Latent magic is a unique, uncommon magic ability that a person is born with. Latent magic is an ability, you cannot cast it. This magic manifests consistently or in peculiar ways depending on the individual. Latent magic can be beneficial or troublesome. For certain abilities, it can manifest at random. In other cases, it is emotionally driven, brought on by a personal trigger, stress, depression, fear, anxiety, fight-or-flight situations, etc. Some may just be persistent and always present. Others may have it manifest daily, weekly, monthly, or rarely.
Many will not know they have a latent magic ability, but it influences their daily lives, whether they realize it or not. Others will learn of their ability and try to use it to their benefit. Some latent magic will be internal, some external, while others will influence how others feel and perceive them.
Some individuals may have more than one latent magic ability, though most latent magic cannot pair with others all.
Aeos
Individuals with Aeos can see the fabric of time itself, past, present, and future events. Some visions are actual scenes, while others are random imagery or a series of picture puzzles that are all somehow linked but not explained. It is sometimes the easiest to decipher, other times it is the hardest if not impossible to understand. Deciphering visions can be tricky and is different for each individual with aeos. It can also be difficult to discern if the vision is something that will happen, something that could happen, or something that has already happened. Visions are still just interpretations, and as fate changes every second visions can change quickly. Deciding if a vision is destiny or choice, preventable or inevitable is all up to interpreting the visionary. This gift or curse can be an extreme burden, for the visions can not only occur by their choice but also randomly- while walking down the street, eating dinner, swimming, and even amid battle. Some have died if this vision type takes hold at an unfortunate time, and others have died from the trauma the vision has on the body. When a vision begins the eyes will turn a milky white or a dark black and the visionary will slip off into a trance. The more the individual is in the vision the more it damages the body sustains, as it burns velanil. After five minutes they will get nosebleeds. By ten minutes, they bleed from the ears and eyes. Fifteen minutes, they bleed in the stomach which causes the visionary to cough up or vomit blood, and possibly go into shock from blood loss. The aeos episode can stop immediately if a magus shields the individual’s velanil, severing the connection. Emotional trauma can be severe as well, such as experiencing feelings of intense fear, which could cause hyperventilation, a stroke, or a heart attack in some with aeos.
Anti-Magic
A person with the anti-magic ability cannot use magic or have magic used upon their person. They are like a negative space for magic, and magic cannot affect them directly. They can still see magic in use and feel when a spell touches them, but it does nothing to them. The feeling of magic can be like a light touch, a sense of warmth, cold, or tingling. This sensation will vary from person to person. While magic does not affect them directly, it does not mean they cannot be affected by magic used around them. If a fireball is thrown at them, it will do nothing to them, but it can explode objects and cause fire to things around them. The ground could open up, and the person could fall in.
While the direct source of magic does not harm, indirect effects can still injure or kill. Illusions can be seen just like anyone else. However, the anti-magic person could feel the impact of illusion magic and, if familiar enough with their ability, can determine if they are in an illusion. This ability makes them a true enigma to magus and a problem. However, the anti-magic individual is exceedingly rare, even more so than magus. Many anti-magic individuals will never know they have this rare ability. Surprisingly, these rare souls are sought by magus to train as bodyguards. Cannot pair with any other latent magic type.
Chance
These individuals are extremely lucky or riddled with misfortune, rarely anything in between, and more often than not, the latter. It can strike at any time and could happen many times a day, once a day, once a week, or once a year. Yet when it occurs, it happens swiftly and with little care for the individual’s desires or designs. It can be something significant, life-changing, or perhaps even something small and not so noteworthy. Either way, these people may seem to have a set of dice waiting to roll and decide their fate, for better or worse. It can also bring superb luck or misfortune to others around them, like a ripple effect, their friends, comrades, family, and even enemies, can get caught up in the highs and lows of chance.
