Welcome to Gaia! ::

✭ Nightmare Academy ✭

Back to Guilds

The guild for the B/C shop, Nightmare Academy! 

Tags: nightmare, breedables, academy, nightmare academy, roleplay 

Reply Guide to the Worlds
Magic

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Nightmare Adira
Captain

Tipsy Regular

PostPosted: Mon Apr 20, 2015 4:37 pm


User Image - Blocked by "Display Image" Settings. Click to show.


          Magic in the Below/Above is a huge part of everyday life for Nightmares/Daydreams, and something that they depend upon for their world to work as it does. From hospitals full of herbalists and healers, to the horseless carriages that bring them from place to place, magic is woven very deeply into the fabric of their society.


User Image - Blocked by "Display Image" Settings. Click to show.


            User Image - Blocked by "Display Image" Settings. Click to show.
          It is believed magic is a force, much like gravity, in the Below/Above. This energy is present in the world, and Nightmares/Daydreams are able to channel it. When a Nightmare/Daydream casts a spell or charms an object, they are simply using the energy around them.

          Some Nightmares/Daydreams, especially the more religious, often put a divine spin on this transference of energy. Many believe that magic was given to Below and Above by the the gods as a tool to help them do their bidding. Many priests (as well as other pious Nightmares/Daydreams) use their relationship with their patron deities as means to channel powerful magic.


            User Image - Blocked by "Display Image" Settings. Click to show.
          • Spell - An umbrella term that refers to any use of power that is not an enchantment or charm. A mage's fireball would be referred to as a spell.
          • Invocation - A term used specifically for magic coming from a divine source. One can invoke the blessing of a spirit or deity, usually through ritual and sacrifice.
          • Nature Magic - Nature magic focuses on a natural source, and is sometimes considered invocation. Baphomet especially prefer to use the energy of wild forests and tall mountains for their own spell casting.
          • Transmutation - The key component of alchemy. Transmutation is the process of fundamentally changing the chemical makeup of an object or material as long as there is an equivalent exchange between what is being given and taken. Alchemists use transmutation as a means of altering elements and materials in order to use them in different ways.
          • Charm - A type of magic that temporarily alters something, meaning that once the magical force has been exerted on an object or person the effect will dissipate quickly. A cleaning charm will clean a stain, whereas a cleaning enchantment will make a surface more impervious to dirt.
          • Enchantment - A type of magic that is used to enhance something in a less temporary way. Enchantments are passive magic, usually enhancing the attributes of an item. It is incredibly difficult to enchant living creatures, but it is possible for more experienced magic wielders.
          • Curse - A curse is any enchantment or charm that has a long lasting negative effect on a Nightmare/Daydream.
          • Divination - Any magic that is used to decipher unknown information, particularly the events of the future.
          • Illusion - Any magic that is used to alter perception. Illusions might make pictures in a book look at though they are moving, or make someone think they are in a bakery when they are in a damp cave.
          • Shapeshifting - Any magic used to alter the physical form of a Nightmare/Daydreams. Geists' ability to phase in and out of physical form is considered shapeshifting, as well as the Grimm's beast form.


          Tip:
          As a rule, not all Nightmares/Daydreams are spell casters. The usage of wands and staves is of a personal preference, not required for magical manipulation, and the casting of spells, except in certain circumstances, is rarely showy or flashy. Only those who have dedicated their lives to the pursuit of magic are capable of performing complicated spells.


User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Mon Jul 06, 2015 9:56 pm


User Image - Blocked by "Display Image" Settings. Click to show.



          For your average Nightmare/Daydream, magic is something that is executed in small ways and gestures. Like sealing a deck, magic is often used in ways to protect materials that are susceptible to weathering. Magic for Nightmares/Daydreams is, by and large, a practical tool, but not always necessarily the best way to accomplish a task.


User Image - Blocked by "Display Image" Settings. Click to show.


            User Image - Blocked by "Display Image" Settings. Click to show.
          There are many spells a Nightmare/Daydream may purchase to keep around their own home. For example: a Nightmare/Daydream might purchase charms that keep intruders out or keep floors from being scuffed or stained. They may also buy items that are already enchanted, such as plates that won't break if dropped or containers that keep food from spoiling as quickly. Some charms and enchants are very expensive though, and not every Nightmare/Daydream, outside of the very rich, will be able to afford some spells.

