ESSENTIALS
MECHANICS
KINGDOMS
MAGIC ORIGINS

Characters can wield powerful magical abilities. How a character obtained their magic is up to the player. Some ideas include:

  • Born with magic (innate magic)
  • Make a deal with a spirit, deity, or demon
  • Cursed by a witch or other magical creature
  • Use a spellbook, tome, or other magical artifact

OBTAINING SPELLS

Spell slots unlock automatically when you make in-character posts. Update spells by editing your character profile. We strongly advise players to fill in their spells as soon as they unlock.

  • 0 IC posts — Characters start with 2 magical abilities of their choice.
  • 25 IC posts — 3 total spells
  • 50 IC posts — 4 total spells
  • 75 IC posts — 5 total spells
  • 100 IC posts — 6 total spells
Below is a cheat-sheet of when spells and stats unlock.

PASSIVE MAGIC

Passive magic is used only to enhance your character's appearance (i.e. small flowers grow when walking, sparkling or glowing fur / eyes, wisps of smoke coming from the mouth, wings or gills that can become hidden, etc).

  • Does not need to be dice-rolled
  • Does not take up a spell slot (i.e. don’t need fire spell to have smoke wisps)
  • Cannot cause harm or give a combat advantage to yourself or others.

MAGIC EFFECTS

Spells can damage health, affect stats, or cause other effects. Some spells have pre-written effects but players are free to customize these. Be sure to clearly state the intended effect of a spell. Spells can only have 1 effect at a time or affect 1 character. Spell effects should only last 1 post or until the effect has been used - unless stated otherwise in the description of the spell.

HOW TO DICE-ROLL SPELLS

The stat type to use for a spell heavily depends on the situation and how the spell is used. Some spells have a suggested stat to give players an idea of what to use. Regardless of what stat type is suggested: players should choose a stat type that is appropriate based on how they describe the spell being used (ie if Clone spell is being used to push an opponent it would be Strength but if the Clone is being used to confuse an opponent it would be Deception). Arcana stat can be used for magic only if you cannot fit the action into a different stat type.

See the Combat page for more info on stat types and dice-rolling..

SPELLS

AIR ELEMENT

create and manipulate air, including wind, scents/aromas, air pressure, create storms, air temperature, etc

BANSHEE
Charisma

a high-pitched wail or ferocious battle-cry that instills momentary panic, fear, or temporary deafness in an opponent, making them susceptible to attack

BONE SPUR
Dexterity

create bone growths & spikes that can expelled from the body as projectiles

CALLOUS
Constitution

harden skin and muscle to prevent damage or to increase damage on impact

CLAIRVOYANCE
Perception

see into the past, present, and possible futures; gain knowledge of events beyond normal perception; can be used to increase any stat level for 1 post

CLONE
Deception / Strength

create a duplicate of oneself to confuse enemies, to temporarily take damage, or to aid in an attack. Clones must be within sight or sound of their creator

EARTH ELEMENT

create and manipulate earth, including metals, gem creation, shifting earth between different solid or molten phases, etc; does not include manipulation of plants

ELECTRIC ELEMENT

create and manipulate electricity, including lightning, static shocks, magnetism, etc

EMPATHY
Charisma

sense and manipulate the emotions of others; can be cast on oneself or others to nullify the sensory or emotional effects of any mental spell

FIRE ELEMENT

create and manipulate fire, including heat-waves, temperature changes, etc; does not include manipulation of lightning

HEALING
Medicine

allows for the growth of tissue to heal wounds, illness, and ailments; healing spell is the only way a character can regain health during combat

HIVE
Charisma

summon a horde of flying insects to do one's bidding

HYPNOSIS
Charisma

allows the caster to give a SIMPLE mental or verbal command to a target that is irresistible to follow; subtle commands often go unnoticed by the victim, but commands that are against the victim's nature will be noticed and short-lived

ILLUSION
Charisma / Deception

create illusions that can affect any of the 5 senses, confusing enemies and allowing for covert action, diversions, or surprise attacks

INK

create and manipulate a dark liquid material that can be used various ways (blinding, slippery, distracting, etc)

LIGHT ELEMENT

create and manipulate light and shadows, create a beam of intense light(heat) or intense darkness (cold); allows for temporary invisibility

