[4] Magick Rules:
Magick is a self-contained system. To have magic, you must have Magick as an Aspect. This Aspect has two or more Skills, which are auto-locked in. Skills should be Arcane Knowledge(Type of Magick), (Type related things). This Aspect is selectable only once. After you do the Magick as an Aspect, it gains a level in each Phase you do thereafter automatically- capping itself at half (rounded down) your total phases (For example, you can have a 3 in Magick on a player with 7 phases. if you select it as the fifth phase or before.) Skills in this do not level up. Each type of Magick has different effects that you can do, the strength of which is based on your level. Having the Magick Aspect has a innate Skill cost. How much that cost is, depends on the type of Magick, but as a general guideline, the more powerful you are as a Magickian, the less skills you will have in other areas.
Each race will also have natural bonuses/penalties related to each class.
Basically the Arcane Knowledge(Type of Magick) has five categories:
Arcane Knowledge(Sorcery)
This class deals with the four elements: Air, Fire, Water, and Earth. Sorcery is about manipulation of elements. Sorcerers cannot create things from nothing. They must get the needed things from the area around them. The use of sorcery is limited only by imagination.
When choosing Sorcery as the Magick of choice, players must choose up to two specializations from the following list:
Pyromancy (Fire)
Hydromancy (Water)
Aeromancy (Air)
Lithomancy (Earth)
You will be able to cast spells related to the specialization that you have, and not from unrelated things to what you have.
Aerin cannot pick Lithomancy as a specialty, and must choose Aeromancy.
Dwarves cannot pick Aeromancy as a specialty and must choose Lithomancy.
Slith cannot pick Hydromancy as a specialty and must choose Pyromancy.
Elves cannot be sorcerers.
Sorcerers can choose to trade skills to learn spells, up to two skill points can be spent this way. Sorcerers can learn one spell for each skill point traded in this way. You can only do this once per level of Magick that you have. Spells are created by the sorcerer.
How do you create a spell?
First, you fill out and submit this form to a moderator:
Spell Name:
Spell Level:
Desired Effect:
Flavor Explanation for Desired Effect:
Type of Sorcery(ies):
Then the moderator will tweak your numbers and determine how effective the spell is, then the moderator will send you back the updated spell. You decide if you’re happy with the updated spell or if you want to try to create another. Viola, you’re done. Simple.
Sample Spell:
Spell Name: Spark
Spell Level: 1
Desired Effect: Produces a small spark
Flavor Explanation for Desired Effect: Draws heat energy from 1 cubic inch of air to produce a small spark
Type of Sorcery(ies): Pyromancy
Sorcerers can only cast a number of spells equal to their level of Magick per day, and their spells has to follow the FATE pyramid. Each spell requires a verbal component, although the actual words said does not matter. The spell level, in general, is related to the difficulty of the spell. You get +1 to the casting of the spell’s roll each 2 levels the spell is. (If the spell is level 1, you get +1, and if the level of the spell is 4, you get +2.)
Sorcerers can only cast a number of spells equal to their level of Magick per day, plus two, and their spells has to follow the FATE pyramid. Level 1 spells count for 1 spell, level 2 spells count for two spells, and so on. Each spell requires a verbal component, although the actual words said does not matter. The spell level, also, is related to the difficulty of the spell. You get +1 to the casting of the spell’s roll each 2 levels the spell is. (If the spell is level 1, you get +1, and if the level of the spell is 4, you get +2.)
Arcane Knowledge(Conjuration)
This class is about creating things out of nothing, about transporting things to other places, or bringing things from other planes. This is based on size and weight. In general, the larger/heavier things are it becomes harder to conjure them.
When choosing Conjuration as the magick of choice, players will choose one specialization from the following list:
Creation: Creating inanimate objects out of the ᴁther. What is created from the ᴁther will return to the ᴁther eventually. Created items cannot be consumed. All things created from the ᴁther has a faint purplish hue to it.
Conjurations that falls under this heading include:
Create (Construct)
Create (Item)
Create (Weapon)
Create (Armor)
Conjurers with the Creation specialty can only have up to three things created at the same time. Aerin Creationists can have six things at once. If a new thing is created, past the third, the oldest item will fade and disappear. At any time, Conjurers can choose to send an item back to the ᴁther.
