shazam
how to
familiars
familiars are animal spirit guides only magic users have! they walk with us to teach us to connect with the earth around us while linking our powr to the spirit world.
when you join, you'll be allowed to choose a spirit egg! at 200 points, your egg will hatch into your familiar. You can choose the animal it represents so long as it exists.
from then on, your familiar will be your guide. interact and be kind to it and it will gift you with things it finds (ingredients, etc.). you can only have one active familiar at once, so if you collect others (in events), you'll have to put one in your storage.
when you join, you'll be allowed to choose a spirit egg! at 200 points, your egg will hatch into your familiar. You can choose the animal it represents so long as it exists.
from then on, your familiar will be your guide. interact and be kind to it and it will gift you with things it finds (ingredients, etc.). you can only have one active familiar at once, so if you collect others (in events), you'll have to put one in your storage.
magic levels
level ! : charmer (entry level)
base level magic user. can have a familiar egg but can't see the animal inside it yet. Minimal control of magic tbh, save yourselves.
level 2 : enchanter (+ 50 posts)
official magic user. can now see their familiars and practice simple spells. May now enroll in abra academy.
level 3 : divine (+200 posts + own an advanced wand)
hatched familiar egg and can partially shift into their form (ears, tail, etc.). Can use more advanced level spells.
level 4 : mage (+400 posts + rp in 2+ rooms + win at least 3 games)
can now take on the full form of their familiars. can practice spells without a wand. Usually Professionals here.
Level 5 :sage (+1000 posts + rp in 5+ rooms + participate in 2 events)
the highest level magic user you can reach. master of any spell, respected by fellow magic users and familiars alike.
SPELLS
You're allowed to give your character whatever power you desire! however, we ask that you not overdo it. purchase items at the market to cast lots of cool effects. use ingredients that your familiars gift you with to trade in! how your character casts magic (whether through spells, runes, etc.) is up to you.
rules for magic include:
* dark magic (involves blood, the dead, sacrifice, etc.) is not legal here (but still practiced).
* lives are not to be toyed with.
* all-powerful magic is not possible here. there's strength in weakness.
rules for magic include:
* dark magic (involves blood, the dead, sacrifice, etc.) is not legal here (but still practiced).
* lives are not to be toyed with.
* all-powerful magic is not possible here. there's strength in weakness.
WANDS
wands don't hold your power, but they help you control it. magic-users at levels 1-3 are expected to have wands. after that, it is your choice to carry one. refer to wand world to see the variety of wands and their specialties. Not into the wands at wand world? You don't have to use them. But only those wands will come with incentives. ♡