-- Insert a character image -- (This should be using a photograph, rather than a drawing. Please avoid explicit photos showing genitals, naked photos can be shared later if required.)True Name :
The name the character was given at birth.Shadow Name :
An alias or nickname that the character gives other mages to keep their identity secret.Age :
Character age. (Must fit within Elliquiy's rules for any sexual content).Sex :
Mental image of their own sex.Classification :
Mage, SleepwalkerRelationship Status :
A discussion of the characters current relationship status, whether they're married, single, dating, etc.Path :
The character's natural gift with magic (details provided below).Order :
The social group of mages that the character associates with (details provided below).Mundane Occupation/Life :
What the character does when they're not involved in the supernatural, you should specify if they're a full-time mage and doesn't deal with such concerns.Mage Occupation/Life :
What the character does within mage society. Rather than specifying your exact rank or position within the Consillium society, it's better to describe roughly what sort of thing they do within the mage community. We can discuss positions once we have more characters available so that it can be selected who ends up in what roles so that it's not a first-come first-served approach to leadership positions.Height :
Normal physical height, possible including their usual stance.Weight / Body type :
Description of their body-type.Hair :
Colour, style and cut of their normal presentation.Skin :
This can include colour, texture and markings.Eyes :
Description of their colour or any other aspect of their appearance.Distinguishing Features :
Any tattoos, piercings, scars, etc.Standard Clothing :
While this may vary, just a quick discussion of their usual manner of dress can help people where it's not specified in a scene.Face Claim :
What model are you using?Likes :
Information about your character's history, personality and beliefs. Anything in here should be considered private knowledge IC and only known if it has been shared with you.Reputation :
The information that is known about your character within the Consillium. If this would be different for different groups please specify. Information in here is allowed to be known by others IC.Sexuality :
This is the character's sexuality. Feel free to include comments here about what sort of people they would choose.Player Sexual On's and Offs :
Your personal ons and offs, these need to be respected by anyone roleplaying a scene with you. A link to your O/O page is acceptable.Character Ons :
What your character enjoys, by default these don't need to be followed by others unlike your own personal ones. Please note if anything requires OOC discussion or permission however and this must be respected.Character Offs :
What your character doesn't enjoy, by default these don't need to be followed by others unlike your own personal ones. Please note if anything requires OOC discussion or permission however and this must be respected.Player :
Your Elliquiy username for record keeping ease.Magical knowledge An experienced character can have up to 9 levels in the different types of magic. Younger or more inexperienced characters can be made with less. Sleepwalkers do not possess any magical knowledge at all.Time :
[floatright][img height=350]Insert your image link here[/img][/floatright]
[b]True Name :[/b]
[b]Shadow Name :[/b]
[b]Relationship Status :[/b]
[b]Weight / Body type :[/b]
[b]Distinguishing Features :[/b]
[b]Standard Clothing :[/b]
[b]Face Claim :[/b]
[b]Player Sexual On's and Offs :[/b]
[b]Character Ons :[/b]
[b]Character Offs :[/b]
[u]Magical knowledge[/u] [i]An experienced character can have up to 9 levels in the different types of magic. Younger or more inexperienced characters can be made with less. Sleepwalkers do not possess any magical knowledge at all.[/i]
Each mage experiences their own personal vision of the magical world that shapes what kind of magic they can do. There are five different paths which mages can walk. This is not a choice the mage makes themselves, but something decided by their own inner nature.
|Mages who see a vision of Arcadia, the faerie world built of stories and outside of time.||Mages who see a vision of Pandemonium, a strange hellish world where torment is used but in order to heal broken souls.||Mages who see a vision of The Primal Wilds, a shamanistic world of spirits and pure life energy.||Mages who see a vision of Stygia, the underworld of death and wealth.||Mages who see a vision of The Aether, a seemingly heavenly world of raw energy and magical power.|
The power over luck and probability allows an Acanthus to make events work out well for their friends, while placing curses upon their enemies. It also allows them to perceive the mysterious forces of destiny at work within the world.
The power over time itself allows the Acanthus to see the future and the past, while true time-travel is impossible the flow of time can be altered to fit days of work into a single hour, or to make an entire day pass in the blink of an eye.
The power over the mind of humans and other intelligent beings allows a Mastigos to be charming or terrifying, manipulating memories, thoughts and emotions magically.
The power over space allows a Mastigos to see distant events, move objects or people from one place to another and to see the invisible links between people and the things they most care about.
The power over the spirit world allows a Thyrsus to see spirits that move about in the world, exorcise them from those who are possessed or even cross the boundary between worlds into their own separate realm
The power of life allows a Thyrsus to both heal and harm living creatures but also to change them or make them faster or stronger.
The power over death allows a Moros to control decay, crumbling objects to ash or manipulating shadows. They can also perceive ghosts that still linger in the world and can communicate with them eventually controlling or shaping them.
