Core Abilities: Abilities that anyone with a Magickal Core could attain after their Core is opened.
Air/Wind Magicks
DEFINATION:
Air/Wind Magick -- You can manipulate air, creating gusts of winds to blow away enemies, or keep yourself alive in worse areas by drawing in clean air to yourself. If used hard enough can wear down even the mightiest of stone or gently to blow out candles.
DEFINATION:
Air/Wind Magick -- You can manipulate air, creating gusts of winds to blow away enemies, or keep yourself alive in worse areas by drawing in clean air to yourself. If used hard enough can wear down even the mightiest of stone or gently to blow out candles.
LEVEL 1
LESSON:
There are various ways to accomplish these tasks within yourself. Remember that Air is part of you and even when there isn't any wind around you can stir up the wind with your breathe or movement of your body parts.
Practice each of the following experiments to find the best ways to do for your own self.(edited)
ABILITIES TO LEARN:
Lessons:
How many kinds of Air Movement have you found?
EXPERIMENTS:
1. Make a small breeze
2. Gusts- short blast of wind that lasts 30-40 seconds
3. Try Flying your Balloon Basket around the room.
Equipment:
Balloon Basket
Grimoires: Basic Grimoires -15 Colored Set
Passed- Jacques Stephanwolfe
LESSON:
There are various ways to accomplish these tasks within yourself. Remember that Air is part of you and even when there isn't any wind around you can stir up the wind with your breathe or movement of your body parts.
Practice each of the following experiments to find the best ways to do for your own self.(edited)
ABILITIES TO LEARN:
Lessons:
How many kinds of Air Movement have you found?
EXPERIMENTS:
1. Make a small breeze
2. Gusts- short blast of wind that lasts 30-40 seconds
3. Try Flying your Balloon Basket around the room.
Equipment:
Balloon Basket
Grimoires: Basic Grimoires -15 Colored Set
Passed- Jacques Stephanwolfe
LEVEL 2
ABILITIES TO LEARN:
4. Blasts of wind – can last up to 10 to20 minutes depending on experience and stamina
5. Create and manipulate wind currents
6. Make a sturdy wind- lasting for up to an hour depending on experience and endurance
LESSONS
Practice making air currents for a classmate while the classmate tries to fly the Balloon Basket.
EXPERIMENTS
1. Add a Balloon Heat Candle that is lit in the Basket part. Blow Air across the Heat Candle to warm the Air. What happens and why? Fly your Balloon Basket with the warm air.
2. Use your Windmill to see how hard you can blow air in 2 different directions as you sit in your chair at your desk.
What happens and why?
(In Real Life you do the same thing with a pinwheel toy)
3. Place a small creature inside of the basket securing the leash to the basket for its safety.
Maneuver the Balloon Basket with a small creature inside of it around the room at eye level.
Will not be allowed to do until WeatherMastery is under control. Jacques Stephanwolfe
EQUIPMENT
Balloon Heat Candle
Windmill
ABILITIES TO LEARN:
4. Blasts of wind – can last up to 10 to20 minutes depending on experience and stamina
5. Create and manipulate wind currents
6. Make a sturdy wind- lasting for up to an hour depending on experience and endurance
LESSONS
Practice making air currents for a classmate while the classmate tries to fly the Balloon Basket.
EXPERIMENTS
1. Add a Balloon Heat Candle that is lit in the Basket part. Blow Air across the Heat Candle to warm the Air. What happens and why? Fly your Balloon Basket with the warm air.
2. Use your Windmill to see how hard you can blow air in 2 different directions as you sit in your chair at your desk.
What happens and why?
(In Real Life you do the same thing with a pinwheel toy)
3. Place a small creature inside of the basket securing the leash to the basket for its safety.
Maneuver the Balloon Basket with a small creature inside of it around the room at eye level.
Will not be allowed to do until WeatherMastery is under control. Jacques Stephanwolfe
EQUIPMENT
Balloon Heat Candle
Windmill
Earth and Ground Magick
DEFINATION:
Earth -- You can manipulate the very earth around you, building the best shelters, fortifications, and the most resistant of any materials. But even a simple wind can erode you, or a strong one. And a mighty rush of water can knock you down.
