All Kematas have the ability to learn all sorts of magics, some basic to even rare blessed ones, but here we paved the way for all Kematas to build their magically skill set. Your Kemata can learn 3 magics total, unless in a magic mastery class, then they will be allowed to learn 4 total magics; the choice is yours! However, in order for your Kemata to learn any of these basic magics, you must start from the beginning. How did you discover your magic? Or what are you doing to improve your learning?
Want to know what each type of magic does? Check out this journal:
Depict your kemata discovering their magic or studying super hard to hone in on their magic.
Also, if you posses an item that allows your kemata to learn a magic, please comment bellow with proof so they can get started with learning!
If you're done with your submission, reply to the highlighted comment with the following form filled out.
Profile link: *link to val-shenn.net profile*
Tracker: [link to your Kemata's tracker]
Entry: [link to your submission]
Magic: [type and prompt number, eg, Pyrus I Prompt 1]
A moderator will check your entry and reply to you as soon as possible~
Want to know what each type of magic does? Check out this journal:
Depict your kemata discovering their magic or studying super hard to hone in on their magic.
Also, if you posses an item that allows your kemata to learn a magic, please comment bellow with proof so they can get started with learning!
If you're done with your submission, reply to the highlighted comment with the following form filled out.
Profile link: *link to val-shenn.net profile*
Tracker: [link to your Kemata's tracker]
Entry: [link to your submission]
Magic: [type and prompt number, eg, Pyrus I Prompt 1]
A moderator will check your entry and reply to you as soon as possible~
All Kematas are naturally born with the ability to cast magic. However, in order to tap into and channel this energy, they require an Etherite crystal. This crystal acts as a catalyst that amplifies their magic powers, allowing them full control over it. The number of crystals they possess, as well as the size, may affect the potency of the magic they cast.
By tradition, every Kemata is given their own Etherite crystal upon birth. They're unique to that individual and therefore, are carried on them at all times. These crystals come in many different styles, such as jewelry or totems. Until the Kemata decides which branch of magic they'd like to pursue, the Etherite crystal remains clear in color.
There are many paths of magic a Kemata can learn. A Kemata must work hard and practice daily in order to level up their magic, but once they complete the path, they will become Masters of that magic. But that's not all! After mastering their chosen path, a Kemata can then move onto a secondary magic path, as they are capable of learning up to two different types of magic! The only exception to this is if a Kemata inherits a type of magic from their parents, or they receive a rare item which bestows a Secret Magic. As a result, they may harness up to a total of three different magics!
A Kemata doesn't necessarily have to start off with a Basic Magic. If the Kemata studies hard, proves itself through a series of trials, or is able to find a dedicated teacher, they can obtain any Intermediate Magic. If a Kemata wishes to start their journey with magic immediately, they will need to select a Basic Magic.
By tradition, every Kemata is given their own Etherite crystal upon birth. They're unique to that individual and therefore, are carried on them at all times. These crystals come in many different styles, such as jewelry or totems. Until the Kemata decides which branch of magic they'd like to pursue, the Etherite crystal remains clear in color.
There are many paths of magic a Kemata can learn. A Kemata must work hard and practice daily in order to level up their magic, but once they complete the path, they will become Masters of that magic. But that's not all! After mastering their chosen path, a Kemata can then move onto a secondary magic path, as they are capable of learning up to two different types of magic! The only exception to this is if a Kemata inherits a type of magic from their parents, or they receive a rare item which bestows a Secret Magic. As a result, they may harness up to a total of three different magics!
A Kemata doesn't necessarily have to start off with a Basic Magic. If the Kemata studies hard, proves itself through a series of trials, or is able to find a dedicated teacher, they can obtain any Intermediate Magic. If a Kemata wishes to start their journey with magic immediately, they will need to select a Basic Magic.
BASIC MAGIC
A magic that any Kemata can pick up and master with ease. Available to all Kematas.
Pyrus
"A flame that starts out weak but can grow to a blazing inferno."
Pyrus I: 15% chance to inflict burn
Pyrus II: 35% chance to inflict burn
Pyrus III: 50% chance to inflict burn
Water
"Shape liquids to engulf enemies in large waves."
Water I: lower the enemy's speed by 15
Water II: lower the enemy's speed by 30
Water III: lower the enemy's speed by 50
Gale
"Harness and utilize wind power."
Gale I: increase your party's speed by 10%
Gale II: grants ability to fly
Gale III: create devastating tornadoes
Glacial
"Command over frozen elements."
Glacial I: 15% chance to inflict freeze
Glacial II: 35% chance to inflict freeze
Glacial III: 50% chance to inflict freeze
Terra
"Bend the earth and create rock formations."
Glacial I: 15% chance to stun an enemy
Glacial II: create a pitfall to trap monsters
Glacial III: create tremendous earthquakes
Faction Exclusive Magics
a kemata must reach level 10 in order to learn faction-locked magic.
Light magic is restricted to Lux Concord, and Poison to Rex Bellum.
When switching factions, you may choose to keep your kemata's faction-locked magic when moving to Verum Pax. Otherwise, your kemata must lose their former faction's magic. (Examples: A kemata can keep Poison when switching to Verum Pax. A kemata cannot keep Light when moving to Rex Bellum.)
