OFFICIAL ACEONIC MAGE INFORMATION/APPLICATION THREAD

Started by Maxi96203, 19-01-2013

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Maxi96203

ADDING PRETTY COLORS TO YOUR APPLICATION WILL ONLY GET YOURSELF AUTOMATICALLY DENIED


Magic in Aceon has become a volatile and highly political affair, mages pledging themselves to a variety of warring factions. An unaligned or unknown mage is known as a hedgemage, often dismissed or hunted by the larger magical organisations. Here are the details on the five kinds of mages:

THE COLLEGE (Royal College of the Occult Sciences)

An academic organisation dedicated to the study and research of magic, the college is populated by highly specialised mages who call themselves Wizards. The college is known to hunt down hedgemages, seeing them as an unstable threat to the magical world. To the college, magic is a science that can be studied, researched and quantified. Only the highly qualified can rise through the ranks in this incredibly hierarchical society where it takes a vast intellect to succeed. The college accepts members of all races, but was concieved by humans in ancient times as a response to the xenophobic and aggressive Council of Thessel.
The college is split into five orders, named after its founding fathers. While these orders only teach the magic that they specialise in, they do teach universal magic and trading of spells between students is not uncommon. All college members dedicate themselves to one of these orders.

The Orders:

Order of Gazane - Demonologists, conjurers
Order of Akan - Elementalists, alchemists
Order of Jethro - Healers, necromancers
Order of Ovsun - Enchanters, transmuters
Order of Methrick - Illusionists, seers

THE COUNCIL OF THESSEL

The Council of Thessel, named after the homeland of the Bright Elves, may well be the oldest surviving magical group in Aceonic history. Unlike the college, the council weaves magic through emotion, seeing it as an art which should not be perverted through attempts to understand or make sense of it. The council only accepts elves, having a history of discrimination and outright hatred for other, "lesser" races such as the humans. While they once dominated magic, the council's numbers are dwindling after a bloody, catastrophic war with the college. In more recent times, they have kept to themselves, both exclusive and secretive in nature.

THE TORCHBEARERS

Dedicated to the light, these church-sanctioned mage-priests work tirelessly to spread the word of Pylor, lord of righteous fire. All other mages are viewed as treacherous heretics who abuse the talents their creator has gifted them. To the torchbearers, necromancy is considered especially foul, as it perverts the sanctity of life which they hold so dear. Demonologists, while accepted within their ranks, are rarely trusted and sometimes outright hated for their diabolical practices. Due to their association with the "holy fire", torchbearers are mainly elementalists. Fierce and religious, the torchbearers are zealots fueled by faith.

BROTHERHOOD OF SORCERERS

Created by dwarven sages in the distant past, the Brotherhood seek out magical artifacts to bolster their collective power. Exploring tombs and caverns millennia old has granted these mystic archaeologists a special kind of magic - The magic of the core. Through the Ley, a linear network of mystic "hot spots", these sorcerers draw power from the world's core to perform spectacular feats. Whilst the majority of Brothers are dwarves, they do not discriminate - All races can qualify. Being a Brotherhood, however, no females are permitted.

HEDGEMAGES

Hedgemages dedicate themselves to no organisation, or to covens too small to be publicly recognised. Either taught on a master-apprentice level or self-taught, hedgemages lack the discipline of other mages and often face distrust or discrimination. Witches and Warlocks, practitioners of the black arts, are often hedgemages but remain a minority. This minority is, sadly, over-represented, causing the reputation of hedgemages to suffer significantly.




MAGICAL TERMINOLOGY

Mage - Any practitioner of magic.

Wizard - A college-trained specialist mage.

Sorcerer - A mage who gains power from an outside force (eg. artifacts, reagents, enchanted items), rather than themselves.

Warlock/Witch - A practitioner of the black arts, forbidden and evil magic which damns the user.

Black Arts - Any magic involving deals with infernals, major curses or using the lifeforce of other people to power magic.

Consular - A member of the Council of Thessel.

Brother - A member of the Brotherhood of Sorcerers.

Psion - A mage with innate mental powers, accessed through sheer force of will rather than spells. Psions are born with their powers, and are usually either psychokinetic or telepathic.

Divination - Magic involving fate, time or chance. This includes jinxes, hexes, curses, scrying and foresight.

Conjuration - The creation or retrieval of objects through the caster's own will, and the creation of magical defenses. This includes teleportation.

Demonology - The study, summoning and binding of magical creatures from other dimensions.

Enchantment - Magic that adds properties to or enhances an object or living thing.

Elementalism - Magic that controls earth, water, fire and air. Elements can be combined and played with to achieve an array of effects, most of them offensive.

Necromancy - Magic involving control of life forces, both life and death. This includes power over ghosts, magical healing, life draining and reanimation. Reanimated individuals are never properly sentient.

Transmutation - Magic that changes matter from one form to another. This can include living matter, but many transmutations are only temporary.

Illusion - Magic that fools the senses, using the powers of shadow. This includes summoning phantasms and power over the mind.

Alchemy - The creation of magical substances from mundane ingredients known as reagents. Alchemists seek to understand the natural world, creating elixirs with varying effects.




MAGICAL CREATURES


Many magical creatures inhabit Aceon, stemming often from other worlds and separable into a system of tiers relative to their power.

The tiers of creature are as follows:
Minor < Lesser < Intermediary < Greater < Major

Intermediary represents the point at which a creature is considered equal to a human, in both mental and physical faculties.

All of these creatures can be sorted into the following groups, each having a particular weakness:

Teraphim (Elementals) - Beings of the four classical elements (because aether is excluded) - Fire (salamanders), Water(nymphs), Air(sylphs) and Earth(gnomes). Elemental fire is weak against elemental water, and vice versa . Elemental earth is weak against elemental air, and vice versa.

Eudemons (Celestials) - Beings tied to the celestial realms, usually in the service of gods. They have a weakness to cursed weaponry, quicksilver and their opposite, the Cacodemons.

Cacodemons (Infernals) - Beings tied to the infernal realms or hells, sometimes serving malevolent gods but just as often serving no master, squabbling amongst themselves in constant chaos. They have a weakness to blessed weaponry, quicksilver and their opposite, the Eudemons.

Servitors (Astrals) - Beings tied to the astral plane, the realm of the mind and dreams, Servitors are built from the psychic residue created by the thoughts of all living things. Sometimes, Servitors combine to make Egregores, amalgamations of the thoughts of multiple people. A person's astral identity is called an Eidolon. The largest Egregores, being godlike in power, are referred to as Godforms. Because of their nature, they can only affect things with a consciousness and so cannot really affect the material world or things considered mindless, such as constructs. Rumour has it that Godforms do not possess this weakness.

