Pride.
Local Mushroom
Web of Avalon
Character Sheets
Information
Hi everyone! Welcome to the CS thread. I am still blown away by how faster everyone jumped onto this thread, but I can’t say I am against it. It is all just very sudden to me. I am looking forward to seeing what kind of characters you guys will make. I don’t have a set character sheet in mind for you guys, so please have fun with it and add what you would like. The last page will have a few questions that you guys may or may have about what you can do for character limits. I am not sure if that makes sense, but please ask questions. I am not quite sure how to go about this since it has been a very long time since I have gotten to the character sheet stage of a thread.
Feel free to make sheets for any characters you want to get involved in the story later. If you have any specific requests or questions, please feel free to shoot me a pm.
Anyway, I only have a couple of requirements for your sheets, I post roles in the next tab to show who claimed what:
- I like to use template sheets, so if you guys like the same thing I will post a couple of links below to a couple of workshops that make freebies.
- One the sheet the basics I would like to see are.
Name
Age (16+)
Gender
Sexuality (mainly if you guys want to do romance)
Height
Weight
Build
Mods
Scars
FC or Written description (For FC I would prefer the is realistic, meaning it is a semi-realistic drawing or actor/singer/etc.)
Focus object (If you are a mage what do you use to focus your magic?)
Bond (what is your bond)
Bond Desciption (what they look like, you can use a picture for reference)
Does your bond have magic? (Meaning do they have minor magic, can they fly?)
Personality (I would like written, but traits are fine as well if I can get a grasp of the character)
Backstory
Magic (describe what they do, any drawbacks, what magical knowledge they might have. Have fun with it.)
Add what you would like, and I will say if I don’t think it has enough information.
Time limit: None currently, since this is a baby thread
For anyone who wants to use a template:
Closed - code machine go 𝙗𝙧𝙧𝙧𝙧 (by uxie)
good morning ----side bar---- uxie's code machine go brrrrr current status: ---open!---- you may ask for a code Respectfully. ---in progress!---- i'm currently working w/...www.rpnation.comResource - 「 萬 」𝙖𝙚𝙤𝙣𝙨 — workshop & freebies
--CODE BY REVERIEE-- do not use without explicit permission. do not remove credit or claim as your own. --TITLE HERE-- aeonsscroll right fa-angle-double-right --QUOTE PART ONE-- i shall be dumped --QUOTE PART TWO-- where the weed decays萬 --TAB ONE-- --TAB ONE TITLE HERE-- welcome ...www.rpnation.comClosed - 𝐍𝐈𝐍𝐄 𝐋𝐈𝐕𝐄𝐒 — a code cafe
have a nice day! ----tabs cover---- fas fa-undo ----tabs---- ----(title page)---- this is empty! fas fa-undo ----(title page)---- ----tab one---- ----header---- clowns r us ----text one----...www.rpnation.com
These three are my personal favorites, but there are many fantastic coders out there.
Roles
The Healer ( Ciscodog ) is the mage that is connected to the element of water. As the name says, they are able to heal others using their magic. Since they are only a beginner right now they are only really able to heal others and perform basic spells, but as their powers grow they can begin to do more things. Starting out the healer will need to have contact with the object they wish to heal, but they can quickly learn to project their healing abilities through portals and even heal things from a distance. The healer is capable of reading other people’s aura and can even pair mages with their bonds. This is a skill they won’t learn till much later. Being the water mage they can even start to learn to control that element, even at a beginner level. To control water directly can be very draining, but with the help of their bond, they could do it. It will become easier as they progress through the various levels of becoming a mage. The healer’s magic is best paired with the Warrior’s magic when performing complex spells. The healer also helps keep everyone together alongside the Hermit.
The Warrior ( Lazaro1505 ) is the mage best adept at fighting and is connected to all things involving the element earth. Their strong connection to the element allows their magic to make them much more sturdy and have incredible reflexes. While the others might be more inclined to attack from afar, the warrior is almost always the one to be dealing the damage from the front lines. Their magic allows them to create protective barriers and even weapons. As the warrior grows stronger they can use their magic to become connected to their bond to see and feel what they are feeling, and even take the same shape as their bond as they grow stronger. Being connected to the earth they can use their magic to understand the nature around them and guide them. Listening to the voice of nature is a bit difficult for beginners, but with the help of their bond, they can do it with relative ease. The warrior can also travel the farthest from their bond and still have a strong mental connection. Their element is best paired with the healer’s element and they act as a sort of street smarts guide for the others. They tend to fight alongside the Cursed mage
The Star ( PinkChiffon ) is a bit different from the other mages. They are the fire mage. They have incredible magic potential and are one of the few who was raised around magic because of this. Their magic tends to be explosive and they have a harder time focusing their magic compared to the other mages. Usually, their lack of focus and real technique is made up with their raw power. Their magic is widely considered the most dangerous, after the Cursed mage’s magic, because fire is not an easy element to control. Because the star is naturally drawn to magic they can perform just about any spell, even if it is beyond their usual skill level. The only problem is that because they have so much raw power it can cause spells to easily go haywire. The star is also the one that can most easily access and control their element. Summoning and commanding fire is a piece of cake for this mage. As they grow stronger, rather than gaining new abilities they learn to focus and control. One new ability they do gain as they get stronger is that they can summon beings of fire to fight for them. A bond is essential for the star so they don’t burn their teammates to a crisp. The star is considered to be the magic tracker of the group since they can easily connect with strong sources of magic, they are also a sort of magic teacher because they can pick up on spells pretty fast. When performing multi-level spells they are best paired with the Cursed mage because the cursed mage can limit their magic output.
The Wanderer (Me) is the only mage from Earth. They don’t have any previous magic experience, but they are still a valuable member of the team. This mage has a strong connection to the element air. Much like the warrior, the wander can use their magic to listen to the winds around them. To them is like being pulled in the direction that the winds want them to go. This mage often just lets their feet and the world guide them down their path. While many consider their magic type to be one of the weakest, they are still a force to be trifled with. With their magic they can amplify sound and even carry messages on the wind, this allows them to increase the effectiveness of a spell and even cast things from a long distance. As a beginner, they can somewhat control the air around them, but they can’t do anything crazy. Master air mages can control elements of the weather and can use the different currents to fly. Their go with the flow type magic allows them to be paired with any of the mages on their team, and this mage is never lost even when they are just wandering.
