shaman
version sixteen: when life takes over
Magic and Levels

Magic on Shaman

the nature of magic

Magic and fairies both originate from stardust. Magic is fused into every fibre of a fairy's being, since they are constructed from the same foundations. Magic in its purest form is known as divinity (which incorporates the ability to do almost anything) and can only be controlled by a fairy made of pure stardust - i.e., an original fairy or the child of two original fairies. Ordinary fairies are made of stardust and other compounds (i.e., they are "impure"), so they cannot control magic in its purest form - but they can control individual powers.

powers and traits

Characters can be customised with personal magical powers (defined as abilities such as telepathy, fire manipulation etc) and traits (defined as physical adaptations such as horns, scales etc). Control over these powers individualised according to natural talent, practice and level. Powers and traits can be earned through quests or purchased from the shop.

levels and points

Points are used to raise a fairy's level.

Fairy levels are as follows:

Level I - 0 points required

This fairy closely resembles a human in appearance, i.e. is imperfect. The magical skills of a level I fairy are extremely limited; if they have any powers then they usually cannot control them and can't tap into the full abilities of their power. Familiars of level I fairies cannot travel more than 15 metres from their fairy and usually have a phobia or psychological disorder of some sort. Familiars have the ability to communicate telepathically with their own fairy and can speak aloud, but will rarely speak to a fairy which isn't their own. If a familiar attempts to travel any distance from their fairy, both fairy and familiar will feel a sharp pain and will become out of breath.

Level II - 50 points required

This fairy has grown a set of small, weak wings which it cannot yet use to fly. Level II fairies' senses are sharper than level one fairies, and their magical abilities are slightly more controllable but they are still prone to blips. Familiars can travel up to 100 metres from their fairy, although fairies and familiars alike will feel pain when approaching the 100 metre boundary. The familiar's phobia/disorder is reduced but still present, and they are still likely to feel shy when talking to a fairy which isn't their own.

Level III - 150 points required

This fairy's wings are fully developed, giving it the ability to fly. Level III fairies can change their hair and eye colour to natural colours at will and have very acute senses. Their magical powers are now fully controllable but still weak, so they cannot achieve their power's full potential. Familiars can travel several miles from their fairy and feel no pain in doing so, although they may become anxious about leaving their fairy. The phobia/disorder has completely gone and the familiar will feel more confident communicating with other fairies.

Level IV - 250 points required

Level IV fairies can change their hair/eye colour to unnatural colours and can alter their hair length at will. Familiars can travel any distance from their fairy but they may feel a slight anxiety at being far from their fairy.

Level V - 400 points required

Level V fairies can alter their body proportions, add/remove fat from their own bodies and alter their height (min height 3 foot, max height 8 foot). Familiars feel no anxiety at being far from their fairy.

Level VI - 600 points required

Level VI fairies can alter their skin colour to any natural colour and remove scars from their own bodies. They can naturally blend into any environment. Familiars may choose to grow wings (if they don't already have some) in order to join their fairies in the skies.

Level VII - 1000 points required

Level VI fairies are particularly in tune with nature and can calm an animal to entice it close enough to touch. Familiars have the same magical powers that a fairy has gained through trading coins.

Beyond level VII

At some point between level VII and level VIII, you must send your character to speak to a deity or another level X fairy. The deity or level X fairy will tell your fairy about the ren object they have to find. All fairies have a ren object from the moment of their birth, which is hidden somewhere in Shaman and is unique to them. This ren object may be anything - a ring, a rock, a pair of shoes, etc - which will appear to be a normal everyday object to anyone else except your fairy. It is every fairy's mission to find their ren object before they reach level VIII. When they find their object, they must return to the character who sent them on their mission. That character will then tell them which level branch they will follow. Each fairy can only have one level branch which only opens up to them from level VIII onwards.

You cannot choose your fairy's branch, but you can express a preference to the admin (who will decide for you) and your preference will be taken into account. The branch is usually chosen based on your fairy's personality, but some branches are rarer than others. You cannot change your branch once you have been given one. If your fairy fails to find its ren object before they reach level VIII, they will be cursed to remain in level VII and will be unable to progress beyond that level.

View the available level branches below.

Abeo

Also known as the transmogrification branch.
Rarity: common

Level VIII - 1500 points required

Level VIII fairies of the Abeo branch can alter their skeletal structure, thus enabling them to change their image to match any other fairy or any human. They can also alter their height without restriction. Familiars can alter their colourings to any natural colour of their species.

Level IX - 2000 points required

Level IX fairies of the Abeo branch can alter their skin colour to unnatural colours and change their blood colour to any colour they please. Familiars can alter their colourings to any unnatural colour.

Level X - 3000 points required

Level X fairies of the Abeo branch can grant themselves physical traits (e.g. may grow antler horns or a cat's tail), thus enabling total self-image manipulation. They cannot, however, shapeshift into other animals - they must still resemble a humanoid figure. Level X fairies can also manipulate what their body is made of (e.g. change it to glass, crystal, metal etc). Familiars have the same transmogrification abilities of a level VII fairiy.

