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Promised Land

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Magic Files are important to the game since every mortal character born in Eleusia and true to the gods receives magic. Being the City of the Gods allows Eleusians some luxuries over the rest of the ancient world. Where most cities have a healer, an oracle, and maybe one magician, every single native Eleusian is infused with the power to work magic. Of course, the magic is linked to both a lifestyle and a God, and therefore, each Eleusian is only capable of having one of two magical forces dedicated to the God.

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Aerial

Aerial (Ranged Weapon): Magic of elemental air. Dedicated to the God Hermes.
1) Adaptive Lungs (Automatic): The aerialist first learns to adapt to the various gases. As such, she can breathe any gas as if it were oxygen. This includes poison gas, and thus, gives immunity to it. This does require some kind of gas, a vacuum is still deadly.
2) Whispering Wind: The wind travels the world and hears much. The aerialist learns to talk to the wind and learn what she may. This information is usually fleeting, as wind is constantly on the move.
3) Airy Summons: Knowing the language of the wind, the aerialist knows how to bend it to her will. She can cause winds to rise or disperse, as well as freshen stale air. This ability can also be used effectively to enhancing gliding and flying abilities.
4) Stairway to Heaven: By being in tune with the air around her, the aerialist is able to walk on air. She can climb up or down, or just travel in a straight line. The only requirement is to maintain motion. If she stops, the air quickly grows weak and will drop the aerialist.
5) Airy Control: The aerialist's control sharpens to the degree where she can form semi-solid constructs. Crushing fists, cutting winds and the like are all possible. Air shields can also slow down - if not stop - projectiles.

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AGILITY

Agility (Dodge): The magic of graceful and speedy movement. Dedicated to the Goddess Artemis.
1) Agile Reflexes (Automatic): By working with her reflexes, the agilicist becomes more fluid in her actions. Her dexterity is considered one factor better than normal.
2) Dual Motion: Harnessing her personal speed, the agilicist can perform actions in half the normal time required for a limited period. This usually corresponds to an extra action in combat, but also allows for quick sprints and small tasks.
3) Cat's Agility: Being familiar with her inner balance, the agilicist finds it easy to keep it. She can walk across shaking tightropes, run on an icy surface or resist vertigo. In fact, she will rarely fall over if she does not wish it. This also allows the agilicist to soften the blow when she does in fact fall from a height, rolling and twisting to find the best landing position.
4) Agile Disruption: After learning her own balance, the agilicist learns to notice another's inner balance and how to disrupt it. With but a touch, she can force someone to lose their balance and fall. This can be quite deadly when combined with a height of some sort.
5) Agile Redirection: Combining her own balance and the balance of others, the agilicist can redirect attacks against herself to hit another person instead. This can only be used on physical combat, projectiles can only be avoided. The number of attacks has no bearing, but the agilicist must concentrate solely on performing Agile Redirection.

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ANIMUS

Animus (Instincts): Natural beasts obey this animal magic. Dedicated to the Goddess Artemis.
1) Beast Talk (Automatic): Using grunts, whistles, gestures and the like, the animalist can communicate with basic animals. They have no obligation to be cooperative, but for the most part, animals tend to be receptive. This also allows her to talk to moonbeasts in their animal forms.
2) Beast Summons: The animalist now understands animals to the level where she can communicate at the mental level. By using this ability, she can summon animals from afar. Again, they are not obligated to obey commands, but they will answer the call as something imperative.
3) Beast Command: At this point, animals may be commanded to obey the animalist's will. While normal animals will not commit suicide, they are usually not aware of things that a more sentient being would know cause death. Any number of animals can be commanded, but only one command can be given at a time. Complicated commands may confuse the animal if not broken into steps.
4) Beastly Possession: The animalist can occupy the mind of an animal, and now act in the capacity of it's controller. Sensory input is transferred, and the animalist controls all aspects of the animal. Unless in mortal danger, her own body will go mostly ignored while concentrating on the possession.
5) Sympathetics: The animalist can now bring the animal into herself. By linking her mind to another animal, she can take on the attributes of it. She could gain the speed of a cheetah, the acrobatic skills of a monkey or the swimming ability of a fish. Note that unless she has some way to duplicate the required physical attributes for an ability (such as a bird's wings), that portion would not be very useful. The animal must be relatively nearby when the link begins.

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AQUATICS

Aquatics (Survival): Magic of elemental water. Dedicated to the God Poseidon.
1) Water's Gift (Automatic): The aquatic is one with water. She can extract oxygen to breathe from water, akin to fish, and cannot drown unless the water lacks oxygen. The aquatic also finds swimming to be second nature.
2) Watery Tome: Water remembers the reflections cast onto it, and the aquatic learns to read these images after the original objects have departed. This conveys no sound, only images. There is no time limit, but the images show at the same speed as they happened.
3) Diviner's Rod: The aquatic learns to sense water and exert some control over it. Most commonly used to sense water aquifers below, the aquatic urges the water to seep upwards to the surface. To a lesser extent, it can also be used to move water within containers and sense other sources of water.
4) Watery Grave: Her control of water expands to allow her to create solid water. Common uses range from prison bubbles, transport for friends and walls. This level also allows her to remove oxygen from water into a gaseous form. Solid water only exists as long as the aquatic concentrates.
5) Waterform: The aquatic learns how to manipulate the water within her own body, which makes up the majority of it. She can assume the form of water, and utilize her other powers to control herself. She can flow through the smallest cracks, travel at great speed through bodies of water and extinguish flames. While she cannot control which phase she is in (gas, liquid or solid), she can control herself if the environment shifts her to one or more. Ingesting an aquatic in waterform can be very self-destuctive.

