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Magical Journal of Magics!


In the beginning, when magic first came to be, different types of magics popped up in all corners of Anomalous.  Some were with the ability and while others woke up one day suddenly capable of wondrously magical things!  Nowadays, certain magic types tend to be better suited for or exclusive to a particular herd or family group.

Magic can be improved with practice and training but, ultimately, it is age and experience that is the real humdinger!  Age caps apply to magickers across Anomalous, with only adults in their prime able to truly call themselves masters.  Leveling will be further discussed in our Skill Leveling System!  But, for your quick reference, here is the basic breakdown of skill levels!

Age/Skill Caps:

Points based on a 100 Point Max System

No Level:
- 0-2 Years Old.
- 0 Points.
Note: Can experience magical leaks at about 1-2 years old!

Basic Level:
- 3-5 Years Old.
- 1-19 Points.

Medium Level:
- 6-9 Years Old.
- 20-49 Points.

Advanced Level:
- 10-14 Years Old.
- 50-74 Points.

Master Level:
- 15+ Years Old.
- 75+ Points.

Mental abilities such as Magic are not hampered by age... unless the mental sanity of the individual is in question!  



Magic Types:


Devoro Magic


A recent development, Devoro magic is believed to be result of a defect in the part of the brain that controls an Anomalite's magic.  Devoro magic is the only form of magic that doesn't appear to be limited to any specific herd nor are there any records of which herd it may have first originated.  Regardless of its origin, the ability of a Devoro caster to cancel out the magic of other casters - regardless of the type - is unnerving!

Below are just a few of the things Devoro casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Weaken magical ability of those around them (ie, causes 'glitches' in magic being cast by another individual).
- 'Sense' the type of magic of another caster.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional! 

Medium Level Casters can cast spells that can…
- Weaken magical ability of basic level casters around them by one level.
- Cause 'glitches' in the magic of Medium level casters (effect only lasts while in the vicinity of the Devoro caster).
- 'Absorb' the magical talent of another caster temporarily while in the presence of the caster.  This leaves the caster whose magic has been taken drained.
- Cancel Devoro magic of another Devoro caster of equal level or below while within the other caster's vicinity.

Advanced Level Casters can cast spells that can…
- Cause 'glitches' in the magic of Advanced level casters (may be permanent).
- Cause magic of another character up to Medium level to be unusable for a lengthy amount of time (up to two seasons).
- 'Absorb' the magical talent of another caster temporarily for a short amount of time (up to a month) up to Basic level ability.  This leaves the caster whose magic has been taken drained and often causes them to faint/black out.
- Weaken magical ability of Medium level casters by one level.
- Cancel Devoro magic of another Devoro caster of equal level or below while within the other caster's vicinity.

Master Level Casters can cast spells that can…
- Cause 'glitches' in the magic of a Master level Caster (may be permanent).
- Cause magic of another character up to Advanced level to be unusable for a long amount of time (up to one year).
- 'Absorb' the magical talent of another caster temporarily for a long amount of time (up to a year) up to Medium level ability.  This leaves the caster whose magic has been taken drained and often causes them to faint/black out.
- Weaken magical ability of Advanced level casters by one level.
- Cancel Devoro magic of another Devoro caster of equal level or below while within the other caster's vicinity.

Devoro casters of any level cannot...
- Permanently remove the magic of another caster.
- Permanently absorb the magic of another caster (must always 'refill', so to speak!).
- Remove Devoro magic from another Devoro caster! 


Earth Magic


A magic that can be used to manipulate earth and rock!  A very powerful strain of magic that is often argued to have been on of the first to crop up amongst the population, earth magic can be used to create homes both above and below ground as well as increase soil fertility!

Note! If Earth magic is featured on an Austerian, some weird things can happen!  See the Austerian Update for more info.

Below are just a few of the things Earth casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Move small stones/pebbles.
- Kick up small amounts of dust or sand.
- Dig small holes in the ground (size of the caster’s hoof).

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Create small to medium sized holes in the ground.
- Move medium sized rocks.
- ‘Feel’ the earth (ie, sense vibrations, fertility levels, etc.)
-  Create small barriers.

Advanced Level Casters can cast spells that can…
- Dig large holes in the ground (Deep as the caster is tall).
- Move large rocks/boulders.
- Create small golems (No bigger than the size of a dog).
- Sense faraway vibrations.
- Affect the fertility (improve or deplete nutrients).
- Create large barriers/constructs.
- Boost the magic of one other Earth user within their vicinity temporarily.
- Carve preexisting gemstones.

Master Level Casters can cast spells that can…
- Completely restore the fertility of the earth.
- Create massive golems.
- Dig deep holes quickly.
- Move rocks of nearly any size.
- Boost the magic of up to three Earth magic users within their vicinity temporarily.
- Manipulate/grow gemstones of any size.

Earth casters of any level cannot...
- Destroy earth.  They can move it wherever they want but they cannot make it disappear!
- Melt rock (ie, magma).  Master users can move already molten rock but cannot generate heat!



Electricity Magic


A magic known only to occur in the Nombeko and Saraph herds.  A rather unpredictable magic, casters of this strain of magic must take care not to hurt themselves in the process!  For many, the risks of using Electrical magic are minimal in comparison to the benefits, as this strain of magic is the single most effective defensive/offensive magic strain. The Nombeko use it to deadly effect against the giant eagles that prey upon them!

Below are just a few of the things Electricity casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Ability to sense when a storm is coming.
- Immune to any sort of small, electrical shocks.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Exude small electrical shocks capable of causing minor amounts of pain to others.
- Direct small amounts of electricity away from themselves or one other individual.
- Can generate larger amounts of electricity when running!
- Can detect nearby life-forms through flashes of energy when they move.

Advanced Level Casters can cast spells that can…
- Exude large electrical shocks capable of causing burns.
- Direct large amounts of electricity away from themselves or up to two others.
Generate much larger amounts of electricity, even when just walking.
- Can summon small electrical storms.
- Boost the magic by one level of up to one other Electricity caster in the vicinity temporarily.
- Detect faraway lifeforms through flashes of energy when they move.