Teleportation: What the name says. There is a margin of error inherent with teleportation. In general the more you know an area, the less likely you will miss and be where you do not want to be. Teleportation also applies to teleporting objects and other people. This is very unreliable, though.
Conjurations that falls under this heading include:
Teleportation
Effect: You teleport a specific object or person to another area.
Limitations: This power comes in levels. The higher level you are, the more accurate your teleportation is. It is also affected by how much you know the area. Also, the higher your level is, the larger objects you can teleport will become. If you’re an Aerin, your accuracy is increased by 15 percent.
Summoning
(Summoning beings from the ᴁther. Can be a guide or a demon that the Conjurer controls)
Conjurations that falls under this heading include:
Summon Djinn
Effect: You summon a Djinn to guide you.
Limitations: This power comes in levels. The higher level you are, the longer the Djinn will serve you. Djinni are guides, They know every location in the world, so they can help you find your way around places. Be warned, Djinn are often capricious, and they may not tell you information that is entirely accurate. The more levels you have, the more reliable your Djinn will be. If you’re an Aerin, Djinni will feel a connection with you and be more predisposed to serve you willingly.
Summon Daemon (name)
Effect: You summon a Daemon to help you in a fight.
Limitations: This power comes in levels. The higher level you are, the stronger the Daemon will be. Daemons are powerful ᴁther beings. They will fight for you. They can only be summoned for one combat scene only. If you choose this, you will create a character sheet, with the Daemon getting as many phases as you have levels in this.
Dwarves cannot be Conjurers.
Conjurers can choose to trade skills to learn conjurations, up to two skill points can be spent this way. Conjurers can learn one spell for each two skill points traded in this way. You can only do this once for each level in Magick you have.
If you think of a new spell that is not in the list above, you could contact a moderator, to explain your vision for the spell. If the moderator decides what you want to do is fair and falls under the correct specialty, you can add that as a spell.
Conjurers can only cast a number of conjurations equal to their level of Magick per day.
Arcane Knowledge(Divination)
This class is about the ability to see through time. Diviners can learn about the past, about things that is currently happening, and about things that might happen in the future. Foreseeing the future is fraught with danger, however. There’s always a chance that things may not happen at all, and the omens will always be very vague.
Humans use a scrying glass to see things. Humans can only see the present and past, and rarely the future.
Aerin use Astrology to see things in the Stars, past, present, and future but what they get is very vague and may never happen.
Slith throw bones to read omens in the future. Slith receive a bonus in this type of Magick. (Slith always are successful at forecasting the future. The future predicted will always come to pass. If something happens to prevent the future from coming true, divine intervention will occur. Ex: Character dies, and a wandering druid will just happen to see the dying character and will just happen to be powerful enough to save his life)
Dwarves use Crystal balls (made of Quartz), to receive very vague images. There is no way to know past, present, or future, just a vague feeling about the time.
Elves read futures in tea leaves. they’re pretty good at doing this, but rarely, the future will fail to become true.
There are also other methods of divination. Effects vary wildly between methods.
Diviners can choose to trade 1 skill point per aspect they gain, to increase their Divination’s power. You can only do this once for each level in Magick you have. When choosing Divination as their Magickal aspect, they automatically have possession of their race’s special tool and the ability to use it. Other tools of divination can be gained through purchase or through quests. Tarot cards, for example, can be used to understand the underlying forces within people, things, or places, Dowsing Rods can be used to discover directions, and there are more just waiting to be discovered.
Diviners can only use their divination x times (x equal to their level of Magick) per 3 days.
Arcane Knowledge(Alchemy)
Alchemy is about transformation of one type of matter in another. Closeness of the matter being transformed is what decides the difficulty of Alchemy. Alchemy also specializes in finding the life in things.
When choosing Alchemy as the Magick of choice, players will choose one specialization from the following list:
Potions (Ability to create potions)
Potion of Life
Effect: Heal a wound. (Removes 1 Injury outside of combat, or removes 1 Injury or 2 Hurt in combat) (Single-use)
Resources: (Blah) (Easy)
Time needed: 1 hour
Sleeping Draught
Effect: Puts a person to sleep for 1 hour. (If drank.) (Single-use)
Resources: (Blah) (Medium)
Time needed: 5 hours
Moonglove Posion
Effect: Makes a person extremely sick. (If touched.) (Single-use)
Resources: (Blah) (Hard)
Time needed: 7 days
Transformation (Change matter in another type of matter. It is basically trading of matter for another type of matter with something else. This class can also be used to transform certain objects to other shapes.)
