View unanswered posts | View active topics It is currently Mon Jun 17, 2019 12:13 pm



This topic is locked, you cannot edit posts or make further replies.  [ 3 posts ] 
The Order of Aegiala 
Author Message
Site Moderator
User avatar

Joined: Mon Aug 11, 2008 6:37 am
Posts: 1404
Location: .j
Country: Germany (de)
Map of Aegialos Sea Region: show
600 miles X 850 miles
Image


A Quick History: Aegialos and Its People



A tale of Three Realms - Lydekia, Lydecae, and Psara: show
500 years prior the Lydekian society, driven by a highly cosmological legalism and the byzantine bureaucracy that develops from it, fell into ruin precisely because they betrayed the cosmic laws handed down to the emperor and passed on to the people.

In the 500 years dark age that followed, three unique cultural entities appeared in the vacuum: Lydecae, Lidenos, and Psara.

Psara made itself known as Lydekiophiles, who, despite their heritage and society originally being quite the opposite as nomadic horse lords, absorbed much of what they could of Lydekian culture, transforming much of their society, down to the manner in which they dress and interact with one another in the street, according to what knowledge they possessed.
This love for Lydekia led to Psara initiating a conquest of the lands once held by the ancient society, Lydecae and Lidenos to restore the empire. As of writing, they act as a shadow lord, uniting the current Lydecian kingdoms. They have yet to wage war on Lidenos.

Lydecae is perhaps the closest present remnant of the old society, directly appearing in the wake of the collapse of Lydekia. It was first unified by a single king, Lydos,, but when he died it was pieced out to his heirs, who squabbled among one another until Psara conquered them and reunited the kingdom.
Despite their subjugation, no cultural shifts have taken place, and Psara are instead transforming their own society according to the Lydecian models.


Lidenos and the Atriad Lowlands: show
Lidenos is nothing more than a collective of small fiefdoms remaining on the fair side of the central mountain range. Due to the lack of effective contact following the collapse of Lydekia, they never reunited with the Lydecae and developed their own society much different than their cultural brethren.
Lidenos has no central government, though it did once have a king, its large size led the king to abdicate in the name of the divine power of the republican senate, believing it as a cohesive entity would rule more effectively than one man.

The Atriad Lowlands (Or just Atriad, or just the Lowlands) though not technically part of Lidenos, is an area inhabited by the people of Lidenos. The lands there are relatively barren, flat, and prone to flooding, but in some places the soil can be worked and successful villages and towns have popped up. These settlements are mostly exposed on open plains and are common targets for raiding by Desert Horselords who hail from the far west. In the past Lidenosean knights defended these villages when they called for aid, but in times of domestic unrest they are largely ignored.


Fylisia: show
Fylisia is an enormous continent that lies to the south of the Aegialos Sea, in the past its northernmost tip was part of the Lydekian Empire and successful trade colonies flourished there until about 80 years before the Empire's collapse. Fylisians are culturally far different than Lydekians and their religions are based on mixes of animism, moon worship, and ancestor worship. Northern Fylisian states and kingdoms tend to heavily exploit the less developed but resource rich south and central areas. Spices, minerals, metals, exotic animals, and slaves are brought north by the kingdoms and eventually they all find their way to the city states where they are sold and traded at a premium.

Akti Makria is the only remaining Lydekian colony in northern Fylisian, though very few that live within the city are culturally Lydekian. The people of the city do not follow the cosmological legalism of the north and instead prefer local traditions, though remnants of the old system can be seen in the city if one looks hard enough. The Prefect, the defacto leader and Oligarch of the city, is generally elected from an elite group of families that can claim heritage to the Lydekian overlords of old.

Mossi is a purely Fylisian city state built atop the ruins of an older colony. It's known for its council of wealthy merchant lords, massive slave trade, and cultural depravity. An old sailor's tale tells of how every corner street in Mossi has at least two brothels.

Agadir is a minor city in comparison to its neighbors, but has amassed great wealth by helping Mossi and Akti Makria compete against each other. Sell Swords and Privateers from far and wide travel to Agadir to be hired by factions from the rival cities and every transaction within the walls nets Agadir an irresistible percentage tax


The Islands of Aegialos: show
over 50 islands exist in the Aegialos sea and though many of them were once claimed by the Lydekian Empire, very few of them are culturally like the Lydekians. The map above only shows a handful of the larger islands, but numerous more islands, both inhabited and uninhabited, are scattered about the sea.