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ARTIFICE

Artifice (Lore): The ancient art of magical item creation. Dedicated to the God Hephaestus. Note: This magic is not a quick one, usually taking anywhere from a few days to a few months to create enchanted items. Also, the artificier can only enchant items to the same level of skill that she possesses in this magic.
1) Recharge (Automatic): By simply holding a enchanted item, the artificier can recharge the enchantment. She uses her own magical potence to invest the item with additional uses or a longer effect.
2) Simple Use: The artificier can create simple potions and similar one-shot items. The artificier must be able to duplicate the particular effect with her own abilities. For example, she can only make love potions if she has the magic of Emotion. The use must be very specific (ie, the love potion must target a specific person as the love interest), and works only once. They cannot be recharged, only re-made.
3) Investment: This level of power allows the artificier to create more complex magical items with multiple charges. Only one power may be invested, but it can be more general and have multiple uses. The power is limited to a given number of charges, but may be recharged. The artificier still must know the magic invested.
4) Cooperation: By gaining the assistance of another, the artificier can invest an item with a power that they know instead. The assistant must be willing, and work closely with the artificier during the creation process.
5) Permanence: At this point, the artificier can create more lasting items. These items have a continual effect, rather than charges. A single enchantment will last eternally, and usually has a specific use or effect. These items can also be granted rudimentary intelligence on an instinct level.

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BODYSHAPING

Bodyshaping: (Crafting) A magic of self change. Dedicated to the God Dionysus.
1) Cosmetic Appearance (Automatic): The bodyshaper is able to make cosmetic changes to her flesh with just a touch. Cheekbones can be raised, crooked noses can be straightened and eye color can be shifted. The bodyshaper is still recognizable as herself, or at best, a close relative.
2) Duplication: The bodyshaper learns to make more significant changes to herself. She needs some basis to work of off, either another person or a sculpture. While touching is not required, it makes it easier to duplicate.
3) Living Weapon: By hardening her flesh and shifting her bones, the bodycrafter can form weapons out of her own flesh. While swords are most common, maces, axes and other melee weapons can be constructed. The bodycrafter can construct projectile weapons as well, but when the missile leaves her body, it will cause injury from the lack of body mass.
4) Beastly Seeming: After studying homid physiology, the bodycrafter learns to assume the forms of animals. They must study the animal they wish to assume the form of, so most bodycrafters only know a few, at best. The bodycrafter gains all the abilities of the creature, save any that rely on other powers.
5) Absorbtion: The bodycrafter learns to meld items into her own body. While this does not protect her from materials that are dangerous to her health, she can make pretty much any non-living object a part of her to use in bulking up or even just for storage. The materials can be shifted around inside her body without harm. Note that while she can absorb weapons used against her, they will still injure on the initial hit.

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DREAM

Dream (Awareness): The land of sleep is explored in this magic. Dedicated to the God Dionysus.
1) Sweet Dreams (Automatic): The dreamer first learns the control of her own dreams, and finds her sleep to be restive. She is always aware of when she is dreaming, and can end any dream she does not care to participate in. Nightmares only exist in her mind if she chooses it.
2) Voyeurism: The dreamer begins to be able to sense the dreams of others, and can watch them as an impartial third party. She cannot affect it in any way, but can experience it just like the dreamer. This can be useful to detect the other uses of this power, or to learn that which the person wishes or has experienced.
3) Waking Dream: At this point, the dreamer begins to learn to manipulate the dreams of others. By watching another's dream, she can select one particular element to bring to life while they are awake. Only the target will see this, and will appear real to them if it is theoretically possible. The dreamer has rudimentary control, but the element will act as it did in the dream. It cannot do physical damage or affect the waking world in any way.
4) Dreampilot: The dreamer can now direct the dreams of someone. While she cannot create new dreams, she can twist and control existing ones to suit her needs. She can also appear in them herself as an element of the dream. While nobody can actually perish in their dreams, their lives can be made quite difficult.
5) Dreamlands: By sampling the dreams of all those in the area, the dreamer can create a dream-like version of the waking world. She can walk about in it to explore places she has not nor cannot visit on her own. She can move around at the speed of thought within this world, but does not actually physically move. Only those places where people have been can be discovered - a hidden cave never touched by life would not exist in the dreamlands.

