numerous times with each replica instructed under one simple action. This means that every replica created is given a very specific action and is incapable of performing anything but that action. The replica acts as a machine and does not think for itself or have any governing thoughts or feelings.
These actions must be simple and are repeated until the replica is recalled. The user has no sensory or telepathic rapport with the replicas. The number of replicas a copier can create is dependent on the user's willpower and skill level. Replicas may be recalled at any time. A recalled replica will simply vanish. If a replica of the self comes in contact with any solid object other than what they were intended to act on it will be instantly recalled. This leads to the replica rule: Do Not Touch Anything (or anyone). Requires concentration, willpower and skill. |
Light Magic
(Angels, Creans and Khajiit)
Aura Boost: White
Power Sense
(Creans Only) |
The ability to sense and recognize the magical capabilities of others.
This reveals the target's aura as well as the details of specific magic abilities they have learned to perform. They are able to know down to specifics what the target can do, reading their exact level of current strength, energy, concentration and the skills they posses. Scanning may take several minutes and require consistent concentration on the target. Scanning does not drain the user of energy at all. Depending on the users skill they may scan at greater distances from the target but most commonly they need to be within a few feet |
Precognition
(1% of Kahjiits Only) |
The ability to perceive future events before they happen. These 'visions' are only experienced in a dream, while the user is asleep.
Visions are involuntary, coming to the user unexpectedly. Visions, a lot like dreams, can be difficult to remember or decipher. They can also simply be vague at times. User is likely to wake up with a severe migraine and drained energy. Visions cause great strain on the user. As knowledge of the future invariably causes that future to change, visions of the future are subject to frequent shifting. |
Survey
(Angels Only: All) |
The ability to read a target's aura.
Reveals a visual image of the target's aura color, shade and how much of their magic potential they are currently using. Requires a great deal of concentration and willpower, though comes almost naturally to most angels. |
Water Walk
(Angels Only: All) |
The ability to walk and/or run on the surface of the water.
It is not a natural or permanent ability, meaning users can submerge in water naturally, just like everybody else. Requires concentration and willpower to remain on top the surface without slipping or falling in. |
Holographic Memory
(Angels Only: Aaralest) |
The ability to project a holograph, roughly a foot tall, of the user's memory.
Allows user to share their memories in a visual format with others. Holographs are made up of pure light. Requires energy, though not a large amount, to project holograph. Holographs are memory moments roughly 30 seconds to 5 minutes. Risks addiction to memories/past moments. |
Sacrifice
(Angels Only: Celestial & Archangels) |
The ability to sacrifice the user's own life in order to bring back another.
The deceased target must be dead for less than 72 hours. Any longer and the ability will fail. Requires physical contact between the user and the target. The user will die minutes after the target is resurrected. Target may still be in pain, may still have the wounds that killed them, or they may be missing memories. Requires a lot of energy, concentration and willpower. The user must want to do it genuinely. |
Animal Talk
(1-3 Archangels, 5% of Fairies and 1% of Elves) |
The ability to talk to animals (mammals, reptiles and birds) and understand their reaction in speech.
Does not mean the user can "read the minds of animals," but can merely communicate with them in however the animal chooses to respond. Requires some concentration and skill. |
Fatigue Immunity
(Angels Only:1-3 Archangels) |
The user's body is highly resistant to the build-up of fatigue toxins in their blood, allowing them to be physically active for considerably longer periods of time than the average being.
They may still experience tiredness but much less so than any other. Requires extremely little sleep, allowing them to go days, sometimes a few weeks without sleep. Sleep is only necessary dependent on the amount of exertion the user experiences, which needs to be far greater than any normal being. |
Physic Shield
(Angels Only:1-3 Archangels) |
The ability to block any mental magic abilities (illusory magic and all other magic that effects the way a target thinks or feels).
Requires mental discipline and focus to prevent external penetration. User is also able to shield others from mental magic abilities, though how many individuals they can protect at once is dependent on strength and energy of the user. Must be consciously activated. Requires concentration, energy, willpower and skill. |
Memory Restoration
(Angels Only:1 Archangel) |
The ability to heal others memories which have been altered, deleted or merely become fuzzy.
Those suffering from amnesia will fully regain their lost memories and victims of Memory Manipulation can have their memories corrected/restored. The more damaged/lost the memory is the more difficult it is to heal/bring back. Requires physical contact (user's hands to target's temples), intense concentration, willpower, energy and skill. |
Comfort Inducement
(Angels Only:1 Archangel) |
The ability to induce feelings of comfort and relaxation upon a target.
Causes a short term change in the target's emotion, sensation, memories, etc. The length of its effect depends upon the user's energy, concentration, willpower and skill. Requires at least brief physical contact. |
Regeneration Healing Factor
(Angels Only:1 Archangel) |
The ability to heal rapidly from physical injury.
The user can recreate lost or damaged tissues, organs and limbs, sometimes slowly. This also slows aging. Instant death (damage to the brain/head for example) can kill the user before they regenerate. User is still vulnerable to disease. Can still die of dehydration, starvation and suffocation. Requires little energy and some willpower. |
Fertility Enhancement
(Angels Only:1 Archangel) |
The ability to increase fertility in a target.
