Post by Sofia on May 30, 2020 18:23:20 GMT 1
This is the list of known types of magic elves can possess.
The magic skills are parted into three different "levels": weak, average and strong. You can be between levels, e.g. weak/average or average/strong. They are used in the elves' CISs to show how good/bad an elf is at different kinds of magic. The exception is "Animal-Bonding", which doesn't have any skill levels.
If your elf has "Animal-Bonding" as a magic, please specify with which animal they can bind with. In other words, call the magic "Wolf-Bonding" if your elf bonds with wolves.
If your elf has both Elf- and Animal-Sending (please specify with which kind of animal) their skill level depend upon each other. That means that if you, for example, have "strong" Elf-Sending, you can't get more than "weak" Animal-Sending, except for under special circumstances.
*
Quicklist:
Animal-Bonding
Animal Communion
Animal Communication
Animal Mimicry
Anti-Healing
Astral Projection
Black-Sending
Blocking
Bone-Shaping
Deep Sense
Finding
Fire-Starting
Flesh-Shaping
Force Shield
Gem-Shaping
Gliding
Healing
Hypnosis
Jinking
Levitation
Magic-Feeling
Metal-Shaping
Mind-Snare
Plant-Shaping
Rock-Shaping
Self-Healing
Sending (Elf-Sending & Animal-Sending)
Shape-Change
Shielding
Sun Channeling
Water Control
Weather Control
Weather Sense
*
Animal-Bonding
A mental bond between an animal-blooded elf and an animal that allows the animal and the elf to share emotions and some basic thoughts. This bond is one of deepest affection and can only be broken by death. When one of the bond-friends survive the other, which almost always happens as animals have much shorter lives than animal-blooded elves, it's a very painful experience for the one who's left behind. Suicide caused by loss of bond-friend is unheard of though.
Purebloods can possess a weaker version of this power. The bond between a pureblood and his or her bond-animal isn't as deep as that of an animal and an animal-blood, but it's there.
Rarity: All elves with animal-blood possess this magic. Some purebloods that have lived around animal-bloods for a long time can develop a weaker version of the magic.
Other magic needed to have this one: none
Animal Communion
Elves with this magic can link his mind or the mind to of another elf to the mind of an animal, much like in Animal-Bonding. Really talented magic-users can link several animal and elfin minds together at the same time, thus making it easier for them to work as a team.
Rarity: Not unheard of, but not common either.
Other magic needed to have this one: Animal-Bonding
Animal Communication
The ability to communicate thoughts and emotions to a specified kind of animal and to hear the animals' thoughts and emotions. Blood-bonds are not necessary. Rarity: Not unheard of, but not common either.
Other magic needed to have this one: none
Animal Mimicry
The ability to magically mimic any animal so well that the animal so that the magic user is mistaken for one of them by the animals themselves. Really good Animal Mimickers can make the animals obey any order. Elves with this magic tend to be well liked by all animals and animal-blooded elves. No elf any kind can be ordered around though.
Rarity: Rare.
Other magic needed to have this one: Animal Communion
Anti-Healing
The opposite to healing. Elves new to this ability can only cause pain or smaller injuries, while more experienced magic users can go as far as killing. To hurt someone with Anti-Healing the magic users has to be able to touch the intended target.
All healers have the potential for this magic but few ever use it. This is because all healers have a more or less subconscious will to heal. Healers are slowly driven insane every time they use Anti-Healing to hurt, unless it's in self-defense.
Anti-Healing can also be used to put someone into trance with the help of Sending.
Rarity: Rare.
Other magic needed to have this one: Healing
Astral Projection
This allows the elf's spirit to leave its body. When outside of the body an elf can send much farther. They can also visit other elves mentally and search for the spirit force of people they know.
While the spirit is gone the elf's body is very vulnerable as it cannot defend itself and if the spirit doesn't return to the body within five moons the body will die.
