Post by Emmarie on Nov 10, 2010 17:45:19 GMT -5
So, you're a spellcaster and want to use magic to enhance your character's roleplay and gameplay? Well that's great! Most of you know that we have an affinity for roleplaying magic casters! It's very basic, your mage dice are quite simply, your combat dice. So if you are 2d40, your mage dice are 2d40. Keeping it simple, keeping it real.
But, in our game there's a few "rules" you need to know.
The Questionnaire
Who can be a spellcaster?
If you choose mage, cleric or druid, you are automatically a spellcaster as you get Magical Affinity as a free skill! If you choose Magical Affinity for a skill, you are a spellcaster.
What about Psions?
Psions have Psionic Affinity as a free skill, or you can choose Psionic Affinity as a skill, but they still write "spells" that they cast using their mind. Same rules as magic.
Who CANNOT be a spellcaster in RaS?
If you do not have Magical Affinity, or Psionic Affinity you CANNOT write spells and use magic in RaS! Not even for combat, or roleplay, otherwise taking those skills are meaningless!
Where does magic come from in our realm?
Magic was gifted to our realm by the goddess of magic, Xeladra. In fact, magic in kh'ronish is known as "xela". This is it's origin, but the actual practice of magic can vary. One can draw power from the divine, from the earth itself, from energies (fire, soul, etc) or weave magic through the use of items, incantations, or other objects. Others seem to simply tap those dark and quiet places in the depths of their minds.
What kind of spells can I use?
Well all that would take to answer your question is a quick glance at the "Ranks & Their Limitations" section of this page. There it gives a full description of what your spells can and can not do.
Do I have to tell you the spells?
Yes. In order to ensure that your spells have been written correctly and may be used properly, we have to register them and approve them. Send your spells to feraiprince to look over, then when he approves them, you place them in your character sheet thread. Be sure to tell him your current dice rank.
What do I put in my character sheet?
If you are a spellcaster (have magical affinity or psionic affinity), you need to list out what spells your character knows. Any spell not posted, is simply not in your repertoire. You may choose to list them by name and type only if you wish, or the full descriptions - your call! Think of it like this, you would not go into a fight carrying only the scabbard and not the sword would you? When you use a spell in combat you need to IMMEDIATELY (or beforehand) c&p your FULL spell description into an IM to the GM. If you fail to give the GM the spell, then the GM has every right to disregard.
How many spells do I get?
That depends on your dice (which you gain through adventure points). The more adventure points you gain, the more spells you can add to your grimoire.
At d20 you can have 4 spells. Every dice rank you gain, you can add 2 spells. Do not fret, for some quests will give you access to scrolls or spells that you can learn above and beyond your limit!
How do I write a spell?
We could not have been more pleased that you asked! Simply scroll down to see the guide on how to accomplish such a thing. If you are ever in need, once again, ask the Instructors of the Academy, Melantha d'Syr, or William Alexander Von'Dire.
Are there any penalties for magic usage?
You know it! I truly believe that magic usage has to affect the spell caster at some point. So, you'll be asked to take on flaws or weaknesses as you go up in rank. You can take any weakness or flaw you like, I have a list of various types if you need help. I've got lists for psionic flaws, chronomancy flaws, and general magic flaws. Ask!
Rosha - 0 flaws
Abet'zi - Take 1 flaw
Mel'yn - Take another flaw
Grinja - Take another flaw
Gles'ni - Take another flaw
Sanguter or higher- Take another flaw (total: 5)
*NOTE: Joining the Academy of the Arcane Way enables you to only take 3 flaws total.. at Abet'zi, Grin'ja and Sanguter! It's a perk to being a member of the AAW. [Though if for the sake of depth and detail you wish to take more, simply add them as you would if you were not a member]
Will magic always work?
Nope. There are Null Magic Zones, Null Magic Planes, Weakened Magic Areas, Resistances and the like, you'll be told when this applies in an adventure or mission and what, if any magic works or doesn't work.
