
The following news files will help you gain a better understanding of this world, its people, and their customs. Please read each one carefully, and if you have any questions, contact a member of the staff. Thank you.
| General: | Types: | Hierarchy: |
| Introduction | Clairvoyance | Novice |
| Power | Elemental | Acolyte |
| Tapping | Healing | Adept |
| Consumption | Shapeshifting | Magus |
| Shaping | Arch-Magus | |
| Telepathy | Avatar |
The four elements of earth, air, fire, and water are the basic components of both this world and its races. The fifth is what sets it apart from Earth; the one that infuses every living thing and gives it a special quality that we would call "magical." Ancient philosophers and scientists called this element "aether," and believed it to be a special substance that filled the upper regions of space. In a way, they were correct, for aether is what separates this world from ours, though the two are intertwined. It is an intangible force that holds this world together and flows through every living thing. It is the sum and substance of magic.
Those that can tap into it and utilize it are said to have the affinity, and with training, they can learn to control their gifts. This does not require spells, enchantments, potions, or other such "arcane" means -- magic on Aether is a skill that one either has or does not -- those without the affinity can never learn it.
But it takes constant training, practice, and willpower to keep the magic under control, for, like everything else, magic has two sides; one that is useful and creative, and another that can be dangerous or destructive. If allowed to run its course, magic can become unpredictable, even harmful; like a fire raging out of control.
When this happens, its wielder is said to have been "consumed," (this is more likely if a mage's "will" is lower than his or her magical-score). This means that they have allowed their magic to gain control, rather than the other way around. They become no more than a conduit for a power beyond their ability to master; like a dam too flimsy to hold back a flood. Such individuals are dangerous, and are typically exiled to a life of solitude where their power will harm no one but themselves.
A "consumed" mage, if he or she is not destroyed by their magic, will eventually exceed the limits of his or her ability, and will lose the affinity altogether. This process can take years, but when it happens, the former mages are called "tapped." They can no longer wield magic, and are looked on with pity by other mages (see "news consumption").
It is possible for an extremely powerful mage -- or, more commonly, a group of them -- to "tap" another mage. This type of punishment is typically reserved for rogues who have proven to be too dangerous, and can neither be imprisoned nor killed. In these situations, if the mage is tried and found guilty, he or she will undergo a magical "torture."
Tapping is a means of forcing consumption by bombarding the mage with more power than he or she can handle. The mages will break down the target's defenses until he or she has lost control, been "consumed," and finally "tapped" their affinity for magic altogether. Until recently, this process could take days, or even weeks, and some would say that death would have been a greater mercy. However, with the emergence of Elemental-Aether power, it has been found that those mages of sufficient ability can temporarily block another mage, or even tap them quickly (although not painlessly). Those who have been tapped, slowly or quickly, are never the same again -- physically or psychologically (see "news tapping").
Most races train their own mages, but there is a vaunted school in the city of Haven known as Delphi. Delphi is the pinnacle of magical learning, and most mages who travel to Haven that are not already in other training find themselves pressed into the school.
Other cities are not so 'fortunate' as to have their own Delphi. In the rebuilding of Parnassus, many mages of all races were wooed to the area with the promise of their own land within the city. There they established the Castallia, named for an underground group in Haven that also taught mages outside the walls of Delphi. It has grown over time and welcomes all sorts, but is not a school as such. Rather it serves as a home and commune for mages of any race that might not be suited to training in their homeland. It has its own strict rules and guidelines of behavior, but still houses many dubious sorts, so long as they do not violate the strictures of the Castallia.
Magic can manifest itself in a variety of different ways. The most susceptible to it are the Sylvans; they tend to be more powerful magically, but that power has a price. The stronger the magic, the harder it is to contain, and a Sylvan who has perfect control of his or her gift is rare indeed.
The least susceptible are the Empyreans. Magic is extremely rare in their children, and they have tried their best to keep it concentrated in the noble bloodlines, since at one time tradition demanded that an elemental with command over the wind and storms be crowned emperor. The alternative was to scour their kingdom for a child with the affinity. Even with the advent of the Republic, it is a special mark of nobility to display magic in their bloodlines.
A Halfbreed *without* some form of magical ability is rare, but they have even less control than the Sylvans. For this reason, and a variety of others, the offspring of interracial unions are usually exiled. See "news halfbreeds" for more information.
Both the Atlanteans and Varati have a fairly equal distribution of magic among their members, though extremely powerful individuals are rare. Yet nearly every Atlantean has some level of telepathic ability, and the Varati are renowned for their feats of shaping and fire magic. So with every disadvantage, there is some compensation.
The magical abilities themselves are varied. Usually, a child will have a stronger affinity for one type of magic over another, though it is possible to learn more than one type (this would require an application to the admin). The following is a list of each kind, and there are news files on each one. Please read them carefully, for magic is open to new players, and it is up to you to decide whether or not your character has the affinity for magical abilities. If you have any questions, please contact a member of the staff.
Magic is open to new players, though there are a few exceptions.
Crossbreeds or "mongrels" have no affinity for magical abilities, so if you choose to play that kind of character, don't expect to choose magic as well--it isn't possible. (NOTE: Halfbreeds and "quarterbreeds" can possess magical abilities, but that power is often wild and difficult to control. Such characters must be applied for (see "news applications ").
Empyreans have the least amount of magic of the four main races, and Empyreal mages must be applied for as well (again, see "news applications" for the details).
The Atlanteans have telepathy by default, but choosing another ability in addition to that requires a request to the staff (particularly the Atlantean admin). Atlantean characters can sink up to 40 points into their magic; either placing all 40 points into telepathy, or placing as much as 25 points into their second magic, with 15 left over for telepathy.
The Varati can choose any magic (with the exception of Telepathy), with a starting magic score of up to 40, putting them at Acolyte level. Higher levels require an application to the staff.
