Mage
Posted: Wed Nov 10, 2004 7:54 pm
Im not closing Explorer for awhile unless it doesn't get any members.
In a world where magic has been brought to incredible levels, You are a mage, out to pursue your goals, whether its to further your study of spells, out for conquest, or whatever. While magic is incredible, there is a strong population of non magical folks.
To join
Name:
Age:
Sex:
50 points
HP:
MP:
9 points
Str:
Spd:
Dex:
25 points
Int:
Res:
Focus:
Will:
Mana:
Magic Schools: 12 points, 0-10
Spells: Max of Mana + Magic school rating in each type. You can learn spells later, up to your max.
Equipment: 1000gp
-Explaination below-
Stats: Split 50 between.
HP: How much damage you can take before dying.
MP: How much energy you have to cast spells.
Split 9 between
Str: Ability to deal damage with physical weapons.
Dex: Ability to hit opponent in combat, and dodge.
Spd: How quick you are in combat.
Split 25 between
Int: High causes better effects with magic.
Res: High Res lowers spell effects against you.
Focus: High Focus lowers mp cost, and control multiple spell effects.
Will: High will makes your spells more accurate.
Mana: Mana allows you to learn spells faster and easier.
Magical Schools: There are 10 types of magics in mage, called schools. Each school has three stats, listed as 1-5 (very low to very high). The stats are Mana, which represents a general mp cost, Power, which represents the magnitude of the effects it can have, and Versitality, which represents the range of powers it has. The schools are not 100% equal. A few choice schools have a number beyond the standard 1-5. You generally want a low mana score, while a high Power and Vers are better.
You have a rating in each school to determine your level of knowledge of each school, from 0-10. 0 means you're completely untrained in the school and you cannot cast any skills of it. 1 means you know maybe a couple basic spells in it, not more than minor cantrips (weak spells that have little effect and are typically used by apprentices), 4 means you are well trained in it, and 7 is the minimum to be able to teach to an apprentice, 10 means you are a complete master. You can split up to 12 points, each point is one level.
-Solar Magic: The sun burns brightly, and so the mages draw the power of combat from the sun. Solar magic is the magic of combat. All offensive and defensive magic are considered Solar magic.
Mana: 3
Powr: 5
Vers: 2
-Lunar Magic: The moon goes through many changes over the month, and so the power of change draws from the moon. Lunar magic covers all transformations, either of you, of other people or of objects.
Mana: 4
Powr: 4
Vers: 4
-Dawn Magic: As the sun rises, and the day begins anew, energy is refreshed, and so the magic of Life is called Dawn Magic.
Mana: 3
Powr: 5
Vers: 2
-Dusk Magic: As the sun sets, the day ends. Dusk magic is the magic of death, symbolizing the end of the day. Anything involving the dead, spirits or the undead is considered Dusk magic. Necromancy is the other name for Dusk magic.
Mana: 4
Powr: 5
Vers: 3
-Night Magic: Drawing power from the darkness, Night magic covers Illusionary and Stealth magic.
Mana: 1
Powr: 1
Vers: 5
-Sky Magic: Drawing power from the Sky above, Sky magic represents Time and Space.
Mana: 5
Powr: 5
Vers: 5
-Spirit Magic: Drawing power from the energy released by the souls of everything on earth, Spirit magic is able to be manipulated as you wish.
Mana: 6
Powr: 5
Vers: 6
-Heaven Magic: The gods gave life to the world, and so using their magic you can have the power of creation, conjuration and summoning. While named after a holy place, Heaven magic can have evil uses, demons may be summoned with this too. Heaven magic is sort of dangerous in the fact that the creatures summoned are not under your 100% control unless summoned in a summoning circle using blessed powder. They can be influenced by you, but evil and animalistic creatures will be subject to temptation, hatred and instincts.
Mana: 5
Powr: 5
Vers: 5
-Hell Magic: The evil gods manipulate the weak willed. Using their power you have the power of enchantment of the mind, body and of objects.