Rarity: Uncommon. Mostly seen among purebloods.
Other magic needed to have this one: Elf-Sending
Black-Sending
When sending someone a Black-Sending you more or less mentally torture that person. It's one step away from using a soul name you shouldn't know. This is incredibly cruel. No sane elf would use this magic.
Rarity: Rare.
Other magic needed to have this one: Elf-Sending
Blocking
A Blocker can block other elves' magical powers with the help of sending.
Rarity: Rare.
Other magic needed to have this one: Elf-Sending
Bone-Shaping
The ability to shape bones. Really good shapers can shape the bones while they're still inside a living creature. This process if of course very painful for the creature in question, but does not have to be deadly or even harmful if the Bone-Shaper knows what s/he's doing.
Rarity: Uncommon. Mostly seen among sea-elves.
Other magic needed to have this one: none
Deep Sense
Deep Sensers can sense other elves' emotions. Really good ones can even hear others' thought and the most excellent Sensers can find others' soul names. Sensers can block out other elves emotions, but strong feelings are harder to "not hear".
Rarity: Rare. Mostly seen among purebloods.
Other magic needed to have this one: Elf-Sending
Finding
If an elf with this power concentrates hard on an object s/he can see where it is in his/her mind. The object can't be too far away. The stronger the Finder the longer the range of Finding.
Rarity: Somewhere between rare and uncommon.
Other magic needed to have this one: none
Fire-Starting
The ability to start fire purely with the power of one's will. Most Fire-Starters need something that can burn to start a fire, but some really good ones can create fire out of thin air.
Rarity: Rare. Not seen among sea-elves.
Other magic needed to have this one: none
Flesh-Shaping
The ability to shape flesh. Since this does damage to the body the shaper must heal the creature s/he's shaping.
Rarity: Uncommon. Mostly seen among sea-elves.
Other magic needed to have this one: Healing
Force Shield
Creates a faintly glowing shield around an area specified by the magic user. Whatever is inside the shield is protected from physical harm as long as the Force Shielder can keep the shield up. Strength and size of shield depends upon how good the magic user is.
Rarity: Rare. Mostly possessed by purebloods.
Other magic needed to have this one: none
Gem-Shaping
The ability to shape gems.
Rarity: Rare.
Other magic needed to have this one: Rock-Shaping
Gliding
A Glider can lift his/her own body with the power of his or her mind. It's not quite like Levitation as Gliders only can lift themselves.
Rarity: Common among certain pureblood tribes.
Other magic needed to have this one: none
Healing
The ability to heal any elf one touches. How large injuries one can heal depends upon the magic user's strength. Excellent healers can also heal mental injuries and other speices than elves.
Rarity: There seems to be a healer in almost every elf tribe, but only one at the time.
Other magic needed, to have this one: none
Hypnosis
When someone is Hypnotized that person goes into trance and cannot move until the Hypnotiser frees him/her. Eye contact is needed for this magic to work. If the Hypnoser can send s/he can convince the person under Hypnosis to do what the Hypnoser wants.
Rarity: Rare.
Other magic needed, to have this one: none
Jinking
The ability to teleport oneself a certain distance. When only "weak", the elf can jink two-three meters. When "strong" we might be talking miles - no one has yet mesured the possible distances. If aiming for an already "occupied" (ex: there's a tree where you want to jink, but you don't know that) the elf will end up at that place, but on as high ground as possible (in this case, at the top of the tree).
Rarity: Rare.
Other magic needed, to have this one: none
Levitation
A Levitator can lift objects with the power of his/her mind. How big objects depend upon the magic user's strength. With enough training a Levitator can learn to lift his/her own body, and in that way Glid.
Rarity: Uncommon, but not unheard of. Mostly seen among purebloods.
Other magic needed, to have this one: none
Magic-Feeling
The ability to sense magic in other elves and in objects and creatures that have been affected by magic.
