Post by David Noles on Mar 16, 2009 17:36:25 GMT 8
Mages and spell-casters are asked to adhere to the following guidelines:
3 Spells to begin with. Given time (and tutelage) new spells can be learned. Note that you cannot cross magic schools to begin with.
The 3 spells should be as follows.
1 Catastrophic Spell. This being a large and taxing spell that can affect all those involved in the scene. This is limited to once a day maximum.
1 Defensive Spell. Depending on the power of the spell this is to take time to cast. This too must have a limit plus a point where the caster must recharge before being able to use it again.
1 Offensive Spell. This must be weaker then the Catastrophic Spell and able to only affect a single target or a small radius area. Limitations should be placed to allow the caster to take damage even through said spell.
Spell choices are subject to the opinions and arguments of Moderators. Any queries can be forwarded to Staff.
Magic Schools -
Fire: Flames burn brightly in the soul of these spell casters, as such they are unaffected by high temperatures…to a degree. Their blood is heated higher then that or other caters, raising their body temperatures, protecting them to a degree from icy climates while ultimately hardening their body to the harsh climates of deserts and the like. That being said, those of the water elements douses the passionate flames within. As such their spells are rendered ineffective against such schooling's.
Fire is one of the more harsh schools, fire being an element that does not naturally occur without help. As such it is more strenuous on the casters body, tiring them faster but with greater effect, the force being exerted adding to the direct damage of the spell, dealing great damage against those that choose to hide beneath the veil of the woods and melt those of the ice schools.
Ice: The chilling core of the caster stand fiercely in a blazing snow-storm, unaffected by the cold climates. Their blood is slowed, cooling their body and creating a tolerance to cold. In such the hotter temperatures effects are lessened, taking greater time to heat the body, whereas icy temperatures are examined as lukewarm temperatures. However, the magic of fire used correctly can melt their soul of ice and greatly weaken them, as such their spells have little or no affect when facing those of the fire schoolings.
Ice is strenuous when not used in conjunction with those of the Water Schools. It involves freezing the Hydrogen in the air when the ritual of magic is performed. As such the caster will tire faster but with greater impact, freezing the spells of water schools and having great effect against those of no magic, freezing cell structures and causing hazardous conditions.
Earth: The hardy element of Earth turns a casters soul stony when they delve deep into its mysteries. The very atomic structure of the caster is hardened, raising their physical endurance. They are the fiercest of spell-casters and are by far the bravest. This is because the casting of Earth, while naturally occurring, is far harder then any other element. The casting of Earth involves manipulating the structure of the earth, bending it to the casters will by which the surface of the earth is momentarily changed. Only those who already have great fortitude even attempt Earth magic, for those of little strength will find the strain too much. More then one have died during the casting process.
The benefit of this strenuous magic is that those of the Earth will stand against any school without consequence or gain.
Wood: The agility of the woods imbues this caster with unnatural reflexes when one turns to the forests for guidance and strength. Casters of the Wood Schools of Magic find themselves to be lighter on their feet, able to dodge blows from in close while able to entangle their enemies from afar. However casters of Fire will find their flames able to penetrate ever the strongest of enchantments when their spells burn through the few of the woods. Casters of the Forest find that their magic comes easily when in the Forests, able to simply manipulate the already created foliage, however performing the magic in an area desolate from natural touches of the Wood will find the effort all the more taxing, their magic calling the woods from afar to be brought towards them, often taking longer to call magic.
This being said, the woods stand up well against other forms of magic, the exception being fire. Water has been known to strengthen certain incantations, although not particularly strong against any school.
Wind: Wind is by far the most versatile of all magic’s, but also considered to be the weakest. The caster will find their steps hastened by the air around them. Given enough training, a those schooling in the Wind can manipulate the air strong enough to fly great distances. Wind magic is seen as the escape of all spells, generally used defensively to flee or throw an enemy away from their position.
However, when required, wind can surround and reverse the direction of other more potent spells, taxing though this is on the caster. Those of great fortitude can even lift others from their position and cause great damage by flinging them mid-air.
Wind being the defensive school that it is, it will stand up against any school, although not doing any great damage.
Water: Water is largely similar to ice, although more practical and readily available. Unlike Ice, the magic of Water does not take great affect on ones soul like many schools, instead coursing through the casters body, increasing their flexibility. While not as useful as other gifts of schooling's, those of the Water schools can draw the oxygen from water, increasing the time they can spend under water. Also, drawing Hydrogen from the air is far less taxing then those specializing in the schools of Ice, although still no simple feat. Manipulating the flow of water and the sway of currents is one of the more useful gifts a mage of Water can acquire, creating torrents of water and great whirlpools.
Water has great power against fire magic’s, although their spells can be the base of Ice should the opponent specialize in said schools. It also has a limited effect against those of the Forest, in some cases increasing the effectiveness of certain rituals.