Erimios: show
A large, mostly desert, steppe, and prairie region in the west. Minor civilizations live in this region, though the harsh desert and incursions from neighbors from west, north, and east, have kept the people and villages largely scattered. A few minor cities exist in these region, though they act mostly independent of one another and are concentrated heavily in the south or along the River Valley.




The Magus Order of Aegiala and the Magi Arts

The Magic of the Magi: The Gift


The magics of the magi are split into four major categories. These Categories are, as follow; Spiritual Magic, Essence Magic, Chaos Magic, and The Unknown.

The Ability to control the winds and aura of magic via spirit arts and essence spells is unique to The Order. There are other ways to perform magic, but their methods are largely kept secret by other organizations. Further, The Order wholly believes that Spirit Arts are the greatest way to control magic and so it rarely shows interest in outsider magics and hedge wizards.

Spiritual Arts and Spells: show
Magical Theory developed by Master Magi for hundreds of years, Spirit Arts refer collectively to two magical disciplines that work together during spellcasting. There are 16 Arts divided into 5 Techniques and 11 Forms. By creating a formula of these arts one is able to cast nearly any spell they can put their mind and resources too.

Techniques: Create, Perceive, Trasmute, Destroy, Control
Forms: Animal, Air, Water, Body, Plant, Fire, Image, Mind, Earth, Space, Power


When one attempts to use Spiritual Spells they always run a risk, the spiritual winds are volatile and the more one attempts to harness and control them the more likely they are to face a rebound. Rebounds are wild and vary heavily depending on what spell was being cast and how much spiritual energy was being pulled from the world to use on the spell, though this is not always the case as even minor spells can result in massive rebounds. A magus who attempts to use Spiritual Magic to conjure a blazing inferno puts himself at an enormous risk of instead being consumed by hellish flame, or a magus who attempts to harness the arts of illusion and turn himself or others invisible risks tearing open holes in reality itself which could permanently alter himself and those around him.
Spiritual Magic is a natural phenomenon of the world and one’s skill with spiritual magic is based entirely on their ability to feel and control the spiritual winds, harness the power, and reshape it into an art, and later a formula. Spiritual winds blow hardest around Ley Lines, also referred to as light veins, which are the constantly changing life sources of nature in the world. Any place where a vein lies, nature thrives, if the natural area where a vein lays is destroyed or warped the vein will move, dry up, or die, and the spiritual magic there will weaken and the spirits that inhabit the area will generally leave(though some negative spirits thrive on the dying remains of a vein).


Essence Spells: show
Essence Magic is a unique form of magic that revolves entirely around one’s mastery of their innate magical energy. Essence spells tend to be the reflection of the user's personality, and while Spiritual Magic comes from the natural world, Essence Magic comes from entirely within.

Essence Spells are generally unique to their user, finding another with the same essence ability is rare and copying another Magus' ability would require the user to have nearly the exact same Spiritual Art expertise. Essence Spells are effectively stronger Spiritual Spells that require less specialized mastery over Arts and do not require formulae. This means that spells that would require numerous spell steps composed of numerous art combinations are much better saved to be learned as an essence ability. Most Magi only have access to one Essence Spell, and though it is possible to forget your spell and learn another, it is, to say the least, a rare occurrence


Chaos Magic: show
Chaos magic is a deep, unbalanced, and dangerous ocean of energy that exists outside of our plane of existence. Generally, Chaos Magic is unreachable from our world but from time to time it spills over from its plane onto ours and becomes a resource that can be used to greatly empower all other magics. Chaos Magic can take many forms and can spill over into our world in many ways. Chaos Magic will almost always enact a harsh toll upon its user or targets and though its energy feels near bottomless it always eventually passes from our world.

In the past Chaos Energy has inhabited: rings, stones, animals, plants, and even spirits. Chaos creatures are quite dangerous, but Chaos Items are heavily sought after and some of the rarest mythological items on earth are actually magic relics empowered by the forces of the Chaos Wind.


The Unknown: show
Any magic spell or item that can not be categorized as the above belongs in this group.


