A week will pass and the source will reveal itself in a physical form, allowing one person the earth deems fit to ask an ultimate question. Magic isn't commonplace on earth ? its practices are restricted to small families and communities all over the world that devoted themselves to tapping into the source and using its energy in different ways. Each house bears its own distinct mark and way of magic, from the Alchemists mystical potions to the Voodoo priest's deals with the Loa. The energy of the source manifests itself in many different ways, ways that come true due to the people who envision them. As such, newer forms of magic have been created over the recent decades, and although they have not been recognized as proper houses they still produce fierce magicians in their own right.
Every decade the source reveals itself in physical form and allows one person to ask it a question, whatever it may be. The source, being the bearer of knowledge on Earth will answer the truth and nothing but the truth. It was many centuries ago that the first fight over the source began, after the elder magic house held onto the source for generations of research. As time went on and more houses were recognized into the earth's magician community new rules were set in stone for a tournament to determine which house is more deserving of a real answer from the source.
Each house will present up to two candidates for the tournament. The candidates can end up fighting each other, in which case the law prohibiting deadly blows is removed and the fight will commence to the death or if one concedes the fight before it begins. In an ordinary fight a representative of one of the seven houses must not be killed. If a magician uses a killing blow or does inflict mortal injury he will be expelled from the tournament and triad for his crimes. The fights will work in an elimination round technique and the winner will be able to claim the reward at the end of the tournament. There will be an audience watching via magic, but the arena will most likely be a scarcely populated area in the world that falls under the jurisdiction of the hosting house.
A dark cloud still rests atop the tournament - None of the adults had forgotten what transpired three decades ago. It was the third time a magician from a Fringe group won the tournament, but the question he had asked rocked the very foundations of the magical community. It was the reason why the group had been exterminated and all of its writings destroyed, a question so terrible nobody wanted to know the answer.
"How do I end the source?"
The current competition is held at the Catholic House's home field in Western Europe and will begin in London, where the guests are invited to a theater from which the tournament will begin and they will observe the fight.
Every decade the source reveals itself in physical form and allows one person to ask it a question, whatever it may be. The source, being the bearer of knowledge on Earth will answer the truth and nothing but the truth. It was many centuries ago that the first fight over the source began, after the elder magic house held onto the source for generations of research. As time went on and more houses were recognized into the earth's magician community new rules were set in stone for a tournament to determine which house is more deserving of a real answer from the source.
Each house will present up to two candidates for the tournament. The candidates can end up fighting each other, in which case the law prohibiting deadly blows is removed and the fight will commence to the death or if one concedes the fight before it begins. In an ordinary fight a representative of one of the seven houses must not be killed. If a magician uses a killing blow or does inflict mortal injury he will be expelled from the tournament and triad for his crimes. The fights will work in an elimination round technique and the winner will be able to claim the reward at the end of the tournament. There will be an audience watching via magic, but the arena will most likely be a scarcely populated area in the world that falls under the jurisdiction of the hosting house.
A dark cloud still rests atop the tournament - None of the adults had forgotten what transpired three decades ago. It was the third time a magician from a Fringe group won the tournament, but the question he had asked rocked the very foundations of the magical community. It was the reason why the group had been exterminated and all of its writings destroyed, a question so terrible nobody wanted to know the answer.
"How do I end the source?"
The current competition is held at the Catholic House's home field in Western Europe and will begin in London, where the guests are invited to a theater from which the tournament will begin and they will observe the fight.
The Elder house ? Originally Indian and Persian, the elder house is the oldest among the seven. They are the ones who had developed magic from scratch by using the source to answer their questions and building the theory behind its workings. Nowadays they exist in Northern India, Pakistan, Iran, some parts of China and Asia.
The elder house specializes in most basic, yet effective works of magic. They usually control raising ancestral spirits to aid them and use plain telekinesis.
The Roman house ? springing up from the remains of the Roman Empire and later the eastern Roman Empire, this house fought against the Elder house and managed to form a treaty where they will share the source between each other. Nowadays they exist in Greece, Ethiopia, Romania and the Russian federation.
These specialized in more complex spells and incantations meant to counter those of the Elder house from their creation. Strong spiritual spells that banish ghosts and spirits from an area together with a basic form of teleportation.
The Arabic House ? born from the fledgling Arabic Empire and peaking at the reign of the Persians, the Arabic house benefitted much from the nigh annihilation of the Elder house and the Roman house which were sent to exile from their original homelands. Nowadays they exist in North Africa, the Middle East, turkey and Indonesia.
The Arabic house, having undergone a long period of relative peace had developed some restorative abilities that a few besides their house can master. They specialize in restoration and controlling the simple minds of smaller animals to do their bidding. With that the Arabic house was able to expand the basic knowledge of medicine and preserve the ancient writings from the Roman culture and the Elder culture.
The Catholic House ? born from the crown of the pope in Rome, it was the beginning of translations of texts from the Arabic magical house that kick-started the exploration of magic in Europe. Under the wing of the church this house began to study the holy book of the infidel and the assorted writings that were translated into Latin, also uncovering knowledge from the Roman house and Elder house. This house later became illegal under its old sponsor, forcing it to go underground and away from the church. Some of their writings were destroyed forever, and the Catholic house changed its form ever since.
