An earthen cousin of celestial magic, "Beast" or "Familiar" magic is that which allows the wizard to use animals (familiars) to fight or attend to other duties at the will of their master. Most Beast Wizard spells are used to amplify their familiar's abilities (size, strength, speed, ect.) with few exceptions to which it is the wizard's own fighting ability that is used. It is not unheard of that a beast master may have collected over twenty familiars--however, unlike spirits, familiars will die if too much damage is done to them.
Beast Wizards often make a contract with their first familiar in which each party agrees to certain terms for the creature to fight for the wizard. This ensures a mutual loyalty and understanding of the other's needs; a familiar might have agreed that it would fight for the wizard in exchange for aid in fending off a personal enemy, or other such terms. However, this is most commonly seen with with a first familiar as others are typically bought in stores that serve a Beast Wizard's needs. It should be noted that if a familiar does not perceive a wizard to be strong enough or worthy enough, they can refuse a contract. Contracts cannot be forced onto a familiar; thus, familiar stores will often mark a magic level requirement for some, more powerful, familiars to avoid dealing in a raw exchange.
Magic Rules & Abilities:
- Can only have Familiars that exist of real life animals or recently extinct animals. (Up to 300 Years)
- Can only have up to a total of 20 Animals.
- Animals that require a certain terrain (like water), can only be used if that terrain is present.
- Can use healing items on animals.
- Must follow the Familiar system when creating new Familiars. (see posts below)
- All Familiar abilities are pre-made, cannot create your own. (exceptions will be made by a mod if, and only if, an animal with a unique natural use was not thought of and must be approved by a mod)
- Other Beast Tamers cannot control other Beast Tamer's animals.
NOTE:
- Mages can only use 2 familiars at once to start (C rank).
- S-Rank can only use 4 familiars at once.
- Ace-Rank can only use 6 familiars at once.
- Masters can only use 10 familiars at once.
Taboos
- The greatest taboo there is to a Beast Wizard is the mirror opposite of a take-over Wizard: fusing the human mage with its familiar. The fusion forces one mind/soul to be in dominant control, and the end result is that both souls are shredded--leaving the two to never be able to separate and rampage wildly and mindlessly. Ultimately, this fusion (at its final stage) does organ damage and kills both (all) participants of that fusion.
Spells
Spell Name: Animal Whisperer
Description: The user can freely communicate and understand any animal they come into contact with.
Rank: Null
Magic Cost: Null
Spell Name: Nurturing Life
Description: The user can heal one Familiar fully if they have exchanged their health equal to the health their Familiar requires to be completely healed. The user can heal less if they don't have enough Health to spare of their own. Can be used on an Ally's Familiar.
Rank: C
Magic Cost: 10 points to recover 50 familiar hit points
Spell Name: Beast Master's Magemark
Description: The user can cast the spell on their own Familiar which then enables the user to resize their familiar to be either bigger or smaller then its original size. The spell lasts as long as the user has magic. The size of the animals can only grow up to 5x larger or 5x smaller then their original size.
Rank: C
Magic Cost: 20 points per familiar
Spell Name: Beast Portal
Description: The user can store their familiars in a separate dimension (much like Requip users) and unstore or call them when they are needed. This spell is useful when the wizard has gathered a large number of animals. However, the animals that are called may not be available from time to time and a second choice will come in their stead to help their master
Rank: C
Magic Cost: 10 points for lesser (C-B ranked) familiars and 20 points for greater (A-S ranked) familiars
Spell Name: Animal Enhancement: Speed
Description: The user pours their magic into their animal to increase their speed three times their normal speed. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Rank: B
Magic cost: 25 points per familiar
Spell Name: Animal Enhancement: Strength
Description: The user pours their magic into their animal to increase their strength three times their normal strength. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Rank: B
Magic Cost: 25 points per familiar
Spell Name: Grace of the Wood
Description: The spell beckons for an animal spirit to deflect any attack (A rank or less) from the wizard's familiars and near by allies. However, this spell may only be used once every 10 posts during a battle or any kind.
