HOLLOWBEASTS & MAGIC
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Hollowbeasts are capable of using magic beyond the means of their abilities inherited by default. These are divided into primary and secondary traits. Hollowbeasts are inherently “born” with one of four traits in the event that they are given the use of magic. Each trait has its own limitations and dynamics as well as changes that take place when paired with blood magic. Primary magic is divided into the following:
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Primary Traits
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Primary traits cannot be learned, and no one more than one primary trait is permitted per character. Secondary traits can be learned and paired with both primary traits and blood magic. Abilities are subject to certain rarity restrictions and as such will be graded as common, less common, rare, ultra-rare and restricted. Common and less common traits are permitted to be used on characters without approvals or limitations on the number of characters who can possess these abilities.
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Mortals possess stronger abilities than the undead as the undead must use only the energy around themselves to cast. A mortal hollowbeast is capable of using surrounding energies and draining their own energy until exhaustion. The undead can practice blood magic in order to restore the strength lost by hollowing.
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Blood magic is a type of learnable magic that can heighten the effectiveness of an undead hollow's casting, but it comes with a severe price. Each primary type will be detailed with its uses by average hollows and the effects of combining it with blood magic. Blood magic ultimately and inevitably leaves its users either afflicted or corrupted, and the rate of each is specified with each type. This will be discussed in the section for blood magic.
WATER
Hydromancy; common
BASICS:
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Ability to manipulate water in natural forms (water, vapor, steam, fog, snow)
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Ice and boiling water can both be used by changing the temperature of it
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Hydromancers are often drawn to large bodies of water and areas with heavy precipitation. They will guard these areas from pollutants, dams and destruction.
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Hydromancers will feel very vulnerable in areas where there is a lack of water such as deserts and places going through drought seasons
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Abilities can be temporarily enhanced on full moons
LIMITATIONS:
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Cannot create water. Use of this magic is limited to the manipulation of pre-existing elements.
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Hydromancers are very similar to floramancers in that they do not often use their magic abilities to destroy. They are very in tune with the ebb and flow of their surroundings and prefer to keep things balanced and protect the biomes they inhabit.
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COMBINED WITH BLOOD MAGIC:
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Can manipulate liquids highly saturated with water, including blood
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Control precipitation directly around them - the enhancements brought by blood magic can allow them to harness the energy of nearby weather formations and accelerate the path of hurricane downpours, thunderstorms, snow storms and large waves.
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In use of defense; they can redicted a nearby thunderstorm to where they are at and use it as an opportunity to escape the situation.
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In use of offense; acceleration of the cycle of an existing storm to create a concentrated downpour in one area and cause a flood or landslide, etc
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Even with blood magic, they cannot create weather formations, only harness the energy of existing formations.
75% CHANCE OF AFFLICTION | 25% CHANCE OF CORRUPTION
PLANT
Floramancy; common
BASICS:
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Greater ability to grow organic materials from their bodies (plants, fungi, tree saplings, even minerals). This allows them to rebuild forests and destroyed biomes much more quickly than an average hollow.
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Manipulation of flexible plants such as vines, creeping plants and young trees
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Can cause fungi to release spores as a defensive technique
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Territorial of their homes, but generally non-fuedal
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All Forgotten Hollows begin as floramancers. Forgotten Hollows are not required to use blood magic, this occurrence is actually extremely rare
LIMITATIONS:
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Cannot manipulate extremely dense plants such as trees or shrubbery
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COMBINED WITH BLOOD MAGIC:
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Accelerate plant growth beyond natural means - this usually damages the plant but is mostly used as offensive magic (ex.: grow vines, tree roots or other plants into an enemy’s body or encase them inside plant growths).
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Manipulation of more dense plants such as trees and the ability to upheave tree roots to use them offensively.
50% CHANCE OF AFFLICTION | 50% CHANCE OF CORRUPTION
FIRE
Pyromancy; common
BASICS:
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Manipulation of energy in surroundings to create heat, sparks and flame
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Ability to raise body temperature to extremes to burn or melt on contact
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Use of heat on sand to create glass / obsidian stone for weapons, armor or general use
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Armored hollow pyromancers commonly have obsidian, basalt or other igneous rock armoring on their body
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Considered a neutral magic; conscious pyromancers know the dangers of their powers and are responsible with their flames. They have been seen working in tandem with floramancers to create controlled forest fires and rejuvenate an environment.
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Areas of body can have an embered glow
LIMITATIONS:
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Pyromancer hollows will struggle in areas with heavy precipitation, high humidity and cold climates. Areas with dry heat and low humidity are their preferred places to inhabit.
