Interacting with magical beasts is just part of the job of a sorcerer. Magical beasts are considered non-sentient with either proto-souls and/or a functioning node network, and have some kind of disposition with magic, either draining magic from victims or using magic to hunt; or more often, both.
Proto-souls are considered primitive versions of the souls found in humans. Proto souls are usually considered small, limited and have a primitive Factor that can access limited dimensions of magic.
Known Magical Beasts are sorted into three types:
Madgekadaka (Magic Devourers)
Iperastra (Star Travellers)
Euxhama (Soul Drainers)
Patient sorcerers, or curious civilians, may acquire a magical beast pet to take care of.
Please add the respective magical beast pet entry to your character's Ability section to keep track of!
Type of Beast: The common name for the beast
Dimension:/Type:/Threat Level:
Appearance: general traits, colours, any notable patterns, etc
Behaviour: The beasts general known behaviour in nature and with humans
Normal Temperament: How easy they are to train and obey their owners in combat and what relevant Magical Beasts tier required. The temperament scale goes from 0-5+, 0 being the easiest with no knowledge required to tame and 5 requiring a mastery in the skill. Values over 5 will require their temperament being decreased... This value is listed in the beast's entry.
Generally:
1 = Requires Novice level
2 = Requires Trained level
3 = Requires Skilled level
4 = Requires Expert level
5 = Requires Mastery level
The higher the normal temperament, the more abilities the pet can have and the more injuries it can sustain.
If your character's skill in Magical Beast Knowledge is lower than the beasts temperament then they will be unable to increase their stats until their knowledge is greater or equal to the temperament.
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward. Cannot go below 0.
Abilities in RP:
Each pet will have certain checks they may assist with, such as:
Certain stat checks like perception that can aid your character out of combat
A combat ability that can be used in tandem with your character's turn in combat
And a unique ability that can be used at any time
Unless stated otherwise, each Ability can be invested into to a max of 5 points each, with each point increasing its bonuses in dice rolls. For example, 5 points invested in a combat ability will add a +5 bonus to its combat roll.
All magical beast pets start with 0 for each stat.
Injury Threshold: Amount of injuries your pet may take before either they will attempt to flee, or in dire cases, even die.
Low = may take 1-2 hits before fleeing, 3-4 hits before death
Moderate = may take 3-4 hits before fleeing, 5 hits before death
High = may take 5-7 hits before fleeing, 9 hits before death
Particularly high rolled attacks against the pet may count as 2-3 hits up to admin discretion.
Magical beast pets are still privy to injury debuffs.
Availability: If the beast is available as a pet and where it can be found.
Characters with the Magical Beast Pet Gift have access to the following bonus quest every month. This quest can be submitted additionally a normal quest every month.
Quest: Magical Training
Available to: Anyone with the Magical Beast Pet Gift
Description: Your own knowledge and aptitude isn't everything. You need to spend time training your pet, sharpening their abilities and making them more docile of you and your commands.
Requirement: Write at least 1 sentence of your character engaging with their magical beast pet. What are they hoping to accomplish with this session of training? How do they feel about the time they've spent with their pet so far?
Other notes: Be sure to state what stat you are hoping to improve upon or if you're improving the pet's temperament!All these options, excluding decreasing temperament, requires the owner's skill to match the pet's temperament to level them.
Upon successful completion, a d10 will be rolled to denote a possible consequence:
A 10, gain 1 point in a chosen stat AND decrease temperament by 1
A 2-9, gain 1 point in a chosen stat or decrease temperament by 1, depending on what is being worked on
A 1, increase temperament by 1
Reward: N/A
Special reward: no
The Euxhama, translated to “Draining the Soul” are magical beasts that lack souls and Factors of their own but can drain magic of specific kinds from prey. They have the prefix “Eux”. The difference between Euxhama and Madgekadaka is that Euxhama usually does not harm its prey significantly. Death is a rare outcome for Euxhama creatures and they rarely prey on the same person consecutively whereas Madgekadaka has no such prejudice.
These creatures are usually found on Earth and usually prey on humans. Along with their magical diets, these creatures also have a relatively ‘normal’ diet respective to the creature they are synonymous with. For example, a eux-moth will still feed on pollen and nectar, as well as mind magic.
Each euxhama can only drain 1 type of magical dimension. Since euxhama lack factors, they cannot harness speed magic.