The Hermit ( Necromantic ) is considered to be the weakest mage of the group. This is partly because one none understands their magic type and they have been somewhat isolated because their family feared for them. The hermit doesn’t connect with any of the elements. Their magic focuses on pure light. This mage may have trouble connecting to magic without the help of their bond, but many underestimate this mage. A light mage can supercharge the other mages and increase their magic output to allow them to perform more complex spells with ease. Even if the mage doesn’t have a bond the hermit can increase their power to whole new levels. Depending on the level of magic they are trying to increase this it requires more energy. So they might need to recharge after powering more powerful attacks. One advantage that the hermit has is that it can tap into the basics of all the other elements. While they can’t produce the same results they can still do small things with each element. As the light mage increases their power, they can start to control light and can use their magic to weave multiple spells together to create new ones all on their own. The hermit works best with the healer and does their best to keep everyone together.
The Cursed ( Blackrose7 ) is a very, very special case. The cursed mage is a dark mage. They are the only one to have bonded with a magical creature, but unfortunately, they were forced into a situation where they had to kill their bond. Tainting their magic and turning them into a dark mage. Their magic has completely morphed into something new. They can steal magic from the things around them, whether it be from the other mages or life around them. Their magic lies in being able to command shadows and poison things with the darkness they can control. It is their type of magic that is what is changing the magical web. It may not be their doing, but they have an understanding of how dark magic works now that they have become one with it. They are the only one in the group who can perform forbidden spells and understand the making of dark magic in the group. They are trying to redeem themselves for the things they have done by using their dark magic for good. The cursed can learn to control people’s minds and control creatures of darkness as they grow alongside their team. The star works best with this dark mage when performing spells because the cursed mage can absorb their magic and limit how much they output.
The Stormbringer ( Rayvin ) is a lightning mage. Many sorcerers, mages, and warlocks never know what to do about this mage and its power. Their magic is most connected to the elements of fire and air. Much like the star, their magic can be wildly unpredictable and doesn’t always end the way they want. The stormbringer can create electricity at their fingertips and can feel things that others can’t. Like the wanderer, they can sense changes in the wind, but these feelings don’t guide them anywhere. It tells them that something is coming, whether it be a storm or something worse. But because of the fact they are a beginner in magic, they can’t yet fully identify what exactly the air is trying to warn them about. As the stormbringer progresses through the levels of mage-hood they can learn to control different elements of the weather, unlike the wanderer who can create tornadoes, this mage can summon magical thunderstorms in later levels. With a bond by their side, they can learn to better focus their firecracker magic. Because of the fact, their magic is a combo of the elements fire and air they work well with both the star and the wanderer when performing complex spells. They can even act as a bridge between the different element types.
The Blizzard ( Obsidian ) is a water mage, but they are very different from our healer. They are unable to heal others. While being connected to the element of water naturally gives the mage the ability to heal others. This mage doesn’t follow these usual rules. Instead, they focus on water-based magical techniques that beginner mages can’t begin to imagine using. The sea can pick up on water-based magic fast and doesn’t struggle to perform spells that most water mages took much longer to learn. The only problem, they struggle to access the same techniques that the healer can do. They aren’t sure what is keeping them from learning about these techniques. That is until they have with their ice magic. They learn that in exchange for not being able to do what the healer does, they can access a new level of water magic. A bond will help them stabilize the ice magic and perform the more advanced ice spells. Since it is magic that not many are familiar with, especially in a mage. It would seem that this mage is also looking into magic that they shouldn’t be messing with. The blizzard would work best with the healer when performing complex spells when combining magic. [This character was created by Emerald, this is their idea, I just approved and typed it out into the roles]
The Crystal ( ElizaVioly ) is a mage that works closely with the Untamed mage because of how similar their magic is. This mage’s magic has spawned from the element of earth. While the warrior’s earth magic expands over nature, this mage’s magic focuses on a different aspect of the element. Their magic focuses solely on minerals, metals, rocks, etc. This is something that is a first for the magic in the mage world. They can sense things about the earth differently than the warrior. They can feel when something made from the earth has magical properties, and they can pull magic directly from things like minerals, metals, etc to perform their magic. Right now their magic is most effective at a certain distance around them and some parts of the earth are harder to control than others. Meaning this mage is not going to make lava burst forth until much, much later when they have had time to practice their skills. As the crystal mages grow stronger they can begin to use their powers at a further distance and even focus their magic into things like metals and crystals to give them magical properties. Having a bond helps them control multiple things at once and use their magics on bigger chunks of the earth. This mage is also very adept at creating protective barriers and spells with their magic. When performing spells that are more advanced and require multiple people, they would work best with the warrior and the untamed.
The Untamed ( apolla ) is a combo mage that is somewhat similar to the stormbringer. But they are only similar in the sense that they are a combo mage. The untamed mage possesses both the element of light and earth and the magic manifests in very a strange manner. They are very connected to animals. Whether they are magical or normal magic. Like the warrior they can use their magic to connect to their bond, but they are limited to sight, sounds, and smells rather than being about to experience their feelings. That is not all they can do. Because of the light element, they can use their magic to connect with any animal. The untamed can only connect to one animal at a time, and connecting to animals back to back can be draining for them. Connecting for a long period can make them feel dizzy and can give them some major headaches. The untamed mage has a harder time connecting with animals that are farther away from them, and if they do connect they everything is very fuzzy and muted making it hard to tell what is going on. Their advanced levels of magic allow them to create beings of light and look through them and protect them. They can also control animals, this skill needs the help of a bond, but it can come in handy. Because this mage’s magic doesn’t have much offensive potential they should stick with the other mages. Their magic works well with the warrior, the crystal, and even the hermit when doing complex spells.
