Magic (25)
Old Patient Magic (Circle of Magic) (100CP)
You have learned how to cast charms, wards, and protections over places that grow more and more powerful, stable, and harder to damage with age. A door you reinforced with magic a year ago will be tougher than one you reinforced a day ago, and a scrying mirror you made decades ago will be able to see further than one you made a couple years back. The growth rate may not be much, and it grows slower over time, but it does add up over decades and centuries.
- Conceptual Fertilization (Fate/Legends - Garden of Avalon) (200CP)
The secret art of Conceptual Fertilization is one that may seem a bit strange and even unnatural to those not as invested as you in the mystic arts but...well, they don't complain so much when you show them the results. Conceptual Fertilization refers to a very rare magical ability that allows one to combine two things during the creation process of one of those things, transferring the qualities of the second thing onto the first. Combining the blood of a dragon with a infant in the womb to grant them the magical power of that dragon as they grow up, for instance. With time and further mastery, it may even be possible to combine more than one thing in this way, though one cannot begin to think of the sacrifices the failed attempts might cause. Additionally, you find that you are also able to perform this process on other things in their creation process, not just living beings, allowing you to infuse weapons or other objects in the process of being created with the traits of other things.
- The Dark Crystal (Azeroth) (200CP)
Draenei use crystals that are, possibly, native to their homeworld for almost all aspects of their daily lives. Even their technology, magic, and homes are made of these crystals. Certain Artificers are capable of 'Programming' these crystals to do certain things ranging from protecting an entire city in a shield or powering magitek spaceships that can travel the void of space. You now have their knowledge of these ancient arts and are capable of incorporating this magitek into your own technology or magic.
- Rainbow Notes (Mermaid Melody Pichi Pichi Pitch) (300CP)
While mermaids are superior singers, humans invented the art of song to begin with. You are now gifted in the art of music composition, and can creatively piece together the notes and lyrics for new songs effortlessly. In fact, your songs are good enough such that, when sung or played by a magical being such as a mermaid, or someone with magical music like a fantasy bard, they have magical powers of their own. And the greatest thing about music is that it is a treasure that can be shared with anyone. You can teach your songs, even magical ones, to companions and other pupils willing to learn. Please also note that the perk also applies to other musical forms outside of singing, such as the piano, as well as other things such as dancing, prayers, and spell chants.
- Signum Linguistics (Skulduggery Pleasant v1.05) (300CP)
Also called Symbol Magic. It's one of China Sorrows' specialties. Harnesses a magical language to produce a wide variety of effects. Fairly unique in that it can be learned by anyone, even if they've already chosen their discipline. As such, this magic can be purchased regardless of how many others you've bought already, even without Multidisciplinary Magic.
Sorrows: Your talent is equal to that of China Sorrows, the world's most well-known user of this discipline. With this, you have become capable of producing greater effects than before. From producing waves of energy to masquerading as another, you can do it all. You can even carve sigils into your very body without a single worry of a mistake. Using this power, you could even seal others' True Names, provided they meet the requirements for doing so, of course. What you can do now is virtually limitless, as long as you know the right runes. And if the runes you want don't exist, you can always just invent your own.
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- Ambient Magic: Stone (Circle of Magic) (400CP)
Stone: The most common form of Earth Magic, this magic allows stonesensing, the ability to communicate with and move stone (with permission), communication with and limited protection from volcano spirits, bringing light and heat to stones or crystals, identification of stone as well as nonstone
materials similar to stone (Pearl, Coral, etc), increasing the malleability of stone, and even (in extremis) self petrification. It is practiced by Evvy and Jebilu Stoneslicer. Working in stone is difficult, and their ability to shape stones isn't as fine as other craft mages, but the tradeoff is that they tend to last much
longer than those of others. Since stones have long memories, scrying the past is relatively easy for stonemages.
- Ambient Magic: Carpentry (Circle of Magic) (400CP)
A form of Earth Magic, it allows the magical shaping of wood, the identification of wood, the strengthening of processed wood, the softening of processed wood, and the sensing of weaknesses within wooden objects. It is practiced by Niamara Bancanor, Camoc Oakborn, and Arnen.
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- Ambient Magic: Cooking (Circle of Magic) (400CP)
A form of Fire Magic, Chef Magic draws power from all aspects of cooking and the manipulation of fire. A Chef Mage's senses of taste and smell are incredibly precise, able to accurately judge both contents and quantities of ingredients. A Chef mage can, in defiance of that age old adage, pull some or all of an ingredient out of a dish with enough concentration. They can enhance flavors, healthiness, or even how much sustenance someone gains. They are also extremely skilled with knives. It is practiced by Jorality Bancanor, Olennika Potcracker, and Gorse.
