Branches of Magic:
You can carry four different branches of magic ? one in each level.
Ancestral Spirit: Unique to Elder House. Summoning a spirit from the family's past to aid the magician. They can be useful as a floating talking spell and lore book. They can use energy projections sparsely and follow most of the commands of the Magician, even though they still retain some semblance of consciousness. The older they are the less they remember of their lives.
Tiny ? summoning a spirit for a few hours and having a chat. Can't use energy projection.
Small ? summoning a spirit for a whole day. Can use energy projection four times.
Adept ? summoning a spirit to follow you around for how long you need it to be around. Can use energy projections at will but there is a window of a few seconds when the spirit repeats the incantation.
Expert ? summoning a spirit to follow you around for how long you need it to be around. Can use energy projections at will but there is a window of a few seconds when the spirit repeats the incantation. Can possess the magician and others ? bear in mind that possessing others is very invasive and some forms of magic will automatically dispel it or resist it.
Telekenesis: Expert level unique to Elder house. Moving objects with your mind and even moving yourself around.
Tiny ? lifting objects in the air in one axle.
Small ? moving objects in the air that are six feet away from you in diameter.
Adept - moving objects in the air that are clearly in your line of sight and don't exceed your body weight. Levitating yourself above the group.
Expert ? moving objects in the air that are clearly in your line of sight. Can fly at low speeds.
Magic Dispel ? Adept level and up are unique to the Roman House. Spells made to dispel any magical buffs or curses in the area, able to counter spirits and ghosts and detect magic and its use.
Tiny ? sensing magic in the air (Magic had been used in the area recently)
Small ? sensing magic and its type, approx. when used (up to a day). Dispels basic incantations like curses on self.
Adept ? sensing magic, its type, approx. when used (up to a day) and the signature of a certain magician's magic. Dispels basic and complex incantations like curses on self and magical enhancements on others via touch. Denies spirits from entering into the magician's body.
Expert - sensing magic, its type, approx. when used (up to a day) and the signature of a certain magician's magic. Dispels basic and complex incantations like curses on self and magical enhancements on others via touch. Denies spirits from entering into the magician's body. Able to banish spirits and ghosts from an area around the user.
Teleportation ? Expert level unique to Roman house. Ability to move the body in a direction, make it disappear and then reappear in that same location. Different levels of power determine distance and efficiency.
Tiny ? moving the body to either direction by 1 feet at a time. Can't use the spell repeatedly and can only use it a few times per day.
Small ? moving the body to either direction by up to 3 feet at a time. Can use the spell twice in a row but that will only increase the time needed to wait for another use of the spell.
Adept - moving the body to either direction by up to 3 feet at a time. Can use the spell repeatedly, but the time between each movement is always around 5-4 seconds. Can teleport through obstacles safely (walls).
Expert ? moving the body to either direction by up to 8 feet at a time. Can use the spell repeatedly as if you are making one giant leap forward. Abusing the power leads to disorientation, headaches and general tiredness which will eventually slow down the time between each use of the spell. Can teleport through obstacles safely (walls).
Restoration ? Expert level and above is unique to Arabian House. The ability to heal yourself and others. A passive ability to resist disease and an active one to heal injuries. Often entails study of the human body and its workings to better work the magic.
Tiny- A running nose or a nasty cough, plain viruses are nothing to worry about when you're have some knowledge in Restoration. Stopping small paper-cuts and curtailing heavy bleeding also helps.
Small ? Any viruses planning to infect you will fail. You can stop most bleeding injuries except for bleeding from your main arteries or your head.
Adept ? Most diseases don't touch you at all. You can stop almost all types of bleeding (except for a torn jugular), heal your wounds and mend bones. However the bone will take some time to recover (a week or two, depending on the bone) and will be more fragile during that time. You can apply all of these skills to others, except for the passive immunity to disease.
Expert ? You never get sick, ever. Tumors and cancer doesn't spread in your body. You can stop all types of bleeding, heal your wounds and mend bones. You can apply all of these skills to others.
Animal Mind Control ? Expert and above is unique to Arabian House. This ability includes controlling small animals from squirrels to packs of wolves. The control is psychic, though all under the expert level need to establish physical contact with the critter beforehand.
Tiny ? None.
Small ? able to control and command up to three small critters such as squirrels, rats and small-birds.
Adept ? able to control and command up to five small critters such as squirrels, rats and small-birds. Able to have a companion pet such as dog or raven that is in direct link with you at all times.
