Roleplay
Tell stories and roleplay in the world of Flight Rising.
TOPIC | The Gift of Magic OOC (Hiatus!)
1 2 3 4 5 6 7
The Gift of Magic
Magic, friendships, secrets, and more
Open but info is still being added!
This thread is being put in temporary hiatus because of life. You can ask to be pinged when this opens back up tho :)


Rules
  • All FR rules apply.
  • Please try to not curse, if you do keep it to a minimum and please partially bleep it.
  • Please use quotation marks when a character is speaking
  • No Mary/Gary Sues
  • Try to type more than two sentences and be at least semi literate.
  • No god modding.
  • Don't be unnecessarily mean/rude to one particular character.
  • Please try and post at least once a week and be somewhat active.
  • Please let me know if you leave/aren't able to post and don't just vanish.
  • To show you read the rules, change other to extra
  • If you have any other questions or concerns, don't be afraid to ask! I don't bite :)
  • As of now the character limit is 2 students and 2 teachers
  • Please sub to the thread so I don't have to ping everyone!
The Gift of Magic
Magic, friendships, secrets, and more
Open but info is still being added!
This thread is being put in temporary hiatus because of life. You can ask to be pinged when this opens back up tho :)


Rules
  • All FR rules apply.
  • Please try to not curse, if you do keep it to a minimum and please partially bleep it.
  • Please use quotation marks when a character is speaking
  • No Mary/Gary Sues
  • Try to type more than two sentences and be at least semi literate.
  • No god modding.
  • Don't be unnecessarily mean/rude to one particular character.
  • Please try and post at least once a week and be somewhat active.
  • Please let me know if you leave/aren't able to post and don't just vanish.
  • To show you read the rules, change other to extra
  • If you have any other questions or concerns, don't be afraid to ask! I don't bite :)
  • As of now the character limit is 2 students and 2 teachers
  • Please sub to the thread so I don't have to ping everyone!
Callan-sig.png rI18gRz.png
0XHtpWy.png
J7D1quC.png
NlmYDAS.png
zNcyhot.png
tRvB8Xn.png
d3OF3Gw.png
sNuSVZA.png
WKtl2lb.png
YMPbu9R.png
WRW2rGw.png
fkWjutW.png
Bt9KLea.png
NQ1Ze0S.png
qivITIX.png
Scales
Magic School rp (come join)
Basic World Info

Welcome to the world of Eoleorion!
The world of Eoleorion is full of magic, enchanted sceneries, and all sorts of people. It's a vast world with towns scattered across the mainland and several islands surrounding it. Cities have been able to spring up almost anywhere thanks to magic, from mountains to forests, alst anywhere you go is sure to have some sort of city by it. Of course, the magic capital of the world is Elvwilows, the capital and largest city in the land. The city is more of a large village, sprawling clusters of houses and shops across the landscape. The main district is more city-like, with tall skyscrapers, an abundance of technology, magic, and hybrids of both. Of course the most esteemed magic school, Rutora, Academy Of Magics. The academy sits on the outskirts of town, bordered by the enchanted forest, Lake Everwater, and of course, Elvwilows.
The academy covers a large ground and has several buildings. The main building resembles a sort of castle, it has many towners and walkways along with rooftop landings. In the center, the tallest tower has a clear dome and several others have trees and are open to the sky. Lining the stairs up to the school are stalls were students and teachers alike sell supplies for those who forget things, enchanting materials, materials needed for magic, and food are just some of the items available.It is nestled in a valley in the enchanted forest, the trees and wildlife can clearly be seen from the cliffs. Flowing around the school is a river which leads to Lake Everwater and above is a bridge which is a part of the road that leads to Elbows. Other buildings and towers nestled around are extra classrooms for when teachers take trips outside, there are greenhouses, lookout towers, and buildings housing supplies and beds for whatever the teachers need. Dorms are located on the east side of the building and take up a separate tower. Each of the four grades gets its own floor and a common room.
The school is known for training powerful witches and wizards and excelling in all legal types of magic. Their teachers are known for unique teaching methods and excelling in teaching and using magic. Some of the most esteemed witches teach at Rutora and often excel at their primary magic as well as subclasses. Most teachers teach their specialized primary magic as well as some sort of subclass magic.


Inhabits of Eoleorion: The world of Eoleorion has many different races inhabiting it. All of these races are capable of magic and typically live harmoniously together. These races look similar to each other, however clear differences are present. (Will have art showing differences).

Humans :|: The most common are humans, a common sight when traveling and are said to be the most balanced when it comes to what magic their race has. Humans are not naturally aligned to a specific type of magic, thus they can become proficient in almost anything. Humans are classified by their round ears, varieties of skin colors, and five fingers on their hands.


Elves:|: The elves originate from forests and mountains, they are the next common race and are most commonly alligened with nature, elemental, or balanced magic. Elves are identified by their tall figure, long, pointed ears that point upwards, and five fingered hands. Elves are very similar to humans with their features; elven hairstyles often involve braids.


Fey :|: The fey are related to pixies and fairies, they are a somewhat uncommon sight but originated from wooded areas and places by nature. Like elves, they are most commonly aligned with nature magic, however they also tend to be aligned with cosmic and music. Fey are identified by their somewhat short stature, long, pointed ears that point downwards, and 4 fingered hands. Fey typically have unusual eye colors due to their fey ancestry, most can speak and communicate with pixies and fairies.


Demons :|: Besides the three main races that inhabit Eoleorion, there are also demons. Demons are said to live far away from the mainland, supposedly they dwell on islands where no other races have been. Until recently people started thinking that demons were people of legend, but then the attacks started. Demons are capable of stealing another person’s magic, draining every last bit of magic from a person so they cannot do magic any more. The mana they absorb boosts the demon’s own magic, giving them an extreme power boost and the ability to use magic for longer. The only way to defend and attack demons is by using magic, however it also means that those who defend against demons can also have their magic stolen. Unlike the other three races, demons are born with their magic unlocked and cannot steal magic from each other; even at a young age they could be seen as a threat.
Demons are very different from other races; they often have unusual skin colors (grey, red, etc.) along with horns, wings, pointed ears, and a tail. Their eyes are similar to those of a cat's and some are even reported to have fangs and claws. To blend in with the rest of the world, demons are naturally proficient in glamor magic, which helps them maintain a human appearance. Most can change skin and eye color/appearance. Horns and tails are harder to hide (when they are you essentially make them invisible) Thankfully horns are easy to hide under a witch’s hat and a tail is thin enough to be hidden in clothing.
Most demons are seen as malevolent by people. Some know that not all of them steal magic and others live normal lives by keeping a constant glamor. Granted, it takes years of practice to keep up a constant glamor and people are developing ways to see through glamor magic as a defense against demons.

Hybrid Races :|: Hybrids of these races are uncommon but do exist. The most common are humans and elves as there are the fewest differences between them. Offspring are commonly referred to as half elves, they have slightly pointed ears but they are not as long as a normal elf’s. Next are elf-fey(elven fey) or human-fey (half fey), much more uncommon for the differences between the races. The absence of a fifth finger in feys leads to weird anomalies in offspring, 9 fingers, half grown fingers, or even 6 fingered hands; these mutations are a result of genes that do not match up. Some offspring do turn out fine but for the most part fey hybrids have some sort of mutation that makes them a bit different. Demon hybrids with any of the other races cannot happen, there are too many differences to overcome. Demons have wings and tails, they are born with unlocked magic. These differences are too great to overcome and as such demon hybrids do not exist.

The conflict with Demons: The normally peaceful lands have suddenly been thrown into chaos with the rise of demons attacking people and stealing magic. Nobody is sure how long demons had been on the mainland or why these magic-draining attacks started suddenly but it has brought a rise in fear and violence. People have started becoming paranoid of neighbors and friends and have started suspecting them of being demons. As such, ways to try and find demons before they attack. This means using neutral magic to cancel glamor magic, feeling under hats for horns, and stalking people to wait and see if they reveal their true form. All of these things have gone too far and now they have been made illegal, still that won’t stop some people from trying.
Basic World Info

Welcome to the world of Eoleorion!
The world of Eoleorion is full of magic, enchanted sceneries, and all sorts of people. It's a vast world with towns scattered across the mainland and several islands surrounding it. Cities have been able to spring up almost anywhere thanks to magic, from mountains to forests, alst anywhere you go is sure to have some sort of city by it. Of course, the magic capital of the world is Elvwilows, the capital and largest city in the land. The city is more of a large village, sprawling clusters of houses and shops across the landscape. The main district is more city-like, with tall skyscrapers, an abundance of technology, magic, and hybrids of both. Of course the most esteemed magic school, Rutora, Academy Of Magics. The academy sits on the outskirts of town, bordered by the enchanted forest, Lake Everwater, and of course, Elvwilows.
The academy covers a large ground and has several buildings. The main building resembles a sort of castle, it has many towners and walkways along with rooftop landings. In the center, the tallest tower has a clear dome and several others have trees and are open to the sky. Lining the stairs up to the school are stalls were students and teachers alike sell supplies for those who forget things, enchanting materials, materials needed for magic, and food are just some of the items available.It is nestled in a valley in the enchanted forest, the trees and wildlife can clearly be seen from the cliffs. Flowing around the school is a river which leads to Lake Everwater and above is a bridge which is a part of the road that leads to Elbows. Other buildings and towers nestled around are extra classrooms for when teachers take trips outside, there are greenhouses, lookout towers, and buildings housing supplies and beds for whatever the teachers need. Dorms are located on the east side of the building and take up a separate tower. Each of the four grades gets its own floor and a common room.
The school is known for training powerful witches and wizards and excelling in all legal types of magic. Their teachers are known for unique teaching methods and excelling in teaching and using magic. Some of the most esteemed witches teach at Rutora and often excel at their primary magic as well as subclasses. Most teachers teach their specialized primary magic as well as some sort of subclass magic.


