Magic Guidelines
ALCHEMY | Alchemy is a conversion magic. The theme of the magic is transforming one thing into another. Normally that will be from one state of matter to another, or one element to another. Some things they can do include:
- POTIONS: An alchemy mage can take some plants and magically turn them into potions or elixirs with various effects. At Novice these potions should mostly just heal wounds or energy. At C-Class and beyond they can have other effects.
- TRANSMUTATION: The mage can transmute one form of matter or element into another. This can be a complete change, or simply turning one element into another state of that element. Alchemy mage can use magic to separate and fix elements. They can also soften an element so that it can be molded into a new shape.
- BIOLOGY: Starting at C-Class Alchemy mage can produce mutations in their own bodies or the bodies of other people. Mutations in others need a duration and cannot be immediately deadly.
- MAGICAL ITEMS: Alchemist are capable of combining magic and material to create magical items. At Novice this only amounts to fixing damaged Magical Items and Vessels. However, starting at C-Class they can add attributes to Magical Items, and then at A-Class they can create Magical Items from scrap.
Allowances: Can repair Magical Items. Can transform plants into potions. Can temporarily add attributes to a magical item (permanently if the owner of the item ooc purchases the upgrade).
Restrictions: Can not manipulate and shape matter like an Elemental or Contour mage. Cannot bring back the dead or create homunculi
ARCHIVE | is a magic based on gathering, display, downloading and storing information. It is a computer based magic that can bring computer processes to the magical world. They can do some of the following:
- MAPS: An Archive mage can scan the surrounding area and create a map. Maps have varying degree of accuracy and utility as they rank up.
- SCREENS: They can create screens that display information. The screens work like computers, and can function like anything from a laptop to an Iphone.
- PROCESSING: A mage with this magic can scan things for information. They can also apply computer logic to the real world. For example, they could create a firewall that shields from spells.
- DOWNLOADING: An Archive mage can speak to others telepathically, read minds and place information into the heads at others. At Novice they can only speak telepathically, with those that give permission. D-Class can read thoughts as they come. C-Class can place thoughts into others' heads. B-Class and higher expand on this.
Allowances: Can convert things between digital/virtual and real.
Restrictions: They cannot change memories or personalities without permission from the other player.
AUGMENT | This is not a Magic Type is the normal sense. It's only listed here because it can be chosen in place of a Magic Type. While Brawlers are specialist in Hand-to-Hand or weapon fighting, characters with this in place of a Magic Type are telling other people they want to focus on an abnormality. Augments are advanced Abnormalities that blur the line between physical and magical.
- PENALTY REMOVAL: If the character is a Mage, and they have Brawler as a Magic Type, they won't have the physical ability penalty.
- ENHANCED ABNORMALITY: Abnormalities don't need an ability if they aren't useful in combat. If they are useful, they use physical ability slots. But to get abnormalities like regeneration or venom, a character needs to have this type is one of their magic types. This allows for them to use nonmagical abnormalities that may be mistaken for magical. Things like shooting venom, having a mechanical arm with a flamethrower, etc.
- CURSES: These are actually magical. If your character has had a cursed placed on them, or something similar to a curse, they may want to have an augment. These curses must be harmful or detrimental to the character, and never beneficial. But in exchange for that, they can do almost anything. If you want your character to get over their curse, or eventually use it to their advantage, you can start with this, and the curse can eventually evolve into a magic type. You would then swap out 'Augment' for a magic type.
Allowances: Advance Abnormalities, and curses that have few restrictions.
Restrictions: For most abnormalities there is a magic type that can do the same thing but better. As such, the Augment type is mostly a stepping stone, until your character can acquire those magics in their plot.
BIOKINETICS | Big word, but this magic is straightforward. This is a transformation magic that, instead of transforming a person, transforms what their body is capable of doing. Somethings these mage are capable of include:
- STRETCHING: They can stretch their bodies to astounding lengths. They can become a rubber person, more or less.
- FLATTEN: In the Fairy Tail series there is a magic that allows the caster to flatten their body so that it is like paper. This is that magic.
- SEPARATION: Starting at C-Class, these mage can remove their body parts without hurting themselves. When they do this, the point of separation becomes covered in a layer of skin. After separation they can freely place the body part back anywhere on their body. This should be used with caution.
Allowances: Can separate their bodies into pieces without being hurt.
Restrictions: Cannot change the bodies of other people. Separated body parts can only be placed back on the body if the mage did the separating. This magic doesn't
instantly heal wounds.
BRAWLER | This is not a Magic Type is the normal sense. It's only listed here because it can be chosen in place of a Magic Type. This is a specialization in the use of Physical Abilities. If a character has Brawler in place of one of their Magic Types, they are telling everyone else that their character prefers to use Weapons and Their bodies to fight.
- PENALTY REMOVAL: If the character is a Mage, and they have Brawler as a Magic Type, they won't have the physical ability penalty.
- CHAKRAS: There are seven points on the body that limit its physical potential. Brawlers, as specialist in hand-to-hand fighting, tend to learn how to remove those limiters. With each one removed, their physical stats (after buffs) are increased 10%. At each rank they unlock one more limiter starting at 1 at novice, and then 5 at A-Class. At S-Class they can unleash the last two. The duration is always 4 turns though. When the duration is up the character sustains 15% damage for every limiter removed. It's fatal if all 7 are removed.
Allowances: Can specialize in the use of physical abilities. Can have innates physical buffs at Novice. Can remove limiters.
Restrictions: If they have a Magic Type (Are a mage), their magic supply is halved compared to a normal mage.
