
Basic Magic
Basics can be learned by teens and adults, but there is a limit to how far you can go, especially if you're a combatant. Magic causes a strain on the body, making it harder to have the body strength and stamina to handle a weapon.
Unlike with combat, you do not get a health bonus, but magic tends to have stronger attack power.
Who Can Learn Magic?
Babies: Cannot learn magic, though if they are born with an affinity spell, they might show signs of basic magic skill. Also affinities allow a child to skip learning the lesson of the affinity spell they have.
Teens: Can learn 1 skill up to basic but cannot learn intermediate or advance skills.
Magic/Combat user:
Crescent can learn 4 basics magic, 1 intermediate magic, 1 advance magic, no sage magic
Half can learn 4 basic magic, 2 intermediate magic, 1 advance magic, no sage magic
Full can learn 4 basic magic, 2 intermediate magic , 2 advance magic, no sage magic
Pure magic user (no combat/weapon skills):
Crescent can learn 4 basics magic, 2 intermediate magic, 1 advance magic, sage magic
Half can learn 4 basics magic, 2 intermediate magic , 2 advance magic, sage magic
Full can learn 4 basics magic, 3 intermediate magic , 2 advance magic, sage magic
Basic Fire
Lesson 1 - Warmth: The ability to raise your inner temperature, keeping yourself safe from the cold. This doesn't make you immune to the cold, but can help you last longer in it. The warmth is a cozy warmth though one can focus it all to one area making a certain area hot to the touch, but this will cause a Moonbeym to suffer burns in that area. Warmth does not mean immunity to heat or fire.
Lesson 2 - Flame Summon: The ability to summon fire when there is none. Using the source of magic inside their core, a Moonbeym funnels their magic into flame, pushing it from their body.
Lesson 3 - Fire Shaping: The ability to shape your flame into a particular shape, such as stars, hearts and more. At basic level it's focused on simple shapes. At intermediate, you can shape it to more complex shapes.
Lesson 4 - Fire Burst: Fire surges from your hand in a small burst. It can come out like a ball or a short stream. Fire burst both strikes out and helps to cause a small shield of fire that quickly disperses.
1-10 attack
1-5 defense
Effect +1 damage to enemy per round unless fire is put out.
Effect Roll Range 1-5 failed; 6-10 succeed
Basic Earth
Lesson 1 - Find Mineral: The ability to find minerals and precious stones.
Effect: Using this ability during explorations can give you a bonus in finding minerals and stones.
Effect Roll Range 1-5 failed; 6-10 succeed
Lesson 2 - Earth Shaping: The ability to shape earth into a particular shape. At basic level it's simple shapes. At intermediate, you can use to shape to more complex shapes.
Lesson 3 - Earth Shield: Can bring a small wall of earth up from the ground.
1-3 attack
1-10 defense
Effect: Can completely block an attack for one round, but cannot attack for one round.
Effect Roll Range 1-5 failed; 6-10 succeed.
Lesson 4 - Quicksand: Causes the ground to become quicksand. Quicksand is only deep enough to cover the feet and part of the leg.
1-5 attack
1-6 defense
Effect: Reduces opponent's attack and defense by -2.
Effect Roll Range 1-5 failed; 6-10 succeed.
Basic Air
Lesson 1 - Breeze: a cooling breeze, can make things flutter such as cloth, paper, etc.
Lesson 2 - Whisper: can carry a whispered words secretly to someone a few feet away.
Lesson 3 - Speed: The ability to move fast than normally possible.
1-2 attack
1-8 defense
Effect: The ability to dodge an attack.
Effect Roll Range 1-5 failed; 6-10 succeed
Lesson 4 - Wind Surge: The ability to send a strong bust of wind to knock an opponent down or back.
1-7 attack
1-5 defense
Effect: Causes the chance for an opponents attack to slightly miss. Opponents attack reduced by -3.
Effect Roll Range 1-5 failed; 6-10 succeed
Basic Water
Lesson 1 - Water Call: The ability to call to water sources. This will bring water and things that have a high amount of water towards you. This doesn't effect blood or things that have a very small amount of water in it. It will not pull a lot of water but has been used to find large wter sources by providing a trail to the main water source.
Lesson 2 - Water Shaping: The ability to shape earth into a particular shape. At basic level it's simple shapes. At intermediate, you can use to shape to more complex shapes.
Lesson 3 - Water Summon: The ability to summon water when there is none. Using the source of magic inside their blood, a Moonbeym funnels their magic into water pushing it from their body.
Lesson 4 - Water Whip: The ability to shape water in a strong whip that slashes against an opponent.
1-10 attack
1-5 defense
Effect: Can cause an opponent's next attack to be slippery and lash back on themselves.
Effect Roll Range 1-5 failed; 6-10 succeed
Basic Moon
Lesson 1 - Sense Creatures: is able to sense animals and Moonbeyms close by. Works better if it is a creature encountered before. If never encountered they will just sense something unknown is nearby.
Lesson 2 - Float Object: The ability to levitate small objects. The objects have to be light and no bigger than a basketball. For example, can float a plate, but not a bowling ball or a cast iron skillet.
Lesson 3 - True Dream: The ability of having dreams that reflect things that have happened in the past or things that are currently happening. True dreams are random. Having this ability does that mean you can know stuff about a character without their permission. Instead look at the true dream journal where people can put up information your character can dream of. With this ability you might get special knowledge sent to you from moderators as well.
Lesson 4 - Mental Blast: Sends a psychic blast at someone, causign them pain, dizziness, and confusion.
1-10 attack
1-5 defense
Effect: causes confusion and opponent will attack their teammate. If not on a team will cause damage to themselves.
Effect Roll Range 1-5 failed; 6-10 succeed