The Knight ( Elenion Aura ) was summoned by the fairimentals due to their vast knowledge of magical weapons, how to use them, and connections in the magical military forces. They are a fighter through and through, they have grown up around the soldiers of their world. The knight can always be found with the warrior when things are starting to get ugly and leading towards a fight. This character knows how to adapt to not only situations that involving fighting, but also social situations. They know how to talk to people as well and often help the mages who may unfamiliar with a situation work through it. They are a sort of guardian who teaches the mages how to fight and take care of themselves. At times this character becomes the leader of the group. The fairimentals had gifted the Knight an enchanted blade when they agreed to help the mages conquer the dark magic plaguing the various magical worlds. So while this character doesn’t possess any magic of their own they know how to use magic that is enchanted or hold magic within them and leads the others through the other worlds. They also know how to use a variety of weapons. Everyone needs a leader and it comes in the form of this lovely knight.
The Captain ( Chimeric ) is a sorcerer from the sea with an interesting bond. The fairimentals reached to the Captain because they know everything there is to know about how to work ship and navigate the seas of the magical worlds. Not to mention they can use magic. While a sorcerer's is not the same as a mage’s magic is acts as a sort of middle ground magic for mage and warlock magic. On top of being a guild for when the characters need to be on the sea, they can also help teach the mages about other types of magic. Much like the two water mages, this character’s magic focuses on the element of water. But the Captain is more connected to the ocean than just water in general. Their sorcerer magic also allows them to change their shape. This is something that both warlocks and mages struggle to do on their own. Upon agreeing to help the mages on their quest the fairimentals gave the Captain a magic artifact that looks like a tiny ship, and when it makes contact with the ocean, it transforms into a full-fledged ship. Luckily it has to be ocean water otherwise it would be a problem.
[This character was made by L.Amour, they messaged me about this idea beforehand, all creative credit goes to them]
The Tracker ( animegirl20 ) is the professional magic tracker of the group. While the Star is naturally drawn to magic, the tracker can find the sources of the magic without much magical assistance. While they don’t have any magic like a sorcerer or warlock they have magic. Their magic allows them to sense magical auras which is how they track magic and find who was magic. It is not the same as using magic. It is more of a skill that they were born rather than a spell. This is because the tracker comes from a race of people that are naturally able to sense magic. This character can pick up on the lingering traces of magic left behind by the ones who cast it and then follow it to find their location. They can also use those traces to figure out what kind of magic it is. Meaning they can tell the group what element it belongs to if it was dark or light magic, and what magic class it belonged to. If someone is using magic, the tracker is going to notice it one way or another. The tracker has also been working for the fairimentals for a while now to track down the ones who have been causing all the destruction. Now the tracker is in charge of guiding and showing them what they know about dark magic. The tracker is a long-distance fighter but is also fantastic with anything involving stealth. Their gift from the fairimentals was a compass that can lock onto hidden magical signals.
The Portal Master ( Hibiscus ) is your local bookworm who is quite the threat. This is not because they have powerful magic or because of a weapon they carry. It is because of the gift that was given to them by the fairimentals and knowledge that they carry. This character is called the portal master because they know how to safely navigate the magic web and how to read the maps that show what the web was like in the past. They grew up in a place where they were taught all about the magic web and how important it was to all the magical worlds. The portal master even knows about the worlds that have long since been disconnected from the web. They know just about everything there is to know about the other worlds and how they are connected to the magical web. They know how shifts in magic power can affect the state of the web. They also know how to repair the broken parts of the web. They are not a fighter, at all. This is why they carry around a poisoned tipped dagger to protect themselves. Knowledge of the web is not the only thing that they know. The portal master carries around an amulet that lets them summon images of the web, but that is not what the fairimentals gave them. Their gift was something called a fairy map. It is a small glowing orb that expands into a star-like system that shows all the portals on the web and what parts of the web are being affected by the dark magic. Fairy maps are extremely rare and hard to come by.
The Warlock ( houseplant ) is a magic user that has been called upon by the fairimentals because they know a lot about different magic techniques and how to successfully perform complex magic spells that involve multiple participants. The warlock helps the Star teach the other mages who may be unfamiliar with magic, because while the star can pick up spells fast. They can show how each step works. This character is a warlock, so their magic doesn’t often communicate well with mage magic when working with mage magic. But they are still a powerful magic-user. Warlocks specialize in a lot of spell work and golem summoning. Yes, golem summoning. Warlocks don’t typically bond like other magic classes, but they are still incredibly powerful. Warlocks do have familiars, beings that are usually spirits in a contract with them. But they are still capable of bonding with magical creatures. Sometimes they even end up bonding with their familiar spirit. The warlock can summon a wide variety of golems to do tasks for them. Summon are tiny unintimidating little dude, while others are huge monstrous things that can tank tons of damage. The golem can only be around for a certain amount of time, and bigger golems require more energy. As warlocks grow stronger they can control more aspects of their summoned golems and can have them around them longer. When performing complex spells the Warlock work best with the Captian since their sorcerer magic communicates well with their magic.
Questions
Do I need to use a template?
No, you don’t need to use a template, I would recommend one, but you don’t have to use one.
Do I need to use an FC?
No, you don’t need to if you don’t want to, you can use an fc if you would like.
What kind of bond can I have?
You can have just about anything, some creatures are rarer than others. Dragons and Unicorns are rare bonds, but people can have them. I don’t want to limit what to put a limit but if I think there are too many op bonds, then I will say something.
What kind of race can I play?
You can play just about any magical race, though I will only lay down a few limits. I will have to say no to an orc, demon, and the like type characters because they are considered to be bad and evil. You want to make a dragonkin-type character, go for it.
I will add any other questions you guys may have here.
♡design by low fidelity, coded by uxie♡
Hi everyone! Welcome to the CS thread. I am still blown away by how faster everyone jumped onto this thread, but I can’t say I am against it. It is all just very sudden to me. I am looking forward to seeing what kind of characters you guys will make. I don’t have a set character sheet in mind for you guys, so please have fun with it and add what you would like. The last page will have a few questions that you guys may or may have about what you can do for character limits. I am not sure if that makes sense, but please ask questions. I am not quite sure how to go about this since it has been a very long time since I have gotten to the character sheet stage of a thread.