Master Level Casters can cast spells that can…
- Exude electricity powerful enough to sear flesh and cause paralysis, sometimes permanent, or death.
- Generate massive amounts of electricity when moving.
- Can summon huge storms and manipulate natural electricity.
- Boost the magic by two levels of up to three other Electricity casters in the vicinity temporarily.
- Immune to the electricity of other casters.

Electricity casters of any level cannot...
- Control fire.  Even if they set a fire with their electricity, they cannot control the fire!
- Control a storm.  Yes, they can summon a storm.  But it is only the electricity that will listen to their call.
- Heal wounds caused by electricity.



Esprit Magic


A magic found only in the bloodline of the Austerian Queen and, therefore, one of the rarest strains of magic in all of Anomalous.  Esprit is a magic bound to the soul of the caster, making it arguably one of the most powerful forms of magic.  However, its close ties to the soul of the caster make it a two-faceted magic.  In its purist and intended form Espirt allows the caster to permanently boost the life - and the magic - of the target…  But there are rumors, fairytales really, of a dark soul that caused massive destruction with the powers of a wounded soul...

Esprit is passed maternally, from mothers to their sons/daughters.  Sires with Esprit have 1/4 chance of passing their magic to their children if the dam does not have Esprit!

Note! Esprit users may feature Laurel/Earth magic mutations on up to 50% of their body; this is not limited to a certain area.  For a complete picture on these magical mutations, see the Austerian Updates, Round II!

Below are just a few of the things Esprit casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Detect life of all kinds (plant, insect, mammal, etc), even if hidden.
- Immunity from deadly illness (can still catch a common cold or non-fatal flu!)

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Heal minor sickness/wounds of any lifeform
- Rarely sick, if at all (may still catch a common cold!)
- Eyes change color with change in emotion (Tender to stick to cooler hues.)
- Can sense distress in others.
- Can boost magic by one level of others within the vicinity temporarily.
- Can create a shield to protect self from harm.
- Can speak to creatures such as birds and mice.

Advanced Level Casters can cast spells that can…
- Can heal major sickness/non-fatal wounds of any life form.
- Immune to all sicknesses.
- Eyes glow when using magic.
- Can empathize with others/detect strong emotions such as happiness or sadness (Own power boosted by happiness, love, etc temporarily).
- Can speak to creatures such as foxes and rabbits.
- Can boost the magic by one level of up to two casters, temporarily, within the vicinity.
- Can create a shield to protect up to three bodies.

Master Level Casters can cast spells that can…
- Gives off a constant, ethereal glow.  Can leave glowing hoofprints if especially happy.
- Can empathize with others to the point of nearly mind-reading.  Can speak to all living creatures.
- Can boost the magic by one level of up to 10 casters or by two levels of up to five casters within the vicinity temporarily.
- Can gift non-magic users with magic (+5 magic points applied).
- Can gift casters with a permanent boost of magic (+10 magic points applied).
- Can create a protective shield wide enough to protect up to 10 bodies.
- Heal mortal wounds (as long as they are still breathing).

Esprit casters of any level cannot...
- Destroy life.  Their magic is the light of the soul and is meant to uplift.
- Make someone immortal.  Everyone must die at some point.  
- Bring someone back from the dead.  As talented as a Light Esprit is, if a creature’s heart stops beating there is nothing that can be done…

Desprit Magic (Dark Esprit)


The corrupted version of Esprit, this shadowy magic strain is the opposite of Esprit!  Whereas Esprit is a magic of hope and healing, Desprit is known for its inky black shadows, ability to hex, and invasive abilities.  Desprit thrives off those with anger and hate in their hearts; rumors state that, if a Desprit user meets a Legendary Esprit user, their magic can be returned to its pure form but only if the Desprit caster is pure of heart...

Dsprit is passed maternally, from mothers to their sons/daughters.  Sires with Desprit have 1/4 chance of passing their magic to their children if the dam does not have Desprit!

Basic Level Casters can cast spells that can...
Detect life of all kinds (plant, insect, mammal, etc), even if hidden.
- Immunity from deadly illness (can still catch a common cold or non-fatal flu!)
- Cast minor/short-term, non-fatal curses on non-Desprit individuals (nausea, clumsiness, etc).  Effect lasts only while in the vicinity of the caster.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Make present wounds/illnesses worse.
- Eye change color with emotion (Tend to stick to warmer hues.)
- Can sense distress in others.
- Can deplete magic of another caster by one level temporarily.
Can cast shadows into the mind of another.  Can influence small creatures like birds.
- Cast minor/short-term, non-fatal curses on non-Desprit individuals (nausea, clumsiness, etc).  Effect lasts for up to a week.

Advanced Level Casters can cast spells that can…
- Cause minor illness/injury upon another healthy individual.
- Eyes glow when using magic.
- Can feed off of negative energy (ie, hate, vengefulness, sadness, etc.) and boost their own magic temporarily.
- Can deplete the magic by one level of up to three casters within the vicinity, temporarily.
- Can speak into the mind of another.  
- Can influence small creatures such as foxes.
 Cast minor, long-term curses on non-Desprit individuals (tasteless food, always thirsty, etc).  Effect lasts up to one year.

Master Level Casters can cast spells that can…
- Gives off a constant, dark shadow.  Plants and earth often die in their wake.
Can influence the thoughts/actions of others.
- Can deplete the magic by one level of up to 10 casters or by two levels of up to five casters within the vicinity temporarily.
Can permanently remove any magical abilities in one caster.
Can bring a soul close to death.
- Cast major, long-term curses on non-Desprit individuals (constant pain, nightmares, etc).  Effect can last up to five years.

Dark Esprit casters of any level cannot...
- Destroy life.  Their magic is of death but they can only bring the body/soul to the point of failure, not actual death.
- Speak to the dead.  Some might think they can speak to the dead but this is but a rumor.
Bring someone back from the dead.  Their magic is meant to kill, not the gift with life.



