General Info
  • The explanations and examples given for magic, below, are brief. There is not, nor will there be, any extensive battling system officially implemented in Hell Bound as a shop, but we still want to make sure that players understand the uses and limitations of such magic should they wish to use it in their RP.
  • Remember that magic costs energy to use, and will actually cost MORE energy than doing something by hand. The payoff is that magic can usually get things done more quickly than doing it by hand.
  • Attempting an extremely powerful spell could damage or even kill the spellcaster if they don't know what they're doing. This is also why freezing an entire lake, creating a giant fireball, attempting to cause giant fissures in the earth or anything else of equal 'extremes' is impossible.
  • On the other hand, several spellcasters acting together to create a larger, single, spell could work - depending on the extremity of the spell. Just use common sense and your better judgement!


Magic Class
  • There are two classes, or types, of magic. Elemental and Mystic.
  • Elemental magic is a more physical type of magic, in general. It can be seen and felt much more easily than Mystic magic, which doesn't work with any type of physical element we're aware of.

    Aspects
  • An Aspect is the 'type' of magic under its class. For example; Fire is an Aspect of the Elemental Class.
  • Aelfir/Hounds can ONLY have a primary Elemental aspect, and Whysts can ONLY have a primary Mystic Aspect.
  • An Aelf/Hound or Whyst can only have ONE primary aspect. However, they might still have an affinity for one or more other aspects of magic, even if they aren't aware of it.
  • It's generally easier for an individual to sense if they have an affinity for other elemental aspects, whether they're an Aelf/Hound or a Whyst. However, Aelfir/Hounds tend to have a harder time telling if they have a secondary affinity for a mystic aspect since these aspects generally take more concentration and knowledge to use than elemental magic - Aelf/Hound might have it for a lifetime without ever consciously being aware.


Elemental
The Primary Aspects for Aelfir and Hounds, Elemental magic draws itself from the earth and from the forces of life itself.
Whysts are capable of some small elemental feats, but it is not, and never will be, their primary Aspect.

Fire
Can be used to create heat and light, mostly. Aelfir may be able to create small flames or light easily flammable objects on fire with more energy. Hounds are capable of breathing fire or launching small 'fireballs' at opponents.
Water
Can be used to freeze or melt liquids. Aelfir may be able to summon small pools of water or create mists where water is near. Hounds are capable of breathing blasts of icy air that may freeze opponents or launch icicles their way.
Air
Used mostly for moving objects without touch, it represents the space between matter. Alefir may be able to move objects about 20% of their weight up to ten feet away. Hounds are capable of lifting creatures and objects their own weight and throwing or bashing them.
Earth
Earth is rather flexible, as it can be shaped, drawn out of the ground in the forms of rocks and, to a lesser extent, plant matter. More powerful spells may even cause the earth itself to tremble. This element, however, is best used as a defensive form rather than offensive -- as stone can make for a rather sturdy shield when needed.


Mystic
The Primary Aspects of Whysts.
Mystic magic is the most mysterious, because its source does not have a visible form the way the Elementals do. It is often typically much more fickle than elemental magic, and can also be more dangerous, because it requires a great deal of concentration and knowledge to make any real use of it.
Aelfir and Hounds are capable of using it to some small, usually unconscious manner, but generally are not aware of having it. It can never be their primary aspect.

Healing:
As it sounds, this form of magic is used to heal those that are ailing -- whether from a physical wound or from sickness. Its effect is subtle and can take several applications to work on the patient successfully. While it might be possible to heal a wound outright, such a feat would have a high tendency to backfire and could seriously harm either the patient, the whyst, or both and thus any sane healer knows better than to try it.
Scrying:
Some whysts have the ability to see things, or know things, that they couldn't possibly know by ordinary means. Most scrying takes place during dreams, when the mind is more susceptible to such things in its relaxed state, though it's also possible to use other mediums -- such as still water -- to consciously seek things. The results are never clear, most especially when done at will, and most omens, even in the strongest and clearest of dreams, are difficult to decipher even for experienced whysts. Fate and destiny are tricky thing to pin down, after all.
The most common, and successful, form of scrying, however, is a latent ability to tell when someone is lying -- however, a very skilled liar might still escape the detection of a whyst, particularly if they are another whyst!
Hex/Charm:
Whysts with this ability may cast a curse or blessing on someone. Most curses and blessings are mild in nature, and none are able to outright kill a person, or save a person from death, from the curse or blessing alone. However, with the right timing serious damage -- or prevention of -- might result to the individual in question. On the other hand, this sort of magic has a high tendency to backfire, and a whyst wishing to wield it had best do so carefully.
Hedgecraft:
Some whysts have a great affinity for plants, and animals, and their ability to tame and control them. Most whysts use this ability to grow herbs of unnatural potency and even, in some cases, new plants altogether that might combine various attributes of multiple plants. Animals seem drawn to their gardens and 'wild' creatures around their home are often quite a bit more friendly than one might otherwise expect.


In Character Info
General Notes
- There's no official place to say which element a summoner or hound is most strongly suited, though you're free to say so in your journals if you like. It's just one of those things that needed to be addressed to keep people from going overboard and god-moding, especially since magic IS a relevant part of the setting.
- Creative uses for magic other than the simple examples given are fine.
- Additional notes on "Air". This isn't the 'wind' element. Wind is created through variations in temperatue in oxygen, and other gaseous elements, and causes it to move around, thus creating a breeze (so this would fall more under Fire or Water). Rather, air is like the vaccum that other things exist inside of. Likewise, lightning is heat created by intense friction that is released in a bolt of energy (would also fall under Fire). Yay physics!
- Using magic is hard work. Smaller magical feats don't drain the individual quite as much, though a 'small' display may be something quite significant for a whyst or a young summoner, and thus very taxing. Hounds also become tired after using magic for awhile, especially more powerful effects.
Battle
- There's no official way to roleplay a fight unless you and the others participating decide on a method for that particular scene.
- Magic should be kept realistic to the setting and follow the conventions and limits placed upon it. Do not god-mode with magic, basically.
- Guns and other physical weapons like swords and knives do exist, and are likely to be a summoner's (and any human's) main form of offense. Make sure guns are realistic to the technology of the setting. Uzi's, for instance, would not exist. Shotguns, handguns, and the like are the most likely of choices.