How do I cast a spell outside combat?
You role play out your character beginning to cast the spell. Right before you get to the spell's description, you stop your post, and ask for a save by posting this:
[Spell: (name) - Target: (target/s) - Spell Type: (attack / defense / heal / etc) - Save: +The Number]
If the spell save passes, you RP out the spell not working correctly.
If the spell save fails, you RP out the spell in it's complete fashion.
If the spell is negative, or the target wishes to try to resist the spell you MUST offer a saving throw.
That's it. Pretty simple.
How do I cast a spell INSIDE combat?
Once again, you role play out your character beginning to cast the spell. Right before you get to the spell's description, you stop your post, and ask for a save by posting this:
[Spell: (name) - Target: (target/s) - Spell Type: (attack / defense / heal / etc) - Save: +The Number]
If the spell save passes, you RP out the spell not working correctly.
If the spell save fails, you RP out the spell in it's complete fashion.
If the spell is negative, or the target wishes to try to resist the spell you MUST offer a saving throw.
The only variations now, are that dice or unique effects are involved. This is how it would work:
Attack: You roll your dice and add the number (+1, +2, +3, etc) according to rank. The total is the damage done.
Example: William casts "Mind Bend" on Melantha. Rolling a 10, adding his +3 = 13. Melantha rolls a save, and fails it. Thus, Melantha suffers 13 points of damage.
Defense: You roll your dice and add the number (+1, +2, +3, etc) according to rank. The total is the damage that will be negated from the next strike upon the target of your defensive spell.
Example: Melantha casts "Shield" upon William. She rolls a 10, adding her +3 = 13. The next time William is hit, 13 points are automatically reduced from the wounding strikes damage. No save was offered as William willingly took the spell from Melantha.
Heal: You roll your dice total is the damage healed. Only attack and defense spells use the boosted number. This is just a you heal what you roll. You must have Healing Affinity to write Heal Spells.
Example: William took an arrow in the thigh. Melantha casts a heal spell, rolling 10. William is healed by 10 points.
Evade: This spell can be done immediately upon being attacked in combat. It somehow (up to how you write the spell) negates the total damage done. You must be logical! If your spell says it makes swords bounce off your flesh an attack that uses acid will still hurt.
Example: Melantha slashes at William with a dagger dealing him 7 points of damage. William casts "Iron Hide" which turns his flesh to steel. Thus the attack was negated...or evaded. Thus the damage never truly happened.
Reflect 1/2 Damage: This spell allows you to turn back some of the damage done. Once again must be logical in the spell. It must fit the situation.
Example: William casts "Fireball" at Melantha dealing 10 damage. She casts "Blow Back" which uses wind to push the fire back. Since this is a 1/2 reflect the damage is split evenly. Half going to William, half to Melantha, making each take 5 points of damage.
Reflect Full Damage: The same as above, save the full damage is returned.
Example: Melantha casts "Spear" towards William doing 10 damage. He casts "Reverse Force" which returns missile objects. The spear turns around and strikes Melantha instead. William takes 0 damage, Melantha takes 10 damage.
1d Extra: This allows you when you roll a spell (attack, defense, or healing) to roll 1d more than you would.
Example: William uses 2d, but with this type of spell, he now rolls 3d.
How many spells can I use?
This answer is two fold with a slight hitch.
Out of Combat: As many as you like.
Inside of Combat: Only 1 registered spell.
*The Hitch: You may use only 1 registered spell inside of combat but you may do other magical attacks. They will not have the same effects/boosts as the registered spell, but you may cast them.
Example: Melantha uses "Phantom Punch" a registered spell, with boosts to her attack. She has to post it all out (Spell: Phantom Punch - Target: Bad Guy - Spell Type: Attack +3 at rank)
She rolls her dice gets a 12 adds the +3 = 15 damage. Bad guy is given a saving throw. And the fight continues.
