In Convergence, there are two types of magic. Inherent Magic is magic that is on all the time, or can be activated fairly easily. Most race/subrace magic is inherent, unless it is specifically stated otherwise. Casted magic is magic which requires a level of difficulty. Casted magic tends to require the caster to "prep" the spell over several posts. It will often require runes, or sacrifices, or reagents, or special words. Casted magic is magic which will drain the caster of energy, and the higher level the spell, the more energy it will drain. Casted magic can be used in combat, but can be a gamble, especially if someone is coming at you with a sword, and you're doing a spell that needs the blood of a mermaid and 15 minutes to cast.
Most supernatural races start with two casted magic classes at level 1. Levels can rise through the course of the game and the expenditure of XP. The levels are just guides, and if you can think of things that would potentially fit in the mentioned level, you can do them. You are at your leisure to create your own spells and effects.
Casted magic has different durations depending on the difficulty of the spell, some (like Ritual) can be permanent, whilst others such as combat magics have a much shorter duration. Quite often, magic affecting other people requires proximity, even touching them, or some artifact of their person or belongings.
Magic in CV is based on three things. The more you have of each, the easier your spell will be to cast:
1) Time -- The amount of time invested in casting and preparation.
2) Energy -- The personal magical energy of the person, or energy gained through other means.
3) Reagents -- Reagents are anything used to enact the spell, such as incantations, precious stones, feathers, candles, sigils, etc.
The less you have of one of these, the more you will need of the others. Casting a spell in less time will wear you out and require better reagents, for instance.
Please note that all spells here are only suggestions to show the general power levels and limits of magics. You can feel free to create your own spells, within reason. If you are uncertain about a spell you'd like to make, feel free to ask an ST.
NOTE: Typically casting magic takes two times the rank's number of posts (i.e. level 3 x 2 = 6 posts). This can be reduced, or waved altogether if those you are in a scene with agree to permit it. In a ST ran scene the ST is the one who decides this.
ALCHEMY: (Manipulation of matter.)
Level 1: You know the basics of alchemy and transubstantiation. With enough time and the correct reagents, you can turn any base element that you can touch into any other element. It must be an element, such as carbon, and not a blend, such as bronze (an alloy). You can destabilize the matter in an object of a single element, or make it stronger. Permanent alchemy -- which does not revert after a time, may require ST approval, but the duration is maleable based on the story and spell. (Or we'll have gold everywhere!)
Level 2: You can now do complex alchemy on alloys from afar, on things you can merely see. Your alchemy works on plants and small lifeforms. You could turn a rose to lead.
Level 3: You now have the ability to do alchemy on living, sentient beings. You can still only affect what you can see, but could, for instance, turn someone's hand into lead temporarily.
Notes: In general, there are three determining factors for Alchemy: Complexity, Size, and Distance. The more complex, the larger the size, the more distant the target object, the harder it will be. Alchemy usually can not be performed quickly without reagents, making it a poor combat magic. Though, many alchemists carry reagents on them in order to perform simple feats of alchemy at will. You can not bring something to life with Alchemy, nor could you, say, mend a broken bone, since you have to be able to see what you are working on.
BIOKINESIS: (Manipulation of body.)
Level 1: You have exceptional control over your body, and can enhance your strength, speed, or dexterity. You have the ability to cut off your sense of pain or pleasure. You can sharpen your senses to a supernatural level. Generally, you can do only one of these things at a time, two if you want to burn energy extraordinarily quickly.
Level 2: You can do things which would be considered quite complex with your body, such as turn your bodily fluids acidic, produce toxins or aphrodisiacs in your bodily fluids, cause your nails to grow and harden like claws, or harden your skin to a stone-like armored state. You can have perfect muscle memory. You can, with great effort, use biokinesis on others who are willing and focused on accepting your magic.
Level 3: You can use your biokinesis on the unwilling, causing their bodies to respond to your spells.
Notes:In general, you are limited to things which are commonly possible in the animal kingdom, abilities that animals have. For instance, while you could spina web, you could not turn your arm to steel. This should not be confused withfleshcraftingwhich can change the shape of your body. In general, Biokinesis is not permanent, and Biokinesis spells have a limited duration. However, Biokinesis is far more optimized for battle than fleshcrafting, as it usually requires far less energy and reagents.