And finally, Sylvans can choose any magic to start (again, with the exception of Telepathy), and can sink up to 40 points into that ability, which would put them at Acolyte level. Sylvans tend to be wilder in their use of magic, and it is suggested that you set your Will slightly lower than your magic score accordingly (although not to the point of consumption. See 'news consumption'). As is true for most other races, choosing more than one magical ability would require an application to the staff.
If you have any further questions, don't hesitate to contact a member of the staff.
There are two different kinds of "tapping" -- one permanent, the other temporary. Each robs an individual of the ability to use his or her magic, and they are among the more dire punishments employed against dangerous mages.
The permanent method is to "overload" a mage until his or her power expends itself and ultimately drains away. It is an arduous process; nearly as dangerous for the enactors as for the victim, and the potential for magical "backlash" and subsequent damage to the surrounding area is great. Thus, this form of punishment is only used in the most extreme cases.
Aether-elementals block the power and keep it contained within the victim, while mages with the same affinity as the target augment his or her power until it rages out of control. Natural consumption can take years, but this form of "tapping" is the same process speeded up. It may take days or even weeks, and is an intensely painful and harrowing experience. Some victims never recover their sanity.
The second form of "tapping" is more of a magical block -- it is set by an aether-elemental, and can be either partial or complete. That is, the mage in question might be able to use his or her powers to a limited extent, but the block will keep his or her full power at bay. The more powerful the aether-mage, the more powerful the block -- some will not fade for years.
But eventually, the "block" will dissipate, and the mage will once again be able to use his or her full abilities. To effectively block a mage for an extended period of time, a character must possess an elemental + will that is at least twice as great as the victim's magic + will. The greater the difference in scores, the longer the block may last -- OOC negotiation with the player in question is the best means to settle on a fair length of time.
Consumption, or becoming "consumed," is a term used to describe a mage who has permanently lost control over his or her power. No longer is the mage in charge -- instead, the magic has possessed him, and will manifest itself regardless of the mage's will. To use a more modern analogy, magic is like a fire-hose; it can be useful when controlled and directed, but if the wielder *loses* control... he or she had better just try to hang on tight and wait for the flow to dry up.
When this happens, the mage is said to be "tapped." Their magical "flow" has dried up and they are no longer able to wield their ability; they have lost the affinity. This state is the natural end for most consumed mages, though it may take years to occur -- unless it is achieved through force (see "news tapping"). A few, very rare mages, with exceedingly high wills, may be able to "reverse" their consumption and regain control once more. But these cases are highly unlikely, and such a character would require an application.
The news files for each type of magic will explain how a loss of control might manifest itself -- such as being unable to turn one's magic *off* for shapers, so that they must avoid touching certain objects for fear of altering them. If you are interested in playing a consumed mage, you do not need the staff's permission, but remember that your character's abilities are still roughly equivalent to their level -- only in rare circumstances could they achieve a feat beyond that level (and it is best to get the staff's consent, to avoid having to retcon a scene later).
The state of being consumed is dependant upon one's magic vs. their will. The higher the will, the more control they have, whereas one's magical score represents how much raw power they can access. The subsequent files will detail the correlation and percentages between will and magic more clearly.
A mage's will must remain at a level near that of his or her magic score, or the magic will gain the upper hand. The risk increases the greater the difference between the two scores. A guideline for the danger is listed below. Mages with a will less than 75% of their magic score should realize that they skirt the very edge and they will be consumed should they use their power without further training. You can check your percentage by using the +cmpattr command as follows:
+cmpattr <your name>=will/<your magic> (subtract this from 100%)
- If your will is 95% or more of your magic score, you will remain in perfect control of your magic.
- If your will is 90-94% of your magic score, you will suffer from occasional difficulties. For example: elementals will see 'overflow' of their magic with strong emotions. Shapeshifters are likely to be caught by surprise with their changes. Shapers, Clairvoyants and Telepaths will receive unexpected impressions.
- If your will is 85-90% of your magic score, you will experience wavering control. Graisha typically hover at this category. Other magic users will experience fitful and uncontrolled moments where their magic works without them willing it to.
- If your will is 75-84% of your magic score, you are starting to be in danger of consumption. Your magic is stronger than your ability to control it. The authorities are likely looking for you as you leave a trail of uncontrolled events everywhere you go.
- If your will is less than 75% of your magic score, you are in constant danger of consumption. It is likely that the next time you use your power, either by design or by accident, it will consume you and forever be beyond your own control.
The following chart will give you an idea of what sort of scores this system entails. The top line is the magic score. Each line below that is a percentage listing that can be used to reference what your Will score ought to be.
M A G I C WILL: 5 10 15 20 25 30 35 40 45 50 60 70 80 90 100 95% 5 10 14 19 24 29 33 38 43 48 57 67 76 86 95 90% 5 9 14 18 23 27 32 36 41 45 54 63 72 81 90 85% 4 9 13 17 21 26 30 34 38 43 51 60 68 77 85 80% 4 8 12 16 20 24 28 32 36 40 48 56 64 72 80 75% 4 8 11 15 19 23 26 30 34 38 45 53 60 68 75
Clairvoyance is the ability to perceive matters beyond the range of ordinary perception. Individuals with this ability are unusually sensitive to their surroundings and to others, and can perceive the past, present, and future in dream-like visions or through precognitive flashes of insight. Clairvoyants often take the symbol of stylized eye that represents their ability to "see" into the past, present, and future.
At one time, clairvoyance embodied two separate strains of magic that have since split into clairvoyance and aether-elemental. Clairvoyance refers to all abilities stemming from precognition, prophetic dreams, "scrying" into the past, present, and future, and astral-projection or travel. Aether- elemental embodies such abilities as sensing, shielding, or blocking magic in other individuals (see "news elemental" for details).