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EMOTION

Emotion (Empathy): The heart's feelings fall under the sway of this magic. Dedicated to the Goddess Aphrodite.
1) Self Control (Automatic): The empath first learns to control her own emotions. Empaths very rarely fly off the handle or make emotional outbursts. This isn't to say she is cold-hearted. Rather, she can ignore her emotions whenever she wishes.
2) Heart's Shout: The empath learns to manipulate the emotions of others by amplification. She can cause someone to feel their current emotional state tenfold. Suddenly feeling sadness at a factor of ten can be disheartening. The emotion must already exist, and the empath cannot choose which emotion is being amplified.
3) Heart's Memory: Now the empath can cause a particular emotion to manifest in a person. The person must have experienced the emotion in their life, for the empath causes it to re-appear. So, causing lust in a two year old child would be extremely unlikely, but happiness in a ninety year old would be easy. Only emotion can be targetted at a time.
4) Confusion: By this level, the empath can manipulate more than one emotion at a time. By choosing conflicting emotions, the empath can cause extreme confusion. This usually results in indecision, but canalso cause temporary insanity in some cases.
5) Group Mentality: The empath has mastered the control of one target, she now can affect more than one person. As many people that are within eyesight of her may have their emotions simultaniously affected. This could lead to anything from a debauched sex craze to a bloody melee, if the correct emotions are toyed with.

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FLIGHT

Flight (Athletics): To soar like eagles requires this magic. Dedicated to the God Hermes. Note: Users of this ability will begin to grow wings if they do not possess them already. Although the magic is the propelling motion, it needs some basis for use.
1) Glide (Automatic): By spreading her wings, the flier can achieve a gliding motion from a height. Upward lift is impossible without updrafts, but banking and dives are easy. Maneuverability is difficult, and is limited to advanced planning.
2) Flying: The flier learns to achieve self-flight on her own. Upward motion is possible with a horizontal element, as well as basic combat manuevers. Continual motion is required, and air currents can either help or hinder.
3) Hover: With a slow flapping of wings, the flier can now hover in place in the air. This allows for direct upward movement, and more complex motions.
4) Maneuverability: At this point, the flier has full three dimensional motion and awareness. Manuevers and trajectories can change in the blink of an eye, and she can stop on a dime. Inertia holds no sway over her flight if she does not wish it.
5) Supersonics: After the flier learns to control her directional velocity, she learns to increase her speed velocity. Able to achieve Mach speeds, she can cause a deafening boom as she breaks the sound barrier. The speeds she can achieve cannot be matched on land by any creature. Her maneuverability remains, and aerial combat between two masters of this magic are almost faster than the eye can follow.

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HEALING

Healing (Medicine): To repair the body, this magic is called upon. Dedicated to the God Apollo.
1) Biofeedback (Automatic): Before learning to heal others, the healer learns to control her own body through her bloodstream. She can move her own blood around to accelerate the healing of wounds or to isolate poisons. If she knows exactly where a blow will strike, she can also shift the blood to soften the blow.
2) First Aid: After learning to heal herself, the healer begins to extend her knowledge to helping others. With a touch, she can share her own energies to increase the rate of healing on another. The healing ranges from cuts, bruises, burns and other minor injuries.
3) Poison Purge: Extending her control of another's healing process, the healer can isolate specific elements within the body. Typically poison, it can also remove other specific fluids. This fluid is typically secreted out of the patient's skin without further harm.
4) Disease Bane: The healer begins to learn to discern what is correct within her patient's body, and can remove aberrations. Most commonly used against disease and infection, it can also remove such things as arrowhead fragments. The alien materials are broken down and neutralized to be passed normally.
5) Regeneration: By learning what is correct in a body, the healer can now learn what is missing. By stimulating the healing of the body to incredible levels, the patient can grow back any missing body parts they were born with. This will not help if a patient was born without an arm, for example. The missing part will function as perfectly as it originally did.

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ILLUSION

Illusion (Subterfuge): The magic of what could be, not what is. Dedicated to the Goddess Hestia.
1) Clear Vision (Automatic): An illusionist has the ability to sense the illusions of others. They are rarely taken in by illusions unless they so wish it. Ie, a very ugly man making himself look better.
2) Simple Deception: The illusionist begins by creating static illusions. They cannot move, and pass for real objects under casual observation. However, they are quite obviously not solid, and anyone who studies one will notice they can see through it.
3) Invisibilty: The illusionist begins to study complete control of sensory input, beginning with herself and editting out the ones she does not need. This basically allows for complete invisibility. Usually, all five senses are affected, but the illusionist can choose to leave sight, but still be able to talk to others.
4) Self Deception: After learning to mute attributes, the illusionist learns to add and edit them. At this point, the illusionist must be at the center of the illusion created. It is most commonly used to disguise, but may also be used to intimidate or confuse. Not only can the illusionist appear as another person, she can also appear as other objects such as trees, rocks and animals. The illusions will hold up to normal contact as solid, but if someone were to attempt to use the new form as normally intended, there could be problems.
5) Deceptive Reality: The illusionist now controls how people perceive reality in the local area. She can use earlier powers on others, and also affect the landscape. For some reason, illusionary objects act as real objects in most cases, as long as the illusionist is fully familiar with how the object is normally made. So an illusionist who has watched blacksmiths at work might be able to create a very believable sword, but might fail miserably at creating a waterclock. Note that highly improbable illusions (burning water, for example) are easily disbelieved, and thus are easily banished. The victim of this power who is 'killed' by an illusion will die in their own mind, not by the illusionary wounds.