          Like putting a protective coating on a surface, some long term enchantments have to be renewed periodically as the spells become old and worn out. These renewals are handled by highly trained and licensed Enchanters.

          Common household spells and enchantments include: Charms for plants to keep them healthier, anti-intruder charms, stain/scuff resistance enchantments, enchantments to prevent fire, flood, insect damage, etc.


            User Image - Blocked by "Display Image" Settings. Click to show.
          First-Aid in Below/Above isn't too different than the human world. Nightmares/Daydreams use splints to mend broken bones and ointments to help prevent infection, but their means of healing are often augmented with magic. Those Nightmares/Daydreams trained in first aid are able to invoke charms for healing, though may not know how to cast them themselves.


            User Image - Blocked by "Display Image" Settings. Click to show.
          Most Nightmares/Daydreams own a small number of charms or trinkets that have been enchanted with protection spells. Examples include: boxes that have been enchanted to resist damage to amulets that make the wearer impervious to physical harm. Often times Nightmares/Daydreams will carry some sort of protective charm on their person, but the more powerful the protection the more costly the item. As a result, some Nightmares/Daydreams elect to carry temporary single use charms like an amulet of good fortune when visiting casino's or race tracks.

          Many people do, however, defer to a divine force for protection. Some Nightmares/Daydreams rely on a patron deity or ancestor spirit to keep an eye on them, often in exchange for rituals and offerings. Even Nightmares/Daydreams who aren't particularly religious often find themselves invoking the good faith of a divine force, often in moments of stress and uncertainty. It is believed, though, that those who keep a better working relationship with their deities and spirits will reap more benefits from invocation than someone who only puts a bit of wine on their household altar on feast days.


            User Image - Blocked by "Display Image" Settings. Click to show.
          Despite the fact that many Nightmares/Daydreams are not particularly skilled at magic, even the most un-magical person will sometimes find themselves performing incredible feats of magic in times of immense stress. Like the mother who can lift a car off of her child in the throes of an adrenaline rush, Nightmares are capable of mustering impressive power when they find themselves in a bind.

          It is not uncommon to hear stories involving someone getting mugged, only for the victim to suddenly unleash a barrage of magic at their attacker. Because of this, the common theory is that all Nightmares/Daydreams are, in fact, capable of using powerful magic – it just takes concentration, stamina and finesse to pull off at will.


User Image - Blocked by "Display Image" Settings. Click to show.

Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Mon Jul 06, 2015 9:58 pm


User Image - Blocked by "Display Image" Settings. Click to show.



          The main users of magic in Below/Above are professionals who make a living with their craft. It is not only the mages, priests, healers and alchemists that use magic to do their jobs; many other professions may utilize enchanted materials or charms to ensure their products are of the highest quality or protected from damage. While many occupations use some capacity of magic, some of it is highly specialized and only useful for that occupation. Listed below is only a fraction of the magic used by Nightmares/Daydreams in their professional lives.


User Image - Blocked by "Display Image" Settings. Click to show.


            User Image - Blocked by "Display Image" Settings. Click to show.
          Most crafters use some variety of magic to enhance the things they make. As an example, an artisan winecrafter uses quite a bit of magic in every step of their process. First, they might use charms and enchantments in their vineyards to ward off pests and promote good growth of their grapes. The people who press the wine are often given amulets to wear, that will ensure the most juice from the pressings. After that, the wine will be put into enchanted casks, that help promote better flavor. All throughout, it is likely they will be invoking the blessing of Eleutherias (the god who governs over winemaking), local nature spirits, or ancestor spirits depending on their personal beliefs.


            User Image - Blocked by "Display Image" Settings. Click to show.
          While many crafters enchant their own goods, if you want a serious enchantment on an item you seek out a professional enchanter. Enchanters often have a specific field they function in, such as those who specialize in agriculture, security or trade. Incredibly wealthy Nightmares/Daydreams pay powerful enchanters to perform complex and difficult protection enchantments upon their homes. which acts much like a security system. However, most enchanters don't live such a glamorous life and instead function much like a local handyman; if you call them, they will enchant or charm something for you. Many also make a living by opening enchantment shops, which are much like a thrift-store full of second-hand items the enchanter has acquired and since enchanted.