CALLIGRAMANCY (Requires Paper or Ink):
Level 1: You can animate small origami creatures to have them deliver messages, or just be cute. You can fold a sheet of paper into a pocket knife or dart. You can create invisible inks or notes only readable by certain people. You can induce the ink from ONE page to reproduce into a copy of that page. You can cause any written message you can touch to alter itself. You can create paper charms which give a temporary boost to an object's luck when affixed to that object. (One-use charms that give +2 on an UNRANKED roll involving that object. For instance, if you had no throwing, but attached a charm to a knife and threw it, you'd be at +2. You can only have one charm in play at a time.)
Level 2: You can cause paper to grow or shrink and change color to suit your uses. You can make mundane, non-complex, one-use objects out of paper, such as a hammer, umbrella, or clothes. You could make a shield or sword out of paper, and have it be as useful as a regular shield or sword. You can create paper animals up to 200lbs to fight for you, or a paper horse to ride. Items created in this manner last only 24 hours and then lose their edge. You can make one per spell, up to a total of three at a time. Ink will now align with your thoughts, be it text, or a picture -- you can simply create whatever you have in mind with your mind. Though, if you have no artistic skill it will not be awe-inspiring. You can slap paper charms on things to cause a -2 to the next roll (ranked or unranked roll) involving that OBJECT, or the person must spend a round removing the charm. You can have three total charms in play at a time. You can temporarily imbue other level 1 magics you personally know into a person for them to use for up to 48 hours by giving them a tattoo. Including humans -- yes, humans would be able to cast that magic. Once imbued, your own ability to cast that magic is half as strong (if you do one person) or disappears completely (if you give it to two other people) until the 48 hours has passed.
Level 3: You can create complex vehicles and temporary structures using paper, which now grows or shrinks incredibly with your whim. You could fly on a kite or paper airplane, even a paper dragon. You could make a paper crossbow or a paper gun shooting paper bullets, and can make paper bombs which give nearby people papercuts or explode acid ink. Paper objects created in this manner last 72 hours and then lose their edge. You can make one per spell. You can make Ritual Ink, which allows you to draw spells mimicking level 1 ritual magic. Your charms can now be slapped on people. You can tattoo level 2 magics into others for up to 48 hours. Once imbued, your own ability to cast that magic becomes half as strong (if you do one person) or disappears completely (if you give it to two other people) until the 48 hours has passed.
Notes: The binding ritual that the Onmyoji once knew, allowing them to use Calligramancy to subjugate the Yokai, has been lost to time.
Level 1: You can enter and observe the dreams of others, if you have met the person. You can make yourself known through these dreams, but can not control them. You can pass information in their dreams.
Level 2: You can manipulate the dreams and nightmares of others. You can teach them skills in their dreams. You have passage into the Realm of Doors in your sleep, a chaotic realm that is said to "connect past and future, truth and lies". You can make people experience waking dreams, where they will imagine they see snippets of their dreams while awake, though there will be nothing there.
Level 3: You can create waking dreams and nightmares, either pulling something from the dream world into the real world and giving it substance and form, or causing a person to see a dream overlaid on reality. Pulling a 'monster' from a nightmare and having it attack someone would be possible, though require constant chanelling of the magic, as that monster is moved by your input.
Notes: Journeying into the Realm of Doors in your dreams should not be undertaken lightly, as most people will incur damage from trying to comprehend such a chaotic realm, and many people have shattered their own minds trying it. Mental damage from the Realm of Doors almost never heals, though sometimes the symptoms can be treated with high levels of Healing Magic.
ECTOFORGING: (Wraith-only power of forging Real World items out of Pale Lands matter.) (Suggested by:Carnavirious Resident.)
Level 1: You can create simple objects with no moving parts, such as a crude blade, bowl, tire iron, or key. These objects must weigh less than 50lbs. Items last for one day and then decay. They are VISIBLY magical with a sort of purple-black glow to them, and thus, might break the law if used in front of humans.
Level 2: You can create more complex items, such as clothing, a skateboard, microscope, or a gun (bullets separate). These items must be non-electrical. Items last for one week and then decay. They look like the real thing and are no longer visibly magical, but must weigh 250lbs or less.
Level 3: You can create magical items by forcing the soul of a ghost or wraith into your creation OR very large/complex items. These items are permanent in nature. Permanent level 3 Ectoforged Items count towards your total number of magic items (you may only have 3 at a time for your own use), and may require ST approval. Permanent Ectoforging of anything but Grey Crusade members is frowned upon by many, but is often used as a punishment within the Pale Empire for failure or traitors. Non-permanent Ectoforging on this level can last up to a month.
