fae touched magic
those wielding magical abilities are said to be
"fae touched". They are either descended from the Originals, or have had faery power transferred to themselves or one of their ancestors. While fae have the ability to imbue an individual with magic, it's tricky and can sometimes show up generations later, leaving people around the world with magical powers who have never come face to face with the fae.
Magic items and potions are things that exist in Ambrose. It's possible for you to come across an item charmed by fae, or purchase a potion to increase your stamina, offer you protecting, or good luck. To the untouched these are just fun flavored drinks without real meaning.
Sometimes
casting spells can be physically exhausting. While longtime magic users are able to cast casual spells all day long,
a novice may only be able to cast one or two per day. Even the most experienced caster can get exhausted by casting something really powerful and
need to rest a while. Magical stamina can be built up through training with a mentor in your guild.
As you become more experienced in your magical specialization
you can get the opportunity to learn another, and get the chance to join their guild as well. Please note though that learning a second specialization takes an advanced level of magical knowledge, and you will begin as a novice in it.
guilds
GUILD
STRUCTURE
- novice
- apprentice
- acolyte
- advocate
- steward
as a magic user, you have two options: you can have some understanding of all kinds of magic, leaving you as a
jack of all trades without much power in any of them, or you can
choose a magic specialization and join a guild, making you powerful in one subject with a bit of knowledge in any others. Your guild is intended to become one of the most important support systems in your life,
almost like a second family. There is a ranked structure of novice to steward, that you can advance in based on training, dedication, and performance. Advocates are experienced acolytes, who dedicate their time traveling, looking for fae-touched in the rest of the world. It is the goal to achieve
early intervention in children (including a
test to determine which specialization of magic yours stems from), bringing them back to Ambrose where they can foster and help hone their abilities. While whole families are known to move for a single family member, it's also common place to see children living as wards, in a
boarding scenario.
Guild halls are located mainly in Old Ambrose, watched over by a steward and a team of acolytes that help novices hone their craft. Since
guild halls are set in some of the oldest and largest homes in Ambrose, it's
not uncommon for young people to live in them while they train and move into adulthood. Most are usually at the Acolyte level, though the doors are always open, and all Advocates can use them as a home base. All guild halls are protected by powerful warding magic and cannot be destroyed, though they may fall into disrepair and require normal upkeep. Most stewards live in their guild hall, but some maintain a separate residence.
ethics
in the beginning magic was wild, and the fae touched ran rampant using their power with very little regard for any consequences. Following the Magical Summit of January 15, 1697 ordinances began to be put in effect to regulate the use of magic,
especially the Fascinare and Mordem specializations. The general rule when it comes to magic is
do no harm, though it's difficult to police how it's being used in private and outside of town. However,
if you are caught using magic inappropriately there are consequences.
manifestation
At this time we do not have any listed
abilities or spells set in stone. We want to give the opportunity for creativity and would love to see what you come up with. The way magic manifests within your character should be something unique and thought out. Below are a bunch of ideas and
suggestions that you are free to take as your own, expand upon or merge in whatever way you'd like. You don't have to take any of these, or you could use some of every category. We would just like to know how your magic manifests.
- Auras & Colors - Your magic is accompanied by one or more of the same colors either as a fog, an aura, a glow, or some other visual cue. This could take form around you, whatever you're manipulating, or whatever you're doing magic on.
- Elements - Your magic might come forth as ice, water, earth, air, fire, electricity, etc. This could literally be the magic you're doing (conjuring flames, raining down ice) or it could be a sensation visual or otherwise associated with you or what you're doing.
- Nature - A lot like elements, this is a magic that visually has an association with nature. It could be as simple as rose petals falling at your feet as you work your magic, or the very thing you're manipulating, like a conjuring thorny vines around you in protection.
- Scrolls, Runes & Sigils - The written word or symbol might play a larger role in how your magic manifests. Whether it is preparing or reading a spell beforehand or drawing a rune in the ground in front of you to create a warding wall, there are infinite options to add this to your unique touch.
- Performance - Some may need to sing, play an instrument or go into a meditative trance in order to access their magic. There are many ways of performing and how it might thematically fit what you're trying to relay.
- Components - Your magic might require the collection of components in order to make it work. It could be that you need to have items prepared before working any magic, or you need to be near something when accessing your abilities. Also, many may need a focus in order to access their abilities, be it a wand or a crystal, tarot cards, a staff, or a totem, there are many options.
- Movements - Your magic might be unlocked with the flick of a wrist or require very precise movements and mind control.
- Shadows & Darkness - You may work your magic in secret, or your magic itself may take on darker elements either visually or conceptually. Infestations, blight, plague, curses, shadows, skulls, acrid smells, etc, could all be part of what is seen or experienced as you work your magic.
- Holy Light - Your magic may come from the heavens themselves, or you may need to be in a religious trance or setting in order to access it, or a ton of other religious themes.
To get an idea of what kind of abilities or spells we are looking for: we are heavily inspired by video games, fantasy movies and tv, and tabletop rpgs. In the future we will set up a process to catalog spells and abilities with the opportunity to help create new options. Keep an eye out if you are interested in that project.
limitation
Magic is
not limitless and it does not come without a price. Just like going too hard on leg day, it is absolutely possible to over-exert yourself when it comes to doing magic. One rule to remember:
the story is not in the success, but in the failure. We want you to really think about and hold true to the drawbacks and limitations you may have when practicing magic. This may come in the form of exhaustion, addiction, wild magic, hallucination, aversions or obsessions, increased difficulty to learn or practice, decreased effectiveness, casting time, bad luck, albinism & physical changes, memory loss, nightmares, painful mental state among others. Be creative!
At this time we do not have any set limits regarding ability and 'levels' when it comes to magic as we want you to feel comfortable in whatever you create.
If it seems as though too many characters are getting overpowered, we will create a structure of ability.