Magic Abilities List

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(C) = “Complete” = This magic language can be used on its own

(P) = “Partial” = This magic language requires another language to be used (mixed spells)

The 5 Elements = Fire, Earth, Water, Air, Electricity

Dissonance Scale

(1, 2, 3, 4, 5, 6) = The numbers tell you how much physical backlash is caused by using a language outside of your affinity (Linguistic Dissonance). This applies to the Law of Affinity. All mages, including Resonants, suffer from the Law of Embodiment. 

  • (1) = No physical backlash. 
  • (2) = A dull, persistent headache. Like low-level static in your mind. Noticeable, but easy to ignore in a fight.
  • (3) = A sharp, spiking migraine. Can cause nosebleeds and brief disorientation.
  • (4) = Intense, burning pain, as if your nerves are on fire. Blackened veins appear on the skin as magic channels overload. 
  • (5) = Agonizing, all-consuming pain. Causes internal hemorrhaging and risks a stroke. High chance of permanent physical damage. The user is immediately incapacitated.
  • (6) = Beyond pain; a feeling of the soul and body being torn apart. The spell consumes the caster. The body unravels into raw energy, resulting in certain death and spiritual annihilation.

Indo-European (Creation Class) – Create & Manipulate Matter, People, or Souls

Germanic Branch: Create physical matter from nothing

  • English (2) (C): Create simple objects, tools, and weapons from nothing, break/shatter matter (NOT the same as void tongue, which erases matter entirely). English has the most limited scope of the powers, but is known as the AK-47 of magic” – because it’s simple, reliable, has low dissonance, and low backlash.
    • Has the advantage of being able to break or “shatter” matter 
    • No living matter can be created
    • Cannot create raw elements (Example: can’t just create a mass of water, would need to create a stable object out of ice)
    • Limited to materials the caster understands (or has interacted with)
  • German (5) (C): Create complex objects, tools, weapons, devices, or machines from nothing. (NOT the same as void tongue, which erases matter entirely)
    • No living matter can be created
    • Cannot create raw elements (Example: can’t just create a mass of water, would need to create a stable object out of ice)
    • Limited to materials the caster understands (or has interacted with) 
  • (North Germanic) Nordic Languages (5) (C): Create and control large quantities of the elements from nothing, except Earth (Similar to Japanese, which allows control of 4/5 elements on a smaller & localized scale)
    • Old Norse: Unknown/Lost
  • Swedish (4) (C): Create extremely strong and powerful wind blasts 
  • Danish, Faroese (5) (C): Create & manipulate large bodies of water
  • Norwegian (5) (C): Create large amounts of fire, burn down entire areas
  • Icelandic (5) (C): Create massive amounts of electricity (lightning clouds)
  • Indo-Aryan Branch: Allows manipulation of the souls
  • Sanskrit & Hindi (C):
    • (4) Purify/cleanse corrupted or damaged souls
    • (6) Create blessings (positive probability enhancement)
  • Celtic Branch: Complete wood control. Allows for the manipulation of tree wood.
  • Irish, Scottish Gaelic (4) (C): Allows for the manipulation of trees and wood, (similar to the Uto-Aztecan Nature class powers, but much smaller in scope)
    • Command living wood to bend, twist, and harden into new forms
  • Italic/Romance Branch: Allows manipulation of people
  • Latin, Romanian, Italian (4) (C): Influence/control the thoughts or perceptions of people
  • Spanish, Portuguese, Catalan (4) (C): Influence/control the emotions of people
  • French (4) (C): Create extremely powerful illusions that affect the five senses (sight, sound, touch, etc.)
  • Hellenic Branch: Allows healing of the body & manipulation of living matter
  • Greek/Ancient Greek (3) (C): Heal wounds and injuries, manipulate living matter (non plants). Examples:
    • Seal bleeding wounds or knit torn flesh together.
    • Mend flesh and fractured bones.
    • Reshape or form new flesh
    • Heal severe burns and regenerate damaged skin.
    • Neutralize common poisons or purge toxins from the bloodstream.
    • Visualize the extent of injuries within a body (like X-Ray).
    • Temporarily block the sensation of physical pain in an ally.
  • Slavic Branch: Allows full manipulation of the earth (The only language that can control raw earth on a small and large scale)
  • Russian, Polish (4) (C): Allows complete control over the soil and terrain (extremely versatile)
    • Form earthen spikes that erupt from the ground
    • Build instant cover walls or trenches (not dense, but can be thick enough to stop bullets)
    • Construct dense massive earthen walls
    • Create quicksand patches to trap opponents
    • Compact loose soil into stone-hard surfaces
    • Create underground tunnels for infiltration
    • Create perfect camouflage by manipulating surface textures
    • Level building sites instantly
    • Reshape entire battlefields – create valleys, hills, or plains
    • Raise or lower the elevation of large areas
  • Uralic Branch: Allows mages to change matter states
  • Finnish, Hungarian, Estonian (5) (C): Can control matter states (turn solids to gas, liquid to plasma, etc.) on a small and large scale. Examples:
    • Turn solid metal weapons/armour into liquid (would melt enemies)
    • Convert the ground beneath enemies to liquid for instant sinkholes
    • Turn rivers/lakes solid to create massive bridges or barriers
    • Reshape large areas/terrains by making them liquid or plasma