            User Image - Blocked by "Display Image" Settings. Click to show.
          An often dangerous field involving volatile substances, Alchemists use magic to change the very essence of the elements they work with. Many alchemists work in the production and synthesis of raw materials, such as creating incredibly durable textiles, or making metals used in the production of certain machinery. One of the most well-known jobs done by alchemists is the creation of soul stones. While it is not incredibly difficult to create a soul stone, professionals must be licensed to do so, due to the likelihood that offspring from faulty stones may suffer birth defects.


            User Image - Blocked by "Display Image" Settings. Click to show.
          Medicine in Below and Above is a field that requires a hefty knowledge of both science and magic in order to master. While doctors, dentists and surgeons might train and study for years and work in hospitals and private practices, they are not the only healers a Nightmare/Daydream might go to. Local healers often take a more magical or naturalistic approach to the art of healing, focusing instead on charms, herbal potions and ointments. Healing is often a family business, with generations of healers passing down their knowledge from generation to generation, with some occasionally going on to become more prestigious doctors and specialists. As a rule, more serious injuries and illnesses result in a hospital or doctor visit, while lesser maladies can often be addressed by a village healer for a fraction of the cost.

          Some healers, however, specialize not in the physical but the psychological. They may use a combination of counseling, charms and divination, in order to treat the various mental issues that a person may suffer from.


            User Image - Blocked by "Display Image" Settings. Click to show.
          As religious leaders, priests work very closely with their gods, and as a result, often work with some very potent magic. As a rule, most priests are focused on the well being of their communities, and use their services to do the will of the gods. The majority of their magic is considered invocation, as they are invoking the power of the divine, versus simply channeling the magical energy around them. The magic a priest wields more often than not depends on their patron deity. For example, a priest dedicated to Enyo might bless their followers with courage and physical strength, whereas a priest of Kthonios might use their magic to bless those in positions of power to rule wisely.


User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Mon Jul 06, 2015 9:59 pm


User Image - Blocked by "Display Image" Settings. Click to show.


            While much of the magic used in Below/Above is benign and helpful, there are some who use magic as an offensive and destructive force. Those who are in law enforcement, the military, or other types of security jobs will sometimes learn a few offensive and defensive spells, or at least carry charms that will allow them to invoke those spells on their behalf. As with any sort of deadly weapon, there are laws and restrictions on who can use what magic. Any person wishing to carry or use these types of spells must be licensed to do so.


User Image - Blocked by "Display Image" Settings. Click to show.

Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Mon Jul 06, 2015 10:00 pm


User Image - Blocked by "Display Image" Settings. Click to show.


            User Image - Blocked by "Display Image" Settings. Click to show.
          Practiced exclusively by the Litches, Necromancy is the art of resurrecting the dead, either corporeally or incorporeally, and compelling them to do as the Necromancer wishes.

          It was not uncommon for many isolated villages in Boreas to have a resident 'mancer who would help supplement the work force with their skills and provide defense against the bandits who roamed the tundra.

          Necromancy was once only passed from master to apprentice, and apprentices were generally chosen at a young age to learn the craft. Once the student reached a certain level--typically after they had successfully performed their first resurrection--their master would bequeath unto them their 'mancer name.

          While a Necromancer may be able to raise dozens of corpses with a single spell, they are only capable of having direct control of maybe half that number at any given time. Dead under the direct control of the 'mancer are generally more intelligent and capable of handing complex tasks, while those who are not are only capable of handling very simple orders. 'Mancers can generally tell who raised what dead, as the dead will take on the eye color of their master. The dead raised by a 'mancer will persist even after their master has perished, and generally become mindless and can be very hostile and violent if approached. It is possible for another Necromancer to assume control of another's servants, but it is a very difficult task, especially if the master is still alive and the servants in question are currently under the direct control of their master.

          Necromancers also understand the language of the dead and can communicate with their servants, be they animal or Nightmare/Daydream.

          Necromancy was supposed to be banned with the signing of Sovereign's Vow, but the Litches took little action against their 'mancers, outside of those who were actively using their powers to keep certain areas enthralled.

          While modern day necromancy is now an illegal act, due to many historical records being lost during the war, the study and theory of necromancy is still allowed, and is considered an acceptable career path.

          In order to be eligible to study necromancy, one must register with the government (which includes a screening process for prior criminal activity) and must agree to never practice the illegal spells on another living creature. While most races are incapable of wielding the magic themselves, litches and litch halflings can utilize the magic with enough skill, determination and focus.

