Primal magic is considered the more untamed, ancient strain of magic in Elysium. These strains were the first magics tamed by the sorcerers of old. Volatile and disobedient, they were soon forgotten as the early magickers began to master more stable and compliant strains of magic. Primal Magic is entirely tied to the caster's emotions, becoming weaker or more powerful purely through feelings. Calm and collected Primal casters are always in control of their powers but should they become fearful or upset, their magic will act out on its own. Primal casters are known for 'wearing their emotions on their sleeves' in a sense due to this.
Poorly trained Primal Magic casters often end up dead due to the raw power of this magic if they aren’t careful. Magical Duress is much easier to slip into and it's difficult to stop once it’s started.
Players wishing to unlock Primal Magic must undertake the questline in order to obtain it. The quest itself is dangerous and runs the risk of injury and even death.
Should they succeed, their magic level stays the same:
Elemental Conjurer → Primal Conjurer
With some primal magics, players will notice that abilities/spells that weren't available to you before, are as a Primal Magicker. This is because of how potent Primal Magic is and that is the foundation for all normal elemental magics.
All Primal magic attacks/spells can be reviewed in our Primal Magic Spellbook
Our combat and magic systems are based of D&D 5e.
Prone to overheating, Molten magic users have to be careful not to melt themselves. Long term exposure to water is also ill advised, see below:
Conjurer
Coat turns completely black
Attacking with fire breath, summoning flame shields and walls
Capable of lighting self on fire unharmed
Capable of swimming in lava
Lava drool and attacks
Warlock
Summoning existing lava rivers to the surface
Ability to influence metals by heating them and molding them
Ability to affect the temperature of an area.
Capable of spitting limited lava shots.
Coat around the legs seem to ‘crack’ showing fire and molten mass “under the skin”
Can summon Magma Mephits
Resistant to cold damage
Sage
Body becomes cracked,lava seems to flow underneath the skin
Body is incredibly hot to the touch and one becomes impervious to cold
May summon waves of lava to damage foes
Capable of triggering eruptions.
Dirt baths only. Submerging in water can drown you.
One of the more wild and out there magics, Skinchangers are able to transform into other animals! While this sounds neat, there are some serious dangers to this strain of magic as you can see below:
Conjurer
Change hair color
Change horn shape
Give self animal minor features and traits (Wolf tail, panther paws, etc)
Completely transform into another unicorn (one they know)
Ability to speak with other animals
Warlock
Make self slightly larger or smaller than normal.
Ability to transform part of themselves into an animal that is roughly the same size as them
Ability to transform into animals smaller than them but are not the same size (Ie a unicorn sized racoon or a unicorn sized raven)
Temporarily give self large animal traits (extra horns, wings, additional limbs)
Ability to mix and match animal features (eagle beak, wolf paws)
Sage
Ability to double height or be twice as small.
Ability to change internal organs or gender.
Ability to transform into large creatures (ie Giants and Dragons)
Ability to transform into any creature and be the appropriate size
Ability to transform into a Titan species of dragon
Ability to enhance self with animal traits (unicorn / animal looking hybrids)
A questionable primal magic, Poison/Fungal magickers walk a line between darker magics and the brutal reality of nature. These magickers come with a bad reputation of being as dangerous as Blights. Their magic can be used to devastating effect and shouldn't be played with. An outline of their abilities include:
Conjurer
Ability to use fungal spores to cause damage and take a 'fungal form'
Ability to channel venom into their horns
Ability to drain vitality from soil and poison earth
Ability to summon thorny plants, poisonous plants and carnivorous plants
Capable of producing an acidic armor
Warlock
Blood becomes poisonous and unicorn can deliver a venomous bite
Ability to use spores to produce hallucinogenic clouds
Capable of summoning larger groves of thorns and carnivorous plants
Stronger toxic abilities and blight abilities
May use spores to create undead servants
Sage
Unlocks stronger, more feral fungal form
Ability to cover the battlefield in toxic spikes
Ability to infect foes with diseased spores and cause illness
Ability to create large groves of thorns and carnivorous plants
Capable of creating spore infected undead servants
Develops incredibly natural toxin
Naturally cold and frosty, Ice magic users can't stand extreme heat. The more powerful the strain the colder they grow leaving them unable to be close to other...literally. Other powers and ability can be seen below:
Conjurer
Frosty touch: Where they walk the ground experiences a hard frost
Cold and Snowflake breath: They can exhale snowflakes
Cold Aura; The area surrounding the unicorn tends to average 10 degrees cooler than the natural temperature
Can freeze slow moving or still water. Can also freeze the water inside of plants
Can convert dews and mists into sleet or light snow cover
Can coat their hooves and horn in ice
Warlock
Can freeze moving water, even to the point of it being walkable
Caster can spit liquid nitrogen/freezing liquid
Falling rain can be turned into snow or hail
Capable of freezing small-medium sized animals in place
Ability to drop the local temperature to freezing (range: 10 ft sphere around self)
Can cause very small, localized snow storms
Sensitive to heat! Can not be in scorching locations for long periods of time
Sage
Caster can fire powerful freezing rays
Can turn local rain showers and thunderstorms into Blizzards. Can cause avalanches in mountainous regions
Capable of freezing large animals in place
Can manipulate solid ice
Ability to drop the local temperature below freezing (range: 20 ft sphere around self)
Sensitive to heat! Can not remain in hot locations for long periods of time
Temperamental and magnificent, lightening magic is a sight to behold. Lightening magic is tied in incredibly close to ones emotions leaving for dangerous outbursts in heated moments. Water is also another problem for these magic users as it can both leave the user in danger or boost their power. More can be learned below:
Conjurer
Can withstand lightening strikes
Sensitive to natural occurring storms, can sense when they’re coming
Increasing or Decreasing barometric pressure
Ability to create rainstorms and small thunderstorms on a local level
Capable of emitting electrical charges from hooves and horn. Not strong enough to kill but can stun small to medium creatures
Warlock
Ability to create rainstorms, thunderstorms and tornadoes on a regional level.
Capable of shooting lightning from horn. Enough voltage to kill small creatures and stun medium sized ones.
Sensitive to naturally occurring metals. Can often find ore deposits and are naturally drawn to them.
Often ‘charged’ meaning being close may give your friends a small static shock.
Must be careful around standing bodies water!
Sage
Ability to create massive rainstorms, thunderstorms, tornadoes and even hurricanes when angered!
Capable of arcing multiple strands of lightning from self.
Voltage from charged shots enough to kill most creatures. Can stun large monsters like dragons and multiple shots may kill depending on the size.
Attracts metal objects when charged up.
Can not enter standing bodies of water.