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So you want to be a wizard...
ANIMATORS
Animation is a Specialization that focuses on enchanting, moving, and otherwise controlling inanimate objects.
As Animators deal exclusively with inanimate objects, their magic will fail to take hold if there is even a hint of life in something. This means plants that are still rooted or have been freshly cut and haven’t had the chance to wilt are off-limits, as are people and animals. (By this logic, a corpse would technically count as an “inanimate object”, but every part of it must be well and truly dead, and moving dead bodies is a nasty business besides. Whether or not an Animator’s magic would actually work on one remains largely untested.) Manmade/household objects, clothing, loose rocks, and dead plants (wood, etc) are all fair game, however.
Animation does not typically lend itself to fast spellcasting, and Animators tend to rely more on premade enchantments. Some things, such as haphazardly flinging something across a room, can be accomplished in a few seconds, but most of their spells are intricate and precise pieces of work. Every part of the enchantment is vital, and the more intricate the desired movement or behavior of an object is, the longer the enchantment will take. Well-crafted enchantments will usually last for the life of the object, unless removed by the wizard who made it.
This is a Specialization that is more common among the wizarding middle and lower classes, used often for manual labor and house work. Upper class families usually employ at least one Animator among their housekeepers or groundskeepers, as their enchantments keep things moving quickly and in a timely manner.
As Animators deal exclusively with inanimate objects, their magic will fail to take hold if there is even a hint of life in something. This means plants that are still rooted or have been freshly cut and haven’t had the chance to wilt are off-limits, as are people and animals. (By this logic, a corpse would technically count as an “inanimate object”, but every part of it must be well and truly dead, and moving dead bodies is a nasty business besides. Whether or not an Animator’s magic would actually work on one remains largely untested.) Manmade/household objects, clothing, loose rocks, and dead plants (wood, etc) are all fair game, however.
Animation does not typically lend itself to fast spellcasting, and Animators tend to rely more on premade enchantments. Some things, such as haphazardly flinging something across a room, can be accomplished in a few seconds, but most of their spells are intricate and precise pieces of work. Every part of the enchantment is vital, and the more intricate the desired movement or behavior of an object is, the longer the enchantment will take. Well-crafted enchantments will usually last for the life of the object, unless removed by the wizard who made it.
This is a Specialization that is more common among the wizarding middle and lower classes, used often for manual labor and house work. Upper class families usually employ at least one Animator among their housekeepers or groundskeepers, as their enchantments keep things moving quickly and in a timely manner.
NOTABLE ANIMATORS: Charlie Maxwell
DEFENDERS
The Defense Specialization focuses on warding and shielding.
Defenders are artists, skilled in crafting intricate defensive wards for either personal or more widespread use. They have kept their place among the wizarding upper class by being vital in keeping other wizarding families and sometimes entire communities safe from rivals and the outside world.
Defense is another Specialization that relies heavily on intricate enchantments, though the process may be sometimes expedited as wards usually tend to follow the same base framework. Highly skilled Defenders can create enchantments so intricate that anyone trying to break through or bypass the wards will often get caught in loops of false spellwork or even get tricked into triggering the wards themselves. Wards commissioned from an elite Defender can often run hundreds of thousands- sometimes millions- of dollars, depending on the work and the wizard in question.
The most common form of personal ward a Defender can issue is a shield- an invisible bubble capable of stopping both physical and magical damage. Most often, the user will have the spell tattooed on their body, ready to activate with a mere thought. Like the rest of their spells, the overall strength and durability of a shield is dependent upon the skill of the wizard who created it.
Defenders are artists, skilled in crafting intricate defensive wards for either personal or more widespread use. They have kept their place among the wizarding upper class by being vital in keeping other wizarding families and sometimes entire communities safe from rivals and the outside world.
Defense is another Specialization that relies heavily on intricate enchantments, though the process may be sometimes expedited as wards usually tend to follow the same base framework. Highly skilled Defenders can create enchantments so intricate that anyone trying to break through or bypass the wards will often get caught in loops of false spellwork or even get tricked into triggering the wards themselves. Wards commissioned from an elite Defender can often run hundreds of thousands- sometimes millions- of dollars, depending on the work and the wizard in question.
The most common form of personal ward a Defender can issue is a shield- an invisible bubble capable of stopping both physical and magical damage. Most often, the user will have the spell tattooed on their body, ready to activate with a mere thought. Like the rest of their spells, the overall strength and durability of a shield is dependent upon the skill of the wizard who created it.
NOTABLE DEFENDERS: Dylan Gair
DESTROYERS
Destruction is a rather straightforward and brutal Specialization that focuses on the use of deadly force to bend, rend, and utterly decimate just about anything.
Unlike some other Specializations, a Destroyer’s magic is not hindered by whether or not the target of their spells is living or not. What a Destroyer must instead take into account is their target’s size and natural sturdiness. Destruction can be used to break through a Defender’s wards, but most Defenders are able to guard that sort of thing, and most Destroyers lack the finesse required to undo the wards without activating them.