Fire Magic


A dangerous magic if not practiced properly!  Fire gives warmth and light to those most in need, often giving hope to those full of hunger and cold…  However, it can also cause mass destruction if used carelessly.  While the Saraph are the most well known for having this fiery strain of magic, there are a few other herds that it can crop up in!

Below are just a few of the things Fire casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Be immune to fire/burns, sparks when walking.
- Sense when there are other fires nearby.
- Never be cold.
- Make an existing flame flicker.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Light/manipulate a small amount of fire.
- Light easily flammable objects on fire.
- Create flames when walking.

Advanced Level Casters can cast spells that can…
- Light/manipulate large amounts of fire.
- Light less flammable objects on fire.
- Create hotter fire.
- Inhale smoke without repercussion.
- Extinguish own flames (flames the caster has created.)
- Boost the magic by one level of one Fire caster within the vicinity temporarily.

Master Level Casters can cast spells that can…
- Light/manipulate huge amounts of fire.
- Produce the hottest flame, capable of producing glass and melting rock!  Note that, once melted, the rock can be manipulated but only directionally and without accuracy.
- Can breath fire of varying hues.
- Extinguish the flames of others.
- Boost the magic by two levels of of up to three Fire casters within the vicinity temporarily.

Fire casters of any level cannot...
- Live in fire forever.  While they are immune to burns (and smoke inhalation, if they are Advanced level or higher) the fire burns oxygen, which they need to breath!  
- Manipulate boiled water.  Fire casters CAN boil water if it is collected in some sort of bowl/basin.  But they cannot manipulate the water themselves!



Laurel Magic


A magic type exclusively unique to the Austerians, Laurel magic allows the caster to manipulate any and all plant-life around them!  From a wee mushroom to an entire oak tree, Laurel users have got it covered!  It is a very useful magic, as its user will never have to worry about going hungry.  While generally seen as a peaceful magic it can be quite destructive and dangerous!

Note! If Laurel magic is featured on an Austerian, some weird things can happen!  See the Austerian Update for more info.

Below are just a few of the things Laurel casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Grow small plants like mushrooms, grass, etc.
- Revive drooping plants.
- Have flowery sneezes!
- Ensure seeds successfully germinate/sprout!

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Grow small, woody plants like bushes or brambles.
- Bring a small dead plant back to life.
- ‘Feel’ the presence of plants around them.
- Create barricades/constructs that are somewhat strong but can be penetrated.

Advanced Level Casters can cast spells that can…
- Grow trees up to their adult size.
- Detect whether or not a portion of a forest is under duress/malnourished.
- Create barricades/constructs that are very strong and are hard to penetrate.
- Bring whole glades back into bloom.
- Boost the magic of one Laurel user within their vicinity temporarily.
- Revive dead bushes/saplings.

Master Level Casters can cast spells that can…
- Grow supersized plants, including but not limited to giant oak trees, flowers, etc.
- Boost the magic of up to three Laurel users within their vicinity temporarily.
- Create impenetrable barriers/constructs.
- Force the forest into different seasons (ie, from Winter to Spring, Summer to Fall, etc.)
- Revive dead trees and entire sections of a forest.

Laurel casters of any level cannot...
- Talk to plants.  They may sing to them to make them grow faster but they cannot hold conversations with the trees! Dangummit!
- Increase soil fertility.
- Make plants vanish.  While they can kill or move plants with magic, the plants themselves will never disappear!



Lumos Magic


A magic known only to occasionally occur in the Scybilline herd, Lumos magic is the ability to play with light!  Lumos casters can create beacons of light or, conversely, remove light from spaces to create more deep shadows.  It is a fairly passive magic and does not cause physical harm but can be used to disorient a foe by casting shadows, blind them by plunging them into utter darkness or flash them with pure light, or - most commonly - attract the moths upon which the Scybilline prey!

Below are just a few of the things Lumos casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Sense the presence of shadows cast by living creatures.
- Sense an increase or decrease in the amount of light/shadow.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Remove small amounts of light from a space to create a deeper shadow.
- Make their own shadow disappear.
- Create small amounts of light out of existing light (can bottle small amounts of light for later use).
- Can travel without being seen in shadows (may still be heard).
- Manipulate light/shadow into specific shapes (a bird, a fish, etc!)

Advanced Level Casters can cast spells that can…
- Make the shadows of others disappear.
- Manipulate and completely control their own shadow.
- Create medium amounts of light (Can bottle to be given and used by others).
- Deepen shadows and travel soundlessly.
- Create flashes of light that can temporarily blind a foe for up to a week!
- Boost the magic by one level of one other Lumos caster within the vicinity, temporarily.
- Send messages to others through shadows/light.

Master Level Casters can cast spells that can…
- Exude blinding flashes of light that can temporarily blind a foe for up to a year… or permanently!
- Plunge another into utter darkness (foe is essentially blind) temporarily.
- Manipulate and control the shadow of others completely.
- Travel without detection through shadows.
- Can travel over short distances by ‘teleporting’ through patches of light or shadow.
- Boost the magic by two levels of up to three other Lumos casters within the vicinity, temporarily.
- Remove blindness caused by another Lumos caster.

Lumos casters of any level cannot...
- Directly cause harm.  While they can eventually blind a foe with a flash of light, they cannot cause physical harm without exchanging blows!
- Remove blindness caused by injury or that someone was born with.  Unfortunately, those forms of blindness are permanent!
- Travel through shadows/light across the world.  They must be able to see the shadow/light they are hoping to emerge from!



Poison Magic


A magic most well known to belong to the Scybilline, although occasionally it can crop up in other areas!  Poison magic, while initially quite dangerous, can eventually be used to give aid to those afflicted by poison or used to create impressive potions with a wide variety of uses.  That’s only if you want to be nice, though.  If healing ain’t your thing, you could always just create the most powerful toxins Anomalous has ever seen!

