The Magic System

Tyrth is a world where magic is commonplace, but not every inhabitant is able to use magic. Fowldyr, however, are innately gifted with magical abilities from their god the Artisan. The kinds of magical abilities that fowldyr can learn are separated into 3 categories:

Primal Arcana

These magical abilities are always available to a fowldyr no matter what - even if their connection to their vessel is severed.

Major Arcana

These magical abilities are considered a fowldyr's specialty. They can be very powerful and often have unique rules and conditions.

Minor Arcana

A repertoire of small magicks that any fowldyr can learn to master if given enough practice. All fowldyr are able to learn these skills.

Primal Arcana

When a fowldyr's vessel is broken their tether snaps and they are no longer connected to their source of magic and immortality. However, there are a few magical abilities that a fowldyr will always have access to - these are known as Primal Arcana.

Shifting

The ability to shift between the fowldyr form and the humanoid form is a Primal Arcana. No matter what, fowldyr will always have access to this ability - even if they lose all of their magic.

Prosthetics

Fowldyr are able to control prosthetic body parts as though they are flesh and blood as long as the prosthetic is made of their core material. If a fowldyr no longer has access to their magic they are still able to fully control their prosthetic body parts. You can learn more about prosthetics in the Biology chapter!

Major Arcana

All fowldyr have a Major Arcana and this type of magic is considered to be the fowldyr's specialty. Examples of Major Arcana are conjuring and controlling elements (flames, lightning, water etc), healing the sick and wounded, controlling of plant life, visions of the future, telekinesis, and so on. While a Major Arcana can sometimes be unique, it may still be an ability that more than 1 fowldyr possesses (such as multiple fowldyr with the ability to conjure and control fire).

 

To see a list of all of the fowldyr and which Major Arcana they know, visit the Fowldyr Masterlist.

Minor Arcana

Minor Arcana are small magicks that any fowldyr can learn to master. Most fowldyr will not be an expert in all of them, and will usually opt to just focus on a few to be extremely adept at. For example, Solace has mastered Fade and Silent Step, but isn't very adept with cleansing magic. However, the older the fowldyr the more likely they have had the time to practice in a wider variety of Minor Arcana, so keep that in mind when thinking up your own fowldyr's lore!

Blink

The ability to dash to a nearby location with such speed that it looks like teleportation. If you blink you will miss it!

Silent Step

The ability to make no sound when walking or running.

Wild Tongue

The ability to speak with animals. Conversation with animals is relative to the animals intelligence - the lower the animals intelligence the harder they may be to understand. Some animals cannot be communicated with at all.

Ward

Casts a bubble of protection that stops hostile magic from entering - it can protect from both hostile arcana attacks and from hostile magical creatures. The ward ends either after a specific amount of time has passed or if the ward has received a specific amount of magic damage.

Barrier

Casts a bubble of protection that stops hostile non-magical attacks from entering - it can protect from both hostile non-magical attacks and from hostile non-magical creatures. The ward ends either after a specific amount of time has passed or if the ward has received a specific amount of damage.

Enchant

Casts a small spell on an object. The spell can mimic the magic of a Minor Arcana or Major Arcana. The wielder of the enchanted object will be able to perform the spell even if it's not a spell that they themselves know. For example, a fowldyr whose Major Arcana is fire magic can enchant a sword with that magic and then gift it to a fowldyr whose Major Arcana is water magic - allowing the recipient to now wield both elements!

Projectile

The fowldyr is able to throw an object made of their core material with unnatural speed. The projectile can only have a straight trajectory (it is not a homing missile). They are only able to use this ability on an object they are physically able to pick up and throw. This power doesn't enhance their aim so they will need to practice with this ability to be accurate.

Window to the Soul

The ability to see into another creature's heart and know if they are lying. The fowldyr won't know exactly what they are lying about, but they will get a sensation that a lie has been told - getting the truth out is another matter entirely. Due to the amount of concentration required to use this Arcana, it is used sparingly.

Sentinel

A fowldyr can cast their vision into a nearby object that is made of the same material as their core. This can allow them to see around corners or into rooms where they have no line of sight. They cannot see through a material that is part of a living creature. For example, a fowldyr with a bone core cannot use the bones of a living person to see. The exception to this would be plants. If a fowldyr’s vessel is a plant, that fowldyr can see through plants that are the same species as their core material. (For example, a fowldyr whose core is made of willow wood would only be able to cast their vision into willow trees.)

Harbour

The ability to store one's vessel inside their own body. If their vessel is larger than their body they will not be able to harbour it, however they can still harbour their memento instead (as long as the memento is smaller than their own body).

Immaculate Mask

A fowldyr whose ability to disguise themselves as a human is much more advanced than most fowldyr, allowing them to conceal their tails and even walk with human feet instead of hooves. 

Creator's Note

This Minor Arcana only exists to explain why some of the early fowldyr designs have human feet. In the early stages of this species fowldyr humanoid forms would have human feet, but I quickly realized that I hate drawing feet, so all humanoid forms going forward will have hooves. This ability was added to give an in-universe reason for the human feet so I didn't need to redraw the older reference sheets and these Generation 1 designs would still be considered canon.