aurans ENTRY #10

Classes and Abilities: From Magmamancers to Tidecallers

EO Edgar Ozar
December 3, 2025 17 min read

Classes and Abilities: From Magmamancers to Tidecallers


Introduction

Let me tell you about power.

Not the abstract kind—not “magic is within you” motivational poster nonsense. I’m talking about the specific, measurable, classified kind of power that defined pre-Fall Eclipsia.

Before the moons fell, magic wasn’t some vague force anyone could tap into with enough willpower and a training montage. It was structured. Organized. Categorized. Each race had developed specific classes—specialized roles that channeled their moon’s power in distinct ways.

Think of it like this: everyone in a race had access to magic through their connection to their moon (via the Marks tattooed on their bodies). But a class was what you did with that power. Your specialization. Your calling.

Aurans didn’t just “use wind magic.” They became Windcallers or Skyborn Knights—specific roles with specific abilities, training regimens, and cultural significance.

Scalians didn’t just “control fire.” They trained as Magmamancers, Flame Dancers, or Lava Smiths—each class representing a different application of Pyros’s power.

The class system was beautiful in its complexity. It gave structure to chaos, turned raw elemental power into precise tools, and created a society where everyone had a role, a purpose, a path.

And then the moons fell. The classes broke. Power became survival instead of specialization.

But before we talk about what was lost, let’s talk about what was. Here’s the comprehensive breakdown of every major class across all six races—how they worked, what they could do, and why they mattered.


The Auran Classes: Masters of the Sky

Racial Connection: Lunara, the Silver Moon of Knowledge Marks: Sky-Marks (shoulders, back, arms) Element: Air, Wind, Knowledge Philosophy: “We build our lives in the unknown, not despite the fear but because of it.”

Windcaller

The Knowledge-Seekers

Windcallers were scholars first, mages second. They didn’t just control wind—they read it. Every current carried information: weather patterns, distant events, approaching danger, atmospheric changes. Windcallers could sense disturbances in air pressure from miles away, predict storms days in advance, and navigate by reading invisible currents.

Key Abilities:

  • Current Reading: Sensing information carried on wind (changes in temperature, scent, moisture = data)
  • Storm Prediction: Calculating weather patterns through atmospheric analysis
  • Wind Navigation: Never getting lost—wind currents create invisible maps
  • Message Carrying: Sending words on precise air currents to distant locations
  • Pressure Manipulation: Creating localized high/low pressure zones

Cultural Role: Windcallers served as meteorologists, messengers, navigators, and researchers. They were the backbone of Auran intellectual society. Zephyrion Gwynbran was a Windcaller before he became one of The Six.

Training: 10-15 years in the Observatory studying atmospheric physics, meditation techniques to “hear” wind whispers, physical conditioning for high-altitude survival.

Skyborn Knights

The Aerial Warriors

While Windcallers studied air, Skyborn Knights fought in it. They were elite soldiers who rode Cloud Rays—massive flying creatures bonded to individual warriors—and defended floating cities from threats both terrestrial and aerial.

Key Abilities:

  • Flight Combat: Fighting while airborne using wind to enhance strikes
  • Cloud Ray Bonding: Telepathic link with flying mount
  • Gale Force Strikes: Channeling wind into devastating melee attacks
  • Aerial Maneuvers: Impossible mid-air acrobatics using air pressure control
  • Protective Updrafts: Creating wind barriers to deflect projectiles

Cultural Role: Elite military force protecting Aetheria and other floating cities. Prestigious position reserved for the physically and mentally exceptional.

Training: 8-12 years of bonding rituals with Cloud Rays, combat training at extreme altitudes, endurance conditioning, tactical strategy.

Notable Fact: Skyborn Knights never carried shields. The wind was their shield.


The Scalian Classes: Children of the Forge

Racial Connection: Pyros, the Crimson Moon of Transformation Marks: Forge-Marks (chest, forearms) Element: Fire, Heat, Transformation Philosophy: “We are the Ember of War—we don’t run from the heat.”

Magmamancer

The Lava Lords

Magmamancers were the apex predators of Scalian society. They didn’t just control fire—they commanded molten stone. Lava bent to their will. Volcanic vents opened at their command. The earth itself became their weapon.

Key Abilities:

  • Lava Channeling: Directing magma flows with precision (creating rivers of destruction or defensive barriers)
  • Volcanic Summoning: Opening temporary magma vents in the ground
  • Heat Shaping: Molding lava into temporary constructs (walls, bridges, projectiles)
  • Thermal Resilience: Immunity to extreme heat—could walk through fire unharmed
  • Forge-Heart: Internal temperature control allowing them to smelt metal with their bare hands

Cultural Role: Military leaders, siege specialists, terraformers. Magmamancers led armies, reshaped battlefields, and literally melted through obstacles. Tarak Kanati was a legendary Magmamancer.