Mana: 3
Powr: 4
Vers: 4
-Elemental Magic: Fire, Water (Including ice), Air (Including weather) and Earth are the central forces behind the world. Any magic controlling these forces are called Elemental magic. They do not have to be combat related in any way, although Solar magic is a common mix with Elemental magic.
Mana: 2
Powr: 3
Vers: 3
Spells: You can have up to your Knowledge + Mana spells (unless knowledge is 0, then mana doesn't matter) within each category, however you do NOT have to take all of the spells upfront. You can find spellbooks as wizards are a big part of the world in this.
Equipment: You start off with 1000gp
Weapons: New Mages typically are not well trained in weapons.
-Iron Dagger (10gp, Deals Str + 2-5 damage, can be thrown, 4% block)
-Iron Short Sword (25gp, Deals Str + 7-12 damage, 10% block)
-QuarterStaff (30gp, Deals Str + 3-8 damage, +3 Int, -1mp cost, 8% block)
-Chestnut Rod (30gp, Deals Str + 1-6 damage, +2 Int, -2mp cost, 6% block)
-Wood Wand (25gp, Deals Str + 1-2 damage, +1 Int, -3mpcost, 1% block)
Clothing
-Padded Clothing (5gp, Blocks 1 phys. dmg)
-Apprentice Robes (25gp, Blocks 3 mag. dmg, +5mp)
-Travelling Cloak (20gp, Blocks 2 phys. dmg, +5hp)
-Leather Armor (40gp, Blocks 7 phys. dmg)
Accessories: Accessories are equippable items that increases stats, and sometimes given an effect.
-Str Gloves (+2 Str) 100gp
-Dex Bracers (+2 Dex) 100gp
-Speed Boots (+2 Spd) 100gp
-Int Necklace (+2 Int) 100gp
-Res Pendant (+2 res) 100gp
-Focus Amulet (+2 focus) 100gp
-Will Braclet (+2 Will) 100gp
-Mana Ring (+2 Mana) 100gp
Spell components: Spell components are items that are used to enhance a spell when casting. You can choose to use them, or not, as you cast the spell. Some are destroyed when used, others can be equipped.
-Casting Wand: (400gp) A casting wand is not like the wand weapon, its much more potent. It can hold one spell. When a spell is cast on it, its charged up for 50CP. You can cast the spell at +50% effectiveness, no mp cost and +15% accuracy. It drains MP cost/2 CP per use. (i.e a 6mp spell cast on the wand costs 3CP every time you use it, meaning you could use it up to 16 times)
-Rabbit's foot: (150gp, 5 uses) A rabbit's foot is lucky, and increases a spell chance of success by 25%.
-Mana Powder: (200gp, 5 uses) Sprinkling this powder as you cast it cuts a spell's mp cost by 20%. If you dump the bag as you cast it, the spell is entirely free.
-Focus Orb: (50gp) Focus Orb can contain a spell within it. When shattered, the orb releases the spell as you direct it, magnified to twice its normal power.
-Blessed Powder: (200gp, 3 uses) Used exclusively for heaven spells, it can be used to draw up a summoning circle. Summoning circles will contain the creatures summoned and force them to your will.
Potions
-H. Potion (Heals 25hp) 50gp
-M. Potion (Heals 25mp) 50gp
-Antidote (Heals poisons) 50gp
-Wk. Invis Potion (Causes invisibility for up to 5 rounds/minutes) 30gp
-Return Potion (2 uses, First use causes your body to "memorize" its current location. Second use causes your body to be teleported back there) 70gp
-Wk. Life Potion (Gives you 25 temporary hp, which are lost when you take damage instead of your actual hp. All temporary hp are gone after 1 day) 125gp
-Wk. Mana Potion (Gives you 25 temporary mp, which can be spent instead of your actual mp. All temporary mp are gone after 1 day) 125gp
Spellbooks: Spellbooks do not count towards your Mana + M. School spell max. You can make them up, or you can request spells from me.
