Post by Admin on Sept 8, 2013 0:51:14 GMT
Members are reminded that they must purchase the skills in order (i.e. Must purchase Health I before being able to purchase Health II)
Rank I - 5 Europium Rank II - 10 Europium Rank III - 20 Europium Rank IV - 35 Europium Rank V - 50 Europium
(All ranks of Augment are priced at 40 Europium and can be purchased in any order.)
LIMITS:
- Each spell can be cast a certain number of times per day depending on rank: Rank I: 5 casts, Rank II: 4 casts, Rank III: 3 casts, Rank IV: 2 casts, Rank V: 1 cast.
- Passives only apply if the skill is maxed out and in the Active Skill Slots.
- If you fill all your Active Skill Slots with Magic Skills, you gain 5 stat points to be distributed between Willpower and Skill.
- Elemental Branch
Magic defined by controlling a certain aspect of nature and manipulating it to your will.
Pyromancy
. Pyromancy I
Can make self inflammable. Cannot be cast retrospectively. (i.e. “Bob threw a fireball at Sam.” “Before the fireball was cast Sam casts Pyromancy I”). ~or~ Can set a flammable material on fire.
. Pyromancy II
Can create a shape of flame up to the size of a soccer ball that can be manipulated for 5 min. ~or~ Can create an explosion up to the size of a soccer ball in your palm.
. Pyromancy III
Can create a cone of fire akin to a dragon’s breath, lasting for 5 sec extending 5ft in length, 3ft wide and 3ft tall (1.5m in length, 1m wide and 1m tall). ~or~ Can create a network of short explosions in front of you that act as flash grenade and briefly blind nearby people.
. Pyromancy IV
Can create a wall of fire that lasts 5 min and can extend the length of a district and weave, 16ft in height and 3ft in thickness (5m high and 1m thickness). ~or~ Can create a blast explosion with the power to bring down a 16ft x 16ft stone wall (5m x 5m stone wall).
. Pyromancy V
Area of effect up to the size of a district becomes a ‘flame arena’, creating a large fire dome around the area and allowing caster to erupt jets of fire from the ground at will that extend 16ft in height and 3ft in diameter (5m high and 1m in diameter). Lasts up to 5 min.
Passive
Optionally double the size of all Pyromancy ranks up to IV. Pyro I can now be cast on others.
Cryomancy
Needs a source of water to manipulate unless otherwise specified.
. Cryomancy I
Can cast protection against extreme cold and ease of breathing in highly humid/dry environments. ~or~ Can freeze water to make a small object (IE: daggers, short swords, shurikens, darts, mugs, plates, etc.).
. Cryomancy II
Can control a small amount of water (up to 10 litres) at will for 5 min. ~or~ Can freeze water into a melee or small weapon/object (IE: swords, bats, knives, darts, shurikens, etc.).
. Cryomancy III
can freeze water molecules on the ground to create an icy terrain in a 50ft radius (15m radius) that lasts for 10 min. ~or~ Can freeze water to create 10 throwable objects up to the size of a spear. Ice objects float around caster until thrown and melt back to water after impact against a solid surface.
. Cryomancy IV
Can create a localized blizzard the size of a district lasting 5 min. Blizzards may contain any combination of hail, sleet, snow, or rain.
. Cryomancy V
Can create a local tsunami that can travel the length of a district. Lasts for 5 min.
Passive
Can create and move water without needing an original water body as source by rapidly condensing water molecules from the air and/or tunneling water from deep underground. Cryomancy I can now be cast on others.
Geomancy
. Geomancy I
Can shift shape and projectile a chunk of earth roughly the size of a tennis ball. ~or~ Can create a bracer or small object made of rock.
. Geomancy II
Can create a small wall 6ft wide (2m wide) and as tall as the caster ~or~ a large shield out of rocks that floats.
. Geomancy III
Can create a quicksand pit 10ft by 10ft and 3ft deep (3m by 3m and 1m deep) ~or~ can summon a partial suit of heavy armor out of minerals. (Partial consists of two limbs and the chest).
. Geomancy IV
Can hollow out and create an emergency bunker area underground that expands 16ft long, 10ft wide and 8ft high (5m long, 3m wide and 2.5m high). Must be cast on earthen ground, not concrete, and bunker can be collapsed or remain afterwards at the caster’s choice. ~or~ summon full suit of heavy armor out of minerals.
. Geomancy V
Can create a localized earthquake the size of a district. Must be within magnitude 1-5 and the centerpoint stems from where the caster is standing when casted. (Standing means you have to be in contact with the ground for spell to go off.) Aftershock tremors last for 5 min after casting.
Passive
Magically-made armor feels almost weightless when worn and can be summoned on other people.
Aeromancy
. Aeromancy I
Can create a bubble of air that allows one to breath in difficult conditions for 10 min (IE: underwater or in harsh smoke) ~or~ Create a current/cushion of condensed air that can be used to speed or slow objects.
. Aeromancy II
Can create a gust of wind capable of cutting like a sword ~or~ can condense air/fog into a ball and toss it a short distance (about 5m or 16ft) which will erupt on impact, releasing a localized blinding mist that quickly disperses.
. Aeromancy III
Can create a bubble of strong wind surrounding a person or object. When first cast, it knocks away anyone/thing within a 3ft (1m) of the target, and then protects from non-bullet projectiles (arrows, small rocks, electrical charges, etc. can be deflected) for an additional 30 sec ~or~ can shape and manipulate condensed fog into different mobile shapes.
. Aeromancy IV
Can create a vortex arena than spans 20ft by 20ft and is 6ft high (6m by 6m and 2m high) which shreds anything that passes through its walls (lasts for 5 min) ~or~ can conjure a thick fog of “white out”-like conditions (can only see a few inches in front of your face) that spreads out over a district and lasts 5 min before dispersing.
. Aeromancy V
Can create a large local tornado that can travel the length of a district. Lasts for 5 min.
