Magic Basics
Magic is more than just a mystical force; it is all around us. It is an energy that is found in all known forms of life. It is in the water, the sky, the grass beneath your hooves, and also within the trees from which we call home. This magical essence is known as Yaxie.
Magic has many uses in the world. It can be wielded as a destructive force, to heal injuries, to conceal objects and creatures alike, and to manipulate them. A devidae who seeks a magical career must first decide on their discipline. However, not all devidae are able to tap into their Yaxie, and therefore must use magical items should they have a desire to learn how to wield the force around them.
There are three (3) disciplines to choose from, each with a set of elements that are typically used within them. Should an element not be listed under a discipline, it unfortunately cannot be used in that particular fashion.
Magic has many uses in the world. It can be wielded as a destructive force, to heal injuries, to conceal objects and creatures alike, and to manipulate them. A devidae who seeks a magical career must first decide on their discipline. However, not all devidae are able to tap into their Yaxie, and therefore must use magical items should they have a desire to learn how to wield the force around them.
There are three (3) disciplines to choose from, each with a set of elements that are typically used within them. Should an element not be listed under a discipline, it unfortunately cannot be used in that particular fashion.
Destruction
Fire
Air Arcane Earth Water Gives Bonuses To Boss Battles
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Conjuration
Arcane
Water Lumen Air Nature Gives Neutral Bonuses
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Restoration
Lumen
Earth Water Arcane Nature Gives Bonuses To Taming
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Each discipline focuses on one or more forms of magic. The seven (7) elements known to Devidae are
Water
Allows for the casting of ice, snow, and water
Fire
Allows for the casting of fire, lightning, and plasma
Earth
Allows for the casting of rocks, dirt, and sand
Air
Allows for the casting of wind, fog, steam, and smog
Arcane
Allows for obtuse additions of magical ability
Lumen
Allows for the addition or subtraction of light and dark
Nature
Allows for the casting of leaves, wood, and flowers
Allows for the casting of ice, snow, and water
Fire
Allows for the casting of fire, lightning, and plasma
Earth
Allows for the casting of rocks, dirt, and sand
Air
Allows for the casting of wind, fog, steam, and smog
Arcane
Allows for obtuse additions of magical ability
Lumen
Allows for the addition or subtraction of light and dark
Nature
Allows for the casting of leaves, wood, and flowers
There are many methods on how magic can be executed, and many devidae have been highly creative over the years. However, there are four (4) original modes of magic usage
Voice
The act of using one’s voice to shout, sing, or say a spell. However, this is limited to the Devidae’s voice
Action
The act of using touch and movement. Often paired with hand to hand combat.
Focus
Using mental strength and emotion to cast magic. Requires intense concentration
Material
Another limited method that used magical items of tapped magic. This is the method that non-magical Devidae us
The act of using one’s voice to shout, sing, or say a spell. However, this is limited to the Devidae’s voice
Action
The act of using touch and movement. Often paired with hand to hand combat.
Focus
Using mental strength and emotion to cast magic. Requires intense concentration
Material
Another limited method that used magical items of tapped magic. This is the method that non-magical Devidae us
Step One: The Awakening
The Awakening is a series of prompts you must draw to get your Devidae started on their magical path. It can be done as a Daeling or an adult if they are a late bloomer or simply have a delayed start
Image Requirements:
Fullbody + Shading + Simple Background
Prompt 1: The Beginning
The first encounter of magic is highly predictive. Your Devidae experiences a small, spontaneous burst of magic. What is their reaction?
Prompt 2: Q&A
Your Devidae has decided to pursue magic. In order to gain a better understanding, they go to visit an NPC who would be able to tell them more. Ideally, this NPC would be one who specializes in the method or element the Devidae has interest in.
Prompt 3: Recreation
After learning more, your Devidae tries to recreate their experience from the first prompt. Does this end in success, or failure?
Fullbody + Shading + Simple Background
Prompt 1: The Beginning
The first encounter of magic is highly predictive. Your Devidae experiences a small, spontaneous burst of magic. What is their reaction?
