OOC
WORLD INFO
CHARACTER BASICS
CORE MECHANICS
INTERACTIONS
FACTIONS
Magic Origins
Characters can use magical abilities. How a character obtained their magic is up to the player.

Some ideas include:
  • Born with magic (innate magic)
  • Make a deal with a spirit, deity, or demon
  • Cursed by a witch or other magical creature
  • Use a spellbook, tome, scroll, or other magical artifact
Unlocking Spells
Spells are unlocked as characters complete normal roleplay activities. After finishing (and exiting) a thread, visit the Experience Claim to claim experience. Spells will be automatically updated as you progress.

Be sure to visit the Experience Claim as soon as you join to immediately unlock your first spell.
Passive Magic
Passive magic is used only to enhance your character's appearance (i.e. small flowers grow when walking, sparkling or glowing fur / eyes, wisps of smoke coming from the mouth, wings or gills that can become hidden, etc).
  • Does not need to be dice-rolled
  • Does not take up a spell slot (i.e. doesn't need fire spell to have smoke wisps)
  • Cannot cause harm or give a combat advantage to yourself or others.
  • Cannot give special effects (i.e. fire smoke wisps shouldn't make a character immune to fire).
Magic Effects
Spells can have various effects, such as inflicting damage, altering stats, or other special effects.
  • Each roll of a spell can be used for ONE action (ie 1 dodge, 1 damage, or 1 effect on 1 target).
  • Almost any spell can be used to dodge or block if you're creative.
  • Almost any spell can be used to inflict damage if you're creative.
  • Effects should only last 1 post or until the effect has been triggered - unless stated otherwise in the official description of the spell.
  • If more than one effect is listed in the spell description, only ONE effect should be used.
Many spells have pre-written special effects players can use. Using the prewritten effect is optional. Players can customize how their spells work! The descriptions are meant to be a starting point for creativity. Be sure to clearly state the intended effect when using a spell. If you're unsure if a special effect is allowed or falls under a specific spell, reach out to Staff in our discord.

How to Dice-Roll Spells
The stat type to use when dice-rolling a spell heavily depends on the situation and how the spell is being used. Some spells have a suggested stat to give players an idea of what to use. Regardless of what stat type is suggested: players should choose a stat type that is appropriate based on how they describe the spell being used (ie if Clone spell is being used to push an opponent, it would be Strength, but if the Clone is being used to confuse an opponent, it would be Charisma).

