Magic Point Buy

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The Magic Point buy is part of the bigger Proficiency System. Please read the Proficiency Page first before reading this one. The Magic Point Buy provides Packs for the Character to become proficient in specific schools of Magic. Each School also has a Magical Ability assigned to it, along with one or more Specials, which are generally non-combat Aesthetics. Each School of Magic may have additional rules attached to it, explained in the descriptions below. Despite an Ability existing in one Pack, it may also be usable with the aesthetics of another pack. For example, the Ability in the Metal Magic Pack that allows the user to summon a set of armor of metal for another person or themselves, can also choose an ice aesthetic if they have the Ice Magic Pack for this Ability. Additionally, if the user has any Dexterity based Ranged Packs, the aesthetics of these Magic Packs can be applied to the Mundane Techniques and the Mundane weapons to make them appear more magical. This can be, for example, replacing arrows and a bow with sharp shards of metal shot from a metal bow, through the Metal Magic Pack. This is mostly free-form, but requires that the rough shape/requirements of the original weapon are maintained. (So, needing to use two hands still if it was a bow, etc.) Keep in mind, though, that these are aesthetic alterations only, and do not change any of the functions or effectiveness of the Mundane Techniques.

Magic Rules

  • All Packs below may be either Void or Exist sourced, which is usually chosen by the player, but alignments may be forced by Afflictions.
  • Aesthetic themes and options are not all inclusive, but it is not allowed to take aesthetics from a pack one does not have.
  • If a Mage has purchased two or more packs, they can mix and match the Aesthetics of those packs.

Water Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Freshwater/Saltwater, Coral, Fish, turning into water, using water to move, manipulation of water.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Relocation Movement Power Emote Range

Grants the user Relocation

N/A
Special Name Special Description
Go With the Flow The Mage has mastered their ability to tread water, able to skate across the surface of any body of water as if it was ice. They can move up to a running pace on the surface of the water, but if interrupted will immediately fall beneath the surface. Additionally, the Mage is able to take one willing person along with them through holding their hands to guide them across. This also allows the Mage to breathe underwater with one willing person alongside them.
Dry on the Go The Mage is able to rapidly douse or dry the clothing of themselves or another person within emote distance, allowing them to wash any piece of clothing on the fly or shelter themselves and others from the rain. Additionally, they may also magically apply dyes of any color to a willing person’s clothing, which fade after 1 hour.
Waterdance The Mage has limited control over water around them. They have telekinetic control over nearby liquid substances, able to make them float or move around in the air, or form shapes, or even just crawl up surfaces. They are effortlessly able to extract liquids from clothes (thus instantly drying them), and dissipating them into vapor into the air, or condensing rain and even sweat into liquid substances. None of these functions may be used competitively, or mid-combat.

Wind Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Wind, gusts of winds, summoning wind/air flows, manipulation of wind, clouds, feathers.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Arcane Knockback Instant Power 1 Block

Grants the user Arcane Knockback

N/A
Special Name Special Description
Air Skate The Mage is capable of maintaining a consistent speed by riding on the wind beneath them. They can only move as fast as they are normally capable of running, but they are able to use this wind to jump over or onto obstacles. The user may move around Regalia with Jump 2 and reach any part they could feasibly reach without the use of Enderpearls and without using leaf blocks to stand on. All other players without similar mechanics cannot use Jump 2 in roleplay.
Wind Conductor The Mage is capable of controlling the direction of the wind around them in Regalia, allowing them to perform a variety of tasks such as redirecting the sails of any ship they are currently on, or causing the clothing they are wearing to billow dramatically in the wind. Additionally, None of these functions can be used competitively or mid-combat, and can only be used in Regalia.
Resting Roost The Mage is capable of placing a positive enchantment on a Clandestine Base or Rental Region/Regalian Business Region they live in or own, providing various comforts to those housed inside. Anyone resting in the enchanted area will always sleep peacefully, and harmful weather effects will be blown away leaving the region untouched. Finally, the Mage is able to add bursts of feathers as a flourish to performances while inside.