Magical Terms

The Gift and its drawbacks: show
The Gift refers to a Magus' ability to perform magic via the spiritual winds, see spirits and ley lines, sense magic, and so on. The Gift itself is a mixed blessing, and the term itself is tinged with irony. Non-magical creatures and people, known as mundanes, tend to feel fear or anxiety when in close proximity to one who has The Gift. The Aura that surrounds one who has The Gift is what causes these feelings, and learning to conceal your aura or keep it emotionally neutral is the only way to hide oneself when in the midst of mundanes. The Gift also carries another drawback, those who have it naturally attract spirits to them. In small concentrations, spirits have little to no impact on the world around them, but a large congregation of lesser spirits can cause untold damage to people and ecosystems and greater spirits can inhabit bodies and spread like illnesses through villages, causing horrific disease like symptoms. For this reason Magi can almost never stay in one place for long unless that place is protected by Spirit Wards.


Spirits: show
Spirits are creatures that are much like insects or parasites, they exist in large numbers and rely on plant, human, and animal life to survive. Spirits are largely invisible to those without the gift, though under certain circumstances Spirits can take on the appearance of plant life or natural phenomena, like rainbows and rainstorms. The effect Spirits have on living creatures ranges from helpful to harmful to seemingly malicious, but it should be noted that Spirits are not evil or malicious in nature; they are, like plant-life or parasites, simply trying to exist.

In some cases, Mundanes develop the ability to see Spirits or are born with the ability to see them. Some Spirits, when in ingested, can grant permanent or temporary spirit sight. Temporary spirit sight can be incredibly useful for explaining spirit-based illnesses to Mundanes.

Spirits generally gather and live in rural and less developed places. Those who live in major cities are less likely to experience a spirit phenomenon than those who live in a small village or town. It is possible that a person infested by a spirit in the mountains could bring the negative side-effects of that spirit with them when traveling to a city.


Spirits generally appear as glowing creatures of many shapes and sizes. The vast majority of creatures appear as small insect-like, plant-like, or fish-like creatures though there are some exceptions, like the Salfidi, a building sized serpent-shaped spirit which during heavy rainstorms and flooding comes ashore to lay its eggs inland in freshly created flooded pools. (An aside on the Salfidi: When this creature comes ashore it leaves behind shallow crevices where it slithers, these crevices eventually flood and create creeks which connect its spawning ground to the sea)


Sage: show
Those who are born, or become extraordinarily sensitive to the Spiritual Winds can become a Sage . Sages are generally capable of wielding magic without fear of rebound, though their deep connection to the natural world tends to prohibit them from doing so. A Sage will generally live on or around light veins and will do everything within their power to protect them and grow them, because of this, Sages generally are not members of the Magical Houses as they find themselves almost fully committed to the well being of light veins over politics and magical research. Some Sages have been known to have markedly longer lifespans, though this age comes with risk. Sages’ lives are tied to light veins and the stress put upon the vein and the nature around it reflects upon the Sage. If a Sage becomes sickly or dies, the vein he once protected will begin to wither until a new Sage takes his place or a creature that lives along the life vein becomes empowered by ‘The Spiritual Force’ of nature itself and becomes a Guardian.

Note: The Magic of the Sages is not considered Hedge Wizardry. The Order considers Sage Magic to be unique in that is capable of feats greater than the Spirit Arts, but only within the Sage's protected Domain


Domains: show
A Domain is area in which a Mystic Being's Aura settles and exists. The Winds of Magic themselves can sometimes form domains when they blow strong enough. A Magus' domain tends to extend in a 1-3 meter radius around them (this bubble of aura is sometimes just referred to the users ambient aura), this domain can be expanded with concentration well over 100 meters. Inside another being's domain you can be sensed and tracked and if the being's domain is strong enough your magic can be weakened. Sages and Guardian Spirits are known to have incredibly large and potent domains. With enough concentration a Guardian Spirit can project a domain which can cause all but the highest magic piercing spells to fizzle and fail.

Chaos Domains are known to have wild effects on Magi. A wise Magus treads carefully in potent Chaos Domains as even a basic fireball spell could be empowered into a nigh unstoppable molten projectile


Mundane: show
Mundane simply refers to any person, place, creature or object that is not under the effect of a supernatural aura. Interestingly enough there is one small exception: Non-gifted members of The Order. Non-magi that are accepted in the order to act as companions or assistants are NOT considered as mundane and are instead referred to as Covenfolk.


