Since the dawn of civilization, [b]Black Magick/Magic[/b] has been persecuted and disallowed in all societies. Due to [i]Human[/i] and [i]Mage[/i] (Magi) intervention throughout the centuries, Black Magick was heavily-oppressed and pushed into obscurity. The natural good in everyone's heart ensured that such anathema knowledge remain locked away, fortunately for them. However, there are those whose curiosity brings them too close to the edge and they fall over, and what they fall into is more powerful than anything previously known, but also more difficult to control and with infinitely more variables to keep track of than is humanly possible. Very few possess the knowledge, required to venture into this Dark territory, but every being in recorded and pre-recorded history who has managed to train themselves in the arcane Dark arts, has managed to acquire a negative reputation. It is not uncommon for Black Magic to outright kill the mage or wielder if he is not of strong, pureborn blood. ---- Character Sheet [quote][b]Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Character Class:[/b] Melee/Ranged/Magic? All Magic-users are Magi. Humans are generally the Melee/Ranged classes. [b]Thelema:[/b][i] Gray or White[/i] Only, for now. Due to how uncommon and dangerous, Black Thelema is.[/quote] [quote][b]5 Sins of Magick[/b] 1. Power 2. Greed 3. Fallacy & Farce 4. Reliance 5. Death from life, life from death. (Murder & Necromancy)[/i][/quote] [b]All[/b] Magic falls into 3 categories known as [b]Thelema[/b]; [i]Black, Gray, White[/i] The breakdown of magicks and where they fit within the 3 Thelema are somewhat complex. [b][center]Black[/center][/b] [i]Blood Magic – Active.[/i] (Not much is known about Active Blood Magic other that it can have all sorts of strange and unpredicted effects. Also it does really require blood, either the caster's or someone else's.) [i]Necromancy/Golemancy/Creation Magics[/i] (Different from Conjuring, which requires access to a source Grey or White spiritual energy, such as a tree, rock, river, wind or field of grass. Whereas Necromancy requires access to any object which is either lacking a soul or whose soul has departed. Thus, Golems fall into Creation Magic as well. [i]Hexes [/i] (Permanent, always malicious, often nightmarish, can not be dispelled by Blessings.) [center][b]Grey[/b][/center] [i]Blood Magic – Passive [/i] [i]Telepathing/Telekinetic Magics –[/i] (Uninvited telepathy, Jedi Mind Tricks, moving objects around with your mind. Telekinesis is limited by the Karmic Law of Threefold - only to objects which are equal to/less than the amount of weight the Mage could lift if there were 3 of him. ) [i]Conjuring[/i] (Self-explanatory.) [i]Curses[/i] (Used far more often for mischief rather than as malice, but curses wear off over time and can be counteracted by Blessings.) [center][b]White[/b][/center] [i]Healing[/i] - Self-explanatory, use is restricted by human law to clergy and medicinemen. [i]Elemental – Active[/i] Bolts of thunder, fireballs, etc. These are extremely difficult to conjure up, even for veteran mages, everyone who chooses White Thelema will begin with a WATER spell, a FIRE Spell, an ELECTRICITY spell and an EARTH spell. [i]Elemental - Passive/Supportive[/i] (Defensive/offensive Buffs rely on the elements to work and are ineffective during the nighttime or when the sun is hidden from view.) [i]Blessings[/i] (Blessings only work with the mindset of altruism and compassion, you can not Bless yourself or others to make more money as that would qualify as Greed and Reliance. [quote]In the world of [i]Aum[/i], a world much like ours, there began a catastrophe known only as [b][i]“THE LOSS.”[/i][/b] In the [i]1011th Year[/i] of the [i]6th Moon Cycle[/i] of the [i]Gray Age[/i], “The Loss”began to plague the Magi of this world. Scholars argue about the specific exact date, however, it is widely accepted that the Year 1011 of this age, is when mages first began to become aware of condition, however, it may well have started before that. As of that date, Magi have began to steadily, slowly, but surely began losing their magical powers and prowess. It was as though the very matrix upon which magic is cast began to crumble around them – much like a silkweaver without any fabric, or perhaps a blacksmith with no ore. A fisherman with no sea in which to fish. Only once has this event happened in Magi history, over a millennia ago, in [i]Year 999[/i] of the [b]First Black Age[/b] and records are unclear as to what was done about that occurrence of The Loss. However, the oldest surviving record about the first catastrophe is simply a folk tale that speaks of a brave warrior-mage who climbs to the summit of the great Mied'kilm Mountain and regains the Mana. ----[/quote] Every Magi on the planet has noticed The Loss and tens of thousands of Magi are on a pilgrimage to the holy mountain, hoping to find answers and regain their Magick. All the mages are in a state of panic and since the Magi have no official system of government, rather they co-habitate with the humans who are more prone to being kings and politicians, the only possible lead they have is this obscure folk tale. So as you can imagine, this RP will be very magic/fantasy-heavy, but will have mature themes as well. This is [b]not Harry Potter.[/b] Not everyone needs to play a Mage, since many people other than the Magi are affected Magic as well, including humans to some degree. You can play a Ranger or Warrior or Cleric any other Fantasy-class you can come up with. Although Knights, Rangers/archers, etc. are able to use magic, their proficiency is not as good as a Magi/Mage.