Feel free to make sheets for any characters you want to get involved in the story later. If you have any specific requests or questions, please feel free to shoot me a pm.
Anyway, I only have a couple of requirements for your sheets, I post roles in the next tab to show who claimed what:
- I like to use template sheets, so if you guys like the same thing I will post a couple of links below to a couple of workshops that make freebies.
- One the sheet the basics I would like to see are.
Name
Age (16+)
Gender
Sexuality (mainly if you guys want to do romance)
Height
Weight
Build
Mods
Scars
FC or Written description (For FC I would prefer the is realistic, meaning it is a semi-realistic drawing or actor/singer/etc.)
Focus object (If you are a mage what do you use to focus your magic?)
Bond (what is your bond)
Bond Description (what they look like, you can use a picture for reference)
Does your bond have magic? (Meaning do they have minor magic, can they fly?)
Personality (I would like written, but traits are fine as well if I can get a grasp of the character)
Backstory
Magic (describe what they do, any drawbacks, what magical knowledge they might have. Have fun with it.)
Add what you would like, and I will say if I don’t think it has enough information.
Time limit: None currently, since this is a baby thread
Roles
The Healer (Ciscodog) is the mage that is connected to the element of water. As the name says, they are able to heal others using their magic. Since they are only a beginner right now they are only really able to heal others and perform basic spells, but as their powers grow they can begin to do more things. Starting out the healer will need to have contact with the object they wish to heal, but they can quickly learn to project their healing abilities through portals and even heal things from a distance. The healer is capable of reading other people’s aura and can even pair mages with their bonds. This is a skill they won’t learn till much later. Being the water mage they can even start to learn to control that element, even at a beginner level. To control water directly can be very draining, but with the help of their bond, they could do it. It will become easier as they progress through the various levels of becoming a mage. The healer’s magic is best paired with the Warrior’s magic when performing complex spells. The healer also helps keep everyone together alongside the Hermit.
The Warrior (Lazaro1505)is the mage best adept at fighting and is connected to all things involving the element earth. Their strong connection to the element allows their magic to make them much more sturdy and have incredible reflexes. While the others might be more inclined to attack from afar, the warrior is almost always the one to be dealing the damage from the front lines. Their magic allows them to create protective barriers and even weapons. As the warrior grows stronger they can use their magic to become connected to their bond to see and feel what they are feeling, and even take the same shape as their bond as they grow stronger. Being connected to the earth they can use their magic to understand the nature around them and guide them. Listening to the voice of nature is a bit difficult for beginners, but with the help of their bond, they can do it with relative ease. The warrior can also travel the farthest from their bond and still have a strong mental connection. Their element is best paired with the healer’s element and they act as a sort of street smarts guide for the others. They tend to fight alongside the Cursed mage.
The Star (PinkChiffon)is a bit different from the other mages. They are the fire mage. They have incredible magic potential and are one of the few who was raised around magic because of this. Their magic tends to be explosive and they have a harder time focusing their magic compared to the other mages. Usually, their lack of focus and real technique is made up with their raw power. Their magic is widely considered the most dangerous, after the Cursed mage’s magic, because fire is not an easy element to control. Because the star is naturally drawn to magic they can perform just about any spell, even if it is beyond their usual skill level. The only problem is that because they have so much raw power it can cause spells to easily go haywire. The star is also the one that can most easily access and control their element. Summoning and commanding fire is a piece of cake for this mage. As they grow stronger, rather than gaining new abilities they learn to focus and control. One new ability they do gain as they get stronger is that they can summon beings of fire to fight for them. A bond is essential for the star so they don’t burn their teammates to a crisp. The star is considered to be the magic tracker of the group since they can easily connect with strong sources of magic, they are also a sort of magic teacher because they can pick up on spells pretty fast. When performing multi-level spells they are best paired with the Cursed mage because the cursed mage can limit their magic output.
The Wander (Me)is the only mage from Earth. They don’t have any previous magic experience, but they are still a valuable member of the team. This mage has a strong connection to the element air. Much like the warrior, the wander can use their magic to listen to the winds around them. To them is like being pulled in the direction that the winds want them to go. This mage often just lets their feet and the world guide them down their path. While many consider their magic type to be one of the weakest, they are still a force to be trifled with. With their magic they can amplify sound and even carry messages on the wind, this allows them to increase the effectiveness of a spell and even cast things from a long distance. As a beginner, they can somewhat control the air around them, but they can’t do anything crazy. Master air mages can control elements of the weather and can use the different currents to fly. Their go with the flow type magic allows them to be paired with any of the mages on their team, and this mage is never lost even when they are just wandering.
The Hermit (Necromantic )is considered to be the weakest mage of the group. This is partly because one none understands their magic type and they have been somewhat isolated because their family feared for them. The hermit doesn’t connect with any of the elements. Their magic focuses on pure light. This mage may have trouble connecting to magic without the help of their bond, but many underestimate this mage. A light mage can supercharge the other mages and increase their magic output to allow them to perform more complex spells with ease. Even if the mage doesn’t have a bond the hermit can increase their power to whole new levels. Depending on the level of magic they are trying to increase this it requires more energy. So they might need to recharge after powering more powerful attacks. One advantage that the hermit has is that it can tap into the basics of all the other elements. While they can’t produce the same results they can still do small things with each element. As the light mage increases their power, they can start to control light and can use their magic to weave multiple spells together to create new ones all on their own. The hermit works best with the healer and does their best to keep everyone together.