Type of Beast: Eux-Moth
Dimension: Mind
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Appearance: A moth typically slightly smaller than the palm of a hand. They have a range of deep wood colouring and are usually striped. They rarely have eye or distressing patterns or even purple accents to their wings.
Behaviour: These creatures are as harmless as they come, seeking out humans from remote forests during the night. The darker the moon, the more active they are during the night but also more notably the more lazy they are during the day.
They will land on or near a sleeping victim and drain mind magic through them, charging themselves. The victim will experience odd nightmares during their sleep and wake up sweating and with a headache. The moth will usually hide itself from the victim’s awareness with magic, and then fly off when they are ‘full’.
Normal Temperament: 0
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Non-combat Ability: Perception (Sources of Magic)
Can detect sources of magic in line of sight
At 5 points, can detect close sources of magic behind walls
Combat Ability: Induce Nightmare Hallucination
Requires line of sight of the target
A successful hit results in the target succumbing to a hallucination up to admin discretion
Unique Ability: Induce Sleep
At 0 points, takes 6 turns of contact to inflict sleep
At 1-2 points, takes 4 turns of contact to inflict sleep
At 3-4 points, takes 3 turns of contact to inflict sleep
At 5 points, takes 2 turns of contact to inflict sleep
Targets can be woken up if they are attacked/similar
Euxhama Unique Ability: Slow Magic Drain
A d3 is rolled on contact with the target. If the roll is a 1 adds spell stress to the target equalling 1 + points invested in this stat.
Injury Threshold: Low
Availability: Any forest environment excluding cold biomes. More common across Virni.
Type of Beast: Eux-Gull
Dimension: Mind
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Appearance: A larger seagull with the same regional patterns found in non-magical species.
Behaviour: A more irritating version of the common seagull, they will cause headaches and nausea in potential victims to divebomb them, wrapping their wings around the victim’s head to drain mind magic from them (and also steal their fries). They’re almost indistinguishable to the normal gull. Be careful!
A patient owner can teach their gull to pinch and steal objects they point at with a gesture.
(Suggestion made by firedergen!)
Normal Temperament: 3
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Non-combat Ability: Perception (Sources of Magic)
Can detect sources of magic in line of sight
At 5 points, can detect close sources of magic behind walls
Non-combat Ability: Perception (Vision)
Can see fine detail across long distances
Combat Ability: Sleight of Wing
Dive or swoop to steal items from a target's hands or mask, or attack their hands or head directly
Can be used out of combat to steal objects
Combat Ability: Obstruct
Clamber onto a targets head and block their vision with the gull's wings
Unique Ability: Mind Bomb
Cause a disorientating effect on a target after divebombing them
At 5 points, a roll of 49+ can stun a target for a turn
Euxhama Unique Ability: Slow Magic Drain
A d3 is rolled on contact with the target. If the roll is a 1 adds spell stress to the target equalling 1 + points invested in this stat.
Injury Threshold: Moderate
Availability: Any coastal area, excluding cold environments
Type of Beast: Eux-Thorn
Dimension: Flesh
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Appearance: A snake-like creature with body scales tipped with wooden, plant thorns. They have a large maw with hundreds of tiny hooked teeth. They usually have brown-ish scales.
Behaviour: Eux-Thorns are nocturnal and prey on sleeping humans by biting them, usually on the leg while they sleep. They leave a trail of either dead or twisted unnatural plants when they move around forested regions.
Normal Temperament: 3
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Non-combat Ability: Perception (Sources of Magic)
Can detect sources of magic in line of sight
At 5 points, can detect close sources of magic behind walls
Non-combat Ability: Perception (Heat Vision)
Can detect sources of heat in line of sight
Combat Ability: Constriction
Constricts the target and inflicts bleeding for every turn they constrict a target
Constriction will immobilise a target and make them easier to hit
Unique Ability: Plant Manipulation
At 0 points, may kill or manipulate small plants to trap small targets
At 1-3 points, may kill or manipulate medium plants to trap moderately sized targets like dogs and children
At 4-5 points, may kill or manipulate large plants to trap fully grown adults or even horses
Euxhama Unique Ability: Slow Magic Drain
A d3 is rolled on contact with the target. If the roll is a 1 adds spell stress to the target equalling 1 + points invested in this stat.