The Catholic house has a mastery over elementalism, having taking the ramblings of Roman and Arabic scholars and learning how to bend the chaos in matter into varying shapes and sizes. They can control the shape of plain earth, pure water, fire and sunlight. With such a mastery over light they can have limited capabilities in illusions and with the control over the elements the Catholic house can be destructive when around nature.
The Voodoo house ? born from the various traditions and ceremonies preformed all around middle and southern Africa, Voodoo came to prominence when a large wave of black slaves was traded over to the West Indies and South America. There the slaves made a solid connection with the source and nowadays the movement returned to Africa, though it still holds some influence over South Africa and the Caribbean isles.
The Voodoo house deal with the Loa which is a manifestation of a part of the source; they have mastery over necromancy and simple mind tricks, including advanced illusions and causing basic levels of mental instability to others (hearing voices, seeing things that aren't there).
The Alchemist House ? Born from Arabic and Catholic writings, this once cadet branch of the Arabic House merged together with a fringe group of the Catholic house to make the Alchemist House. Lacking a religion and general connection to a culture, it fills the gaps in the world power-spheres and serves as an equalizer and reminder to all that cadet-branches and fringe groups can indeed form a house that can rival the elders.
The Alchemist house can concoct all potions and poisons they can create and think of, and with the passing generations a general ability to tolerate these deadly toxins had been found in all members of the Alchemist House (except for outsiders that need to work on their own tolerance). Most potions are based on spirits and others have exotic ingredients that might not even exist today (they are the prime reason for the extinction of many races of animals). These potions are drunk before an encounter, though one could theoretically use one in the middle of a tight spot.
The New-Age American House ? a combination of most of the six previous houses, the American New-Age House is a strange mixture of incantations and deals with the after-world, a result of popular culture and the American psyche. This house dabbles in all forms of magic but for conjuration and they master the arts of divination and mind-trickery. Nowadays they are most prominent in North America, central America, Japan, Australia and New Zealand. They aren't much of a structured bloodline organization, though the house is comprised of many smaller families of users.
The Fringe ? Outsiders or those who found other ways to interact with the source. These are not yet recognizable by the seven houses as a proper house because they are either too similar in nature to an existing House (a cadet house or a fringe group), they are too small, unknown, too weak or too controversial.
There are some ways of magic which the Elders deemed inappropriate that some had picked up over the years. These include blood magic and human sacrifice together with animal sacrifice (Using your own blood or the blood of a sacrifice to start destruction spells or to reinvigorate the user), Conjuration (Transporting materials and sometimes people over great lengths. One must be in full knowledge of where an item is and how it looks like. The longer the distance the more difficult and eventually impossible the conjuration goes) and Transmutation (Changing the solidity of items, turning tone into dust and vise versa. Very hard to learn and grasp). These are however not banned, but they are not welcomed in most houses. Some have already practiced this for generations or created their own group in their lifetime.
The elder house specializes in most basic, yet effective works of magic. They usually control raising ancestral spirits to aid them and use plain telekinesis.
The Roman house ? springing up from the remains of the Roman Empire and later the eastern Roman Empire, this house fought against the Elder house and managed to form a treaty where they will share the source between each other. Nowadays they exist in Greece, Ethiopia, Romania and the Russian federation.
These specialized in more complex spells and incantations meant to counter those of the Elder house from their creation. Strong spiritual spells that banish ghosts and spirits from an area together with a basic form of teleportation.
The Arabic House ? born from the fledgling Arabic Empire and peaking at the reign of the Persians, the Arabic house benefitted much from the nigh annihilation of the Elder house and the Roman house which were sent to exile from their original homelands. Nowadays they exist in North Africa, the Middle East, turkey and Indonesia.
The Arabic house, having undergone a long period of relative peace had developed some restorative abilities that a few besides their house can master. They specialize in restoration and controlling the simple minds of smaller animals to do their bidding. With that the Arabic house was able to expand the basic knowledge of medicine and preserve the ancient writings from the Roman culture and the Elder culture.
The Catholic House ? born from the crown of the pope in Rome, it was the beginning of translations of texts from the Arabic magical house that kick-started the exploration of magic in Europe. Under the wing of the church this house began to study the holy book of the infidel and the assorted writings that were translated into Latin, also uncovering knowledge from the Roman house and Elder house. This house later became illegal under its old sponsor, forcing it to go underground and away from the church. Some of their writings were destroyed forever, and the Catholic house changed its form ever since.
The Catholic house has a mastery over elementalism, having taking the ramblings of Roman and Arabic scholars and learning how to bend the chaos in matter into varying shapes and sizes. They can control the shape of plain earth, pure water, fire and sunlight. With such a mastery over light they can have limited capabilities in illusions and with the control over the elements the Catholic house can be destructive when around nature.
The Voodoo house ? born from the various traditions and ceremonies preformed all around middle and southern Africa, Voodoo came to prominence when a large wave of black slaves was traded over to the West Indies and South America. There the slaves made a solid connection with the source and nowadays the movement returned to Africa, though it still holds some influence over South Africa and the Caribbean isles.
The Voodoo house deal with the Loa which is a manifestation of a part of the source; they have mastery over necromancy and simple mind tricks, including advanced illusions and causing basic levels of mental instability to others (hearing voices, seeing things that aren't there).