Destroyers are known for quick and brutal spellcasting, making them effective fighters. The range of sheer havoc they can cause is wide. A skilled Destroyer knows at least a dozen ways to take someone or something apart, from crippling waves of concussive force to spells that cut through flesh like a finely sharpened blade. Especially skilled Destroyers can focus their spells on small or hidden targets, such as individual arteries or organs.
Destruction is a strange Specialization that is largely common among the wizarding lower class, often employed by thugs, assassins, and criminals. However, it still has something of a place among the wizarding upper class as well. In upper class circles, Destroyers have a place as fighters and protectors in the community, though wizard’s proclivity for violence amongst themselves has greatly diminished in the modern age, making Destruction all but defunct. If not for the influence of one Warren West, an extremely powerful individual and successor to one of the most powerful wizards in history, the Specialization would not have held on in the upper class as long as it has. Some upper class wizards still employ Destroyers as bodyguards, however.
Unlike some other Specializations, a Destroyer’s magic is not hindered by whether or not the target of their spells is living or not. What a Destroyer must instead take into account is their target’s size and natural sturdiness. Destruction can be used to break through a Defender’s wards, but most Defenders are able to guard that sort of thing, and most Destroyers lack the finesse required to undo the wards without activating them.
Destroyers are known for quick and brutal spellcasting, making them effective fighters. The range of sheer havoc they can cause is wide. A skilled Destroyer knows at least a dozen ways to take someone or something apart, from crippling waves of concussive force to spells that cut through flesh like a finely sharpened blade. Especially skilled Destroyers can focus their spells on small or hidden targets, such as individual arteries or organs.
Destruction is a strange Specialization that is largely common among the wizarding lower class, often employed by thugs, assassins, and criminals. However, it still has something of a place among the wizarding upper class as well. In upper class circles, Destroyers have a place as fighters and protectors in the community, though wizard’s proclivity for violence amongst themselves has greatly diminished in the modern age, making Destruction all but defunct. If not for the influence of one Warren West, an extremely powerful individual and successor to one of the most powerful wizards in history, the Specialization would not have held on in the upper class as long as it has. Some upper class wizards still employ Destroyers as bodyguards, however.
NOTABLE DESTROYERS: Warren West
ELEMENTALISTS
Elementalists focus on creating and controlling the elements of air, water, ice, fire, and lightning.
Elementalism is a flashy Specialization, which has more of a practical use in fields of agriculture. Like Destruction, it doesn’t have much of a place in the wizarding upper class, though a few individuals have held onto their status due to the sheer age of their legacies. By and large, Elementalists tend to be lower to middle class wizards.
Elementalists are suited for combat, with quick, simple spellwork, and the ability to create the elements of their choice out of thin air or wield whatever is around them as well. Some Elementalists choose a sort of Specialization within a Specialization and focus on wielding one particular element, though they often know a little bit of everything in spite of that. Especially skilled Elementalists can control elements with extreme precision, allowing them to steal the breath from a person’s lungs, or draw the electricity from overhead power lines to augment a lightning spell. They are unable to control or use the element of earth to any extent, as that is the dominion of Nurtures, and a rather complicated process besides.
Elementalism is a flashy Specialization, which has more of a practical use in fields of agriculture. Like Destruction, it doesn’t have much of a place in the wizarding upper class, though a few individuals have held onto their status due to the sheer age of their legacies. By and large, Elementalists tend to be lower to middle class wizards.
Elementalists are suited for combat, with quick, simple spellwork, and the ability to create the elements of their choice out of thin air or wield whatever is around them as well. Some Elementalists choose a sort of Specialization within a Specialization and focus on wielding one particular element, though they often know a little bit of everything in spite of that. Especially skilled Elementalists can control elements with extreme precision, allowing them to steal the breath from a person’s lungs, or draw the electricity from overhead power lines to augment a lightning spell. They are unable to control or use the element of earth to any extent, as that is the dominion of Nurtures, and a rather complicated process besides.
NOTABLE ELEMENTALISTS: N/A
ENHANCERS
Enhancement is a Specialization focusing on enhancing and improving the natural aspects of a person or object.
Enhancers would be best compared to cosmetic surgeons, as most of their work involves creating complex and intricate spellwork to enhance the natural beauty or youth of people. Enhancement tends to work longer than Illusion, and is an actual alteration to the person rather than a layer of illusion placed over them. Though the term isn’t technically correct, these sorts of Enhancements are typically referred to as glamours. Glamours are not permanent, and require routine touching-up as a person ages and changes, though some Enhancers are proficient enough to extend the life of their glamours. A well-crafted and long-lasting glamour will often cost just as much as a top-notch Defender’s wards, if not more.
As such, Enhancers usually hold extremely high standing in the wizarding upper class, and are fiercely territorial over their clientele. To lose a client to a rival Enhancer is a huge disgrace and is sometimes detrimental to an Enhancer’s business.