CARD | Card Magic is a Holder Type Magic that uses Cards as a Medium. The cards themselves can reflect playing cards, tarot cards or even trading card games. Features of this magic include:
- TRAPS: A mage with this magic can have cards that are placed face down somewhere. If someone passes within a certain distance of them, they will be triggered and apply a magical effect..
- SPELLS:: Some of their cards can have magical effects fitting for the card. For example, they can have a Fireball card that shoots out fireballs, or a Six of Hearts that conjures six hearts for some effect.
- MONSTER: Starting at C-Class they are able to have cards that summon creatures. The creatures will typically be a rank lower than the ability that summons them.
- HERO: At A-Class the mage can have one hero card activated at a time. The hero card will come with a passive effect that buffs the user. They are the hero in their game.
Allowances: Can have up to Three Copies of each Trap Card, and Two of each Monster or Spell card. Each copy would be on a separate duration or cooldown. Can summon creatures.
Restrictions: The Card they want should not always be at the top of the deck. If cards are lost without magic being added to them, they will be of no use to the mage. Cannot use the allowances of other magics.
CELESTIAL SPIRIT | is a type of Holder mage that specializes in the use of keys to summon spirits. Celestial Spirits are creatures from another world each with their own sort of magic. Components of the magic type include:
- SILVER KEYS: Silver keys are used to summon weaker spirits. These are purchased from the Magic Shop, or found on Mission or in Dungeons.
- GOLDEN (ZODIAC) KEYS: There are only twelve of these, and they summon spirits that are naturally stronger than those summoned from the Silver Keys. These can only be gotten from Dungeons or during site events. There are no duplicates of these keys.
- NORMAL SPIRITS: Summoned with Silver Keys, you get to choose the appearance and personality of these spirits. They also each get a Magic Type of your choice. Normal Spirits gets a maximum of 4 Abilities, but you need to purchase or start with them.
- ZODIAC SPIRITS: These spirits, summoned with the Gold Keys, resemble the 12 Zodiac signs. Because these are rarer, they each come with an ability that is unique to the spirit. Those abilities will be revealed when a Gold Key is acquired.
- PLAYER SPIRITS: Each Celestial Spirit Mage can contract with a single Player Celestial Spirit.
Allowances: Can have a Player Celestial Spirit. Can summon spirits, each with a magic type. Can acquire Gold Keys (Primary Magic Only)
Restrictions: Can summon a single spirit at a time in combat. There is a cooldown of 2 turns on summoning each spirit. Spirits cannot utilize the Allowances of the magic they copy. But Spirits follow the guidelines of their respective magic types.
CHI | Or Chakra Magic. This magic is can be compared to Elemental magic, except this uses pure or spiritual energy in place of an element. They can enhance their blows with energy, or barrage enemies with attacks composed of energy. :
- ELEMENTAL-LIKE: They have mostly the same capabilities as elemental. What they can't do that Elemental can is create dynamic makes.
- DETECTION: With an innate ability they can sense the presence of energy or magical signatures. With an activated ability they can sense the power level, magic type and rank of a person.
- COLLECTION: Starting at A-Class they can collect energy from allies and, after a charge period, create a devastating attack with that energy.
Allowances: Can absorb energy from allies at a later rank. Can work with chakra system.
Restrictions: Cannot pull energy out of living enemies. Need approval before utilize strange energies (Bread energy for example would need staff approval).
CONTOUR | Contour magic is a themed magic. That means when you choose this magic, you will choose a theme for it. That theme would be some kind of material: Hair, cotton, wood, etc. Characters with this magic can control the material that they choose:
- MANIPULATION: Can control the material as long as they see it. This requires concentration. The more of the material controlled, and the further away it is, the more magic this consumes.
- AUGMENT: As long as the mage isn't trying to do everything with their material, they may augment their material to have unusual properties. For example, they could light their hair on fire.
- MAKE: Like an Elemental Magic, the material can be shaped into an object or weapon.
Allowances: Can manipulate a present material, and also give it abnormal properties.
Restrictions: Will be added if we think of any.
CONTRACT | A logic and rule based magic. The character will write down rules or verbally state them, and those that don't follow the rules will be punished:
- CONTRACT: A rule placed on an area. Those that go against the rule will be punished in some manner.
- CHEATS: The opposite of adding a rule. The character will break an accepted rule. For example, they'll levitate instead of falling.
- GAMES: Starting at C-Class a Contract mage can create games. Games have multiple conditions, each with a punishment. For example, failing to do what Simon says burns someone, while doing something when Simon doesn't say zaps them.
- ZONE: A Contract Mage, starting at A-Class, can separate an area from the normal flow of the dimension. This section then observes the rules they create.
Allowances: Can use controlling methods to get other people to follow their rules.
Restrictions: Every rule should affect user. No making rules based on things a person cannot control, or must do to survive.
DESTRUCTION | This is a magic that intends to destroy as much as possible. It trades defense and support for a fearsome destructive power:
- HEAT: Able to produce heat waves or heat their bodies, Destruction Mage can burn friend and foe.
- EROSION: Destruction mage are able to erode earth, metal and more. Landscapes are scarred forever by their spells.
- EXPLOSIONS: They can create energy bombs or have it that their blows produce explosions.
- DISASSEMBLE: Starting at C-Class, they can disassemble things. This means they divide something into dozens of identical, but smaller pieces. The overall power of the disassembled object or individual isn't reduce, but it is divided among the divisions. This works on people, but requires a duration.
- CATACLYSMIC: These mage, starting at A-Class, can cause Earthquakes and shift the ground around them to cause mass destruction. Just touching something large, like a mountain, will destroy it.