"Mastery over toxins and venomous afflictions."
Poison I: 15% chance to poison an enemy
Poison II: doubles the effects of poison
Poison III: deal double damage on a poisoned enemy
Poison
"Mastery over toxins and venomous afflictions."
Poison I: 15% chance to poison an enemy
Poison II: doubles the effects of poison
Poison III: deal double damage on a poisoned enemy
Light
"Bask your allies in a rejuvinating light."
Light I: heal a single target
Light II: heals your entire party
Light III: revive a single target
INTERMEDIATE MAGIC
To obtain these, a Kemata must prove their prowess by studying hard and completing trials. Can also be taught by a master.
Shock
"Electrify your foes with volts of energy."
Shock I: 15% chance to inflict paralysis
Pyrus II: 35% chance to inflict paralysis
Pyrus III: chain lightning, affects multiple enemies at once
Shade
"Hide in, control, and fold the shadows to your advantage"
Shade I: increases your speed by 25%
Shade II: increases your speed by 50%
Shade III: increases your speed by 75% and party speed by 35%
Psychic
"Take control of battles using psychokinesis."
Psychic I: levitate large objects
Psychic II: create force fields and light force blasts
Psychic III: fire concentrated beams and manipulate gravity
Iron
"Tap into the earth's metals."
Iron I: conjure small weapons, eg, knives and daggers
Iron II: conjure large weapons, eg, swords and lances
Iron III: conjure ranged projectiles
INHERITED MAGIC
Some Kematas are naturally born with them. Cannot be taught or obtained through items.
Explode
"Destroy enemy lines with controlled blasts."
Explode I: Attacks with 1x burn damage.
Explode II: Attacks with 3x burn damage.
Explode III:
Attacks with a 5x burn damage.
Phantom
"flavor text."
Phantom I: summon a wraith into an inanimate object
Phantom II: summon two wraiths into inanimate objects
Phantom III: summon three wraiths into inanimate objects
Charm
"flavor text."
Charm I: 50% to enchant a foe, 10% discount at vendors
Charm II: 15% discount at vendors, 10% chance to roll a companion on any activity
Charm III: 75% chance to enchant a foe, 20% discount at vendors, 20% chance to roll a companion on any activity
Magma
"flavor text."
Magma I: Attacks with pyrus that ignores RES and 1x burn damage.
Magma II: Attacks with pyrus that ignores RES and 2x burn damage.
Magma III: Attacks with pyrus that ignores RES and 3x burn damage.
Flora
"flavor text."
Flora I: create temporary companions out of vegetation
Flora II: manipulate the growth of small vegetation
Flora III: manipulate vegetation into weaponry
Wealth
"flavor text."
Wealth I: rewards increased by 10%
Wealth II: rewards increased by 25%, guaranteed 1 item for any activity
Wealth III: rewards increased by 50%, 20% chance to roll a rare item for any activity
SECRET MAGIC
Only obtainable through travelling merchants, treasure boxes, monster drops, etc.
Curse
"flavor text."
Curse: Inflict a target with a random negative status effect. The effects are doubled.
-Turn effects are doubled and damage is doubled.
Telepathy
"flavor text."
Telepathy: Brainwashes an enemy to attack itself or its allies.
Haste
"flavor text."
Haste: The party can take an additional turn one time at any point during any hunt.
Foresight
"flavor text."
Foresight: Once per turn, avoid an attack from one target.
Can reroll once on any activity.
BLESESD AND TABOO MAGIC
Extremely rare and believed to exist only in legend. Cannot be taught or learned.
Necromancy
"flavor text."
Necromancy: Reanimate a deceased creature or monster with half of the Kematas stats(rounding up) once per hunt. The controller of the creature will determine the order of which the creature will act amongst the party.
Longevity
"flavor text."
Longevity : For 2 turns, restore and double the HP of all party members. At the end of the hunt, revive any fallen members to half HP and remove any status effects from the party.
Time
"flavor text."
Time: The party can take an additional turn one time at any point during any hunt without the target(s) taking their turn. Any damage or status effects done to the party are removed. All enemies are reverted back to LVL 1.
Summon
"flavor text."
Summon I: Summons a deity from the past to attack for 1 turn.
Kallen - They rain down a fiery hailstorm. Deals 70 MG Pyrus damage if the user is below lvl 20 or has less than 70 MG. Otherwise, deal Pyrus MG damage equal to user's MG stat.
Silvertide - A large tide rips and tears throught the enemy. Deals 70 MG Water damage if the user is below lvl 20 or has less than 70 MG. Otherwise, deal water MG damage equal to the user's MG stat.
Adonus - Crushes your enemies in tomb made of obsidian. Deals 70 MG Terra damage if the user is below lvl 20 or has less than 70 MG. Otherwise, deal Terra MG damage equal to the user's MG stat.
Death
"flavor text."
Death: Inflicts death with a 50% chance to defeat one large monster per turn or 70% chance to defeat up to 2 medium monsters per turn or 90% chance to defeat up to 3 small monsters per turn.