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Welcome to Primal Minds' Guidebook! This guidebook is one of the most important things that you will read on this entire site. It will give you the low-down of how we run things here, and it should help simplify everything for you! If you look to the left of this little box of information, you will find the links with all of our site information! If you click those links, it will bring you to the information of your desire!

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Spells And Magic


Primal Minds spells and magic are based on DnD's magic and spells as well as earth's elements. However, we have added some of our own uniqueness to these. Each character starts out with a mana pool of 100. Depending on how much you practice your powers, depends on how much mana you get over time. As time goes by, you can request for staff to redo your mana to see how much it has increased. In order to have more than one category, you must buy the second. Magic comes with the listed spells that must be bought individually.

Each spell in a power category takes 30 mana. The powers (levels 1 - 5) take 20 mana from your pool. Once you have reached 100 mana (or if it's larger that number) then you become exhausted and can no longer use your spells and magic.

Abjuration

Abjuration spells, and powers, are protection spells and powers that can create wards, stop magical or physical abilities (if used correctly) and do anything that may cause harm to you or someone else, or you can heal someone. Examples of spells:

    • Lesser Restoration - With a touch, you can heal a create of one impediment or injury. For example, blindness or a small cut. Cannot heal anything life threatening.
    • Lesser Spiritual Help- You can call forth a spiritual creature (species of your choosing) to help fight for you. They last only one post.
    • Non-detection - While touching a creature, you can hide them and yourself from any detection of magic for a duration of fifteen minutes.
    • Greater Restoration - You can heal a character of life threatening causes, either put upon them or born with. In order to get, you must have Lesser Restoration.
    • Greater Spiritual Help- Works the same as Lesser Spiritual Help, however the creature can now last up to 3 posts. Must have Lesser Spiritual Help.


Powers, Lvl 1 - 5

    • Level 1: Circle of life - When you activate this, a ward goes around you that keeps all hostile creatures within 20 feet of you non-hostile. This means that they will not feel the need to attack you for three posts.
    • Level 2: Hope - When you use this power, it gives you five more points into your mana pool for one whole thread. After you exit, it deactivates and you go back to your normal mana.
    • Level 3: Rejection - This power allows you to keep a creature from activating one of their elemental powers or spiritual companions for five posts.
    • Level 4: Harmless - When you activate this power, any damage that is aimed for you is decreased by 50%. If a creature were to break a bone, it would merely sprain it, etc, etc. • Level 5: Aura - When used, it puts a bright radiance that surrounds you. If looked directly upon it, it can temporarily blind the creature looking. You cannot attack while this is active, but it can block our other uses of magic on you.
Illusion

Illusion spells, and powers, that have to do with the mind. They deceive and can put lies in your mind, if used correctly. However, nothing lasts longer than 1 OC week. Examples of spells:

    • Quiet - An area of 20 ft is enveloped into complete silence. You can speak, but nothing can be heard. Lasts no more than one post. Realistic Creation- The caster can create a realistic like creature or item. However, if you go to touch it, whatever body part that attempts to touch can go through it and the creation cannot speak nor move. Lasts 2 posts.
    • Weaver of Truth - You can tell a story (whether it be true or not) and it persuades the creature being told that it is real. Effects last 1 IC month.
    • Minor Illusion - You can make small illusions such as a rabbit being there when there is, in fact, no rabbit. The illusion can not move. Lasts two posts.
    • Major Illusion - You can make a large illusion such as a wolf being there when there is, in fact, no rabbit. The illusion can not move. Lasts three posts.


Powers, Lvl 1 - 5

    • Level 1: Imagery - Like the spells, this power can create a picture of something that you imagine. However, this picture can walk, talk, and breath like the average creature. However, it cannot attack another being. If you have it do such a thing, it will immediately disperse. Lasts three posts.
    • Level 2: Mirage - With this power, you can create a duplicate of yourself. It talks, walks, looks, and smells just like you. Lasts one post.
    • Level 3: Illusion Force - You can create a force that is no heavier than five pounds that can push the target at least three feet back.
    • Level 4: Phantasmal feeling - You can implant one feeling such as fear, anger, doubt or happiness into the targets mind. The affects of this last for three posts.
    • Level 5: Mirage Terrain - You can 'change' the landscape to look however you wish it to. Only you know what the terrain's true shape looks like while this is active. It only works with a general area of fifty feet and requires immense concentration to keep the illusion up. Lasts 5 posts.