The Cursed (Blackrose7) is a very, very special case. The cursed mage is a dark mage. They are the only one to have bonded with a magical creature, but unfortunately, they were forced into a situation where they had to kill their bond. Tainting their magic and turning them into a dark mage. Their magic has completely morphed into something new. They can steal magic from the things around them, whether it be from the other mages or life around them. Their magic lies in being able to command shadows and poison things with the darkness they can control. It is their type of magic that is what is changing the magical web. It may not be their doing, but they have an understanding of how dark magic works now that they have become one with it. They are the only one in the group who can perform forbidden spells and understand the making of dark magic in the group. They are trying to redeem themselves for the things they have done by using their dark magic for good. The cursed can learn to control people’s minds and control creatures of darkness as they grow alongside their team. The star works best with this dark mage when performing spells because the cursed mage can absorb their magic and limit how much they output.
New Magic Mages
The Stormbringer (Open) is a lighting mage. Many sorcerers, mages, and warlocks never know what to do about this mage and its power. Their magic is most connected to the elements of fire and air. Much like the star, their magic can be wildly unpredictable and doesn’t always end the way they want. The stormbringer can create electricity at their fingertips and can feel things that others can’t. Like the wanderer, they can sense changes in the wind, but these feelings don’t guide them anywhere. It tells them that something is coming, whether it be a storm or something worse. But because of the fact they are a beginner in magic, they can’t yet fully identify what exactly the air is trying to warn them about. As the stormbringer progresses through the levels of mage-hood they can learn to control different elements of the weather, unlike the wanderer who can create tornadoes, this mage can summon magical thunderstorms in later levels. With a bond by their side, they can learn to better focus their firecracker magic. Because of the fact, their magic is a combo of the elements fire and air they work well with both the star and the wanderer when performing complex spells. They can even act as a bridge between the different element types.
The Blizzard (Emerald) is a water mage, but they are very different from our healer. They are unable to heal others. While being connected to the element of water naturally gives the mage the ability to heal others. This mage doesn’t follow these usual rules. Instead, they focus on water-based magical techniques that beginner mages can’t begin to imagine using. The sea can pick up on water-based magic fast and doesn’t struggle to perform spells that most water mages took much longer to learn. The only problem, they struggle to access the same techniques that the healer can do. They aren’t sure what is keeping them from learning about these techniques. That is until they have with their ice magic. They learn that in exchange for not being able to do what the healer does, they can access a new level of water magic. A bond will help them stabilize the ice magic and perform the more advanced ice spells. Since it is magic that not many are familiar with, especially in a mage. It would seem that this mage is also looking into magic that they shouldn’t be messing with. The blizzard would work best with the healer when performing complex spells when combining magic. [This character was created by Emerald, this is their idea, I just approved and typed it out into the roles]
The Crystal (ElizaVioly) is a mage that works closely with the Untamed mage because of how similar their magic is. This mage’s magic has spawned from the element of earth. While the warrior’s earth magic expands over nature, this mage’s magic focuses on a different aspect of the element. Their magic focuses solely on minerals, metals, rocks, etc. This is something that is a first for the magic in the mage world. They can sense things about the earth differently than the warrior. They can feel when something made from the earth has magical properties, and they can pull magic directly from things like minerals, metals, etc to perform their magic. Right now their magic is most effective at a certain distance around them and some parts of the earth are harder to control than others. Meaning this mage is not going to make lava burst forth until much, much later when they have had time to practice their skills. As the crystal mages grow stronger they can begin to use their powers at a further distance and even focus their magic into things like metals and crystals to give them magical properties. Having a bond helps them control multiple things at once and use their magics on bigger chunks of the earth. This mage is also very adept at creating protective barriers and spells with their magic. When performing spells that are more advanced and require multiple people, they would work best with the warrior and the untamed.
The Untamed (Goldieloxx) is a combo mage that is somewhat similar to the stormbringer. But they are only similar in the sense that they are a combo mage. The untamed mage possesses both the element of light and earth and the magic manifests in very a strange manner. They are very connected to animals. Whether they are magical or normal magic. Like the warrior they can use their magic to connect to their bond, but they are limited to sight, sounds, and smells rather than being about to experience their feelings. That is not all they can do. Because of the light element, they can use their magic to connect with any animal. The untamed can only connect to one animal at a time, and connecting to animals back to back can be draining for them. Connecting for a long period can make them feel dizzy and can give them some major headaches. The untamed mage has a harder time connecting with animals that are farther away from them, and if they do connect they everything is very fuzzy and muted making it hard to tell what is going on. Their advanced levels of magic allow them to create beings of light and look through them and protect them. They can also control animals, this skill needs the help of a bond, but it can come in handy. Because this mage’s magic doesn’t have much offensive potential they should stick with the other mages. Their magic works well with the warrior, the crystal, and even the hermit when doing complex spells.
The Summoned
The Knight (Elenion Aura) was summoned by the fairimentals due to their vast knowledge of magical weapons, how to use them, and connections in the magical military forces. They are a fighter through and through, they have grown up around the soldiers of their world. The knight can always be found with the warrior when things are starting to get ugly and leading towards a fight. This character knows how to adapt to not only situations that involving fighting, but also social situations. They know how to talk to people as well and often help the mages who may unfamiliar with a situation work through it. They are a sort of guardian who teaches the mages how to fight and take care of themselves. At times this character becomes the leader of the group. The fairimentals had gifted the Knight an enchanted blade when they agreed to help the mages conquer the dark magic plaguing the various magical worlds. So while this character doesn’t possess any magic of their own they know how to use magic that is enchanted or hold magic within them and leads the others through the other worlds. They also know how to use a variety of weapons. Everyone needs a leader and it comes in the form of this lovely knight.
The Tracker (animegirl20) is the professional magic tracker of the group. While the Star is naturally drawn to magic, the tracker can find the sources of the magic without much magical assistance. While they don’t have any magic like a sorcerer or warlock they have magic. Their magic allows them to sense magical auras which is how they track magic and find who was magic. It is not the same as using magic. It is more of a skill that they were born rather than a spell. This is because the tracker comes from a race of people that are naturally able to sense magic. This character can pick up on the lingering traces of magic left behind by the ones who cast it and then follow it to find their location. They can also use those traces to figure out what kind of magic it is. Meaning they can tell the group what element it belongs to if it was dark or light magic, and what magic class it belonged to. If someone is using magic, the tracker is going to notice it one way or another. The tracker has also been working for the fairimentals for a while now to track down the ones who have been causing all the destruction. Now the tracker is in charge of guiding and showing them what they know about dark magic. The tracker is a long-distance fighter but is also fantastic with anything involving stealth. Their gift from the fairimentals was a compass that can lock onto hidden magical signals.
