Dragons shouldn't need any introduction, they're scaly, vaguely reptilian, sometimes fire-breathing fantasy creatures that most people know about. Better yet, they come in all the forms you'd expect... there are bipedal ones, quadrupedal ones, snake-shaped ones, wyverns, hydras, and even the wingless lizardfolk... which somehow fall under this category. Dragons aren't exactly the most agile of the bunch, however, they have one thing that phoenixes and their cousins, the dracoavians don't... defense! Their scales are thicker and tougher than a dracoavian's, and defend against more than a phoenix's feathers, even if they can't revive, it's not easy to keep them down in a fight. Oddly enough, some dragons may grow a 'mustache' of feathers for some unknown reason... usually, only the older dragons grow that, though.
Dracoavians are a strange bunch... they seem to be a mix between a dragon and a phoenix, and how much they look like one or the other seems to vary wildly. You have everything from dragons with some more feathers than usual to phoenixes with bat wings... not only that, but like dragons, they can be bipedal, quadrupedal, snake-shaped, or even... raptor-looking... feathered raptor-looking, specifically. They are typically fast, and agile fliers, are typically quite quick on their feet, and have a fifty percent chance to just get back up from getting knocked out. Some rumors suggest that they may come back from DEATH, itself, though, nobody seems to want to test that rumor out. Like dragons, they can 'breathe' one of the elements they can use, but unlike dragons, they don't have a lot of defense. They're at least good at defending against magic attacks, so long as they aren't weak to that type of magic.
Phoenixes are just what you'd expect, mythical, powerful, magical birds with the ability to cheat death if either of the elements they control are near their ashes. This, of course takes some time to actually work, and said ashes can be moved to an area that doesn't HAVE said elements to keep them from reviving. Just as well, they also get back up from getting knocked out quicker than most, and while it's guaranteed, it's still slower than the dracoavians. Strangely, not ALL of them are capable of flight, and some of them might even be quadrupedal, somehow, with others looking like penguins, or ostriches. They're naturals at using magic, though they're especially good at using magic to heal.
Gryphons... the part-bird, part-cat creatures have recently been found to be related to chimeras, somehow. They don't JUST come in bald eagle / lion mixes, but really any bird, plus any cat, though, both 'parts' will be the same size so they can fit on each other, and work as one thing. They aren't even limited to being quadrupedal, for some unknown reason. They're at least decent fliers, and quick enough on the ground, but their main draw is their incredible physical attack. Whether they use weapons, or their own talons, they seem to be really good at just attacking the enemies... as a result, many of them only have one magic, and two physical skills.
Chimeras are a mixed up creature that seems to consist of three completely different creatures. Pretty much any three creatures, save for horses, can be a part of the mix, and they can easily have up to three heads, with two or three being more common than one. Since chimeras are such a varied thing, they don't really have any 'trends'. There are as many fast chimeras as there are slow ones, and there are as many tough ones as there are frail ones, with such traits relating to exactly what three creatures they're a mix of. Gryphons are said to be a very special mix of chimera.
Golems are just about the closest you'll get to a humanoid in this world. They consist of a core that uses a specific material to build a vaguely human-shaped body out of. This material can be anything from dust and leaves to more traditional metal or clay... even liquid or gaseous water can be used as a 'material' in this case. They don't exactly feel pain in the same way most creatures do, since they can just replace a broken arm with a few rocks, and won't get knocked out or die unless you damage their core enough. While their core is magical in nature, they're more about physical attacks than magical attacks, and typically only have one magical element, one that's usually tied to whatever material they prefer to make bodies out of.
Dark colored, ghostly beings that can look like anything else on the 'species' list with piercing, yellow eyes. They are hard to hit due to their ethereal, ghostly nature, and they can even pass through walls and the floor to evade attacks... however, once an attack actually LANDS a hit on them... they tend to fall apart. They are always capable of using the rare dark magic, as well as at least one other magic type, and often try to look like specific 'people' who can use at least one of their non-dark magic types. As shadowy ghosts, they are almost impossible to see in the dark, especially given the fact that they can just dim their eyes to make sure they can't be seen. They are naturals at using magic to attack.
