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House Magic {Feat}


(The contents of this page are NOT common knowledge)  
"I enchanted my journal and now it keeps showing my secrets and I do not know how to stop it."
— A Fumbling Apprentice Mage
 

History

Introduction

Fae Magic is produced from the Fifth Pillar of Creation, the Pillar of Spirit. Unlike other Pillars of Creation it is not as volatile and can support what is called a “partial” connection. This discovery was made only a few Ages after the knowledge of Fey Magic became widespread by an Arcanist named Rhatosh and her apprentice Pelin.  
She has always been…crazy.
  Over the Ages the knowledge of the Primordial Dream and the Pillars of Creation became more widespread, the natural law of “an Enigma Mage may only connect to a single Pillar of Creation, able to draw upon the forms of magic it offers and no others” was tested over and over again on the more notable pillars, resulting in several dead mages. Rhatosh had heard, read and witnessed the abilities of Trickster mages and found them useful to her day to day life. She had never heard of anyone attempting to bind themselves to the Pillar of Spirit alongside another one and decided that she would “voluntell” her apprentice to attempt to do it. Back then and even now being an Arcanist’s apprentice is a good way to be a guinea pig.  
Dying in the name of progress is every scholar or mage's dream!
  Pelin was a very tame boy who was often considered delicate, having taken up the path of magic instead of the sword and board. Initially when his master told him of her idea he denied it outright and rightfully so for his life, but then she threatened to throw him out and he resigned himself into the experiment. Pelin sat cross-legged within the main room of their building, having already written a will in the event of his demise he took a deep breath like he had so many times before and threw himself into the Primordial Dream as Rhatosh watched, taking notes. Floating around the Dream, Pelin saw the Pillar of Primal Energy and gave nod in acknowledgement to the thing that gave him power then went on his way searching for the Pillar of Spirit as detailed by notable Trickster mages and Neva Soucy. Soon he found himself floating before it, fear rising from the pit of his soul to the bottom of his throat, blood becoming ice cold as he felt his death before him. Slowly, carefully and shaking, the apprentice mage reached out and attempted to bind himself to the pillar.  
Please don’t kill me, please don’t kill me, please don’t kill me…
  Back in their building Rhatosh waited for her apprentice to explode in glitter, arcane essence or simply keel over but nothing occurred, Furrowing her brow the lady strode over to her apprentice and began to inspect his face, eyelids and pulse to ensure he was still alive. As she was doing so Pelin returned to his body and explained his experience, still shaking and stumbling over his words. Rhatosh listened carefully and after some encouraging (simply more threats of tossing out) Pelin again resigned himself to death and attempted to invoke basic Trickster magic. He attempted to place himself in the Waking Dream but found that his eyes did not glow as much and essence did not float around him. Rhatosh dubbed the state a “Half Dream” while taking her notes and pushed her apprentice to control a plate of biscuits on a nearby desk. He carefully reached his hand out and attempted to lift the plate and after a few seconds the cookies instead began to dance around, properly confirming his newfound powers. Over the next few Ages the pair analyzed his abilities, documenting every one of the findings to produce what we call “House Magic” today.  
...Thus our name’s are committed to the history pages Pelin. You should be ecstatic.
 

Mechanics

The Pillar of Spirit

The Fifth Pillar of Nine rests at the home of faeries, the Faerie Wonderland. As one draws from the Whimsical Pillar, they will start to harness fairy magic in its purest form. However by forming a partial connection to the Pillar, one can receive a variety of helpful miscellaneous spells that have come to be known as: House Magic.   Forming a partial connection to the Pillar of Spirit is an easy task. The prospective House Mage must begin with daily meditation, focusing each day upon the Primordial Dream until they find themselves capable of sending out their mind to it. On doing this intentionally they find themselves conscious of their dreamlike state, the world around them manipulating itself to each action they perform. This provides no benefit to the would-be spellcaster at this point, and is merely used to practice for what is to come.   At the same time, while conscious this future caster must practice. Once this is accomplished, they may meditate once again and project their mind into the Primordial Dream, and begin to search for this Pillar. The exact method of finding it varies from person to person; One individual may undergo a trial within their mind, testing their knowledge of the elements before suddenly finding themselves connected to the Pillar. Another may travel through their memories to do the same. It could be anything, so long as it bears relation to consciousness. Just before completing this ritual, the now-Spellcaster must pull themselves out, stopping a full connection. However, they may now enter a lighter version of the Waking Dream.  
  • This is considered a Feat.
  • A House Mage has a Max Tear count of 25 that reduces by 5 each IRL day. Hitting 25 has no consequences.
  • If a student is being taught, the Teacher must be the one to perform the Roleplay of one’s initial connection to the Pillar of Spirit.
  • If a student is being self-taught, a Senior Lore/Event Team Member must be the one to perform the Roleplay of one’s initial partial connection to the Pillar of Spirit.
  • The initial connection can be any sort of vision/dream, so long as it relates to the Pillar and Magic sought. This roleplay should be meaningful to some degree to the one being taught.
  • It is entirely possible for one to fail their attempt at connecting to the Pillar of Spirit or fully connect, infact, without a teacher the success rate is often considered insanely low. It is very common for people to leave the trial within their mind with egregious tear damages, memory loss, or in some causes heart failure. One does not trifle with the Primordial Dream, and one can't bring anyone with them besides possibly their teacher.
  • By going through another trial one can fully connect to the Pillar and become a Trickster. They maintain the Rank they have in House magic and progress normally through both but it is considered 1 magic.
  • One can drop this Feat by undergoing another trial.