Passive Ability: Curse Bringer
Bites have a nat30 chance on d30 to inflict a Curse/Sanctity, applicable in events but once only per casual RP. This stat cannot be invested into.
Injury Threshold: Moderate
Availability: Any vegetative environment excluding cold biomes. More common across Virni.
Type of Beast: Eux-Bat
Dimension: Flesh
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Appearance: A bat-like creature, with hooked wing claws and a spattering of light scales along their head and wing membranes. They commonly may have patches of differently coloured fur.
Behaviour: They are squarely nocturnal and have intense aversions to sunlight. They prey on humans, seeking an exposed vein and using small fangs to puncture the skin, draining both flesh magic and blood. They leave recognizable bite marks.
(Suggestion made by firedergen!)
Normal Temperament: 2
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Non-combat Ability: Perception (Sources of Magic)
Can detect sources of magic in line of sight
At 5 points, can detect close sources of magic behind walls
Non-combat Ability: Perception (Echolocation)
Can 'see' their environment by using clicks from their mouth
Combat Ability: Bleeding Bite
Bites cause wounds that bleed over time
Unique Ability: TBD
Euxhama Unique Ability: Slow Magic Drain
A d3 is rolled on contact with the target. If the roll is a 1 adds spell stress to the target equalling 1 + points invested in this stat.
Passive Ability: Curse Bringer
Bites have a nat30 chance on d30 to inflict a Curse/Sanctity, applicable in events but once only per casual RP. This stat cannot be invested into.
Injury Threshold: Low
Availability: Found in cave systems across Virni.
Type of Beast: Eux-Hound
Dimension: Violent
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Appearance: A wolf-like creature with short fur and roughly the size of a german shepard. They usually have solid dark colours but may rarely have lighter stripe patterning.
Behaviour: Eux-hounds terrorised the early humans. They were renowned for hunting one person at a time and taking turns biting off pieces of them while draining violent magic that made their bites sear their prey. They have since been hunted to extinction by early humans and sorcerers.
They may be hand-raised the same way wolves are 'tamed' and must be done while the wolf is a pup.
Normal Temperament: 5
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Non-combat Ability: Perception (Sources of Magic)
Can detect sources of magic in line of sight
At 5 points, can detect close sources of magic behind walls
Non-combat Ability: Perception (Scents)
At 0 points, may track and smell scents from up to 1km/0.6miles away
At 1-3 points, may track and smell scents from up to 2km/1.2miles away
At 4-5 points, may track and smell scents from up to 3km/1.8miles away
Combat Ability: Violent Bite
Bite and claw attacks are infused with violent magic, dealing extra heat damage
Requires equal or lesser point investment in its Temperature Resistance to be used without harming itself
Combat Ability: Violent Breath
Shoot a pulse of cold or hot magic from its mouth
Requires equal or lesser point investment in its Temperature Resistance to be used without harming itself
Unique Ability: Heat Wounds
At 0-4 points, attacks against the eux-hound may damage its attacker with a standard attack roll for retribution
At 5 points, the retribution roll additionally has advantage
Euxhama Unique Ability: Slow Magic Drain
A d3 is rolled on contact with the target. If the roll is a 1 adds spell stress to the target equalling 1 + points invested in this stat.
Passive Ability: Temperature Resistance
Resist cold and hot temperatures including from its own attacks
Injury Threshold: High
Availability: Extinct in the main world. Must be brought over from another world or by other means...
Type of Beast: Eux-Adillo
Dimension: Common
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Appearance: A soft-shelled cousin of the typical armadillo. They may range from having darker coloured shells, to more pleasant beige and orange shells.
Behaviour: They will latch and wrap onto the legs of humans to drain common magic from them, bolstering the defense of their shell and keeping them warm. They will then harmlessly pop off and scuttle away. They are not known to be dangerous (but people might think they’re cuddly). Due to their non-hostile nature, they are the most well-regarded of the magical beasts. Even the public is aware of their behaviour.
(Suggestion made by firedergen!)