The Alchemist House ? Born from Arabic and Catholic writings, this once cadet branch of the Arabic House merged together with a fringe group of the Catholic house to make the Alchemist House. Lacking a religion and general connection to a culture, it fills the gaps in the world power-spheres and serves as an equalizer and reminder to all that cadet-branches and fringe groups can indeed form a house that can rival the elders.
The Alchemist house can concoct all potions and poisons they can create and think of, and with the passing generations a general ability to tolerate these deadly toxins had been found in all members of the Alchemist House (except for outsiders that need to work on their own tolerance). Most potions are based on spirits and others have exotic ingredients that might not even exist today (they are the prime reason for the extinction of many races of animals). These potions are drunk before an encounter, though one could theoretically use one in the middle of a tight spot.
The New-Age American House ? a combination of most of the six previous houses, the American New-Age House is a strange mixture of incantations and deals with the after-world, a result of popular culture and the American psyche. This house dabbles in all forms of magic but for conjuration and they master the arts of divination and mind-trickery. Nowadays they are most prominent in North America, central America, Japan, Australia and New Zealand. They aren't much of a structured bloodline organization, though the house is comprised of many smaller families of users.
The Fringe ? Outsiders or those who found other ways to interact with the source. These are not yet recognizable by the seven houses as a proper house because they are either too similar in nature to an existing House (a cadet house or a fringe group), they are too small, unknown, too weak or too controversial.
There are some ways of magic which the Elders deemed inappropriate that some had picked up over the years. These include blood magic and human sacrifice together with animal sacrifice (Using your own blood or the blood of a sacrifice to start destruction spells or to reinvigorate the user), Conjuration (Transporting materials and sometimes people over great lengths. One must be in full knowledge of where an item is and how it looks like. The longer the distance the more difficult and eventually impossible the conjuration goes) and Transmutation (Changing the solidity of items, turning tone into dust and vise versa. Very hard to learn and grasp). These are however not banned, but they are not welcomed in most houses. Some have already practiced this for generations or created their own group in their lifetime.
A Character Sheet Template:
Name: (Depending on where you came from, etc.)
Arena Name: (You wouldn't want to get attached to your rivals, would you? Your stage-name. You don't have to use it at all, but the announcers need to know it)
Gender:
Race: (Afro-Brazilian? African Arab? Where did your ancestors come from?)
Nationality: (Under what kind of passport are you?)
Age:
Appearance: (Your appearance, wardrobe. Does your magic or potion change your physical appearance?)
House: (One of the seven, Fringe/Cadet house-describe which one and its history)
Magical Ability: (From Tiny to Expert. You can only have one Expert level magical ability which is described as one in your house. The rest are rated as such : Tiny, Small, Adept. You can't have an Expert ability in a magic that isn't described in your House.)
Marital State: (Married? With Kids? Got brothers or sisters that too dabble in magic?)
Expertise: (Did you pick something up from your life that isn't magic-related?)
Physical Weakness: (Do you have a limp or a bad knee?)
Biography: (Your life story and why you are participating in the tournament. Are you doing it because you want to bring honor to your house or because they're forcing you to grant one of the elders a wish? How are they making you do it? What's at stake here?)
Other notes: (Mental instability, situation of close family, familiarity with other characters or the tournament)
Name: (Depending on where you came from, etc.)
Arena Name: (You wouldn't want to get attached to your rivals, would you? Your stage-name. You don't have to use it at all, but the announcers need to know it)
Gender:
Race: (Afro-Brazilian? African Arab? Where did your ancestors come from?)
Nationality: (Under what kind of passport are you?)
Age:
Appearance: (Your appearance, wardrobe. Does your magic or potion change your physical appearance?)
House: (One of the seven, Fringe/Cadet house-describe which one and its history)
Magical Ability: (From Tiny to Expert. You can only have one Expert level magical ability which is described as one in your house. The rest are rated as such : Tiny, Small, Adept. You can't have an Expert ability in a magic that isn't described in your House.)
Marital State: (Married? With Kids? Got brothers or sisters that too dabble in magic?)
Expertise: (Did you pick something up from your life that isn't magic-related?)
Physical Weakness: (Do you have a limp or a bad knee?)
Biography: (Your life story and why you are participating in the tournament. Are you doing it because you want to bring honor to your house or because they're forcing you to grant one of the elders a wish? How are they making you do it? What's at stake here?)
Other notes: (Mental instability, situation of close family, familiarity with other characters or the tournament)
House Magic Explained:
Elder House: The first house to experience magic. They had learned how to resurrect specters of their ancestors that will tell them of old experiments and tales. Instead of relying on writing down their knowledge the Elders at first relied upon spirits of their ancestors to store the information themselves and when called upon tell it to the magician.
Later the spirits were able to do other actions for their masters ? interact with the outside world via energy projections (a lightning-bolt like ray) or physical manipulation (moving objects, only temporary and limited), move through obstacles and help their masters sneak into and out of places and in extreme instances possess their master or another person.
Furthermore, their relative mastery of telekinesis allows them to move around objects and even themselves through the air.
Roman House: The second house to experience magic. They had fought the Elder house for the first time for the source and have shared it amongst each other for their research, alternately moving the perfect answer from group to group. In order to counter the Elder house's magic, the Roman house has strong spells that banish spirits and ghosts from themselves and their surroundings.
The Roman House also dabbles in basic levels of teleportation.