Prompt 2: Q&A
Your Devidae has decided to pursue magic. In order to gain a better understanding, they go to visit an NPC who would be able to tell them more. Ideally, this NPC would be one who specializes in the method or element the Devidae has interest in.
Prompt 3: Recreation
After learning more, your Devidae tries to recreate their experience from the first prompt. Does this end in success, or failure?
Step Two: Learning Magic
After The Awakening, this is where you decide on how to start learning more. A Devidae can either enroll in a workshop with a teacher to guide them, or decide to uptake their education on their own.
Taught:
A Devidae seeks the tutelage of a teacher through workshops and sessions.
Workshops are focused on the disciplines the Devidae chooses to pursue and help them learn to control their newfound elemental affinity through Yaxie through the method that the Devidae finds easiest to work with. Be careful; an element and method cannot be changed until the next exam.
A Devidae can master two elements within a given discipline or can master a single element in two different disciplines. Each element can only have one method of casting, however. For example, you can use fire via action but not by voice, but you can use voice for arcane.
Workshops will always finish with an exam, which teachers use to allow a Devidae to prove that they are ready to move on to the next tier of magic. They require more effort and are a test of your capabilities as a magician.
NOTE: Workshops are not currently open, a link to the appropriate journal will be added as soon as possible.
Self-Taught:
A Devidae teaches themself via trial and error and reading books. This method takes longer and allows one to work at their own pace, however it still requires the Devidae to take an exam in order to proceed. Timing is a must in order to keep up with a Devidae being taught through workshops.
What are exams? Exams are a test that, when passed, will allow a Devidae to go on to the next level in magic. They are tailored to the specific discipline a Devidae chooses to go through, and are more strenuous than normal classes. The requirements for the exams will be explained in a Workshop journal.
Magic Abilities and Prompts
Beginner magic is pretty basic stuff. After all, we don’t want any fledgling magic users causing earthquakes and explosions right away. As a Devidae advances through the tiers, the spells they learn become increasingly powerful and complex.
Beginner Magic Requirements:
2 Images per Ability
1 Month of Age; Adult
Fullbody + Color + Shading + Simple Background
Intermediate Magic Requirements:
2 Images per Ability
3 Month of Age; Adult
Fullbody + Color + Shading + Simple Background
Master Magic Requirements:
3 Images per Ability
6 Month of Age; Adult
Fullbody + Color + Shading + Simple Background
Beginner Magic Requirements:
2 Images per Ability
1 Month of Age; Adult
Fullbody + Color + Shading + Simple Background
Intermediate Magic Requirements:
2 Images per Ability
3 Month of Age; Adult
Fullbody + Color + Shading + Simple Background
Master Magic Requirements:
3 Images per Ability
6 Month of Age; Adult
Fullbody + Color + Shading + Simple Background
Water
Beginner
Manipulate Water:
Bend and shape water. Can only manipulate small amounts of water at beginner level but once you hit master tier you can manipulate larger amounts.
Fog:
A rather difficult ability for beginners but is a great way to start learning how to change water’s form. Dissipate water in the atmosphere to create a thick fog.
Freeze Water:
Alter water’s form and temperature. At beginner level you may only be able to freeze small amounts of water, and it will take longer. Once you become a master you can freeze water at a faster rate.
Intermediate
Conjure Water:
Using the moisture in the air you can form water almost anywhere and then manipulate it. It's best to practice this outdoors so your homes don't get damaged.
Acid Splash:
Another rather difficult ability that teaches one to change water’s PH, from alkaline to acid. This can be dangerous to those who are a bit too ambitious so it is best to practice far enough away to stay safe, but close enough to run to Dr.Aloe if you screw up.
Ice Bolt:
Learning to summon ice at a faster rate and sending it flying towards a target.
Water Strider:
The ability to walk on water. Start off by learning how to stand and with practice you will soon start to walk and then run. Masters of water have been known to travel faster on water than on land.
Master
Ice Storm:
Create either an ice storm in the immediate areas around you.