"Overriding" another clairvoyant's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic.
NOVICE
Novices are typically plagued by dreams that have the uncanny tendency of coming true. Such dreams are usually the first sign that an individual possesses clairvoyance, and children who display this trait will often be taken to an Esper to determine if they have the gift of Clairvoyance to be trained so that their dreams do not develop into nightmares.
ACOLYTE
An acolyte of clairvoyance can "see" things that others are blind to, often through dreams or visions. Some say they can predict the future, but a clairvoyant Acolyte will explain that they only see the shape of "what might be," not necessarily "what will be." At this point, their precognition is not confined to dreams, and they can glimpse present and future events while awake as well as asleep.
ADEPT
The third level of clairvoyant, can travel outside the "self" and enter an intangible, astral realm. It is the very stuff of magic and dreams, rich in symbolism, and it is an Adept's job to discern the truth from the tangled threads of illusion. If successful, they can "see" events that are currently happening -- even far away -- and have a better chance of accurately predicting the future. In some cases, the clairvoyant may also 'share' a vision by projecting it into the air about them, though its subtler aspects would be lost on non-clairvoyant viewers.
The past, too, may be revealed for adept clairvoyants. With an object or individual to focus on, they may be able to perceive where that person or object has been, or what they have done. Yet clairvoyance is never 100% accurate, so their testimony in trials is not always permitted. Nevertheless, the ability is often employed in criminal investigations.
MAGUS
A dream is never just a collection of fragmented images for a clairvoyant. It is a pathway into an astral realm outside the material world, where none of the physical rules apply. Most dreamers skirt along the edges of this realm, but at the fourth level of clairvoyance, mages can enter the very heart of it, where the physical meets the metaphysical and the natural becomes supernatural. This astral realm is not bound by time or space, and a clairvoyant Magus can see into the past, present, and future.
AVATAR
This "sight" has a price. Like a dream, the images are jumbled and confusing, and a clairvoyant who spends too much time interpreting these visions runs the risk of madness. However, the rewards are great. A clairvoyant who manages to determine the shape of "what was," "what is," and "what will be," without limitations, could presumably achieve omniscience. Unfortunately, no mage has passed to the rank of Avatar and realized that potential. Yet.
An elemental is someone with the ability to control one of the elements that make up this world: earth, air, fire, water, or the aether itself. It is the most dangerous and destructive of magics, for it is far too easy for an elemental to lose control, and the results can be catastrophic.
Elemental magic is confined to a member of that race -- that is, only an Empyrean can control the wind and storms; only Sylvans can trigger earth- quakes, etc. (any race has the potential to manipulate the aether, however). In Halfbreeds, the race-requirements do not hold, and it is one of the reasons they are the subject of such wariness, for their magic is unstable. Therefore, mages tend to be constantly on the lookout for elementals, to prevent this power from getting out of hand.
"Overriding" another elemental's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic.
Elemental magic is far more aggressive than other types -- it is active rather than reactive. But this makes it more difficult to control. Letting the magic run unchecked risks the consumption of its wielder, and novices must learn their first important lesson: how to contain their abilities once they unleash them; or to "turn their powers off."
An elemental must be concerned with remaining within the scope of their current abilities. With any use of their power there is always danger of him or her becoming consumed. Attempting anything beyond their current skill nearly guarantees that the power will grow out of hand; so while an earth-elemental, even at novice level, could conceivably trigger a sizeable earthquake, it is doubtful he or she would live through the experience. The power would consume them utterly, destroying both mind and body (see "news consumption").
NOVICE
Novices of Elemental-Aether are often known as 'Espers'. The name comes from the word "espy," meaning "to find," and that is an Espers' distinguishing ability. They are the lowest level of aether-elemental, and while their own magic is weak at that stage, they have a particular sensitivity to others with the affinity. They are able to sense an aura around anyone with magic ability, so long as they seek to see it.Those with ability to see the Aether can also manipulate it to some extent. Through it, they are able to project visible manifestations -- illusions -- although at the level of a Novice, these are small and transparent. With effort, they could create a solid-seeming illusion the size of an apple, or a key. Illusions larger than a two-foot sphere are beyond their abilities, and the casting must stay within a ten-foot radius.
ACOLYTE
Acolyte aether-elementals can "shield" their own magic, or others', from fellow elementals. They can also achieve a brief "block" over another mage's magic, though it requires a comparison of will + elemental vs. the target's will + magic, and the enactor's score must be at least 5% higher than the victim's for it to succeed.An acolyte is also able to further cast their illusions. They are able to create solid illusions up to a two-foot sphere in size. Larger illusions up to the size of a full grown person (5-8 feet in radius) are possible, but are obviously transparent. Illusions still must remain nearby or they fade into nothing.
ADEPT
Adepts discern the affinity in others, and now determine what *type* of magic another wields, whether it be active or latent. Aside from shielding and blocking magic, they can also augment magic in others; increasing a lower-level mage's ability to acolyte or adept level temporarily (anywhere from a few minutes to a few hours).Illusion gains as well, and they are able to cast solid seemings within a five foot sphere up to twenty feet away. Room-sized illusions are possible, but are obviously transparent.
MAGUS
Sensing, blocking, shielding, and augmenting another mage's magic are all possible for a Magus aether-elemental. At this point, they can detect latent ability in newborn infants, achieve permanent blocks on another mage's magic, and augment another's abilities for an extended length of time; though the most they can enhance another's power is to low Magus level; they cannot enhance beyond their own level.A Magus aether-elemental is the Copperfield of mages. They can cast illusions within their line of sight up to 200 feet away. Entire buildings could be manufactured from their imagination, but would run the danger of others realizing the illusion due to lack of detail. An illusion is only as realistic as the imagining of the mage. Castles of mist could be constructed, but would clearly by illusion from the fact that the viewer can see what is beyond.
