MAGIC USERS BASICS

WHAT RACES CAN BE MAGIC USERS?
HUMANS
NON- HUMANS
Angels
Elves
Fairies
Demons
*Feel free to ask an admin if another race can become a magic user.


WHAT ARE MAGIC USERS CALLED?
The primary terms used for Magic Users in Sovereign’s Rest are Witch or Warlock.
Once you join the Magister's Coven you become known as the Morveth.
WHAT KIND OF MAGIC DO WE PRACTICE?
Players come from different cultures, worlds, or even time periods. A character can choose their own personal belief or how they do their rituals. Players can choose their beliefs.


HUMAN OR NON HUMAN MAGIC USERS
Creating a magic User Character

HUMAN MAGIC USERS

NON-HUMAN
MAGIC USERS

HUMANS
Humans are human. While they do not get the physical attributes that non-humans have they do gain a few magical attributes to help balance out charactes.
ARE YOU A GOOD WITCH OR A BAD WITCH?
Humans get to choose where their character's alignment falls.

CHOOSE YOUR RACE
HUMAN OR NOT HUMAN

NON-HUMANS
To maintain balance, these characters must give up their Cognitive and Primal abilities in exchange for access to magic.
Non- Humans retain their Physical Attributes, meaning they may still possess abilities such as flight, enhanced speed, heightened senses, and increased strength. However, these traits are noticeably weaker than those of others within their race who are not magic users.
Magic also places a heavier strain on their bodies due to these remaining physical traits. As a result, exhaustion, fatigue, and magical burnout often last longer for them than for standard human Magic Users.
ARE YOU A GOOD WITCH OR A BAD WITCH?
Non-human races follow their character's original lore and character alignment

magical uSER attributes


types OF MAGIC
Choose 1 Type of Magic to Start

All players, regardless of background, choose one of the following abilities to begin with. This is the ability your character is naturally strongest in.
Magic Users on Sovereign’s Rest is a learning-based roleplay system. Through roleplay and over-time players will get the chance to learn the other types of magic. This is done to balance out Magical Abilities and for players to understand how the magic works here in Sovereign's Rest.
Click the tabs below to learn more about the different types of Magic.






QUICK IDENTITY GUIDE
Healing - Potions and Healing Magic
Hexing - Hexing and emotional magic
Spiritual- Spirit communication, summoning,
Divination- visions, prophecy
Warding - magical protection


FLAWS OF MAGIC users
MAGICAL
EXHAUSTION
The use of magic is not unlimited. Magic Users -especially when working alone -have only a certain amount of magic within them. Prolonged use will lead to physical strain and eventual collapse. Players may choose how this exhaustion manifests (nausea, dizziness, headaches, trembling, etc.).
After more than two consecutive post rounds of active magic use without rest, effectiveness begins to decline. Spells may weaken, misfire, or fail, and the caster will struggle to remain standing until they are forced to rest.
PHYSICAL
FLAWS OF MAGIC

MAGICAL HIGH
When performing magic as a group, especially during intense or emotionally charged situations, Magic Users can experience a euphoric “high” from the shared flow of magic between them. The longer the magic is maintained, the stronger this sensation becomes.
After the spell ends, the lingering effects can leave Magic Users with a false sense of power and invincibility. Some may behave as though intoxicated, while others become reckless, impulsive, or overly confident.
Once the high fades, the body and mind crash from the strain. Many Magic Users may collapse or lose consciousness entirely. This can leave them in a highly vulnerable position if they are not somewhere safe after casting.
EMOTIONAL
STABILITY
Magic is closely tied to a Magic User's emotional state. Strong or uncontrolled emotions such as anger, fear, grief, or even overwhelming joy can disrupt spellcasting. This may cause unintended effects, amplify a spell beyond your control, or cause it to fail entirely.

MENTAL FLAWS OF MAGIC

ENVIROMENTAL
INFLUENCE
Magic does not function the same in every region of the island. Certain areas may strengthen or weaken a Magic User’s abilities depending on the nature of both the magic and the environment.
For example, a Magic User from the Luminia Glade may struggle to perform magic within the Shadow Realm, especially if the spell is intended for benevolent or selfless purposes. In these situations, the magic may partially rebound onto the caster instead of functioning as intended.
When this occurs, the Magic User can temporarily absorb the emotional influence of the region they cast within. A Magic User performing magic in the Shadow Realm may spend the following day feeling unusually angry, aggressive, or agitated as the realm’s energy conflicts with their natural alignment.
Players should take their surroundings into account, as the environment can subtly or significantly alter the outcome and consequences of their magic.


LIGHT AND DARK magic

DARK AND LIGHT MAGIC
Dark and Light magic comes from the same magic.
There are only two differences between light and dark magic.
1. Intent - what is the magic going to do
2. Side Effects - Dark magic does have stronger side effects on the witch using the magic.
ALL MAGIC USERS can do either type of Magic.
One can heal while the other causes pain. Neither light or dark is a stronger force than the other. Any Magic User can use either one.
In setting up spells and the use of magic, players will ..
1. Determine if the spell is light or dark by stating the intent
2. Players will choose the side effects of dark magic (draining your energy is something both light and dark have. This is something on top of that. When you put dark into the world, it has to come back on you)
If you are always, doing the darker magic, your character's personality will reflect that darkness.

DARK WITCHES AND LIGHT WITCHES
There are no "Dark Witches or Light Witches" in Sovereign's Race.
If you refer to your character as such you are saying you are referring to your character's personality, not their magic ability. Players are free to join any alignment but your character should reflect that alignment.
Players are given the choice to join the Magister's Coven. (There are perks and advantages in joining the Island's Coven).
When you character is given a magical job by the Veiled Sovereign or Morrigan your character should be nuetral in that moment. When you are not representing the coven you may choose whatever alignment you want to be. (we will try and match players with magical jobs in their chosen alignment but that may not always be possible. (Read more about the Magister's Coven)