Though the next round she wants to have an arcane attack, she just role plays out doing a generic fireball or other spell-type attack and rolls her normal dice. (There are no saving throws for the generic magical attacks, they are just like normal attacks and need no special posting. Melantha waggles he fingers and casts a bolt of energy. She rolls her dice as if she used a mundane attack. The combat continues as normal.)
What are the arcane flaws I can choose from for my character?
Exposure to arcane energy as you grow in magical strength, causes you to manifest certain flaws. Though you grow more powerful, the presence of magic can create serious repercussions. Please choose a flaw from the list below when directed to do so, or roll dice to determine the flaw. Remember, if you are in AAW you only take three total flaws, outside mages take five. You may take as many as you would like if you want more!
1. Bleached Pupils - An arcane backlash when casting one of your spells caused your pupils to become bleached out.
2. Rune-Scarred - To attain arcane secrets, you have undergone painful rituals that have left you scarred with runes on your body.
3. Haunted - You are unable to prevent the occurence of strange noises in your immediate vicinity. These sounds cease when you are unconscious, sleeping or dead.
4. Magical Overload - You have difficulty controlling your most powerful magic, and sometimes odd things happen when you cast high level spells...such as the opposite effect.
5. Phantom Sparks - Your body occasionally emits bursts of bright colored light.
6. Allergy - You develop an allergy to one spell component you use regularly. You sneeze, or your eyes water, or you cough while using that spell component.
7. Visible Aura - Your aura spreads into the material plane often, causing a glowing array of colors around your body.
8. Insomnia - Sleepless nights spent studying have marred you for life. You find it difficult to sleep.
9. White Hair - No matter your age, something about your study of magic has turned the hair on your head stark white. This can be your whole head of hair, or only a section.
10. Lost in Thought - You often lose yourself in your mind, for minutes sometimes hours at a time.
11. Forgetful - You become very forgetful.
12. Phobia - You develop a phobia of some sort or another.
13. Addiction - You become addicted to something, it can be as simple as a morning walk that you have to take every morning.
14. Emotion Lost - You become emotionless, entering this state randomly.
15. Crippling Effect - The toll of magic has been rough on you, and you have arthritis or some other type of crippling effect. A staff or cane is usually in the possession of a magic caster with this flaw.
16. Arcane Blood - Your blood seems to shine, oddly colored veins trace a web of sickly glowing lines.
17. Stonebone - Small bone spurs appear on your body, like jagged stalagmites protruding from your body. This usually occurs from exposure to strong earth elemental energy.
18. Herbal Rot - Touching herbs with your bare hands causes them to rot.
19. Mood swings - One moment your happy, the next your sad.. five minutes later your screaming at the top of your lungs because someone brought you the wrong wine.
20. Living Shadow - Your shadow takes on a personality of it's own.
21. Superstitious - There is one superstition that you believe true.. breaking a mirror, crossing a cat, evil can't cross running water, a certain number is "evil". There is nothing that can change your mind about your superstition and you will adamantly avoid or use it to your benefit (or downfall).
22. Clock Failure - Anything related to the passage of time, including clockwork clocks, sand in hourglasses, candles all are effected.
23. Shattered Mirror - The mage has the unfortunate quirk that any mirror within twenty feet shatters. Anyone within 5 feet of the mirror takes damage as the force of the shattering is so great.
24. Animal Terror - Young children and mundane, non-magical animals will seek to avoid you at all costs. It is impossible to ride a horse, and if restrained in any way, their distress is obvious.
25. Light Sensitivity - The necromancer becomes sensitive to bright light or sunlight, it hurts their eyes, causing physical pain. However you gain low-light vision.
[We have other lists such as for chronomancers, and psions, or you can come up with your own and get it approved.]
