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Mages and Magical Sub-Races


skarrj

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I had the idea for sub species, especially concerning humans. Most notably, a magical sub-race.

The race I envision are known as Mages, who are the children of actual space wizards.

 

The children of Space Wizards generally posses an inherent gift for magic so strong and innate that it's practically a mutation in and of itself. Magical energy can be compared to radiation, in that if the parents expose themselves to mystical forces, then their child will be born more in tune with magic than they normally would be. However, because they have not undergone the rituals of an actual Wizard, they lack the ability to perform magic without some sort of medium, generally a wand.

 

A wizard-born who has not been inducted into the Space Wizard Federation is known as a Mage. Generally "Mages" are not inducted due to being abandoned by their carefree parents. Mages, because of their non-indoctrination, are regarded as having stolen their magic from "real" wizards, and because of this are considered traitors to the Space Wizard Federation. Additionally, because Wizards are considered the sworn enemies of Nanotrasen, Mages are incorrectly grouped into their ban on magic. Even though they are not wizards, most mages replicate all their means through magic and have no need for advances in technological fields, but they can be inspired by it.

 

Runespeak (Language): Runespeak is the language of wizards (as well as other magical races, like the vampire) and those who can converse with them. An individual who can speak Runespeak is known as a Runelmouth. It is a very uncommon language among the non-magical, and is typically hereditary instead of being taught. Runespeak was developed by early wizards as a private channel of communicating and locating eachother while imprisoned for their misdeed. Runespeak is similar to the language of rats and mice, allowing them to communicate with Runemouths. Runespeak, to those who know of it, consider it to be a heinous and vile language of monsters of things of the night, as its hereditary nature is not widely known. Because of this, Mages are hesitant to speak the language at all, especially in the presence of the non-magical or even those who already know of their identity. Mages themselves regard it as an ability of great shame to speak the language, and most shame others who choose to. When especially riled up, Mages may curse at others in the language.

 

Culture: Unlike Space Wizards, Mages are known for being considerably more relaxed without having as much of an emphasis on "trolling" as their predecessors. And generally, unlike Wizards, posses the same moral code most other sentient beings have and thus adhere to using their powers for the betterment of mankind rather than for violent pranks or objectives. A Mage who has had their wand taken or never received one is known as Wandless, and are essentially the magical world's homeless. Mages are seen, mostly by themselves, as a more modern version of Wizards, by giving magic modern twists and otherwise appearing to be normal people, as they don't require the traditional garbs necessary for wizards to focus their otherwise violent and untamed magic.

 

Relationships: Space Wizards look down on Mages and consider them weak, and overly serious. They also consider Mages cocky and arrogant, as Mages attempt to distinguish themselves from Wizards, who are essentially their cousins, and act completely normal as if regular humans. To the general public, Mages are considered to be Wizards who've only managed to hide themselves better among normal people. However, not everyone has this mindset, with some being accepting of Mages and others being bitterly against them.

 

Laws:

 

  • (Major) Sorcery: To use, or threaten to use witchcraft or wizardry against another crew member, even in self defense; or to use witchcraft or wizardry for presumed malevolent purposes.

    (Minor) Sorcery: To use witchcraft or wizardry in a positive or neutral way.

    (Minor) Magical Contraband: To posses magical objects or artifacts, especially wands. Although possession is no clear indication of one's affinity, they are at least subjective that the suspect is a Witch, Wizard of Mage. Wands are to be confiscated immediately.

 

Spells

Mage spells function vastly differently from Wizard Spells. While Wizards are reliant on an entirely magical attire to perform magic, Mage Spells only require a wand-in-hand and a spoken incantation. Again, unlike wizards, Mages must manually type out their spells, at which point they can cast them by left clicking the object of target if the spell requires a target.

 

While Wizard spells are all but combat-intended, Mages have a superior repertoire of spells available, intended for more mundane tasks, especially those concerning helping others or themselves. Because Mages do not have the trollish nature of their parents, they are generally more concerned with using their magic to perform every day tasks to the affects of gracefulness or ease, and because of that their spells will almost always be beneficial. Mages have no spells that cause direct damage themselves. Additionally, Mages are disadvantaged by being forced to remember their spells.