DEFINATION:
Earth -- You can manipulate the very earth around you, building the best shelters, fortifications, and the most resistant of any materials. But even a simple wind can erode you, or a strong one. And a mighty rush of water can knock you down.
LEVEL 1
ABILITIES TO LEARN:
1. Debris Movement- Moving pebbles, rocks, sticks, ect. from one place to another.
2. Make ground rise up into a mole hill.
LESSONS:
This once again is brain work. Sure you can use your hand to guide the pebbles or dirt to where you want it to go. But you need to have secrecy.
EXPERIMENTS:
1. Try moving the pebbles, rocks and sticks out of the way for the next Experiment.
2. With your mind, make the ground rise up to an ant hill then to a mole hill.
3. See how high you can make your hill.
EQUIPMENT:
The Sand Pit
Grimoires: Basic Grimoires -15 Colored Set
Testing:
Dice Toss for the height of your hill= t!dice d50
Add 1 Zero to the end of the Dice Toss
Height of 370 or better passes. Roll the Dice once each day until you pass.
Day 1
Rolling dice!
[d50 : 12]
In the end, the result was: 12
Day 2
Rolling dice!
[d50 : 12]
In the end, the result was: 12
Day 3
Rolling dice!
[d50 : 26]
In the end, the result was: 26
Day 4
Rolling dice!
[d50 : 26]
In the end, the result was: 26
Day 5
Rolling dice!
[d50 : 10]
In the end, the result was: 10
Day 6
Rolling dice!
[d50 : 32]
In the end, the result was: 32
Day 7
Rolling dice!
[d50 : 22]
In the end, the result was: 22
Day 8
Rolling dice!
[d50 : 2]
In the end, the result was: 2
Day 9
Rolling dice!
[d50 : 15]
In the end, the result was: 15
Day 10
Rolling dice!
[d50 : 21]
In the end, the result was: 21
Day 11
[d50 : 26]
In the end, the result was: 26
Day12
Rolling dice!
[d50 : 49]
In the end, the result was: 49
Passed at the height of 490 feet. Jacques Stephanwolfe
ABILITIES TO LEARN:
1. Debris Movement- Moving pebbles, rocks, sticks, ect. from one place to another.
2. Make ground rise up into a mole hill.
LESSONS:
This once again is brain work. Sure you can use your hand to guide the pebbles or dirt to where you want it to go. But you need to have secrecy.
EXPERIMENTS:
1. Try moving the pebbles, rocks and sticks out of the way for the next Experiment.
2. With your mind, make the ground rise up to an ant hill then to a mole hill.
3. See how high you can make your hill.
EQUIPMENT:
The Sand Pit
Grimoires: Basic Grimoires -15 Colored Set
Testing:
Dice Toss for the height of your hill= t!dice d50
Add 1 Zero to the end of the Dice Toss
Height of 370 or better passes. Roll the Dice once each day until you pass.
Day 1
Rolling dice!
[d50 : 12]
In the end, the result was: 12
Day 2
Rolling dice!
[d50 : 12]
In the end, the result was: 12
Day 3
Rolling dice!
[d50 : 26]
In the end, the result was: 26
Day 4
Rolling dice!
[d50 : 26]
In the end, the result was: 26
Day 5
Rolling dice!
[d50 : 10]
In the end, the result was: 10
Day 6
Rolling dice!
[d50 : 32]
In the end, the result was: 32
Day 7
Rolling dice!
[d50 : 22]
In the end, the result was: 22
Day 8
Rolling dice!
[d50 : 2]
In the end, the result was: 2
Day 9
Rolling dice!
[d50 : 15]
In the end, the result was: 15
Day 10
Rolling dice!
[d50 : 21]
In the end, the result was: 21
Day 11
[d50 : 26]
In the end, the result was: 26
Day12
Rolling dice!
[d50 : 49]
In the end, the result was: 49
Passed at the height of 490 feet. Jacques Stephanwolfe
LEVEL 2
ABILITIES TO LEARN:
3. Rising 2-Make ground rise up into a hill using the Mountain Box.
4. Rising 3-Make ground rise up into a mountain (1,000 feet)
Dice Toss for the height of your hill= t!dice d100
Add 1 Zero to the end of the Dice Toss
EXPERIMENTS:
1. Keep working on creating higher and higher pile of earth in The Mountain Box.
2. Make the sands in the Hour Glass run backwards.
EQUIPMENT:
Hour Glass
Mountain Box.