Phantoms (Ghosts) - The spirits of the dead, called from the underworld back to the land of the living. Phantoms may reanimate the corpse they left when they died, providing a physical form known as a zombie. Without this physical form, however, a phantom cannot stray too far from the company of its summoner without the creation of a phylactery (a container of sorts, which, if destroyed, will cause the phantom to dissipate). Phantoms are weak to silver weaponry and to any magic cast against them.

Fey (Faeries) - Creatures born from the aether, or quintessence - the fifth element which bridges the pathways between dimensions. These include such things as dryads, banshees, pixies, sprites, trolls and warped versions of commonly-found animals such as wolves. Fey are weak to iron and have a fear of phantoms.

Phantasms (Shadows) - Creatures from the plane of shadow, born of literal light or darkness. While one might normally associate light and darkness with good and evil, Phantasms are neutral by principle, akin more to elementals and often called upon by illusionists. Light is weak to darkness, and vice versa.

Homonculi (Constructs) - Artificial creations, the Homonculi are shaped from non-living matter and animated by the will of the caster. These include simple golems and the more complex automatons. Any "thinking machine" counts as a Homonculus. Homonculi vary in weaknesses, depending on the materials they're built from. All Homonculi are immune to mind-affecting powers, as they do not truly think and are not truly living. This also means that they cannot cast spells, but they can still be fitted with magical equipment.

Technodemons (Genii) - Hailing from the realm of Utopia, the place of ideas and thoughts that have yet to become reality, Technodemons are born from the psychic force that drives invention. The most obvious examples of Technodemons are the Gremlins, pests often blamed for things malfunctioning.



Application Moderators:
Maxi96203
Edvyn


Code ("Application Format") Select


[b]Username:[/b]
[b]Time with Aceon:[/b]
[b]Support/Reccomendation:[/b] Optional

[b]Character Name:[/b]
[b]Character Age:[/b]
[b]Desired Organization:[/b]

[b]Backstory:[/b]

[b]Spell Set:[/b]
ASSHOLE DESCRIPTION FOR PREMIUM™ HGN™ SUBSCRIBERS™ ONLY

Silver Knight

**Removed myself from application moderators. I have to much to do to handle applications on Aceon.

Quotebreslau: if i cant cheat i dont wanna play
breslau: period

Edvyn

Thread updated. All mages are required to post an app.

CanadianCat

#3
Username: CanadianCat
Time with Aceon: This is my second day, I hope this doesn't hinder my application :P
Support/Reccomendation: None at the moment.

Character Name: Christopher Viererwing
Character Age: Thirty-Eight.
Desired Organization: House of Akan possibly, still thinking.

Backstory: Christopher was born in a small coastal village, by the name of Arzkani. He lived a quiet live, fishing usually and selling them off in the market. Days changed when Adam Worthling came into town, a odd man who children watched sneak out at night. He wore bright red robes, and gold trimmings on them. Some said he had a large wooden snake staff inside his house, that he would destroy peoples homes with. A petty rumor, Christopher always thought of it. One day, Adam approached Christopher. Christopher was simply fishing when Adam requested Christopher to come to his home at seven. Hours later, Christopher went out in the night, going inside the mans home. He found the man searching through strange colored bottles of odd liquids. He turned as Christopher came in, welcoming inside the small home. Adam told Christopher he wished to teach him about the wonders of alchemy. Christopher accepted, unsure about the offer, and began teaching soon. He learned the basics for a few years in his life. He made basic healing potions and sold them in the market. He mixed together multiple ingredients, and found a way to make a petty poisoning potion. Christopher soon dropped fishing to have more time to learn about alchemy. Christopher soon had a breakthrough, making a potion able to make you nearly invisible. He returned to the house of Adam to speak with him about it, to find he was gone. A note was on the nightstand, saying "Dear Christopher, I have left this village to enlist in the college. I will leave the area of the college on here, if you wish to go there and meat with me. I'm sorry for not warning you but I was contacted on short notice. Good bye, may we cross paths again. -Adam". Christopher bought supplies from the local blacksmith, leaving town soon to search for Adam and the College. Three years passed as he traveled through the harsh lands, searching and searching for the mystical college. He never found it, before dropped out to live in a village named 'Caephyran'. He had many adventures inside, before he left to search for the college again, after becoming successful in alchemy. Christopher went and went, years passed until he found the college, finding that Adam had passed away three months ago. Christopher was saddened by the news, he then enlisted into the college to go with Adams legacy of alchemy. He learned more on the bounds of alchemy in the college, spells used as weapons to fight. He learned how to enchance potions to make them more powerful and potent. He soon left the college to aid the citizens of Caephyran in alchemy.

Spell Set:

Kull - A curse spell, shooting out a sharp arrow that dissepears after a minute. The spell usually is a quick spell in case Christopher's in trouble.

Pocathar - Potion spell, adding to a poison potion. After the spell, the poison doesn't hurt, it paralyzed the victim.

Journ - Potion spell, requires to be done three times, once a day to fully effect a potion. Makes the user of the potion invisible and fast, low potency on the potion though.

Yarden - A spell used on a potion of harming, explodes when thrown to the ground. Explosion doesn't hurt the blocks.

Furth - A curse spell. A quick combat attack to weaken your opponent. Does barely any damage. Blue flash, barely seen.

Vourth - Curse spell, usually used a surprise attack. Fires out a beam of red that usually wounds your opponent or knocks them unconscious, depending on the spot you attack them.

Unthern - A spell usually used during a fight. Christopher uses the spell suddenly if locked in battle. The spell is usually a distraction, buzzing your opponent a bit.

Edited a few things.

Shadow207

Username: Shadow207
Time with Aceon: Not sure, before Portkins maybe 4 months?
Support/Reccomendation: Edvyn Optional

Character Name: Drake Sparhawk
Character Age: 27
Desired Organization: Hedgemage

Backstory: Drake's lineage is that of Alchemists, Hedgemages, and Architects, Drake is two of those, yet has recently taken great interest in the third, because he has obtained an Enchanting table, yet has absolutely no idea how to use it, he is striving to learn how to use that, and maybe a couple of spells on the way, he has found ways of manipulating fire, although not magic, still deadly, and has been studying Blazes for quite a while.

After years of being a traveling doctor he has settled in a town call Caephryan, and has space to learn new arts, having mastered Alchemy, he has learned small spells of fire, and how to enchant weaponry and some armor, usually enchanting weaponry and armor for soldiers of Caephryan.


