[@Polaris North]All I ask is that players put effort into their posts. If you have a lack of experience then the only way to improve that is by roleplaying more. So welcome aboard Polaris! I really love the eagerness and sense of enthusiasm in you're writing. And to answer your question there are plenty of spells your human character could possibly know depending on their background and the school of magic they wield. However you have to understand Earthly magic isn't typically taught to humans. In fact Equestrians under normal circumstances try to keep humans away from learning or handling magic. Given the whole [i]'damaged their world and nearly killed off their whole race'[/i] thing. However just because you want to keep something out of someone's hands doesn't mean it is going to happen. So you'll need a good justification for how they learned magic [i](given you described wanting a violent, chaotic character that shouldn't be too difficult.)[/i] but outside of that you should be fine. I was saving this for when I put up the roleplay, but I wrote down how magic works and the two types of magic in the setting at the bottom of the post in a hider. To quickly summarize: Human or "Earthly" magic takes longer to cast then Equestrian magic. It normally requires effort and preparation to use, but it can be sped up through clever[i](or sacrificial)[/i] means. There is no single way to cast Earthly magic so your character can practice a common school of magic while using a style unique to themselves. Try to think of the magic in this roleplay a little like the magic from Dark Soul, if you've ever played that game. Just with more chanting, scrawling, and various things done before the spell is actually usable. It is powerful and immensely beneficial. However it isn't instantaneous. Even fast spells have some kind of delay or wind up to them. I you don't set yourself up correctly or begin to cast a lengthy spell when some hulking monstrosity is two feet from your face, you're going to get thrown off a ledge to your screaming agonizing demise. I'll write out some examples of some possible Earthly Magic schools and spells to try to give you an idea of how things work. Then we can talk over any specifics you had in mind. As long as you follow the general feel of what is presented and remember the rules of the magic in this setting, you can be as creative as you wish.[hr][h2][color=E6E6FA][b]White Magic[/b][/color][/h2][i]Verbal- Focus[/i] The reliance on miracles and divine favor to achieve prosperity is not a new concept. In the past people would pray, chant, and sing to receive boons from strange unseen [i]things[/i]. White Magic is the more refined practice of such methods. Drawing magic not from the environment, but beings of great power that do not exist in the visible realm. Though many White Magic users attribute their magic to beings of their choosing, they don't actually see, hear, or sense them. All they know is that when they call on the magic for their spells [b]something[/b]answers them. It could be one entity, it could be many different entities, the lack of concrete knowledge of the origin of their magic demands faith and a strong sense of belief in practitioners of White Magic. However many debate the safety, or sanity of using White Magic. Receiving boons and favors from some unidentifiable far off force carries with it tremendous risk. Surely something of such power must want something in return or has some ulterior motive to it? White Magic is generally associated with light and life, but its origin could be more maddening and malicious then even the most heinous of demonic magics. Traditional White Magic is cast using a small focus [i](an idol, a necklace, etc)[/i] and carefully recited words typically taking the form of prayer or mantra. The emotion behind the words and the feelings of the caster play an important part in whether or not the spell works as intended if at all. [hider=Healing Light] [b][u]Healing light:[/u][/b] Holding a palm sized idol or symbol the caster considers 'divine' or 'holy' the caster kneels. Head bowed, symbol gripped tightly, they begin to chant in the form of a prayer or mantra to an unseen force. Upon finishing a bright light radiates down onto the. Warm and welcoming the light soothes their pain and heals any moderate injuries they have while lessening others. This spell must be cast while stationary, leaving the caster vulnerable. A light source of some kind, preferably natural and overhead, is required for the spell to work. As the divine light cannot shine on them in true darkness... [/hider][hr][h2][color=purple][b]Necromancy[/b][/color][/h2][i]Verbal- Focus - Catalyst [/i] The arcane practice of understanding and manipulating the forces that separate life from [i]death[/i]. Through Necromancy spirits may be understood, powerful forces may be harnessed, and the dead themselves can be turned into tools or outright weapons. Lycoris is a practitioner of Necromancy but does so in a style she developed on her own with some experience. Typically traditional necromancy is very stationary and time consuming, but by using blood as not only a sacrificial medium but a focus Lycoris can dramatically simplify spells. By spilling her blood [i](or the blood of another)[/i] and using it in her castings she hastens otherwise time consuming practices. Allowing her to use her Necromancy more offensively and on the fly. While powerful, Lycoris's approach has it's weaknesses. Like most magic associated with the 'dark' her spells are left vulnerable to magic connected to the divine or the light. Her use of blood in her spells also takes a toll on her health as Lycoris must draw her own blood, often through cutting into herself, which risks infection, greater blood loss then intended, and a number of other horrid things. [hider=Raise Lesser Zombi] [u][b]Raise Lesser Zombi:[/b][/u] Through necromancy it is possible to restore the body and soul of an individual who has passed from the world. At least in theory. Doing so requires tremendous effort, preparation, and vast arcane knowledge. Even when done correctly a ritual can be utterly ruined by difficult to sense or otherwise unseen factors. The more offencive abilities of necromancy were born largely out of easy to recreate ‘mistakes’ of trying to return the dead to true life. One of the most basic, yet difficult spells in necromancy, is raising the dead. There are a number of ways to raise the dead and many forms they can take. The most basic of which is a “Zombi”. The oversaturated Human media of the 21st century depicted zombies as disease created abominations, brain dead husks driven by instinct to feed. This is largely incorrect as proper Zombis are not merely biological entities but temporary spiritual ones. To create a Lesser Zombi, Lycoris places a corpse (either fresh or dessicated) inside a blood circle adjusted to the size of the body being used. Once inside the circle she clasps her hands and uses the circle as a focus, chanting an incantation several times to draw the ambient magic from her surroundings to a single point inside the corpse. There, a sort of Promethean flame is lit. A crude, temporary, artificial ‘soul’ is created that animates the zombi. Doing so actually restores some flesh and mass to the zombi’s dead body. Ensuring it is sturdy enough to carry out the wishes of it’s master and weather the blows it will suffer trying to do so. Lesser zombis are sluggish, motivated only by the weak magical energy binding their body and the will of their master. However they are capable of great feats of strength and unable to feel pain. Unlike what the human movies suggest, destroying the brain of a lesser zombi will not kill them or even slow them down. Only a few things can properly put a zombi down which include: [list] [*] The total destruction or immobilization of their physical form (blowing them to a red mist or chopping off and then pulverizing each extremity). [*] Dissipation of the magic binding them through other kinds of magic or magic dispelling seals or items. [*] Feeding the zombi salt or covering in it. [/list] Lesser zombis may carry out simple tasks given to them but lack the intelligence or consciousness to handle anything too complex. They are easily dispatched by those knowledgeable in the creature’s weaknesses and are repelled by a number of means (salt circles, charms, wards, etc). Once a circle is down Lycoris can repeat the process of raising lesser zombis in relatively little time. Allowing for her to make and deploy Lesser Zombis in numbers (provided she has a supply of bodies). Unless steps are made to ensure otherwises Lesser Zombis will only remain animated for a few hours under typical circumstances. [/hider][hr][h2][color=EEE8AA][b]ϟElectromancyϟ[/b][/color][/h2] [i]Somatic- Material[/i] Pyromancy. The magic of the flame. Primal and Promethean in nature. This means of manipulating and creating such a base element influenced countless other schools of magic throughout the ages. One of which was [b]Electromancy[/b]. Countless gods have been associated with thunder and lighting. Zeus hurling thunderbolts down from the heavens being one of the most widely known. Fire may be deeply primal, but the fear of the menacing clap of thunder and the brilliant flash of lightening is almost just as old. Drawing on this Electromancy is built around harnessing, wielding, and creating lightening, electricity, and the things connected to them. Instead of symbols, figures, words, or blood, Electromancy is cast through the