See the Combat page for more info on stat types and dice-rolling..
Spells
AIR ELEMENT
create and manipulate air, including wind, scents/aromas, air pressure, create storms, air temperature, etc
BANSHEE
Charisma
a high-pitched wail or ferocious battle-cry that instills momentary panic, fear, or temporary deafness in an opponent, making them susceptible to attack
  • -1 to opponent's next roll
  • +1 to your next Strength roll
BONE SPUR
Agility
create bone growths & spikes that can be expelled from the body as projectiles
  • Retain your spikes like a porcupine. +1 to your next block action using your body.
  • Retain your spikes like a porcupine. Deal 1 health to your opponent if their body touches yours (spikes will be expelled once the effect is triggered).
CALLOUS
Strength
harden skin and muscle. Used to prevent incoming damage or to inflict physical damage when using one's body
  • block an action that affects the body physically (does not block mental abilities).
CLAIRVOYANCE
Intellect
see into the past, present, and possible futures; gain knowledge of events beyond normal perception;
  • +1 to your next Intellect or Charisma roll
CLONE
Charisma / Strength
create a duplicate of oneself to confuse enemies, to temporarily take damage, or to aid in an attack. Clones must be within sight or sound of their creator
  • -1 to opponent's next roll
  • +1 to your next Strength roll if the Clone is assisting
EARTH ELEMENT
create and manipulate earth, including metals, gem creation, shifting earth between different solid or molten phases, etc; does not include manipulation of plants
ELECTRIC ELEMENT
create and manipulate electricity, including lightning, static shocks, magnetism, etc
EMPATHY
Charisma / Intellect
sense and manipulate the emotions of others;
  • can be cast on oneself or others to nullify the sensory or emotional effects of any mental spell
FIRE ELEMENT
create and manipulate fire, including heat-waves, temperature changes, etc; does not include manipulation of lightning
HEALING
Intellect
allows for the growth of tissue to heal wounds, illness, and ailments; healing spell is the only way a character can regain health during combat
  • Heal yourself or another character for 1 health
HIVE
Charisma
summon a horde of flying insects to do one's bidding
  • -1 to opponent's next roll (disorientate or distract the enemy)
HYPNOSIS
Charisma
allows the caster to give a SIMPLE mental or verbal command (limited to a few words) that is irresistible to follow; subtle commands often go unnoticed by the victim, but commands that are against the victim's nature will be noticed and short-lived
  • command a target not to act. prevents the target from moving or making 1 of their dice-rolls on their next turn
  • -1 to opponent's next roll if the command would hinder that action
ILLUSION
Charisma
create illusions that can affect any of the 5 senses, confusing enemies and allowing for covert action, diversions, or surprise attacks
  • -1 to opponent's next roll
INK
create and manipulate a dark liquid material that can be used in various ways (blinding, slippery, distracting, etc)
  • -1 to opponent's next roll
LIGHT ELEMENT
create and manipulate light and shadows, create a beam of intense light(heat) or intense darkness (cold); allows for temporary invisibility
MIMIC
allows the user to copy a spell from an opponent instead of using one of their own spells. However, each copied spell can only be rolled successfully one time. Use your own stat level when rolling and the stat type will be based on the spell being copied.
MORPH
Strength / Agility
shapeshift into another animal or object; Increases a stat based on form and size (relative to the character's normal size);
  • Large form gives +1 to your next 3 Strength rolls, must be non-magic
  • Small form gives +1 to your next 3 Agility rolls, must be non-magic
NECROMANCY
Charisma
summon spirits and dead animals to do one's bidding; can be used to gain information, to distract or confuse enemies; spirits seem to have an unnerving effect on even the most hardened of opponents.
  • -1 to opponent's next roll (they are unnerved by the ghosts or living-dead!)
  • +1 your next intellect roll (the summoned spirit gives you vital information to assist with your action)
RECLAMATION
Intellect
steal an opponent’s magical energy
  • -1 to opponent's next roll that uses magic AND +1 to your next roll that uses magic
SEED
manipulation of plants; cause plants to grow, die, and move at will; create plant tendrils that can be used in battle to attack, aid, or hinder opponents
SHEPHERD
Charisma
summon an animal or group of small animals to do one's bidding; can be used to gain information, attack, or confuse opponents
SHIELD
Strength
create an energy-shield around the user or a target to temporarily block any attacks or spells directed toward the user/target; shields can also be used as physical objects to step on, bash into things, or carry objects
  • blocks the next successful attack/spell directed at the shield or can be used as a dodge
SHRINK
Agility
shrink down to half of one’s normal size, becoming denser and less susceptible to damage or allowing the user to be less noticeable when sneaking or hiding; also makes the user more difficult to hit (since they are a smaller target);
  • Absorb a hit without taking damage (used as a dodge)
  • +1 your next stealthy action or trespass roll
SIREN SONG
Charisma
allows the caster to use their voice to appear non-threatening and luring; can be used against prey to mimic animal calls, or to mimic the voice of other characters to lure, disorient, or confuse enemies; can be used to comfort, aid in escape, or to attack
  • Temporarily stop an opponent from attacking for 1 dice-roll
  • -1 to opponent's next two dice-rolls (disoriented)
SPECTER
temporarily enter a ghost-like state for up to 5 posts. Character must follow all ghost guidelines while in this state. Cannot be rerolled until the ghost state has ended.
  • +1 to any stealth-related activities while in a ghost-like state
  • +1 to any roll against another ghost / or character in a ghost-like state
TELEKINESIS
Strength / Agility
move objects with the power of the mind; can be used to throw or push an opponent up to 10 feet, or to move/throw objects at an opponent
TELEPATHY
Charisma
communicate via non-verbal thoughts; be able to read the thoughts of others, when rolled successfully; thoughts must be clearly stated in a post; can be used as an attack by creating a psychic blast, creating a painful, intense mental pain that makes speech and decision making difficult for up to 2 posts
  • -1 to opponents Charisma rolls for 2 posts (mentally fatigued or confused)
  • Opponent unable to speak for 2 posts (mentally fatigued or confused)
TELEPORT
Agility
bend space-time in order to teleport oneself, others, or objects to another location, up to 15 feet away; generally, there is a ‘shimmer’ of light and a fizzing noise before a teleport completes; teleportation typically takes 1-2 seconds to travel; the caster must be able to see the destination and the target they wish to teleport
VAMPIRE
Intellect
become stronger by consuming or being in contact with blood; only works if the user has come into contact with blood
  • +1 health (healed using the blood of a friend or enemy)
  • +2 to all dice-rolls for the next 2 posts. Cannot be re-rolled until those 2 posts end.
VENOM
Intellect
create a toxin or pheromone to affect oneself or others; toxins can be released through the air, physical contact, or via saliva/bite; the effect of the toxin is up to the user, but can only last for 1 post; the effect must be clearly stated
VERITAS
Charisma / Intellect
determine truth from lies or grant a higher perception of reality. Does not allow a character to know an exact truth, only that a lie existed.
  • +1 Charisma for 2 posts
  • +1 Intellect for 2 posts
  • See through 1 lie used in a previous post
VIBRATION
Strength / Agility
create earthquake-like vibrations to create shock-waves to injure or disorient enemies; vibrations can be directed in focused beams for precision or spread over a large area
  • -1 to opponent's next 2 Agility rolls (unstable ground)
VOID
create small inter-dimensional pockets to break down matter; can be used to destabilize the environment or surroundings to cause damage or injury to an opponent (or aid oneself); can create void-balls, which can be hurled at an opponent to cause damage - many describe contact with these void-balls as an immeasurable pain, removing fur, scales, and burning flesh upon contact
WATER ELEMENT
create and manipulate water, including ice, fog, cloud formation, water crystals, water temperature, etc
WEB
create and manipulate web-like material for various uses, can be sticky or strong to trap enemies, carry items, or cover wounds
  • +1 to capture/kidnapping score (restrained by the web)
  • -1 to opponent's next Agility roll



