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Fantasy Witches and Wild Things - Magical Classes

Sharp Bones

the cold.


Overview
Magic is something that for Beasts is instinctual. It is innate. Beasts cannot learn a path that is not innate to them. (i.e. they either possess a capacity for a path or not.) Their magic typically relies on bodily movements, willpower, concentration, and focus. They are able to feel/sense the sites of their magic, and it exists as a bodily force for them. Those with high magic potential who do not use their magic often experience serious psychological side-effects.

For humans, magic is something that had to be developed through technique. It was originally discovered and developed out of desperation during the more violent years of their enslavement and servitude; it was refined during the past two centuries when it became unfashionable to beat your human servants (also, the word servant began to be used instead of slave.). Human magic relies on the complex memorisation of key words, elaborate sigils, and precise ritual procedure in order to be successful. All forms require some kind of Bestial 'fuel'. All humans can learn all paths available to them, though they will have talents for some over others.

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Listed here are the magical paths your character can follow.
Of each path, there are six levels. Levels 1-3 each cost one point. Level 4 costs 2, Level 5 costs 3, and Level 6 costs 4.
Some paths are race-specific. One is species-specific. All characters may cross-train in various paths, provided it is open to their race/species.

Index
1) Pyromancy | Beast Only
2) Hydromancy | Beast Only
3) Aeromancy | Beast Only
4) Lithomancy | Beast Only
5) Botany | All
6) Mediation and Divination (Psijiics) | All
7) Transmutation | Humans Only
8) Summoning and Enchantment | Humans Only
8) Thaumaturgy |Humans Only
9) Necroturgy | Humans Only

 
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Pyromancy

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Overview: Exactly what it says on the tin. Pyromancy is the most common magic within Beasts, without about half possessing some degree of aptitude for it. Those with a real talent for pyromancy—with pyromancy in their bones, so to speak—see the world as their matchbox. Most pyromancy prodigies struggle with anxiety, dissociation, and panic attacks, as they experience the matter of the world around them as raw material for their fireworks. Time and teaching can aid them in getting this sense of delocalised flammable chaos under control.

Pyromancers are, unsurprisingly, seen as being hot-headed, impulsive, and passionate. This is a stereotype for a reason.

Fish-Beasts cannot be pyromancers. All reptiles (save dragons) are rarely pyromancers.

Level One: (One Point) With some competence, a level one pyromancer can easily light campfires and ignite other, flammable substances within a range of about ten metres. They can do so with some control, but if their target is surrounded by other flammables, they cannot keep a fire localised and it will spread.

Level Two: (One Point) By level two, you have gained the ability to spark and sustain fires in most substances save those that are fire resistant (e.g. water, metals, etc). You typically cannot prevent the spread of fire to other substances, but you have mastered the cool trick of maintaining a fireball in your hand without setting your clothes on fire. Your ability to 'throw' this still depends on your overarm rather than your magical guidance.

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to contain fires to the substances you wish to ignite, no longer accidentally burning down the practicals room with every experiment. You are capable of shaping fire through the air, without needing a source of fuel, within a range of two or so metres.

Level Four: (Two Points) Level four is entering into the advanced stage. You can do all of the above, save your 'range' for non-fuel based fires is now within five metres. You are also capable of identifying matter around you within ten metres, granting you a kind of 'second' sight into spaces nearby. This includes the ability to identify and locate human/beast flesh. You can now set people's hair/fur on fire. Should you so choose to. You are impervious to fire.

Level Five: (Three Points) By level five, you're almost too competent. You can set people's flesh on fire. You can ignite and sustain fires on resistant fuels, including water. You are capable of non-fuel based fire creation within a range of 10-15 metres. You can create fires in large quantities on call for a sustained period of time without becoming exhausted. Likewise, you can identify matter within the surrounding 20 or so metres. You have also begun to understand the technique of fire-hopping, and are able to transport yourself and others through large fires within a 10 mile radius.

Level Six: (Four Points) The mastery of pyromancy. You can now light non-fuel based fires within 50 metres (be careful you are certain of what you are burning) and, should you choose to focus, you can identify matter around you within a 100 metre radius. You have perfected fire-hopping, and can fire-hop with multiple people to any large lit fire in the world. You are a subject worthy of respect by any wild dragons you should encounter.