Spell Set:
Short Range combustion: Make something combust in a short range.
Fire Bolt: Fire a very fast baseball sized fireball.
Enchant Weapon: Enchant a weapon
Enchant Armour: Enchant a piece of Armour
Summon Familiar: The summoner summons his Familiar, an animal-spirit that is his servant.
Conjure Snake: Conjure a poisonous or non-poisonous snake.
Conjure Will-O Wisp: The wisp is a fire sprite that is usually passive-aggressive towards humans, but in this instance will help the summoner.

Braydent30

#5
Username: Haterz16/Braydent31
Time with Aceon: A few weeks before Ermor.

Character Name: Symon Hadhil
Character Age: 35
Desired Organization: Akan

Backstory: Born to a single mom, he grew up being told that his dad was a cruel mage who left after his mom's family telling him off. After about 10 years he started to get tired of the confined village he lived in, he was a very adventurous type. His mom would always find him out in the forest looking around and chasing after animals. He started to build up money he earned until he was 16 when he finally packed his clothes and rented a carriage. He decided it was time for him to help build a new town, one where he could live in peace and help other people live in peace. Despite this, he, along with two others, fell upon a cube that has only brought trouble since it's discovery and may ruin the all the precautions taken to protect the village.

Spell Set:

Fire ball: conjures a ball of fire about 5 inches wide that explodes on contact with a physical object.

Torch: Basically snaps his fingers and starts a fire to illuminate a small area around him.

Flame Thrower: summons fire at his finger tips and fires it like a flame thrower. At it's peak, it reaches 3 blocks length but begins to deteriorate to 1 block, and eventually, nothing.

Fire gaze: Causes the item he is looking at to catch on fire. Causes his eyes to slightly burn. Using it 2 times quickly causes him to rub at his eyes.

Lightning bolt: Basically fireball except smaller, accurate, and mainly used to cause a fire.

Water Splash: Used to put fires out, he pulls water droplets out of the air or a nearby lake/pond/ect to create a water ball. Can also be used to make a foe stumble or fall.

Lightning Strike: Summons lightning from the sky to strike down a foe. Once used, he must wait 2 days (real life) to cast it again.

Edvyn

Quote from: Shadow207 on 28-04-2013
Username: Shadow207
Time with Aceon: Not sure, before Portkins maybe 4 months?
Support/Reccomendation: Edvyn Optional

Character Name: Drake Sparhawk
Character Age: 27
Desired Organization: Hedgemage

Backstory: Drake's lineage is that of Alchemists, Hedgemages, and Architects, Drake is two of those, yet has recently taken great interest in the third, because he has obtained an Enchanting table, yet has absolutely no idea how to use it, he is striving to learn how to use that, and maybe a couple of spells on the way, he has found ways of manipulating fire, although not magic, still deadly, and has been studying Demons for quite a while.

After years of being a traveling doctor he has settled in a town call Caephryan, and has space to learn new arts, having mastered Alchemy, he has learned small spells of fire, and how to enchant weaponry and some armor, usually enchanting weaponry and armor for soldiers of Caephryan.


Spell Set:
Short Range combustion: Make something combust in a short range.
Fire Bolt: Fire a very fast baseball sized fireball.
Enchant Weapon: Enchant a weapon
Enchant Armour: Enchant a piece of Armour
Summon Familiar: The summoner summons his Familiar, an animal-shaped servitor that is his servant.
Conjure Snake: Conjure a poisonous or non-poisonous snake-shaped servitor.
Conjure Will-O Wisp: The wisp is a shadow-being that is usually passive-aggressive towards humans, but in this instance will help the summoner.
Edited to reflect Aceon terminology and Accepted.

Edvyn

Quote from: Braydent30 on 28-04-2013
Username: Haterz16/Braydent31
Time with Aceon: A few weeks before Ermor.

Character Name: Symon Hadhil
Character Age: 35
Desired Organization: Akan

Backstory: Born to a single mom, he grew up being told that his dad was a cruel mage who left after his mom's family telling him off. After about 10 years he started to get tired of the confined village he lived in, he was a very adventurous type. His mom would always find him out in the forest looking around and chasing after animals. He started to build up money he earned until he was 16 when he finally packed his clothes and rented a carriage. He decided it was time for him to help build a new town, one where he could live in peace and help other people live in peace. Despite this, he, along with two others, fell upon a cube that has only brought trouble since it's discovery and may ruin the all the precautions taken to protect the village.

Spell Set:

Fire ball: conjures a ball of fire about 5 inches wide that explodes on contact with a physical object.

Torch: Basically snaps his fingers and starts a fire to illuminate a small area around him.

Flame Thrower: summons fire at his finger tips and fires it like a flame thrower. At it's peak, it reaches 3 blocks length but begins to deteriorate to 1 block, and eventually, nothing.

Fire gaze: Causes the item he is looking at to catch on fire. Causes his eyes to slightly burn. Using it 2 times quickly causes him to rub at his eyes.

Lightning bolt: Basically fireball except smaller, accurate, and mainly used to cause a fire.

Water Splash: Used to put fires out, he pulls water droplets out of the air or a nearby lake/pond/ect to create a water ball. Can also be used to make a foe stumble or fall.

Lightning Strike: Summons lightning from the sky to strike down a foe. Once used, he must wait 2 days (real life) to cast it again.
Accepted

Edvyn

Quote from: CanadianCat on 28-04-2013
Username: CanadianCat
Time with Aceon: This is my second day, I hope this doesn't hinder my application :P
Support/Reccomendation: None at the moment.

Character Name: Christopher Viererwing
Character Age: Thirty-Eight.
Desired Organization: House of Akan possibly, still thinking.

Backstory: Christopher was born in a small coastal village, by the name of Arzkani. He lived a quiet live, fishing usually and selling them off in the market. Days changed when Adam Worthling came into town, a odd man who children watched sneak out at night. He wore bright red robes, and gold trimmings on them. Some said he had a large wooden snake staff inside his house, that he would destroy peoples homes with. A petty rumor, Christopher always thought of it. One day, Adam approached Christopher. Christopher was simply fishing when Adam requested Christopher to come to his home at seven. Hours later, Christopher went out in the night, going inside the mans home. He found the man searching through strange colored bottles of odd liquids. He turned as Christopher came in, welcoming inside the small home. Adam told Christopher he wished to teach him about the wonders of alchemy. Christopher accepted, unsure about the offer, and began teaching soon. He learned the basics for a few years in his life. He made basic healing potions and sold them in the market. He mixed together multiple ingredients, and found a way to make a petty poisoning potion. Christopher soon dropped fishing to have more time to learn about alchemy. Christopher soon had a breakthrough, making a potion able to make you nearly invisible. He returned to the house of Adam to speak with him about it, to find he was gone. A note was on the nightstand, saying "Dear Christopher, I have left this village to enlist in the college. I will leave the area of the college on here, if you wish to go there and meat with me. I'm sorry for not warning you but I was contacted on short notice. Good bye, may we cross paths again. -Adam". Christopher bought supplies from the local blacksmith, leaving town soon to search for Adam and the College. Three years passed as he traveled through the harsh lands, searching and searching for the mystical college. He never found it, before dropped out to live in a village named 'Caephyran'. He had many adventures inside, before he left to search for the college again, after becoming successful in alchemy. Christopher went and went, years passed until he found the college, finding that Adam had passed away three months ago. Christopher was saddened by the news, he then enlisted into the college to go with Adams legacy of alchemy. He learned more on the bounds of alchemy in the college, spells used as weapons to fight. He learned how to enchance potions to make them more powerful and potent. He soon left the college to aid the citizens of Caephyran in alchemy.