Half Dream

In order to actually cast any spells, a Spellcaster must enter a Half Dream, a weaker and less obvious version of a Waking Dream. This takes the form of a ‘Connection’ Emote, where the Spellcaster must remain stationary and focus upon their connection to the Pillar of Spirit. Their connection will strengthen and their eyes begin to glow. They remain in full control of themselves in this state, and unlike a Waking Dream will not become numbed to fatigue and emotion until they leave it.   -=-  

The Four Ranks

To judge the progression of a Trickster Spellcaster, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Spellcaster must abide by their Rank for a minimum of Two Months, allowing them to become a Master Spellcaster at six. If they are being self-taught, this instead turns to a minimum of Three Months per rank, nine until they are a Master. Each Rank achieved grants the Spellcaster access to a new use of their magic:   (T1)Basic Spellcaster | Sparkles, House Frenzy, Trofikinesis   (T2)Adept Spellcaster | Fresh Breeze, Perfume/Cologne/Stench, Clapper   (T3)Expert Spellcaster | Bloom, Hidden Note, Open/Close Sesame   (T4)Master Spellcaster | Living Dolls   -=-

Magical Abilities

House Magic, much like all other magics, holds a variety of different spells for the mage to utilize. Each spell may be learned during the time of any Housemagic’s progression through the magic and has different costs of casting.

[ Sparkles ]

Rank: 1 | Emotes: - | Tear: 0
Desc: The first spell a House Magi learns allows them to produce sparkles and/or glitter from their fingertips or general motions.   Mechanics:
  • The sparkles or glitters can remain in the air or fall as they are produced.
  • At Tier 2 a House Magi may make rainbows with their hands.
  Redlines :
  • These effects do not cause any sort of damage.
  • The sparkles, glitter and/or rainbow cannot take any specific forms or shapes.
  • [ House Frenzy ]

    Rank: 1 | Emotes: 2+ | Tear: 10
    Desc: When an invader or invaders enter a House Mage’s home or room they can send it home into a defense mode. Dusters or brooms may try to sweep foes off their feet, while larger objects such as tables will attempt to corral them to the nearest exit.   Mechanics:
  • The House Mage may not direct objects themselves, as the objects act with their own minds. This includes, but is not restricted to:
  • Binding someone’s body.
  • Attacking specific parts of the body.
  • Household objects will never stab someone and blunt objects will only move with enough force to cause mild bruising.
  • Household objects will never stab someone and blunt objects will only move with enough force to cause mild bruising.
  • Any sharp objects will not attempt to stab or cut foes, but may smack them with a flat edge or hang threateningly in the air.
  • (Tier # + 1) objects may be moved at once.
  • Redlines :
  • One may use this spell to have Semi-Living objects that clean the house/building or room, rearrange books etc. Disney Fantasia stuff.
  • The most damage one can receive from this spell is bruising.
  • No deliberate actions are allowed.
  • Once a person leaves the house, the objects will not follow.
  • Tables will not ram people or crush them, but may trap them for one round.
  • Cannot be used outside, or in homes/rooms the caster does not own or live in.
  • This may also be used to smack a belligerent friend or family member if they misbehave.
  • [ Trofikinesis ]

