Esmour Magic Guide

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Esmour Magic How-To


IN BETA - SUBJECT TO CHANGE

Esmour is the only herd within Guerria where each and every member can have some amount of magic - while it may not be as powerful as the Witchdoctor’s, it’s still very much there, and these sneaky Seccans will use it for nearly any purpose imaginable. No other herds have this magic, or can learn it.

A foal may not actively use magic until it is twenty years old. Up until then many foals will assist their elders in putting together charms and whatnot for learning purposes, but they will not actually start practicing magics and hexing until they are ten. You can imagine that around that time there are quite a few humorously funky hexes running about!

Esmour magic is all dark - and is broken into a few different types: Charm bound hexes, herb and tincture bound hexes, illusionism, necromancy, and astrology/omen reading (reserved for the Healer). Below are definitions of what each type of magic can do.

Free Hexes
Hexes not bound to anything - speak the words, say a name, and watch chaos ensue. These are the hexes most used by pranksters, as most cannot do serious damage and they are hard to trace back to the caster.
Novice 0-25
- Cast static to a mane/tail
- Cast headaches/stomach aches or other small ailments
Scholar 26-50
- Cast jumbled speech on someone for a small amount of time
- Render the target immobile for a short amount of time
Master 51-75
- Cast severe aches and ailments (not deadly)
- Steal years or youth from the target
Senior 76-100
- Cast fatal illnesses and conditions (owner of target must agree beforehand)


Charm Bound Hexes
Casting a hex onto a charm. The hex is generally activated when the charm is worn or carried by a Seccan.
Novice 0-25
- Cast good/bad luck charms
- Charms that cast headaches/stomach aches or other small ailments
Scholar 26-50
- Make simple safety charms
- Concoct nightmare charms (put the item near a sleeping Seccan)
Master 51-75
- Bind someone’s life to a living thing - if said thing dies or is harmed, so does/is the target (owner of target must agree beforehand)
- Make somewhat effective voodoo charms (some measure of creativity required, naturally)
Senior 76-100
- Make fully effective voodoo charms (cannot kill the target with these)
- Concoct immortality charms


Herb / Tincture Bound Hexes
Some Seccans will bind a hex onto a certain herb, poultice, or tincture - this requires them to also learn herbology. When the hexed plant or mixture is applied or eaten by the target Seccan, the hex takes place. This magic can also be used for healing.
Novice 0-25
- Concoct tinctures (herb mixtures meant to be eaten) to steal speech / make a Seccan mute for a few minutes to hours
- Concoct poultices/tinctures to heal minor cuts and scrapes, heal headaches, etc.
Scholar 26-50
- Make a stallion impotent for a certain amount of time
- Make a mare sterile for a certain amount of time
- Concoct tinctures (herb mixtures meant to be eaten) to steal speech / make a Seccan mute for a few days
Master 51-75
- Heal life threatening injuries
- Concoct tinctures (herb mixtures meant to be eaten) to steal speech / make a Seccan mute for life (owner of target must agree beforehand)
Senior 76-100
- Concoct fatal poultices / tinctures (owner of target must agree beforehand)


Illusionism
This particular magic deals with the mind. Granted a herd member’s illusionism will generally never be as powerful as their leader’s, it can still be quite effectual. Illusionism is the magic of making the target see / think one thing, while really, reality is totally different. Think you’re eating a peach and wake to a mouthful of beetles? Yep.
Novice 0-25
- Causing hallucinations (seeing a sea instead of a grassy field)
- Stealing small memories (Where’d I hide that apple…)
Scholar 26-50
- Causing small changes to one’s body for short amounts of time (Don’t have leg veins? Now ya do - for the next hour or so anyways)
- Causing a Seccan to see/hear/feel one thing when reality is another
- Creating illusions of objects (There’s a rock in front of you - or is there?)
Master 51-75
- Causing extensive changes to one’s body for long amounts of time (Ah look, a couger)
- Steal entire histories of memories, replacing them with other memories (if you choose… or you could just leave their memories blank and watch them go crazy - that would be the typical Esmour thing to do)
Senior 76-100
- Invisibility


