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No doubt you have been able to sense it. Maybe you don't quite know why you're here, but there's something different about this city. An ancient art is returning to this modern world: magic. Embrace it or reject it - the choice is yours.
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Amor Fati
Pronouns: They
The Fates


My Soul to Keep

Here on My Soul To Keep, we have a specific idea of what magic is, how it works and all things that pertain to it.

First and foremost, magic has always been a part of creation, old as time, ancient as the oldest of creatures. No one knows what came first - magic and its terrifying and awesome power, or the creatures who were capable of wielding it. As life, and the variety of flavors it came in, began to flourish, magic began to do the same. It evolved with these new creations and found its way into their blood and their very existence. From heavenly angels and insidious demons to the mythical members of the faerie, each in turn are blessed or cursed until each species in existence was touched by magic. All except humans, the final species, who remained untouched.

This means that all species except for humans are magical in some sense. The angels have heavenly powers, which they share with their fallen brethren. Demons possess demonic ones bastardized by a heavenly host cast out Heaven. One in particular, twisted by iniquity and sin and cursed by a witch a demon's bloodlust turned him into the father of the vampire race. The fae magic was born from nature, which evolved and spread, touching each of the spirits of nature in turn; including the most regal of the Sidhe. The moon cursed both born and bitten werewolves and the mythical hereditary Shapeshifters.

So what is Magic?

For Angels, Demons and the Fae, magic is innate, entirely a part of themselves. For Spellcasters, they are going beyond their innate magical abilities, tapping into ancient ley lines now overflowing with magic. Users of Magic have essentially unlimited possibilities for how they use their power, with only their skill, personal power-level, imagination/knowledge, and/or morality to define the borders. This does not mean they are all powerful. All magic users are subject to limitations. Every Spellcaster is born with the ability to scry (with mirrors, water or fire, each progressively harder than the last), make potions and possesses basic knowledge and sense of herbalism, although each spellcaster's ability in these areas differs. The High Coven members are masters of each area. Unlike angels, demon and the fae, spellcasters are also able to focus their magic and specialize.

How does Magic work?

Here on My Soul to Keep, magic works in a specific way. Magic occurs only in accordance with one's will -- in other words, intent is everything. If one focuses one's intent precisely enough (sometimes focus is not necessary, ie emotions), and manipulates the necessary energy, change will come about.

Limitations and Consequences of Magic

Magic cannot be used unlimitedly. In all cases, using magic results in a drain in one’s own energy and power. Additionally, since some magic heavily disrupts the natural world, nature itself will fight to restore balance, often resulting in unforeseen chaos or additional harm to the user. In addition to these, each power has its own limitation and more specific consequences.

Amor Fati
Pronouns: They
The Fates


My Soul to Keep

A type of magic which draws upon the elements all around us, from the air we breathe to the earth beneath our feet. Elemental magic can be fickle, its efficacy and stability largely dependent on a spellcaster’s emotional state; any significant loss of poise can result in an uncontrollable surge of power and the consequential exhaustion from channeling that much magic at once.


Air Manipulation

The ability to create, shape, and manipulate air, which is the layer of atmospheric gases and various compounds (mostly oxygen and nitrogen) surrounding the earth. Since neither air nor the weapons/constructs/etc made formed with it can be seen with the naked eye, it makes for an invisible and versatile weapon very difficult to counter.


  • may be limited to manipulating air/wind only from existing sources
  • variations in air-pressure may complicate things for beginners
  • weak against pyrokinesis, as fire is fueled by the oxygen
  • with air enhancements the user's physical state affects their speed and endurance
  • unable to control a large enough volume of air to significantly affect weather

Plant-life Manipulation

The user can shape and manipulate existing flora, such as wood, vines, plants, and moss – this also includes the smaller components of foliage such as leaves, seeds, fruits, and flowers. A spellcaster with the gift for agrokinesis can cause vegetation to grow at extraordinary rates, order trees, vines, and more to move, attack, or even rise from the soil and “walk”. With greater skill, a witch of this discipline may also be able to revive withered or dead plants and even manipulate the chemical properties of foliage (isolating healing compounds, effortlessly extracting toxins, etc).