Slimes are some kind of sapient, giant colony of bacteria, or some other microscopic thing... unlike most creatures on this list, their entire body is usually just one color. They are shapeshifters, however, they have a 'base' form that they return to once they're done shapeshifting... said base form, again, looks like something else on this list. They can fit into tiny spaces, and even temporarily mimic one type of skill, be it physical or magical in nature, be it used by a friend or a foe, and use it ALMOST as well as the original could. They can also, if they're large enough, try to suffocate the enemy, causing them to, well, fight for air for a while. They also don't take a lot of damage from physical attacks, but magical attacks can be their bane... and along with their mimicry, they can use one type of magic.
While most people don't want to be called 'furries', it's the most accurate name we have at this time. This category covers a wide range of animal-folk, though humans were only capable of becoming 'furries' based on mammals. They have a rather wide range of abilities, but as a trend, they tend to be fast, and strong... however, this 'trend' doesn't apply to ALL of them, after all, an elephant man can't be expected to move too quickly, and a mouse person can't be expected to be TOO strong, not that they can't try to BECOME faster or stronger, respectively. Despite the name, not ALL of them are bipedal, though, most of them would PREFER to at least be remotely capable of holding things. Some people also try to apply this category to the various animals that have been effected by the change, however, since those animals aren't JUST mammals, being every animal species except for horses, many argue against lumping them in with the 'furries'.
There are twelve available magic types in this RP. You may pick either two common, two uncommon, one common and one uncommon, one common and one rare, or one uncommon and one rare. You may NOT choose two rare magical elements without my permission.
Common elements:
1.) Fire (Pretty self-explanatory, create and control flames. Can heal with a specific rune equipped.)
2.) Air (Can control wind currents, and create wind that is somehow razor-sharp, and, if skilled enough, can even use this magic to fly, even if they aren't capable of doing so, normally, or create a vacuum around the enemy's head.)
3.) Water (Can control and create water to attack with the pressure of the created water blasts being dependent on skill. Can heal even without a rune equipped. CANNOT use this element to freeze said water, that would fall under 'ice' instead.)
4.) Stone (Can also be called 'Earth'. Create and control the ground under your feet, and just attack with giant stone fists if you so choose. Skilled users can potentially make an entire building with it if they want.)
Uncommon elements:
5.) Lightning (Or electricity... much like fire, it's pretty self-explanatory. Create and control electricity, and shoot lightning bolts from wherever you choose... skilled users can make a lightning bolt hit their enemy... and stay there for at least a second. Can heal with the proper rune equipped.)
6.) Ice (Can create, and control solidified water, and can even just lower the temperature either around them, their enemies, or in the room. Their main attacks involve icicles, or blizzards, and skilled users can use a blizzard to just bury an enemy in snow.)
7.) Nature (As opposed to stone, this magic involves mainly plants, and small animals, as well as the poisons and venom said plants and animals can possess. Skilled users can bind their enemy in poisonous, spike-covered vines as big as a small car around its base. Can heal even without a rune equipped.)
8.) Magma (The more destructive, powerful, and risky form of fire magic, this magic involves lava, or magma... molten rock in either case, and, while it's incredibly damaging, it... is also really hard to control, and might hurt your allies, as well.)
Rare elements:
9.) Darkness (Control the shadows around someone, or create creatures, and attacks from said shadows... also deals with hexes, curses, and a wide variety of debuffs, and statuses. Despite its name, and despite its reputation, this element can actually heal without a rune equipped... granted, it does so via making an ally sleep, but still.)
10.) Light (The exact opposite of darkness. Control and create light to attack with, or to defend with. Most users of this magic attack with lasers, and defend with almost invisible light barriers. Can also heal without a rune equipped.)
11.) Void (Quite literally, nothing. More accurately, anti-magic. This magic isn't typically used to attack directly, and is best used to disable the enemy's magic, or just disable the enemy in general... this is one of the few elements that can be created by combining two kinds of magic in an attack, in this case, light and dark. Users of this element have natural resistances to MOST kinds of magic, save for light, dark, and art, which they are weak to, instead.)
12.) Art (An... odd magic type that focuses on creating drawings, and having said drawings literally come to life. It's hard to learn, and even harder to master, but it's worth it, since, at the highest skill levels, there's almost nothing this magic can't do. Can heal with the proper rune equipped.)
Common elements:
1.) Fire (Pretty self-explanatory, create and control flames. Can heal with a specific rune equipped.)
2.) Air (Can control wind currents, and create wind that is somehow razor-sharp, and, if skilled enough, can even use this magic to fly, even if they aren't capable of doing so, normally, or create a vacuum around the enemy's head.)