Commune
Rare individuals who can speak with spirits–either that of nature, spirits in another plane, or those of the dead. Most encounters are entirely random, but sometimes, spirits seek these individuals for a specific purpose. Not all encounters with spirits are good, though, and can be dangerous because those who can see and speak with spirits can also have spirits touch or attack them. Agheon are frightening and extremely deadly.
Most societies believe that the commune ability is a curse. This is because only the individual with the ability can see, hear, and touch these spirits, but others cannot. It is hard for people to fathom why a child would talk to themselves, constantly get hurt, or have such a negative atmosphere about them. People will feel the influence of a spiritual presence, such as an increase or decrease in temperature, a positive or negative feeling, goose bumps, a headache, a foul or pleasant smell, etc. Yet, these negative influences are often blamed on the person with the ability, not the spirits that come to them.
Most spirits, ghosts of the undead, are the most common encounters and the least communicative. They will always seem bewildered, perhaps forgetting they are dead. These spirits are incapable of communicating fully as their voices go in and out of tune and they scare away easily. It is usually challenging to get much, if any, helpful information. There are times, however, when a spirit just gives a small piece of pertinent information that the individual with the commune ability can use. Cannot pair with any other type.
Eiris
The ability to see and read an individual’s body aura. This aura is mainly comprised of colors but can also have subtle imagery. This doesn’t happen often, but the aura can occur around anyone for whatever reason. The imagery that is part of the person’s aura can divulge events occurring in that person’s life, what mood they may be in, or signals of what may or may not happen to that person. Looking at auras is like seeing signs around a person’s body. These signs are typically symbols, shapes, colors, or patterns, and on rare occasions a series of animations about their person. The problem with reading a person’s aura is that these auras are challenging to decipher, as all symbols and meanings are different for each person with eiris. Also, anything event-related may occur today, tomorrow, a week, or a month from when the aura is first seen. So it's hard to give a specific date on which an event could occur, if anything, a generous timeframe. Eiris does not hurt the visionary. However, it is distracting and annoying and can get them into serious trouble.
Familiar
A person with the Familiar ability can form a special bond with one or two small—to medium-sized animals or an animal spirit. The most common bonds are with many felines, canines, or birds, though this can extend to most small—to medium-sized animals.
The person with this ability will have an animal or animal spirit imprint on them, and if they accept it, they become bonded. This animal cannot speak to them, per se, but they gain an unspoken understanding, through emotions, and gestures. The bond also allows for short sharing of senses, such as seeing what their familiar sees, hears, smells, or feels. However, they can’t access this ability often, as it can exhaust their familiar. They also have a general idea of the direction their familiar is in, and they can always seem to find one another no matter the distance. Familiars still have free will and will take directions most of the time, but will also argue or even disagree with their bonded. If the individual does something to break their familiar’s trust, the bond can and will break.
Finesse
Finesse - An individual with finesse will have an uncanny knack for picking up physical or weapon-based combat skills. They will learn moves, forms, and techniques quickly and with ease. This does not mean they master techniques or moves on sight, they will still need to train just like anyone else. However, their mastery takes less time, as if they were born for it. One combat type will be prominent above others and become the preferred combat/weapon type. These individuals cannot be a magus.
Gloom
While this person may not be gloomy, this unfortunate individual will give off a subtle to possibly powerful aura of unease. At first, the gloom might not get noticed, depending on its severity. For example, a Forsaken exudes gloom, and those around them can feel it strongly. Some people give off a subtle gloom, which could be a sensation of unease, discomfort, or creepiness. Again, others may not notice their gloom immediately, but the more they are around people, the more the gloom aura has time to settle in and affect those around them. Those who are around a person with a gloom aura for extended periods will feel their own emotions slip into more sad, dour, angsty, agitated, angry, dark, or morally questionable feelings. This could be feeling sad, unwell, salty, depressed, annoyed, or uneasy. The person seems to either siphon away positive feelings or ignite feelings of annoyance, agitation, fear, anxiety, repulsion, and malice. Sometimes, the gloom can influence deep repressed passions, fetishes, and immoral thoughts. It can be a perplexing, uncomfortable, unwanted, and draining feeling. The stronger the aura is the more it influences. Stronger gloom auras can make others slip into negative or even submissive roles more and more they are around this person, which can drive up anxiety and fight-or-flight responses. Some might even become physically ill or feel terrified in their presence. Gloom auras can also draw people to them, usually those with twisted or disturbing mentalities. All Forsaken have an overwhelmingly strong gloom aura, and misbegotten have a subtle gloom aura. Cannot pair with Serenity.