AVATAR
Aether-elementals manipulate the realm of magic itself. Their gift is powerful in a subtle way, for they can manipulate another's talent as easily as they do their own; sensing the precise level of power in another, blocking or enhancing it at a whim, and being able to permanently "tap" a fellow mage and thus remove their ability entirely. Avatar aether-elementals can also imbue an object with magic, and it was Apollo who empowered an entire city, to keep it floating for well over two millennia.Illusions crafted by an Avatar would be an amazing thing indeed, blurring the line between imagination and reality. It is perhaps fortunate that none exist.
NOVICE
A novice air-elemental can create sudden breezes and even generate a brief shower over a small area--though not for any length of time. And while they cannot create a storm, they can sense when one is coming. The perfect prank, static shock is also at their command.ACOLYTE
Acolytes can generate nourishing rainstorms and fairly strong winds; though hardly enough to hold a grown man or woman aloft. Like a novice, they can anticipate a storm, and while they can't control it, they might be able to redirect it. Acolytes should be wary. Their forming powers can make them natural targets for lightning. If it is anticipated, the lightning can be diverted a few feet away, but not directed with any accuracy.ADEPT
Levitation. An adept's power over the winds can be handled with such precision that they can simulate flight. They can also bear others aloft, but any more than one or two "passengers" would be taxing. An air-elemental can also "call" a storm by diverting one from another area to their own; or drive a brewing storm away. Lightning cannot be created, but natural strikes can be directed to new sources.MAGUS
Extended flight, manipulation of the winds, generation of storms; all these are possible for a magus air-elemental. And beware a magus' wrath, for he or she can summon a twister, unleash gale-force winds, or "huff and puff and blow your house down," to coin a phrase. A magus cannot throw thunderbolts at a whim, but they can 'encourage' a storm to be more active, and then harness the natural anger.AVATAR
The last great Avatar air-elemental was Zeus himself, and like him, such a mage could hurtle lightning bolts from the clear blue heavens, conjure a hurricane, or produce tornadoes with but a thought.
NOVICE
Attuned to the earth, Novice earth-elementals can trigger small tremors, and aid or hasten the growth of plants. In the proper season, they can germinate and bring a seed to maturity in a matter of weeks, rather than months. Many have a special awareness of the plant-life or forest around them and can use that ability to diagnose sicknesses that affect plants.ACOLYTE
Sizable tremors and the enhanced growth of plants are both plausible for an earth-elemental acolyte. They also have a greater kinship with the earth, and can sense fault lines or weaknesses beneath the ground. Acolytes can coax unseasonable growth in limited measure: blooms before their time, or a few fruits born in winter. But Acolytes do not have enough power to protect the plant from the stresses this effort causes them. Plants pushed too far will not bear in their proper season, or will fade and die.ADEPT
With their innate understanding of the land, adept earth-mages can find hidden nutrients in the soil and utilize them to produce a garden where before there had been only barren dirt. They can sustain plants to bloom out of season and trees to bear their fruit. Crops can be brought to maturity within a week. With special care, this can be done without harm to the plant, but it may drain the earth of its nutrients. Without care, it will kill the plant as well as the land. On the more aggressive side, adepts can trigger mild earthquakes or open a fissure underfoot.MAGUS
Full crops overnight are possible for a magus earth-elemental, and growth far beyond what is natural for a particular plant. With attention to detail, they can 'feed' the plant with their magic, rather than drain the soil, or they can replenish the soil itself that it might bear healthy life in its own time. However, if they are not careful, a magus can still grow plants beyond the ability of the land to sustain it. Happily, their particular sensitivity, they are able to determine if the land can sustain what they have enhanced. That same innate sensitivity to the earth allows a magus to detect fault lines in the earth that they can manipulate to trigger a fairly destructive earthquake.AVATAR
Massive earthquakes -- the kind that could topple a city -- are not unheard of for an Avatar in earth magic. They could also cause plants to grow at an alarming rate, and turn that same city into an over- grown ruin in the space of a few moments.
NOVICE
Heating up the air in his or her immediate vicinity is within a novice fire-elemental's ability, and it is rare for one to suffer from the cold even in a novice's vicinity. They can ignite any flammable substance with a thought, and keep that same fire burning indefinitely. Without fuel near at hand, a novice can create a candle-sized flame that burns on nothing but his or her own will.ACOLYTE
A shimmering "heat wave" can surround a fire-elemental acolyte; hot enough to blister, if not burn. It can be intense, but rarely extends more than a few feet away. They can generate flame, and even a small "fireball" is not out of the question. It is more showy than destructive, however, for its flame is quickly snuffed outside the acolyte's vicinity. Acolytes can also snuff fires nearby, extinguishing them with a thought.ADEPT
An adept mage can produce flame like that of a mid-sized campfire and keep it burning without benefit of wood. They can launch fireballs of greater power -- and though searing the flesh off their enemies or roasting them alive is still beyond their capabilities, setting all their clothes and hair aflame is not. The fires that they create can be extinguished with little effort on the part of the mage, snuffed with the same magic that caused them to burn in the first place.MAGUS
A Magus is able to tap into the molten core of the earth itself. They can cause a volcano to erupt, whether it's active or dormant. They could also immolate a person simply with the power of their will, and heat an entire room to an uncomfortable, if not fatal, degree. They can make fire dance in the air, and extinguish raging infernos. One hardly needs a fire brigade with a magus fire-elemental near at hand.AVATAR
An Avatar of fire could do more than trigger a volcano to erupt--he or she could generate a new one from the earth itself, and level a city with the same speed that Vesuvius destroyed Pompeii and Herculaneum.