The Arabic House ? The third house to experience magic. They drew most of their knowledge from Elder and Roman writings. After its official establishment, the house experienced a golden age during one of its more peaceful times in Persia. They had developed modern medicine as we know it and continued to create spells that would cure many illnesses.
Furthermore, those in the house manage to control the minds of small animals to do their bidding, some adepts and experts going as far as controlling wild-life, dogs and wolves in packs.
The Catholic House ? Originates from the crown of the pope in Rome, it later disengaged from the church and became practically secular in nature. It later included witched an warlocks together with priests and cardinals.
The Catholic house has mastery over elementalism ? earth, pure water, fire and sunlight.
The Voodoo House ? its origins somewhat unknown, what we do know for sure is that a direct and strong link to the source was made when large waves of African slaves reached Brazil and the Caribbean isles and mixed their ceremonies and beliefs together to create Voodoo.
Voodoo has the magicians deal with the world of the Loa and making deals with them as they manifest a part of the source. They can bring the dead back from their graves and lug them around as their servants usually in exchange for a contract.
Furthermore, they can use advanced illusions and causing basic levels of mental instability to their opponent.
The Alchemist House ? formed from a fringe group of the Catholic house and a cadet house of the Arabic House, the Alchemist House first began as a fringe group but quickly developed into a House of its own. It closes the gaps in influence other Houses left open and it encourages free trade of local ingredients and recipes with the community's magicians.
Magicians from the Alchemist house would be able to concoct marvelous potions and poisons, capable of enhancing the human body and the magical capabilities of the one consuming them. However be warned as consuming too many over a short period of time ( a day, two days) can result in poisoning or death.
The New-Age American House ? the result of centuries of populat culture nestling in the USA and later resurfacing greatly, the belief in witches and demons, later psychics and oracles jump-started this House and made it from a fringe group to the latest new magic House, the seventh in totdal. Only a few families carry the traditions for over three generations and the new-age American house has the highest rate of outsiders in its House that it welcomes inside.
Those in the new-age American House mostly deal with divination and mind-trickery (mind-reading, illusions).
The Fringe ? Outsiders who connected to the source independently, independent groups or cadet Houses. The cadet Houses exist off the grid and often take many elements from the House itself or a certain aspect of it and enhance it. Fringe groups often associate themselves with taboo topics that are frowned upon in the seven Houses, while outsiders can be anyone that was fortunate enough to connect to the source without outside guidance.
Blood magic , using self-mutilation to draw blood from one's self to fuel strong destruction spells, sacrificing animals and humans to replace your own blood sacrifice for large and elaborate spells.
Conjuration, where one would transfer an item or person from a different place to the current plane of existence the magician is at. They can transfer anything they can think of as long as they know where to find it. The more further away it is from the magician the harder it is to conjure the item and it might even prove to be impossible.
Transmutation, where you would change the structure of simple constructs of materials and change the elements themselves. Requires a direct touch with the materials at hand, so its dangerous to handle certain substances. Of course water can turn to ice, rocks can be turned to dust and vice versa.
Elder House: The first house to experience magic. They had learned how to resurrect specters of their ancestors that will tell them of old experiments and tales. Instead of relying on writing down their knowledge the Elders at first relied upon spirits of their ancestors to store the information themselves and when called upon tell it to the magician.
Later the spirits were able to do other actions for their masters ? interact with the outside world via energy projections (a lightning-bolt like ray) or physical manipulation (moving objects, only temporary and limited), move through obstacles and help their masters sneak into and out of places and in extreme instances possess their master or another person.
Furthermore, their relative mastery of telekinesis allows them to move around objects and even themselves through the air.
Roman House: The second house to experience magic. They had fought the Elder house for the first time for the source and have shared it amongst each other for their research, alternately moving the perfect answer from group to group. In order to counter the Elder house's magic, the Roman house has strong spells that banish spirits and ghosts from themselves and their surroundings.
The Roman House also dabbles in basic levels of teleportation.
The Arabic House ? The third house to experience magic. They drew most of their knowledge from Elder and Roman writings. After its official establishment, the house experienced a golden age during one of its more peaceful times in Persia. They had developed modern medicine as we know it and continued to create spells that would cure many illnesses.
Furthermore, those in the house manage to control the minds of small animals to do their bidding, some adepts and experts going as far as controlling wild-life, dogs and wolves in packs.
The Catholic House ? Originates from the crown of the pope in Rome, it later disengaged from the church and became practically secular in nature. It later included witched an warlocks together with priests and cardinals.
The Catholic house has mastery over elementalism ? earth, pure water, fire and sunlight.
The Voodoo House ? its origins somewhat unknown, what we do know for sure is that a direct and strong link to the source was made when large waves of African slaves reached Brazil and the Caribbean isles and mixed their ceremonies and beliefs together to create Voodoo.
Voodoo has the magicians deal with the world of the Loa and making deals with them as they manifest a part of the source. They can bring the dead back from their graves and lug them around as their servants usually in exchange for a contract.
Furthermore, they can use advanced illusions and causing basic levels of mental instability to their opponent.
The Alchemist House ? formed from a fringe group of the Catholic house and a cadet house of the Arabic House, the Alchemist House first began as a fringe group but quickly developed into a House of its own. It closes the gaps in influence other Houses left open and it encourages free trade of local ingredients and recipes with the community's magicians.
Magicians from the Alchemist house would be able to concoct marvelous potions and poisons, capable of enhancing the human body and the magical capabilities of the one consuming them. However be warned as consuming too many over a short period of time ( a day, two days) can result in poisoning or death.
