These are beings who are able to use magic in a number of methods specific to their class, Magic Users tend to display more unusually colored hair and iris, making them easily distinguishable from humans. They have pointed ears and sharper canines, and their eyes will glint slightly in the dark. Despite their physical age, they tend to mentally progress above how they should act. Their lifespans range from 100-200 years or further.
Each class has a set of morals they hold themselves to, ranging from Wizard's non-conflict natured rules to Necromancer's "the world is for the taking" aptitude. This can create conflict between classes. The six main classes of Magic Users are Wizards, Necromancers, Mages, Scepters, Sorcerers and Alchemists.
Each class depends on the magic of three main runestones, crafted when Erius was first founded. These runes were fused with magic and hold the very essence of elemental magic, and are responsible for most magical abilities. Magic Users have the ability to tap into these runes and use the energy stored. The three runes are Fire, Water and Earth. A fourth rune was made for Necromancers, taken from the Life rune they created the Death rune. Because of this, the Earth rune is considerably weaker, and more vulnerable to outside sabotage. It is the most protected rune of the four. If a rune is tampered with, it can impact all magic that falls under its element.
Wizards are the mimickers of the Magic Using race, they are known to borrow methods and types of magic from other classes, and modify them to their liking. They're the tinkerers of magic, and are constantly improving their ways to the point where their older methods can no longer be used, simply because of how advanced they are in the present. Wizard's morals mainly nonconflict orientated, they are against reviving people and believe in natural deaths and normal life spans, which are the complete opposite of Necromancer's morals.
Wizards are most popular for their potions and enchanted items, while borrowed from other classes and races, the methods and uses are modified. Wizards are considered the most versatile class, but this is only in method. Wizards are not bound to one outlet for magic, they study magic from text and express it freely. Wizards are also the founders of Mahgickk, a universal written language for Magic Users
Potions are a liquid imbued with magical properties that can influence a person's physical or mental state. Generally, they are made from certain materials mixed with water, or any other base liquid. Different potions call for different methods, and the more effective potion the more ingredients needed. The most basic potion is a healing potion, which almost any Magic User can craft easily. Mood enhancing potions are a sort of taboo, but are not unheard of. For every mood enhancer there is a potion to reverse the effect, an they are included together in books.
Any item can be enchanted, but the most convenient are pendants. This method of magic was borrowed from Arachnids, a race specifically talented in enchanting. Pendants, rings, bracelets, and jewels can be enchanted for different uses. Golem gems are elemental enchantments, used in spells to create walking servants or guards. Objects can be enchanted with attributes such as magic resistance and healing. Usually, items can only be enchanted once or twice. Any further enchantments done by an amatuer can break the item or weaken any new enchantments done in the future. Talented enchanters can usually take off enchanted attributes without damaging the item.
Wizards are responsible for creating magic artifacts in the form of hats, each created to be sentient beings who can store knowledge and record events for future generations of Magic Users. Some of the hats are very talkative, while others are completely mute unless in certain situations. The magic artifacts in the present are mostly useless, but serve to educate on how magic was in the past.
Necromancers are the most powerful class, ability wise, they were created as equals to the Necromancer Gods Famurvyr and Anormyr. They are considered siblings to the gods, and possess the same level of skill as them unlike other classes, who are given watered down versions of their respective god's skills. Necromancer's magic focuses mainly on the manipulation of life and death, and the creation of living things from dead. Necromancers are especially close to Soul people, a race that centers around human souls. Their methods center around the freedom to do what suits the situation best, no matter what it is. Necromancers are extremely comfortable around death, and are never sheltered from the reality of a mortal life. However, this doesnt mean they dont do everything they can do avoid a mortal end.
Soul people and Necromancers share abilities called soul traits, which are seemingly inherited at random. The most common are Soul seeing and Soul breathing. Soul seers are able to see the souls of others, either upclose or at a distance. Soul breathers possess extensions of their own soul which they can breathe out and give to another, usually to revive a deceased individual. This is a great strain on soul breathers, so they pass out for a short period of time.
