this is Salem, a land filled with magic and maladies. It is a place where witches and their elemental familiars gather, a home to legend and
lore that predates time itself. Yet of all the wicked and wonderful stories the past can tell us of, the most magical are the ones yet to happen.
This is Salem - this is the start of your very own journey. Welcome to starfall
Starfall is an animaga witch roleplay set in mostly modern times. Members play as witches in a world plagued by monsters, where the only safe spots are walled cities. Starfall strives to be a character-driven roleplay with expansive lore and a highly interactive plotline. We want to allow members to
create and look back on a magical journey, and mold the site and its plot as their characters grow.
name: alchemy, sometimes called potions or hermetic magic [break][break] description: The science of using the mana found in all things-- both living and non-living-- to create potions is known as alchemy. Broken down into a much broader theme, witches with an affinity for alchemy will understand mana components in substances and how they work and are able to mix mana together. They will have a natural understanding for what mixes well with what and how to obtain the desired result. Alchemists tend to be quick-witted, clever and resourceful with a natural understanding of magic. Alchemy, unlike other affinities, is usually done by preparing potions beforehand and using them in battle. However, some advanced techniques can be used directly. [break][break] rarity (per 100 witches, only including natural-born): Alchemy is the most common affinity, with about 30 of every 100 witches being alchemists. The number increases when counting those decided to self-learn it later in life. [break][break] ---details--- [break][break] applications: Grand potion masters, since the day of witchcraft, have honed their skills in alchemy to create vials of poison and restoration alike. Potions for mending witches and materials alike. Poison for killing monsters and melting through iron. Alchemists of high caliber are even said to be capable of creating substances without cauldrons or prior preparation at all. Witches with an affinity for alchemy often grow into herbologists, potion masters, healers, or even wicked assassins-- though they all seem to prefer the term alchemist to any other. [break][break] background/history: Alchemy has been alive since the very dawn of witchcraft. In the olden days, if you were not born an alchemist, studying it later in life was practically mandatory. Alchemists were always given respect as healers and "wiser" witches, yet because of the abundance of witches with an affinity for it, it never earned a particularly glamorous or exclusive position. Many clans and families specializing in alchemy exist to this day, though the topic of who the true greatest alchemist is (Flamel of Yanus or even Marjane) is still up for debate, depending on what you're looking at. [break][break] ---skill set---- [break][break] skill example #1VIAL OF THE HYACINTH: Allows the witch to recover from physical injuries or give to other witches to do the same. Minor wounds are completely healed, and progress is shown on moderate wounds. Major wounds or limb loss, however, can not be treated. This recipe seems to have existed since the dawn of time and alchemy.
[break][break] skill example #2SHEERFIRE DUST A potion that is highly unstable and explodes upon outside contact. The explosions are generally enough to cause burns, knock most witches off their feet and they are very very loud.
[break][break] skill example #3CIRCLE OF LIFE Given enough prep time, a skilled alchemist will be able to create a hermetic circle on a given surface. Anything standing on the circle may have moderate to major wounds healed, however the wounds need to have been recent and easily identifiable. As long as it happened very recently, limb regeneration is possible. Also, the alchemist will likely be extremely mentally exhausted upon performing this, with direct proportion to the severity of the wounds healed. [break][break] ----extra--- [break][break] additional info: Alchemy is an extremely versatile type of magic, and alchemists receiving potions as items are free to use the potions multiple times, as it is generally assumed alchemists carry around their crafts with them. Creating potions mid-thread while not impossible, maybe slightly unrealistic. Alchemy scrolls involving the use of hermetic circles are quite difficult to master and rare, but prove themselves incredibly useful.
name: illusion (practitioners are called a variety of colorful names) [break][break] description: Mana has always been a fickle element, and while it can be used to destroy and create, it can also be used to alter reality itself. Or, at the very least, alter perceptions of reality. Illusionists are able to deceive even the most seasoned of witches, but in theory they are simply able to coat mana in mana, and know intuitively how to do it well. Unlike masters of transfiguration, they do not alter the mana itself, but rather-- apply texture, or seasoning. As a result, they are capable of more ludicrous and unrealistic feats...and also butt heads with their more practical counterparts. [break][break] rarity (per 100 witches, only including natural-born): About 25 in every 100 witches are illusionists. [break][break] ---details--- [break][break] applications: Frightening illusionists in history are known for having pulled off stunts that deceived the entire world and were only found out months after the initial effect. From simple changes in appearance to the illusions of hope and despair, these witches are able to turn tides in their favor through wit and audacity alone. Illusions, despite only having one real application (creating illusions)--can be limited only by a witch's own creativity. After all, illusionists consider their skill to be an art form if anything. Witches with this affinity have gone on to become espionage agents, performers, intelligence experts and have been called by too many names through history. They prefer it this way, of course.
[break][break] background/history: Illusion, despite having a history of darkness and a penchant for leaning towards evil as opposed to good, has had its hands in the dark as well as the light of witch society. While many rogue witches were illusionists, many children's stories and gallant heroes who stood fearlessly against entire armies were also illusionists. In an era of peace, illusionists also often work on stage and sometimes end up as amazing celebrities. There's somewhat of a rift between these so called "stage witches" and traditional illusionists who hold pride in secrecy and mystery-- though there is little historical proof linking such behavior with the possible grandiose feats of illusion. [break][break] ---skill set---- [break][break] skill example #1ILLUSIONIST’S HANDBOOK, SCROLL #1 Written by the first ever and self-proclaimed illusionist, Gilderoy Varis, this scroll contains simple knowledge that enables the witch to become invisible-- only, of course, to the eyes. This requires extreme focus, and doing so for a long amount of time requires discipline. A single distraction will break apart the careful coating of mana required for this to work, so performing other spells is impossible for beginner witches. On the positive side, the illusion is perfect and can last as long as the witch can maintain concentration.
[break][break] skill example #2DARKNESS SCROLL This scroll creates a cover of thick, pitch-black darkness affecting an amount of targets that vary according to skill level. Skilled illusionists often add their own effects such as a pair of mocking eyes, or the rattling or snakes, or whatever suits them and their familiar best. For beginners, it’s recommended to work on making the darkness “complete” first.
[break][break] skill example #3SCROLL OF DUALITY When used, the witch seemingly splits into two copies of themselves- one is an illusion. The illusion can act on brief, general directives given by the witch, but cannot speak or think for itself. The illusion may duplicate many spells the witch performs though only the real one will connect. The believability, duration, and versatility of the illusion get better as the witch uses the skill and progresses. Extremely skilled witches can use the scroll of duality twice, splitting further into four different illusions and so forth.
