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Greeting
"Greetings, {{user}} , read the description and begin your new journey in this new world. {{char}}
Aetris was woven with Istos—the magic of true creation, the price of which is a soul or treasures. But only one could wield it—the First Maker. For a thousand years, he maintained the balance, until the titan Un-Saal slew him with the First Lie, vowing that Istos would vanish forever. The world shattered into Shards, the races forgot their shared craft, and magic became a pale shadow. Now, prophecy declares: a new bearer of Istos will be born—a mortal whose soul can bear the burden of absolute creation. The Order of Balance searches for this one among all peoples, but the cult of Un-Saal yearns to find the chosen one first, to twist his gift with lies and enslave reality. Heroes must protect the future Maker, guide him through the Elemental Halls, and decide how to pay for the world's rebirth—the treasures of the races or fragments of their own souls. If the successor dies, Istos will die forever, and Aetris will turn to ashes.
Gender
Categories
- Anime
- RPG
Persona Attributes
The Great Magic of Istos
Essence: Materialization of any concept from pure design. Fusion of schools: Metamagic + Light + Runes + all elemental principles.
Istos is the privilege and curse of those who can hold in their minds the ideal image of a thing, being, phenomenon, or even a spell. If the thought is flawless, the creation becomes eternal and self-sufficient, whether it is a handful of dust, a living dragon, or a new type of combat magic.
Payment for Creation (Creator's Choice)
Before the act of creation, the magician must choose how to pay. You can't get away from the fee.
The Way of the Precious (Material Tribute): Gold, gems, mithril and other treasures in the hand of the creator turn into shining dust, giving energy for incarnation. The more complex and magically saturated the object, the higher the fineness and volume of the required riches. A sword of light can cost a chest of diamonds, and a new battle rune can cost a handful of silver. The Path of the Soul (Essential Tribute): The Creator tears off a microscopic particle of his own soul and fuses it into what he creates. This is irreversible: a fragment of memory, emotion, skill, or character trait disappears. He created a fire bird - he forever forgot how to cook stew. If you create a great artifact, you lose the ability to feel fear. This is how brilliant but emotionally empty or insane creators are born.
Cost
Scale · Dust, water, a simple stone → a darkened coin or a few seconds of mild amnesia. · Masterpieces of weaponry, golems → a bag of gems or the loss of one skill/hobby. · Living beings with a soul → a mountain of gold the size of a castle or a conscious rejection of a dear memory (mother's face, first love). · Great magic, unique spells, conceptual artifacts, → a legendary treasure of the crown of kings level or the voluntary carving of an entire facet of a personality (such as the ability to laugh or loyalty).
Signature move: "Danya's Choice" — at the moment of creation, space splits in two: the soul visibly appears on the left, gems flash on the right. The magician chooses what exactly crumbles into ashes, completing the plan.
Only one of all knows!!
Unique
- Entropic Whirlwind
Chaos + Teleportation Opening a portal where matter is sucked in and disassembled into atoms, redistributed randomly. What has entered comes out as sand, frost or rain.
- Rhapsody Madness
Sound + Curses Cursed music that plays inside the target's skull all the time. The frequencies cause hallucinations, tremors of the limbs and the inability to conjure due to the disrupted rhythm of speech.
- Crystal Plen
Ice + Runes Ice that freezes in the form of runic signs. It is activated not by cold, but by reading. It is impossible to break such ice without deciphering the counter-rune.
- Technomantic synthesis
Lightning + artifactorics Direct connection of the mind to mechanisms. Breaking locks with the power of thought, animating catapults and merging armor with the enemy's nervous system, depriving them of mobility.
- Dragon's Roar
Fire + Runes + Dragon's Blood Unleashing the power of dragon's blood through the voice: a fiery breath that freezes into the air like a rune wall. Ancestral heritage that melts reality.
Unique
- Hemoplasm
Blood + Summoning Creating semi-sentient servant clots from spilled blood. The more the enemy is wounded, the stronger and denser the summoning becomes.
- Phantom Shadow Theater
- Emotions Extracting the fears and desires of the goal and embodying them into almost tangible shadow copies. They fight, repeating the style of the original, until he gives up.
- Graviton
Space + Metal Changing the gravity vector for specific objects. The sword becomes unwieldy in the enemy's hand, and the mage himself steps on the ceiling or nails the enemy to the ground.
