Post by Adam The Me on Apr 7, 2008 17:56:10 GMT -5
Magic
Magic can be easily divided into two "classes", wizard and sorcerer. Any type of caster is referred to as "mage" by default, and wizard and sorcerer are used to be more specific.
Wizard
Through years of sitting over dusty tomes, you have finally reached your goal: to have bad eye sight, and a hunched back. No, I'm just kidding. That is just a side effect of what you really wanted: magic. Chanted words and quick hand gestures are your tools, to draw forth energy and make your insane will reality. Now all those kids who taunted you will regret it. Wizard cast spells, each spell has a certain set effect. End of story. This is the simplest form of magic, it is also the most limited. But also the most limitless. You can do anything you want, really, but you have to know the spell - or make it. In a sense, you can only do what your spells can do, but you can do anything if you have the spell.
Sorcerer
No books for you, you where born with a natural talent. Deep inside you, you have power, raw magic just waiting to be released. But you don't use that yet. No, not entirely. You use your sheer will to tap into that energy, then you use that energy to channel power from another source to you. You don't realize it, but you're leeching power from a god. Sorcerers have nearly limitless potential, but at the same time, a hefty limit is placed upon that limitless. You can do anything you want, really, but it's not as simple as a wizard's spell.
Clerics
What? You didn't list clerics before! That's right. I didn't. They're not an actual devision of magic types. They're just sorcerers who realize where their power comes from, and chose to worship their god for it. Wizards that worship a god in the sense clerics do are called priests.
Rules of Sorcery.
While it's "unlimited" power, there are hefty limits. Here they are:
Any type of special affects, such as portals, teleports, scrying, antimagic, etc, cannot be used by sorcerers untill rank 9.
Places of Power
Every race has one, and I'd like to stress that their knowledge is not very common. It may be common knowledge that a certain area (the place of power) is important, but only certain cases is the fact that it is a place of power known to the general public. More often, the 'elite' of a race know the truth. An important note, is that only a few elves and gnomes know about the ability to consume a place of power to ascend to divinity. (Note, this is a theory, while it's a true theory, it should be RP'd that they are only guessing)
Interesting facts:
Sorcerers like the lingering feeling of magical power. It's like a constant mini orgasm. Sorcerers are more powerful while near a place of power, because of the lingering magical energy. Non-sorcerers can become sorcerers while training here. (This is all the known info)
Creating a Place of Power
There are a few things that create a place of power...
The death of a rank 8+ sorcerer.
The death of a god.
The death of a 1000 years or older dragon.
IMPORTANT
Magic and Roleplaying
Sorcerers can use wizard spell lists to get an idea of what they can do. Each rank in Power Source is roughly the equivalent of one rank in wizard spells, so you can do roughly those strength spells. All casters must get a little tired after casting. Obviously, if you are rank 5, casting a rank 1 spell means nothing to you, but even at rank 2 a rank 1 spell will be tiring, you can't simply shoot off fireball after fireball after fireball. Wizards, it's preferred that you wear cloth, full armor tends to hinder casting somewhat, while it is POSSIBLE to wear armor, most wizards are in the mindset that if they need it, they are terrible wizards, and also can't stand any hindrances on casting (it sucks terribly to have a spell backfire because you couldn't make the right hand sign). Wizards should always RP taking their time to cast, you can't send off a fireball on the fly, and even dispell takes 4-6 seconds to cast, depending on skill.
Wizard Spells
You need three spells from one rank of spell to purchase spells from the next rank up.
As a free bonus, wizards can dispell magic, using spells, for any spell level they have at least three spells in. Dispell is the fastest to cast spell, and it's power is not by rank, just by your rank. (It's always your highest rank). Dispell works by creating an anti-magic area where the wizard chooses, and can be maintained. Size of the anti-magic area is determined by rank, with this formula: size = rank x 2.5 feet
Rank 1
Light
Creates a light equivalent to that of a torch at the caster's hand, or on a touched object. Wizards with rank 2 spells can colour the light.
Lesser Firebolt
Shoots out a small jet of flame at the target, 10 foot range.
Lesser Iceshard
Shoots out a shard of ice, the equivalent of an arrow, at the target, 10 foot range.
Lesser Shock
Shocks the target with a mild charge (non fatal, but painful), 10 foot range.