This increases the capability of growth and reproduction in plants, animals or humanoids. How much fertility is increased depends upon the concentration, willpower and skill of the user. Requires physical contact with the target. |
Seductive Magnetism/ Charm
(Angels Only:1 Archangel) |
User radiates an aura of attractiveness, naturally inducing pleasure and desire while subtly lifting inhibitions.
Targets remain fully themselves, but can't help but long for the user's favor and affection, and can't bring themselves to cause them harm except as a last resort. This ability is constantly active, though regulated by the user's desires. This requires some willpower and skill. Some individuals are naturally immune or have learned to counteract it by sheer will and awareness. The sensations may grow addictive to those that get too caught up in it, causing out-of-character behaviors. |
Truth Inducement
(Angels Only:1 Archangel) |
The ability to force a target individual to tell the truth to the best of their ability.
Only guarantees the target is telling the truth to their knowledge. If they are misinformed, the truth may be misleading or they may know nothing about the subject at all. Some individuals are naturally immune or have learned to counteract it by sheer will and awareness. Requires close proximity, intense concentration, willpower, energy and skill. |
Telepathy
(Angels Only:1 Archangel) |
The ability to mentally receive and transmit information. Users can read a target's mind and communicate with them.
Only works on advanced beings and fails on animals, golems, etc. The number of targets and distance between the user and the target is dependent on the user's skill, energy, concentration and willpower. Requires the user to have prior physical contact with the target. Is unable to read impulsive action. Users of physic shield are resistant. |
Invisibility
(Angels Only:1 Archangel) |
The ability to render themselves unseen to the naked eye.
How long the user can remain invisible depends upon the user's energy, concentration and skill. User can be detected by senses that don't depend on vision, such as smell, hearing, touch, etc. |
Power Absorption
(Angels Only:1 Archangel) |
The ability to temporarily gain the abilities of others and use it as their own. The user creates an energy shield around themselves that absorbs an ability as it is being directed at them and they are then able to recall it as their own.
Targets do not lose the ability at any time or feel any effect. In order to absorb an ability the target has to direct their ability at the user. Merely observing the ability does not grant the user the ability to absorb it. As an ability is used on the user, the user must create a shield that will absorb the ability before it effects them, blocking it while also consuming it. Is not constantly active, the user must thus bring up their absorption shield at the right time with concentration, willpower, precision and accuracy. Users cannot absorb abilities that are linked to basic anatomy. How long the user can retain an ability is dependent on their energy, willpower and skill. It is almost always short lived. Users are under the same requirements to use the abilities as the target (ie: energy, concentration, etc). |
Resurrection
(Angels Only:1 Archangel) |
The ability to bring the deceased back to life.
The user cannot resurrect themselves. The deceased target must be dead for less than 6 hours. Any longer and the ability will fail. Every time the user resurrects another being it takes away from their own health, cutting years off of their own life. Target may still be in pain, may still have the wounds that killed them, or they may be missing memories. Requires a lot of energy, concentration and willpower. |
Pain Share
(Angels Only:1 Archangel) |
An ability that resembles more of a curse, it allows the user to feel shared pain of anyone they've ever personally cared for/loved.
"Care" or "Love" in this case is defined as "feelings of concern, great attention or important attachment." This drives an incentive to be a "protector." When a person the user is emotionally connected to is in danger, the user will sense this so long as they are within 10 miles of the target individual. Any further and they will not feel anything. The user experiences the same physical or emotional pain of those they love, though both the individual and the pain must be significant enough to transfer across a distance. This varies on different relationships. Targets do not have to care for or love the user in the same way. Users also experience a boost in strength when they are in pain or are feeling the pain of another. User can also feel the pain of death, but will not die if one they care for/love dies. |
Dark Magic
(Demons Only)
Aura Boost: Black
Fatigue Immunity
(1-3 Archdemons) |
The user's body is highly resistant to the build-up of fatigue toxins in their blood, allowing them to be physically active for considerably longer periods of time than the average being.
They may still experience tiredness but much less so than any other. Requires extremely little rest, allowing them to go days, sometimes a few weeks without sleep. Sleep is only necessary dependent on the amount of exertion the user experiences, which needs to be far greater than any normal being. Requires only willpower. |
Infinite Digestive System
(1-3 Archdemons) |
The ability to eat/digest any form of matter regardless of size or shapes without harming their stomach or mouth.
Capable of storing matter within their bodies and spitting it back out when the moment calls for it. However, if it has been consumed for too long it will be too late to spit back out. Cannot consume elemental magic. They may still be able to be harmed from the inside by use of other abilities and/or living beings. The user is frequently hungry. Requires only willpower. |
Prehensile Tongue
(1-3 Archdemons) |
The ability to use one's tongue to stretch, grasp and manipulate objects.
User's tongue is elastic and able to grow longer or smaller at a fast rate. Length depends upon willpower, concentration and skill. |
Memory Erasure
(1-3 Archdemons)
(1-3 Archdemons)