    Rank: 1 | Emotes: 2+ | Tear: 2+
    Desc: Trofikinesis is the ability to shape and manipulate food and other edible substances, including their shape, amount, taste, appearance, etc. It is one of the signature abilities of a House Mage.   Mechanics:
  • Manipulation: For 10 Tear the caster can manipulate (Tier #) food objects. All manner of foods can be chopped and the quality of the prepared ingredients themselves depends on the skill of the caster in terms of cooking. The temperature of foods can also be maintained.
  • Conjurement: At a Basic House Mage level one can create basic shapes out of food. At Tier 2 a House Mage may create detailed shapes such as circles/spheres, squares/cubes, triangles/pyramids out of food before them. Then at Tier 3 complex designs may be made.
  • Spice Enhancement: By using essence a House Mage may enhance spices to draw out specific feelings. For 2 Tear, 1 seasoning can be enhanced. Only 4 enhanced seasonings may be in the same dish. 8 enhanced seasonings can be made per day.
  • Seasoning Effect
    Garlic May draw from any effects.
    Thyme Inner strength, peace of mind, healthiness.
    Peppercorns Energetic, protectiveness, boldness.
    Cumin Confidence, strength of mind, resolve.
    Vanilla Clarity of mind, calmness, purity.
    Ginger Boldness, zest for life, positivity.
    Aniseed Happiness, comfort, healthiness.
    Rosemary Inner strength, comfort, zest for life.
    Turmeric May draw from any effects.
    Mint Zest for life, healthiness, sense of freedom.
    Basil Peace of mind, sense of freedom, healthiness.
    Salt May draw from any effects.
    Allspice Positivity, resolve, protectiveness.
    Cinnamon Comfort, happiness, calmness.
    - For those not listed:
    Flavour Effect
    Spicy Boldness, sense of freedom, energetic.
    Sweet Comfort, peace of mind, happiness.
    Sour Clarity of mind, energetic, Inner strength
    Umami Boldness, inner strength, resolve.
    Bitter Confidence, protectiveness, calmness.
    Salty Inner resolve, purity, healthiness.
    Citrus Healthiness, zest for life, positivity.
    - These effects are only mental. - Evocation: At Tier 4 a House Mage may enchant the finished product in such a way that eating retrieves memories close to the heart or the feelings of the House Magi as they cooked it. - While manipulating food a House Magi may increase the flavor of the food. The food effectively tastes 1 quality higher or lower though has no additional effects.   Redlines :
  • While food can be turned into weapons or tools it cannot be used to harm or fulfill the purpose of the tool it was made for.
  • Basically do not try to kill with food or use food to make tools that will work because they will not.
  • People are not forced to feel the effects of Evocation and it cannot be used to knock someone out.
  • After four enhanced seasonings are in the same dish, any new ones added overwrite the oldest one.
  • [ Fresh Breeze ]

    Rank: 2 | Emotes: 1 | Tear: 3
    Desc: A House Mage may blow gently, easily clearing surfaces.   Mechanics:
  • The House Mage lets out a breath of fresh air (independent of the smell of their breath if they wish) or throws open a window and up to 10 blocks ahead of them is affected.
  • Can also extinguish a simple firelight from candles, torches, and lanterns from a distance.
  • Redlines :
  • While this can be used in combat the most it will do is make someone blink a lot.
  • Cannot push away anything heavier than dust or dirt or cobwebs or gas.
  • [ Perfume/Cologne/Stench ]

    Rank: 2 | Emotes: 2 | Tear: 4
    Desc: A House Magi may pull Essence from the Pillar of Spirit and swirl it around themselves to make themselves smell great or horrible.   Mechanics:
  • This may be used on the House Mage, another person or a fabric.
  • Lasts for 24 hours.
  • Redlines :
  • Cannot be placed on objects that do not hold smells well like stone.
  • Has no combat applications.
  • [ Clapper ]

    Rank: 3 | Emotes: 1 | Tear: 1 or 3
    Desc: With a clap of their hand a House Magi may form a ball of light, slightly darker than a torch or clap and light sources in a room or house by sending out small flames or simply conjuring flames on them.   Mechanics:
  • This spell requires two free hands to cast, though once it has been it simply requires the hand with the light in it to be free.
  • Alternatively, a House magi may use this spell to turn on and off all lights within a room or house.
  • The light can be any color but cannot switch between colors.
  • When used on a room it is 1 Tear on a house, 3.
  • Redlines :
  • Cannot be used to blind.
  • No usage of fire maliciously.
  • This can be used on normal light sources and magical sources if allowed.
  • [ Bloom ]

    Rank: 3 | Emotes: 1 | Tear: 5
    Desc: A House Mage can temporarily cause small mundane flowers that have no special properties besides being flowers to bloom.   Mechanics:
  • All a House Mage must do is touch the flower.
  • The revitalization lasts for 2 IRL days.
  • Redlines :
  • Only 1 flower may be ‘bloomed’ during the 2 IRL days.
  • [ Hidden Note ]