Spell Set:

Kull - A curse spell, shooting out a sharp arrow that dissepears after a minute. The spell is partially tiring, and usually is a quick spell in case Christopher's in trouble.

Pocathar - A very exhausting spell, adding to a poison potion. After the spell, the poison doesn't hurt, it paralyzed the victim. Requires high amounts of force and usually used once per one-three days.

Journ - Exhausting spell, requires to be done three times, once a day to fully effect a potion. Makes the user of the potion invisible and fast, low potency on the potion though.

Yarden - Heavily Tiring spell used on a potion of harming, explodes when thrown to the ground. Explosion doesn't hurt the blocks.

Furth - A curse spell, not very tiring. A quick combat attack to weaken your opponent. Does barely any damage.

For now, its done. I may edit or later, not sure.
Accepted

Edvyn

Thread has been updated to include definitions for magical creatures.

Mr_Squirrel

Username: Mlakins
Time with Aceon: A few weeks/possibly a month before Ermor
Character Name: Oliver Proffin
Character Ages: 19
Desired Order: Methrick

Backstory:
    Oliver was a mutant, that's what they called him, "mutant boy" or just plain, "mutant." Being a Psion was a terrible curse that he had to bear.  Oliver's childhood was tragic, being the only known child to ever have to ability to move things with his mind in the small village he lived in. Many people though of it as a bad Omen, a curse by the gods sent to their town. Other's thought that he was a demon or dark spirit set on destroying the village. But in his parents eyes he was just their sad, young son Oliver. Oliver's mother had no trace of magic in her blood or even tried to learn the arts, his father was the same. So it was a huge surprise when their son started to play around with the plates and pans by hovering them feet off the ground. But they learned to live with it and forbid Oliver to ever use his ability. As he grew older the suspicion and anger of the village grew larger. Soon his home was looted and burned to the ground, mobs of people captured the family and had the ready at the gallows. They burned Oliver's mother on a stake right before his eyes, her reason of death was being a witch. And as the nooses were tightened around Oliver and his father's neck and the crowd's roars began to rise the world seemed to stop. Every face in the crowd and bead of sweat on his father's forehead froze. A young teen Oliver took this chance to struggle to get free and freed his neck from the rope. He fell to the ground which sent pain through his body but he managed to stand. He looked at his father and had to bear the guilt he felt as he realized he couldn't save him, time began to go again and the roars of the happy crowd turned into confusion as the boy seemed to have somehow escaped the noose in a second. Suddenly a snap was heard and the sound of wood struggling to hold a weight could be heard. Oliver looked over in horror to see his father, hanging from the rope. The happy cheers from the ground turned into angry growls as they began to try to snatch at Oliver, attempting to capture him again. But Oliver ran, as fast as his feet would carry him far from the horrible village he was born in. He began traveling until he heard of a college that had people who were gifted with amazing abilities. Upon entering this college he learned how to control his magic and use it in different ways. As well as to begin studying other magic. After years at the college Oliver left and searched for places to live, and to continue practicing.

Spell Set:

Telekinesis: Oliver is able to lift objects with his mind, making him able to move it and shape it in away he chooses. But depending on the size of the object or if it is a living being other than himself, Oliver can not lift it no matter how hard he tried. (Can't lift giant objects or other people.) This is fine, except for the shaping. You may disassemble or break objects, but not mold them into other things. You are allowed to lift other people, but the strong-willed can resist being lifted.

Levitation: Oliver is able to levitate himself into the air, giving the impression that he is flying. But he can only lift himself so much before not being able to keep himself floating. There is nothing wrong with this, keep it.

Transformation: Oliver can transform and change objects shapes into others, or able to completely change the object into something else. Depending on the objects size, density, and what form of matter it is decides how long it would take for Oliver to change it or if could even. As a Methrick wizard, you are not a transmuter. You may make an object appear as another object, but not physically transform it.


Vanish: Oliver uses both shadows and light to make himself almost invisible. Bending light in a way to make him look like he is not their, or using shadows to mask himself in darkness completely. Although he can still be touched and heard by others nearby. Nothing wrong here, keep it.


Prediction: Oliver can see a few seconds into the future for a minute. During this time he can see attacks coming and react to them more quickly than a normal human being. This is fine, keep it.

Teleport: Oliver and quickly teleport himself, or anyone who is touching him a few feet away from their current location. As a Methrick wizard, you cannot teleport. Teleporting is a conjuration ability.


Flash: Oliver uses bright light to blind a certain person for a few seconds. He can also use shadows to blind someone in darkness. Nothing wrong here, keep it.


Shadow Clone: Oliver can create clone copies of himself that are controlled by him. These copies are not physical and when completely slashed through turn into a black puff of smoke. Nothing wrong here, keep it.


Production: Oliver can produce objects out of thin air. Depending on size of object decides if Oliver can produce it. These object can be an illusion or physical.
The objects cannot be physical. That would be conjuration.


Ghost: Oliver makes himself able to pass through solid objects or have solid objects pass through him for a few seconds. You cannot do this, it is transmutation.

Phantasm Control: Oliver can control some phantasms to help him in anyway. Either it being defending him, or attacking someone. While this may seem like conjuration, illusionists have a great connection to the realm of shadow. I'm allowing this.

(Feel free to edit or make suggestions to tweak my spells.)

If you're fine with the changes I've made, you're accepted.

-Edvyn

CoolFeerman

4/29/2013
Moved old and irrelevant posts to Scrapyard.
Happy magic-working!

Edvyn

New organisation, "Brotherhood of Sorcerers", added. Slight corrections made.

Edvyn

Magical terminology updated to include definitions for types of magic.