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MIGHT

Might (Brawl): This magic enhances brute strength. Dedicated to the God Ares.
1) Mighty Blessing (Automatic): The mightor has trained to enhance her strength to the point where her strength is always considered one factor better than normal.
2) Mighty Lift: The mightor is able to sense the centerpoint of any object and lift the object as if she were lifting at this point. She is under her normal strength restrictions, but now is able to lift an object from a poor angle or bad leverage as if she had the best.
3) Mighty Leap: By concentrating her strength into her legs, the mightor can build for prodigious leaps and bounds. She can also survive the landing, assuming she lands on a stable and somewhat flat object. General range is about one hundred feet both horizontally and/or vertically per factor of success.
4) Mighty Reversal: The mightor begins to control her balance of kinetic energy. She can take any blow against herself and focus it into her next feat of strength, including attacks during combat. Note that the mightor must actually take the hit (dodges or armor absorbtion does not count), and this does nothing to actually prevent any injury gained. This energy can only be stored for a short period before it begins to disperse itself.
5) Mighty Blow: The control of her personal kinetic energy complete, the mightor can now project it away from herself. This is usually used as an attack, where the mightor punches from a distance. The energy must be in a straight line, but may be combined with another level of this power. For example, a falling mightor can direct her Mighty Leap against the ground below before actually hitting it and jumping to safety. The range is not limited, but tends to loose effectiveness the further away the intended target is from melee combat range.

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NAMES

Names (Languages): Names hold power - and this magic uses them. Dedicated to the trio of Goddesses, the Fates.
1) Visitor's Gift (Automatic): The namer first learns to become familiar with those around her. She can sense that which a person is most comfortable being called. This is never someone's true name, except in very rare situations. It usually manifests as a nickname or title.
2) Rune's Blessing: The namer learns to name simple objects. By writing the ancient rune of that name upon the object, she is able to strengthen the object in its primary purpose. A sword may cause greater injury, or a spyglass see farther. Living objects are not affected by this, and objects with many purposes or vague purposes may have no visible effect.
3) Strings: The namer learns the relationships between each person on the steps toward learning their true names. By concentrating, she can sense mystical threads linking people to that which is considered important to them. Usually, she will only detect about a dozen threads leading from a person, but especially important personages may be the endpoint of hundreds of threads.
4) Revealing Name: The namer can study the threads of life and discern the true name of any person or object. Knowing the name itself does not give any power over it, but may be used for both Rune's Blessing and Reality's Amnesia. Demonologists are also known to seek out this level of power so as to control more demons.
5) Reality's Amnesia: The namer can now reach out and cut the threads connecting people by affecting their true names. With careful trimming, she can make cause someone to become completely adrift in reality. Nobody will remember the person, and will rationalize actions they took as being natural events or having been done by others. Some namers have been known to use this on themselves, to achieve new lives.

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NECROMANCY

Necromancy (Occult): This magic deals with the dead and near-dead. Dedicated to the God Hades.
1) Ghostly Sight (Automatic): The necromancer always senses ghosts in the vicinity, and can sense whether it is a true ghost, poltergiest, or any other entity of the grave. Communication is also possible, assuming there is a common language.
2) Death's Study: The necromancer learns to study cadavers in such a way that facts about their life just before dying (including cause of death) can be discerned. If their ghost is nearby, other information may be determined by communicating with it.
3) Death's Release: The necromancer learns that which repels ghosts, and can use this to banish ghosts from the immediate area. Ghosts who attempt to enter anyway will find it difficult to do so.
4) Death's Command: By learning that which attracts ghosts, the necromancer may force a ghost to do her bidding. While the ghost will not wantonly destroy itself, it will use all the powers at its disposal to achieve the task assigned.
5) Living Dead: Knowing the motives and abilities of the detached soul, the necromancer can animate a recently dead corpse to serve her. The corpse will lack intelligence and speed, but is blindly loyal. The necromancer may also use Death's Command to animate the zombie with an actual ghost.

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PROTECTION

Protection (Intimidation): The magic of damage prevention. Dedicated to the God Hephaestus.
1) Tough Hide (Automatic): By working with the denisty of her skin, the protector can resist injury better. In all cases where damage is done, her stamina is considered one factor better than normal.
2) Protective Armor: The protector works at adjusting the density of the area close to her body. This allows her to generate a hardened shell around her entire body by affecting the air or liquid around her.
3) Attacker's Bane: Those who know a protector has progressed to this level are loathe to strike her physically. By adjusting the local density around her, the protector creates small invisible bristles to surround her body. A bodily attack upon the protector will cause injury to the attacker as well. Melee and projectile weapons are not affected.
4) Tactical Advantage: Protecting oneself is also accomplished by taking advantage of the terrain and using it. The protector takes advantage of this, and finds the perfect location to defend herself. Density control allows her to force attackers to come one at a time, and from the front by manipulating the terrain conditions. Again, this does not affect projectiles.
5) Incorporeal Defence: By concentrating, the protector can affect her entire body's density. She becomes completely intangible, but still visible - albeit faintly. Objects pass through her as long as she concentrates on maintaining this state. Protectors must be careful when releasing their concentration, so as to not materialize on another object.