Passive
Annuls air resistance to caster’s movement and spellcasting (+2 agility boost).
- External Magic
Magic defined by manipulating an aspect outside of the body.
Telekinesis
All spells last up to 5 min.
Can only pick up one item at a time unless otherwise specified.
. Telekinesis I
Can mentally lift objects up to 5 Pounds/2 Kilograms.
. Telekinesis II
Can mentally lift objects up to 50 Pounds/25 Kilograms.
. Telekinesis III
Can mentally lift objects up to 500 Pounds/225 Kilograms.
. Telekinesis IV
Can mentally lift objects up to 2000 Pounds/910 Kilograms.
. Telekinesis V
Can mentally lift objects up to 5500 Pounds/2500 Kilograms. (Enough to lift approximately one car from the Victorian period)
Passive
Can lift multiple objects as long as using required cast(s) to match weight demand.
Gating
If a living thing enters a pocket dimension and stays there, it will die in 5 min due to suffocation.
Portals last open up to 5 min and can only be opened within 5 meters of the caster unless otherwise specified.
Portals will not open overlapping people and/or objects and will not close should anything be located in the way of its opening.
. Gating I
Can open a small hole in space into a pocket dimension. Pocket equivalent to 3ft X 3ft X 3ft sized cube (1m, cubed).
. Gating II
Can open a medium hole in space into a pocket dimension. Pocket equivalent to a 6ft X 6ft X 6ft sized cube (2m, cubed).
. Gating III
Can open a large hole in space into a pocket dimension. Pocket Equivalent to a 13ft X 13ft X 13ft sized cube (4m, cubed).
. Gating IV
Can open a very large hole in space into a pocket dimension. Pocket equivalent to a 26ft X 26ft X 26ft sized cube (8m, cubed).
. Gating V
Can open a very, very large hole in space into a pocket dimension. Pocket equivalent to a 52ft X 52ft X 52ft sized cube (16m, cubed).
Passive
Allows a person to connect two portals together (each portal still needs its relevant size cast). Zipped portals are limited to being opened within the city where the caster is located and its outskirts. Also, portals now may contain breathable air within indefinitely if the caster so chooses.
Necromancy
All creatures are uncontrollable unless otherwise specified.
Conjured weapons are created with things such as: Bones, Sinew, Muscles, Flesh, Skin, etc.
Anything Necromancy-made is held together by a core of magic.
Summons and Conjured weapons last for 5 min unless otherwise specified.
Summons and Conjured weapons regenerate if “killed” or broken, and cease to be after their time limit expires or if the magic core holding them together is destroyed.
All minion summons have a set amount stat points that are distributed between Health, Strength, Agility, and Intelligence (minimum value is 1). Health is the amount of damage a minion can take before it is “killed,” exposing its core (resets after a short period of time). Stats must be declared prior to activation/introduction.
. Necromancy I
Can summon an undead held together by a magic core, no larger than 1.5ft squared (50cm squared). 15 stat point distribution. ~or~ Can conjure a small weapon (IE: daggers, short swords, shurikens, darts, etc.).
. Necromancy II
Can summon an undead held together by a magic core, no larger than 3ft squared (1m squared). 20 stat point distribution. ~or~ can conjure any non-techy nor ignition-based weapon (IE: crossbows, greatswords, spears, bo staffs, etc.)
. Necromancy III
Can summon an undead held together by a magic core, no larger than 5 ft squared (1.5m squared). 25 stat point distribution. ~or~ Can conjure a non-vehicle shooting device (hand cannons, bazooka, etc.) capable of firing 10 smaller blasts or a singular larger blast of condensed necrotic energy akin to a cannonball (shooting out the energy in the core and/or the core itself; weapon is destroyed after using up all charges).
. Necromancy IV
Can summon an undead held together by a magic core, no larger than 10ft squared (3m squared). 30 stat point distribution. ~or~ Can conjure a weapon up to the size of large siege weaponry (catapults, multi person-wielded siege rams, etc). “Ignition”-based weapons use the energy in their necrotic core to work and have a max of 5 uses before falling apart.
. Necromancy V
Can summon and control an undead held together by a magic core, no larger than 20ft squared (6m squared). 40 stat point distribution. Lasts for 6 hours. ~or~ Can summon and control a deceased character (with permission of person OOCly if the character belongs to someone) held together by a magic core. Retains stats of when previously living + 15 extra stat points to allocate where you wish. Lasts for 12 hours.
Passive
Increases duration of Ranks I-IV to up to 1 hour and are given a +5 bonus added to distribute between their stats (how much and where it goes is your choice). Ranks I - IV undead summons can now optionally wield up to a Rank III weapon. All summons are now controllable.
- Internal Magic
Magic defined by manipulating an aspect inside the body.
Healing
Healing is only capable of healing physical damage. For healing chemical damage, see Toxins.
Protection has no effect on technology of all Ranks.
Whether or not the results of magical healing will leave scarring is up to caster’s discretion.
. Healing I
Heals lesser injuries to yourself or another person (cuts, scrapes, bad bruising). Depending on the severity of injury, initial damage will heal but can take between 2 hours to a day to fully heal. ~or~ Partially protects self or another from one harmful spell/impact of an equivalent Rank.
. Healing II
Creates an emergency healing network around an injury of any caliber that temporary reverses the damage for 15 min. Afterwards, the injuries return completely. ~or~ Partially protects self or another from one harmful spell/impact of an equivalent Rank. If the spell/impact the target is being protected from is of lower Rank than the protection, then the protection spell fully protects.
. Healing III
Heals greater injuries to yourself or another person (Broken bones, bad external hemorrhaging, non-lethal organ damage, etc.). Depending on severity of injury, initial damage will heal but can take between 1 to 3 days to fully heal. ~or~ Partially protects self or another from one harmful spell/impact of an equivalent Rank. If the spell/impact the target is being protected from is of lower Rank than the protection, then the protection spell fully protects.
