Magic: Illusion
The Illusion school(Totally didn't take some of this from rulebooks and such)
Name: Illusion
Rank: Tier 3
Type: Illusion magic can be trained like any other magic type
Description:
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusions come in five types: figments, glamers, patterns, phantasms, and shadows. Illusion magic can be used to mimic some other type of magic. The user needs to be familiar with what is mimicked. When starting out with Illusion magic (one soul point), only one sense can be fooled for each spell. So, to create a explosion illusion, the user would have to cast a seperate spell for the image, sound and heat of the explosion.
Figments and glamers are low level magic that are easy to cast, while patterns, phantasms and shadows are higher level magic that while they are more powerful, are also harder to cast.
Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. The opposite is true for patterns, phantasms and shadows spells. This means they can deal damage. Two former two normally deal imagined damage, where the target thinks and feels that they have been injured. If such damage proves too much for a target, they will simply faint with no clear reason other than the magic casted on them.
If a person studies an illusion, they might realize that it's fake (depending on if they are observant enough, and the illusion is good enough). Figments and Phantasm still appear translucent after realizing that they are fake, while shadows still exist (although weaker). If they gain the knowledge that they are facing an illusion (they are told for example), realizing that the illusion is fake will be easier.
A spell being mind affecting means that it only affects things with some intelligence. A machine for example would be completely unaffected by a mind affecting spell.
Subtypes:
Name: Figment
Description: Creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. Figments cannot make something seem to be something else. If you try to duplicate a language you cannot speak, the figment produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like (or copy another sense exactly unless you have experienced it).
Name: Glamer
Description: A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
Name: Pattern
Description: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
Name: Phantasm
Description: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression, all in their heads and not a fake picture or something that they actually see. Third parties viewing or studying the scene don't notice the phantasm. All phantasms are mind-affecting spells.
Name: Shadow
Extra dependencies: Requires 1 Dark soul point per 4 soul points in illusion, min 1. If this requirement is not met, the strength of the spell will be as high as the condition is met. For example a magician with 12 soul points in illusion, but only 2 in dark can only use shadow as if they only had 8 soul points in illusion.
Description: A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real. If the illusion looked throuh, it's strength is reduced to 10% to 90% of the original original strength, depending on the strength of the caster.
Magic: Spellweaving
Name: Spellweaving
Rank: 2
Type: Spellweaving requires a good deal of patience and knowledge of magic beforehand. In addition to that, when weaving, the people working on the glyph needs to be divisible by 2. To use a glyph you already have to have at least some knowledge with the spells used in the glyph.
Description:
Spellweaving is a form of magic where the user weaves what's called a spell glyph from spell threads. A spell glyph is a special object that can be used to cast a spell much lower mana cost, and in general allows for bigger spells than the user is capable of casting normally. The use of a spell glyph normally ranges from 1-10. The more powerful glyphs usually have only a single use. If using a glyph repeatably too fast it will disintegrate.
Spellweaving is done in groups, where all the participants pours they're magic into the glyph a little at a time. This is accompanied with a sort of flowing motion that all the participants take part in at the same time. Certain types of dances (when done carefully while pouring in magic) are examples of spellweaving. The entire process takes anywhere from 10 minutes for the more simple spells, to days or weeks for what the real applications of spellweaving is. Unlike normal magic, spellweaving is not required to be done all at once. Most of the work can be completed, and pause can then be made, and then the users can continue afterwards. The process of spellweaving itself is a rather erroneous process. While it is possible to try again without loosing too much process when such an error occurs, it will still leave a mark that will be detrimental to the glyph.
Spellweaving itself is a rather rare type of magic in this day, mostly because most humans don't see the use in it. It requires a lot of people, with a lot of time. The process itself is rather errounous, and you NEED at least two people to even start, preferably more. For all the reasons above, most humans have given up on spellweaving, calling it stuff like "Overcomplicated theory", "A spelltype without use", "A timewaster" and so on. The most popular use of it today are the spell threads that a spell glyph is made if as they look pretty, even when not used for a glyph.
For an example of what a spell glyph looks like vising: http://weavesilk.com/
Race: Merfolk
Name of the race: Merfolk
Gender: Both(Males are called Mermen while females are called Mermaid)
Appearance: Merfolk look for the most part like normal humans, with the exception that they have a fish tail instead of normal legs.