Aside from glamours, Enhancers can also enhance the natural attributes of more than just looks. They can weave spells to improve strength, speed, durability, and the senses, though these sorts of Enhancements are best kept as tattoos and only activated when needed. They often push the body past its natural limits, and if left active for too long, can result in terrible and sometimes irreversible injury. Upper class Enhancers tend to shy away from this sort of spellwork, though it is much more common among lower class wizards, especially in criminal or fighting circles.
The principles of enhancing strength and durability can also be applied to objects, without the risk of permanent injury. However, when an Enhanced object outwears the Enhancement, it typically is immediately destroyed or broken beyond repair as years worth of wear and tear suddenly happen all at once.
Enhancers would be best compared to cosmetic surgeons, as most of their work involves creating complex and intricate spellwork to enhance the natural beauty or youth of people. Enhancement tends to work longer than Illusion, and is an actual alteration to the person rather than a layer of illusion placed over them. Though the term isn’t technically correct, these sorts of Enhancements are typically referred to as glamours. Glamours are not permanent, and require routine touching-up as a person ages and changes, though some Enhancers are proficient enough to extend the life of their glamours. A well-crafted and long-lasting glamour will often cost just as much as a top-notch Defender’s wards, if not more.
As such, Enhancers usually hold extremely high standing in the wizarding upper class, and are fiercely territorial over their clientele. To lose a client to a rival Enhancer is a huge disgrace and is sometimes detrimental to an Enhancer’s business.
Aside from glamours, Enhancers can also enhance the natural attributes of more than just looks. They can weave spells to improve strength, speed, durability, and the senses, though these sorts of Enhancements are best kept as tattoos and only activated when needed. They often push the body past its natural limits, and if left active for too long, can result in terrible and sometimes irreversible injury. Upper class Enhancers tend to shy away from this sort of spellwork, though it is much more common among lower class wizards, especially in criminal or fighting circles.
The principles of enhancing strength and durability can also be applied to objects, without the risk of permanent injury. However, when an Enhanced object outwears the Enhancement, it typically is immediately destroyed or broken beyond repair as years worth of wear and tear suddenly happen all at once.
NOTABLE ENHANCERS: Charles Maxwell Sr., Charles Maxwell II
ILLUSIONISTS
Illusionists focus on creating believable illusions in the world around them, and sometimes in the minds of others.
Illusion spans the board, and can be found in all wizarding classes for its extreme usefulness. For the upper class, Illusionists work closely with Defenders to ward communities from prying eyes, allowing for a more free use of magic within their borders. For the lower and middle classes, the principle is somewhat the same, though on a much smaller scale with Illusions covering singular locations rather than entire sprawling communities.
The difficulty of an Illusionist’s spellwork varies greatly depending on how many people will witness an Illusion. It’s easier to trick one person than a dozen, easier to trick a dozen than a hundred. A well-crafted Illusion can fool all of the senses, not just sight, and an Illusion’s true strength is in the depth of its immersion. Even more complicated than creating a wall where there is none or altering the appearance of a person or thing, is the ability to weave an Illusion right into a person’s mind.
The wizarding upper class will staunchly deny that such a thing isn’t possible, while upper class Illusionists teach their children the necessary spellwork behind closed doors, just in case. Working with the human brain can be tricky, but an extremely proficient Illusionist can insert false memories, behaviors, or even ongoing scenes into a person’s mind, tricking the brain into believing that what they see or remember is true. It’s extremely delicate work. If a mistake is made or if the spell unravels in the wrong fashion, it could leave the victim with brain damage, in a coma, or downright kill them.
In spite of the risk, there’s a thriving black market for immersive Illusion work. People throw away countless sums of money in search of pure fantasy, many never walking out of Illusion dens once they enter, either willing to rot away as their wildest dreams play out before their eyes or getting killed in the process.
Illusion spans the board, and can be found in all wizarding classes for its extreme usefulness. For the upper class, Illusionists work closely with Defenders to ward communities from prying eyes, allowing for a more free use of magic within their borders. For the lower and middle classes, the principle is somewhat the same, though on a much smaller scale with Illusions covering singular locations rather than entire sprawling communities.
The difficulty of an Illusionist’s spellwork varies greatly depending on how many people will witness an Illusion. It’s easier to trick one person than a dozen, easier to trick a dozen than a hundred. A well-crafted Illusion can fool all of the senses, not just sight, and an Illusion’s true strength is in the depth of its immersion. Even more complicated than creating a wall where there is none or altering the appearance of a person or thing, is the ability to weave an Illusion right into a person’s mind.
The wizarding upper class will staunchly deny that such a thing isn’t possible, while upper class Illusionists teach their children the necessary spellwork behind closed doors, just in case. Working with the human brain can be tricky, but an extremely proficient Illusionist can insert false memories, behaviors, or even ongoing scenes into a person’s mind, tricking the brain into believing that what they see or remember is true. It’s extremely delicate work. If a mistake is made or if the spell unravels in the wrong fashion, it could leave the victim with brain damage, in a coma, or downright kill them.