Training: 12-18 years learning to endure extreme temperatures, meditative practices to maintain control (losing control = becoming the fire = death), combat applications, geological study.

Risk Factor: High. Magmamancers had the shortest average lifespan of any Scalian class—many burned themselves out (literally) before age 40.

Lava Smith

The Legendary Craftsmen

If Magmamancers were warriors, Lava Smiths were artists. They created legendary weapons, armor, and artifacts by channeling Pyros’s power directly into their craft. Their creations were said to retain a spark of the Crimson Moon’s essence.

Key Abilities:

  • Ember Forging: Creating weapons that never lost their edge and armor that distributed heat on impact
  • Soul-Binding: Imbuing objects with semi-permanent enchantments tied to Pyros
  • Precision Heat Control: Heating specific points on metal to atomic precision
  • Material Transmutation: Changing ore composition through applied heat (turning iron into superior alloys)
  • Living Flame: Creating fires that burned indefinitely without fuel (used in ceremonial forges)

Cultural Role: Revered craftsmen. Owning a Lava Smith weapon was a status symbol. Many served as advisors to warlords.

Training: 20+ years apprenticeship. The longest training period of any Scalian class. Most started as children.

Notable Creations: The Obsidian Throne (never melted despite sitting in active magma), The Eternal Braziers of Pyropolis (still burning when the city fell).

Flame Dancer

The Acrobatic Assassins

Flame Dancers combined combat with performance. Their fighting style was fluid, beautiful, hypnotic—like watching fire itself take humanoid form and fight.

Key Abilities:

  • Flame Step: Short-range teleportation through existing fires
  • Burning Trail: Leaving lines of flame in their wake during movement
  • Thermal Camouflage: Using heat distortion to become nearly invisible
  • Whip Strikes: Extending flames from hands/weapons like living whips
  • Inferno Spin: Creating vortexes of fire through rapid spinning attacks

Cultural Role: Entertainers, bodyguards, assassins. Served in courts as performers but also as elite killers. The duality was intentional—beauty and death intertwined.

Training: 10-15 years of dance, acrobatics, fire control, and psychological conditioning.

Philosophy: “Death should be beautiful. If you’re going to kill someone, make it art.”

Geomancer

The Stone Commanders

Yes, Scalians had earth magic too. Geomancers controlled heated earth—stone softened by volcanic temperatures. They reshaped terrain, built fortifications, and trapped enemies in stone.

Key Abilities:

  • Heated Stone Shaping: Softening rock to mold it, then flash-cooling to set
  • Obsidian Creation: Rapid cooling of lava into volcanic glass (sharp, deadly, beautiful)
  • Seismic Sense: Feeling vibrations through stone (footsteps, structural weaknesses, underground activity)
  • Stone Prison: Encasing enemies in rapidly cooled rock
  • Fortress Construction: Building defensive structures in hours instead of months

Cultural Role: Builders, defenders, trappers. Less prestigious than Magmamancers but essential for infrastructure.

Ash Weaver

The Stealth Specialists

Ash Weavers controlled the aftermath of fire—smoke, ash, embers. They were Scalian spies and infiltrators, moving through battlefields like ghosts.

Key Abilities:

  • Smoke Screen: Creating dense ash clouds for concealment
  • Ember Tracking: Following heat signatures invisible to normal eyes
  • Ash Form: Temporarily dispersing into smoke (short duration, high cost)
  • Thermal Masking: Suppressing their heat signature to avoid detection
  • Suffocation Cloud: Creating oxygen-depleted ash zones

Cultural Role: Scouts, spies, saboteurs. Operated in shadows despite being fire-users.


The Hydran Classes: Children of the Tide

Racial Connection: Thalassia, the Azure Moon of Adaptation Marks: Tide-Sigils (palms, spine, temples) Element: Water, Adaptation, Harmony Philosophy: “Don’t command the tide. Listen to where it wants to go.”

Tidecaller

The Ocean Commanders

Tidecallers didn’t control water—they negotiated with it. Hydran magic was collaborative, not domineering. Tidecallers could sense what the ocean needed, where it wanted to flow, and guide it gently toward their goals.