The Portal Master (Hibiscus) is your local bookworm who is quite the threat. This is not because they have powerful magic or because of a weapon they carry. It is because of the gift that was given to them by the fairimentals and knowledge that they carry. This character is called the portal master because they know how to safely navigate the magic web and how to read the maps that show what the web was like in the past. They grew up in a place where they were taught all about the magic web and how important it was to all the magical worlds. The portal master even knows about the worlds that have long since been disconnected from the web. They know just about everything there is to know about the other worlds and how they are connected to the magical web. They know how shifts in magic power can affect the state of the web. They also know how to repair the broken parts of the web. They are not a fighter, at all. This is why they carry around a poisoned tipped dagger to protect themselves. Knowledge of the web is not the only thing that they know. The portal master carries around an amulet that lets them summon images of the web, but that is not what the fairimentals gave them. Their gift was something called a fairy map. It is a small glowing orb that expands into a star-like system that shows all the portals on the web and what parts of the web are being affected by the dark magic. Fairy maps are extremely rare and hard to come by.
The Warlock (houseplant) is a magic user that has been called upon by the fairimentals because they know a lot about different magic techniques and how to successfully perform complex magic spells that involve multiple participants. The warlock helps the Star teach the other mages who may be unfamiliar with magic, because while the star can pick up spells fast. They can show how each step works. This character is a warlock, so their magic doesn’t often communicate well with mage magic when working with mage magic. But they are still a powerful magic-user. Warlocks specialize in a lot of spell work and golem summoning. Yes, golem summoning. Warlocks don’t typically bond like other magic classes, but they are still incredibly powerful. Warlocks do have familiars, beings that are usually spirits in a contract with them. But they are still capable of bonding with magical creatures. Sometimes they even end up bonding with their familiar spirit. The warlock can summon a wide variety of golems to do tasks for them. Summon are tiny unintimidating little dude, while others are huge monstrous things that can tank tons of damage. The golem can only be around for a certain amount of time, and bigger golems require more energy. As warlocks grow stronger they can control more aspects of their summoned golems and can have them around them longer. When performing complex spells the Warlock work best with the Captian since their sorcerer magic communicates well with their magic.
Questions:
Do I need to use a template?
No, you don’t need to use a template, I would recommend one, but you don’t have to use one.
Do I need to use an FC?
No, you don’t need to if you don’t want to, you can use an fc if you would like.
What kind of bond can I have?
You can have just about anything, some creatures are rarer than others. Dragons and Unicorns are rare bonds, but people can have them. I don’t want to limit what to put a limit but if I think there are too many op bonds, then I will say something.
What kind of race can I play?
You can play just about any magical race, though I will only lay down a few limits. I will have to say no to orc, demon, and the like type characters because they are considered to be bad and evil. You want to make a dragonkin-type character, go for it.
I will add any other questions you guys may have here.
Feel free to make sheets for any characters you want to get involved in the story later. If you have any specific requests or questions, please feel free to shoot me a pm.
Anyway, I only have a couple of requirements for your sheets, I post roles in the next tab to show who claimed what:
- I like to use template sheets, so if you guys like the same thing I will post a couple of links below to a couple of workshops that make freebies.
- One the sheet the basics I would like to see are.
Name
Age (16+)
Gender
Sexuality (mainly if you guys want to do romance)
Height
Weight
Build
Mods
Scars
FC or Written description (For FC I would prefer the is realistic, meaning it is a semi-realistic drawing or actor/singer/etc.)
Focus object (If you are a mage what do you use to focus your magic?)
Bond (what is your bond)
Bond Description (what they look like, you can use a picture for reference)
Does your bond have magic? (Meaning do they have minor magic, can they fly?)
Personality (I would like written, but traits are fine as well if I can get a grasp of the character)
Backstory
Magic (describe what they do, any drawbacks, what magical knowledge they might have. Have fun with it.)
Add what you would like, and I will say if I don’t think it has enough information.
Time limit: None currently, since this is a baby thread
Roles
The Healer (Ciscodog) is the mage that is connected to the element of water. As the name says, they are able to heal others using their magic. Since they are only a beginner right now they are only really able to heal others and perform basic spells, but as their powers grow they can begin to do more things. Starting out the healer will need to have contact with the object they wish to heal, but they can quickly learn to project their healing abilities through portals and even heal things from a distance. The healer is capable of reading other people’s aura and can even pair mages with their bonds. This is a skill they won’t learn till much later. Being the water mage they can even start to learn to control that element, even at a beginner level. To control water directly can be very draining, but with the help of their bond, they could do it. It will become easier as they progress through the various levels of becoming a mage. The healer’s magic is best paired with the Warrior’s magic when performing complex spells. The healer also helps keep everyone together alongside the Hermit.
The Warrior (Lazaro1505)is the mage best adept at fighting and is connected to all things involving the element earth. Their strong connection to the element allows their magic to make them much more sturdy and have incredible reflexes. While the others might be more inclined to attack from afar, the warrior is almost always the one to be dealing the damage from the front lines. Their magic allows them to create protective barriers and even weapons. As the warrior grows stronger they can use their magic to become connected to their bond to see and feel what they are feeling, and even take the same shape as their bond as they grow stronger. Being connected to the earth they can use their magic to understand the nature around them and guide them. Listening to the voice of nature is a bit difficult for beginners, but with the help of their bond, they can do it with relative ease. The warrior can also travel the farthest from their bond and still have a strong mental connection. Their element is best paired with the healer’s element and they act as a sort of street smarts guide for the others. They tend to fight alongside the Cursed mage.