Rank: B
Magic Cost: 75 points per use
Spell Name: Roar of Reason
Description: The user can communicate with a another person's familiar (if far enough away from its master), or any three wild monsters, and entice them to stop attacking and become under the control of the user. The control lasts for 5 posts before the familiar returns to their true master and this spell cannot be used for another 10 posts.
Rank: B
Magic Cost: 50 points
Spell Name: War Cry of the Beast Lord
Description: The Beast Wizard lets out a powerful roar that can force back weaker enemies and deafen all opposing forces for a moment. Stronger enemies and longer deafening times are measured by how many familiars the wizard has which can either roar or howl. 2 posts are needed as a cool down time before the spell can be used again
Rank: A
Magic Cost: 50 points per use
Spell Name: Gift of the Hunter
Description: A weapon from an idol who is closely associated with animals or hunting is brought into the wizard's realm to borrow for a time but never to keep (ex: Artemis and her bow). However, there is no guarantee that the same weapon will be continuously granted, and each weapon varies slightly (see post below)
Rank: A
Magic Cost: 75 points
Spell Name: Beast Fusion: Myth
Description: 2 familiars can be fused together for a stronger creature that is able to share the attributes and ability of each animal. However, there cannot be unexplained traits (ex: if it doesn't have wings, it doesn't fly). The fusion may last up to five posts and has +15 power and hit points added to the more powerful of the two familiars' stats. Note The fused creature still counts as 2 on the field
Rank: A
Magic Cost: 100 points
Spell Name: Beast Fusion: Chimera
Description: 3 familiars can be fused together for a much stronger creature that is able to share the attributes and ability of each animal. However, there cannot be unexplained traits (ex: if it doesn't have wings, it doesn't fly). The fusion may last up to five posts and has +50 power and hit points added to the more powerful of the two familiars' stats. Note The fused creature still counts as 3 on the field.
Rank: S
Magic Cost: 200 points
Spell Name: Animal Enhancement: Induced Evolution
Description: The user forces their animal to evolve depending on the opponent's magic. If the opponent uses an elemental magic like fire or lightning, the animal can adapt to that element and become immune to that magic. The enhancement lasts for 10 posts before the animal loses the enhancement.
Rank: S
Magic Cost: 75 points per familiar
Spell Name: Glory of the Beast King
Description: The user calls for an animal deity to grant them a melee weapon, blessed with a single element, to borrow for the duration of a battle.
Rank: S
Magic Cost: 150 points
Beast Wizards often make a contract with their first familiar in which each party agrees to certain terms for the creature to fight for the wizard. This ensures a mutual loyalty and understanding of the other's needs; a familiar might have agreed that it would fight for the wizard in exchange for aid in fending off a personal enemy, or other such terms. However, this is most commonly seen with with a first familiar as others are typically bought in stores that serve a Beast Wizard's needs. It should be noted that if a familiar does not perceive a wizard to be strong enough or worthy enough, they can refuse a contract. Contracts cannot be forced onto a familiar; thus, familiar stores will often mark a magic level requirement for some, more powerful, familiars to avoid dealing in a raw exchange.
Magic Rules & Abilities:
- Can only have Familiars that exist of real life animals or recently extinct animals. (Up to 300 Years)
- Can only have up to a total of 20 Animals.
- Animals that require a certain terrain (like water), can only be used if that terrain is present.
- Can use healing items on animals.
- Must follow the Familiar system when creating new Familiars. (see posts below)
- All Familiar abilities are pre-made, cannot create your own. (exceptions will be made by a mod if, and only if, an animal with a unique natural use was not thought of and must be approved by a mod)
- Other Beast Tamers cannot control other Beast Tamer's animals.
NOTE:
- Mages can only use 2 familiars at once to start (C rank).
- S-Rank can only use 4 familiars at once.
- Ace-Rank can only use 6 familiars at once.
- Masters can only use 10 familiars at once.
Taboos
- The greatest taboo there is to a Beast Wizard is the mirror opposite of a take-over Wizard: fusing the human mage with its familiar. The fusion forces one mind/soul to be in dominant control, and the end result is that both souls are shredded--leaving the two to never be able to separate and rampage wildly and mindlessly. Ultimately, this fusion (at its final stage) does organ damage and kills both (all) participants of that fusion.