[break][break] ----extra--- [break][break] additional info: Illusions cast even by the most seasoned of illusionist have what is called "Puck's Flaw"-- a single impossibility among many that if noticed, may break the spell. The whole existence of this flaw is theoretical as no one can prove it exists (what is the flaw among flaws, after all?). In theory, this flaw expands slowly until its unbelievability touches the whole illusion, causing the magic to "wear off." The goal of all illusionists through history has been to create "the perfect illusion"-- a goal so frightening because it implies the true distortion of reality.
name: enchantment [break][break] description: The ability to control, restrict or otherwise force the flow of mana in a certain direction is known as enchantment, and witches that are gifted with this ability enjoy one of the most versatile affinities for mana. While enchantment can be used for everything from creating barriers to invoking curses, witches blessed with this affinity simply state that they are able to visualize and constrict or direct the flow of mana as they like. To this end, evocation-users are termed take-charge, vengeful, or sometimes just creepy. [break][break] rarity (per 100 witches, only including natural-born): About 20 in every 100 witches are enchanters. [break][break] ---details--- [break][break] applications: Masters of enchantment have been known to end whole conflicts using their affinity. Enchantment can be used to create barriers (by bewitching space itself), charm objects, and even curse others. Their fortitude and resilience, as well as their willingness to get anything done, have allowed these witches to persevere through time and history. While bearers of this affinity have been known to grow into anything from lawmakers to hex-for-hires, they all somehow or the other fall under the umbrella of enchantment.
[break][break] background/history: Enchantment used to be regarded as a useless or 'trivial' affinity as the scrolls and spells associated with it were limited to minor charms jinxes. It was often thought to be the most simple minded and undesirable affinity, until the reign of Dutchess Ferrina - who broke many boundaries of enchantment and showed the public that enchantment was, at its core, an affinity that defined "easy to learn, difficult to master." Ferrina's grimoires enlightened the whole of the witchcraft society and completely flipped perspectives on enchantment as useful, protective, utility or even offensive affinity that could prove to be the most dangerous branch of magic of all. [break][break] ---skill set---- [break][break] skill example #1SPATIAL SCROLLBOOK #3 A witch using this scroll can manipulate a small area of about 20 square meters and creates a simple law which prevents entry into the space. The enchantment is plainly visible on the surrounding ground, however. It can be removed with some difficulty by another evocation expert of the same or higher rank, or through a very powerful magical attack.
[break][break] skill example #2EXPEL TRIGGER By evoking a forced flow of mana into an object -- or simply pumping mana into a non-living thing-- the witch is able to send any object smaller than a loaf of bread into a delicate state. A single push will cause the object to explode after this state has been reached-- whether from an accidental step or blast of mana. The power of the explosion is dependent on the affinity of the witch.
[break][break] skill example #3PAUSE SCROLL A useful form of evocation that can force the mana of a moving object to slow down. It is infinitely more complex and difficult to pull off when used against living beings (though not impossible) but can be used to slow the movement of hurled objects and the like and, when used by experienced witches, can even slow elemental attacks or magical spells in general. Gets easier with practice, as all things do.
[break][break] ----extra--- [break][break] additional info: Enchantment is extremely varied considering that the mana of anything can be given "shape" or "orders" by the witch. Enchantment requires the sort of jack-of-all-trades mind; because it needs a certain level of creativity yet also the ability to be harsh and demanding, as mana does not like to be easily put under restraints. Enchants last much longer than transfiguration spells, and charmed objects have been known to keep magical properties for eons and eons. It's common for large bloodline oriented families to learn simple enchantments to "pass on" the spirit of magic through generations via magical heirlooms.
name: transfiguration, sometimes called transformation. [break][break] description: transfiguration is the art of completely changing the structure of an object (living or non-living) by altering the structure of mana within it. though some transfigurations wear off, some can become permanent. transfiguration is very scientific and thought of as less 'magical,' despite relying heavily on visualization. transfiguration users are often termed logical, fastidious and sometimes utterly insane. [break][break] rarity (per 100 witches, only including natural-born): About 25 in every 100 witches have transfiguration as their affinity. [break][break] ---details--- [break][break] applications: Masters of transfiguration have been able to create life in statues, change and exchange materials for others, and transform whole witches into birds with the flick of a wand. Transfiguration is difficult, and skilled users of this affinity are needed almost everywhere.
[break][break] background/history: Transfiguration has always been regarded as a difficult and rigorous affinity, and its practitioners have been respected and feared. Because of the dangerous of witch transfiguration, the study and pursuit of this magic in particular (especially permanent variants) has been heavily restricted since the dawn of civilization and law. Despite what most may think, most rogue witches and wizards have had transfiguration as their affinity and not illusion or the likes. [break][break] ---skill set---- [break][break] skill example #1TRANSFIGURATION 101 SCROLL #1 In Marlo’s Handbook for Beginners Seeking to Learn Arts of Transformation, he mentions the basic arts of transfiguration (as the name implies). The first scroll deals with making an existing non-living object larger or smaller. The witch can modify sizes from a pebble to the size of an average household door. Any object within that size range can be modified to any size within that range- though the switch is quick, it’s also temporary.
[break][break] skill example #2CHANGELING’S SCROLL An ancient scroll that depicts how to morph something else. Only the first two pages are present, though the knowledge is enough to enable the witch to transform into one animal they know well-- that is, their familiar’s base form (eg. a witch having a six feet tall husky would be able to morph into an average husky). Spending too long as a changeling may result in being unable to turn back, or permanent outgrowths like teeth, tails, etc.
[break][break] skill example #3SCROLL OF SMOG Instead of something solid, a witch may choose to turn themselves into a gas. The witch’s body dissipates into a gas, and if their familiar has venomous properties, they can poison other organisms. This scroll can be dangerous and not recommended for beginner witches, as they can easily be sucked away by the wind or trapped in an enclosed space if not careful. The usual side effects of transfiguration spell remain--limbs that stay as a semi-solid gas, or random bouts of changing. It’s a high risk, high reward scroll.