Inhabits of Eoleorion: The world of Eoleorion has many different races inhabiting it. All of these races are capable of magic and typically live harmoniously together. These races look similar to each other, however clear differences are present. (Will have art showing differences).

Humans :|: The most common are humans, a common sight when traveling and are said to be the most balanced when it comes to what magic their race has. Humans are not naturally aligned to a specific type of magic, thus they can become proficient in almost anything. Humans are classified by their round ears, varieties of skin colors, and five fingers on their hands.


Elves:|: The elves originate from forests and mountains, they are the next common race and are most commonly alligened with nature, elemental, or balanced magic. Elves are identified by their tall figure, long, pointed ears that point upwards, and five fingered hands. Elves are very similar to humans with their features; elven hairstyles often involve braids.


Fey :|: The fey are related to pixies and fairies, they are a somewhat uncommon sight but originated from wooded areas and places by nature. Like elves, they are most commonly aligned with nature magic, however they also tend to be aligned with cosmic and music. Fey are identified by their somewhat short stature, long, pointed ears that point downwards, and 4 fingered hands. Fey typically have unusual eye colors due to their fey ancestry, most can speak and communicate with pixies and fairies.


Demons :|: Besides the three main races that inhabit Eoleorion, there are also demons. Demons are said to live far away from the mainland, supposedly they dwell on islands where no other races have been. Until recently people started thinking that demons were people of legend, but then the attacks started. Demons are capable of stealing another person’s magic, draining every last bit of magic from a person so they cannot do magic any more. The mana they absorb boosts the demon’s own magic, giving them an extreme power boost and the ability to use magic for longer. The only way to defend and attack demons is by using magic, however it also means that those who defend against demons can also have their magic stolen. Unlike the other three races, demons are born with their magic unlocked and cannot steal magic from each other; even at a young age they could be seen as a threat.
Demons are very different from other races; they often have unusual skin colors (grey, red, etc.) along with horns, wings, pointed ears, and a tail. Their eyes are similar to those of a cat's and some are even reported to have fangs and claws. To blend in with the rest of the world, demons are naturally proficient in glamor magic, which helps them maintain a human appearance. Most can change skin and eye color/appearance. Horns and tails are harder to hide (when they are you essentially make them invisible) Thankfully horns are easy to hide under a witch’s hat and a tail is thin enough to be hidden in clothing.
Most demons are seen as malevolent by people. Some know that not all of them steal magic and others live normal lives by keeping a constant glamor. Granted, it takes years of practice to keep up a constant glamor and people are developing ways to see through glamor magic as a defense against demons.

Hybrid Races :|: Hybrids of these races are uncommon but do exist. The most common are humans and elves as there are the fewest differences between them. Offspring are commonly referred to as half elves, they have slightly pointed ears but they are not as long as a normal elf’s. Next are elf-fey(elven fey) or human-fey (half fey), much more uncommon for the differences between the races. The absence of a fifth finger in feys leads to weird anomalies in offspring, 9 fingers, half grown fingers, or even 6 fingered hands; these mutations are a result of genes that do not match up. Some offspring do turn out fine but for the most part fey hybrids have some sort of mutation that makes them a bit different. Demon hybrids with any of the other races cannot happen, there are too many differences to overcome. Demons have wings and tails, they are born with unlocked magic. These differences are too great to overcome and as such demon hybrids do not exist.

The conflict with Demons: The normally peaceful lands have suddenly been thrown into chaos with the rise of demons attacking people and stealing magic. Nobody is sure how long demons had been on the mainland or why these magic-draining attacks started suddenly but it has brought a rise in fear and violence. People have started becoming paranoid of neighbors and friends and have started suspecting them of being demons. As such, ways to try and find demons before they attack. This means using neutral magic to cancel glamor magic, feeling under hats for horns, and stalking people to wait and see if they reveal their true form. All of these things have gone too far and now they have been made illegal, still that won’t stop some people from trying.
Callan-sig.png rI18gRz.png
0XHtpWy.png
J7D1quC.png
NlmYDAS.png
zNcyhot.png
tRvB8Xn.png
d3OF3Gw.png
sNuSVZA.png
WKtl2lb.png
YMPbu9R.png
WRW2rGw.png
fkWjutW.png
Bt9KLea.png
NQ1Ze0S.png
qivITIX.png
Scales
Magic School rp (come join)
Magic Info

Magic is something that all sentient races are capable of accessing and unlocking. It comes from the energy of a person’s soul and is known commonly as mana. This mana is what powers magic, the soul itself is connected to magic as well. While mana is used to power magic, the soul is what ties a person to a certain type of magic. When a witch is learning magic they are allowed to explore and experience all types of magic. From there, the soul itself figures out which one is right for the person. Nobody is really sure how this happens, some speculate it's based on personality while others believe it's based on skill set. Whatever the reason, once a person is bound to a type of magic they choose a theme. A theme is sort of like a subclass of magic, it influences how a person’s magic will appear and also influences their uniform (more on that later). For example, someone with elemental magic could choose a fire theme, meaning that they would focus on fire magic, depending on what their theme exactly is could mean that their magic flames could be blue or purple or could smell a distinct way.

More about themes: Besides changing how magic appears, themes also give students what is called your witch name, it's a special title that you gain once becoming a witch. When this name is being written or filed out, it is written out as “NAME the (theme) witch” or the shorter version (typically for students) “(theme) witch”. These titles are often embroidered or engraved somewhere on the uniform. It is considered impolite to address a senior witch by their theme title. Themes don’t always relate directly to the type of magic, although most of the time they do. For example, someone with nature magic would typically choose a theme like mushroom or tulip. However, someone with fire magic could choose something more obscure like sakura flame or burnt sugar. Both connect to the idea of fire but would make the magic appear differently. The sakura flame could appear pink and have the small flickers appear like sakura petals. Burnt sugar could make magic flames smell like burnt sugar or could have a brownish tint. Themes and magic are physical manifestations of the soul and thus are unique to everyone. Side note, the theme suggestions under each type of magic are purely suggestions, by no means do you have to follow them :)

Changing themes: Changing themes is uncommon but not unheard of. Typically themes are changed by younger witches who are still exploring and discovering who they are, but it is not unheard of for adult witches to change their themes. While themes can change, making magic appear differently for everyone, the type of magic cannot. Changing themes is not an easy task as you have to separate the idea from your soul. It can take a few weeks to a month for this process to be completed. During this time magic may also be weaker and will slowly detach itself from the theme, resulting in it appearing in the natural and pure magical state. After the previous theme is completely gone, the witch can select a new theme.


Primary Magic: Magic is divided into 6 distinct groups; Elemental (Earth, air, water, fire), Nature, cosmic/”pure magic”, balanced (light, dark, and neutral), Potion/alchemy, and music. These are known as the primary magics, the main forms of magic that people theme after and their soul chooses. There are also two other types of magic, commonly referred to as “demon magic” as demons were the first to discover and use it, these two are blood and necromancy.

Elemental :|: Elemental magic is one of the most broad categories of magic as it covers subcategories relating to the four elements. Typically, a student will start out by learning all types of elemental magic before choosing one to theme after. Theming for elemental magic is somewhat tricky to do as it's a very broad category. Typically witches pick a single element and theme after that, however some have been known to combine elements and theme after more than one. Examples would include steam, mud, rainstorms, etc.)

Earth

In order to use earth magic, or any elemental magic, a natural source must be present. As such, earth magic users will often carry extra materials that are hard to find as dirt and stone are almost always available. When casting or reducing magic, the materials being used will often float and orbit the castor.
  • Earth magic is typically more defense based than offense based. Earth magic involves manipulating earth, stone, minerals, crystals. This includes changing shape and form, being able to sift through the ground and detect things, and even animating fossils.
  • Common forms of earth magic include shields, shards of rock, animated fossils, sensing vibrations and such through the ground, etc.
  • Jewelry making is often a common profession of earth magic along with construction, chiseling stone, landscaping, and many more
  • Common themes for earth magic include specific minerals, gemstones, rock types, burrowing creatures, and some landforms.

Air
Air magic is the easiest to use out of the elemental magics because the source that is needed to perform air magic is everywhere. Castors often float or have a breeze moving their hair when casting.
  • Air magic is pretty balanced with offensive and defensive. It involves manipulating and altering air flow and direction, manipulation of clouds, and even temperatures if you concentrate enough and it's not an extremely drastic change.
  • Common forms of air magic include blasts of concentrated air, appearing to float or fly without the need for wings, being able to shape clouds, and even creating minor storm forms like tornadoes and whirlwinds.
  • Common professions include moderating air traffic (because flying brooms and carpets do exist and can be very hazardous in crowded areas), movers, being players for many kinds of magical sports, etc.
  • Common themes for air magic include specific types of wind, specific types of clouds, airborne creatures, and certain types of storms.

Water
Water magic is one of the most versatile forms of magic and is the second easiest. Typically, water magic users don’t have to carry water with them to cast as it is commonly found. However, it is not unheard of for water magic users to walk around with jugs of water. Castors will often have dew or water droplets around them and their hair will flow as if underwater.
  • Water magic is the most versatile when it comes to casting, being extremely proficient in both offense and defense. Water magic involves manipulating the shape, temperature, and flow of water and even changing the humidity in the air.
  • Common forms of water magic include highly compressed streams of water, bubbles of water which can be thrown at high speeds, shapes and domes that can act as shields or prisons, and even keeping a water bubble around the caster's head filled with air so that they can essentially breathe underwater. Others take water and only use it in cold temperatures, resulting in what looks like ice magic.
  • Common professions for water magic users include swimming instructor, lifeguard, fisherman, boat captain, and some even experiment with flavoring water or snow cones.
  • Common themes for water magic include types of bodies of water, types of shells, types of marine creatures, types of tropical storms, and types of marine plants.