In spite of the risk, there’s a thriving black market for immersive Illusion work. People throw away countless sums of money in search of pure fantasy, many never walking out of Illusion dens once they enter, either willing to rot away as their wildest dreams play out before their eyes or getting killed in the process.
NOTABLE ILLUSIONISTS: N/A
MENDERS
Mending focuses on fixing objects, and understanding how things fit together.
Mending is a slight offshoot of Healing, and has survived as a Specialization in spite of the loss of Healing magic. Like Animation, Mending is limited to things that are not alive in any way, so plants, animals, and people are off-limits.
If something is broken, a Mender can generally fix it. However, the Mender must have an idea of how that thing fit together and/or worked in the first place. As such, Mending is a Specialization that requires some outside study beyond that of the magic itself. Some things are simple and easy for any Mender to fix. Broken glass, for instance, is easy to make whole again because there are no mechanical elements. A dent in the hood of a car can be popped back out and repaired with ease, but a mangled engine would take much more complicated spellwork and an understanding of auto repair in order to make sure things go back to functioning as they should.
Mending is largely practiced by middle class wizards, who usually hold a mundane job in their area of expertise. (Plumbing, auto repair, etc.) Upper class wizards like to employ Menders in their housing staff as well.
Mending is a slight offshoot of Healing, and has survived as a Specialization in spite of the loss of Healing magic. Like Animation, Mending is limited to things that are not alive in any way, so plants, animals, and people are off-limits.
If something is broken, a Mender can generally fix it. However, the Mender must have an idea of how that thing fit together and/or worked in the first place. As such, Mending is a Specialization that requires some outside study beyond that of the magic itself. Some things are simple and easy for any Mender to fix. Broken glass, for instance, is easy to make whole again because there are no mechanical elements. A dent in the hood of a car can be popped back out and repaired with ease, but a mangled engine would take much more complicated spellwork and an understanding of auto repair in order to make sure things go back to functioning as they should.
Mending is largely practiced by middle class wizards, who usually hold a mundane job in their area of expertise. (Plumbing, auto repair, etc.) Upper class wizards like to employ Menders in their housing staff as well.
NOTABLE MENDERS: Jacob Randall
NECROMANCERS
Necromancy is the art of controlling, corrupting, and summoning the spirits of the dead.
Necromancers and Spiritualists both usually have a degree of natural spiritual sensitivity, allowing them to see, sense, and sometimes communicate with the souls of the dead that still reside in our world. It is possible to become one or the other without it, but it is made extremely difficult by not being able to see or sense what is the main focus of their magic.
The wizarding community at large tends to treat Necromancy with extreme distaste, and distance themselves from any practitioners. Largely, it is a Specialization populated by the wizarding lower class, though now and then an upper class wizard gets it in their head to start playing God.
Necromancers have very little regard for life, and to them a soul is little more than a power source. They forcibly gather lost souls, or call back the souls of the newly deceased before they can cross over to use for their magic. They can force a soul back into a body to create a zombie, they can corrupt a spirit, turning it into a wraith, a deadly and hungry servant, and they can commune with very dark forces to augment their power.
Necromancers and Spiritualists both usually have a degree of natural spiritual sensitivity, allowing them to see, sense, and sometimes communicate with the souls of the dead that still reside in our world. It is possible to become one or the other without it, but it is made extremely difficult by not being able to see or sense what is the main focus of their magic.
The wizarding community at large tends to treat Necromancy with extreme distaste, and distance themselves from any practitioners. Largely, it is a Specialization populated by the wizarding lower class, though now and then an upper class wizard gets it in their head to start playing God.
Necromancers have very little regard for life, and to them a soul is little more than a power source. They forcibly gather lost souls, or call back the souls of the newly deceased before they can cross over to use for their magic. They can force a soul back into a body to create a zombie, they can corrupt a spirit, turning it into a wraith, a deadly and hungry servant, and they can commune with very dark forces to augment their power.
NOTABLE NECROMANCERS: Matthias Lehrer (former)
NURTURERS
Nurturers are wizards who commune with the earth, using the powers of nature in their magic.
Nurturing is another Specialization that spans between the lower, middle, and upper classes of wizarding society, though Nurturers themselves are very few and far between. It is a difficult Specialization to master, and it requires a lot of dedication to the planet on top of study of the magic involved.
A fledgling Nurturer begins by dedicating themselves to the earth itself, and in communicating with the elementals of the planet, enter into a deal. The wizard essentially places themselves in the service of the planet, willing to go wherever the earth dictates and do whatever it needs to be done, in exchange for using the powers of the earth in their magic. Nurturers can usually communicate with animals, command living plants, and the ground itself. However, a Nurturer that slacks in their duty to the earth, or who attempts to use their power to harm others will find that the forces of nature no longer bend to their will. The will of the planet is greater than that of a wizard, and it has very specific ideas of who is and is not fit to wield its power.
