Other Race Magic Dump Article

The other races are practitioners of magic, fueled by yeast or other wise. This article centralizes these phenomena until their own article is written.
Metal Mancy
Metals fuel specific kinds of magic, one metal fuels memory magic, but no one knows which one, or why no one knows which one it is.
====Eye to eye====
Teardrops that connect two users visually and physically.
====Shrapnel alchemy bottle====
Used for battlefield carnage, particularly in forested situations, the Shrap is launched, then shot with an arrow releases a shower of arrowheads in a wide arc.
====Tactical fog====
Used on the battlefield, generally a sacrificed soldier runs forward with a cloak filled with potions that create a smoke screen. This allows the relatively safe approach of the back troops.
====Lead arrow====
Turns the target into a tree after a period of complete emotional repression.
====Dead man's blood====
Vampire poison.
====Mutagens====
Allow the safe consumption of toxic elixirs and concoctions.
====Dragon orb====
Attracts dragons in a 60 km radius
Deadly curse
Kills with no medical signs, but explodes things it hits. Can be blocked with sacrificial love, making cult leaders unkillable. Twin core wands can block it as well.
Gold can block the curse, wizards summon gold statues to protect themselves from these curses. This explains everyones need for gold, alchemy's final gold being the transmutation of metals into gold, and the existence of gold plated shields. Phoenixs can block the curse as well.
Luck potions, being a golden color seemingly block the curse because it always seems to miss.
====Moonchild====
A realm of Welt expels a princess to Welt in order for her to pay for her crimes. On the Realm a war rages. When it finishes, they attempt to secure the moonchild, who is protected by the emperor on Welt. They make her drink metis water and put a robe of feathers that float.
====Relics of the moonchild====
Holy begging bowl, jeweled branch, fire rat robe, painted dragon scale,
====Witch powers====
Wound transference
Tornado manipulation
Mass suicide
Memory rune
Kinetic shielding
Divination mirror
Channeling spells into inflatables
Youth transfer
Necrocommunication
====Salva====
Weightlessness inducing skin contact drug.
====The Witches====
Candy that turns into chickens.
Witches are bald, clawed, with an enhanced sense of smell and lack of toes. Have a hunter obsession against children they smell.
Mousemaker potion left into cauldrons to trap witches into the new form.
Begins a massive witchhunting effort among children to turn witches into mice.
====Timeline====
The witches (trigger of purge)
Hansel and gretel (witch hunter professionals)
The last witch hunter (they failed)
====Handheld aerial propulsion craft====
Also known as brooms.
====Magic in Welt====
Magic only works on the surface of welt, and it can cause technology to malfunction, sometimes dangerously. But this is not the case everywhere on the continent. This is why some of the Dalmers' most powerful and sophisticated magical research centers are placed underground, far away from their settlements.
====Magicka====
The force of all living things. its nature and generation is mysterious, it flows from the sun and stars.
====Thaum====
Unit of measurement of magic in Welt.
====Pausing====
Pausing time for one or several individuals is very tiring for the caster. It works through mysticism by manipulating magic and nature itself. The spirit world is everywhere, always watching and can help those who study their world.
Other mysticism: Control weather, Teleport island, Sensing catastrophes
====Flesh magic====
Allows the manipulation of face and body to change physical appearance, also called face sculpting by using finite amounts of destructive and restorative magic via magical knives. This allows for intense muscle building in a short time.
Flesh element allows the creation of Golems that host souls, borders on the necromantic.
====Shadow magic====
Allows for enchanting staves, examples are also creating a split second invisibility while crouching. it was discovered that shadow is the reflection of a different possible world. shadow magic is the manipulation of shadow to affect the forces creating it. it is risky and can create shadow gates that open only with shadow keys, shadow gates allow to visit alternate worlds.
Shadow chests, as they are known by the other races are simply lockboxes made of immaterium, when locked, the chest is immaterially shielded, meaning that attempts to open it will simply pass right through, shadow keys are simple keys made of non electrically charged immaterium that stop the current going through the lockbox once inserted, making the chest material again.