Thunder: Thunder is one of the more powerful schools of magic that still retain the element of natural occurrence. Casters of the Thunder Schools are imbued with a static charge that runs through their veins once they submit to the will of the clouds, giving them distinct power over the element. They have the power to call vicious storms and with great difficulty call down strikes of lightning. Their main energy though is channeled into creating great sonic booms, the signature of Thunder. Such a ritual can force enemies back in all directions and with enough power, crumble structures.
Thunder Mages are the more hardy of their kind, boasting great fortitude due to the difficult nature of their spells and incantations. They stand up well against others, particularly water, such mages receiving a nasty shock when the magic they channel conducts the electricity coursing through the Thunder mages veins.
Bane: Referred to as Priest’s of the Dark Sun, the schools of Bane have long since closed, shunned by peace loving civilization. Few Masters now live in seclusion, their ancient sects living on underground and in hiding. Casters of Bane channel the light in the area, weakening it and allowing shadows to thrive. They then use these shadows to cause great havoc, plunging cities into darkness, blinding all caught in its web. Shadows can also be used to darken the hearts of others. Control of ones actions and emotions revels in the Forbidden, but the darkening of ones heart can influence them towards more violent measures. This is seen as a risky practice as there is no safeguard to prevent the subject turning around and attacking the caster.
Light: Referred to as Children of Sol, these casters have devoted themselves to the art of the Sun. Now an obsolete practice, Light Magic’s are no longer practiced due to the lack of those able to teach casters. Every now and then a Light Caster will appear but never stay in one place too long. They cast by drawing the shadows from an area, enhancing the natural light to blind others and force them back with a wall of strengthened light. Contrary to popular belief, Light Casters are not in fact healers, rather the guardians of ancient temples and subsequent artefacts. When the modern world was suddenly confronted with Chaos and said artefacts stolen, the need for the Suns of Sol ceased and the art died out.
Divine: Divine casters are better known as Clerics. They do not follow alignment, those of Good are charged as the Priests of Divine Light, Evil as the Priests of Divine Shadow. They channel their energy into their hands to create a healing effect that cleanses the body of impurities and heals wounds. Most Paladins have some sort of Divine casting ability, able to cure wounds. Even an evil Paladin who’s very core has been corrupted can channel magic to heal.
Divine casters cannot use their magic to cause harm, and are often accompanied by a Caster of Light when traveling to unknown areas or dangerous places.
3 Spells to begin with. Given time (and tutelage) new spells can be learned. Note that you cannot cross magic schools to begin with.
The 3 spells should be as follows.
1 Catastrophic Spell. This being a large and taxing spell that can affect all those involved in the scene. This is limited to once a day maximum.
1 Defensive Spell. Depending on the power of the spell this is to take time to cast. This too must have a limit plus a point where the caster must recharge before being able to use it again.
1 Offensive Spell. This must be weaker then the Catastrophic Spell and able to only affect a single target or a small radius area. Limitations should be placed to allow the caster to take damage even through said spell.
Spell choices are subject to the opinions and arguments of Moderators. Any queries can be forwarded to Staff.
Magic Schools -
Fire: Flames burn brightly in the soul of these spell casters, as such they are unaffected by high temperatures…to a degree. Their blood is heated higher then that or other caters, raising their body temperatures, protecting them to a degree from icy climates while ultimately hardening their body to the harsh climates of deserts and the like. That being said, those of the water elements douses the passionate flames within. As such their spells are rendered ineffective against such schooling's.
Fire is one of the more harsh schools, fire being an element that does not naturally occur without help. As such it is more strenuous on the casters body, tiring them faster but with greater effect, the force being exerted adding to the direct damage of the spell, dealing great damage against those that choose to hide beneath the veil of the woods and melt those of the ice schools.
Ice: The chilling core of the caster stand fiercely in a blazing snow-storm, unaffected by the cold climates. Their blood is slowed, cooling their body and creating a tolerance to cold. In such the hotter temperatures effects are lessened, taking greater time to heat the body, whereas icy temperatures are examined as lukewarm temperatures. However, the magic of fire used correctly can melt their soul of ice and greatly weaken them, as such their spells have little or no affect when facing those of the fire schoolings.
Ice is strenuous when not used in conjunction with those of the Water Schools. It involves freezing the Hydrogen in the air when the ritual of magic is performed. As such the caster will tire faster but with greater impact, freezing the spells of water schools and having great effect against those of no magic, freezing cell structures and causing hazardous conditions.
