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Thread for Magic
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T 8:39pm, July 17, 2009 [Edit] [Delete] | The following are the schools of magic for Somnium:
Elemental: The power of nature is harnessed with this magic. Earth, fire, wind, water and plants are used in the spells of elemental power. Elemental Magic can be further subdivided into subschool of Earth, Fire, Wind and Water, and Plants.
Holy: Holy and Curative magics are used. Holy Magics are the main set of spells used by Paladins and Holymen. Curative spells are the use of healing mages and other lifesavers.
Dark: The counter to holy magic. Used to disrupt and warp nature, adding chaos to order. Where Holy Magic might aid life, Dark will steal it. Where Curative magics can help give life, Dark magic can command life to return to a corpse. Many Necromancers draw heavily from the Dark magic school.
Aether: The energies of life and the world. Not elemental, nor Holy or Dark. This magic draws on the energies that go beyond.
Edited 5:45am, July 18, 2009 by T, author. |
| Magic System |
T 6:29am, July 18, 2009 [Edit] [Delete] | Magic in the chat is distributed by points.
Magical points are given at registration as follows:
Character with a magical knack but no training: 1 point.
Characters with racial abilities (like Elves with plants): 1 point in appropriate school (or sub school) of Magic.
Character with magic training: 3 Points
Characters can gain more points to put in the schools of magic, but they MUST learn and study under a Mage's tutelage and pass a final test (a quest or casting, depending on the Mage's designs for the student).
Magical items will be discussed in another thread.
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| Races Point Distribution |
T 4:06pm, July 21, 2009 [Edit] [Delete] | Dragonkin - 3 points any school
Humans - 0 points.
Elves - 1 Point Elemental Plants subschool.
Dwarves - 1 Point Elemental Earth subschool.
Trolls - 0 points.
Orcs - 0 points.
Merfolk - 1 point Elemental water subschool.
Werefolk - 0 points.
Vampires - 2 points dark magic school.
Fae - 2 points to appropriate school of magic. (Example: Dryads 2 points to Elemental plant subschool, nereids 2 points to Elemental water subschool, etc.)
Elementals - 5 points to their Elemental subschool. (Fire for fire, water for water, etc.)
Giants - 0 points. |
| Magic Ranks |
T 3:37am, October 06, 2009 [Edit] [Delete] | Magic users advance in rank by training, which can only be done by a higher ranked magic user. Magic Users can only advance to Rank 5 spells, but one can still earn more casting points by training or having magic relics that allow for more casting abilities. The use of anything beyond Rank 5 magic MUST be Admin approved.
Rank 1 - Low cost magic spells, used for mundane tasks. Often used by mages and practiced magic users because of their low risk factor. Also used by some street mages and other otherwise unskilled magic users who learned a trick or two.
Rank 2 - Average cost magic spells. Used for more average tasks. Used to lift heavy objects, or watering fields and other simple yet more than mundane tasks. Rank 2 spells also serve as basic combat spells, firedarts and simple shielding spells. Light healing magic also falls under rank 2 spells, stopping blood and healing minor wounds.
Rank 3 - Skilled magic spells that are dangerous for untrained or steet mages. These spells require training from master mages who know the spells. Such spells are fireballs, healing major wounds, summoning water from underground sources and limited flight via magical means. Using skilled magic requires focus and anyone who has not been trained in these spells has a very large chance of hurting themselves or even killing themselves.
Rank 4 - Advanced Magic spells that require advanced training by a master mage otherwise the magic could kill the caster or a miscast could cause some damage to the surroundings. Such spells are fire erruptions, summoning large rock formations from the ground, and healing near-death wounds. For untrained or low ranked mages to even attempt these spells without training will kill them.
Rank 5 - Master magic spells. These spells can only be cast by master mages or elementals. These spells draw heavily from the mage and from the elemental powers of the world as well. These spells, if miscast, can cause a large change or destruction to the surroundings of the spell area.
Rank 6 - Forbidden spells. This level of spells are relics of the last age, where magic was used more frequently and used to a large degree to cause major changes to the world. These spells require magic aides and large pools of magic drawn from the world. Only master mages can cast these spells with the proper aides.