- Ambient Magic: Glass (Circle of Magic) (400CP)
A form of Fire Magic, in which the user creates unique glass objects with magical abilities (eg. scrying orbs or tracker / warning pellets), as well as identification of glass works without sight through the piece's own knowledge of its form. It is practiced by Kethlun Warder. Glassmages can make lenses and mirrors that grant extrasensory abilities, such as the ability to see magic or track footprints. They can also make warded or incredibly strong windows.
- Ambient Magic: Painting (Circle of Magic) (400CP)
Although nothing is known of them, it is known that there are Ambient Mages with power over Painting, Pottery, Horses, and Birds. Rumors say there is also an Ambient Magic of Hunting, but that may be little
more than legend.
- Ambient Magic: Pottery (Circle of Magic) (400CP)
Although nothing is known of them, it is known that there are Ambient Mages with power over Painting, Pottery, Horses, and Birds. Rumors say there is also an Ambient Magic of Hunting, but that may be little
more than legend.
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- Ambient Magic: Smith (Circle of Magic) (400CP)
A form of Fire Magic, it allows the sensing and manipulation of metals, ores, and other materials used in Smithing (like coal), resistance to fire and burning metal, resistance to smoke damage to lungs, and varying levels of fire manipulation. It is practiced by Daja and Dedicate Frostpine. Not only are Smithmages immune to normal fire and being pierced by nonmagical metal, they can craft supernaturally sharp blades, future scrying mirrors, and any number of charms from engraved metal or twisted wire.
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- Aura Surgeon (World Seed) (400CP)
One thing that all beings and objects in Neolife possess, and soon those in the real world as well, considering that exposure to mana leads to its manifestation, is an Aura. You could consider it a magical blueprint of how something works. And it truly shows everything: skills, abilities, physical makeup, personality, memory, and much more. Animals and plants have flowing auras, full of twists and turns, whereas processed items like machines have jagged auras, full of hard lines like a 3D circuit diagram. One peculiarity of Aura is that any of its changes are reflected in the being or object possessing the Aura. Xeno-shifters, an advanced Druid class, make use of that to mimic the aura of lifeforms they have studied in order to gain both their forms and abilities, for example.
It is also how Technomancers are able to replicate the effects of implants within themselves, by simply copying their Auras into their bodies. But for all of its potential advantages, tampering with your own Aura can also go incredibly wrong if you mess it up, especially when it involves your brain, such as causing brain damage, death of personality, or just the normal kind of death. It's good, then, that with your skill at manipulating and changing Auras, yours and those of others, mistakes like that won't ever happen. It wouldn't be wrong to call you an Aura Artisan.
So long as you have an example to study, you'll be able to safely and successfully apply any of its abilities or peculiarities either to yourself or somebody else, and even combine parts of the Auras of many beings to create truly powerful forms. After studying a massive amount of different Auras to get a feel for how they work, you'll even be able to go so far as to create original Auras and beings, or change parts of your Aura to give yourself entirely new abilities.
- Portal Creation (Generic Builder) (400CP)
While every Builder can eventually learn to create portals through research or scanning enough other examples, you start knowing how to craft portals and you're particularly good at doing it cheaply both in terms of magic and in terms of material. Not only that but you have a knack for creating portals with interesting access restrictions that are almost impossible to bypass if you so choose.
- Thaumcraft (Minecraft) (400CP)
You are a powerful mage, and can break items down into their pure Aspects, then reweave those Aspects into more useful forms. With time and research, you'll be able to transmute items into other items, create powerful magical items, imbue wands with spells both useful and deadly, and create golem servitors to carry out your whims. Beware, though; Thaumaturgy is a delicate art, and any mistakes can Taint the land, twisting the land to evil and all creatures within it into deadly and malicious forms. The Thaumonomicon, a magical book you'll create early on in your research, will help you get started, and give hints as to what to do next.
- Portalist (Timespinner) (400CP)
Vilete once knew the secret for making portals that were capable of spanning interplanetary distances, and now, you know that secret as well. You have the knowledge and skill to be able to craft portals between different locations in space. Something within the range of a city can be done 'freestyle', using only your own Aura, though you may need to charge up energy beforehand. Longer range portals would need anchors and magical focuses, but you know how to craft such very easily. Through practice and study, the range of your personal portals and permanent portals can both expand, with personal portals eventually reaching intercontinental distances, while your permanent portals could eventually reach between stars.
- The Ancient Music (Dishonored 2) (400CP)
Underlying all of reality and even the Void is a musical phenomenon, and study of this underpinning force is something you have devoted your life so far to. As a result, you can design and build devices to take advantage of a 17-note scale derived from this music - the orgels the Overseers hold in such high regard being the most obvious application. If you are able to reproduce the notes correctly, they will disrupt the effect of foul magicks around you - actually, any magicks at all, foul or fair. Singing bone charms will become silent, witches will no longer be able to draw on their supernatural oddities, and creatures made with magic - partially or whole - will be unable to approach you while the notes play. With the right device,you can even use the scale to project blasts of sound to knock back and disorient witches who keep their distance. While the effect is a blanket one, disrupting all magic, friend's or foe's, with significant research you could discover harmonies or sub-scales in order to affect only certain types of magic.