Allowances: Can have Area of Effect spells as early as Novice. Spells can be prepped, and for each turn of prep, the spell can be treated as +1/2 a spell when attacking a shield.
Restrictions: They cannot have shields.
DOLL PLAY | This is a manipulation magic. These mage will use strings from their fingers to control golems forged from environmental elements, or they will control dolls. At the start their dolls can really only do physical attacks, but later on they can be more magical:
- GOLEMS: Doll Play mage can turn elements in their surroundings into dolls. Make sure you describe what the doll looks like. Typically, Dolls will move at the innate speed for their rank, and use the innate lifting numbers for their rank.
- DOLLS: Stuff animals, dolls or weapons, they can manipulate them. Starting at C-Class the dolls can be enhanced to use magical and fitting abilities. For example, a witch doll could cast a fire spell.
- LIVING DOLLS: A-Class Doll Play mage can turn people into dolls. But any damage the living doll takes, the mage takes as well.
Allowances: Can make golems at Novice. Can control other players.
Restrictions: They can only concentrate on one Golem at a time (2 At C-Class, 3 at S-Class). Golems cannot be created around or on top of people.
DRAGON SLAYER | This is one of two Canon Magic Types. Mage using this magic type were trained to fight like dragons so that they could fight alongside and against dragons. There are eight dragon slayers, and each has an element:
- PARTIAL SHIFT: All Dragon Slayers can partially shift (turn into) their element. By partially, we mean that they can only transform limbs and not their whole body. Shifted limbs can be shaped into weapons or dragon parts like claws.
- EATING: Without a spell, Dragon Slayers can eat their element to restore their magic supply. Eating enough of the element may temporarily buff them. The element cannot be tainted in any way--It will still restore their magic, and even buff them still, but they will be hurt in the process.
- DRAGON SKILLS: Every Dragon Slayer has spells that are named in the format '_____ of the {Element} Dragon.' These spells are usually half physical, and make the DS resemble a dragon.
- ELEMENT SPECIFIC: Each Dragon Slayer has something unique
- Fire: Can eat any magical element for the Eating bonuses. But they will be treated like tainted fire.
- Sky: Can heal and buff others.
- Iron: Can shift their whole body into iron.
- Water: Can remove detrimental spells from their selves or others, and break out of binds.
- Lightning: Can move through conductive surfaces.
- Earth: Skin is as hard is stone.
- Plant: They have plant anatomy, and their abilities can take advantage of that.
- Shadow: Can shift into or enter shadows.
- Light: Can create illusions.
- Poison: Can eat ailments.
- DRAGON FORCE: Speed is increased by 50 MPH, lifting by 100 lbs. Dragon Skills deal more damage. This does not require an ability, but cannot be done until A-Class. When this is active, the DS grows scales and resembles a humanoid dragon. Dragon Force lasts for four turns, but cooldowns for 10.
Allowances: Element eating, Partial Shift, Dragon Slayer background, Dragon Force
Restrictions: Cannot eat spells of a higher rank. Eventually get full from eating the element.
DRAWING | One of the three artist magic types, Drawing magic brings a mage's artworks to life. All they need is a writing utensil and an imagination:
- DRAWINGS TO LIFE: After drawing something, a Drawing Mage can bring it to life. The drawing will leap off of the medium they were drawn on, and can then be used as a golem, or for utility.
- ALTERATIONS: Drawing mage can draw and erase real things. They could, for example, erase a part of an outfit and redraw it the way they want it. No one would know the difference.
- LANDSCAPES: At B-Class and beyond, they can bring a landscape to life. This means changing an area to look the way that they want.
Allowances: Golems at Novice. Can alter the real world.
Restrictions: Need to use ink, paint or lead (or something similar) for the drawing.
DUPLICATION | A magic that takes one from the universe, and returns many. These mage are specialize in cloning, multiplication and recreation. Some of the things they can accomplish are:
- DUPLICATION: The mage can duplicate an object that they have touched. This may include anything from weapons, to clothing, to magical constructs (Magical walls).
- LIMBS: A Duplication Mage can create a copy of their limb at Novice, and then at C-Class they can duplicate one of their limbs, eyes, ears or mouth onto an object.
- BUFFS: At C-Class they can take a single target buff and apply it to those people near a target.
- CLONE: At B-Class and higher they can duplicate their whole body, but the power of each clone will be divided by the number of clones.
Allowances: Can make copies of their selves that are close to as strong as the user. Can clone body parts onto objects and other people.
Restrictions: Cannot duplicate spells in a way that enables the Duplication mage to cast the spell. Cannot subtract or divide, unless it's to get rid of something they created.
ELEMENTAL | An Elemental Mage is one that utilizes magical elements to perform their whims. They can conjure and shape the element as they please. The elements that this magic uses include: Fire, Wind, Water, Earth, Ice, Light, Darkness, Plant, Poison and Lightning:
- SELECTION: At Novice a mage can use one of the eleven elements. At B-Class They can tack on another one, but it mustn't be opposite from the first. If your primary and secondary are Elemental, you can have a total of 4 elements.
- CONJURE: Elemental mage can create their element even if it is not present.
- MANIPULATION: They can manipulate the element if it is already present, making it magical. But they cannot take control of an element if it's already being controlled by a spell of the same rank or higher.
- STATIC MAKE: They can also shape their element into static objects. Until C-Class these have to be objects that can be held. After that they can be larger.
- DYNAMIC MAKE: Starting at B-Class, Elemental mage can create moving golems from their element.
Allowances: Can take control of a magical element of a lower rank. Elements can be used creatively, such as using water to reenact a scene that took place.
