There are five strands of magic that exist within the Western Kingdoms in a tentative balance, with each herd being associated with one of them. Most Fawnlings have little to no magical ability, however possess the potential to unlock it. Each type of magic is slightly different in its uses and effects.
A purebred herd member can master their magic through practice and study to become a legend! It’s up to you if your Fawnling uses their magic for the forces of good or evil, but having fun is a must.
As magic is improved, you unlock more Abilities. Be careful not to use any Abilities beyond your Skill Level! Doing so is against the rules! Please make sure you understand Skill Levels from the Skill Journal before using magic.
Remember that the examples below are not definitive, but just because “popping eyeballs” isn’t on the list of Oakfern Abilities, you shouldn’t assume you can do it at any level. Use your discretion when figuring out at what level you might be able to do something based on the power of the other examples in that level, or simply ask the staff if you’re not sure!
Magic takes a physical and mental toll on its users, and requires training and discipline to master. Without this training, the attempted use of powers beyond a fawn’s abilities will leave them weakened; either unable to use magic again or dead. Magical powers and abilities may be artificially enhanced (permanently or temporarily) through the use of charms or certain magical plants. Fawns cannot consciously control their magic until they are at least three years of age, and may or may not exhibit unconscious powers until this point.
No godmodding will be tolerated with characters when it comes to magic; all characters have the option of avoiding an attack, but at the same time, being impervious to magic much stronger than you is another kind of godmodding. Read more about Skill Levels and Using Skills on the Skill Journal to determine what a realistic outcome in a fight would be.
Charms are combinations of magically significant objects (natural) imbued with magic. The charms made by each magic type do differ slightly in nature but can produce similar effects. The strength of the charm depends on the strength of the spellcaster, and can be used to enhance magic abilities, protect from illness or injury, shield from other spellcasters or enhance the senses, just to name a few. They are most frequently used in black magic, though all magic types use them.
As stated above, the attempted use of powers beyond a fawn’s abilities will leave them weakened; either unable to use magic again or dead. Fawns cannot use magic until the age of three. However, for plot and fun-related reasons, you will be allowed to submit ONE RP when the fawn is less than three-years-old where they display basic level magic. Underage magic is unconscious, and the fawn will not be able to control how the magic works. It will be instinctual, and usually used in a life-threatening situation, and they will be weakened for weeks afterward. If they use magic that’s higher than basic, or use basic magic more than once before they are three, they will risk losing all their magic and become a magical dud.
The only exception to the underage magic rule is if the baby is Born Adept (see the Skills Journal).
Some magic skill is inborn in the caster, and may be exerted subconsciously with no effort. These effects are harder to negate or detect with charms or spells.
A "Magical dud" is a fawnling with NO magic, and will pass on this condition to their children 100% of the time! A magical dud is the end of the magical line for future descendants.
"Talentless" fawnlings are unable to cast magic themselves, but they still inherit the potential to pass magic on to their children.
A character does not have to be a crossbred to inherit these conditions, and you can opt to give your purebred character one of these at birth if you're that kind of evil person, but you can't take it away once it's given! Crossbreds will inherit once of these conditions 50% of the time through a mandatory RNG (see below), but a purebred only inherits one if the player wants them to.
THERE IS A 50% CHANCE A CROSSBRED WILL INHERIT NO MAGIC AT ALL!
Crossbreeds will only display up to Medium Level Magic at best, capped at 19 Skill Points (see Skills Journal), though more likely they will be born with only a basic innate talent or no magic at all! In very very rare cases, a crossbred inherits magic from both parents, but only as Basic Level maximum.
Crossbred fawns born in-game will have their inherited magic randomly selected by RNG by the staff, to be posted when the fawn design is accepted. Regardless of % bloodline, a crossbred foal will always face the RNG.
Magical Dud: 25% chance - They inherit no magical powers, and will always have magical dud foals.
Talentless: 25% chance - They inherit no magic powers, but can potentially pass on one pre-determined type of magic to their fawns if they roll well in the RNG.
One Basic Magic Type: 25% chance - The fawn will inherit one magical power from one parent, capped at 9 Points (Basic Level)
One Medium Magic Type: 22% chance - The fawn will inherit one magical power from one parent, capped at 19 points (Medium Level).
Two Basic Magic Types: 3% chance - The fawn inherits the magic type of both parents, both capped at 9 (Basic Level).
Same as above, only the dominant magic is the only option.
