Magic
01
Overview
Magic is an intrinsic part of Hvalla that often manifests in strange and unexpected ways. It is a potent force that changes how the world works on a fundamental level, affecting everything from plant growth to geographical formations, and the wargs and creatures who call Hvalla home.
02
Latent Magic
Latent magic is something all wargs possess and comes in the form of telekinesis. Telekinesis is the ability to move objects with a person’s mind. In the case of wargs, telekinesis is limited to inanimate (or non-living) objects. While they might be able to lift as an example, a forge hammer, they are unable to lift a living chicken.
Limits of Latent Magic
Latent magical ability is a flavor ability and what your character can and can’t do with their telekinetic ability is quite flexible. Think of it like a character’s natural talent. You choose what they start out with (Low, Medium, or High Ability) and it might change over time, moving up or down depending on how much your character practices, or doesn’t practice. It can also stay the same, it's totally up to you!
Low Latent Ability
Wargs with low ability would be able to do any of the following:
- Braid hair
- Open doors, chests, etc.
- Lift small objects, i.e. pots, pans, items of clothing etc.
- Move objects through the air for short distances
A warg with low latent magical ability has to concentrate fully on their task and look at what they are trying to move in order to move it. Distractions do not bode well!
Practicing these abilities over and over will increase the likelihood of a warg developing and increasing their latent ability.
If a young warg begins to show signs of this level of ability in puphood, they are likely to become high level ability wargs by adulthood. If they are showing this ability by the juvenile stage, they are very likely to have medium level ability by adulthood. If they are showing this level ability as young adults, they will still likely have this ability as an adult and without practice (and sometimes, even with practice) it will not progress beyond this stage.
Medium Latent Ability
Wargs with medium ability would be able to do any of the following:
- All low ability tasks
- No longer has to concentrate in order to use their abilities for small tasks and movement
- Can move a few lighter objects at once; for instance, moving barrels of apples into baskets, lifting heavier objects like forge gear and weapons etc.
A warg with medium latent magical ability has to concentrate fully on larger tasks. They can do smaller tasks without concentrating; however, it’s still difficult for them to lift heavy objects.
Practicing these abilities over and over will increase the likelihood of a warg developing and increasing their latent ability.
If a young warg begins to show signs of this level of ability in puphood, they are likely to become high level ability wargs by adulthood. If they are showing this ability by the juvenile stage, they are likely to have medium level ability by adulthood. If they are showing this level ability as young adults, they will still likely have this ability as an adult and without practice (and sometimes, even with practice) it will not progress beyond this stage.
High Latent Ability
Wargs with high ability would be able to do any of the the following:
- All low and medium ability tasks
- Lift large, heavy objects like stone and rock
- Move large numbers of objects of varying weights and sizes at one time
- Undertake more intricate tasks that would require finely controlled motor skills
- Do not have to look at what they are attempting to move in order to make it move
A warg with high latent magical ability requires little concentration on what they are moving and can do other things while their magic works around them.
Practicing these abilities over and over will increase the likelihood of a warg developing and increasing their latent ability.
If a young warg begins to show signs of this level of ability in puphood, they are likely to become high level ability wargs by adulthood. Having a high level from puphood is quite rare.
Latent Magic Color
Latent magic comes in many colors. There is no power rating or personality indicator in a character's Latent magic color. It is something that IC they are born with and OOC a player would choose for aesthetic effect.
Latent magic can be one solid color or a mix of two colors. Latent magic should not change colors.
Common colors for latent magic are:
- Red
- Green
- Orange
- Blue
- Yellow
- Gold
- Silver
- Copper
- Indigo
- Pink
- Violet
- Aqua
- Black
- White
03
Mage Magic
While all wargs may have latent magic, not all know how to harness its power to its full potential. Mages are wargs who have dedicated their entire lives to forging their latent ability into a weapon through training and extensive magical studies. There are two magical types. Elementalists draw their magic from Hvalla and unleash it on the world, while Ritualists use their bodies and minds in conjunction with special conduit objects to sustain their magic.
Mage magic goes far beyond latent telekinesis. Those who possess it can perform magic that other wargs cannot. Mage magic differs from latent magic and healing magic in several ways:
- Every warg has latent magic, but not every warg can perform mage magic.
- Latent magic takes the form of telekinesis, while mage magic and spells encompass all other forms, such as enchantments, illusions, conjurings, and transfigurations as well as the specialty forms of magic your mage harnesses as they level.
Mage magics can only be used by those who have selected the mage class.
Mage Magic in Roleplay
Mage magic is purely for flavor. You can have your character cast spells verbally (spoken), somatically (gestures), or mentally, depending on what you prefer. However, mage magic does have several restrictions in order to ensure your characters are not overpowered:
- You cannot control another player character or NPC.
- You cannot use your mage magic to heal others.