Fire Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Fire (of any color), coals, embers, lava, sparks, flames, kindling, heat.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Summon Wall Summon Power Emote Range

Grants the user Summon Wall

Fire Magic Modifier

Special Name Special Description
Firebender The Mage has aesthetic control over fire. They have telekinetic control over nearby flames and are able to summon them, able to make them float or move around in the air, or form shapes, or even just crawl up surfaces. They are effortlessly able to dry liquids from clothes (thus instantly drying them), or transform the hair on their head into fire. This fire cannot be used to harm people, but does radiate heat.
Flame Control The Mage is immune to heat and fire, excluding damaging effects from Abilities. Additionally, the Mage is able to instantaneously snuff out any flame within emote distance, controlling the spread of wildfires and any other out of control flames in Regalia.
Will o Wisp The Mage is able to summon small wisps of fire that radiate light and float harmlessly around them. These wisps can appear in any shape or color the Mage wishes, and may even be granted a light form of personality for each one. If placed in a jar, these can be used as a permanent light source for others.

Earth Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Dirt, rocks, crystals (of any color), stones, shrapnel, minerals, raw earth and ores, moving stones, summoning earth.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Shield Summon Summon Power Self

Grants the user Shield Summon

N/A
Special Name Special Description
Rolling Stone The Mage is able to summon a moving slab of earth, capable of carrying themselves and up to one other person to move through Regalia at a running pace. The mobile slab of earth hovers up to 3 inches off the ground, and must be moving over a flat surface in order to function.
Stoneskin The Mage is able to coat their body with earth or crystals, changing the physical appearance of certain body parts to look as if made of the chosen material. If the user wishes, they may cover their entire body with their chosen materials to appear made of stone or crystal, but this cannot be used to hide the Mage’s identity in any way. This cannot be used competitively, or to confer advantages in combat.
Earthmelding The Mage has limited control over earth around them. They have telekinetic control over nearby earthen substances, able to make them float or move around in the air, or form shapes, or even just crawl up surfaces. They effortlessly form simple tools out of earthen materials such as stone or crystal, create simple decorations, minor feats of terraforming, and es. None of these functions may be used competitively, or mid-combat.

Nature Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Plants, small critters, animals, leaves, flowers, fruits, vegetables, vegetation, shrubbery, flora.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Magical Binds Restraint Power Emote Range

Grants the user Magical Binds

Nature Magic Modifier

Special Name Special Description
Green Thumb The Mage is naturally in tune with the flora and fauna around them, controlling the growth of plants around them as long as they are able to survive in the place they’ve been planted. This also allows The Mage to pacify smaller (non-corrupted) animals around them in Regalia, although never enough to entirely control their actions. Additionally, they can aesthetically ‘command’ animals or plants to move or pick up things for them. None of these functions can be used competitively or mid-combat.
Floramancy The Mage is able to control plants and leaves in the wind at will. They have telekinetic control over nearby leaves and are able to summon them, able to make them float or move around in the air, or form shapes, or even just crawl up surfaces. They are additionally able to summon edible fruits or vegetables into their hand at will, but only for themselves, assuming that their hands are free to hold such.
One with Nature The Mage is able to take on multiple physical mutations related to nature, such as growing vines or moss on their body, or having parts of the body take on the appearance of a storm of flower petals. Additionally, they can incorporate plants or fungus into their body, able to grow them or ‘plant’ them on themselves. None of these features can ever be used to disguise The Mage themselves.