Hedge Magics: show
The term "hedge magic" is often applied broadly to any magic that uses different rules than the Spirits Arts. Most Hedge Magics are much weaker than magic that is empowered by the Spirit Arts and generally is a term used for 'petty tricks' like dowsing, temporary spirit sight, speaking to animals, or minor healing. There are some 'hedge' magics that can rival Spirit Arts, though these magics tend to be from far away lands or require the power of magical entities or 'gods'. Just like those who use the Spirit Arts, Hedge Wizards generally suffer from the draw backs of having The Gift.


Mythic Creatures, Beast, and Beings: show
Any animal gifted with aura is considered a mythic creature, what a mythic creature is actually capable of varies wildly on what kind of aura interacted with the creature and whether the creature is inherently mystical or once mundane. For example, Guardian Spirits can sometimes just be animals of the wild empowered by a ley line they exist on, none the less these creatures are considered mythical, and for good reason as their new Spiritual Powers allow them to control the entire ecosystem of a mountain or territory they are charged to oversee.

Mythic Beasts and Creatures include intelligent creatures like Fae-folk/Faeries/Sprites, Dragons, Lamia, Treants, Ghosts, and Satyr, and beasts beholden only to instinct like Drowners, Wendigo, Kraken, and Hydra.

The more magical and powerful a creature is, the less likely the average person is to encounter one, for example: Kraken and Hydra are rare to stumble upon and almost never occupy the Aegialos Sea. They are much more likely to be encountered in deep oceans or desolate islands, but even then the risk is quite small. Or the Fae, intelligent and general peaceful creatures they generally stay secluded in the woods, on island shrouded by their magic, or in small pocket realms which can only be found by the magically keen.


The Magi, The Order, and The Gift


Founding of the Order and the History of the Magi: show
Over a thousand years ago, Magi were considered the stuff of folk lore. Villagers would encounter strange creatures and individuals in the wilds that were capable of amazing feats, but these individuals would stay secluded and actively avoid contact with others. Lay man would refer to the early Magi as Druids or Shamans, and this makes sense, as the early Magi were mostly purely Spiritual Magic users and their connection to the Ley Lines kept them far from most large civilizations. As time passed, tales from far and wide began to spread of magic users living amongst normal men, some would tell of men that could turn ash to living flame, others of women who could invisibly manipulate objects from afar. As populations grew, villages spread, and towns became cities, it became more and more commonplace to hear tales of Magi and their logic defying abilities. People flocked from far and wide to see their skills firsthand. But the people who came to see the Magi soon learned a terrible truth of their magics, no matter how skilled the Magus appeared, his magic always carried a risk. The first recorded fears of magic grew when a Magus experienced a terrible rebound while creating water to combat fires that were burning through a borough. The Magus pushed himself too far and in doing so caused a rebound that turned his blood to near constantly expanding water. The Magus died near instantly as his body exploded from the pressure building up within him and a pillar of water was forthwith released from his remains which crushed and killed 32 villagers and left over 100 injured. In cities and kingdoms where Magi were hired to act as doctors, advisors, or soldiers, people soon found themselves growing sick, or their crops were drying up and dying, or ominous weeds were beginning to grow like wildfire surrounding the city. Some locations were even targeted by magical creatures that had never been seen before by man. Soon the common folk found it impossible to tolerate the magi and the dangers that came with living around them, and so many were cast out, hunted, or killed. Faced with distrust and hunts, the Magi fled and eventually began to form communities. These communities would eventually be forced into hiding as fear of powerful magi gathering together to seek revenge upon the common folk turned to organized attacks and raids against any known location where magi gathered or lived. Today these underground communities are known as The Magi Houses; clans of Magi of differing skill who have gathered together to live, research, find work, and communicate. The Houses are lead by a council of Magi who have proven themselves to be the most powerful, or knowledgeable amongst themselves.

The Houses mostly act independent of one another, and in some cases, are hostile towards each other as they may have opposing goals, tenets, or philosophies that drive them apart. At the top of the Houses, above the power of the Councils, there is a governing, unifying body that exists to settle disputes, share knowledge, and ask for aid, The Conclave. The Conclave oversees Houses that exist within a fixed region and is made up of 1 representative from each House. The Conclave meets once every five years at a hidden location, though emergency meetings can be called in the event of disasters or wars between houses.