MIMIC

allows the user to copy a spell from an opponent instead of using one of their own spells. However, each copied spell can only be rolled successfully one time. Use your own stat level when rolling

MORPH
Strenth / Dexterity

shapeshift into another animal or object; Increases a stat based on shifted form; shifting into a large animal will increase Strength stat level by 1 for non-magic attacks; shifting into a small/quick animal will increase Dexterity level by 1

NECROMANCY
Charisma / Perception

summon spirits and dead animals to do one's bidding; can be used to gain information, to distract or confuse enemies; spirits seem to have an unnerving effect on even the most hardened of opponents

RECLAMATION
Arcana

must be rolled as Arcana; steal an opponent’s magical energy; when rolled successfully, the opponent's stat level is decreased by 1 on their next roll that uses magic. Meanwhile, the users level will be increased by 1 on their next roll that uses magic.

SEED

manipulation of plants; cause plants to grow, die, and move at will; create plant tendrils that can be used in battle to attack, aid, or hinder opponents

SHEPHERD
Charisma

summon an animal or group of small animals to do one's bidding; can be used to gain information, attack, or confuse opponents

SHIELD
Constitution

create an energy-shield around the user or a target to temporarily block any attacks or spells directed toward the user/target; blocks the next successful attack/spell directed at the shield or can be used as a dodge; shields can also be used as physical objects to step on, bash into things, or carry objects

SHRINK
Dexterity

shrink down to half of one’s normal size, becoming denser and less susceptible to damage or allowing the user to be less noticeable when sneaking or hiding; also makes the user more difficult to hit (since they are a smaller target); when rolled successfully, allows the user to dodge or absorb the next successful hit without taking damage

SIREN SONG
Charisma / Deception

allows the caster to use their voice to appear non-threatening and luring; can be used against prey to mimic animal calls, or to mimic the voice of other characters to lure, disorient, or confuse enemies; can be used to comfort, aid in escape, or to attack

SPECTER

temporarily enter a ghost-like state for up to 2 posts. Character must follow all ghost guidelines while in this state

TELEKINESIS
Strength / Dexterity

move objects with the power of the mind; can be used to throw or push an opponent up to 10 feet, or to move/throw objects at an opponent

TELEPATHY
Charisma

communicate via non-verbal thoughts; be able to read the thoughts of others, when rolled successfully; thoughts must be clearly stated in a post; can be used as an attack by creating a psychic blast, creating a painful, intense mental pain that makes speech and decision making difficult for up to 2 posts

TELEPORT
Dexterity

bend space-time in order to teleport oneself, others, or objects to another location, up to 30 feet away; generally there is a ‘shimmer’ of light and a fizzing noise before a teleport completes; teleportation typically takes 2-4 seconds to travel; the caster must be able to see the destination or target they wish to teleport

VAMPIRE
Medicine

become stronger by consuming or being in contact with blood; when rolled successfully, the caster can injure the other character or heal 1 health or increase their next dice-roll level by 1 for 2 posts; only works if the user has come into contact with blood

VENOM
Medicine

create a toxin to affect oneself or others; toxins can be released through the air, physical contact, or via saliva/bite; the effect of the toxin is up to the user but can only last for 1 post; the effect must be clearly stated

VERITAS
Charisma / Perception

determine truth from lies, allows the caster to either see through 1 lie used in a previous post or to increase their next Charisma or Deception roll. Does not allow a character to know an exact truth, only that a lie existed.

VIBRATION
Strength / Dexterity

create earthquake like vibrations to create shock-waves to injure or disorientate enemies; vibrations can be directed in focused beams for precision or spread over a large area

VOID

create small inter-dimensional pockets to break down matter; can be used to destabilize the environment or surroundings to cause damage or injury to an opponent (or aid oneself); can create void-balls, which can be hurled at an opponent to cause damage - many describe contact with these void-balls as an immeasurable pain, removing fur, scales, and burning flesh upon contact

WATER ELEMENT

create and manipulate water, including ice, fog, cloud formation, water crystals, water temperature, etc

WEB

create and manipulate web-like material for various uses, can be sticky or strong to trap enemies, carry items, or cover wounds