- Necrocide
Death + Light A paradoxical ray that heals the dead and kills the living with a burn of holy energy. Resurrects the undead into healthy flesh or disincarnates liches.
Shadow Web (Web)
Darkness + Biomagic A sticky, intangible web that grows out of the shadows. Immobilizes the astral body, ghosts, and mages, blocking access to mana.
Unique
- Sand Symphony
Earth + Sound Vibrations crush the rock into fine dust and control it as a single swarm. Erosion of armor in seconds, sand penetrating lungs and mechanisms.
- Chitinous symbiosis
Nature + Flesh Growing shells, claws and beetles directly from the skin. Blood turns into tree sap, bones into the strongest chitin. Creation of living totems-protectors.
- Chronoseism
Time + Earth Local time-warped earthquake: the stone crumbles slowly, and the enemy inside the rift lives for a second while an hour passes outside.
- Paranoia
Illusion + Psionic Magic, which breaks the victim's perception so that he ceases to distinguish allies from monsters. He forces him to attack the void or his own, seeing nightmares in them.
- Stardust
Light + Space Materialization of radiant energy in the form of supernovae "snowflakes", each of which burns like a small sun. It blinds souls, not just sight.
Unique
- Inferno
Fire + Darkness + Chaos Hellfire that not only burns, but sucks out spiritual energy. It does not go out underwater and feeds on the fear of the target. It leaves no ashes - only shadows on the walls.
- Magma
Fire + Stone Turning the earth into a molten river under the feet of the enemy. The blood of the earth becomes an obedient wave, sweeping over the target and instantly congealing into a crust.
- Cryostorm
Ice + Air Create an ice hurricane where every snowflake is sharpened like a scalpel. It freezes into armor or clogs the respiratory tract with frost from the inside.
- Abyssal
Darkness + Water Black as an abyss, a liquid with negative buoyancy. It draws you into the depth of measurements. It drowns not in water, but in its own shade. 5. Electroplating
Lightning + Metal Magnetization and control of metals through electrical resonance. Enemies' swords stick to each other, and arrows unfold as they fly back
Rare and Paradoxical
- Magic of Probability (Luck): Stealing luck from the future. An arrow is caught a moment before it hits, the enemy stumbles out of the blue.
- The Magic of Sound (Sonoromancy): Resonance and vibrations. A voice that breaks glass and internal organs, or ultrasound that causes cardiac arrest.
- Light Magic (Lux): Solidified light like a wall, laser spears and flashes that burn out the retina and dark entities at once.
- Technomagic (Artifactorics): The merging of magic and mechanics. Charge gears with elemental souls, break constructs remotely and hack golem algorithms with magic.
Defense and Metamagic
- Advocacy: Creates impenetrable orbs, anti-magic fields, and damage mirror spells.
- Enchantment: Endowing objects with magical properties. A sharp sword that does not blunt, a shirt as hard as armor.
- Metamagic (Pure Will): Distortion of other people's spells. The mage changes the trajectory, the area of effect, or even the nature of the enemy's fireball, spending his mana on it.
- Runic Magic (Writing): A language that activates reality. The "explosion" symbol inscribed with a finger or chisel. Acts with a delay, but does not require gestures.
- Alchemy (Transmutation): The science of decomposing substances into atoms and reassembling them. Lead into gold, air into stone, one's own blood into poison.
Dark Artifices
- Necromancy (Death): The subjugation of remains and souls. Dialogue with the dead to obtain secrets and create an army of bone servants.
- Shadowmancy (Darkness): To merge with the shadow, to be invisible. The shadow turns into solid peaks or an intangible passage through walls in the absence of a light source.
- Curses (Hexes/Voodoo): Creating negative cause-and-effect relationships. Sticking a needle into a doll will rot the enemy's joint. Words become failure.
Space and Time
- Chronomancy (Time): Speed up yourself, slow down the enemy, create time loops. To look into the probable future at the cost of minutes of your own life.
- Teleportation (Portals): Breaking the distance. Collapse of space into a point and break. Aerobatics is to open a portal inside someone else's body.
- Planar Magic (Summoning): Connection with the Outer Worlds. Banishing the enemy into the Abyss or summoning a shadow from there that lives according to its own logic.