Sino-Tibetan (Spatial Class) – Spacial Manipulation, Teleportation, Amplification & Reversal

  • Chinese (all dialects) (C+P):Has 3  main abilities:
    • (5) (C) Spatial Manipulation:
      • Teleport objects or people anywhere
      • Create portals (that open to other locations on Earth only)
      • Alter the distance between two things
    • (3) (P) Amplification & Weakening: (low backlash as partial power)
      • Strengthen the effect of spells
      • Area-wide spell enhancement
      • Area-wide spell weakening (enemies)
    • (3) (P) Add Complex Effects To Other Spells (low backlash as partial power)
      • Add complex effects to spells
  • Tibetan (5) (P): Reverse OR change the effects of curses, enchantments, and SOME forbidden magic. Requires another lange as the base portion, the Tibetan portion is used as the effect.

Afro-Asiatic (Alchemist Class) – Enchantment, Curses, Transformation & Weather Control

  • Ancient Egyptian (4) (C): Accelerate OR reverse decay & aging in objects, plants, animals, and people.
  • Arabic (4) (C): Allows mages to transmute matter. Turn one mineral type into another. Can turn copper into iron, aluminum into gold, etc. Convert one type of energy into another. (This language is most frequently used for creating potions by combining it with languages like Mandarin, etc.)
  • Akkadian (5) (C): Creates binding contracts with specific consequences.
    • An oath of absolute secrecy (Example: “I will not speak, write, or otherwise communicate the location of the Library’s headquarters to any outside of this council.”)
    • An agreement to trade something
    • A temporary non-aggression pact
    • An edict placed upon a location (Example: “Let this infirmary be declared a sanctuary. No blood may be spilled within these walls with malicious intent.”)
  • Hebrew (5) (C): Area-wide OR targeted weather manipulation (can make it conditional)
    • A precise lightning strike to a designated spot.
    • A focused command to create a gust of wind or a dense, localized fog.
    • Summon a large-scale storm over a battlefield.
    • Flash freeze or blizzard across an entire areas.
    • A conditional weather wards placed upon a strategic location (Example: A bridge or mountain pass, which activates a windy storn when unauathorized people try to cross.)
  • Amharic (5) (C): Enchantments or curses that activate under specific circumstances (Exceptionally efficient for creating imbued objects) Examples: 
    • A wide-area enchantment placed on a safe house or a library
    • An enchantment placed on a piece of armor or jewelry
    • A curse delivered through a handshake or a shared object
    • An enchantment placed on a written proposal or contract
    • A curse that can be attached to a person’s shadow

Niger/Bantu (Spirit Class) – Future Sight, Influence Probability & Spiritual Barriers

