Magic List
Below can be found a comprehensive list of magic to be found in Ransera.
Personal Rune Magic
Personal Magic is one of the major spheres of magic found in Ransera. It refers to those disciplines whose power is derived through the use of the wizard’s own aether as opposed to the aether borrowed through the use of tools or rituals. Some personal magics are more widespread than others but the unifying concept behind them is that the wizard themselves is the source of their own power. They rise and fall of their own merit, for better or worse.
Affliction-At the cost of corroding their own souls, the wizard is able to afflict others with jinxes, hexes and curses.
Animus-By grafting the aether of beasts onto their souls, the wizard is able to shapeshift.
Elementalism-Allows the wizard to command the elemental forces of the world.
Kinetics- By manipulating objects within the aether flux of the world, enables telekinesis.
Masquerade-The power to craft illusions by masking the truth of what one perceives.
Mesmer-The ability to charm, persuade and even toy with the emotions of another.
Negation-The power to establish wards and barriers that shield against specific parameters.
Nyx - The ability to invoke the powers of the Void to wield and manipulate shadows and corruptive energies.
Reaving-The power to form pacts with weaponry forging a unique bond between mage and weapon.
Semblance-The ability to study the aether through the utilization of the aura as a proxy for the senses.
Summoning-The conjuring of spirits and other entities to do the bidding of the summoner.
Traversion-The power to fold space between two points and fashion a portal from one to the next.
World Magic
World Magic is one of the major spheres of magic in Ransera. Its schools are described and viewed as pseudosciences that have very structured and mechanical methods to their practice and implementation. Personal magic requires that the wizard take a piece of the aether within themselves and repurpose it into the effect they wish to manifest into the world. World magic differs in that it manipulates the aether inherent in the objects and rituals used to produce its effects, leaving the wizard’s aether untouched. This is not to say that world magic doesn’t pose risks, there are many, it simply doesn’t pose the same risks.
Alchemy-The manipulation of materials from one form to another by manipulating the very essence of the objects in play.
Artificing-The giving of the imitation of life and sentience to inanimate objects that can then be programmed to specific purposes. Golemcrafting.
Necromancy-The manipulation of the forces of Life and Death through the use of blood, bones and even souls.
Runeforging-Rare and highly dangerous, runesmiths forge artefacts of incredible power and versatility.
Scrivening-The study of pictography itself and the utilization of shapes, symbols and runes to redirect and modify other magic.
Wild Magic
Wild Magic is one of the major spheres of magic in Ransera. It has no structure or purpose beyond manifesting in the various forms found throughout the world. While wild magic can be harnessed, it is not something a wizard practices as it encompasses forces outside the control of any wizard or specific entity. Wild magic can be exceptionally dangerous and should only ever be approached with the most extreme caution.
Dragonshard- Crystallized aether that manifests with various properties. Dragonshards are a key resource in many world magic schools.
Dread Mists- Chaotic fog that brings about unpredictable change upon that which it touches.
Aetherborn Beasts- Creatures made of raw aether that manifest and vanish in a short period of time.
Lost Magic
The following are lost forms of magic. They are not open for play at this time and will require Support Forum level approval to pursue implementation within the game world.
Whether due to the catastrophe of the Sundering or simply dying out, these disciplines or schools of magic have been lost to the ages. Scant records of them exist and if there are any practitioners, they are so rare as to be considered a dead practice.
Vitalis- Blood is power. Live life as a Vampyre.
Aeternus- The power to manipulate the flow of Time and the threads of Destiny.
Entropy- Chaos Magic.
Dreamwalking- The power to make dreams into a reality.
Acquiring Magic
Magic can be acquired both as a part of the character creation process, or through in character plots and threads. Gaining a new rune or learning a new form of world magic is a momentous occasion, and takes a toll on the mage both due to the initiation as well as the learning process of grasping this new power they have obtained. Because of this, and the role magic places in Ransera as a whole, characters may obtain a maximum of 5 magics (not including lost magics) without a request through the Support Forum. After 5 magics players must make a request in the Support Forum where they present evidence of their characters interest and intent in the magic, and outline a plot for which they will obtain this new magic.
In addition, after a player receives a new magic (even those before the 5 magic limit) there is a 6 month waiting period beginning at the in real life date the thread was posted during which the character is no longer eligible to receive any more magics until the end of this waiting period. This is to simulate the latency period when a character must get used to their magic and master its intricacies.
There may be exceptions to this rule, such as magics given through moderated quests or addendums, however, these are taken on a case by case basis and given ample consideration by the storyteller team. If you have any questions reach out to your local moderator.