Notes: Permanent ectoforging of a PC may only be done with their permission, or the permission of the sim owner.
Level 1: You can manipulate a single element (fire, wind, water, or earth) within 20m, as long as it is already in existence and in visual range. You can not increase the amount of that element -- except for fire, which can be increased by, well, setting other things on fire. You are immune to magical attacks by your element. (You may purchase this magic more than once in order to manipulate multiple elements; each element is a separate magic school in your magic pool.)
Level 2: You can manipulate a single element within visual range, and produce it from thin air. You can cause it to serve you, and speak to you and for you, delivering messages and receiving them from afar.
Level 3: You can become a being made entirely of your element. You can not cast other magics in this form, but you also take very little damage.
Note: Due to their weakness, vampires and dryads can not choose fire as an element. "Manipulation" of an element means that you can move it, mold it, etc. You can make a fire die out. Or if you have water powers, and it is snowing, you can cause the snow not to fall on you. You can not manipulate things you can not see, or living beings. So, for instance, you can not use water powers to puppet a person, because you can not see their blood. You can not suck all of the air out of a person's lungs because you can not see inside their lungs.
Level 1: You can determine the emotions of others. You can tell if a person is happy, sad, afraid, and to some extent, may get some inkling of what caused that emotion, if it is in the immediate area. This magic must be cast and lasts only for the duration of a day. You may cast a spell to sense lies or intent to decieve, but it lasts only one scene and can be fooled if many people in an area are speaking or with the target rolling Subterfuge vs 13.
Level 2: You can control the emotions of others. You can incite fear or joy, hatred or lust. This power works best when you are touching the target. Without touch, it is difficult to control and the effect is milder. This magic must be cast and lasts only for the duration of a scene. It works better if the person is already inclined towards that emotion and you are merely augmenting it.
Level 3: You can control the emotions of whole groups of people to some degree. This dangerous power has created some of the largests cults and religions in history. But like the previous level, it lasts only for the duration of a scene. You can target a single person over the course of three encounters to inspire a single specific emotion for up to six weeks. (Such as love for someone, hatred of something or someone, etc.) The spell only has to be cast once during those three encounters, but you must touch them on each encounter.
Notes: Empathic Manipulation is harder at a distance. More long-term Emotional Manipulation spells can be done for story purposes if all parties are in agreement.
Level 1: You can change the way gravity affects you by up to 200lbs, allowing you to run up walls or stand on ceilings, levitate, or become much heavier and harder to move. You can jump extremely high. You can change the gravity of a non-organic object weighing up to 200lbs by up to 200lbs, allowing you to float an object, or cause it to become heavier. You will need kinetic magic to manipulate objects via force.
Level 2: You have the ability to levitate other people to levitate up to 20ft along with yourself, or you can make them heavier, so that it is more difficult for them to move. You can manipulate the gravity of a object weighing up to 600lbs by up to 600lbs.
Level 3: By subtly manipulating gravity, you can fly and, if the people stay within sight range, cause them to fly along with you. You can create objects nobody can lift or cause heavy craft to become light enough to float (though again, they will need another means to propel them forwards).
HOLY MAGIC (Angels only):
Level 1: You can emit an aural glow which makes people regard you as wise or trustworthy. You can force another to obey short (3 words or less), clear, non-confusing commands which do not involve self-harm. (For instance 'kill yourself' would not work but 'go to sleep' probably would.) You can imbue an item you are holding with holy magic, protecting it from use by demons or non-believers.
Level 2: You can emit an aural glow which dissuades those nearby from wishing to attack you or those near you OR feel intense guilt over their sins - this only works as long as you (or others) are not attacking them. You can force another to obey longer (8 words or less) commands which do not involve self-harm. You can imbue an weapon are holding with holy magic, so that it causes extra damage to demons or non-believers. You resist and can cancel out level 1 infernal magic. You can hear prayers of the faithful from up to 1 mile away.
Level 3: You can emit an aural glow which causes people to fall to their knees and tremble at the majesty of God. You can create localized Biblical-like plagues. You can cause debilitating and long-lasting pain to demons and non-believers with a touch. You can resist and cancel out level 2 infernal magic.