Same as 2 purebred parents, but limited to 1 magic type at the most, Basic Level only
100% chance of Magical Dud
The fawn will only inherit one type of black magic from their parent, they cannot learn additional types besides the one they were born with.
This is the ONLY cross-breeding that is beneficial! Unless the sire is 100% Blackwood, light magic acts like a mirror, and boosts the magical potential of the fawn. A "crossbred" from a light magic mother does not count as a crossbred under the above rules. For all intents and purposes, unless the sire is a cross-bred, the resulting fawn is 100% pure bloodline of the sire. The type of magic the fawn inherits is based on the sire's magic and the gender of the foal:
Earth x Light = Earth magic sons, light magic daughters
Fire x Light = Fire magic fawns, both genders.
Water x Light = Water magic fawns, both genders.
Air x Light = Air magic fawns, both genders.
Black x Light = Magic dud, both genders.
Once upon a time when the earth was new and Gods roamed about, fawnlings were all born without magic. Not the magical duds known today (see below), but clean slates, free from magical taint. These individuals were magically neutral, which made them especially good to adhere magic to when gods bestowed their gifts. They also didn’t taint magical bloodlines when they were mixed, but they did dilute them.
Think of the magically neutral as water. Earth magic is Mountain Dew. You mix the two together, you end up with weaker tasting Mountain Dew. Get the weak mountain dew, and mix it with some more mountain dew, you’ve got stronger tasting, 75% mountain dew. Following me so far?
Now let’s imagine Black magic is coke. Mix it with mountain dew, and you’ve got a weird muddy softdrink. There’s no way you’re going to get that taste out, no matter how much you mix it. Throw in some fanta and pasito, and you have one weird tasting drink that isn’t even enjoyable anymore. It’s probably gone flat. No more bubbles.
Light magic is CO2, extra bubbles for all. Except coke. None for coke.
WHAT THIS MEANS for fawnlings is that because of how Silverthornes are brewed, their magic doesn’t manifest until right before full term birth. Until this point, they are magically neutral. Fawns born early have no magic in their blood (provided their parents were both pure Silverthorne) and are usually killed as an act of mercy, or protection from something worse…
Sometimes they may be tainted by other magic while in the womb, and be born with another magic type prematurely. It should be noted this sort of magic is not stable and while it would produce purebred offspring with another pure magic user, may also become unstuck if too much is used at one time, leaving them burnt out with nothing, except in extenuating circumstances (see, Gráinne).
Premature fawns are allowed to be born, but remember that it is herd policy for all to be put to death, a superstition shared not only by the stags but the does as well (if not more so).
Influential Magic - Non Destructive
Earth Magic is the near-forgotten power of the Glenmore herd. With the decline in skill and potency of the Glenmore herd’s magic, Earth Magic is nothing more than a party trick these days. Medium-level practitioners are considered impressive, and those with more advanced levels are getting increasingly rarer. Earth Magic controls plants and soil, and the legends tell of being able to move rock and make whole forests bloom in the midst of the darkest winter.
Examples of Earth Magic Abilities, including but not limited to:
Greening the grass at their feet
Speedy flowering - eg, Making a tree blossom out of season
Growing shrubbery - eg, slow-growing vines/roots to trip others
Moving the earth - eg, digging small to medium holes
Sense fertility/mineral content of soil
Speedy shrubbery - eg, Make a branch barrier, grabbing enemies with vines and brambles
Growing trees - eg, creating 10-years-worth of growth per hour of concentration
“Plant Empathy” - eg, knowing how healthy a plant is/if any part of it is broken/stressed
Moving the earth - eg, digging medium to large holes
Influencing the fertility/mineral content of soil
Speedy trees - eg, creating 20-years-worth of growth per hour of concentration
Bringing the forest forcibly out of winter and into spring
Moving the earth - eg, Move earth fast enough to bury someone alive
Making earth golems - ie, constructs of rock and/or plant material under your control, they have no sentience
Making earth out of nothing
Levitate earth/stone - ie, building up soil and rock has to have a base to stand on
Deconstruct rock to soil/sand
GET a girlfriend - eg, joke
Influential Magic - Non Destructive
Available only to the coveted Princess Does of Glenmore, Light Magic specialises in healing and negating magic with bad intentions. Always a force for good, Light Magic is very rare and the teachings have been long lost so in recent centuries this flavour of magic has dwindled into obscurity. To find a Princess with better than basic ability is wondrous, and having talent beyond that is unheard of! Those that do display even mild Light Magic are paired with the Kings and Princes of Glenmore in a vain attempt to bolster their own magic.
