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Magics, Feats, and Playable Creatures


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Magics, Feats & Playable Creatures


What is a Magic?

A magic on LoTC is typically any usable lore which grants a character special powers, spells or similar, just like magics other fantasy settings. They possess various different sources of power, which is usually categorised through the different archetypes of magic which we’ll be covering below. All characters or ‘personas’ have a certain limit on the number of magics they can learn. This is determined by our Magic Slot System, which provides each character with 5 slots which can be utilized to learn magic. One must have an accepted Magic Application in a given magic in order to roleplay it, and in most cases, must be taught the magic by a valid teacher. Typically each magic will fill 1 magic slot, but more powerful magics may fill more–or even all–of them. 



The Void is home to boundless power and life-devouring beasts, but it is also the source from which an arcane mage is able to sap magical potential and shape it to their will via the usage of mana. Arcane mages can utilise their mana to bend the energies of the void, thus being capable of summoning the four elements in their rawest form, and much more. The Void is a corrupting influence, however, and renders those who utilise it weak and enfeebled in exchange for wielding its raw magical potential.


Lore Feature: Evocations

The most common use of Voidal Magic is seen in the four elemental evocations; air, water, fire, and earth, which utilise elements drawn out of the void to perform various feats of combative and non-combative sorcery pertaining to their element. From conjuring storms of rock and debris, sending forth gusts of wind, and manifesting displays of pyromancy, evocations form the common entry point to Voidal Magic.



Dark magics are an archetype of magic which are  born through curses and scarring transformations, often involving twisted and amoral practices which corrupt or subvert the natural order; from controlling the undead, to casting curses or wielding energies which mortals were not meant to tamper with. Some trade their sanity and mortality for powers, and others devote their existence to a certain goal or authority.


Lore Feature: Necromancy

The balance between life and death is severed by those who raise the dead, for it is their doing when loved ones claw out of their graves to torment the living. Necromancers rely on the usage of lifeforce, an energy inherent to all living things, to fuel their evil deeds, which can vary from creating grotesque servants out of flesh and bone to the brewing of deadly plagues, and even escaping death themselves.



Some power is beyond the reach of mortals, and instead must be granted to them by higher powers. Aenguls, Daemons, and powerful patrons are all capable of binding descendants to their mission or purpose, and in doing so, bestowing abilities befitting the descendant’s new duties in their service–though usually at a cost. 


Lore Feature: Templars

Templarism, as it is commonly referred to as, is a deific magic granted as a boon from the Aengul of Courage, Malchediael. Primarily a martially-based magic, Templarism is most commonly pursued and held by those with heroic or valiant aspirations, heroes and warriors of all sorts, who through the Dogma of Malchediael, are bound to seek honour and glory throughout their lives. 



Miscellaneous magics are those which don’t fall under any of the prior categories, being decidedly neutral in terms of their alignment, function, and overall purpose. They’re typically more benign in nature, though this is not necessarily a hard rule, and usually come with less caveats than any of the other archetypes. These are magics which do not draw power from the Void, from the subversion of natural orders, or from deities; instead, they are most often ones drawn from one’s inner potential, or that of the world itself, alone.


Lore Feature: Bardmancy

A counterpart to the more fantastically whimsical Housemagery, Bardmancy is a magic primarily focused on performative and artistic activities, covering the themes of music, artwork, dance, and song. It allows for those who practice it to put just a touch more flair and dazzle into their art, while being free-form enough to be applied to just about any niche or culture one could think of. From sculptors, to storytellers and traditional bards, Bardmancy enables a more vibrant expression of their art.




What is a Feat?

On LoTC, Feats are minor magics or learned skills that require an approved Feat Application (FA) to practise. A feat does not take up a magic slot, allowing one to learn as many of them as they like, so long as the feat does not conflict with any other feat, magic, or CA (Creature Application) that they already possess. Alchemy, one of the most expansive feats on LoTC, features a tier system and branches out into separate subgroups, allowing for further creativity and flexibility in roleplay. On the other hand, Feats like Corcitură are more akin to a CA, where it features certain qualities that change your character and how you may roleplay them instead of just granting a new skill or ability, and Feats like Voidal Artificery may even alter or expand the abilities of associated magics.


Lore Feature: Corcitură

A malignant vampiric curse that spreads amongst the Descendant races, created through the haphazard bastardization of a more refined vampiric rebirth–that used by a breed of higher vampire known as the Siliti–the Corcitură are long-lived beings that must consume the blood of descendants to survive. Infiltrating various societies and hiding in plain sight, these lesser vampires may spread their curse to others, either by force, or as a gift for those that show them fealty.



What is a Playable Creature?

Requiring a Creature Application to play, a Playable Creature is anything a player might play as a persona or character which differs from a regular descendant. They can be more mundane in nature, such as the Kharajyr, or be magical and of a rarer variety like Golems or Phantoms. There are many varieties of Playable Creatures, but those most accessible are the Kharajyr and the Musin - the Catfolk and Micefolk of the LoTC universe, followed closely by Phantoms. 


Lore Feature: Kharajyr & Musin

The resident beastfolk of LotC, the Kharajyr and the Musin offer two radically different avenues of roleplay to those looking for a new experience. The Kharajyr are a race of tribal, heavily religious catfolk inspired by Aztec culture, and are made up of the three archetypes of big cat; Pantera, Tigris, and Leoparda, each with their own unique traits, benefits, and downsides to play. 


In a sharp contrast, the Musin are small and diminutive mousefolk, a former slave race under the Ratiki (a malicious race of ratfolk), before they revolted and sought their freedom. Named after the hero of their revolution, Musin, they eventually found their way to the continent of Almaris and integrated into Descendant culture. They are a primarily skittish and non-combative race, and they stand at a shorter height than even the Halflings! This race offers an experience with more risk, whimsy, and good-natured fun inherent to their roleplay. 

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