          As a preventative measure, if anyone is caught actively practising the craft, they are taken in by special ops who will seal bands around the offending litch’s wrists, and receive a permanent black mark on their records. The litch or litch halfling will no longer be able to study necromancy legally.

          The bands are engraved with magical runes, and infused with a secondary magic just in case the runes wear down over time. These “bands” are magical dampening devices. It effectively renders the wearer infertile and unable to practice magic. These bands are incredibly hard to break, and require an outside source to magically remove them. In the event that a litch finds a way to remove them and is caught, the offender receives a hot iron brand that physically severs their connection to magic. The wound and eventual scar from the brand leaves them incapable of using or welding magic (including reproductive magics).

          As a last measure, if the litch or litch halfing attempts to counter the effects of the skin brand, or pays someone on the black market to remove, alter, or heal the scar tissue caused by the hot iron, a warrant will be issued for the arrest of the litch or litch halfing, and once captured they will be placed in a high security facility where they are surveyed around the clock, losing virtually all rights as a citizen of Below. The punishment for being a third time offender is the death penalty.

          Necromancy is currently the only way to make a ghost tangible.


          To learn about Necromancer involvement in the 50 Year War Click Here.


            User Image - Blocked by "Display Image" Settings. Click to show.
          Blood Magic, also known as Sacrificial Magic, is any magic performed that requires the practitioner to make an offering of blood or any other body part, be it their own, someone else's, or animal.

          The practice was generally used to perform elaborate curses which were nearly impossible to break, divination via entrails, and spells that could enthrall an individual to another person against their will.

          Blood Magic was banned with the signing of Sovereign's Vow and is punishable by jail time and a hefty fine.


User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Mon Jul 06, 2015 10:07 pm


User Image - Blocked by "Display Image" Settings. Click to show.



          Because magic is used by all races in both Below and Above, there are no races that are particularly un-magical. However, some races practice different kinds of magic, and many, like the Litches and Fallen, tend toward skill more often than not.

          To read about what type of magic each race has, please go here.


User Image - Blocked by "Display Image" Settings. Click to show.

Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Mon Aug 24, 2015 11:37 am


User Image - Blocked by "Display Image" Settings. Click to show.



          For as long as Nightmares/Daydreams can remember, they have reproduced through magical means. In order to produce offspring, they must imbue what are called soul stones with life energy. While it has been proven that they can imbue many different kinds of minerals, certain ones, especially those that have been alchemized, are significantly more effective than others.


User Image - Blocked by "Display Image" Settings. Click to show.


            User Image - Blocked by "Display Image" Settings. Click to show.
          The earliest known artifact depicting reproductive magic is an engraved stone tablet belonging to the Baphomet. It is poetic in nature and describes a ritual of three Nightmares imbuing a piece of raw selemite (one of the major alchemical ingredients in modern soul stones) with their spiritual energies. Until improvements in alchemical technology, selemite was the most commonly used, with agapite and generite slightly more common in the far south and east, respectively. It has been discovered that Nightmares and Daydreams can imbue around 16 minerals, with varying degrees of success. Most single minerals take exceptionally long to imbue, and require significant concentration and magical ability from two or three Nightmares/Daydreams. They are also prone to becoming inert very quickly, and activation happens spontaneously during the often days long imbuing process.

          Despite alchemical advancements in the production of soul stones, many people prefer this more "natural" approach to producing offspring. However, it is frowned upon (and illegal in some places) to use certain minerals, as they have a high probability of complications.


            User Image - Blocked by "Display Image" Settings. Click to show.
          It is believed that the Litches were the first race to begin experimenting with applying alchemy to soul stones. Because each of the most common minerals had different properties (generite, for example, could be imbued quickly and selemite consistently produced the healthiest offspring), Nightmares began attempting to combine the minerals together into a single substance. Each of the races was successful in producing stronger soul stone (nearly wiping out freshling wasting sickness), but it was Argus the Stoneskilled who produced the first stones capable of retaining potency indefinitely while still producing healthy offspring. These soul stones were also capable of being imbued within a day by a single person, a feat that was previously only achieved by those with incredible stamina and magical ability.