Abilities: Merfolk are more adaept dealing with elements like water and similar. Mermaids also have a beutiful voice that they can use to charm young men.
Weaknesses: Merfolk have basically no movement on land, and have to resort to other ways to come around. While they have to need to be in water all the time, they prefear to get at least half an hour each day surmerged in water.
History: The Merfolk were first brought to our world during the great link. As they lived underwater, they were considered a legend long after the great link. Normally you would only hear about mermaids from crazed sailors that had lost their ship. While the existance of mermaids was gradually know, they have continued to keep to themselves.
Behavior: The Merfolk is a race that for the most part lives in tribes underwater. Like humans they are neither good nor evil, and do not have one defined culture. Instead this varies from place to place. However a common trait is that for the most part they keep for themselves.
Biology: Merfolk can breathe both water and air. While underwater they can swim relatively fast, going much faster than a normal human. On land they can only crawl. They also have slightly better vision than humans to help them see in the darker waters in the ocean. Merfolk can usually live a bit shorter than double the length of a normal human life.
Race: Nymph
Note: there exists other types of nymphs too, this is just the most normal type
Name of the race: Nymph
Gender: Female
Appearance: Nymphs can be said to be a more extreme image of an elf. They are among the most beautiful creatures alive, so much so that they're beauty can be deadly.
Abilities: A Nymph is a type of fey, and inherit all the stuff that this applies. They are also especially much attuned to nature and water. In addition to that they can use their beauty almost as a weapon. Looking directly at them can stun a person, cause them to go mad, make them become blind, or in some cases even kill them. Nymphs are able to suppress this ability if they choose.
Weaknesses: A Nymph is a type of fey, and inherit all the weaknesses that this applies, although keep in mind that most nymphs are not malicious.
History: Nymphs came into the world at the same time as other feys. From there they have established communities around rivers, and small lakes, although most prefer to live for themselves. They tend to stay away from humans, both for their own sake and the humans sake. Due to their ability, some see Nymphs as dangerous fey that need to be controlled.
Behavior: Nymph's live for the most part for themselves, and prefer secluded coves, or sandy beaches. They hate anything ugly or evil. Verenestra is the deity of female Fey, charm and beuty. Nymphs are one of the Fey that look up to her.
Biology: It is unknown if Nymphs age at all, or if they only do so very slowly. Most nymphs die from something that's not age releated.
Races: About Fey
I won't write a complete app just Fey in general as I feel that the group is just to large and it's hard to establish anything concrete for several areas of the creature app. However I will write this little piece to give you an idea of what a Fey is.
The easiest way to explain Fey is that Japan has Youkai, europe has Fey.
Fey have many different phenonemens and locations liked to them, for example fairy forts, fairy rings and fairy paths.
Behavior: Fey care very much about repaying something that they do for a mortal, or the mortal takes from them. They decide the exchange rate. For this reason phrases like "Thank you" are seen as rude to Fey, as they often do not see it as a good exchange. Most Fey stay away from humans and society in general.
(Un)Seelie Court:
Fey can be divided into the Seelie Court, which are the light Fey, and the Unseelie Court, which are the dark Fey. They also have a wide range of deieties that they look up to. Some of these are Titania, Queen of Air and Darkness, Oberon, Verenestra, Damh, Nathair Sgiathach
Abilities:
Most Fey are naturally aligned with nature, and are at their core spiritual creatures. They are also more natural at more miscivious magic like illuesion, and other magic that can be used in a miscivious way.
Some fey also have powers to fulfill contracts they make, similar to crossroad demons, although less powerful. Fey are also normally less evil, and more malicious. Not all Fey are like that however.
Weaknesses:
The sort of weakness a Fey has varies on if it's malicious(or evil) or not. Generally malicious ones have more weaknesses.
First of, all Fey are weak to cold iron, in a kind of similar way that vampires are weak to silver.
If a Fey makes some sort of contract with someone else, they have to uphold that contract, although they may take the contract a bit literal, so one should be careful how to word oneself.
All Fey has something called a true name, which is a name that embodies who they are. If another person gets to know this true name, they can control, or just kill the Fey.