Rank 7 - Ancient Magic. This magic is the sort used by the Dragons, so powerful it can create life and alter realms, no mortal has access to this magic.
Rank 8 - Deity magic. This level of magic is beyond the other ranks, only Ancient Magic of the Dragons comes close. This magic creates life and worlds, altering the cosmos. |
| Spell List |
T 3:38am, October 06, 2009 [Edit] [Delete] | Spell list
*Note: The spell list will be continually expanded and developed, so keep checking the list.
Rank 1 Spells -
Elemental Magic:
-Fire Spells:
1. Ignite - A simple fire spell used to light torches or camp fires. Only used to light a fire, it only lasts for a small spark.
2. Illumination - A ball of fire formed to light an area for a minute, also can be used to heat a person from a chill, cannot be used for combat. The ball lights an area that is 5 feet radius and it lasts for five minutes before the ball fades.
3. Heat Transfer - Able to pull heat away from one target and placing it into another, often used to warm a cold person by pulling heat from a small flame. If overused, can cause the target of the heat to get hot flashes or even dehydrate them.
-Water Spells:
1. Water Replication: Using a small amount of water to create roughly double the amount, making a half empty cup of water full.
2.
-Earth Spells:
1. Terra Sense - Able to feel the flow of the earth and the materials made up in the ground. This spell allows the caster sense the ground beneath them up to 30 feet. Often used by dwarven mages to help find minerals and precious jewels deep in the dwarf mines. Dwarves are able to have an enchanced form of this spell, able to go deeper than that of other mages.
2.
-Air Magic:
1. Wind Sense - Able to detect the wind currents and weather patterns.
-Plant Magic:
1.
Holy Magic:
1. Life Gift - A healer's ability to transfer lifeforce from the caster into a target. This ability helps to keep wounded people stable so one can apply medical treatment to the target. This spell leaves the caster weakened for 10 minutes (-1 minute per rank, so if someone has 5 ranks in Holy, this spell would weaken the caster for 5 minutes).
2. Darkness Warning - Using this spell, the caster can have a vauge sense of dark magics or dark magic users. This sense does not focus on the target, but it does allow for the caster to have a general feeling of the area. If this is a person that the caster is sensing, then the few people around, the easier to locate.
Dark Magic:
1. - Holy Warning - Similar to the Darkness Warning spell, but detects Holy aligned items and people with the same draw backs.
2.
Aether Magic:
1. Illumination Orb - This spell creates an orb that can be placed in a spot and it will remain stationary. The orb lights an area that is 10 radius. The orb gives off no heat and does not burn. The orb lasts for five minutes before it fades.
2. Flourish of Colors - A simple spell that causes small bursts of light that is often used by street mages and entertainers in simple shows.
3. Arcane Lines - Used to draw lines of magic in the air or on surfaces (that are not resistant to the magic). This is used often by trackers to mark a paths for parties, or by mages in their writings, as the writings can vanish until triggered.
4. Detect Spell - Used by mages to detect hidden spells. If a spell is above in ranks over the detection spell, then the caster can only detect it, but the caster cannot know what the spell is.
Edited 4:40pm, October 09, 2009 by T, author. |
| Casting Magic |
T 4:24am, October 06, 2009 [Edit] [Delete] | Magic Casting system and failure penalties.
Magic is the lifeblood of life in the chat, and as such, is not a common practice. When magic is used, it is a risky business. The greater the magic spell, the greater the risk that can happen if the spell fails. Even wizards who are masters of their craft can be vexed by their own power, for such is the way of magic.
Casting rules:
If you roll doubles on a magic casting, it means that the spell has failed and the magical energies backfire and cause a penalty to the caster, depending on the spell's rank.
