Era of the Woven

Overview

Magic is a massive part of the world and gameplay on the Shadow of the Shattered. All available races and subraces—Humans, Deviants, and Variants—have access to specific types of magic and the features that come with them, which can change and grow through a system of tier-based upgrades. For a character to upgrade their current magic, they can at any time, as long as the required post count has been met on the character’s account, or via quests and OOC purchases. Changing Loom magic classes, however, can only be accessed once per OOC year on Determination Day.

In addition to the straight path of tier-based upgrades, SoS has implemented a Skill Web. This rewards players with more minor add-ons to their magic that they get to choose from, which can be purchased with Points (as explained on the Skill Web page).

Loom Magic

Loom magic is broken into three large classes: light, gray, and dark. Those categories are then broken further into three subclasses, which are unique to the class. Light magic consists of: Healing, Thaumaturgy, and Veneration. Gray magic consists of: Beast Affinity, Illusion, and Telekinesis. Dark magic consists of: Disintegration, Malice, and Siphoning.

Organic Magic

Organic magic is broken into two large classes, based on the races other than plain humans: Deviants and Variants (see Races tab in the Guidebook). Deviants are broken down further into two subcategories: Bonded and Shifter.

Variant Magic

Variant magic is bespoke and character-bound. No two look the same, and each advances through a mix of post-based milestones and narrative tasks that you and staff tailor to your concept. All Variants start out with no magic upon character creation until certain requirements are met. After that, you’ll track tiers by post count, while custom skills are earned via focused narrative tasks that prove how your Variant grows in-world.

Skill Web

The magic system on SoS consists of Organic magic—divided into Shifters and Bonded—and Loom magic—divided into Light, Gray, and Dark, which are then each subsequently divided into three more subclasses. Because of the incompatibility between Organic and Loom magic types, they cannot have skill crossovers—unless they are suppressed Organic mages with Loom magic—and must be kept on their own web.

Loom: Light

No magic class is inherently 'good' or 'evil.' Just because someone has Light magic, does not mean they are a good person. Just because someone has Dark magic, does not mean they are a bad person. All types of magic have the potential for good and evil, depending on who wields it.

Healing

  • GENERAL HEALING MAGIC DESCRIPTION

  • A healing attempt requires an INT roll against the target's AC to see if the attempt succeeds.

Tier I
  • The mage heals at roughly twice a healing potion's power and can cure poison (not in the same turn).

Tier II
  • Gain +1 stat point (to any stat).

  • The mage's healing abilities are approximately equal to a Tier One healing plus a health potion, can cure poison, and can heal lingering injurieslingering injuries cannot be healed during an active CQ+ (only one action per round).

Tier III
  • The mage's healing abilities are twice as strong as a Tier One healer, can cure poison, and can heal lingering injuries (only one action per round).

  • The mage can halt the impending death of another creature or PC, bringing them back to 1 HP upon a death blow within a thread—as long as it is done on their turn immediately after the PC's death blow.

Thaumaturgy

  • GENERAL THAUMATURGY MAGIC DESCRIPTION

  • Crafting cannot be done during an active quest/event.any magic items used in quest/event must be crafted before the thread

Tier I
  • The mage can create up to three small items per action and one moderate item per thread (lasting that thread only).

  • The mage can craft up to two Tier One magic items per IC season.

Tier II
  • Gain +1 stat point (to any stat).

  • The mage can create up to four small items per action, two moderate items per thread (one per action), and one large item per thread.

  • The mage can craft up to three Tier One or one Tier Two magic item(s) OR can upgrade two magic items up to Tier Two per IC season.

Tier III
  • The mage can create up to five small items per action, three moderate items per thread (one per action), and one large item per thread.

  • The mage can craft up to four Tier One or two Tier Two magic item(s), OR can upgrade one magic item up to Tier Three per IC season.

  • The mage can create non-living organic items.

  • The mage can create one smallno larger than a housecat sentient item per OOC year.

Rule/Note
  • The mage must be touching the item as it comes into existence at all tiers and cannot create any organic items until Tier Three.

  • Objects created can only occupy empty space.

  • Flavor-only items with no quest impact (non-magical) are unlimited.

  • Larger sentient items are only available with a custom magic item purchase in the Shadow Market.