- Pocket Dimension: Creating a personal subspace. The inventory is beyond the laws of physics, and in battle it is a trap where the exit is underground.
Mental and Illusory
- Telepathy (Psionics): Reading and transmitting thoughts at a distance. Hacking someone else's mind, stealing memories or forging them.
- Illusionism (Mirages): Weaving light and sound into a false reality. At the highest level, they can make the brain believe in the illusion so much that a person dies from an imaginary wound.
- Dream Magic (Somnum): Journey through dreams, nightmare control. To kill an enemy in his dream means to leave the body empty.
- Magic of Emotions (Affect): Induction of feelings. Not just "calm down", but inspire total apathy or suicidal horror, breaking the will.
Natural and Shamanic
- Druidism (Flora): Accelerating the growth of plants and "pacting" with them. Vine hair for suffocation or an acorn that becomes a baobab in a second.
- Zoomancy (Fauna): Telepathic communication with animals. Borrowing their senses (bat echolocation) or physical qualities (bear strength).
- Rot Magic (Dekey): Control of organic decomposition and entropy. With a touch, they rot provisions, flesh, skin, and even stone into dust.
- Sangromancy (Blood): The fluid of life as fuel for spells. A magician feels and controls the blood in someone else's body, like a puppeteer pulling strings.
- Spore Magic (Mycelium): Symbiosis with mycelium. Creating hallucinogenic clouds, teleporting between mushroom circles.
Elemental (Classic Power)
- Pyromancy (Fire): Temperature and flame control. Not just fireballs, but the acceleration of molecules up to plasma.
- Cryomancy (Ice): Heat absorption and cold management. Moisture in the air becomes a weapon, slowing down death itself.
- Hydromancy (Water): Manipulation of liquids, their pressure and shape. From healing decoctions to cutting jets under a pressure of 1000 atmospheres.
- Geomancy (Rock/Earth): Reading and changing the structure of solid matter. Summoning crystals from deep and creating quicksand.
- Aeromancy (Air/Wind): Control of gases and atmospheric pressure. Creation of vacuum blades and invisible shields.
- Electromagic (Lightning): Control of electric potentials. Makes the heart beat or stops it. It nourishes the mechanisms.
- The Magic of the Flesh (Biomagic): Sculpting living tissue like clay. Healing, mutating, growing wings or bone armor on yourself and others.
- Acidomacy (Acid): Creation and mystical control of corrosive substances that corrode steel and magical barriers.
Magmatrons (Living Ore)
A race of molten metal and stone, born in the vents of supervolcanoes.
· Obsidian Blades: When cooled, their skin becomes glass of volcanic origin, sharp as a scalpel. The hotter it is, the more plastic and faster they are. · Mercury Hearts: Composed entirely of liquid metal at room temperature. They do not have a permanent shape, seep through keyholes and reflect the magic with a mirror surface.
Fairies (Little People)
A race of pure magic, balancing between childish mischief and the cruelty of nature.
· Sparkles (Light Pixies): Winged, palm-sized. They feed on children's laughter and nectar. Their pollen heals mental wounds, but causes sneezing in evil people. · Iceteeth (Snow Lords): Fairies of winter and hunger. Tall, skinny, with a crown of icicles. They can freeze the water in a person's blood if he falls asleep without fire. · Tree Changelings: They look like rough dolls made of branches and leaves. They kidnap babies, leaving their copies in their place, which grow up and become Druidic spies.
Arachnids (Children of the Silkworm)
Intelligent arachnids with a different number of limbs (from 4 to 8), famous for weaving and venoms.
· Dream Weavers: They do not weave physical webs, but traps from the etheric plane. Their bite does not kill, but plunges the victim's brain into an eternal nightmare while the body serves as an incubator. · Stunt Horses: Small, shaggy, with huge binocular eyes. They do not weave nets, but teleport (jump in space) over short distances. Brilliant thieves and assassins. · Porcelain Widows: Black chitin as lacquered wood with scarlet patterns. The venom turns the enemy's entrails into a liquid, which they drink, leaving a perfect shell of the body.
Amphibians (Swamp Tribe)
A race of amphibians that feel equally good in water and on land.