. Healing IV
Heals potentially lethal and/or permanent injuries to yourself or another person (Brain or spine damage, loss of limbs, regenerating dead tissue, etc.). Depending on severity of injury, initial damage will heal but can take up to a couple weeks to fully heal. ~or~ Partially protects self or another from one harmful spell/impact of equivalent Rank. If the spell/impact the target being protected from is of lower Rank than the protection, then the protection spell fully protects.
. Healing V
Can now resurrect the recently deceased (within 5 min of death) ~or~ Partially protect self or another from one harmful spell/impact of equivalent Rank. If spell/impact the target is being protected from is of lower Rank than the protection, then the protection spell fully protects.
Passive
Healing spells can now be optionally ‘focused’, rapidly decreasing heal time. Lesser injuries can be focus-healed in 2 min. Greater injuries can be healed in 10 min. Lethal injuries can be healed in 30 min. Focusing healing magic takes great concentration; being distracted from casting ends the passive bonus prematurely and returns skill to default.
Toxins
Toxins is only capable of healing chemical damage. For healing physical damage, see Healing.
All toxins require touch in order to transmit (either directly or through something the target will ingest, ie: food or drink).
All symptoms caused by toxins are at caster’s discretion. If not specified, they can be made up by the target.
All toxins have a specified time of duration after they enter into effect. Toxins of Rank I until IV will disperse from the target’s body on their own once their duration expires, even without medical assistance. Toxins of Rank V requires medical assistance (be it magical or not) to be treated and healed; target will not die if they receive adequate treatment within the specified timeframe.
. Toxins I
Flu-like levels of toxins. Symptoms may include but are not limited to: coughs, sneezing, reum, nausea, fever, diarrhea. (Takes 10 min to begin showing symptoms and lasts for about 4 hours.) ~or~ Can heal toxin of the same Rank.
. Toxins II
Heavy drunkenness levels of toxins. Symptoms may include but are not limited to: blurred vision, scrambled thought, minor hallucination, lack of balance, bad decision making. (Takes 10 min to begin showing symptoms and lasts for about 4 hours.) ~or~ Can heal toxin of the same Rank.
. Toxins III
Sleep draught toxins. Put the target to sleep and may induce a dreamless slumber or a nightmare-fuelled one. (Takes 30 min to begin showing symptoms and lasts for about 6 hours.) ~or~ Can heal toxin of the same Rank.
. Toxins IV
Paralysing toxins. Symptoms may include but are not limited to: limb and body spasms, numbness, harsh electric sensations. Caster can decide whether target can still feel pain or not. (Takes 10 min to begin showing symptoms and lasts for about 12 hours). ~or~ Can heal toxin of the same Rank.
. Toxins V
Fatal toxins. Symptoms may include but are not limited to: organ failure, vomiting blood, rashes, internal hemorrhaging, excruciating pain. (Takes 5 min to begin showing symptoms. If medical help isn’t received it means death. Can live up to 2 days if untreated.) ~or~ Can heal a toxin of the same Rank.
Passive
Can cast all Ranks of toxins without touch within clear visual range.
Kinetics
All stat boosts last 5 min unless otherwise specified.
. Kinetics I
Can focus kinetic energy right below feet, forming a small platform to propel yourself once more mid air (Double-jump or double-steps; self-cast.) ~or~ Cycles kinetic force through the body to recycle energy, increasing Stamina by 3.
. Kinetics II
Can focus kinetic energy on chosen limbs to briefly increase speed and force (have elongated steps when jumping/falling/running, enough to make it look like caster is gliding, or increase the potency of punches/kicks/hits) for a short period of time. (Triple-motion; self-cast.) ~or~ Focuses kinetic energy in legs, increasing Agility by 3.
. Kinetics III
Can gather kinetic energy as a dome around yourself to trampoline incoming objects or people away (doesn’t work on bullets or energy-based attacks) ~or~ Focuses kinetic energy in arms, increasing the momentum of hits and increasing Strength by 3.
. Kinetics IV
Can gather and circulate kinetic energy as a field around yourself as large as 16ft in diameter (5m diameter) to hinder/slow down incoming objects or people ~or~ Reroutes kinetic force through the body to maintain and recycle energy with high efficiency. One stat (your choice, excluding Skill) increased by 5.
. Kinetics V
Can cause time around you to slow down from your incredible speed, causing everything to move slowly around you (3x agility boost with no drawbacks, or 5x agility boost but after use your stamina drops to 1 leaving you exhausted for the rest of the day, your choice). Lasts for 30 sec.
Passive
Mastered the ability to cast one of the stat buffs from Ranks I to III as a 12 hour boost per day. Those long casts can be switched within the same day, but the switch ends the previous cast’s boost (only one per time can be applied longer). Spells can now also be cast on a target other than yourself.
Telepathy
Mental communication lasts up to 5 min unless otherwise specified.
. Telepathy I
Can open a mental communication to any person with eye contact. (eye contact must be maintained to keep mental communication and spell will end when eye contact is broken.)
. Telepathy II
Can open a mental communication to any person within visual range. (visual range must be maintained to keep mental communication and spell will end when visual range is lost.)
. Telepathy III
Can scry for the location of a person you know well (whom you have known for over a year or studied in great detail) in a district wide area, and open mental communication with them.
. Telepathy IV
Can scry for the location of any person (as long as you know their name and face) in a district wide area, and open mental communication with them.
. Telepathy V
Can scry for the location of a specific group (Up to 20 people, you must know all their names and faces) in a district wide area, and open mental communication. Lasts for 1 hour.
Passive
Ranks I to IV now allow you to open mental communication with up to 3 people with only one cast. Ranks I and II no longer need visual contact to be maintained.
- Illusion Magic
Magic defined by the creation and manipulation of components that are either not real, not physical or not permanent.
Projection
Whilst channeling any Projection spell, caster is rendered immobile for duration unless otherwise specified.