Necromancy
The art of raising and using or controlling spirits of the deceased. First, small animals, later, full Seccans and larger animals.
Novice 0-25
- Calling forth the spirits of small animals for a short time
- Speaking to spirits (though other’s cannot see them)
Scholar 26-50
- Reanimating small animals (i.e. rabbits, mice, voles, etc.)
- Allowing another to see/speak with a spirit for a short amount of time
Master 51-75
- Reanimating other Seccans and larger animals
- Reanimating more than one creature at once
Senior 76-100
- Forcing your own spirit into a dead body(hide your actual body in a safe place!)


Astrology and Omen Reading
The herd’s Healer is the only member with this magic, which is learned by their mentor (the previous healer) during their apprenticeship. They can read signs sent from Aryzael, whether he writes them in the stars or in some other omen. Healers can also, just like the leader, communicate somewhat with Aryzael.
Novice 0-25
- Read simple star messages
- Read simple omen messages (dead birds filled with maggots symbolizing death, etc. Be creative!)
Scholar 26-50
- Hear fragments from Aryzael, very limited and broken up sentences
- Augury, reading omens and taking messages sent directly from Aryzael via birds (A raven would be a good familiar to have in this case)
Master 51-75
- Speak with Aryzael directly
- Read the future in the stars
Senior 76-100
- Speak with and see Aryzael directly, clearly


So, how do I build magic? Can my Seccan learn more than one type?


Let’s, for the sake of organization, answer the latter question first. Good news; your Seccan can learn all of the magic types (aside from Astrology and Omen reading, which is reserved for the healer and the healer’s apprentice alone. When you become a healer, you forfeit nearly every other magic type and may only use Astrology / Omen reading and Herb / Tincture bound Hexes). Each magical ability must be learned separately.

So, if your Seccan is an Esmour, go ahead and throw this form into their profile:

Magic Points
Free Hexing: 0
Charm Bound Hexing: 0
Herb / Tincture Bound Hexing: 0
Illusionism: 0
Necromancy: 0

Breakdown:
Link to RP/Art - +# _____
Example: Linkhere - +3 Speed


If your Seccan is an Esmour healer, or apprentice, you would use this form instead:

Magic Points
Herb / Tincture Bound Hexing: 0
Atrology and Omen Reading: 0

Breakdown:
Link to RP/Art - +# _____
Example: Linkhere - +3 Speed


Building Magic


You build magic just like you build skillpoints, using much the same points. When you complete literature, art, and roleplay pieces, you will earn magic points for them, which can then be applied to the Seccan(s) featured in these pieces.

To be eligible for magic points, the lit/art must show your character doing something that would add to that mgical skill (that is within their experience range, whether it be Beginner, Novice, or Master).

All magic points are capped at 100.

So then you may be asking, “How much do I get for this? For that?”  Below is an outline that should clearly explain how many skill points you will get for roleplays/art.

Art
- To receive magic points for art, the art must be colored - uncolored sketches and whatnot do not count.
- To receive magic points for art, the art must have some sort of background.
- Art must be roleplay inspired to count for magic points. Random art does not count.
Headshot/Bust: 2 Magic points
Fullbody: 3 Magic points
+Extra Character: 1 Magic points per extra character

Literature
- When counting magic points received for collaborative roleplay, count only your words - not the words of your partners.
- Battle roleplays (either won or lost) can be counted for magic points, depending on the type of magic used for the battle. You may not add strength skillpoints if you add magic points - choose one or the other..
500+ Words: 5 Magic points
1500+ Words: 6 Magic points
2000+ Words: 7 Magic points
3000+ Words: 8 Magic points
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Comments9
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AK-Outstanding's avatar
Really quick question, do you think you could compile the skill points, the magic points, and the hematite earnings onto one page so that when people look for them they can find them easily and know exactly how many they get?
Just for a quick reference, it is a bit hard and confusing having to jump all over the different journals trying to figure out what earns what. Plus I found out Poppy got a lot more magic than I thought per rp.