World
This world is slightly different from the one in our other 1x1. Most notably though? Not every country has a ban on drinking blood. Along with this is the law on humane treatment of workers.
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The ones that do not are as follows; Kyhun, Vasde, Atrax, Vosta, *Droales, Cluidor, and Oriva.
The ones that do are; Elinlya, Myre, Votara, Ralea, *Droales, Kolvereid, Welric, Sylr, Scaeland, and Felbard.
*Droales is in the process of banning the drinking of blood, but has yet to do so completely. However, they do have the law on humane treatment.
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One reason for the widespread ban on drinking blood that isn’t as known is the adverse effects it can have on the one that drinks it. One that drinks the blood of someone else, especially if they are of a different magic type or class, can become ill due to it. Sometimes even fatally. And if they make a habit of it? Similar to a drug, they will experience withdrawal symptoms. Depending on how often they once drank it, these symptoms can vary in severity.
Arcane
Arcane magic is the type of magic that deals more with metaphysical and more intricate aspects of magic. As with Earthly magic, there are four different classes within this type of magic.
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Psychic
Desc; Psychic abilities provide the user with the ability to pull on strings invisible to most to warp the minds of those around them. Psychic people can allow them to manipulate what someone sees, what someone hears, someone’s actions, and even someone’s future actions if the hypnosis abilities of the person are strong. A hypnosis also has the ability to read the minds of other people so long as they have a string thickness that said person can decode. The stronger the willpower of the person, the thicker the lines are which will also determine how the hypnotic power will affect them. Sometimes even some of the strongest hypnosis techniques may not work on some of the strongest willed people. In spite of this, a psychic friend is a powerful ally to have on your side.
Strengths; Extremely Offensive, Gathering Information, and Controlling Others.
Weaknesses; Lack of Defense, Close Ranged, and Magic Drains Quickly.
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Mediumship
Desc; Speaking to the dead is a skill that can drive some into madness and others to success with this ability: soul magic. On one hand, soul magic users can tether ghosts to objects, let ghosts possess themselves and others, and, of course, speak to the dead. On the other hand, with the amount of dead people present in the world, this can be overwhelming and it can be difficult to tell what is and is not real at a young age, leading many to develop the inability to tell souls from people, social anxieties, and often those who distance themselves from their powers. If the users are good communicators and were taught to recognize ghosts from a young age, it is possible that soul magic users can ask ghosts around them to help with pretty much anything. One could ask them to look on the other side of a wall, make them look at the teachers notes for the answers on a test, and even get them to attach themselves to someone else’s body to kill them. It’s all possible as long as the ghost is a willing participant.
Strengths; Constant Help, Magic Drains Slowly, and Support.
Weaknesses; Less Offense and Defense, Easy to Overload, and Powers Always Active.
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Aura/Emotion Manipulation
Desc; Like hypnosis, Aura Sensors can see lines that radiate from people, but instead of seeing all these strings in just one color, most people that aura sensing sees that emotions look like they are balled up like twine that changes color based on emotions. Aura Sensors work like specialized lie detectors that pick apart emotions and, with practice and a bit of memorization, can easily read a person like a book. For those who are more proficient in aura sensing, they can influence the emotions of others, a power hypnosis people often envy. The string can be really soft and easy to move and to alter the emotions of while others are spiky and hurt the aura sensor. Once they have a better grip on these strings, aura sensors can take away emotions, give emotions, and even alter what a person’s aura looks like.
Strengths; Supportive and Offensive, Knowing Everyone’s Emotions, and Magic Drains Slowly.
Weaknesses; Close Ranged, Often Have More Emotions than Most, and Constant Different Types of Stimuli.
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Tech-Energy Manipulation
Desc; Tech-Energy works by taking in the energy around you and transferring it in another way. This can happen by absorbing energy created from speed, heat, or electricity and transferring it into others or arcane's tech.
Strengths; Great for Boosting Allies or Themselves with added speed, Stronger in heat or nearby lots of electricity, powers entire cities.
Weaknesses; Energy drains very quickly, if they drain too much of their energy they could spend their entire life force, weaker in non-conductive or cold environments, and absorbing too much energy can cause overload.
Earthly
Earthly magic is the type of magic that is more closely related to the planet of which everyone resides upon. As with Arcane magic, there are four different classes within this type of magic.