ABILITIES TO LEARN:
3. Rising 2-Make ground rise up into a hill using the Mountain Box.
4. Rising 3-Make ground rise up into a mountain (1,000 feet)
Dice Toss for the height of your hill= t!dice d100
Add 1 Zero to the end of the Dice Toss
EXPERIMENTS:
1. Keep working on creating higher and higher pile of earth in The Mountain Box.
2. Make the sands in the Hour Glass run backwards.
EQUIPMENT:
Hour Glass
Mountain Box.
Fire/Heat Magick
DEFINATION:
Fire - You can manipulate fire, adding heat and light to what you do, you both weaken shadows, and melt ice, as well as burn other organisms. However, a strong wind, or ample water or earth can snuff you out.
DEFINATION:
Fire - You can manipulate fire, adding heat and light to what you do, you both weaken shadows, and melt ice, as well as burn other organisms. However, a strong wind, or ample water or earth can snuff you out.
LEVEL 1
LESSONS:
1. *** The Fire Triangle
To have a fire you must have 3 things. An Air Source, a Material Source and a Source of Heat as seen in this Fire Triangle. Not enough of Air or Material to burn or too much of one will not allow a Fire to start.
EXPERIMENTS:
1. If you snap your finger as you think about a Fire, you should be able to make a Spark. Give it a try.
2. If you have a cup of something that you want to warm up, think of a Fire Source to use in order to warm the cup up.
EQUIPMENT:
Fire Poster
cup of water
Passed. Jacques Stephanwolfe
LESSONS:
1. *** The Fire Triangle
To have a fire you must have 3 things. An Air Source, a Material Source and a Source of Heat as seen in this Fire Triangle. Not enough of Air or Material to burn or too much of one will not allow a Fire to start.
EXPERIMENTS:
1. If you snap your finger as you think about a Fire, you should be able to make a Spark. Give it a try.
2. If you have a cup of something that you want to warm up, think of a Fire Source to use in order to warm the cup up.
EQUIPMENT:
Fire Poster
cup of water
Passed. Jacques Stephanwolfe
LEVEL 2
ABILITIES TO LEARN:
1. Small flame
LESSONS:
The main thing to remember about Fire and Fire Magick is that it is part of your natural ability to keep yourself warm. It will not harm you like normal people.
EXPERIMENTS:
1. Snap your fingers to make a Spark but add Heat to it at the same time. This should result in a Flame. A little bit of Air to get a Little Flame to grow. It will use your Energy as Fuel so be careful!
2. Concentration on the Heat Candle like you did for the Energy Candle but use Heat Magick instead of Mind Magick to light up the candle. (Clue: Think of warm thoughts of some kind.)
3. Practice putting out small fires in your Fire Simulation Box.
EQUIPMENT:
Fire/Heat Candle Fire Simulation Box
Grimoires: Basic Grimoires -15 Colored Set
Passed. Jacques Stephanwolfe
ABILITIES TO LEARN:
1. Small flame
LESSONS:
The main thing to remember about Fire and Fire Magick is that it is part of your natural ability to keep yourself warm. It will not harm you like normal people.
EXPERIMENTS:
1. Snap your fingers to make a Spark but add Heat to it at the same time. This should result in a Flame. A little bit of Air to get a Little Flame to grow. It will use your Energy as Fuel so be careful!
2. Concentration on the Heat Candle like you did for the Energy Candle but use Heat Magick instead of Mind Magick to light up the candle. (Clue: Think of warm thoughts of some kind.)
3. Practice putting out small fires in your Fire Simulation Box.
EQUIPMENT:
Fire/Heat Candle Fire Simulation Box
Grimoires: Basic Grimoires -15 Colored Set
Passed. Jacques Stephanwolfe
Water Magick Spells
DEFINATION:
Water -- You can manipulate water, moistening things, which doesn't sound like much, but drowning is an unpleasant way to die. You can also wear away at earth and kill fires. Electricity can easily take you down though.