Below are just a few of the things Poison casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Be immune to the poison of other creatures or plants.
- Secrete small amounts of poison capable of killing small creatures or discomfort in others if ingested/injected.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Secrete medium amounts of poison strong enough to kill medium sized creatures or make others violently ill if ingested/injected.
- Detect whether or not a plant or creature is poisonous.
- Create antidotes capable of curing the poison of other creatures/plants.
- Spit small amounts of poison.

Advanced Level Casters can cast spells that can…
- Secrete large amounts of poison strong enough to kill large creatures if ingested/injected.
- Create strong antidotes capable of curing the poison from other casters (only poisons made by casters lower than their own level).
- Mix powerful poisons that only an Advanced level or higher caster can heal.
- Secrete an antidote to their own poison.
- Spit out small amounts acidic poisons capable of causing harm to others.

Master Level Casters can cast spells that can…
- Secrete copious amounts of poison capable of paralyzing or killing others if ingested/injected.
- Create powerful antidotes that can cure any kind of poisoning (including the poison from other Poison casters).
- Mix the most powerful poison that can kill within seconds.
- Secrete poisons capable of ‘poisoning’ the mind of another individual…  Zombies, anyone?
- Spit the largest/most acidic poisons, capable of searing flesh.
- Immune to poisons of all kinds, except the poison of other Master casters.

Poison casters of any level cannot...
- Control the poison once it has been injected/ingested.
- Completely heal wounds caused by poison.  While they can certainly heal the poison from another, damaged skin cannot be regenerated.
- Heal the mind of someone who has been ‘zombified’.  The poison used in this heinous act eats away at the unfortunate equid’s brain.  While they can create an antidote for the poison itself, damage done is irreversible…
- Boost the magic of other Poison casters.  Poison is a selfish magic and cannot be boosted by another Poison caster!




Psychic Magic


A mysterious and powerful magic usually found only amongst the Scybillines, Psychic magic has long been the subject of legend and lore as many strains have not been seen in centuries.  Those blessed with Psychic magic have the unique ability to learn two strains of magic, although the ability to bend Psychic energy into a tangible, destructive force remains a gift only those of the moon can wield.  Psychic magic is said to be linked to the Cream gene (nCr, CrCr), a gene rumored to be evidence of moon-blessed blood running in their veins!  Individuals with a single copy of the Cream gene (nCr) may feature a single strain of Psychic magic although Acroris magic and a secondary strain seem to require double copies of the Cream gene (ie, CrCr) to work.  Those lucky individuals who get a Psychic roll upon creation do NOT get a cream gene but are allowed to pick one strain, with the exception of Acroris.

Acroris Magic (Moonblessed Only)


Exclusively available to Moonblessed Scybillines, Acroris magic is named after the first Scybilline ever known to possess this form of magic - a Moonblessed stallion named Acror, who legend says could wield all of the forms of Psychic at will.  The only directly physical form of Psychic magic, Acroris magic is the ability to bend and wield psychic energy.  One of the most powerful and most physically demanding strains of Psychic magic on the caster, Acroris can be one of the most destructive forms of magic in Anomalous if it falls into the wrong pair of hooves...  A truly powerful Acroris caster has not been seen in centuries.

Below are just a few of the things Acroris casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Create sparks of Psychic energy.
- Sense the presence of living creatures nearby within 10 feet of caster.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Create and wield small amounts of Psychic energy capable of causing physical harm.
- Shape small amounts of Psychic energy into simple forms.
- Sense the presence of living creatures within 25 feet of caster.
- Detect the presence of other Psychic casters.
- Create a shield of Psychic energy to protect themselves.

Advanced Level Casters can cast spells that can…
- Create and wield large amounts of Psychic energy, capable of causing physical harm.
- Boost the magic of one other Acroris casters by one level.
- Create a shield of Psychic energy to protect themselves and one other individual (cannot attack/shield at the same time).
- Steal small amounts of energy from living creatures and wield it (causes fatigue in those from whom energy is stolen).
- Sense the presence of living creatures within 40 feet of the caster.

Master Level Casters can cast spells that can…
- Manipulate massive amounts of psychic energy capable of causing physical harm.
- Boost the magic of up to three Acroris casters by two levels.
- Create a shield of Psychic energy to protect themselves and up to three other individuals (may cast up to Medium level spells/shield at the same time).
- Steal large energy from living creatures and wield it (causes intense fatigue in those whom energy is stolen from; may induce temporary/long-term coma).
- Detect the presence of living creatures within 50 feet of the caster.

Acroris casters of any level cannot...
- Read minds or speak to the dead.
- Lift objects or teleport.
- Steal all energy from living creatures (cannot cause death from energy depletion).
- Be immune to other Acroris/Psychic casters unless shielding.  They can only block other Psychic attacks using shield/defensive maneuvers.



Foresight Magic


Foresight casters have the unique ability to delve into both the past and the future!  Foresight users are one of the most mysterious and feared Psychic users, mostly because they have the ability to see into an individual's future!  Foresight casters are the most benefitted from herbal mixtures and potions.  Because of this, many Foresight users become master herbalists to maximize their power!

Below are just a few of the things Foresight casters of the various levels can do!

Basic Level Casters can cast spells that can...
- See very recent, past events (1-2) in their sleep of random individuals dwelling nearby.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- See very recent, past events (within two weeks) of nearby an individual when making physical contact.
- See into the immediate future (within a month) of an individual when making physical contact.
- See into the near future/past (within six months) of random individuals nearby in their sleep.
- Detect magic type of foals before magical maturity.
- Determine the next movement of a targeted individual within close proximity.
- Project a sleeping individual's dreams for public view for a short amount of time.