Projection spells share their caster’s Health stat and will automatically fade/return to the body if they get hurt an equivalent amount enough for the caster to die. While the caster takes no physical damage from wounds the projections are afflicted with, the caster can feel exactly what's happening to them.
Only one projection can be up at a time unless otherwise specified.
Each cast lasts up to 1 hour unless otherwise specified.
. Projection I
Can create spirit of self that can move but cannot speak nor touch objects and people.
. Projection II
Can create spirit of self that can move and speak but cannot touch objects and people.
. Projection III
Can create spirit of self that can move, speak, and touch objects and people.
. Projection IV
Can create spirit of self or another that can move, speak, and touch objects and people.
. Projection V
Can create up to 4 spirits of self or another that can move, speak, and touch objects and people.
Passive
Caster no longer is rendered immobile and can move freely while channeling Projection. Projection casts duration is now increased to 12 hours for all Ranks.
Deceit
Eye contact is required for spells to take effect.
Deceit is like a form of instant hypnotism. This means that you can’t make a target do something they really would not want to do. Dancing like a chicken is one thing, but stabbing yourself? Another entirely.
Deceit spells are faced against the target’s Willpower to measure the target’s ability to resist and refute the spell if they so choose. If the caster’s willpower is equal or greater than the target’s, spell lasts for full duration. If the target’s willpower is greater than the caster’s, duration is halved.
. Deceit I
Can confuse target for 1 min. ~or~ Can mimic a different voice for 5 min.
. Deceit II
Can plant a thought into the target’s head (an emotion, specific phrase or fake memory) for 30 sec. ~or~ Can cast a mirage that changes two aspects of your person (height, weight, hair colour, eye colour, skin tone). Voice and gender cannot be altered. Lasts for 5 min.
. Deceit III
Can briefly control target’s speech for 30 sec. ~or~ Can cast a mirage that makes you resemble someone else you know well (whom you have known for over a year or studied in great detail). Lasts for 5 min.
. Deceit IV
Can briefly control target’s actions for 30 sec. ~or~ Can cast a mirage that makes you appear as any person, existent or imaginary (can adjust gender, voice, height, weight, hair colour, eye colour, skin tone, etc.) for 5 min.
. Deceit V
Can brainwash a target (control target’s actions and thoughts, with permission OOC if character belongs to someone) for 5 min. ~or~ Can cast an invisibility cloak on self which lasts for 5 min.
Passive
All Ranks of Deceit can now be put on a delayed cast. You can wait up to 12 hours before activating your cast as long as previous conditions have been met (IE: you held eye contact with the target when casting the spell.)
Shapeshifting
Transformations last for 1 hour unless otherwise specified.
Stat points are distributed between Health, Stamina, Strength and Agility (minimum value is 1). Your stats will change to these when you are transformed. Stats must be declared upon skill activation.
Intelligence, Willpower and Skill do not change regardless of what form you take.
Transformations will automatically end if your shapeshifted Health pool reaches 1. You sustain any damage taken to your shapeshifted form when you return to normal. Lethal damage in shapeshifted form will kill you.
. Shapeshifting I
Can shapeshift into any creature no bigger than 1.5ft cubed (0.5m cubed). 15 stat point distribution.
. Shapeshifting II
Can shapeshift into any creature no bigger than 3ft cubed (1m cubed ). 20 stat point distribution.
. Shapeshifting III
Can shapeshift into any creature no bigger than 5ft cubed (1.5m cubed). 25 stat point distribution.
. Shapeshifting IV
Can shapeshift into any creature no bigger than 10ft cubed (3m cubed ). 30 stat point distribution.
. Shapeshifting V
Can shapeshift into any creature no bigger than 20ft cubed (6m cubed). 40 stat point distribution.
Passive
Increases duration of Ranks I-IV to up to 12 hours and are given a +5 bonus added to distribute between their stats (how much and where it goes is your choice).
- Augments:
(Augments can be purchased in any order but are all priced at 40 EPM. All augments require the character to have at least one Rank V of any applicable skill in order to be purchased. When combining multiple skills, you must first master at least one of the skills involved; mastering both is not required, but you will be limited by your available Ranks in the un-maxed skill)
Time Augment:
All spells have a x2 boost to the allotted time. Can be cast twice as long, takes effect in half the time, ect.
Casts Augment:
All spells have a x2 boost to their allotted daily casts (i.e. Rank I: 10 casts, Rank II: 8 casts, Rank III: 6 casts, Rank IV: 4 casts, Rank V: 2 casts).
Refresh Augment:
Can refresh the number of casts in a Slot up to three times a day. Can be applied to the same skill or three different skills.
Imbued Weapon Augment:
Can combine originally normal weaponry with permanent magic effects to enhance it, i.e infusing a weapon with Toxins to poison whoever/whatever it cuts/pierces/hits or with Pyromancy to make it blazing hot and inflict burning damage without damaging the weapon itself. Can imbue up to 3 weapons with 3 spells each (spell can be of an specific magic Rank, or an effect amalgamation of a specific magic branch).
Elemental Augment:
Can combine elemental magics together at varying levels, i.e. cause fire to rain down with a hailstorm or coat a Geomancied item with ice.
External Augment:
Can combine the external magics together at varying levels, i.e. Dropping Necromancied summonings out of Gating portals, or have a channel magic through a Necromany minion to have it cast Telekinesis on something.
Internal Augment:
Can combine the internal magics together at varying levels, i.e. have a combination of Health and Toxins to treat someone hit by a poisoned blade.
Illusion Augment:
Can combine the illusion magics together at varying levels, i.e. mixing Deceit and Shapeshifting to cast a mirage that makes you look like an animal/creature, hiding your shapeshifted features behind a mirage of normalcy, or having your Projection cast Deceit on someone.
Mixed Branches Augment:
Can combine the different magic branches (elemental, internal ,external, illusion) between themselves at varying levels, i.e. making an undead summoning have a toxic bite, casting Kinetics on a fireball, using Deceit on an undead or the Cryomancy augment mentioned in the Lost Pages history (a combination of Cryomancy with Telekinesis).