NOVICE
A novice water-elemental can generate a small whirlpool or "divine" a hidden spring beneath the earth. Many can sense the changing moods of the sea, and predict good sailing or bad. They can draw water from their hair and clothing, and with a touch can turn that favor on others. A novice can also 'play' with a bit of water, keeping it as a living coil directed by their thoughts, but at this level they cannot contain more than a few ounces.ACOLYTE
An acolyte can sense hidden springs beneath the earth. They can also take that one step further, by redirecting the flow of water to the surface and producing a tiny geyser. They are able manipulate the current of a river to aid boatmen when sailing against the flow, although they cannot actually make the river flow in reverse. At their command, 'snakes' of water can be manipulated, allowing them to create living fountains of water flowing in intricate patterns so long as their will is focused.ADEPT
Adepts are able to significantly manipulate water and redirect its flow. They can create sizable whirlpools able to sink small boats, geysers that erupt over one hundred feet into the air, and even draw water out of the very atmosphere, though not much of it. They can purify salt and other sediment from water, making it clean to drink.MAGUS
While the biblical miracle of "parting the Red Sea" is still beyond that of a magus water-elemental, they might try "parting the Red Lake." They could also submerge a large ship with a whirlpool, and calling forth a tidal wave is not impossible. Rivers will flow backwards at their behest, although they must be wary of flooding the land. With their control, magus water elementals have been known to vie with ephemeral 'water sculptures'; beautiful crystalline figures that last only so long as the Magus holds it with magic.AVATAR
Just as the sea was parted in biblical lore, an Avatar water-mage has the power to separate the ocean. They could also submerge an entire island, or cause a flood to rival the ones that Noah and Utnapishtim (from the Gilgamesh epic) barely escaped. They can draw the seas up and cast them down far inland, such that no place is safe from their power.
In essence, healing is just a mild form of shaping, for it is merely returning the body to the shape it *should* be. But there is more to healing than simply tending to injuries. A true healer cares as much for the mind as they do for the body, and because they have such empathy for pain and suffering, a healer turns no one away who is in need of their skill.
This is not something to be taken lightly. Initiates of the healing arts are typically required take a vow that they will always use their power for the good of others, and that anyone who asks for their services is entitled to them, despite their race or background. This is not an easy responsibility, but they work as a group to enforce this stricture. Those found out to be abusing their healing ability are tracked down and 'branded' with a scar that cannot be removed to warn all of that Healer's failure. Any healer bearing the telltale mark: X, is recognized everywhere as one who broke their vow and who cannot be trusted. They have their own "scarlet letter" to bear.
Furthermore, healing has two sides, and when turned in on itself, the power can harm beyond repair. But the destructive aspect of healing is the result of a conscious choice by the wielder rather than a case of the power taking its own course. Magically-induced wounds cannot be repaired save by one more skilled than the mage who caused the wound, and even then it is difficult. Therefore, any healer who uses his or her gift for harm rather than good is lucky to be exiled, for the other alternative is death.
The rules may be strict, but the magic itself has a positive side; it is the easiest to control. The healing gift is probably the only one that does not threaten to consume its wielder, so "rogue" healers (those with no training) suffer little of the antagonism or fear directed towards other rogue magic-users. They are viewed with wariness, however, for they have taken no vows that bind them to use their gifts only for good, and it requires a certain amount of faith to submit to a healer's touch with no assurance that you will leave the experience unharmed.
"Overriding" another healer's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic.
NOVICE
Low-level healers can ease pain through the power of touch, as well as seal small wounds or cuts. But the more serious the injury, the longer the healing will take, and most are beyond the abilities of beginning healers. Anything more than sealing a few shallow gashes is too much for a novice-level healer to attempt. Novice healers can also "sense" pain in others, though only at higher levels can a healer pinpoint that pain.
ACOLYTE
An acolyte is able to heal deeper wounds as well as mend broken bones; provided that the break is not too complex. They can detect poisons in a body, and while they cannot purge such poisons, they can determine an antidote (for most mages also teach their young healers about the medicinal properties of herbs as much as it instruct them in the use of their powers). Acolytes can pinpoint pain and neutralize it even without mending the injury. They can feel the pain of others up to ten feet away.
ADEPT
Adepts can mend bones as well as close mortal wounds and purge poisons from a body. They can erase scars -- including ones that are years old, and soothe even the most agonizing of pain. However, they cannot repair a body that has lost too much blood, or restore severed limbs. Only a master-level healer can manage that. Adepts can feel the pain of others at a distance of twenty feet. The ability of pain-sensing never increases beyond this range.
MAGUS
Not only can a Magus-Healer regenerate a lost limb, but they can erase deformities that have been present since birth. And wounds that would normally be fatal are well within a Magus' ability to heal. The more superstitious believe that they can even bring someone back from the dead, though this is not entirely true. While they can revive a heart that has stopped beating, no amount of healing will inject the spark of life that has been snuffed once the soul has left the body.
Also, magus-level healers have a new ability: flesh- shaping. Rather than just restoring a body to the shape it *should* be, they can "mold" a body as if it were clay, although this skill is highly controversial within the Caducean caste. After all, if a flesh-shaper can alter someone's appearance, it is only a small step toward tearing down the barriers of race and caste -- and most races are not ready for that yet.
AVATAR
There have been few Avatars of healing in Aether's history, and it is rumored that such an individual is a conduit for healing -- that his or her flesh and blood embody that very power. Healing, taken to its highest potential, verges on immortality, and even death must bow to an Avatar Healer's will.
Shapeshifting is the ability to "shift" into an animal form. It is mainly found among the Sylvans, and is one of the most difficult abilities to restrain. Young shapeshifters often lose control when the power is first triggered, and end up as one of the "graisha" (see "news graisha").
One of the reasons this power is so hard to master is because its wielders are not limited to just taking on the *form* of another creature, but its wilder aspects as well. When in the shape of a wolf or lion, they think and act like that animal, and there is a constant conflict between their reasoning, "human" half and the instinctive, feral "beast" half.
