Here on Winsera, we offer several different magics for character's that either don't want to join a kingdom but want to have some magic, or just for characters that want to have something a little extra. There are upgradable magics that have their own levels and augmentations but there are also singular magics that can be bought on their own.

Individual Magic can be put on jewelry as well, however, you must either find or buy a piece of jewelry that hasn't already been given to your character. You also must buy the magic with AP in order to infuse it with the jewelry. That way, when they find the item, it will already have the magic in it. Doing so will allow your character to use the infused magics without it costing MP. Instead, it will be on a amount system.
Level 1-2 magics = 3 per thread
Level 3-4 magics = 2 per thread
Level 5 magics = 1 per thread.

Each piece of jewelry can only have either 1 singular magic or 1 type of branch magic on it. This means that if you buy a magic that isn't apart of a branch, that is the only magic allowed on a single piece of jewlery. If you get a branch magic though, you may add any of the magic of that same branch to that jewelry.

Always be on the lookout for more Individual Magic and Branches in the future. If you have any suggestions, please feel free to head over to the Suggestions board to give us your ideas! Below is a list of both types of indivudual magics and each have their own cost for each use depending on what level the magic is. If you have any questions, please feel free to contact Staff at any time.




Level 1 - 25 Mana Per Use
Chameleon
The user gains the ability to be able to cause their body to turn into the same colors and pattern as the world around them. They are not completely invisible but are much harder to find, lasting as long as the user remains completely still.
Chill
The user gains the ability to cool their body more then usual though not enough to harm another. Their body will be very cold to the touch for one full thread and can be used to help keep them cool in the heat.
Chromia
The user gains the ability to change their eye color up to 4 total colors for one full thread. The pupils still can not be changed as per the rules state.
Cleanse
See Divine
Companion
The user gains the ability to create a small creature up to 10 lbs to follow them around for one full thread. The creature can't attack and does not take damage.
Dark Vision
The user gains the ability to see in the dark as if it were almost daytime for one full thread. However, they can not see in magic made darkness but this does give them the knowledge that the darkness is magical.
Detect
See Divine
Extremity
The user gains the ability to call up to 2 different hands to appear in the air. The hands can pick up, move around and grab things but can not attack others. They last for up to 3 posts or until the user dismisses them.
Message
The user gains the ability to send a small creature to up 10 lbs to deliver a verbal message to a specific character. The message is in the voice of the user and the creature vanishes after the message is given.
Needles
See Blood
Nullify
The user gains the ability to completely negate one emotion on themselves of their choice for up to 4 posts. The emotion can be anything from rage, fear, love, etc. Once the ability ends, if they are still in a situation where they would feel that emotion, it will slowly return to them again.
Panic
See Necromancy
Pins
See Blood
Purify
See Divine
Sew
See Healing
Smoke
See Electricity
Static
See Electricity
Stitch
See Healing
Terror
See Necromancy
Undetectable
The user gains the ability to not create any type of tracks on the ground for one full thread. However, this does not mask the user's scent or any sounds that they create.
Warmth
The user gains the ability to heat up their body more then usual though not enough to burn another. Their body will be very warm to the touch for one full thread and can help keep them warm.
Level 2 - 50 Mana Per Use
Arrow
See Electricity
Associate
The user gains the ability to detect what magic, if any, is imbued onto an item. They can tell what kind of magic is on the item but does not know what specific spell, if any, is on it.
Comprehend
The user gains the ability to be able to know the name of a magic that they see being used. This ability must be activated immediately after the magic is used that the user is trying to figure out the name of.
Connection
The user gains the ability to choose one willing creature to link their minds to. This means that they are now able to speak telepathically to that creature. However, the only way to make it where both creatures can speak to each other is if both have this magic. This is a passive magic that can be used at any time.
Darkness
The user gains the ability to cause darkness to fill the area around the user. If it is nighttime, the area will be too dark to see clearly but not dark enough to blind. If it is daytime, the darkness will cause the area to seem like night. This magic negates Daylight.
Dart
See Electricity
Daylight
The user gains the ability to cause a bright light to fill the area around the user. If it is nighttime, the area will be bright enough to see clearly. If it is daytime, the lightwill be too bright to see clearly but not bright enough to blind. This magic negates Darkness.
Identify
See Healing
Intuition
The user gains the ability to be able to detect any magic being used around them for one full thread. This ability detects both physical and mental magic, including blessed magic but will not detect blessed passives.