Restrictions: Elements cannot be given properties they don't have. This means no cold fire, and things can pass through fire or wind (Not without getting hurt).
EMBODIMENT | The magical ability to create objects from nothing is what these mage have. Objects from a set, or a specific type of objects, there should be some limit on what they can create, but their object embodiment is still impressive. Their embodiments come in two types:
- NORMAL: The mage creates an item with non special traits. If it weren't for the fact it's created through magic, the item could be considered nonmagical. If they can do anything special, it's something the object could normally do in real life.
- MAGICAL: Starting at C-Class they can create magical objects. These would be items and objects that perform feats that the item could not do in real life. Adding fire damage to created swords would be example.
Allowances: Can conjure a lot of an item without drawbacks, but only one or two copies of the item can be wielded at a time. Can create temporary items out of nothing.
Restrictions: Cannot create life.
GOD SLAYER | Dragon Slayers are trained by dragons. God Slayers are not trained by gods. All that is known about these mage is that they've encountered Zeref, and because of that, acquired this magic:
- PARTIAL SHIFT: Like Dragon Slayers, all God Slayers can shift their limbs into their element.
- EATING: Without a spell, God Slayers can eat their element to restore their magic supply. Eating enough of the element may temporarily buff them. The element cannot be tainted in any way--It will still restore their magic, and even buff them still, but they will be hurt in the process.
- ELEMENTAL: A God Slayer can do anything with their element that an Elemental mage could.
- ELEMENT SPECIFIC: Each God Slayer has something unique
- Fire: Can eat any magical element for the Eating bonuses. But they will be treated like tainted fire.
- Sky: Can heal and buff others.
- Iron: Can shift their whole body into iron.
- Water: Can remove detrimental spells from their selves or others, and break out of binds.
- Lightning: Can move through conductive surfaces.
- Earth: Skin is as hard is stone.
- Plant: They have plant anatomy, and their abilities can take advantage of that.
- Shadow: Can shift into or enter shadows.
- Light: Can create illusions.
- Poison: Can eat ailments.
- GOD FORCE: This is a buff that they can use without an ability. While this is active they gain a black, celestial aura. While this is active their God Slayer spells have their ranges increased and deal more damage. This lasts for 4 turns and cooldowns for 10. The character has to A-Class to do this.
Allowances: Element eating, Partial Shift, God Slayer background, God Force
Restrictions: Cannot eat spells of a higher rank. Eventually get full from eating the element.
GRAVITY | Magic that controls the powerful force known as gravity. They can make things float or levitate, or turn objects weightless.:
- LIFTING: Gravity Mage can magically lift objects up to the magical lifting weight for their rank. The more objects they lift, the more magic and concentration they need.
- FORCE: Gravity Mage can apply a force on objects and people. This is good for increasing the weight of something, or dealing blunt damage.
- PORTAL: At C-Class, Gravity mage can create portals which they can move through. After moving through a portal, they will be unable to attack for a turn.
- BLACK HOLE: At A-Class, a Gravity mage can create a Black Hole. It will suck enemies in, deal blunt damage and then throw them back out.
Allowances: Gravity can create portals starting at C-Class
Restrictions: Cannot apply gravity to someone that would instantly kill them. Cannot hold a person with gravity forever.
GUARDIAN | Guardian Mage are magi who believe in something. That something can be an entity, fate or ideal. Their belief and support for that guardian allows them to draw power from and be empowered by that Guardian. This involves:
- CHOICE: A Guardian mage will have a single guardian. That guardian can be something specific like a god, or something vague like justice.
- EMPOWER: The mage will be empowered by their guardian. The guardian will apply attributes to them or their weapons. They can temporarily increase some physical stat or add an element to a weapon, or anything that makes sense for the specific guardian.
- MATERIALIZE: At C-Class they material objects fitting of the guardian. If the guardian was Zeus, they can materialize lightning bolts to throw at people. If the guardian is a demon with a sword, they can materialize a sword..
- SYNC: Starting at A-Class the mage can become synced with their guardian. Synced abilities are closer to the guardian entity's than unsynced abilities, and they are usually much stronger.
Allowances: these mage can become stronger, magically, when they are within an area that their guardian has domain over. For example, if their guardian is a plant spirit, they may be stronger in the forest.
Restrictions: They can only empower other people if the other person supports their guardian. The mage will be weakened when in areas that would be a domain opposite from their guardian (Night v. Day).The more common a guardian's domain is, the weaker they will be when they are within that opposite zone.
HEAVENLY BODY | A mage attuned to celestial events. Their magic will emphasize space structures, or mimic the constellations in the sky. Their magic channels cosmic energy:
- STRUCTURES: These mage can use cosmic energy to create space structures. Star dust, Meteors, Rings and more can be crafted and used for combat.
- EMPOWER: Heavenly Body mage can empower theirselves with cosmic energy, buffing them physically for a duration.
- CONSTELLATIONS: Starting at C-Class, these mage can shape cosmic energy into items fitting of constellations, like a bow.
- MAJOR STRUCTURES: A-Class Heavenly Body mage can create small stars and planets.
Allowances: Can use already present structures, like meteors from a meteor shower. Their spells are also stronger if they match a constellation that can be seen.
Restrictions: Cannot create black holes (Gravity Territory). Cannot make up constellations.
HOLDER | Like Brawler, this isn't a normal Magic Type. That is because Holder Mage don't technically have to be Mage. A Holder Mage is a character that specializes in the use of Magical Items. Because Magical Items can supply magic to themselves (Through the use of Lacrima), a Non Mage can have Holder Magic.
