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Magic:

The following news files will explain how magic is handled on the world of Aether. Please read each one carefully, and if you have any questions, don't hesitate to consult a staff member.

General: Types: Hierarchy:
Introduction Clairvoyance Novice
Power Elemental Acolyte
Tapping Healing Adept
Consumption Shapeshifting Magus
Delphi Shaping Arch-Magus
Askari Telepathy Avatar

For more information about Delphi and magic in general, visit The Delphic Citadel, and Aether Magic, each created by Luna@Aether, and maintained by Raijin@Aether.

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Introduction:

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 which 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.

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. The process can take days, or even weeks, and some would say that death is a greater mercy. Those who have undergone this form of punishment are never the same again -- physically or psychologically.

But such drastic means are rarely necessary. Most individuals with the affinity are sent to join the Delphic Order, or else an equivalent "school" within their own government. Delphi is the most famous, however, and is based in Haven; its members range from the newest inexperienced novice to the highest-ranking magus in a particular field.

Delphi was formed centuries ago with the purpose of teaching youngsters how to control their magical gifts, and it is open to all the races; an independent faction around which the neutral city of Haven eventually grew. In time, Delphi imposed a law that all mages unaffiliated with another government or faction, must join their ranks, though the law only goes as far as the city's borders. Some races, like the Sylvans, prefer to let the magic run its course and often refuse the training Delphi offers. Delphi is not the only means of teaching control, after all -- though its members would claim that it is the best. Please read about Delphi for a more complete background, as well as the news files on the other races.

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 tradition demands that an elemental with command over the wind and storms be crowned emperor. The alternative is to scour their kingdom for a child with the affinity, or even risk putting a halfbreed on their throne. For a race that prizes purity in their heritage, such an event would be almost unheard of.

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 matings are usually exiled.

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.

[ Clairvoyance | Elemental | Healing ]
[ Shapeshifting | Shaping | Telepathy ]

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Power:

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 via e-mail to staff).

Empyreans have the least amount of magic of the four main races, and Empyreal mages must be applied for by e-mail to the staff (read the information on 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 30 points into their magic; either placing all 30 points into telepathy, or placing as much as 20 points into their second magic, with 10 left over for telepathy.

The Varati can choose any magic (with the exception of Telepathy), with a starting magic score of up to 25, 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 30 points into that ability, which would put them at Acolyte level. However, they also have a lower starting "Will" score -- Will being the attribute that indicates how well they can control that power. If you play a Sylvan and want to gain an Acolyte level in one of the magical abilities, your cap for Will is set at 25. If you spend 25 points or less for your magic, your cap on Will is set at 30. 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.

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Consumption:

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 "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 tthe 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 Delphic Citadel and the Hounds 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.

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

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Tapping:

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.

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Novice:

A novice is at the lowest end of Delphi's 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 are usually apprenticed to either an Adept or Magus in a particular field upon entering the Order. Typically, a novice will display an affinity for only one type of magic, which determines the field he or she will go into. In fact, it is fairly rare for mages to venture beyond their original field and learn other kinds of magic. Those that do earn a special level of respect within Delphi's ranks as one of the Arch-magi.

Rank is denoted by a single diamond-shaped insignia on the collar of their ornamental robes.

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Acolyte:

Representing the second tier of Delphi's hierarchy, Acolytes are those mages who have received some training from a more powerful Adept or Magus. Though still students, they have learned more control over their abilities, and the more promising ones might take younger novices under their wing, to prepare for the day when they will pass from the rank of Acolyte to that of Adept and begin instruction themselves. By this time, they have earned the right to wear twin diamonds on the collar of their robes.

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Adept:

For most Delphic 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 most have begun training younger mages in the use of their abilities. Bearing three diamond-symbols on the collar of their robes, Adepts are recognized and respected as a learned scholar in a particular field of study.

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Magus:

Although there are six rankings in Delphi's hierarchy, 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 the telltale diamonds on their robe's collar, and four of them is a rare sight indeed. Many of them enjoy political immunity, and act as liaisons and ambassadors to other realms.

Attaining this level requires an application to the staff.

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Arch-Magus:

This rank is a special one within Delphi's hierarchy, for very few mages ever achieve this level. 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, and they are recognized by their special black robes which bear the insignias of each type of magic they can wield. An Arch-Magus not only wields two magics, but wields them on a level greater than most other mages. To be given the honor of this rank, the arch-magus must raise one magic to the level of Magus, and a second to the level of Adept. On the collars of their robes are five diamonds, placing them fifth in Delphi's hierarchy. Three of the five represent their primary magic, while two represent the lesser.

Attaining this level, either through the course of RP, or to start out, requires an application to the staff.

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Avatar:

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.

While logic dictates that an Avatar would wear six diamonds on the collar of his or her robe, there has been little call for it in the past century or so. An Avatar is a virtuoso of magic, akin to Earth's Mozart, Michelangelo, da Vinci, and Einstein; a genius in the field.