The power over solid matter allows a Moros to transform objects like the alchemists of old, reshaping physical matter however they wish and strengthening or repairing objects.
The power over the energy of magic itself allows an Oubrimos to counter and destroy the magic of others, to save up magical energy to enhance spells and to manipulate the workings of existing magics.
The power over all types of energy allows an Oubrimos to bend light, movement and heat to their will using lightning to strike down their enemies or shaping the weather itself.
Mages have cliques just like everybody else, and while it may not have anything to do with their powers or magic, it's an important part of mage society to know what group you hang out with.
The power players and politicians of the magical world. They try to keep principles of law and order intact so that you don't just have hundreds of powerful mages all running about doing their own thing. Sometimes people find them overbearing or controlling but without them the Consillium probably would have fallen into complete chaos a long time ago.
Some people value magic for its own sake, rather than what it can be used for and they tend to collect together within the Mysterium. They practice secret rituals and initiations to celebrate magic itself and gather whatever knowledge they can find. Sometimes seen as the geeks and nerds of the magical world, their knowledge is often the most extensive however.
|Guardians of the Veil|
A group dedicated to keeping magic secret and safe, they try to police responsible use of magic amongst other mages. While sometimes people see them as taking away the fun of magic they do it working for the benefit of all mages.
Some people like a good challenge and a fight. The adamantine arrows take up the fight to defend mages against their enemies and sometimes to protect the regular humans from the dangers of the supernatural world. While sometimes people see them as violent thugs, they devote themselves to the safety of others.
Not everyone is a joiner and there have always been independent mages out there just trying to get by. With how dangerous the world is though, they've started to come together and work as a group of individuals. They're often the most innovative of mages and challenge the old traditions, however they're barely even recognized as a group at times.
It takes time, practice and discovering secrets to increase your power with magic. Your character will begin with a certain level of knowledge and power that you choose. This applies across all types of magic that your path gives you.Apprentice:
An apprentice mage is only just beginning to learn. They know three types of spells they can cast:
Compelling magics, which are almost always covert in their Aspect, can actually be a bit tricky to categorize at times. In general, if a given effect subtly influences a simple phenomenon without harming it, granting it the ability to directly cause harm, or fundamentally altering its nature, then the effect is quite probably a Compelling effect. Such spells can almost always be written off as natural or probable by a Sleeper, even if the spells’ effects are directly witnessed: the room seems darker and spookier than it should, but (probably) not unnaturally so, or the guy behind the desk just seems to have a natural knack for multitasking and so on. Overall, spells of the Practice of Compelling are the most surreptitious of the magics used to directly affect the world, interacting with its people, places and things through the use of the Arcana alone.
Knowing magics reveal subtler information than those found within the Practice of Unveiling. While Unveiling imparts sensory knowledge, Knowing allows a willworker to delve into the lore of the Mysteries. By casting magics of the Practice of Knowing, a willworker can discern the health of a human soul, detect the presence of conscious thought or even learn the qualities of an unknown relic of sorcerous power. Such spells not only answer questions for the Awakened, but also help them to discover the right questions to ask. Such magics are equally useful to spies, investigators, socialites and warriors, bestowing awareness beyond the ken of ordinary thought. An important detail to note is that Knowing magics specifically do not bestow sensory information upon the mage. The Practice of Knowing deals in facts, not the senses. A mage who casts a Knowing spell simply acquires knowledge thereby, rather than perceiving phenomena that must then be analyzed. A mage doesn’t always understand what Knowing spells help her to learn, but she receives the information directly, without the need for interpretation. What she makes of that knowledge, however, is up to her.
Unveiling, almost always of covert Aspect, is one of the simplest classifications for new spells. If a mystic effect imparts sensory perception of the phenomenon in question to the mage, then it is an Unveiling effect. These magics include the revelation of Resonance, the ability to communicate directly with otherworldly beings and the like. Some Unveiling effects can be scaled up to Initiate level, allowing them to be cast upon others.
Given the fact that Unveiling magics reveal Resonance to mages, the spells of this Practice are probably some of the most useful in any mage’s repertoire. The importance of being able to perceive Resonance cannot be overstated. Such a sense enables a mage to detect the passing of other willworkers, to learn the specific “signature” of a spell and to otherwise discern the presence of otherworldly phenomena (or even just exceptional occurrences of mundane ones). And, as each Arcanum’s Mage Sight imparts a different sense for Resonance, there is a reason to learn each of them.
An initiate mage has started to be able to cast spells of more power. They learn three more types of spells they can cast.