Storm Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Storm clouds, lightning, thunder, sparks, heavy rainstorms, summoning lightning, claps of thunder.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Body Tether Restraint Power 10 Blocks

Grants the user Body Tether

Storm Magic Modifier

Special Name Special Description
Electrokinesis The Mage has limited control over electricity around them. They have telekinetic control over nearby electronic sparks, able to summon them to float or move around in the air, or form shapes, or even just crawl up surfaces. The user is also able to give light shocks to another person through direct touch, although never enough to cause real harm to them.
Zippy Zap The Mage is able to move in short bursts of speed near instantaneously. This can be used to rapidly multitask between activities, or move between conversations without losing focus. This also allows the Mage to summon a small storm cloud to ride upon, floating up to 3 inches off the ground and moving at a walking pace over flat surfaces. Neither of these effects can be used competitively or mid-combat.
Local Battery The Mage is able to empower a Rental Region/Regalian Business Region or clandestine base with electricity from themselves, allowing constructs and familiars from any Engineering branch to work with double the efficiency as before. This cannot be used competitively, or to confer advantages in combat.

Ice Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Ice, snow, snow flurries, slushies, ice storms, sleet, hail.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Arcane Knockdown Instant Power Emote Range

Grants the user Arcane Knockdown

Ice Magic Modifier

Special Name Special Description
Cryomancy The Mage is able to summon and animate snow or ice crystals in the air, allowing them to create silent images of frost for entertainment purposes. Additionally, the Mage is allowed to freeze up to a gallon of water through direct touch. This cannot be used competitively, or to confer advantages in combat.
Snowstorm The Mage is able to manifest falling snow around them, keeping the atmosphere cool around them as it’s falling. As soon as the snow hits the ground, it quickly evaporates back into the air. Additionally, the Mage can attach patches of ice or ice crystals, or frost, to their body or hair. This cannot be used competitively, or to confer advantages in combat.
Glacial Body The Mage is entirely immune to cold temperatures, and is able to hibernate within sub-zero environments. Additionally, the Mage is able to reverse the effects of frostbite on a willing person. These effects only apply in Regalia.

Sand Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Sand, gravel, scorpions, manipulation of sand, djinn, using sand to move.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Magical Grip Instant Power 10 Blocks

Grants the user Magical Grip

N/A
Special Name Special Description
Shifting Sands The Mage is capable of cloaking themselves in a shroud of sand that allows them to move upon difficult or damaged terrain as though it was a solid surface (not vertical walls). They are also capable of gliding across the surface of sand as though they were skating.
Sanctum Vessel The Mage is capable of entering an enchanted vessel of their choosing and communicating from the outside world within it. This special cannot be used in combat and the mage is able to escape the vessel at anytime. They also cannot hide inside of it. The Vessel always makes an a constant desert wind noise and is very obvious and glowing. Picking up, or breaking the vessel forces the Mage out of it.
Soothing Sands The Mage can freely manipulate sand around them to create varying shapes and structures or packing sand together to create walkable ground. Additionally, they can enchant small bottles of sand, causing them to give off a constant warm feeling whenever a person holds it close. These bottles can be given to others, though cannot be used to heat in cold environments.

Metal Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Summoning refined metal, moving metal around magically, bending metal, transmuting metal, refining ore into metal, dirty/shiny/pristine/rusted metal.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Armor Summon Summon Power Self

Grants the user Armor Summon

Metal Magic Modifier

Special Name Special Description
Mineral Control The Mage has limited telekinesis with any and all forms of metal, raw or refined, and can additionally bend and re-shape metals like clay with their hands. The Mage can aesthetically float small shards or chunks of metal around in the air as they please. Neither of these functions can be used competitively, or mid-combat.
Controlled Shine The Mage can magically change any metal objects they are wearing, or directly touching, for as long as they are wearing them or touching them. This extends to the shape, form, appearance, and type of metal that the object is made of, to any other type of metal, even alloys or combinations of metals. This change is instantaneous, and up to the will of the Mage, and even extends to allowing them to instantly clean or remove blemishes on their armor or jewelry. Any changes end the moment the Mage is no longer wearing or touching the objects, and this Special cannot change the form weapons take, only the type of metal or clean them. None of these functions can be used competitively, or mid-combat.
Metallic Perfection The Mage can magically coat parts of their body in a flexible, liquid-like metal substance that can harden at will. The Mage can only have 50% of their body covered at any given point, and can change the appearance with the following modifiers: type of metal, shape of metal, quality/cleanliness, aesthetic magical runes, magical lights, etchings, etc. This can be used to make masks, or gloves, but offers no protection like armor would, and is the equivalent to normal cloth clothing. None of these functions can be used competitively, but the Mage can remove or add them mid combat as long as it would be reasonable.