  • Users are powerless in areas without plants or at least potential for plants to grow (infertile/barren soil)
  • High levels of radiation in an area may cause defects in the ability
  • Inexperienced users may be limited on how many plants or how long they can control them
  • Susceptible to attacks from fire, ice and electric manipulation
  • Growing flora foreign to the area in which the user finds themselves may be more energetically costly

Ice Manipulation

A specialized form of hydrokinesis, anyone with this power can shape, control, and manipulate water in its solid state, specifically expressed as snow, hail, icicles, glaciers, pack ice and frost. With time and study, students of this discipline can learn to freeze the water in the atmosphere, pulling their weapons and constructs from what seems to be thin air.

  • Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user.
  • May be unable to create ice, being limited to manipulating only from already existing sources.
  • Creation of ice depends on the amount of moisture available, dry areas could make this difficult or impossible.
  • Ice is affected by everything that normal ice would be, although the user is perfectly able to use their power to return the ice in its original shape and/or control it even under these forces: Prevent it from melting under extreme heat. Vibrations are impossible to counteract, as they cause the ice to shatter, making sound-based abilities a perfect counter.

Electricity Manipulation

A spellcaster gifted with electrokinesis can generate, shape, and manipulate electricity, a form of energy resulting from the existence of charged particles (such as electrons or protons). Control over electric fields, electric charges, electric currents, and electronics all fall under this ability's umbrella. Witches of greater skill or longer study may also find some capacity in electromagnetism.

  • May be unable to create electricity, being limited to manipulating only from already existing sources.
  • Electricity may be redirected by conductive materials.
  • May become useless if confronted electrical resistant material such as rubber or silicate.
  • May have to find electrical sources of power in order to recharge.
  • May have problems using electronics.
  • Users may be electrocuted themselves if hit with water.
  • Electricity needs a conductor like metal or water to move through.

Earth Manipulation

A magical discipline which grants power over earth in many of its forms. Sand, stone, rock, lava, dirt, and various minerals are all materials which can be shaped, formed, and otherwise controlled via geokinesis. With a great deal of effort, even processed and artificial solids such as metal and glass can be manipulated.

  • Limited to manipulating only from already existing sources.
  • Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user.
  • May be limited to manipulating only certain types of earth (sand but not lava, granite but not quartz etc.)
  • May have to be in contact with the earth.
  • Glass and artificial solids may be hard or impossible to control.
  • May be weak against water attacks

Water Manipulation

Study in the art of hydrokinesis allows for the manipulation, control, and even weaponization of water. Some more advanced users will find some level of skill with steam, ice, and even rain in rare cases.

  • Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user.
  • Controlling and manipulating great bodies of water (lakes, ponds, seas, oceans) is exhausting.
  • Susceptible to electricity manipulation.
  • Can be opposed by fire manipulation or ice manipulation.

Light Manipulation

One of the most fickle and elusive elements to master, manipulation of light remains one of the most respected areas of study in the magical world. Those who possess this ability to manipulate visible light and, to a lesser extent, infrared and ultraviolet radiation.

  • Limited to manipulating only from already existing sources.
  • Highly dependent upon of the knowledge, skill, and strength of the user.
  • Light constructs are reserved for only the most advanced of users.
  • No matter how powerful the light is it will pass through anything completely transparent.
  • Since light is a constant existing element, the user will have to keep any light constructs in check to keep them from going on forever

Fire Manipulation

Pyrokinetics can create, shape and manipulate fire. Study of this art is incredibly popular, its expression beautiful and impressive, but pain and death have followed many who underestimate the dangers associated with fire. Some spellcasters find themselves incapable of flame manipulation, but still manage to control heat waves with great skill.

