Magic
Aug 23, 2019 13:02:20 GMT -6
Post by ❈ɬʂųŋąɱı~ on Aug 23, 2019 13:02:20 GMT -6
Magic!
Its Uses and Restrictions 09/2019
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When dealing with things like the apocalypse, of course there is going to be magic. There are abilities and magical items and creatures, but not everyone has access to them, so this is a simple guide to let people know what is acceptable and what is not.
If a student fails out of the program or does not go on to become a harbinger, they must return their amulets, unless they choose to remain on the island and go on to become staff of the school. If they choose to return to their human lives, they will forfeit any magical item or creature along with their memories of the place.
Abilities- These are very strictly limited to staff, harbingers, and the headmasters. They are only allowed to have abilities related to their positions and that is it.
War- War has the ability to cause or kill aggression. War is mostly meant to cause just that. Discord. Unrest. Arguments. War. But War has the ability to reverse such effects as well if deemed necessary.
Famine-Famine is supposed to be black but it's too hard to see Famine has the ability to sew the seeds of desire within whomever they please. Everyone hungers for something, be it food, money, power, love, lust, whatever it is, Famine can spread it. However, Famine has the ability to starve or fulfill these needs.
Pestilence- Pestilence has the ability to cause or cure illness. Pestilence also has control over disease carriers, like rats, fleas, ticks, whatever else can carry diseases. However, the sickness must be something physical, or a mixture of physical diseases. Pestilence cannot spread mental illnesses.
Death- Death has the power over life and death itself, and is the hardest of the jobs for the harbingers. Death kills with a simple touch. If someone is incorrectly killed, the balance must be restored. People will die until the correct person is killed. Death has control over the Reapers as well. Death does have the ability to return souls to life as well, but there is a very high price to pay for something like that, which is why it is practically taboo for such a thing to happen.
Amulets- Each prospective harbinger is given an amulet in their Third Year. (These are listed in the harbinger page). Each one is the only way that the abilities can be used. If the harbinger does not possess their amulet, they are merely human. No abilities, no magic. Each harbinger, while wearing their amulet, also has the ability on whether or not to show themselves to the humans. They can turn themselves completely invisible as long as their amulets are equipped. This effect, however, does not work on other prospects or harbingers. It only seems to work on humans.
Creatures- There are a few different magical creatures available. ((currently not available to play, this might change in the future))
Reapers- Reapers are not really what most people would think of when they think of a Reaper. A Reaper is basically just a soulless being that goes wherever it is ordered to do. They are basically gateways to the afterlife. They do not speak, though they can communicate openly with Death. They go and gather the souls of those that have been touched by death and usher them onwards to whichever afterlife that they believed in and felt that they deserved.
Mounts- These are fairly mysterious creatures. They do not have any one true shape, and appear almost as nothing more than a ball of energy until they take the form of whatever it is that their master wishes them to be. Some are literal horses, but other common mounts turn into things like cars or motorcycles. A few students have had mythical creatures as well, like a unicorn or a dragon. As long as the harbinger can ride it, the mount is happy to be whatever it can be.
Familiars- Familiars are exactly what they would be anywhere else. Be it a cat, dog, rat, toad, owl; it really doesn't matter. Most harbingers outgrow their familiars, but some of them keep them on even after they receive their mounts. Familiars are mostly used to keep an eye on the students and make sure that they are following the rules, but also keep them connected to the world at hand. Familiars may lend students their magic if they see fit.
When dealing with things like the apocalypse, of course there is going to be magic. There are abilities and magical items and creatures, but not everyone has access to them, so this is a simple guide to let people know what is acceptable and what is not.
If a student fails out of the program or does not go on to become a harbinger, they must return their amulets, unless they choose to remain on the island and go on to become staff of the school. If they choose to return to their human lives, they will forfeit any magical item or creature along with their memories of the place.
Abilities- These are very strictly limited to staff, harbingers, and the headmasters. They are only allowed to have abilities related to their positions and that is it.
War- War has the ability to cause or kill aggression. War is mostly meant to cause just that. Discord. Unrest. Arguments. War. But War has the ability to reverse such effects as well if deemed necessary.
Famine-
Pestilence- Pestilence has the ability to cause or cure illness. Pestilence also has control over disease carriers, like rats, fleas, ticks, whatever else can carry diseases. However, the sickness must be something physical, or a mixture of physical diseases. Pestilence cannot spread mental illnesses.
Death- Death has the power over life and death itself, and is the hardest of the jobs for the harbingers. Death kills with a simple touch. If someone is incorrectly killed, the balance must be restored. People will die until the correct person is killed. Death has control over the Reapers as well. Death does have the ability to return souls to life as well, but there is a very high price to pay for something like that, which is why it is practically taboo for such a thing to happen.
Amulets- Each prospective harbinger is given an amulet in their Third Year. (These are listed in the harbinger page). Each one is the only way that the abilities can be used. If the harbinger does not possess their amulet, they are merely human. No abilities, no magic. Each harbinger, while wearing their amulet, also has the ability on whether or not to show themselves to the humans. They can turn themselves completely invisible as long as their amulets are equipped. This effect, however, does not work on other prospects or harbingers. It only seems to work on humans.
Creatures- There are a few different magical creatures available. ((currently not available to play, this might change in the future))
Reapers- Reapers are not really what most people would think of when they think of a Reaper. A Reaper is basically just a soulless being that goes wherever it is ordered to do. They are basically gateways to the afterlife. They do not speak, though they can communicate openly with Death. They go and gather the souls of those that have been touched by death and usher them onwards to whichever afterlife that they believed in and felt that they deserved.
Mounts- These are fairly mysterious creatures. They do not have any one true shape, and appear almost as nothing more than a ball of energy until they take the form of whatever it is that their master wishes them to be. Some are literal horses, but other common mounts turn into things like cars or motorcycles. A few students have had mythical creatures as well, like a unicorn or a dragon. As long as the harbinger can ride it, the mount is happy to be whatever it can be.
Familiars- Familiars are exactly what they would be anywhere else. Be it a cat, dog, rat, toad, owl; it really doesn't matter. Most harbingers outgrow their familiars, but some of them keep them on even after they receive their mounts. Familiars are mostly used to keep an eye on the students and make sure that they are following the rules, but also keep them connected to the world at hand. Familiars may lend students their magic if they see fit.
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