Flesh Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Skin, Body Parts, Bone, Flesh, Hair, warping flesh, shapeshifting.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Body Invasion Vehicle Power Self

Grants the user Body Invasion

N/A
Special Name Special Description
Internalized Tools The Mage’s body is partially malleable, allowing them to change and morph it in the following ways: bones can be extended and turned into tools, hands and extremities can be changed into tools, and hair can harden and move at-will. The Mage can additionally make more radical aesthetic changes, such as adding protruding bony horns to their head, or any other faux mutations made of bodily material. None of these functions can be used competitively, or in combat.
Self Control The Mage can change aspects of themselves, at will. Their general body shape, height, weight, sex, all body hair (including color, shape, length, etc), and eye color are all completely malleable. Certain aspects (such as eyes) cannot be changed if an Affliction or Ability otherwise dictates they must look a certain way. None of these changes functionally disguise the user, and cannot be used mid-combat.
Unlimited Wardrobe The Mage can magically summon or create clothing that acts as an extension of themselves, and any clothing they wear will automatically fit them, no matter what changes occur to them due to Abilities, Shifts, etc. They can instantly change the color, shape, material, appearance, and texture of their clothing at will, instantly and on the fly, even changing magically to entirely new outfits. This clothing cannot emulate armor or any tough materials, and cannot be used competitively or mid-combat.

Blood Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Blood, summoning blood, bloodletting, blood control, blood flow, blood splatters, drinking blood, transmuting blood.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Sacrificial Empowerment Buff Power Emote Range

Grants the user Sacrificial Empowerment

N/A
Special Name Special Description
Blood Manipulation The Mage can manipulate blood from themselves or the environment around them, morphing it and hardening it into crystalline shapes, or absorbing it into their body. The Mage is also able to manipulate the appearance of their blood in terms of color, viscosity, and may take on blood related aesthetics (such as bleeding wounds that do not harm the mage). Additionally, the Mage is able to drink blood without issue or risk of disease. This cannot be used in combat.
Sanguine Smithing The Mage is able to use their own blood in crafting and smithing, capable of summoning tools or other everyday items of steel quality into their hand made of blood. Additionally, if the user wishes, they may implant their blood into a chosen piece of armor or weapon when crafting it to give it a crimson appearance. These weapons and armor are not strengthened in any way, but leave globules of airborne blood in the air whenever they move. None of these functions can be used competitively, or in combat.
Bonds of Blood The user can, with the consent of another party, form a Blood Bond with them. While this Bond is active, they can use their Bonded partner's blood for all of their Specials. Additionally, they are able to tell if the other is injured/dead/alive wherever in the world they are. This ability cannot be used to determine where someone is.

Light Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Light, iridescence, sun-rays, light blooms, orbs of light, light beams, glow (of any color), sunlight, artificial light, deflecting light.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Warding Beam Control Power Emote Range