Rarity: Common, almost all elves have this ability, although most only have a weak version of it.
Other magic needed, to have this one: none
Metal-Shaping
The ability to shape metal.
Rarity: Uncommon, but not unheard of. Mostly seen among pureblooded elves.
Other magic needed, to have this one: Rock-Shaping
Mind-Snare
The ability to trap an Astral Projecting elf in one's mind. The trapped spirit won't be able to leave the Snarer's mind until let go or freed by another powerful magic users.
Elves with the ability to send can be taught a weaker form of Mind-Snaring by an experienced Mind-Snarer. This weaker magic allows them to feed on other elves' dreams, to grow stronger magically. Dream-feeding has it bad sides though. Dream-feeders soon lose the ability to dream on their own and going into a black void every time you sleep can affect your sanity rather negatively.
Rarity: Rare.
Other magic needed, to have this one: Elf-Sending
Plant-Shaping
The ability to shape plants. Also known as Tree-Shaping. Plant-Shapers can sense the "thoughts" and "feelings" of plants, that often are referred to as the greensong.
Rarity: Common for animal-blooded elves who live in tree-dens, but as with healers they only one seem to be born at a time.
Other magic needed, to have this one: none
Rock-Shaping
The ability to shape all kinds of rock.
Rarity: Uncommon, but not unheard of. Mostly seen among pureblooded elves.
Other magic needed, to have this one: none
Self-Healing
The ability to heal only oneself, no others. The healing is doen automatically by the body, instead of the elf consciously healing itself. Usually has a "focus" (such as: heals only poisons, flesh wounds, internal injuries, mental injuries, etc.).
Rarity: Uncommon. Mostly seen among animal-bloods.
Other magic needed, to have this one: none
Sending
Sending comes in two forms: Elf-Sending and Animal-Sending. This magic allows the user to mentally speak and share thoughts and emotions with another creature. How far a Sender can reach mentally depends upon age and strength. The average sending range is about 10 miles. Lesser Senders might not hear all a better Sender sends. Animal sendings are mostly basic thoughts, emotions and images as animal and elfin minds are different. If an elf pushes himself/herself when sending s/he can increase his/her sending range or send clearer messages, but they risk getting the mother of all headaches while doing it.
Elf-Sending is sending from elf to elf. Animal-Sending is sending from elf to bond-animal and sometimes from elf to animal that s/he shares blood with. Only animals with elf-blood can answer sendings.
There are two ways to speak while sending: open- and lock-sending. When open-sending any other elf with the ability to send that are within your sending range can hear you. When lock-sending only those you wish can hear you.
Only _really_ skilled elves can lie while sending or listen to lock-sendings that aren't meant for them, and even they have a hard time.
Rarity: Common. Almost all elves have Elf-Sending and all animal-bloods with Animal-Bonding have Animal-Sending.
Other magic needed, to have this one: none
Shape-Change
The ability to only shape ones own body, usually into a specified animal.
Rarity: Rare. Only High Ones and firstborns have been known to have this power.
Other magic needed, to have this one: none
Shielding
The ability to shield one self, another elf or a group of elves from mental attacks.
Rarity: All healers can to this with practice.
Other magic needed, to have this one: Healing
Sun Channeling
The ability to channel the sun's energy. The energy can then be transferred to other objects, either heating them or blowing them up.
This magic is as its strongest when the sun is shining, but it still works in places with little to no light.
Rarity: Rare.
Other magic needed, to have this one: none
Water Control
The ability to shape and control water.
Rarity: Uncommon but not unheard of among sea-elves. Otherwise rare.
Other magic needed, to have this one: none
Weather Control
The ability to control weather, such as wind, rain, snow and such. How big changes in the weather an elf can make depends on how good of a magic user s/he is.
Rarity: Rare
Other magic needed, to have this one: Weather Sense
Weather Sense
The ability to predict changes in the weather and to feel how wind currents shift.