Nurturers are typically gentle souls with a love for the outdoors. Many of them take jobs in animal care, rescue, or conservation, in order to constantly repay their debt to the planet. Since Nurturers are so scarce, they are oftentimes called upon by the earth to go to an area that is in need of help of rehabilitation, so they must be willing to uproot at a moment’s notice and go where they’re needed.
Some Nurturers can bond with an animal to the point where they become a sort of familiar, and a companion for life.
Nurturing is another Specialization that spans between the lower, middle, and upper classes of wizarding society, though Nurturers themselves are very few and far between. It is a difficult Specialization to master, and it requires a lot of dedication to the planet on top of study of the magic involved.
A fledgling Nurturer begins by dedicating themselves to the earth itself, and in communicating with the elementals of the planet, enter into a deal. The wizard essentially places themselves in the service of the planet, willing to go wherever the earth dictates and do whatever it needs to be done, in exchange for using the powers of the earth in their magic. Nurturers can usually communicate with animals, command living plants, and the ground itself. However, a Nurturer that slacks in their duty to the earth, or who attempts to use their power to harm others will find that the forces of nature no longer bend to their will. The will of the planet is greater than that of a wizard, and it has very specific ideas of who is and is not fit to wield its power.
Nurturers are typically gentle souls with a love for the outdoors. Many of them take jobs in animal care, rescue, or conservation, in order to constantly repay their debt to the planet. Since Nurturers are so scarce, they are oftentimes called upon by the earth to go to an area that is in need of help of rehabilitation, so they must be willing to uproot at a moment’s notice and go where they’re needed.
Some Nurturers can bond with an animal to the point where they become a sort of familiar, and a companion for life.
NOTABLE NURTURERS: N/A
SPIRITUALISTS
Spiritualism is a Specialization that focuses on communicating with, aiding, and understanding the spirits of the dead.
Spiritualists are very much the antithesis of Necromancers. While they share some similarities, the most notable being their natural spiritual sensitivity, Spiritualists believe that though a soul lacks a body, it is still a person, and is therefore due the same respect.
Spiritualists dedicate their lives to better understanding and helping the lost souls that still drift around the living world, and in doing so they have trained themselves to see the ties that bind. As a soul lives out its life on earth, it begins to form bonds with the places and things around it. Some of these bonds are fleeting- a favorite restaurant remembered with fondness, the brief beauty of a stunning view on a mountain drive- but others are far more binding, such as love, or even anger towards another person. Sometimes these ties are so strong they keep a soul tethered to the living world. Spiritualists use these ties to aid souls they encounter, helping them to peacefully sever them and move on, and offering companionship in the process.
Spiritualists have in their arsenal spells and rituals to exorcize and purify, in the event a soul becomes corrupted by its own emotions or outside influence. They can also act as mediums, and can allow others to piggyback off of their spiritual abilities for one last goodbye.
Spiritualism spans all classes of wizarding society, as it is dependant more on natural-born gifts than standing. Spiritualists tend to prefer the company of the dead to the living, and keep themselves rather distant.
Spiritualists are very much the antithesis of Necromancers. While they share some similarities, the most notable being their natural spiritual sensitivity, Spiritualists believe that though a soul lacks a body, it is still a person, and is therefore due the same respect.
Spiritualists dedicate their lives to better understanding and helping the lost souls that still drift around the living world, and in doing so they have trained themselves to see the ties that bind. As a soul lives out its life on earth, it begins to form bonds with the places and things around it. Some of these bonds are fleeting- a favorite restaurant remembered with fondness, the brief beauty of a stunning view on a mountain drive- but others are far more binding, such as love, or even anger towards another person. Sometimes these ties are so strong they keep a soul tethered to the living world. Spiritualists use these ties to aid souls they encounter, helping them to peacefully sever them and move on, and offering companionship in the process.
Spiritualists have in their arsenal spells and rituals to exorcize and purify, in the event a soul becomes corrupted by its own emotions or outside influence. They can also act as mediums, and can allow others to piggyback off of their spiritual abilities for one last goodbye.
Spiritualism spans all classes of wizarding society, as it is dependant more on natural-born gifts than standing. Spiritualists tend to prefer the company of the dead to the living, and keep themselves rather distant.
NOTABLE SPIRITUALISTS: Matthias Lehrer
JACKS
Jacks are wizards who do not follow any one Specialization, but rather pick and choose from a few.
The name “Jack” comes from the phrase “Jack of all trades, and master of none”, and started as a derogatory term the wizarding upper class would use to describe those who did not choose a single Specialization. The name has now pretty much been adopted across the board, and Jacks wear it with pride in spite of its origins.