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PYRICS

Pyrics (Alchemy): Magic of elemental fire. Dedicated to the God Hades.
1) Fire's Blessing (Automatic): The pyric is a friend to fire, and as such, will come to no harm from it. Effectively immune to flames, burning and heat, she is not immune to side effects, such as lack of oxygen in small places.
2) Command Flame: The pyric learns to coax flame to do her will. The fire must already exist, but the pyric can cause it to move, take new shapes or disperse. The fire still requires fuel to exist.
3) Coax Spark: The pyric can summon small sparks of flame from the realm of fire. This spark can be used to light fires and burn fuels. Once summoned, it can be controlled with the previous level of this power.
4) Spontanious Combustion: The pyric now learns to ignite herself with a lambent flame. This flame has no need for fuel other than oxygen to burn. The pyric cannot project this flame, but can grapple others or touch fuels to light them. It also works as a very useful source of light and intimidation.
5) Firebolt: By gathering a small ball of flame in her hand, the pyric can use this as a projectile weapon. The flame is hurled at a target, growing to the size of a large pumpkin before hitting the target. The flame requires no fuel to burn until hitting the target.

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SENSES

Senses (Alertness): The magic of preternatural awareness. Dedicated to the Goddess Aphrodite.
1) Sensory Enhancement (Automatic): By concentrating, the sensor can 'tweak' their senses to some degree. All five senses are affected, and allows for such things as seeing farther distances, tasting the individual ingredients of favorite meals or being able to feel the difference between grades of silk.
2) Soulsight: The sensor learns to concentrate her vision on one person, detecting the mystical halo surrounding all beings. While the sensor perceives these as colors, she is able to make connections in her mind that describe what they may mean and how they relate.
3) Sensory Shift: At this point, the sensor discovers how to shift her senses outside the normal ranges. She can see infrared and ultraviolet, hear subsonic and supersonic ranges, ignore heat or cold (but not prevent injury from such) or scent the difference between twin sisters. As such, the sensor can also ignore input from different senses by shifting her senses into a different range.
4) Clairvoyance: The sensor learns to project her senses beyond herself. The sensor can view any location she is familiar with, and utilize all of her senses. She cannot move her viewpoint to another area unless she stops concentrating and attempts it again from the new viewpoint. The other uses of this power can be used in conjunction with Clairvoyance. Note that the sensor will be completely unaware of her physical location until she stops concentrating on the distant point.
5) Astral Body: The sensor can now leave her physical body behind to travel the world as an invisible being of sensory input. Similar to the previous level, but allowing motion, the sensor is also aware of her physical location in a general sort of way. The sensor may also use any other power that requires line-of-sight or similar targetting, but cannot use a power that requires her physical presence (ie, something that needs a voice to activate).

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SHADOWCASTING

Shadowcasting (Stealth): In darkness this magic lies, dealing with the shadows. Dedicated to the Goddess Persephone.
1) Shadow's Comfort (Automatic): The shadowcaster first learns to act in shadows and be comfortable. Sight within shadows is not impaired, as long as there is ambient light somewhere nearby, akin to cat's eyes. As such, stealthy actions in a shadowy area is easier for the shadowcaster.
2) Shadowmold: The shadowcaster learns to adjust the shadows in her area. They can be increased to near total darkness, or dimmed to almost nothingness. They can also disobey the normal laws of light, and move beyond their normal range or take abnormal shapes.
3) Shadow Genesis: At this step, the shadowcaster can create shadows out of nothing, and give them a solid form. While physically flimsy (one blow will usually destory one), they can affect others and attack. They exist only so long as the shadowcaster concentrates solely on their existance and actions.
4) Shadowjoin: By summoning or molding shadows, the shadowcaster can become one with the shadow. She is virtually invisible in darkness, and can slip under doors and through cracks. Light will cause injury to a shadowcaster in this form.
5) Shadowwalk: The shadowcaster learns the secrets of the shadow realms, where all shadows join. She can reach into one shadow and cause her hand to emerge from another. She can also completely step into one and out of another. Shadowcasters have learned to be very familiar with the destination, random jumps sometime result in them never being heard from again.

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SONICS

Sonics (Performance): Sound is a powerful tool when combined with this magic. Dedicated to the God Apollo.
1) Mimicry (Automatic): The sonicist can duplicate anything they've heard with uncanny accuracy. While this allows the user to duplicate other languages and the like, she does not gain any understanding of what is being duplicated.
2) Supress: The sonicist begins to learn how to remove sounds from the environment. At this level, sound is supressed in the area, such that as long as she wishes, sound is muted below audible levels. Soundwaves are terminated as well, and this serves as an effective defense against levels higher.
3) Amplify: Now the sonicist learns to take sounds and amplify them. Whispers become shouts, and shouts can be heard miles away. The sonicist can also selectively amplify and supress, amplifying only sounds in one direction.
4) Stunning Shout: The sonicist combines her own voice with Amplify to cause her voice to act like a sonic stun weapon. While not doing actual damage, it disorients and makes concentration difficult. Victims of this shout will have trouble hearing for some time afterwards.
5) Beansidhe Wail: The vocal weapon now becomes more deadly, being able to shatter eardrums and fragile objects. Glass cracks, ears bleed and souffles do more than deflate. In most cases, this will make most beings deaf for life and cause great pain. By utilizing lower levels of this power, the sonicist can also selectively target.