Prim'xela Institure (otherwise known as the Academy or as the Scepter)
The Academy is simply a way for more storylines and roleplay for your character. Our Head Masters, Melantha d'Syr ( halo of noire ) & William Alexander Von'Dire, are in charge of the academy and all magic casters within RaS are invited to join. Melantha tends to favor the Arcane, whilst William is the resident Psion. You don't have to be a member of the Academy to cast magic in RaS -- but joining will give you boosts and boons to your magic.
Ranks & Their Limitations
Rosha & Abet'zi
Target: 1 PC (Player Character) or 2 NPC (Non-Player Characters)
Damage +/- (+: Attack / -: Defense): 1
Range: 50 ft
Abilities of your Spell (What a spell may do): Attacks, Defense, Effects
Duration Active (This is for spells that have a lasting effect; such as one that grants Darksight): 3 hours
Saving Throw Against Your Spells: 15+
Mel'yn
Target: 2 PC (Player Character) or 3 NPC (Non-Player Characters)
Damage +/- (+: Attack / -: Defense): 2
Range: 100 ft
Abilities of your Spell (What a spell may do): As before, but with Heals, Evades
Duration Active (This is for spells that have a lasting effect; such as one that grants Darksight): 6 hours
Saving Throw Against Your Spells: 16+
Grinja
Target: 3 PC (Player Character) or 4 NPC (Non-Player Characters)
Damage +/- (+: Attack / -: Defense): 3 or Constant +/- 1
Range: 150 ft
Abilities of your Spell (What a spell may do): As all above, but with Reflects of 1/2 dmg
Duration Active (This is for spells that have a lasting effect; such as one that grants Darksight): 12 hours
Saving Throw Against Your Spells: 17+
Gles'ni & Rohel
Target: 4 PC (Player Character) or 5 NPC (Non-Player Characters)
Damage +/- (+: Attack / -: Defense): 4 or Constant +/- 2
Range: 200 ft
Abilities of your Spell (What a spell may do): As all above, but with Full Reflects and Duality spells
Duration Active (This is for spells that have a lasting effect; such as one that grants Darksight): 24 hours
Saving Throw Against Your Spells: 18+
Sanguter
Target: 5 PC (Player Character) or 6 NPC (Non-Player Characters)
Damage +/- (+: Attack / -: Defense): 5 or Constant +/- 3
Range: 250 ft
Abilities of your Spell (What a spell may do): As all above, Attacks that cancel Defense, 1d extra
Duration Active (This is for spells that have a lasting effect; such as one that grants Darksight): 48 hours
Saving Throw Against Your Spells: 19+
Explanations Of Abilities of your Spell
Attack: A spell that does damage (your dice roll plus boost).
Defense: A spell that negates future damage upon target (your roll plus boost negated).
Constant Attack or Defense: A spell that does damage for the duration of combat (your roll is initial damage, then the constant damage [1, 2, or 3] points happen each round). Or a spell that does defense for the duration of combat (Your roll is initial defense, then the constant defense [1, 2, or 3] points happen each round following).
Effects: Effects are spells that do something unique, such as grant darksight or perhaps hold an enemy still i one round, maybe it blinds somebody or makes another deaf.
*All combat based effects only last ONE round. These spells do not fit into the mold of other spells.
Heal: Healing magic washing over target (your roll is damage healed, no boosts).
Evades: Evades damage, must be done INSTANTLY after taking damage, regardless of turn order.
Reflect 1/2 Damage: Turns half the damage back against attacker.
Reflect Full Damage: Turns the full damage back against attacker, original target takes none.
Attacks That Cancel Defense: A spell that cuts through a target's defensive skill or trait.
1d Extra: When casting a spell, you use 1d higher than you normally would.
Duality Spell: This is a spell that allows for two things to take place at once. To be labeled as a "Duality" in the type slot of spell writing.
Examples of a Duality spell
An Effect (lose turn) also dealing damage like an Attack spell.
An Attack that also offers you a Defense.
