Post by ADMINISTRATION on Aug 3, 2010 3:25:39 GMT -5
Charmers are an old race or species that date back to the ancient Egyptians and Babylonians. Their true origins or unknown but what was known was that there was certain race of men, a certain family, perhaps descending from Cane or perhaps from the Nephilim of the old dark days of the world but whatever the case it was told that a certain race was given control of the forces of Sheol. They were given the specific task of making the world go apostate from anything true and to create confusion and utter chaos in any way they saw fit. They were never intended to do anything good for anyone and by the magic’s actual nature; it cannot be used to do good. There are certain properties to this particular magic that the Charmer’s use that makes their magic interesting. There are good forces of the world and Charmers are not among them. Charmers were originally designed to hurt and confuse nothing more. Magic is power and it can transferred amongst Charmers and as such Charmers can steal power from one another or give at will, which caused more hurt than anything to their race. Charmers began to kill for power and steal one another’s power for their own; which is why there are so few left today.
Anything a Charmer uses in the realm of magic affects them physically with exhaustion like any magic would. Magic is a powerful force and requires incredible will to control anything from Sheol. Magic in general is controlling and the more any Charmer uses it the darker he becomes, the more sinister and vile and devious. It is all relative and depends on the amount of magic he or she uses or the greatest and deviousness of the spells and charms being used. For instance, illusion is rather simple and doesn’t require too much concentration and won’t taint the mind unless used every day multiple times but it will only cause mild side effects. Necromancy and raising the dead can cause greater issues because that is the greatest power known to Charmers and it could potentially cause death to the Charmer if used too frequently and if the Charmer is not prepared properly. Charmers are generally dark and mysterious people that often cover themselves because of the marks their magic leaves on their body in the form of varying tattoos, deep incision scars and burns. It would be rare to see a Charmer in a tee shirt and shorts.
Charmers have levels of power, like any kind of creature with power and skills to learn. No Charmer is born with all the power and knowledge of how to use it. There are secret books and parchments among charmers with different spells and incantations that can be memorized or the books themselves used for certain spell. Charmers’ power is usually based on age and how much they have learned through a great period of time. Because it is hard to learn spells and find spells, hone them and use them without causing damage to the Charmers themselves, it takes a very long time for any one Charmer to become excellent at anything. The skills; though, are set this way.
Beginning:
Illusion: Creation of images in a person’s mind to create a desired effect. The images or illusions can’t hurt anyone themselves but can cause physical reactions such as heart attacks, strokes and such.
Telekinesis: This is the control of objects around the person. This is very limited to any charmer and usually no charmer can move any object more than twice his own weight.
Precognition: No Charmer can foresee the future at any length. It is always no more than five to ten minutes ahead of time unless multiple charmers are involved and working together.
Intermediate: ( 25 Post Requirement )
Telepathy: A charmer can enter a person’s brain and read thoughts and examine their mind for a certain time period, usually only seconds and at most a minute.
Mind Blocking: There are creatures and people that would like to get into the minds of others and especially charmers. Charmers can create walls that help to block things from looking into their minds. The older and more experienced the charmer, the more walls and defensive. No defensive stands forever though...
Mind Control: Charmers can make people do things but only as long as the person is within a certain distance away and this can only take place for minutes at a time.
Elders: (75 Post Requirement)
These have to be explained in more detail.
No Elder Charm can be used while the Charmer is in motion. They have to be seated or heavily meditating and concentrating on nothing but the spell or charm being created. This is a weakness but the spells in this state are the strongest.
Summoning: Sheol has its own army that can be summoned but the charmer cannot really control the darkness, it can only summon it. After that, he is on his own and it’s up to the shadow creatures to decide what dies first. It is the most dangerous of all spells and has only used four times and three times the users died.
Power Stealing/Trading: Charmers can steal or trade power, give and take but it requires at least three charmers to do either one. For these spells the charmer being stolen from has to be outmatched in “power” which is why two are needed unless a charmer has clearly the upper hand in power and skill. Trading works the same way. Charmers have to balance themselves out, no one charmer in a spell can be too powerful because one charmer will be too weak and die; which, sometimes is the intention.