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Hydromancy

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Overview: Few non-water-dwelling Beasts have a capacity for this line, but those who do possess a talent are typically able to sense water around them in their immediate area. Those who are particularly talented may struggle with this, finding it too much and too pressed, sensing the water even in others' bodies. These individuals tend to suffer from perpetual nightmares of drowning.

Hydromancers are typically viewed as intuitive, flexible, and emotional.

Dragons cannot be hydromancers.

Level One: (One Point) With some competence, a level one hydromancer can move and float a bucket's worth of water (it must be one body of water). This water must already be readily available.

Level Two: (One Point) By level two, you have gain the ability to manipulate larger quantities of water, alongside the ability to freeze and boil water under your control. (it must be one body of water)
You are capable of extracting water from surfaces, e.g. wet stones, damp wood, sweaty skin.

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to manipulate a bathtub's worth of water in all of the above ways. (it must be one body of water) You are also able to extract water from the air and from within substances. You have the ability to draw water to your from within a ten metre radius. The refinement with which you can shape and control water is more advanced, and you can create complex shapes and patterns.

Level Four: (Two Points) Level four is entering into the advanced stage. You are now able to sense animals, humans, and beasts around you through the water in their body. You cannot 'move' them, but you are able to manipulate their heart-rate through very careful concentration, allowing you to calm or excite their emotional state. You are able to control twice the amount of water at once, and it can be in up to three separate bodies at a time.

Level Five: (Three Points) By level five, you're almost too competent. You can now move people's limbs by controlling the water in their body cells. In theory, you can destroy their body cells through extracting the water from them. You are able to control small pond's worth of water, and this can be in up to five bodies of water at a time. You are developing the ability of water-hopping, where by you may teleport through a large body of water (a bathtub or more) within a five mile radius.

Level Six: (Four Points) The mastery of hydromancy. You can now control a lake's worth of water. You are capable of the most subtle manipulations of people's bodily waters, able to affect their breathing, thinking, heart rate, and blood flow. You may teleport through bodies of water anywhere in the world. Mythical beasts associated with water will likely consider you a subject of respect.

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Aeromancy

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Overview: This tends to be most common in aviary species. Aeromancers tend to be more in tune with the weather, the seasonal shifting, and also tend to possess heightened sensitivity to sounds. They are the least psychologically impacted by their innate magical sensations. They do not 'sense' what they can shift as hydromancers and pyromancers do, due to the dispersed nature of their medium.

Hydromancers are typically viewed as aloof, intelligent, and meditative.

All races can be aeromancers, but it is rarely seen in any species outside of those descended from birds, bats, or other airborne creatures.

Level One: (One Point) With some competence, a level one aeromancer can shift gentle winds and lift small objects, though they can only control the direction of this lift, not precise movements.

Level Two: (One Point) By level two, you have gained the ability to lift any object up to around 5-10 kg, and can maintain a hover for around a minute. You cannot control the direction of movement well.

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to create significant wind patterns, and control the movement, hover, and levitation of objects you might float. You can get a sense of the layout of surrounding areas and buildings via sensing how the air moves through them, within a range of 30 metres. You cannot discern detail (e.g. cannot identify if there are people within rooms, etc).

Level Four: (Two Points) Level four is entering into the advanced stage. You are now able to shift the weather to some degree, though this takes a deal of time and energy (corresponding to how much of a change you are making). You are able to lift heavier objects, up to and including the weight of an average adult male, and control the movement. This allows you to levitate yourself (assuming you are not heavier than this. Bear-species, for example, may have to wait until level five for levitation). You can now sense the presence of breathing creatures within ten metres.

Level Five: (Three Points) By level five, you're almost too competent. You can now lift the equivalent weight of a tractor, and you can now carefully control the movement and manipulation of multiple objects. You can shift the weather more quickly, and can now orchestrate storms, both geographically and localised (i.e. you could make a small storm in a jar, etc).

Level Six: (Four Points) The mastery of aeromancy. You can now shift the weight of a house, summon storms, gale force winds, etc. on call. You can rip the air from someone's lungs. You can scout the surrounding area of up to five miles. Avian mythical creatures will likely respect you.

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Lithomancy

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Overview: Most common in reptiles and small mammalian Beasts, lithomancy permits the movement and extra-sensory awareness of earth, minerals, and metals. Of all the elemental magical schools, lithomancy is considered the most scientific and complex, due to the myriad varieties of elements, substances, and molecules in existence. Only non-living matter can be manipulated by lithomancy; organic matter can be used once several days have passed since cell death. Those with a knack for lithomancy often suffer from claustrophobia.