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Elemental
Desc; Those in the Elemental Class can manipulate at least one of the four elements of Earth, Air, Fire, and Water, though it isn’t unheard of for one to learn to manipulate all four elements. It simply doesn’t happen as much anymore, due to the rather widespread ban on drinking the blood of others- Especially the blood of others within your class. Since the ban, the most anyone has ever learned is two of the four elements. Elemental Classes are known to be the best in first responder teams for rescue situations, such as fires or earthquakes or other natural disasters. They also are known to be great trackers, and enhanced senses based off of their element. For Fire the enhanced sense is smell. For Air, the enhanced sense is touch. For Water, the enhanced sense is taste. And for Earth, the enhanced sense is hearing. If they use their ability too much, however, it is said that they will turn into that element never to be seen again. They also cannot manipulate elements from miles away, they have to be able to see, feel, hear, smell, or taste what they are trying to manipulate.
Strengths; Defensive & Offensive, Great Trackers, Individual Strengths For Each Element, and Enhanced Sense(s).
Weaknesses; Easily Overstimulated Through Enhanced Sense(s), Turn Into Element If Used Too Much, Individual Weaknesses For Each Element, and Cannot Manipulate Elements Far Away.
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Blood Manipulation
Desc; Those within the Blood Manipulation Class can, well, manipulate blood. They can change the chemical/genetic make-up, slow down or speed up the production of it, make it go through the scab process quicker or slower, and they can even create weapons or shields out of it. Some of the strongest in history were even able to drain it out of someone’s body at will, though due to the ban in most places very few have reached that level in recent times. They tend to be excellent trackers due to everything they could possibly be tracking having blood. They tend to do best in military, police, or hospital jobs. They can also survive blood transfusions better than other classes, capable of giving away more blood and changing their blood type to best help whoever needs it. They tend to be more prone to injuries, however, it doesn’t take much to injure them(whether or not they notice is another story). If they use it too much then they run the risk of gaining the symptoms of severe blood loss all the way up to death, though it’s hard for them to reach that point because it drains their energy quite quickly and makes them more vulnerable if they continue to use it. Due to being able to change their blood, they tend to have insanely strong immune systems too.
Strengths; Supportive & Defensive & Offensive, Excellent Trackers, Regeneration/Healing For Open Wounds, and Strong Immune System.
Weaknesses; Limited Healing/Regeneration, Injury Prone, Very Energy Draining, and Severe Blood Loss Symptoms If Used Too Much.
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Therianthropy
Desc; Those within the Therianthropy Class can shapeshift into animals and hybrids, either of multiple animals or of animal-human hybrids. Usually, they will have only a few animals that they can shift into, and a favorite out of those that they shift into more reflexively than the others. All of the ones who had perfected shifting into every animal are few and far between, given the ban in most places. Each Therianthropist are outstanding trackers as well, by utilizing the enhanced senses or skills of the animal they had shifted into. Regardless of the animal though, Therianthropy is most certainly one of the most diverse classes. They tend to go into hunting or agricultural jobs, though they can really do just about anything. They tend to be a bit more territorial than the other classes. If they use their ability too much then they can get stuck as the animal or hybrid they were shifted as, losing all of their more human traits with it. And obviously, this class can speak to animals.
Strengths; Individual Strengths Of Animal, Best Trackers, Talk To Animals, and Defensive & Offensive.
Weaknesses; Limited Choices, Individual Weaknesses Of Animal, Stuck As Animal Forever If Used Too Much, and Usually Territorial/Possessive.
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Sleep Manipulation
Desc; Those in the Sleep Manipulation Class can make people fall asleep, simple as that, right? No. It really isn’t. They can cause people to have symptoms of being extremely exhausted, as if they hadn’t slept in a month or two. Which, really, just makes them seem like they’re drunk. Which makes sense if you know the phrase ‘Drunk off sleep deprivation’. The strongest had found ways to put someone into a lifelong coma and lower people’s heartbeats into fatal levels. Of course, with the ban in many places, this rarely happens. Most schools for Sleep Manipulation also teach how to wake people up after you put them to sleep, and in medical ones how to raise people’s heartbeats, which makes them great in hospital jobs. Something else about them is that they tend to have the most energy/stamina out of the classes, and drain much slower. Which can also make them good at sports or in athletic professions. Not to mention, those that learn heartbeats also make great trackers. If one does manage to use too much of their ability, they will end up in a coma, perhaps permanently. Due to the mass amount of energy, most don’t think they need as much sleep as other people, which is not true, it does make for an insomnia prone class though. Once someone is asleep, this class can’t alter their dreams or nightmares either, they may be able to wake them up but that’s it. Not to mention, most of this class has to get up close and personal in order to use their ability, one full hand has to be on a target. Only after the target is affected, can this class remove their hand. Stronger ones can have more range, but it has never reached a range of more than a five feet radius.
Strengths; Supportive & Defensive & Offensive, Lots of Energy/Stamina, Great Trackers, and Magic Drains Slower.
Weaknesses; Coma If Used Too Much, Insomnia Prone, Limited Control After Sleep, and Small Range(Max 5 FT Radius).