An Attack that also heals.
A Defense that also heals.
Spell Creation
[/u][/size][/center]You may develop spells for all types of situations, and for all sorts of occupations, only your imagination will stop you. Your spells can be positive, such as blessings, preventative spells or other helps; or negative, such as curses, illnesses, impotency, and other negative reactions.
Each of your spell write-ups should follow this simple rhetoric:
Spell Name:
Subclass of Spell:
Type of Spell:
Components (if necessary)
Range/area of effect:
Target:
Duration:
Saving Throw: (Yes or No)
Explanation:
Explanations
Subclass of Spell: This should show which subclass your spell falls under. Elemental, Chronomancy, etc., etc. For a sample listing of sub-classes look towards the bottom
Type of Spell: Spells are classified much like skills:
Attack
Defense
Healing
Evade
Reflect
Effect - Spells that create an effect, that doesn't fit any other type.
Components: These usually consist of the following: V=Voice, S=Somatic (Motion), M=Material, HS=Holy Symbol, O=Other (such as needing a second magic caster to assist.). Your spell could use any, none or all of the components. You must state what each of the components are at the beginning or ending of the spell that you are submitting.
Range/Area of Effect: Does your spell effect one person within visual range? 25 yards radius? An entire building? Have to be cast through a touch attack?
Target: Who the target of the spell is, it can be another creature (or creatures), yourself, an area, etc.
Duration: How long does the effect last? One round of combat? Instantaneous? 30 minutes? Etc.
Saving Throw: If this is a negative spell, you need to include a saving throw. The saving throws are listed beneath each of the ranks stats listed above. The roll is a 1d20 and the target number grows by rank/power.
Rosha & Abet'zi: Saving Throw Against Your Spells: 15+
Mel'yn: Saving Throw Against Your Spells: 16+
Grinja: Saving Throw Against Your Spells: 17+
Gles'ni & Rohel: Saving Throw Against Your Spells: 18+
Sanguter: Saving Throw Against Your Spells: 19+
Magic Subclasses
As a magiccaster, you may use the list below to choose a subclas for your spell. Most (and by most we mean 98% of magic users tend to stick around the same four or five subclasses....this helps you and us keep everything simple. After all nobody masters everything). This is so that we know, and you know, what direction to take your magic casting character in. If your particular sub-class is not listed then please let Melantha or William become aware of this horrible grievaance and we will remedy as quickly as we are able.
Creation Type Subclasses
Summoning/Conjuring - Calls or brings objects or creatures from elsewhere.
Telecreation - causing things to spontaneously exist or cease to exist
Darker Type Magic Subclasses
Blood - use and manipulation of blood in spells and castings.
Entropy - magic of chaos, decay and dissolution.
Necromancy - Magic worked on life energy, including the negative energy of the undead.
Spirit Speaking - The ability to speak and communicate with the dead.
Vivimancy - manipulation of life force.
Elemental Type Subclasses
Auromancy - using the element of air/wind.
Chronomancy - time magic
Earth/Tellurmancy - use of the element earth
Elemancy - Use of the four basic elements
Hydromancy - Water magic including frozen water (ice)
Pyromancy - use of the element fire
Sand - use of sand in spells and castings
Shadow - magic that deals with shadows and darkness
Weather Control - spells and castings which effect weather.
Force Type Subclasses
Holy/Theurgy - Using the divine for magic casting
Diablerie - using diabolical spirits to create magic
Forces - control and manipulation of flashing elements/energies.. lightning, sound, etc
Invocation/Evocation - channels and shapes magical energy to create an effect or object.
Warding - protective magics and Abjuration, banishing magics.
Wild - shapes dangerously uncontrolled raw energies, subject to unpredictable surges.
Item / Object Type Subclasses
Artifice - using artifacts
Artistic - use of the arts in spells and castings.
Candle - use and manipulation of candle in spells and castings.