Water can take any form such as a liquid state or in it’s gaseous state. Ice will be a solid and will not form into another shape than what it is in until it changes form again.
[LEVEL 2]
ABILITIES TO LEARN:
2. Pull water out of air
3. Water Spout- a small water devil
EXPERIMENTS:
1. To pull Water out of the Air is fairly easy. Feel for the water then scoop or pull the water out and put it in this bucket.
2. Once that is done, make this Water into a small Water Spout/Tornado or Water Devil in a Bucket.
Equipment:
Water Bucket or Pond
HOMEWORK ASSIGNMENT:
Once you feel like you are ready, go down the Forest Path and practice making larger Water Spout/Tornado or Water Devil in the pond there.
Water Spout- Passed. Jacques Stephanwolfe
Tornado- Passed. Jacques Stephanwolfe
Water Devil- Passed. Jacques Stephanwolfe
[/collapsed]
DEFINATION:
Water -- You can manipulate water, moistening things, which doesn't sound like much, but drowning is an unpleasant way to die. You can also wear away at earth and kill fires. Electricity can easily take you down though.
Water can take any form such as a liquid state or in it’s gaseous state. Ice will be a solid and will not form into another shape than what it is in until it changes form again.
Level 1
ABILITIES TO LEARN:
1. Make water move with Mental/Mind Magick.
EXPERIMENTS:
1. Make the Water in your Aquarium move and play with your Creatures.
EQUIPMENT:
Mini-Aquarium Set Up Kit
Box of Food Supplies
Box of Water Toys
Aquatic Creatures
Grimoires: Basic Grimoires -15 Colored Set(edited)
ABILITIES TO LEARN:
1. Make water move with Mental/Mind Magick.
EXPERIMENTS:
1. Make the Water in your Aquarium move and play with your Creatures.
EQUIPMENT:
Mini-Aquarium Set Up Kit
Box of Food Supplies
Box of Water Toys
Aquatic Creatures
Grimoires: Basic Grimoires -15 Colored Set(edited)
[LEVEL 2]
ABILITIES TO LEARN:
2. Pull water out of air
3. Water Spout- a small water devil
EXPERIMENTS:
1. To pull Water out of the Air is fairly easy. Feel for the water then scoop or pull the water out and put it in this bucket.
2. Once that is done, make this Water into a small Water Spout/Tornado or Water Devil in a Bucket.
Equipment:
Water Bucket or Pond
HOMEWORK ASSIGNMENT:
Once you feel like you are ready, go down the Forest Path and practice making larger Water Spout/Tornado or Water Devil in the pond there.
Water Spout- Passed. Jacques Stephanwolfe
Tornado- Passed. Jacques Stephanwolfe
Water Devil- Passed. Jacques Stephanwolfe
[/collapsed]
Mind/Mental Control
DEFINATION:
You mind can control all of your body's functions all of the time, yet it doesn't use all of the cells. One of the reasons is that part of the brain is devoted to the Hidden Brain that governs Magick.
DEFINATION:
You mind can control all of your body's functions all of the time, yet it doesn't use all of the cells. One of the reasons is that part of the brain is devoted to the Hidden Brain that governs Magick.
LEVEL 1
ABILITIES TO LEARN:
1. Mind bonding – a close bond with a specific creature
LESSONS:
In this class, we will be discovering what our Mind can do.
EXPERIMENTS:
1. The easiest Mental or Brain Magick is Mind to Mind speaking or Telepathy. Simply push your thoughts to the Avian. The Avian might respond back with pictures or tweets and chirps.
Once you have successfully done this, you have done something called Mind Bonding. You have connected your mind to another person or creature.
Build up your mind bonding and jot down what happens as you grow stronger.
EQUIPMENT:
1-2 Avian
Owlette Basic Supplies Box
Owlette Food Box
Grimoires: Basic Grimoires -15 Colored Set
Passed. Jacques Stephanwolfe
ABILITIES TO LEARN:
1. Mind bonding – a close bond with a specific creature
LESSONS:
In this class, we will be discovering what our Mind can do.
EXPERIMENTS:
1. The easiest Mental or Brain Magick is Mind to Mind speaking or Telepathy. Simply push your thoughts to the Avian. The Avian might respond back with pictures or tweets and chirps.