practiced gestures of the body and the use of precious powdered metals. Electrum is extremely vital to Electromancy, though gold, copper, and other yellow-ish/orang-ish tinted metals and minerals and be used as substitutes with varying degrees of inferiority [i](gold being the next best thing to proper Electrum)[/i]. As a general rule an Electromancer must have their feet firmly planted on the ground or something solid in order to cast their magic, making it difficult to cast on the move. [hider=Lightning Bolt] [u][b]Lightning Bolt:[/b][/u] After giving their hands a dusting of powdered electrum or gold the caster plants their feet firmly on the ground. Widening their stance they clench their fists and move their arms to their sides. They make a series of specific, timed gestures before reaching skyward. Opening their hand they stretch their arm as far as they can raise it and grasp something. Suddenly sparks begin to fly as a shaking, brilliant coil of lighting becomes trapped within their grasp straightening out into a threatening spear. Once in hand the user may rear back and throw the bolt at whatever they desire. Though the lightening bolt provides some propulsion to itself, the accuracy and distance it goes is dependent largely on the user. The bolt is capable of blowing holes through buildings, singeing muscles and flesh, or outright stopping the hearts of living creatures with its intense power. While powerful however the Lightning Bolt spell is somewhat telegraphed and since the user must plant their feet, they cannot move and cast the spell. [/hider][hr] [hider=How magic works in this roleplay] [b][h2]On Magic[/h2][/b] [b]Equestrian Magic[/b] Magic is very prevalent in Equestria and its surrounding lands. Many of the races that dwell within Equestria have some inherent magical nature to them. Ponies specifically have a very strong innate magic and possess abilities specific to their race. Channeling magic in Equestria is done through the use of a body part as a conduit for magical energy. Earth ponies focus their magic through their hooves, Pegasi focus it through their wings, and Unicorns, Alicorns, Changelings, and other spell casting races use their horns. In order to use magic these races draw from an inner magical reservoir of sorts for the energy to fuel their spells. As long as the caster has the knowledge, focus, and technique necessary to properly cast the spell they can do so almost instantly. Lifting objects without touching them, unleashing sprays of firework-like light, and even projecting protective barriers are all possible with enough practice. As a result Equestrian magic is fast and convenient, able to achieve results almost instantly. While potent however this form of magic has its own flaws and drawbacks. The first and most obvious is that, under normal circumstances, only certain races can use Equestrian magic. Unicorns, Alicorns, and even Changelings to a degree possess the means to cast spells and perform magic. However vigilant or studious, an Earth pony or Pegasus will never be able to cast spells like a Unicorn unless very special circumstances are in place. The second issue is that Equestrian magic is fast, but this is because it draws energy directly from the caster. The inner magic of any being is limited and while it can be increased, amplified, and restored through various means it is still finite. Even a Unicorn with a vast inner magical reserve will rapidly deplete themselves if they simply spam spells with no rest or time to recover. An Equestrian magic user who pushes themselves too far or tries to cast spells while their inner magic reservoir is low can suffer injury, reduce their lifespan, or outright die depending on the circumstances. Last but not least Equestrian spell casters are totally reliant their horns (or equivalent appendage) to channel magic. If the horn of a Unicorn, Alicorn, or Changeling is damaged in anyway it can have catastrophic consequences on their ability to cast magic, crippling or outright stripping it from them. To have their horns severed is a terrible, wicked fate not spoken of even for the most heinous of criminals and deviant magic users. [i][u]A Note on Cutie Marks:[/u][/i] One of the most distinctive features of any of the pony tribes is their Cutie Mark. It is a symbol of their magic and their talent. It marks their coming of age, and getting one is a milestone in any pony’s life. They appear when a pony discovers their special talent, their passion in life, their raison d etre. Most celebrate this event with a celebration known as a Cutecinera. A common point of small talk is asking a pony what their cutie mark means and how they got it. As for their actual appearance, cutie marks range from common everyday objects to more abstract symbols. The common thread is that they mean something for the pony who bears it. Of course, a pony’s cutie mark often applies to their profession in some way.