 

Spellbooks can be ordered at the library, containing lists of spell incantations (each book has about 5 spells each) to serve as reference books for Mages. However, Spellbooks, much like wands themselves, are considered contraband.

 

Lighting Charm: Causes the caster's wand, or what ever else is enchanted, to shine bright like a flashlight for a minute or two. Causes burn damage to nearby vampires.

Smokescreen Spell: Used to produce a defensive cloud of dark smoke.

Babbling Curse: This spell forces a person to babble whenever they speak.

Bubble-Mouth Charm: Produces a large bubble of air around the head of the user; it is used as the supernatural equivalent to a breathing set.

Hair-Loss Curse: Causes the victim's hair to fall out.

Color Change Charm: This charm changes the color of various objects, such as clothing or crayons.

Disillusionment Charm: Causes the target to blend seamlessly in with its surroundings, like a chameleon, as long as they don't move.

Healing Spell: Used to heal relatively minor injuries, such as broken bones and cartilage.

Vanishing Charm: Vanishes a target into non-being for about thirty seconds before returning them back to their previous location. Can be used on persons and objects.

Knockback Jinx: Knocks the victim backward, similarly to if they'd been thrown.

Disarming Charm: Disarms the target.

Extinguishing Spell: Puts out fires.

Bandaging Spell: Creates a bandage and a splint.

Gemini Curse: Creates an identical copy of an object.

Hair-thickening Charm: Causes the victim's hair to thicken, or otherwise reverse the effects of the Hair-Loss Curse.

Binding Spell: Conjures binds on a stunned/tripped individual.

Fire-Making Spell: Conjures a flame in one of the caster's hands that can be used as either a lighter or welding tool.

Jelly-Legs Curse: Causes the victim's legs to momentarily collapse.

Jelly-Fingers Curse: Causes the target's fingers to become almost jelly-like to make it uneasy for the victim to grasp objects.

Muffling Charm: This spell fills peoples' ears with an unidentifiable buzzing to keep them from hearing nearby conversations.

Obscuring Spell: Causes a blindfold to appear over the victim's eyes, obstructing their view of their surroundings.

Shield Charm: Generates a shield before the user to protect them.

Quietening Charm: Reduces someone's ability to speak to a whisper.

Refilling Charm: Refills whatever the caster points at with the drink originally in the container.

Revulsion Jinx: A spell used to make the subject release what ever it is holding or grabbing.

Mending Charm: Repairs a broken wall or window, as long as the original components are still present. This charm can also repair broken lightbulbs. This charm can also be used to repair broken/killed cyborgs, drones, robots (medbots, cleanbots, etc) and Machine people. Emagged cyborgs and robots are restored to normal.

Tickling Charm: Causes an extreme tickling sensation that in some causes can cause a target to drop to the floor laughing.

Silencing Charm: Makes something silent, such as a radio, PDA or even a person.

Cleaning Charm: Cleans up blood and other similar messes.

Amplifying Charm: Magnifies the spell caster's voice.

Stunning Spell: Stuns victim.

Taboo: A jinx which may be placed upon a word or a name, so that whenever that word is spoken, a magical disturbance is created which alerts the caster of the Taboo to the location of the speaker.

Tripping Jinx: Causes a victim to trip.

Extension Charm: Causes a container's capacity to be increased, without changing the object's appearance on the outside.

Wind Jinx: A strong blast of wind is shot from the end of the wand, used to push objects out of the way.

Washing Charm: Instantly cleans clothing from all stains as if they have just been washed.

Lock-Picking Spell: Slowly unlocks a locked door.

 

Potions

Potions are magically created brews that can be used to establish some affect. When brewing a potion, there is always the need to channel magic at some point. Potions are completed by a Mage hovering over them with a wand, essentially limiting their creation to the already magical.

 

Antidote: A potion that reverses the effects of poisons.

Babbling Beverage: A potion that causes uncontrollable speaking of nonsense.

Brain Elixir: Increases one's brain power, bestowing them the ability to transmit their thoughts to speak telepathically.

Cool-Fire Potion: A potion that makes the taker able to move through fire or extreme heat uninjured.

Blood-Replenishing Potion: A potion that replenishes the taker's blood if they have been injured and lost blood.

Bruise Removal Paste: A paste which removes bruises instantly.

