Frost Fall, Month Gelu

Offering a detailed, lush, medieval fantasy environment with opportunities for epic tales and excitement lurking at every turn, TEAIR NOVA is a haven for writers that yearn for something different from the norm. Nova is a large Kingdom smack dab in the middle of a grand forest and edge of a jagged Mountain Pass; on a planet called Teair. People from all over the world flock to the capital Kingdom Nova because it's very special: Ruled by gods; A fallen deity by the name of Fate has found a way to bring other beings from different worlds, future time and or history into the planet through a crystal called " Soul " . With every being brought to the world of Teair, They always seem to spawn in kingdom Nova..... Or it used to be that way until rumors of Fated Rebels started to spread...

Now those who are ported into the world are spawning in a place called Gallows Bane, a underground town outside of Nova built to protect the beings that are dubbed 'Fated' -- counted on how they arrived here by 'HIS' the God of Destiny's power, Fate. Right now The Fated are not liked so much; Plus the native folks of Nova are on edge after what happened during a horrible explosion caused by the rumored Rebels to free a "Fated" traitor during a execution. With the outlaw woman at large; the King of Nova has become on edge. Nova is becoming dangerous.... So do you dare to enter and change the outcome of this world?

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Players are completely free to come up with their own magic systems and powers, but we do have a broad overview of magic types.

Please Note: there is a small list of spells that are too OP and are not playable unless given special permission by the admin - These Forbidden Spells are considered Divine Magic. The following spells are.
  • Telekinesis - Taking over a character.
  • Blood Manipulation
  • Teleportation & Teleportation nodes (AKA portals)
If your power can instantly kill someone without question - consider it too OP.

Below is everything you need to know about magic within the world of Teair Nova.

In Teair, Mostly around the kingdom of Nova; The use of magic is considered uncommon and is a incredibly touchy subject. The reason - most Natives believe magic is the biggest controversy in Nova so far; or at least it’s what has caused much of the trouble in the country so far. Mages are sometimes discriminated against, but Not all are haters of the practitioners of Magic. In fact, it all depends on who you come across in the world.

Though it can be difficult for a magic user to prove themselves to be ‘normal’ to the Nobility of Nova, especially in the eyes of the King. Despite whatever conceptions the people of Nova might have, magic users are generally ordinary people who happen to be born with the ability to manipulate Caster Sorrow, a substance inherit on Nova. Some magic users are better than others, and there are several subdivisions of Manna manipulation that make for different styles of magic, to further complicate things.

Manna - Caster Sorrow

Manna is a substance that is found native in the planet of Teair-- it's a difficult one to describe because it's neither a solid, liquid nor gas, and so would be classified as a plasma vapor. In color it is bright red, and is incredibly volatile. It can't be contained, held, touched, or otherwise interacted with; This raw Manna also has another more common name known as Caster Sorrow or CS for short. It holds immense quantities of magical energy, and so, when manipulated correctly by a magic user, causes effects that are known as spells. Too much Manna in the body is exceptionally dangerous and can cause Manna Corruption. So magic users need to practice often in order not to be effected by the affects of Caster Sorrow. Also Caster Sorrow can be found concentrated in areas known as Manna vents; Which are cracks in the planet's surface, out of which seep chunks of CS as shards of crystals.

These Manna vents were formed by a cataclysmic event, hundreds of years ago caused by Caster "Goddess of Manna an Chaos.", in order to bring magic into mortal hands.

About Magic and Caster Sorrow

Although Caster Sorrow is present in and around all living beings, not everyone can access or control it. The only people who can truly manipulate Caster Sorrow aka Manna – and therefore use ‘magic’ – are mages and healers. Caster Sorrow that isn’t used actively can be used subconsciously by the body, such as in the case of fighters and scouts.

This is achieved by small "cords" or "veins" that run alongside their nervous system, known as manna channels. These channels allow free-floating Caster Sorrow vapors to enter through the lungs, skin, and travel to the individual's Third Eye. A structure located at the front of the brain. After reaching the Third Eye, Caster Sorrow flows through the manna channels out through the limbs to the hands and feet; There manna exits the body through the means of magic spells.

Raw Caster sorrow, is highly volatile and should NEVER be handled by bare hands. It's also comprised of many different, more specific types of Manna, some of which can be deliberately accessed by mages and healers. The type of Manna used by mages is called elemental Magic and the type used by healers is healing Magic. Each has further sub-types.