- ITEMS: Holder Magic is a General Magic. That means that there is a lot that you can do with it. Your character will have a Magical Item, or a collection of Magical Items, and their abilities will be pinned to those. Those abilities only have to make sense for the item or function.
- LIMIT REMOVED: Normally a character can only have one ability per Magical Item. Holder Mage do not have a limit (Besides the 24 Ability Limit).
Allowances: Can have a large assortment of abilities.
Restrictions: Their abilities cannot use the allowances of other magic types. New Holder items have to be purchased or found on Missions/in Dungeons.
LIMIT | Limit magic is a form of transformation magic that focuses on breaking limits. A mage with this magic will transform their selves, others or objects into larger, more powerful forms. With each 'limit break' they transform further. For example, a person may transform theirself into a wolf, and that wolf form can then transform into a werewolf and that werewolf form can transform into a metal wolf form:
- EVOLUTION: There is a chain of evolution as the character breaks their limit. Each form in that chain can have a maximum of four abilities, and each form has access to the abilities of the lower forms. The first form in the chain is at Novice. The second is at C-class. Third is at A-Class. SS Classes can have a Fourth.
- SELF: If you transform yourself, the first form can be some completely different creature, but it should not look too powerful. Each level after that will look similar to the previous form, but will also look more powerful. Each form can have abilities fitting of its appearance.
- ITEMS: A character could also do this with an item. They start with a nonmagical sword and transform it into some other weapon. Then with each level the form looks more powerful, and by the third form in the chain it may be some monstrous item or many items that the user can use.
- FORMS: Forms can be listed in the magical inventory. A character with this magic is not limited to a single chain of forms.
Allowances: These mage can chain transformations. When they move to the next form in a chain, their stamina will be increased to the average of the stamina between the two forms. This only works when going up in the chains, to a high form than when the damage was sustained.
Restrictions: Forms in a chain must be similar in some way. However, form chains are allowed to branch, so the similarity could just be a gothic appearance, or something like that.
MECHANICAL | These mage are specialist in turning scrap parts into complex machinery. They mix tools and magics to build machines and robots, or to destroy constructs. Some options they have include:
- CONSTRUCT A Mechanical mage, right from the start, can turn scrap metal, wood and other materials into a simple device. Until C-Class those devices should be smaller than a television, and have few features (unless they're utility). After that they can be as large as a car. Then starting at A-Class they can be much larger than that.
- DISMANTLE: A Mechanical Mage can have an ability, or multiple abilities, that tear apart mechanical constructs. These abilities always work on nonmagical constructs, but then follow shield rules for magical constructs. The size they can destroy are the same as constructing, but destroying instead.
- SUITS: At A-Class they have access to mechanical suits, gundams and transformers.
- CONTROL: Before C-Class anything created should require direct interaction, such as pressing a button, to work. But after that the Mechanical Mage can control them from a distance with just their minds.
Allowances: Creations can have a number of uses. Then each use can have a set duration. It is not until the uses are used up that the creation breaks, weakens or loses its effect.
Restrictions: Dismantling only works on constructs made with parts. If something is solid metal, or a pile of metal, it can't be dismantled.
MEDIUM | A Medium is a person with ESP (Extrasensory Perception). They are capable of many supernatural feats that affect this world and the next. Some of the things they can do include:
- TELEKINESIS: A Medium mage, with just their mind, is capable of lifting objects or consenting people. At lower ranks they can only do a few objects; lifting people starts at C-Class.
- TELEPATHY: Reading minds is easy for these mage. At Novice they can only speak telepathically, with those that give permission. D-Class can read thoughts as they come. C-Class can place thoughts into others' heads. B-Class and higher expand on this.
- TELEPORTATION: They can teleport a short distance, but there should be a one turn prep period, and they cannot attack immediately after teleportation. After C-Class they can do it without the prep period.
- MIND CONTROL: At A-Class these mage are able to control the minds of individuals. However, the target must be aware of what is happening, unless there is a long prep period (In which case it can be full hypnosis). Strong willed characters will be able to break the mind control.
Allowances: Can by-pass certain ability restrictions, which is described in the capabilities in this section.
Restrictions: Cannot warp a character's personality without permission.
OSTEO | is a fancy name for Bone Magic. This is a magic where the caster manipulates the bones in their bodies, or the bodies of nearby animals. Many of the things they are capable of are similar to Sanguine mage. They include:
- MANIPULATE BONE: Their own, the Bone of animals and, if it's no longer touching the owner, the Bones of other people. These mage can manipulate and shape bone, like Contour Mage do with their materials. They can also increase the volume of bone.
- NECROMANCY: Starting at C-Class these mage can create skeleton golems out of their own bones, the bones of animals and the bones of the deceased.
- AUGMENT: B-Class and higher Osteo mage can give their bones a single unusual property. That property should be the same throughout the Osteo spell arsenal, for all abilities with unusual properties. An example would be an ability to liquify their bone.
Allowances: Can use bones to create golems. Can add unusual properties to their bones or the bones of others. Any wounds on the caster's body caused by this magic will heal instantly.
Restrictions: Cannot control bone when it is inside other people. Cannot control bone that has been charred.
PERFORMANCE | mage are mage that use song and dance to support their allies and to attack their enemies. Typically, they will buff others and create weather-like effects:
- VOCAL: The mage will sing a song, tell a story or do something else vocal. When they have, an appropriate effect can follow. The effect can reach anywhere within hearing distance.
- DANCE: Dancing can also result in effects. These effects can be more physical than from singing.
- INSTRUMENT: If dancing or singing doesn't suit a character, they can play an instrument for an effect.
