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NOTE: The stars next to abilities, signify the energy/magic output needed. Beings can only use up to 10 stars a day, check your Alliances hierarchy to figure out your characters available usage. Going over usage takes the overflow amount, +2 penalty from the next day.

GENERAL ABILITIES

 

Summoning Magic

As the name suggests, the Magi are most reliant on their capabilities to summon and control magic. Their abilities are really only limited to their level of skill and imagination. (If you would like a spell approved, please submit your ideas here for approval. We’ll make adjustments, and add it to the archives with the magical output needed.)

 

1. Spells /Enchantments/Charms/Hexes (Energy output found in individual notecards)

An incantation, a spell, a charm, or an enchantment, is a magical formula intended to trigger an effect on a person or objects. The formula can be spoken, sung or chanted. Use of alters, ingredients and tools may help in creating powerful spells/enchantments, but simple incantation when in a bind works just fine.

2. One Word Spells â˜…★ - ★★★★

These forms of magic are concentrated and simple bursts of magic, created off nothing but intention and a word. Being simple spells they may easily be broken or fade, and overall may not last longer than an hour.

3. Potions (Energy output found in individual notecards)

A potion is a liquid formula that contains medicine, poison, or something that enacts a magical effect. To properly execute, these usually take many ingredients and a set of specific instructions.

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**A Magi may only hold up to 3 preprepared magicks on their person at a time. Furthermore, it must be stated in a tilter or RP pick.**

 

Empathetic ☆ 

Magi are incredibly attuned to those around them. Though not a constant thing, they may pick up on glimpses of others moods and feelings.

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Deflection ★★★★

The power to redirect magical attacks back upon their users. The magi needs to raise their hand to block in order to properly deflect, and say “Mittere Impetum Retro.” Once activated, the hand emits an orange glow. Since this power must be consciously activated, the magi in question can be thwarted if unaware of an impending attack.

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Summons ★★

The power to magically alert all surrounding Magi to the caster's position. Saying “Locus opus auxilium.” and drawing an ‘X’ with their finger, casts a temporary beacon to the current location.

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Necromancy ★★★★★★ (Can be used on Vampyrs & Voidsents, but requires consent.)

The ability to gain control over the deceased. Can be used to carry out tasks, or gain information. All that's needed is the subject's full name and essence (Blood, DNA, Ectoplasm, etc). The essence disintegrates after use, and more must be collected to use ability again.

WEaknesses

Mortality

Aside from their ability to perform magic, Magi are regular humans, meaning they possess all weaknesses possessed by humans.

 

Emotional Chaos

In order to channel magic properly, Magi need to be in control of their emotions. When experiencing strong emotions, a Magi may become unable to perform magic, or cast unintentionally. Unintentional magic is strong but acts unpredictably, and leaves the Magi blocked from all forms of magic for the next 24hrs.

 

Distraction 

Preventing a Magi from concentrating or giving full attention to their spells, may render the spell ineffective.

 

Overexertion

The excessive use of magic could lead to fatigue, unconsciousness, the depletion of one's reserves of power, and if taken to the extreme, death.

 

Magic Limitations

A Magi must cast spells vocally, even if just a whisper. A gagged Magi has no access to power, besides emotional, which is draining and chaotic as it isn’t properly channeled. Additionally, many spells require line of sight or touch (such as healing spells), and so being in the dark, or unable to get to their target prevents them from wielding their power properly.

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