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Post by Shanza on Apr 2, 2010 17:20:22 GMT -5
Section | Class Type | Associated Color | Spellcaster (3) | Black Magic | Black | - | White Magic | White | - | Gray Magic | Gray | Theghin (7) | Fire | Red | - | Air | Orange | - | Light | Yellow | - | Plants | Green | - | Water | Blue | - | Night | Violet | - | Earth | Brown | Vorcor (5) | Space-Time | Bronze | - | Energy | Gold | - | Mind | Silver | - | Body | Tan | - | Emotions | Copper |
All magical effects are limited to the input of magick, except where it is marked, 'Lasting Duration.' Currently the Classes of magic are set, but their Sub-classes and related specialties are not. If you have any ideas for adding more Sub-classes and especially Specialties, please post them in the Sub-Class & Specialties thread.
Listed in the following format: Class ~ Class Description ~ Sub-Class 1.... {Various Specialties} ~ Sub-Class & Specialty Descriptions ~ Sub-Class 2.... {Various Specialties} ~ Sub-Class & Specialty Descriptions ~
And so on.Spellcaster BlackBlack magick is called such because of its emphasis on the underhanded, the devious and cunning. It focuses mostly on attacks and defense through trickery and slight of hand. For example, those with Black magick can disguise themselves, others, or things. Other defenses are attacking spells triggered upon a 'tripwire' of magic. (See white magic for definition of 'tripwire') Theft........ {Mimic, Copy, Steal}A very tricky Sub-division of Black magic, all but mimic can only be mastered by learning from a skilled teacher. Mimic can mimic another's magic when preformed, to a lesser degree of power. It must be mimicked shortly after (w/in 5 minutes) to be able to work. Copy lets the Thief copy any low-power spell or magic and use it once; it can be 'saved' for up to a year. Steal is the most advanced, and requires intricate rune/incantation/dance/rhyme work to use. It literally 'steals' another's magic, weakening or killing the equine in the process. The length of time it lasts depends on how often the equine uses it and to what strength. Backlash can be quite severe, so if not done correctly, often the Thief will die or get injured, and his/her magic will transfer to his/her intended victim.Sensory..... {Mood, Feeling, Magic, Power, Presence}This Sub-class allows the magicker to sense others and things about them. Presence senses others; can tell breed, gender, age, and position in the target's society. Mood tells how they are at the moment; Feeling can tell how the target feels about others. Sensing magic tells of the main Class, Sub-class, and Specialty; along with any other Classes of magic that has been recently used. Power senses the Grade and Level of the target.Mimicry........ {Self, Others, Things}Disguises and blends the target as the background; isn't able to be seen, but can be heard, smelt, and touched. Dips and irregularities from the target are covered up and unnoticeable (i.e. depressions where hooves are. A slight motion and faint ripple of light over the main body of the target can be detected when the target moves.Invisibility.... {Self, Others, Things}Turns the target completely invisible; still able to be heard and touched. Irregularities aren't covered up, but no motion can be seen upon movement.Ghost.......... {Self, Others, Things}Warps the perceptions as if the target isn't there, however, the target's senses are warped as well, making it hard to see and hear the real world. Too long a stay as the Ghost phase can drive the target insane.WhiteWhite magick, as it would seem, is the opposite of Black magick. Its defense and attack strategies are focused on the forehand, the obvious. Defense is commonly put in shields made of forcefields. These shields, like the Black magick defense, commonly lay dormant until a 'tripwire' is triggered. Tripwires may be sensitive to an incoming magical spell, benign or malicious. They also may be triggered by a physical presence trying to cross an invisible barrier. The barrier is attached to the source of the magick, and so moves with the equine possessing the magic. Also, a type of magic is here that can bandage wounds. Forcefeilds.... {Shields, Whiplash, Wave}Shields: An invisible barrier, when hit it is near rock-hard, but does send out slight ripples that run for a short distance along it's surface. Can be little or big, a full sphere, or a semi-circle. Whiplash is when a forcefield-like object is spun into the thickness of a unicorn's horn, but twenty times longer. It can snap through the air and cause significant damage. Wave is when a small, thick forcefield is sent running across the ground or through the air. These require a lot of practice and skill to get right. Trade............. {Copy, Trade, Switch}All effects last roughly a week. Willing given by both equines, a temporary 'copying' of magic (one specialty each) is traded between the two. 'Copied' specialty is less powerful than the original. Trade is where one Sub-class is traded between two willing equines, effects last roughly a week. Switch is when two willing equines trade a whole Class of magic. In Trade and Switch, the original doesn't have what was traded.Statue............ {Self, Other, Thing}Covers target with a nearly impenetrable, close-fitting sheild, but it doesn't allow for movement. Solid............... {Self, Other, Thing}Covers target with close-fitting shield that allows movement but only protects fully from weak or small attacks. Moderate attacks will result in bruising, but the target will be alive. Healing........... {Bandage, Splint, Cast, Stitch}Bandage: Using a thin, forcefield-like substance it coats the wound site, helping to prevent infection and encourage healing. However, it also restricts movement. Splint is for broken bones, a forcefield like substance that braces the broken bones and supports the structure. Cast is a thick, creamy forcefield that is molded into place around the site; it prevents all movement in the area. Stitches are formed from a very thin, string-like version of the force-field that are extactly like human stitches. They hold wound edges together to encourage healing; they can't be used on the lower legs.Reveal............ {Self, Other, Thing}Encourages the inactivation of 'hiding' magicks; the only other class that can reverse the 'ghost' state brought on by black magick, but the magicker must know who the target is. To use reveal, there must be something in mind, some indication of the unusual. Won't work to just cast reveal over a wide area- Level 5 might bring out a Level 1.GrayGray magick is the most powerful of all the Classes, since it controls magick from all other Classes. Gray magic is also extremely rare, and those who have it are often turned to for advice. Careful, though, since some of those who control this amount of power have a cruel streak. I'm taking the easy way out of this one-> no subclasses =DTheghin FireThe Fire magick Class controls heat and flame. It can vary from adding heat to surrounding substances, to producing solid walls of flame two lengths high. Magical started fires will not only consume wood and brush, but will feed off the energy in those caught in the flames. Brands will grow back in a very short, thick, darker version of the base coat color. (If branded on white parts of a appaloosa or paint coat, it is the other color; a gray's base coat is the color the foal was born as.) Freeze branding will grow back white. Firestorm........ {forest fires, firetwister, firestorm}Contains the powerful, rampaging effects of fire. Once started, these specialties are very hard to control, near impossible for a level 1 or 2 magic user. All act upon winds, with the forest fire & fire twisters getting more powerful as wind speed increases. Firestorms, however, create their own weather patterns if they have enough fuel to burn unaided. Solid Fire........ {Fire Walls, Fire Waves, Pillar, Blanket}Generally up to two feet thick, these specialties are unnatural fire. Fire walls are from five to 20 feet high, fire waves are up to 2 feet high but can be 20 feet long. None can move, but a quick creation and destruction of a succession of these can create that exact appearance. Pillar is a column up to 3 feet in diameter and 25 feet tall. These require a level 2 to produce the smaller sizes, 3 to do anything bigger. Blanket creates a three inch high fire that can cover several hundred square feet.Small Fire....... {Cold fire, cool fire, candle flame, brush fire, torch, lining fire}This fire is much more about trickery and appearance than size or power. Cold fire burns cold and is used to freeze brand. Cool fire tickles when felt and is not hot or cold; it is more of an illusion & doesn't require much energy. Candle flame is just a small flame that can jump and dance; brush fire is a low-height, low intensity fire that burns brush and other small debris on the forest floor. Torch is of moderately intensity and is less than two feet wide. This also contains what is known as 'lining fire,' which is most common as a fire-lined unicorn horn. Heat.............. {Concentrated, Target, Nearby, Distant, General}Can add or subtract heat from an area. Concentrated is a area smaller than a hoof, and with enough input can burst into flames. Target is one thing up to the size of an equine, nearby is within two lengths, distant is something seen but far away, and general is in the vicinity. General has the weakest affect, then distant, then nearby, and target is the strongest. Smoke.............. {Concentrated, Target, Nearby, Distant}Can control the smoke from a fire. Concentrated deals with the thickness of the smoke, Target controls direction and speed, Nearby controls all aspects of smoke in the immediate vicinity, and Distant can control smoke only at a long distance. AirAir magick deals with the wind and the air. Clouds can be pushed around, pulled together, or broken apart by strong atmosphere winds. Levitation......... {Self, Other, Object}The ability to move something through the air. Air Currents...... {Breezes, Dust Devils, Winds, Strong Winds, }Small, controllable air forces that can bend and twist around places. Air Storms......... {Gusts, Twisters, Hurricanes}Mostly strong forces of air that are very hard to direct. Gusts are too short to change direction, hurricanes must occur over water and respond slowly. Twisters overreact, often switching direction completely when just a slight shift of direction is wanted. Air Masses........ {Cold, Warm, Hot}Over time can change weather patterns, bring in rain or stop rain from coming.WaterWater magick can control all the waters of the earth, from the sea to the rain from the sky. Clouds can be formed or caused to dissipate, and forms of rain can be summoned. Precipitation.... {Rain, Snow, Hail, Sleet}Can produce a drizzle to a blizzard.Waves............. {Ripples, River, Tidal, Ocean Swells, Tsunami}This controls the flow of surface water, and in the case of the Tsunami, Tsunamis.Water Flow...... {Currents, Tides, Rip Tides, Undertow}Controls the flow and direction of sections of water. Bend...... {Fountain, Stream, Frozen, Whip}Can lift and distort water into a variety of shapes. Fountain is a small, pencil-thick trail of water that can be lifted & distorted. Stream can thicken it to near horse-height, but the water always has to be flowing in some direction. In Frozen the water doesn't move in a concise direction, but can hold a shape for hours. Whip is a fast moving strand of water that can pack a lot of power behind it.EarthThe Earth Class magick controls the dust in the air to the ground beneath mountains. The only limiting factor that prevents earthquakes and volcanoes from erupting upon command is the huge energy requirement. To have a major earthquake (6.0 or higher) it would take at least three powerful equines working together. A volcano would require ten times more, so no volcanoes. In other words, earth can move and shift; it can fold and warp in the vicinity of the user, but can't have a fault line fracture. True earthquakes and volcanoes are nature's domain. Soft......... {Sand (dust), Dirt, Rock, Metals, Gems (Diamonds, Emeralds, ect.)}Slow, deliberate movements. Calm....... {Sand (dust), Dirt, Rock, Metals, Gems }Slightly faster movements, but less precision control available.Violent.... {Sand (dust), Dirt, Rock, Metals, Gems }Sharp, quick thrusts and violent jerks; jabs and speeding rocks is what makes up this Sub-class.Plant This Class of magic affects all plants, from the seaweed in the oceans to the small mountain flowers. Trees are the hardest to change, but once they have been, they are a force to be reckoned with. Plant magic can target a specific group of plants, it can make they grow better, and it can help them to move. Plants that are already flexible and bendy are the easiest to move and change, but those that are not are hard to move. Plants don't uproot themselves and walk away either. Their roots are their secure hold, and are not designed to make a plant move. Plants 'feel' the life around them. When they notice something, it is not by sight or other of the five senses known to animals; instead they recognize stimuli given off. They know if something or someone is determined, is focused, or is just out for a stroll. The more feverish someone gets over something, the more the plants notice. Every interpretation is different, but often it is interpreted as a map of lights, with dark purples and blacks being plants, and red being the most severe distress possible. Growth................. {trees, bushes, vine plants, water plants, grasses}This Sub-class can change how fast or slowly a plant can grow, and it can warp plants by making branches, vines, or other parts grow faster than the rest of the plant. Limited duration; the plants will eventually grow out of their new shape. Movement............ {trees, bushes, vine plants, water plants, grasses}Affects how plants act, enabling them to lift off the ground, form strange shapes, and even intertwine others. Communication..... {trees, bushes, vine plants, water plants, grasses}Allows the equines to communicate with plants. They can gain a general description of who passed earlier, and they can 'chain link' areas, able to communicate over islands with other plant magicks. As distance increases, messages get more warped, so the shorter the better over long chains.LightThe Class Light affects the presence of light. It can not decrease the amount of light present, but it can bring more out and in various shades. This class can also give only specific equines light in a dark area, but their eyes are cast over with a glowing film. The ability to light up entire areas is contained in this Class, and the ability to block the sight of a single equine or a group of equines is also here. Glow/ Aura.... {Self, Others, Tracks, Things} Glows produce a soft essence that envelops the target, and it can be seen even in moderately strong light. Sight............. {Self, Another}Can give light to only to target; eyes covered in thin, glowing film. It can increase to a degree to block sight completely; eyes are covered completely with a solid, creamy glow. Complete...... {Glow, Directed light, Complete}Lights up surrounding area by various means. Glow emanates from all surrounding objects; directed light comes from a specific source, usually the unicorn or pegasi; and complete renders all light the same creamy color, so to those in the area it looks like white plaster covered their eyes.NightNight magick is, in essence, the opposite of light magic. When applied in moderation it darkens areas and blocks light, but can also produce a black light glow. This 'black light' can be faint or strong, but is often seen as an existence of shadows where shadows shouldn't be. It