Earth: The hardy element of Earth turns a casters soul stony when they delve deep into its mysteries. The very atomic structure of the caster is hardened, raising their physical endurance. They are the fiercest of spell-casters and are by far the bravest. This is because the casting of Earth, while naturally occurring, is far harder then any other element. The casting of Earth involves manipulating the structure of the earth, bending it to the casters will by which the surface of the earth is momentarily changed. Only those who already have great fortitude even attempt Earth magic, for those of little strength will find the strain too much. More then one have died during the casting process.
The benefit of this strenuous magic is that those of the Earth will stand against any school without consequence or gain.
Wood: The agility of the woods imbues this caster with unnatural reflexes when one turns to the forests for guidance and strength. Casters of the Wood Schools of Magic find themselves to be lighter on their feet, able to dodge blows from in close while able to entangle their enemies from afar. However casters of Fire will find their flames able to penetrate ever the strongest of enchantments when their spells burn through the few of the woods. Casters of the Forest find that their magic comes easily when in the Forests, able to simply manipulate the already created foliage, however performing the magic in an area desolate from natural touches of the Wood will find the effort all the more taxing, their magic calling the woods from afar to be brought towards them, often taking longer to call magic.
This being said, the woods stand up well against other forms of magic, the exception being fire. Water has been known to strengthen certain incantations, although not particularly strong against any school.
Wind: Wind is by far the most versatile of all magic’s, but also considered to be the weakest. The caster will find their steps hastened by the air around them. Given enough training, a those schooling in the Wind can manipulate the air strong enough to fly great distances. Wind magic is seen as the escape of all spells, generally used defensively to flee or throw an enemy away from their position.
However, when required, wind can surround and reverse the direction of other more potent spells, taxing though this is on the caster. Those of great fortitude can even lift others from their position and cause great damage by flinging them mid-air.
Wind being the defensive school that it is, it will stand up against any school, although not doing any great damage.
Water: Water is largely similar to ice, although more practical and readily available. Unlike Ice, the magic of Water does not take great affect on ones soul like many schools, instead coursing through the casters body, increasing their flexibility. While not as useful as other gifts of schooling's, those of the Water schools can draw the oxygen from water, increasing the time they can spend under water. Also, drawing Hydrogen from the air is far less taxing then those specializing in the schools of Ice, although still no simple feat. Manipulating the flow of water and the sway of currents is one of the more useful gifts a mage of Water can acquire, creating torrents of water and great whirlpools.
Water has great power against fire magic’s, although their spells can be the base of Ice should the opponent specialize in said schools. It also has a limited effect against those of the Forest, in some cases increasing the effectiveness of certain rituals.
Thunder: Thunder is one of the more powerful schools of magic that still retain the element of natural occurrence. Casters of the Thunder Schools are imbued with a static charge that runs through their veins once they submit to the will of the clouds, giving them distinct power over the element. They have the power to call vicious storms and with great difficulty call down strikes of lightning. Their main energy though is channeled into creating great sonic booms, the signature of Thunder. Such a ritual can force enemies back in all directions and with enough power, crumble structures.
Thunder Mages are the more hardy of their kind, boasting great fortitude due to the difficult nature of their spells and incantations. They stand up well against others, particularly water, such mages receiving a nasty shock when the magic they channel conducts the electricity coursing through the Thunder mages veins.
Bane: Referred to as Priest’s of the Dark Sun, the schools of Bane have long since closed, shunned by peace loving civilization. Few Masters now live in seclusion, their ancient sects living on underground and in hiding. Casters of Bane channel the light in the area, weakening it and allowing shadows to thrive. They then use these shadows to cause great havoc, plunging cities into darkness, blinding all caught in its web. Shadows can also be used to darken the hearts of others. Control of ones actions and emotions revels in the Forbidden, but the darkening of ones heart can influence them towards more violent measures. This is seen as a risky practice as there is no safeguard to prevent the subject turning around and attacking the caster.
Light: Referred to as Children of Sol, these casters have devoted themselves to the art of the Sun. Now an obsolete practice, Light Magic’s are no longer practiced due to the lack of those able to teach casters. Every now and then a Light Caster will appear but never stay in one place too long. They cast by drawing the shadows from an area, enhancing the natural light to blind others and force them back with a wall of strengthened light. Contrary to popular belief, Light Casters are not in fact healers, rather the guardians of ancient temples and subsequent artefacts. When the modern world was suddenly confronted with Chaos and said artefacts stolen, the need for the Suns of Sol ceased and the art died out.
Divine: Divine casters are better known as Clerics. They do not follow alignment, those of Good are charged as the Priests of Divine Light, Evil as the Priests of Divine Shadow. They channel their energy into their hands to create a healing effect that cleanses the body of impurities and heals wounds. Most Paladins have some sort of Divine casting ability, able to cure wounds. Even an evil Paladin who’s very core has been corrupted can channel magic to heal.
Divine casters cannot use their magic to cause harm, and are often accompanied by a Caster of Light when traveling to unknown areas or dangerous places.