Idis
These individuals can dream walk, and dream visions. Individuals with idis can receive a vision in dreams and learn to decipher meanings behind their own and other people’s dreams. Dream visions can hold portions of events past, present, and future. Those with idis may also see jumbled scenarios, most commonly as some kind of code with specific images, sounds, or feelings that signify things to come. Learning to interpret these visions even remotely well takes years. Idis is hard to study because it has very little conclusive documentation and dream interpretation is different for every individual with idis. Idis dreams are not like normal dreams, they are intense; they feel real because they are in Uneiri, the dream realm. In these situations, the individual is dream walking, which can lead to cut-off vision sequences, making dreams even harder to interpret. While dream walking in Uneiri, they can enter others' dreams. The dream walker must be careful, injuries or even death in Uneiri will cause injuries and death in the waking world. They cannot control anyone while in other’s dreams, but they can influence and even kill someone else in their dreams. Many individuals who have idis often also have insomnia.
Magnetism
This person has a natural draw to them, and this doesn’t have to do with their physical appearance. They are individuals who possess an unknown level of charisma that attracts people in a general sense. Those with magnetism seem to have a good rapport with just about anyone, even people they just met. The magus doesn’t have to be social, and may even be socially anxious or awkward. For whatever reason, they are desirable to be around. There’s just something about them that makes others like them in some uncanny way. Perhaps others see them as intriguing, a curiosity, a brightness in their day they can’t explain, an inspiration, a hope, or an unexplainable attraction. People find themselves drawn to their causes, goals, journeys, or person, perhaps all in the same. People often seem willing to help them, even if the individual didn’t ask for it. Some discover their magnetism and use or abuse it to their advantage, others are oblivious and don’t understand what others see in them. However, this magnetism can also have negative connotations. Like magnets, some people get pulled in harder and stronger than others, which can cause friction or volatile emotions. Some get pulled by the magnetism forcefully, and these individuals can confuse this feeling with attraction, love, and lust. Others can be the person’s magnetic opposite, turning the pull to a push - making them feel off-put, uneasy, uncomfortable, and/or non-trusting of their initial motives. Many famous leaders possessed Magnetism, which drew people to their service.
Rage
This ability is where an individual temporarily pumps velanil into their adrenaline response in an unstable manner, to amplify their physical strength. The individual may let out a fierce battle cry, shout, or scream to activate it. This ability’s potency can vary with each use based on the physical and mental state of the individual. Emotional response triggers such as fight or flight, or high stress and anxiety, can cause severe instability in its use and can also trigger a rage episode.
When rage is activated velanil is pumped into the adrenaline, flooding the body with an enhancement magic that can increase muscle mass and strength. The more velanil they push into their adrenaline, the larger, longer, and more volatile their response will be. The duration is somewhat unpredictable, sometimes lasting for a few minutes, and other times it’ll last up to an hour. However, the more the individual pushes velanil into their adrenaline the more it siphons mental control. This leaves the individual with linear thought patterns, reducing their reasoning ability. Much like a person imbibing alcohol, their judgment gets clouded by emotions, and essentially, they are getting drunk on the rage. An individual in the throes of rage is extremely dangerous, as they may no longer be capable of differentiating between enemies or friends. Others can bring a person out of a rage episode, but it can be extremely difficult.
The aftereffects of rage will leave the individual tired and experiencing many symptoms that magus experience with magi-drain, mild to moderate, depending on the episode's length.