The New-Age American House ? the result of centuries of populat culture nestling in the USA and later resurfacing greatly, the belief in witches and demons, later psychics and oracles jump-started this House and made it from a fringe group to the latest new magic House, the seventh in totdal. Only a few families carry the traditions for over three generations and the new-age American house has the highest rate of outsiders in its House that it welcomes inside.
Those in the new-age American House mostly deal with divination and mind-trickery (mind-reading, illusions).
The Fringe ? Outsiders who connected to the source independently, independent groups or cadet Houses. The cadet Houses exist off the grid and often take many elements from the House itself or a certain aspect of it and enhance it. Fringe groups often associate themselves with taboo topics that are frowned upon in the seven Houses, while outsiders can be anyone that was fortunate enough to connect to the source without outside guidance.
Blood magic , using self-mutilation to draw blood from one's self to fuel strong destruction spells, sacrificing animals and humans to replace your own blood sacrifice for large and elaborate spells.
Conjuration, where one would transfer an item or person from a different place to the current plane of existence the magician is at. They can transfer anything they can think of as long as they know where to find it. The more further away it is from the magician the harder it is to conjure the item and it might even prove to be impossible.
Transmutation, where you would change the structure of simple constructs of materials and change the elements themselves. Requires a direct touch with the materials at hand, so its dangerous to handle certain substances. Of course water can turn to ice, rocks can be turned to dust and vice versa.
Branches of Magic:
You can carry four different branches of magic ? one in each level.
Ancestral Spirit: Unique to Elder House. Summoning a spirit from the family's past to aid the magician. They can be useful as a floating talking spell and lore book. They can use energy projections sparsely and follow most of the commands of the Magician, even though they still retain some semblance of consciousness. The older they are the less they remember of their lives.
Tiny ? summoning a spirit for a few hours and having a chat. Can't use energy projection.
Small ? summoning a spirit for a whole day. Can use energy projection four times.
Adept ? summoning a spirit to follow you around for how long you need it to be around. Can use energy projections at will but there is a window of a few seconds when the spirit repeats the incantation.
Expert ? summoning a spirit to follow you around for how long you need it to be around. Can use energy projections at will but there is a window of a few seconds when the spirit repeats the incantation. Can possess the magician and others ? bear in mind that possessing others is very invasive and some forms of magic will automatically dispel it or resist it.
Telekenesis: Expert level unique to Elder house. Moving objects with your mind and even moving yourself around.
Tiny ? lifting objects in the air in one axle.
Small ? moving objects in the air that are six feet away from you in diameter.
Adept - moving objects in the air that are clearly in your line of sight and don't exceed your body weight. Levitating yourself above the group.
Expert ? moving objects in the air that are clearly in your line of sight. Can fly at low speeds.
Magic Dispel ? Adept level and up are unique to the Roman House. Spells made to dispel any magical buffs or curses in the area, able to counter spirits and ghosts and detect magic and its use.
Tiny ? sensing magic in the air (Magic had been used in the area recently)
Small ? sensing magic and its type, approx. when used (up to a day). Dispels basic incantations like curses on self.
Adept ? sensing magic, its type, approx. when used (up to a day) and the signature of a certain magician's magic. Dispels basic and complex incantations like curses on self and magical enhancements on others via touch. Denies spirits from entering into the magician's body.
Expert - sensing magic, its type, approx. when used (up to a day) and the signature of a certain magician's magic. Dispels basic and complex incantations like curses on self and magical enhancements on others via touch. Denies spirits from entering into the magician's body. Able to banish spirits and ghosts from an area around the user.
Teleportation ? Expert level unique to Roman house. Ability to move the body in a direction, make it disappear and then reappear in that same location. Different levels of power determine distance and efficiency.
Tiny ? moving the body to either direction by 1 feet at a time. Can't use the spell repeatedly and can only use it a few times per day.
Small ? moving the body to either direction by up to 3 feet at a time. Can use the spell twice in a row but that will only increase the time needed to wait for another use of the spell.
Adept - moving the body to either direction by up to 3 feet at a time. Can use the spell repeatedly, but the time between each movement is always around 5-4 seconds. Can teleport through obstacles safely (walls).
Expert ? moving the body to either direction by up to 8 feet at a time. Can use the spell repeatedly as if you are making one giant leap forward. Abusing the power leads to disorientation, headaches and general tiredness which will eventually slow down the time between each use of the spell. Can teleport through obstacles safely (walls).
Restoration ? Expert level and above is unique to Arabian House. The ability to heal yourself and others. A passive ability to resist disease and an active one to heal injuries. Often entails study of the human body and its workings to better work the magic.
Tiny- A running nose or a nasty cough, plain viruses are nothing to worry about when you're have some knowledge in Restoration. Stopping small paper-cuts and curtailing heavy bleeding also helps.
Small ? Any viruses planning to infect you will fail. You can stop most bleeding injuries except for bleeding from your main arteries or your head.
Adept ? Most diseases don't touch you at all. You can stop almost all types of bleeding (except for a torn jugular), heal your wounds and mend bones. However the bone will take some time to recover (a week or two, depending on the bone) and will be more fragile during that time. You can apply all of these skills to others, except for the passive immunity to disease.