Note: Holy Magic requires high pneuma use, and is meant to be used in the service of God's will, so using it for personal or frivolous reasons is seen as a waste of pneuma by many Elohim. Commands must be very clear. "Leave here", for instance, is not clear because "here" is a non-specific place. "Leave Convergence" however, would force the person to leave the city. Once out of the city, they have fulfilled their purpose and may return. Commands with a specified period of time "Leave Convergence Forever" only last until the spell ends, and follows the normal pattern of time a day for level 1, a week for level 2, a month for level 3. Large scale biblical plagues should be discussed with the STs.
Level 1: You can create illusions which fool one sense. This includes the ability to change your appearance or go unseen. Low level "change my appearance to look like new person" spells last a day before needing to be re-cast and do not take that much energy to maintain
Level 2: You can create illusions which fool more than one sense.
Level 3: You can create immersive illusions which seem like a complete reality.
Notes: You can cast Level 1 magic twice to affect two senses. It will drain magical energy much more swiftly.
INFERNAL MAGIC (Demons only):
Level 1: You can emit an aural glow which makes people regard you as desirable or worthy of high esteem. By touch, you can manipulate your own, or someone else's sense of pleasure or pain, increasing or decreasing either of them. You can imbue an item you are holding with infernal magic, protecting it from use by angels or non-believers.
Level 2: You can emit an aural glow which makes people feel compelled to indulge in their darkest desires. By touch, you can manipulate pleasure and pain to an extreme degree, causing addiction or psychological trauma after several uses. You can imbue a weapon you are holding with infernal magic, so that it causes extra damage to angels or non-believers. You can resist and cancel out level 1 holy magic. You can create binding demonic pacts with magical consequences.
Level 3: You can emit an aural glow which causes people to which to sacrifice that which is dear to them to please you. You can create localized Biblical-like plagues. You can cause debilitating and long-lasting pain to angels and non-believers with a touch. You can resist and cancel out level 2 holy magic.
Notes: Although the Nephilim are less severe about the use of Infernal Magic than the Elohim, like Holy Magic, it requires high pneuma use. Because pneuma is still limited, frivolous uses of Infernal Magic will be frowned upon by many.
KINETIC MAGIC: (Manipulation of physical energy.)
Level 1: You can shove things with your mind -- the heavier, the more difficult the spell (Limit 500lbs). You can cause small objects to explode by touching them and imbuing them with kinetic magic.
Level 2: You have dexterous manipulation of telekinesis, and can perform complex tasks like using a key or chopping an onion. You can move larger objects. By touch, you can imbue larger objects with a trigger to explode when certain conditions are set.
Level 3: You have extraordinary abilities of telekinesis and could perform surgery or type a letter with it. By touch, you can imbue parts of living beings with the potential to explode.
Note: The power of kinetic explosions tend to be propotional to the time, reagents, and energy spent on creating the spell. Note that destroying buildings in the city should be discussed with the owner, proprietor, or faction leader for that building if the damage is going to total more than $500 to repair.
MIRROR MAGIC: (Fae Only - Magic involving reflection(s).)
Level 1: You can hold a mirror, look in it, and "call" someone else who has a mirror whose name and face you know. They do not need mirror magic to "answer" your call. You can reflect a level one spell, targeted at you, back at the caster if you can catch their reflection in a hand-held or nearby mirror and you've cast mirror magic for the scene. You must continue to channel mirror magic for the duration, and can cast no other magic. You can "pull" a posable, static reflection of yourself out of the mirror. It can not move without you literally moving its arms and legs like a mannequin, but looks lifelike. It will last as long as you continue to channel magic solely to that item, or until it is damaged.
Level 2: You can pass small objects (5lbs or less) through a mirror to someone on the other side. You no longer need a mirror but can reflect level one or level two spells targeted at you and one additional person if you have cast mirror magic for the day. However, you can cast no other magic. Doing so immediately ends Mirror Magic. You can pull a reflection of yourself out of the mirror. It can move and talk, but has no magic or skills and must always roll unranked. It will last as long as you continue to channel magic solely to that item, or it has taken 10 points of damage, and it must remain within your line of sight, or it stops moving.
Level 3: So long as someone "answers" your mirror-call on the other side, you may pass through the mirror bodily to be where they are. They do not need to have level 3 mirror magic. Others may travel with you. You can reflect a specific type of magic targeted at everyone within 20ft back at the caster for one scene. You can pull a reflection of yourself out of the mirror, which has all of the same skills as you. It can not cast magic. It will continue as long as you continue to channel magic solely to that item, or it has taken 20 points of damage. It must remain within your line of sight or it stops moving.