Immunity to Cold:
The cold doesn't bother you anymore, in fact it doesn't even bother your body. Practicing this ability requires constant exposure to cold but don't push it too hard, we don't want Dr.Aloe to get involved.
Breathe Water:
A dangerous ability for those who don't have gills and must be practiced with caution to start with. Magic must always be present in order to breathe underwater, no magic = drown. If a devidae has gills, this spell makes breathing even smoother, best to have a very trusting friend for this.
Call Rain:
A wonderful ability for fighting forest fires or watering your garden. At first you will produce small rain clouds but with practice one can create larger rain clouds and place them anywhere. Can only be cast in your immediate area.
Manipulate Water:
Bend and shape water. Can only manipulate small amounts of water at beginner level but once you hit master tier you can manipulate larger amounts.
Fog:
A rather difficult ability for beginners but is a great way to start learning how to change water’s form. Dissipate water in the atmosphere to create a thick fog.
Freeze Water:
Alter water’s form and temperature. At beginner level you may only be able to freeze small amounts of water, and it will take longer. Once you become a master you can freeze water at a faster rate.
Intermediate
Conjure Water:
Using the moisture in the air you can form water almost anywhere and then manipulate it. It's best to practice this outdoors so your homes don't get damaged.
Acid Splash:
Another rather difficult ability that teaches one to change water’s PH, from alkaline to acid. This can be dangerous to those who are a bit too ambitious so it is best to practice far enough away to stay safe, but close enough to run to Dr.Aloe if you screw up.
Ice Bolt:
Learning to summon ice at a faster rate and sending it flying towards a target.
Water Strider:
The ability to walk on water. Start off by learning how to stand and with practice you will soon start to walk and then run. Masters of water have been known to travel faster on water than on land.
Master
Ice Storm:
Create either an ice storm in the immediate areas around you.
Immunity to Cold:
The cold doesn't bother you anymore, in fact it doesn't even bother your body. Practicing this ability requires constant exposure to cold but don't push it too hard, we don't want Dr.Aloe to get involved.
Breathe Water:
A dangerous ability for those who don't have gills and must be practiced with caution to start with. Magic must always be present in order to breathe underwater, no magic = drown. If a devidae has gills, this spell makes breathing even smoother, best to have a very trusting friend for this.
Call Rain:
A wonderful ability for fighting forest fires or watering your garden. At first you will produce small rain clouds but with practice one can create larger rain clouds and place them anywhere. Can only be cast in your immediate area.
Fire
Beginner
Conjure Flame:
Create a tiny flame in your hands.
Fire Bolt:
Conjure a flame and throw it at target.
Faerie Fire:
A non-lethal ability that creates tiny flames. They can be any color of the rainbow and can generate a fair amount of light.
Intermediate
Wall of Flame:
Generate a large wall of flame, separating yourself from whatever danger is about to charge at you.
Control Flames:
Fire is destructive and unpredictable, learning to control it is no easy feat. Start small and increase the size when you feel confident. Don't let emotion get in the way.
Dragon Breath:
Learning to breathe fire. Again starting small and working up to a larger stream. Maximum distance is 20 ft.
Fire Storm:
Cause fire to rain down on a specific target for mass destruction. Must be practiced out in the open so you don't cause any unnecessary forest fires. Can only be used in your immediate area.
Master
Hellfire:
Completely engulf yourself in bright red and black flames. They cause no damage to you but can cause some really nasty burns to a target.
Flaming Sphere:
Create a flaming sphere almost instantly, engulfing a target or simply sending the sphere at a target. The sphere will feel heavy and thus cannot be thrown very far which is why it is preferred for ground tactics.
Meteor Strike:
The successor to flaming sphere. 3 large magma globs fall from the sky onto the target. Can be one after the other or all 3 at once. This is a last resort ability as the collateral damage is severe. Make sure no innocents are nearby!
Flame Blade:
Concentrate your flames to form a bladed weapon of your choosing. The weapon is weightless but does not grant you any weapon bonuses.
