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Complete Details

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Overview

Name fingerprint

Mage

Description

Mages are the spell-casters and magic users of the world. They can be born to other Mages or turned from a Human into a Mage.

Other names

Mages have gone by many names through history, but the generally agreed upon term for the species is Mage. Each Mage may have a different preference for what they call themselves.

Some other possible terms Mages may go by are: witch, wizard, sorcerer, sorceress, enchanter, enchantress, spell casters, etc.

face

Physiology

Human Appearance

Mages run the full gamut of Human appearances just like humans do.

Identifying Markings

There is nothing outside of magic signature that can be used to tell a Mage from anyone else.

Other Forms

Mages do not by default have any other forms they can take.

Health & Healing

By default, Mages have the same sort of health as a regular Human. They have no rapid healing abilities to speak of. A Mage who knows no Healing spells cannot heal themselves.

grade

Magic System

Branch of Magic

Mages do not have a specific branch of magic. Rather, they have access to all magic types.

However, even specialized Mages will never be as good at a spell as a native using a spell from their branch of magic.

For example: a Mage who specializes in water elemental magic, and may be the most powerful Water Mage in existence, can still be evenly matched or even outmatched by a creature whose native ability is as a Water Elemental.

Basic Magic Information

Mages can perform their magic in a variety of ways. Most spells can be done through the use of an object like a wand, hand movements, or the spoken word. Some magic requires items or ingredients to complete them, and others only require concentration and the tool of choice.

Mages learn their magic through the teachings of other Mages, and their spell books. These spell books - called tomes - are passed from generation to generation within a family, with contributions made by other Mages throughout the years.

A Mage can learn all their magic from these tomes, with or without the help of another Mage. Most Mages are taught by their elders, but in the event the Mage is orphaned or otherwise alone, they can teach themselves with some practice.

Mages don't follow a strict magic structure. Players are free to use any type of magic system they wish as long as they adhere to the established lore outlined within this document. So potions, spells, charms, enchanted items, dark arts, black magic, tomes, and anything else associated with magic are all open and possible by design of each individual character.

On Bonding
𝙵𝚊𝚖𝚒𝚕𝚒𝚊𝚛𝚜

Mages have the ability to create a mental connection with another person known as a 'Familiar'. This allows the Mage to form a mental and physical 'bond' to that person, in addition to allowing the Mage some level of control over the person.

Bonding a Familiar has a distinct benefit for both parties. The Familiar gains greater stamina and physical strength, and greater resistance to injury. The Mage gains a bodyguard, confidant, and ally who is linked to them and can be compelled through the bond. Both the Familiar and the mage are able to sense the other's general location, physical well-being and, to some extent, emotional state. They are able to draw on each other for strength and support in times of need.

Familiars can be created from connections with any species, including Humans. Mages can bond more than one Familiar at a time, although most only have the strength to bond one. It is also possible for a Familiar to be bonded to more than one Mage. The older the Mage, the easier it is to create and maintain Familiar connections.

How this bond is created, maintained, or broken is Player Choice.

date_range

Age & Development

Lifespan

While Mages have access to magic, they are still mortal, and for the most part have the lifespan of any ordinary human. However, they can extend their youthful appearance as well as extend their own life through use of potions and spells. Those Mages who choose to take the risks associated can extend their life. Those who choose a branch of darker, archaic black magic can choose to extend their life even farther.

Magic Access

A Mage has access to their magic by the time they are toddlers. Depending on the natural talent of the Mage and the level of teaching they are exposed to, a Mage can have full control of their magic by the time they are eighteen. Most Mages are in their mid-twenties before they are in full control with full access to their magic.

Development

Not all Mages are magically gifted. Some are better with potions, some are better at charms, some are better at spells, and others have a mixture between the various talents. Though Mages are taught a little of everything, it is up to the individual Mage to discover where their talent lies.

Turning a Human

Humans can be turned into Mages through intense magical exposure and a trigger point. A Human must be toddler age or older in order to be turned. Anyone younger has not been around magic long enough.

The first step to become a Mage is magical exposure. A Human must be surrounded by magic for a long period of time. The type of magic doesn't matter; all it takes is a Human being surrounded by magic use constantly, or having a powerful spell cast on them multiple times, for the human brain to absorb the magic.

Once the magic has taken hold, a trigger point is needed to kickstart it. A trigger point is needed to flip the switch in the brain and start the transformation, and that trigger depends entirely on the Human in question. It can be as mundane or as traumatic as the Human mentally requires to activate.

The turning process is usually immediate once the trigger point is found and activated. The newly made Mage usually releases some kind of magic in a burst of power that slowly subsides. They may find themselves confused, sick, weak, and not in control for weeks as their minds and bodies try to settle in with the new magic they suddenly possess.

Note that not all Humans can or will be turned when exposed to repeated magic. A potential Mage may go their whole lives without finding a trigger and remain an ordinary Human forever.

Turning Everything Else

Mages can only be created by being born a Mage or turned from a Human. Once someone is born or turned a Mage, they will always be a Mage. There is no way to become a Human or another Supernatural creature.

groups

Culture

Children

Mages can have children with the following species besides themselves:

The child of a Mage and another species will always be the species of one of the parents.

Example: The child of a Mage and a Selkie will either be a Mage or a Selkie. There is no such thing as a 'hybrid' species.

Other Species Relations

Mages can tell supernaturals apart by their magic signatures. Each species has its own magic signature in addition to a signature that is unique to them. These can be covered or changed through the use of manipulation magic.

info

Overview

Details about this race's overview

Name fingerprint

Mage

Description

Mages are the spell-casters and magic users of the world. They can be born to other Mages or turned from a Human into a Mage.