Notes: Mirror magic is little understood, even by the Fae themselves. Some say that it was popularized by Leanan herself. It is said that her mirror fell in love with her, and begged her to look into it. In order to entice her to do so, it would teach her a little more Mirror magic every day. Some people, however, believe that her mirror was actually a portal created by enemies of the royal family, and they were attempting to use this ruse to kidnap her. Who knows the truth?
NATURALISM: (Manipulation of the natural world.)
Level 1: You can speak with animals and plants as an inherent property of knowing this magic (no need for casting). You can summon animals and cause plants to grow rapidly. You can transform into a single natural animal under 50lbs.
Level 2: You can command non-supernatural animals and cause a plants to do your bidding. You can grow bark on your body or use an elephant (should you have one) as your war steed. You can transform into two types of natural animals.
Level 3: You can see through the eyes of an animal, hear through it's ears, and cause it to speak on your behalf. You can grow impossible plants. You can transform into any animal.
Note: The language of the animals (and plants), often called "Natura" in Occult manuals, only allows you to speak to these creatures. However, it doesn't mean they will necessarily speak back. Additionally, animals and plants often have different priorities and viewpoints than people. Sometimes people all look the same to them. Can YOU tell all the bluejays apart? Plants tend to have a different sort of awareness of their surroundings, considering they have no eyes, but can often speak about the quality of the soil or rain, or whether that annoying woodchuck has been around lately.
Level 1: You can speak both to the recently deceased, and non-skinriding Wraiths and ghosts, as inherent magic with no need for casting. You can often discern the manner of a person's death. You can sense death. You can raise dead animals to be your protectors. You can heal Wraiths. You can cast a spell to make a person smell of death.
Level 2: You can raise and command the dead as if they were puppets, but they will be non-sentient. Note that the more dead you raise and control, the more energy you will expend in the spell. Additionally, fewer dead raised will give you finer control over their actions. You can cause fleshrot by touch, or heal another necromancer's fleshrot. You can completely preserve a corpse so it will not rot. You can make your aura match that of a dead person, if you have some piece of their body. You can create a 'zombie' powder using dried bone of a supernatural being which, when inhaled by your target, gives you some measure of control over them for up to one day. You can only control one zombie at a time, and the level of control should be pre-decided by you and the other player.
Level 3: You can raise and restore the dead fully. You can perform a ritual to keep a Wraith from inhabiting another body once it has lost the current one or undo that ritual if it has been placed. You can wear the preserved face of a corpse to perfectly impersonate another's appearance and voice (though not their mannerisms). (Valar morghulis!) The ritual of creating Liches is generally set at this level, though occasionally, with great Occult knowledge, it can be lower.
Note: "Sensing death" should mean that you can sense areas where a great deal of death has taken place, or that you can sense those who are involved with a great deal of death. You can also sense undeath, such as wraiths or vampires, but specifics for any of these things can be tricky. It's more of a sense of something being death-related about a person or place rather than specifics. When sensing wraiths and vampires, you CAN sense more with permission of your target or the ST.
RITUAL MAGIC: (Can never be used during combat rounds. Some rituals may require ST approval.)
Level 1: Minor rituals containing common ritual elements. These can be rituals such as minor curses, removal of curses, banishment from a building, or dedication of objects, or other occult rituals found through study. This level of ritual magic can create talismans which prevent summoning (for up to a month). A ritual can be performed to compel a person to tell the truth for a time, assuming the person is present at the ritual.
Level 2: Major rituals containing rare ritual elements. These rituals can be such things as banishment from the city, major curses, magical sealing, or other rituals created through research or study. Ritual magic at this level may be able to close and seal some portals. Sealing can also be used to make doors un-openable without proper ritual, or books unreadable without the correct unsealing ritual. You may summon an entity to a location. (Those unwilling to be summoned may roll vs.12 not to come to the location, or vs 14 if they are a Wraith.) The entity has to be able to physically travel to the location and will continue to try to do so for 48 hours. They can only be summoned once a month. Animal sacrifice rituals can be performed to increase the potency or duration of other magics.
Level 3: Epic rituals. It is unknown what rituals at this level could do, but they'd probably need ST approval. These rituals are often story-changing events, and may require many players or extremely rare reagents to perform. Human (or non-human) sacrifice rituals can be used to create magic that is of incredible potency or duration. It is known that if the sacrifice is willing, the magic can be of astounding levels.