The Star (PinkChiffon)is a bit different from the other mages. They are the fire mage. They have incredible magic potential and are one of the few who was raised around magic because of this. Their magic tends to be explosive and they have a harder time focusing their magic compared to the other mages. Usually, their lack of focus and real technique is made up with their raw power. Their magic is widely considered the most dangerous, after the Cursed mage’s magic, because fire is not an easy element to control. Because the star is naturally drawn to magic they can perform just about any spell, even if it is beyond their usual skill level. The only problem is that because they have so much raw power it can cause spells to easily go haywire. The star is also the one that can most easily access and control their element. Summoning and commanding fire is a piece of cake for this mage. As they grow stronger, rather than gaining new abilities they learn to focus and control. One new ability they do gain as they get stronger is that they can summon beings of fire to fight for them. A bond is essential for the star so they don’t burn their teammates to a crisp. The star is considered to be the magic tracker of the group since they can easily connect with strong sources of magic, they are also a sort of magic teacher because they can pick up on spells pretty fast. When performing multi-level spells they are best paired with the Cursed mage because the cursed mage can limit their magic output.
The Wander (Me)is the only mage from Earth. They don’t have any previous magic experience, but they are still a valuable member of the team. This mage has a strong connection to the element air. Much like the warrior, the wander can use their magic to listen to the winds around them. To them is like being pulled in the direction that the winds want them to go. This mage often just lets their feet and the world guide them down their path. While many consider their magic type to be one of the weakest, they are still a force to be trifled with. With their magic they can amplify sound and even carry messages on the wind, this allows them to increase the effectiveness of a spell and even cast things from a long distance. As a beginner, they can somewhat control the air around them, but they can’t do anything crazy. Master air mages can control elements of the weather and can use the different currents to fly. Their go with the flow type magic allows them to be paired with any of the mages on their team, and this mage is never lost even when they are just wandering.
The Hermit (Necromantic )is considered to be the weakest mage of the group. This is partly because one none understands their magic type and they have been somewhat isolated because their family feared for them. The hermit doesn’t connect with any of the elements. Their magic focuses on pure light. This mage may have trouble connecting to magic without the help of their bond, but many underestimate this mage. A light mage can supercharge the other mages and increase their magic output to allow them to perform more complex spells with ease. Even if the mage doesn’t have a bond the hermit can increase their power to whole new levels. Depending on the level of magic they are trying to increase this it requires more energy. So they might need to recharge after powering more powerful attacks. One advantage that the hermit has is that it can tap into the basics of all the other elements. While they can’t produce the same results they can still do small things with each element. As the light mage increases their power, they can start to control light and can use their magic to weave multiple spells together to create new ones all on their own. The hermit works best with the healer and does their best to keep everyone together.
The Cursed (Blackrose7) is a very, very special case. The cursed mage is a dark mage. They are the only one to have bonded with a magical creature, but unfortunately, they were forced into a situation where they had to kill their bond. Tainting their magic and turning them into a dark mage. Their magic has completely morphed into something new. They can steal magic from the things around them, whether it be from the other mages or life around them. Their magic lies in being able to command shadows and poison things with the darkness they can control. It is their type of magic that is what is changing the magical web. It may not be their doing, but they have an understanding of how dark magic works now that they have become one with it. They are the only one in the group who can perform forbidden spells and understand the making of dark magic in the group. They are trying to redeem themselves for the things they have done by using their dark magic for good. The cursed can learn to control people’s minds and control creatures of darkness as they grow alongside their team. The star works best with this dark mage when performing spells because the cursed mage can absorb their magic and limit how much they output.
New Magic Mages
The Stormbringer (Open) is a lighting mage. Many sorcerers, mages, and warlocks never know what to do about this mage and its power. Their magic is most connected to the elements of fire and air. Much like the star, their magic can be wildly unpredictable and doesn’t always end the way they want. The stormbringer can create electricity at their fingertips and can feel things that others can’t. Like the wanderer, they can sense changes in the wind, but these feelings don’t guide them anywhere. It tells them that something is coming, whether it be a storm or something worse. But because of the fact they are a beginner in magic, they can’t yet fully identify what exactly the air is trying to warn them about. As the stormbringer progresses through the levels of mage-hood they can learn to control different elements of the weather, unlike the wanderer who can create tornadoes, this mage can summon magical thunderstorms in later levels. With a bond by their side, they can learn to better focus their firecracker magic. Because of the fact, their magic is a combo of the elements fire and air they work well with both the star and the wanderer when performing complex spells. They can even act as a bridge between the different element types.
The Blizzard (Emerald) is a water mage, but they are very different from our healer. They are unable to heal others. While being connected to the element of water naturally gives the mage the ability to heal others. This mage doesn’t follow these usual rules. Instead, they focus on water-based magical techniques that beginner mages can’t begin to imagine using. The sea can pick up on water-based magic fast and doesn’t struggle to perform spells that most water mages took much longer to learn. The only problem, they struggle to access the same techniques that the healer can do. They aren’t sure what is keeping them from learning about these techniques. That is until they have with their ice magic. They learn that in exchange for not being able to do what the healer does, they can access a new level of water magic. A bond will help them stabilize the ice magic and perform the more advanced ice spells. Since it is magic that not many are familiar with, especially in a mage. It would seem that this mage is also looking into magic that they shouldn’t be messing with. The blizzard would work best with the healer when performing complex spells when combining magic. [This character was created by Emerald, this is their idea, I just approved and typed it out into the roles]
The Crystal (ElizaVioly) is a mage that works closely with the Untamed mage because of how similar their magic is. This mage’s magic has spawned from the element of earth. While the warrior’s earth magic expands over nature, this mage’s magic focuses on a different aspect of the element. Their magic focuses solely on minerals, metals, rocks, etc. This is something that is a first for the magic in the mage world. They can sense things about the earth differently than the warrior. They can feel when something made from the earth has magical properties, and they can pull magic directly from things like minerals, metals, etc to perform their magic. Right now their magic is most effective at a certain distance around them and some parts of the earth are harder to control than others. Meaning this mage is not going to make lava burst forth until much, much later when they have had time to practice their skills. As the crystal mages grow stronger they can begin to use their powers at a further distance and even focus their magic into things like metals and crystals to give them magical properties. Having a bond helps them control multiple things at once and use their magics on bigger chunks of the earth. This mage is also very adept at creating protective barriers and spells with their magic. When performing spells that are more advanced and require multiple people, they would work best with the warrior and the untamed.
