I'll make the proper roleplay thread soon. Since a small number of people have joined so far and everyone's characters look good I think everyone will be joining.
But first I need to sort out the magic thing really quick.
@Emmylove-Is-FINALLY-Done-With-School You said your character is really good at controlling wind and rain. This is fine.
@Relsey It appears your character is strong with elemental magic and fire magic in particular? Given the abilities she has with fire you may want to consider making this her magical affinity as her magic is strong she'll need at least one or even two. This also means the chance to develop an elemental mutation which has both positive and negative effects. I've already covered this in the new magic section of the document which I've added below. The pocket dimension is something more related to Void magic and occurs with 'Void-forged' objects but objects can be enchanted to simulate this 'pocket dimension'. I think, because of her background and abilities, she can do this but would have had to involve enchanting something. It doesn't have to be an object. Just expand on this a little and let me know?
@Trix Your character can control ice magic. It all looks good here and the effects of use are also very good. Still, you may want to read the magic section just in case.
@EllieGrace Because mind magic requires a large amount of magical strength your character can have two magical affinities if you want. I assume one would be the mind control ability.
Just so you don't have to go back to the document here is the information on Vaitassiens, elemental magic and affinities. Everyone's magic all looks good but I'd appreciate if you take a look at this. (sorry about the length)
Vaitassiens
Only present in humans, fairea and elves.
Magic flows and pools into these mental wells. All humans, fairea and elves have one but not all have the ability to use it. Some have ‘dried up’ Vaitassiens which means they don’t have magic at all but this is an incredibly rare disability. Shallow Vaitassiens are a much more common handicap and sometimes means the user can’t use magic at all but this can be remedied through the use of methods like runes and incantations which channels magic from the world around them. Deeper Vaitassiens are less common but the deeper it is, the more powerful one’s abilities are and the more likely they are to have a powerful magical affinity.
When a person uses magic, the level of magic that is stored in their Vaitassien goes down but it will regenerate over time. If too much magic is used at once then it can lead to the depletion of the Vaitassien which results in - from least to most severe - nosebleeds, coughing up blood, internal bleeding and eventually, death.
Copious amounts of magic used over a period of time can lead to mental decay. This decay is known as aurocor and is evident through the narrowing of the pupil (cat eye). The narrower the pupil becomes, the greater the decay. It causes the victim to go mad and become addicted to magic. As using magic makes it worse, when aurocor occurs it’s usually too late. A different form of this corruption can be found in other races but isn’t the same because of the different uses of magic.
Affinities
These only occur in races that have a Vaitassien.
If an individual has an affinity, or more than one, then at least one is usually elemental. Magical affinities give a person ease of use and an instinctive tendency to use the magic.
An individual that has a deep Vaitassien is more likely to have more than one but rarely more than two and those with shallow Vaitassiens never have any affinities for the most part.
Healing is a rare magic and is only found as an affinity. Those with the ability to use healing magic cannot use any other magic and those who do not have an affinity to healing magic cannot use healing magic. These special individuals tend to be emotionally detached by nature.
Elemental magic
The most common form of magic is elemental magic.
Elemental magic is also incredibly flexible and the uses can be nearly endless if the user is skilled and practised enough. Elemental magic usually requires the least training but mastering them can take years. They also cause the least negative effects.
Sometimes, those with an elemental affinity will develop a physical mutation that corresponds with the element but this is rare. Mutations only affect a user slightly and are sometimes not noticeable but there are rare examples where a person is dramatically affected.
Elemental magics and their mutations: (If your character has an elemental affinity I will roll a dice to see whether or not you get a mutation and how severe it is)
Ice (Mutation: body temperature runs unusually low and they are vulnerable to the cold but can withstand high temperatures - overcharging can cause internal freezing)
Water (Mutation: have strong lungs and can hold their breath for unnatural lengths usually coupled with increased stamina - overcharging can cause a buildup of fluid in vital organs)
Earth (Mutation: stronger than usual without training and have slightly tougher skin which means resistance to physical injuries - overcharging can cause crippling joint and muscle stiffness)
Air/wind (Mutation: lighter than their body type suggests and they can fall from greater heights with less injury - overcharging can cause light-headedness and violent nausea)
Electricity (Mutation: able to move faster than usual and they have increased accuracy in general - overcharging can cause unnaturally rapid heart rate)
Plants (Mutation: don't need as much sustenance or the usual nutrients from food - overcharging can cause crippling growing pain-like sensations and weakness)
Fire (Mutation: body temperature runs unusually high and they can't handle the heat but do well in uninhabitable cold climates - overcharging can result in severe overheating)