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- Celestial Kabbalah (Unsong) (600CP)
You have a deep understanding of the relationships between higher powers and base reality, the mechanisms that make the intangible tangible. What this means for you is that you can intuitively perceive the operations and organizational forces underpinning the universe around you; this includes conventional physics, but also more abstract forces such as destiny, Adam Kadmon, narrative causality, the operations of any magic systems, and more. With this deep insight, you can reach into the beating heart and grinding gears of these forces if you dare and manipulate them, or even carry out works of truly cosmic engineering. You might hedge out natural law, alter the parameters of a magic system and adjust its limits, rejigger the mechanisms of fate and destiny, or even run your own universe by means of magic or technology.
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- Crystal Magic (Avernum) (600CP)
The magic of the Vahnatai a hidden and enigmatic race, you can manipulate Crystals to use them for magic. It is a powerful art, capable of making anything from magical grenades, to Crystals that act as a focus for magic, to even enshrining a person's soul into a crystal, and more.
- Crystal Working (Geneforge) (600CP)
You intrinsically know how to work crystals and form them into useful magical systems, if you observe such a system you would know how to recreate it, and likely how to make it better. This will work on any magic that you understand, as a bonus you know how to create the intricate crystal systems that are part of the geneforge.
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- Fantasy Seal (Touhou Forbidden Hermit) (600CP)
You have great aptitude when it comes to creating barriers, sealing, and undoing those seals yourself. What this means is that anything, no matter how strong, can be sealed away by you. Even when you encounter the supposedly "invulnerable" and "unsealable" you will always be able to find a hidden gap, a secret weakness, that makes them vulnerable to your sealing. Breaking seals can be a fiddly, fine process to do if you want to preserve whatever object was used as the sealing instrument, though if you don't care about that you can always simply brute force it to instantly annihilate the seal. To be able to break any seal, no matter how powerful, is your "cheat skill".
- Meta Art Shenanigans (A 'Happy' Harry Potter Fanfiction) (600CP)
When you were small and dipped your tiny little fingers into paint, the world opened up to you enrapturing your infant mind with the things you could create.
Now older, you've put your heart and soul into refining that artistic talent to the point it became a bit...mad in the process, Jumper.
You can manipulate 2D and flat 3D images in impossible ways like making non-magical paintings talk, turning a picture of running shoes into actual running shoes, and if you draw a T-Rex bursting out of the wall with chalk it can attack and drag people into the wall with it, and many more strange things besides.
You also have a close connection with the things you draw as well as the 2D dimension and can interact with them in strange ways.
Draw a dark tunnel with an exit at the end and you can walk through it like a portal, stick your hand to a flat wall and become a 2D cartoon painting that can move and travel through deep cracks to enter rooms, even create traps just by drawing them where people will step.
You can do all this and more, Jumper, so long as you have the materials or viable surfaces, as your artistic talent could make Michelangelo weep if you put enough thought into it.
- Arch-Wizard (600 CP) (Lewd Magic Isekai)
Who in their right minds would go to a fantasy world just to swing a sword around when you could be learning to bend the universe to your will?
Being a wizard is the ultimate isekai fantasy and few people in the world wield magic like you do. Your talent for magic is on the level of an isekai cheat skill, its rules and workings seeming plain as an open book to your eyes.
Your talent appears nearly limitless to any mentors you may have, but you hardly need them when you can decipher the workings of a spell just by seeing it performed for you, though even you will still need practice to master a new spell.
You're not limited merely to learning and casting spells either: you can grasp the very foundations of a magical world, hacking apart spells, rituals, and even entire arcane systems and putting them back together in
brand new forms of your own creation.
You could even create your own system from scratch, spliced together from the many forms of magic you're certain to encounter on your journey, taking the strengths of each part and fusing them all together into a single magnificent whole.
- Reshaping (Geneforge) (600CP)
Normally applying shaping magic to a living creature in some way other than an attempt at healing them will cause horrific and rather random results. Though much of shaping was developed by doing this, and carefully studying the results, truly modifying a living being to a great degree is impossible to control without carefully crafted essence, or incredibly complicated equipment such as the geneforge itself. You however have an innate ability to understand what you are doing and control the results.
- Soul Study (The Weakness Of Beatrice) (600CP)
The core of existence, at least for natural life forms. You've put countless long hours into studying that soul that lies at the centre of your being and the souls of other people as well. Slowly, you mastered this art, gaining the knowledge of how to interact with and manipulate the soul itself. You know how to physically interact with and move souls from one vessel to another, to create souls from nothing, to give physical form for souls to inhabit, to directly alter and change the soul itself and even how to bring back souls of those who have very recently passed on, saving them from death. To many, what you do is both a miracle and blasphemy, both of the highest order. To you though, it's just another science.