Mr_Squirrel

Quote from: Mr_Squirrel on 29-04-2013
Username: Mlakins
Time with Aceon: A few weeks/possibly a month before Ermor
Character Name: Oliver Proffin
Character Ages: 19
Desired Order: Methrick

Backstory:
    Oliver was a mutant, that's what they called him, "mutant boy" or just plain, "mutant." Being a Psion was a terrible curse that he had to bear.  Oliver's childhood was tragic, being the only known child to ever have to ability to move things with his mind in the small village he lived in. Many people though of it as a bad Omen, a curse by the gods sent to their town. Other's thought that he was a demon or dark spirit set on destroying the village. But in his parents eyes he was just their sad, young son Oliver. Oliver's mother had no trace of magic in her blood or even tried to learn the arts, his father was the same. So it was a huge surprise when their son started to play around with the plates and pans by hovering them feet off the ground. But they learned to live with it and forbid Oliver to ever use his ability. As he grew older the suspicion and anger of the village grew larger. Soon his home was looted and burned to the ground, mobs of people captured the family and had the ready at the gallows. They burned Oliver's mother on a stake right before his eyes, her reason of death was being a witch. And as the nooses were tightened around Oliver and his father's neck and the crowd's roars began to rise the world seemed to stop. Every face in the crowd and bead of sweat on his father's forehead froze. A young teen Oliver took this chance to struggle to get free and freed his neck from the rope. He fell to the ground which sent pain through his body but he managed to stand. He looked at his father and had to bear the guilt he felt as he realized he couldn't save him, time began to go again and the roars of the happy crowd turned into confusion as the boy seemed to have somehow escaped the noose in a second. Suddenly a snap was heard and the sound of wood struggling to hold a weight could be heard. Oliver looked over in horror to see his father, hanging from the rope. The happy cheers from the ground turned into angry growls as they began to try to snatch at Oliver, attempting to capture him again. But Oliver ran, as fast as his feet would carry him far from the horrible village he was born in. He began traveling until he heard of a college that had people who were gifted with amazing abilities. Upon entering this college he learned how to control his magic and use it in different ways. As well as to begin studying other magic. After years at the college Oliver left and searched for places to live, and to continue practicing.

Spell Set:

Telekinesis: Oliver is able to lift objects with his mind, making him able to move it and shape it in away he chooses. But depending on the size of the object or if it is a living being other than himself, Oliver can not lift it no matter how hard he tried. (Can't lift giant objects or other people.) This is fine, except for the shaping. You may disassemble or break objects, but not mold them into other things. You are allowed to lift other people, but the strong-willed can resist being lifted.

Levitation: Oliver is able to levitate himself into the air, giving the impression that he is flying. But he can only lift himself so much before not being able to keep himself floating. There is nothing wrong with this, keep it.

Transformation: Oliver can transform and change objects shapes into others, or able to completely change the object into something else. Depending on the objects size, density, and what form of matter it is decides how long it would take for Oliver to change it or if could even. As a Methrick wizard, you are not a transmuter. You may make an object appear as another object, but not physically transform it.


Vanish: Oliver uses both shadows and light to make himself almost invisible. Bending light in a way to make him look like he is not their, or using shadows to mask himself in darkness completely. Although he can still be touched and heard by others nearby. Nothing wrong here, keep it.


Prediction: Oliver can see a few seconds into the future for a minute. During this time he can see attacks coming and react to them more quickly than a normal human being. This is fine, keep it.

Teleport: Oliver and quickly teleport himself, or anyone who is touching him a few feet away from their current location. As a Methrick wizard, you cannot teleport. Teleporting is a conjuration ability.


Flash: Oliver uses bright light to blind a certain person for a few seconds. He can also use shadows to blind someone in darkness. Nothing wrong here, keep it.


Shadow Clone: Oliver can create clone copies of himself that are controlled by him. These copies are not physical and when completely slashed through turn into a black puff of smoke. Nothing wrong here, keep it.


Production: Oliver can produce objects out of thin air. Depending on size of object decides if Oliver can produce it. These object can be an illusion or physical.
The objects cannot be physical. That would be conjuration.


Ghost: Oliver makes himself able to pass through solid objects or have solid objects pass through him for a few seconds. You cannot do this, it is transmutation.

Phantasm Control: Oliver can control some phantasms to help him in anyway. Either it being defending him, or attacking someone. While this may seem like conjuration, illusionists have a great connection to the realm of shadow. I'm allowing this.

(Feel free to edit or make suggestions to tweak my spells.)

If you're fine with the changes I've made, you're accepted.

-Edvyn





I accept these changes.

Edvyn

Quote from: Mr_Squirrel on 30-04-2013
Quote from: Mr_Squirrel on 29-04-2013
Username: Mlakins
Time with Aceon: A few weeks/possibly a month before Ermor
Character Name: Oliver Proffin
Character Ages: 19
Desired Order: Methrick

Backstory:
    Oliver was a mutant, that's what they called him, "mutant boy" or just plain, "mutant." Being a Psion was a terrible curse that he had to bear.  Oliver's childhood was tragic, being the only known child to ever have to ability to move things with his mind in the small village he lived in. Many people though of it as a bad Omen, a curse by the gods sent to their town. Other's thought that he was a demon or dark spirit set on destroying the village. But in his parents eyes he was just their sad, young son Oliver. Oliver's mother had no trace of magic in her blood or even tried to learn the arts, his father was the same. So it was a huge surprise when their son started to play around with the plates and pans by hovering them feet off the ground. But they learned to live with it and forbid Oliver to ever use his ability. As he grew older the suspicion and anger of the village grew larger. Soon his home was looted and burned to the ground, mobs of people captured the family and had the ready at the gallows. They burned Oliver's mother on a stake right before his eyes, her reason of death was being a witch. And as the nooses were tightened around Oliver and his father's neck and the crowd's roars began to rise the world seemed to stop. Every face in the crowd and bead of sweat on his father's forehead froze. A young teen Oliver took this chance to struggle to get free and freed his neck from the rope. He fell to the ground which sent pain through his body but he managed to stand. He looked at his father and had to bear the guilt he felt as he realized he couldn't save him, time began to go again and the roars of the happy crowd turned into confusion as the boy seemed to have somehow escaped the noose in a second. Suddenly a snap was heard and the sound of wood struggling to hold a weight could be heard. Oliver looked over in horror to see his father, hanging from the rope. The happy cheers from the ground turned into angry growls as they began to try to snatch at Oliver, attempting to capture him again. But Oliver ran, as fast as his feet would carry him far from the horrible village he was born in. He began traveling until he heard of a college that had people who were gifted with amazing abilities. Upon entering this college he learned how to control his magic and use it in different ways. As well as to begin studying other magic. After years at the college Oliver left and searched for places to live, and to continue practicing.