Examples of Light Magic Abilities, including but not limited to:
Healing cuts and bruises
Healing open wounds
Enhance other magic
Cancel out Black magic
Glowing with light
Healing serious illness
Healing ‘spiritual’ wounds (not all wounds are physical)
Reduce effects of any offensive magic - eg, lessening the burn from a Fire Magic attack
Shining with light
Healing someone from the brink of death
Cancel out/dissipate any magical power directed at them
Reflective shield against other magic types - eg, bouncing a fireball back at the caster
Physical manifestation of magic use - eg, blockbuster glowing special effects, shapes in light
Blinding with light
Girl they can do anything.
Except tempt frigid guards to make forbidden babies.
Immediate Magic - Destructive
Air (or Wind) Magic is the earmark of the blustery island of Windborne. While being able to shape the wind does not seem much to outsiders, to master this magic comes with phenomenal power. This herd is not just a collection of beach bums with badass hair; calling storms and ripping the air from the lungs of your enemy sounds appealing, doesn’t it?
Examples of Air Magic Abilities, including but not limited to:
Directing mild wind currents - eg, Dramatic breeze for badass hair
Speed up wind slightly
Slow down wind slightly
Directing wind currents - eg, buffeting an opponent off-balance but not blowing over completely, or use for super duper dramatic hair
Pick up small / light objects in wind - eg, grass, sand
Calm mild winds
Directing fast wind currents - eg, enough to push another fawnling over
Pick up medium objects in the wind - eg, bushes
Asphyxiation of opponents
Increasing air pressure
Lessening air pressure
Summoning storms and lightning
Pick up large objects in wind - eg, other fawnlings, trees
Control electricity directly
Keep a girlfriend
Immediate Magic - Destructive
One of the most common and destructive magic types, Fire Magic belongs to the large population of Silverthorne. Arson and fear mongering are their speciality, it’s just a pity they can’t actually put their own fires out! Without careful supervision, uncontrolled fires can spread across the entire Kingdom, bringing famine, death and destruction in its wake.
PLEASE NOTE: all crossbred fire-users are not impervious to fire and will be burned if it touches them, do not attempt to set self on fire!
Examples of Fire Magic Abilities, including but not limited to:
Manipulating existing flame
Walk through fire
Create fire (regular yellow/orange only)
Lighting easily flammable objects on fire
Attacking with conjured flame (ability to aim and fire, control it)
Set self on fire without burning
Set another Fawnling on fire
Draw heat from objects - ie, make them cold, stealing the heat for themselves, can be used to temper blazes
Lighting less flammable objects on fire - eg, rock, very large trees etc
Melting and controlling melted material - eg, rock
Produce the hottest flame, may be different colours
Extinguish flame, they can only control its direction and fuel
Heat things objects / the air without the involvement of fire
Stand in fire indefinitely - they will suffocate without oxygen!
Immediate Magic - Destructive
Water Magic belongs to the mysterious and feared Oakfern Fawnlings. Oakferns are able to control the water that runs through their warren of caves and caverns, run across lakes, freeze jaguars in their tracks and boil the organs of their enemies. Don’t mess with an Oakfern unless you want them to pop your eyeballs and use your own blood to drown you on dry land.