-Appr. Solar Spellbook (+3 solar spells) 200gp
-Appr. Lunar Spellbook (+3 lunar spells) 200gp
-Appr. Dawn Spellbook (+3 dawn spells) 200gp
-Appr. Dusk Spellbook (+3 dusk spells) 200gp
-Appr. Night Spellbook (+3 night spells) 200gp
-Appr. Sky Spellbook (+3 sky spells) 200gp
-Appr. Spirit Spellbook (+3 spirit spells) 200gp
-Appr. Heaven Spellbook (+3 heaven spells) 200gp
-Appr. Hell Spellbook (+3 hell spells) 200gp
-Appr. Elemental Spellbook (+3 elemental spells) 200gp
Magic Items: Most magical Items have Charge points, or CP. These are sort of a mp for items. Unless recharged, they don't come back, ever. You can use as many charges you wish in any given round, and you can use your mp instead of CP, however 1CP is typically = to 2MP when doing so. Some items have Regenerating Charge points (RCP). They come back at midnight (unless stated otherwise).
-Warding Staff (20CP, Places a barrier that can't be broken easily. Barrier lasts 1 day per CP) 300gp
-Psi Staff (15CP, A staff that attacks the mind of the target. Deals 5-20 damage per CP) 350gp
-Rod of Curing (35CP, heals 20 damage per CP) 300gp
-Rod of Cancellation (25CP, Nullifies one spell for 1CP, or creates a 10' antimagic barrier for 10 rounds for 5CP) 400gp
-Light Wand (75CP) Lights 10' for one hour for 1CP. Can expend another 1CP to increase by 10' or hour. Can dispel/resummon light up to that duration at will) 150gp
-Illusion Wand (50CP, Creates a small illusion for up to 5 rounds, for 1CP. Can increase to med (+1CP), large (+3CP), increase duration (1CP per 5 rounds, or add any sense for 2CP) 250gp
-Invisibility Ring (15RCP, Allows you to become invisible for 2 minutes per CP spent) 150gp
-Regeneration Ring (Heals 5hp or mp per hour) 200gp
-Ion Stone (50RCP, A floating stone that imitates your magic. Ion Stone cannot recieve the bonuses of Spell components) 750gp
-Recharger Bead (Comes with 20RCP. Gives CP to another rod, staff or wand.) 300gp
[ November 13, 2004, 09:49 PM: Message edited by: Marth ]
In a world where magic has been brought to incredible levels, You are a mage, out to pursue your goals, whether its to further your study of spells, out for conquest, or whatever. While magic is incredible, there is a strong population of non magical folks.
To join
Name:
Age:
Sex:
50 points
HP:
MP:
9 points
Str:
Spd:
Dex:
25 points
Int:
Res:
Focus:
Will:
Mana:
Magic Schools: 12 points, 0-10
Spells: Max of Mana + Magic school rating in each type. You can learn spells later, up to your max.
Equipment: 1000gp
-Explaination below-
Stats: Split 50 between.
HP: How much damage you can take before dying.
MP: How much energy you have to cast spells.
Split 9 between
Str: Ability to deal damage with physical weapons.
Dex: Ability to hit opponent in combat, and dodge.
Spd: How quick you are in combat.
Split 25 between
Int: High causes better effects with magic.
Res: High Res lowers spell effects against you.
Focus: High Focus lowers mp cost, and control multiple spell effects.
Will: High will makes your spells more accurate.
Mana: Mana allows you to learn spells faster and easier.
Magical Schools: There are 10 types of magics in mage, called schools. Each school has three stats, listed as 1-5 (very low to very high). The stats are Mana, which represents a general mp cost, Power, which represents the magnitude of the effects it can have, and Versitality, which represents the range of powers it has. The schools are not 100% equal. A few choice schools have a number beyond the standard 1-5. You generally want a low mana score, while a high Power and Vers are better.
You have a rating in each school to determine your level of knowledge of each school, from 0-10. 0 means you're completely untrained in the school and you cannot cast any skills of it. 1 means you know maybe a couple basic spells in it, not more than minor cantrips (weak spells that have little effect and are typically used by apprentices), 4 means you are well trained in it, and 7 is the minimum to be able to teach to an apprentice, 10 means you are a complete master. You can split up to 12 points, each point is one level.
-Solar Magic: The sun burns brightly, and so the mages draw the power of combat from the sun. Solar magic is the magic of combat. All offensive and defensive magic are considered Solar magic.
Mana: 3
Powr: 5
Vers: 2
-Lunar Magic: The moon goes through many changes over the month, and so the power of change draws from the moon. Lunar magic covers all transformations, either of you, of other people or of objects.
Mana: 4
Powr: 4
Vers: 4
-Dawn Magic: As the sun rises, and the day begins anew, energy is refreshed, and so the magic of Life is called Dawn Magic.
Mana: 3
Powr: 5
Vers: 2
-Dusk Magic: As the sun sets, the day ends. Dusk magic is the magic of death, symbolizing the end of the day. Anything involving the dead, spirits or the undead is considered Dusk magic. Necromancy is the other name for Dusk magic.
Mana: 4
Powr: 5
Vers: 3
-Night Magic: Drawing power from the darkness, Night magic covers Illusionary and Stealth magic.
Mana: 1
Powr: 1
Vers: 5
-Sky Magic: Drawing power from the Sky above, Sky magic represents Time and Space.
Mana: 5
Powr: 5
Vers: 5
-Spirit Magic: Drawing power from the energy released by the souls of everything on earth, Spirit magic is able to be manipulated as you wish.
Mana: 6
Powr: 5
Vers: 6
-Heaven Magic: The gods gave life to the world, and so using their magic you can have the power of creation, conjuration and summoning. While named after a holy place, Heaven magic can have evil uses, demons may be summoned with this too. Heaven magic is sort of dangerous in the fact that the creatures summoned are not under your 100% control unless summoned in a summoning circle using blessed powder. They can be influenced by you, but evil and animalistic creatures will be subject to temptation, hatred and instincts.
Mana: 5
Powr: 5
Vers: 5
-Hell Magic: The evil gods manipulate the weak willed. Using their power you have the power of enchantment of the mind, body and of objects.
Mana: 3
Powr: 4
Vers: 4
-Elemental Magic: Fire, Water (Including ice), Air (Including weather) and Earth are the central forces behind the world. Any magic controlling these forces are called Elemental magic. They do not have to be combat related in any way, although Solar magic is a common mix with Elemental magic.
Mana: 2
Powr: 3
Vers: 3
Spells: You can have up to your Knowledge + Mana spells (unless knowledge is 0, then mana doesn't matter) within each category, however you do NOT have to take all of the spells upfront. You can find spellbooks as wizards are a big part of the world in this.
Equipment: You start off with 1000gp
Weapons: New Mages typically are not well trained in weapons.
-Iron Dagger (10gp, Deals Str + 2-5 damage, can be thrown, 4% block)
-Iron Short Sword (25gp, Deals Str + 7-12 damage, 10% block)
-QuarterStaff (30gp, Deals Str + 3-8 damage, +3 Int, -1mp cost, 8% block)
-Chestnut Rod (30gp, Deals Str + 1-6 damage, +2 Int, -2mp cost, 6% block)
-Wood Wand (25gp, Deals Str + 1-2 damage, +1 Int, -3mpcost, 1% block)
Clothing
-Padded Clothing (5gp, Blocks 1 phys. dmg)
-Apprentice Robes (25gp, Blocks 3 mag. dmg, +5mp)
-Travelling Cloak (20gp, Blocks 2 phys. dmg, +5hp)
-Leather Armor (40gp, Blocks 7 phys. dmg)
Accessories: Accessories are equippable items that increases stats, and sometimes given an effect.
-Str Gloves (+2 Str) 100gp
-Dex Bracers (+2 Dex) 100gp
-Speed Boots (+2 Spd) 100gp
-Int Necklace (+2 Int) 100gp
-Res Pendant (+2 res) 100gp
-Focus Amulet (+2 focus) 100gp
-Will Braclet (+2 Will) 100gp
-Mana Ring (+2 Mana) 100gp
Spell components: Spell components are items that are used to enhance a spell when casting. You can choose to use them, or not, as you cast the spell. Some are destroyed when used, others can be equipped.