Rank I - 5 Europium Rank II - 10 Europium Rank III - 20 Europium Rank IV - 35 Europium Rank V - 50 Europium
(All ranks of Augment are priced at 40 Europium and can be purchased in any order.)
LIMITS:
- Each spell can be cast a certain number of times per day depending on rank: Rank I: 5 casts, Rank II: 4 casts, Rank III: 3 casts, Rank IV: 2 casts, Rank V: 1 cast.
- Passives only apply if the skill is maxed out and in the Active Skill Slots.
- If you fill all your Active Skill Slots with Magic Skills, you gain 5 stat points to be distributed between Willpower and Skill.
- Elemental Branch
Magic defined by controlling a certain aspect of nature and manipulating it to your will.
Pyromancy
. Pyromancy I
Can make self inflammable. Cannot be cast retrospectively. (i.e. “Bob threw a fireball at Sam.” “Before the fireball was cast Sam casts Pyromancy I”). ~or~ Can set a flammable material on fire.
. Pyromancy II
Can create a shape of flame up to the size of a soccer ball that can be manipulated for 5 min. ~or~ Can create an explosion up to the size of a soccer ball in your palm.
. Pyromancy III
Can create a cone of fire akin to a dragon’s breath, lasting for 5 sec extending 5ft in length, 3ft wide and 3ft tall (1.5m in length, 1m wide and 1m tall). ~or~ Can create a network of short explosions in front of you that act as flash grenade and briefly blind nearby people.
. Pyromancy IV
Can create a wall of fire that lasts 5 min and can extend the length of a district and weave, 16ft in height and 3ft in thickness (5m high and 1m thickness). ~or~ Can create a blast explosion with the power to bring down a 16ft x 16ft stone wall (5m x 5m stone wall).
. Pyromancy V
Area of effect up to the size of a district becomes a ‘flame arena’, creating a large fire dome around the area and allowing caster to erupt jets of fire from the ground at will that extend 16ft in height and 3ft in diameter (5m high and 1m in diameter). Lasts up to 5 min.
Passive
Optionally double the size of all Pyromancy ranks up to IV. Pyro I can now be cast on others.
Cryomancy
Needs a source of water to manipulate unless otherwise specified.
. Cryomancy I
Can cast protection against extreme cold and ease of breathing in highly humid/dry environments. ~or~ Can freeze water to make a small object (IE: daggers, short swords, shurikens, darts, mugs, plates, etc.).
. Cryomancy II
Can control a small amount of water (up to 10 litres) at will for 5 min. ~or~ Can freeze water into a melee or small weapon/object (IE: swords, bats, knives, darts, shurikens, etc.).
. Cryomancy III
can freeze water molecules on the ground to create an icy terrain in a 50ft radius (15m radius) that lasts for 10 min. ~or~ Can freeze water to create 10 throwable objects up to the size of a spear. Ice objects float around caster until thrown and melt back to water after impact against a solid surface.
. Cryomancy IV
Can create a localized blizzard the size of a district lasting 5 min. Blizzards may contain any combination of hail, sleet, snow, or rain.
. Cryomancy V
Can create a local tsunami that can travel the length of a district. Lasts for 5 min.
Passive
Can create and move water without needing an original water body as source by rapidly condensing water molecules from the air and/or tunneling water from deep underground. Cryomancy I can now be cast on others.
Geomancy
. Geomancy I
Can shift shape and projectile a chunk of earth roughly the size of a tennis ball. ~or~ Can create a bracer or small object made of rock.
. Geomancy II
Can create a small wall 6ft wide (2m wide) and as tall as the caster ~or~ a large shield out of rocks that floats.
. Geomancy III
Can create a quicksand pit 10ft by 10ft and 3ft deep (3m by 3m and 1m deep) ~or~ can summon a partial suit of heavy armor out of minerals. (Partial consists of two limbs and the chest).
. Geomancy IV
Can hollow out and create an emergency bunker area underground that expands 16ft long, 10ft wide and 8ft high (5m long, 3m wide and 2.5m high). Must be cast on earthen ground, not concrete, and bunker can be collapsed or remain afterwards at the caster’s choice. ~or~ summon full suit of heavy armor out of minerals.
. Geomancy V
Can create a localized earthquake the size of a district. Must be within magnitude 1-5 and the centerpoint stems from where the caster is standing when casted. (Standing means you have to be in contact with the ground for spell to go off.) Aftershock tremors last for 5 min after casting.
Passive
Magically-made armor feels almost weightless when worn and can be summoned on other people.
Aeromancy
. Aeromancy I
Can create a bubble of air that allows one to breath in difficult conditions for 10 min (IE: underwater or in harsh smoke) ~or~ Create a current/cushion of condensed air that can be used to speed or slow objects.
. Aeromancy II
Can create a gust of wind capable of cutting like a sword ~or~ can condense air/fog into a ball and toss it a short distance (about 5m or 16ft) which will erupt on impact, releasing a localized blinding mist that quickly disperses.
. Aeromancy III
Can create a bubble of strong wind surrounding a person or object. When first cast, it knocks away anyone/thing within a 3ft (1m) of the target, and then protects from non-bullet projectiles (arrows, small rocks, electrical charges, etc. can be deflected) for an additional 30 sec ~or~ can shape and manipulate condensed fog into different mobile shapes.
. Aeromancy IV
Can create a vortex arena than spans 20ft by 20ft and is 6ft high (6m by 6m and 2m high) which shreds anything that passes through its walls (lasts for 5 min) ~or~ can conjure a thick fog of “white out”-like conditions (can only see a few inches in front of your face) that spreads out over a district and lasts 5 min before dispersing.
. Aeromancy V
Can create a large local tornado that can travel the length of a district. Lasts for 5 min.
Passive
Annuls air resistance to caster’s movement and spellcasting (+2 agility boost).