Rarity: Uncommon but not unheard of.
Other magic needed, to have this one: none
The magic skills are parted into three different "levels": weak, average and strong. You can be between levels, e.g. weak/average or average/strong. They are used in the elves' CISs to show how good/bad an elf is at different kinds of magic. The exception is "Animal-Bonding", which doesn't have any skill levels.
If your elf has "Animal-Bonding" as a magic, please specify with which animal they can bind with. In other words, call the magic "Wolf-Bonding" if your elf bonds with wolves.
If your elf has both Elf- and Animal-Sending (please specify with which kind of animal) their skill level depend upon each other. That means that if you, for example, have "strong" Elf-Sending, you can't get more than "weak" Animal-Sending, except for under special circumstances.
*
Quicklist:
Animal-Bonding
Animal Communion
Animal Communication
Animal Mimicry
Anti-Healing
Astral Projection
Black-Sending
Blocking
Bone-Shaping
Deep Sense
Finding
Fire-Starting
Flesh-Shaping
Force Shield
Gem-Shaping
Gliding
Healing
Hypnosis
Jinking
Levitation
Magic-Feeling
Metal-Shaping
Mind-Snare
Plant-Shaping
Rock-Shaping
Self-Healing
Sending (Elf-Sending & Animal-Sending)
Shape-Change
Shielding
Sun Channeling
Water Control
Weather Control
Weather Sense
*
Animal-Bonding
A mental bond between an animal-blooded elf and an animal that allows the animal and the elf to share emotions and some basic thoughts. This bond is one of deepest affection and can only be broken by death. When one of the bond-friends survive the other, which almost always happens as animals have much shorter lives than animal-blooded elves, it's a very painful experience for the one who's left behind. Suicide caused by loss of bond-friend is unheard of though.
Purebloods can possess a weaker version of this power. The bond between a pureblood and his or her bond-animal isn't as deep as that of an animal and an animal-blood, but it's there.
Rarity: All elves with animal-blood possess this magic. Some purebloods that have lived around animal-bloods for a long time can develop a weaker version of the magic.
Other magic needed to have this one: none
Animal Communion
Elves with this magic can link his mind or the mind to of another elf to the mind of an animal, much like in Animal-Bonding. Really talented magic-users can link several animal and elfin minds together at the same time, thus making it easier for them to work as a team.
Rarity: Not unheard of, but not common either.
Other magic needed to have this one: Animal-Bonding
Animal Communication
The ability to communicate thoughts and emotions to a specified kind of animal and to hear the animals' thoughts and emotions. Blood-bonds are not necessary. Rarity: Not unheard of, but not common either.
Other magic needed to have this one: none
Animal Mimicry
The ability to magically mimic any animal so well that the animal so that the magic user is mistaken for one of them by the animals themselves. Really good Animal Mimickers can make the animals obey any order. Elves with this magic tend to be well liked by all animals and animal-blooded elves. No elf any kind can be ordered around though.
Rarity: Rare.
Other magic needed to have this one: Animal Communion
Anti-Healing
The opposite to healing. Elves new to this ability can only cause pain or smaller injuries, while more experienced magic users can go as far as killing. To hurt someone with Anti-Healing the magic users has to be able to touch the intended target.
All healers have the potential for this magic but few ever use it. This is because all healers have a more or less subconscious will to heal. Healers are slowly driven insane every time they use Anti-Healing to hurt, unless it's in self-defense.
Anti-Healing can also be used to put someone into trance with the help of Sending.
Rarity: Rare.
Other magic needed to have this one: Healing
Astral Projection
This allows the elf's spirit to leave its body. When outside of the body an elf can send much farther. They can also visit other elves mentally and search for the spirit force of people they know.
While the spirit is gone the elf's body is very vulnerable as it cannot defend itself and if the spirit doesn't return to the body within five moons the body will die.
Rarity: Uncommon. Mostly seen among purebloods.