  • May be unable to create fire without a starter, being limited to manipulating only from already existing sources.
  • Control is extremely important. Unconscious use of this power can be catastrophic.
  • Distance, precision, etc. depend upon of the knowledge, skill, and strength of the user.
  • Fire immunity and/or thermal resistance isn't always part of the package, so burning yourself is possible.
  • Users can be overpowered by water manipulation or ice manipulation
  • Air manipulators may cause fire manipulators to lose control of their fire
  • May be limited to controlling/immunity to the fire they create

Amor Fati
Pronouns: They
The Fates


My Soul to Keep

This type of magic is drawn from the human mind rather than magic existent in the earth and the elements. These abilities are an expression of the brain's capacity to exert its strength on the physical and metaphysical worlds. Such displays of power can come with very real physical consequences: headaches, nosebleeds, and even hemorrhages are not uncommon among the unskilled or unprepared. Given that these gifts' strength come from the human body, overuse and misuse can lead to anything from severe headaches to death.


Aura Reading/Manipulation

The ability to see and manipulate the subtle, spiritual energy that radiates around each person or object is no small feat. Those in possession of this skill can use this enhanced perception to sense emotions, health, and even the spiritual strength of those around them. Devotees to this craft are able to increase their natural abilities, attract and repel the aura of others, search for specific people or things by tracking their energy, and, in the case of the particularly gifted, project their own energy outward in order to influence an individual or even a room. This ability is largely dependent on mood as different auras are stronger and weaker given one's emotional state.

  • Most users have to be within physical visual range
  • Limited on how many auras one can see at a time
  • Some could be limited on how long an aura can be seen due to risks of headaches
  • Users must be in control of their moods.
  • Distance and precision of readings depend upon of the knowledge, skill, and strength of the user.
  • If connections are blocked, the aura cannot flow.
  • May be able to manipulate only one type of aura at a time.

Second Sight

The power to gain direct visual information through non-physical means. Clairvoyants can gather information about an object, person, location, or physical event through means other than their own physical sight via visions. This allows them to act when they are unable to use their eyes as well as granting them the ability to see past, present, and, on very rare occasions, potential future events as they actually occurred/occur/will occur. Users are able to sense spiritual/psychic beings.

  • Users usually have to envision their targets with specific intent; asking the right questions is key.
  • May require great concentration.
  • May happen unexpectedly.

Emotion Reading/Manipulation

Empaths can fully interpret and replicate the emotions, moods, and temperaments of others. Some users may learn to read emotional imprints left into environment or objects. With time and dedicated study, an empath's power can grow to include the manipulation of others’ emotions.

  • May only be able to receive emotions. Might get be overwhelmed by and act on those emotions.
  • Inexperienced empaths may find their powers completely useless in a fight.
  • May experience headaches.
  • May not be able handle large amounts of emotions at once.
  • May be easily possessed by Spirits and Demons, as they are beings bound with emotions or who manipulate.

Illusion Manipulation

Witches who specialize in this art can create and manipulate illusions. Through dedicated study, illusionists can directly affect people's perceptions, causing their victims to see, hear, feel, smell, and/or taste things which do not actually exist. Depending on the level of skill, hallucikinetics can do anything from convince someone they saw a shadow to move for a moment to create an entire new existence within the framework of a person's mind. There are a small number of exceptionally gifted spellcasters with this talent that can even deal in psychosomatic illusions, but they are truly few and far between (and will require admin approval before they dabble in such things).

  • Some users are limited to creating illusions that affect only certain senses, sight being the most common.
  • Some users may have to limit the amount of mental powers to control the illusion.
  • Some targets may be immune, mainly those who either have this ability as well or another mental ability.
  • User may be unable to create accurate illusions, such as making things that don't exist or situations that would never happen in a million years. One common mistake is misplacing a feature on a person, or forgetting to add shadows to their forms.
  • Users may be able to dispel others’ illusions/be resistant to having an illusion cast on them.

Otherworldly Communication

Power to perceive and communicate with spirits and those who are in the afterlife is the specialty of mediums. They can view the spirits of the deceased and communicate with them, even if they have possessed people or specially prepared objects. These otherworldly communicators are able to repel and chase spirits away from an area and may even view a visual conception of a spirit world in a trance given the right conditions and level of skill.

  • Ghosts can visit the user against their will; and will always come to them at least expected moments since this power also attracts spirits.
  • Spirits may be able to occasionally possess the user.
  • Making deals with a spirit can be dangerous.