  • Swahili (6) (C): See the future + influence probability (arguably the most powerful ability, but it causes extreme backlash, and requires a high-level mage)
    • Above average strength vessel required: Future Sight is one of the strongest (non-forbidden) powers. But due to the Law of Embodiment, an extremely strong body is required to use it. And even then, it can only be used for short periods. Mages with this affinity, avoid using future sight (unless necessary) as it causes massive physical strain. 
    • Probability influence can be used on a varied scale: A mage with Swahili affinity could gamble at a casino and win all night (small scale). Or imagine making a bridge collapse just as enemy reinforcements try to cross it (mid-scale). On a large scale, redirecting the path of a natural disaster away from a city. 
  • Yoruba (5) (C): Allow mages to create wards (a protective spiritual barrier) & add conditions to those wards (Conditions example: block forbidden magic users, allow entry of certain individuals, etc.)
  • Zulu (5) (C): Allows mages to imitate the physical abilities of any animal near them
    • (Example: Rhino imitation would give physical strength and durability, Eagle imitation would give sharp eyesight)

Special Class (Language Isolates) 

  • The First Language: This language is LOST. All languages originate from the first language. The first language was the closest language to magic’s consciousness given to early humans by the Primordial Entities (The voice of forests, mushrooms, seas, and Earth). This single magic language could do everything the separated modern languages can do in one.
  • Thaylic (The Universal Tongue): Has zero magical powers. This is the fake language created to replace all the modern languages attached to magic. 
  • Sumerian: Unknown/Lost
  • Japanese (4) (C): Similar to North Germanic languages but only differ in scale. It allows manipulation of 4 out of the 5 elements (fire, water, electricity & wind) (no earth) on a small localized scale. Better for combat and weapon-type grimoires. (Examples: A sword that releases highly pressurized wind with every slash, creating arrows of lightning)
    • Kanji: Creates a single, high-impact burst of elemental energy.
    • Hiragana: Creates a continuous, flowing, and controllable stream of the element.
    • Katakana: Alters the properties of an element to create a unique effect (Example: Freezes water into ice, can make water highly corrosive, use wind to create a sonic boom, etc.)
  • Korean(5)(C): Allows mages to manipulate gravity
    • Pin enemies in place using the force of gravity
    • Flatten small objects with precision or large structures
    • Lift and hurl massive debris, vehicles, or building chunks
    • Walk on walls/ceilings by adjusting personal gravity
    • Create protective gravity fields that redirect incoming attacks
      • Above average strength vessel required: Korean has a similar issue that Swahili does. The power is so strong that the body of the mage needs to be extremely developed if used on a large scale (some would say even over-developed) to handle the magic required. 

Altraic (Radiant Class) – Allows the manipulation of light & darkness

  • Turkic Branch
  • Turkish, Uzbek, Azerbaijani, Kazakh, Uyghur (5) (C): Allows mages to manipulate light
    • Create laser weapons out of light (sword, bow & arrow, spears)
    • Flash-blind opponents with concentrated bursts
    • Bend light around themselves to become invisible
    • Create devastatingly powerful lasers on small or large scale (Example: small lasers that can cut through metal doors, large scale would rain large destructive lasers from the sky) 
  • Mongolic Branch & Tungusic Branch: Both have the same powers
    • Mongolian, Evenki, Manchu (6) (C): Allows mages to manipulate darkness
      • Use shadow limbs to hold or steal items 
      • Form weapons out of darkness that can cut through nearly anything (except for light), these weapons disappear after use
      • Engulf entire areas in pure, suffocating darkness
      • Open portals to the darkness dimension. The darkness dimension is a universe with no life, just inorganic matter (meteors) and pure endless darkness (only this language can open this portal, Chinese spatial manipulation cannot)
      • Form powerful dark vortexes that suck anything they touch into the darkness dimension

Austronesian & Austroasiatic (Energy Class) – Allows manipulation of various natural energies