"Overriding" another shapeshifter's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic and prevent them from shapeshifting.
Most forms available to a shapeshifter are predatory, and reining in their savage instincts is no simple matter for young mages. Often it is more than even the strictest teacher wishes to take on, and shapeshifters who have already surrendered to their bestial sides are frequently considered beyond hope by all but the Sylvans.
If a child with the shapeshifting affinity is found before their first change, there is a chance that they can be properly trained so that the savagery of their animal half won't get the better of them. Such shape-shifters are rare. They may not succumb during the first or second transformation, but eventually the strain can wear down their control.
With each transformation, all shapeshifters are drawn more and more to their bestial side, and such aspects may eventually become apparent. In fact the distinguishing characteristic between graisha and ferines is that, even in human form, graisha possess some physical aspect of their animal half. Ferine shapeshifters do not. Once a mage can no longer become fully human, he or she is known to be graisha and is usually viewed as a threat; the physical changes are merely symbolic of a deep mental difference that is a constant danger those around them. A graisha is part animal, their logic often subservient to animal instincts and needs. Graisha find the change to their animal form easier and less painful than their ferine brothers, but the return to human form more difficult and painstaking.
It is a notable quirk that pregnancy effects a shifter's magic. As they progress through the second trimester, a shifter will be unable to change into any other form, to protect the baby as it develops. All other skills are retained.
The Sylvans are the most diverse of the races in terms of the animal-forms they can take on, but there are some that are more common among one race over another. The following lists show which animal-forms are most prevalent. Those marked with a * are rare enough that one must apply to the admin in order to play such a shapeshifter. Any animals not on these lists must be applied for (Note: no "mythical" shapeshifters will be allowed).
ATLANTEANS: *alligator, dolphin, *eel, *narwhal, *orca, otter, seal, shark, *squid/octopus
EMPYREANS: eagle, falcon, hawk, owl, raven, swan
SYLVANS: bear, boar, cougar, coyote, deer, eagle, ferret, fox, hawk, lynx, owl, otter, raven, weasel, wolf, *wolverine
VARATI: bear, *gorilla/ape, *lion, *panther, *snake/serpent, *tiger
NOVICE
A novice-level shapeshifter is one who has endured the first change. It is still difficult and painful for them, and they have almost nothing of the human left in them when they assume animal shape. An elder Shapeshifter must keep a close watch on their young novices, for fear that they will surrender to their bestial half.
They also have a much greater sense of kinship with animals--particularly those whose shape they can borrow. They cannot exactly "talk" with them, nor order them to do something against their nature, but they do have a greater understanding for the way their minds work. More developed communication will increase as the mage perfects his or her ability.
ACOLYTE
An acolyte has learned to harness his or her shapeshifting powers somewhat, and can suffer the change far more easily both physically and mentally. They have enough control that in their animal shapes they understand that they are not actually animals, and they remember their human lives, albeit sometimes with difficulty.
An Acolyte has the POTENTIAL to take on a second form, but is not immediately granted this shape upon achieving Acolyte rank. A second form means learning a shape that is not an integral part of the shifter's nature, and so it must be taught. Shapeshifters wanting to add a second form must apply to staff with a recommendation from an In Character teacher and include either summarized examples of your training, or logs.
"Summoning" an animal is also within an acolyte's ability -- specifically, those creatures whose shape they can take on. Still, they cannot order the beast to attack, but they can ask them for aid, or at the very least, rely on their presence at a tense moment. (Note: Summoning a wild animal into an urban area *may* be possible, but it is unlikely the creature is willing to enter a city, and cannot be forced at this level of skill).
ADEPT
Adepts have a clear distinction between beast and human, and even in animal-form they are able to think clearly -- they are influenced by their shape, but they do not take on a wholly different mindset. They remember everything about their human selves when in animal shape, and the shape-change is easier and swifter than it was for an Acolyte. Also, Adepts can experiment to a greater degree with other forms. Adepts have the POTENTIAL to take as many as three different forms, controlling even the level of the change. (All additional forms require an application such as mentioned in the Acolyte lever.) An Adept can stop the change from man to beast at any point and hold that intermediate form. But as it is with any shifter, the longer they stay in beast-form, the more likely they are to start thinking and acting like one.
Adept shapeshifters can also induce animals to do things they would not normally do (i.e. chase and/or attack someone). However, shape-shifters naturally have a sense of "kinship" with their furry companions, and ordering them into wholesale slaughter is highly unlikely. Adepts have the ability to summon as many as three animals at one time. An Adept can also assist another shapeshifter by helping him or her to change shapes, provided that the other shapeshifter consents to the shift. This skill is useful in teaching, helping guide a shifter into a new form, or assisting them in retaining their human shape.
MAGUS
A Magus has nearly complete control over the shapeshifting power, and can shift into animal form without danger of losing the higher faculties of reason and logic; like a man donning a wolf-skin. They can also control the change more subtly -- to enable them to speak in their animal-form, or possess heightened senses while human. The difference between them and the graisha is that these changes aren't permanent -- they can always shift back.
Not only that, but Magus shapeshifters have the ability to change the forms of individuals other than themselves. Like the fabled Circe from Greek legend, they can cause non-shifters to shape-change into animal-form--or induce other shapeshifters to transform against their will. This is nearly always temporary, however, and would require a stat comparison (mage's shapeshifting vs. the target's will).
AVATAR
At its highest level, shapeshifting allows a mage to adopt any beast- form, or any combination in between. They can communicate freely with all creatures, for they have passed to some state beyond both man and animal; with a perfect clarity over the differences. They possess all the best attributes of both man and animal. Legends say that Avatars can permanently change another person, cursing them with a lifetime as a beast.