            User Image - Blocked by "Display Image" Settings. Click to show.
          The process of imbuing soul stones differs not only between races, but geographical location and family groups as well. Much of the process involves intense concentration from the involved parties, and often involves a fair amount of ritual to help direct the focus of the individual Nightmares. Most Nightmares are taught the basics early on, but learn more specifics in young adulthood, normally from their parents. Imbuing is an incredibly private affair for most cultures, as it involves a very large amount of intimacy, emotional energy and vulnerability to properly imbue a stone. Because of this, Nightmares/Daydreams are often reluctant to really talk about the specifics of the process with people they are unfamiliar with. However, many people find that even without being taught specifics, they have an instinctual ability to figure it out on their own and with their partners.

          Many of the Nightmares/Daydreams at Asphodel Gardens Academy learn about some of the various rituals from different cultures at some point in an anatomy and wellness class.


User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Thu Nov 12, 2015 10:38 am


User Image - Blocked by "Display Image" Settings. Click to show.



          During the war, Daydreams had the idea to eliminate Nightmares chances to reproduce. A team of Daydreams attempted to slip into Below during October and cast a spell to make all stones within Below to become permanently unable to be awaken. Instead, the curse backfired. Stones could still be awakened, but quickly both sides discovered the major flaw in their attempt to curse the stones; all stones awoken in October resulted in mutations, no matter if they belonged in Above or Below. No matter what they tried the curse could not be lifted, and now every October the stone banks shut down.


User Image - Blocked by "Display Image" Settings. Click to show.


            User Image - Blocked by "Display Image" Settings. Click to show.
          All stones awoken in October will be mutated. This means that even if they were imbued in September, if the stone is awoken in October then the child is guaranteed to have a mutated child. Despite the numerous amounts of mutated children found within the academy, most children who are awoken in October actually receive fatal mutations. The ones you see running about are the ones who were lucky enough and received a mutation that didn't end their life.

          As a result, stone banks shut down almost entirely in October, except with those for the money to pay to acquire a stone through shady means, or those who use the black market as a work around. Some people have been known to imbue in September and hold on to their stones until October to "see what happens", although this mentality is considered cruel and sadistic due to the high chance of accidental infant death.

          Once the child exists it is not illegal to raise them, but that doesn't mean society won't look down on both you and your child. It's considered irresponsible by many to awaken a stone in October.



            User Image - Blocked by "Display Image" Settings. Click to show.
          Mutated children are typically viewed two ways; the result of their parents being irresponsible, and creepy. It isn't uncommon for a child to possess multiple eyes when their race does not possess them, or a strange mouth, or even mutated limbs. Most children die when awoken in October, and as a result parents who attempt to awaken stones in October and get caught find themselves on the receiving end of hushed tones and harsh comments by those who do not understand. However, it is considered kind-hearted to adopt a hallowed child. A lot of parents who take the chance at awakening a soulstone in October often proclaim themselves as adopted parents.

          There are plenty of mutations, such as heart-shaped pupils or extra fluff, that are not considered 'unsightly' mutations. Many people can pass as regular nightmares or hybrids, but those unfortunate enough to be born with visible defects may suffer social setbacks in more conservative areas of Below and Above.

          It has also been deemed that calling a child a Mutant, Mutated, or variant of that name is highly offensive and a derogatory term. Plenty of society still uses this term, whether out of ignorance or hatred, but the official term for children born with mutations are Hallowed, and should be used in all professional settings. Ideally, society as a whole will call mutated characters Hallowed, but the world is still slowly changing and trying to become more open.

          With visibility for Hallowed individuals on the rise and thanks to the help of large protests and social rights movements, a lot of the world has come to accept Hallowed individuals regardless of their mutations.


            User Image - Blocked by "Display Image" Settings. Click to show.
          Despite the fact that buying a stone in October becomes illegal, there still are an abundance of mutated children popping up. Some are from soul stones already imbued before the month. The others are purchased from the black market, which opens in several locations throughout Above and Below. The government has been completely unsuccessful shutting them down, as they vanish just as quickly as they appeared. It's not sure who is behind the black markets selling soul stones, but one thing is certain; they're not going anywhere.

          The markets appear in dark alleys within major cities, typically. Sometimes you'll hear whispering about one in a forest, or somewhere abstract, but most can be found right in the cities themselves. The locations vary constantly throughout October to avoid being shut down, but it isn't hard to find out where they might be that day if you keep your ear to the ground.