Notes: Ritual is meant as a deep study of the occult, and not as a replacement or duplication of other magics. However, in rare cases it may have parallels with other magics at the approval of an ST, if no other person is available with the magic necessary. In these cases the Ritual magic will generally be far harder to cast, requiring either more time, energy, or reagents. It is common for ritual magic to require more than one person in the casting, though usually only one person needs to know or lead the ritual, and can direct the others as to their parts. "Dedication of objects" means binding an object so that it either stays with a person (or area) or returns to them if lost. Ritual magic should be seen as a magic that is not combat oriented, but that will work closely with the STs to achieve story goals. It is probably not the magic to take if you're not interested in being involved Convergence's plots and story arcs.
SANGROMANCY: (Manipulation of the blood.) (Vampires Only)
Level 1: This is an increase of the potency of the blood, to allow a vampire exceptionally strong use of vampire race strengths or subrace magics. This is additionally the ability to determine certain traits of a person by tasting their blood, such as race, gender, age, and any diseases. You can create ghouls for yourself.
Level 2: This is the ability to manipulate your own blood, turn it to acid, cause it to heat so that your skin feels like fire to the touch and burns your opponent. You can also create different bite effects. You can create ghouls for others. Tasting a person's blood may give you a flash of insight into their recent actions
Level 3: This is the ability to manipulate the blood of others, causing it to attack them. If you have their blood, you can summon them or cause them pain, or compel them to obey you. At this level, a vampire can see some more of a person's past and memories through tasting their blood. You can see out of your ghoul's eyes or hear what they hear. You can transfer a sire bond or break a blood bond.
Note: You can only tell a person's race by tasting their blood if you are familiar already with the taste of that race's blood. Same for diseases. Also note that randomly tasting blood is kind of dangerous, considering the many blood effects of other supernatural creatures.
SCRYING: (The magic of perception.)
Level 1: You can determine a person's aura, level of sanity, and current emotional state, if they are pregnant, or have recently had sex. You can, with a touch, get images from objects relating to their past, usually things of violence or emotional intensity. You can tell what kind of magic has been cast on a person or thing IF you are familiar with that kind of magic. You can tell a person's race IF you are familiar with that race. You almost ALWAYS have to be touching the person or thing with level 1 scrying, or else the results have a 25% possibility of being tainted by Convergence's ambient magical field anywhere on the island. It may require additional castings to get ALL of this information (you usually only get two or three details at a time).
Level 2: With focused effort, you can view places you have been before from afar, or spy briefly on scenes should you leave some item behind. You may have prophetic dreams. You can see through level 1 illusions. You can tell if a person is being possessed.
Level 3: You can project your spirit into the physical world and travel without the use of your body. You can speak to others while in this spectral form, but you can cast no other magic. Your body is helpless while in this state, and you can perceive nothing that happens to you except extraordinary wounds, or death. You can see through level 2 illusions.
SHADOW MAGIC: (The magic of light and shadow. Formerly called "Shade" magic.)
Level 1: You can manipulate light and dark, cloaking yourself in a miasma of stifling darkness or creating bright, blinding, confusing lights. You can create will-of-the-wisp lights to lead people to known destinations. You can use shadows like ink or paint. (You can not, however, use shadows like portals, in the way the Lokii do.) You can make things "move in the shadows" causing distractions or fear.
Level 2: You can cause light and shadows to solidify and you can manipulate them, or use them as weapons. You can create temporary shadow or light minions to carry out simple tasks for you, like delivering a message. You can emit a burst of strong magical light for up to 3 seconds, burning a vampire.
Level 3: You can become a being of pure light or pure shadow. You are immune to physical attacks in this form, but can do no physical attacks of your own. You are not immune to magic, but can cast magic. The duration of your magical light lasts up to a minute, causing massive damage to a vampire.
SONOMANCY (Underkin only magic of sound manipulation. Suggested by Kairixian Moonshadow.):
Level 1: You can perfectly replicate any sound and make them originate anywhere nearby. You can magically throw your voice, allowing for seemingly silent one way communications over distances of 50ft or less (or two way with two Sonomancy users), provided you can see the other person. You can let out a piercing scream powerful enough to shatter glass and cause ear pain. You can create infrasonic noises which cause mild nausea and disorientation. You can completely mute one individual at a time for the duration of a scene so that YOU can not hear them. You can amplify your voice like you had a bullhorn.