Expert ? You never get sick, ever. Tumors and cancer doesn't spread in your body. You can stop all types of bleeding, heal your wounds and mend bones. You can apply all of these skills to others.
Animal Mind Control ? Expert and above is unique to Arabian House. This ability includes controlling small animals from squirrels to packs of wolves. The control is psychic, though all under the expert level need to establish physical contact with the critter beforehand.
Tiny ? None.
Small ? able to control and command up to three small critters such as squirrels, rats and small-birds.
Adept ? able to control and command up to five small critters such as squirrels, rats and small-birds. Able to have a companion pet such as dog or raven that is in direct link with you at all times.
Expert ? able to control and command up to dozens of small critters such as squirrels, rats and small-birds. Able to have a companion pet such as dog or raven that is in direct link with you at all times. Able to locate and control local wildlife to come to your aid, such as rabid dogs, wolves, foxes and the like.
Necromancy ? Unique to Voodoo House. Raising the (mostly) fresh dead from the grave and attaching them to you and your commands.
Tiny- none.
Small- none.
Adept ? Raise the dead and bound a soul to do you bidding. Full access to the person's mind before his death and any knowledge within. Furthermore, the dead will retain most of his previous life's skills and use them when necessary. The contract ends when it ends or when the corpse decomposes enough it can't function right.
Expert - Raise the dead and bound a soul to do you bidding. Full access to the person's mind before his death and any knowledge within. Furthermore, the dead will retain most of his previous life's skills and use them when necessary. The contract ends when it ends or when the corpse decomposes enough it can't function right. Alternately, able to bring back numerous creatures and humans at the same time from the dead, though the same access to their minds would be denied.
Illusions ? causing the opponent to see the world differently than it is. Forcing others away from reality in different ways.
Tiny ? none.
Small ? causing disorientation, headaches and strange sounds in the distance/
Adept ? changing the appearance of certain objects in the eyes of the opponent, dubbing over existing sounds or blocking them out. Alternately, causing a strange sensation of fear.
Expert ? changing the appearance of the world around the opponent and all of the sounds they can hear. Alternately, causing fear, paranoia and a strong sense of weakness.
Elementalism ? Expert and above reserved for Catholic House. mastery over the elements: earth, fire, water and sunlight. Most magicians use one or two of the elements while others use all of the four. As the ability increases it also covers what the previous tier offers.
Tiny ? killing small fires. Turning dirt into hard rock and vice-versa.
Small ? twisting sunlight and shadows to form simple illusions. Drawing water from objects and with enough time the humidity in the air.
Adept ? Twisting existing fire to your own desires (just be careful to not get burnt), including fireballs, fire-walls, etc. . Using sunlight to start fires ? concentrating sunlight into one spot. Ability to throw hard stones, rocks, and even boulder (you can create them if you want) without touching them at the opponent.
Expert ? Creating fire from scratch. Quickly removing water from the air. Controlling sunlight and shades. Controlling earth and able to move large slabs of rock and earth around, even going as far as having one as your flying platform.
Alchemy ? the creation of marvelous potions and poisons, while also changing the properties of materials like turning lead into gold and steel into titanium. Higher tiers include the abilities listed in lower tiers as well.
Tiny ? Herbal mixtures to curtail effects of bleeding. Physical enhancement to eyesight (allows those who rely on glasses/other means to stop using them for two days to a week, depending on quality).
Small ? Potions physically enhancing speed, dexterity, strength and magical ability (increases a Branch of Magic by one rank for a limited time). Potion for breathing underwater, seeing in the dark.
Adept ? Deadly poisons that can enter a body through the skin. Kill or paralyze a man in minutes... Handle them carefully. Changing elements into different kinds (not on the fly) and creating basic compounds in the lab-room or cauldron.
Expert ? Potions that can cure almost all ailments and injuries. Potions for physical mutation ? morphing into a wolf-man or an animalistic version of yourself, for example. Other possibilities are available. Invisibility potion (For a limited time of 5 minutes).
Divination ? seeing the past and the future with ease.
Tiny ? improved memory of the magician (passive).
Small ? Photographic memory up to a day (Can see any details very clearly form the last 24 hours). Can pick up if someone had been in the same area/room you've been in recently and when they left.
Adept ? You can see five seconds into the future. Extend your photographic memory to last week and see what others saw for the last hour if you establish a psychic link with them.
Expert ? You have perfect photographic memory and ability to recall every single detail in your life. You can sense trails of other magicians who passed through the same place you're in. You can see everything another person saw in their lives by establishing a psychic link with them.
Mind-Trickery ? Mind reading, illusions and control of the other's senses.
Tiny ? none.
Small ? none.
Adept ? full mind-reading ability to those around you that you can see.
Expert ? Creating and maintaining an illusion combining vision and sound. Only teleportation and a strong dispelling ability could counter this.
If you have any questions about the Fringe Magic Branches, ask away. They're a bit less tier oriented than other Magic Branches.
You can carry four different branches of magic ? one in each level.
Ancestral Spirit: Unique to Elder House. Summoning a spirit from the family's past to aid the magician. They can be useful as a floating talking spell and lore book. They can use energy projections sparsely and follow most of the commands of the Magician, even though they still retain some semblance of consciousness. The older they are the less they remember of their lives.
Tiny ? summoning a spirit for a few hours and having a chat. Can't use energy projection.
Small ? summoning a spirit for a whole day. Can use energy projection four times.
