MAGIC
Magic is re-awakening in the world, and with that new spark, it is breathing yet again within some humans. Many are beginning to develop and understand their new talents, but it's important to remember that everything comes with balance and limitations. Magic is still feared and misunderstood, therefore will not be accepted in many places. Your character will face struggles with their new identity.
Completion of the prompts below currently serves as character development only, but as magic becomes more integrated and accepted in the world, mages may find benefits in their new skills.
Please keep in mind that magic is like any other skill, and all those who have been granted magical gifts or abilities will take time and practice to become powerful. A water mage may be able to pull drinking water from nearby plants, or siphon it from a hard to reach pool, but cannot create a tsunami. A healer can speed up the recovery of a broken bone, but may struggle to cure serious illness such as cancer, diabetes or chronic lung diseases. As magic is currently only for character development, we simply ask that you use your own discretion on how powerful your character may be in any given scenario.
​Magic is not widely accepted in Moren Ezen, as such, characters that can shift form, enter the spirit realm, or otherwise manipulate their physical appearance must still be presented as human for Rider Ranks, Specialty Entries, Quests, the Living Story and other events that require admins to roll items or judge entries.* Small manipulations and magics may be present in entries (e.g. - healing a wound, setting wind to sails, reading the stars, interacting with wild animals, or helping a campfire to spark). You may however, present your character in alternate forms in any development art, RP's or additional character references.
Kinship
Magic that connects one with animals.
Shifters*: Can shift into a single animal form.
May present with a 'berserk' or 'beast' form that is uncontrollable and dangerous.
Land animals should be a minimum of 60 cm at the shoulders, and birds a minimum wingspan of 130 cm. Animal forms may not be exaggerated to suit the specifications.
Zoolingualism: Allows the rider to fully understand animal languages - body language, sounds, and emotion. Also allows the rider to be fully understood by animals.**
Zookenesis: Allows for the same understanding between rider and animals as Zoolingualism, but may be conveyed mentally.**
Animal Manipulation: Gain control over an animal's movements and behavior.
Animal Assimilation: Can instantly assimilate into any group of animals, becoming part of the pack, herd or flock.
* - Berserk forms are not sapient. They lack the ability to reason and think, with base instincts taking over. They can be calmed out of their state, but approaching a berserk shifter is extremely dangerous and should be done with caution.
** - Use of zoolenesis or zoolingualism would allow for a perfect understanding between rider and animal. While the animal won't be able to speak the human language, they'll be able to understand it and respond with their own thought processes and sounds which will be understood by the rider.
Attunement
Magic that allows one to bend elements to their will.
Water Mage: Can manipulate and bend water to their will. Practiced mages can turn water to ice, create giant waves, and even manipulate fluids within a body.
Fire Mage: Can manipulate and bend fire to their will. Practiced mages can create large firestorms, manipulate lightning and create static fields.
Earth Mage: Can manipulate and bend earth to their will. Practiced mages can move fine particles, such as sand, or levitate enormous amount of earth a time.
Air Mage: Can manipulate and bend air to their will. Practiced mages can create huge storms, levitate and manipulate the air one breathes.
Metalurgist: Can manipulate and bend metals to their will. Practiced mages can pull pure metals from the earth and masterfully manipulate the form of metals.
Sorcery
Dark magic that is feared by most and disrespected among other mages.
Necromancy: The ability to take control over a living being, temporarily animate the dead, or control the soul.
Hemomancy: A magic based on blood, the user may utilize their own blood for potent spells, or drain the life force of others.
Ritualists: Uses curses and dark spells for selfish, self-serving and/or nefarious purposes.
Bone Scrying: Reads the placement of thrown bones to predict future events.
Lumina
Light magic that is most often attributed to healing and protection.
Healing: Can speed the healing of wounds and injuries. Can focus on specific healing specific ailments, such as illnesses of the mind.
Abjuration: Can cast spells that protect against dark magic.
Life Magic: Can pour life force into objects such as statues, toys and other inanimate objects. Will not be able to control said object.
Abacomancy: Reading the placement of small particles such as dust, dirt or ash to predict future events.
Astrology: Tap into the ethereal power of the cosmos to predict certain futures.
Psionics
Manipulations of objects or energy with the mind.
Telekenesis: Able to move inatimate objects with thought.
Telepathy: Able to enter another's mind, allowing one to read their thoughts and memories, force visions upon them, or share one's own thoughts and memories.
Clairsentience: The ability to manipulate emotions. Can feel the emotions of those around them, project their own emotions onto others, and alter the emotions of multiple people at one time.
Precognition: The ability to see future events in the form of visions. These visions may come in dreams, as hallucinations or as flashes of events while awake. One often has very little control over what they see and when they see it.
Retrocognition: The ability to see past events in the form of visions. These visions may come in dreams, as hallucinations or as flashes of events while awake. One often has very little control over what they see and when they see it.
Probability Manipulation: Able to predict and manipulate the probably outcome of certain scenarios.
Manipulations
Magics that read or alter forces outside of those listed above. These are high level magics that may only be learned as a secondary magic. Use with caution, these magics risk harm to self and others.
Anti-Mage: Disrupts the magic of others. Use with great caution. Disrupting one's inner energy can cause serious injury or death.
Shamanism: The ability to perceive and contact the spirit world. Can transfer one's soul from their physical body, to travel freely in the spirit world, or to enter another vessel in the physical realm. Caution is recommended, the spirits are not always welcoming and may manipulate or deceive you. If one is separated from their body too long, they will not be able to return.
Time Mage: Able to manipulate the time around them. Can slow down, speed up, and pause time around them, giving the appearance that they are moving extremely fast or slow to those nearby. This magic should be used with extreme caution. Over use could result in a permanent manipulation of time.
Chi: Utilizes chants and symbols to influence their inner energy, temporarily creating energy shields, blasts or even levitate objects. Over exertion may result in permanent chi blockage.
Alchemy: Uses magical and physical forces for transmutation (changing the state of matter), creating simple golems (constructs that are magically powered), or imbuing physical items with magic (such as charms or weapons).