Grants the user Warding Beam

N/A
Special Name Special Description
Illumination The Mage can summon a ball of light in the palm of their hand that illuminates dark areas. They are able to hold onto it as a lantern or place it on something or someone as a fixed point of light, or have it float around them magically. They are able to summon multiple lights within a Rental Region/Regalian Business Region or clandestine base they live in or own that can hover around permanently.
Celestial Empowerment The Mage while in Regalia is able to draw sustenance from exposure to any Celestial body, requiring no food or water. Additionally, the Mage can manifest glowing eyes, glowing tattoos, or a magical sundisk and see through blindfolds or eye coverings they choose to wear.
Restoration The Mage can restore simple objects and liquids to their most clean and functional state using light magic. This does not apply to weapons, armor, or complex machinery but can be used on any other object to fully repair it and clean it of any grime, dirt, or damage. If used on an object that had writing on it prior (such as a book), the pages will be restored, but any writing will not remain. If used on liquids, the user can cleanse it of any additives or poisons, making it clean and safe for their consumption. This cannot be used competitively, or to confer advantages in combat.

Shadow Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Shadows, darkness, shadow manipulation, shadow summoning, shadow puppetry, snuffing out light, controlling shadows.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Arcane Mimicry Instant Power Emote Range

Grants the user Arcane Mimicry

N/A
Special Name Special Description
Shadow Puppetry The Mage is able to summon and animate shadows on the floor or walls around them, creating visual displays for others to watch. The mage may also animate the shadow of another person, distorting its appearance in any way they deem fit.
Shroud of Darkness The Mage can choose to aesthetically coat themselves or items that they are holding in clouds of inky shadows. Items can be coated in darkness entirely, giving off wisps of shadow that slowly dissipate within the air. Shadows can never cover more than 50% of a Mages body, and cannot be used to disguise them.
Umbral Passage When within their main residence or business that they work in, the Mage can use the shadows inside of it as mini-portals or containers. They can, for example, stick their hand into one shadow to grab a bottle or object through another one, or temporarily store an item in their shadow to carry over to another part of the building. This cannot be used competitively, or to confer advantages in combat.

Cosmic Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Stars, Celestial Bodies, the Sun, the Moon, constellations, planets, solar systems, nebulas, asteroids, dreams.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Power Burst Instant Power Emote Range

Grants the user Power Burst

N/A
Special Name Special Description
Cosmic Manifestation The Mage is able to project any number of constellations, celestial bodies or cosmic entities such as nebula's, solar systems, galaxies, or starmaps in Emote Range around themselves, move these around, animate them, zoom in and out, et cetera. These illusions can never obscure vision and can also be passively created somewhere, like a moon-hologram table ornament in the Mage's home.
Body of Stars The Mage is able to make their body see-through and a space-like projection of the night-sky, with stars, celestial bodies and a star where their heart would be. These bodies can be animated, such as for example starry sparkles of shooting stars. This still allows them to be identified. They can manifest it on their entire body, or only parts of it.
Dream Nightlight The Mage is able to enter a trance near a person who is going to sleep or is sleeping. If the person sleeping has lucid dreams (such as for example the Sihai), the user is able to enter this dream and experience it with them. If the person who is dreaming experienced a dream-based vision in the past 48 hours, the Mage can re-trigger this vision while entering their dream-state and witness it with them.

Space Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Magical space, pocket dimensions, multi dimensional spaces, expanding space, limiting/shrinking space, manipulating space, tricks with space/pockets/containers, gravity, anti-gravity.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Weapon Summon Dimension Power Self

Grants the user Weapon Summon

N/A
Special Name Special Description
Magical Storage The user can store up to a closet’s worth of items inside a pocket dimension or alternate dimension. They must magically summon the opening and physically move items in and out through the opening. Weapons of any type cannot be stored inside a Magical Storage, but ammunition can, and living things or artifacts can never be stored inside Magical Storage. If a person with this Ability is Knocked Out, the contents of their Magical storage will spill out in front of them. Additionally, they can aesthetically remove/store more objects into pockets/pouches/bags etc. than what they could reasonably carry based on their space, or can pull an object from one pocket that they've put into another pocket, but this cannot be used to interfere with Pickpocketing.
Home Traversal The Mage is able to enchant any Rental Region/Regalian Business Region or clandestine base that they live in or own, changing the structure at a dimensional scale while they’re inside it. While this enchantment is active, the user is able to move instantaneously from room to room at will, with no regard to the actual layout of the building. Additionally, the Mage is able to walk along the walls and ceilings of the building with little regard for gravity. Once combat begins inside the region, this enchantment is disabled.
Defy Gravity The Mage is capable of levitating and floating a block off the ground. This can be used while falling from any height as well, slowing their fall and avoiding any lethal fall damage upon impact with the ground, but does not protect them from any ground effects or abilities. The Mage is also able to manifest minor aspects of space on themselves, giving their clothing or hair a weightless appearance. This cannot be used mid-combat, but can be used mid chase.