Veneration

  • GENERAL VENERATION MAGIC DESCRIPTION

  • All mental effectsemotional manipulation, devotion, bravery, etc. are contested with a WIS save at the beginning of each round.

Tier I
  • The mage can generate positive emotions and inspiration in themselves or others. They can influence up to two peopleincluding themselves at a time.

  • The mage receives a +1 buff to CHA for the duration of the thread.

Tier II
  • Gain +1 stat point (to any stat).

  • The mage can generate positive emotions and inspiration in themselves or others.

  • The mage can force someone into devotional servitude for five posts.

  • The mage receives a +2 buff to CHA for the duration of influence.

Tier III
  • The mage can generate positive emotions and inspiration in others or themselves, and they can instill blinding bravery (or reckless stupidity) for two posts in one target or themselves. The target will receive a +1 STR buff and a -1 WIS penalty for the duration.

  • The mage can force someone into devotional servitude for five posts.

  • Receives a +3 buff to CHA for the duration of influence.

Loom: Gray

No magic class is inherently 'good' or 'evil.' Just because someone has Light magic, does not mean they are a good person. Just because someone has Dark magic, does not mean they are a bad person. All types of magic have the potential for good and evil, depending on who wields it.

Beast Affinity

  • GENERAL BEAST AFFINITY MAGIC DESCRIPTION

  • Shifting between forms takes either one action or the full movement of one round.

Tier I
  • The mage can speak with animalswith feelings, images, and impressions and has access to any common, non-magical fauna (including real-world creatures) to shift into.

  • Tier I begins with one starting shift, and others may be gained through the two-per-season shifter rule.

Tier II
  • Gain +1 stat point (to any stat).

  • The mage can speak with animalswith feelings, images, and impressions and has access to any common and uncommon, non-magical fauna (including real-world creatures) to shift into.

  • The mage can also compel up to three small animals (ex: sparrow, cat) in a thread, and the compulsion for each creature lasts up to two posts.

Tier III
  • The mage can speak with animalsanimals are now granted human intelligence for the duration of a thread.

  • The mage has access to any common and uncommon, magical fauna (including real-world creatures) to shift into.

  • Shifting into an animal with magical abilities allows the mage to use that magic (within reason).

  • The mage can also compel up to three smallex: sparrow, cat or mediumex: shepherd, eagle animals or one largeex: horse, bear animal in a thread, and the compulsion for each creature lasts up to two posts.

Rule/Note

Do not meta game with animal communication.

If you are communicating with an animal, you are not allowed to use animals as a way to gain IC knowledge about a PC (ex: Wulfric is the Rendwarden), another player's NPC (ex: Wulfric's street drake is a dragon), or OOC information about the site plot without getting permission from either the other player or from staff.

Illusion

  • GENERAL ILLUSION MAGIC DESCRIPTION

  • Ending the duration of an illusion does not shorten the cooldown time.

Tier I
  • The mage can create simple, single-sense illusions for up to three posts with a five-post cooldown.

Tier II
  • Gain +1 stat point.

  • The mage can create complex illusions affecting up to three senses for up to five posts with a five-post cooldown.

Tier III
  • The mage can maintain immersive, complex illusions for up to a full thread.

Rule/Note

Whether or not the illusion is successful (in any staff-run thread) is determined by a dice roll of the mage’s INT vs. the other person’s/creature’s WIS.

Telekinesis

  • GENERAL TELEKINESIS MAGIC DESCRIPTION

  • Telekinesis is the only magic that relies on DEX—instead of INT—for success.

Tier I
  • The mage can telekinetically lift any item that they can normally lift with their STR score.

Tier II
  • Gain +1 stat point (to any stat).

  • The mage can telekinetically lift any item up to 20 lbs. heavier than what their STR limit allows.

Tier III
  • The mage can telekinetically lift any item up to 40 lbs. heavier than what their STR limit allows.

  • They can manipulate up to five smallex: pen, dagger items per action OR up to three mediumex: stool, sword items OR one largeex: bookcase, great sword item at a time.

Loom: Dark

No magic class is inherently 'good' or 'evil.' Just because someone has Light magic, does not mean they are a good person. Just because someone has Dark magic, does not mean they are a bad person. All types of magic have the potential for good and evil, depending on who wields it.

Disintegration

  • GENERAL DISINTEGRATION MAGIC DESCRIPTION

Tier I
  • The mage can disintegrate up to three smallex: pen, dagger items or one mediumex: stool, sword item within arm's reach per action.