3.) Water (Can control and create water to attack with the pressure of the created water blasts being dependent on skill. Can heal even without a rune equipped. CANNOT use this element to freeze said water, that would fall under 'ice' instead.)
4.) Stone (Can also be called 'Earth'. Create and control the ground under your feet, and just attack with giant stone fists if you so choose. Skilled users can potentially make an entire building with it if they want.)
Uncommon elements:
5.) Lightning (Or electricity... much like fire, it's pretty self-explanatory. Create and control electricity, and shoot lightning bolts from wherever you choose... skilled users can make a lightning bolt hit their enemy... and stay there for at least a second. Can heal with the proper rune equipped.)
6.) Ice (Can create, and control solidified water, and can even just lower the temperature either around them, their enemies, or in the room. Their main attacks involve icicles, or blizzards, and skilled users can use a blizzard to just bury an enemy in snow.)
7.) Nature (As opposed to stone, this magic involves mainly plants, and small animals, as well as the poisons and venom said plants and animals can possess. Skilled users can bind their enemy in poisonous, spike-covered vines as big as a small car around its base. Can heal even without a rune equipped.)
8.) Magma (The more destructive, powerful, and risky form of fire magic, this magic involves lava, or magma... molten rock in either case, and, while it's incredibly damaging, it... is also really hard to control, and might hurt your allies, as well.)
Rare elements:
9.) Darkness (Control the shadows around someone, or create creatures, and attacks from said shadows... also deals with hexes, curses, and a wide variety of debuffs, and statuses. Despite its name, and despite its reputation, this element can actually heal without a rune equipped... granted, it does so via making an ally sleep, but still.)
10.) Light (The exact opposite of darkness. Control and create light to attack with, or to defend with. Most users of this magic attack with lasers, and defend with almost invisible light barriers. Can also heal without a rune equipped.)
11.) Void (Quite literally, nothing. More accurately, anti-magic. This magic isn't typically used to attack directly, and is best used to disable the enemy's magic, or just disable the enemy in general... this is one of the few elements that can be created by combining two kinds of magic in an attack, in this case, light and dark. Users of this element have natural resistances to MOST kinds of magic, save for light, dark, and art, which they are weak to, instead.)
12.) Art (An... odd magic type that focuses on creating drawings, and having said drawings literally come to life. It's hard to learn, and even harder to master, but it's worth it, since, at the highest skill levels, there's almost nothing this magic can't do. Can heal with the proper rune equipped.)
Name: (Please give us your name... also note that they were human, so no names that are TOO weird.)
Age: (How old is your character in years?)
Gender: (Male or female... if you plan on having them change genders via the change, put the gender they are POST-change.)
Species: (Please choose from the list above)
Appearance: (A picture, or a nice text description will work for this.)
Bio: (What happened to them before the meteor? What did they try to do while it was hurtling towards Earth?)
Skills: (Typically one physical skill {a weapon proficiency, or just punching, kicking, scratching, slashing} and two magical skills.)
Weaknesses (x2): (Choose three if you have a normal set of magic, up to five if you have art, and only Light, Dark, and Art if you have void)
Strengths: x0.5 - (choose one if you have normal magic, up to three if you have art, and all of the basic eight if you have void), x0 - (choose one unless you have void magic), x-1 - (choose one unless you have void magic)
Runes: (Leave this empty for now... runes will be found and once they are, you can put any equipped runes and their effects here.)
Other: (If you want to put any more info that doesn't fit into any of the other categories, put that here.)
Age: (How old is your character in years?)
Gender: (Male or female... if you plan on having them change genders via the change, put the gender they are POST-change.)
Species: (Please choose from the list above)
Appearance: (A picture, or a nice text description will work for this.)
Bio: (What happened to them before the meteor? What did they try to do while it was hurtling towards Earth?)
Skills: (Typically one physical skill {a weapon proficiency, or just punching, kicking, scratching, slashing} and two magical skills.)
Weaknesses (x2): (Choose three if you have a normal set of magic, up to five if you have art, and only Light, Dark, and Art if you have void)
Strengths: x0.5 - (choose one if you have normal magic, up to three if you have art, and all of the basic eight if you have void), x0 - (choose one unless you have void magic), x-1 - (choose one unless you have void magic)
Runes: (Leave this empty for now... runes will be found and once they are, you can put any equipped runes and their effects here.)
Other: (If you want to put any more info that doesn't fit into any of the other categories, put that here.)