Lithomancers are typically viewed as stubborn, thoughtful, and reliable.

Air-borne species cannot be lithomancers, with the sole exception of dragon-beasts.

Level One: (One Point) With some competence, a level one lithomancer can move and manipulate around 1kg of non-organic material. (manipulated material is limited to one bodies at any one time) It can be broken up, but it cannot be carefully reshaped. Focus must be carefully held to maintain any levitation or movement.

Level Two: (One Point) By level two, you have gain the ability to manipulate several kilos worth of material, and you are now able to alter the density of your manipulated material. (manipulated material is limited to one bodies at any one time) Rough shaping can occur (i.e. changing the overall shape is possible, but not fine sculpting work)

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to manipulate a modest boulders worth of material, and you are able to shape it into a rough statuette. (manipulated material is limited to up to two separate bodies at any one time) You are now able to speed up natural processes in the material you manipulate; aka the decomposition of rocks into sediment, the fossilising of tree bark. You are also now able to get a sense of the 'shape' of all inorganic material within five metres.

Level Four: (Two Points) Level four is entering into the advanced stage. You can now shift weight of up to 50kg, and this now includes manipulated the earth's crust, buried beneath organic matter. You are able to carry out intricate craft work on all material you control. You are able to shape, move, and affect up to three separate bodies of material. You are able to get a sense of the shaping of inorganic material around you within a range of 25 metres.

Level Five: (Three Points) By level five, you're almost too competent. You can now sense vibrations within 25 metres (i.e. people walking, animals scuttling, soundwaves, though you cannot discern specific words. You may be able to recognise the timbre of someone's voice with whom you are very familiar). You can shift up to 200kg of rock, in up to four separate bodies. You are capable of incasing your own physical form in a thin layer of particles to absorb any physical damage. You have expert control over the movement of your manipulated material. At this stage, you begin to tread on transmutations toes; provided whatever material you are manipulating contains the correct number of base elements (save oxygen, which can be absorbed from the surroundings), you are able to manipulate the chemical formula of whatever you are controlling.

Level Six: (Four Points) The mastery of lithomancy. You can now initiate earthquakes, or prompt tsunamis should you be near a body of large enough water. You can manipulate material in up to twenty separate bodies. You are able to control the movement of organic being's limbs through manipulating the heavy metals of their blood. You can sense vibrations within 50 metres, and the lay of the land within a mile's radius. All earth based mythical creatures are now likely to respect you.
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Botany

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Overview: Another fairly obvious pathway. Few non-water-dwelling Beasts have a capacity for this line, but those who do possess a talent are typically able to sense water around them in their immediate area. Those who are particularly talented may struggle with this, finding it too much and too pressed, sensing the water even in others' bodies. These individuals tend to suffer from perpetual nightmares of drowning.

Hydromancers are typically viewed as intuitive, flexible, and emotional.

Dragons cannot be hydromancers.

Level One: (One Point) With some competence, a level one hydromancer can move and float a bucket's worth of water (it must be one body of water). This water must already be readily available.

Level Two: (One Point) By level two, you have gain the ability to manipulate larger quantities of water, alongside the ability to freeze and boil water under your control. (it must be one body of water)
You are capable of extracting water from surfaces, e.g. wet stones, damp wood, sweaty skin.

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to manipulate a bathtub's worth of water in all of the above ways. (it must be one body of water) You are also able to extract water from the air and from within substances. You have the ability to draw water to your from within a ten metre radius. The refinement with which you can shape and control water is more advanced, and you can create complex shapes and patterns.

Level Four: (Two Points) Level four is entering into the advanced stage. You are now able to sense animals, humans, and beasts around you through the water in their body. You cannot 'move' them, but you are able to manipulate their heart-rate through very careful concentration, allowing you to calm or excite their emotional state. You are able to control twice the amount of water at once, and it can be in up to three separate bodies at a time.

Level Five: (Three Points) By level five, you're almost too competent. You can now move people's limbs by controlling the water in their body cells. In theory, you can destroy their body cells through extracting the water from them. You are able to control small pond's worth of water, and this can be in up to five bodies of water at a time. You are developing the ability of water-hopping, where by you may teleport through a large body of water (a bathtub or more) within a five mile radius.