Memory Manipulation

A mnemokinetic is capable of controlling the portions of the brain which deal with memory. This allows them to modify, fabricate, suppress, influence, repair, restore, erase, detect, and view the memories of others or even their own memories. They can wipe away certain events, perceptions, and rembrances to cause amnesia, discern and provoke nostalgia, and induce a psychic vision, replaying an altered memory as truth.

  • May lose control in times of stress or if rushed.
  • May get overwhelmed with memories of others.
  • May confuse your memories with someone else's.
  • May need to make physical contact with their targets to activate their power.
  • May be difficult in discerning manipulated memories with normal ones.
  • Memories must be well defined or else targets may suspect that it's not their own.
  • Effects may not be permanent

Future Sight

Power to perceive future events before they happen is a rare and potentially dangerous gift possessed by a small number of witches. Those who have this gift have the ability to foresee possible futures and observe what may happen from a spectator's point of view. As knowledge of the future invariably causes that future to be altered, visions of the future are subject to frequent change. While not capable of selecting futures freely or time travel, the spellcasters who specialize these skills may assist in possible courses of action.

  • Precognitive immunity makes the user themselves unseen in any prediction.
  • May require being in a trance, asleep or unconscious to see the future.
  • Foretelling may be an involuntary action happening unexpectedly.
  • May only be able to see destiny, being unable to change events.
  • Visions may be more similar to dreams, difficult to remember, or decipher.
  • May be behave like a reverse memory, wherein the nearest futures or most important future events are the most vivid.
  • May be limited by how far into the future they can see.
  • Can cause great strain to the user's mind.
  • Usually uncontrollable and unpredictable.
  • May only be able to see a certain aspect of the future.
  • Can't see what has already happened, unless the user has retrocognition

Sleep Manipulation

A witch who specializes in this art can induce, manipulate, and enhance all aspects of sleep in themselves or in others, including dreams, daydreams, and nightmares. They can manipulate sleep patterns and induce instantaneous sleep on living subjects and can also induce perpetual insomnia, remove the need to sleep, or make a victim dreadfully tired all the time. Somnokinetics can cause a subject to sleep forever in a comatose-like state and can even determine how deep a sleep a target will experience. They can force anyone sleeping to wake up instantly.

  • User is totally vulnerable during sleep. (Unless he has conjured nightmares.)
  • User may still be prone to awakening from outside forces or influences.

Object Manipulation

Telekinetics can influence, manipulate, and move matter with their mind. Telekinesis is one of the basis of many superpowers that are based on the willful manipulation of the physical or metaphysical world, but true mastery of this power is often overlooked in favor of mastering others.

  • May only be capable of moving objects they could physically move.
  • Difficult, if not impossible to manipulate magic-based matters/energies.
  • Psychic strength may be proportional to user's capacity, meaning an opponent with physical strength stronger than the user's mental strength may break free, or even be immune to the ability altogether.
  • May be able to move only the objects that they can see.
  • May be unable to move certain objects, or move only certain objects.

Amor Fati
Pronouns: They
The Fates


My Soul to Keep

These types of magic are incredibly rare. In order to utilize any of the following disciplines one would need to be part of a certain race or else a great and powerful magician. One would also need admin approval before creating any creature or spellcaster with any of the following abilities.


Weather Manipulation

Dragons can sense, create, and manipulate weather (i.e. the meteorological patterns, creating rain, wind, hail, lightning, snow, sleet, fog and temperature changes). This includes the ability to generate various natural phenomena and control the intensity of the weather in any space from the inside of a room (at minimum) to the area of an entire neighborhood (at maximum).

  • Race requirement: Dragons only.
  • Abilities are grounded in the user's emotional state and therefore the magic's stability is dependent on the stability of the dragon.
  • Requires an atmosphere as a medium
  • May not be able to control the weather after they cause the effects to manifest
  • Users may be affected by their own weather events as well if they are not immune or have proper shielding
  • Weather effects may take some time to develop

Biological Manipulation

Powerful creatures such as angels and great demons can control life on a cellular level, including but not limited to, genetic alterations and physical distortions or augmentations of biological functions. They can manipulate the very building blocks of life to induce biological healing, cause diseases like cancer, alter appearances, generate pheromones, and even increase or decrease physiological maturity.