Image

As seen above the Magus Hierarchy follows a simple route of The Conclave and its members governing loosely over The Houses, which are controlled by their Council Members who each govern over an unspecified number of Magi, usually 3 to 15 magi, these groups of Magi are known as a Covenant and a Covenant tends to be named for its leading Council member or an important magical text, item, or concept. The Council’s of each House grow and shrink depending on the number of Magi. Not all Magi are part of Covenants, some Magi choose to pursue purely individual studies or join and leave Covenants whenever it suits them. Some Houses do not follow this hierarchy, this is just the most common one. The player House will be run by this system. The Entirety of the Hierarchy is referred to by Magi as the The Order, all houses, whether major or minor are part of the Order, there are some rouge Magi who do not participate in the order and may attempt to form groups of their own. These ex-Magi are considered the HIGHEST of threats to the Order and as of the Convent's command are to be exterminated. No one outside the Order is permitted to know Spirit Arts or Essence Magic.


TL;DR: The Order was created to protect magic users who were rejected by society due to the fact that they are essentially walking calamities and ticking time bombs rolled into one. The Gift attracts dangerous creatures to its user and rebounds can be violent and cause untold damage and death. The Houses of the Order don't all necessarily get along but they are kept in check by a governing body that attempts to mediate issues between Houses.



House Astrai: show
Named for a mythical Thunderbird of Lydekian descent, House Astrai is one of the oldest Houses of the Magus Order and has a decent reputation amongst the mundanes who choose to do business with them. House Astrai is headquartered on the border between Psara and Lidenos and as such does business with both the Empire and the Feudal State respectively. The covenants of Astrai are known for many things amongst The Order and are far less focused on certain aspects of Magic than other houses. Astraian Magi have explored far away lands, hunted mythical beasts on contracts from mundane nobles, protected lowborn mundanes from dangerous spirits, and seized and controlled numerous dangerous artifacts for their own benefit.

House Astrai currently has six council members, three council members are remarkable for their accomplishments.

Eol of Yarwick of the Vim Vitae Covenant: an elderly magus who represents House Astrai on the Conclave. He's believed to be well over 120 years old, an impressive feat, even for most Magi, as age extending rituals tend to eventually lead to horrific rebounds, warping, and death. His old age clearly shows and many in House Astrai and even his own Coven wonder when he will eventually pass. In his youth he was known to have slain a legendary dragon alone and to have explored the Chaos Realm and returned to tell about it. His true love in life has and will always be research though and in his old age he has written hundreds of tomes on magic theory, items, ingredients and potions. In fact, many rumor that the true reason Eol hunted such an imposing dragon alone in his youth was that he feared other Magi would discover that he was slaying the beast for rare materials to use in potions and rituals and believed companions would only attempt to claim the materials for themselves. Interestingly, Eol has been given dozens of nicknames and titles over the years but none have ever stuck.

Euphemia Alwyne 'the Young' of the Kanae Limni Covenant: As her name might suggest, Euphemia is the youngest council member in House Astrai history. Four years ago, at the age of 29, she ascended to the Council after a series of unfortunate events struck her covenant and left many of its members dead or in poor health. The Council begrudgingly allowed her to lead Kanae Limni after its sickly leader begged the Council to acknowledge her as his chosen successor.
Euphemia is a Pure Mythic Blood Magi, her lineage is descended of one of house Astrai's founders(Mythic Blood) and her family tree is filled with Magi who have bred in attempts to spread The Gift (Pure Blood). She gained great praise as an apprentice and as a member of Kanae Limni earned renown for protecting her fellow Magi and for her mystic research. She was intended to be groomed for decades to be Kanae Limni's next leader but unfortunate events lead its leader to fall ill and believing her to be the only option to save his Covenant he pleaded with the Council to allow her to succeed him immediately under supervision.