Rank 1 Spell: Roll 2D10 (In chat command /dice 2d10)
Rank 2 Spell: Roll 3D10 (In chat command /dice 3d10)
Rank 3 Spell: Roll 4D10 (In chat command /dice 4d10)
Rank 4 Spell: Roll 5D10 (In chat command /dice 5d10)
Rank 5 Spell: Roll 6D10 (In chat command /dice 6d10)
*Note: Those who have training in magic up to Rank 3 in a School of magic can cast a spell up to Rank 2 without rolling if they have plenty of time to prepare and are not under strain (like combat).
Failure Pentalites: You can select one from the list below that fits to the rank of spell, or roll 1d6 to have the dice determine the penalty for a failed cast (Unless otherwise stated).
Rank 1: Select one.
1. Winded, need 15 minutes to catch your breath before trying to cast again.
2. Arcane energies cause your muscles to tighten, making you unable to move for 5 minutes.
3. Random thought makes you forget what you were doing and the spell causes you to forget the spell for a day.
4. Spell backfires, makes caster giggle uncontrollably for the rest of the day, to the point it hurts and makes them cry.
5. Throws out the caster's back, can't bend over or lift things for the rest of the day.
6. Sharp pain in the legs, unable to walk at all for the rest of the day.
Rank 2: Select one.
1. Magical energies backfire, causing caster's clothes to catch fire.
2. Arcane energies backwash across the caster's mind, making them suffer amnesia for 24 hours.
3. Spell failure causes caster's magical talent to nullify and unable to cast any spells for 48 hours.
4. Spell misfires and causes the ground in front of you to explode and sends debris flying at the caster, requiring fast reflexes.
5. Arcane energies flood the caster's mind, filling their mind with fear that paralyzes them for five minutes.
6. Magic energies cause the caster to lose control of his body and relieves himself on the spot, this effect lasts for an hour before the caster regains control of his bowels.
Rank 3: Select one.
1. Arcane energies backfire against the caster, causing permanent scarring.
2. Caster miscasts and the magical energies causes the caster to forget the spell, must relearn the spell through training with a master mage.
3. Energies surge through the body and shatter bones in the limbs.
4. Arcane energies rob the caster of their voice, needing a magic healer of three ranks to heal this.
5. Arcane energies flood the mind, showing images that drive the caster mad. Only a healer can help mend the mind, otherwise caster must make a 1d10 sanity check each time they cast magic, or once a week if caster does not use magic again. Even number result means no added penalties, odd number result means deeping insanity and more instabilities to the caster.
6. Arcane energies grant insight into the workings of the universe, leaving the caster to focus soley on it for a whole day and unable to do anything else before the insight is forgotten.
Rank 4: Select one.
1. Energies misfire and cause a large explosion equal to a 10-foot radius around the caster, the caster is wounded in the explosion and needs medical attention.
2. Miscast causes one of the senses to die in the caster. Roll 1d to determine which sense: 1 - speech, 2 - Sight, 3 - Smell, 4 - Hearing, 5 - Touch, 6 - Taste
3. Energies swell an arm up and causes it to explode in a mist of gore, leaving the caster with one less arm.
4. Magic burns across the mind of the caster, leaving them in a vegatative state.
5. The Magic burns out all hint of light in the caster's soul, turning them into a being of pure evil.
6. The magic causes an imbalance in the caster's body, mutating the body into something grotesque.
Rank 5: Select one.
1. Magics cause a build up in the caster's head, making the head explode, raining gore down around them.
2. Caster starts to bleed out of every part of his body, unless treated by a master healer, will eventually bleed out and die.
3. Caster's link to magic is severed and unable to cast magic again. Only a master healer can heal the link.
4. Caster's magic kills all magic for a mile around him and leaves the caster in a coma.
5. Magic causes an imbalance in the caster's body and turns the blood to acid and melts the caster.
6. Admin's choice, dire results will apply.
Rank 6: Administration chooses the penalty.
Edited 12:11pm, October 09, 2009 by T, author. |
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Sileen 6:26pm, October 13, 2009 [Edit] [Delete] | No teleports, except as foci placement that goes only from point A to B and stops working when foci is moved or destroyed.
No "Shadow walking", "Tree walking", "blood jump", or anything like that either.
No cheap shots: stabbing shadow = death, point and head asplode, etc. |
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