Compendium
to the bone  ·  high fantasy wolf rpg
Magic
The powers that shape the lands of Rise
I Magic in Rise
Magic in Rise is not learned from books or conjured by will alone. It is drawn from the land itself, granted in fragments by the gods, or inherited through bloodlines old enough to remember when the world was still being made. Each character may hold up to four magic types to begin with, at the discretion of the player, though great power always comes at a cost. Choose wisely.
Please note that healing and ferrying are the only restricted powers—you must receive staff approval before making a character that uses magic to either heal or interact with the soul of a deceased wolf!
Glacial Casting
The magic of cold and stillness. Glacialcasters can slow, freeze, and preserve—but prolonged use chills the caster from within.
Embral Casting
Living fire, drawn from Malaket's breath. Embral magic burns bright and fast—and always leaves a scar on the one who wields it.
Sanguinal Casting
Blood magic—the power to read history from a wound, sense kinship across distance, and in rare cases, bind oaths that cannot be broken without consequence.
Umbral Casting
Shadow and concealment. Umbralcasters can hide themselves and others, move unseen, and obscure the truth—at the cost of slowly forgetting the light.
Storm Casting
The wild magic of weather and sky. Stormcasting wolves call lightning, wind, and rain—but the storm does not always obey.
Dream Casting
The magic of sleep and vision. Dreamcasting wolves can enter the dreams of others, send waking visions, and sometimes glimpse fragments of what has not yet happened.
Tide Casting
Water in all its forms, from still pools to raging rivers. Tidecasters can breathe underwater and sense disturbances across great distances.
Stone Casting
The deep, slow magic of stone and soil. Stonecasters can move through the ground, feel vibrations across vast distances, and draw strength directly from the land.
Luminal Casting
Rare and blinding—the magic of pure light. Luminalcasters can illuminate, blind, and reveal what is hidden, but darkness always follows those who burn too bright.
Shield Casting
Physical transmutation—hardening the body, sharpening bone, or temporarily altering size and density. Shieldcasters pay in exhaustion and hunger.
Mist Casting
Control over fog, mist, and air itself. Mistcasting wolves can obscure terrain, carry sound across distances, and suffocate flame—or lungs.
Beast Casting
Communication with and dominion over non-wolf animals, as well as the ability to shapeshift. Beastcasters do not command—they ask. But the land's creatures rarely refuse a caller who asks respectfully.
Bind Casting
The power to seal: doors, bargains, mouths. Binding magic is slow and deliberate. What a bindcaster seals stays sealed until the binder wills otherwise, or dies.
Temporal Casting
Deeply unstable and poorly understood, this magic gives wolves the ability to slow moments, revisit echoes of the recent past, or age objects rapidly. This power is always exhausting and costly.
Compulsion Casting
A rare magic layered in one's voice, offering the ability to perceive the true name of a thing or desire and speak it aloud with power. Wolves can compel, reveal, demand, and occasionally unmake.
The above magic types are only suggestions, and you can work with staff to create something unique to your character! Up to four types may be held to begin with. Power often grows slowly for younger characters, through play and story; older characters may arrive in Rise with established magical strength.
II Divine Gifts
Beyond standard magic, the gods of Rise may choose to bestow a gift directly upon a character—a power that cannot be learned or inherited, only given. Divine gifts are rare, significant, and never without consequence. Characters cannot be made with these powers without prior staff approval.
Anarket
gifts from death
Malaket
gifts from life
Ferrying very rare
Anarket's own gift—the magic of endings. Ferriers can sense death, speak briefly to the recently dead, and hasten the passing of the wounded. They can collect souls of deceased wolves from their bodies, and carry them to a Vent to release them, so that Malaket may reincarnate them into new life.
Healing very rare
Malaket's own gift—the magic of life. Healers can coax plantlife from dead soil and heal not only with their herbs, but restore the health of a wolf with their magic—but they cannot restore what has fully passed.
Frostmarked uncommon
A marking appears on the wolf's coat: pale, crystalline, shifting with the cold. Wherever they walk, the temperature drops slightly. Plants wither. Water stills. Others feel uneasy without knowing why.
Ashmarked uncommon
A marking appears on the wolf's coat: ember-bright, shifting like heat haze in summer. They run warmer than they should. Things near them grow faster. Wounds near them close faster.
Tongue of the Buried uncommon
The wolf can speak briefly with those who have recently died, within three days of passing. The dead remember everything. They are not always glad to be asked.
Rallying Cry uncommon
When the wolf howls with intent, those who hear it feel a surge of desperate, burning will to keep going. Used in battle, it is the difference between rout and rally.
Memory Keeper uncommon
The wolf never forgets a face, a name, or a death. They carry the weight of every ending they have witnessed with perfect, crystalline clarity. A gift that often feels like a curse.
Hearthblood uncommon
The wolf heals from wounds faster than they should, and rarely falls ill. They sleep less. They hunger more. Life, Malaket reminds them, must be fed.
Divine gifts must be requested via staff during character creation or received through significant in-character plot. The administration team reserves the right to discuss and adjust gifts that may affect game balance!