Bulgeye Potion: Makes the taker's eyes swell so that they are unable to wear glasses.

Confusing Concoction: A potion which induces similar affects to Space Drugs.

Cough Potion: A potion that soothes and reduces coughs.

Living Dead Potion: A potion that places the taker in a state of sleep that makes them seem like they are dead.

Drink of Despair: A potion that puts the taker into extreme pain.

Elixir of Life: An elixir which revives the drinker from death and makes it considerably harder for them to be killed.

Exploding Potion: A very volatile potion, and when completed, can be used to create explosions.

Essence of Insanity: A potion which induces similar affects to Mindbreaker toxin.

Everlasting Elixir: An elixir which can be mixed with another potion to make it never run out.

Fire Protection Potion: A potion that protects the taker from being burnt.

Choking Brew: A foul brew that induces choking and can suffocates the taker.

Patience Potion: A potion that gives the taker extra endurance.

Herbicide Potion: A potion that either kills plants and is fatal to Diona.

Jawbind Brew: A potion that prevents the taker from speaking.

Essence of Laughter: A potion that makes the taker laugh uncontrollably.

Magi Mixture: A potion that gives the taker magical powers.

Farts Potion: Causes the drinker to develop flatulence.

Magical Mess Remover: Cleans stains, such as blood.

Oculus Potion: Restores the drinker's sight from blindness or near-sightedness.

Transfiguration Potion: Transfigures the drinker into a replica of another person of their choice for a temporary amount of time.

Regeneration Potion: Restores non-corporeal ghosts to their bodies, by recreating their form.

Restoration Potion: Reverts spell effects.

Rudimentary Regeneration Potion: Restores non-corporeal ghosts to their bodies, by recreating their form in a very rough manner, cursing them with reoccurring clone damage which returns even when healed. The only method of healing this damage indefinitely is through magical means, such as a Philosopher's stone or a true Regeneration Potion.

Bone Grow Potion: Regrows missing bones.

Strength Potion: Gives the drinker increased strength.

Weakness Potion: Weakens the drinker.

Burn-healing paste: A thick paste used to heal burns.

Essence of Death: A powerful potion which causes instant death on contact with all but cyborgs and machine people.

 

Items

By tapping their wands against specific objects, they can transfigure them into special magical equivalents, such as a broom into a magic book!

 

Wand: A wand is a magical instrument through which a wizard channels her or his magical powers to centralize the effects for more complex results. Most spells are done with the aid of wands, but spells can be cast without the use of wands. Wandless magic is, however, very difficult and requires much concentration and incredible skill; only truly true wizards are known to perform such magic. Magic with a wand is performed with an incantation. Wands are considered contraband.

Crystal Vials: Vials are containers which usually hold liquids or gasses. Most potions and potion ingredients are bottled in vials.

Voodoo Doll: A doll that can be pricked with and injured, causing pain to the recipient the doll is modeled after. They can be created from wax.

Poisonous candle: A poisonous candle was a candle which gives off toxic fumes when burned.

Everlasting candle: An everlasting candle was a candle enchanted to burn indefinitely.

Refilling plate: A Refilling plate is a plate for food that has the ability to refill its food by itself.

Ghost letter: A transparent letter, translucent to living beings, which can be written on by ghosts.

Crystal Ball: A crystal ball is a glass orb that can be possessed by ghosts, allowing them to communicate beyond the grave for limited periods of time.

True Sight Glasses: Shows people by their true name, regardless of any concealments or masks. Shows the invisible. Reveals anyone who is of magic (vampires, wizards, cultists, mages, etc.) via a HUD display in the corner of icons.

Magic Mirror: Similar to pAI device, this mirror is capable of a variety of feats, such as mystically doorhacking at an accelerated speed, replacing mundane clothing with magical attire, and communicate with ghosts, allowing the wielder indirect communication.

Magic Broom: An enchanted flying broom, very similar to other vehicles in technical functions. To use, one most only be of magical heritage, no keys required. Brooms are capable of space travel, and can change direction in space, much like a jetpack.

 

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I'm all up for magical races like elementals or imps or whatever but a full on mage like this is way too OP I mean give me one reason why I would ever play any other race. Plus this seems more like a job than a race, like a station wizard that can make potions and magical artifacts to give to people.

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