Lesser Earthshard
Shoot a piece of rock at the target, the equivalent of an arrow, 10 foot range.
Lesser Heal
Heal the target, healing small scratches and cuts. Touch range.
Lesser Pain
Hurt the target, causing pain, but no actual bodily damage. Touch range.
Rank 2
Firebolt
Shoots out a large jet of flame at the target, 10 foot range.
Iceshard
Shoots out a shard of ice, the equivalent of an arrow, at the target, 30 foot range.
Shock
Shocks the target with a powerful charge (non fatal, but painful), 20 foot range.
Earthshard
Shoot a piece of rock at the target, the equivalent of an arrow, 30 foot range.
Heal
Heal the target, healing most cuts that aren't more than 4 centimeters deep. Touch range.
Pain
Hurt the target, causing pain, but no actual bodily damage. Touch range.
Chill
An aura of cold encases your chosen hand, making everything within a foot 5 degrees celcius.
Lesser Gust
A blast of wind strong enough to knock over a person up to 7 feet away from you.
Rank 3
Small Fireball
Shoots out a fireball, with an explosion radius of 5 feet. 20 foot range.
Lesser Ice Storm
Shoots out three shard of ice, the equivalent of an arrow, at the target, 30 foot range.
Shock
Shocks the target with a powerful charge (non fatal, but painful), 20 foot range.
Earthshard
Shoot three pieces of rock at the target, the equivalent of an arrow, 30 foot range.
Heal
Heal the target, healing most cuts that aren't more than 2 centimeters deep. Touch range.
Pain
Hurt the target, causing pain, but no actual bodily damage. Touch range.
Freeze
An aura of cold encases your chosen hand, making everything within a foot -5 degrees celcius.
Gust
A blast of wind strong enough to knock over anyone within 7 feet of your blast (90 degree angle from hand direction), and cause some damage.
Lesser Scry
You can view a person remotely, if they allow it. (The target can mentally accept or decline the viewing). Requires the use of a flat, reflective surface.
Rank 4
Fireball
Shoots out a fireball, with an explosion radius of 10 feet. 20 foot range.
Ice Storm
Shoots out seven shards of ice, the equivalent of an arrow, at the target, 30 foot range.
Shock
Shocks the target with a powerful charge (non fatal, but painful), 40 foot range.
Greater Earthshard
Shoot three pieces of rock at the target, the equivalent of an arrow, 50 foot range.
Greater Heal
Heal the target, healing most wounds, but nothing that is very deep, severs multiple major arteries, or destroys organs (That can be done with 2-3 castings, depending on damage done). Touch range.
Greater Pain
Hurt the target, causing severe pain, but no actual bodily damage. Touch range.
Greater Freeze
An aura of cold encases your chosen hand, making everything within a three feet -10 degrees celcius.
Greater Gust
A blast of wind strong enough to knock over anyone within 10 feet of your blast (90 degree angle from hand direction), and cause decent damage.
Lesser Scry
You can view a person remotely, if they allow it. (The target can mentally accept or decline the viewing). Also allows a mental joining of both the caster and the target, allowing communication. Requires the use of a flat, reflective surface.
Rank 5
Portal
Create a portal to anywhere you have seen before. You can hold this open for 5 minutes for every spell rank 5 or over you have, but this requires your concentration. The portal will close after 30 seconds if you do not maintain it. Portals are an oval shape, 8 feet long and 5 feet wide.
Spells by race
Elf
Rank 4
Forestsong
This spell allows the manipulation of trees, to create buildings, objects, or draw wood safely from the tree. The casting takes one day for wood drawing (no more than a few planks), a week for small wood products (tables, chairs, etc.), or multiple planks of wood, or a month for the creation of buildings, or drawing mass quantities of wood. The caster must be present constantly, and cast the spell half the time.
Leafiron Song
The caster spends a half day singing (or chanting, for those not confident in their sining abilities), to create a moonblade or suit of elven leafscale armor, the product can be customized as the spell is cast.
Wall of Magical Force
Ritualistic spell, many wizards can work in sync to produce stronger effects. This spell creates a wall of magical force, shaped and held up by the casters. It's colour, or lack there of, is decided by it's creator. It will last for 10 minutes when no longer maintained.
