Cinderfell Magic Auras
The Auras below have the amount of Aura points it costs to have such an aura. You have 3 aura points to spend on the Magics below for your characters! If something cost 1 or 2point but you're able to choose 3 subclasses, it still only cost 1 or 2 points for the entire class. Eg: A player picks Elementalism for 1 point, With the 1 point they also get Pyromancy, Electromancy and druidism).
True Arcane (1 Aura Points)
Conjuring Is a type of Magical Art That is able to perform summoning to bring existent things to the caster; such as things like materials within their own bag or items from home suddenly appearing within their hands. However, This art is combined with Evocation- which is the practice of forming and creating things out of pure Mana To form True Arcane. You can Summon and Manipulate Mana to create a blade out of Pure Magical energy, and even incorporate whatever other aura/s you tap into - Such as if you have an aura linked to elementalism and chose fire as one of your elements, then you can form a blade made of mana and fire. Arcane make allows you to summon and form anything as long as it's out of Mana- Such as summoning forth a wall of Arcane energy, using your own mana source to supply creating such a wall.
Enchantment (1 Aura point)
Having a basis in enchanting the products created by Clockwork engineers, enchantment is a study of augmenting physical items, or even living beings, with certain effects to achieve different outcomes. Enchantments come in many different forms, such as hardening the material of a tool, giving it elemental effects, allowing a horse to gallop at higher speeds, or even making a weak potion more potent. it’s potential in a support role is nearly endless, only as limited as its caster. Enchantments usually come in the shape of Runes or Glyphs etched into the item or tattooed/scarred onto a person.
Mentalism (1 Aura point)
There are some who may plant suggestions and commands into the brain of a living person or even object, trying to mess with their mental state to make them do as they please... Yet the possibilities are still endless, considering a mentalist can expand their mind with the power of Mana to affect things around them with telekinesis, illusions, or even telepathy. People don't need a Mental ward to fight against Mentalism- People's own Willpower can fight against it, or simply being another mentalist
Transmutation (1 Aura point)
After centuries of research, the laws of reality and physics were slowly studied to become the rules of physics we know of today in Cinderfell. People understood the difference between a gas, solid, and liquid. Transmutation is the study of change, being able to alter the matter, shape, and other various properties of an Object or even person. One just learning transmutation may be able to harden the form of a snowball or even change the taste of water into something bittersweet. Meanwhile, someone who’s mastered their studies could change the structure of their body, gaining the wings of a bird or Claw-like nails. Transmutations can be permanent as long as they follow the law of equivalent exchange, however no one can ever transmutate their entire body due to the immense pain and exhaustion that would cause.
Each transmutation is also subject to the law of equivalent exchange ‘In order to obtain something, a thing of equal value must be sacrificed’ An example of this is if one were to expand the size of a dagger to a sword, the blade would be brittle and weak, due to having the same amount of mass, merely stretched out. They obtained a longer blade, but sacrificed a bit of its strength- however not render the item/manipulated object useless.
Elementalism (1 Aura point)
Elementalism/Druidism is pretty self-explanatory, You are able to tap into elements that reflect themselves in your aura. You can choose a few elemental-based practices; an aura of Fire, Water/ice, Wind, Nature, and many more, including even the basic ability of having an effect on the weather and plants around you. However, every elementalist has their limits, unable to control more than a few elements (3 Elements in total).
Elemental Sub-classes
Aeromancy
Aeromancy is the ability to be able to bend the Air around you to your will. This can include forms of pressurizing small pockets of air- to cause a simple breeze to wave around the area around you or others for dramatic effects.
Cryomancy
You are sometimes unnaturally cold to the touch; And this is because of your connection with being able to Bend the elements of Ice. You cannot bend water, although you are able to manipulate the water to freeze up before trying to move it or perform any other activity with it. You can even Summon already made ice into your hands, just like most Elemental users.
Hydromancy
Sale the seas or just enjoy a simple swim? Well, these types of people are most likely Hydromancers. They are able to manipulate the shape of water, though never its heat or low temperature. They can summon water or manipulate the water around them to aid them in battle or even through travel
Electromancy
Wherever there is a storm, You are empowered and at home; You are able to manipulate lightning, gesturing the lines in which you wish it to go and zap whoever needs be with electricity. Summoning forth sparks in your fingertips to even paralyse your enemies.
Druidism
If you love plants, you might be a Druid. They are able to manipulate the life of plants; From giving them more life and causing them to sprout even outside of their regular season, to using them to your own needs. You can summon forth and manipulate them to your will.
Pyromancy
Heat may be comforting to some, while the fire represents anger and passion to others. Pyromancers are able to manipulate the flames of the world and summon them to their aid, using it to whatever the situation calls on them to do. It doesn’t matter how they view Fire, and what it represents to them; Though, it sometimes influences exactly how it's used for some people.