Spell Set:

Telekinesis: Oliver is able to lift objects with his mind, making him able to move it and shape it in away he chooses. But depending on the size of the object or if it is a living being other than himself, Oliver can not lift it no matter how hard he tried. (Can't lift giant objects or other people.) This is fine, except for the shaping. You may disassemble or break objects, but not mold them into other things. You are allowed to lift other people, but the strong-willed can resist being lifted.

Levitation: Oliver is able to levitate himself into the air, giving the impression that he is flying. But he can only lift himself so much before not being able to keep himself floating. There is nothing wrong with this, keep it.

Transformation: Oliver can transform and change objects shapes into others, or able to completely change the object into something else. Depending on the objects size, density, and what form of matter it is decides how long it would take for Oliver to change it or if could even. As a Methrick wizard, you are not a transmuter. You may make an object appear as another object, but not physically transform it.


Vanish: Oliver uses both shadows and light to make himself almost invisible. Bending light in a way to make him look like he is not their, or using shadows to mask himself in darkness completely. Although he can still be touched and heard by others nearby. Nothing wrong here, keep it.


Prediction: Oliver can see a few seconds into the future for a minute. During this time he can see attacks coming and react to them more quickly than a normal human being. This is fine, keep it.

Teleport: Oliver and quickly teleport himself, or anyone who is touching him a few feet away from their current location. As a Methrick wizard, you cannot teleport. Teleporting is a conjuration ability.


Flash: Oliver uses bright light to blind a certain person for a few seconds. He can also use shadows to blind someone in darkness. Nothing wrong here, keep it.


Shadow Clone: Oliver can create clone copies of himself that are controlled by him. These copies are not physical and when completely slashed through turn into a black puff of smoke. Nothing wrong here, keep it.


Production: Oliver can produce objects out of thin air. Depending on size of object decides if Oliver can produce it. These object can be an illusion or physical.
The objects cannot be physical. That would be conjuration.


Ghost: Oliver makes himself able to pass through solid objects or have solid objects pass through him for a few seconds. You cannot do this, it is transmutation.

Phantasm Control: Oliver can control some phantasms to help him in anyway. Either it being defending him, or attacking someone. While this may seem like conjuration, illusionists have a great connection to the realm of shadow. I'm allowing this.

(Feel free to edit or make suggestions to tweak my spells.)

If you're fine with the changes I've made, you're accepted.

-Edvyn





I accept these changes.
Accepted

randomperson000

#16
Username: randomperson000
Time with Aceon: About two days
Support/Reccomendation: Optional

Character Name: Rand Drachenlied
Character Age: 25
Desired Organization: Council of Thessel

Backstory: As a young man from a long line of mages it was only natural that he himself would become a mage within the council as well. His family was fairly well off because their family could use magic, and they easily paid off anyone anyone who wished to know more. His family was always quite secretive with those they were unaffiliated with them. Rand's knowledge of magic steadily grew and he soon started to experiment with magic. The more he experimented the more he grew distant from his family and others within the council. He soon bloomed into his own, specializing in the summoning of a multitude of summons as well as the creation of powerful constructs. Wishing to attempt to find a benefactor for his research and a people who would readily need it he left the homeland. If they were fellow elves even more so.

Spell Set:

Summon:  can be used anywhere but requires a summoning circle to summon more powerful ones safely. Can summon Phantoms, Phantasms, Fey, and Servitor. It makes little sense for a council mage to summon technodemons, as they abhor technology. Why is this character an exception? The core principles of the council cannot be ignored. I expect at last an incantation before anything is summoned - You cannot summon creatures with a wave of your hand. Removed Technodemons.

Create Construct: Creates a magical construct out of nearby resources What are the limits of your construct? What materials are you able to use? How powerful is the construct? I would say at the most soft materials such as soil, clay, sand, and up to stone.

Heal: Helps speed up healing of wounds and weaken diseases.

Enchant item: Enchants an item that can be placed on a construct or used normally.

Ward: Creates a magic shield in front of the user, size may vary, that can block projectiles and magic A shielding spell and a ward are two different things, this would be a shielding spell. Wards are more specific, and drawn on things to protect them from such things as evil forces. Alright, I changed it to 'magic shield' instead of 'ward', I was going by the ward spells in the Skyrim.

Create object: Uses conjuration magic to create a small to mediums sized object, no larger than someone could carry.

Truth: Puts a spell upon a person, creating a black tattoo like ring around the neck and causes unbearable psychologically based pain when the person afflicted lies, stopping after a few seconds, and causing a sense of euphoria when the person says something true, only happens once per truth told that was not already known. Must be in contact with skin to cast and wears off after a few days afflicted. This spell is far too powerful, it can last for a couple of hours at most. Alright ignore this spell, will make something else to replace it, seems over powered even to me.

Reveal life: Reveals living entities with an aura of blue light. Reveals invisible creatures. Does not work on zombies or summoned creatures anything considered dead or never alive.

-Edvyn
-randomperson000's edits
Accepted - Maxi96203

CoolFeerman

Username: Feerman2010
Time with Aceon: A while, I'll leave it at that because it's always disputed. Later half of 2011, that's what I'll say.
Support/Reccomendation:

Character Name: Murdoc Dubney
Character Age: 32
Desired Organization: Royal College of Occult Sciences - Order of Jethro

Backstory:
Murdoc Dubney was born in a very young Caephyran. His father, Alexander Dubney (recently deceased) was not even the mayor yet when Murdoc was born, as Alexander's father was still the mayor. From a young age, Murdoc showed an interest in the occult sciences, specifically things involving life and death. Murdoc showed signs of latent magical ability, which is what inspired him to attend the College later. When Murdoc wasn't learning a mayor's duties, or working chores throughout the village, he was studying. He picked up a few books along the way, and had read all of his collection of books (which he had inherited from his mother) at least ten times each. While Murdoc couldn't boast they were necessarily hard books, or there were a lot of them, he had something to lord over the other children of the village.

Eventually, after Murdoc had officially "matured to the point where he was trusted with magic", as his father said, he headed off to the College. He was 15 at this time, and still being a young boy, was very excited to be off. Even though the Dubney family were the leaders of Caephyran, few resources could be spared for this one person. Murdoc joined the Order of Jethro, which focused on life magics. Murdoc, in exchange for free schooling, regularly copied the College's books. While Murdoc definitely didn't enjoy being a scribe for the college, he was glad he could practice his literacy, and, of course, go to the College for free.