Other magic needed to have this one: Elf-Sending
Black-Sending
When sending someone a Black-Sending you more or less mentally torture that person. It's one step away from using a soul name you shouldn't know. This is incredibly cruel. No sane elf would use this magic.
Rarity: Rare.
Other magic needed to have this one: Elf-Sending
Blocking
A Blocker can block other elves' magical powers with the help of sending.
Rarity: Rare.
Other magic needed to have this one: Elf-Sending
Bone-Shaping
The ability to shape bones. Really good shapers can shape the bones while they're still inside a living creature. This process if of course very painful for the creature in question, but does not have to be deadly or even harmful if the Bone-Shaper knows what s/he's doing.
Rarity: Uncommon. Mostly seen among sea-elves.
Other magic needed to have this one: none
Deep Sense
Deep Sensers can sense other elves' emotions. Really good ones can even hear others' thought and the most excellent Sensers can find others' soul names. Sensers can block out other elves emotions, but strong feelings are harder to "not hear".
Rarity: Rare. Mostly seen among purebloods.
Other magic needed to have this one: Elf-Sending
Finding
If an elf with this power concentrates hard on an object s/he can see where it is in his/her mind. The object can't be too far away. The stronger the Finder the longer the range of Finding.
Rarity: Somewhere between rare and uncommon.
Other magic needed to have this one: none
Fire-Starting
The ability to start fire purely with the power of one's will. Most Fire-Starters need something that can burn to start a fire, but some really good ones can create fire out of thin air.
Rarity: Rare. Not seen among sea-elves.
Other magic needed to have this one: none
Flesh-Shaping
The ability to shape flesh. Since this does damage to the body the shaper must heal the creature s/he's shaping.
Rarity: Uncommon. Mostly seen among sea-elves.
Other magic needed to have this one: Healing
Force Shield
Creates a faintly glowing shield around an area specified by the magic user. Whatever is inside the shield is protected from physical harm as long as the Force Shielder can keep the shield up. Strength and size of shield depends upon how good the magic user is.
Rarity: Rare. Mostly possessed by purebloods.
Other magic needed to have this one: none
Gem-Shaping
The ability to shape gems.
Rarity: Rare.
Other magic needed to have this one: Rock-Shaping
Gliding
A Glider can lift his/her own body with the power of his or her mind. It's not quite like Levitation as Gliders only can lift themselves.
Rarity: Common among certain pureblood tribes.
Other magic needed to have this one: none
Healing
The ability to heal any elf one touches. How large injuries one can heal depends upon the magic user's strength. Excellent healers can also heal mental injuries and other speices than elves.
Rarity: There seems to be a healer in almost every elf tribe, but only one at the time.
Other magic needed, to have this one: none
Hypnosis
When someone is Hypnotized that person goes into trance and cannot move until the Hypnotiser frees him/her. Eye contact is needed for this magic to work. If the Hypnoser can send s/he can convince the person under Hypnosis to do what the Hypnoser wants.
Rarity: Rare.
Other magic needed, to have this one: none
Jinking
The ability to teleport oneself a certain distance. When only "weak", the elf can jink two-three meters. When "strong" we might be talking miles - no one has yet mesured the possible distances. If aiming for an already "occupied" (ex: there's a tree where you want to jink, but you don't know that) the elf will end up at that place, but on as high ground as possible (in this case, at the top of the tree).
Rarity: Rare.
Other magic needed, to have this one: none
Levitation
A Levitator can lift objects with the power of his/her mind. How big objects depend upon the magic user's strength. With enough training a Levitator can learn to lift his/her own body, and in that way Glid.
Rarity: Uncommon, but not unheard of. Mostly seen among purebloods.
Other magic needed, to have this one: none
Magic-Feeling
The ability to sense magic in other elves and in objects and creatures that have been affected by magic.
Rarity: Common, almost all elves have this ability, although most only have a weak version of it.