Level 2: You can perfectly replicate another voice to a quality that will fool even close friends and voiceprint based authorization security. You can make it so that a nearby conversation so that it cannot be overheard. You can cause a "cone of silence" all around you. You can let out a scream strong enough to cause cracks in masonry and physical damage in those directly in front of you. By emitting a noise, you can use echolocation to find your way around in the dark.
Level 3: You have total mastery over sound and can easily figure out the resonate pitch of any object you are touching, allowing you to cause great damage to inanimate objects and pain to living beings. Your scream now has the explosive power of the shock waves put off by up to three sticks of dynamite. You can replicate multiple noises at once, making whole phantom conversations between large groups happen with perfectly replicated voices. You can make your voice heard over the range of the whole city, all at once.
SPECTRAL MAGIC: (Manipulation of magical and spiritual energy.)
Level 1: You can use your personal magical energy to boost the abilities of another. You may also perform an energy drain, causing them lethargy and enhancing your magical abilities. (This does not allow you to 'level up' your magic, only to power it for a longer time, cast it more easily, or make your level 1 spell more intricate.) You can moderately alter an already casted spell as long as it is at level 1.
Level 2: You can cause damage to a person's essential spirit to prevent them from healing naturally, and interfering with magical healing. You can compel less-sentient Wraiths, known as ghosts, to be attracted to (and torment) a person. You can nullify or alter a single spell as long as that spell was placed at level 2 or below. You can disable a person's level one magic casting abilities for up to a scene, though you must state what type of magic you are disrupting.
Level 3: You can disable a person's ability to cast a type of magic for a long period of time. You can perform an exorcism. You can utilize another person's magical abilities.
SYMPATHETIC MAGIC: (Magic control of another via personal items.)
Level 1: Sympathetic magic always requires reagents -- some item from the person in question (including blood, tissue, clothing, etc.). At this level, you can cause effects such as confusion, pain, bliss, various emotions, even love or hatred. The duration at this level is three days, and then the reagents must be re-procured.
Level 2: You can compel a person to carry out commands, even dangerous ones, though they can only follow one command at a time. The command need not be directly communicated to them, but the magic works better if it is. You can cause nightmares (though you will not control or know what they are), even insanity. The duration at this level is 10 days , then reagents must be re-procured.
Level 3: The person is under your complete sway, and can not act against you without great force of will. The duration at this level is one month, then reagents must be re-procured.
Notes: Procured reagents may not be stored for more than three months. With level 2, those who are forced to carry out a command will feel compelled to do so, but MAY be aware that they are acting in ways they do not wish. Sympathetic magic often requires target players to act against the nature of their character, so it is often good to discuss it thoroughly in IMs before use.
Level 1: Technology is not a problem for you. You can repair electronic devices with ease, and can make them do some fairly incredible things if you can get your hands on them. You can build almost anything known to mankind if you can find suitable parts. You can heal and repair cybertronics (robots and cyborgs). You can do minor upgrades on robot and cyborgs.
Level 2: You have exceptional powers of technomancy, and can create new devices that would otherwise seem like magic. You can manipulate anything with circuitry or electricity from afar. You can do major repairs on robots and cyborgs and install new augmentations. You can create sentient robots out of the parts of old ones.
Level 3: You have an incredible innate understanding of the magic behind of Ancient Engineering, either through extensive study or other means. You have the ability to interface with most advanced technology and can probably communicate with Ada. You can build sentient robots from scratch.
Notes: See the following for a good description of Technomancy: LINK
(Note: Restricted magics may not be available to all players. Mildly restricted magics simply require a conversation with an app handler or ST about the use of the magic when being taken. Restricted magics require pre-approval by a relevant admin (Zekkiel Zerundi, Pryar Kirax, or Batedbreath Resident). Extremely restricted magics will only be available to NPCs or under extremely limited circumstances.)
HEALING: (Mildly Restricted)
Level 1: Physical healing -- You can heal physical wounds and injuries, and minor diseases. Healing races with which you are unfamiliar is more difficult than your own race. Healing yourself requires twice the energy.
Level 2: Mental healing -- You can heal emotional, mental, and psychological damage. The longer this damage has been in place, the longer the treatment will have to continue. You can heal physical wounds with much more ease.
Level 3: Spectral Healing -- You can heal damage to the soul, and can provide pain relief for offensive magical effects. You may be able to heal some wetware mesh cybertronics. You may be able to provide relief for major incurable diseases, and even cure some (though not D13).