Advanced Level Casters can cast spells that can…
- See into the distant future/past (within a year) of specific individuals, especially when aided with herbal potions/physical contact.
- See into the future/past (within five years) of random individuals nearby in their sleep.
- May see into the distant future/past of targeted individuals if given an item belonging to them (ie hair, charm, trinket, etc).
- Determine the next three movements of a targeted individual within close proximity.
- Project visions of an individual's past/future for them to see (may only be viewed by subject/caster) for a medium amount of time.

Master Level Casters can cast spells that can…
- See into the entire future/past of targeted/specific individuals.
- May see into the entire future/past of targeted individuals by simply a name or general description.
- May act as a direct line to the gods.
Determine the next three movements of up to three individual within close proximity.
- Project visions of an individual's past/future for public view for a large amount of time.

Foresight casters of any level cannot...
- Definitively decide an individual's future.  When a Foresight caster reads an individual's future, it is simply the most likely outcome should the individual continue down their current path.  Any major changes/decisions often can and will affect their future!
- Change the past/future.
- Reach the gods at any given time.  Gods are finicky and have to be n the mood to listen.  Doesn't mean they can't fake a vision though!
- Cause physical/mental harm... Unless you don't like what your future holds.  That might mess you up a bit!  HEY NO REFUNDS.



Ghoul Magic


One of the most misunderstood forms of Psychic magic, Ghoul magicians have the strange capability of speaking to the dead and summoning spirits!  While capable of resurrecting dead bodies (eww), Ghoul casters often find themselves sought after by those mourning the deaths of their loved ones who can't quite let go.  In addition to helping the living cope with the loss of someone they hold dear, Ghouls are also tasked with helping put to rest the spirits/ghosts that have not been able to cross into the spirit world.  Because of this, Ghouls tend to have sunken eyes from lack of sleep, since ghosts will often pester them until they are helped into the spirit world!

Below are just a few of the things Ghoul casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Hear the voices of nearby ghosts (higher level/less friendly spirits may not show themselves!).
- Summon nearby low level ghosts/spirits for small amounts of time (Non-Ghoul casters may see them as a collection of smoke but not a definitive body shape.
- See nearby low level ghosts/spirits.
- Control the bodies of small, deceased animals (ie, mice, rabbits, birds, etc) for small amounts of time.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- See/hear nearby medium level ghosts/spirits (higher level/less friendly spirits may not show themselves!).
- Summon nearby medium level ghosts/spirits for medium amounts of time (non-Ghoul casters may see a rough outline or specific features of the spirit but not an entire body shape).
- Control the bodies of medium-sized, deceased animals (ie, wolves, deer, etc) for small amounts of time.
- Target specific spirits from an item that once belonged to them or a family member.

Advanced Level Casters can cast spells that can…
- See/hear nearby advanced level ghosts/spirits (higher level/less friendly spirits may be seen but may not heed the caster!).
- Summon nearby advanced level ghosts/spirits for large amounts of time (non-Ghoul casters can see a clear image of the spirit, cannot have a direct conversation with the spirit).
- Control the bodies of large, deceased animals (ie, wolves, deer, etc) for medium amounts of time.
- Target specific spirits by simply a name.
- Reanimate deceased Anomalites for short amounts of time (cannot wield their magic).
- Enter the spirit world while asleep.
- Attach a spirit to an object.  Beware those who wear/touch the bound spirit!

Master Level Casters can cast spells that can…
- See/hear any level ghosts nearby.
- Summon any level ghost/spirits, whether they want to be summoned or not (non-Ghoul casters can see and hear the spirit clearly, and speak to it!).
- Control the bodies of very large, deceased animals (ie, bears, cougars, etc) for lengthy amounts of time.
- Reanimate deceased Anomalites for large amounts of time (cannot wield their magic).
- Reanimate deceased Anomalites for small amounts of time and wield their magic!
- Place a spirit into a deceased body - if the body is fresh and the spirit is strong, they may actually survive for up to a month!
- Place a spirit into a living body; can only be removed by another Ghoul caster.
- Enter the spirit world at will; careful, if you spend too much time there, you may get stuck!

Ghoul casters of any level cannot...
- Bring someone back from the dead permanently.
- Permanently exist in the spirit world.  If a Ghoul gets stuck into the spirit world, they will survive only until their body fails from thirst, starvation, or predation!  Worst of all, they can feel the pain/hunger that their body feels in the real world.  Yikes!
- Possess a living creature directly.  Only by placing a spirit into a living body can they attempt to control a living being by overpowering the host spirit with the foreign spirit!



Lektor Magic


Lektors are the mind-readers of Anomalous!  While it takes some time and practice for them to be able to shut off the constant barrage of thoughts from those nearby, tried and true mind readers make superb detectives!  At higher levels, Lektors can also act as illusionists capable of messing with the images an individual sees or possessors who have the unique ability to control the mind/actions of an individual!  

Below are just a few of the things Lektor casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Hear the thoughts of those nearby.  Unfortunately, they cannot shut it off!
- Often suffer intense migraines (it can get pretty noisy hearing all those voices!).

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Hear the thoughts of those nearby and target specific voices.
- Possess small, living creatures for short amounts of time.
- Suggest thoughts into another individual (ie, Jedi mind tricks!); may or may not be successful depending on the will of the subject.

Advanced Level Casters can cast spells that can…
- Shut off the voices of anyone they do not wish to hear thoughts from.
- Target thoughts of distant individuals they have met.
- Possess medium-sized, living creatures for medium amounts of time.
- Create illusions in the minds of individuals (only the one being affected by the magic and the caster can see the illusion).
- Suggest thoughts/actions into another individuals with high success; may or may not work on strong-willed subjects!
- Cause temporary insanity in an individual (can be healed by Masters).

Master Level Casters can cast spells that can…
- Hear the voices of anyone they wish by simply a name or an object that once belonged to them.
- Possess large, living creatures (ie bears, other Anomalites, etc) for large amounts of time.
- Create elaborate illusions capable of being seen by anyone in the vicinity of the caster!
- Scramble the brains of those that picked on them as kids!  Jk.  But no really, they can mess up your brain yo.
- Suggest thoughts/actions into other individuals nearly without fail.
- Heal minds scrambled by other Master Lektors.

