Races revamp Apr 4, 2021 16:24:55 GMT
Post by Hadley -- ✯ on Apr 4, 2021 16:24:55 GMT
[attr="class","theplot"]VAMPIRES☆ Vampires live exceptionally long lives and have been known to live up to 500 years in total, nearly triple that of a normal magical person. They can be murdered through muggle methods via destruction of the brain or the withering away of time nearing the 450 year mark.
☆ They are usually pale and gaunt with sharp fangs for puncturing the throat. Long periods without feeding with leave them looking more haggard and pale.
☆ Intense, long exposure to UV rays will burn their skin. If left out in the sun too long, these effects become permanent and eventually the vampire will die. Vampires CAN go out into the sunlight with specific means of blocking the sun. (Umbrellas, sunhats etc) However, it is highly uncomfortable and most vampires avoid it.
☆ Vampires do need blood to live. They can enjoy and eat regular meals it just has no effect on them as far as nourishment goes. Going too long without blood will have the same effect as going to long without food or water does to humans. Consuming blood will also increase their speed for healing wounds.
☆ You can only become a vampire by being bitten by one. There are no 'half vampires' or partial vampires. Humans and vampires can procreate, but the baby will be human unless bitten. Vampires can and do have children.
☆ Vampires do not sparkle unless they are wearing glitter, and contrary to popular belief they do have a reflection in the mirror.
☆ Vampires have enhanced reflexes and strength during and for a short time following the consumption of blood and are known for their incredible speed. They have a fighting advantage in the darkness.
☆ Older vampires might have acquired the skill to charm their prey in order for easy feeding. They need eye-contact and need to be left undisturbed for this to work. It is not as strong as legilimency, and the vampire cannot read their victims' minds, but they can make them forget a few hours or force them to be still when feeding. Occlumency has a natural resistance to this charm.
☆ A bite from a werewolf will kill a vampire. This is the reason why most vampires and werewolves do not get along, especially from a vampire's point of view.
[attr="class","theplot"]METAMORPHMAGUS☆ Metamorphmagi can change aspects of their appearance at will, ranging from hair and eye color to entire bone structure. However, they have to keep the overall appearance of a human. They can change everything down to gender if they wish.
☆ Some Metamorphmagi have different appearances linked to emotions or other such things, and rather than changing at will, they change at the spark of these emotions (Green eyes changing to brown when upset, etc).
☆ You may not take the form of anyone else on site without their express permission.
☆ Metamorphmagi are born, not made. The Metamorphmagi is recessive and is often passed down from parent to child but it can skip generations.
[attr="class","theplot"]VEELA☆ Veela are semi-human magical beings who appear most commonly as young, beautiful women with white-gold hair and moon-bright skin, native to Bulgaria. There are male veelas, but they are rare, so females often reproduce with humans.
☆ Children of a parent that is 1/4th veela may or may not inherit a 1/8th veela trait. Consider it a genetic coin toss. No one will be less than 1/8th veela.
☆ Veela live curiously long lives but are not immortal.
☆ Veelas are short-tempered by nature and will transform into a bird-like creature when provoked. They have also been said to be able to use fire as a weapon without a wand.
☆ Veelas have the ability to hypnotize and mesmerize most people with their seductive dance, who will then try to impress them
☆ Veela have their own type of magic which does not require a wand. When Veela are angry, however, they transform into something more like Harpies — their faces turn into cruel-beaked bird-like heads while long scaly wings burst from their shoulders, and they can launch balls of fire from their hands. Veela seem to be quite an irascible race
☆ Veela sustain their bodies like humans, through food and drink. The effects of going without food or water for too long are the same on Veela as they are humans.
☆ Children of Veela are half-Veelas. They keep some of the Veela traits like their charm, natural allure and temper, but none of their wandless magic.
[attr="class","theplot"]WEREWOLVES☆ A werewolf, also known as a lycanthrope, is a human being who, upon the complete rising of the full moon, becomes a fearsome and deadly near-wolf. This condition is caused by infection with lycanthropy, also known as werewolfry.
☆ Werewolves are not immortal. They can be murdered or starved, just like any normal human. They do live longer than normal lives though the limits of this are unknown.
☆ Werewolves sustain themselves through regular food - comprised of a mostly red-meat diet.
☆ A werewolf cannot choose whether or not to transform and will no longer remember who they are (absent the correct potion). However, they are able to recall everything they have experienced throughout their transformation upon reverting to their human form.