The "graisha" are shapeshifters who at some point lost control over their magic. Like the were-beasts of folklore, their transformations are often subject to the phases of the moon and most cannot maintain human form when the moon is at its fullest.
The most distinctive aspect of graisha is that even in human form, some aspect of the animal remains. It is an outward indication of the beast within. It can be anything from slitted cat's eyes to claw-like fingernails -- or, in more extreme cases, wings, tails, or even the head, torso, or limbs of their animal-half. (Note: The wings of the Empyreans and the aquatic aspects of the Atlantean race are common among all members of that race, and are not to be mistaken for trademarks of the graisha. A Graisha that displays wings will do so at the cost of their own arms).
What is not so obvious is that the mind of graisha is no longer entirely human. The physical difference is only an indicator of the changes within. They are in some manner unable to separate the animal instinct from human intellect. Many are considered to be violent and dangerous. In truth, they find that animal instincts sometimes override human logic.
The Shapeshifting ability flows strongest in the Sylvan race. Men and women usually exhibit the signs at puberty, such as becoming short-tempered and more aggressive, or displaying a tendency towards violence, a strong sexual drive, or general moodiness. The first change occurs around this time, usually on the night of a full moon, and often they will possess little or no memory of what happened while they were in beast-form.
Shapeshifters that undergo their first change without assistance are rarely fully human again. Without an Adept to remind them of their human shape, their bodies will display some aspect of their bestial side and this may grow more pronounced as time passes. Likewise, the more they become like animals in nature and temperament, the more they display this mental change in their physical form. The "wilder" graisha are typically the ones who look more like animals than humans. Because they exert so little control, the change to their animal form can become near instantaneous and can be triggered by many things such as their state of mind and the pull of the moon. The return to human form is not so easy.
It is these wild graisha who dance along the edge of being consumed. Once their minds are more animal than human and their magic has grown too far out of hand for them to control it and they are well on the path to consumption. After a few years, they may be unable to turn back at all - and generally they will not want to. They are trapped in animal-form, and thus "tapped" -- no longer able to wield their magic.
Graisha who attempt to quell their bestial natures and retain their humanity can learn to block the change, but at times it will still overwhelm them. For them, the transformation is more difficult and painful than their more bestial counterparts, yet the advantage is that they are less often overcome by the savagery of their animal halves. Some measure of control is vital if a graisha does not wish to end up tapped and live out his or her days as an animal.
Though rare, a very few Graisha have learned over time to suppress their bestial sides enough to become fully human once again. They have then passed from the state of being controlled by their magic, to being *in control of* their magic. These rare examples, as well as those few that never fall prey to their bestial nature are referred to as "ferine."
Only within Sylvan and Atlantean cultures do graisha hold an honored status. Most others are cast out for the danger they represent; they are forced to live in the wild like their animal brethren. Should they flee to a city they are faced with prejudice, fear, and dislike, so it is little wonder that most prefer the solitude of the wild. Sometimes, small groups of them will form "packs," but this is rare unless the members are of a similar animal type.
See "news shapeshifting" for available forms.
A shaper is someone who can mold or "shape" certain substances to their liking. The substances a Shaper can affect are divided into four categories: wood, stone, metal, and coral (or bone). This ability is most prevalent in Sylvans and Varati. A title often given to such mages is 'Cabeiri'.
Like healing, this power is easier to manipulate than most, though it has its dangers just like all kinds of magic. A shaper who loses control might have trouble shutting their power off -- and those who have been consumed are unable to stop it from shaping the objects they touch. They must be forever wary of letting their skin come into contact with the substance they have the affinity to shape, for they might start altering it unwittingly.
"Overriding" another shaper's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic.
A shaper can also "sense" where an object has been -- the more advanced ones possess a kind of psychometry, and those who've been consumed risk a bombardment of images whenever they touch an object made from the substance they can shape.
NOVICE
The lowest level of shapers can receive only a vague, psychometric impression when they touch an object of wood, metal, stone, or coral -- depending on what they have the ability to alter. They can also, over a period of time, shape such an object to their specifications, but this could take hours or even days. The more difficult or intricate a shape they're trying to achieve, the longer the magic will take. Also, the size of the object plays a factor -- a novice shaper would not be able affect something larger than, say a breadbox.
ACOLYTE
Acolyte shapers can graduate to larger sizes, though altering an object larger than their own body would prove too difficult. The psychometric impressions they receive are also a little clearer; they can guess where an object has been and who might have owned it. Acolytes are able to stretch their affinity to affect two materials, such as both coral and wood, or metal and stone.
ADEPT
Adept shapers are able to alter an object more readily, and most can even affect three of the four focuses; metal, stone and wood, for instance. They can also receive a fairly accurate impression of where such an object has been--including who may have owned it, what it was used for, etc. And unlike a consumed mage, they can utilize this power at will, so they are not constantly beset with images when they handle such objects.
MAGUS
Magus shapers can affect all four substances, and can trace the materials back to their very origins simply by handling them. They can also shape things of considerable size -- such as a tree or a small building. That is, they can shape it all at once, rather than a piece at a time as shapers of a lower level are forced to do.
AVATAR
The idea of "moving a mountain" may not be impossible for an ambitious shaper, though so far, the phrase has yet to be made literal. As yet, no shaper has passed from the rank of Magus to Avatar to test the theory.
Telepathy is the only magical ability not found primarily among the Sylvans. In fact, it is incredibly rare outside the water race, and any non- Atlantean who has it must have traces of that race in their background. Because they live underwater, the Atlanteans developed telepathic abilities as a means of communication, and every Atlantean is born with at least a mild form of it.
Telepaths are often called Mystai, or mystics.