Once you have successfully done this, you have done something called Mind Bonding. You have connected your mind to another person or creature.
Build up your mind bonding and jot down what happens as you grow stronger.
EQUIPMENT:
1-2 Avian
Owlette Basic Supplies Box
Owlette Food Box
Grimoires: Basic Grimoires -15 Colored Set
Passed. Jacques Stephanwolfe
LEVEL 2
ABILITIES TO LEARN:
2. Telepathy – Ability to speak mind to mind
3. Telekinesis- ability to move objects or bend objects
5. Levitation- the ability to float
LESSONS and EXPERIMENTS:
3. Try to speak to a Classmate by pushing your Thoughts towards the Classmate.
4. Telekinesis is simply moving things with your mind. Just visualize moving the item.
5. Levitation- the ability to float
Practice makes perfect!
EQUIPMENT:
Old items to practice Telekinesis on/with.
Passed. Jacques Stephanwolfe
ABILITIES TO LEARN:
2. Telepathy – Ability to speak mind to mind
3. Telekinesis- ability to move objects or bend objects
5. Levitation- the ability to float
LESSONS and EXPERIMENTS:
3. Try to speak to a Classmate by pushing your Thoughts towards the Classmate.
4. Telekinesis is simply moving things with your mind. Just visualize moving the item.
5. Levitation- the ability to float
Practice makes perfect!
EQUIPMENT:
Old items to practice Telekinesis on/with.
Passed. Jacques Stephanwolfe
Shields
DEFINATION:
Think of a wall in the ground around you. This wall can and will protect you. The wall will be made of the opposite Magick that is be thrown at you.
You will need to push the opposite Magick into the Wall. This is why you are being taught all of the Magicks.
DEFINATION:
Think of a wall in the ground around you. This wall can and will protect you. The wall will be made of the opposite Magick that is be thrown at you.
You will need to push the opposite Magick into the Wall. This is why you are being taught all of the Magicks.
Here are the opposites list for the various Magicks:
Air/Wind Magick : Best is Water Magick. Earth Magick could be used if you are strong in that Magic.
Earth/Health Magick: Use Air/Wind Magick to block and Water Magick to break it down.
Fire/Heat Magick: While Water Magick works well, Earth Magick does the trick as well.
Water/Moisture Magick: Fire Magick will work and Earth Magick will stop it as well.
What to do:
Practice placing a wall around you. Use different Magicks and learn how to put up different walls to protect yourself.
Add a domed wall above your head when you are comfortable with making all of the walls.
Then add a 'surprise' underground protective dome to fool your enemy.
Once you are comfortable with all of the Magicks and making a 'capsule' for protection, start mixing up the types of the Magicks and only make sections of Magicks.
Practice switching Magicks as well.
Grimoires: Locked Grimoire with Creatures
Grimoires: Dividers
Passed. Jacques Stephanwolfe
Air/Wind Magick : Best is Water Magick. Earth Magick could be used if you are strong in that Magic.
Earth/Health Magick: Use Air/Wind Magick to block and Water Magick to break it down.
Fire/Heat Magick: While Water Magick works well, Earth Magick does the trick as well.
Water/Moisture Magick: Fire Magick will work and Earth Magick will stop it as well.
What to do:
Practice placing a wall around you. Use different Magicks and learn how to put up different walls to protect yourself.
Add a domed wall above your head when you are comfortable with making all of the walls.
Then add a 'surprise' underground protective dome to fool your enemy.
Once you are comfortable with all of the Magicks and making a 'capsule' for protection, start mixing up the types of the Magicks and only make sections of Magicks.
Practice switching Magicks as well.
Grimoires: Locked Grimoire with Creatures
Grimoires: Dividers
Passed. Jacques Stephanwolfe
Innate Abilities
These abilities set in when a person enters the teen years or around 13. It is based on uncontrollable emotions.
More can be added and if you have an idea, please PM the idea to me. Thanks!
Anger
Annoyed = Warmth begins to spread from her body.
Miffed = A breeze moves about.
Cross = A warm wind gently blows towards the source of Anger.
Mad = Heat begins to increase as well as the velocity of the wind towards the source of Anger.