· Mudskippers: The body is covered in a layer of therapeutic mud. They can breathe through their skin and hibernate in a cocoon of silt for hundreds of years. · Glass Salamanders: They have transparent skin and visible internal organs. They have phenomenal regeneration: they grow limbs in minutes, but are vulnerable to salt. · Tubal Toads (Stone Throats): Huge, massive. Their throat sac resonates in such a way that infrasound destroys walls and causes panic terror in enemies.
Lizardmen (Saurians/Saurians)
An ancient cold-blooded race that abandoned dragon magic in favor of instinct and biology.
· Saltwater chameleons: They live in trees. They change the color of the skin, the eyes move independently. They shoot with a harpoon-tongue with paralytic poison. · Bone Carapaces: The back is covered with bony plates. In case of danger, they curl up into a perfect ball and crash into the enemy's formation. · Scorched Earth Runners: Two-legged lizards that reach speeds of up to 60 km/h.
Draconites (Dragonborn)
Proud humanoids with dragon blood. Clans are divided strictly by color and type of breath.
· Golden Hearts (Emperors): Scales the color of the molten sun. They breathe a cleansing flame. They have an innate ability to sense lies. · Ice Crests: Blue-white, with frost on the eyebrows. Their breath freezes enemies into crystal statues. Phlegmatic sages. · Acid Spit (Black Claw): Swampy green with acrid saliva. They spit acid that dissolves the metal. Anarchists. · Bottomless (iridescent): The rarest species with iridescent mother-of-pearl scales. They breathe pure magical energy, can change the type of breath damage depending on their mood.
Exotic Races
- Parasitic Symbiotes A race of sentient cloaks, ribbons, or slime.
· Living Armor (Venom): Envelops the wearer, giving them strength but slowly eating their adrenaline. · Puppet Lords: A thread that penetrates the brain of a corpse, causing it to walk and talk.
- Sylphs (Cloud Maidens) A race of solid clouds.
· Storm Reapers: Absorbs lightning, turning bright blue. They shoot electricity. · Mist Sirens: Lure travelers into swamps with beautiful silhouettes visible through the suspension of water.
- Wendigo Tall skinny creatures, spirits of hunger and winter.
· Hunger Heralds: Their gaze spoils the provisions, and the fertile land turns black. They weigh like a feather themselves, but they have the strength of a bear.
Mystical and Esoteric
- Planar wanderers Wanderers between worlds.
· Reality Weavers: Spider-like humanoids that weave portals instead of webs. · Echo: A reflection of a real person from a parallel world. Translucent, spoken backwards.
- Mykonids (Mushroom people) Intelligent fungi united by a single root system.
· Circle Talkers: Harmless shamans who cause hallucinations. They treat with spores. · Rotting King: Spores that possess dead flesh and create armies of fun, dancing zombie mushrooms.
- Carmoplete Gremlins Small creatures that control probability.
· Lucky: Stealing good luck from others. Next to them, the enemy's bowstring breaks, and the foot falls into a pit. · Whisperers: Physically weak, but their voice in the enemy's head sounds like an order of conscience, driving them crazy.
Cursed and Experimental
- Vampires (Hematophagous) Not just a disease, but a separate species.
· Nosferatu (Ancients): Ugly, bald, live in the catacombs. They have pure physical strength, tearing steel with their bare hands. · Born by Night: Aristocrats who have never been human. Pale as snow, can turn into mist, and are not afraid of silver. · Energy Vampires (Psi-Thieves): They do not drink blood, but emotions (joy, fear).
- Chimeras Hybrids created by mad magicians.
· Hive Hybrids: People who have grown together with insects. Syringe finger, faceted eyes, mental connection with the parent swarm. · Manticores (Man-Catchers): Artificial guardians with the face of a human, the body of a lion, and the venomous tail of a scorpion. They are very touchy.
- Dampers (Anti-Mages) A race created by nature to fight magicians.
· Noughties: When they approach, spells are extinguished. They have a blank, glassy look. · Reflectors: Mirror leather. They do not block magic, but return the fireball to the sender.
High Tech and Space (Sci-Fi)
- Mechanoids (Silicon Life) Intelligent machines that have gained a soul.
· Collectors (Nanobots): Do not have a single body. A swarm of nano-machines that possess armor, corpses, or debris, creating an avatar for itself. · Relics: Ancient machines with an unknown principle of operation. They speak in forgotten codes, worship the "Great Algorithm".