Alteration

Alteration spells, and powers, is the practice of changing the way oneself looks, also known as altering their appearance, or altering the appearance of their target. This can be used for both good and evil, but also has moral consequences. Examples of spells:

    • Polymorph - With incredible skill and thought, you can change the looks of an object or small animal (NPC) into a creature the same size or smaller of your choice. (I.e. change a frog into a snail).
    • Teleportation- You can teleport to an area up to six feet away. Only usable once per thread.
    • Slow - When you use this spell, your targets reflexes and movements are slowed down by half the speed they usually are.
    • Telekinesis - You can move objects that are two (2) times larger than you. Be careful though, because if it's too large, it can strain your mind and hurt you.


Powers, Lvl 1 - 5

    • Level 1: Air Walk - One of the most basic spells, air walk allows you to walk on air as if it was normal ground. You can only go up to three (3) feet high. Lasts one (1) posts.
    • Level 2: Shrink - You can shrink any nonliving object up to 3/4ths of it's original size. It is not permanent and only lasts one (1) thread.
    • Level 3: Barkskin - turns your skin to bark so that damage caused to you is half than what it would be if your skin was normal skin. Only lasts 1 post
    • Level 4: Transmute - Allows you to turn mud into rocks. With the correction combination of magic, this could also allow you to create a home. Power lasts one (1) post, structure/rock lasts until the end of time.
    • Level 5: Transformation - You can now change into any animal that is the same size as you or smaller of your choice. This can only be used once per thread but lasts up to two (2) threads.


Evocation

Evocation spells, and powers, are used to create something from nothing or to remove something. Think of it as the counterpart to abjuration in its own way. Examples of spells:

    • Lightning Bolt - With immense concentration, you can create one lightning bolt in any area that you wish. Lasts one (1) post.
    • Taking Darkness - In a five feet circumference, if it's dark, you can take the darkness away and envelope it with light. This only lasts one (1) post.
    • Taking Light - In a five feet circumference, if it's day, you can take the light away and envelope it with shadows/dark. This only lasts one (1) post.
    • Wind Wall - An invisible wall of wind appears. It's only one (1) foot thick and lasts for fifteen (15) seconds.


Powers, Lvl 1 - 5

    • Level 1: Disk - With disk, you can use this power to create a three (3) feet wide and two (2) inches thick disk to either carry you or something else on it. It hovers about three feet off the ground. Only lasts two (2) posts.
    • Level 2: Shout - To activate shout, you must think of the command and then yell. It is an ear splitting sound that will stun someone for five (5) seconds.
    • Level 3: Miracle - With Miracle, you can request for a God to look at something and they will deem if they can help or not. There is a 50/50 chance that they will say no. If the miracle is granted, it lasts until the end of time.
    • Level 4: Tiny Hut - You can create a small home that is six (6) feet tall and six (6) in width and length. This home disappears once you do. Lasts only one (1) thread.
    • Level 5: Polar Ray - When used, you must open your mouth upon thinking the command. Then a blast of cold air will come out from your mouth, causing the area up to eight (8) feet in front of you and three (3) feet wide to be enveloped by the cold. Only lasts one (1) post.


Earth

Earth, like fire, is an element that basically describes itself. With this power you can grow plants and move rocks, eventually moving to big things like landslides and earthquakes. Example of spells:

    • Brennescale - This spell allows the user to cover parts of their body with a thin layer of soil or stone in order to blend in with their surroundings better. Lasts for one post.
    • Map Mold - This spell allows the user to create drawings and/or write words in the ground, with practice it can also be used to make small shapes. Lasts for two posts before whatever the user created vanishes into dust.
    • Foreshock - This spell allows the user to be able to feel tremors in the earth, whether it be another wolf or animal. This lasts for one post.


Powers, Lvl 1 - 5

    • Level 1: Twitch - you are able to create and lift small amounts of earth, like pebbles and dirt. However, you are only able to hold an object in the air for at most 10 to 15 minutes. Lasts for one post.
    • Level 2: Propel - You are now able to pick up objects like rocks, pebbles, sticks, etc. and throw them at a target no further than 7 feet away. This power does no real damage to said target unless what's being thrown is sharp. This power lasts long enough for at least three objects to be thrown before your character is fatigued.
    • Level 3: Abstract - You are able to make medium sized buildings and homes out of the earth, they are big enough for up to three wolves to fit inside. You are also able to grow herbs and larger plants. Buildings and plants last forever, herbs last for only five posts before beginning to wilt slowly.
    • Level 4: Landslide - You can create small to medium sized landslides that can either block, stop, or bury your opponent if used correctly. Lasts for three posts before the land becomes loose and easily breakable.
    • Level 5: Earthquake - you can now create weak to strong earthquakes, depending on how much large your character has. This lasts up to four posts, depending on how strong the earthquake is.