Conjure Flame:
Create a tiny flame in your hands.
Fire Bolt:
Conjure a flame and throw it at target.
Faerie Fire:
A non-lethal ability that creates tiny flames. They can be any color of the rainbow and can generate a fair amount of light.
Intermediate
Wall of Flame:
Generate a large wall of flame, separating yourself from whatever danger is about to charge at you.
Control Flames:
Fire is destructive and unpredictable, learning to control it is no easy feat. Start small and increase the size when you feel confident. Don't let emotion get in the way.
Dragon Breath:
Learning to breathe fire. Again starting small and working up to a larger stream. Maximum distance is 20 ft.
Fire Storm:
Cause fire to rain down on a specific target for mass destruction. Must be practiced out in the open so you don't cause any unnecessary forest fires. Can only be used in your immediate area.
Master
Hellfire:
Completely engulf yourself in bright red and black flames. They cause no damage to you but can cause some really nasty burns to a target.
Flaming Sphere:
Create a flaming sphere almost instantly, engulfing a target or simply sending the sphere at a target. The sphere will feel heavy and thus cannot be thrown very far which is why it is preferred for ground tactics.
Meteor Strike:
The successor to flaming sphere. 3 large magma globs fall from the sky onto the target. Can be one after the other or all 3 at once. This is a last resort ability as the collateral damage is severe. Make sure no innocents are nearby!
Flame Blade:
Concentrate your flames to form a bladed weapon of your choosing. The weapon is weightless but does not grant you any weapon bonuses.
Earth
Beginner
Stone Wall:
Use the stone and rock around you to form a thick wall.
Manipulate Earth/Stone/Sand:
Be able to manipulate earth , stone and sand. Earth being the easiest , followed by stone and then sand. Stone tends to be a bit stubborn while sand is just straight up difficult due to its physical form.
Mud Shot:
A difficult ability to master due to mud being both dirt and water but a great ability to distract enemies or cause pranks. A dirty spell indeed.
Intermediate
Stone Volley:
Similar to magic missile but stones instead of arcane magic. Send numerous pebbles or stones towards a target, the stones cannot exceed the size of a coconut.
Sandstorm:
Create a sandstorm , making it large or small at your will. Can only be used in your immediate area.
Strengthen:
Be able to lift objects up to twice your size. Great for smashing as well. A good way to start practicing is to start powerlifting.
Stone Form:
Similar to stone skin but it can only cover your arms and legs. A must have ability in order to learn "Stone Golem"
Master
Quake:
Shake the ground beneath a target, causing the ground to split and engulf whatever happens to be in the area. Can only be used in your immediate area.
Boulder:
A heavy ability. Be able to form a boulder and send it towards a target, it cannot be thrown far and can be extremely taxing on the casters body. Great for destroying walls or clearing a path.
Stone Golem:
Become a stone golem. Allowing stone, earth, mud, sand to engulf you to become an earthly juggernaut that is twice the size. You can breathe and see but are vulnerable if the center of the golem is hit.
Spikes:
A rather gruesome ability when used offensively. Cause small or large spikes to come out from the ground beneath a target. A great way to put distance between yourself and an enemy.
Stone Wall:
Use the stone and rock around you to form a thick wall.
Manipulate Earth/Stone/Sand:
Be able to manipulate earth , stone and sand. Earth being the easiest , followed by stone and then sand. Stone tends to be a bit stubborn while sand is just straight up difficult due to its physical form.
Mud Shot:
A difficult ability to master due to mud being both dirt and water but a great ability to distract enemies or cause pranks. A dirty spell indeed.
Intermediate
Stone Volley:
Similar to magic missile but stones instead of arcane magic. Send numerous pebbles or stones towards a target, the stones cannot exceed the size of a coconut.
Sandstorm:
Create a sandstorm , making it large or small at your will. Can only be used in your immediate area.
Strengthen:
Be able to lift objects up to twice your size. Great for smashing as well. A good way to start practicing is to start powerlifting.