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SOVEREIGNTY

Sovereignty (Etiquette): Noble magic of command. Dedicated to the Goddess Hera.
1) Noble Bearing (Automatic): Those sovereigns who begin on this path exudes a sense of nobility. It is harder to make her look foolish, and people subconsciously defer to the sovereign in the absence of an 'official' leader. There is a drawback, as the general populace will expect more from her.
2) Polite Request: The sovereign learns to make her commands be obeyed. She can make simple requests of someone, and they will obey it as best they can. These requests must be obvious and easy to understand. Commands may not work if they are overly long, have multiple parts or go against the target's since of morality.
3) Geas: Learning more of command, the sovereign can now give complex commands, and expect them to be obeyed. Typically, this is in the form of a quest, but not neccesarily. As part of the command, there must also be a statement as to what occurs when the command is disobeyed. A particular person may only be under one Geas at a time.
4) Courtly Summons: The sovereign's arm of command extends to the point where she may summon others to her presence. By issuing a verbal summons, the person being summoned will seek to join the sovereign in due haste. The summons must include the person being summoned by name, and a short explanation for the summons that the summoned will be made aware of. It does not necessarily have to be the truth.
5) Majestic Presence: The sovereign's command and bearing extends to include all who behold her. Those in her presence find it difficult to do her wrong or cause problems. Attacking her would be virtually unthinkable. Those under its spell will instantly know if they are displeasing the sovereign and act to rectify the situation if they can.

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TACTICS

Tactics (Leadership): The magic of successful war and seige. Dedicated to the Goddess Athena.
1) Morale (Automatic): The tactician is a natural leader, and is seen as such. Those under her command find her to be an expert, and trust her with their lives. Very rarely will any in her command during combat desert or flee from battle - she is seen as their best hope of survival and victory.
2) Compliments: The tactician is fully aware of the abilities of those she commands, and knows how to combine them effectively. Simply by analizing the situation, she can command her followers to achieve maximum effectiveness through teamwork. If they follow their commands to the letter, the tactician will rarely lose a battle unless against impossible odds or surprised.
3) Reconnesance: The tactician becomes the perfect spy, and will always be aware of the combat situation she is involved in. She cannot be surprised, and will be aware of ambushes well before they occur. On the flip side, this also allows her to create the perfect ambush, herself.
4) New Recruits: The power of her leadership is so overwhelming, the tactician attracts loyal followers like a bear to honey. This usually takes the form of local residents, but has been known to cause foes to switch sides in the middle of battle on a few occasions. These recruits will be basically competant in war, and will take to training easily.
5) Successful Campaign: The power every general envies or possesses herself, this power almost assures success in war. Those under the tactician's command never seem to run out of food or pure water, even in the worst seiges, as their supplies seem to multiply in times of need. They also rarely grow weary, with a mere hour of sleep serving as a night's rest. Arrows never run out, nor does fuel for the fires. Morale will never fail, as long as the tactician remains alive and visible to those under her leadership.

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TELEKINETICS

Telekinetics (Science): The magic to move the world with the mind. Dedicated to the Goddess Athena.
1) Slowfall (Automatic): The initial level of this power allows the telekinetic to prevent dangerous velocities in herself. Most commonly used to slow a fall to survivable levels, it will also prevent forceful travel in any other direction besides down. This does not affect dangerous velocities which are directed her way.
2) Push: The telekinetic can move things horizontally at this level, objects can be pushed off into other objects or off a shelf. There is no control of vertical motion, but objects pushed over an open space will fall. Velocity is not dangerous at this level, but can be effective nonetheless.
3) Lift: By concentrating, the telekinetic can lift things directly up, or in diagonals with the combination of the previous level. Direct vertical lift is slow, thanks to gravity, but falls can be increased. While this can perform limited flight, it is more akin to levitation and lacks manueverability.
4) Kinetic Loss: The telekinetic can, rather than push on objects, steal their kinetic energy. Arrows halt forward motion, and rolling wheels lock up. In the arrow example, the arrow would not resume forward motion when this power expires, but rather fall due to gravity. Only one object can be affected at a time.
5) Kinetic Reverse: The telekinetic controls the energy to the point where complete reversal of motion is possible. Crossbow bolts immediately stop and speed back toward the archer. Falling objects suddenly shoot up into the air instead. The telekinetic can choose either to affect one object, or affect a general radius of all objects in her presence.

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TELEPATHY

Telepathy (Enigmas): The mind is the playground of this magic. Dedicated to the Goddess Hera.
1) Self Awareness (Automatic): The telepath first learns to use her own mind and control it. The beginning telepath is aware of that which is her own mind and that which is anothers. Useful when affecting the minds of others, it also allows the telepath to detect when another has entered her own mind or is affecting it in some way out of the ordinary.
2) Mindtalk: The projection of the mind begins. The telepath can now 'throw' her thoughts to allow for mind-to-mind communication. However, this cannot be forced on an unwilling target, nor can the telepath actually dig into another mind behind the surface conversations. Note that something that is weighing heavily on someone's thoughts may leak through, such as a groom's nervousness before his wedding night.
3) Mindread: The telepath can now force her will upon another's mind. At this point, she can dig into the thoughts and memories of another. While nothing in another's mind is necessarily true, the victim perceives these as such. The victim usually will not notice the presence of the telepath unless she wishes it.
4) Amnesia's Curse: After learning to plumb the depths of another mind, the telepath can now manipulate what she finds there. Memories can be erased or modified, even added. However, the core of a person's being cannot be altered. Why this is, noone is certain, but it is believed that the basic soul of a person is immutable. Note that outlandish memories that do not match a person's core might feel like a dream rather than an actual event.
5) Insanity: By manipulating the memories and thoughts, the telepath can now cause insanity in the mind. Whereas strange memories would just not fit in, this level affects the basic thought and memory areas, and twists them. The telepath can choose what type of insanity is resultant. Also, this power can be used to cure insanity as well.