Wood to Iron
Effect: Transforms a wooden object to a iron object and a iron object becomes a wooden object.
Resources: Pure Wooden Object, Pure Iron Object of approximately the same weight.
Time needed: 30 Minutes
Silvershaping
Effect: Makes a pure silver object change to any shape you desire.
Limitations: This power comes in levels. The higher level you are, the more weight the item can have. The first level, you can transform one-fourth a pound of silver. You get double that for each level you have in this skill.
Resources: Pure Silver Object
Time needed: 5 Minutes
Animation (Makes a previously inert thing in a living elemental)
Animate Stone Elemental
Effect: Make some Stone become living and obey your commands. Lasts for (Time spent on the animation)X(2). (If you spend 1 minute, your elemental will last 2 minutes.)
Resources: Sufficient Stones
Time needed: 15 seconds at a minimum
Weapon Creation (Creates magick-infused weapons.)
Create [Better Knife]
Effect: You forge a [Better Knife].
Resources: Steel (amount)
Time needed: 1 hour
Dwarves only require half of the resources needed to do anything.
Aerin and Elves cannot be Alchemists.
Alchemists can spend two Skill points per aspect to gain an Alchemical Skill. You can only do this once for each level in Magick you have. If the Alchemical Skill is not in the above list, you can PM a Moderator with what you want the new skill to do, and then you can have the Moderator look it over, if it is approved, It will be added to the above list. The current list above is just a minimum, showing you what you could do with your skills.
Alchemists can only use their alchemy x times (x equal to their level of Magick) per 3 days.
Arcane Knowledge(Nature)
This class is about affinity with Nature. A close bond with nature allows players who choose this aspect to be able to have nature come to their aid in various ways.
When choosing Nature as the Magick of choice, players will choose one of either Shaman or Druid to take as a skill.
Shamans can summon wild creatures, to their side to aid them, are able to transfer their consciousness inside creatures to see what they see, and to control their actions, and to transform into them.
Shamans can choose to trade skills to learn powers. Two skill points can be spent this way per Aspect. They can learn one different power for each two skill points traded in this way. If a Shaman wants to increase their level in a power they already know, they can trade in one skill point instead of two. You can only do this once for each level in Magick you have.
Guidelines for what powers are available for Shamans are in this list:
Animal Companion: (Name, type of Animal)
Effect: You gain a named Animal Companion. The animal will act as an extension of your character. Caution: If your Animal Companion dies, it is lost forever, unless you can revive it. Once you choose an animal as a companion, you will also manage that animal’s character sheet. Normal animals has 1 aspect and up to four skills, which are always locked in. Your animal gains an extra aspect and 3 more skills. It will level up as you level up, if it gains experience.
Limitations: Your Animal Companion can only be an animal that can be reasonably domesticated (wolves/bears, ok, Drakes/Rocs, no).
Animal Affinity: (Type of Animal)
Effect: You develop a close bond with a particular type of animal. You can telepathically connect with these animals, to get them to do what you want them to do.
Limitations: This power will only apply to animals found in your sight range. Usually, animals used to working in groups can be chosen with this power. (wolves/birds, ok, bears/ boars, no). This power comes in levels. Level one can only affect a single animal, level two can affect two, level three can affect four, basically, this progression is an exponential progression. If the animal chosen is especially small (such as insects or mice), the levels will be shifted by two, starting at 4. If you choose a solitary animal (such as a bear), then no matter how much your level is, you can only control an maximum of two.
Aspect of (Animal)
Effect: You gain a power that is inherent your animal of choice. (Ex: Wolves have excellent noses, so you could take Aspect of Wolf to have increased power of smell))
Limitations: This power comes in levels. Level one can only give a small improvement, and so on up until level 7- which gives you a Legendary Aspect of (Animal) meaning you can do that thing better than the animal can.
Beastriding: (Type of Animal)
Effect: You transfer your consciousness into an animal, taking full control of it as though it was your actual body.