[hr] [b]Earthly Magic[/b] The magic originating on Earth differs significantly from Equestrian magic. Human beings, unlike Equestrians, have no inherent magic to them. Modern human history is utterly devoid of magic in any way, shape, or form outside of the occasional whisper of the supernatural sensationalized into garbage media. However at one time magic did exist on Earth. Early man learned how to wield magic using his eldritch understanding of the world around him. Ancient tales of magical creatures, enchanted blades, and grand spell casters were more than mere fiction, they were once the truth. As time pressed on the ways of magic were forgotten and in their place the more conventional manipulation of the world was picked up by humans. Upon their arrival however the Equestrian’s inadvertently reintroduced magic to Earth and gave the humans just enough of an inkling on the workings of magic to rediscover the old ways of their own arcane history. Human, or Earthly Magic as it's commonly referred to, relies not on the internal but the external. Earthly magic revolves around harnessing the latent magic from a source typically outside the user. Either from the environment around them, strange planes of existence, beings of greater power like demons, or other countless alternatives. Where a Unicorn can cast any spell almost immediately with concentration and knowledge of the spell in question, Earthly magic takes either time, effort, sacrifice, or some combination of the three. You can’t just brandish some phalic wand and shout the name of a spell and expect to immolate someone on the spot. Symbols and runes must be scrawled, words must be chanted, rituals must be done, and sometimes sacrifices must be made. Equestrian magic is faster in most instances and less complex by comparison. However Earthly magic is arguably more potent and flexible. Anyone from a human to an earth pony can use the magic with the right knowhow and practice. Earthly magic is also unusual from other forms as they require certain things done (chants, rituals, focus, sacrifices, est) but the exact form those necessities take can differ from individual to individual. With Unicorn spells there is typically one correct way to cast a spell. Earthly spells however can be cast a variety of different ways, allowing for many and unique styles of casting. The aspects of Earthly magic casting are: [u][b]Verbal:[/b][/u] Spoken words, often deliberate with specific timings. They can take the form of chants, shouts, whispers, songs, or virtually any other action with the mouth. [u][b]Somatic:[/b][/u] Use of the body and it’s movements. Specific gestures with the arms, symbols made with the hands, dances, or even staring at the target a certain way. [u][b]Material:[/b][/u] Physical components. Herbs, flowers, roots, a flask of distilled water, a charge of gunpowder, a mirror in a bag, and countless other oddities. [u][b]Focus:[/b][/u] A deliberate or specific item or object used to concentrate the spell around, often used as a channel for the magical energy itself. A Focus can take the form of idols, rods, circles and runes scrawled across a surface, and more. [u][b]Catalyst:[/b][/u] Something expended or sacrificed to cast or accelerate and enhance the casting of a spell. A catalyst can be physical or abstract, but it just has to be meaningful and potent in it's own right. Spilling your own blood, sacrificing a memory, destroying an irreplaceable item of sentimental value, ect. It’s possible for Earthly Magic to purely utilize one of these aspects. Pure ‘material’ magic for example would be akin to Alchemy, focusing on mixing, brewing, synthesizing, creating, and bottling all manner of useful and dangerous things. However other styles of Earthly magic use splinkings of each aspect. For example: [color=red]Rod Magic[/color] [b]-Focus and Verbal-[/b] [i]The caster carries a bag of iron rods which have the equivalent length and thickness of golf clubs. Each rod has a deliberately shaped tip to it with each individual rod being required for a specific spell. Drawing the rod the caster speaks, deliberately and passionately, gathering magical energy at the tip of the rod before swinging it at the target. [/i] Earthly magic is brave new field of study as texts on the subject are relatively scarce and there were very few Earthly spell casters before The Rending, and even fewer after it. Artifacts, relics, and enchanted objects from Earth are highly prized because they don’t tax the user thanks to drawing magic from elsewhere. They’re convenient and often very potent, making them highly sought after. [/hider]