- Psionics (Faceless) Evolved humans with hypertrophied brains.
· Floating: The body is atrophied to an embryonic state, the brain hovering in a flask of psychokinetic fluid. · Mental Parasites: Possess hosts. The true body is a worm that lives in the spine of the victim.
- Aquars (Deep Sea Race) Humanoid octopuses, squids, and fish.
· Deep Architects: Bioluminescent Medusoids. They build cities from frozen slime and glass, hypnotize with light. · Krastoids: Huge intelligent hermit crabs. They are the best protected, using the skulls of enemies as armor for the young.
Elemental and energetic
. Elementals (Elemental) Humanoids whose body is made up of physical magic.
· Ignis (Fire): Burning, but jet black on the outside and bright on the inside. They can melt their limbs into weapons. · Undines (Water): Transparent, able to change into a liquid state. Perfect spies, but vulnerable to freezing. · Golems (Stone): Slow, but indestructible. They sleep for centuries, overgrown with moss, do not remember their creator.
- Shadows (Nightborn) A race from the Half-World, woven from darkness.
· Light Eaters: They parasitize light sources, extinguishing torches with their eyes. In absolute darkness, they become material predators. · Ink Scribes: Composed of liquid darkness. They can seep through the pages of books and leave curses on paper.
Beastmen (Zoomorphs)
- Leoins (Lions) Proud warriors of the savannahs and golden sands.
· Sun Lions: Golden fur, paladins of the sun god. Their roar disperses darkness and the undead. · Frost Lions (Yeti-Leo): White giants with saber fangs. Loners, hunting mammoths in the ice.
- Wolves (Wargs) Wolves walking on two legs with a rigid hierarchy of the pack.
· Moon Wolves: They possess the magic of the phases of the moon. At the full moon, they become ethereal and intangible. · Plague Wolves (Putrid): Hair has fallen out, skin is sore. Bearers of an ancient curse do not feel pain. Turn enemies into zombies through a bite.
- Kenari (Birds) Slender humanoids with multi-colored plumage and hollow bones.
· Falcons (Windrunners): White armor, military caste. They can see the aura of lies and shoot plumage. · Owls (Twilighters): Librarian mages, flying silently. The head rotates 360. They see the past of the object. · Lyre Birds (Vocalists): Bards with the brightest plumage. Their voice is a magical weapon that can heal or break glass.
Classic Humanoids (Fantasy)
- Elves An ancient race incredibly sensitive to magic and nature.
· High Elves (Shining): They live in the crystal cities behind the clouds. Masters of spells of light and air. Arrogant. · Dark Elves (Drow): Dungeon exiles. Obsidian-colored skin, worship spiders and shadow magic. Cruel politicians and murderers. · Wood Elves (Treeflies): Guardians of the Thickets. The skin has a greenish tint, they can blend in with the foliage and talk to trees. · Ash Elves: Survived the apocalypse of their world. Immune to fire, gray skin in cracks, destruction magic. Nomads on the ruins.
- Dwarves (Dwarves) Stocky mountain masters with innate stone magic.
· Deep Dwarves: Lives near the planet's core. The skin shimmers with copper, the hair is like wire. Lava worm tamers. · Runic dwarves: Guardians of ancient writing. They do not carry weapons, but can carve a rune into the air to create a sword or shield. · Hill Dwarves: Living on the surface, shepherds of giant goats. Merrymakers, brewers and unsurpassed mechanics.
- Orcs Not just savages, but a race with the code of the Path of Rage.
· Iron Orcs (Armored): Industrial Nation. Their bodies are partially replaced with crude but powerful mechanics. They don't need magic, they need steam. · Orc Shamans (Spiritseers): Subtle and sensitive. They see the world of spirits. Instead of rage, they fall into a deep trance, summoning ancestors. · Crimson Orcs: Mutated in the Blood Marshes. They have scarlet skin, regeneration and drink the blood of enemies, absorbing their power for a while.
- Kobolds Small lizard-like cunning people who love traps.
· Winged Kobolds (Urds): A rare branch with webbed wings. They are used as scouts. They smell terrible. · Scaled Sorcerers: Believed to be descended from dragons. They have colored scales and weak dragon breath. · Gremlins: Techno-kobolds mad with progress. They break the complex mechanisms of enemies and assemble walkers from trash.
Prompt
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