Level Six: (Four Points) The mastery of hydromancy. You can now control a lake's worth of water. You are capable of the most subtle manipulations of people's bodily waters, able to affect their breathing, thinking, heart rate, and blood flow. You may teleport through bodies of water anywhere in the world. Mythical beasts associated with water will likely consider you a subject of respect.

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Mediation and Divination (Psijiics)

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Overview: Another fairly obvious pathway. Few non-water-dwelling Beasts have a capacity for this line, but those who do possess a talent are typically able to sense water around them in their immediate area. Those who are particularly talented may struggle with this, finding it too much and too pressed, sensing the water even in others' bodies. These individuals tend to suffer from perpetual nightmares of drowning.

Hydromancers are typically viewed as intuitive, flexible, and emotional.

Dragons cannot be hydromancers.

Level One: (One Point) With some competence, a level one hydromancer can move and float a bucket's worth of water (it must be one body of water). This water must already be readily available.

Level Two: (One Point) By level two, you have gain the ability to manipulate larger quantities of water, alongside the ability to freeze and boil water under your control. (it must be one body of water)
You are capable of extracting water from surfaces, e.g. wet stones, damp wood, sweaty skin.

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to manipulate a bathtub's worth of water in all of the above ways. (it must be one body of water) You are also able to extract water from the air and from within substances. You have the ability to draw water to your from within a ten metre radius. The refinement with which you can shape and control water is more advanced, and you can create complex shapes and patterns.

Level Four: (Two Points) Level four is entering into the advanced stage. You are now able to sense animals, humans, and beasts around you through the water in their body. You cannot 'move' them, but you are able to manipulate their heart-rate through very careful concentration, allowing you to calm or excite their emotional state. You are able to control twice the amount of water at once, and it can be in up to three separate bodies at a time.

Level Five: (Three Points) By level five, you're almost too competent. You can now move people's limbs by controlling the water in their body cells. In theory, you can destroy their body cells through extracting the water from them. You are able to control small pond's worth of water, and this can be in up to five bodies of water at a time. You are developing the ability of water-hopping, where by you may teleport through a large body of water (a bathtub or more) within a five mile radius.

Level Six: (Four Points) The mastery of hydromancy. You can now control a lake's worth of water. You are capable of the most subtle manipulations of people's bodily waters, able to affect their breathing, thinking, heart rate, and blood flow. You may teleport through bodies of water anywhere in the world. Mythical beasts associated with water will likely consider you a subject of respect.

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Transmutation

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Overview: Another fairly obvious pathway. Few non-water-dwelling Beasts have a capacity for this line, but those who do possess a talent are typically able to sense water around them in their immediate area. Those who are particularly talented may struggle with this, finding it too much and too pressed, sensing the water even in others' bodies. These individuals tend to suffer from perpetual nightmares of drowning.

Hydromancers are typically viewed as intuitive, flexible, and emotional.

Dragons cannot be hydromancers.

Level One: (One Point) With some competence, a level one hydromancer can move and float a bucket's worth of water (it must be one body of water). This water must already be readily available.

Level Two: (One Point) By level two, you have gain the ability to manipulate larger quantities of water, alongside the ability to freeze and boil water under your control. (it must be one body of water)
You are capable of extracting water from surfaces, e.g. wet stones, damp wood, sweaty skin.

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to manipulate a bathtub's worth of water in all of the above ways. (it must be one body of water) You are also able to extract water from the air and from within substances. You have the ability to draw water to your from within a ten metre radius. The refinement with which you can shape and control water is more advanced, and you can create complex shapes and patterns.

Level Four: (Two Points) Level four is entering into the advanced stage. You are now able to sense animals, humans, and beasts around you through the water in their body. You cannot 'move' them, but you are able to manipulate their heart-rate through very careful concentration, allowing you to calm or excite their emotional state. You are able to control twice the amount of water at once, and it can be in up to three separate bodies at a time.

Level Five: (Three Points) By level five, you're almost too competent. You can now move people's limbs by controlling the water in their body cells. In theory, you can destroy their body cells through extracting the water from them. You are able to control small pond's worth of water, and this can be in up to five bodies of water at a time. You are developing the ability of water-hopping, where by you may teleport through a large body of water (a bathtub or more) within a five mile radius.

