In Elysiums 'Great Beginning', eons before the 'Great War' the world was a feral place. The Elements themselves were untamable, running free like dangerous newborns. Life was only able to find purchase in small corners of the world where it could hide out and survive. Early inhabitants found the power to keep themselves safe within the primordial bodies which existed far away: the Sun and Moon. These beings led simple lives, focused on survival and leaving untraceable marks on their environment.
From these two great celestial bodies two strains of magic were born: Lunar and Solar. However there is no light without the dark. No matter if one stood in the brightless day or in the dark sacred night, Shadow also existed in tandem with the two great celestials.
All Ethereal magic attacks/spells can be reviewed in our Ethereal Magic Spellbook
Our combat and magic systems are based of D&D 5e.
Solar Magic is a strain of magic born from the study and connection to the sun. Solar Magickers are not only given unique abilities but also a connection to related elemental strains. At higher levels, Solar Magickers can even learn and access elemental spells.
One unique ability to Solar Magickers (Warlock level or higher) is something known as the Timeless Body. Magickers undergo a ritual disconnect themselves from their earthly connections and draw life energy from the sun itself. In essence, the magicker becomes near immortal as they draw life itself from the sun. Warlocks are known to live into their 800s while Sages have been known to live into their 1200s.
Conjurer
Ability to become invisible in direct sunlight.
Healing cuts, small open wounds and bruises (ie minor wounds)
Negating poisons
Soothing mild aches and pains.
Distracting a target with fleeting images (ie movement in the corner of their eye) using heat/mirages.
Enhance fire and earth magic of another temporarily (combat spells receive 1 extra use)
Instinctively know the magic of another.
Capable of canceling out Conjurer level Shadow Magic
Capable of faint glowing and creating rainbows.
Warlock
Greatly enhancing fire or earth magic of another. (+1 extra spell use, allows a conjurer to access warlock spells)
Healing large open wounds and mild illnesses (ie Moderate wounds)
Influential empathy - healing emotional pain, helping process grief and depression
Can produce magical shields capable of shielding less than 3 individuals (Increases AC +2)
Capable of canceling out Warlock level Shadow Magic
Can create imagery from light, sort of like a moving glitter.
Can glow bright enough that onlookers may have to squint or look away. (Cause disadvantage on attacks)
May access conjurer fire magic attacks but only when the sun is present
Sage
Healing someone from the brink of death. (Ie severe injuries, bringing someone from 0 HP to 1 once per battle)
Capable of canceling out Sage level Shadow Magic.
Immune to offensive magics (can’t be burned, drowned, suffocated)
Can produce magical shields capable of shielding 5+ individuals (Increases AC by +3)
Can glow so bright that extended exposure can make onlookers blind.
May access warlock fire magic attacks but only when the sun is present
Lunar Magic is a strain of magic born from the study and connection to the moon. Lunar Magickers are not only given unique abilities but also a connection to related elemental strains. At higher levels, Lunar Magickers can even learn and access elemental spells.
One unique ability to Lunar Magickers (Warlock level or higher) is something known as the Timeless Body. Magickers undergo a ritual disconnect themselves from their earthly connections and draw life energy from the sun itself. In essence, the magicker becomes near immortal as they draw life itself from the moon. Warlocks are known to live into their 800s while Sages have been known to live into their 1200s.
Conjurer
Ability to become invisible in direct moonlight.
Distracting a target with fleeting images (ie movement in the corner of their eye)
Creating mirages of large, non-moving objects. (ie trees, boulders etc)
Creating mirages of small moving images (small animals, rolling stones, flittering leaves)
Altering self image (Changing their observed color, height, etc)
Healing cuts, small open wounds and bruises (ie minor wounds) with moonlight
Enhance water and air magic of another temporarily (combat spells receive 1 extra use)
Ability to enter others dreams aka Dream Walk (observe only)
Capable of faint glowing
Warlock
Implanting simple, false memories
Creating multiple mirages observable to multiple targets
Creating large mirages and scenery
Completely altering their self image (different species, completely different voice, continuous changing of appearance)
Greatly enhancing water or air magic of another. (+1 extra spell use, allows a conjurer to access warlock spells)
Can glow bright enough that onlookers may have to squint or look away. (Cause disadvantage on attacks)
Ability to enter the dreams of others and control them.
May access conjurer water magic attacks but only when the moon is present
Sage
Creating complex, fake memories
Create mirages of other individuals or creatures that can seemingly interact with the victim.
Changing the memories of the victim to something of their design.
Ability to break the minds of others
Ability to enter the dreams of others and share your own memories with them as dreams.
Telepathy: Ability to speak inside one's mind.
Can glow so bright that extended exposure can make onlookers blind.
May access warlock water magic attacks but only when the moon is present
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Infectious and deadly, Shadow magic is not a natural born strain of magic. Shadow blight infects those who wander too close or long within the Black Reach. Most of the time, the shadows sicken the individual who lingers in these dark lands, sometimes mutating their bodies in horrifying ways. But in rare cases...it leaves those exposed with dangerous new abilities, corrupting their natural born magic into something far more sinister.
Shadow magic has three different strains. Each has their own section in our Shadow Magic Spell Book where specific spells can be viewed.