Attaining this level requires an application to the staff. It should be noted though, that this is an incredibly powerful level, and it is unlikely that the staff will approve such applications, save in rare circumstances. Characters of this level will typically be admin-created ones, i.e. features.

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Clairvoyance:

Sibylla symbol of stylized eye 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. The caste of clairvoyants within Delphi is called the Sibylla, and their symbol is a stylized eye that represents their ability to "see" into the past, present, and future.

In the past, clairvoyance embodied two separate "strains" of magic that have since been 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 now embodies such abilities as sensing, shielding, blocking, or augmenting magic in other individuals.

"Overriding" another clairvoyant's ability requires a comparion 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 the lowest rank within the Sibylla, and are typically plagued by dreams which 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 inducted into Delphi or otherwise 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 the 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, whether by the Hounds or one of the other governments' police forces.

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.

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Elemental:

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 earthquakes, 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, Delphi is constantly on the lookout for elementals, to prevent this power from getting out of hand.

"Overriding" another elemental's ability requires a comparion 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: 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."

The following powers are available for a novice elemental without danger of him or her becoming consumed. Attempting anything beyond these 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.

o Air: 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.
o Earth: Novice earth-elementals can trigger small tremors, and aid or hasten the growth of plants. Many have a special awareness of the plant-life or forest around them.
o Fire: Heating up the air in his or her immediate vicinity is within a novice fire-elemental's ability, as is creating a spark to light a fire. They can also keep that same fire burning indefinitely.
o Water: 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.
o Aether: Many novice aether-elementals comprise a special group within Delphi whose function is to track down magically-gifted children. The name comes from the word "espy," meaning "to find," and that is the Espers' distinguishing ability. Though they are the lowest level of aether-elemental and their magic is weak at that stage, they have a particular sensitivity to others with the affinity. Thus, they are used as scouts or trackers by the Delphic Order. The more sensitive ones can tell both how strong a child's affinity is and what type of magic he or she will wield; while the less sensitive can simply pick up an "aura" of magic surrounding an individual. Like magic itself, this ability cannot be taught; one either has the talent or they do not, and so Espers are highly prized and sought after by the Delphic Order.

Acolyte: Now that they know how to turn their powers off, acolyte elementals can begin fine-tuning their abilities, and expanding their areas of learning. Suppression is also within an Acolyte's abilities, and they can completely dampen the effects they are able to create at one 'level' less than their current ability -- in other words, an Acolyte can suppress a Novice's skill.

o Air: Acolytes can generate nourishing rainstorms and fairly strong winds; though barely 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.
o Earth: 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.
o Fire: A shimmering "heatwave" can surround a fire-elemental acolyte; hot enough to blister, if not burn. 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.
o Water: An acolyte can sense hidden springs beneath the earth. But they can take that one step further, by redirecting the flow of water to the surface and producing a tiny geyser. They can also manipulate the current of a river to aid boatmen when sailing against the flow.
o Aether: 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.

Adept: An adept elemental is fairly proficient with his or her abilities, and can do things effortlessly that, as a novice or acolyte, would have taken them hours. The following are some of their newer skills:

o Air: 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.
o Earth: 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. On the more aggressive side, adepts can trigger mild earthquakes or open a fissure underfoot.
o Fire: An adept mage can produce flame and keep it burning without benefit of kindling. They can launch fireballs of greater power -- though searing the flesh off their enemies or roasting them alive is still beyond their capabilities.
o Water: Manipulating water and redirecting its flow are possible for an adept. They can create sizable whirlpools and geysers, and even conjure water out of the very air, though not much of it. They can purify salt and other sediment from water, making it clean to drink.
o Aether: They can 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).

Magus: A magus has near-perfect control over his or her abilities. Most only reach this point after years of honing their skills, and elemental magi are rarer still since that gift is one of the hardest of all to master. Yet the rewards are great. The following powers are well within a magus' area of expertise:

o Air: 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.
o Earth: With their innate sensitivity to fault lines in the earth, a magus can manipulate those faults to trigger a fairly destructive earthquake. Control over the plant-life in the immediate area is also possible, and they can force enhanced or unnatural growth.
o Fire: 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.
o Water: 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.
o Aether: 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.

Avatar: An elemental mage passes to the rank of Avatar perhaps once a millennia, and this is probably fortunate due to the sheer destructive force of their powers. Little is beyond their abilities, and they are more akin to gods than mortals; rivaling the legends of Thor, Neptune, or Zeus.

o Air: The last great Avatar air-elemental was Zeus himself, and like him, such a mage could hurtle lightning bolts from the heavens, conjure a hurricane, or produce tornadoes with but a thought.
o Earth: 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 overgrown ruin in the space of a few moments.
o Fire: 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.
o Water: 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.
o Aether: Aether-elementals may not have the same flashy abilities of fellow elementals, for their realm is the magic itself. But their gift is powerful in a subtler 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.