[break][break] ----extra--- [break][break] additional info: Transfiguration is often thought of as the most powerful ability, but it also has the highest rate of backfiring. It's not friendly to fledgling witches, and accidents can prove utterly catastrophic. Despite this, it requires some kind of bravery to master, akin to yet completely different from the audacity required from illusionists. Transfiguration is seldom taken up as a secondary affinity due to its difficulty, although those with a scientific mind enjoy it. It's often compared to alchemy in that regard.
[attr="class","stafftempsubtext"] divining and evocation
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summoning
name: summoning, sometimes called divining or evocation. [break][break] description: Summoning is the ability to create raw mana from one's own pool of mana. It is the most taxing affinity, but also the most sought after. Summoning functions differently from other affinities as it requires a sacrifice in mana (instead of simple mana manipulation) as well as sufficient amounts of mana in surrounding environments. Fatigue is a huge enemy of summoners. Summoners are stereotyped as creative, eccentric and manipulative. [break][break] rarity (per 100 witches, only including natural-born): The rarest among all base affinities, only 10 in every 100 witches are summoners. [break][break] ---details--- [break][break] applications: Summoning allows the witch to create things-- from simple blocks of wood to living creatures and elemental servants, summoning has the widest difficulty range from easy to mind-bogglingly complicated. Masters of summoning have been known to create whole, familiar-like creatures to serve them, or to summon barriers, and sometimes even call upon the forces of nature to fight at their side. Generally, summoning is divided into natural (called casting or evocation), inorganic (called conjuration) and spiritual (called 'true summoning').
[break][break] background/history: Summoning has a funny history. While average summoners or summoners more skilled at inorganic/object conjuration have been made out as blacksmiths and traders and skilled mercenaries, summoners capable of summoning living beings or evoking spirits have always been regarded as holy and connected with faith, or heretic and blasphemous. A lot of discrimination still exists even within users of this ability, although now with the widespread use of various grimoires and scrolls, summoners have become versatile and adept at different schools of this affinity. [break][break] ---skill set---- [break][break] skill example #1CASTER’S SCROLLS VOLUME 1, SCROLL 1 By designating a target spot on the ground, the witch can summon a bolt of magical lightning. It can only work when in an open space, and the target location flashes brightly a few seconds prior to the strike.
[break][break] skill example #2 VIVIAN'S GRIMOIRE, SCROLL #1 Vivian Lacehart, a well known and highly controversial ‘stage’ witch, left a grimoire of absolutely beautiful summoning scrolls. Their usefulness, however, is to be debated. The first instructs the witch on summoning a huge flock of birds (or a large cloud of butterflies) from just about any surface within range. The number of birds in the flock changes with the skill of the witch.
[break][break] skill example #3 SUMMONER’S SCROLLBOOK: HETEROCAST This scroll enables the witch to create small terrestrial animals like snakes, rodents, rabbits, turtles, dogs, cats, etc out of thin air. The summons can fulfill minor directives and are capable of all the things their animals would be able to do, and are mostly under the witch’s control.
[break][break] ----extra--- [break][break] additional info: Summoning, similar to transfiguration, is extremely difficult and even more taxing. In fact, summoning is both mentally and physically taxing, even when used flawlessly. Unlike transfiguration, which backfires when misused--summoning simply fails in the hands of unlearned witches, which makes this affinity even more discouraging. Unlike other affinities where famous witches have been born out of learning as opposed to natural-birth, the history of summoning has consistently maintained that the most skilled summoners have summoning as their primary affinity.
while starfall offers basic affinities, members may make their own for others to use. these affinities, although less common than the basic affinities, are often pursued for a variety of reasons. members interested in making their own affinities may do so at this thread.
description: The bastard child of alchemists dabbling in the arts of enchantments, augmentation focuses on channeling mana to modify, enhance or reinforce matter, emotion or skills. So while a practitioner cannot create like the alchemists or enchant objects to acquire new properties, they can mold mana to enhance or degenerate any pre-existing matter before them, including themselves or others for a limited period of time. Augmentors, thus, need no preparation beforehand and can cast augments whenever they so wish or desire. Their affinity is sometimes perceived as casting 'blessings' or 'curses' despite this being completely untrue. [break][break] rarity (per 100 witches): Only 15 in every 100 witches are augmenters. [break][break] ---details--- [break][break] applications: Enhancing one's strength, speed or mana are the most basic augments that come to mind. Skilled and experienced witches can cast more convoluted augments to not enhance, but degrade an attribute through feeding their augment a more complicated 'code'. While powerful, even the most skilled of witches cannot keep the effects of an augment lingering for more than a short duration of time. Being a recent and lesser explored affinity, beginners oft struggle to cast the most basic of augments while masters of this art can cast multiple augments at a time. [break][break] background/history: Alchemists are often considered the curious sort and push the limits of their study. One of the lesser known covens had begun experimenting and pushing the boundaries of what they could and couldn't do. By fiddling around and reverse engineering enchanted objects and studying the art themselves, these alchemists soon learned to enchant armor, matter and even humans. However, these 'enchantments' could not be created and only enhanced. Regardless, the founders of the affinity deemed their study a success and taught their coven folk the art. Unfortunately once the coven was disbanded, the art spread as rouge witches ran amok. While it was considered a silly project of the alchemists at first, its utilization was soon recognized unofficially. However, with augmentation being just a few decades old, the scrolls and scriptures for this affinity are sparse and difficult to come by. [break][break] ---skill set---- [break][break] skill example #1Augmentation for dummies - The simplest of augments meant for beginners is noted in this scroll which aid a witch in enhancing their strength or speed by small, almost negligible enhancements which improve with practice. [break][break] skill example #2Augments and reinforcing - A practitioner can learn how to reinforce armor or themselves, thus increasing their pain threshold or reducing the frequency and extent of injuries inflicted upon them. [break][break] skill example #3The boon and bane of augmentation - A convoluted spell that allows augmentors to reverse enhance an object or attribute, thus retarding the strength or durability of a person or object. Reverse augments are dangerous, however, to both the practitioner and their subjects and can go haywire under some rather experienced witches as well. [break][break] ----extra--- [break][break] additional info: Augmentation is a skill that cannot be learnt overnight seeing how it borrows knowledge from both alchemy and enchantments thus making it an extremely difficult affinity to learn. Mana drains quicker in beginners and even acolytes while Masters can retain and ration their reserves better to execute more spells. Despite being an affinity with nearly endless variations of augments, the study and patience required to learn this affinity deters most witches. [break][break] usage: free use (just use with care)