A crystallized un-tampered Caster Sorrow can be manipulated to form elemental gems. Crystallized Elemental gems are safe to touch, an can be used to enhance items or even placed on wands/staffs for a power boost. However, to much manna in the manna channels can lead to Manna Corruption. Magic users inherit their abilities, and a person cannot be modified or made to have the capacity to control manna. The only exception thus far recorded are the Fated that are being brought into the world.

Magic User

Drawing in ambient Caster Sorrow takes effort, so the amount of magic a mage or healer can do is determined by their own stamina. This stamina is in turn determined by how much past work they have put into it: like a muscle, regular practice at drawing in Manna will gradually increase a mage or healer’s strength at it, up to a finite point, while cessation of practice will weaken it. A mage/healer with little or no experience in tapping in Manna, or who has not tapped Manna for a long time, would only be able to use a small amount of magic – again similar to how an UN-exercised muscle can only do light tasks.

Just like how no one is born ripped, no one is born powerful at magic. You can have natural potential, but ultimately you must work to be strong!

Continuously drawing in Caster Sorrow will make a mage increasingly tired; if they continue until the point of exhaustion, they will pass out or worse become Manna Corrupted. To recover, they must rest or if Manna Corrupted see a healer.

Magical development in an individual does not peak until after puberty. Therefore, even though children can display magical ability, it is typically not strong or stable enough to consider class advancement until at least adolescence. manipulating manna

Manipulating Manna

Manipulating Manna is a difficult skill to master, and it can only be performed by those who are born with the innate ability to do it. The actual act of Manna manipulation is to blend one's own mental energy with the Manna that exists everywhere in Teair -- in the ground, the air, the sea, the towns and cities and everywhere in between. Beginner magic users have to strain to push their mental energy out and combine it with Manna, but those who have practiced can do it almost automatically. Sometimes the manipulation requires speech, sometimes hand symbols, sometimes nothing other than concentration; it depends entirely on the spell.

spell casting

To perform any act of magic, a living being must use the Caster Sorrow within its own Manna Channels. This is because the Manna Channels need to process or ‘digest’ Caster Sorrow into a usable form. The Will or the third-eye is then used to direct and mold the Caster Sorrow i.e Manna into magic.

Normally, the production and consumption of internal manna is in equilibrium. This is when the Caster Sorrow in a Manna Channels are being used only for passive, natural functions, such as maintaining the health of the third-eye.

When actively using magic, however, such as for spells or healing, Caster Sorrow is consumed at a far greater rate than it is naturally produced. People who rely solely on internal Caster Sorrow are therefore at significant risk of exhausting their Manna Channels if they use magic, which can lead to collapse, injury or death. For this reason, most fighter and scout classes are inherently unable to use the Caster Sorrow in their Manna Channels, as an inborn safety mechanism. Mage and healer classes, on the other hand, are able to actively use magic without detriment because they can draw ambient Caster Sorrow into their Manna Channels and use that to supply themselves instead.

Sensing Caster Sorrow

Anyone who channels CS (i.e. mages or healers) can detect the presence of their preferred CS (i.e. elemental or healing CS respectively) around them in a very blunt sense, similarly to smell. They could therefore notice if a place is brimming with natural magic energy or if a big spell is being cast, but would not be able to tell of someone else is a mage/healer, exact details of a big spell or if a minor spell is being cast by ether sensing alone.


Magecraft is the art of using elemental CS to perform magic. As elemental CS forms the basic building blocks of a vast variety of spells, the magic achievable with it is extremely diverse. Magecraft is divided into four branches: wizardry, sagecraft, illusion and summoning.

Drawing Manna

For all mages, the first step to performing any magic is to draw raw CS from their reservoirs and extract elemental CS from it. Depending on the type of magic they wish to use it for, they must then refine the elemental CS into the correct form:

  • Wizardry and sagecraft require individual elemental cs types in as pure a form as possible. (For example, to perform hydrokinesis they must use pure Hyro'ai , without any other types of CS combined within it.) Even complex spells that use more than one elemental CS must have each CS type refined to purity before combination and use.
  • Summoning magic requires perfectly balanced Prim'teir– that is, Prim'teir that is comprised of the exact same amounts of each elemental CS. Raw CS is always an imbalanced mix that the mage must even out.
  • Illusion magic requires deliberately imbalanced Prim'teir. While most imbalanced Prim'teir is useless, some precise combinations can be used for illusions. The mage must learn these combinations and purposefully rearrange the CS within Prim'teir to create them.

Magic Types

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Thank You, The Creator; Carrie.