Terramancy
Terramacey is for those of the strong-hearted and finds more than just a connection to nature, but the earth itself. You can manipulate the Dirt, Stone, Etc, To what you need it to be; Though you are unable to manipulate plants. Terramancy includes some metals, however they will never be able to manipulate it perfectly- As Transmutationists are more accustomed to manipulating metals.
Divination (2 Aura points)
Those who seek for knowledge are always limited to what they discover, finding half the truth or even a complete lie. Anyone could be hiding the truth from them. Those who feel betrayed by these lies, or those who are driven by curiosity of what is beyond this world, may seek the path of Divination by worshipping the gods. Divination is one of the branches of magic that allows you to find more than what is laid in front of your eyes. These people resemble a Blessed and sacred aura that usually resembles itself as a bright light. These people are Holy magic users, guided and blessed by gods to obtain this power. Divinationists usually can be seen using Radiant magic, and other things such as miracles and blessings, or even sending off lost souls back rest.
Due to Divination also being quite a powerful category with a broad range, people who pick divination can pick 3 Subclasses of Divination to aspire in.
Divination Sub-Classes
Radiant Magics
Allows the User to create bright flashes of lights, or even beams of light, also allowing them to disappear into a big burst of light. The Light can burn and scorch the unholy & Wicked, or anyone else who dares stand in their way.
Blessings
Blessing allows Purification of people of bad effects, Magic, sickness, etc. Whether This Be Curses, Voodoo, Mentalism or even undetected runes. Blessings can also be used as Buffs-- Blessing oneself with good health in the middle of battle to aid them, or purifying the party of bad effects if a gas was placed into the air to try and poison them.
Reposing
Purifies a soul; Making them unable to be risen from the dead, and move on to the afterlife peacefully. This is also in combination with other life force manipulation that divinationists can do- such as transferring energy from oneself to help a dying soul.
Judgement Spells
Reverting Damage, Seeing Past Iterations Of Things, Telling Right From Wrong Within a Person, ETC. All Exist within this Subclass. Think of things such as Zone of truth, True sight, or even simply reverting a smudge on a drawing. However Theses Spells are more subject to failure without aid of Mentalism, but are still possible without it.
Celestialism(Celestial Summoning)
Summon A Spirit, That, Once Summoned, Connects to your soul. The Harm they Take is Inflicted upon your Figure, Though, Not as Intense As The Figure Takes. This can be used in Combat scenarios, or even needing to rely on a spirit for aid when trying to evacuate people from a burning building.
Necrotic (2 Aura points)
Necrotic is like the opposite of Divination, however not all who practice in Necrotic or dark magics are particularly evil or lie. These are people who have scavenged for Arts that take on more.. Tainted, corruptive feeling than Divination's blessed and radiating aura. Necrotic Magic can range from simple dark arts such as a dark elementalist, to bloodbending, to even trying to raise the dead from the grave. These people study books or learn practices that have long ago been lost in time or burnt in books, thus making it such a dangerous art. (This can not be combined with Divination, as it’s basically the opposite.)
In this Category, There are Subcategories. Due to this being a Forbidden Magic and overall a more powerful and deadly combination, You can pick 3 Subcategories of Necrotics
Necrotic Sub-Classes
Shadow Manipulation
Allows the user to manipulate the shadows and darkness of the world to to their will. This can allow a user to disappear into the shadows of an alleyway easily, or even cast a dark shadow over an area to affect people's sight.
Blood Magic/Bloodbending.
Manipulation of one's body, Often done in close range of a person. This allows a necrotic user to manipulate one's blood against them, or use their own blood- Such as slitting their wrist and manipulating the blood to spray up into someone's eyes to distract them. This works better when you have either transmutation or Hydromancy.
Voodoo/Soul Puppetry
Voodooism is the manipulation of someone from afar, through soul puppetry and Puppets. This allows a user to manipulate a person from the safety of distance; using a puppet to manipulate the soul of the person. For example, hovering the puppet over a fire.. Will result in the person who the puppet is made after to be burnt or feel severe pain. Usually the closer the caster is or the more components they have, the stronger the voodooism.
General Necromancy
General necromancy is your necromancer's best friend. People with General necromancy are skilled in the art of manipulating corpses to rise again, along with spells such as Necrosis or rays of sickness. This category also covers Soul Manipulation- manipulating the soul of another to drain them of their power or use it to raise one from the dead.
Curses/Hexes
This Category allows for Temporary, yet long lasting spells that can affect someone, sometimes unknowingly dependent on how the curse is placed. Curses can be used to say, Curse someone with an aching pain in their left foot each time they walk. Or Even simple Bad luck. Sometimes, a curse can even be placed upon an area; Making it an AOE Effect