- You cannot predict the future or look into the past.
- You cannot alter another character’s being or self without their player’s permission.
- You cannot wield any mage magic outside of your chosen role, e.g., your fire mage cannot show the psychic abilities of a psyche mage, call storms, or use force magic.
- Any item your character creates in roleplay/art/literature will not be magical in nature, although this may change when the crafting system is released in a future update.
Learn more about being a mage on the MAGE CLASS page.
Learn more about using mage magic in combat on the USING SPELLS IN COMBAT section on the COMBAT PAGE.
04
Healer Magic
Healers are wargs who are adept at fixing the ills, and ailments of others through the use of herbs, potions, and magic. There are two types of magical healers. Clerics use the energy gifted to them by Fenrir and Jord to generate healing, while Ovates use potions, herbs and other natural objects in conjunction with their magic to heal others and themselves.
Healer magic differs from latent and mage magic in several ways:
- Every warg has latent magic, but not every warg can perform healing magic.
- Latent magic takes the form of telekinesis, while healing magic heals the ailments and ills of other creatures as well as the specialty forms of magic your healer harnesses as they level.
Healer magics can only be used by those who have selected the healer class.
Healer Magic in Roleplay
Healer magic is purely for flavor out of combat. You can have your character cast healing spells verbally (spoken), somatically (gestures), or mentally, depending on what you prefer. However, healer magic does have several restrictions in order to ensure your characters are not overpowered:
- You cannot harness any mage magics.
- You cannot control another character or NPC.
- You cannot alter another character’s being or self without their player’s permission.
- You cannot predict death, though you can tell if someone is unwell when using your magic on them.
- You cannot wield any magic outside of your chosen role, e.g., your Ovate healer cannot use a Cleric's ability to call on the will of Fenrir and Jord to heal.
- Any item your character creates in roleplay/art/literature will not be magical in nature, although this may change when the crafting system is released in a future update.
Learn more about being a healer on the HEALER CLASS page.
Learn more about using healing magic in combat on the USING HEALING IN COMBAT section on the COMBAT PAGE.
05
Ley Magic
Ley Magic is that which is connected to Hvalla itself. It is believed to fill all things and give them life. Thought to be a conduit by which the magic of Fenrir and Jord themselves runs, Ley Magic is not well understood and is surrounded by an air of mystery.
Ley Lines
Ley Lines run in streams beneath the earth of Hvalla, rippling at different levels beneath the surface, some close to where the earth meets air and some deep below the ground.
Ley Wells
Ley Wells are the purest form of magic in Hvalla. Pools of pure magic, they appear above where the ley lines that move beneath the earth of Hvalla are thickest and strongest.
The magic in a Ley Well is powerful and unpredictable. If a warg or a creature that is not made from ley magic or designed to consume it, comes into contact with a Ley Well, the magic absorbed proves to be an explosive, overwhelming force that is almost always fatal.
Throughout Hvalla, temples or small shrines dedicated to the gods are often constructed near Ley Wells. It is here that many wargs believe they are closest to Fenrir and Jord. Wargs will lay offerings at these shrines in the hope that the gods, while disappeared from the world will still look over them and give their blessings in thanks.
06
Ley Creatures
Ley creatures are conduits of pure magical energy that have become sentient and focus on a particular warg to take as their companion.
Each with a different personality, these ley creatures will only show themselves to others when the warg they’re bonded with requests it. They can be commanded to carry messages and exist to assist their warg companion. They will disappear for several days if they move too far away from their chosen warg.
Ley creatures can range from as small as a warg's paw, to the height of their warg's withers. They will not change size however and will remain in their chosen height as long as they remain attached to their warg.
Ley creatures cannot be killed, however if attacked they can disintegrate into the ether and take some time to reappear. Generally, reappearing at the closest Ley well to them before reuniting with their warg companion.
Legendary beings, it is said that Jord watches the world through the eyes of the Ley creatures. If questioned about the Gods however, a Ley creature will appear confused. As if they are not quite sure what they are being asked.
Communicating with a Ley creature is mostly a one way street. Wargs are able to communicate with their creature verbally or via pure mental intent and the Ley creature seems to understand and will carry out their tasks as requested. The Ley creature itself does not ‘talk’ the way wargs do, but can express itself physically.
Intuitive Creatures
Protection Creatures
Enduring Creatures
Intuitive Creatures are Ley Creatures that appear to have a special connection to intellect and the mind. They seem to generally boost the intelligence of any warg they bond with.
Known Creatures: Mannaz
Protection Creatures are Ley Creatures that appear to have a special connection to power and vigor. They seem to generally boost the strength of any warg they bond with.
Known Creatures: Algiz
Enduring Creatures are Ley Creatures that seem to have a special connection to resilience and endurance. They seem to generally boost the stamina of any warg they bond with.
Known Creatures: Odal