Allowances: Spells will reach anywhere within hearing distance. Area of Effect spells can be done at Novice. If the mage must perform before an effect occurs, then the effect will last for as long as they performed.
Restrictions: Skipping words, steps or notes. Lip singing. Continuing a performance that was interrupted. When a performance is interrupted, the spell ends.
POSSESSION | These mage are phantasmal entities. One moment they are there, the next they are gone:
- PHASING: Possession mage can phase out of the physical realm. However, magical spells of the same rank or higher will still damage them (Unless the phasing is used as a shield).
- POSSESSION: At Novice they can only possess objects. Even so, they can make the objects float and move around. At C-Class they become able to possess non-player humans and animals. At A-Class they are able to possess player character. Any damage the possessed takes, they take..
Allowances: Can Possess other player characters.
Restrictions: Cannot phase forever in combat. Sustain damage if they unphase with something in them.
REQUIP | A warrior's magic, Requip mage are those that summon suits of armors and weapons for battle. They store their magical weapons and outfits in a interdimensional space to call when they please:
- EQUIPMENT: Requip mage use Magical Items purchased from the shop, or found in dungeons or on missions. Those magical items must be arranged into sets. A set cannot have more than 3 abilities in it (But they are each purchased regularly). Armor in a set will have an innate that comes with the armor (Maximum of one per set). If you start with Requip, you will have one innate for each armor set. That innate will have a rank, but it won't count as an ability.
- REQUIPPING: The mage will swap out sets or outfits. When this is done, the whole set is sent back, and then replaced with another. Noncombat outfits do not need to be recorded in the profile.
Allowances: Can store magical items in their dimensional space. Abilities range between magic types. Only Magic Type with innate buffs, aside from Speed, Hybrids and Take Over.
Restrictions: Cannot copy the allowances of other magic types. Requipping has a 2 turn cooldown. To get new armors and weapons, they must be purchased or retrieved from dungeons or on missions.
RUNE | A cousin of Writing magic, but unlike Writing magic, Rune magic focuses on using symbols. These are mage that spend hours looking up and analyzing symbols because each symbol has a property, and changing one just slightly will change this property. Generally, these Runes are used for:
- SEALS: A Seal is meant to keep something out or away. There are many ways for these to be used, but the most common is as a shield.
- EMPOWER: Runes can be applied to a person or object to apply a buff of some kind. Turning a sword into a flaming sword, or making a person water-proof are examples.
- LINK: At and beyond B-Class they can use runes to bind two (or more) people or two (or more) locations. Binding a desert location with a meadow location may make the meadow warmer. Binding two people can force them to share feelings, damage or effects.
Allowances: Can link two or more people or locations together. Runes can have an effect that occurs if the rune is drawn wrong. That effect can be how the rune backfires.
Restrictions: A person who is linked to another cannot stab themselves to kill the other person. Rune effects should end if a Rune is erased or changed.
SANGUINE | Sanguine as in blood red in color; blood. This is a staple magic for those that want to be vampires, and it is the closest magic to Dragon Slayer, in a way. These mage can:
- MANIPULATE BLOOD: Their own, the blood of animals and, if it's no longer touching the owner, the blood of other people. These mage can manipulate and shape blood, like Material Mage do with their materials.
- FEEDING: These mage can drink blood to restore their magic.
- AUGMENT: B-Class and higher Sanguine mage can give their blood a single unusual property. That property should be the same throughout the Sanguine spell arsenal, for all abilities with unusual properties. An example would be an ability to combust blood.
Allowances: Can feed on [others'] blood for energy.
Restrictions: Cannot control blood in or on the bodies of other people. Cannot control blood that has dried up.
SEIDR | Seidr mage utilize souls to strengthen themselves, objects and others. They befriend spirits, and those spirits in turn aid them:
- SIXTH SENSE: A Seidr mage is capable of seeing and speaking with ghost. This does not require an ability.
- BUFFING: They can buff themselves, object and others by placing souls into what they are buffing. The buff will be appropriate for what soul was used. Before C-Class the buffs should be physical or give the target skills. After that, the buffs can materialize things like the claws of a tiger, the shell of a turtle, etc.
- MANIPULATE: Seidr can control non player animals through manipulating their souls.
Allowances: Can control animals. Can attack Possession mage as if they were unphased, while they are phased.
Restrictions: Two souls can occupy the same space, but it will cause a person harm, and if it is done too long or too often, the target's soul may be damaged. Possession Mage can grab and kidnap their spirits.
SENSORY | See no evil. Hear no evil. Taste no evil. Sensory magic is one that works with the senses. A person who uses this magic will choose one of the five senses, and their spells will add properties to that sense.:
- CHOICE: If you choose this magic, you will have to choose one of the five senses (Sight, Hearing, Taste, Smell and Feeling). That will be the sense that your abilities work with. You may have this magic as your first and second magic, totaling two senses.
- ATTRIBUTES: Sensory magic is a general magic. You can add properties to your chosen sense as you see fit. You could make your character's tongue acidic, or give them X-ray vision. It's really up to you. But if you have abilities that are like another magic type, check out the guidelines for that magic type.
Allowances: You are free to apply unusual attributes to one or two of the five senses.
Restrictions: You have to work with one of the five senses. Other senses (Balance, Location, Sense of Time) can be used, too, but they aren't recommended.
SHIFT | This magic can be considered a transformation mage's take on Elemental or Contour magic. That is because Shift mage specialize in turning their body into some element or material. They can also turn into objects. Referencing the series, Juvia's Water Shift and Block magic both would fall into this magic type:
- CHOICE: When you choose this magic type, you need to make a choice: what are you shifting into? You can choose an element like fire, or a subject like blocks, or a larger theme like accessories. Whatever you choose, you cannot transform into everything.
