Magic is re-awakening in the world, and with that new spark, it is breathing yet again within some humans. Many are beginning to develop and understand their new talents, but it's important to remember that everything comes with balance and limitations. Magic is still feared and misunderstood, therefore will not be accepted in many places. Your character will face struggles with their new identity.
Completion of the prompts below currently serves as character development only, but as magic becomes more integrated and accepted in the world, mages may find benefits in their new skills.
Please keep in mind that magic is like any other skill, and all those who have been granted magical gifts or abilities will take time and practice to become powerful. A water mage may be able to pull drinking water from nearby plants, or siphon it from a hard to reach pool, but cannot create a tsunami. A healer can speed up the recovery of a broken bone, but may struggle to cure serious illness such as cancer, diabetes or chronic lung diseases. As magic is currently only for character development, we simply ask that you use your own discretion on how powerful your character may be in any given scenario.
Magic is not widely accepted in Moren Ezen, as such, characters that can shift form, enter the spirit realm, or otherwise manipulate their physical appearance must still be presented as human for Rider Ranks, Specialty Entries, Quests, the Living Story and other events that require admins to roll items or judge entries.* Small manipulations and magics may be present in entries (e.g. - healing a wound, setting wind to sails, reading the stars, interacting with wild animals, or helping a campfire to spark). You may however, present your character in alternate forms in any development art, RP's or additional character references.
Magic that connects one with animals.
A Shifter possesses the ability to transform into a single animal form. This form is bound by specific rules: for land animals, the transformation must result in a creature at least 60 cm tall at the shoulders, for birds, their wingspan must be at least 130 cm. The transformation is a complete shift, typically involving a near instantaneous physical change.
Many Shifters also harbor a dangerous latent state known as the “Berserk” form—which may take on a monstrous form, neither entirely human nor beast, and is typically triggered by severe physical trauma, emotional overload, or rushed and uncontrolled transformations. Berserk forms are not sapient—these are raw, feral manifestations of the animal's most primal instincts. In this state, the Shifter loses all sense of identity and control, is unable to distinguish friend from foe, and will attack indiscriminately.
Evolution – Liminal Form
With greater mastery comes the ability to enter the Liminal Form, allowing a Shifter to partially transform select traits—claws, fangs, eyes, wings, tails, or ears—without undergoing a full shift at will. This grants the user greater control, both over their abilities and their identity, enabling them to draw upon the strengths of their beast form while retaining human awareness and discipline.
Maintaining this state requires steady focus and inner balance; it is an act of constant calibration between instinct and will. While far less volatile than a full shift, lapses in concentration—especially during moments of high stress or pain—may destabilize the form, triggering an involuntary full transformation and increasing the risk of slipping into Berserk.
Allows the rider to fully understand animal languages - body language, sounds, and emotion. Also allows the rider to be fully understood by animals.
Allows for the same understanding between rider and animals as Zoolingualism, but may be conveyed mentally.
Allows the caster to influence or directly control the behavior, instincts, and physical actions of a single animal. Stronger-willed or more intelligent creatures (such as birds of prey, wolves, or apex predators) may fight against this intrusion, resulting in a mental struggle that can leave the caster disoriented or even physically injured.
Evolution – Packmaster
The Packmaster is capable of commanding multiple animals—in some cases, entire flocks, swarms, or herds—whether for reconnaissance, warfare, or sabotage. They can manipulate the movement of birds in the sky to create diversions, send packs of wolves into battle, or turn a hive of insects into a living wall of stinging blades. This evolution requires not only a much stronger will but also a vastly expanded capacity for mental multitasking and sensory regulation.
Instantly blend into a group of animals, becoming recognized as one of their own. The mage is accepted socially and protected as part of the herd, pack, or flock.
Evolution – Social Harmony
Can magically enforce social harmony between rival or predatory animal groups. E.g., sheep and wolves may peacefully coexist under the mage's influence. Results vary depending on the innate temperaments of the animals and the caster's proximity and concentration.
Attunement is the magic of elemental command—the ability to bend the forces of nature to one’s will.
Water mages begin with small manipulations—drawing water from existing sources, shaping it through the air, extinguishing flames, or adjusting its temperature slightly. As their control strengthens, they may command rivers, call down rain, freeze or vaporize liquid at will, and even fashion weapons or barriers from ice. The most gifted among them may eventually influence the fluids within living beings—a dangerous and widely condemned practice.
Fire mages start by conjuring and shaping small flames, lighting torches or hurling minor firebolts. Their early efforts are often unstable, requiring discipline to control. In time, they learn to summon firestorms, spread searing heat across the battlefield, and even ignite the oxygen in the atmosphere. Some gifted pyromancers develop control over lightning or static energy, shocking their enemies or encasing themselves in fields of charged force.
Earth mages first learn to shift loose soil, raise stones, or form rudimentary earthen constructs. As they grow in power, they gain the ability to move and reshape vast amounts of rock and earth, sculpt terrain, trigger localized quakes, and manipulate fine particulates such as sand with uncanny precision.
Air mages begin by conjuring breezes, guiding small gusts, and lightly pushing or pulling objects. With experience, they can generate fierce winds and storms, compress air, and control the breathable air around their foes. Some learn to float or glide, while the most advanced can fly briefly, create vacuums, or summon localized cyclones that tear apart the battlefield.
Metallurgists possess an innate sensitivity to metals. At first, they can draw small metallic objects, reshape soft metals, or manipulate loose scraps like nails and coins. In time, they may extract ore from stone, refine and shape metal in midair, and wield weapons as extensions of their own body. Some go even further, animating suits of armor or crafting intricate mechanical constructs to serve them as tools of battle and trade.
Verdant mages commune with plant life. In the early stages, they stimulate growth, coax sprouts from the soil, or wither small patches of vegetation. As their bond with nature deepens, they may awaken forests, command aggressive vines and roots, and draw out the healing or poisonous essence of flora. The most skilled can transform barren earth into fertile land and shape plant life into instruments of aid or destruction.
These magics do not evolve into higher forms, but when combined with other elemental affinities, they may give rise to powerful hybrid disciplines of extraordinary range and potency.
Most attunement mages master a single element—water, fire, earth, air, metal, or verdure. A rare few awaken a second affinity, achieving Dual-Attunement and unlocking potent synergies between elements. In the rarest of cases, a mage may attain Tri-Attunement, commanding three elements. Such individuals are counted among the most formidable, revered, and feared wielders of magic in all of Moren Ezen.
Dark magic that is feared by most and disrespected among other mages.
A Necromancer may temporarily reanimate corpses as obedient thralls, or take control of the living through soul-binding techniques. While its most infamous application is the raising of the dead, skilled necromancers can also sever the tether between body and soul—either to enslave, torment, or protect.
Evolution – Soul Dominion
The Necromancer gains mastery over the threshold between life and death. They may now bind souls permanently to objects, places, or constructs, creating undying sentinels or cursed relics. They can command legions of the dead for extended periods and extract knowledge or memories from lingering spirits. In rare cases, they may even barter with death itself—granting or revoking life through profound sacrifice. This power carries great spiritual cost; repeated use may attract malevolent entities, corrupt the caster’s own soul, or risk permanent entanglement with the world beyond.
Hemomancy is a volatile and deeply feared form of magic that manipulates blood. It is a volatile and highly dangerous art, regarded with deep suspicion or outright fear even among other mages. The caster may wield their own blood to cast powerful and often grotesque spells, shaping it into weapons, tendrils, sigils, or barriers. Alternatively, they may draw on the blood of others, forcibly extracting or siphoning it to gain control, weaken enemies, or fuel their magic.
Evolution – Blood Dominion
The Hemomancer gains the ability to manipulate the blood of others without physical contact, and command it across great distances. The caster becomes a master of blood in all its forms—fresh, dried, spilled, or still flowing in a living body.
More dangerously, the caster may now forge “Blood Pacts” (also known as "blood binding" or "blood bonding") —ritual bindings between themselves and others that grant magical boons or protections at the cost of shared pain, damage, or even death. Beware! Such a bond is irreversible, dissolved only upon the death of the caster. Hemomancers often report a deep aversion toward harming the other individual after the pact is created. Thus, they have attempted to obscure this knowledge from the general public, and have mostly succeeded; with many denying such an ability exists in the first place…
Violating or attempting to sever such a pact would be unwise for all parties involved. Not limited to: brain swelling, nausea, vomiting, gastrointestinal distress, sudden bleeding from every orifice, coma, and death.
Ritualists prepare elaborate curses, hexes, or dark enchantments that require sacrifices of blood and bone, relics, or spoken oaths. Their magic often takes time to enact but is nigh impossible to undo once completed.
Evolution – Malediction Mastery
Advanced ritualists can inscribe powerful wards that persist for generations, bind entities—both living and otherworldly—to specific locations or individuals, or curse entire bloodlines and regions. Some gain the terrifying ability to cast rituals near-instantly, drawing on the latent power of prior offerings, stored essence, or ancestral contracts.
Light magic that is most often attributed to healing and protection.
A Healer channels restorative energy to accelerate the natural healing of wounds, ease pain, and mend injuries. With training, they may focus on curing, quickly and efficiently, specific afflictions, including those of the mind—such as confusion, grief, or madness.
Evolution – Healing Aura
The caster becomes a living conduit of healing energy, emanating a passive aura that closes minor wounds and strengthens the vitality of those nearby. They can now restore grievous injuries and cure deadly ailments, though such feats draw deeply from their own strength and life force, risking exhaustion or collapse.
The mage may conjure protective enchantments that shield against the influence and intrusion of dark magics—nullifying curses, repelling malevolent entities, and suppressing corrupt enchantments.
Evolution – Sanctified Warding
The caster can erect enduring sanctified barriers that protect entire areas or groups. These wards may last for hours or even days, actively dispelling dark forces and resisting intrusion from any cursed or corrupted presence that attempts to cross their threshold.
Can pour life force into objects such as statues, toys and other inanimate objects. The mage has no direct control over the animated form, making their creations unpredictable and sometimes volatile.
Evolution – Vitalist
Can transfer or extend life by manipulating the vital essence of others. They may prolong their own lifespan—or another’s—by syphoning off life from nearby beings. Though rare and dangerous, this path is not inherently evil, but treads a narrow moral line: it can be used to save a life, to stave off Ukhel’s inevitable summon… but at what cost?
Manipulations of objects or energy with the mind.
The caster can move inanimate objects with the power of thought alone. This may begin with small, lightweight items—tools, stones, or weapons—but with practice and focus, heavier objects can be manipulated, suspended, or hurled across distances. Control improves with mental clarity and emotional regulation; strain, distraction, or panic may cause instability or unintended bursts of force.
Evolution – Kinetic Mastery
The caster gains total control over kinetic force—no longer limited to inanimate objects, they may now affect moving projectiles, shift momentum, or apply crushing force at a distance. They can stop arrows mid-flight, collapse walls with invisible pressure, or suspend themselves and others in midair. Fine-tuned users can "feel" objects through their telekinetic grip, allowing them to manipulate complex mechanisms or disarm opponents without physical contact.
Able to enter another's mind, allowing one to read their thoughts and memories, force visions upon them, or share one's own thoughts and memories.
Evolution – Telepathic Dominion
The Telepath gains the ability to create enduring mental bonds, linking multiple minds into a shared psychic network—aka a "hive mind." Thoughts, emotions, sensations, and even dreams may be exchanged freely across vast distances. Those willingly linked may act in perfect coordination, intuitively aware of each other’s needs and intentions. However, as the network grows, so too does the strain on the central mind maintaining it. Should the dominion fracture or collapse, all within may suffer backlash in the form of psychic fragmentation, hallucinations, or catatonia.
The ability to manipulate emotions. Can feel the emotions of those around them, project their own emotions onto others, and alter the emotions of multiple people at one time.
Prolonged or reckless use may result in the caster losing distinction between their own emotions and those they manipulate, leading to emotional dissociation or instability.
Evolution – Empathic Dominion
The Claisentient gains total control of others emotions. They may be able to unlock or suppress certain emotional responses entirely, such as inciting or silencing fear in warriors or grief in mourners; influence emotional memory, reshaping how events are remembered by altering the emotional context attached to them; or create emotional fields that impose a specific emotion (such as fear, joy, or trust) across an entire group or locality.
The ability to experience visions of future events, often appearing as dreams, hallucinations, or sudden flashes during waking moments. These visions may be unclear, fragmented, or fleeting, offering little to no control over their timing, content, or context. The visions can range from vague impressions to detailed snapshots of the future, though the meaning may be obscure or difficult to interpret.
Evolution – Controlled Vision
Gains limited control over their precognitive abilities, able to focus on specific moments or events. However, they will never see the entire picture at once. Instead, they will experience fragmented glimpses, often requiring multiple sessions of insight to piece together the full narrative.
The ability to witness past events through sudden, often involuntary visions. These glimpses may appear during sleep, as waking hallucinations, or as sensory overlays tied to places, objects, or people. The information revealed is unpredictable—some visions may be cryptic and fragmented, others vivid and emotionally intense. The caster has little control over what moment is seen or when a vision occurs.
Evolution – Memory Walker
Gains the ability to consciously initiate retrocognitive visions, anchoring them to specific stimuli—such as an object, location, or individual strongly associated with a past event or memory. This allows for targeted exploration of the past, however, the more distant or obscured the event is by time or trauma, the harder it becomes to see clearly.
Can glean truths beyond the present moment through the reading of omens, symbols, celestial alignments, or physical mediums such as bones, stones, dirt or ash. The caster may glimpse possible futures, uncover hidden knowledge, or sense unseen influences. These visions are often cryptic, and require wisdom and experience to decipher accurately.
A divinator will attune more strongly to one medium, enabling them to read and decipher its meaning more clearly and reliably, while others might be misleading or harder to interpret.
Evolution – Visionist
May now not only perceive hidden or future events, but manifest them as vivid visions or projections for the perception of others. These manifestations can take the form of illusions, phantasms, or tangible sensory experiences—such as a flickering image in firelight.
Enables a mage to sense the most likely outcomes of immediate events and nudge probabilities toward a preferred result. This does not guarantee success, but it subtly shifts luck in their favor. The more complex or improbable the desired outcome, the more difficult it is to influence.
Evolution – Master of Chance
The caster becomes more adept at controlling and bending outcomes with greater precision. With practice, they can affect larger scenarios involving more individuals, and more significant events with assuredness, even when probabilities are heavily stacked against them. Their influence can become so fine-tuned that they can force a specific result within certain boundaries (e.g., guaranteeing a successful sword strike in combat or ensuring a particular horse wins a race). However, while the caster gains more certainty, their control is still constrained by the inherent chaos of the universe, meaning they cannot completely eliminate all variables. There is always a margin of error.
A mage may master only one of these advanced disciplines, and only as a secondary or tertiary magic.
Use with extreme caution—these arts carry significant risk of harm to both the practitioner and those nearby.
An Anti-Mage has the innate ability to disrupt the magic of others. They can intuitively identify who possesses magical power and who does not, and with focused will, they can sever the flow of magical energy. This interference may cause temporary magic blockage, or cause spells to falter, misfire, or backfire entirely. While highly effective, tampering with another’s internal magic is volatile. Careless use can result in catastrophic backlash, such as magical overload, implosion, or even death, affecting both the caster and the Anti-Mage.
Evolution – Void Magic
An advanced Anti-Mage can generate zones that negate magic altogether, rendering spells and enchantments powerless within. These anti-magic fields can be cast upon spaces, objects, or individuals. The caster may also summon momentary void pulses to nullify active spells upon contact. At higher mastery, they can cloak themselves in a shroud of nullification, walking undisturbed through wards and magical attacks. Void Magic is indiscriminate and will suppress all magic within its range.
Shamans can perceive and interact with the spirit world, stepping beyond the boundaries of the living to commune with spirits, ancestors, or otherworldly forces. They may temporarily leave their body to explore the spirit realm or inhabit another vessel in the physical plane—be it animal, object, or another willing host. This disembodiment grants them insight and influence beyond mortal perception but is fraught with danger. Some spirits are not benign and may deceive, possess, or trap the shaman. Prolonged separation from the physical body can sever the soul’s tether, leaving the body lifeless.
Evolution – Soul Fracture
The Shaman can deliberately split their soul, allowing fragments of their essence to act independently across realms. These soul-fractions may inhabit multiple vessels at once, serve as emissaries to the spirit world, or anchor protective wards and rituals. Each fragment retains a sliver of consciousness and can act on behalf of the whole. However, dividing the soul dilutes the shaman’s presence, making them vulnerable to spiritual predation or fragmentation of their identity.
Chronokinesis grants localized control over the flow of time. A caster with this ability can slow, accelerate, or briefly halt time within a defined area or on specific objects and individuals. This manipulation allows for effects such as hyper-speed movement, suspended animation, or delayed momentum. These shifts are always temporary and must be maintained through active concentration.
While powerful, the art is perilous; excessive use builds temporal pressure within the caster’s body, which may result in vertigo, dizziness, nausea, directional disorientation, and memory lapses. In extreme cases, the caster may experience sudden, painful chrono-seizures (where the caster's body begins to vibrate or flicker uncontrollably, as if slipping between frames of time), micro-loops (where the caster repeats actions, phrases, or thoughts involuntarily, caught in a brief recursive cycle), and temporal inertia (where the caster may perceive things a second or two behind real-time, creating a dangerous lag between stimuli and action) as their body tries to re-anchor itself in the proper timeline.
Lore Note: Chronokinesis does not allow the user to manipulate the past. The past may only be observed, but never altered.
Evolution – Synchrion
The Chronokenetic gains the ability of limited spatial manipulation, allowing the caster to interact not only with time but also with the fabric of space around them, allowing them to vanish and reappear at nearby locations, as though stepping briefly outside of linear progression. They may phase through solid objects by momentarily slipping out of alignment with the material world, or reinsert themselves at a point in time they recently occupied. These spatial distortions are intricately bound to their perception of time, and their successful execution requires absolute precision. A misstep in either focus or timing can lead to disastrous consequences, including chrono-seizures, temporal inertia, spatial dislocation, paradox echoes, or complete self-erasure.
Chi mages harness their internal life force through disciplined movement, chanting, breath control, and symbolic focus. They can project this energy outward to create defensive barriers, short-range kinetic blasts, or influence objects within their immediate aura. While Chi is deeply meditative and precise, overexertion or emotional imbalance can disrupt the natural flow of Chi. In severe cases, this can cause permanent blockages, leading to physical weakness, magical stagnation, or spiritual dissonance.
Evolution – Energeist
Advanced users of Chi develop the ability to perceive and influence the Chi of others. They can read the state of someone’s internal energy, identifying weaknesses, emotional strain, or magical interference, and manipulate it through physical or energetic contact. They can redirect hostile energy, balance disrupted flows, or repurpose ambient magical energy into raw Chi. With focus, they may even sever another's connection to their power momentarily or invigorate allies by reinforcing their Chi.
Alchemists are able to manipulate magical and physical forces to alter the fundamental properties of matter. This includes transmutation (changing one material into another), imbuement (infusing objects with magical properties), and construct creation (forming simple, non-sentient golems from materials like clay, stone, or metal, powered by enchantments). Alchemists often act as magical artisans, crafting enchanted tools, potions, and charms that blend arcane logic with tangible form.
Evolution – Philosopher’s Reach
The alchemist transcends basic material manipulation, and is now capable of creating rare, precious, or unstable materials, creating magically imbued artefacts that possess awareness or self-regulating magic, and infusing golems or constructs with a spark of sentience or purpose, allowing them to act autonomously within set bounds.
The Amplifier acts as a raw reservoir of magical potential, enhancing and amplifying the magical abilities of those around them. They may not be aware of their power, nor are they able to consciously wield it; instead, their presence acts as a conduit for magic, heightening spells, enchantments, and rituals performed nearby.
This amplification, however, is a double-edged sword. On the one hand, they are revered for their ability to elevate the magical prowess of others, allowing mages to push their abilities beyond their natural limits. On the other, for those unprepared or unaware of the Amplifier's presence, their magic may spiral out of control, causing wild surges of magic, often with catastrophic fallout.
When coupled with an existing magical trait, the Amplifier’s effect may turns inward as well. The resonance of their own amplified energy often overwhelms their control, leading to magical exhaustion, erratic surges, or unintended bursts of power. Their strength lies in amplifying others’ magic, not in wielding their own, and the cost of this amplification is a marked inability to manage the unstable energy they channel.
Evolution – Synergist
The Synergist has learned to harness their natural affinity for amplification in a more controlled and deliberate manner. While they still act as a raw reservoir of magical potential, their ability to influence and manage their surroundings becomes more refined. They can selectively project their amplification toward specific mages or magical abilities, allowing them to assist in achieving greater feats without the risk of uncontrolled surges. They can sense the magic of those nearby and instinctively know where to focus their energies to provide the most beneficial boost.
Original concept by sealle.Magic and Evolution Suggestions
The group welcomes suggestions for new magical abilities or evolutions of existing ones. Please note the group if you’d like to propose a new idea. If your concept is approved, it will be added to the available options and credited to you and your rider as the first known to obtain the ability, once/if they ‘officially’ obtain the ability. However, once added, the ability becomes available to everyone and is not reserved for exclusive use. This encourages collaborative worldbuilding while keeping the system fair and balanced.
Please ensure you run your idea by the group before finalizing any prompts, so we can confirm whether it fits within the existing structure. If you'd like help refining or wording your concept, feel free to ask!