Expert ? able to control and command up to dozens of small critters such as squirrels, rats and small-birds. Able to have a companion pet such as dog or raven that is in direct link with you at all times. Able to locate and control local wildlife to come to your aid, such as rabid dogs, wolves, foxes and the like.
Necromancy ? Unique to Voodoo House. Raising the (mostly) fresh dead from the grave and attaching them to you and your commands.
Tiny- none.
Small- none.
Adept ? Raise the dead and bound a soul to do you bidding. Full access to the person's mind before his death and any knowledge within. Furthermore, the dead will retain most of his previous life's skills and use them when necessary. The contract ends when it ends or when the corpse decomposes enough it can't function right.
Expert - Raise the dead and bound a soul to do you bidding. Full access to the person's mind before his death and any knowledge within. Furthermore, the dead will retain most of his previous life's skills and use them when necessary. The contract ends when it ends or when the corpse decomposes enough it can't function right. Alternately, able to bring back numerous creatures and humans at the same time from the dead, though the same access to their minds would be denied.
Illusions ? causing the opponent to see the world differently than it is. Forcing others away from reality in different ways.
Tiny ? none.
Small ? causing disorientation, headaches and strange sounds in the distance/
Adept ? changing the appearance of certain objects in the eyes of the opponent, dubbing over existing sounds or blocking them out. Alternately, causing a strange sensation of fear.
Expert ? changing the appearance of the world around the opponent and all of the sounds they can hear. Alternately, causing fear, paranoia and a strong sense of weakness.
Elementalism ? Expert and above reserved for Catholic House. mastery over the elements: earth, fire, water and sunlight. Most magicians use one or two of the elements while others use all of the four. As the ability increases it also covers what the previous tier offers.
Tiny ? killing small fires. Turning dirt into hard rock and vice-versa.
Small ? twisting sunlight and shadows to form simple illusions. Drawing water from objects and with enough time the humidity in the air.
Adept ? Twisting existing fire to your own desires (just be careful to not get burnt), including fireballs, fire-walls, etc. . Using sunlight to start fires ? concentrating sunlight into one spot. Ability to throw hard stones, rocks, and even boulder (you can create them if you want) without touching them at the opponent.
Expert ? Creating fire from scratch. Quickly removing water from the air. Controlling sunlight and shades. Controlling earth and able to move large slabs of rock and earth around, even going as far as having one as your flying platform.
Alchemy ? the creation of marvelous potions and poisons, while also changing the properties of materials like turning lead into gold and steel into titanium. Higher tiers include the abilities listed in lower tiers as well.
Tiny ? Herbal mixtures to curtail effects of bleeding. Physical enhancement to eyesight (allows those who rely on glasses/other means to stop using them for two days to a week, depending on quality).
Small ? Potions physically enhancing speed, dexterity, strength and magical ability (increases a Branch of Magic by one rank for a limited time). Potion for breathing underwater, seeing in the dark.
Adept ? Deadly poisons that can enter a body through the skin. Kill or paralyze a man in minutes... Handle them carefully. Changing elements into different kinds (not on the fly) and creating basic compounds in the lab-room or cauldron.
Expert ? Potions that can cure almost all ailments and injuries. Potions for physical mutation ? morphing into a wolf-man or an animalistic version of yourself, for example. Other possibilities are available. Invisibility potion (For a limited time of 5 minutes).
Divination ? seeing the past and the future with ease.
Tiny ? improved memory of the magician (passive).
Small ? Photographic memory up to a day (Can see any details very clearly form the last 24 hours). Can pick up if someone had been in the same area/room you've been in recently and when they left.
Adept ? You can see five seconds into the future. Extend your photographic memory to last week and see what others saw for the last hour if you establish a psychic link with them.
Expert ? You have perfect photographic memory and ability to recall every single detail in your life. You can sense trails of other magicians who passed through the same place you're in. You can see everything another person saw in their lives by establishing a psychic link with them.
Mind-Trickery ? Mind reading, illusions and control of the other's senses.
Tiny ? none.
Small ? none.
Adept ? full mind-reading ability to those around you that you can see.
Expert ? Creating and maintaining an illusion combining vision and sound. Only teleportation and a strong dispelling ability could counter this.
If you have any questions about the Fringe Magic Branches, ask away. They're a bit less tier oriented than other Magic Branches.