Level Six: (Four Points) The mastery of hydromancy. You can now control a lake's worth of water. You are capable of the most subtle manipulations of people's bodily waters, able to affect their breathing, thinking, heart rate, and blood flow. You may teleport through bodies of water anywhere in the world. Mythical beasts associated with water will likely consider you a subject of respect.

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Summoning and Enchanting

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Overview: Another fairly obvious pathway. Few non-water-dwelling Beasts have a capacity for this line, but those who do possess a talent are typically able to sense water around them in their immediate area. Those who are particularly talented may struggle with this, finding it too much and too pressed, sensing the water even in others' bodies. These individuals tend to suffer from perpetual nightmares of drowning.

Hydromancers are typically viewed as intuitive, flexible, and emotional.

Dragons cannot be hydromancers.

Level One: (One Point) With some competence, a level one hydromancer can move and float a bucket's worth of water (it must be one body of water). This water must already be readily available.

Level Two: (One Point) By level two, you have gain the ability to manipulate larger quantities of water, alongside the ability to freeze and boil water under your control. (it must be one body of water)
You are capable of extracting water from surfaces, e.g. wet stones, damp wood, sweaty skin.

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to manipulate a bathtub's worth of water in all of the above ways. (it must be one body of water) You are also able to extract water from the air and from within substances. You have the ability to draw water to your from within a ten metre radius. The refinement with which you can shape and control water is more advanced, and you can create complex shapes and patterns.

Level Four: (Two Points) Level four is entering into the advanced stage. You are now able to sense animals, humans, and beasts around you through the water in their body. You cannot 'move' them, but you are able to manipulate their heart-rate through very careful concentration, allowing you to calm or excite their emotional state. You are able to control twice the amount of water at once, and it can be in up to three separate bodies at a time.

Level Five: (Three Points) By level five, you're almost too competent. You can now move people's limbs by controlling the water in their body cells. In theory, you can destroy their body cells through extracting the water from them. You are able to control small pond's worth of water, and this can be in up to five bodies of water at a time. You are developing the ability of water-hopping, where by you may teleport through a large body of water (a bathtub or more) within a five mile radius.

Level Six: (Four Points) The mastery of hydromancy. You can now control a lake's worth of water. You are capable of the most subtle manipulations of people's bodily waters, able to affect their breathing, thinking, heart rate, and blood flow. You may teleport through bodies of water anywhere in the world. Mythical beasts associated with water will likely consider you a subject of respect.

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Thaumaturgy

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Overview: Another fairly obvious pathway. Few non-water-dwelling Beasts have a capacity for this line, but those who do possess a talent are typically able to sense water around them in their immediate area. Those who are particularly talented may struggle with this, finding it too much and too pressed, sensing the water even in others' bodies. These individuals tend to suffer from perpetual nightmares of drowning.

Hydromancers are typically viewed as intuitive, flexible, and emotional.

Dragons cannot be hydromancers.

Level One: (One Point) With some competence, a level one hydromancer can move and float a bucket's worth of water (it must be one body of water). This water must already be readily available.

Level Two: (One Point) By level two, you have gain the ability to manipulate larger quantities of water, alongside the ability to freeze and boil water under your control. (it must be one body of water)
You are capable of extracting water from surfaces, e.g. wet stones, damp wood, sweaty skin.

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to manipulate a bathtub's worth of water in all of the above ways. (it must be one body of water) You are also able to extract water from the air and from within substances. You have the ability to draw water to your from within a ten metre radius. The refinement with which you can shape and control water is more advanced, and you can create complex shapes and patterns.

Level Four: (Two Points) Level four is entering into the advanced stage. You are now able to sense animals, humans, and beasts around you through the water in their body. You cannot 'move' them, but you are able to manipulate their heart-rate through very careful concentration, allowing you to calm or excite their emotional state. You are able to control twice the amount of water at once, and it can be in up to three separate bodies at a time.

Level Five: (Three Points) By level five, you're almost too competent. You can now move people's limbs by controlling the water in their body cells. In theory, you can destroy their body cells through extracting the water from them. You are able to control small pond's worth of water, and this can be in up to five bodies of water at a time. You are developing the ability of water-hopping, where by you may teleport through a large body of water (a bathtub or more) within a five mile radius.

Level Six: (Four Points) The mastery of hydromancy. You can now control a lake's worth of water. You are capable of the most subtle manipulations of people's bodily waters, able to affect their breathing, thinking, heart rate, and blood flow. You may teleport through bodies of water anywhere in the world. Mythical beasts associated with water will likely consider you a subject of respect.