Lektor casters of any level cannot...
- Possess deceased bodies/spirits.
- Permanently take over a living body.  While low-willed individuals can be taken over easily, the caster must actively push their will onto the individual in order to keep control.
- Hear the voices of dead beings.  Only living thoughts can be heard!
- Cause direct, physical harm with illusions.  



Telekinesis Magic


Telekinesis casters have the unique ability to move objects with the power of their mind!  Although not Telekinesis magic is not directly/physically harmful, at higher levels magicians can not only lift large objects and/or render their enemies immobile; they can also affect the laws of psychics in their immediate surroundings!

Below are just a few of the things Telekinesis casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Move small objects via telekinesis.
- Cause small stones/objects nearby to levitate unintentionally when emotional (Causes physical fatigue).
- Prone to random headaches.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Move medium objects via telekinesis.
- Often suffer intense migraines after casting.
- Cause medium stones/objects nearby to levitate unintentionally when emotional (Causes physical fatigue).

Advanced Level Casters can cast spells that can…
- Move large objects via telekinesis.
- Often suffer minor headaches after casting.
- Cause large stones/objects nearby to levitate unintentionally when emotional (Causes physical fatigue).
- Render up to one enemy temporarily immobile (Must actively keep enemy immobile; cannot cast while using this spell).
- Boost up to one other Telekinesis caster up to one level.

Master Level Casters can cast spells that can…
- Move massive objects via telekinesis.
- Often suffer headaches after casting.
- Cause massive stones/objects to levitate unintentionally when emotional (Causes physical fatigue).
- Render up to three enemies temporarily immobile (Must actively keep enemies immobile; may cast up to medium level while using this spell).
- Boost up to three other Telekinesis casters up to two levels.

Telekinesis casters of any level cannot...
- Wield physical energy/directly cause physical harm with Telekinesis!
- Read minds or talk to the dead.
- Possess other beings, living or dead.



Teleportation Magic


While Teleportation is one of the most difficult strains of Psychic magic to master, those who train hard (and carefully) are rewarded with the ability to transport themselves - and at higher levels, others - from place to place without lifting a hoof!  While there are some restrictions on where and how far Teleporters can go from their initial position, those who master the skill are often exceptionally hard to battle.  After all, it's hard enough hitting a moving target let alone one that can disappear and reappear in a totally different spot!

Below are just a few of the things Teleportation casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Teleport small objects (ie, sticks, stones, etc) over small range distances within a visible range.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Teleport medium-sized objects (ie, medium stones, uprooted bushes, etc) over medium range distances within a visible range.
- Teleport themselves over small distances (ie, to a clear, nearby location they can see with their own eyes, within 25 feet; subject to visibility and weather conditions).
- Teleport small living creatures (ie, mice, rabbits, small lizards, etc) over small distances within a visible range.

Advanced Level Casters can cast spells that can…
- Teleport large objects (ie, large stones, fallen logs, a dead body, etc) over long distances within a visible range.
- Teleport themselves over medium range distances (ie, to a clear location in the distance they can see with their own eyes; subject to visibility and weather conditions).
- Teleport medium-sized living creatures (ie, a rampaging butterfly, wolves, etc) over medium range distances within a visible range.

Master Level Casters can cast spells that can…
- Teleport very large objects (ie, large boulders, rooted trees, very large fallen logs, etc) to locations the caster has visited!
- Teleport themselves over large distances (ie, somewhere they have visited before but cannot see).
- Teleport large-sized living creatures (ie, bears, other Anomalites, etc) over long distances within a visible range.
- Teleport themselves and up to one other individual to a different location (must be a location either the individual or the caster has visited!).  Attempts to transport more than one individual at a time will be subjected to a 50-50 roll to see if any injuries to each involved party is sustained!
- Attempt to Teleport to a place they have NOT visited with a location name and/or detailed description.  Note that this is very dangerous for the caster and must only be attempted in dire circumstances (those who attempt this will be rolled at a 50-50 chance to see if they suffer any injuries!).

Teleportation casters of any level cannot...
- Levitate items/individuals.  While Teleporters are capable of transporting objects/individuals to different areas, the subject of their teleport magic is still subject to the laws of physics!  This is why Teleporters must be cautious when first attempting to transport living creatures.  After all, it would be rather dangerous to teleport a dear friend only to have them reappear twenty feet in the air and crash down!
- Teleport themselves/other individuals somewhere they haven't been.  While Masters may attempt to Teleport to an area by creating the most accurate description they can, it is extremely dangerous and often results in parts of their body not making it to the same location. 
- Transport more than one individual at a time.  Teleportation is a huge strain on stamina, so transporting another can only be done successfully one at a time.  




Water Magic


One of the magics with the most diverse array of potential applications.  From solid, to liquid, to gas, water in all forms can be shifted by a talented caster.  Because there is such a variety use, certain herds have developed ‘specialties’ in its use, with some preferring water in its liquid form while others find ice far more useful!

Below are just a few of the things Water casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Be waterproof.
- Detect nearby water sources.
- Swim, even if they haven’t been taught!
- Control small amounts of water.

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Control medium amounts of water.
- Freeze/Boil water within ten feet of themselves.
- Sense bodies nearby (by their blood, amg!)
- Navigate dark, damp area by detection of water on damp cave walls.
- Hold their breath twice as long as a normal equid.

Advanced Level Casters can cast spells that can…
- Manipulate large amounts of water.
- Freeze/Boil water within twenty feet of the caster.
- Walk on water without trouble.
- Hold their breath for thrice the amount of a normal equid.
- Can direct small amounts of uncomfortably hot steam.

Master Level Casters can cast spells that can…
- Manipulate massive amounts of water.
- Cause rainstorms.
- Freeze/Boil water within fifty feet of the caster.
- Hold their breath for five times the amount of a normal equid.
- Control water inside another living creature (ie, control them with their BLOODZ).
- Can create large amounts of searing steam.
- Boost the magic by one level of one Water caster within the vicinity temporarily.