Key Abilities:

  • Current Manipulation: Guiding water flows without forcing them
  • Pressure Zones: Creating high/low pressure underwater for propulsion or defense
  • Tide Sensing: Feeling changes in water currents miles away
  • Aquatic Communication: “Hearing” what water wants through vibration patterns
  • Storm Calling: Cooperating with ocean to amplify or calm surface storms

Cultural Role: Leaders, explorers, diplomats. Nerai Abyssborn was a Tidecaller who became one of The Six.

Training: 8-12 years learning to listen, feel, adapt. Unlike other races, Hydran training emphasized surrender to power, not control of it.

Coral Shaper

The Living Architects

Coral Shapers grew Aquamarina. They cultivated living architecture—buildings that breathed, healed themselves, and evolved with the city’s needs.

Key Abilities:

  • Bio-Architecture: Growing coral structures on command
  • Symbiotic Design: Creating structures that housed both people and sea life
  • Healing Growth: Repairing damaged coral structures organically
  • Color Control: Guiding bioluminescent organisms to create living light displays
  • Defensive Reefs: Growing sharp, poisonous coral barriers

Cultural Role: City planners, artists, engineers. The Pearl Palace took 200 years and 50 Coral Shapers to complete.

Deep Diver

The Abyssal Explorers

Deep Divers explored the lightless trenches where pressure would crush normal Hydrans. They were adapted to extremes—physical and mental.

Key Abilities:

  • Pressure Resistance: Withstanding crushing depths through specialized training
  • Echolocation: Navigating pitch darkness using sound
  • Thermal Venting: Surviving superheated hydrothermal vents
  • Leviathan Communication: Limited ability to communicate with massive deep-sea creatures
  • Abyssal Sight: Seeing in conditions of zero light

Cultural Role: Explorers, resource gatherers (rare minerals from deep trenches), monster hunters.

Psychological Cost: High. Extended time in the abyss caused mental strain. Most Deep Divers retired before age 35.

Bioluminescent

The Light Weavers

Bioluminescents controlled the glow—both their own and that of the countless glowing organisms in Aquamarina. They created art with living light.

Key Abilities:

  • Glow Control: Modulating their natural bioluminescence (intensity, color, pattern)
  • Organism Coordination: Directing schools of glowing fish/plankton to create displays
  • Signal Communication: Complex light-based language for underwater messaging
  • Blinding Flash: Overwhelming predators/enemies with sudden intense light
  • Darkness Cloak: Suppressing all bioluminescence to become invisible in dark water

Cultural Role: Artists, communicators, entertainers, tactical specialists during night raids.

Venom Weaver

The Toxin Masters

Venom Weavers studied and synthesized biological toxins. They were Hydran alchemists—deadly and precise.

Key Abilities:

  • Toxin Extraction: Harvesting venom from sea creatures without harming them
  • Poison Synthesis: Creating custom toxins for specific effects (paralysis, pain, death, hallucination)
  • Immunity Development: Building resistance to most aquatic poisons
  • Venom Delivery: Coating weapons or using specialized darts
  • Antidote Creation: Countering any toxin they could create

Cultural Role: Assassins, healers (many toxins had medicinal uses at low doses), researchers.

Ethics: Highly regulated. Venom Weavers required Council approval for lethal applications.


The Chloran Classes: Voices of the Forest

Racial Connection: Verdanis, the Emerald Moon of Life Marks: Life-Marks (palms, soles, along spine) Element: Earth, Life, Growth Philosophy: “The forest doesn’t rush, but when fire comes, it acts.”

Grove Warden

The Life Guardians

Grove Wardens were protectors and cultivators. They could sense the health of every plant in their assigned grove, heal dying trees, and accelerate growth when needed.

Key Abilities:

  • Life Sense: Feeling the vitality of plants within a large radius
  • Accelerated Growth: Causing plants to grow months’ worth in hours
  • Healing Touch: Mending damaged plants, curing blights
  • Root Communication: Using the root network to send messages across forests
  • Photosynthesis Link: Drawing energy directly from sunlight like plants

Cultural Role: Guardians of specific groves, healers, farmers, forest rangers. Ronan Glas was a Grove Warden who became Earth itself.

Training: 6-10 years learning botany, ecology, meditation, defensive combat.

Shapeshifter

The Beast-Kin

Shapeshifters could transform into animals—not illusions, actual physical transformations. The process required deep connection to Verdanis and understanding of life essence.

Key Abilities:

  • Animal Transformation: Taking the form of creatures they’d studied (wolf, bear, hawk, snake, etc.)
  • Hybrid Forms: Partial transformations (claws, wings, enhanced senses)
  • Scent Tracking: Enhanced smell even in humanoid form
  • Pack Communication: Mental links with actual animals
  • Rapid Healing: Accelerated recovery while transformed

Cultural Role: Scouts, hunters, spies, warriors. Highly respected but somewhat feared.