Note: Healing is open!
(Currently Closed!) FLESHCRAFTING:(The magic of permanent bodily change.) (Mildly Restricted)
Level 1: You can make minor permanent changes to a person's body, such as removing scars or tattoos, changing their face, reattaching a finger or an eye, maybe a hand or foot if you work at it.
Level 2: You can make major permanent changes to a person's body, such as reattaching a whole limb, giving them a sex change, or giving them horns or wings.
Level 3: You can do unthinkable and unspeakable things to a person's body, which are permanent unless corrected by another fleshcrafter.
Note: Please refer to this guide for more information about fleshcrafting. Permanent fleshcrafting that adds abilities may require an expenditure of XP on the part of the recipient.
PERSONAL MAGIC: (Restricted.)
This is the ability to app for a magic not listed here. It will need to be structured like magics here, with three levels, and if approved, will be added for other people to use. It should be unique from the listed magics, but easy to understand and use. Personal magics are rarely approved unless they are balanced and well written.
WARDING AND MAGICAL SHIELDING: (Mildly Restricted)
Level 1: You can create minor wards with one effect, on one room. You can create limited use shields against a single form of magic or to take 1/3rd physical damage from a single race for up to a day.
Level 2: You can create major wards with two effects on a small building. You can create more durable shields for yourself or others that last up to a week.
Level 3: You can create epic wards with more than two effects on a large building. You can shield people for up to a month at a time.
Notes: Permanent building wards often require ST approval. They will last 2 months per level of warding and will have a limit of effects per level. For more details, speak with an ST.
Level 1: Minor changes to the weather. (Creating a light rain. Causing fog to roll in. Changing the direction of the wind.)
Level 2: Major changes to the weather. (Creating a thunderstorm. Increasing or decreasing the temperature dramatically.)
Level 3: Ability to create natural weather disasters.
Notes: Weather magic is currently closed.
CHRONOMANCY: (Extremely restricted.)
Note: Chronomancy, the magical manipulation of time, is illegal by statute of the Consortium the laws of Convergence, and the laws of many races.
Level 1: You have an excellent awareness of time, and always know what time it is. You can shotput yourself forward in time between one second and one week. (Basically, you sit out RP until the time has passed, your character disappears in the current timeline, and then re-appears later.) You can view events which have happened in an area up to one week prior. (Though you view all events simultaneously, so it can be a bit muddled in application.)
Level 2: ???
Level 3: ???
Note: Telepathy is illegal by statue of the Consortium, the laws of Convergence, and the laws of many races. Only NPCs will ever have this magic.
Level 1: You can peer into the thoughts of others, learning their inner dialogue and thoughts. You can insert subtle suggestions into that inner dialogue.
Level 2: ???
Level 3: ???
TELEPORTATION AND PORTALCRAFT: (Extremely restricted.)
Note: Teleportation and portalcraftis illegal by statute of the Consortium, the laws of Convergence, and the laws of many races.
Level 1: Rudimentary understanding of spacial distortions and the ability to detect portals. Can use the basic forms of this variation of portalcraft to open locked doors so long as they aren't warded against the caster in particular or the caster's race/subrace. Can use "fair escape", opening a door and going through it to end up coming out of another completely random door within 1 mile.
Level 2: ???
Level 3: ???
FATECRAFT (Seeing and weaving the future) (Extremely restricted.):
Note: Fatecraft is illegal by the laws of Convergence.
Level 1: ???
Level 2: ???
Level 3: ???
Notes: One of the most feared magics, little is known about Fatecraft. Few are known to ever master it. It is believed, however, that the leader of the Ancient Engineers was a natural adept at Fatecraft, and perhaps the greatest practitioner of it ever to have lived. And also that it drove her completely insane.
DARK MAGIC (The magic of the malignant force known as The Dark)(Extremely restricted):
Level 1: ???
Level 2: ???
Level 3: ???
Note: Dark Magic is illegal by the laws of Convergence.
LIGHT MAGIC (The arcane combat magic of the Ancient Engineers.)(Restricted):
Level 1: You gather an energy in your hand which can be formed into a weapon that does extra damage to creatures of the Dark. You can heal those who have mild Dark taint.
Level 2: ???
Level 3: ???
Notes: Everyone in Convergence, even Humans, can cast Light Magic at level 1, with practice. It is a free magic available to all which does not need to be listed on your character sheet.