Normal Temperament: 1
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Non-combat Ability: Perception (Sources of Magic)
Can detect sources of magic in line of sight
At 5 points, can detect close sources of magic behind walls
Non-combat Ability: Perception (Scents)
At 0-1 points, may find particular and odd scents up to 0.2m/less than a ft
At 2-3 points, may find particular and odd scents up to 0.4m/over a ft
At 4-5 points, may find particular and odd scents up to 0.6m/2ft
Combat Ability: Defense Projection
At 0-4 points, they can create a shield projection on itself or another target. They can only have one projection at a time
At 5 points, they can have two shield projections at any time
Unique Ability: Common Projection
At 0-4 points, they can cast either a net or leash projection from their mouth. Only one projection can persist at a time
At 5 points, they may have two projections at a time
Euxhama Unique Ability: Slow Magic Drain
A d3 is rolled on contact with the target. If the roll is a 1 adds spell stress to the target equalling 1 + points invested in this stat.
Injury Threshold: Low
Availability: Found on any continent. They are endangered in central Camedora but thrive in central Virni.
Type of Beast: Eux-Horn
Dimension: Light
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Appearance: An ungulate roughly the size of a thoroughbred horse. They have slightly longer necks and large dark brown spots along its neck and legs than its smaller counterparts. Its distinguishing feature are the two horns on its head, similar to that of a giraffe but longer and more durable. They are publicly known as the Spotted Okapi.
Behaviour: They are incredibly friendly and are found in south Virni where herds roam free. Tourists like to see them and are free to touch the animals. Eux-horns drain light magic from humans and the side effects are unnoticeable…except to a prospecting sorcerer that may find themselves unable to cast magic for some time…
(Suggestion made by firedergen!)
Normal Temperament: 4
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Non-combat Ability: Perception (Sources of Magic)
Can detect sources of magic in line of sight
At 5 points, can detect close sources of magic behind walls
Combat Ability: Charge
Charge a target to attack with its horns or hooves
Unique Ability: Quiet
Prevent the target from using magic after physical contact. Last for 10 minutes out of combat OR 1 turn in combat per skill point invested
Euxhama Unique Ability: Slow Magic Drain
A d3 is rolled on contact with the target. If the roll is a 1 adds spell stress to the target equalling 1 + points invested in this stat.
Passive Ability: Light-footed
Decrease the chance of being hit
Injury Threshold: High
Availability: South Virni
The Madgekadaka, translated to “Magic Devourer '' are a group of magical beasts that prey on magic and the sentient. They are often referred to as "Madge Beasts" for short. Some are predator creatures, others are parasites that latch onto their prey and continuously draw magic through them to survive. They have the prefix “Madge”. All known Madge creatures are interplanetary travellers, which distinguishes them from the tamer and worldly Euxhama.
Madge beasts can vary widely in appearances, functions and abilities, but no matter what they are extremely dangerous and need to be handled with extreme prejudice.
They can absorb any dimension of magic for sustenance.
They are distinguished by their 'Type". A predator type Madgekadaka will hunt and kill their prey while draining them of magic, whereas a parasite type will only drain magic while often causing other effects.
Type of Beast: Madge-Lurk
Type: Predator
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Appearance: A strange amalgamation of segmented body parts with lizard scales, the madge-lurk is a large creature with scythe-like limbs and is able to stand on its hind legs. It can extend a proboscis from its mouth to impale prey and drain magic from them.
Behaviour: It is extremely hostile to all things besides itself. Must be tamed while young.
Normal Temperament: 8
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Non-combat Ability: Perception (Sources of Magic)
Can detect sources of magic in line of sight
At 5 points, can detect close sources of magic behind walls
Non-combat Ability: Perception (Echolocation)
Can 'see' their environment by using clicks and noises from their mouth
Combat Ability: Claws
Combat Ability: Pounce
Jump at a target to knock them to the ground with their claws
Passive Unique Ability: Wounded Speed
At 0 points, gain an extra attack per turn when they or their owner has Major Injuries, whichever is higher
At 1-2 points, gain 1 or 2 extra attacks per turn when they or their owner has Moderate or Major Injuries, respectively, whichever is higher
At 3-4 points, gain 1, 2 or 3 extra attacks per turn when they or their owner has Minor, Moderate or Major Injuries, respectively, whichever is higher
At 5 points, gain 2, 3 or 4 extra attacks per turn when they or their owner has Minor, Moderate or Major Injuries, respectively, whichever is higher
Madgekadaka Unique Ability: Fast Magic Drain
A d2 is rolled on contact with the target. If the roll is a 1 adds spell stress to the target equalling 1 + points invested in this stat.