Air

Air is the element of wind or weather! You can control bursts of air and eventually conjure up your own. Beware, because even if you are the user, you are not immune to its affects. Example of spells:

    • Wind Call - With this spell, you can summon a soft breeze to cool you down or another creature. Lasts one post.
    • Fog- You can create fog in an area that is 10 feet from you. It engulfs you and puts eyesight to zero. Lasts two posts.
    • Strong Winds - This spell increases your mana by one point and can also bring stronger winds by five miles per hour. Lasts for three posts.


Powers, Lvl 1 - 5

    • Level 1: Speed -You can run faster by three miles per house, little puffs of air showing up where your paws had landed. Lasts one post.
    • Level 2: Lift - you can make hurricane-speed wind. You can use this to lift yourself at least 3-5 feet off of the ground, depending on how many times you have practiced this. Lasts one post.
    • Level 3: Barrier - You can create a barrier with wind that can keep a creature away from you. It looks like a tsunami wave with the air gushing upwards. Lasts one post.
    • Level 4: Vortex - You can create a vortex of wind that can do your bidding, whether that be take a message to someone or scout ahead for you. If you concentrate hard enough, it can take shape of any create you wish for it to. Lasts three posts.
    • Level 5: Wind Breath - You can create wind within your body and then shoot it out. It has the force to knock the target back ten feet or even take down a fully grown tree. If not careful, if can propel you backwards.


Fire

Fire is the element of...well fire! You can control bursts of flames and eventually conjure up your own. Beware, because even if you are the user, you are not immune to its affects. Example of spells:

    • Heat - You can draw heat out of any hot substance around you. The heat lasts for two posts, then goes back to the substance it came from.
    • Fire Healing- With concentration, the user can heal small cuts with fire. Cuts can be no longer than one inch in order for this to work.
    • Fire Power - This spell increases your mana by one point for three posts.


Powers, Lvl 1 - 5

    • Level 1: Trails - Able to create bursts of flame with extremely little control. These little bursts leave behind a trail of paw prints behind you as you walk.
    • Level 2: Cold Fire - You can control fire better and can make it hot or cold. Cold fire is more damaging for internal organs.
    • Level 3: Dragon's Breath - You can breath out a sprout of fire that can cause third degree burns with direct contact. Non-direct contact causes first to second degree burns.
    • Level 4: Fire Claws - Your claws can become longer and turn into flames that cause third degree burns with direct contact and second degree burns if within four inches of the claws.
    • Level 5: Fire Ball - With concentration, you can gather up heat and energy to create a fireball that you spit out with your mouth. The ball causes third degree burns to the target and first degree burns to the user's mouth. It takes one post to warm up the fireball and another separate one to shoot it.


Water

Water, like fire and earth, is another power that describes itself. You can control rain and conjure up puddles and even waves depending on your level. Examples of Spells:

    • Freshwater - This spell allows the user to create a puddle of safe drinking water in the ground by transpiring water from inside the earth. Lasts for two posts before evaporating.
    • Lightfall - This spell allows the user the force a light sprinkle of rain-like mist fall over them. Lasts for two posts before the rain ceases.
    • Overhang - This spell increases your power skill by two points for a maximum of three posts. (your powers are more powerful for three posts).


Powers, Lvl 1 - 5

    • Level 1: Dew - You are able to collect water droplets on an object, like grass or just simply the ground for a maximum of seven minutes without it absorbing back into said object. This lasts for one post.
    • Level 2: Shower- You are able to create small rain showers over a single territory for 30+ minutes. This power lasts only for three posts before is subsides.
    • Level 3: Water Wave - You are now able to pull water in from a body of water, no further than five feet away, and can form a wave as tall as 6 feet. With this power you can knock a target off of their feet, dealing some damage. Lasts for two posts.
    • Level 4: Storm - You are able to create lasting thunder storms over any territory for an hour or hour and a half, however you must have at least practiced it up to three times for it to be one hundred percent successful and lasts up to four posts.
    • Level 5: Deliquescence - You are able to completely transform your character into a liquid form of itself. This power deters your character from all harm for up to three posts.


Ice

Ice is much like water, just the frozen form. This power allows you to control ice to a certain extent. Examples of Spells:

    • Ice Storm - This spell allows the user to create an ice storm in a radius of twenty (20) feet around them.
    • Spikes - This spell allows the user to create up to five (5) ice spikes to appear from the ground up.
    • Slip - This spell allows the user to create a slippery/icy surface if there is water there.