Wizards and their Familiars
Wizards can create a magical bond between themselves and a small animal (no larger then a big bird, such as an eagle or raven), which they can summon whenever through the casting of a simple spell. The familiar is usually abnormally intelligent, and can carry out some tasks. Wizards gain some of their familiar's qualities, however the difference is often subtle.
Enchanting
Enchanting can only be done by wizards, or a rank 9+ sorcerer. You require one magic rank above the spell to enchant, and must know the spell. After enchanting, the wizard cannot cast spells for a week.
And, don't worry, more is coming.
Enchanting comes in multiple types, Permanent Enchantment, and Cast Enchantment.
Permanent Enchantment
This is your standard fiery sword type enchantment. It will last forever, and some can be toggled if the creater was of special skill. These enchantments require the item be made with a source of powerful material. Current examples of this are Elven Shadow Cloaks, in which the thread is imbued heavily with magic, made at a Place of Power, then woven into the cloak and enchanted. Another is the razor sharp blades of the Gur'ai elite, which carry the souls of the creature in the bone for power. A third example is the Portal from Gur to Bylin, which uses the magical nature of Gur'ai stone.
Cast Enchantment
These are enchantments that let an item cast a specific spell, once a day. To create this item, the caster must cast the spell "Imbue Spell" , followed by the desired spell, on the desired item. The caster must have 3 levels higher then the desired spell's level for it to work, and cannot cast any spells for one week per wizard level of the spell enchanted.
All Cast Enchantments are activated by the user willing the item to do the desired effect, and the user must know the effect of the item. Some spells that are exceptionally weak, such as a normal sized light or a very small lick of flame can be used infinite times a day, but the effect is too small to do anything more then provide the light of a torch or light a campfire, torch or candle (respectively, for the two effects.) In the case of these enchantments (More may be added later), they take a two week rest period, and require Light or Lesser Firebolt, respectively. The most common examples of Cast Enchantments would be wands or staves. (Technically, any object can work it, but those must be admin approved at this point.) Wands may hold one spell, and staves three (Though it doesn't need to be three). Anyone using a staff without at least one wizard rank risks firing off the wrong spell.
Didn't see what you want? Talk to Adam The Me.
Magic can be easily divided into two "classes", wizard and sorcerer. Any type of caster is referred to as "mage" by default, and wizard and sorcerer are used to be more specific.
Wizard
Through years of sitting over dusty tomes, you have finally reached your goal: to have bad eye sight, and a hunched back. No, I'm just kidding. That is just a side effect of what you really wanted: magic. Chanted words and quick hand gestures are your tools, to draw forth energy and make your insane will reality. Now all those kids who taunted you will regret it. Wizard cast spells, each spell has a certain set effect. End of story. This is the simplest form of magic, it is also the most limited. But also the most limitless. You can do anything you want, really, but you have to know the spell - or make it. In a sense, you can only do what your spells can do, but you can do anything if you have the spell.
Sorcerer
No books for you, you where born with a natural talent. Deep inside you, you have power, raw magic just waiting to be released. But you don't use that yet. No, not entirely. You use your sheer will to tap into that energy, then you use that energy to channel power from another source to you. You don't realize it, but you're leeching power from a god. Sorcerers have nearly limitless potential, but at the same time, a hefty limit is placed upon that limitless. You can do anything you want, really, but it's not as simple as a wizard's spell.
Clerics
What? You didn't list clerics before! That's right. I didn't. They're not an actual devision of magic types. They're just sorcerers who realize where their power comes from, and chose to worship their god for it. Wizards that worship a god in the sense clerics do are called priests.
Rules of Sorcery.
While it's "unlimited" power, there are hefty limits. Here they are:
Any type of special affects, such as portals, teleports, scrying, antimagic, etc, cannot be used by sorcerers untill rank 9.
Places of Power
Every race has one, and I'd like to stress that their knowledge is not very common. It may be common knowledge that a certain area (the place of power) is important, but only certain cases is the fact that it is a place of power known to the general public. More often, the 'elite' of a race know the truth. An important note, is that only a few elves and gnomes know about the ability to consume a place of power to ascend to divinity. (Note, this is a theory, while it's a true theory, it should be RP'd that they are only guessing)
Interesting facts:
Sorcerers like the lingering feeling of magical power. It's like a constant mini orgasm. Sorcerers are more powerful while near a place of power, because of the lingering magical energy. Non-sorcerers can become sorcerers while training here. (This is all the known info)
Creating a Place of Power
There are a few things that create a place of power...