description: The voice of an angel, the skillful plucking of a harp, oh how music can move the soul - and perhaps move a little mana too. Auditory affinities can be hard to recognise even though they can subtly influence mana on a large scale, as it can seem more 'mundane' at it is rooted in the study of music theory, as well as practicing the same song for the hundredth time to perfect your performance before you even consider consciously manipulating mana with it! [break][break] rarity (per 100 witches): Around 25, auditory is common but commonly not pursued [break][break] ---details--- [break][break] applications: Music can soothe the beast, can it not? Auditory witches can sing and play instruments to shift the mood of others, be it to calm them to listen to a speech or to incite a violent riot. Masters of the art can even charm large crowds to do their bidding, or powerful beasts to obey them - as long as they continue to perform their music. [break][break] background/history: The place of music in culture has always been important, so it can baffle some that it took so long for auditory affinities to be fully recognised. On the other hand, the subtle manipulation and changing of emotions without permission have seen these spellsingers be branded as cheaters and untrustworthy. Any witch who performs music is met with suspicion - did they actually practice and put time into becoming that good, or are they just manipulating the mana around them to sound good? [break][break] ---skill set----[break][break] skill example #1Making of an Earworm is a book (no one takes it seriously enough to call it a tome) that is both boon and bane for the witch community, empowering budding auditory witches with the ability to create catchy tunes you just can't get out of your head - and that's before mana is introduced! It is a relatively harmless first step to learning how to compose songs to manipulate mana with, the main focus being on using mana to encourage amusement and a jovial atmosphere. [break][break] skill example #2Jazz For Your Soul has suffered some memetic mutation in recent years, but the set of basic, down tempo songs are a great building block to learn how to create soothing environments that don't cause people to fall asleep (unless you were trying to do that!), and destroy aggression in others. [break][break] skill example #3Magic and Your Instrument #1 is part of a series of scrolls focusing on the upkeep and use of instruments in auditory magic. It covers techniques such as using mana to disguise a broken string, layering sounds that a single harp should not be able to do, and tips on making your mundane harp seem like an important magical artifact. [break][break] ----extra---[break][break] additional info: What many who pursue auditory mastery forget is that you can only replace so much practice and knowledge with mana manipulation. Once someone has been outed as an auditory witch, it becomes much easier for others to call them out on faking their sound. Auditory spells need to be subtle and layered into already solid musical performances to truly shine. [break][break] usage: free use
description: Binding mana to thread, and binding material together with that thread, a weaver creates enchanted items with a variety of uses. From a pair of self-warming comfy mittens to a cloak that can turn into wings, pursuing weaving can turn the mundane into the mystical. [break][break] rarity (per 100 witches): 10 out of 100 [break][break] ---details---[break][break] applications: Weaving is usually referred to as a 'support affinity', with the mana infused threads finding use in other affinities in a variety of ways. These threads have little to no use on their own - it is when a weaver creates clothing, accessories, or another item that the magic really happens! [break][break] background/history: Weaving was first thought to be another facet of transmutation before the specific way mana was spun into thread became common knowledge. It quickly became a staple of life in both practical and aesthetic uses, empowering witches to explore other avenues with some extra support from their clothes! Weaving is an easy affinity to learn for those not born naturally into it - making those who are one of the few rare natural born feel disillusioned or angry that they were born with such a 'common, easy' affinity. [break][break] ---skill set----[break][break] skill example #1Bag of Holding is a standard yet eternally useful weaver product. Fledgling weavers may only manage a small sack that holds one item, but masters may manage a Haven Bag that one could use as a house! [break][break] skill example #2Elemental Thread draws mana of particular elements to perform various tasks, such as creating oven mitts you can't accidentally burn yourself while using because it slipped off slightly. There are offensive uses like making a fireball more explosive, but generally this kind of thread is used to protect. [break][break] skill example #3Repel Thread does that - repel something! New weavers are tasked with making a blanket that repels ants, or a white shirt that repels spilled coffee, to test their skills and understanding. Someone proficient in the weaver arts can use these threads to do things such as repel light to make an invisibility cloak, or a silk ribbon that can repel swords. [break][break] ----extra---[break][break] additional info: If the thread is broken, frayed, or damaged too much, any benefits the thread created in the object may also be weakened or broken. Weavers and wearers of weaver items must be careful and aware of where the mana infused threads are, and what can cause them to break - there's nothing quite like having a Gill Scarf break when deep underwater and scrambling to find air! [break][break] usage: free use
description: The aim of purification is to return mana to a previous form. By studying other affinities and understanding mana manipulation, a purifier can see how the world around them has been changed, and unravel those changes. Those with an affinity to purification are curious, if somewhat anxious, individuals with an eye on all forms of magic. [break][break] rarity (per 100 witches): 15 out of 100 [break][break] ---details---[break][break] applications: Purifiers are always on clean up duty, and are called 'magic maid/butler' as both a joke because... well, they're damn good at it. Be it a corrupted spell, an old charm that people forgot how to dispel, or breaking up a fight before the pub is set on fire, purification is used to still the change of mana. [break][break] background/history: Sometimes problems happen. Problems that no one really knows how to fix, no matter how much training and practice they have had. So in steps a purifier, with a keen eye and penchant for breaking spells, to fix it. There is a proper way to do things, and a proper way to fix a problem. Purifiers may have a reputation for being sticks in the mud or boring, but their meticulous approach to their work has to be admired in some way. [break][break] ---skill set----[break][break] skill example #1Clear Sight Vol. 1 details how to start training your eye to pick out and fully identify the results of mana manipulation, starting with alchemy. As this can also be done with basic alchemy training, it is a good starting point for those doing purifier training, as they can compare what they 'see' with either their own or another's alchemy training. [break][break] skill example #2Break Flow can be used to attempt to disrupt an in progress spell, cutting off the control of mana flow from a witch. It can end up causing more problems than if the spell was allowed to be completed however, so knowledge of the specific spell the purifier is trying to interrupt is essential. [break][break] skill example #3Revert Mana #1 may be the most well-known purification spell as it is best exemplifies what purification does. At this basic level, it can revert a small amount of mana to its previous state from 15 seconds ago. Newbies to purifying are made to practice on extinguishing a fire ball using this. [break][break]
----extra---[break][break] additional info: Purifiers rarely practice a second affinity, though they may hold great knowledge on it. Their job of undoing magic instead of doing magic can make it hard for them to switch gears to casting spells.[break][break]
description: Though there are many many misconceptions surrounding the affinity that complicate it needlessly, runescripting is simply the art of manipulating mana through written script. Runescriptors imbue their script with mana which directs the flow, and therefore the effect, of the mana - it must be noted that though the effect is mostly influenced by the script, it is also strongly influenced by the intent of the witch. [break][break] The 'script' so mentioned is commonly thought of to be ancient runes, but while ancient runes are a very important starting point that usually all novice runescipters study, it is nevertheless most commonly just a starting point. A script is merely a collection of symbols that hold meaning for the user - most runescripters simplify this concept by likening a script to a language - and the power held by ancient runes is not because it is the 'runing language', but because of the many associations of each rune, the cultural significance attached to the script, the in depth documentation of it in relation to runescripting, the ease by which ancient runes can be carved and linked together, and the versatility of the script. Most runescripters will learn ancient runes, then modify the script to suit their needs. Modification can range from personally connoting a rune to mean something different, personalising the way the runes are written, merging two or more runes together, or even creating new runes. The most dedicated runescripters, however, usually will create their own script, some from scratch, some based on a language they speak - the effects of runic arrays of such scripts are often stronger and more precise since the script is personalised for the user. [break][break] Runic arrays can range from a single rune by itself, to multi-tiered linked runic arrays that span kilometres, and