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TERRA

Terra (Melee Weapon): Magic of elemental earth. Dedicated to the Goddess Demeter.
1) Earthmold: This relatively benign ability begins the path of a terran. With it, she may make small changes to the land itself by touching it. Rocks sink deeper to provide a softer sleeping surface, mud dries and small hillocks can be built up with time. Further, she finds it easy to create small bushes, flowers, and grass.
2) Earthwall: The terran learns to quicken her control of the earth. She can errect decent sized barriers with the right support, adjust the grade of inclines and move boulders. She can encourage trees to grow, bushes to thrive, and flowers to extend far. This no longer requires talk, just mental concentration.
3) Earthsink: Becoming closer to the earth, the terran learns to sink down into the loving grasp of the soil. The travel is strictly up and down, and creates small breathing holes for the terran.
4) Earthwalk: The terran begins to be able to become one with the earth. She can sink under the surface by becoming earthen. Travel is possible at running speed without problems. All types of material can be moved through, from loose sand to thick bedrock.
5) Earthquake: The link to the earth is at its strongest, and the terran is able to ask it to act as her arm of vengeance. Disasters of the greatest nature are caused, appropriate to the terrain - earthquakes, avalanches or sinkholes. The earth is not malicious, though, and usually demands some kind of justification from the terran.

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TERRA

Thieving (Thievery): A lower class of magic, yet highly useful. Dedicated to the God Ares.
1) Sticky Fingers (Automatic): By controlling her static electricity, the thief is able to make her fingers more adhesive in general. Climbing is made easier, and objects are rarely dropped. Achieving spider-like positions such as climbing the ceiling is difficult, but not impossible.
2) Lock's Lie: The thief learns the power of persuasion, and can convince a lock that it is really not locked. Her touch is required to affect an object, but does nothing else other than reversing the mechanisms.
3) Fool's Gold: The thief can now convince an object it is something else. While this will not change an object, people will perceive it as such. Commonly used to replace something valuable with something worthless, it can also be used as a prank. The object will remain the same in all cases, so poison that is convinced it is water will appear clear, but will still kill.
4) Face In The Crowd: Her persuasion extends to the point where she can convince the general populace that she 'belongs'. Close scrutiny may reveal that she cannot speak the native language, or some other inconsistancy. Casual examination will just register her as just another common person, if she is ever noticed at all. This is more useful in a crowd, but may not be effective in a one-on-one situation.
5) Borrow: The thief's persuasion begins to work on the mystical level. She can convince someone's magical ability to work for her. While the power originates from the original owner, the thief pays all costs of activation and controls its use. A thief may only borrow one particular power level at a time, and must know that the target possesses it. Thieves who are not familiar with how the power works may cause more harm to herself than any other.

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THIEVING

Thieving (Thievery): A lower class of magic, yet highly useful. Dedicated to the God Ares.
1) Sticky Fingers (Automatic): By controlling her static electricity, the thief is able to make her fingers more adhesive in general. Climbing is made easier, and objects are rarely dropped. Achieving spider-like positions such as climbing the ceiling is difficult, but not impossible.
2) Lock's Lie: The thief learns the power of persuasion, and can convince a lock that it is really not locked. Her touch is required to affect an object, but does nothing else other than reversing the mechanisms.
3) Fool's Gold: The thief can now convince an object it is something else. While this will not change an object, people will perceive it as such. Commonly used to replace something valuable with something worthless, it can also be used as a prank. The object will remain the same in all cases, so poison that is convinced it is water will appear clear, but will still kill.
4) Face In The Crowd: Her persuasion extends to the point where she can convince the general populace that she 'belongs'. Close scrutiny may reveal that she cannot speak the native language, or some other inconsistancy. Casual examination will just register her as just another common person, if she is ever noticed at all. This is more useful in a crowd, but may not be effective in a one-on-one situation.
5) Borrow: The thief's persuasion begins to work on the mystical level. She can convince someone's magical ability to work for her. While the power originates from the original owner, the thief pays all costs of activation and controls its use. A thief may only borrow one particular power level at a time, and must know that the target possesses it. Thieves who are not familiar with how the power works may cause more harm to herself than any other.