Fire
Fire magic is the most difficult to use out of the elemental magics because it can be extremely hazardous and (shouldn’t) be commonly found. Those who use fire magic will need to carry around the tools necessary to start fires along with fuel depending on the size they need. Castors often will radiate heat, have small flames float in the air around them, and even have a fiery glow in their eyes when casting. With enough training they can become immune to fire under their control and even a resistance to heat in general.
  • Fire magic is the most offensive type of elemental magic. It involves controlling the heat of fire, manipulating and altering its shape and size, and even containing it to specific and small areas.
  • Common forms of fire magic include controlled flames, manipulation and control of smoke, walls of flames, control of ash, and even lava manipulation.
  • Common professions for fire magic include becoming a chef or something involving culinary arts, fireman/fire monitoring, metalworking, and many more.
  • Common themes for fire magic include fire related words, smoke or ash related words, specific volcanoes, and heat related words.

Balanced :|: Balanced magic is another broad category of magic, although it covers a much smaller range than elemental magic. Balanced magic focuses on light and dark, opposing forces, and a neutral ground. These three magic are strong against each other: light is strong against dark, dark is strong against neutral and neutral is strong against light. It is not unheard of for people to theme after ideas of opposing forces or of balance, most often witches theme one side with a hint of the stronger one, sort of like balancing the magic.

Light
Light magic is considered to be the ‘good’ side of balanced magic. Unlike elemental magic, light magic can be used without a source available as the energy needed for it comes from the person’s soul and mana. Light magic focuses on defense and healing, most doctors have light magic to aid in healing. Light magic can be used to make shields and weapons and it’s pure light form can be used to heal a person’s body and soul. Light magic can help others mana regenerate faster, however they cannot help restore mana that has been stolen by a demon.
  • Common themes for light magic are words relating to peace, words related to healing, words relating to light, and positive words.
Dark
Dark magic is considered to be the ‘evil’ side of balanced magic. It focuses on shadows and voids, which is where it draws power from. Much like light magic, dark magic can be used without a source available as the energy needed for it comes from the person’s soul and mana. Dark magic focuses on attack and can be used to make anything from weapons of shadow to void creatures that obey the castor. With enough training, witches who use dark magic can even teleport from shadow to shadow.
  • Common themes for dark magic include words relating to , words relating to shadows or voids, and negative words.
Neutral
Neutral magic is one of the more confusing kinds of magic, it is neither good nor bad, neither weak nor powerful, it is the midground of everything. Neutral magic comes from the castor’s soul, like all balanced magic, and is the most uncommon of the three. Neutral magic specializes not in attack or defense but rather in cancelation and prevention, it is also called cancelation magic or mirror magic. Besides being able to cancel out other primary magics, especially light and dark, neutral magic can be used to form shields, magic blasts, and with enough training witches can walk through mirrors. The only thing that neutral magic cannot cancel out is subclasses magics, but most of these are harmless so it’s relatively effective.
  • Common themes for neutral magic include words relating to mirrors and reflections, simple themes, words related to nullifying things, etc.

Nature :|: Nature magic is exactly what it sounds like, magic that is found and discovered through and by nature. It involves plants and animals of all kinds and involves learning about these organisms to unlock further magic advancements and spells. Pure nature magic often appears as vines that are not specific to any known plant, they are often referred to as spell vines. Some spells include growing plants rapidly, being able to influence and command animals, and being able to alter plants beyond their limits and even create new hybrids. Those with nature magic can unlock an animal form that they can shift into, tying them ever further to nature and granting them the abilities of that animal when shifted. Nature magic users are known for their green thumbs, amazing gardening skills, and the ability to talk to animals. Skilled nature magic witches even have plants growing on or out of them and are unaffected by thorns and things like poison ivy.
  • Common themes for nature magic include plants, animals, and biomes.


Cosmic :|: Cosmic magic, also called pure magic, is said to be the first magic discovered. It has a wide range of abilities and typically uses signals and incantations that people have learned by listening and observing the stars. Pure cosmic magic appears pink and symbols for magic often look like constellations. These symbols are typically drawn using the mana from a person, they can be drawn on surfaces or in the air, wherever the caster needs them to be. To activate the symbols, a hand must be placed in the center and an incantation must be spoken if necessary. It can be used to create blasts of pure mana, complex magical traps and spells, and even shields and false flames and liquids.
  • Common themes include names of stars and constellations, zodiac signs, and space related words.

Alchemy :|: Alchemy, also known as potion magic, is much more complex and experimental than the other types of magic. Alchemy uses the concept of mixing magical ingredients together to create new types of magic, it’s a combination of science and magic. Ingredients for alchemy often include plants with magical properties, enchanted items, leftover spell remnants, etc. Through alchemy, synthetic replications of other types of magic can be achieved, as well as things exclusive to alchemy. For example, using flames and other things used by a fire elemental witch, a potion can be created that can replicate fire magic when thrown on placed on things. Things exclusive to alchemy include the transformation of objects (stone into gold, liquids into solids of different materials, etc.), potions and poisons that can boost or hinder magic, potions that can enhance physical strength, speed, etc., and even potions that can neutralize the effects of other magics. Some alchemy witches decide to put their skills towards making delicious drinks and beverages, it's rumored that hot chocolate was a creation of an alchemy witch.
  • Common themes include elements from the periodic table, ingredients used in alchemy, types of drinks and potions, and chemistry words.

Music :|: Musical magic is the most expressive form of magic. It’s casting methods involve music whether that’s by singing, playing an instrument, or anything that involves music. It’s the magic that extroverted people most commonly get and has a variety of uses. It’s the only magic with the power of influencing others and can also attack with waves of sound, create and weave illusions through song and story, and even can use a sort of echolocation.
  • Common themes include types of instruments, clefs, notes, and other musical notations, and song genres and names.

Necromancy :|: Necromancy, the original “demonic magic”, is an extremely dangerous and risky magic. The power to bring dead things back to life and animate them is extremely powerful, however it also comes at great risks. Unlike other types of magic which stop after you have drained your mana, necromancy can continue to be used after all mana is drained, however this comes at a price. The caster's soul will be eaten away by the magic until there is nothing left, turning the user into a hollow, magicless husk of who they used to be. This fate is worse than having your magic drained and the few people who have had this happen never return to their normal lives. It is speculated that demons who drain magic are often necromancy users, taking other’s mana so they can retain their soul, however nobody knows if this is the case. Either way, necromancy is a banned form of magic due to the connection to demons and the life-threatening risks that come with it.
Magic Info

Magic is something that all sentient races are capable of accessing and unlocking. It comes from the energy of a person’s soul and is known commonly as mana. This mana is what powers magic, the soul itself is connected to magic as well. While mana is used to power magic, the soul is what ties a person to a certain type of magic. When a witch is learning magic they are allowed to explore and experience all types of magic. From there, the soul itself figures out which one is right for the person. Nobody is really sure how this happens, some speculate it's based on personality while others believe it's based on skill set. Whatever the reason, once a person is bound to a type of magic they choose a theme. A theme is sort of like a subclass of magic, it influences how a person’s magic will appear and also influences their uniform (more on that later). For example, someone with elemental magic could choose a fire theme, meaning that they would focus on fire magic, depending on what their theme exactly is could mean that their magic flames could be blue or purple or could smell a distinct way.

More about themes: Besides changing how magic appears, themes also give students what is called your witch name, it's a special title that you gain once becoming a witch. When this name is being written or filed out, it is written out as “NAME the (theme) witch” or the shorter version (typically for students) “(theme) witch”. These titles are often embroidered or engraved somewhere on the uniform. It is considered impolite to address a senior witch by their theme title. Themes don’t always relate directly to the type of magic, although most of the time they do. For example, someone with nature magic would typically choose a theme like mushroom or tulip. However, someone with fire magic could choose something more obscure like sakura flame or burnt sugar. Both connect to the idea of fire but would make the magic appear differently. The sakura flame could appear pink and have the small flickers appear like sakura petals. Burnt sugar could make magic flames smell like burnt sugar or could have a brownish tint. Themes and magic are physical manifestations of the soul and thus are unique to everyone. Side note, the theme suggestions under each type of magic are purely suggestions, by no means do you have to follow them :)

Changing themes: Changing themes is uncommon but not unheard of. Typically themes are changed by younger witches who are still exploring and discovering who they are, but it is not unheard of for adult witches to change their themes. While themes can change, making magic appear differently for everyone, the type of magic cannot. Changing themes is not an easy task as you have to separate the idea from your soul. It can take a few weeks to a month for this process to be completed. During this time magic may also be weaker and will slowly detach itself from the theme, resulting in it appearing in the natural and pure magical state. After the previous theme is completely gone, the witch can select a new theme.


Primary Magic: Magic is divided into 6 distinct groups; Elemental (Earth, air, water, fire), Nature, cosmic/”pure magic”, balanced (light, dark, and neutral), Potion/alchemy, and music. These are known as the primary magics, the main forms of magic that people theme after and their soul chooses. There are also two other types of magic, commonly referred to as “demon magic” as demons were the first to discover and use it, these two are blood and necromancy.

Elemental :|: Elemental magic is one of the most broad categories of magic as it covers subcategories relating to the four elements. Typically, a student will start out by learning all types of elemental magic before choosing one to theme after. Theming for elemental magic is somewhat tricky to do as it's a very broad category. Typically witches pick a single element and theme after that, however some have been known to combine elements and theme after more than one. Examples would include steam, mud, rainstorms, etc.)