can involve a single runescripter, or many working together. A 'rune' is, simply put, a symbol with a meaning attached (or when equated to a language, it is a morpheme (or sometimes a lexeme)). Runes can be linked together to create more specific directions. Generally, the more complicated the array, the more mana it takes, and the more powerful the effects. Thus, the truly complicated, powerful arrays often involve more than one runescripter. Highly specific effects can also take complicated arrays. Runic arrays are usually written in a 2-dimensional circular or star shaped pattern, though triangular, geometric and mathematical patterns are slowly gaining popularity. Very recent innovators have also begun dabbling in the possibility of 3-dimensional arrays. [break][break] There are many ways to imbue a runic array with mana. One of the simplest methods is to channel mana into the whole array after it is written. This type of imbuing is usually used for single-use arrays or arrays that must be 'activated'. Another basic method is channeling mana into the scripting tool (such as a brush or a knife) or that which the rune is written with (such as the ink) - arrays written this way are usually automatically 'activated' upon completion and are generally for longer-lasting results. Other, more advanced methods include manually channeling mana into the script as it is written (fine control over one's mana output is needed, but one can then regulate the mana of each part of the array and thus achieve more precise results), channelling mana into the array that one traces over it with a finger (again, fine control over one's mana output is needed, but the witch's intent is a stronger influencer in an array activated as such), or even a combination of methods. Runic arrays can also be reinforced over time, though usually only the original scripter can do so. [break][break] A runic array is usually physically written with ink and a brush on a flat surface, or carved in wood or metal. More advanced runescripters can potentially draw out a runic array with their finger using pure mana, or even visualise/draw out an array in their mind and channel the effect directly into reality (though amazing control is needed plus a very deep familiarity with the runes involved, and such arrays usually remain very simple). Runescriptors are normally very much defence/support focused, but can fight directly, usually by either carrying around pre-written arrays that only need activation, drawing arrays directly into the air/ground as needed, combining runescription with other affinities (which is most common considering most runescripters' primary affinity is not runescription), or other similarly creative methods. [break][break] There are eight basic categories of runic arrays: passive, active, single-use, multi-use, short-term, long-term, self-sustaining, and maintained. An array can be more than one. Active arrays require a user to continually supply it with mana, whereas passive arrays only need the mana required to first activate it. Single-use arrays can only be used once, whereas multi-use arrays can be reused (how many times it can be used again varies according to each circumstance). Short-term arrays cause effects that last for any time less than a day, and long-term arrays last for longer than a day (it should be stated that 'short-term' and 'long-term' are relative to the purposes of an array. An array for a ward that lasts a month would generally be classified as 'short-term' as opposed to a long-term array that would last three years.) Maintained arrays require users to regularly reinforce the array with more mana, while self-sustaining arrays can sustain themselves. Self-sustaining, multi-use, and long-term arrays are the more difficult arrays to create. [break][break] Runescripting is not without danger. If one doesn't understand the runes they are using, it could result in strange effects or even potentially disastrous ones (such as causing an explosion). Some runes cannot be linked together, others must be linked in a specific way. Runic modifications must also be carefully tested before put into use. A runescripter must also be very careful not to create an array that needs more mana than they are capable of giving - some arrays will drain on the activator until they are exhausted or, on occasion, dead. Needless to say, the more complicated the array, the more likely it is to result in disaster. [break][break] Runescripting is a truly versatile skill of which there are many avenues to explore. Modification of runic scripts, merging mathematical principles together with array patterning, linking runes with cultural significance, even linking runes with astrological patterns - the possibilities are nigh endless, as long as one is willing to put in the effort. [break][break] rarity (per 100 witches): ~10 per 100 witches - most with the affinity choose not to pursue it, and most runescripters are not born with the affinity but choose to self-learn it later in life. [break][break] ---details--- [break][break] applications: Runescripting is such a versatile art that it is difficult to limit the potential applications. Common uses of runescriptions include barriers, wards, strengthening structures, inscribing effects onto objects, protective talismans, and explosive destruction, but there are many many other uses for runes. Though the effects of runic arrays can sometimes mimic the effects of other affinities (particularly enchantment), the methods by which such effects are reached are vastly different. Runescriptors often joke that if it can be logically written out, it there's enough time, and if the casters have enough mana, then it can be done. [break][break] background/history: Runic inscription used to be a highly regarded affinity with a wide variety of practical applications and a power and versatility few other affinities can boast. However, with the rise of enchantment came the downfall of runic inscription. Enchanting was similar to runescripting in its versatility but much easier to learn, and the popularity of the Duchess Ferrina brought about a wave of enchanters that saw a sharp decline in runescripters from where it never recovered. Runescription is a difficult affinity to both learn and master regardless of whether one is born with the affinity or not; nowadays, runescripting is commonly considered obsolete and useless at worst and a 'dying' or 'lost art' at best, with most of those witches born with the affinity choosing not to pursue it. [break][break] Modern day runescripters often face trivialisation and marginalisation of their work simply for the misconceptions and stereotypes surrounding their affinity. As such, most runescripters currently existing are those who have chosen to learn it later in life. Old scrolls for runescription are much, much more common than newer ones, however the runescripter community is a tight-knit one out of necessity, and most experienced runescripters would be more than happy to help newer runescripters. [break][break] ---skill set---- [break][break] skill example #1basic runic barriers - A scroll detailing common runes and linkages of the basic barriers. Though novice runescripters are limited to the rudimentary arrays described in the scroll, more advanced runescripters can begin to build upon these basics and modify them to suit their needs. [break][break] skill example #2how to create runic talismans - A guide to creating runic talismans. Talismans do not have to be protective - they can bring about malicious effects too, or other effects depending on the runes involved. Beginners will only be able to cause very basic, almost negligible effects; further practice and modification can result in much more powerful effects. [break][break] skill example #3 100 most useful runes - Knowing the 100 most commonly used runes and the rules for their linking allows for a novice runescripter to create arrays for basic effects like strengthening or weakening a structure. [break][break] ----extra--- [break][break] additional info: The theory behind runescripting is heavily linked to linguistics, maths, and geometric patterns, but also art and creative writing and culture - so runescripting is a skill that is not easy to learn even the basics of, but very rewarding for those with even an adequate grasp of it. To shine at runescripting, it is not affinity that is important, but determination, the willingness to learn, and above all else, creativity. [break][break] usage: of course ouo
description: your average person wouldn't recognise the work of a plantshaper, assuming they're just a florist or a herbalist doing their job. A proper shaper, however, has a bond with the plants around them, able to focus and feel the flow of mana, of the plants very lifeforce flowing through it. A trained plantshaper does not need to guess - their knowledge and bond with the plants they are for let them know whether their decision was correct or not. A plant cared for by a shaper will always catch the eye of those with the smallest smidge of magical inclination within them, even if they can't immediately recognise why the plant seems to shine, or fill them with a sense of content.