- External Magic
Magic defined by manipulating an aspect outside of the body.
Telekinesis
All spells last up to 5 min.
Can only pick up one item at a time unless otherwise specified.
. Telekinesis I
Can mentally lift objects up to 5 Pounds/2 Kilograms.
. Telekinesis II
Can mentally lift objects up to 50 Pounds/25 Kilograms.
. Telekinesis III
Can mentally lift objects up to 500 Pounds/225 Kilograms.
. Telekinesis IV
Can mentally lift objects up to 2000 Pounds/910 Kilograms.
. Telekinesis V
Can mentally lift objects up to 5500 Pounds/2500 Kilograms. (Enough to lift approximately one car from the Victorian period)
Passive
Can lift multiple objects as long as using required cast(s) to match weight demand.
Gating
If a living thing enters a pocket dimension and stays there, it will die in 5 min due to suffocation.
Portals last open up to 5 min and can only be opened within 5 meters of the caster unless otherwise specified.
Portals will not open overlapping people and/or objects and will not close should anything be located in the way of its opening.
. Gating I
Can open a small hole in space into a pocket dimension. Pocket equivalent to 3ft X 3ft X 3ft sized cube (1m, cubed).
. Gating II
Can open a medium hole in space into a pocket dimension. Pocket equivalent to a 6ft X 6ft X 6ft sized cube (2m, cubed).
. Gating III
Can open a large hole in space into a pocket dimension. Pocket Equivalent to a 13ft X 13ft X 13ft sized cube (4m, cubed).
. Gating IV
Can open a very large hole in space into a pocket dimension. Pocket equivalent to a 26ft X 26ft X 26ft sized cube (8m, cubed).
. Gating V
Can open a very, very large hole in space into a pocket dimension. Pocket equivalent to a 52ft X 52ft X 52ft sized cube (16m, cubed).
Passive
Allows a person to connect two portals together (each portal still needs its relevant size cast). Zipped portals are limited to being opened within the city where the caster is located and its outskirts. Also, portals now may contain breathable air within indefinitely if the caster so chooses.
Necromancy
All creatures are uncontrollable unless otherwise specified.
Conjured weapons are created with things such as: Bones, Sinew, Muscles, Flesh, Skin, etc.
Anything Necromancy-made is held together by a core of magic.
Summons and Conjured weapons last for 5 min unless otherwise specified.
Summons and Conjured weapons regenerate if “killed” or broken, and cease to be after their time limit expires or if the magic core holding them together is destroyed.
All minion summons have a set amount stat points that are distributed between Health, Strength, Agility, and Intelligence (minimum value is 1). Health is the amount of damage a minion can take before it is “killed,” exposing its core (resets after a short period of time). Stats must be declared prior to activation/introduction.
. Necromancy I
Can summon an undead held together by a magic core, no larger than 1.5ft squared (50cm squared). 15 stat point distribution. ~or~ Can conjure a small weapon (IE: daggers, short swords, shurikens, darts, etc.).
. Necromancy II
Can summon an undead held together by a magic core, no larger than 3ft squared (1m squared). 20 stat point distribution. ~or~ can conjure any non-techy nor ignition-based weapon (IE: crossbows, greatswords, spears, bo staffs, etc.)
. Necromancy III
Can summon an undead held together by a magic core, no larger than 5 ft squared (1.5m squared). 25 stat point distribution. ~or~ Can conjure a non-vehicle shooting device (hand cannons, bazooka, etc.) capable of firing 10 smaller blasts or a singular larger blast of condensed necrotic energy akin to a cannonball (shooting out the energy in the core and/or the core itself; weapon is destroyed after using up all charges).
. Necromancy IV
Can summon an undead held together by a magic core, no larger than 10ft squared (3m squared). 30 stat point distribution. ~or~ Can conjure a weapon up to the size of large siege weaponry (catapults, multi person-wielded siege rams, etc). “Ignition”-based weapons use the energy in their necrotic core to work and have a max of 5 uses before falling apart.
. Necromancy V
Can summon and control an undead held together by a magic core, no larger than 20ft squared (6m squared). 40 stat point distribution. Lasts for 6 hours. ~or~ Can summon and control a deceased character (with permission of person OOCly if the character belongs to someone) held together by a magic core. Retains stats of when previously living + 15 extra stat points to allocate where you wish. Lasts for 12 hours.
Passive
Increases duration of Ranks I-IV to up to 1 hour and are given a +5 bonus added to distribute between their stats (how much and where it goes is your choice). Ranks I - IV undead summons can now optionally wield up to a Rank III weapon. All summons are now controllable.
- Internal Magic
Magic defined by manipulating an aspect inside the body.
Healing
Healing is only capable of healing physical damage. For healing chemical damage, see Toxins.
Protection has no effect on technology of all Ranks.
Whether or not the results of magical healing will leave scarring is up to caster’s discretion.
. Healing I
Heals lesser injuries to yourself or another person (cuts, scrapes, bad bruising). Depending on the severity of injury, initial damage will heal but can take between 2 hours to a day to fully heal. ~or~ Partially protects self or another from one harmful spell/impact of an equivalent Rank.
. Healing II
Creates an emergency healing network around an injury of any caliber that temporary reverses the damage for 15 min. Afterwards, the injuries return completely. ~or~ Partially protects self or another from one harmful spell/impact of an equivalent Rank. If the spell/impact the target is being protected from is of lower Rank than the protection, then the protection spell fully protects.
. Healing III
Heals greater injuries to yourself or another person (Broken bones, bad external hemorrhaging, non-lethal organ damage, etc.). Depending on severity of injury, initial damage will heal but can take between 1 to 3 days to fully heal. ~or~ Partially protects self or another from one harmful spell/impact of an equivalent Rank. If the spell/impact the target is being protected from is of lower Rank than the protection, then the protection spell fully protects.