Varamyr 'Hedge Sage' of the Epith Aimatos Covenant: Varamyr is known far and wide as one of the most powerful Magi alive. His magical talent and lack of ethics has lead him to a be leader in mystic research and his travels to other continents and mystic realms have given him insight into magics that few men alive hold. In his youth he spent no time in sworn Covenants, he had little interest in House affairs or the companionship of other Magi, Varamyr simply wanted knowledge of the unknown and he saw no advancement in his ambitions from within The Order. Varamyr would spend years away from Aegialos, and when he was in the region he spent his time with hedge wizards, alchemists, foreigners, charlatans, drunks, and harlots. Oddly, after vanishing for 15 years, Varamyr returned to Aegialos just as a position on the Council became available. By the time of his return Varamyr had already gained great fame for his incredible power and rare relic collection and though part of the Council had reservations about allowing someone so independent and unscrupulous to join them, they eventually relented and unanimously approved Varamyr's seat. Under Varamyr the Epith Aimatos Covenant has become known for extreme mystic research and rather shady science and rituals. Varamyr has attempted to breed pure blood magi within his covenant, kidnapped children who had The Gift to raise as apprentices, and has induced permanent mystic mutations and bestial transformations in Mundanes and Covenfolk. His efforts in eugenics, mutations, and fertility rituals are believed to have resulted in the birth of extremely gifted twin children who many in his Covenant seemingly treat like divine beings. These twins are still young and their purpose to Varamyr is unknown, but rumors of possible sacrifices and body possessions have spread through House Astrai.

The players belong to a freshly formed Covenant ran by newly minted Council Member Reiner 'Rustcloak' Stenn, or simply Rustcloak, for his signature off-colour orange cloak.

Reiner has chosen to build his Covenant a new home location, as many Covenants do not maintain their labs or living quarters at the House itself. This new home, referred to as a Coven, is currently fairly spartan but in time will grow to be a central hub for the players.

_________________
Image


Mon May 27, 2019 7:53 pm
Profile
Site Moderator
User avatar

Joined: Mon Aug 11, 2008 6:37 am
Posts: 1404
Location: .j
Country: Germany (de)
Character Creation


240 FOR ARTS AND ABILITIES
120 FOR SPELL RESEARCH
300 POINTS FOR UPGRADES FOR BOTH CATEGORIES AFTER INITIAL POINT DISTRO

Character Sheet: show
Character Name:
Effects of Rebounds: (leave blank unless you wish for character to have experienced a rebound prior to the story)
Appearance:
Age: (Anywhere between 23 and 30. 23 is the bare minimum age for a Magus. Magi under 23 are all apprentices or novices)
Gender:
Place of Origin: (Give a region and a town/village/city. Feel free to make up the location as you see fit)
Height:
Weight:
Hair - description and color:
Eyes:
Image: (This is anything not covered in the above, if you're missing an arm, covered in scars, or growing an extra arm let it be known here)

background and personality are important, these are how your character is going to be assigned stat changing flaws and virtues.
Background:

Personality:

Casting Sigil: this is, essentially, your magus' magical finger print. Every time you cast a spell an effect unique to your magus occurs. The more powerful the spell the greater the effect. The effect can range from the sound of drums beating, to flowers growing around you, to blood pouring from your hands, to odd runic markings being left behind anywhere your magic was present. Your sigil is a quirk of your control of the spirit arts, you can't stop your sigil from manifesting, though your sigil may manifest differently through different arts. If my sigil creates flowers on cast, perhaps when I use create body to replace a man's missing eye, his new pupil and iris are shaped like a flower.

Characteristics -
Intelligence:
Perception:
Strength:
Stamina:
Presence:
Dexterity:
Quickness:
Virtues
These will be assigned to you based on your backstory and personality

Flaws
These will be assigned to you based on your backstory and personality

Abilities

Spirit Arts


Spirit Spells: show
Spell Name:
Formula Level and Research Value:
Range(R) Duration(D) Target(T):
Spell Explanation:


Essence Spell: show
Spell Name:
Explanation:




Leveling Arts and Abilities: show
Image

_________________
Image


Tue May 28, 2019 6:45 pm
Profile
Site Moderator
User avatar

Joined: Mon Aug 11, 2008 6:37 am
Posts: 1404
Location: .j
Country: Germany (de)
Resources for Spell Creation



Explaining Spell Creation: When creating a spell there are two numbers to always keep in mind: Research Value and Level.