[break][break] rarity (per 100 witches): 25 out of 100, this affinity is quite common and helps in many walks of life. If one if not born with the affinity, many take it up in passing to support their main affinity.
[break][break] ---details---[break][break] applications: The quality of ones spells and potions relies on the quality of the ingredients, and everyone knows a plantshaper can draw the very best out of the plants they care for. If they're not tending to their own garden, they're checking in on others, or tending to the wilds beyond the safe walls of Sundial. From identifying the early onset of disease, to helping crossbreed a specific colour into a flower, if it has something to do with a plant, you'll want a shaper to chime in on the topic. [break][break] background/history: The first plantshapers were seen as just eccentric alchemists who loved the plants they used to make their potions a little too much. When they started going on about how the plant feels and making minor adjustments that seemed to have no basis for happening... people started to look a little deeper. Talks of being able to see the mana flow of plant life and trying to explain those gut feelings lead to the plantshaper affinity being fully recognised and established. [break][break] ---skill set----[break][break] skill example #1Sugar Cube lets a plantshaper draw mana charged sugar from the plant, an excellent ingredient for magical foods or an extra sweetener for a kids medicine.[break] skill example #2Pollen Puff is an important spell in helping flowering plants attract bees, and keep both the plant and bees happy and healthy. By giving some of their own mana to the flower and infusing the pollen, it draws in distant bees - and helps combat allergies![break] skill example #3Force Bloom in the wrong hands can lead to an early death to plants, but with the right timing and proper care is integral to keeping a plant healthy and happy in trying times. A good plantshaper knows when to force a bloom and prepare the plant in question for a storm or other hardship. [break][break] ----extra---[break][break]additional info: Because of their flora bond, any monsters that are plantlike or based on corrupting plant life are a nightmare for a plantshaper to face. With the ban on attempting communications with monsters, it is an extremely painful situation for the plantshaper, torn between their natural drive to help heal and nurture, and the ban and harsh taboo on attempting communication with monsters. [break][break] usage: free use
name: Magical Engineering, aka Crafting [break][break] description: A strange and unorthodox art, magical engineering allows one to not only sense the flow of mana in technology, but to meld and embed magic into it. Masters of magical engineering can often glance at a piece of technology and intuitively know its inner workings. Though largely technical in nature, magical engineering also embodies leaving a magical element in a technological piece - many believe this to be due to enchantment or runescripting, and the magical engineers, also known as "crafters" to keep it nice and simple, would like to keep it believed as such. They themselves don't quite know the cause, but like to believe it's due to mana flowing between the engineer's hands and the technology, carrying the wishes and dreams of the creator. [break][break] rarity (per 100 witches): ~10 in 100. It's believed it can be learned, and perhaps for the brightest and most technical minds, it can be. However, those with a true use of the ability are born with it. Since witch society is still largely steeped in magic, the occurrence and acceptance of this affinity is rare.
---details--- [break][break] applications: There are many uses for magical engineering, though few realize the potential in this affinity. In the creation of magical technology, it could help vastly in terms of transportation - mass transportation might even come into play, for example. Magical tech could expand into many different fields: Archeology, Architecture, Business. Perhaps the largest and main application is that the expansion of magical tech would reduce the amount of work that witches currently fulfill, as well as reduce the need and usage of mana (think using less mana to accomplish more work). [break][break] background/history: Having been discovered and named recently by Matteo Garcia and Zephyr Hart, the affinity is still looked upon as "not being a true affinity". Due to its intellectual nature and the fact that it seems as if there's little magic involved at all, those with the affinity are often scorned and ridiculed. Few realize that the ability is rare and many still believe this is an affinity that can be taught and learned as well as any master. Although those who have this affinity do progress over time, only those who were born with it can fully unlock its potential. This affinity still remains largely a mystery in witch society and is often misnomered as enchantment or runescripting. [break][break] ---skill set---- [break][break] skill example #1Dormouse, the clockwork mouse V#001A: a prototype of a toy mouse. There are blueprints besides, detailing the inner workings and gains of the toy. The wind-up toy can be rewound easily or can be set to automatically wind-up by using the stored mana that powers it. A very basic and rudimentary sort of magical engine, meant to help teach kids about the flow of mana. [break][break] skill example #2Tram Blueprint, tram car #001: a blueprint of tram car #001, jotted down by Matteo Garcia after having watched the system and ridden it. All the inner workings are visible in the blueprint, as well as and potential improvements to the system have been marked down. There's also a version A2 which describes a way to potentially power the tram via light energy or by improving and installing a magical engine. [break][break] skill example #3Argo III: Under construction and being built in a joint effort, the Argo III is to be a flying ship, powered by mana and possibly other sources. Mostly it's in the drafting stages, but efforts are being made to create and build the magical device that will keep the ship afloat as well as the different commands to move it in the direction one so pleases. [break][break] ----extra--- [break][break] additional info: It is currently not noted down as an accepted affinity in Salem, much less in witch society. Currently, this affinity is self-proclaimed, though this may change in the future. Matteo believes the affinity to be something that can be learned, but when compared to someone born with it, there would be a noticeable difference in ability. Those who have this ability are called either Magical Engineers or "Crafters" [break][break] usage: Totally fine, just realize that it's not well-known nor is it recorded, so it's purely self-made. Others who claim it should either know Matteo/Zephyr directly or have heard of it second-hand.