Adept ? summoning a spirit to follow you around for how long you need it to be around. Can use energy projections at will but there is a window of a few seconds when the spirit repeats the incantation.
Expert ? summoning a spirit to follow you around for how long you need it to be around. Can use energy projections at will but there is a window of a few seconds when the spirit repeats the incantation. Can possess the magician and others ? bear in mind that possessing others is very invasive and some forms of magic will automatically dispel it or resist it.
Telekenesis: Expert level unique to Elder house. Moving objects with your mind and even moving yourself around.
Tiny ? lifting objects in the air in one axle.
Small ? moving objects in the air that are six feet away from you in diameter.
Adept - moving objects in the air that are clearly in your line of sight and don't exceed your body weight. Levitating yourself above the group.
Expert ? moving objects in the air that are clearly in your line of sight. Can fly at low speeds.
Magic Dispel ? Adept level and up are unique to the Roman House. Spells made to dispel any magical buffs or curses in the area, able to counter spirits and ghosts and detect magic and its use.
Tiny ? sensing magic in the air (Magic had been used in the area recently)
Small ? sensing magic and its type, approx. when used (up to a day). Dispels basic incantations like curses on self.
Adept ? sensing magic, its type, approx. when used (up to a day) and the signature of a certain magician's magic. Dispels basic and complex incantations like curses on self and magical enhancements on others via touch. Denies spirits from entering into the magician's body.
Expert - sensing magic, its type, approx. when used (up to a day) and the signature of a certain magician's magic. Dispels basic and complex incantations like curses on self and magical enhancements on others via touch. Denies spirits from entering into the magician's body. Able to banish spirits and ghosts from an area around the user.
Teleportation ? Expert level unique to Roman house. Ability to move the body in a direction, make it disappear and then reappear in that same location. Different levels of power determine distance and efficiency.
Tiny ? moving the body to either direction by 1 feet at a time. Can't use the spell repeatedly and can only use it a few times per day.
Small ? moving the body to either direction by up to 3 feet at a time. Can use the spell twice in a row but that will only increase the time needed to wait for another use of the spell.
Adept - moving the body to either direction by up to 3 feet at a time. Can use the spell repeatedly, but the time between each movement is always around 5-4 seconds. Can teleport through obstacles safely (walls).
Expert ? moving the body to either direction by up to 8 feet at a time. Can use the spell repeatedly as if you are making one giant leap forward. Abusing the power leads to disorientation, headaches and general tiredness which will eventually slow down the time between each use of the spell. Can teleport through obstacles safely (walls).
Restoration ? Expert level and above is unique to Arabian House. The ability to heal yourself and others. A passive ability to resist disease and an active one to heal injuries. Often entails study of the human body and its workings to better work the magic.
Tiny- A running nose or a nasty cough, plain viruses are nothing to worry about when you're have some knowledge in Restoration. Stopping small paper-cuts and curtailing heavy bleeding also helps.
Small ? Any viruses planning to infect you will fail. You can stop most bleeding injuries except for bleeding from your main arteries or your head.
Adept ? Most diseases don't touch you at all. You can stop almost all types of bleeding (except for a torn jugular), heal your wounds and mend bones. However the bone will take some time to recover (a week or two, depending on the bone) and will be more fragile during that time. You can apply all of these skills to others, except for the passive immunity to disease.
Expert ? You never get sick, ever. Tumors and cancer doesn't spread in your body. You can stop all types of bleeding, heal your wounds and mend bones. You can apply all of these skills to others.
Animal Mind Control ? Expert and above is unique to Arabian House. This ability includes controlling small animals from squirrels to packs of wolves. The control is psychic, though all under the expert level need to establish physical contact with the critter beforehand.
Tiny ? None.
Small ? able to control and command up to three small critters such as squirrels, rats and small-birds.
Adept ? able to control and command up to five small critters such as squirrels, rats and small-birds. Able to have a companion pet such as dog or raven that is in direct link with you at all times.
Expert ? able to control and command up to dozens of small critters such as squirrels, rats and small-birds. Able to have a companion pet such as dog or raven that is in direct link with you at all times. Able to locate and control local wildlife to come to your aid, such as rabid dogs, wolves, foxes and the like.
Necromancy ? Unique to Voodoo House. Raising the (mostly) fresh dead from the grave and attaching them to you and your commands.
Tiny- none.
Small- none.
Adept ? Raise the dead and bound a soul to do you bidding. Full access to the person's mind before his death and any knowledge within. Furthermore, the dead will retain most of his previous life's skills and use them when necessary. The contract ends when it ends or when the corpse decomposes enough it can't function right.
Expert - Raise the dead and bound a soul to do you bidding. Full access to the person's mind before his death and any knowledge within. Furthermore, the dead will retain most of his previous life's skills and use them when necessary. The contract ends when it ends or when the corpse decomposes enough it can't function right. Alternately, able to bring back numerous creatures and humans at the same time from the dead, though the same access to their minds would be denied.
Illusions ? causing the opponent to see the world differently than it is. Forcing others away from reality in different ways.
Tiny ? none.
Small ? causing disorientation, headaches and strange sounds in the distance/
Adept ? changing the appearance of certain objects in the eyes of the opponent, dubbing over existing sounds or blocking them out. Alternately, causing a strange sensation of fear.