The Untamed (Goldieloxx) is a combo mage that is somewhat similar to the stormbringer. But they are only similar in the sense that they are a combo mage. The untamed mage possesses both the element of light and earth and the magic manifests in very a strange manner. They are very connected to animals. Whether they are magical or normal magic. Like the warrior they can use their magic to connect to their bond, but they are limited to sight, sounds, and smells rather than being about to experience their feelings. That is not all they can do. Because of the light element, they can use their magic to connect with any animal. The untamed can only connect to one animal at a time, and connecting to animals back to back can be draining for them. Connecting for a long period can make them feel dizzy and can give them some major headaches. The untamed mage has a harder time connecting with animals that are farther away from them, and if they do connect they everything is very fuzzy and muted making it hard to tell what is going on. Their advanced levels of magic allow them to create beings of light and look through them and protect them. They can also control animals, this skill needs the help of a bond, but it can come in handy. Because this mage’s magic doesn’t have much offensive potential they should stick with the other mages. Their magic works well with the warrior, the crystal, and even the hermit when doing complex spells.
The Summoned
The Knight (Elenion Aura) was summoned by the fairimentals due to their vast knowledge of magical weapons, how to use them, and connections in the magical military forces. They are a fighter through and through, they have grown up around the soldiers of their world. The knight can always be found with the warrior when things are starting to get ugly and leading towards a fight. This character knows how to adapt to not only situations that involving fighting, but also social situations. They know how to talk to people as well and often help the mages who may unfamiliar with a situation work through it. They are a sort of guardian who teaches the mages how to fight and take care of themselves. At times this character becomes the leader of the group. The fairimentals had gifted the Knight an enchanted blade when they agreed to help the mages conquer the dark magic plaguing the various magical worlds. So while this character doesn’t possess any magic of their own they know how to use magic that is enchanted or hold magic within them and leads the others through the other worlds. They also know how to use a variety of weapons. Everyone needs a leader and it comes in the form of this lovely knight.
The Tracker (animegirl20) is the professional magic tracker of the group. While the Star is naturally drawn to magic, the tracker can find the sources of the magic without much magical assistance. While they don’t have any magic like a sorcerer or warlock they have magic. Their magic allows them to sense magical auras which is how they track magic and find who was magic. It is not the same as using magic. It is more of a skill that they were born rather than a spell. This is because the tracker comes from a race of people that are naturally able to sense magic. This character can pick up on the lingering traces of magic left behind by the ones who cast it and then follow it to find their location. They can also use those traces to figure out what kind of magic it is. Meaning they can tell the group what element it belongs to if it was dark or light magic, and what magic class it belonged to. If someone is using magic, the tracker is going to notice it one way or another. The tracker has also been working for the fairimentals for a while now to track down the ones who have been causing all the destruction. Now the tracker is in charge of guiding and showing them what they know about dark magic. The tracker is a long-distance fighter but is also fantastic with anything involving stealth. Their gift from the fairimentals was a compass that can lock onto hidden magical signals.
The Portal Master (Hibiscus) is your local bookworm who is quite the threat. This is not because they have powerful magic or because of a weapon they carry. It is because of the gift that was given to them by the fairimentals and knowledge that they carry. This character is called the portal master because they know how to safely navigate the magic web and how to read the maps that show what the web was like in the past. They grew up in a place where they were taught all about the magic web and how important it was to all the magical worlds. The portal master even knows about the worlds that have long since been disconnected from the web. They know just about everything there is to know about the other worlds and how they are connected to the magical web. They know how shifts in magic power can affect the state of the web. They also know how to repair the broken parts of the web. They are not a fighter, at all. This is why they carry around a poisoned tipped dagger to protect themselves. Knowledge of the web is not the only thing that they know. The portal master carries around an amulet that lets them summon images of the web, but that is not what the fairimentals gave them. Their gift was something called a fairy map. It is a small glowing orb that expands into a star-like system that shows all the portals on the web and what parts of the web are being affected by the dark magic. Fairy maps are extremely rare and hard to come by.
The Warlock (houseplant) is a magic user that has been called upon by the fairimentals because they know a lot about different magic techniques and how to successfully perform complex magic spells that involve multiple participants. The warlock helps the Star teach the other mages who may be unfamiliar with magic, because while the star can pick up spells fast. They can show how each step works. This character is a warlock, so their magic doesn’t often communicate well with mage magic when working with mage magic. But they are still a powerful magic-user. Warlocks specialize in a lot of spell work and golem summoning. Yes, golem summoning. Warlocks don’t typically bond like other magic classes, but they are still incredibly powerful. Warlocks do have familiars, beings that are usually spirits in a contract with them. But they are still capable of bonding with magical creatures. Sometimes they even end up bonding with their familiar spirit. The warlock can summon a wide variety of golems to do tasks for them. Summon are tiny unintimidating little dude, while others are huge monstrous things that can tank tons of damage. The golem can only be around for a certain amount of time, and bigger golems require more energy. As warlocks grow stronger they can control more aspects of their summoned golems and can have them around them longer. When performing complex spells the Warlock work best with the Captian since their sorcerer magic communicates well with their magic.
Questions:
Do I need to use a template?
No, you don’t need to use a template, I would recommend one, but you don’t have to use one.
Do I need to use an FC?
No, you don’t need to if you don’t want to, you can use an fc if you would like.
What kind of bond can I have?
You can have just about anything, some creatures are rarer than others. Dragons and Unicorns are rare bonds, but people can have them. I don’t want to limit what to put a limit but if I think there are too many op bonds, then I will say something.
What kind of race can I play?
You can play just about any magical race, though I will only lay down a few limits. I will have to say no to orc, demon, and the like type characters because they are considered to be bad and evil. You want to make a dragonkin-type character, go for it.
I will add any other questions you guys may have here.
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