Water casters of any level cannot...
- Breathe underwater.  Without a Gills mutation, that is!
- Avoid freezing/boiling.  If they are not careful, a wayward water user might accidentally hurt himself/herself in the process!
- Control a storm.  While they can summon water to fall from the skies, once a storm has started they cannot tell it when to stop.
- Boost the magic by one level of up the three Water casters within the vicinity temporarily.



Wind Magic


A seemingly harmless magic that can actually be surprisingly volatile!  Winds can be used to spark up sandstorms, rainstorms, and be as violent as taking away the ability of another creature’s very own breath!  However, these uses tend to be used only during times of war or strife and, for the most part, wind magic is one of the more peaceful strains of Anomalous.  

Below are just a few of the things Wind casters of the various levels can do!

Basic Level Casters can cast spells that can...
- Follow a wind, so rarely are lost!
- Have a really crazy good sense of smell!

Note that a Basic level caster is still susceptible to outbursts of magic if they get too emotional!

Medium Level Casters can cast spells that can…
- Direct small amounts of wind strong enough to pick up small objects or trip up a foe.
- Create miniature whirlwinds (strong enough to pick up dust).
- Heat/Cool Wind.
- Identify specific/desired scents - however faint - upon the wind.

Advanced Level Casters can cast spells that can…
- Direct medium amounts of wind strong enough to unbalance foes and pick up medium-sized objects.
- Create hefty whirlwinds (strong enough to pick up stones/wood).
- Put pressure on the lungs of opponents.
- Summon small-scale storms (generally just the dark clouds, rain comes later.)
- Boost the magic by one level of one Wind caster within the vicinity temporarily.

Master Level Casters can cast spells that can…
- Cut off airflow of opponents (cause suffocation).
- Summon full-scale storms (clouds, rain, etc.)
- Create searing hot/cold winds (Burns/Frost on contact.)
- Create tornadoes.
- Direct large amounts of wind strong enough to pick up and throw other equids.
- Boost the magic by one level of up to three Wind casters within the vicinity temporarily.
- Can find the general location of any equid on the island if given a scent.

Wind casters of any level cannot...
- Control rain/electricity.  While their powers can summon them, Wind casters only have power over the wind.
- Stop a storm.  While they can control it and lessen its effects, Wind users cannot dissipate a storm completely without the help of water and electricity casters.
Add a Comment:
 
:iconjian89:
Jian89 Featured By Owner Sep 20, 2017  Hobbyist Digital Artist
Gonna post my question here, as it seems it got lost in the notes ...

I got secondary Magic for my Scyb Drizzt - Drizzt / Drake / Templar
as an admin had said that because he is an nCr, that I can pick a phychic strain. It can be any strain? (Except that acroris thing)


And is secondary magic restricted in some way (except the age restriction)
Reply
:iconstrideroo:
strideroo Featured By Owner Sep 20, 2017  Hobbyist Digital Artist
I thought we had answered this for you, someone was definitely asking about that in the mod chats so apologies!

If you purchase a Secondary Magic for a Cream-Carrying Scybilline that did not roll for Psychic magic then yes, you automatically get to choose any Psychic strain aside from Acroris.  Secondary magic strains, like regular magic, is only restricted by age/crossbreed status/DB caps, as applicable.  So you should be fine. :)
Reply
:iconjian89:
Jian89 Featured By Owner Sep 21, 2017  Hobbyist Digital Artist
It probably got buried somewhere ...

do I need to send the group a note which psychic magic strain I pick?
Reply
:iconstrideroo:
strideroo Featured By Owner Sep 22, 2017  Hobbyist Digital Artist
That would be great thank you!
Reply
:iconjian89:
Jian89 Featured By Owner Sep 22, 2017  Hobbyist Digital Artist
as a new note or as a reply to the note I had already send about the secondary magic?
Reply
:iconstrideroo:
strideroo Featured By Owner Sep 27, 2017  Hobbyist Digital Artist
Let's just do a new note to make sure it doesn't get lost again!
Reply
:iconjian89:
Jian89 Featured By Owner Sep 28, 2017  Hobbyist Digital Artist
should be send :)
Reply
:iconwarped-desire:
Warped-Desire Featured By Owner Aug 21, 2017  Professional Digital Artist
Uhhh if a foal is born with rare magic, can a rare magic token be applied for an even rarer magic or what?
Reply
:iconstrideroo:
strideroo Featured By Owner Aug 31, 2017  Hobbyist Digital Artist
You can leave magic blank and add a token for a more rare magic later. :)
Reply
:icondatnachtmaehre:
DatNachtmaehre Featured By Owner Jul 6, 2017
Foresight question.

Can basic foresight casters also see into the immediate future of an nearby invidual while sleeping
or only into the past? I mean like 2 or 3 days in the future not more.

Also medium foresight casters can they detect the future of 3 to 4 individuals nearby while sleeping
(in some sort of messy dream because divers futures are blending in and out)?

I'm asking cause I have some idea of messy vigil dreams. *cough*
Reply
:iconmockradrake:
Mockradrake Featured By Owner Edited Mar 9, 2017  Hobbyist General Artist
Now, reguarding Devoro, when you say "absorb" does this imply they can use it, or their magic literally just eats it and nothing more?