Time Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Time, clocks, clock hands, sundials, aging/de-aging, using magic to control time, reversing time, speeding up time, seeing into the past/future.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Time Reversal Instant Power Emote Range

Grants the user Time Reversal

N/A
Special Name Special Description
Time Manipulation The Mage is able to (outside of combat) change back time to a flexible degree in roleplay groups or private roleplay. The exact length of time reversal is up to agreement between the involved parties what would be good for "roleplay narrative", but can never exceed 1 hour of rollback. Anyone caught in the time rollback is not aware that time was reversed, unless they also have the Time Magic Pack. Rollbacks require OOC consent from all directly present in the scene.
Time Repairs The Mage may use time manipulation to do one of two things: one, the user may revert time on small hand-held objects, for example de-aging a sword to unrust and undamage it, or restoring a small painting before the oil paint chipped away. This only works if the damage was applied by time, it will not cause magical damage to be reverted. Second, the user may peer through time to look at an object or a room or place as it looked however many years ago. They can pick any length of time, but while looking, can only see inanimate objects and stationary items, never living entities (except plants and trees), people, sounds or any other senses beyond sight. This function only works in Regalia.
Time Projection The Mage is able to summon a projection of a person they are looking at or touching, and show them at any point in time in the past, or in the future, essentially showing a projection of what they might look like in the future, and what they used to look like in the past. Additionally, the user is able to also exactly pinpoint the age of a person by looking at them.

Arcane Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Solid Arcane energy (of any color), magical flashes, magical mutations, magical control, magic manipulation.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Magic Bolt Skill Power Self

Grants the user Magic Bolt

Arcane Magic Modifier

Special Name Special Description
Arcane Mastery The Mage can perform varying degrees of Telekinesis, being able to move objects around with their hands from a distance, while also automating household objects in their performed task such as for example causing a broom to sweep by itself, or a pen to write what is being dictated. This cannot be used in any Combat RP or competitive roleplay (such as stealing items from other Characters), but has no Cooldown and no limits imposed.
Arcane Familiar The Mage is able to create a familiar made of magical energy that can be up to the size of a medium sized dog. The shape of the familiar is up to the caster and can take on aspects of different sorcery elements, should the Mage have them. The Mage can also take on minor physical features that they share with the familiar, if they wish.
Arcane Enchantment The Mage can enchant a region to be an automated home where they have near absolute dominion over the position of items and animated items. Within this space they are able to locally teleport between rooms, if they are not being pursued, and locate items instantly within the region. The region can have manifestations of the Mage’s other magic present, such as Earth Magic crystals growing along walls or fires that never go out. Additionally, the Mage can infuse things they touch directly with Void or Exist essence, depending on their alignment, the effects of which depend upon the target and interpretation of the players, within reason.