Serenity
These individuals have a strangely calming presence, a sense of ease, comfort, warmth, and connection. This person feels like someone they’ve known for a long time or feel strongly comfortable with, even if they’ve just met. While this effect isn’t all-encompassing or even influential most of the time, it affects those around this individual nonetheless. The polar opposite of a gloom aura, these individuals calm a person’s agitation, soothe the mind, reduce anxiety, and create a sense of relaxation, comfort, peace, tranquility, and calm. People can sleep soundly near them, have clarity of thought, and better mental focus. The longer they are around this person, the more refreshed, energized, and mentally fortified they are. While this sounds great for those affected by the serenity aura, it is not always beneficial to the individual who possesses it. Many can confuse this feeling of ease, calm, and familiarity with other emotions, such as affection, love, lust, or desire. These feelings can make situations uncomfortable or dangerous for an individual with serenity. Some may find this feeling uncomfortable, depending on their personality, perhaps even a little oppressive. Cannot pair with Gloom.
Shapeshifter
A shapeshifter is an individual who is born with the innate ability to transform into an animal. This animal form is a sort of spirit blessing, where an animal spirit grants the unborn child with their form. It is exceedingly rare amongst the normal populace, and typically only occurs to children who have one or both parents with the shapeshifting ability. This transformation ability usually begins to occur in their later youth, closer to puberty. However, it can happen anytime in their adolescence, especially during extreme stress and anxiety.
When they shapeshift, from animal to humanoid and vice versa, the individual’s body changes in a magical shifting blur. It takes a few seconds, and is effortless and painless. Their animal form transmutes clothing with the individual, but they are restricted to cloth or simple leathers. Their transmutations cannot include items, objects, weapons, or anything made of metal, these are left unchanged. Their animal form will take on aspects of their humanoid form. If they are missing a leg, their animal form will be missing a leg, etc. The transformation is magical, but it cannot be dispelled or stopped by a magus. Some alchemic magic items can prevent transformations, though these items are rare.
These individuals are a magus of sorts, but they only have birth-level spirit magic.
Vigor
Vigor is the ability to use velanil to enhance the body’s protection. These individuals can tap into their velanil and strengthen their skin, muscles, and skeletal structures. Vigor does not grant additional strength or agility, what it does do is fortify the body, or harden it and allow for greater force to be exerted. Blows will do less damage, and their attacks will do more damage as they are capable of greater strain on their body. To activate vigor the user can call it with a vocalization or a particular movement. How one activates their ability can vary, but the effect will be the same. This effect can last for at least an hour. Those who overuse their ability will suffer the effects of magi-drain. These individuals cannot be a magus.
Wilder
Wilder - There are tales of individuals who possess a broken, some call corrupted, form of magic. For unknown reasons, these individuals do not possess a bridge like a magus, and if tested would not be called a magus. However, this individual can forcefully push velanil out to create some strange form of magic. Wilders cast this by doing hand gestures and verbalizations. This magic has no esoteric basis, no bridge to funnel it, and no means to determine what it will be or how it will form. It is raw and unfiltered and explodes in a random mix of elements. It often resembles fireworks, sparks, fizzles, pops, and flairs with sound, snaps, and booms. However, it is not one specific element but a mix of elements colliding and erupting to create an effect. For this reason, it is sometimes called burst magic.
It is never consistent; unlike magus, it is not very powerful. They run the risk of magi-drain but cannot burn out as they cannot push that much velanil consistently to do so. The wilder could try to cast a spell and produce nothing. Other times they could cast something useful or even moderately spectacular. Most of the time, it goes afoul and never how they imagined or planned. It is thought to be connected to highly stressful situations and only manifests when the individual is in duress. They could never produce consistent magic. Their spells are rarely the same twice and go awry more often than not. Given this, many, especially magus, consider them a nuisance at best or a problem that needs to be taken care of at worst.