Spells
Spell Name: Animal Whisperer
Description: The user can freely communicate and understand any animal they come into contact with.
Rank: Null
Magic Cost: Null
Spell Name: Nurturing Life
Description: The user can heal one Familiar fully if they have exchanged their health equal to the health their Familiar requires to be completely healed. The user can heal less if they don't have enough Health to spare of their own. Can be used on an Ally's Familiar.
Rank: C
Magic Cost: 10 points to recover 50 familiar hit points
Spell Name: Beast Master's Magemark
Description: The user can cast the spell on their own Familiar which then enables the user to resize their familiar to be either bigger or smaller then its original size. The spell lasts as long as the user has magic. The size of the animals can only grow up to 5x larger or 5x smaller then their original size.
Rank: C
Magic Cost: 20 points per familiar
Spell Name: Beast Portal
Description: The user can store their familiars in a separate dimension (much like Requip users) and unstore or call them when they are needed. This spell is useful when the wizard has gathered a large number of animals. However, the animals that are called may not be available from time to time and a second choice will come in their stead to help their master
Rank: C
Magic Cost: 10 points for lesser (C-B ranked) familiars and 20 points for greater (A-S ranked) familiars
Spell Name: Animal Enhancement: Speed
Description: The user pours their magic into their animal to increase their speed three times their normal speed. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Rank: B
Magic cost: 25 points per familiar
Spell Name: Animal Enhancement: Strength
Description: The user pours their magic into their animal to increase their strength three times their normal strength. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Rank: B
Magic Cost: 25 points per familiar
Spell Name: Grace of the Wood
Description: The spell beckons for an animal spirit to deflect any attack (A rank or less) from the wizard's familiars and near by allies. However, this spell may only be used once every 10 posts during a battle or any kind.
Rank: B
Magic Cost: 75 points per use
Spell Name: Roar of Reason
Description: The user can communicate with a another person's familiar (if far enough away from its master), or any three wild monsters, and entice them to stop attacking and become under the control of the user. The control lasts for 5 posts before the familiar returns to their true master and this spell cannot be used for another 10 posts.
Rank: B
Magic Cost: 50 points
Spell Name: War Cry of the Beast Lord
Description: The Beast Wizard lets out a powerful roar that can force back weaker enemies and deafen all opposing forces for a moment. Stronger enemies and longer deafening times are measured by how many familiars the wizard has which can either roar or howl. 2 posts are needed as a cool down time before the spell can be used again
Rank: A
Magic Cost: 50 points per use
Spell Name: Gift of the Hunter
Description: A weapon from an idol who is closely associated with animals or hunting is brought into the wizard's realm to borrow for a time but never to keep (ex: Artemis and her bow). However, there is no guarantee that the same weapon will be continuously granted, and each weapon varies slightly (see post below)
Rank: A
Magic Cost: 75 points
Spell Name: Beast Fusion: Myth
Description: 2 familiars can be fused together for a stronger creature that is able to share the attributes and ability of each animal. However, there cannot be unexplained traits (ex: if it doesn't have wings, it doesn't fly). The fusion may last up to five posts and has +15 power and hit points added to the more powerful of the two familiars' stats. Note The fused creature still counts as 2 on the field
Rank: A
Magic Cost: 100 points
Spell Name: Beast Fusion: Chimera
Description: 3 familiars can be fused together for a much stronger creature that is able to share the attributes and ability of each animal. However, there cannot be unexplained traits (ex: if it doesn't have wings, it doesn't fly). The fusion may last up to five posts and has +50 power and hit points added to the more powerful of the two familiars' stats. Note The fused creature still counts as 3 on the field.
Rank: S
Magic Cost: 200 points
Spell Name: Animal Enhancement: Induced Evolution
Description: The user forces their animal to evolve depending on the opponent's magic. If the opponent uses an elemental magic like fire or lightning, the animal can adapt to that element and become immune to that magic. The enhancement lasts for 10 posts before the animal loses the enhancement.
Rank: S
Magic Cost: 75 points per familiar
Spell Name: Glory of the Beast King
Description: The user calls for an animal deity to grant them a melee weapon, blessed with a single element, to borrow for the duration of a battle.
Rank: S
Magic Cost: 150 points