Some types of Fey: Dryad, Faun, Killoren, Korred, Leprechaun, Nymph, Pixie, Satyr, Shadar-kai, Spriggan(no, not the Skyrim one), Sylph
More:
https://en.wikipedia.org/wiki/Fey_(Dungeons_%26_Dragons)
https://en.wikipedia.org/wiki/Fairy
https://en.wikipedia.org/wiki/Classifications_of_fairies#Seelie_and_Unseelie_Courts
https://en.wikipedia.org/wiki/Fey_deities
Character: Kathryn Tetra
Name: Kathryn Tetra
Gender: Female
Race: Mermaid
Age: 17
Appearance:
Images

http://marilenamexi.cgsociety.org/art/photoshop-ballisticpublishing-cfe-expose12-mermaids-tear-fantasy-2d-1387784

http://rizalalexander.cgsociety.org/art/photoshop-sweet-gum-portrait-2d-1217967
Personality:
Being from a rather big magic family with a big focus on knowledge and power, Kathryn often puts herself above others if she views them as not having similar knowledge. This does not however mean that she is mean in any way. It just means that she really dislikes people that think they know about magic trying to teach her something she either already knows, or that is actually wrong. Other than that she is often rather shy when it comes to meeting new people, altough she warms up after a while. Kathryn uses most of her time studying, practicing magic, and reading books. While she actually really likes the water, she usually stay away from it to hide her secret.
Soul elements: Ordo, Water, Illusion, Spellweaving
Soul Points:
1 Water
1 Dark
1 [III] Illusion
Abilities:
Kathryn is a mix between a water mage and an illusion mage. If she had to decide which one she prefered over the other she would have a hard time choosing, although she would probably choose Illusion magic in the end and she uses it much more frequently than her water magic. That is of course not counting the constant spell she uses to hide her tail. When it comes to ice magic though she isn't even a beginner. It's basically a untrodden area for her. While she has had some experience with spellweaving, she's still very much a beginner in this area.
In addition to that Kathryn also has a few spell glyphs with her that will help her mask her tail. Kathryn is constantly casting a shadow spell on her tail making it look like normal human legs. While the spell itself is much harder to see through than Kathryn's own illusion magic, the legs that it produces aren't normally strong enough to walk around with, which is why she has the wheelchair. Normally such a spell glyph will hold for around a month. However if Kathryn wants (or needs), she can burn up the whole glyph, giving her 10 minutes where she can use her legs to their full potential.
In addition to all of that she also plays the piano rather well, and it is one of the ways that her part of the family does weaving.
Gear/luggage: Essentials, her wheelchair, her smartphone, a ton of magic books and other magical stuff from her dad, message from her dad to the school saying that she already have some form of education within magic and she wishes to practice slightly more complcated topics (she doesn't want to be bored in class), 10 spell glyphs that will help her mask her tail (more explanation in abilities section). She also have 2 glyphs allowing her to create a really strong torrent, and a glyph allowing her to create a shadow illusion of a normal minion that does around 90% damage if seen through.
Bio:
Kathryn is one of the younger members of the Tetra family. A bit before the time when she was born the family had decided that it wanted to try a a new race. Thus after two weeks of weaving, Kathryn was the first member of the Tetra family as a mermaid. As Kathryn grew older she felt rather isecure about this fact as everyone viewed her as an experiement, as something new. As such, her father began to cast an illusion spell on her tail to mask it, in hopes that she would feel better, which she did.
Kathryn began her magic studies at the young age of 6. At this time her studies mostly were about what magic was, how it could be used, and so on. Her real practical use of magic didn't start until a few years after that. Her father was for the most part the one that was in charge of her education. Like most other children in the Tetra family she was homeschooled to get the perfect mix between magical knowledge and normal knowledge. When she was around the age of 12 she began to learn more about illusion magic. For the most part she only used figments and glimers. It was first later that she was introduced to the more powerful illusion types.
The year that she turned 15 years old, the whole family traveled far away to observe a total solar eclipse. However that was not the only reason, as the family was also going to take arouna a month's time to construct a spell glyph to take advantage of the eclipse. Once the day came, and the eclipse started, the head of the family activated to glyph. Just then it was as if like the world around them began to fade out of view. Once the eclipse reached totality, it finally stopped. It was quite clear that they were not quite in the material realm anymore, just a slight bit outside it. The Tetra family reffered to this area as the "Ether", not long after they began to hear voices, not from the family, but from somewhere else. Her mom simply told her to listen to the voices, while talking normally to the people around her, just like the others were doing. "We're much closer to the Aether at this point, so close that we can draw them out and hear them" her mom said. There was also a group of people that gathered together. One by one they spoke up, yelling out as loud as they could some message they had to the aether. Before Kathryn knew it, fourth contact happened, and they lost contact. Soon after that they were back in the material realm.