Powers, Lvl 1 - 5

    • Level 1: Carve - You can, as long as there is a source of ice, carve out small amounts of ice at a time. Smaller than 1 cubic foot, but you MAY cut out up to 3 separate pieces. This may come in handy when wanting to break through a layer of ice, or if a character has need for ice (wounds, walls, etc.).
    • Level 2: Unfreeze - You can unfreeze certain amounts of ice. The result will be water that is on the colder side. There will likely still be small amounts of ice left. The maximum amount of ice that can be unfrozen is 2 cubic feet. Lasts one (1) post.
    • Level 3: Crack - You can create large cracks/gaps in ice. This could be the ice of a frozen over lake, a smaller iceberg, the list goes on, The gaps can be no wider than 9 inches. Once you have mastered this skill, you may create gaps up to two (2) feet wide. Lasts one (1) thread.
    • Level 4: Levitate - You can levitate large chunks of ice. The ice may be moved through the air in any direction, up, down, side to side, etc., but may NOT be lifted any higher than 7 feet above the ground below it. The chunks may be as large as 3 cubic feet and additionally can be dropped upon creatures. You may not move the chunk any faster than 10 miles per hour. Lasts one (1) post.
    • Level 5: Hail - You can create a flurry of hail that rains down everywhere within a 10 foot radius of said character. You will not be affected by this move. The miniature hail storm lasts naught but 20 seconds and likely will leave potential bruising, blindness, confusion, a few cuts, etc. on all victims.


Smoke

Smoke is much like fire, just the air form. This power allows you to control smoke to a certain extent. Examples of Spells:

    • Smoke cloud - This spell allows the user to create a smoke cloud that is up to ten (10) feet wide and thirty (30) feet tall.
    • Dissipate - This spell allows the user to dissipate any remaining smoke.
    • Hidden - This spell allows the user to hide themselves in smoke if there is smoke around.


Powers, Lvl 1 - 5

    • Level 1: Control - You can control small amounts of smoke. What does this mean? It means that user can push it from their mouth to 'blind' someone or pull it out of a fire. They may not warp it into a distinct shape, but they may 'project' it up to 5 feet in front of them. Lasts one (1) post.
    • Level 2: Shape - You can now change anything that has smoke within it into a distinct form. However, this only works for things no larger than 3 by 3 feet. You can turn it into a smaller size self. However, you cannot fling this item around. It must remain stationary where they built it and since it is smoke, it cannot do any harm. Lasts one (1) post.
    • Level 3: Atmosphere - You can turn parts of the atmosphere into smoke. It can be no larger than a 10 foot radius. This action lasts no more than a post or 15 seconds. It is incredibly hard to breath around it, therefore the person walking through it has the chance to choke on said smoke, however it cannot kill them. You are not affected by this.
    • Level 4: Morph - You can now pull any amount of smoke from the atmosphere or a fire and morph it into any distinct shape you would like. This could be a small house (no larger than 10 feet high and 10 feet long), statue or something that the user enjoys. The structure remains wherever you place it until the wind blows it away.
    • Level 5: Biding - You can manipulate smoke to do its biding. This can only last 1 post and may not hurt anyone. It could be used as a shield or a way to put 'armor' around yourself. However, the density of it will make you feel tired and exhaust them, with the chance of choking yourself. Staff will roll to see if that happens.


Unique Spells

These spells do not fall under any power category and must be bought to use.
Examples of Spells:

    • Subtle - Air: This spells allows you to feel the subtle shifts around you, alerting you when another creature is near by. This spell lasts for only one post.
    • Blizzard- Air: With concentration, the user can create a blizzard that shoots out of their mouth up to twenty feet away. This power lasts for 2 posts, but can cause discomfort and even frostbite to the users mouth if they are not careful.
    • Air Ball - Air: It works much in the same way as fire ball for the fire powers, however it is not nearly as powerful nor harmful. Instead, you can charge up a ball of air in your mouth for one post and then shoot it out from your mouth in the next. The ball has the power to push the user back three feet and put bruises on the body.
    • Storm - Water: The caster can make a small storm that is five feet long and five feet wide. It can only do what has to do with water, such as rain or hail. This lasts for two posts and gets softer after the first post.
    • Mist- Water: The caster can shoot out a mist of water from their mouth in any direction. The closer something is, the harder the mist hits it as opposed to being close. Lasts one post.
    • Spiritkin - Water: The user can call forth a water spirit to give them guidance. The spirit can not attack anything and if told to do so, the the user can not call forward the spirit for three IC weeks. Lasts three posts.
    • Burning Touch - Fire: When someone touches you, then they get a 1st degree burn, however you are not harmed. Lasts one post.
    • Flame of Feeling - Fire: With a touch, you can burn away a feeling of doubt, anger, sadness, happiness, or love. It's effects only last for three posts as the power only lasts for one.
    • Fire Flight - Fire: When you use this spell, it can allow you to go up into the air no higher than three feet. It lasts only one post and cannot be used again in the same thread.
    • Growth - Earth: You can grow patches of grass or weeds in an area you wish. Area can be no larger than ten by ten feet. Effects last the whole thread.
    • Earth Energy - Earth: With this spell, you can absorb energy that is five feet near you and then use it to create anything that is earth based. This can be used to throw something, or if you let it out as pure energy, it can stun an opponent. Lasts for two posts. • Earth Bolt - Earth: You can create a bolt of earth a
    nd throw it at an opponent. Depending on distance, it can cause shallow or deep wounds. Lasts one post.