Stone Form:
Similar to stone skin but it can only cover your arms and legs. A must have ability in order to learn "Stone Golem"
Master
Quake:
Shake the ground beneath a target, causing the ground to split and engulf whatever happens to be in the area. Can only be used in your immediate area.
Boulder:
A heavy ability. Be able to form a boulder and send it towards a target, it cannot be thrown far and can be extremely taxing on the casters body. Great for destroying walls or clearing a path.
Stone Golem:
Become a stone golem. Allowing stone, earth, mud, sand to engulf you to become an earthly juggernaut that is twice the size. You can breathe and see but are vulnerable if the center of the golem is hit.
Spikes:
A rather gruesome ability when used offensively. Cause small or large spikes to come out from the ground beneath a target. A great way to put distance between yourself and an enemy.
Air
Beginner
Wind Gust:
Create a small gust of wind.
Speed Burst:
Use the wind and air to allow you to run at higher speed. A good way to start is to start running to build up your stamina.
Concussive Blast:
Concentrate the air to cause a concussive blow. Can be used to destroy walls or knock over opponents, at close range it is able to break bones.
Intermediate
Levitation:
Use the air beneath you to lift yourself in the air. Caution must be in place when you are first starting. Can only go as high as 5 ft.
Air Sphere:
Concentrate wind and air into a small sphere, this sphere can be used for transportation or as a concussive shot that sends opponents in disarray.
Sonic Sound:
Emitting sound at an ear splitting rate. A good rule of thumb is to practice away from any glass.
Silence:
The polar opposite of sonic sound, be able to completely mute yourself or others. Either individually or in a given area that you can see.
Master
Tornado:
As the name implies, use wind and air to create a devastating tornado able to cause destruction in its path. At first you can only make small little dust devils but with practice you can create larger tornadoes that are able to pull enemies into its center and send them flying.
Sonic Speed:
The next step to speed burst, be able to run at a continuous speed without breaking a sweat. The maximum speed you can go is Mach 1.
Wind Walk:
Walk in the air as if walking on stairs or a platform. It is not similar to flight as you must be concentrating on staying upright. You must start off at low heights before you can build your concentration.
Cutting Wind:
Turning wind into a sharp blade, able to cleave tree's like a hot knife through butter when it's truly mastered. The cutting wind behaves much like a boomerang or shuriken and requires a great deal of knowledge of trajectory.
Wind Gust:
Create a small gust of wind.
Speed Burst:
Use the wind and air to allow you to run at higher speed. A good way to start is to start running to build up your stamina.
Concussive Blast:
Concentrate the air to cause a concussive blow. Can be used to destroy walls or knock over opponents, at close range it is able to break bones.
Intermediate
Levitation:
Use the air beneath you to lift yourself in the air. Caution must be in place when you are first starting. Can only go as high as 5 ft.
Air Sphere:
Concentrate wind and air into a small sphere, this sphere can be used for transportation or as a concussive shot that sends opponents in disarray.
Sonic Sound:
Emitting sound at an ear splitting rate. A good rule of thumb is to practice away from any glass.
Silence:
The polar opposite of sonic sound, be able to completely mute yourself or others. Either individually or in a given area that you can see.
Master
Tornado:
As the name implies, use wind and air to create a devastating tornado able to cause destruction in its path. At first you can only make small little dust devils but with practice you can create larger tornadoes that are able to pull enemies into its center and send them flying.
Sonic Speed:
The next step to speed burst, be able to run at a continuous speed without breaking a sweat. The maximum speed you can go is Mach 1.
Wind Walk:
Walk in the air as if walking on stairs or a platform. It is not similar to flight as you must be concentrating on staying upright. You must start off at low heights before you can build your concentration.
Cutting Wind:
Turning wind into a sharp blade, able to cleave tree's like a hot knife through butter when it's truly mastered. The cutting wind behaves much like a boomerang or shuriken and requires a great deal of knowledge of trajectory.
Arcane
Beginner
Magic Missile:
Create 3 small yaxie orbs and send them flying at a target.