After the ritual Kathryn felt that she had encountered something new in her life. Before that ritual she knew about magic, and she could perform magic, but it all seemed to distant. After having listened to the Aethers for herself though, she felt she had a different perspective on things. From that moment she wanted to learn more about magic and the Aether, just like all the others that had been there before her.
After that two more years passed, until her father said that she was most likely knowledgable enough to go to university. Most Tetras usually went to TSU when that time came. Kathryn was a bit hesistant at first as she was afraid of the material getting repedetive, and the tasks beeing too simple, as she already knew a bunch of magic stuff. However when her father said that he would write a message to the headmaster informing him about the situation she agreed.
Reason for joining the school: Her family required that she did so.
Theme:
Day to day:
https://www.youtube.com/watch?v=lJpSqC86vaw
Day to day 2/Magic:
https://www.youtube.com/watch?v=tzXPxJ1BSlI
Action:
https://www.youtube.com/watch?v=EOvo0t4qUqw
Notes:
She also has two siblings, one brother and one sister named Lisa (which is still at the school, altough she started a few years ago). I'll make NPC apps for them soon enough. Defietively Lisa.
The Tetra family:
The Tetra family is a rather old, but big family of mages that have for the most part focused on water, spellweaving, ice and illusion magic. While other mages laughed at the idea of spellweaving, the Tetras took it in and learned it, over time growing more and more proficient with it. The family's goal itself is simply reaching the highest amount of magic there is. Another trait that makes the Tetra family special is that they have a more personal bond with their aether. For the most part, most people in the Tetra family have a bigger capacity for mana, in addition to bigger throughput for it. Around every 10 years most members of the family will come together at the site of a solar eclipse to weave a spell glyph for a month to use the eclipse to get closer to the aether.
It is not possible to classify the Tetra family as a single race. Instead they see it as a trait that can be changed at the birth of a new member of the family. They do so by weaving a specific part of the family knowledgable in alchemy weave a glyph that will aid in the task. The more common races in the family is elves, humans, nymphs, and they're latest attempt at something new, mermaids. For the most part, most humans anv elves, and a few nymphs are naturals.
While the family is considered one of the more powerful ones, most of them don't participate in most types of duels. The reasons for this is split, but is based much on they preference with magic. Spellweaving is often banned for giving an unfair advantage to the user, as it allows more than one person to indirectly participate in the event. Illusion magic also places them at an disadvantage as, although it's not banned, it's not as effective in combat where the opponent knows that they'll be facing an illusion magic user. Instead the family prides itself as being much better adept at "real" combat, and they do participate in tournaments that relax the rules to allow for the Tetra family's style of magic.
NPC: Lisa Tetra
Name: Lisa TetraRace: Nymph
Age: 19
Gender: Female
Appearance:
Spoiler


Personality: Lisa and Kathryn are in many ways similar, however that doesn't mean that you can't separate them. Lisa is much less shy than her smaller sister. She is also normally the one that is the more calm and relaxed of them, while at the same time being more knowledgeable. This is partly due to her age however. While Kathryn can be explained as a bit arrogant, Lisa is more of a proud person. She also has a more fun and happy side, something Kathryn doesn't really show to the same degree.
Info:
Lisa is Kathryn's older sister. She's already been going to TSU for two years now, so this is her third year. While Kathryn is by many in the family looked on as an experiment, Lisa is instead seen for what she is, an excellent mage that might one day live with the other core members of the Tetra family. In terms of abilities, she follows a style that can be described as a more classical approach to the Tetra family's choice of magic. She is a natural at both water and ice (although she prefers ice), both efficient and fast when it comes to spellwaving, and while she doesn't have as much focus on it, she is also fairly proficient with illusion magic. She has also dabbled a bit into a few other magic types like crystal and vector.
Theme:
https://www.youtube.com/watch?v=G1KBZpvAgCY
https://www.youtube.com/watch?v=0FbQZCsYXVg