. Healing IV
Heals potentially lethal and/or permanent injuries to yourself or another person (Brain or spine damage, loss of limbs, regenerating dead tissue, etc.). Depending on severity of injury, initial damage will heal but can take up to a couple weeks to fully heal. ~or~ Partially protects self or another from one harmful spell/impact of equivalent Rank. If the spell/impact the target being protected from is of lower Rank than the protection, then the protection spell fully protects.
. Healing V
Can now resurrect the recently deceased (within 5 min of death) ~or~ Partially protect self or another from one harmful spell/impact of equivalent Rank. If spell/impact the target is being protected from is of lower Rank than the protection, then the protection spell fully protects.
Passive
Healing spells can now be optionally ‘focused’, rapidly decreasing heal time. Lesser injuries can be focus-healed in 2 min. Greater injuries can be healed in 10 min. Lethal injuries can be healed in 30 min. Focusing healing magic takes great concentration; being distracted from casting ends the passive bonus prematurely and returns skill to default.
Toxins
Toxins is only capable of healing chemical damage. For healing physical damage, see Healing.
All toxins require touch in order to transmit (either directly or through something the target will ingest, ie: food or drink).
All symptoms caused by toxins are at caster’s discretion. If not specified, they can be made up by the target.
All toxins have a specified time of duration after they enter into effect. Toxins of Rank I until IV will disperse from the target’s body on their own once their duration expires, even without medical assistance. Toxins of Rank V requires medical assistance (be it magical or not) to be treated and healed; target will not die if they receive adequate treatment within the specified timeframe.
. Toxins I
Flu-like levels of toxins. Symptoms may include but are not limited to: coughs, sneezing, reum, nausea, fever, diarrhea. (Takes 10 min to begin showing symptoms and lasts for about 4 hours.) ~or~ Can heal toxin of the same Rank.
. Toxins II
Heavy drunkenness levels of toxins. Symptoms may include but are not limited to: blurred vision, scrambled thought, minor hallucination, lack of balance, bad decision making. (Takes 10 min to begin showing symptoms and lasts for about 4 hours.) ~or~ Can heal toxin of the same Rank.
. Toxins III
Sleep draught toxins. Put the target to sleep and may induce a dreamless slumber or a nightmare-fuelled one. (Takes 30 min to begin showing symptoms and lasts for about 6 hours.) ~or~ Can heal toxin of the same Rank.
. Toxins IV
Paralysing toxins. Symptoms may include but are not limited to: limb and body spasms, numbness, harsh electric sensations. Caster can decide whether target can still feel pain or not. (Takes 10 min to begin showing symptoms and lasts for about 12 hours). ~or~ Can heal toxin of the same Rank.
. Toxins V
Fatal toxins. Symptoms may include but are not limited to: organ failure, vomiting blood, rashes, internal hemorrhaging, excruciating pain. (Takes 5 min to begin showing symptoms. If medical help isn’t received it means death. Can live up to 2 days if untreated.) ~or~ Can heal a toxin of the same Rank.
Passive
Can cast all Ranks of toxins without touch within clear visual range.
Kinetics
All stat boosts last 5 min unless otherwise specified.
. Kinetics I
Can focus kinetic energy right below feet, forming a small platform to propel yourself once more mid air (Double-jump or double-steps; self-cast.) ~or~ Cycles kinetic force through the body to recycle energy, increasing Stamina by 3.
. Kinetics II
Can focus kinetic energy on chosen limbs to briefly increase speed and force (have elongated steps when jumping/falling/running, enough to make it look like caster is gliding, or increase the potency of punches/kicks/hits) for a short period of time. (Triple-motion; self-cast.) ~or~ Focuses kinetic energy in legs, increasing Agility by 3.
. Kinetics III
Can gather kinetic energy as a dome around yourself to trampoline incoming objects or people away (doesn’t work on bullets or energy-based attacks) ~or~ Focuses kinetic energy in arms, increasing the momentum of hits and increasing Strength by 3.
. Kinetics IV
Can gather and circulate kinetic energy as a field around yourself as large as 16ft in diameter (5m diameter) to hinder/slow down incoming objects or people ~or~ Reroutes kinetic force through the body to maintain and recycle energy with high efficiency. One stat (your choice, excluding Skill) increased by 5.
. Kinetics V
Can cause time around you to slow down from your incredible speed, causing everything to move slowly around you (3x agility boost with no drawbacks, or 5x agility boost but after use your stamina drops to 1 leaving you exhausted for the rest of the day, your choice). Lasts for 30 sec.
Passive
Mastered the ability to cast one of the stat buffs from Ranks I to III as a 12 hour boost per day. Those long casts can be switched within the same day, but the switch ends the previous cast’s boost (only one per time can be applied longer). Spells can now also be cast on a target other than yourself.
Telepathy
Mental communication lasts up to 5 min unless otherwise specified.
. Telepathy I
Can open a mental communication to any person with eye contact. (eye contact must be maintained to keep mental communication and spell will end when eye contact is broken.)
. Telepathy II
Can open a mental communication to any person within visual range. (visual range must be maintained to keep mental communication and spell will end when visual range is lost.)
. Telepathy III
Can scry for the location of a person you know well (whom you have known for over a year or studied in great detail) in a district wide area, and open mental communication with them.
. Telepathy IV
Can scry for the location of any person (as long as you know their name and face) in a district wide area, and open mental communication with them.
. Telepathy V
Can scry for the location of a specific group (Up to 20 people, you must know all their names and faces) in a district wide area, and open mental communication. Lasts for 1 hour.
Passive
Ranks I to IV now allow you to open mental communication with up to 3 people with only one cast. Ranks I and II no longer need visual contact to be maintained.
- Illusion Magic
Magic defined by the creation and manipulation of components that are either not real, not physical or not permanent.
Projection
Whilst channeling any Projection spell, caster is rendered immobile for duration unless otherwise specified.
Projection spells share their caster’s Health stat and will automatically fade/return to the body if they get hurt an equivalent amount enough for the caster to die. While the caster takes no physical damage from wounds the projections are afflicted with, the caster can feel exactly what's happening to them.