Tier II
  • Gain +1 stat point (to any stat).

  • The mage can disintegrate up to three smallex: pen, dagger items OR two mediumex: stool, sword items within a ten foot radius per action.

  • They can disintegrate one largeex: bookcase, great sword item within arm's reach per action.

Tier III
  • The mage can disintegrate up to three smallex: pen, dagger items OR two mediumex: stool, sword items OR one largeex: bookcase, great sword item within a ten foot radius per action.

  • They can disintegrate one medium, organic, nonlivingex: tree stump item within arm's reach per action.

Malice

  • GENERAL MALICE MAGIC DESCRIPTION

  • Target receives a -1 penalty to WIS for the duration.

Tier I
  • The mage can instill fear or other negative emotions in themselves or up to two others within approximately a thirty foot radius.

Tier II
  • Gain +1 stat point (to any stat).

  • The mage can instill fear or other negative emotions in up to three peoplecan include themselves at once within approximately a thirty foot radius.

  • The mage can create waking nightmares and subconscious fears for up to five posts.

Tier III
  • The mage can instill fear or other negative emotions inup to four peoplecan include themselves at once within approximately a thirty foot radius.

  • The mage can create waking nightmares and subconscious fears for up to five posts, and they can create immersive flashbacks of a target’s worst memories for up to two posts.

Siphoning

  • GENERAL SIPHONING MAGIC DESCRIPTION

  • Siphoning is a bonus action. Using the siphoned magic is an action.

  • Once the siphoned magic is used in a turn, it must be siphoned again before it can be used again in another turn.

Tier I
  • The mage can siphon one person’s Tier One magic for the duration of one thread.

Tier II
  • Gain +1 stat point (to any stat).

  • The mage can siphon one person’s Tier Two magic for the duration of one thread.

Tier III
  • The mage can siphon one person’s Tier Three magic for the duration of one thread.

Rule/Note
  • Siphoning is not stealing magic, it is mimicking magic!

  • When siphoning magic, the Siphon's eyes glow a bright version of their natural color, identifying the magic use.

  • When using a magic that is siphoned from another mage, any checks that are required for using that magic apply to the Siphon.

  • When siphoning a shifter or beast affinity mage, they are restricted to only the forms the other mage has available.

Organic: Bonded

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Tier Progression

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Tier I
  • The Bonded displays basic dragon features such as claws, eyes, teeth, scales, and horns at will.

  • The Bonded possesseswhile the relevant features are actively in use the senses of a dragon.

Tier II
  • Gain +2 stat points.

  • The Bonded gains shared sight with their dragon across any distance.

Tier III
  • The dragon gains a second elemental breath.

  • The Bonded gains resistance to both of their dragon’s breath elements.

Dragon Magic

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Dragon Abilities

  • In both human and fauna form, dragons have superior senses to all other creatures, especially their sight, hearing, and smell.

  • Dragons possess one of four available elemental breath weapons: fire, lightning, ice, or poison. They gain a second elemental breath weapon at Tier Three.

  • They have the ability to shift into an alternate fauna formmust be draconic in nature from the Flora and Fauna list.

  • While in human form, they can grow the same draconic features as their bonded human, including claws and scale patches.

Dragonic Senses

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Breath Weapons and Elements

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Elemental Resistance

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Organic: Shifter

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Tier Progression

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Tier I

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Tier II

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Tier III

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Shifting Details

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Gaining New Shifts

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Seasonal Limit

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Rare and Mythical Forms

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Magic Shifts

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When Magic Shifts Unlock

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Using a Shift's Magic

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Limits and Staff Review

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Variants

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What Variants Are

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Guidelines

Uniqueness

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Balance

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Communicate with Staff

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Track Clearly

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Tier Requirements

Tier I

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Tier II

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Tier III

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Skill Web

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Two Ladders

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Post Count Milestones

75 new posts
Tier I

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150 new posts
Tier II

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255 new posts
Tier III

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Skill Points

Post Conversion 15 posts = 1 point
Tier I Skill 5 points
Tier II Skill 10 points
Tier III Skill 17 points

Skill Web Images

Organic Web

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Loom Web

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Eligibility While Suppressed

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Suppressed / On Treatment

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Detoxed / Off Treatment

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Treatment and Detox Clarification

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