Masters of the Abeo

None

Bellum

Also known as the combat branch.
Rarity: uncommon
Inspired by Akira Toriyama's "Dragonball".

Level VIII - 1500 points required

Level VIII fairies of the Bellum branch will become physically stronger and have more honed battle abilities after a near-death experience. They have the ability to memorise their opponents’ moves. When fighting the same opponent again, they can then predict what moves their opponent is likely to use based on previous fighting patterns.

Level IX - 2000 points required

Level IX fairies of the Bellum branch can redirect their own energy into powerful magical attacks. Doing so causes them to lose energy and they may need more sleep/food/fluids after doing so, and they need to be careful not to use all their energy, or it could kill them.

Level X - 3000 points required

Level X fairies of the Bellum branch can transform into a unique "combat form". Combat forms can be identical in appearance to a fairy’s normal form; can be an alternative humanoid appearance; can combine animal traits with a humanoid form; or can be an animal form. It’s entirely up to the player how a character’s combat form can present, but combat forms are 'fixed' once set and cannot be fluid. While in their combat form, characters burn energy faster so may find they need more sleep/fluids/food. However, the combat form also completely elevates a character’s battle ability. In their combat form, characters have enhanced durability, speed, strength, stamina and senses. Their other magical abilities are also enhanced or "supercharged".

Even in their combat form, characters should have a key weakness or "Achilles' heel" and shouldn't be regarded as invincible. It is up to players to manage this responsibly.

Masters of the Bellum

None

Creo

Also known as the creation branch.
Rarity: uncommon

Level VIII - 1500 points required

Level VIII fairies of the Creo branch have the ability to sense the presence of all forms of life within a vicinity. They can bestow fertility to themselves and other life forms, giving the gift of life. They can also create rapid growth and vitality in plants, causing seeds to blossom into fully-grown trees almost instantly.

Level IX - 2000 points required

Level IX fairies of the Creo branch can create life where it previously did not exist. They can generate plants from nothing, creating entire forests in barren land. They can also generate seeds and instantly induce a state of pregnancy in animals and fairies. Fairies who become pregnant this way will have the other parent set as “Unknown”, the same as using an Unnatural Pregnancy.

Level X - 3000 points required

Level X fairies of the Creo branch have the power to create animals from thin air, although they cannot control what the animals will do. They have the ability to craft life in themselves and others – not just inducing pregnancy but also controlling key genetic traits about a character (sex, multiples, differences/disabilities, carrier genes, eye/skin/hair colour when used on Haven). They can even edit unborn life by altering the genetic code of an unborn fairy or animal (e.g. changing an unborn make character to an unborn female character, or giving them a carrier gene).

Masters of the Creo

None

Mortem

Also known as the death branch.
Rarity: uncommon

Level VIII - 1500 points required

Level VIII fairies of the Mortem branch can sense the presence of dying souls, and the presence of living people who have previously died and been resurrected. They have the Mediumship power and can talk to the dead. They can also "remotely" send a dying soul into the Realm Between Realms, but cannot accompany them there.

Level IX - 2000 points required

Level IX fairies of the Mortem branch can transport themselves and a dying soul in to the Realm Between Realms. From here, a dead Lieutenant of Death must pick up the dying soul to help it complete its journey to the Realm of the Dead. Level IX Mortem fairies can also sense the presence of the Guide of the Dead when she is nearby.

Level X - 3000 points required

Level X fairies of the Mortem branch can transport themselves and a dying soul directly into the Realm of the Dead. They can remain in the Realm of the Dead for a limited time, but if they stay for too long they will themselves die and will be unable to return to the Realm of the Living. Level X Mortem fairies can attempt to summon/communicate psychically with the Guide of the Dead, but may not always get through to her.

Masters of the Mortem

None

Magus

Also known as the witchcraft branch.
Rarity: rare

Level VIII - 1500 points required

Level VIII fairies of the Magus branch can animate inanimate objects in a higher level of Telekinesis, granting the inanimate objects a semi-life of their own. This enables the fairy to give instructions to an object – for example, telling a cart to go and pick up someone from a neighbouring town – without the fairy needing to be present or psychically directing the object through every step. Be warned, however – some of these objects can have a mind of their own, and may not always be totally obedient!

Level IX - 2000 points required

Level IX fairies of the Magus branch are beginning to access spellcrafting; a form of magic previously unique to deities. Using spellcrafting, IX Magus fairies can imitate divinity by casting spells which create inanimate objects out of thin air. They can also "hide" their own magic by putting it in inanimate objects.

"Spellcrafting" can take multiple forms, and can be accessed by crafting potions, using magic wands, or learning, crafting, and casting spells verbally.

Level X - 3000 points required

Level X fairies of the Magus branch can use spellcrafting in more ways. They can cast protection spells over an area or person, and can hide an area from view. They can find and identify magical enchantments and fairy forts and can attempt to cast spells to neutralise these enchantments. Highly skilled and learned level X Magus fairies can sometimes cast spells which neutralise magical attacks.

Masters of the Magus

None