Earth

In order to use earth magic, or any elemental magic, a natural source must be present. As such, earth magic users will often carry extra materials that are hard to find as dirt and stone are almost always available. When casting or reducing magic, the materials being used will often float and orbit the castor.
  • Earth magic is typically more defense based than offense based. Earth magic involves manipulating earth, stone, minerals, crystals. This includes changing shape and form, being able to sift through the ground and detect things, and even animating fossils.
  • Common forms of earth magic include shields, shards of rock, animated fossils, sensing vibrations and such through the ground, etc.
  • Jewelry making is often a common profession of earth magic along with construction, chiseling stone, landscaping, and many more
  • Common themes for earth magic include specific minerals, gemstones, rock types, burrowing creatures, and some landforms.

Air
Air magic is the easiest to use out of the elemental magics because the source that is needed to perform air magic is everywhere. Castors often float or have a breeze moving their hair when casting.
  • Air magic is pretty balanced with offensive and defensive. It involves manipulating and altering air flow and direction, manipulation of clouds, and even temperatures if you concentrate enough and it's not an extremely drastic change.
  • Common forms of air magic include blasts of concentrated air, appearing to float or fly without the need for wings, being able to shape clouds, and even creating minor storm forms like tornadoes and whirlwinds.
  • Common professions include moderating air traffic (because flying brooms and carpets do exist and can be very hazardous in crowded areas), movers, being players for many kinds of magical sports, etc.
  • Common themes for air magic include specific types of wind, specific types of clouds, airborne creatures, and certain types of storms.

Water
Water magic is one of the most versatile forms of magic and is the second easiest. Typically, water magic users don’t have to carry water with them to cast as it is commonly found. However, it is not unheard of for water magic users to walk around with jugs of water. Castors will often have dew or water droplets around them and their hair will flow as if underwater.
  • Water magic is the most versatile when it comes to casting, being extremely proficient in both offense and defense. Water magic involves manipulating the shape, temperature, and flow of water and even changing the humidity in the air.
  • Common forms of water magic include highly compressed streams of water, bubbles of water which can be thrown at high speeds, shapes and domes that can act as shields or prisons, and even keeping a water bubble around the caster's head filled with air so that they can essentially breathe underwater. Others take water and only use it in cold temperatures, resulting in what looks like ice magic.
  • Common professions for water magic users include swimming instructor, lifeguard, fisherman, boat captain, and some even experiment with flavoring water or snow cones.
  • Common themes for water magic include types of bodies of water, types of shells, types of marine creatures, types of tropical storms, and types of marine plants.

Fire
Fire magic is the most difficult to use out of the elemental magics because it can be extremely hazardous and (shouldn’t) be commonly found. Those who use fire magic will need to carry around the tools necessary to start fires along with fuel depending on the size they need. Castors often will radiate heat, have small flames float in the air around them, and even have a fiery glow in their eyes when casting. With enough training they can become immune to fire under their control and even a resistance to heat in general.
  • Fire magic is the most offensive type of elemental magic. It involves controlling the heat of fire, manipulating and altering its shape and size, and even containing it to specific and small areas.
  • Common forms of fire magic include controlled flames, manipulation and control of smoke, walls of flames, control of ash, and even lava manipulation.
  • Common professions for fire magic include becoming a chef or something involving culinary arts, fireman/fire monitoring, metalworking, and many more.
  • Common themes for fire magic include fire related words, smoke or ash related words, specific volcanoes, and heat related words.

Balanced :|: Balanced magic is another broad category of magic, although it covers a much smaller range than elemental magic. Balanced magic focuses on light and dark, opposing forces, and a neutral ground. These three magic are strong against each other: light is strong against dark, dark is strong against neutral and neutral is strong against light. It is not unheard of for people to theme after ideas of opposing forces or of balance, most often witches theme one side with a hint of the stronger one, sort of like balancing the magic.

Light
Light magic is considered to be the ‘good’ side of balanced magic. Unlike elemental magic, light magic can be used without a source available as the energy needed for it comes from the person’s soul and mana. Light magic focuses on defense and healing, most doctors have light magic to aid in healing. Light magic can be used to make shields and weapons and it’s pure light form can be used to heal a person’s body and soul. Light magic can help others mana regenerate faster, however they cannot help restore mana that has been stolen by a demon.
  • Common themes for light magic are words relating to peace, words related to healing, words relating to light, and positive words.
Dark
Dark magic is considered to be the ‘evil’ side of balanced magic. It focuses on shadows and voids, which is where it draws power from. Much like light magic, dark magic can be used without a source available as the energy needed for it comes from the person’s soul and mana. Dark magic focuses on attack and can be used to make anything from weapons of shadow to void creatures that obey the castor. With enough training, witches who use dark magic can even teleport from shadow to shadow.
  • Common themes for dark magic include words relating to , words relating to shadows or voids, and negative words.
Neutral
Neutral magic is one of the more confusing kinds of magic, it is neither good nor bad, neither weak nor powerful, it is the midground of everything. Neutral magic comes from the castor’s soul, like all balanced magic, and is the most uncommon of the three. Neutral magic specializes not in attack or defense but rather in cancelation and prevention, it is also called cancelation magic or mirror magic. Besides being able to cancel out other primary magics, especially light and dark, neutral magic can be used to form shields, magic blasts, and with enough training witches can walk through mirrors. The only thing that neutral magic cannot cancel out is subclasses magics, but most of these are harmless so it’s relatively effective.
  • Common themes for neutral magic include words relating to mirrors and reflections, simple themes, words related to nullifying things, etc.

Nature :|: Nature magic is exactly what it sounds like, magic that is found and discovered through and by nature. It involves plants and animals of all kinds and involves learning about these organisms to unlock further magic advancements and spells. Pure nature magic often appears as vines that are not specific to any known plant, they are often referred to as spell vines. Some spells include growing plants rapidly, being able to influence and command animals, and being able to alter plants beyond their limits and even create new hybrids. Those with nature magic can unlock an animal form that they can shift into, tying them ever further to nature and granting them the abilities of that animal when shifted. Nature magic users are known for their green thumbs, amazing gardening skills, and the ability to talk to animals. Skilled nature magic witches even have plants growing on or out of them and are unaffected by thorns and things like poison ivy.
  • Common themes for nature magic include plants, animals, and biomes.


Cosmic :|: Cosmic magic, also called pure magic, is said to be the first magic discovered. It has a wide range of abilities and typically uses signals and incantations that people have learned by listening and observing the stars. Pure cosmic magic appears pink and symbols for magic often look like constellations. These symbols are typically drawn using the mana from a person, they can be drawn on surfaces or in the air, wherever the caster needs them to be. To activate the symbols, a hand must be placed in the center and an incantation must be spoken if necessary. It can be used to create blasts of pure mana, complex magical traps and spells, and even shields and false flames and liquids.
  • Common themes include names of stars and constellations, zodiac signs, and space related words.

Alchemy :|: Alchemy, also known as potion magic, is much more complex and experimental than the other types of magic. Alchemy uses the concept of mixing magical ingredients together to create new types of magic, it’s a combination of science and magic. Ingredients for alchemy often include plants with magical properties, enchanted items, leftover spell remnants, etc. Through alchemy, synthetic replications of other types of magic can be achieved, as well as things exclusive to alchemy. For example, using flames and other things used by a fire elemental witch, a potion can be created that can replicate fire magic when thrown on placed on things. Things exclusive to alchemy include the transformation of objects (stone into gold, liquids into solids of different materials, etc.), potions and poisons that can boost or hinder magic, potions that can enhance physical strength, speed, etc., and even potions that can neutralize the effects of other magics. Some alchemy witches decide to put their skills towards making delicious drinks and beverages, it's rumored that hot chocolate was a creation of an alchemy witch.
  • Common themes include elements from the periodic table, ingredients used in alchemy, types of drinks and potions, and chemistry words.

Music :|: Musical magic is the most expressive form of magic. It’s casting methods involve music whether that’s by singing, playing an instrument, or anything that involves music. It’s the magic that extroverted people most commonly get and has a variety of uses. It’s the only magic with the power of influencing others and can also attack with waves of sound, create and weave illusions through song and story, and even can use a sort of echolocation.
  • Common themes include types of instruments, clefs, notes, and other musical notations, and song genres and names.

Necromancy :|: Necromancy, the original “demonic magic”, is an extremely dangerous and risky magic. The power to bring dead things back to life and animate them is extremely powerful, however it also comes at great risks. Unlike other types of magic which stop after you have drained your mana, necromancy can continue to be used after all mana is drained, however this comes at a price. The caster's soul will be eaten away by the magic until there is nothing left, turning the user into a hollow, magicless husk of who they used to be. This fate is worse than having your magic drained and the few people who have had this happen never return to their normal lives. It is speculated that demons who drain magic are often necromancy users, taking other’s mana so they can retain their soul, however nobody knows if this is the case. Either way, necromancy is a banned form of magic due to the connection to demons and the life-threatening risks that come with it.
Callan-sig.png rI18gRz.png
0XHtpWy.png
J7D1quC.png
NlmYDAS.png
zNcyhot.png
tRvB8Xn.png
d3OF3Gw.png
sNuSVZA.png
WKtl2lb.png
YMPbu9R.png
WRW2rGw.png
fkWjutW.png
Bt9KLea.png
NQ1Ze0S.png
qivITIX.png
Scales
Magic School rp (come join)
Magic Info Continued

Subclass Magic: By now you may be wondering where blood and glamour magic belong as they have not been covered yet. Besides the main types of magic there are also other types of magic, these are known as subclass magics. Subclass magics are things that anyone can use at any point, they are not bound to a person’s primary magic. Subclass magics often involve minor things that wouldn’t really fit into any magic category but are often necessary, or at least helpful, for using magic. Themes do not affect subclass magics because it’s just an expression of mana and is not tied directly to the soul.