Enchant Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Runes/Light (of any color), glowing magical enchantments, magical symbols/lexicon, magic brands.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Weapon Brand Buff Power Self

Grants the user Weapon Brand

Enchant Magic Modifier

Special Name Special Description
Runic Weaponsmith The Mage is able to apply aesthetic runes and magical effects to the weapons or tools that they wield, causing them to give off a magical appearance. For example, a mage might be able to imbue their sword with flames, or cause their hammer to appear coated in frost at all times. This cannot be used competitively, or to confer advantages in combat.
Runic Armor The Mage is able to apply aesthetic runes and magical effects onto the armor or shields that they or other willing people are currently wearing, causing them to give off a magical appearance. Armor can take on a variety of appearances, such appearing to be made of an impossible material, or radiating a visual aura of sorts. This only lasts for as long as other individuals are within Emote Range of the user. This cannot be used competitively, or to confer advantages in combat.
Dueling Brand The Mage is capable of enchanting an arena to enhance a dueling experience. This can be applied at the beginning or before a duel, and remains active for however long the duel lasts. When applied, any hits landed will be healed in a matter of seconds. Additionally, the arena itself has exaggerated effects, allowing participants to perform unrealistic acts they would not have been able to perform prior such as leaping into the air or breaking the ground beneath them. Finally, participants' weapons can change instantaneously into another weapon at will if they so wish. This Special requires all participants to be willing.

Whimsy Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Glitter, sparklers, pranks, confetti, party favors, toys, bright flashes of color.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Silence Curse Target Curse Emote Range

Grants the user Silence Curse

N/A
Special Name Special Description
Bag of Infinite Pranks The Mage has a small magical pouch that they can pull any number of materials or objects from to enact pranks on others. This can range from glitter, banana peels, gas bags, etc. This is limited only by imagination, and by the general OOC/IC consent of the target of the pranks. This has no cooldown or other limitations, but cannot be used in Combat, or for anything functional other than pranks.
Charming Manifestation The Mage can summon a number of aesthetic whimsical effects from their hands and around their body. This includes: air bending glitter around them, summoning puffs of glitter, applying glitter to themselves, summoning colored chalk powder to use (though it will disappear as soon as the Mage leaves Emote Range of it), and small clouds of magical critters or objects that float in the air around the user. This is limited only by imagination, but cannot be used competitively, or to confer advantages in combat.
Emotional Infusion The Mage can impart their own emotions into certain objects. If the Mage is cooking any kind of food or edible beverage, they can impart happy memories or feelings into it, so when the person consumes it, they are also reminded of similar fond memories. (Such as baking cookies, and being reminded of one's Grandma's similar cookies she used to make.) Only positive emotions can be imparted into food. Additionally, the Mage can impart their own negative emotions into small dolls or toys, after which the object will come 'alive' with the emotion, and express it loudly or passively depending on the emotion. At any point, the Mage can destroy the Doll and return the emotion to themselves. This cannot be used competitively, or to confer advantages in combat.

Glamor Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Make-up, music, costuming, bright colors, displays of skill/talent.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Forgotten Face Memory Power Emote Range

Grants the user Forgotten Face

Glamor Magic Modifier

Special Name Special Description
Altered Self The Mage is able to create a magical disguise for themselves, capable of appearing as any mythical or magical creature of their choosing (such as a skeleton or otherwise monstrous creature), but not as a normal person. This appearance completely masks the original identity of the Mage, making them unrecognizable for as long as it is applied. It can obscure their sex, race, appearance, face, voice and anything that would lead to identification. It is impossible to identify a person who is actively using this disguise. Note that all these changes do not actually occur on the body and are purely cosmetic.The Mage is additionally able to change the appearance of this false identity, although it is still apparent that it is the same disguise to others. This disguise cannot be reverted through mundane means, and if knocked out in this form the Mage remains within it. However, if the user is Knocked Out or Restrained, the disguise can be dispelled by anyone with a Magic Point Buy Pack or the Dimenthist Wisdom Arcanology Pack. This Special cannot be combined with, or used at the same time as, any other Disguise Ability or Special.
Ear for Deception The Mage is magically capable of perceiving when they are being spoken poorly about, as long as they can audibly hear it. When another person that they can hear within emote distance insults or speaks poorly of the Mage, they are immediately aware of who is doing so even if the target spoke in another language. The mage is unsure of what the person actually said if they do not understand the language, but knows it was something negative.
Altered Tune The Mage is able to manipulate their voice, allowing them to mimic the sounds of objects and other people around them while speaking. The altered voice that the Mage uses is unrecognizable from the original, but it is clear to those listening that impersonations of other people are not the real thing. This also allows the Mage to throw their voice to appear as if sounding from another area. This cannot be used competitively, or to confer advantages in combat.