Crystallomancy - the use of crystals in magic
Gemstone - the use of gemstones in magic
Geometry - drawing symbols and geometrical shapes for magic
Herbal - Use of herbs and plants in magic
Imagery - the use of mirrors
Legerdemain - Slight of hand magic..trickery.
Manduban - the use of a deck of cards or trinkets to cast spells
Rune - drawing or inscribing of symbols
Spellsinger - bardic, the use of voice or instruments for magic
Technomancy - using technology or creating magical technology
Mind Altering / Effect Type Subclasses
Clairvoyance - see remote viewing
Dream - magic which effect and alter the dreamscape
Empathy - ability to feel and control emotions of another person.
Hypnotism - Use of hypnotism in magic.
Illusions/Phantasm - Illusions create and alter appearances. Phantasms affect the mind.
Remote Viewing - The ability to gather information of an object, place, or person, etc from an unseen distance.
Telepathy - Mental communication of thoughts and emotions, and mental control of another person.
Physical Altering / Effect Type Subclasses
Alteration - magic that changes the physical properties of an object, creature or condition.
Healing - use of magic to heal and mend mental and physical pain and ailments.
Telemutation - Causing objects to change characteristics i.e. changing a man to a frog
Transmutation - the conversion of one object into another.
Transformation - see telemutation
Mind and Physical Altering / Effect Type Subclasses
Enchantment/Charm - Gives magical properties to objects or influences creatures magically.
Sex Magic - (sometimes called blue magic) Magic's of sensuality and seduction.
Prophetic Type Subclasses
Augury - divination using omens
Astragalomancy - divination using bones
Divination/Prophecy - Uncovers what is lost, or hidden in the past, present or future.
Precognition - The ability to perceive information about future places, or events before they happen.
Premonition - The ability to 'sense' or 'feel' good or ill intentions of things that might happen.
Postcognition - The ability to perceive information about the past; including past events and even past lives.
Postmonition - The ability to 'sense' or 'feel' good or ill intentions of things already past.
Scrying - remote viewing into the near future through the use of crystals.
Stars - predictions of omens and divination through the stars
Gypsy
Psychokinetic Type Subclasses ( Psionic Only )
Aerokinesis: The manipulation of wind, air and other gasses.
Atmokinesis: The manipulation of the atmosphere and of weather; combining the aerokinetic, electrokinetic, and thermokinetic abilities.
Audiokinesis: The manipulation of sound waves.
Biokinesis: The manipulation of biological matter; including people and animal bone, flesh, skin, etc.. Can be used to heal and to wound.
Chronokinesis: The manipulation of Time.
Cryokinesis: The manipulation and creation of ice. They have the ability to dramatically lower temperatures in air, people or other things that have even the smallest amounts of water in them. They cannot create water and can only create ice by freezing water.
Cryptokinesis: The manipulation and projection of mental images or illusions.
Electrokinesis: The manipulation of electrons; such as static electricity and lightning.
Geokinesis: The manipulation of earth and minerals; including rocks and metals.
Gyrokinesis: The manipulation of gravity and gravital forces.
Hydrokinesis: The manipulation of water and liquid.
Lumokinesis: The manipulation of light particles.
Pyrokinesis: The manipulation of fire.
Telekinesis: The ability to move things (objects/persons) with the mind.
Terrakinesis: Similar to Biokinesis, the manipulation of organic matter; plant life.
Thermokinesis: The combined ability of Cyrokinesis and Pyrokinesis. They can dramatically lower and raise the temperatures to freezing and combustion points. Cannot manipulate the actual elements.
Umbrakinesis: The manipulation of shadow.
Vitakinesis: The manipulation of blood.
Religious or Spiritual Type Subclasses
Druidic
Shamanism
Voodoo
Travel Type Subclasses
Dimension - Drawing yourself or an object from one plane to another.
Teleportation - moving an object without physically moving it..i.e. portals
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