Jacks are typically lower class wizards, and some middle class. It is common for thieves, hired thugs, and mercenaries to be Jacks, as a Jack can have enough varied tricks up their sleeves to take down a well-studied and Specialized wizard, with some exceptions among Destroyers, Elementalists and Defenders. They are looked down upon and scorned by the wizarding upper class as mongrels, untrained, sloppy, and stupid. Failing to commit to a single Specialization is cause for expulsion from most upper class communities.
Commonly Jacks borrow from Animation, Destruction, Elementalism, and Illusion. Some borrow from Defense and Enhancement as well, though most Jacks choose to commission Defense and Enhancement work rather than learn the spells themselves. Some Jacks dabble in Necromancy, though not many.
The name “Jack” comes from the phrase “Jack of all trades, and master of none”, and started as a derogatory term the wizarding upper class would use to describe those who did not choose a single Specialization. The name has now pretty much been adopted across the board, and Jacks wear it with pride in spite of its origins.
Jacks are typically lower class wizards, and some middle class. It is common for thieves, hired thugs, and mercenaries to be Jacks, as a Jack can have enough varied tricks up their sleeves to take down a well-studied and Specialized wizard, with some exceptions among Destroyers, Elementalists and Defenders. They are looked down upon and scorned by the wizarding upper class as mongrels, untrained, sloppy, and stupid. Failing to commit to a single Specialization is cause for expulsion from most upper class communities.
Commonly Jacks borrow from Animation, Destruction, Elementalism, and Illusion. Some borrow from Defense and Enhancement as well, though most Jacks choose to commission Defense and Enhancement work rather than learn the spells themselves. Some Jacks dabble in Necromancy, though not many.
NOTABLE JACKS: Alec Brennan, Michael Sargent
KNIGHTS
Knights are spiritual warriors and reincarnations of individual the Knights of the Round Table. They are extremely rare.
Knights are typically born into magical families, though not always, and can be either male or female. A Knight’s powers will override any natural-born magical powers, meaning that Knights born to wizards, normal humans, and other supernatural people possess only their Knight abilities. Knighthood requires no training, as what they are is infused into a Knight’s very soul- they are guardians, healers, and helpers. Their powers deal mostly on a spiritual level, making them adept at purging corruption, though they do usually have some healing abilities as well.
Natural-born fighters, they are able to manifest spiritual armor and weaponry, such as swords, shields, spears and lances. These weapons will only harm a person’s physical being if willed by the Knight. Otherwise, they will target a person’s very soul. They are especially effective against creatures of Necromancy and dark magic.
A Knight’s powers may be disrupted by their own impurity of spirit, such as intense anger or hatred, and will only manifest out of dire necessity rather than when commanded.
As rare as they are powerful, entire generations may pass without a Knight being reborn.
Knights are typically born into magical families, though not always, and can be either male or female. A Knight’s powers will override any natural-born magical powers, meaning that Knights born to wizards, normal humans, and other supernatural people possess only their Knight abilities. Knighthood requires no training, as what they are is infused into a Knight’s very soul- they are guardians, healers, and helpers. Their powers deal mostly on a spiritual level, making them adept at purging corruption, though they do usually have some healing abilities as well.
Natural-born fighters, they are able to manifest spiritual armor and weaponry, such as swords, shields, spears and lances. These weapons will only harm a person’s physical being if willed by the Knight. Otherwise, they will target a person’s very soul. They are especially effective against creatures of Necromancy and dark magic.
A Knight’s powers may be disrupted by their own impurity of spirit, such as intense anger or hatred, and will only manifest out of dire necessity rather than when commanded.
As rare as they are powerful, entire generations may pass without a Knight being reborn.
NOTABLE KNIGHTS: Lindsey Gair (Lancelot)
ANOMALIES
Anomalies are wizards with malformed magic. This may either appear as a physical or magical deformity.
As a wizard grows, their wellspring of magic and power begins to slowly grow with them. Their physical puberty often intersects with a magical puberty of sorts, wherein their magical ability blossoms and takes shape. On very, very rare occasions something goes wrong, causing a strange and sometimes deadly mutation of their magic. The cause is unknown.
Malformed magic could cause any number of side-effects. Some can be livable, if dangerous, others can be immediately deadly to the wizard, and others still can manifest as a physical deformation. An Anomaly could be burned alive from the inside by their magic, another might suddenly turn anyone they look at into stone, and another might grow sickly green scales all over their body. The range of mutations is wide, though what results is usually uncontrollable.
If their mutation does not outright kill them, Anomalies are cast out to live as pariahs. Sometimes they find each other and form small colonies or street gangs, just scraping to get by and survive as best they can. They are usually few and far between, though every wizarding family lives in fear that their child will become one.
As a wizard grows, their wellspring of magic and power begins to slowly grow with them. Their physical puberty often intersects with a magical puberty of sorts, wherein their magical ability blossoms and takes shape. On very, very rare occasions something goes wrong, causing a strange and sometimes deadly mutation of their magic. The cause is unknown.