Mage Armor:
Create a yaxie body suit that soften the blow from other elemental abilities. It does not do so well against physical attacks.
Protection:
Create a magical yaxie shield around yourself or another devidae. Can only work around a certain group and only in an area that you see. Do not let your concentration fall.
Intermediate
Illusion:
Start with something small like a fruit or toy and work yourself to something larger such as fake rooms. Requires great amounts of concentration to start off with.
Charm:
Be able to charm small minded creatures to start off with and work your way up to other Devidae. The spell only works if the subject is unaware of your casting. It will wear off when you choose, when you lose immediate contact with the subject or they subject realizes.
Paralyzer:
Completely immobilize a target by use of a yaxie circle. A great trap for stopping criminals or animals.
Magic Weapon:
Conjure a yaxie weapon of your choosing. However this magical weapon does not grant you weapon bonus.
Master
Planar Travel:
Simply blink into another dimension. You can see the real world as if through a opaque glass but you are not able to hear. You can move freely to safety or to someone's aid, blinking back into the real world.
Polymorph:
Change any small to medium sized opponent into a harmless slime.
Mind Spike:
A horrible ability that sends any opponent into a state of hallucinations, pain , fear. This ability is difficult for many as they have to be extra vigilant to not cause themselves to suffer the same fate.
Hypnosis:
Take full control of an opponent, using them as a puppet to do your dirty work.The targets eyes will turn black, sealing them off from any visual stimuli. Can only be used on a single target and only for as long as you can concentrate.
Magic Missile:
Create 3 small yaxie orbs and send them flying at a target.
Mage Armor:
Create a yaxie body suit that soften the blow from other elemental abilities. It does not do so well against physical attacks.
Protection:
Create a magical yaxie shield around yourself or another devidae. Can only work around a certain group and only in an area that you see. Do not let your concentration fall.
Intermediate
Illusion:
Start with something small like a fruit or toy and work yourself to something larger such as fake rooms. Requires great amounts of concentration to start off with.
Charm:
Be able to charm small minded creatures to start off with and work your way up to other Devidae. The spell only works if the subject is unaware of your casting. It will wear off when you choose, when you lose immediate contact with the subject or they subject realizes.
Paralyzer:
Completely immobilize a target by use of a yaxie circle. A great trap for stopping criminals or animals.
Magic Weapon:
Conjure a yaxie weapon of your choosing. However this magical weapon does not grant you weapon bonus.
Master
Planar Travel:
Simply blink into another dimension. You can see the real world as if through a opaque glass but you are not able to hear. You can move freely to safety or to someone's aid, blinking back into the real world.
Polymorph:
Change any small to medium sized opponent into a harmless slime.
Mind Spike:
A horrible ability that sends any opponent into a state of hallucinations, pain , fear. This ability is difficult for many as they have to be extra vigilant to not cause themselves to suffer the same fate.
Hypnosis:
Take full control of an opponent, using them as a puppet to do your dirty work.The targets eyes will turn black, sealing them off from any visual stimuli. Can only be used on a single target and only for as long as you can concentrate.
Lumen
Beginner
Dancing Lights:
Conjure up small lights , these can be used in a variety of ways. To light up a pathway or to add a little flair to a treehouse party or send them flying into an enemies eyes. The lights can be any color of the rainbow.
Shadowmancy:
Shadow arts are just as important as light arts and being able to create and manipulate shadows is a great start. It can only work when shadows are present. Night time is when this ability is the most strong.
Photon Bolt:
Send a concentrated ball of light at a target. The target may become temporarily blind and will glow for a few minutes in case they decide to run. A precursor to Solar Ray.
Intermediate
Clairvoyance:
The ability to gain knowledge through extrasensory means, by this case...light. The eyes of the user begin to fade and glow , they are then able to see anything that the normal eye cannot. Hidden tracks or hidden messages by picking up faint yaxie residue left behind.
Cure Light Wounds/Illnesses:
Using the light to heal light wounds and illness. They say the feeling is like being wrapped within a warm blanket.
