Magic (25) (12 perks)
- Rainbow Notes (Mermaid Melody Pichi Pichi Pitch) (300CP)
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 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. This perk also applies to other musical forms outside of singing, such as the piano, dancing, prayers, and spell chants as well.
- Bardic Music (Libriomancer) (400CP)
You are a bard. A rare class of magic user who can use music to change the world. Music is most useful for altering the mental state of others, making them calmer or more compliant to your will. Alternatively it could make someone more aggressive, or in some cases more clear headed (and arguably intelligent). If the subtle manipulation of emotions isn't your style, perhaps you could default to the standard "blast them with unnatural vibrations" style of bardic music. Whatever you decide to do, the magic of music is sure to set you free.
•
Ambient Magic: Green (Circle of Magic) (400CP) A form of Earth Magic, it allows the manipulation of plants and products made from them, medicine making and magical improvement of existing (plant-based) medicines.
Green Mages can enchant crops, brew medicines and poisons of supernatural potency, shape entire orchards into living charms, kill entire forests… or restore life to dead woods.
-
•
- Ambient Magic: Wood (Circle of Magic) (400CP)
A form of Earth Magic, it allows the magical shaping, identification, strengthening, softening of wood, and the sensing of weaknesses within wooden objects.
- 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.
•
- 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.
•
- 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.
- 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.
- 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.
•
- 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.
•
- 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".
- Legendary Healer (Generic Harry Potter Fanfiction) (600CP) You are a good person, Jumper. And this reflects in your magic. You are a healer without peer, being a master at all aspects of it. From potioneering, to tricks of transfiguration, whatever it takes to heal another person is something you are an expert at already. But a talent for healing is well and good. However, there are gifts and abilities of any and all types in the world. Necromancy, Parsel-Magic, Blood Magic, etc. While several are benign and helpful, a lot of them seem like they can only ever be used for evil. Not by you, though. You have the ability to use any and all gifts and powers you have for good and benign purposes. Blood magic can be used as a healing tool, powers that can rip the land asunder can be used to divert floods and prevent earthquakes, an ability to eat souls can be used to instead remove any curses or maladies lain on a soul, and so on. You have the unique ability to share this ability with others, allowing good people born with "bad powers" to use their powers for good pursuits without issue.
Merlin Returned Boosted - When it comes to healing people, what you do cannot be matched. Not only does your mere presence make most usual ailments irrelevant, you're brilliant enough that conventional limits and boundaries are meaningless before you. You can cure things like Lycanthropy and Vampirism, regenerate limbs effortlessly, toss back the effects of degenerative diseases and even heal genetic defects. And you're not limited to the physical problems either. You can help people whose minds have been shattered into nothing pull themselves back together, remove even the most crippling of addictions, and wipe away any and all curses and maledictions. You can even resurrect the recently dead, if you get to them within 24 hours. Simply put, it might take you a while, it might take a whole lot of labor, but there is no disease or injury you cannot fix, no curse you cannot unravel.