Malformed magic could cause any number of side-effects. Some can be livable, if dangerous, others can be immediately deadly to the wizard, and others still can manifest as a physical deformation. An Anomaly could be burned alive from the inside by their magic, another might suddenly turn anyone they look at into stone, and another might grow sickly green scales all over their body. The range of mutations is wide, though what results is usually uncontrollable.
If their mutation does not outright kill them, Anomalies are cast out to live as pariahs. Sometimes they find each other and form small colonies or street gangs, just scraping to get by and survive as best they can. They are usually few and far between, though every wizarding family lives in fear that their child will become one.
NOTABLE ANOMALIES: Tucker Bailey
TALENTED
Talented are women born into wizarding families. They are gifted with a singular magical ability, called a Talent.
The ability to use the runic spells of wizards is passed down solely from fathers to sons, while women are instead born with a single magic ability, called a Talent. Talents are set at birth, they aren’t chosen, but a girl can use her talent at a very young age, as opposed to a wizard, who must study the runes to give shape to their magic. Though some girls possess the same or similar Talents, they are not passed down genetically.
Talents are extremely varied, and oftentimes they are more powerful than what a wizard can accomplish with their own magic. For instance, an Illusionist can cast an Illusion around himself to camouflage him against prying eyes. The camouflage isn’t perfect invisibility, and he can still be seen as ripples or imperfections in the air. A woman with the right kind of Talent could make herself truly invisible, unable to be seen or sensed.
Various forms of psychic powers are also considered Talents, such as telekinesis or telepathy. Some Talented can wield the elements, some are born with the blessing of the earth and can speak to animals, and others possess sex magic. Natural-born healers are also Talented, though this gift is rare and guarded carefully, since wizards themselves lost the ability to use healing spells centuries ago. Healers are coveted, and if their Talent should become known, they run a terrible risk of being kidnapped for their powers. Women whose Talent is sex magic also have some healing abilities, and are subject to similar dangers.
On rare occasions, girls are born without a Talent at all, making them Talentless. Middle and lower class wizarding families find this somewhat regrettable, but they don’t place much emphasis on it. In upper class circles, Talentless are treated with a certain level of scorn, though they aren’t cast out of the community. A greater emphasis is placed on them marrying into a powerful family in order to further the wizarding line, disregarding their own lack of power.
The ability to use the runic spells of wizards is passed down solely from fathers to sons, while women are instead born with a single magic ability, called a Talent. Talents are set at birth, they aren’t chosen, but a girl can use her talent at a very young age, as opposed to a wizard, who must study the runes to give shape to their magic. Though some girls possess the same or similar Talents, they are not passed down genetically.
Talents are extremely varied, and oftentimes they are more powerful than what a wizard can accomplish with their own magic. For instance, an Illusionist can cast an Illusion around himself to camouflage him against prying eyes. The camouflage isn’t perfect invisibility, and he can still be seen as ripples or imperfections in the air. A woman with the right kind of Talent could make herself truly invisible, unable to be seen or sensed.
Various forms of psychic powers are also considered Talents, such as telekinesis or telepathy. Some Talented can wield the elements, some are born with the blessing of the earth and can speak to animals, and others possess sex magic. Natural-born healers are also Talented, though this gift is rare and guarded carefully, since wizards themselves lost the ability to use healing spells centuries ago. Healers are coveted, and if their Talent should become known, they run a terrible risk of being kidnapped for their powers. Women whose Talent is sex magic also have some healing abilities, and are subject to similar dangers.
On rare occasions, girls are born without a Talent at all, making them Talentless. Middle and lower class wizarding families find this somewhat regrettable, but they don’t place much emphasis on it. In upper class circles, Talentless are treated with a certain level of scorn, though they aren’t cast out of the community. A greater emphasis is placed on them marrying into a powerful family in order to further the wizarding line, disregarding their own lack of power.
NOTABLE TALENTED: Madigan, Charlotte McLaughlin, Genevieve LaRoux
SHAPESHIFTERS
Shapeshifters are people capable of completely changing their physical forms, typically into those of animals.
The most important thing to a shifter is their sense of self. The most important and most ironclad law of shifter society is that one must never, ever alter their human form with their powers. If a shifter desires purple hair, or a smaller nose, or to be a few inches taller, they must go about it by conventional means. Using their magic to change their base form muddles the sense of self and therefore makes it harder to assume other shifts. By this logic, shifting into other humans is very taboo, even if the two people are radically different in appearance.
The sense of self is what keeps a shifter’s mind about them while they are in animal form. The natural instincts and mindset of their shifted form will attempt to take over the shifter’s own consciousness, and a strong sense of self serves to wall that off and keep the shifter in control. Older shifters tend to have a greater sense of self and can therefore keep their shifts longer. A shifter who loses their sense of self while shifted runs the risk of becoming trapped in the animal form, or a severe mental break that results in anything from a coma to schizophrenia to an animal mind trapped in a human form. Shifters train and meditate religiously before even assuming their first shift, however, so cases of this are extremely rare.