Limitations: You must be in physical contact with the animal to do this. The animal’s primal urges will still apply. If you ride in an animal and something attacks your actual body, you will be snapped out of the animal. If the animal you’re riding in dies with you still in it, you may suffer some mental damage. This power comes in levels. For each level you have in this power, the time you can spend Beastriding at one time increases by thirty minutes. This power can only be chosen if your Magick Aspect is at level 4 or if you’re a Elf with Magick at level 2.
Were-Forme: (Type of Animal)
Effect: You transform into an animal.
Limitations: If you are wounded in your Were Forme, you cannot transform back to your natural form until you are healed. You drop everything you own when you transform. The animal’s primal urges will still apply. This power can only be chosen if your Magick Aspect is at level 5 or if you’re a Elf with Magick at level 3.
If you think of a new power that is not in the list above, you could contact a moderator, to explain your vision for the power. If the moderator decides what you want to do is fair and falls under the correct specialty, you can add that as a power.
For reference, the full list of Animals that can be found in Amstaad is in this link: (LINKY)
Druids can harness the life energy in plants, to have plants do what the druid want them to do, and are able to revitalize things’ life force. (Able to heal wounds)
Druids can choose to trade skills to learn powers. One skill point can be spent this way per Aspect. They can learn one power for each skill point traded in this way. You can only do this once for each level in Magick you have.
Guidelines for what powers are available for Druids are in this list:
Grow
Effect: You promote the growth of a plant.
Limitations:This power comes in levels. For each level you have in this power, the plant can grow by one month. Elves gets 2 levels for each time they choose this power, instead of one.
Plant Manipulation
Effect: You control the actions of a plant.
Limitations: This power comes in levels. For each level you have in this power, the bigger the plant you can manipulate is. Elves gets 2 levels for each time they choose this power, instead of one.
Heal Wound
Effect: You revitalize and energize the life force in your target, to heal a wound
Limitations:This power comes in levels. For each level you have in this power, the more severe a wound you can heal.
If you think of a new power that is not in the list above, you could contact a moderator, to explain your vision for the power. If the moderator decides what you want to do is fair and falls under the correct specialty, you can add that as a power.
Slith and Dwarves cannot be Shamans or Druids.
Shamans and Druids can only cast spells equal to half their level of Magick per day.
Magick by race:
This is the breakdown of what disciplines each race can learn:
HUMAN
:
Can do: Sorcery, Conjuration, Divination, Alchemy, and Nature
Are weakened in: Divination- cannot forecast the future.
Are strengthened in: None
ELF
:
Can do: Conjuration, Divination, and Nature
Cannot do: Alchemy and Sorcery
Are strengthened in: Nature- Gains powers earlier, and gain free levels in powers.
DWARF
:
Can do: Sorcery, Alchemy, and Divination
Cannot do: Conjuration and Nature, Sorcery (Aeromancy)
Are strengthened in: Alchemy
SLITH
:
Can do: Sorcery, Alchemy, Conjuration, and Divination
Cannot do: Nature, Sorcery (Hydromancy)
Are strengthened in: Divination- Forecasts one hundred percent guaranteed to come true.
AERIN
:
Can do: Sorcery, Conjuration, Nature, and Divination
Cannot do: Alchemy, Sorcery (Lithomancy)
Are strengthened in: Conjuration
Magickal Code of Ethics:
Sorcerers CANNOT draw energy from living things
Sorcerers CANNOT harm living beings as a part in the formulation of spells, only as the result of a spell. (no taking fire away from an area, causing everything to freeze to death, but its fine to fireball something)
Conjurers CANNOT teleport things to nowhere or a place that is not able to accommodate the thing.
Conjurers CANNOT summon a being of greater power than the Conjurer.
Diviners CANNOT forecast their or others’ deaths (can learn about fights but cannot know outcome)
Alchemists CANNOT transform a living thing
Shamans CANNOT ride in a sentient being without being given permission
Shamans CANNOT make other sentient beings do the shaman’s will by force
Druids CANNOT use their powers to inflict direct harm on things (Net/ tying up enemies in vines for fighters to beat up/kill is fine, but trees swatting enemies is not)
All of these restrictions is pragmatical, because there are seriously bad side effects to doing any of these things. You can try, but do not be surprised if you die right away.
Looking for love in Alderaan places.