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TIME

Time (Investigation): Time is a paradigm understood by this magic. Dedicated to the God Zeus.
NOTE: Only Zeus himself can reach the 5th level of time.
1) Time's Passage (Automatic): The timer is in tune with the timestream, and is aware of her location in it. She can always tell what time it is, and when the timestream is being manipulated.
2) Looking Glass: By bending the timestream, the timer can view something that has occured in the past where she is standing. She keeps the same viewpoint from where she is standing, and can move about as she wishes. However, she still exists in her current time, but cannot sense anything about it until she chooses to terminate the viewing.
3) Ancient Grip: The timer can target a specific object or person to speed up for a short period of time. This has the benefit of allowing the target to move faster than normal, but they also age at an incredible rate. It can also be used in the reverse to slow something down.
4) Broken Clock: The timer now learns to step outside the timestream, effectively pausing the passage of time. She can move about and survive in this form, but she cannot affect objects in the timestream in any way. They maintain all solidity and density. This can be used as a limited form of teleportation, but the user will need to make the journey intended.
5) Time's Reversal: After learning to pause time, the timer learns to reverse it. Only short periods of time can be affected, since the timer must be able to remember the complete events perfectly to rewind events. The timer can redirect the flow, but only by changing her own actions. Others will still act as they originally did unless convinced otherwise.

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TRAVEL

< Travel (Vehicles): A magic for the journeyer and messenger. All Olympians posses this power.
1) Second Wind (Automatic): The traveller first learns to prevent exhaustion from extended travel. She can run for long distances, and feel as if walking. While this does not increase her speed, it allows her to maintain it for days without tiring.
2) Spiderwalk: By beginning to learn that all surfaces are similar, the traveller can walk and run on any fluid surface as if hard ground. This includes water, quicksand and lava. The traveller is not protected from any side effects of the fluid involved - such as burns from the lava.
3) Giant's Stride: The traveller begins to learn how different locations relate to each other in a limited sense. As such, she can bend space in small amounts. Each of her normal strides actually act as ten. Note that this could get dangerous in a crowded town if the traveller isn't exactly sure where her feet will land. Physical barriers cannot be stepped through, and the traveller must be able to see (or otherwise sense) where her foot will touch down.
4) Helping Hand: Extending herself to assist her friends, the traveller can allow others to benefit from other uses of this power. The traveller is still in control, though, so if a friend chooses to walk in another direction, she will lose the benefits.
5) Teleportation: By visualizing any destination, the traveller can bend space to move their instantaneously. The traveller must be personally familiar with the location, and blind teleports tend to lead to missing travellers. Also, for some reason, the traveller cannot leave the actual biosphere of Earth to visit another planet she may be familiar with.

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WARDING

Warding (Law): Wards of general protection lies with this magic. Dedicated to the Goddess Hestia.
1) Alarm (Automatic): The warder first learns to sense the presence of others, and gains a sort of danger sense. While this does not prevent something deadly from happening, she can sense motion near her. In essence, it is nearly impossible to sneak up on her without resorting to mystical means.
2) Uncomfortable Field: The warder can erect barriers around an area. While they cannot physically halt motion, they cause discomfort. The feeling of being unwelcome is strong. This will scare off most animals, and give sentient beings an uneasy feeling whenever passed through.
3) Forcewall: The barriers constructed by the warder now take on a solid form. These walls act as thin smoky barriers at the strength of a thick stone wall. As such, the barriers can be knocked down or broken. While not completely invisble, they are easy to overlook. They are also two-way, the warder is prevented from crossing as well. Note that this is only a physical barrier, and can been seen through.
4) Prevention: The warder's barriers become more selective. She can choose a simple exclusion from her barriers. This can be as simple as 'women', or as specific as 'my dog Lucky'. The named exclusion can safely ignore all effects of the warder's barriers.
5) Mysticbane: The barriers become all-encompassing, and the warder's barriers now prevent the passage of mystical energies and noncorporeal beings. Nothing can pass through them, except as described by the prior level. Note that mystical energies cannot be excepted from a barrier, as they are too complex and random to be named.

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WEATHER

Weather (Expression): Controling the details of climate is this magic's realm. Dedicated to the God Zeus.
1) Prediction (Automatic): By simply looking to the sky and feeling the wind on her skin, the weathermaker can predict the weather with incredible accuracy. Her predictions are usually accurate up to a week away.
2) Precipitate: The first manipulation of the weather the weathermaker is able to achieve is an increase or decrease of humidity - and as a side effect, precipitation. This actually does not create water, but rather takes it from (or places it in) other sources. So, causing a torrential downpour in the desert would be incredibly difficult, but the same in the middle of a rain forest would be childishly simple. However, causing a drought in that same rainforest would be near impossible.
3) Temperature: The weathermaker can now affect the actual temperature. She can shift temperatures up and down, appropriate to the climate of the region. So heat enough to boil water in arctic regions would be impossible, but simple near the equatorial regions. Temperate regions can achieve a wide range of temperatures, but cannot reach the extremes. The temperature effects can be as specific or general as desired, from one room to an entire city. Larger areas take more time and effort to affect, however.
4) Storm Front: The weathermaker can adjust weather conditions to cause strong weather patterns in the form of storms. While incredible storms such as hurricanes and tornados are possible, they may take many hours to actually form. The weathermaker can also choose to discharge lightening from a storn, but she has no control over the accuracy.
5) Climate: At this point, the weathermaker can exert tremendous control over weather conditions. The weather reflects her will, and she can control the weather patterns of her area for an indefinite time. Also, the weather tends to be linked to her emotional states to a lesser extent, so a weathermaker who prefers a coastal temperate zone may cause storms to appear out of nowhere when she is angry, or rain when she cries.

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