  • Austronesian Family: 
  • Javanese [Indonesia] (5) (C): Allows manipulation of vibrational energy
    • Can turn solid ground into sand
    • Can create small localized earthquakes
    • Can incapacitate opponents with vibrations
    • Can shatter objects with matching frequencies
  • Tagalog [Philippines] (5) (C): Allows manipulation of kinetic energy
    • Add kinetic energy to normal punches and kicks, making them devastating
    • Add kinetic energy to small objects, making them lethal projectiles
    • Can change the path of moving objects
    • Can absorb the kinetic energy of enemies attacks, making them feel weak
  • Malay [Malaysia] (5) (C): Allows manipulation of thermal energy
    • Can see in perfect darkness with thermal vision
    • Can make metal brittle by rapidly draining heat from it
    • Can create massive waves of heat
    • Can super-heat non flammable materials (rock, metals, water/steam)
    • Can instantly ignite flammable materials
  • Austroasiatic Family 
  • Vietnamese, Munda & Mon-Khmer Languages (5) (C): Allows mages to control radiation. BUT, there is an extremely high backlash associated with this language. The physical body of the mage MUST be strong and developed. Powers examples: 
    • Concentrated beams of radiation that cause immediate cellular damage, weakness, and disorientation in enemies
    • Make weapons, armor, or surfaces radioactive with just a touch, forcing enemies to abandon equipment
    • Use electromagnetic radiation to disable electronic devices, vehicles, and modern weapons
    • Contaminate entire battlefields, making them uninhabitable
    • Contaminate enemy farmland or water supplies

Uto-Aztecan (Nature Class) – Manipulation Of Plants & Animals

  • Aztecan Branch:
  • Nahuatl (4) (C): Can make plants mature rapidly, and control the movements & actions of plants on a LARGE scale, similar to the Celtic branch but only differs in scope.
    • Cause seeds on the ground to erupt into a dense, entangling thicket.
    • Animate vines and roots to lash out, capture, or crush opponents.
    • Rapidly grow a massive tree from a sapling to create cover or an obstacle.
    • Create a defensive wall of fast-growing, dense wood branches.
    • Compel flowers to release clouds of incapacitating or poisonous pollen.
    • Mature fruit or herbs on a plant for immediate use
  • Numic Branch:
  • All Western, Southern & Central Numic Languages (4) (C): Influence/control the actions of animals (non magical)
    • See through the eyes of an animal for scouting or reconnaissance.
    • Agitate a swarm of insects (bees, wasps) into an attack frenzy.
    • Compel a pack of predators to hunt a specific target.
    • Stampede herd animals to create chaos or a diversion.
    • Have nearby animals act as guards, alerting the caster to danger.
    • Make guard animals ignore the caster’s presence for stealthy infiltration.
    • A soothing chant to pacify an aggressive or panicked animal.

Forbidden Magic (Corrupted) – Deletion, Stagnation, Parasitism (Stealing Life) 

  • Void-Tongue (C): A forbidden language that deletes things from existence (physical and non-physical)
    • It can delete matter: Allows a mage to wipe out matter (limited to what they can see)-potency depends on how skilled the forbidden mage
    • It can delete memories: Allows a mage to “delete” specific memories in the minds of others (can be reversed)

  • Unity-Script (C): A forbidden language that can freeze people, concepts, and time.
    • Can freeze spells: Allows a mage to freeze the effect of an enemy’s spell (the spells effect will resume when lifted)
    • Can freeze time: Allows a mage to freeze time (temporarily, how long is unknown). This was used during Unity’s spell casting.
    • Can freeze minds: Allows a mage to freeze the subconscious of a victim. For example, if cast on a person, that person can never change their mind or learn anything new. They are unable to grow or change.
    • Can freeze free will: Allows a mage to bind someone to an identity. The victim is then forced to live as nothing but that single concept, their free will erased.
    • Can freeze the effects of healing: Allows a mage to heal cast on a wound, the wound can never heal.

  • Blood-Tongue (C): A forbidden language that can siphon life and powers from others
    • Spell interruption: A mage using this magic can hijack an enemy’s spell as it’s being cast, causing it to fail. 
    • Life stealing: Allows a mage to steal strength and life energy/vitality from others. (Can be cast using an area-wide affect)
    • Body replacement: Allows a mage to steal a body, by inserting your mind in the victim’s body (which includes taking their magical affinity, BUT does not allow access to their mind or memories). Victims of body replacement will remain a trapped in a separate part of their mind until they gradually fade away and the parasite mage takes over fully.

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