Glamor magic :|: Glamor magic is a subclass of magic that everyone can access, although it’s typically demons who use it. Much how themes change how normal magic appears, glamor magic changes how the user themselves appears. Simple and small changes like a change in eye color or changing hair color slightly does not drain that much mana. However, maintaining a full glamored appearance for long periods of time drains mana extremely fast and can make it so you are unable to use any other type of magic. It can take years of training to properly manage glamor magic, unless you are a demon. Demons are naturally skilled and proficient in glamor magic and often can use it for an hour or two at around 5-6, for other races this would be happening around 9-10. Glamor magic can also be applied to items and is commonly used to create illusions or in magic shows. Glamoring objects or other creatures takes much more practice than just glamoring yourself as you must account for movement of the object or creature, typically you cannot control this. Currently, glamor magic is being looked down on because of the rise of demons even though nothing is actually wrong with it.

Flying magic :|: Flying magic is as simple as it sounds, it’s the magic that allows witches to be able to fly brooms, carpets, and other objects. It’s mostly internal magic, not showing physical signs of being cast and just magically makes objects float, allowing for flight. To fly, witches must channel their magic into the object and through careful moderation they can adjust height, speed, and direction. It’s a lot to take in at first but becomes easy after a while, it’s kind of like driving a car. Flying magic can also be used to levitate objects and even push large and heavy objects.

Enchanting magic :|: Enchanting magic is used to enchant objects, it cannot be used on people directly. Typically, enchanting magic is used to make objects move and do tasks, a car to autopilot, a compass that points to the destination you say, etc. It’s extremely useful while performing household chores, multitasking, and applying effects to items and clothing. For example, shoes could be enchanted to never get dirty or a shirt could have sparkles or change color based upon the weather. Enchanted items don’t really ever lose their enchantment unless someone disenchants them. However, the mana in these items can still be stripped and stolen by demons, however this gives a much smaller power boost. How enchanted items appear and work depends on the user, two people could make the exact same thing but it would still be different due to their preferences. Enchanting contests are found all over the continent and are there for people to show their skills and creativity when using enchanting magic.

Blood :|: Blood magic, the other “demonic magic”, is the most powerful of the subclass magics. This is because blood magic itself used to be considered a primary magic due to how powerful and versatile it is. It has since been moved to subclass magic because you can still use it with primary magic. Blood magic uses blood from the castor and sometimes other people if it’s a linking spell. It was developed and cultivated by demons who developed the complex incantations, sigils, and wards. Many use blood magic to bolster their own magic and improve its strength, however you can do a variety of traps and spells it’s blood magic alone. The only issue is you cannot use it endlessly, the caster must sacrifice their own blood for power and, as a result, can die from using too much blood magic. Like necromancy, this is a banned magic due to the connection to demons and the risk that it puts on the user.
Magic Info Continued

Subclass Magic: By now you may be wondering where blood and glamour magic belong as they have not been covered yet. Besides the main types of magic there are also other types of magic, these are known as subclass magics. Subclass magics are things that anyone can use at any point, they are not bound to a person’s primary magic. Subclass magics often involve minor things that wouldn’t really fit into any magic category but are often necessary, or at least helpful, for using magic. Themes do not affect subclass magics because it’s just an expression of mana and is not tied directly to the soul.

Glamor magic :|: Glamor magic is a subclass of magic that everyone can access, although it’s typically demons who use it. Much how themes change how normal magic appears, glamor magic changes how the user themselves appears. Simple and small changes like a change in eye color or changing hair color slightly does not drain that much mana. However, maintaining a full glamored appearance for long periods of time drains mana extremely fast and can make it so you are unable to use any other type of magic. It can take years of training to properly manage glamor magic, unless you are a demon. Demons are naturally skilled and proficient in glamor magic and often can use it for an hour or two at around 5-6, for other races this would be happening around 9-10. Glamor magic can also be applied to items and is commonly used to create illusions or in magic shows. Glamoring objects or other creatures takes much more practice than just glamoring yourself as you must account for movement of the object or creature, typically you cannot control this. Currently, glamor magic is being looked down on because of the rise of demons even though nothing is actually wrong with it.

Flying magic :|: Flying magic is as simple as it sounds, it’s the magic that allows witches to be able to fly brooms, carpets, and other objects. It’s mostly internal magic, not showing physical signs of being cast and just magically makes objects float, allowing for flight. To fly, witches must channel their magic into the object and through careful moderation they can adjust height, speed, and direction. It’s a lot to take in at first but becomes easy after a while, it’s kind of like driving a car. Flying magic can also be used to levitate objects and even push large and heavy objects.

Enchanting magic :|: Enchanting magic is used to enchant objects, it cannot be used on people directly. Typically, enchanting magic is used to make objects move and do tasks, a car to autopilot, a compass that points to the destination you say, etc. It’s extremely useful while performing household chores, multitasking, and applying effects to items and clothing. For example, shoes could be enchanted to never get dirty or a shirt could have sparkles or change color based upon the weather. Enchanted items don’t really ever lose their enchantment unless someone disenchants them. However, the mana in these items can still be stripped and stolen by demons, however this gives a much smaller power boost. How enchanted items appear and work depends on the user, two people could make the exact same thing but it would still be different due to their preferences. Enchanting contests are found all over the continent and are there for people to show their skills and creativity when using enchanting magic.

Blood :|: Blood magic, the other “demonic magic”, is the most powerful of the subclass magics. This is because blood magic itself used to be considered a primary magic due to how powerful and versatile it is. It has since been moved to subclass magic because you can still use it with primary magic. Blood magic uses blood from the castor and sometimes other people if it’s a linking spell. It was developed and cultivated by demons who developed the complex incantations, sigils, and wards. Many use blood magic to bolster their own magic and improve its strength, however you can do a variety of traps and spells it’s blood magic alone. The only issue is you cannot use it endlessly, the caster must sacrifice their own blood for power and, as a result, can die from using too much blood magic. Like necromancy, this is a banned magic due to the connection to demons and the risk that it puts on the user.
Callan-sig.png rI18gRz.png
0XHtpWy.png
J7D1quC.png
NlmYDAS.png
zNcyhot.png
tRvB8Xn.png
d3OF3Gw.png
sNuSVZA.png
WKtl2lb.png
YMPbu9R.png
WRW2rGw.png
fkWjutW.png
Bt9KLea.png
NQ1Ze0S.png
qivITIX.png
Scales
Magic School rp (come join)
School Info

Rutora, Academy Of Magics
This will become basic info but for that I need to make a map and other art so this will stay blank :>

Surrounding areas: The areas surrounding Rutora are full of wildlife and plants. Behind and surrounding most of the school is the enchanted forest, home to many types of plants and animals. The forest is full of plants which can be used in nature magic classes and as ingredients in alchemy; some of the native animals can be kept as familiars and most that can fly visit the nature magic classroom. The forest consists of many normal trees such as oaks, birches and maples, but besides this there are trees who have been touched by magic and are often products of experimenting with nature magic. One of these magic-touched trees is the cosmic maple, a maple tree that stands out by its white bark and leaves that shimmer at night, often looking like stars. Another is the everbloom oak, a seemingly normal oak tree that never drops its leaves, staying green year round much like an evergreen tree. Some others include the white pine, the blossoming willow, and the winter pear tree.

Local wildlife includes many magical and non magical creatures. The forest is often full of songbirds, squirrels, and even the occasional deer. However, other creatures also exist. Some of these common animals have magical variants, such as the flying squirrel which, unlike most think, is actually a squirrel with wings. Also inhabiting the forest are songbird gryphons, miniature dragons and wyverns, forest sprites and many more.

Uniforms: Uniforms are required for students to wear during school hours. These uniforms include a white dress shirt which extends to the elbow, a sleeveless grey black vest, a tie, brown shoes. Girls typically wear skirts and thigh-high socks and boys typically wear pants. However, students are able to wear whatever they want as long as it is a part of the uniform. Besides these there is a school issued hat which varies from person to person. Students are allowed to choose their own hat with the exact specifications that they want, they also can decorate the hat to represent their chosen theme, it's the only form of customization that students are allowed to make. Uniforms are enchanted to change color based on a person’ theme, making the brim of the hat, tire, edge of the vest and high socks turn a specific color that represents their primary magic. Elemental and balanced have sub colors to represent a student's specific pathing. Before a student chooses a pathing, which is normally after the first week or so of school, they have a standard uniform. This consists of a black tie and light black everything else.

Witch Outfits: Witches commonly have a witch outfit, something that shows off their theme in its entirety and shows that they are a full-fledged witch who has great control over their magic. Granted, students can also have witch outfits but they are not permitted to wear them during school hours. There is also a way to see if a witch is a student or full-fledged, the badge. Students have a badge representing their school and are required to wear it at all times. Full-fledged witches also have badges, however theirs are a bit different. Full fledged witches have a unique badge that has their witch name engraved into it, these badges tend to be larger and more noticeable. Witch outfits don’t really have any regulations, standard witch hats aren’t even required, you could get away with an oversized hat or a tin can, as long as it relates to the witch’s theme then it's allowed!

As stated before, students are not allowed to wear witch outfits while in class, however teachers are. There are no regulated teacher uniforms so wearing a witch’s outfit is not only allowed but commonplace. It helps new students who may not know uniform colors identify teachers, it also helps show students what witch outfits can look like.

Classes: Classes for students revolve around their primary magic, interested subclass magics, and required classes. When first years arrive, the first few weeks do not have these normal classes, instead they get to attend special primary magic introduction classes and get to try them out. This way, their soul can find the magic that suits them best. After this, actual classes begin and it becomes a normal school year.

Primary magic classes: These classes are based around the magic that students have. Besides normal classes that just explain magic, there are other courses that students have to take to better understand their magic. The classes listed below are for first years only.