NOVICE
Novice telepathy covers the most range of a magic. As it is the main tool for communication, Atlanteans learn Telepathy -- often to the exclusion of vocal speech. At its lowest level, telepaths have a strong sense of empathy; a gift for interpreting emotions. They can sense when another person is angry or upset, though they haven't the experience to find out why, save by asking. As a novice progresses, they are able to learn to 'speak' clearly to others with telepathy. However, most of these links must be a partnership between the two speakers to have enough strength to complete the link of communication.
ACOLYTE
At this next stage, telepaths can establish and maintain a "mind- link" with other telepaths on their own. They may speak freely with one another, but do not yet have the ability to employ this link with non-telepaths. Nor are they trained enough to actually "read" someone's mind; they may only see what is presented. Any information that a target wants to hide will stay hidden. However, whether telepath or not, Acolytes have an almost unerring sense of the truth. Someone lying to an acolyte telepath that is trying to determine the truth must exceed the Telepath's magic score with their own will in order to be successful in their subterfuge.
ADEPT
The majority of Atlanteans never progress beyond this stage, for it is sufficient for their needs, and implies a far deeper understanding than mere speech is capable of. It allows for a deeply personal and private form of communication, and emotions, stray thoughts, or random images are all likely to be picked up during such a link. To allow someone else into your head requires a great deal of trust, and concealing a secret or lying are almost impossible during this kind of "speech."
It is also possible for Adept telepaths to establish a "mind-link" with other races. This kind of link must work both ways, however, and if one party is unwilling, it cannot be established. Even those without any form of telepathic ability can block an unwanted intrusion if their will is strong enough. Furthermore, Atlanteans hold privacy in very high regard, because they realize just how precious it is. The idea of intruding in another's mind without their consent is anathema to them.
Stat-comparisons for this level (and subsequent levels) of "mind-reading" would be: telepathy vs. will, or, in the case of telepath vs. telepath, it would be telepathy + will vs. telepathy + will.
MAGUS
A magus can maintain a constant "link" with any living thing in the vicinity. They can also communicate over vast distances; for the lower levels of telepathy require a "line of sight" with the target (or else a distance of about twenty yards). While privacy is still honored, a telepath with such power can't help but intercept various mental "babble," and the strain of sifting through that is taxing. Only those with years of training can manage to retain their own mental "walls," for it is easy to lose one's sense of self when you don't know where your own thoughts end and another's begin. Consumed telepaths are unable to tell their own thoughts and emotions from the others they are constantly bombarded with, and madness isn't long in following.
AVATAR
As with any other field, Avatar telepaths are rare. This is fortunate, for their powers are such that no mind would be closed to them. In fact, their powers would border on a kind of "omnipathy," wherein they could maintain a telepathic "link" with any or every living thing within a fairly wide vicinity. They could also exert their own will on another, and while that goes against everything the Atlanteans believe, such power would be difficult to resist. Luckily for the rest of Aether's citizens, there have been no Avatar telepaths in centuries.
A Novice is at the lowest end of the mage hierarchy, and usually implies a young man or woman who has just started to exhibit magical powers. They have had little or no training, and will not likely progress further unless apprenticed to either an Adept or Magus able to teach them how to use their power. Typically, a Novice will display an affinity for only one type of magic. In fact, it is fairly rare for mages other than Atlanteans to display more than one affinity. Other than Atlanteans (who hardly consider Telepathy a magic at all) those mages that do show an affinity for more than one magic earn a particular level of respect or envy from other mages as one of the Arch-magi.
Representing the second tier of the mage hierarchy, Acolytes are those mages who have received some training from a more powerful Adept or Magus. Though still beginners, they have learned more control over their abilities, and the more promising ones might take younger novices under their wing, to give them pointers and direction on how to improve their control. However, in most casts it takes the broader understanding of an Adept to truly guide those with a less detailed grasp of their magic.
For most mages, this is the highest level they will ever attain, but there is no shame in it, for Adepts are quite competent mages. By this time, they are fairly proficient with their powers, and many are drawn to younger mages to train them in the use of their abilities. Recognizable mostly in their firm grasp of the uses of their magic, Adepts are recognized and respected as a learned scholar in a particular field of study.
Although there are six rankings in the hierarchy of mages, it is incredibly rare for a mage to pass beyond the fourth level -- that of a Magus. It takes years of training for a mage to reach this point, but the advantages are great. Highly powerful and deeply respected within most communities, a Magus is recognized everywhere by their impressive (and often frightening) control over their magic. Many of them enjoy political immunity, and are considered prized resources in any community.
Attaining this level requires an application to the staff.
This rank is a special one within the hierarchy of mages, for it is not necessarily based upon skill alone. Most mages have an affinity for only one type of magic, and it is impossible for them to learn another kind -- just as it would be impossible to teach the deaf to hear or the blind to see. But every now and then, an individual will have the affinity for two or more kinds of magic. An Arch-Magus not only wields two magics, but also wields them on a level greater than most other mages. To be accorded this title by the mage community, the arch-magus must raise one magic to the level of Magus, and a second to the level of Adept. Atlanteans that display any other magic than Telepathy are not typically accorded this rank. Most Atlanteans feel that Telepathy is nothing more than speech without words. Still, an Atlantean that has the fortitude to achieve the level of Magus in one of their abilities can claim the title if they desire.
Attaining this level, either through the course of RP, or to start out, requires an application to the staff.
Avatars are legendary, for they seem to possess the powers of mythical gods with their control over the elements, the mind, even life and death. Perhaps it is fortunate that they are so rare -- such mages are all but extinct in the current day and age -- though the feats of previous Avatars have been immortalized through songs and stories.
An Avatar is a virtuoso of magic, akin to Earth's Mozart, Michelangelo, da Vinci, and Einstein; a genius in the field. Few are known to grace the world with their terrifying presence.
While it is known that avatars exist, they are not available by application or any other means.