- ELEMENTAL SHIFT: If you shift into an element or material, you will only do a partial shift at novice. That means at novice you can only shift up to two limbs, or four limbs at D-Class. At C-Class you will be able to do a full body shift. These limits are here because you can also do..
- ELEMENTAL SHIFT MAKE: With Elemental Shift you get the ability to 'Make.' Elemental Make refers to shaping an element or material into some shape or object. With Elemental Shift Make you could shift your iron arms into a sword, or your stone legs into a stand.
- ITEM FORM: A Shift mage can also shift into a type of item or object, or items within a theme. What they can do in these forms can include all sorts of things, but it must make sense for the form. For example, a block form could move the blocks around to build various things while turning into a magical item could have general effects like a magical item.
Allowances: You can shift into elements or materials. You can also separate your body while it's shifted, but you will not be able to shift back while you are separated.
Restrictions: Damage will still be sustained if you are hit directly. If you shift into light or darkness, or something similar, you will still be tangible. You cannot shift into everything.
SIZE | If you are looking for Titan Magic, from the series, this is it. Size magic is a transformation magic wherein the mage will partially or fully increase their size or the size of an object:
- TITAN: Before C-Class a size mage can increase the size of an object, or a limb. After C-Class, they can do a full body size increase. Lower ranks should not become too large with this.
- REDUCTION: The same specifications as Titan, but the mage will decrease the size instead.
Allowances: Can grow or shrink spells owned by other people, as long as they are the same rank or lower. Can grow or shrink a duration of a spell, with a spell, by one turn.
Restrictions: Cannot increase or decrease the size of another person without their permission, and not until full size changes are allowed.
SPEED | This is a magic that is all about making things move faster. Faster and faster, where it stops, nobody knows. Just watch out for the ice:
- SPEEDING: Physical Attacks, Projectiles, People, Objects, these mage can speed things up. Refer to the running buff guidelines
- PHASING: At A-Class they are capable of vibrating their bodies so fast that they move through solid matter.
Allowances: They can have innate physical buffs. They can perform a shunpo (quick movement from one place to another), but this requires an ability.
Restrictions: If they are running, and not shunpoing, they can't immediately stop. They have to slow down first.
SUMMONING | A magic that transports a supernatural entity across long distances, interdimensionally, or possibly even from within the user him/herself; there are a lot of different methods, but all result in the same outcome:
- MAGICAL POWER: Summons use the magical power of their summoner for their spells. If the summon/summoner isn't careful, the summoner in question will become exhausted. Magical power recovers over time, outside of combat.
- SUMMONS: You may only be bound to one summon.
- TELEPATHY: Through the connection between Summoner and Summon, they may communicate telepathically with one another, even if they aren't summoned. Doesn't require a spell.
- UN-SUMMONED STATE: A summon may assume a metaphysical form where they're in company of the Summoner, but incapable of being perceived and are otherwise intangible; cannot attack unless summoned. Doesn't require a spell.
Allowances: Summons spells are based off of one of the listed magic types. Summons can be out indefinitely, although their spells retain CDs and durations.
Restrictions: Summon can only be summoned near the summoner. If the Summoner dies, so does the Summon.
SUPPORT | Like the name suggests, this is a purely supportive magic. These mage are skilled in applying buffs, creating shields and healing allies:
- HEALING: They are capable of performing long or short range heals or ailment removal
- BUFFING: While they are not healing or removing ailments, they are capable of buffing their allies
- LIFE SWAP: At A-Class They can trade health with another person. By that we mean that they trade wounds. Save a life and lose a life
Allowances: Healing is one turn faster for all wound types. They can remove an additional ailment of the same rank.
Restrictions: Healing spells cannot be offensive.
SYSTEM | Mage with magic type utilize an item, usually a lacrima, that is pinned to a data network. That item has an AI that will aid the mage, but they can also activate the magic inside the item. The item will gear them in a new outfit with a weapon, and the weapon and outfit can change 'modes.':
- PHASE ONE: At Novice the mage can only activate phase one. In this phase the outfit, item and magic follow a single attribute. That attribute can be something like an element, a magic type or something vague like flight.
- PHASE TWO: Phase two can be gotten at C-Class. The difference from phase one is that there are two attributes.
- SPECIAL: At A-Class, the mage gets a special skill that utilizes their weapon and magical power. This is usually a powerful or complex skill.
Allowances: Outfit and weapon can swap between modes, or be summoned and unsummoned. Have access to an AI that may or may not learn from and memorize events.
Restrictions: Will be added if necessary
TAKE OVER | This is a transformation magic that turns a caster into an animal, beast or demon they have defeated. Take Over mage divide their abilities among their forms. They do not need abilities if a form has wings or gils to fly and breathe underwater, respectively. They also don't need abilities to let their claws/fangs/spikes to deal damage.
- ARRANGEMENT: You have abilities, and you have forms. You can add a section to the profile for your forms, if you want. Take Over abilities are like those of any other magic type, but you will distribute them among your Take Over forms. Physical buffs can be distributed to multiple forms.
- ANIMAL TAKE OVER: Based on any creature that can be found in the real world. Animal Take Overs typically have physical skills for abilities.
- BEAST TAKE OVER: Any nonmagical creature that isn't an animal. If a beast take over is gotten before C-Class, the mage won't be able to control it.
- DEMON TAKE OVER: Any evil and magical creature. If one of these is gotten before A-Class, the demon take over will be like another personality. Not only that, but every time it is used, the mage will be corrupted more.