Mirror Image:
Create a light double of yourself or another creature. The mirrored image will look and behave the same as it's real counterpart but is unable to speak.
Witching Bolt:
The counterpart to Photon Bolt. It is a bolt of pure darkness that causes blindness and a strong bout of nausea aimed to incapacitate the target.
Master
Blind:
Cause the target to become blind for a temporary yet long period of time. This can be used via light or dark.
Solar Ray:
Concentrate light into a powerful beam that is able to pass through multiple targets. The feeling of the beam is said to be like white hot iron.
Invisibility:
Turn completely invisible but the user must be cautious to not wear too much clothing walk through any substances that could give their position away. Invisible daes can be seen by Arcanes Planar Travel ability and by Clairvoyance.
Possess:
This ability causes the targets shadow to completely engulf them, they are then able to be fully controlled by the caster. This ability requires the shadow to be present to start with but if the sun is blocked out the shadow can remain present. The ability wears off when the caster loses their concentration.
Dancing Lights:
Conjure up small lights , these can be used in a variety of ways. To light up a pathway or to add a little flair to a treehouse party or send them flying into an enemies eyes. The lights can be any color of the rainbow.
Shadowmancy:
Shadow arts are just as important as light arts and being able to create and manipulate shadows is a great start. It can only work when shadows are present. Night time is when this ability is the most strong.
Photon Bolt:
Send a concentrated ball of light at a target. The target may become temporarily blind and will glow for a few minutes in case they decide to run. A precursor to Solar Ray.
Intermediate
Clairvoyance:
The ability to gain knowledge through extrasensory means, by this case...light. The eyes of the user begin to fade and glow , they are then able to see anything that the normal eye cannot. Hidden tracks or hidden messages by picking up faint yaxie residue left behind.
Cure Light Wounds/Illnesses:
Using the light to heal light wounds and illness. They say the feeling is like being wrapped within a warm blanket.
Mirror Image:
Create a light double of yourself or another creature. The mirrored image will look and behave the same as it's real counterpart but is unable to speak.
Witching Bolt:
The counterpart to Photon Bolt. It is a bolt of pure darkness that causes blindness and a strong bout of nausea aimed to incapacitate the target.
Master
Blind:
Cause the target to become blind for a temporary yet long period of time. This can be used via light or dark.
Solar Ray:
Concentrate light into a powerful beam that is able to pass through multiple targets. The feeling of the beam is said to be like white hot iron.
Invisibility:
Turn completely invisible but the user must be cautious to not wear too much clothing walk through any substances that could give their position away. Invisible daes can be seen by Arcanes Planar Travel ability and by Clairvoyance.
Possess:
This ability causes the targets shadow to completely engulf them, they are then able to be fully controlled by the caster. This ability requires the shadow to be present to start with but if the sun is blocked out the shadow can remain present. The ability wears off when the caster loses their concentration.
Nature
Beginner
Bark Skin:
The ability to use wood to create a skin tight armor, this armor is great against physical and some elemental attacks but is weak against fire magic.
Plant Growth:
The ability to grow and sustain plant life. A favored ability for farmers and foresters. At first you can only speed up small plants but with more practice can soon be able to speed up tree growth.
Spore:
A rather horrifying ability , cause small mushrooms to sprout either on the body of the target or around them. The spores are able to sap the energy and release it into a noxious gas. The gas can do whatever the caster wishes, causing either poison, exhaustion, rage or control.
Intermediate
Stone Skin:
The ability to use stone to create a skin tight armor, this armor is great against physical and some elemental attacks.
Tangle-vines:
Vines suddenly appear and ensnare the target. The ability can only be used in an area that you can see.
Speak With Plants:
Another favorite by farmers and foresters. With great amount of concentration the target is able to sense what a plant needs. There is rumor that with great amount of discipline, one can actually speak with trees. However they say that trees are very very slow speakers but carry great amounts of knowledge.
Control Insect:
Take control of one large or medium insect or many small insects. The ability lasts for as long as the caster can concentrate or for as long as the insect is alive.