Healing Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Magical light from hands (of any color), acceleration of healing, halos, angelic.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Healing Hands Healing Power 2 Blocks

Grants the user Healing Hands

Healing Magic Modifier

Special Name Special Description
Stable Protection The Mage is capable of attaching their life energy to that of a person that they are able to physically touch, preventing them from dying no matter how severe their wounds are. Physical contact must be maintained, and the Target still needs to be healed one way or another before the Mage can let go.
Celestial Essentials The Mage is capable of manifesting all kinds of light-themed aesthetics on their character such as glowing hands, a radiant sun-ray aura around their head, a halo behind their head, glowing eyes, glowing lines covering their body in a variety of patterns, any clothing they wear can have a gentle glow, and their hair can have a gentle glow.
Glorious Incantessence The Mage can activate a higher state of Celestial Magic that causes their entire body to be made of light, and their voice to speak with any manner of effects (two voices at once, celestial echo, louder bass, etc.). While in this form, the Mage casts light in Emote Range around them thus lighting up Mundane Darkness, but not Magic based Darkness. This Form also still makes the user recognizable.

Sensor Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Searchlights, analytical grid lines, searching lasers, scanning glyphs, scanning grids.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Area Detection Detection Power 10 Blocks

Grants the user Area Detection

N/A
Special Name Special Description
Area Scanning The Mage constantly emits a pulse of scanning (visible or invisible), passively scanning their surrounding. At any given time it will inform them how many people or animals are around them, but not tell them where they are, or what they are. It also cannot detect invisible entities or entities with Abilities or Mechanics that prevent Location Detection.
Entity Scanning The Mage is able to high-detail scan an object they are holding (up to the size of a person), and create a holographic display showing the interior structure, or creating slices of it in hologram display to inspect a cross-section. This can be used to view internal damage in a person without opening them up, as well as inspecting the contents of closed objects like barrels or crates.
Pocket scanning The Mage is able to scan a person specifically. This person does not become aware that they are being scanned. When scanned, the Mage will be able to see any items the person is carrying with them, for example items in their pocket, but it will also reveal any pocket dimensions this person has access to, and what items are inside.

Breaking Magic Pack

This Magic Pack has the following Aesthetic themes and options:

  • Breaking, chains, handcuffs, restraints, broken materials.

This Magic Pack gives access to the following Abilities and Specials:

Ability Name Ability Type Ability Range Ability Description Modifiers
Defense Break Instant Power 2 Blocks

Grants the user Shield Break

N/A
Special Name Special Description
Chain Breaking The user can cause any restraints such as chains, ropes, belts etc. to just melt off of them when applied to them. They can still be restrained by people, but inanimate restraints cannot hold them down. Keep in mind that melting State Metropolitan handcuffs and escaping from custody is a crime and may increase criminal charges.
Prison Breaking The user can smash down a prison cell or clandestine base or rental region cell, or a room designed to imprison a person or object. While doing this, the Ability must be done with an Announce Emote as it is very loud and audible in a large area around. Keep in mind that prison-breaking a prisoner is a High Crime and may result in worse consequences for the prisoner and the breaker.
Memory Breaking The user is able to voluntarily wipe parts of their own memory, whether it be entire minutes, hours, days, years, or their entire life if need be. The memories that are lost are consumed by the Void or Exist Gods depending on what the dimension of the user is, but cannot be retrieved in any other way than to be voluntarily given back by them.