-Casting Wand: (400gp) A casting wand is not like the wand weapon, its much more potent. It can hold one spell. When a spell is cast on it, its charged up for 50CP. You can cast the spell at +50% effectiveness, no mp cost and +15% accuracy. It drains MP cost/2 CP per use. (i.e a 6mp spell cast on the wand costs 3CP every time you use it, meaning you could use it up to 16 times)
-Rabbit's foot: (150gp, 5 uses) A rabbit's foot is lucky, and increases a spell chance of success by 25%.
-Mana Powder: (200gp, 5 uses) Sprinkling this powder as you cast it cuts a spell's mp cost by 20%. If you dump the bag as you cast it, the spell is entirely free.
-Focus Orb: (50gp) Focus Orb can contain a spell within it. When shattered, the orb releases the spell as you direct it, magnified to twice its normal power.
-Blessed Powder: (200gp, 3 uses) Used exclusively for heaven spells, it can be used to draw up a summoning circle. Summoning circles will contain the creatures summoned and force them to your will.
Potions
-H. Potion (Heals 25hp) 50gp
-M. Potion (Heals 25mp) 50gp
-Antidote (Heals poisons) 50gp
-Wk. Invis Potion (Causes invisibility for up to 5 rounds/minutes) 30gp
-Return Potion (2 uses, First use causes your body to "memorize" its current location. Second use causes your body to be teleported back there) 70gp
-Wk. Life Potion (Gives you 25 temporary hp, which are lost when you take damage instead of your actual hp. All temporary hp are gone after 1 day) 125gp
-Wk. Mana Potion (Gives you 25 temporary mp, which can be spent instead of your actual mp. All temporary mp are gone after 1 day) 125gp
Spellbooks: Spellbooks do not count towards your Mana + M. School spell max. You can make them up, or you can request spells from me.
-Appr. Solar Spellbook (+3 solar spells) 200gp
-Appr. Lunar Spellbook (+3 lunar spells) 200gp
-Appr. Dawn Spellbook (+3 dawn spells) 200gp
-Appr. Dusk Spellbook (+3 dusk spells) 200gp
-Appr. Night Spellbook (+3 night spells) 200gp
-Appr. Sky Spellbook (+3 sky spells) 200gp
-Appr. Spirit Spellbook (+3 spirit spells) 200gp
-Appr. Heaven Spellbook (+3 heaven spells) 200gp
-Appr. Hell Spellbook (+3 hell spells) 200gp
-Appr. Elemental Spellbook (+3 elemental spells) 200gp
Magic Items: Most magical Items have Charge points, or CP. These are sort of a mp for items. Unless recharged, they don't come back, ever. You can use as many charges you wish in any given round, and you can use your mp instead of CP, however 1CP is typically = to 2MP when doing so. Some items have Regenerating Charge points (RCP). They come back at midnight (unless stated otherwise).
-Warding Staff (20CP, Places a barrier that can't be broken easily. Barrier lasts 1 day per CP) 300gp
-Psi Staff (15CP, A staff that attacks the mind of the target. Deals 5-20 damage per CP) 350gp
-Rod of Curing (35CP, heals 20 damage per CP) 300gp
-Rod of Cancellation (25CP, Nullifies one spell for 1CP, or creates a 10' antimagic barrier for 10 rounds for 5CP) 400gp
-Light Wand (75CP) Lights 10' for one hour for 1CP. Can expend another 1CP to increase by 10' or hour. Can dispel/resummon light up to that duration at will) 150gp
-Illusion Wand (50CP, Creates a small illusion for up to 5 rounds, for 1CP. Can increase to med (+1CP), large (+3CP), increase duration (1CP per 5 rounds, or add any sense for 2CP) 250gp
-Invisibility Ring (15RCP, Allows you to become invisible for 2 minutes per CP spent) 150gp
-Regeneration Ring (Heals 5hp or mp per hour) 200gp
-Ion Stone (50RCP, A floating stone that imitates your magic. Ion Stone cannot recieve the bonuses of Spell components) 750gp
-Recharger Bead (Comes with 20RCP. Gives CP to another rod, staff or wand.) 300gp
[ November 13, 2004, 09:49 PM: Message edited by: Marth ]