☆ The Wolfsbane Potion allows the werewolf to keep their human mind during transformation. This is, however, still a fairly new invention (ca 1978) and the ingredients are expensive. Most werewolves cannot afford it and do not possess the skills to brew it. Those that can should be wary. Their minds are still able to be controlled via curse like the imperius or even invaded by a skilled legilimens.
☆ Children of werewolves are not typically born werewolves. This can, however, happen in very rare circumstances. One in a million odds. You can only be turned into a werewolf by being bitten by one. In which case a mixture of powdered silver and dittany applied to a fresh bite will seal the wound and allow the victim to live on as a werewolf. There are no half-werewolves.
☆ Wolf forms are likened to a natural wolf form only with defining patterns of fur that make them easily distinguishable from actual wolves to the trained eye.
☆ Those rare few that are exceptionally skilled in the art of transfiguration and carry the curse may be able to transform at will. You may also acquire this skill with dedication and if you have suffered the curse most of your life. (No one under 35 should be able to do this) There also exists a potion that can help one transform at will but the price needed to be paid to obtain a vial may very well cost one their life. It's highly illegal and being caught with a vial will land you a one way ticket to Azkaban prison for life. (No character will have this potion on hand without good reason)
☆ A werewolf, while in their human form, will retain some of their keen wolf senses such as heightened sense of smell and hearing.
☆ Werewolves are severely mistreated, feared and discriminated against. For this reason most attempt to avoid having to register with the ministry.
☆ All werewolves need to register themselves to the Ministry, or face imprisonment.
[attr="class","theplot"]NECROMANCERSThere is a fundamental difference between a necromancer ability and practicing the art of necromancy. This form of magical practice is very ancient and dangerous, not to mention highly illegal. It remains one of the most rare, forbidden and mystical practices out there. During the regular practice of necromancy one might use spells on the dead in an attempt to create prophecies without having the gift of foresight. Another common method is throwing bones. Some more modern studies of the art have come to include study of the dead to create advancements in the field of healing. These modern day practices are amazing on their own but they can't come close in comparison to the power of a true necromancer. Necromancers are born and can not be created by training. Only those with the gift will be able to do a variety of different things as outlined below. Locating a necromancer can be extremely difficult as they are rare and highly prized. Those necromancers with a deep connection and bloodline for the art will manifest powers after their first kill in life. A regular necromancer not of a family line may come into their powers by believing they are being haunted, or when first touched by death or loss. Keep in mind the art of necromancy is incredibly difficult to harness and even the most simple of tasks can be daunting. Only the strongest survive in this battle of wills between the living and the dead.
☆Commanding the dead :: The ability to raise the recently deceased (within a 12 month period of being deceased) through connecting them to your own life force. The ability to force, or persuade, them to answer to the demands of the living. This magic is dangerous because there is a connection between the necromancer and the dead. Abrupt severing of this connection in any way will severely wound the necromancer. There have been instances where the spells and weapons used against the deceased have mirrored injuries in the necromancer they were connected to. Sometimes this leads to death. Only an upper level, advanced and highly skilled necromancer, would be able to summon the dead without connecting them to their own life force.
☆Divine prophecies :: The most amazing form of necromancy comes when the gifted is also a seer. Divination through corpses or communicating with the dead can lead the necromancer to forbidden knowledge and clearer prophecies if the circumstances are right. This is a very delicate situation and requires the correct time, sacrifice, and even weather. The most advanced necromancer will also be able to communicate with shades. (people that have been dead for longer than 12 months)
☆ Wandless command :: Death force ability. The advanced necromancer may cast the killing curse without a wand, and in some circumstances, without words. When used appropriately, the soul of one they have recently killed may be trapped within a gem for divination or summoning purposes later - and for those purposes alone.
☆ Be careful :: Those gifted with the skill of necromancy will often suffer horrible nightmares containing faces of the dead. As stated above, connecting your life force with that of the dead is dangerous and may result in your own death. The struggle to control the dead you create and summon is a constant uphill battle of will for control. You may not always have the upper hand. When you don't this can lead to a vicious haunting. Any type of practice by an unseasoned necromancer will them drained. The larger the spells and summoning the harder the toll on the body and soul of the necromancer. You would need a very strong reason to be "seasoned" before the age of thirty. Keep in mind this is a very chaotic and dangerous skill to master with various twists and rules to understanding it. A necromancer may meet their end when their prophecies and foresight interfere or cross paths with that of a normal seer. Necromancy is highly illegal and any force of good, such as a seer, may see them ratted out and whisked off to Azkaban prison for life.