    Rank: 3 | Emotes: 1 | Tear: 3
    Desc: A House Mage can temporarily enchant their writing tool. The words written fade into the page. In order to note they may use essence to reveal the text.   Mechanics:
  • All a House Mage must do is imbue whatever they are using to write then write with it.
  • The enchantment on the tool lasts until the text is finished being written.
  • In order to reveal the writing any Enigma Mage (thus, House Mage) or Essence Mage must spend 2 Tear or 1 Essence respectively to reveal the writing.
  • Writing can be erased by the one who wrote it waving their hands over it and desiring it.
  • Redlines :
  • The writing is considered invisible, therefore no one can see it and without being told of its existence or having an ability to see invisible things cannot be known to be there.
  • Writing can only be on parchment or fabric.
  • [ Open/Close Sesame ]

    Rank: 3 | Emotes: 1 | Tear: 5
    Desc: Whether it is a jammed door or the pickle jar again a House Mage can use essence to help open or close something. Besides closing things the spell can also be used to lock them from afar.   Mechanics:
  • A House Magi can lock things from 20 blocks away with line of sight or if in their own house, anywhere without line of sight (as long as they know it exists).
  • Things that can normally be open or closed (and/or are stuck) can be forced open or closed with this spell.
  • Locked chest, doors, trapdoors etc. follow the same rules for all locked things.
  • Using this spell to lock things uses essence to seal it. The essence will wear off after 1 round.
  • Redlines :
  • This spell does not allow one to instantly lock pick things as it uses force to attempt to open them.
  • Due to essence being used to seal things shut, stuff that can be open or closed can be locked for both sides.
  • [ Living Dolls ]

    Rank: 4 | Emotes: 5 | Tear: 20
    Desc: Living Dolls are the ultimate ability of a House Mage, this is done by concentrating all the Essence the mage can and imbuing it within a stuffed animal or toy, granting it “life”.   Mechanics:
  • A Living Doll can be of any shape but they are limited to 3’ in height and cannot be used in combat. The dolls act kind of like affectionate animals, following their owners/masters commands with a love but cannot speak. To create one, a House Magi must place their own custom-symbol on the body of a future Living Doll, causing it to spring to life.
  • A Living Doll is destroyed by destroying the mark.
  • Living Dolls can be commanded to keep a house clean, play with people, wake people up at a certain time etc. They seem to take on personality traits from the owner and thus one should be cautioned when making one for someone else. To make a Living Doll for someone other than themselves, a House Magi must envision the future owner when creating one. When that is done the doll will obey the one it is intended for (aswell as the House Mage).
  • For 5 additional Tear a House Mage may include the owner’s family (present and future) as people who can command it.
  • A Living Doll can be made of almost anything, in almost every shape. However, in order for the doll to move it must have an appropriate amount of legs, wings or be spherical.
  • Redlines :
  • A House Magi may create and have 3 Living Dolls.
  • A Living Doll’s mark can be as small as a bottle cap.
  • It should be noted that while a Living Doll may be aggressive, it never has the capacity to actually harm anyone, thus it cannot be used in combat. If combat starts they either run away or temporarily deactivate.
  • If a Living Doll has wings it can fly 1 block above the ground but is weaker than a normal doll. This will affect the possible chores and tasks it can do.
  • Living Dolls cannot be used for spying, espionage or lookouts.
  • Living Dolls require an LT sign.
  • Materials that decompose can be used to make Living Dolls but if a Living Doll has their mark destroyed the material turns to dust.
  • Plants can be grown on a Living Doll.
  • -=-

    Summary

    Housemagic (often referred to as Culimancy, homemagic, Cleanmagic,domestic magic, etc.) is a magic that is employed by mages, chefs, husbands and wives that are capable. The magic involves the classic things of a household or kitchen from cooking to cleaning to putting on clothes for the caster. By partially connecting to the Pillar of Spirit one may utilize a number of useful non-combat spells with limits. Below is a list:  

    General Redlines

  • Aesthetic actions, done in good faith in which no parties are hurt, and done in a way which makes proper sense, are completely fine.
  • To properly sum up the magic, think of Disney magic (specifically Fantasia) and other whimsical magics.
  • You may not cast a spell without properly practicing and researching said spell through RP means, whether this is via lessons from a teacher or going out into the world to study how the mechanics of such a spell could be easily executed.
  • For the sake of moderation tracking, ease of access, and for one’s benefit, it is highly suggested that the player keeps their persona’s Tear Value in their persona prefix.
  • Attempts to maliciously and knowingly power game, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.
  • This Magic IS SELF-TEACHABLE, following self-teach rules.
  • Artwork by Melvin Quito
    Type: Feat
    Rarity: Rare
    Danger Level: Medium
    Related System
    Primordial Dream

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