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Necroturgy

human only
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Overview: Another fairly obvious pathway. Few non-water-dwelling Beasts have a capacity for this line, but those who do possess a talent are typically able to sense water around them in their immediate area. Those who are particularly talented may struggle with this, finding it too much and too pressed, sensing the water even in others' bodies. These individuals tend to suffer from perpetual nightmares of drowning.

Hydromancers are typically viewed as intuitive, flexible, and emotional.

Dragons cannot be hydromancers.

Level One: (One Point) With some competence, a level one hydromancer can move and float a bucket's worth of water (it must be one body of water). This water must already be readily available.

Level Two: (One Point) By level two, you have gain the ability to manipulate larger quantities of water, alongside the ability to freeze and boil water under your control. (it must be one body of water)
You are capable of extracting water from surfaces, e.g. wet stones, damp wood, sweaty skin.

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to manipulate a bathtub's worth of water in all of the above ways. (it must be one body of water) You are also able to extract water from the air and from within substances. You have the ability to draw water to your from within a ten metre radius. The refinement with which you can shape and control water is more advanced, and you can create complex shapes and patterns.

Level Four: (Two Points) Level four is entering into the advanced stage. You are now able to sense animals, humans, and beasts around you through the water in their body. You cannot 'move' them, but you are able to manipulate their heart-rate through very careful concentration, allowing you to calm or excite their emotional state. You are able to control twice the amount of water at once, and it can be in up to three separate bodies at a time.

Level Five: (Three Points) By level five, you're almost too competent. You can now move people's limbs by controlling the water in their body cells. In theory, you can destroy their body cells through extracting the water from them. You are able to control small pond's worth of water, and this can be in up to five bodies of water at a time. You are developing the ability of water-hopping, where by you may teleport through a large body of water (a bathtub or more) within a five mile radius.

Level Six: (Four Points) The mastery of hydromancy. You can now control a lake's worth of water. You are capable of the most subtle manipulations of people's bodily waters, able to affect their breathing, thinking, heart rate, and blood flow. You may teleport through bodies of water anywhere in the world. Mythical beasts associated with water will likely consider you a subject of respect.

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Draconic Will

dragons only
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Overview: Another fairly obvious pathway. Few non-water-dwelling Beasts have a capacity for this line, but those who do possess a talent are typically able to sense water around them in their immediate area. Those who are particularly talented may struggle with this, finding it too much and too pressed, sensing the water even in others' bodies. These individuals tend to suffer from perpetual nightmares of drowning.

Hydromancers are typically viewed as intuitive, flexible, and emotional.

Dragons cannot be hydromancers.

Level One: (One Point) With some competence, a level one hydromancer can move and float a bucket's worth of water (it must be one body of water). This water must already be readily available.

Level Two: (One Point) By level two, you have gain the ability to manipulate larger quantities of water, alongside the ability to freeze and boil water under your control. (it must be one body of water)
You are capable of extracting water from surfaces, e.g. wet stones, damp wood, sweaty skin.

Level Three: (One Point) Level three is where you start getting to deem yourself properly competent. You are able to manipulate a bathtub's worth of water in all of the above ways. (it must be one body of water) You are also able to extract water from the air and from within substances. You have the ability to draw water to your from within a ten metre radius. The refinement with which you can shape and control water is more advanced, and you can create complex shapes and patterns.

Level Four: (Two Points) Level four is entering into the advanced stage. You are now able to sense animals, humans, and beasts around you through the water in their body. You cannot 'move' them, but you are able to manipulate their heart-rate through very careful concentration, allowing you to calm or excite their emotional state. You are able to control twice the amount of water at once, and it can be in up to three separate bodies at a time.

Level Five: (Three Points) By level five, you're almost too competent. You can now move people's limbs by controlling the water in their body cells. In theory, you can destroy their body cells through extracting the water from them. You are able to control small pond's worth of water, and this can be in up to five bodies of water at a time. You are developing the ability of water-hopping, where by you may teleport through a large body of water (a bathtub or more) within a five mile radius.

Level Six: (Four Points) The mastery of hydromancy. You can now control a lake's worth of water. You are capable of the most subtle manipulations of people's bodily waters, able to affect their breathing, thinking, heart rate, and blood flow. You may teleport through bodies of water anywhere in the world. Mythical beasts associated with water will likely consider you a subject of respect.

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