is an eerie quality, and it has a habit of being mistaken for Black Magic. Night magic can also completely block out all sight of a single equine or a group. Glow/ Aura.... {Self, Others, Tracks, Things}Black glow present that envelops the target. Sight............. {Self, Another}Blocks or decreases ability to see. Helpful in the desert or in other bright places, and can increase to a degree that all sight is blocked. When sight is decrease, eyes are covered in a black, glowing film; when all sight is blocked, eyes glow pure black. Complete...... {Dark Glow, Concentrated Shadows, Total Blackness}Darkens surrounding area by various means. Dark glow emanates from all surrounding objects; Concentrated Shadows increases the shadows to a new depth and cast them where shadows shouldn't be. Blackness blocks out all light.Shadows...... {Mimic, Creature, Night}Shadows can exist in night or day, but this Sub-Class is most effective at night. Mimic can mimic any shadows, Creature creates their own, purely from the imagination, and night can bring on a mimicry of night, even in mid-day.Vorcor Space-TimeSpace-Time magick can warp space and time to and away from the user. Foresight and Seers' gifts come from this class. An equine with this class can move objects and others, but only within sight. They can also physically move themselves to places they have seen. Equines can see the past, present, and future, and blind equines can also see these sights; however this is a limited and quirky gift that tends to only give snapshots of images. Seekers...... {Others, Things, Disturbances}They warp space and time towards the target; can seek out another equine if they know their 'essence;' seek things, or disturbances in the magic flow.Travelers.... {Jumper, Movement}Warp space and time to go places. Jumper is moving themselves, Movement is displacing something else.Trackers...... {Travel, Place, Other}Warp time to 'see' who passed by or to know where someone was. No actually traveling occurs, but Travel can see where an equine went, and Place can see the past history of what they touch or where they are. Other can read the past of other equines.Seers.......... {Foresight, Shadow Knowledge, Sun Sight}Past, present, and future scenes are shown to them; foresight is future, shadow is past, and sun sight is present. Sun Sight is so called due to the fact that it is happening under the same sun. EnergyEnergy magick is using energy to accomplish something. It can be given to others to power their magic, or it can be used to manipulate the world surrounding. Pure........ {Purify, Calming, Peace}Energy comes from unknown source, for there is no noticeable effect on the surroundings. Calm and peaceful changes are possible. Purifying water, air, food, and others things like granite or diamond. Calming of storms, tempers, and self; the bringing of peace to a battle, whether the fighters want to or not. They are put in a sort of zen mood, and the healers can get to the injured before they are trampled. They can think and reflect on the battle in a calm state of mind, but any in this 'zen mode' can't break it. Raw........ {Storm, Lightning, Quake}This originates from nature, and is unfiltered, raw and pure energy. This Sub-class of energy is very dangerous, as it can ignite the skies into a storm, spew forth lightning, and tip the scales just enough for an earthquake to occur. Like all great forces of nature, this is very hard to control.Self........ {Power, Electricity, Pure}Also known as True, the energy comes from self, the initial energy is much greater than for others. Power provides energy to others while Electricity is a miniaturized form of lightning. It can hurt and stun a single equine, but it can't kill. Pure can detect toxins and poisons, but it can't truly purify substances. MindMagick of the mind is a tricky Class to conquer, but the rewards are great indeed. Messing around with someone's mind can leave strange results and ideas in their heads. Even very experienced magick users can never truly predict outcomes all of the time. If you notice, there is no category of 'mind reading.' No, this isn't a mistake. I was going to put something like it in, but decided not to. Plots can get soooo much more interesting when there aren't checkpoints around. Still want a mind reader? Start a petition. Convince 75% of the staff and active members of the site to support it, and I'll add it. Currently, the closest thing to mind reading right now is the sensing of others' moods and feelings. That'll be under Black Magic. Twisters........ {Replace, Remember}Can mess with past perceptions, changing and distorting memories. Replace temporarily replaces memories, but doesn't force the equine to remember the memory. Although the true memories return after the magic is lifted, the replacement memories will be there as well. As you can imagine if the replacements are detailed and flow with the rest of the memories, this can become very confusing. Indeed, sometimes they can be mistaken for the real thing. The Specialty Remember is forcing an equine to remember something wrong, but the original memories aren't overwritten.Benders........ {Hearing, Sight, Voices}Changes how information and current reality is received. Hearing changes/distorts words, Sight changes situations (equines, layout, something there only not seen, ect.), Voices project disembodied voices into the equine's head. To get the Voice to match a real-life voice takes a lot of training, skill, and practice. Often the Voice is unrealistic because of its relative simplicity. Only advanced Levels (4 & 5) can completely change everything in a situation, from the equines, the location, what is heard, and what happens.Believers........ {Beliefs, Thoughts, Ideas}Although they can't hear the thoughts, beliefs, and ideas of the target equine, Believers can project them onto others. These seemingly random instances of changed mindset are remembered and puzzled over, but the target rarely knows what happened. During the instances of changed mindset the target can act them out, but generally will only do so to the extreme if they are impulsive. Equines who are naturally thoughtful and cautious resist Believers quite well.Binders........ {Pacts, Oath, Vow}Binders bind an equine of their own free will to a pact, oath, or vow. If there is the slightest hesitation on the part of the oath-taker, the binding is neutralized. Pacts are between two equines, an agreement written in magic and sealed by blood. They can be broken, but only with force, and once broken both parties are released. Oaths are to an idea, a concept, or an organization. It isn't set in stone, but is framed by the words 'to the best of my ability.' Vows are unshakable, rock solid, and unmoving. They are created by the equine in question, and it binds for life. They are often used for vengeance, or for holding a promise to a lost one. They have to be worded carefully, for they could drive an equine to attack without heed for the consequences.BodyMagick of the Body is with transformation and motion. This is your only warning- don't abuse it. Period. If you do, I know you didn't read this. Don't put equines through rounds of torture just because you feel like it. REASONS, people! (And thank you for all of you who DO use common sense.) At the very least, put a story behind the madness. Shapeshifter.... {can be any one thing, ex. raven or a snow tiger; not a cat or a bird (too broad)}They can shift their shape into various forms, from into other equines to into animals. They can not change into inanimate objects or things. Effects last until a reversal is signaled, however, staying in another form for long periods of time will shift perceptions and might drive the equine insane, if not trained to be in the other state properly.Transform............ {Other, Target}They can change others and things, but can't shift themselves. Effects last for as long as the energy put into the transformation lasts.Puppeteer............ {Natural, Violent, Unnatural}Natural is controlled movements that the equine could do on their own. Although the direction is given by the Puppeteer, the energy is given by the body, so they can't be pushed past their collapse point. Violent is composed of quick jerks and motions; movements capable by the equine but barely. Energy is given by the Puppeteer, and can only produce broken legs and such by side effects. (Bashing against rocks, ect.) Unnatural is the ability to snap necks, break legs, ect. Energy provided by the Puppeteer. EmotionThe Emotion Class of magick has a wide variety of abilities, and like playing with a unicorn's mind, it can all go terribly awry. The extremes of the emotions can override normal judgments and rational thoughts, often with a fallout of devastating violence. The mild emotions can influence decisions of the effected equines, but not against their will. As you can imagine, distraught teenagers (2 to 4 year olds) looking for revenge can easily get in over heads. Backlash can often will hit the one who used the magick, unless they are very careful. Enchanters.... {Love, Belief, Trust}Very irresistible, and very alluring, enchanters subconsciously feed hidden desires. They warp the equine's emotions to them, and then they win the loyalty of the equine. They are dangerous because once the stimulus that provided the contentment and happiness was taken away, they tend to become devoted to the magicker. It can go terribly wrong, however, because once devoted they can become jealous. If they see the enchanter as betraying them they can turn violent.Fear.............. {Caution, Fear, Panic, Terror}Extremes: Panic, Terror Mild: Caution, FearAnger............ {Rage, Hatred, Anger, Dislike/Distaste}Extremes: Rage Mild: Hatred, Anger, Dislike/Distaste If under near constant influence of hatred or anger for a long time, it can start to cloud the equine's mind, and cause them to act on impulses and do things they wouldn't normally do.Joy................ {Giddy, Exuberant, Happiness, Contentment, Calming}Extremes: Exuberant, Giddy Mild: Happiness, Contentment, Calming Calming is useful because it can restore an equine from a frenzied state of mind to a stable one, while not masking the underling reasons.Sadness......... {Depression, Self-hatred, Insomnia, Sorrow}Extremes: Depression, Self-hatred Mild: Sorrow, Insomnia While Insomnia isn't mild, it is classified as such because to the degree the affected equine resists doing anything.
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