Individual shifters tend to end up with favorite shifts of birds, land animals, and marine animals, with a few others in between, such as domestic animals. Some have favorite fighting shifts, and there is something of a lucrative underground fighting ring for shifters to be found in some areas. A shifter can assume the form of any animal found in the natural world, so magical creatures such as dragons or griffons are largely off-limits.
Shifter law is extremely strict, in order to stop rogue shifters from assuming the forms of world leaders or celebrities and causing general havoc with their abilities. Their family units are typically very close-knit, consisting of anywhere from three to five generations with the oldest woman of the family acting as matriarch. The matriarch’s job is to keep a close eye on her family, overseeing the younger members as they learn to harness their power, making sure they uphold shifter law, and taking the correct action if they do not, and making any decisions that may affect the family at large. A matriarch passes on her responsibilities on or near her two-hundredth birthday, to the next oldest female of the family, provided she is of age. Some have been known to hold the title for longer as they wait for their successor to become old enough.
There is a saying in every corner of the magical community: “Shifters make the world go ‘round.” And for good reason. Shifters take it upon themselves to help the long-lived and the magical blend into modern society. They take up jobs in law, law enforcement, government, medicine, and education in order to help magical folks obtain legal paperwork, IDs, education, and other things necessary to keep them quietly and seamlessly integrated. They also keep legal cases and incidents of a supernatural nature out of the public eye. Due to this, they are well-respected and feared throughout all magical communities.
In addition, thanks to their dealings with all corners of the magical world, they do not have any rules against marrying or having children with those outside of their kind. A shifter’s powers are not bound by gender or the pureness of their bloodlines. In cases with one shifter parent, and one magical, non-shifter parent, 60-75% of the time the children are born as shifters, otherwise they inherit their other parent’s magical ability. In cases where a shifter and a regular human have children, the children will always be shifters.
The most important thing to a shifter is their sense of self. The most important and most ironclad law of shifter society is that one must never, ever alter their human form with their powers. If a shifter desires purple hair, or a smaller nose, or to be a few inches taller, they must go about it by conventional means. Using their magic to change their base form muddles the sense of self and therefore makes it harder to assume other shifts. By this logic, shifting into other humans is very taboo, even if the two people are radically different in appearance.
The sense of self is what keeps a shifter’s mind about them while they are in animal form. The natural instincts and mindset of their shifted form will attempt to take over the shifter’s own consciousness, and a strong sense of self serves to wall that off and keep the shifter in control. Older shifters tend to have a greater sense of self and can therefore keep their shifts longer. A shifter who loses their sense of self while shifted runs the risk of becoming trapped in the animal form, or a severe mental break that results in anything from a coma to schizophrenia to an animal mind trapped in a human form. Shifters train and meditate religiously before even assuming their first shift, however, so cases of this are extremely rare.
Individual shifters tend to end up with favorite shifts of birds, land animals, and marine animals, with a few others in between, such as domestic animals. Some have favorite fighting shifts, and there is something of a lucrative underground fighting ring for shifters to be found in some areas. A shifter can assume the form of any animal found in the natural world, so magical creatures such as dragons or griffons are largely off-limits.
Shifter law is extremely strict, in order to stop rogue shifters from assuming the forms of world leaders or celebrities and causing general havoc with their abilities. Their family units are typically very close-knit, consisting of anywhere from three to five generations with the oldest woman of the family acting as matriarch. The matriarch’s job is to keep a close eye on her family, overseeing the younger members as they learn to harness their power, making sure they uphold shifter law, and taking the correct action if they do not, and making any decisions that may affect the family at large. A matriarch passes on her responsibilities on or near her two-hundredth birthday, to the next oldest female of the family, provided she is of age. Some have been known to hold the title for longer as they wait for their successor to become old enough.
There is a saying in every corner of the magical community: “Shifters make the world go ‘round.” And for good reason. Shifters take it upon themselves to help the long-lived and the magical blend into modern society. They take up jobs in law, law enforcement, government, medicine, and education in order to help magical folks obtain legal paperwork, IDs, education, and other things necessary to keep them quietly and seamlessly integrated. They also keep legal cases and incidents of a supernatural nature out of the public eye. Due to this, they are well-respected and feared throughout all magical communities.
In addition, thanks to their dealings with all corners of the magical world, they do not have any rules against marrying or having children with those outside of their kind. A shifter’s powers are not bound by gender or the pureness of their bloodlines. In cases with one shifter parent, and one magical, non-shifter parent, 60-75% of the time the children are born as shifters, otherwise they inherit their other parent’s magical ability. In cases where a shifter and a regular human have children, the children will always be shifters.
NOTABLE SHAPESHIFTERS: Sandon Lysander, Alyssa Lysander, Ben Blackburn
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