Other names

Mages have gone by many names through history, but the generally agreed upon term for the species is Mage. Each Mage may have a different preference for what they call themselves.

Some other possible terms Mages may go by are: witch, wizard, sorcerer, sorceress, enchanter, enchantress, spell casters, etc.

face

Physiology

Details about this race's physiology

Human Appearance

Mages run the full gamut of Human appearances just like humans do.

Identifying Markings

There is nothing outside of magic signature that can be used to tell a Mage from anyone else.

Other Forms

Mages do not by default have any other forms they can take.

Health & Healing

By default, Mages have the same sort of health as a regular Human. They have no rapid healing abilities to speak of. A Mage who knows no Healing spells cannot heal themselves.

grade

Magic System

Details about this race's magic system

Branch of Magic

Mages do not have a specific branch of magic. Rather, they have access to all magic types.

However, even specialized Mages will never be as good at a spell as a native using a spell from their branch of magic.

For example: a Mage who specializes in water elemental magic, and may be the most powerful Water Mage in existence, can still be evenly matched or even outmatched by a creature whose native ability is as a Water Elemental.

Basic Magic Information

Mages can perform their magic in a variety of ways. Most spells can be done through the use of an object like a wand, hand movements, or the spoken word. Some magic requires items or ingredients to complete them, and others only require concentration and the tool of choice.

Mages learn their magic through the teachings of other Mages, and their spell books. These spell books - called tomes - are passed from generation to generation within a family, with contributions made by other Mages throughout the years.

A Mage can learn all their magic from these tomes, with or without the help of another Mage. Most Mages are taught by their elders, but in the event the Mage is orphaned or otherwise alone, they can teach themselves with some practice.

Mages don't follow a strict magic structure. Players are free to use any type of magic system they wish as long as they adhere to the established lore outlined within this document. So potions, spells, charms, enchanted items, dark arts, black magic, tomes, and anything else associated with magic are all open and possible by design of each individual character.

On Bonding
𝙵𝚊𝚖𝚒𝚕𝚒𝚊𝚛𝚜

Mages have the ability to create a mental connection with another person known as a 'Familiar'. This allows the Mage to form a mental and physical 'bond' to that person, in addition to allowing the Mage some level of control over the person.

Bonding a Familiar has a distinct benefit for both parties. The Familiar gains greater stamina and physical strength, and greater resistance to injury. The Mage gains a bodyguard, confidant, and ally who is linked to them and can be compelled through the bond. Both the Familiar and the mage are able to sense the other's general location, physical well-being and, to some extent, emotional state. They are able to draw on each other for strength and support in times of need.

Familiars can be created from connections with any species, including Humans. Mages can bond more than one Familiar at a time, although most only have the strength to bond one. It is also possible for a Familiar to be bonded to more than one Mage. The older the Mage, the easier it is to create and maintain Familiar connections.

How this bond is created, maintained, or broken is Player Choice.

date_range

Age & Development

Details about this race's age & development

Lifespan

While Mages have access to magic, they are still mortal, and for the most part have the lifespan of any ordinary human. However, they can extend their youthful appearance as well as extend their own life through use of potions and spells. Those Mages who choose to take the risks associated can extend their life. Those who choose a branch of darker, archaic black magic can choose to extend their life even farther.

Magic Access

A Mage has access to their magic by the time they are toddlers. Depending on the natural talent of the Mage and the level of teaching they are exposed to, a Mage can have full control of their magic by the time they are eighteen. Most Mages are in their mid-twenties before they are in full control with full access to their magic.

Development

Not all Mages are magically gifted. Some are better with potions, some are better at charms, some are better at spells, and others have a mixture between the various talents. Though Mages are taught a little of everything, it is up to the individual Mage to discover where their talent lies.

Turning a Human

Humans can be turned into Mages through intense magical exposure and a trigger point. A Human must be toddler age or older in order to be turned. Anyone younger has not been around magic long enough.

The first step to become a Mage is magical exposure. A Human must be surrounded by magic for a long period of time. The type of magic doesn't matter; all it takes is a Human being surrounded by magic use constantly, or having a powerful spell cast on them multiple times, for the human brain to absorb the magic.

Once the magic has taken hold, a trigger point is needed to kickstart it. A trigger point is needed to flip the switch in the brain and start the transformation, and that trigger depends entirely on the Human in question. It can be as mundane or as traumatic as the Human mentally requires to activate.

The turning process is usually immediate once the trigger point is found and activated. The newly made Mage usually releases some kind of magic in a burst of power that slowly subsides. They may find themselves confused, sick, weak, and not in control for weeks as their minds and bodies try to settle in with the new magic they suddenly possess.

Note that not all Humans can or will be turned when exposed to repeated magic. A potential Mage may go their whole lives without finding a trigger and remain an ordinary Human forever.

Turning Everything Else

Mages can only be created by being born a Mage or turned from a Human. Once someone is born or turned a Mage, they will always be a Mage. There is no way to become a Human or another Supernatural creature.

groups

Culture

Details about this race's culture

Children

Mages can have children with the following species besides themselves:

The child of a Mage and another species will always be the species of one of the parents.

Example: The child of a Mage and a Selkie will either be a Mage or a Selkie. There is no such thing as a 'hybrid' species.

Other Species Relations

Mages can tell supernaturals apart by their magic signatures. Each species has its own magic signature in addition to a signature that is unique to them. These can be covered or changed through the use of manipulation magic.

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