Only one projection can be up at a time unless otherwise specified.
Each cast lasts up to 1 hour unless otherwise specified.
. Projection I
Can create spirit of self that can move but cannot speak nor touch objects and people.
. Projection II
Can create spirit of self that can move and speak but cannot touch objects and people.
. Projection III
Can create spirit of self that can move, speak, and touch objects and people.
. Projection IV
Can create spirit of self or another that can move, speak, and touch objects and people.
. Projection V
Can create up to 4 spirits of self or another that can move, speak, and touch objects and people.
Passive
Caster no longer is rendered immobile and can move freely while channeling Projection. Projection casts duration is now increased to 12 hours for all Ranks.
Deceit
Eye contact is required for spells to take effect.
Deceit is like a form of instant hypnotism. This means that you can’t make a target do something they really would not want to do. Dancing like a chicken is one thing, but stabbing yourself? Another entirely.
Deceit spells are faced against the target’s Willpower to measure the target’s ability to resist and refute the spell if they so choose. If the caster’s willpower is equal or greater than the target’s, spell lasts for full duration. If the target’s willpower is greater than the caster’s, duration is halved.
. Deceit I
Can confuse target for 1 min. ~or~ Can mimic a different voice for 5 min.
. Deceit II
Can plant a thought into the target’s head (an emotion, specific phrase or fake memory) for 30 sec. ~or~ Can cast a mirage that changes two aspects of your person (height, weight, hair colour, eye colour, skin tone). Voice and gender cannot be altered. Lasts for 5 min.
. Deceit III
Can briefly control target’s speech for 30 sec. ~or~ Can cast a mirage that makes you resemble someone else you know well (whom you have known for over a year or studied in great detail). Lasts for 5 min.
. Deceit IV
Can briefly control target’s actions for 30 sec. ~or~ Can cast a mirage that makes you appear as any person, existent or imaginary (can adjust gender, voice, height, weight, hair colour, eye colour, skin tone, etc.) for 5 min.
. Deceit V
Can brainwash a target (control target’s actions and thoughts, with permission OOC if character belongs to someone) for 5 min. ~or~ Can cast an invisibility cloak on self which lasts for 5 min.
Passive
All Ranks of Deceit can now be put on a delayed cast. You can wait up to 12 hours before activating your cast as long as previous conditions have been met (IE: you held eye contact with the target when casting the spell.)
Shapeshifting
Transformations last for 1 hour unless otherwise specified.
Stat points are distributed between Health, Stamina, Strength and Agility (minimum value is 1). Your stats will change to these when you are transformed. Stats must be declared upon skill activation.
Intelligence, Willpower and Skill do not change regardless of what form you take.
Transformations will automatically end if your shapeshifted Health pool reaches 1. You sustain any damage taken to your shapeshifted form when you return to normal. Lethal damage in shapeshifted form will kill you.
. Shapeshifting I
Can shapeshift into any creature no bigger than 1.5ft cubed (0.5m cubed). 15 stat point distribution.
. Shapeshifting II
Can shapeshift into any creature no bigger than 3ft cubed (1m cubed ). 20 stat point distribution.
. Shapeshifting III
Can shapeshift into any creature no bigger than 5ft cubed (1.5m cubed). 25 stat point distribution.
. Shapeshifting IV
Can shapeshift into any creature no bigger than 10ft cubed (3m cubed ). 30 stat point distribution.
. Shapeshifting V
Can shapeshift into any creature no bigger than 20ft cubed (6m cubed). 40 stat point distribution.
Passive
Increases duration of Ranks I-IV to up to 12 hours and are given a +5 bonus added to distribute between their stats (how much and where it goes is your choice).
- Augments:
(Augments can be purchased in any order but are all priced at 40 EPM. All augments require the character to have at least one Rank V of any applicable skill in order to be purchased. When combining multiple skills, you must first master at least one of the skills involved; mastering both is not required, but you will be limited by your available Ranks in the un-maxed skill)
Time Augment:
All spells have a x2 boost to the allotted time. Can be cast twice as long, takes effect in half the time, ect.
Casts Augment:
All spells have a x2 boost to their allotted daily casts (i.e. Rank I: 10 casts, Rank II: 8 casts, Rank III: 6 casts, Rank IV: 4 casts, Rank V: 2 casts).
Refresh Augment:
Can refresh the number of casts in a Slot up to three times a day. Can be applied to the same skill or three different skills.
Imbued Weapon Augment:
Can combine originally normal weaponry with permanent magic effects to enhance it, i.e infusing a weapon with Toxins to poison whoever/whatever it cuts/pierces/hits or with Pyromancy to make it blazing hot and inflict burning damage without damaging the weapon itself. Can imbue up to 3 weapons with 3 spells each (spell can be of an specific magic Rank, or an effect amalgamation of a specific magic branch).
Elemental Augment:
Can combine elemental magics together at varying levels, i.e. cause fire to rain down with a hailstorm or coat a Geomancied item with ice.
External Augment:
Can combine the external magics together at varying levels, i.e. Dropping Necromancied summonings out of Gating portals, or have a channel magic through a Necromany minion to have it cast Telekinesis on something.
Internal Augment:
Can combine the internal magics together at varying levels, i.e. have a combination of Health and Toxins to treat someone hit by a poisoned blade.
Illusion Augment:
Can combine the illusion magics together at varying levels, i.e. mixing Deceit and Shapeshifting to cast a mirage that makes you look like an animal/creature, hiding your shapeshifted features behind a mirage of normalcy, or having your Projection cast Deceit on someone.
Mixed Branches Augment:
Can combine the different magic branches (elemental, internal ,external, illusion) between themselves at varying levels, i.e. making an undead summoning have a toxic bite, casting Kinetics on a fireball, using Deceit on an undead or the Cryomancy augment mentioned in the Lost Pages history (a combination of Cryomancy with Telekinesis).