Limitation: Could only transform into animals they’d “bonded” with through extended observation and meditation. Most Shapeshifters had 3-5 forms mastered.

Psychological Cost: Risk of losing humanoid identity if staying transformed too long. Strict 48-hour maximum before mandatory reversion.

Sporecaller

The Fungi Masters

Sporecallers controlled mushrooms, molds, and other fungi—the decomposers, the recyclers, the often-overlooked power of the forest floor.

Key Abilities:

  • Spore Cloud: Releasing various fungal spores (sleep, hallucination, poison, healing)
  • Decomposition Acceleration: Breaking down organic matter rapidly
  • Mycelium Network: Using underground fungal networks for communication/surveillance
  • Bioluminescent Fungi: Growing glowing mushrooms for light
  • Cordyceps Control: Limited control over parasitic fungi affecting insects

Cultural Role: Alchemists, waste management, occasional assassins, underground scouts.

Social Status: Lower than Grove Wardens or Shapeshifters. Fungi were associated with death/decay, which made Chlorans uncomfortable despite ecological necessity.


The Mauve Classes: Masters of the Unreal

Racial Connection: Noctis, the Violet Moon of Possibility Marks: Dream-Marks (temples, palms, third eye) Element: Dream, Probability, Reality Philosophy: “Paralysis is the only real death for a Dream Walker.”

Dream Walker

The Reality Sculptors

Dream Walkers didn’t just have prophetic dreams. They could enter other people’s dreams, navigate shared dreamscapes, and—most terrifyingly—manifest dream elements into reality temporarily.

Key Abilities:

  • Dream Navigation: Entering and exploring others’ dreams
  • Shared Dreamscapes: Creating collaborative dream spaces for meetings
  • Nightmare Crafting: Weaponizing fear through dream invasion
  • Dream Manifestation: Pulling dream objects into reality (duration = willpower + cost)
  • Probability Sight: Seeing multiple possible futures simultaneously

Cultural Role: Diplomats (dream meetings were private/secure), therapists, interrogators, strategists. Shahrzad Nafisi was a Dream Walker who became Dream itself.

Cost: Mental strain. Bleeding from nose/eyes after prolonged use. Extended dream manipulation could cause permanent reality confusion.

Chronomancer

The Time Perceivers

Chronomancers didn’t actually control time. They perceived it differently—seeing multiple timelines simultaneously and choosing which one to experience.

Key Abilities:

  • Timeline Sight: Seeing short-term future branches (seconds to minutes ahead)
  • Probability Collapse: Choosing which timeline becomes “real” through focused will
  • Temporal Dodge: Appearing to move impossibly fast by choosing timelines where they moved first
  • Echo Sight: Seeing recent past events by viewing “temporal echoes”
  • Moment Freeze: Experiencing time slower than others (personal perception only)

Cultural Role: Tacticians, duelists, researchers, gamblers (until it was banned).

Limitation: Could only perceive/choose. Couldn’t actually change what was physically possible—only select from what could happen.

Illusionist

The Deception Artists

Illusionists created false realities so convincing they could fool all five senses. Masters could make entire buildings appear or disappear.

Key Abilities:

  • Sensory Illusion: Creating false sights, sounds, smells, textures, tastes
  • Mass Illusion: Affecting multiple people simultaneously
  • Persistent Illusion: Leaving illusions that lasted after the caster left
  • Illusion Layering: Creating complex, multi-sensory false realities
  • Mirror Self: Creating perfect duplicate illusions of themselves

Cultural Role: Entertainers, spies, con artists, military (psychological warfare).

Detection: Illusions fooled senses but not touch or physical interaction. Walking through a wall illusion revealed the deception.


The Cimmerian Classes: Children of Shadow

Racial Connection: Umbra, the Black Moon of Truth Marks: Shadow-Sigils (spine, palms) Element: Shadow, Truth, Secrets Philosophy: “A secret that dies with you isn’t wisdom. It’s just silence.”

Nightstalker

The Truth Seekers

Nightstalkers moved through shadows like water, gathering information that reality tried to hide. They weren’t just spies—they were living surveillance networks.

Key Abilities:

  • Shadow Step: Teleporting between shadows within line of sight
  • Information Siphon: Extracting knowledge from shadows (shadows “remember” what happened near them)
  • Darkness Vision: Seeing perfectly in zero light
  • Silence Aura: Suppressing all sound within small radius
  • Shadow Bind: Trapping enemies in solidified shadow (temporary)

Cultural Role: Spies, historians, archivists, assassins. Nyx Grimhelm was a Nightstalker who became Shadow itself.