Necromancy: Necromancy is the raising of dead flesh. This can only be done from a graveyard within proximity of the creatures being raised. Necromancy is a skill that requires tremendous concentration. Anything that breaks the Charmer’s thoughts while in this spell will instantly lose control of the dead creature raised and that creature becomes that Charmer’s assassin until killed again or controlled again. Charmers can control the dead indefinitely depending on skill and levels of power but never forever because Necromancy requires human sacrifice and the longer the time, the more sacrifices needed, also it requires energy and the Charmer will have to stop to recharge with food or sleep.
Anything a Charmer uses in the realm of magic affects them physically with exhaustion like any magic would. Magic is a powerful force and requires incredible will to control anything from Sheol. Magic in general is controlling and the more any Charmer uses it the darker he becomes, the more sinister and vile and devious. It is all relative and depends on the amount of magic he or she uses or the greatest and deviousness of the spells and charms being used. For instance, illusion is rather simple and doesn’t require too much concentration and won’t taint the mind unless used every day multiple times but it will only cause mild side effects. Necromancy and raising the dead can cause greater issues because that is the greatest power known to Charmers and it could potentially cause death to the Charmer if used too frequently and if the Charmer is not prepared properly. Charmers are generally dark and mysterious people that often cover themselves because of the marks their magic leaves on their body in the form of varying tattoos, deep incision scars and burns. It would be rare to see a Charmer in a tee shirt and shorts.
Charmers have levels of power, like any kind of creature with power and skills to learn. No Charmer is born with all the power and knowledge of how to use it. There are secret books and parchments among charmers with different spells and incantations that can be memorized or the books themselves used for certain spell. Charmers’ power is usually based on age and how much they have learned through a great period of time. Because it is hard to learn spells and find spells, hone them and use them without causing damage to the Charmers themselves, it takes a very long time for any one Charmer to become excellent at anything. The skills; though, are set this way.
Beginning:
Illusion: Creation of images in a person’s mind to create a desired effect. The images or illusions can’t hurt anyone themselves but can cause physical reactions such as heart attacks, strokes and such.
Telekinesis: This is the control of objects around the person. This is very limited to any charmer and usually no charmer can move any object more than twice his own weight.
Precognition: No Charmer can foresee the future at any length. It is always no more than five to ten minutes ahead of time unless multiple charmers are involved and working together.
Intermediate: ( 25 Post Requirement )
Telepathy: A charmer can enter a person’s brain and read thoughts and examine their mind for a certain time period, usually only seconds and at most a minute.
Mind Blocking: There are creatures and people that would like to get into the minds of others and especially charmers. Charmers can create walls that help to block things from looking into their minds. The older and more experienced the charmer, the more walls and defensive. No defensive stands forever though...
Mind Control: Charmers can make people do things but only as long as the person is within a certain distance away and this can only take place for minutes at a time.
Elders: (75 Post Requirement)
These have to be explained in more detail.
No Elder Charm can be used while the Charmer is in motion. They have to be seated or heavily meditating and concentrating on nothing but the spell or charm being created. This is a weakness but the spells in this state are the strongest.
Summoning: Sheol has its own army that can be summoned but the charmer cannot really control the darkness, it can only summon it. After that, he is on his own and it’s up to the shadow creatures to decide what dies first. It is the most dangerous of all spells and has only used four times and three times the users died.
Power Stealing/Trading: Charmers can steal or trade power, give and take but it requires at least three charmers to do either one. For these spells the charmer being stolen from has to be outmatched in “power” which is why two are needed unless a charmer has clearly the upper hand in power and skill. Trading works the same way. Charmers have to balance themselves out, no one charmer in a spell can be too powerful because one charmer will be too weak and die; which, sometimes is the intention.
Necromancy: Necromancy is the raising of dead flesh. This can only be done from a graveyard within proximity of the creatures being raised. Necromancy is a skill that requires tremendous concentration. Anything that breaks the Charmer’s thoughts while in this spell will instantly lose control of the dead creature raised and that creature becomes that Charmer’s assassin until killed again or controlled again. Charmers can control the dead indefinitely depending on skill and levels of power but never forever because Necromancy requires human sacrifice and the longer the time, the more sacrifices needed, also it requires energy and the Charmer will have to stop to recharge with food or sleep.