name: Atheneum[break][break] description: This affinity is one that exists before its time, characterized by scripting, often referred to as "coding" by users, mana into raw data and mediums through which this data can be processed. In other words, Atheneum allows for the obtainment, analysis, and transferal of information. This is theoretically done by directing mana to access other stores or traces of mana, whether they are found in literary works, forbidden grimoires, or the human subconscious. Thus, users of this affinity are able to understand the flow of mana and how to best direct this knowledge of it to their advantage. Since the flow of mana is possibly the basis of existence itself, masters of this affinity seem nigh omniscient. However, it has virtually no applications in the front lines of battles, which witches find discouraging. Atheneum also requires of its user a highly focused, adaptable, and technical mindset to be maintained even throughout the constant mana drain. This requires a certain sense of clarity and balance that is very difficult for beginners to strike, though they will find that it becomes second nature the more it is developed. All that is needed is persistence, a desire to learn, and a high enough degree of intelligence. [break][break] Atheneum manifests in some kind of interface consisting of solidified mana that the user can conjure and manipulate their will, more an extension of the user than an instrument. This is the medium through which their mana is processed in a way that the user can easily interpret, especially through words or imagery. The form of this interface varies from person from person, from ever-changing pages of a book to a scattering of floating, holographic screens. Anything that can transfer information to the user is a potential manifestation of Atheneum. [break][break] Since the user and the interface are so closely linked, the user is easily able to channel their own thoughts and knowledge into the interface in their chosen form of communication, such as diagrams or written word, without extra use of mana. The interface essentially reflects the mind of the user, such that it constantly updates itself to reflect the ever-growing knowledge of the user. The spells associated with Atheneum solely concern the retrieval and interpretation of knowledge that the user does not already have. The interface also retains knowledge filtered into it even after it is dismissed, so the user always has access to the data within. However, the interface continually drains mana from the user when it is out and about, which is facilitated by the use of spells. Fledglings can only maintain the interface in short bursts, but masters can keep it out for a much longer amount of time. Strangely enough, the more Atheneum is used, the less mana is needed to call forth and maintain the interface. This can be attributed to the bond between the user and the interface that grows with use. The amount of mana expended to cast spells remains the same, however. [break][break] Atheneum is not necessarily restricted to its surroundings. Though beginners will be limited in scope, masters are able to access or transfer knowledge halfway across the globe if they must. [break][break] rarity (per 100 witches): Approximately 20 per 100 witches are Athenians. Many witches born with this affinity are unsatisfied by its lack of battling capability and do not pursue it, while plenty of scholars adopt this affinity later on.[break][break] applications: As said above, Atheneum concerns the obtainment, analysis, and transferal of mana traces and flows that exist in almost all aspects of the world. Obtainment spells are simply used to retrieve information by "reading" mana traces and display it on the user's interface. This information could include the contents of a book in a nearby library or the knowledge of who enchanted a particular object. A rather advanced obtainment spell could regard the replication and extraction of information from the mind of another. Its easily used on a willing or unguarded target, but its more of a struggle when used on an unwilling target. Its success depends on the affinity, rank, and sheer mental force of the user and tenacity of the target. [break][break] Analysis spells go hand in hand with obtainment spells, and organize the information existing within the interface. An example of such a spell could cause the interface to create a battle strategy after information of the terrain and the opponents is obtained, or could translate a foreign text into another language. Analysis spells are geared towards optimization, but that does not mean they are fail-safe. It is up to the user to fill in the blanks or edit the results as they see fit. There is no machine as complex as the human mind, after all. [break][break] Finally, transferal spells concern replicating data within the interface and transferring it directly to someone else. They are often compared to telepathy, and perhaps rightfully so. These spells are often used to dump information directly into the mind of the user or their allies for instant processing, but they have a little offensive potential in that they can be used to transfer distracting or false information into the mind of an enemy. Again, though, this often entails some sort of mental battle. Basic transferal spells can transfer snippets of knowledge stored in the interface, but advanced spells of this sort can actually transfer skills or spells that match the affinity of the recipient.[break][break] background/history: This affinity was conceived for the purpose of espionage and retrieval of forbidden or inaccessible knowledge. It circulated among highly esoteric groups for some time, but it wasn't long before scholars picked up on its existence. It exploded in popularity among those involved in academia, causing the tiny number of witches who were originally born with this affinity to multiply greatly. It is now mostly used in an academic setting, though some of those who specialize in espionage and strategy employ this affinity as well. Athenians are often stereotyped as intellectual, cowardly, and snobbish.
---skill set---- [break][break] skill example #1Observatory Vol. 1: A tome dedicated to a set of obtainment spells that constantly scans the distribution of mana in a specific area and feeds these reports into the interface to create a live broadcast of said area, often in the form of a moving diagram or other visual images. This allows the caster to observe an area and the movements in it from afar. The spells are all fundamentally the same, but there are differences in the angle from which the caster views, the type of broadcast that is produced, etc. The distance each spell can cover and the clarity of the broadcast produced is dependent on the affinity level of the user. [break][break] skill example #2Encrypt&Decrypt: A very simple analysis spell that allows for the instant scrambling of a message, though the caster must input the details of the cipher they want to use themselves. Alternately, the caster can decipher a coded message as long as they are able to input the cipher required to do so.[break][break] skill example #3Hivemind: An advanced transferal spell that creates mana links between three or more beings where all knowledge they possess flows between each other. While this spell is active, information is constantly shared between the members of the group, and thus their perceptions temporarily meld into one collective mindset. The caster often acts as the leader of the group and directs the collective mindset as they see fit. It allows for true coordination, but very limited capacity for individual thought. It's often extremely hard to exert this control over unwilling targets. Said targets must be extraordinarily weak-willed, or the caster must be ridiculously strong. [break][break] ----extra--- [break][break] additional info: Not everyone is able to master Atheneum due to its demanding mental gymnastics and mana drain, but those who do sometimes let the power go to their heads. They become greedy for knowledge, with a few even developing a god complex over their illusion of omniscience, and seek access to taboos and forbidden texts. These people meet unhappy ends, to the point that it is said that their affinity punishes them for their avarice. Athenians must be careful to keep themselves in check, and not lose themselves in their pursuit of enlightenment. [break][break] It should be reiterated that the interface is an extension of the user rather than an instrument. The more the interface is used, the more personal it becomes to the user, since it becomes a storage of all the user's memories and thoughts. Many users use the interface as a diary or a record, and some even bond so closely to it that it begins to reflect the user's personality. How this happens varies from user to user.[break][break] usage: Honestly? I'd pay you to make an Athenian. Please do.