Training: 15-20 years learning to move silently, read information patterns, resist torture, navigate by shadow-memory.

Necromancer

The Death Speakers

Cimmerian Necromancers didn’t raise zombie armies. They communicated with the dead—spirits lingering in shadow, unwilling or unable to move on.

Key Abilities:

  • Spirit Communication: Speaking with dead souls trapped in shadow realm
  • Death Sense: Feeling recent deaths within large radius
  • Soul Anchoring: Temporarily binding spirits to reality for questioning
  • Bone Reading: Extracting memories from skeletal remains
  • Psychopomp: Guiding trapped souls toward rest (consensual)

Cultural Role: Historians (interviewing long-dead scholars), investigators (questioning murder victims), therapists (helping spirits resolve unfinished business).

Ethics: Strict consent laws. Forcing a spirit to manifest against its will was the highest Cimmerian crime.

Psychological Cost: High. Constant exposure to death, grief, and trapped souls caused profound depression. Most retired early.

Shadowblade

The Umbral Warriors

Shadowblades weaponized darkness itself. Their fighting style was brutal, efficient, and terrifying—enemies died without ever seeing the blade.

Key Abilities:

  • Shadow Weapons: Manifesting blades/spears from solid shadow
  • Umbral Strike: Attacks phasing partially through shadow (bypassing some armor)
  • Darkness Cloak: Becoming invisible in any shadow
  • Fear Projection: Using shadows to broadcast terror
  • Void Step: Short-range teleportation through shadow

Cultural Role: Elite military, assassins, bodyguards.

Training: 10-15 years of weapon mastery, shadow manipulation, psychological conditioning.

Social Perception: Feared even by other Cimmerians. Most Shadowblades lived isolated lives.


The Magic System: How Classes Worked

Here’s the structure that tied it all together:

Marks and Connection

Everyone in a race had Marks—magical tattoos that appeared during puberty, connecting them to their moon. Marks channeled power but weren’t class-specific.

Classes were specializations—specific training paths that taught you how to use your Mark’s power in specific ways.

Think of it like this:

  • Mark = Your raw magical potential (everyone has it)
  • Class = Your training (specialized application of that potential)

Class Training

Most classes required 6-20 years of training. You typically chose (or were chosen for) a class between ages 10-15 and trained until adulthood.

Some classes were hereditary (Lava Smiths, Coral Shapers). Others accepted anyone with talent (Magmamancers, Tidecallers).

Power Costs

All class abilities drew from the same source: the moon’s power channeled through your Marks. More powerful abilities drained you faster. Overuse caused:

  • Physical exhaustion
  • Mark burning (painful, temporary)
  • Unconsciousness
  • Death (if pushed catastrophically too far)

Multi-Classing?

Rare but possible. Some individuals trained in multiple class paths, but mastery required full dedication. Most who tried ended up mediocre in both.

Exception: Related classes (Magmamancer + Geomancer, Tidecaller + Bioluminescent) were occasionally combined.


Conclusion: The Classes Before the Fall

This was the world before everything broke.

Twenty different classes across six races. Hundreds of thousands of individuals, each trained in specialized magical arts, each contributing to civilizations that had stood for millennia.

Windcallers predicting weather patterns. Lava Smiths forging legendary weapons. Tidecallers guiding ships through impossible currents. Grove Wardens healing dying forests. Dream Walkers negotiating in shared dreamscapes. Nightstalkers preserving forbidden knowledge.

It was structured. Beautiful. Doomed.

Because all of it—every class, every ability, every carefully cultivated specialization—depended on one thing: the moons.

When the moons fell, the classes shattered. Windcallers couldn’t read currents that no longer spoke. Magmamancers burned themselves out trying to channel power that wasn’t there. Tidecallers drowned in water that stopped listening. Grove Wardens felt every plant in their groves die simultaneously.

The Fall didn’t just kill half the population. It destroyed an entire system of magic, culture, and identity.

But some adapted. Some found new power in the ruins. Some became Void-Touched—transformed by survival into something the old world never imagined.

That’s next week’s post.

For now, just understand: when someone tells you the Fall broke the world, they’re not being metaphorical. It broke the fundamental structure of how magic worked, how society functioned, and who people were allowed to be.

The classes were power. Purpose. Identity.

And they’re gone.

— The Watcher


Next Week: Void-Touch Transformations - How Survival Changed Everything

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