Ruling magics are typically elementary manipulations that do not necessarily stray into the realm of obvious magic. Even the vulgar effects within the Practice of Ruling can usually be readily concealed from Sleepers, even when cast in their presence. (Provided, of course, that the casting willworker is able to exercise a bit of forethought and restraint.) With Ruling spells, a mage can accomplish basic feats that fall under the purview of an Arcanum: subtly sculpting basic forms of energy, imparting a few quick telepathic words of warning, nudging probability a few degrees in a desired direction. While a few Ruling spells create somewhat grander effects, these are the exception, rather than the rule.
The Practice of Shielding, which is almost always covert in its Aspect, is also quite simple and straightforward. If a magical effect protects the character, then the spell belongs to the Practice of Shielding. As a Disciple spell, a Shielding effect can be cast upon another target. Any mage who engages in combat on a regular basis (or who, because of position or even just paranoia, fears being attacked) has a use for Shielding spells. In fact, it’s doubtful that the Adamantine Arrow as an order could have survived to the modern day without the existence of the Practice of Shielding. Some of the most treasured of Artifacts and Imbued Items are enchanted with Shielding magics. Quite simply, no willworker with an ounce of good sense turns up her nose at the idea of a little extra protection.
Veiling effects conceal the phenomena encompassed by a given Arcanum, or use such phenomena to grant camouflage or concealment. At this level, the mage’s scope of effect is small and/or otherwise limited. In general, the larger or more complex the creature, place or thing to be affected, the more knowledge the mage needs in the appropriate Arcanum. In other words, it’s usually harder to cast Veiling spells on a moving car than on a stationary chair, and easier to cast them on a houseplant than on a human being.
A disciple mage has started to learn dangerous magic. Another three types of spell become available.
The Practice of Fraying is where the offensive magics truly begin. While some lesser hurts can be caused by magic before this point, Fraying is the least refined Practice almost wholly dedicated to the art of destruction. When used to directly inflict harm, Fraying spells more easily inflict minor injuries and are more likely to overwhelm and hurt than kill. (Indirect harm, however, can come in other forms; a mage using a Fraying effect to erode the welds holding part of a large jagged metal sculpture together, dropping it into the head of an attacker, will likely cause lethal damage, instead.) Of course, Fraying magics need not directly hurt anyone or anything. They can also be used to damage less tangible things (such as by hindering a subject’s chances of success at an endeavor or dissolving magical energy).
Perfecting effects are used in the process of refinement and, often, of mending. Essentially, spells intended to make a thing better (whether in terms of improving functionality or in terms of repair)usually belong to the Practice of Perfecting. While some Perfecting spells restore health (whether to corporeal entities or those of a more ephemeral nature), others mend broken objects, and still others expand upon the natural capabilities of creatures or things. In some respects, Perfecting magic is the opposite of that learned within the Practice of Fraying.
The Practice of Weaving tends to be the catchall for third-dot effects that don’t fit into either Fraying or Perfecting, or a more advanced application of a lower-dot Practice. In terms of mechanics, spells that alter capabilities or somehow otherwise change the function of a thing without fundamentally transforming the nature of that thing are Weaving spells. This is a broad definition, and can be a bit hard to adequately categorize, since there are so many things that Weaving effects can conceivably do.
An adept mage has an almost complete understanding of a type of magic. They learn two more types of spells.
Patterning is probably the most versatile of all of the 13 Practices. The effects of Patterning span a broad scope of possibilities. Patterning magics run the gamut: if a spell doesn’t create, destroy
or influence a phenomenon, then the spell is probably a Patterning effect. Patterning spells can alter phenomena between roughly related types, or redefine the parameters of said phenomena, sometime even into configurations not normally found within the Fallen World. Memories can be altered, inert materials changed in shape or quality or the flow of time itself made to skip forward suddenly or to cling to an individual, causing her to temporarily “lag” behind its normal flow. Such spells represent the greatest possible degree of facility in manipulating objects, entities or other phenomena without actually being able to create such things out of nothingness, or to reduce them to the same.
Unraveling magic is more than merely destructive — that is the province of the Practice of Fraying. What Fraying does with a blunt instrument, Unraveling does with a scalpel. Unraveling can work on a finer scale, creating nuanced forms of harm that don’t necessarily rely purely upon pure stopping power. Unraveling spells can hurt the knowledge or ability of others, or the capacity of a phenomenon, as well as simply inflict damage.
A master mage has complete knowledge of a type of magic. They learn the final two types of spells.
Note to people who have played the original game: Don't worry too much about the exact ratings for spells from the original game, we'll just go with the simplified ideas from above.
Spells from the Practice of Making give a willworker nearly godlike power. Such mages can craft phenomena out of nothing, and can generate things that otherwise cannot exist within the
rude confines of the Fallen World. Few Awakened in this age manage to attain this degree of knowledge and comprehension for any Arcanum.
Spells from the Practice of Unmaking are terrifying to behold. They eradicate matter, dissolve flesh and rend asunder the very threads of space and time. More destructive in a way than even the most powerful nuclear bomb, Unmaking effects cause things to completely cease to exist.