Elemental: Elemental classes are typically held outside in a dedicated area away from the school. This is because of the dangers that elemental magic can cause if not used right and, with first years who have very little magic experience, accidents are common. The indoor classroom is located on the lower floors, close to the exits and the lake. It has fire extinguishers and other hazard preventers at the ready and is rather large.
  • Introduction to elemental magic: This is your standard elemental magic class, it focuses on teaching students how to use and perform elemental magic.
  • Understanding elemental reactions: Understanding elemental reactions is a required class that focuses on reactions between elemental magic and how to use teamwork.
  • Combining elements (For students who have a multi-elemental theme): Combining elements is another teamwork class, sort of like understanding elemental reactions, but focuses more on those who have multi-elemental themes. Those who have a one elemental theme are not required to take this class, however they can if they want to (In this case it would replace understanding elemental reactions.)
  • Elemental safety and resourcefulness: This required class focuses on safety of students and others when using elemental magic and how to be resourceful when using magic. It shows how to properly handle magic and use it around others and also how to efficiently gather elemental sources and use them effectively.

Balanced: Balanced magic classes take place in a relatively normal looking classroom. Granted, it has many side rooms that are dedicated to the three subclasses of balanced magic but other than that, it appears normal. Desks fill the room and windows let in sunlight that illuminates the class. The side rooms are full of materials that can be used to assist in learning balanced magic, everything from replica alchemy potions to hundreds of mirrors for neutral magic users to practice walking through.
  • Introduction to balanced magic: This is your standard balanced magic class, it focuses on teaching students how to use and perform balanced magic.
  • Combat 101: This class focuses on combat and using teamwork to create an unbeatable team when having to fight something. The class utilizes what’s known as the balance triangle, each side being a subclass of balanced magic. Light, the healer, dark, the attacker, and neutral, the defense. When these three subclasses are utilized together correctly, an unbeatable formation is created. With the rise of demons, it is more important than ever for students to learn how to use this combat strategy as well as combat in general.
  • Specialties: This class focuses on the specialties of each subclass of balanced magic: light’s healing and restoration, dark’s shadow-porting and neutral’s mirror walking. These specialties of magic are important to learn early on as the can become essential when learning later on and if contact with a demon happens.

Nature: Nature classes take place in one of the eastern towers facing the lake, typically on the open roof which has plants growing and forming a sort of roof. Local animals like birds and other flying creatures often visit the classroom, often springing up surprise lessons. For the most part the classroom is peaceful and calming, outside of classes it’s a frequent lunch spot and the site of the gardening club.
  • Introduction to nature magic: This is your standard nature magic class, it focuses on teaching students how to use and perform nature magic.
  • Magical flora and fauna: This required class takes place in the forest on school grounds. Students go outside to learn and investigate the local flora and fauna, especially the magical ones. They learn properties and the uses of plants, it also helps students pick out themes. This class also focuses on caring and studying the fauna around the school. It helps students learn how to communicate with animals, something that is very important to nature magic, and can help them form strong bonds with their familiars.
  • Shifting: Shifting is one of the more difficult parts of nature magic. It takes lots of practice and mana to maintain a shifted form so this class focuses on doing that. Through different exercises, students train their souls to hold more mana and learn to to focus on maintaining constant spells to aid in shifting. It also helps students discover the form that they can shift into.

Cosmic: Cosmic classes take place in the dome, a large classroom located at the highest point of the school and with an enchanted roof that reflects the stars. This roof is controlled by a large telescope as it reflects whatever the telescope is looking at (When the telescope is capped it just shows the normal sky). It's said that the dome is one of the most calming rooms and, when classes are not happening, is used for meditation and for the stargazing club.
  • Introduction to cosmic magic: This is your standard cosmic magic class, it focuses on teaching students how to use and perform cosmic magic. It's very hands on and classes often have lots of casting.
  • Astrology: Astrology is the study of the stars and helps students better understand the origins and behavior of cosmic magic. The class doesn’t really involve casting magic, just understanding stars and symbols and memorizing them. Can also learn new spells as new stars come into the right positions.
  • How to write and find cosmic symbols: This class focuses on fixing cosmic student’s handwriting so that symbols look like how they are meant to be. It teaches students how to write and draw with mana on surfaces and in the air while keeping the spell right (you don’t want to know how many accidents have happened due to improper writing). The class also focuses on finding cosmic symbols because complete memorization could take all four school years.
Alchemy: Alchemy classes take place in the underbelly of the school, the basement. Granted, it’s not as creepy as it sounds, the basement is rather nicely lit and is spacious, although that doesn’t stop the rumors of ghosts and hauntings in the basement from going around. The alchemy classroom itself is rather large, containing both a classroom and a large storage room full of any possible ingredient needed for potion making. The room itself is made from bricks that are basically magic proof thanks to enchanting magic mixed with a potion replicating neutral magic, it allows for any and all experiments to be conducted in the building with little to no harm.
  • Introduction to alchemy: This is your standard alchemy class, it focuses on teaching students how to use and create potions for alchemy. It's very hands on and is often full of experimenting with new potions.
  • Ingredient gathering and management: This class focuses on how to find and gather ingredients for potions and how to properly manage them. This includes organization, how to properly seal things so they won’t go bad, and how to remember where everything is stored and can be found.
  • Cauldron care 101: This class focuses on managing your cauldron, making sure it’s properly cleaned and cared for and how to make sure it’s not about to break. Furthermore, the class goes into what making potions do to cauldrons and the different types of cauldrons that are available to alchemy users.

Music: Music class takes place in one of the largest classes, located in the middle floor of the school. It’s a soundproof room that’s on the outer walls, housing large windows that let the sunlight fill the room. It has a more open plan than the other classrooms, with rows of chairs and large tables in front of them, almost like a lecture hall. As such, the large room is used as a lecture and study hall room.
  • Introduction to music magic: This is your standard music magic class, it focuses on teaching students how to use and perform music magic. It's a very lively class that is full of sound, weather that is with singing or instruments.
  • Discovering music talent: This class focuses on honing students’ musical talent, whether that is with voice, instrument, or maybe even both. It helps students learn how to maintain pitch and tempo while also developing their magical skills.
  • Song and story: This class focuses on merging stories with songs, helping to unlock the illusion part of music magic. It helps develop attention to detail and forming a believable story as well as keeping focus on making sure the illusion comes out right.

Subclass magic classes: Subclass magic classes are basically electives, they’re additional magic classes that students can choose from to learn. They are located in other magic's classrooms which fill the requirements of what is needed to teach and learn subclass magic. Students can only pick two subclass magics per year so it's very important to choose wisely!

Glamor: Glamor magic classes take place in the music room, a room large enough to fit all students who want to learn or better their glamor magic skills. The class focuses on one’s ability to change how they look through a physical representation of mana, grades are often based on how creative a person is. Assignments often start out easy, for example changing eye or hair color, but eventually can get as difficult as changing your appearance to be the opposite of what you look like.

Flying: Flying magic classes take place outside, after all flying in the hallways would be a bit of a hazard. Students typically learn to fly with brooms, the standard item that is used for flying magic, but other objects can be used as more and more experience is gained. Students also learn how to levitate and move objects that they are not directly touching. This is a more advanced technique and is typically learned towards the end of the year.

Enchanting: Enchanting classes also take place inside and are held in the dome. The dome is a large enough place to hold many objects and is home to enchanted objects for students to study. This class, like the glamor magic class, is based on creativity. Students are often given the task of making objects look or act a certain way and then must execute it themselves. Every person enchants objects differently which means that copycats and cheaters are very easy to spot. Things that students enchant are often useful, like a pen that replenishes ink or a blanket that will keep you at the right temperature, but some are just for fun.


Required classes: These are your typical required classes, the ones that everyone has to take. While some may see them as boring, they teach useful and valuable information. Required classes typically have their own rooms separate due to the difference in what is being taught.

History of Eoleorion: A class about the history of Eoleorion, covering the ancient civilizations and the beginnings of magic. It’s an in depth course that overviews the world and all of the interesting history that comes with it. The classes touch on events that happened thousands of years ago and how magic and technology have advanced over the years. The class takes place in it's own room that is filled with maps, timelines, textbooks, and even some artifacts.

Protection from demons: A new class that focuses on identifying demons and how to protect yourself and others from them. It focuses on how to spot demons and how to minimize the damage they could do. It also focuses on defense from necromancy and blood magic. This class also has it's own classroom and is rather large as mock battle are often held (obviously not against real demon but with alchemy potions and enchanted objects to replicate fights).
School Info

Rutora, Academy Of Magics
This will become basic info but for that I need to make a map and other art so this will stay blank :>

Surrounding areas: The areas surrounding Rutora are full of wildlife and plants. Behind and surrounding most of the school is the enchanted forest, home to many types of plants and animals. The forest is full of plants which can be used in nature magic classes and as ingredients in alchemy; some of the native animals can be kept as familiars and most that can fly visit the nature magic classroom. The forest consists of many normal trees such as oaks, birches and maples, but besides this there are trees who have been touched by magic and are often products of experimenting with nature magic. One of these magic-touched trees is the cosmic maple, a maple tree that stands out by its white bark and leaves that shimmer at night, often looking like stars. Another is the everbloom oak, a seemingly normal oak tree that never drops its leaves, staying green year round much like an evergreen tree. Some others include the white pine, the blossoming willow, and the winter pear tree.

Local wildlife includes many magical and non magical creatures. The forest is often full of songbirds, squirrels, and even the occasional deer. However, other creatures also exist. Some of these common animals have magical variants, such as the flying squirrel which, unlike most think, is actually a squirrel with wings. Also inhabiting the forest are songbird gryphons, miniature dragons and wyverns, forest sprites and many more.