Other magic needed, to have this one: none
Metal-Shaping
The ability to shape metal.
Rarity: Uncommon, but not unheard of. Mostly seen among pureblooded elves.
Other magic needed, to have this one: Rock-Shaping
Mind-Snare
The ability to trap an Astral Projecting elf in one's mind. The trapped spirit won't be able to leave the Snarer's mind until let go or freed by another powerful magic users.
Elves with the ability to send can be taught a weaker form of Mind-Snaring by an experienced Mind-Snarer. This weaker magic allows them to feed on other elves' dreams, to grow stronger magically. Dream-feeding has it bad sides though. Dream-feeders soon lose the ability to dream on their own and going into a black void every time you sleep can affect your sanity rather negatively.
Rarity: Rare.
Other magic needed, to have this one: Elf-Sending
Plant-Shaping
The ability to shape plants. Also known as Tree-Shaping. Plant-Shapers can sense the "thoughts" and "feelings" of plants, that often are referred to as the greensong.
Rarity: Common for animal-blooded elves who live in tree-dens, but as with healers they only one seem to be born at a time.
Other magic needed, to have this one: none
Rock-Shaping
The ability to shape all kinds of rock.
Rarity: Uncommon, but not unheard of. Mostly seen among pureblooded elves.
Other magic needed, to have this one: none
Self-Healing
The ability to heal only oneself, no others. The healing is doen automatically by the body, instead of the elf consciously healing itself. Usually has a "focus" (such as: heals only poisons, flesh wounds, internal injuries, mental injuries, etc.).
Rarity: Uncommon. Mostly seen among animal-bloods.
Other magic needed, to have this one: none
Sending
Sending comes in two forms: Elf-Sending and Animal-Sending. This magic allows the user to mentally speak and share thoughts and emotions with another creature. How far a Sender can reach mentally depends upon age and strength. The average sending range is about 10 miles. Lesser Senders might not hear all a better Sender sends. Animal sendings are mostly basic thoughts, emotions and images as animal and elfin minds are different. If an elf pushes himself/herself when sending s/he can increase his/her sending range or send clearer messages, but they risk getting the mother of all headaches while doing it.
Elf-Sending is sending from elf to elf. Animal-Sending is sending from elf to bond-animal and sometimes from elf to animal that s/he shares blood with. Only animals with elf-blood can answer sendings.
There are two ways to speak while sending: open- and lock-sending. When open-sending any other elf with the ability to send that are within your sending range can hear you. When lock-sending only those you wish can hear you.
Only _really_ skilled elves can lie while sending or listen to lock-sendings that aren't meant for them, and even they have a hard time.
Rarity: Common. Almost all elves have Elf-Sending and all animal-bloods with Animal-Bonding have Animal-Sending.
Other magic needed, to have this one: none
Shape-Change
The ability to only shape ones own body, usually into a specified animal.
Rarity: Rare. Only High Ones and firstborns have been known to have this power.
Other magic needed, to have this one: none
Shielding
The ability to shield one self, another elf or a group of elves from mental attacks.
Rarity: All healers can to this with practice.
Other magic needed, to have this one: Healing
Sun Channeling
The ability to channel the sun's energy. The energy can then be transferred to other objects, either heating them or blowing them up.
This magic is as its strongest when the sun is shining, but it still works in places with little to no light.
Rarity: Rare.
Other magic needed, to have this one: none
Water Control
The ability to shape and control water.
Rarity: Uncommon but not unheard of among sea-elves. Otherwise rare.
Other magic needed, to have this one: none
Weather Control
The ability to control weather, such as wind, rain, snow and such. How big changes in the weather an elf can make depends on how good of a magic user s/he is.
Rarity: Rare
Other magic needed, to have this one: Weather Sense
Weather Sense
The ability to predict changes in the weather and to feel how wind currents shift.
Rarity: Uncommon but not unheard of.
Other magic needed, to have this one: none