  • Race requirement: Angels, Fallen, and High level demons only
  • Extremely difficult to manage with any real consistency
  • Use of this ability could be very painful
  • The more different a target is to a user on a molecular (DNA) level, the harder it is to manipulate
  • Permanent damage to affected areas may result with prolonged use
  • Emotions such as extreme excitement or surprise could activate powers in awkward situations.
  • DNA changes could take time to complete.
  • May not always work on those with enhanced regeneration, since they can be immune from certain to all disease.
  • Might not work on immortals

Time Manipulation

Angels can manipulate the time in various manners. The basics include accelerating, slowing, stopping, and even rewinding or looping. The range of area affected is proportional to the mastery of the user, with top levels affecting an entire city. Since time exists and flows within space, the two are interrelated and by manipulating time one is basically distorting space proportionally. The effects of this relative distortion can vary, such as controlling time of a mere object or person may not affect the space they reside in, but to twist the time-stream of a region of space can cause the area itself to warp. Due to time existing in one space, manipulating it cannot affect another dimension.

  • Requires admin approval
  • HIGHLY limited in the length of time and area they can affect
  • Effects are very prone to be reversed or “unraveled”
  • Unable to travel through time
  • This ability is arguably the hardest to control, as the space-time continuum opposes change to the best of its ability

Mind Control

This incredibly rare gift includes the ability to manipulate thoughts, mindsets, and upper brain functions of others. Mentokintics can render others unconscious, suppress their memories, and negate the use of abilities. Furthermore, many masters of this craft are capable of inducing an increase or decrease mental capacity, modifying minds to be agreeable, swaying sensations to induce altered perception, bestowing mental disorders, or breaking down mental barriers.

  • Requires admin approval
  • Does not work on mindless beings (corpses, etc).
  • May be limited to a certain range to work, including touch only.
  • May be limited to certain number of targets at a time.
  • Effects may only last a very short time
  • Users of Psychic Shield/warding are immune or highly resistant.

Death Magic

A necromancer's magical abilities revolve around manipulating corpses, the life-force of the deceased, and death itself. They can communicate with the deceased by summoning a target spirit as an apparition or raising them bodily for the purpose of divination, imparting to them the means to foretell future events or discover hidden knowledge. Many practitioners find a way to cheat death one way or another, whether by becoming some form of undead creature or by bypassing their own ability to die. The human fear of death leads many to believe that this ability is inherently evil, but, as with anything else, that is not necessarily the case.

  • Requires admin approval
  • More inexperienced users may require physical contact with the victim
  • Inexperienced practitioners might be overcome by spirits who sense their connection to the living world
  • Reanimated targets may inadvertently become feral and mindless
  • Users may have limits for how many corpses they may animate at once and/or how many they may have active and controlled at once
  • Users of immortality have various levels of resistance/immunity to death inducement/death-force manipulation
  • Users may be vulnerable to any weakness or abilities that affect spirits such as a spirit barrier or exorcism
  • Users often draw the attention of other spellcasters and demons, driven by nefarious motives

Mind Reading

Telepaths can read or sense another person's thoughts, communicate with them mentally, and affect or even alter their victim's minds. Telepathy generally falls into one of two categories: telepathic communication (the ability to transmit information from one mind to another) and telepathic perception (the ability to receive information from another mind).

  • Requires admin approval
  • May be limited to a certain range to work, including touch only.
  • May be limited to certain number of targets at a time.
  • May be constantly active and have to constantly hear thoughts.
  • Since the user constantly hears thoughts, this power becomes highly debilitating in large crowds.
  • May not be able to read impulsive actions.
  • Users of psychic shield are either immune or highly resistant.
  • May get overwhelmed by too many thoughts.
  • Unless one is multilingual or has the automatic ability to translate and decrypt, ability may not work if the target is thinking in alternate languages or encrypted codes.
  • The more intense the thought, the louder it sounds to the user.

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