====Telepathy====
Conjuration magic allows for interdimensional communication. only works for those whose bond is strong and are users of conjuration. develops over a period of over a decade.
====Dark magic====
Incorporates magical suppression, blood and shadow magic.
====Black sun Witch cult====
Sixty women born with powers supposedly to end the world. Their powers manifest as banshee voice powers, or siren voice sorcery.
====Spirit Orbs====
Special technique to capture spirits in a crystal ball. Spirit orbs can grant the users abilities to others.
====Black bargain====
A curse in which the shadow of a being takes possession of the body and slowly becomes its dominant personality. The new personality is confident and versed in alchemy. Usually victims of this curse are chemists seeking to create gold. It is believed that this is how the other races learned alchemy.
====Animus Containment Crystals====
They grow organically, they are powered by sunlight, but when unpowered (at night) they release the anima they collect into the world. Some people embed animus orbs in their bodies to power their corpse, when it is removed, the body crumbles into dust.
====The Scholomance====
School taught by a devil, ten students at a time. The tenth student is kept as a servant, the weather maker, who brings storms atop a dragon. School is in the heart of mountains next to a lake. The dragon sleeps at the bottom of the lake, and thunder is constant above the lake except when the dragon leaves to bring the storm elsewhere. the lake edge is strewn with cairns, and the water isn't to be disturbed lest the dragon awakens.
Garlic and permission to enter: mark of the tribute of the ten students of the  scholomance. The teachings turn the students undead with red hair.
The other students roam the land to determine who deserves the storm.
The dragon is a semi hydra, with between three and 12 heads, golden scales and frequent wells. when they fight over territory, it causes even more violent thunderstorms, and they travel over rainbows. they absorb moisture to create storms, and when they look to the sky, rain will come.
As a punishment for not becoming an alms seeking storm bringer, the student was turned into a vampire in an isolated castle.
Ironic, that a weather demon, specifically of rain and storms cursed his servant with an unquenchable thirst.
====Ghost manifestation====
Ghosts manifest the more life force is nearby, which is why they manifest in abandoned houses in bustling towns.
====Vampire protection spell====
Ring, Claw, Heart, Eye and rib bone.
====The Dead Face Curse====
An extremely common phenomenon, that occurs anywhere and everywhere. Once an entity has died its face will distort and disfigure.
For example their noses will become huge and turned up, pig like. Their eyes stretch out, their teeth float up from their closed mouths.
====Broomsticks cupboard functions====
Bookbird, floating axe
====Djinn capture====
Djinns are kept in jars and lamps, locked in place thanks to mage seals. The wishes manifest as marks on the forearm.
====Chaurus Highwaymen====
Some wizards use chaurus as pets. Most of them hedge wizards who work as highwaymen, tracking their victims using enchanted objects supplied by their contractors. They also use telekinetic daggers.
====The Glom====
A henge activated by hitting two orbs into a hole. Protected by kelpies, water spirits, ents, and Medusa mist.
====Accessing the spiritual realm====
It is a common occurrence for the spiritual world to open to the physical one, a sort of convergence. These happen the most during solstices. but instances of physical entities visiting the spiritual realm and vice versa are possible. spiritual locations, where a particular belief is prevalent or objects, of which there are many beliefs are useful to access one or other realms.
What people believe are spiritual realms however, are simply other realms. the Dalmer try as much as possible to curb the proliferation of this knowledge and attempts to travel to other realms.
====Mansions====
Use villagers to create ravagers. They were exiled because of their usage of lapis magic and know how to create totems of undying. Evokers implant Lapis inside their heads for magic.
They also create massive wool constructs resembling creatures or illagers and fill their heads with lapis in order to create living giants. These experiments eventually led to the creation of zombies instead.
====Lagophobia====
Fear of rabbits stems from the legend of the White Savage.
====Fireplace transportation and communications network====
A free and useful method of communication and transportation.
====Multicapacity====
Can turn into a carriage, a bench, a wardrobe, and other things.
Category:Other Race Magic
Category:Dump Article