description: Mana is the essence of life and the universe, and stars, according to great philosophers, are the beginnings of that universe. Starcalling is an ancient affinity that allows the user to call upon the mana scattered across the sky. It enables the user to become a medium for stardust and even the creation or destruction of stars. It involves the use of constellations and other stars as well, including the evoking of spirits to buff or debuff others.[break][break]
rarity (per 100 witches): ~10 it’s extremely rare to be natural born with this affinity as it seems almost recessive throughout generations. More people pick it up later in life, though, which makes it common. Numbers are wonky as a result. [break][break] ---details---[break][break] applications: In modern times, Starcalling is often treated as a ‘showy’ affinity, and is used almost primarily for the flashy manipulation of stardust, a sparkling and breathtaking powdery form of mana. Stardust can be manipulated often like an element, and some Starcallers choose to specialize in this despite its uses being limited.[break][break]
In the hands of a more dedicated user, Starcalling can be used to call on stars and constellations, blessing or cursing others with the powers of Pisces, Ursa Major, Sagittarius, and others. In this method, starcalling often requires a blind faith like Summoning to perform accurately. [break][break] Another application of starcalling is potentially creating a star or a “starette” as they are called, to function as a ball of heat and light. It’s a form of slightly more advanced stardust manipulation. [break][break] Starcalling can be used to channel stars, meaning a witch could potentially cause solar wind or collapse a star into a black hole. This has not happened for millions of years (probably having something to do with the rise and fall of the affinity in general), and so it’s just a rumor at this point. [break][break] background/history: Starcalling is sometimes called the oldest affinity, having inscriptions regarding it and its applications that predate history itself. However, the starcallers of old ages seem almost like different beings when compared to modern day callers, since they were apparently revered and extremely powerful.[break][break]
Due to the affinity growing scarcer and scarcer as time went on, the knowledge of Starcalling faded to the point where today, no recorded clans of this affinity exist. [break][break] These days, starcalling is picked up by all celebrity witches as a very beautiful and showy affinity. As a result, it has come to be disdained. There are dozens upon dozens of these celebrity starcallers (all having learned starcalling later in life) This surge in popularity has cause skewed demographics, and no one knows if there are any natural born star callers left. [break][break] Tomes and scriptures regarding the stronger and more fearsome uses of starcalling such as rupturing, summoning solar winds, etc, have all but been lost. Even those that exist seem unable to be harness by modern starcallers.[break][break]
---skill set----[break][break] THE STARMAKER’S GUIDE TO THE GALAXY #1 An exceptionally well illustrated and beloved grimoire written by the beloved witch Lunella Lacehart, this particular scroll talks about the creation of a starette. It allows the user to bind stardust together at a focal point and creating a floating ball of light and little heat. A skilled user can make dozens of starettes at once, but knowledge of the rest of Lunella’s scrolls is required to fully utilize starettes. The user must have access to the sky or stardust to create one.[break][break]
THE STARMAKER’S GUIDE TO THE GALAXY #2 The second installment details how to manipulate the gravitational field of stardust. In doing so, the user to use deployed starettes to pull objects or others towards it. The force of this pull gets stronger with the user. [break][break] CONSTELLAR GRIMOIRE: PISCES (ADV) The final edition of the constellar grimoire enables the user to obtain the blessing of Pisces. The user become immune to water-based attacks and able to breathe underwater for a few minutes as a giant tidal wave crashes through the area. Regardless of the time of day, an image of the pisces constellation is visible in the sky. [break][break] CONSTELLAR GRIMOIRE: URSA MAJOR By calling upon Ursa Major, the user can receive the blessing of strengh from the stars, fidning that their physical attributes are all enhanced for as long as the caster can maintain the image of Ursa Major in the sky. The blessing can also be given to another witch. [break][break] CONSTELLAR GRIMOIRE: ORION’S LIGHT Orion, the great hunter of the sky, can be called upon to brighten a dark night or to illuminate a path for the user. While the constellation is still visible in the sky, the witch receives hightened instincts such as smell, sight and hearing. [break][break]
FAULKHEIT’S GRIMOIRE: THE BASIC PROPERTIES OF SARDUST A witch with the knowledge of the contents of Faulkheit’s grimoire boasts expansive know-how on the characteristics, properties and uses of stardust. The first scroll talks about the creation and use of stardust in very small amounts, how to handle and use it. A witch will be able to extract small and concentration portions of stardust from the atmosphere. Unless already handy, stardust cannot be created without access to the sky. Stardust is strongest around 12 o’clock on both sides of the clock [break][break] FAULKHEIT’S GRIMOIRE: OFFENSIVE CAPACITIES OF STARDUST A witch can now force stardust to explode in a burst of light and heat. Stardust explosions, while stronger depending on the witch’s rank, are really minor when compared to the explosions wrought by other affinities and are usually used as a distraction for a quick escape. [break][break] FAULKHEIT’S GRIMOIRE: USAGE OF ATMOSPHERIC STARDUST A witch with the contents of this grimoire can now manipulate stardust without first condensing it, able to cause explosions in the sky where they sense concentrations of stardust, more making a particular pattern of dust glow in order to create messages or flares in the sky. Fireworks can be made easily using this scroll, but it can be situational and impossible to aim thanks to the wonky distribution of stardust. [break][break]
----extra---[break][break] additional info: Please keep in mind the rarity of natural-born Starcallers (despite it being a ‘common’ affinity). Generally, starcallers often specialize in one of the uses, but experienced starcallers have spells from all corners of this affinity. [break][break] usage: u golden