Signature Move

Each character, once they hit level five (5), gets to have their own signature move with their magic. The roleplayer of the character gets to decide what the signature move is, the limits, etc, but staff must approve of it first. The signature move must also fall under what category of magic your character has that hit level five (5). Once you come up with it, PM it to a staff member (@admin or @asahi ) so that they may go over it and make sure that it is not overpowered. Once it has been accepted, you may add it to your characters log in your thread in character pages

Mana

Here we will explain to you what Mana is and how it is used when using magic! It will also explain to you how staff determines how much mana you gain or start off with!

What is Mana?

Mana is a word that means power or effectiveness, where in most cases the power is understood to be supernatural. On Primal Minds, each character has a certain amount of mana. This helps you with how many spells you can cast, and how effective they are. If you have no mana, then you cannot cast a spell.

How do I know how much I have?

Each unique spell takes 30 mana. The powers (levels 1 - 5) take 20 mana from your pool, each level used. (For example: Usage of lvl 1 fire takes 20 mana from your pool, lvl 2 takes 40 mana from your pool and so on and so forth). Once you have reached 0 mana (staff will let you know when you have), then you become exhausted and can no longer use your spells and magic.

Every character starts out with 100 mana. However, depending on how much your character practices their magic, it increases. Each time you practice a power, you get 1 more point added into your mana pool and each time you level up, you get 10 points added to your power pool. (Please note you can only practice a power 5 times before you hit mastery of it). In order to level up, you must meet the required amount of exp, which you can gain from practicing powers. Here's the breakdown:

Each practice (before you hit your limit) - +1
Default Mana Pool - 100

1 point x 2 practices = 2
100 + 2 = 102
102 = Mana Pool

Ways to earn Mana

Leveling up - 10 points per level
Getting another main magic - 20 points per new main magic
Crystal - 5 points per crystal (bought in shop)
Practicing a power - 1 point each (can claim up to 5 times for each power)
Practicing a Unique Spell - 3 points each (can claim up to 3 times for each Unique Spell)
Practicing a Spell - 2 points each (can claim up to 3 times for each Spell)
Using magic in a fight - 1 point per fight (can only claim if magic was used)

*Subject to have ways to gain points added

Spells And Magic


The ambiance is what surrounds your character. Each character has an ambiance that corresponds with their personality. Each Ambiance gives your character a specific power. Below you can find a list and description of each ambiance and what it can do.

    • Pink Ambiance - Wolves with the pink ambiance are typically kind and caring wolves. They want to heal whoever needs to be. Pink Ambiance gives them the ability to heal minor wounds with no chance of exhaustion.
    • Purple Ambiance - Wolves with the purple ambiance are typically quiet wolves who would rather use their minds than voice. Purple Ambiance gives them the ability to speak to others with their mind.
    • Brown Ambiance - Wolves with brown ambiance typically enjoy nature than anything else. Brown Ambiance gives them the ability to speak to animals and have them help him/her. • Yellow Ambiance - Wolves with Yellow Ambiance are typically clear of mind and can't be manipulated. Yellow Ambiance gives them the ability to use clarity upon anyone who has been messed with in the head.
    • Black Ambiance - Wolves with Black Ambiance are typically sneaky and enjoy hinding in the shadows. Black Ambiance gives them the ability to wrap shadows around them and hide.
    • Blue Ambiance - Wolves with blue ambiance are typically calm and solid like water. Blue Ambiance gives them the ability to create small rainstorms in a certain area that is 5ft by 5ft.
    • Red Ambiance - Wolves with red ambiance typically fall in love easily. Red Ambiance gives them the ability to cause small feelings for another (this only lasts for two IC threads).
    • Orange Ambiance - Wolves with the orange ambiance are typically cowards. Orange Ambiance gives them the ability to become brave for only one thread each month.


You can choose an ambiance when you create your character.