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Healing:

Caduceus 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 an 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. Delphic initiates of the healing arts must 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, and the healer's caste within Delphi, called the Caducean caste, is one of the strictest to insure that none abuse or ignore these rules.

Those who do are stripped of all rank and cast out of the Order, bearing the mark of an exiled healer: a brand across their brow that only the most skilled of healers can erase. 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 the most powerful of the magi, 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 comparion 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 Delphi teaches its young healers about the medicinal properties of herbs as much as it instructs 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.

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Shapeshifting:

Raven symbol 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."

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 comparion 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 Delphic Order wishes to take on, and shapeshifters who have already surrendered to their first change are usually considered beyond hope. They are already graisha at that point, and Delphi, originally established to help and instruct young mages, won't aid them unless it must.

If a child with the shapeshifting affinity is found by Delphi 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. Delphi doesn't like to admit their mistakes, but the evidence remains: such shapeshifters are rare. They may not succumb during the first or second transformation, but eventually the strain can wear down their control.

The distinguishing characteristic between graisha and shapeshifters is that, even in human form, graisha possess some aspect of their animal half. Shapeshifters do not. But with each transformation, they are drawn more and more to their bestial side, and such aspects may eventually become apparent. Once this happens; once a mage can no longer become fully human, he or she is considered graisha, and dangerous, for this signifies a loss of control that could threaten those around them. A graisha is viewed as a wild animal, and people would no sooner tolerate a wolf in their midst.

A shapeshifter that successfully quells his or her wilder aspects joins Delphi's sect of Feralis and is referred to as a ferine rather than graisha.

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 listed in red are rare enough that one must apply to the admin in order to play such a shapeshifter. Any animals not on these lists must also 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 without becoming a graisha -- they bear no ill-effects of the first transformation. Yet it is still difficult for them, and they have very little control. Delphi must keep a close watch on its 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. That is, they have enough control to maintain the difference between their animal half and their human half, without the two merging into one. While their transformations may not be as swift and painless as for the graisha, they are able to retain their humanity whenever they shift back.

"Summoning" animals is also within their ability -- specifically, those creatures whose shape they can take on. Still, they cannot order the beasts to attack, but they can ask them for aid, or at the very least, rely on their presence at a tense moment. (Note: Summoning wild animals into Haven may be possible, but it is unlikely the creatures will get through the gates, as guards are on patrol at all times. Also, an acolyte may only summon a limited number of animals. A pack or flock may arrive, but only one of its number can be influenced by the shapeshifter's power at a given time).

Adept: Adepts have a clear distinction between beast and human, and even in animal-form, they are able to think more like a human -- for they are merely adopting a different shape instead of a wholly different mindset. Also, while shapeshifters normally show a greater affinity towards one particular animal, Adepts can experiment with other forms. Some can even shapeshift into as many as three different animals, controlling even the level of the change. 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, shapeshifters 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.

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 wolfskin. 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 shapechange 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 such creatures, for they have passed to some state beyond both man and animal; with a perfect clarity over the differences. An Avatar is a bridge between man and animal, for with their perfect control, they possess all the best attributes of both.

Like the shapeshifting magi, Avatars can also shapechange those besides themselves, and now they have the ability to make such a transformation permanent. In effect, they could "enchant" another man or woman so that he or she was a shapeshifter as well; or they could curse them to a lifetime stuck in beast-form -- though another avatar could likely break the "spell." This, of course, would require consent on the part of the target individual.

Finally, be sure to visit the Shapeshifting FAQ Page originally written by Spirit-Whisperer@Aether.

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Shaping:

A shaper is someone who can mold or "shape" certain substances to their liking. Wood, stone, metal, even coral are all types of matter that a shaper can alter, and this ability is most prevalent in Sylvans and Varati. In Delphi, such mages are referred to as the 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 comparion 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, but the second can only be affected with a Novice's strength.

Adept: Adept shapers are able to alter an object more readily, and some can even affect more than one type of substance; both metal and stone, 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.

Adepts can add a third material to their repertoire at Novice level. The second may be advanced to acolyte, while their primary and first material benefits from the full strength of their magic.

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.

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Telepathy:

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.

Delphi's telepaths are part of the Mystai, and are called mystics.

Novice: A novice telepath is much like a youngster just learning to speak. Simple words and requests can be mentally "voiced," although anything more complex is beyond their ability. Not only that, but they 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.

Acolyte: At this next stage, telepaths can establish and maintain a "mind-link" with other telepaths. 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.

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 -- although a telepath can choose whether or not to employ his or her telepathy in fending off another's invasion; straight willpower might be more effective. This could be worked out by the players involved.

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.

 

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