Injury Threshold: Very High
Availability: Available with staff planning... beware of injuries. Ask in staff-questions or your ticket if you're interested!
Type of Beast: Madge-Centus
Type: Parasite
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Appearance: A centipede-looking creature up to 1m long with hundreds of thick long legs that are razor sharp. They possess huge fangs and a mind-altering venom. Their colours and patterning are unknown but are assumed to be dark in colour.
Behaviour: ...
Normal Temperament: 3
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Non-combat Ability: ...
Non-combat Ability: ...
Combat Ability: ...
Passive Combat Ability: ...
Madgekadaka Unique Ability: Fast Magic Drain
A d2 is rolled on contact with the target. If the roll is a 1 adds spell stress to the target equalling 1 + points invested in this stat.
Injury Threshold: ...
Availability: Currently unavailable...
Type of Beast: Madge-Arachnid
Type: Predator
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Appearance: A segmented creature with a rough leathery hide and multiple long limbs.
Behaviour: Unknown
Normal Temperament: 6
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Unknown
Madgekadaka Unique Ability: Fast Magic Drain
A d2 is rolled on contact with the target. If the roll is a 1 adds spell stress to the target equalling 1 + points invested in this stat.
Injury Threshold: Unknown
Availability: Unavailable currently
The Iperastra, translated to “Star Travellers” are magical beasts that are able to harness speed magic and travel incredible distances across universes (or even multiverses). Some creatures are intelligent, some are passive, some are hostile, and everything in between. They have the prefix “Astra”.
They are designated a threat level because of their diverse biology and behaviour.
Type of Beast: Astra-Tiger
Threat Level: Low-Moderate
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Appearance: A striped feline-like creature with golden stripes and white countershading. Females and young have cooler purple tones, while mature males have warmer colours. Their existence was only known by a sorcerer finding the top half of a corpse appearing from a primitive portal. However a recent situation brought forth a family of five tigers to this world; a mother, a maturing juvenile and three cubs, all of which are currently being taken care of by Sorcerer Silas in the Beast Enclosures.
Behaviour: They are extremely intelligent and know when people are taking care of them. They are known to have robust personalities and are very adaptable to new environments. Once mature they are fully independant and their owners may struggle to command them.
Normal Temperament: 5, but they are known to be fussy about who they obey
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Non-combat Ability: Perception (Hearing)
Non-combat Ability: Perception (Scents)
At 0 points, may track and smell scents from up to 1km/0.6miles away
At 1-3 points, may track and smell scents from up to 2km/1.2miles away
At 4-5 points, may track and smell scents from up to 3km/1.8miles away
Combat Ability: Teeth and Claws
Combat Ability: Pounce
Jump at a target to knock them to the ground with their claws
Unique Ability: Teleportation (Male Only)
Can be used as a bonus action per turn in combat to strike a target it otherwise may not be able to strike, and points invested can add to attacks
Unique Ability: Calming Presence (Female Only)
Make a low grumble that can incite calmness in entities and even animals
Unique Ability: Call Male (Female Only)
Call the nearest male Astra-tiger for help
Injury Threshold: Moderate-High
Availability: Available to those trusted by Master Silas; also available with staff planning... beware of injuries. Ask in staff-questions or your ticket if you're interested!
Type of Beast: Astra-Don
Threat Level: Low
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Appearance: Colossal turtle/snail-like beasts that reflect all sorts of EMR, including the visible light spectrum, except at extremely high frequencies, making Astra-Dons seem nearly invisible with a purple silhouette.
Behaviour: They are known to chase comets by propelling themselves with nodes at the end of two large fins. They leave behind trails of glimmering dust and have shiny pale eyes. Rarely they are seen chasing after comets that fly by Earth.
Normal Temperament: Unknown, cannot be tamed
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Unknown
Injury Threshold: Unknown
Availability: Unavailable
Type of Beast: Astra-Drake
Threat Level: Unknown
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Appearance: Lizard-like creatures with a starry body and hot vents along their spine. One crashed down on Earth about a century ago so there isn’t much known about them.
Behaviour: Unknown
Normal Temperament: Unknown
Current Temperament: Same value as normal temperament unless it has increased/decreased in RP, such as a reward from quests or as a event reward.
Abilities in RP:
Unknown
Injury Threshold: Unknown
Availability: Current unavailable