The death of a rank 8+ sorcerer.
The death of a god.
The death of a 1000 years or older dragon.
IMPORTANT
Magic and Roleplaying
Sorcerers can use wizard spell lists to get an idea of what they can do. Each rank in Power Source is roughly the equivalent of one rank in wizard spells, so you can do roughly those strength spells. All casters must get a little tired after casting. Obviously, if you are rank 5, casting a rank 1 spell means nothing to you, but even at rank 2 a rank 1 spell will be tiring, you can't simply shoot off fireball after fireball after fireball. Wizards, it's preferred that you wear cloth, full armor tends to hinder casting somewhat, while it is POSSIBLE to wear armor, most wizards are in the mindset that if they need it, they are terrible wizards, and also can't stand any hindrances on casting (it sucks terribly to have a spell backfire because you couldn't make the right hand sign). Wizards should always RP taking their time to cast, you can't send off a fireball on the fly, and even dispell takes 4-6 seconds to cast, depending on skill.
Wizard Spells
You need three spells from one rank of spell to purchase spells from the next rank up.
As a free bonus, wizards can dispell magic, using spells, for any spell level they have at least three spells in. Dispell is the fastest to cast spell, and it's power is not by rank, just by your rank. (It's always your highest rank). Dispell works by creating an anti-magic area where the wizard chooses, and can be maintained. Size of the anti-magic area is determined by rank, with this formula: size = rank x 2.5 feet
Rank 1
Light
Creates a light equivalent to that of a torch at the caster's hand, or on a touched object. Wizards with rank 2 spells can colour the light.
Lesser Firebolt
Shoots out a small jet of flame at the target, 10 foot range.
Lesser Iceshard
Shoots out a shard of ice, the equivalent of an arrow, at the target, 10 foot range.
Lesser Shock
Shocks the target with a mild charge (non fatal, but painful), 10 foot range.
Lesser Earthshard
Shoot a piece of rock at the target, the equivalent of an arrow, 10 foot range.
Lesser Heal
Heal the target, healing small scratches and cuts. Touch range.
Lesser Pain
Hurt the target, causing pain, but no actual bodily damage. Touch range.
Rank 2
Firebolt
Shoots out a large jet of flame at the target, 10 foot range.
Iceshard
Shoots out a shard of ice, the equivalent of an arrow, at the target, 30 foot range.
Shock
Shocks the target with a powerful charge (non fatal, but painful), 20 foot range.
Earthshard
Shoot a piece of rock at the target, the equivalent of an arrow, 30 foot range.
Heal
Heal the target, healing most cuts that aren't more than 4 centimeters deep. Touch range.
Pain
Hurt the target, causing pain, but no actual bodily damage. Touch range.
Chill
An aura of cold encases your chosen hand, making everything within a foot 5 degrees celcius.
Lesser Gust
A blast of wind strong enough to knock over a person up to 7 feet away from you.
Rank 3
Small Fireball
Shoots out a fireball, with an explosion radius of 5 feet. 20 foot range.
Lesser Ice Storm
Shoots out three shard of ice, the equivalent of an arrow, at the target, 30 foot range.
Shock
Shocks the target with a powerful charge (non fatal, but painful), 20 foot range.
Earthshard
Shoot three pieces of rock at the target, the equivalent of an arrow, 30 foot range.
Heal
Heal the target, healing most cuts that aren't more than 2 centimeters deep. Touch range.
Pain
Hurt the target, causing pain, but no actual bodily damage. Touch range.
Freeze
An aura of cold encases your chosen hand, making everything within a foot -5 degrees celcius.
Gust
A blast of wind strong enough to knock over anyone within 7 feet of your blast (90 degree angle from hand direction), and cause some damage.
Lesser Scry
You can view a person remotely, if they allow it. (The target can mentally accept or decline the viewing). Requires the use of a flat, reflective surface.
Rank 4
Fireball
Shoots out a fireball, with an explosion radius of 10 feet. 20 foot range.
Ice Storm
Shoots out seven shards of ice, the equivalent of an arrow, at the target, 30 foot range.