Expert ? changing the appearance of the world around the opponent and all of the sounds they can hear. Alternately, causing fear, paranoia and a strong sense of weakness.
Elementalism ? Expert and above reserved for Catholic House. mastery over the elements: earth, fire, water and sunlight. Most magicians use one or two of the elements while others use all of the four. As the ability increases it also covers what the previous tier offers.
Tiny ? killing small fires. Turning dirt into hard rock and vice-versa.
Small ? twisting sunlight and shadows to form simple illusions. Drawing water from objects and with enough time the humidity in the air.
Adept ? Twisting existing fire to your own desires (just be careful to not get burnt), including fireballs, fire-walls, etc. . Using sunlight to start fires ? concentrating sunlight into one spot. Ability to throw hard stones, rocks, and even boulder (you can create them if you want) without touching them at the opponent.
Expert ? Creating fire from scratch. Quickly removing water from the air. Controlling sunlight and shades. Controlling earth and able to move large slabs of rock and earth around, even going as far as having one as your flying platform.
Alchemy ? the creation of marvelous potions and poisons, while also changing the properties of materials like turning lead into gold and steel into titanium. Higher tiers include the abilities listed in lower tiers as well.
Tiny ? Herbal mixtures to curtail effects of bleeding. Physical enhancement to eyesight (allows those who rely on glasses/other means to stop using them for two days to a week, depending on quality).
Small ? Potions physically enhancing speed, dexterity, strength and magical ability (increases a Branch of Magic by one rank for a limited time). Potion for breathing underwater, seeing in the dark.
Adept ? Deadly poisons that can enter a body through the skin. Kill or paralyze a man in minutes... Handle them carefully. Changing elements into different kinds (not on the fly) and creating basic compounds in the lab-room or cauldron.
Expert ? Potions that can cure almost all ailments and injuries. Potions for physical mutation ? morphing into a wolf-man or an animalistic version of yourself, for example. Other possibilities are available. Invisibility potion (For a limited time of 5 minutes).
Divination ? seeing the past and the future with ease.
Tiny ? improved memory of the magician (passive).
Small ? Photographic memory up to a day (Can see any details very clearly form the last 24 hours). Can pick up if someone had been in the same area/room you've been in recently and when they left.
Adept ? You can see five seconds into the future. Extend your photographic memory to last week and see what others saw for the last hour if you establish a psychic link with them.
Expert ? You have perfect photographic memory and ability to recall every single detail in your life. You can sense trails of other magicians who passed through the same place you're in. You can see everything another person saw in their lives by establishing a psychic link with them.
Mind-Trickery ? Mind reading, illusions and control of the other's senses.
Tiny ? none.
Small ? none.
Adept ? full mind-reading ability to those around you that you can see.
Expert ? Creating and maintaining an illusion combining vision and sound. Only teleportation and a strong dispelling ability could counter this.
If you have any questions about the Fringe Magic Branches, ask away. They're a bit less tier oriented than other Magic Branches.
The origin of the source remains a mystery. It is said to have all of the earth's knowledge and energy stored within it. It manifests people's perception of the supernatural and supports them with energy, actually bringing the supernatural to life. The Elder House realized that and studied the source for centuries, using its old ancestors' spirits to pass on their knowledge to their children's children. The source manifests the religious supernatural and the ever-growing side of popular culture, with many people believing in a certain thing strong enough to bring it into reality. The only thing left now is finding it and connecting with it to the source.
The purpose of this tournament is to determine which House can use the source. The place where the source appears is given to each and every House eldest while some large fringe groups can try and steal the information. In order to prevent full-blown war between the Houses this competition is made where sportsmanship meets Magical duels.
The competitors will either need their answer from the source for their own research, secret desire or the demand of the House. They may be forced to participate for the honor and progress of the House. The more research and development a House manages to make the more its magic is advanced and the more prestige they acquire. Prestige in the Magic world is everything.
You can be either of the seven houses, from a cadet house or a fringe group. You can even be a lone operative, though you will need to explain why you heard of this event. There will only be up to two people from the same house, fringe group or cadet house. The battles will begin in the English countryside, continue in the Spanish mountains and culminate in the Danish lowlands. The final battle is rumored to take place around Rome itself. You will be teleported into the battle zone where you will fight till one of your yields. The others can sit in the audience and observe the fight, have a chat or scour the city's pubs. It's your choice to do what you want to do but I advise you to study the ways your opponent works.
The purpose of this tournament is to determine which House can use the source. The place where the source appears is given to each and every House eldest while some large fringe groups can try and steal the information. In order to prevent full-blown war between the Houses this competition is made where sportsmanship meets Magical duels.
The competitors will either need their answer from the source for their own research, secret desire or the demand of the House. They may be forced to participate for the honor and progress of the House. The more research and development a House manages to make the more its magic is advanced and the more prestige they acquire. Prestige in the Magic world is everything.
You can be either of the seven houses, from a cadet house or a fringe group. You can even be a lone operative, though you will need to explain why you heard of this event. There will only be up to two people from the same house, fringe group or cadet house. The battles will begin in the English countryside, continue in the Spanish mountains and culminate in the Danish lowlands. The final battle is rumored to take place around Rome itself. You will be teleported into the battle zone where you will fight till one of your yields. The others can sit in the audience and observe the fight, have a chat or scour the city's pubs. It's your choice to do what you want to do but I advise you to study the ways your opponent works.