Post by Dark on Mar 4, 2013 17:39:19 GMT -8
Magic is an ability that has become prevalent in this area in the last few decades. It seems little known in other parts of the remaining world. In order to do magic, though, a character must either be assigned the job of Wizard or begin studying it independently. Either way, the character must achieve certain levels in order to do certain kinds of magic. When a character levels up, s/he is still able to do all magic below that level. For example, a level 5 Wizard is able to do any listed spell.
At the moment, there is no way for loners to achieve higher Wizard levels, bar becoming a Resident, leveling up, and leaving the Base. If you wish this for your character, it must be done entirely in-character.
Beginner level magic can be done by almost anyone. It is simple and requires very little energy, but also isn't always very useful. The following spells may be used by any and all characters.
- Create sparks. Sputa. Create sparks by saying the word and snapping one's fingers simultaneously.
- Detect magic. Entopismós. By saying the spell, the user is aware of magic use around them. Only works for a moment or two.
- Meditate. This requires no spell word. Simply find a quiet place and rid one's mind of all thoughts. This can be used to gather strength for larger spells, faintly speed healing, or simply for personal growth.
Second level magic grows in difficulty and intensity. These spells take a little more energy and require practice in order to perfect.
- Minor healing. Balóno. This can only be used for very minor healing, such as scratches, scrapes or to slow bleeding some.
- Unlock. Doreán. This spell unlocks locked doors or padlocks.
- Weaken. Ámpoti. Drains the strength of another. The user does not absorb that strength, but it can help in fights. The spell wears off after a few minutes, but the subject does not immediately regain the lost strength.
- Summon wind (light). Aeráki. Users can summon a slight breeze.
By level three, any lesser spells can be done with ease. The level three spells, however, must be done with the utmost care. Misspeaking the words or using spells when weakened can prove very dangerous.
- Scrying. Vlépo. By looking into still water at least three inches deep and speaking the spell, users can focus on other people with which they have an emotional (negative or positive) connection. The spell only lasts a moment, though, and users cannot hear any sounds or words said, only see.
- Moderate healing. Veltíosi. With this spell, medium wounds can be healed. It takes a great amount of energy and usually some time, but users can heal skin and help bones heal.
- Shield. Frágma. Gives the user a brief energy shield against attacking weapons or spells. It usually only lasts a moment. While using this spell, however, users cannot be scried.
- Communicate with animals. Otakoustó. Speaking this spell gives the user the brief ability to understand the thoughts of animals. It lasts only a few moments, but can also help understand shapeshifters in their animal form.
At this level, the character may either learn to become a shapeshifter or summon a familiar, but not both. All of the level four spells require diligent practice.
- Shapeshifting. The ability to turn into an animal. This is obtained through much meditation. There is no spell word. The Wizard simply visualizes his/her body changing into an animal. Each Wizard has only one animal form, and it is the same every time s/he shifts. This skill is very difficult at first, but becomes easier with time. When shifting, the character's clothing stays with their human form. IE, when shifting from animal back to human, the character is fully clothed, not naked. The users animal form is dependent on personality, but characters never shift into insects, aquatic, or fantasy animals.
- Familiars. This requires no spell word, but great meditation. By focusing on a perceived animal "guide", the user may slowly summon an animal companion that has the ability to speak like a human. Initially, the familiar can only become physical when the user is deep in meditation, but with time, the creature becomes permanently corporeal. Familiars may never move more than ten to thirty feet from their companion, depending on the age of the familiar.
- Levitate small objects. Sikóno. The ability to make small objects (no more than ten pounds) rise several inches off a surface. With great practice, users can make the object move slowly through the air, but rarely very high off a surface.
- Summon wind (strong). Ánemos. Similar to the level two ability, but with stronger winds.
There aren't many new spells when level five is achieved, but with it comes complete mastery over lesser spells. Maintaining this strength requires practice and frequent meditation or the users abilities may weaken once more.
- Able to have both shapeshifting and a familiar. After reaching level five, users are able to both become a shapeshifter and have a permanent animal familiar. Very, very rarely will the familiar and the user have the same shape. The familiar becomes very weak when the user is in his/her animal form.
- Difficult healing. Eníschysi. With this spell, users are able to heal more serious wounds, although it takes up to several hours and a great amount of energy. Some wounds are beyond even the most skilled user's abilities. The best way to heal terrible injuries is for multiple high-level Wizards to work together.
- Short-term invisibility. Aóratos. Renders the user temporarily invisible to the sight. Can still be heard or smelled, and the spell can only last a maximum of five minutes (achieved with practice and concentration).