Advanced Spells
A character can unlock one of these spells after unlocking 7 normal spells (premium account spells do not qualify). These spells have unique effects that may not follow the 'rules' of our normal spells. Please read these carefully. When using one of these, an OOC note must be added stating the ability is being used. These must be dice-rolled using the stat type listed.

TRIPLE THREAT
Agility
Use 1 dice-roll to affect up to 3 targets with an identical action. Limited to twice per thread.
SURE STRIKE
Agility
The next dice-rolled ability automatically succeeds and cannot be blocked. Limited to twice per thread
DEATH SURGE
Strength
When 3 health or below, all dice-rolls have +1. Limited to once per thread (effect lasts until the end of the thread).
OVERCHARGE
Strength
Successful injury rolls deal 2 damage instead of 1, for the next 3 posts. Limited to twice per thread.
MASS HEALING
Intellect
Use 1 dice-roll to heal up to 3 targets, for 3 health each. Requires a healing spell dice-roll. Limited to once per thread.
LIFE TRANSFER
Intellect
Transfer up to 5 of your health to a single target of choice. Limited to once per thread.
DISRUPTION
Charisma
Block all magic during the next 5 posts, including yourself. Can be used as an immediate dodge (if successful). Limited to once per thread
SANCTUARY
Charisma
Cannot be injured or negatively affected (can be restrained) but cannot deal injury or negative effects for the next 3 posts. Non-injuring effects are exempt. Limited to once per thread.