An ability not shared with soul people are revival marks, which are small black line-like markings on the skin at any place, which can be given to revive someone. Necromancers can posess anywhere from one to a hundred marks or more, and can be used on themselves aswell. When used, the mark will show up on the other person and the Necromancer will pass out.
Many necromancers also share an ability called a Death touch with soul people. Death touches are very obvious in children, at a young age the ability is very much connected to emotions. Emotions of distress like extreme anger or sadness can trigger it, and the effect of a death touch is very painful and often leads to death. The scale of a death touch is rated on the effect.
- 1 - Nerve damage and mild to severe pain
- 2 - Severe to extreme pain
- 3 - Extreme pain that can result in death in humans
- 4 - Extreme pain, and the ability to kill beings stronger than humans, such as celestials
2 and 3 are the most common among Necromancers. A death touch can be learned to be controlled as the child ages, often schooling can help manage very emotional children with a death touch.
Necromancer's most famous feats are the reconstructing and growth of new limbs, where they can grow a limb directly onto the host using material from the source, or donated material. Talented Necromancers may also be successful reconnecting a severed head, though it is more difficult than a limb. Sometimes, when a limb is regrown, there can be small mistakes in the limb. Nerve damage and weakened muscle tissue can result in loss of feeling, or useless fingers/toes.
Necromancers are able to manipulate human souls, in a form of death called Soul death. Soul death is where the necromancer removes the soul from the body, but the body remains intact. Body death would be the death of the body, where even if the soul was replaced, the body would not revive due to damage. Particularly talented necromancers in this area of expertise can learn to control their own soul, and could possess other available bodies after their own body death. Necromancers can levitate items, and create a type of magical fire that appears blue, and cannot be extinguished by water or strong wind.
Due to the level of skill given by their gods, there is an 'overload' of magic ability that is hard to contain and manage in a physical body. A common condition is where a Necromancer preforms a death touch too strongly or forcefully, and it essentially knocks them into a coma state. The effect lingers, so it can be difficult to move and properly care for the individual once this happens. It is most common in Necromancers who possess a rank 3 or 4 death touch, and the coma lasts anywhere from a week to a few months.
Depending the most on the three elemental runestones, Mages are purely based on elemental magic. Their abilities are innate, unlike other classes they have no need to study to learn their magic, it unlocks over time and through practice. Mages also use a type of magic nicknamed "show off magic", most of it is very flashy and looks like show preformances. Mages are very popular at festivals and parties
Fire mages from a young age are like miniature combustibles-- their magic is notably the most unpredictable. Fire mages are completely immune to magical fires, and highly resistant to natural ones. The most basic abilities are creating fire in the hands, or completely setting themself on fire. Popular show off skills are breathing fire, creating patterns on the ground with lines of fire, and controlling large animal shapes of fire. Fire mages are particularly strategetic in their magic.
Earth mages possess a number of nicknames, such as life mage, plant mage or green mages. Earth mages are known to be the most controlled mage, their magic isnt as unpredictable and damaging as fire mage's. They are able to manipulate nature, and create plants from their hands. Children tend to create flowers around them while they sleep, an ability thats usually grown out of. More impressive abilities are growing full sized trees and creating golems from them, which can carry a person and walk around. A lot of Earth mages use this as a mode of travel. Earth mages also possess very strong healing abilities, some can even heal sickness. It is said when an Earth mage dies, they create a ring of mushrooms in their place. Mushroom rings are often treated with respect from other Magic Users because of this.
Water mages are often seen as the most boring, but infact they show to be more impressive than expected. Water mages can manipulate any form of liquid, including the fluid in a human body. Water mages can move great amounts of water, talented ones are even able to move oceans. Water mages can breathe underwater by breathing in water, taking in the oxygen and expelling the excess water through their mouth. While other mages can preform grand feats, Water mages are comfortable with their extremely convenient and somewhat mundane skills, making theirs and other's lives easier.