Rage = Untolerable heat and a strong wind towards the source of Anger.
Annoyed = Warmth begins to spread from her body.
Miffed = A breeze moves about.
Cross = A warm wind gently blows towards the source of Anger.
Mad = Heat begins to increase as well as the velocity of the wind towards the source of Anger.
Rage = Untolerable heat and a strong wind towards the source of Anger.
Health: for some reason, Cailleach does not realize that she is getting sick.
Tired = The air becomes stagnant and stale.
Sore = Bits of lightening form and the air becomes staticy.
Yucky = A blue tinged cloud forms above.
Ill = Cloud is darker blue and tiny lightening flashes.
Extremely Ill = A mist forms around Aurora yet the dark blue cloud is still above her and still has tiny lightening flashes.
Tired = The air becomes stagnant and stale.
Sore = Bits of lightening form and the air becomes staticy.
Yucky = A blue tinged cloud forms above.
Ill = Cloud is darker blue and tiny lightening flashes.
Extremely Ill = A mist forms around Aurora yet the dark blue cloud is still above her and still has tiny lightening flashes.
Fear
Cautious = a yellow mist surrounds her body.
Leery = the yellow mist becomes a fog.
Suspicious = the yellow fog becomes static.
Terrified = the yellow fog now has tiny lightening flashes.
Horrified = the yellow fog now has tiny lightening strikes.
Cautious = a yellow mist surrounds her body.
Leery = the yellow mist becomes a fog.
Suspicious = the yellow fog becomes static.
Terrified = the yellow fog now has tiny lightening flashes.
Horrified = the yellow fog now has tiny lightening strikes.
Mental States
Amazement = a brightness surrounds her body.
Bored = a dullness forms around her body.
Cold towards someone = Cold wave of air flows from her body and surrounds the 2nd person.
Confused = Crepuscular rays: Alternating light and dark bands of light that appear to fan out from her body.
Curiosity= sparkling dew form on her skin.
Distrustful = a black cloud forms over her head.
Embarrassed = Heat wave surrounds her body.
Excited = Heat lightening forms around her body.
Fascinated = Blue lightening forms around her body.
Guilty = Heat wave forms around her body.
Happy = the air surrounding her body becomes warm and her body gives off a soft glow.
Hate = High winds towards the hated object or person.
Hot = Heat wave forms around her body.
In love = Sunny warmth forms around her body.
Love = Sunny warmth forms around her body.
Miserable = a funnel of cold air forms around her body.
Nervous = a thunder storm forms around her body.
Panic = intense thunderstorm with actual rain falling.
Rebellious = high winds which could form into a tornado
Sadness = a blue mist forms around her body.
Shocked = static electricity surrounds her
Cold-hearted Revenge = Ice Storm/squall
She will be real quiet and think out her revenge before doing it and it may be a few days or even a week later when she gets her revenge.
Amazement = a brightness surrounds her body.
Bored = a dullness forms around her body.
Cold towards someone = Cold wave of air flows from her body and surrounds the 2nd person.
Confused = Crepuscular rays: Alternating light and dark bands of light that appear to fan out from her body.
Curiosity= sparkling dew form on her skin.
Distrustful = a black cloud forms over her head.
Embarrassed = Heat wave surrounds her body.
Excited = Heat lightening forms around her body.
Fascinated = Blue lightening forms around her body.
Guilty = Heat wave forms around her body.
Happy = the air surrounding her body becomes warm and her body gives off a soft glow.
Hate = High winds towards the hated object or person.
Hot = Heat wave forms around her body.
In love = Sunny warmth forms around her body.
Love = Sunny warmth forms around her body.
Miserable = a funnel of cold air forms around her body.
Nervous = a thunder storm forms around her body.
Panic = intense thunderstorm with actual rain falling.
Rebellious = high winds which could form into a tornado
Sadness = a blue mist forms around her body.
Shocked = static electricity surrounds her
Cold-hearted Revenge = Ice Storm/squall
She will be real quiet and think out her revenge before doing it and it may be a few days or even a week later when she gets her revenge.
Skills
Definition: Things that you learn whether or not it is Magickally Related.
Definition: Things that you learn whether or not it is Magickally Related.
wonderful magick body TBA