Shock
Shocks the target with a powerful charge (non fatal, but painful), 40 foot range.
Greater Earthshard
Shoot three pieces of rock at the target, the equivalent of an arrow, 50 foot range.
Greater Heal
Heal the target, healing most wounds, but nothing that is very deep, severs multiple major arteries, or destroys organs (That can be done with 2-3 castings, depending on damage done). Touch range.
Greater Pain
Hurt the target, causing severe pain, but no actual bodily damage. Touch range.
Greater Freeze
An aura of cold encases your chosen hand, making everything within a three feet -10 degrees celcius.
Greater Gust
A blast of wind strong enough to knock over anyone within 10 feet of your blast (90 degree angle from hand direction), and cause decent damage.
Lesser Scry
You can view a person remotely, if they allow it. (The target can mentally accept or decline the viewing). Also allows a mental joining of both the caster and the target, allowing communication. Requires the use of a flat, reflective surface.
Rank 5
Portal
Create a portal to anywhere you have seen before. You can hold this open for 5 minutes for every spell rank 5 or over you have, but this requires your concentration. The portal will close after 30 seconds if you do not maintain it. Portals are an oval shape, 8 feet long and 5 feet wide.
Spells by race
Elf
Rank 4
Forestsong
This spell allows the manipulation of trees, to create buildings, objects, or draw wood safely from the tree. The casting takes one day for wood drawing (no more than a few planks), a week for small wood products (tables, chairs, etc.), or multiple planks of wood, or a month for the creation of buildings, or drawing mass quantities of wood. The caster must be present constantly, and cast the spell half the time.
Leafiron Song
The caster spends a half day singing (or chanting, for those not confident in their sining abilities), to create a moonblade or suit of elven leafscale armor, the product can be customized as the spell is cast.
Wall of Magical Force
Ritualistic spell, many wizards can work in sync to produce stronger effects. This spell creates a wall of magical force, shaped and held up by the casters. It's colour, or lack there of, is decided by it's creator. It will last for 10 minutes when no longer maintained.
Wizards and their Familiars
Wizards can create a magical bond between themselves and a small animal (no larger then a big bird, such as an eagle or raven), which they can summon whenever through the casting of a simple spell. The familiar is usually abnormally intelligent, and can carry out some tasks. Wizards gain some of their familiar's qualities, however the difference is often subtle.
Enchanting
Enchanting can only be done by wizards, or a rank 9+ sorcerer. You require one magic rank above the spell to enchant, and must know the spell. After enchanting, the wizard cannot cast spells for a week.
And, don't worry, more is coming.
Enchanting comes in multiple types, Permanent Enchantment, and Cast Enchantment.
Permanent Enchantment
This is your standard fiery sword type enchantment. It will last forever, and some can be toggled if the creater was of special skill. These enchantments require the item be made with a source of powerful material. Current examples of this are Elven Shadow Cloaks, in which the thread is imbued heavily with magic, made at a Place of Power, then woven into the cloak and enchanted. Another is the razor sharp blades of the Gur'ai elite, which carry the souls of the creature in the bone for power. A third example is the Portal from Gur to Bylin, which uses the magical nature of Gur'ai stone.
Cast Enchantment
These are enchantments that let an item cast a specific spell, once a day. To create this item, the caster must cast the spell "Imbue Spell" , followed by the desired spell, on the desired item. The caster must have 3 levels higher then the desired spell's level for it to work, and cannot cast any spells for one week per wizard level of the spell enchanted.
All Cast Enchantments are activated by the user willing the item to do the desired effect, and the user must know the effect of the item. Some spells that are exceptionally weak, such as a normal sized light or a very small lick of flame can be used infinite times a day, but the effect is too small to do anything more then provide the light of a torch or light a campfire, torch or candle (respectively, for the two effects.) In the case of these enchantments (More may be added later), they take a two week rest period, and require Light or Lesser Firebolt, respectively. The most common examples of Cast Enchantments would be wands or staves. (Technically, any object can work it, but those must be admin approved at this point.) Wands may hold one spell, and staves three (Though it doesn't need to be three). Anyone using a staff without at least one wizard rank risks firing off the wrong spell.
Didn't see what you want? Talk to Adam The Me.