One of the more ghastly strains of Shadow Magic, Plague magicians are known for their association with death and disease. Plague Uni’s are capable of reanimating corpses but also calling upon the spirits of the dead to do their bidding. If that wasn’t enough, they are also known for the spreading of sickness and disease. Direct contact with one of these blights may leave you with a nasty flu or send you to an early grave. In which case, they may use your rotting body to continue their nefarious work.
Conjurer
Can summon ghosts or spirits, allowing them to be visible to an on looker or not. Spirits are restricted to the immediate area. (Ie beings that died in the vicinity)
Reanimating small - medium sized animals. May form small ‘hordes’ no more than 10 in number.
Can pass minor-moderate illnesses to others through direct contact. (such as colds, high fevers, mild flus etc)
Warlock
Can command summoned spirits or ghosts. (Ie send a spirit to spy on someone or make them haunt a set location)
Reanimating small - large sized animals. May form into small - medium hordes no more than 20 in number.
Can infect other creatures with diseases that may jump to others. Direct contact like a bite or cut leaves one severely ill. Treatment is needed else those infected will usually die.
Sage
Ability to astral project their own spirit both in the physical world and into the spirit world.
Capable of animating a moderate sized army of corpses ranging in size.
Capable of reanimated gargantuan corpses (ie 1-2 Giants or Dragons)
Can summon powerful spirits who may appear solid but are still incorporeal.
Can bind a spirit back into its reanimated body. They feel no pain but their body will continue to break down. :c
Can bind a spirit into a new body of someone recently deceased. Body is physically dead and will continue to decompose. (Pseudo-reincarnation)
Ability to cause region wide plagues via direct contact or by infecting other local wildlife.
Shadow Magic in its most raw form, Incantation magic is a spellcasting strain of magic. While general spellwork is apart of their repertoire, they are most well known for their ability to jinx, hex and curse others. These cruel spells result in misery and suffering and are very difficult to remove from targets. Incantationists also possess the ability to lay spells on inanimate objects, making their brand of shadow magic even more dangerous as it can be cast out into the world and passed around. Due to the variety of magic they are capable of, Incantationists have a reputation for being incredibly untrustworthy. Most have an alternative agenda to what appears on the surface and that agenda is most assuredly a self serving one.
Conjurer
Capable of casting conjurer level spells. (See Spell Book)
Jinx one with bad luck (may last several days to a few weeks)
Hexing one with a temporary physical ailment (Always hungry, insomnia, allergies, excessive hoof growth etc)
Combo curse/hex on one individual
Capable of making small bad luck charms
Capable of casting minor illusion charms on self (may alter appearance to be more pleasant to the senses, can NOT change their eye color)
Warlock
Capable of casting warlock level spells. (See Spell Book)
Cursing someone with a serious but temporary health problem (Hair falls out, Teeth rot out, loss of senses, infertility)
Long lasting Jinx (Must be specific like every time they see a crow they can’t stop laughing until they eat a green apple. Never life threatening)
Can create Voodoo charms/dolls
Capable of laying significant curses on prized objects
Capable of hexing/jinxing multiple targets
Sage
Capable of casting sage level spells. (See Spell Book)
Curse someone with a fatal illness
Can cast permanent Jinxes/hexes (Usually outlandish and inconvenient like an unholy fear watermelons)
Capable of laying a blood curse on an entire family line. These are serious in nature and often unforgiving. Can only be removed by another Incantation Sage.
Arguably the most dangerous Shadow magic strain, reapers are unpredictable. Damned with an insatiable hunger they tend to be recklessly aggressive and hostile. Reapers tend to live short lives as their condition only worsens with age. Often they take on prey that is too powerful for them to handle and are killed. Reapers are also the most common menace to leave the Black Reach and encounter outsiders.
Reapers are often easy to identify as their eyes are either red or white. They also grow either fangs or tusks regardless of their magic level.
Conjurer
Ability to smell blood from up to 5 miles away
Capable of draining the energy from a victim from close range.
Ability to ‘consume’ the emotions being felt by someone (Ie if someone is excited by something, they can siphon off this feeling to energize themself. Leaves the victim feeling deflated)
Capable of surviving weeks without water or solid food.
Ability to drop the temperature of a small area when they enter it. Often encourages others to come close for shared warmth.
Berserker Drive: Reaper goes into a state of bloodlust when fresh blood is spilled. This drive grants them wild amounts of physical strength for several minutes. Reapers are not conscious of their actions in this state and lose their sense of pain.
Warlock
Capable of smelling blood from up to 10 miles away
Can hear a heartbeat within a 15 ft (4.5 m) radius.
Capable of draining energy from several ft/m away from someone. Must be within talking distance.
Close range energy draining is quick and leaves the victim fatigued or close to blacking out.
No longer requires normal food/water to survive. Can live off of just energy or blood.
Berserker Drive 2.0 Reapers strength is capable of being 4x what it should be for their size. This drive can also last up to 30 minutes and the reaper is not conscious of what they are doing in this state. They still lose their sense of pain.
Sage
Capable of smelling blood from up to 20 miles away.
Can hear a heartbeat within a 30 ft (9 m) radius.
Capable of draining energy from several victims at once.
Can leave a victim delusional or ever dead from draining energy.
A victim feeling anger or fear gives the Reaper a ‘high’ of sorts. These emotions give them extra strength, speed and stamina so long as they are in the area.
Berserker Drive 3.0: Reapers strength is capable of being 10x what it should be for their size. This drive can also last up to an hour and the Reaper is totally conscious of their actions. They do not experience a sense of pain.