- FANTASY TAKE OVER: Any other magical creature. If one of these is gotten before A-Class, with each use the Take Over mage will slowly become more and more like the creature, until they permanently change into it.
Allowances: Can transform into a variety of defeated creatures, and use abilities fitting for them that may range among magic types. Do not need an ability to fly or breathe water if they have wings or gils, respectively. Do not need an ability to give damage to claws/fangs/spikes. Can have small physical buffs without abilities, outside of combat.
Restrictions: Cannot use the allowances of other magic types. Take Over has a 2 turn Cooldown between all Take Overs. A Novice character can only start with animal take overs.
TIME | In contrast to the Gravity mage who control space, there are Time Mage who control time. At lower ranks it may not seem like much, but later on they are powerful mage:
- LEVITATION: By moving an object through its potential positions in time, a time mage can make an object levitate. The weight of the object(s) should not exceed the magical weight lifting weight for the rank.
- TIME CONTROL: At Novice a Time Mage can manipulate the time of objects. That allows them to turn objects into what they could be, or into dust. Changes like these should last for a duration, before they revert back. They can also rewind wounds.
- TIME MASTERY: Then starting at C-Class a time mage can speed up or slow down time around a person. It is also at this rank that they can move through time. At lower ranks they should not be able to move too far in time.
- STOP TIME: An A-Class Time Mage can stop time, but they cannot attack anyone while time is stopped. This should have a long cooldown.
Allowances: Can stop time.
Restrictions: A Time Mage cannot pull their selves or others from other time lines and gang up on someone. They cannot get some through time magic that would never exist--These mage manipulate time, not dimensions or possibilities.
TRANSFORMATION | Transformation magic is a field of magic that specializes in transforming people. As the main transformation magic, there is a lot that this magic type can do ranging from altering traits to turning people into complete others things. Some things you could do include:
- TRAITS: Traits are aspects of a character including hair color, eye color, physique, blood type, gender, etc. A Transformation mage can change the traits of consenting targets before C-Class and the traits of nonconsenting targets starting at C-Class.
- TRAITS 2: Personality traits can be changed, but we must emphasize that you have to get the permission of the other member before you start warping their characters' personality traits.
- FORM: A transformation mage can change theirself or others into other creatures or even objects. This is not like Shift Magic or Take Over where the target will receive extra abilities, but they can get temporary and simple buffs from their forms.
- ABSTRACTIONS: Starting at B-Class these mage are capable of performing abstract transformations. An abstract transformation would be like transforming a person's luck, or the outcome of an event.
Allowances: Can transform personality traits and abstract traits. Transformations can be permanent if they are used on consenting targets, or they are C-Class or higher physical trait transformations.
Restrictions: Need ooc permission to change a character's personality.
VESSEL USER | A Character cannot start out as a Vessel User. They can list it on their profile, but until they complete a Dungeon, they will be treated like a Holder Mage. Vessel Users are characters that have completed Dungeons and received a Metal or Household Vessel.
- HOLDER: If a character had Holder Magic before receiving a Vessel, they will be changed to Vessel Users. A Vessel User can still collect other items like Holder Magic.
- LIMIT: There is a maximum of 3 Metal Vessels per character. But there is no limit on the number of Household Vessels
- VESSEL: A Djinn will be placed into an item that is prized by the mage. From the start, the character will be able to shift the item to look more like the Djinn's weapon, and produce magical abilities fitting of the Djinn.
- PARTIAL DJINN REQUIP: This is allowed starting at C-Class. The item will be transformed into a perfect replica of the Djinn's weapon(s). The user will be capable of producing more complex examples of the Djinn's power. Also, they will be able to absorb and be charged by spells that match the Djinn's element (Fire spells recharge a Fire Djinn).
- FULL DJINN REQUIP: At A-Class the character can transform into what looks like a fusion of the Djinn and the user. They will have access to all of the Djinn's powers.
- EXTREME MAGIC: This is a single ability that can be purchased at A-Class, after getting a Full Djinn Requip. The ability takes the shape of some cataclysmic event. A massive flood, a rain of fireballs, a gigantic meteor. These spells will usually hit everything below the user, and up to miles in diameter. There should be a long cooldown on these, and when they are used the character will be knocked out of the Full Djinn Requip.
Allowances: Can use Djinn. Have access to Extreme Magic later on, which are powerful spells that are usually much stronger than spells of the same rank.
Restrictions: Need to complete a Dungeon to receive this magic. Other Magic Types cannot be used at the same time that a Djinn Requip is used, or the Djinn spells and Magic Type spells may not come out right.
Extra: If a Djinn Vessel is broken, the Djinn can be moved to a new item. The character just needs to bond with an item enough that it's more prized than the Vessel item.
WRITING | Words and letters are the weapons these mage use. A Writing mage will write something somewhere, and something will result from it. There are three types of Writing Magic:
- SOLID SCRIPT: The only form of writing magic that doesn't require something to be written on. The mage will write a word in the air, and that world will be manifested. The word will take its definition literally, so writing fire will result in the word 'Fire' appearing in the air, and on fire.
- FREE STYLE: The Writing mage will use a utensil and write something on a surface. What they write can happen. 'There was rain.' Will make it rain.
- STORY: At B-Class and higher, a Writing mage can write a story, and as they write it, it will come to life.
Allowances: The freedom to be creative [No really, there is a lot of potential here].
Restrictions: If a word is replaced, a spell will be impacted. So, if a story has a part where an anvil falls on someone, and someone erases that part, the anvil will disappear.