Leap
The user gains the ability to double their jumping height for up to 2 posts.
Linguist
The user gains the ability to be able to understand any language they hear in a single thread. This does not give them the ability to know what language they are speaking or to be able to speak the language themselves.
Medium
The user gains the ability to see and hear the presence of a spirit in a full thread even if the spirit tries to hide themselves.
Pace
The user gains the ability to double their walking, running, swimming and/or flying speed for up to 2 posts.
Repose
See Divine
Reveal
See Divine
Spear
See Blood
Spikes
See Blood
Strengthen
See Necromancy
Tranquility
The user gains the ability to make an entire area up to a 10 foot radius from themselves completely silent. This means that no sound, even character's voice, will be heard during this time. The ability lasts up to 3 posts and follows the user as they move.
Ventriloquism
The user gains the ability to create a single realistic animal sound from anywhere they can see up to 20 feet from their current standing position.
Weaken
See Necromancy
X-Ray
See Healing
Level 3 - 100 Mana Per Use
Abseil
The user gains the ability to walk both vertically and upside down on walls, trees, ceilings, etc. The power lasts up to 3 posts before they will fall on the fourth post.
Acid
The user gains the ability to spit a glob of acid in any direction up to 5 feet from their body. The acid itself can cause up to 2nd degree burns depending on how long before it is wiped off. The effects last up to 2 turns.
Bolt
See Electricity
Bomber
See Blood
Bond
See Necromancy
Calm
The user gains the ability to be able to calm a group of creatures within a 10 foot radius of the user for 3 posts. The targets all have a sudden feeling of calm and any feelings to attack or harm anyone have been dulled. However, this ability can not be used in the middle of a fight.
Clairvoyance
The user gains the ability to use this magic in a single location to create a pinpoint location. After that, whenever they are in a different location, they can use this ability again to see and hear what is currently going on in that location. The first part of this ability lasts for 5 threads of until the user creates a different location. The second part will only last 1 post for them, allowing them so see/hear a single post from each character in a single thread from the previously selected location.
Detoxify
See Healing
Disguise
The user gains the ability to mask their scent completely for up to 3 posts causing them to not have a scent for this amount of time.
Distraction
The user gains the ability to be able to locate any specific item or plant that they have heard the name of before. They don't know the exact location but there know what territory it can be found in.
Find
See Divine
Lightning
See Electricity
Link
See Necromancy
Leech
See Blood
Locate
The user gains the ability to be able to locate any specific item or plant that they have heard the name of before. They don't know the exact location but there know what territory it can be found in.
Neutralizer
See Healing
Preserve
See Divine
Sleep
The user gains the ability to be able to cause one creature in their line of site to feel tired and sleepy. The feeling to sleep lasts up to 3 posts.
Level 4 - 150 Mana Per Use
Amnesia
The user gains the ability to cause a single creature that they can see to completely forget one thing of the user's choice. This means, the creature can forget a branch of magic, a location, a name, a species, and more. However, they can not forget how to walk, breath, eat, drink, see, etc. This lasts for one thread.
Discover
See Divine
Everlasting Rest
The user gains the ability to cause a single dead body in the area to no longer be able to turned into undead for an entire thread. If Repose is used on a corpse before hand, this magic completely negates its usage and the body will continue to decompose.
Explosion
See Blood
Fireworks
See Electricity
Mend
See Healing
Reanimate
See Necromancy
Regeneration
See Healing
Resistance
See Divine
Sanctuary
See Divine
Shock
See Electricity
Taxonomy
See Healing
Vampire
See Blood
Zombie
See Necromancy
Level 5 - 200 Mana Per Use
Bless
See Divine
Conduct
See Electricity
Current
See Electricity
Deflect
The user gains the ability to deflect a single magical attack, causing it to fly back towards the opponent up to a level 5 magic. However, this is a trap like magic and must be activated before anyattacks can be deflected. Once activated, the magic lasts up to 3 posts or until it is triggered, whichever comes first.
Disability
The user gains the ability to cause a single creature that they can see to either become temporarily blind or deaf for a single post. During this time, the creature will know it is magic causing this and their other senses will be heightened slightly.
Expose
See Divine
Glorify
See Divine
Panacea
See Healing
Renew
See Healing
Sentient
See Necromancy
Suggestion
The user gains the ability to use up to 5 words to tell a creature what to do. The creature will then feel an extremely strong desire to do as they were told. They can refuse, however in doing so, they will feel a very strong sickly sensation until they do what is told of them. They can not be told to harm themselves, or act out of their nature. This magic will last up to 2 threads.
Teleportation
See Blood
Transformation
See Blood
Vitalize
See Necromancy