Examples of Water Magic Abilities, including but not limited to:
Directing small amounts of water - eg, altering the flow of a shallow stream around your feet
Basic control of water tension - eg, lake ripples, miniature images out of puddles
Affinity for swimming
Directing medium amounts of water - eg, redirecting a stream completely, making a wave in a still lake
Medium control of still water tension - eg, make a to-scale water replica of themselves/others/things, stand on a lake’s surface
Detect nearby water - eg, nearby lakes, other animals by sensing their body’s water
Boil/freeze medium amounts of water - eg, boil/freeze a cubic metre of water
Swim underwater with ease
Direct raindrops within a metre
Directing large amounts of water - eg, making waves large enough to carry you
Advanced control of water tension - eg, making a large water replica of themselves/others/things, stand on streams/sea no deeper than a few metres, allow others to stand on still water
Levitate medium amounts of water - ie, not touching any water/surface already obeying gravity
Boil/freeze large amounts of water - eg, boil/freeze five cubic metres of water, crafting ice sculptures
Control minor amounts of water inside another creature - eg, cause nosebleeds/disturb other easily-upset surface capillaries
Directing huge amounts of water - eg, huge waves, parting small lakes/rivers
Master control of water tension - eg, making a giant water replica of themselves/others/things, stand on the sea, allow others to stand on running water
Levitate large amounts of water - ie, not touching any water/surface already obeying gravity
Boil/freeze huge amounts of water - eg, boil/freeze a small lake
Making ice golems - ie, constructs of ice under your control, they have no sentience
Control water inside another creature - eg, cause aneurysms, exploding organs, boiling/freezing blood
Breathe under water
Stand in boiling water without cooking themselves
Let go of a grudge
Immediate / Influential Magic - Destructive
The most varied and sinister of the magic types, Black Magic belongs to the underfed, unsatiated, demoralising Blackwoods. They can curse you to make your toenails curl or make you think it’s a good idea to jump off a cliff. They can raise up dear old grandmother’s ghost and make her haunt you to the end of days, or they can commandeer your soul. It’s a good idea to steer away from Blackwood if you value your sanity.
Black magic is split into five types. All users born with Black Magic will have one inborn (natural) type of magic as their primary. You can choose to master a secondary Black Magic type, but you must level them separately. The extended use of any of the following types besides from Hexes and Curses has been linked to mental instability and an early grave.
Some Black Magic types are restricted to a certain number to keep them rare, closed or full magic types will have a note next to the title to denote this.
PLEASE NOTE: Crossbred black magic users may only choose one of the five black magic types.
Used to bring misfortune and misery. A broad category that encompasses bad luck, illness, famine and death. Hexes tend to have an immediate effect while curses can be longer lasting and longer acting. Curses may also be placed on objects. Examples include:
Cursing with miscellaneous bad luck (may be more specific, such as poor luck in love)
Cursing / hexing one target
Hexing with a plague of frogs
Cursing with ill health
Hexing with insatiable hunger
Cursing / hexing several targets
Cursing someone with infertility
Hex with serious illness
Voodoo charms / hexes
Cursing / hexing many targets
Curse someone with a terminal illness
Hex with old age / rapid aging
Hex to steal back years of youth
Cursing / hexing whole family lines (including unborn family descendants)
Directly curse/hex with death
The possession of another’s body by the enslaving of other spirits or the will of the spellcaster’s own mind. Examples include:
Possession through dreams whereby the spellcaster remains asleep
Possessing small animals while conscious
Possession by summoning spirits (no control over spirit)
Trap a spirit in an object / animal
Possession of larger animals while asleep
Possession while conscious
Possession of multiple targets while asleep
Possession of larger animals while conscious
Possession of multiple targets while conscious
Command powerful spirits
Command multiple spirits
Reanimate dead bodies / possess them without using necromancy
The control of the dead, be it spirits or physical corpses. Examples include:
Summoning ghosts and spirits for short time
Summoning spirits and keeping them there
Reanimating small animals
Entering the spirit world (not physically, separating the spirit from the body)
Animating many corpses
Command powerful spirits
Command multiple spirits
Enter other bodies with their spirit unless using possession magic
Magic associated with mind tricks and matters of perception. Also enables the caster to tinker directly with a victim’s mind in advanced users. Some examples include:
Directing attention away from the spell caster
Projecting false images
Project false image of self (eg. changing colour, height etc)
Projecting false memories
Projecting false images to multiple targets
Projecting complex images / environments
Project complex false image of self (different species)
Invisibility including the cloaking of senses (ie. sound, smell etc)
Rewriting complex false memories
Cause insanity and broken minds (caster or victim)
Directly create / transform actual objects (illusions are not actually there or solid)
Similar to hypnosis, holds the fascination and attention of other fawnlings against their will. May be exerted consciously or subconsciously.
Exude mesmerising aura
Detect the emotions of others
Inability to break eye contact or move away from the caster
Enhance / suppress the emotions of others
Cause obsession / infatuation
Enslave the will of a small animal
Induce emotions in others / create emotions
Cause extreme migraines (too much power used at once, caster or victim)
Enslave the will of a large animal
Enslave the wills of multiple small animals
Enslave the wills of multiple large animals
Force the will / suggestions of the caster onto another fawnling
Cause insanity (too much power used at once, either the caster or the victim)
Enslave the will of other beings from an especially long distance (without a charm)
Control minds directly (can’t eliminate victim’s mind, they are always aware)