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COMBINED WITH BLOOD MAGIC:
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More powerful casting
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Ability to manipulate magma when near it; corrupted pyromancers very commonly inhabit places with volcanic activity
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Express large amounts of energy at once to create explosions or “detonations”
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Corrupted pyromancers have been observed utilizing too much energy at once and effectively destroying themselves in detonation, leaving behind massive craters
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Use of blue and white fire of extreme temperatures
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RARE BLOOD MAGIC TRAIT: Use of heat created lightning
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Igneous rock growths on body that do not appear to be armor, most often strange deformations and overgrowth on limbs
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20% CHANCE OF AFFLICTION | 80% CHANCE OF CORRUPTION
DEATH
Necromancy; restricted
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* Extremely rare trait. Hollows must dedicate extensive time and training to learn the use of their necromancy abilities. Training in necromancy is dangerous and can result in death for the hollowbeast. It requires immense precision in balancing their own energy and the exertion of energy into reanimating the corpse. If not balanced correctly, their own life force energies will be diminished leaving nothing behind but an empty skull. *
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BASICS:
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Ability to reanimate a corpse for a finite amount of time.
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Reanimated corpses are not sentient, and more akin to a puppet controlled by the caster.
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LIMITATIONS:
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Corpses become more difficult to reanimate as they decay. A freshly deceased corpse only requires neural stimulation to function whereas skeletal remains would need metaphysical strings to provide mobility and physical strength.
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Multiple necromancers can pool their energy together to reanimate larger creatures or allot a larger amount of time that the corpse will be active, but given this trait is ultra rare, this is unlikely unless they have aligned with a coven.
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Hollowbeasts cannot be reanimated.
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The length of time a corpse can remain active and the size of the reanimated corpse both depend on the experience of the caster(s).
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Reanimated corpses are given an initial directive when first created that will drive them to perform their basic task. Ex.: “protect this person,” “protect the caster,” “lead the group,” “attack an enemy.” This does not need to be verbally said aloud but is past of the casting process. Once they have been given energy, the corpse will not have any sense of identity, memories or sentient thoughts. They serve their purpose and remain “alive” until either total destruction of the body or their allotted energy runs out. If a limb is severed from the corpse it will also continue to move until either immobilized or left with insufficient energy.
COMBINED WITH BLOOD MAGIC:
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Greater power in reanimation
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Necrotizing; this ability is obtained only through necromancy combined with blood magic and will allow a hollow to completely drain the life from living flesh on contact.
100% CHANCE OF AFFLICTION | 0% CHANCE OF CORRUPTION
BLOOD MAGIC
Hemomancy; unrestricted - but deadly.
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Blood magic can be used by any hollowbeast, but with a price.
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BASICS:
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Blood magic is a practice that can be used in addition to any trait(s). The main benefit of this ritual is that it greatly boosts powers and abilities similar to adrenaline. A hollowbeast can only make use of this by consuming living beings. There is no confirmed information on what happens when something is consumed by a hollowbeast but it is assumed that an effect similar to a black hole takes place.
The most difficult aspect of performing blood magic is that the energy from living creatures can only be converted to usable energy by a hollow when the victim is consumed while living - meaning that if a hollow attacks prey and kills it in the process of consumption no energy will be usable. Due to this many hollows will target prey small enough to eat whole rather than something the size of themselves or larger. Living flesh is the only useful thing to a hollow, and so if their prey dies in the process of feasting, they will abandon the remains for other scavengers.
It is undetermined if certain parts of a body provide more metaphysical nutrients for them or if the life force itself is what powers the ritualistic bloodlust. Attacking difficult prey in order to take mouthfuls of flesh while they can is not unheard of - some become especially malicious and enjoy the fear and struggle - but most starting out in this practice will gravitate toward smaller prey items.
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THE PRICE PAID:
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Hemomancy itself is considered taboo to any sane hollowbeast. There are very few threats in the world for hollows - but blood magic is a guaranteed death-wish.
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The act of using blood magic takes a hollow down the path of self destruction. Inevitably this magic will turn the user either corrupted or afflicted. Different primary traits dictate the likelihood of each of these conditions. The more frequently a hollow continues to practice blood magic, the faster the process of existential decay is accelerated. If the practice is halted soon enough, many can live the remainder of their days with only minor scars to show for it. Corruption and affliction present differently but both maladies lead to an eventual ego-death.
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CORRUPTION
A corrupted pyromancer hollowbeast. This hollow presents with an overgrowth of branch-like structures, unconventional armor plates growing from the right forearm and embers expelling an overabundance of energy from the body.
Area is under construction.