Murdoc, after quite a few years, graduated the College at age 26. He was officially a wizard! He stayed at the College for a while as a Professor, until recently he decided to come back to Caephyran, his home. He didn't have any real plans for when he came home, so when he arrived he certainly didn't expect the massive boom in land and population the town had received  nor that his father would be dying soon. Murdoc usually travels around the vicinity of Caephyran these days, planning on what do to next.

Spell Sets:


Necromancy:

Raise Minor Animal: The user casts a simple spell that is able to resurrect a rotted corpse of a minor animal, be it rat, bird, or beast. Not so useful in minor resurrections, but can be overwhelming occasionally. Lasts for a few hours, but the resurrected usually is re-killed first.

Raise Small Undead Companion: The user casts a spell that is able to resurrect a small undead companion. This varies from the "Raise Minor Animal" spell because the companion is almost always tougher, and has a very long lifespan.

Raise Large Animal: The user casts a spell that is able to resurrect a large animal. This can be a horse, bear, or anything like that. This spell almost always leaves the caster tired for the next few minutes, so the spell is usually used to distract the attacker (if that's even why it's being casted). This resurrected animal is much stronger that a small animal, and lasts longer too.

Lifedrain: This spell literally sucks out the life of the person the spell is being casted upon. It is significantly damaging after a long while, and is usually used as a means to regenerate some of the caster's life or power.

Bloodbolt: The caster cuts his/her own body, relinquishing blood into the air. The blood is then formed into a ball-like shape, and begins to heat up to a point of severe burning magnitude. It is then casted at whomever the caster wants it to be thrown at, and usually leaves devastating burns. The bolt varies in size, depending on how much blood is used. This damages the caster, so it is rarely used often in battle.

Raise Zombie: The caster uses much of his/her power and raises a dead humanoid/sentient being back to life. This resurrected being is simply a walking corpse, and is used as a shield or in battle, or perhaps for labor work. They do not retain memories, feelings, or emotions toward others. They are a husk. At least, that's usually what happens. In some cases, a soul may be trapped in a body, and scream to be let out, though since they no longer control said body, they must remain there, powerless.

Decay Bolt: The caster gathers up magical energy, and sends it at whomever they wish in the form of decay. The decay eats at their body, harming them slowly, but ever so surely. Often paired with disease bolt.

Disease Bolt: The caster gathers up magical energy, and sends it at whomever they wish in the form of disease. The disease can cause mass symptoms in the body, causing nausea, headaches, bleeding, some small decay, and in the weak, death. This is often paired with decay bolt.

Draw Undead/Dead: The caster uses a simple spell that attracts all dead and undead in the area towards him/her.

Feign Death: The caster uses a spell that fakes death in the caster itself, or another.

Summon Ghost/Soul: The caster uses a spell that summons a ghost. This soul must be specific, and is usually used in finding information about said soul's death, or as manipulation of the ghost to do the caster's bidding.



Healing:

Minor Healing: The caster uses a spell that can heal bruises, short cuts, and some rashes, or the sort.

Major Healing:
The caster uses a spell that can heal major cuts, wounds, and the sort. Uses more power than Minor Healing.

Healing Hands: The caster lays his/her hands upon the wounded, and whatever is afflicting them is healed right up.

Cure Illness: The caster cures a disease, or any sort of sickness or poison afflicting the wounded person.

Cure Minor Curse: The caster removes a minor curse on any person, caster included.

Remove Blemish/Imperfection: Purely for aesthetics. The caster uses his/her magic to remove any sort of imperfection from another's body, or the caster's own.

Soften Skin: Purely for aesthetics. The caster uses his/her magic to make any other's or one's own body to look younger.

Close Wound: If a wound is long or deep enough that Major Healing didn't do the trick, this might help.

Accepted - Edvyn

DasHeadCrap

Username: DasHeadCrap
Time with Aceon: About 2 1/2 to 3 months
Character name: Moodie Mulang
Character age: 42
Desired Organization: The College, Order of Akan
Back Story: As a young noble Moodie was sent from Aridell on a ship to explore the world and learn the arts of  wizardry just like many other nobles lucky enough did. When he arrived at the college at age 16 he did not know what to expect. He decided to learn the arts of Akan as alchemy always appealed to him. He went through 18 years if study and practice until he had to stop and go back to Aridell as he didn't want to be forgotten. When he gotten back he still had wealth but not many knew him. He was now 34 years old and had done little. He spent the rest of his years in Aridell in politics and became Mayor of a small town. Rumor had it that potions of health would appear at the doors of the I'll in his town and patches of dirt and rock would be scattered about when ever he left town on a business trip. When Aridell was attacked he was made Governor of the small detachment send to claim land near Judona's states. One of the first things he did was make him self a known Elementalist and Alchemist while he constructed a small wizzards tower in the shape of a rook.
Spell Set:
Fog of Earth: Moodie uses loose soil and rock to create a cloud capable of blinding people with unprotected eyes and allowing escape. Cloud of Earth works as a double sided sword as it has as much potential or hinder Moodie as it does his foe.

Ice Spear: Moodie can use hanging icicles on buildings and hurl them at his foes over a 25 yard range. The closer the foe the more damage done.

Mushroom cloud: Moodie uses swampy poisonous mushrooms to create a mist that has a very small chance to harm a foe. This spell is rarely used as it takes much concentration and Moddie can only use a mere one mushroom at a time.

Rock Shield: Moodie turns some stone into loose cobble which he uses to create a stone shield that is 2 feet wide and 5 feet tall. The more damage taken the looser the rock gets and the harder the spell stresses the user. Loose stone is easier to mold than hard stone and thus is easier on the user.

Boil: Moodie slowly heats up small to large amounts of water. Any liquids besides water will take longer to boil.

Steam Jet: Moodie uses all of his stamina to create a giant burst of steam on free flowing or still surface water. The steam is usually 300o and can create 2nd to 3rd degree burns. It usually is only used as a finisher as Moddie nearly faints after use.

Volcano: Moodie cracks open a very tiny part of the top layer or magma/lava to create a small eruption. Larger cracks cause larger jets of magma/lava to spurt out. This spell is highly unpractical and has little use or range. Magma/lava is usually 2,000o so at least 1 droplet can cause a foe to fall over is extreme pain.

Break Down: Moddie can break down an entire small plant or a specific part of a plant into a liquid which he can then use for potion brewing.

Cool: Moodie can turn a small amount of lava into stone in order to save himself or others. The range is very short the the spell takes a large amount of concentration in a small amount of time.

Fell free to edit I hope this isn't too op.

Accepted - Edvyn
Listen, man, humanity dreams of the stars for one reason and one reason only. Hot xeno ass. Don't fail us now.