Truly the most versatile of magic users, mages can create hybrid mages from a mix of a mage and any other magic user. The most well known hybrid mages are Ice, Shadow and Glyphic mages. These are the most unpredictable mage and are often at a loss for how to handle their abilities, since they have no refrence point. Hybrid mages tend to be brought to Erius to attend schooling, to both control their abilities and to allow other magic users to study their magic and create new methods from it.
Scepters are magic users who use an extension of the limb to express their magic, either in the form of a staff or a wand. Scepter's abilities are categorized into three types, Elemental wand magic, Battle magic and Passives. Scepters talented in more than one type may have a staff or wand made to channel those two types, instead of having seperate tools for the individual. Although usually, a scepter will use a refined, more proper tool to channel their magic, they can also use mundane objects for magic. Staffs must be longer or as long as the arm from the shoulder to the wrist, and Wands but be as long as the forearm for them to work.
Elemental wands are small handheld wands that can channel elemental magic. There are three main types, but some can be enchanted to use hybrid elemental magic, the abilities inspired from hybrid mages. Unfortunately, wands with more than one type fused into one are rare, so wand using scepters may have to carry a few with them instead of one
Battle magic are used by staff weilding scepters, and mostly use glyphs. The most commonly used battle magics are:
- Arrow - fires an arrow from a glyph at a target
- Fire - summons fire from a glyph, can be directed to a target
- Stone - summons a large stone from a glyph. Can summon more than one at a time, and can be dropped on a target
- Ice - creates ice across a surface. Can also summon large ice shards
- Earth - seperates the ground into a gaping chasm
- Water - summons water from a glyph
- Light - summons light from a glyph, can be used like an arrow or can blind the target
Passives are used by staff weilding scepters, and mostly use glyphs. Tthe most commonly used passives are:
- Teleportation - moves objects through a series of portals
- Healing - can heal targets within the area of the spell
- Compass - acts as a compass, and can show directions
- Levitation - levitates objects
- Home - memorizes a distination and can direct you back
Sorcerers are the most dependant on books. Like scepters who need an extension to channel their magic, Sorcerers use books in the same way. Sorcerers are experts at magical text, able to use runes to enchant books and close them off to prying eyes. Sorcerers use a number of different books for different magic, and can get into any. Most mages will keep locked books, only able to be opened with magic from their class, however, Sorcerers can open locked books regardless.
Sorcerers will often keep a library amount of books at their disposal, but will usually keep a personalized book of spells full of scribbled text and borrowed notes from other books. Sorcerers can copy text and paste it directly onto a blank page magically, so taking spells from others is easy for them. Sorcerers are a master of all elemental based spells, able to summon hailstorms and fire from simple pages. No other class can truly access magical books like Sorcerers can.
Alchemists are the grey area between necromancers and wizards, constantly converting materials and resources to create their magic. They're the most talented with potions, most believe wizards borrowed this technique from Alchemists. Most alchemists also use a staff, much like how a scepter uses one to channel their magic, an Alchemist will use a staff to direct their skills. Alchemists have the magical traits seen in earth mages and Arennos Creations, most being able to manipulate rock and create stone as a base skill. With practice, they may mimic other abilities, usually only the skills seen in mages.
Aside from the general traits magic users share among eachother, Alchemists are often confused with Familiars. All Alchemists have animal-like traits, physically, a set of ears and a tail. They are also often short in height.
Alchemists have no qualms with stealing, but will always compensate with some other material wealth they believe is equivalent to what they took, no matter the actual value of what was stolen. Their town is often nicknamed the thieves hideout because of this. They rely heavily on the bartering system, rarely using any sort of real currency and trading whatever items they have. The rarer the items one has, the richer they are seen among the community. Rather the inherited wealth most magic users have, Alchemists have become treasure hunters in order to expand their magic knowledge and get their hands on more magical artifacts to trade.
Class Advancers Edit
Class Advancers are individuals who are particularly skilled in their magic, and excel past most of their class skill wise. These are magic users who often create or discover new methods and skills, thus advancing their class to more efficient and sophisticated magic.
Due to this accelerated pace, Most magic users are not able to use outdated magic from older periods of time, its simply not compatible with the methods used in the current time, when there were many advancers in between time periods.