Uniforms: Uniforms are required for students to wear during school hours. These uniforms include a white dress shirt which extends to the elbow, a sleeveless grey black vest, a tie, brown shoes. Girls typically wear skirts and thigh-high socks and boys typically wear pants. However, students are able to wear whatever they want as long as it is a part of the uniform. Besides these there is a school issued hat which varies from person to person. Students are allowed to choose their own hat with the exact specifications that they want, they also can decorate the hat to represent their chosen theme, it's the only form of customization that students are allowed to make. Uniforms are enchanted to change color based on a person’ theme, making the brim of the hat, tire, edge of the vest and high socks turn a specific color that represents their primary magic. Elemental and balanced have sub colors to represent a student's specific pathing. Before a student chooses a pathing, which is normally after the first week or so of school, they have a standard uniform. This consists of a black tie and light black everything else.

Witch Outfits: Witches commonly have a witch outfit, something that shows off their theme in its entirety and shows that they are a full-fledged witch who has great control over their magic. Granted, students can also have witch outfits but they are not permitted to wear them during school hours. There is also a way to see if a witch is a student or full-fledged, the badge. Students have a badge representing their school and are required to wear it at all times. Full-fledged witches also have badges, however theirs are a bit different. Full fledged witches have a unique badge that has their witch name engraved into it, these badges tend to be larger and more noticeable. Witch outfits don’t really have any regulations, standard witch hats aren’t even required, you could get away with an oversized hat or a tin can, as long as it relates to the witch’s theme then it's allowed!

As stated before, students are not allowed to wear witch outfits while in class, however teachers are. There are no regulated teacher uniforms so wearing a witch’s outfit is not only allowed but commonplace. It helps new students who may not know uniform colors identify teachers, it also helps show students what witch outfits can look like.

Classes: Classes for students revolve around their primary magic, interested subclass magics, and required classes. When first years arrive, the first few weeks do not have these normal classes, instead they get to attend special primary magic introduction classes and get to try them out. This way, their soul can find the magic that suits them best. After this, actual classes begin and it becomes a normal school year.

Primary magic classes: These classes are based around the magic that students have. Besides normal classes that just explain magic, there are other courses that students have to take to better understand their magic. The classes listed below are for first years only.

Elemental: Elemental classes are typically held outside in a dedicated area away from the school. This is because of the dangers that elemental magic can cause if not used right and, with first years who have very little magic experience, accidents are common. The indoor classroom is located on the lower floors, close to the exits and the lake. It has fire extinguishers and other hazard preventers at the ready and is rather large.
  • Introduction to elemental magic: This is your standard elemental magic class, it focuses on teaching students how to use and perform elemental magic.
  • Understanding elemental reactions: Understanding elemental reactions is a required class that focuses on reactions between elemental magic and how to use teamwork.
  • Combining elements (For students who have a multi-elemental theme): Combining elements is another teamwork class, sort of like understanding elemental reactions, but focuses more on those who have multi-elemental themes. Those who have a one elemental theme are not required to take this class, however they can if they want to (In this case it would replace understanding elemental reactions.)
  • Elemental safety and resourcefulness: This required class focuses on safety of students and others when using elemental magic and how to be resourceful when using magic. It shows how to properly handle magic and use it around others and also how to efficiently gather elemental sources and use them effectively.

Balanced: Balanced magic classes take place in a relatively normal looking classroom. Granted, it has many side rooms that are dedicated to the three subclasses of balanced magic but other than that, it appears normal. Desks fill the room and windows let in sunlight that illuminates the class. The side rooms are full of materials that can be used to assist in learning balanced magic, everything from replica alchemy potions to hundreds of mirrors for neutral magic users to practice walking through.
  • Introduction to balanced magic: This is your standard balanced magic class, it focuses on teaching students how to use and perform balanced magic.
  • Combat 101: This class focuses on combat and using teamwork to create an unbeatable team when having to fight something. The class utilizes what’s known as the balance triangle, each side being a subclass of balanced magic. Light, the healer, dark, the attacker, and neutral, the defense. When these three subclasses are utilized together correctly, an unbeatable formation is created. With the rise of demons, it is more important than ever for students to learn how to use this combat strategy as well as combat in general.
  • Specialties: This class focuses on the specialties of each subclass of balanced magic: light’s healing and restoration, dark’s shadow-porting and neutral’s mirror walking. These specialties of magic are important to learn early on as the can become essential when learning later on and if contact with a demon happens.

Nature: Nature classes take place in one of the eastern towers facing the lake, typically on the open roof which has plants growing and forming a sort of roof. Local animals like birds and other flying creatures often visit the classroom, often springing up surprise lessons. For the most part the classroom is peaceful and calming, outside of classes it’s a frequent lunch spot and the site of the gardening club.
  • Introduction to nature magic: This is your standard nature magic class, it focuses on teaching students how to use and perform nature magic.
  • Magical flora and fauna: This required class takes place in the forest on school grounds. Students go outside to learn and investigate the local flora and fauna, especially the magical ones. They learn properties and the uses of plants, it also helps students pick out themes. This class also focuses on caring and studying the fauna around the school. It helps students learn how to communicate with animals, something that is very important to nature magic, and can help them form strong bonds with their familiars.
  • Shifting: Shifting is one of the more difficult parts of nature magic. It takes lots of practice and mana to maintain a shifted form so this class focuses on doing that. Through different exercises, students train their souls to hold more mana and learn to to focus on maintaining constant spells to aid in shifting. It also helps students discover the form that they can shift into.

Cosmic: Cosmic classes take place in the dome, a large classroom located at the highest point of the school and with an enchanted roof that reflects the stars. This roof is controlled by a large telescope as it reflects whatever the telescope is looking at (When the telescope is capped it just shows the normal sky). It's said that the dome is one of the most calming rooms and, when classes are not happening, is used for meditation and for the stargazing club.
  • Introduction to cosmic magic: This is your standard cosmic magic class, it focuses on teaching students how to use and perform cosmic magic. It's very hands on and classes often have lots of casting.
  • Astrology: Astrology is the study of the stars and helps students better understand the origins and behavior of cosmic magic. The class doesn’t really involve casting magic, just understanding stars and symbols and memorizing them. Can also learn new spells as new stars come into the right positions.
  • How to write and find cosmic symbols: This class focuses on fixing cosmic student’s handwriting so that symbols look like how they are meant to be. It teaches students how to write and draw with mana on surfaces and in the air while keeping the spell right (you don’t want to know how many accidents have happened due to improper writing). The class also focuses on finding cosmic symbols because complete memorization could take all four school years.
Alchemy: Alchemy classes take place in the underbelly of the school, the basement. Granted, it’s not as creepy as it sounds, the basement is rather nicely lit and is spacious, although that doesn’t stop the rumors of ghosts and hauntings in the basement from going around. The alchemy classroom itself is rather large, containing both a classroom and a large storage room full of any possible ingredient needed for potion making. The room itself is made from bricks that are basically magic proof thanks to enchanting magic mixed with a potion replicating neutral magic, it allows for any and all experiments to be conducted in the building with little to no harm.
  • Introduction to alchemy: This is your standard alchemy class, it focuses on teaching students how to use and create potions for alchemy. It's very hands on and is often full of experimenting with new potions.
  • Ingredient gathering and management: This class focuses on how to find and gather ingredients for potions and how to properly manage them. This includes organization, how to properly seal things so they won’t go bad, and how to remember where everything is stored and can be found.
  • Cauldron care 101: This class focuses on managing your cauldron, making sure it’s properly cleaned and cared for and how to make sure it’s not about to break. Furthermore, the class goes into what making potions do to cauldrons and the different types of cauldrons that are available to alchemy users.

Music: Music class takes place in one of the largest classes, located in the middle floor of the school. It’s a soundproof room that’s on the outer walls, housing large windows that let the sunlight fill the room. It has a more open plan than the other classrooms, with rows of chairs and large tables in front of them, almost like a lecture hall. As such, the large room is used as a lecture and study hall room.
  • Introduction to music magic: This is your standard music magic class, it focuses on teaching students how to use and perform music magic. It's a very lively class that is full of sound, weather that is with singing or instruments.
  • Discovering music talent: This class focuses on honing students’ musical talent, whether that is with voice, instrument, or maybe even both. It helps students learn how to maintain pitch and tempo while also developing their magical skills.
  • Song and story: This class focuses on merging stories with songs, helping to unlock the illusion part of music magic. It helps develop attention to detail and forming a believable story as well as keeping focus on making sure the illusion comes out right.

Subclass magic classes: Subclass magic classes are basically electives, they’re additional magic classes that students can choose from to learn. They are located in other magic's classrooms which fill the requirements of what is needed to teach and learn subclass magic. Students can only pick two subclass magics per year so it's very important to choose wisely!

Glamor: Glamor magic classes take place in the music room, a room large enough to fit all students who want to learn or better their glamor magic skills. The class focuses on one’s ability to change how they look through a physical representation of mana, grades are often based on how creative a person is. Assignments often start out easy, for example changing eye or hair color, but eventually can get as difficult as changing your appearance to be the opposite of what you look like.

Flying: Flying magic classes take place outside, after all flying in the hallways would be a bit of a hazard. Students typically learn to fly with brooms, the standard item that is used for flying magic, but other objects can be used as more and more experience is gained. Students also learn how to levitate and move objects that they are not directly touching. This is a more advanced technique and is typically learned towards the end of the year.

Enchanting: Enchanting classes also take place inside and are held in the dome. The dome is a large enough place to hold many objects and is home to enchanted objects for students to study. This class, like the glamor magic class, is based on creativity. Students are often given the task of making objects look or act a certain way and then must execute it themselves. Every person enchants objects differently which means that copycats and cheaters are very easy to spot. Things that students enchant are often useful, like a pen that replenishes ink or a blanket that will keep you at the right temperature, but some are just for fun.