Research Value is how many research points it takes to fully learn a spell, at character creation you start out with 120 research points, this effectively caps how many spells you can have at the start of the game. Before you go on a mission you can begin research on a new spell and when you return from the mission you will earn research points towards effectively learning how to create that spell. The current level of the coven lab, the coven member's collective stats and expertise of covenfolk go towards research bonuses.

Spell Level is the spirit art level requirement of the spell. For example, a CrFi(create fire) spell that exists to just warm your Magus up would be level 5, and so it would require 5 levels of Create or Fire, whichever is your lowest stat. Spell level is calculated based on the spell's intended usage, range, duration, target, and restrictions.



Special Modifiers: show
Ritual Cast - Spells can be casted via ritual. Rituals are generally an elaborate spell that takes more time and resources to cast than a Formulaic Spirit Spell. Ritual spells are generally more powerful than Formula spells, their minimum level is always 20. Your ritual spells are your big guns, if you wanted to instantly create a fort on the spot or summon a massive tidal wave those would generally be rituals


The Range of your spell can greatly increase the spell's level. Smaller ranges, or specific ranges can act to decrease the number of levels needed to cast a spell. Here are some simple Range examples. Other, more or less specific ranges can be selected, these are only examples.

Ranges: show
Personal : Affects the caster and what he is currently wearing.
Touch : Affects a touched Target (spell).
Eye : Affects a Target that the caster can see eye to eye.
General Distances: Meters/Feet
Voice : Affects a Target that the caster's voice carries to.
Sight : Affects a Target that the caster can see.(ritual only)
Arcane Connection : Affects a Target (spell) that the caster has got an Arcane Connection to.
Symbol : Affects a target that has a symbol drawn on it (available only to a select few Magi who have revealed the Mystery of Symbols


Durations can wildly impact your spell point total. longer isn't always better, specific isn't always better. Some durations can be tied to very specific items, like the wick of a burning candle or sunset or sunrise. Sometimes the duration of the spell can be determined by an action taken by the caster, like concentrating to cast/channel or having the duration of a cast only be considered when a target is inside a drawn ring.
Durations: show
Momentary: The spell effect occurs, then ends.
Concentration/Diameter: Most Magi can concentration while casting without fatigue for 15 minutes. Diameter is roughly 2 minutes
Sun: The spell lasts until the next sunrise or set
Days: The spell lasts for days or weeks. Generally reserved for ritual spells


Targets: show
Individual/Circle: The spell effects a single target/the spell effects everything within a small drawn circle. The cast ends if the circle is broken.
Part- A part of a discrete thing, such as their arm or a part of the ground. These are spatial parts, things that could physically be removed from the object in some sense. A persons mind or senses is not a part of them, their heart is however. Once a part is no longer part of something it is considered an individual.
Group/Room :A group of people. They must be close together and must be seperated from other things of its type. You could not effect 5 people in a crowed of 30 unless those 5 people were all close to one another. Room- Everything within a chamber. This room can be very large, such as a cave, but must be enclosed and have definite boundaries. This spell is useless if there is no boundaries, such as with a valley.
Boundary: Reserved usually for rituals, targets anything within a well defined boundary like a city wall or fences enclosing a field.


Working Spell Examples to inform the unwashed

Ease of Lifes Pains - Create Body - CrBo 25 levels: show
Ease of Life's Pains
R:Touch
D:Concentration
T:Individual

Revert light, non-magical injury and fatigue that has affected a target's soul and body. Allows the target to feel refreshed. Damage repaired and fatigue removed is based on cast time. Major wounds take hours, life threatening wounds could take over a day.



Seven Step Stride - Control Body - CoBo Level 10: show
Seven Step Stride
R: Seven Steps
D: Momentary
T: Individual

Instantly teleport within seven steps of yourself



Deadly Gift - Transmute Image - TrIm Level 5: show
Deadly Gift

R:Touch(holding in one hand)
D: Concentration
T: Individual

The caster changes the visual sensation of a single object to be that of a different object. A dagger could be disguised as a rose.



Water Cannon Pet Frog - Transmute Animal Water -TrAnWa level 15: show
Requires Requisite:Water
R: Touch
D: 2 Minutes
T: Individual (A frog)

Enhances a frog with the ability to fire a water cannon which can bruise and break skin from its mouth for two minutes

_________________
Image


Tue May 28, 2019 8:14 pm
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 3 posts ] 

Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software for PTF.