Awesome

Username: FluffPuppies
Time on Aceon: Not sure. About a year then I was gone for quite a while.
Character name: Dolli Fay
Character age: 28
Desired Organization: Royal College of Occult Sciences, Order of Akane

Backstory: Dolli grew up deep in the forest's of Aceon with many siblings. She, like many of her brothers and sisters, was a very curious child and would constantly be wandering off into the forest. Though because she's clumsy, she would often fall behind her siblings and instead would take the time to look at the plants or animals.  When she was ten she started getting curious about the many plants that the forest held. Because she obviously is great at thinking ahead, she decided to test what the plants do by feeding them to her pet ocelot. She slipped the plants into her pets drink and found that they caused paralysis. After that she became curious about Alchemy which in turn led her to be more curious about the outside world. After being an apprentice to the shaman of her village for two years she left to venture out into the world at the age of 18. Leaving her village behind she spent many years wandering around looking for new ingredients to use. After traveling for so long she decided to join the college and learn for those who study there...... hopefully


Potions set:

Stiff Draught: This is the potion she accidently created when she put herbs into her ocelot's water. It is a simple potion that causes paralysis for an hour maybe longer if strengthened with redstone powder. The longest it can last is five hours.

Flora Elixir: A healing potion that she learned from the shaman of her village. It can cure most poisons. It's quite sweet and is made completely out of flowers, which is how it got it's name.

Liquid Sight: A potion that affects the drinker's eyes. It gives them the ability to see in the dark and also they can see the lifeforce of creatures and people, even if they are invisible  hidden, or in another room. It does not last for more than a half an hour. If used during the day it may cause temporary or permanent loss of sight. If used constantly it will make the user sick and dizzy. On occasion it is known to make the user see double for a couple hours after use.

Thorn Potion: Made from rose thorns this potion causes hallucinations. If left alone the potion just causes the drinker to have random silly hallucinations. If you add glowstone to it it makes the drinker hallucinate about what makes them happy and their dreams. If you add redstone it makes the user relive their nightmares. The potion can last from ten minutes to two hours depending on how strong the drinker's mind is. To much of it will kill you.

Potion of Gills: It changes your physical appearance to give you gills. It will start fading away once you are out of the water. It takes about a minute for it to disappear completely. If you get back in the water before it's gone the gills will reappear. It also might give you a hunger for bugs and worms and may cause fish like behavior. Though it is rare, some drinkers have had their minds taken over by the potion and truly believe that they are fish, completely forgetting that they were once human. The potion have Ink and raw fish in it which gives it an awful taste many feel sick from drinking it.

Seeing Water: This potion allows you to find someone. You keep the potion in a vial and place something of the persons in the elixir. By looking through the vial you can see the person but it will not show details on their location. Each vial of potion can only see one person. If you remove the person's belonging and place someone else's in the vial it will corrupt the potion and make it useless.

Bone Mend: A medication that heals broken or cracked bones. It even grows back bones if they are missing.

Affection Potion: It makes someone like someone else. If no target is given the drinker likes whoever they see first. How much a the drinker likes the target depends on the drinker. it is a very unpredictable potion and has known to cause confusion. It's pretty much impossible to control the effects of this potion. One would only make it if they are desperate... or really really bored.

Leaving Stone: It is the most complex potion that Dolli knows. It is a potion that hardens into a small bright green crystal in the final stage of creation. It can only be made on the new moon and uses valuable ingredients. You think of a place and picture yourself there. while doing that you swallow the stone and it teleports you there. It takes a great amount of focus to use. If you don't picture the place in enough detail it will take you somewhere else. If you cant picture yourself in enough detail it will leave bits of you behind. it is extreamly dangerous and only the most disciplined people have been successful in using it.

I may add more later.

Accepted - Edvyn

Minecraftalon

#20
Username: Minecraftalon
Time With Aceon: 3 days, Hope it doesn't matter too much :)
Support/Recommendation: None
Characters name: Talon Yorgs
Characters age: 16
Desired organization: Hedgemage

Back Story: Talon was born under 2 psion who were in love with each other.When Talon was a born, his parents, who were also Hedgemages, Found out of him also being a psion. They decided it would be better for him if he wasn't a Hedgemage because of the stereotypical thought of them, so they put a spell on him which would make him sleep for eternity. He spent 16 years in this lonely sleep, until he was awoken by a dream.  In his dream, there was the sounds of all different languages speaking out a spell that would awaken him from his sleep. He can remember nothing but his name, Talon Yorgs.

Spell Set:
Awaken: Can awake anyone from slumber.
Telepathy (I know you are afraid to "powergame", but this is a staple of psions and helpful in making your other powers work): Reads the immediate thoughts of another humanoid or nonmagical creature. Only surface thoughts can be read, however, for a person's past or future must be learnt by a master of divination.

MindTemper: Force an emotion on as many people as can be focused on. The caster must know the target personally, or at least have an idea of how they think.

MindShatter: Make someone have a giant emotional breakdown and can either weaken someone or make them stronger. The caster must know the target personally, or at least have an idea of how they think.

MindSlaughter: Create a massive headache on all people in contact with the user.
MindBarrier: To protect mind from another mind assault.
Decode: Decode any magical language.
Hypnotize: To make someone do what the user wants for as long as focus can be held.
Telekinesis: Able to pull objects toward or away from the user. These objects can be no heavier than an adult, human male of healthy build.



This power waxes and wanes dependent on the user's emotional state.

Edited and Accepted - Edvyn



I accept The Changes-Minecraftalon

Minecraftalon

An edit to my post

Another one of my spells is

Telekinesis: Able to pull objects and people toward or away from user.

lolKieck

Quote from: Minecraftalon on 05-06-2013Awaken: Can awake anyone from slumber.
MindTemper: Slightly temper with someones emotions.
MindShatter: Make someone break down and forget of certain things for a short time.
MindSlaughter: Create a massive headache on one person.
MindBarrier: To protect mind from another mind assault.
Decode: Decode any magical language.
Hypnotize: To make someone do what the user wants, for a short time.
Quote from: Minecraftalon on 05-06-2013Telekinesis: Able to pull objects and people toward or away from user.
that totally doesn't smell of powergame
right guys?
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Minecraftalon

#23
Was that sarcastic? If you think I should change it, I most defiantly will do so. AND I specifically tried to make my powers weak since I was only 16 at the time... Little rude of you to say something like that... 

Knife_cz

Quote from: Minecraftalon on 06-06-2013Was that sarcastic? If you think I should change it, I most defiantly will do so. AND I specifically tried to make my powers weak since I was only 16 at the time... Little rude of you to say something like that...
It was not sarcastic at all, your powers seem to be fairly balanced and quite weak, you should buff them.