I really might use this on Pangea if I can get my claws on it lol~
Reply
:iconstrideroo:
strideroo Featured By Owner Mar 10, 2017  Hobbyist Digital Artist
They can indeed use it! :)  It's capped at a lower level than their actual Devoro skill but for certain amounts of time they can use the form of magic they absorbed!
Reply
:iconcactus-sis:
Cactus-sis Featured By Owner Mar 7, 2017  Hobbyist Digital Artist
Oooooo Devoro! It does make me wonder though: how would Devoro work as a secondary magic, or if a secondary magic token was applied to a character that already has Devoro? Does Devoro cancel out the second magic type unintentionally, or would it co-exist because Devoro only affects the magic of other magic users?
Reply
:iconstrideroo:
strideroo Featured By Owner Mar 7, 2017  Hobbyist Digital Artist
Secondary magic won't work with Devoro unfortunately!  It's caused by a 'defect' in the magical parts of Anom brains so it would actually not only cancel out but REMOVE any magic present in the caster!
Reply
:iconcactus-sis:
Cactus-sis Featured By Owner Mar 8, 2017  Hobbyist Digital Artist
Oh that makes sense, thank you! And really makes Devoro all the more interesting as a magic type :D
Reply
:iconstrideroo:
strideroo Featured By Owner Mar 8, 2017  Hobbyist Digital Artist
-waggles brows-
Reply
:iconpoisonsoldat:
PoisonSoldat Featured By Owner Mar 3, 2017  Student Digital Artist
Wooo Devoro looks awesome and slightly horrifying at the same time :o
Reply
:iconstrideroo:
strideroo Featured By Owner Mar 4, 2017  Hobbyist Digital Artist
The set up for a perfect villain or disaster. ;)
Reply
:iconpoisonsoldat:
PoisonSoldat Featured By Owner Mar 5, 2017  Student Digital Artist
That is true, can't wait to see one with this kind of magic!
Reply
:iconwarped-desire:
Warped-Desire Featured By Owner Jan 25, 2017  Professional Digital Artist
What magic can the hihiri have? Free for starters c:
Reply
:iconstrideroo:
strideroo Featured By Owner Jan 26, 2017  Hobbyist Digital Artist
Hihiri are actually not born with magic! Starters are rolled for a small chance of the presence of magic. However, if they are lucky enough to roll this small number they can have any magic type! If they do not roll for magic, a Hihiri magic Salamander reward or Hihiri magic token will work to give them magic! 
Reply
:iconwarped-desire:
Warped-Desire Featured By Owner Jan 26, 2017  Professional Digital Artist
Ahhh okay cool c:
Reply
:iconkatperson098:
KatPerson098 Featured By Owner Jun 30, 2016  Student General Artist
so, if i were to create a hihiri, i'd need to put roll desired in the magic section, since their magic would need to be rolled?
Reply
:iconarkneos404:
Arkneos404 Featured By Owner Jun 30, 2016  Hobbyist Digital Artist
Yes!
Reply
:iconlionessnalala:
LionessNalala Featured By Owner Jun 30, 2016  Hobbyist Photographer
Hey there! You would if you wanted your Hihiri character to have magic! This herd doesn't have many equines with magic so it is not considered a common form. In all of the other herds it would be okay to leave the common magic listed without a roll. Hope that helps!
Reply
:iconlilfawns:
lilfawns Featured By Owner May 9, 2016   Digital Artist
So, can basic water magic casters not manipulate small amounts of water?? Like they can't  move little rain drops or make a small water ball?
Reply
:iconthe-ethereal-swan:
The-Ethereal-Swan Featured By Owner May 10, 2016  Hobbyist Digital Artist
Whoops mistake on our part! Basic level water would be able to control small amounts, so I just added that in. :D
Reply
:iconmythisawesome:
Mythisawesome Featured By Owner Apr 14, 2016  Hobbyist Artist
what would an emotional magi outburst be like?
Reply
:iconmusepony:
MusePony Featured By Owner Apr 14, 2016  Hobbyist Digital Artist
There are no guidelines for exactly what it looks like, but use your imagination! Magic comes from within and is affected by your emotions, so try and imagine what it would do to your magic for different emotions. Basically, though, magic can be both stronger (of a higher level!) and more unpredictable when the character is highly emotional, and often this happens without the character doing it on purpose. 
Keep in mind that if your character does have a magic outburst that's higher than the level they're at, they will be highly exhausted for a period of time afterwards and most likely faint.
Reply
:iconmythisawesome:
Mythisawesome Featured By Owner Apr 14, 2016  Hobbyist Artist
that makes sense thx
Reply
:iconjouroo:
jouroo Featured By Owner Mar 31, 2016  Student Digital Artist
If you have magic rolled on a character application, and don't get what you were hoping for, can you still purchase a different magic type a la the usual salamander rewards?
Reply
:iconlionessnalala:
LionessNalala Featured By Owner Mar 31, 2016  Hobbyist Photographer
Hello there! You may list your character as having no magic until you are able to purchase the desired magic from the store. Then it will be a sort of "awakening" of your characters magic when they do receive it, as they will not have any magic pervious to the time that you buy it for them. Hope that helps!
Reply
:iconjouroo:
jouroo Featured By Owner Mar 31, 2016  Student Digital Artist
Whoops, I found the answer in the FAQ, sorry!
Reply
:iconjouroo:
jouroo Featured By Owner Mar 31, 2016  Student Digital Artist
Okay, cool. If we do decide to roll, are we absolutely stuck with the result?
Reply
:iconstrideroo:
strideroo Featured By Owner Jul 1, 2016  Hobbyist Digital Artist
I am not sure if you ever got the answer to this! But just in case you didn't we can do a roll for the character and you have the opportunity to keep the roll result OR leave magic blank to add it later. :)
Reply
:iconpurpleshadowbooster:
purpleshadowbooster Featured By Owner Dec 24, 2015  Hobbyist Artist
ohh me like  <3
Reply
:iconstrideroo:
strideroo Featured By Owner Dec 27, 2015  Hobbyist Digital Artist
WOOT! :D
Reply
:iconpurpleshadowbooster:
purpleshadowbooster Featured By Owner Dec 27, 2015  Hobbyist Artist
Same if there look so Mach fun :3
Reply
:iconhudjackson:
HudJackson Featured By Owner Dec 24, 2015  Hobbyist Digital Artist
OMG ELECTRICITY YASS
Reply
:iconstrideroo:
strideroo Featured By Owner Dec 27, 2015  Hobbyist Digital Artist
YASSS :la:
Reply
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