Required classes: These are your typical required classes, the ones that everyone has to take. While some may see them as boring, they teach useful and valuable information. Required classes typically have their own rooms separate due to the difference in what is being taught.

History of Eoleorion: A class about the history of Eoleorion, covering the ancient civilizations and the beginnings of magic. It’s an in depth course that overviews the world and all of the interesting history that comes with it. The classes touch on events that happened thousands of years ago and how magic and technology have advanced over the years. The class takes place in it's own room that is filled with maps, timelines, textbooks, and even some artifacts.

Protection from demons: A new class that focuses on identifying demons and how to protect yourself and others from them. It focuses on how to spot demons and how to minimize the damage they could do. It also focuses on defense from necromancy and blood magic. This class also has it's own classroom and is rather large as mock battle are often held (obviously not against real demon but with alchemy potions and enchanted objects to replicate fights).
Callan-sig.png rI18gRz.png
0XHtpWy.png
J7D1quC.png
NlmYDAS.png
zNcyhot.png
tRvB8Xn.png
d3OF3Gw.png
sNuSVZA.png
WKtl2lb.png
YMPbu9R.png
WRW2rGw.png
fkWjutW.png
Bt9KLea.png
NQ1Ze0S.png
qivITIX.png
Scales
Magic School rp (come join)
[center][size=6][size=5][b][font=Monotype Corsiva]Character sheet and List[/font][/b][/size][/size][/center] [size=4][b]Character Limitations[/b][/size] There's not really any limitations to character creation. Please, make sure to keep to the races in this world and try to keep to the rarities of these races (humans are super common, elves and fey are uncommon, hybrids are rare and demons are super rare.) The only other thing is that there are limited demon slots, obviously to try and make it unbalanced like it is. If you want a demon character, please look to see if there are any open slots There are currently [b]no[/b] open demon slots and [b]one[/b] open teacher slot. Some basic things to help with character design[LIST] [*]Dye does exist so unnatural hair colors are fine [*]Having necromancy as a primary magic is off limits [*]Characters can only have one type of primary magic [*]Only demons can start with knowing blood magic, you can learn it later on tho [*]It's perfectly fine if you don't have a theme or primary magic picked out yet, you can develop that as the rp begins :) [/LIST] [size=4][b]Character Sheet[/b][/size] [code][b]Name: [/b] [b]Gender: [/b] [b]Sexuality:[/b] (Optional) [b]Role:[/b] (Student or teacher. If teacher, list what they teach.) [b]Race:[/b] (Human, elf, fey, hybrid, demon) [b]Magic type:[/b] (List primary and sub-class if they know any) [b]Theme:[/b] [b]Familiar:[/b] (Optional, can be both magical and non magical creatures. Shouldn’t be larger than a dog.) [b]Appearance:[/b] (Picture, description, or both. I recommend using picrew if you need an image. If playing a demon, describe both glamoured and normal appearance^^) [b]Personality:[/b] (If you’d rather just let the character developer itself, just put down a few main focuses of the personality^^) [b]Backstory:[/b] (optional) [b]Schedule:[/b] (Leave blank until I have classes and such up) [b]Other:[/b][/code] [size=4][b]Schedule[/b][/size] (Just a layout, will make a spreadsheet so everything can be organized~) [LIST=1] [*]Primary (Intro class) [*]Subclass [*]Primary [*]Protection from demons [*]~Lunch~ [*]Subclass [*]History of Eoleorion [*]Primary [*]Free period [/LIST] [size=4][b]Character List[/b][/size] (Will update as characters get posted) [b]Teachers[/b] [LIST] [*]Pearlcatcher | ???| Elemental and Enchanting [*]Scales25 | ???| Nature and History of Eoleorion [*]Scales25 | ???| Cosmic and Protection from Demons [*]Goldenwolfmidna | ???| Balanced and Flying [*]??? | ??? | Alchemy [*]Phisan | ??? | Music and Glamor [/LIST] [b]Students[/b][LIST] [*]Eskria | [url=https://www1.flightrising.com/forums/rp/3050619/3#post_48938965]Ursa Riversson and Ivan Allendur[/url] | Demon (fey disguise) and Human [*]Tumbleweeds | [url=https://www1.flightrising.com/forums/rp/3050619/4#post_48940526]HraeZylr Gig and Myrtus Nim[/url] | Demon (elf disguise) and Human [*]Goldenwolfmidna | [url=https://www1.flightrising.com/forums/rp/3050619/4#post_48940780]Salem Ignoctus[/url] | Demon (elf disguise) [*]ShinyAudin0 | [url=https://www1.flightrising.com/forums/rp/3050619/6#post_48945758]Sasha "Sunbeam" Solignis[/url] | Elf [/LIST]
Character sheet and List

Character Limitations
There's not really any limitations to character creation. Please, make sure to keep to the races in this world and try to keep to the rarities of these races (humans are super common, elves and fey are uncommon, hybrids are rare and demons are super rare.) The only other thing is that there are limited demon slots, obviously to try and make it unbalanced like it is. If you want a demon character, please look to see if there are any open slots

There are currently no open demon slots and one open teacher slot.

Some basic things to help with character design
  • Dye does exist so unnatural hair colors are fine
  • Having necromancy as a primary magic is off limits
  • Characters can only have one type of primary magic
  • Only demons can start with knowing blood magic, you can learn it later on tho
  • It's perfectly fine if you don't have a theme or primary magic picked out yet, you can develop that as the rp begins :)

Character Sheet
Code:
[b]Name: [/b] [b]Gender: [/b] [b]Sexuality:[/b] (Optional) [b]Role:[/b] (Student or teacher. If teacher, list what they teach.) [b]Race:[/b] (Human, elf, fey, hybrid, demon) [b]Magic type:[/b] (List primary and sub-class if they know any) [b]Theme:[/b] [b]Familiar:[/b] (Optional, can be both magical and non magical creatures. Shouldn’t be larger than a dog.) [b]Appearance:[/b] (Picture, description, or both. I recommend using picrew if you need an image. If playing a demon, describe both glamoured and normal appearance^^) [b]Personality:[/b] (If you’d rather just let the character developer itself, just put down a few main focuses of the personality^^) [b]Backstory:[/b] (optional) [b]Schedule:[/b] (Leave blank until I have classes and such up) [b]Other:[/b]


Schedule
(Just a layout, will make a spreadsheet so everything can be organized~)
  1. Primary (Intro class)
  2. Subclass
  3. Primary
  4. Protection from demons
  5. ~Lunch~
  6. Subclass
  7. History of Eoleorion
  8. Primary
  9. Free period


Character List
(Will update as characters get posted)

Teachers
  • Pearlcatcher | ???| Elemental and Enchanting
  • Scales25 | ???| Nature and History of Eoleorion
  • Scales25 | ???| Cosmic and Protection from Demons
  • Goldenwolfmidna | ???| Balanced and Flying
  • ??? | ??? | Alchemy
  • Phisan | ??? | Music and Glamor

Students
Callan-sig.png rI18gRz.png
0XHtpWy.png
J7D1quC.png
NlmYDAS.png
zNcyhot.png
tRvB8Xn.png
d3OF3Gw.png
sNuSVZA.png
WKtl2lb.png
YMPbu9R.png
WRW2rGw.png
fkWjutW.png
Bt9KLea.png
NQ1Ze0S.png
qivITIX.png
Scales
Magic School rp (come join)
Reserved just in case
Reserved just in case
Callan-sig.png rI18gRz.png
0XHtpWy.png
J7D1quC.png
NlmYDAS.png
zNcyhot.png
tRvB8Xn.png
d3OF3Gw.png
sNuSVZA.png
WKtl2lb.png
YMPbu9R.png
WRW2rGw.png
fkWjutW.png
Bt9KLea.png
NQ1Ze0S.png
qivITIX.png
Scales
Magic School rp (come join)
@Phisan @Eskria @DarkMoon9 @Goldenwolfmidna @LKF @Tumbleweeds @ShinyAudin0 @Zith @Lozeraux @SilencedRose @Pearlcatcher

Hello there everyone, you've been pinged for the opening of the ooc thread! While not all information in up (like clubs, the map, art of the school, etc.) Most of these things are close to being done and so, while I finish them up, I figured I'd open the thread so sheets can start getting up :)
@Phisan @Eskria @DarkMoon9 @Goldenwolfmidna @LKF @Tumbleweeds @ShinyAudin0 @Zith @Lozeraux @SilencedRose @Pearlcatcher

Hello there everyone, you've been pinged for the opening of the ooc thread! While not all information in up (like clubs, the map, art of the school, etc.) Most of these things are close to being done and so, while I finish them up, I figured I'd open the thread so sheets can start getting up :)
Callan-sig.png rI18gRz.png
0XHtpWy.png
J7D1quC.png
NlmYDAS.png
zNcyhot.png
tRvB8Xn.png
d3OF3Gw.png
sNuSVZA.png
WKtl2lb.png
YMPbu9R.png
WRW2rGw.png
fkWjutW.png
Bt9KLea.png
NQ1Ze0S.png
qivITIX.png
Scales
Magic School rp (come join)
yey! \o/
yey! \o/
_____________dqPAs.gif ZdYwSpc.png?1.png
3x5FMbP.png?1.png
FR + 1
ZZzzzz i disappear randomly
vjSPo.gif
Almost done with my sheets! Just have to figure out how to format the classes on them, also there's a typo in your character sheet post, just wanted to let you know!
Almost done with my sheets! Just have to figure out how to format the classes on them, also there's a typo in your character sheet post, just wanted to let you know!
  • Garbage
  • Bi
  • +1 FR time
  • May or may not make this look pretty in the future, but I'm lazy and apathetic so who really knows.
  • I like rocks
1 2 3 4 5 6 7