Master
Crystal Skin:
The ability to use crystals to create a skin tight armor, this armor is great against physical and elemental attacks.
Beast Mode:
Enter a beserk like state, you lose all sense of rational thought. Hooves become claws and teeth become razor sharp. Strength and speed are also doubled. The ability is active until the caster runs out of energy or their target is vanquished. You are unable to cast it back to back to back.
Commune With Nature:
Be able to speak with all forms of nature, even animals.
Animal Form:
Turn yourself into an animal within the devidae world. The ability lasts for as long as the caster can concentrate. The available animals are: razortongue, beeps, peebs, siorcats, floifish.
Bark Skin:
The ability to use wood to create a skin tight armor, this armor is great against physical and some elemental attacks but is weak against fire magic.
Plant Growth:
The ability to grow and sustain plant life. A favored ability for farmers and foresters. At first you can only speed up small plants but with more practice can soon be able to speed up tree growth.
Spore:
A rather horrifying ability , cause small mushrooms to sprout either on the body of the target or around them. The spores are able to sap the energy and release it into a noxious gas. The gas can do whatever the caster wishes, causing either poison, exhaustion, rage or control.
Intermediate
Stone Skin:
The ability to use stone to create a skin tight armor, this armor is great against physical and some elemental attacks.
Tangle-vines:
Vines suddenly appear and ensnare the target. The ability can only be used in an area that you can see.
Speak With Plants:
Another favorite by farmers and foresters. With great amount of concentration the target is able to sense what a plant needs. There is rumor that with great amount of discipline, one can actually speak with trees. However they say that trees are very very slow speakers but carry great amounts of knowledge.
Control Insect:
Take control of one large or medium insect or many small insects. The ability lasts for as long as the caster can concentrate or for as long as the insect is alive.
Master
Crystal Skin:
The ability to use crystals to create a skin tight armor, this armor is great against physical and elemental attacks.
Beast Mode:
Enter a beserk like state, you lose all sense of rational thought. Hooves become claws and teeth become razor sharp. Strength and speed are also doubled. The ability is active until the caster runs out of energy or their target is vanquished. You are unable to cast it back to back to back.
Commune With Nature:
Be able to speak with all forms of nature, even animals.
Animal Form:
Turn yourself into an animal within the devidae world. The ability lasts for as long as the caster can concentrate. The available animals are: razortongue, beeps, peebs, siorcats, floifish.
Step three: Prestige
Prestige magic is when two magical elements combine into a new element. This gives much higher bonuses to boss battles and taming events. However, this is not for the light hearted and takes a great deal of discipline. It is completely optional.
Nature & Earth -> Summoning:
The ability to summon yaxie elementals as well as control animals and insects.
Lumen & Arcane -> Divine:
The ability to summon holy spirits, also to gain the ability to cure any wounds.
Fire & Arcane -> Necro:
The ability to summon zombies, also to gain the ability to inflict wounds and illness.
Air & Nature -> Wild:
A highly unpredictable and spontaneous magic. You never know what will happen when using this prestige magic.
Nature & Earth -> Summoning:
The ability to summon yaxie elementals as well as control animals and insects.
Lumen & Arcane -> Divine:
The ability to summon holy spirits, also to gain the ability to cure any wounds.
Fire & Arcane -> Necro:
The ability to summon zombies, also to gain the ability to inflict wounds and illness.
Air & Nature -> Wild:
A highly unpredictable and spontaneous magic. You never know what will happen when using this prestige magic.
Magic in Breeding
When Devidae have started using magic, the yaxie in their system will begin to build up. The more power they gain, the more yaxie is produced. Sometimes, this yaxie will pass down to offspring, giving the Daeling natural magical capabilities and removing the need to acquire an element through trials.
Daelings can inherit any of the main seven elements, but cannot be born with prestige magic.
The more advanced the magic, the higher the chances the offspring will inherit a parent’s element.
Should both parents have prestige magic, the child will have a guarantee of inheriting one of the elements a parent has mastered to gain their prestige magic.