            User Image - Blocked by "Display Image" Settings. Click to show.
          Some Nightmares and Daydreams believe that if a parent wants to risk their child being mutated they should have children whenever they wish. However, the stone banks disagree, and so does the majority of the government. Since there's a high chance of fatality when a stone is awoken in October, the law has been placed that one may not awaken or purchase a stone in October. They can't do anything once the stone has been awaken, however, despite the fact they wish they could. Having a mutant child is not grounds to arrest, but if they hear or catch your intention to awaken a stone in October you will immediately be fined a pretty heft sum. Multiple offenses can cause being sent to jail, as well.


User Image - Blocked by "Display Image" Settings. Click to show.

Nightmare Adira
Captain

Tipsy Regular


Nightmare Adira
Captain

Tipsy Regular

PostPosted: Tue Jun 28, 2016 4:58 pm


User Image - Blocked by "Display Image" Settings. Click to show.


            User Image - Blocked by "Display Image" Settings. Click to show.
          Almost every person in Above and Below is born with magic. While some races notoriously have less magic than others, normally everyone has some amount of magic stored within them. However, sometimes, a person is born lacking any magic, or loses their magic over time. If this is to happen, that person is unable to imbue a stone. Luckily, there are certain people who have an excess of magic and can assist them with producing children.

          Causes on infertility include but are not limited to:
        • Being born without any, which usually is caused by damage to the stone.
        • Getting a disease that saps magic away completely.
        • Inability to control their magic.
        • Being cursed.


            User Image - Blocked by "Display Image" Settings. Click to show.
          If you wish to have your character officially infertile for IC reasons and would like them to follow the rules of this thread, you can post a form here.

          Please keep in mind that infertility is permanent. It is entirely up to the customer whether or not to take this route and is not meant as a punishment! It is simply a feature to help those who wish to actually have a challenge in their characters imbuing process.



            User Image - Blocked by "Display Image" Settings. Click to show.
          People who have an excess of magic are called batteries. It is a rare occurrence for someone to be born with more magic than is needed. Batteries are not stronger than other characters when it comes to magic, it simply means they have better endurance and extra magic to give away if need be. Some people may feel as if they're bursting if they do not use their magic time to time, others may not. It differs person to person.

          Batteries have enough magic to safely give to someone who lacks it. While it takes training, a battery can be taught how to assist those who lack the magic they possess. Those wishing to assist the unfortunate simply need to apply to work at the clinic and can choose their hours as they wish. They will be given extensive classes on how to safely transfer magic, and eventually given a certificate to assist those in need.

          If you wish to see if your character can become a battery, go here.


            User Image - Blocked by "Display Image" Settings. Click to show.
          Magic transfer is the term for when a battery gives someone infertile magic. This can be done in multiple ways. Some prefer to touch the person they need to transfer magic to, some like a bit of distance, others can imbue an item as both the infertile client and battery hold it. It depends on personal preferences. In all cases, a battery must focus on the client and imagine magic rushing through their fingers and into another living being. It requires a great amount of concentration, and sometimes a person may find chanting helps speed the process. The feeling of transferring magic away from a battery is often described as cold and tingly. Those infertile receiving the magic often describe the feeling as warm and dizzying.

          After the process, the battery will feel drained and need a 24 hour break.


User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Tue Jun 28, 2016 5:05 pm


User Image - Blocked by "Display Image" Settings. Click to show.


          Mediums are those who can interact with ghosts in some way. Above and Below are full of ghosts, however a normal Nightmare or Daydream cannot interact with them. While minor disturbances can be seen (a poltergeist knocking a book over), the actual figure cannot be seen without being born or trained as a medium.

          Being a medium comes with different levels. There are those at the strongest level who can see, interact, and hear ghosts. Some are born with only the ability to see a ghost, or to hear them. No matter if you can see or hear them, the ability to do either automatically makes you a medium.

          Ghosts are intangible in their natural state. Some who have particularly strong negative emotions can become poltergeists, causing them to have some minor influence on nearby objects (the ability to levitate, throw, or knock over), but they cannot be touched. Only Necromancers can make a ghost tangible.

          If you wish to RNG a character to discover if they are a medium, you may do so here.

          The ability to train your character to become a medium has not yet been released.


User Image - Blocked by "Display Image" Settings. Click to show.

Nightmare Adira
Captain

Tipsy Regular

Reply
Guide to the Worlds

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum