[Hider= The Ancient Magicks ] Alright, Ancient Magicks require you to PM one of the GMs for permission, which if it’s Rtron or Lucius then they’ll direct you to me, with the magic type and the reason you would like to create a character with that magic. Most of these are limited to only a select number until I will no longer accept any, mainly due to power and how well your character sheet detail/creativity impresses me. (A note, I expect high Casual-Advance quality CS, not fluff, when applying for a Character in one of these Magicks.)Each has their own strengths and weaknesses but none uses blood to cast magic. Chantment- The use of (ultimately Latin) phrases or words to perform magic. Not everyone has the power of Chantment, in fact, very few do. Using this magic requires a strong, clear voice, and any mess-ups can be disastrous. Like the other ancient magicks, Chantment doesn't require any energy to cast and aren’t in danger from dying if they sing too much. They might just be rather…breathless or hoarse. [U][COLOR="#6666ff"]Weaving[/COLOR][/U] [IMG]https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/p280x280/1003176_10200955579504491_724962051_n.jpg[/IMG] It is believed that there is arcanite in everything, from the living to the objects and elements. Weaving is the ability to access the magic, and everything it’s capable of, within a target through creation of signs, gestures and complex movements. This allows one to use almost all forms of mageblood from Vitamancy to Psychomancy using a series of weaving signs without using their own trace and weakened arcanite levels, the main reason it’s extremely rare for a weaver to be a bloodmage as well. Unlike Bloodmagics, while Weaving is versatile and no threat of dying when the stamina runs dry it does have limitations. Body control is the first stage of Weaving magic. This can take years, usually 8 or more at least, for weavers to learn to sense their current body’s status from their exact beat per minute and how much their lungs extend to rate of blood flowing through their veins and such. A few more to learn to completely control their body’s functions and aspects completely, some in the sense they take over regulating things such as breathing, heart beats, body temperature, amount they sweat and even blood flow to create a personal preference at either a slightly faster or slower rate for the race average. It’s not hard to see why this stage takes year to learn and is a key foundation for weaving as a whole, without it then it would impossible to perform. Another aspect is the fact each blood has its own weaving movements or language that creates a special connection to the elements related to it, similar to what mageblood does for mages, which makes it important for a weaver never to mix these by trying to preform two types of magics at the same time. What one magic might accept, another slightly similar gesture or movement won’t have the same effect in another causing a variety of effects from death to nothing at all. Though all weavers are taught to pace their weave patterns out with a short pause in between, stilling their mind and body complete, before they start a fresh pattern of movements into a different magic. This break leaves a weaver venerable and expose to danger in this necessary stage in order to switch blood magic. Blood vs. Weaving is an important concept that weavers will learn and must accept. When it comes to Weaving magic versus Blood magic, either equal or higher level, the latter’s power is always stronger when these magics clash head on. The main reason is that Bloodmage magic uses their own concentrated source of arcanite to access their elements while a weaver’s is more dependent upon the target’s arcanite levels. These sources and the connections are weaker than Bloodmage’s. Weaving makes up for this weakness with versatility and switch to another blood magic, if they can manage to safely break. Weaving patterns vary with the magic level the weaver is attempting to do. Novice and low intermediate levels can be performed by a 2-3 quick gestures, from a simple sign of the fingers to a flick of the wrist, in rapid progression. However these quick patterns’ power level is weak and on strong foes, might not have much effect if any at all causing them to be brushed off easily. Higher and advance magic requires a series of at least 6 or higher to perform, edging towards the mastery with the more complex weaves but due to the length and patterns there’s more risk at something going wrong during the performance. The backfire is more dangerous as a result, should the pattern go wrong. Is also more likely to be interrupted because of time it takes to perform because it take on the form of a small dance or martial arts with its pattern then a simple few gestures that only use a few parts of the body. The Mastery levels are the most complex and longest to weave out; sometimes the movements are still ongoing even as the affect is in progress. These moves require the most stamina and usually the most draining since they can apply heavy stress to a master weaver’s body, making it hard to do multiple mastery magic constantly. Rune Unlike Chantment or Weaving, Rune crafting doesn’t usually use an element of one’s body to cast magic. Instead it uses a small combination of a few characters selected from a wide number of over 2,000 in the runic language to imbue magic into an item or being that gives magical. Some of these abilities are only accessible by these Ancient magics. It’s a traditional art form, in the prime of its influence, the trade had passed from master to apprentice over the generations but throughout the ages this craft has declined into a meager handful of artisans and the college is about one of the only places where one can learn. One of the many things they learn is the more symbols made upon a Rune item or being, the more versatile it can be. However it also takes longer to create, deep thought needed to its creation, and depending on the material it’s made from, can be easily wiped away stopping the effect in its tracks making the thing useless. Most Runes can only hold up to three different commands and a total of ten Rune symbols. Rarely, there are some creations that become the expectation, namely when created alongside that a Mageblood. This is mainly due to the complexity of the many various characters that can sometimes clash if too many different ones are clustered on one item or being, usually killing the later. So it’s impossible to create an all-powerful Rune without complete destruction. However, despite one knowing the symbols or being able to create them, not everyone is able to craft a Rune artifact. The reason for this is unknown, some believe that it requires a certain heart and soul to the craft in order to access the magic while others think it’s the talent itself that chooses upon whom they manifests. Either way it’s not an uncommon practice for Rune Masters to take on multiple Apprentices that show this talent, spreading their knowledge through time as well as adding their own for future generations. A few things beginning Apprentices learn about Rune is what reflects their power: age and condition. These are important to know because it could affect how a Rune craftmaster will approach the repairing a damaged Rune if possible. First up is the age, the older a rune is then the more powerful a Rune’s power, usually stronger when compared to newer ones unless the source tapped into is far stronger like Blood magic or extreme power. Runes that managed to retain their original state for centuries are the most difficult to find but they do exist and are almost impossible to defend against. This brings up the topic of condition which plays a heavier role because if there’s any signs of time erosion, time magic inapplicable on the characters themselves, or damage to the symbols upon the item/being than its effect will come unravel, ceasing the effect instantly. With increased usage, the magic starts to faintly wear away at the characters that for most small rune their lifespan is about a decade at most before they become useless depending on the material they are made from. Some Runes, mainly the more powerful, can prove to be prone to glitch if used at a constant rate causing the Rune item/being power to become finicky until it cools down. This can range from sudden and unexpected activation to complete effect null; even perhaps backfire upon its owner because nothing is perfect.* Now comes the magic bit, some Runes are able to tap into Arcanite directly and cast some forms of Arcanite that can otherwise unreachable. The first area affects and mimics of mageblood abilities, both negative and positive, for either the crafter’s allies or him/herself. One main use is the enhancement of bloodmagic, namely to increase the power or stamina levels of a mage and better using their magic’s potential while minimizing the blood usage. It can aid in regulating the blood within the veins, namely the Arcanite, so to keep the mage from overusing it past their limits and sometimes cutting off the magic at a critical point. Another effect is the denial of blood usage. It is not uncommon for Runes to be bought and sold for the sole purpose to cancel out the effect of Arcanite within a magic school/blood when in range of the Rune, usually reaching out to 5 meters in diameter for each item/being. The second area is mimicking mageblood, this far more limited than it sounds because it only gives the holder key abilities of the mageblood and complete mastery over that certain aspect and limited purpose. For example, a Rune Master can create an item strictly for shape shifting one’s appearance into a certain race but that’s the only aspect of Vitamancy it will hold. It would be unable to change in anything other than that race, heal or do offensive magic, making most other elements in Vitamancy inaccessible for the most part unless other characters were present to allow it. Sadly since Mageblood is so wide in use and ability, it’s impossible to create a Rune that can mimic everything a single mageblood can within the character allowance. The advantage in this is that a holder can maintain that ability almost indefinitely without growing worn or tired since there’s no use of arcanite within the blood. The other magic Runes can tap into is best known as arcane magic since they don’t belong or apart of more than one blood. Each had their own, important rules and balance to keep in mind when creating them and these are only a few possibilities discovered. Starting with teleportation, there are three types namely not because of what they can do but rather what is on the other side: Gateway, Straight and Random. Gateway is made when a Rune master crates two identical Runes for teleportation path from point A to point B, one that can be used both ways as long as both remain unchanged or damaged. Though if one is damaged while in use then the user can end up being dropped off anywhere along the way without warning and smack dab into the event transpiring within that spot as well. The Second type is similar but far more limited, straight teleportation. It works like Gateway with one major difference, it only goes from one point to the other and is a one trip shot from anywhere. Most artisans have to use elements within the grounds of the target area to accomplish, rules of this type of teleportation, or chaos would rein within the world. The last and final type is Random teleportation. These often are used for hasty escapes or limited combat ability, there is no determined destination beforehand so where the user teleports is completely random depending on the Rune’s strength, characters inscribed, and condition upon the time of use. Anywhere from a few feet to over several miles are possibilities but the bad thing about these Runes is there isn’t a guarantee where one will end up or if the area is suitable to be landed in. Telekinesis is a combative magic with a range of five feet all around the user and be used to levitate some weighed objects, up to about half one’s total weight, then toss them about. Unlike most Runes, this magic draws upon the holder’s stamina and can be draining over repeated uses without pause between. Boost enhancement of strength, stamina, and other natural abilities are possible with Rune symbols which can heighten a normal average human up to temporary superhuman level in at least one area. However if pushed beyond their limits, the Rune might suffer and crack eliminating the powers to leave the character in a nasty situation during their carelessness. The most common use is preservation to extend the shelf life of otherwise expiring goods/materials, often up to several years past their prime. When opened, they are still as fresh as the day they were put in. There are two ways to write Runes, each with their own pros and cons that would determine the situation its best for. First off is the easiest to create and most basic of Rune crafting: Written form. It is named so because the most common application of this is through variety of ink like liquids, made from many different materials by the Rune crafter’s own recipe, which can be applied to flat surfaces. At a moment’s notice any liquid from blood to ink, and even mud/earth can substituted for the unique ink if needed. It’s easy to place, create, and quick but it does have a major disadvantage: it’s easily erased and not permanent. Once marred, the Rune loses its effect instantly and can put the Rune crafter in serious danger. A more permanent form is Engraving. It requires a crafter to carve the symbols into a material like stone, wood, metal or flesh. Usually each Rune Crafter has their own tools or methods of applying this to the material giving each their own unique signature, even when mimicking another’s work. Unlike Written form, this method won’t fade away with a simple swipe or other violent means easily but it is the most time consuming to create. It can hours to days to engrave the item or being, depending on the material. Not to forget one wrong chip then the Rune can be completely ruining and can’t be erased, forcing the artisan to start completely from scratch and can be a tedious process at first. There are two main ways to apply Engraving; each affected the strength and chances of being ruined. The weaker of the two is often most common for small items like rings, jewelry or Rune stones and is called Subscription where the Rune are crafted with specialized ink then pressed between two layers of the material, resulting in the symbols being sealed from sight. Very talented Rune Crafters can make easily make the seam where the two layers meet vanish and leaving no evidence behind. Though the magic effect is weaker, it is less likely the Rune symbols are able to become damaged by both time and outside influences, ensure the effect keeps intact. The second is more powerful but risks becoming damage and ruined because it’s out in the open, Superscription where the Rune is carved in plain side upon the object without a protective covering. Often this is used for large objects built for larger magical effects like teleporting and place effects for wide areas. *AKA, you OP it then I will use my GM ability and make your character pay for it within the Rune’s ability, from teleporting your character’s ass from combat into the brick wall crawl space, immobilizing/almost killing them, or exploding its power in the face. I’m a damn creative gal when I need to be… [/hider]