The Claudius™ RPer
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Joined: Mar 2008 Gender: Male  Posts: 292 Location: Canada Karma: 100 |  | The Different Magics of Medieval RP. « Thread Started on Jun 14, 2008, 9:41pm » | |
Official Rules, Facts, and Lore:
Written by the Claudius™ and added to by Ules.
This post is meant to give people a deeper understanding of the three magical categories used here in Medieval RP. It's not hard or complicated. In fact, it shouldn't take you long to read out these basic guidelines on how each type of spellcraft is different in its own way. I will list special rules for each category, but I think those will mostly apply to the divine/infernal section. These rules are subject to change if I see fit. If other moderators/admins have a problem with this, I'd prefer it if you'd pm me before changing anything yourself. I worked too hard on this to give everyone free editing priviledges.
Also, for those that really wish to consider their choice, each section has a little statistic panel before the descriptive text detailing the following: how powerful the magic type is, how much variety is offered through it, and how stressful/tiring it is upon the caster. The higher the score (*'s) the better.
Divine/Infernal Section (Blessing of the Gods):
Power: ** Variety: *** Stress/Tiring: *****
Divine magic is the same as infernal. The only difference is that the latter of the two is harnessed from evil deities (or presences) as opposed to good ones. Either type of magic may be granted by certain neutral gods, they will be listed or mentioned.
As a special rule, those who specialize in divine or infernal magic have a difficult time removing protections or dispelling the incantations of those who practice arcane arts (or demonic/fiendish magic), as they have difficulty translating the spells from the arcane tongue of Gwydion. This rule is also applied to arcane magic users. Another special note, although the worship of more than one god is allowed, the character in question will only receive the domains granted by their primary deity, the other gods give them no extra domains.
Here is a list of the gods and which domains they grant. Anything not listed for that god cannot be obtained by their followers, as those are forbidden domains. This section applies only to those who choose to become clerics or the like.
Gwydion Grants (divine): Fate, Forces, Matter, Mind, Prime, and Space.
Alyara Grants (divine): Life, Mind, and Spirit.
Ethayarajan Grants (infernal): Death, Fate, Mind, and Spirit.
Amprinoth Grants (divine): Time, Fate, and Space.
Arcanvilla Grants (divine or infernal): Prime, Forces, and Matter.
Kirith Grants (none): None, the god Kirith despises magic and instead offers his warriors resistances, and in some cases, complete immunity to magic (PM Claudius for details on what types of abilities can be gained by worshiping Kirith).
Heironeous Grants (divine): Spirit, Fate, and Space.
Hextor Grants (infernal): Death, Fate, and Spirit.
Vathmet Grants (infernal): Death, Fate, and Prime.
Aethaer Grants (divine): Space, Mind, and Spirit.
Kordetul Grants (infernal): Death, Fate, Spirit, and Space.
Ananchel Grants (divine): Life, Spirit, Prime, and Space.
Gabriel Grants (divine): Spirit, Space, and Prime.
Aethmmor Grants (divine or infernal): Forces, Space, Prime, and Life.
Bellisa Grants (divine): Life, Spirit, and Matter.
Skiaska Grants (infernal): Death, Forces, Fate, Mind, and Prime.
Elerbould Grants (divine or infernal): Fate, Prime, and Spirit.
Vhaeraun Grants (infernal): Death, Space, Spirit, and Fate.
Nazthelruu Grants (infernal): Death, Life, Spirit, Fate, and Prime.
Tryiu Grants (divine): Life, Space, Fate, and Spirit.
Adara Grants (divine): Life, Space, Mind, and Prime.
Lexion Grants (divine or infernal): Matter, Mind, Prime, Forces, and Space.
Arcane Magic Section:
Power: *** Variety: ***** Stress/Tiring: **
There are two types of arcane magic users, often referred to as 'Magi' or 'Mages'. They are granted the use of every domain despite what god they worship, if they worship one (Gwydion's gift). However, unlike divine/infernal clerics, since they devote so much of their time to study or the practice of their art, most have terrible close combat capabilities. Arcane magic users have a hard time dispeling wards or spells cast by divine/infernal clerics (or demonic/fiendish casters), as the language used for their spells is different.
Wizards: Those beings born without the innate talent of sorcerers. Wizards gain their power from intensive study, it often takes years to perfect their chosen arcana, thus why elves and similiar creatures are normally the most successful down this path. That is not to say that there cannot be other races that are equally as successful, the only thing limiting them would be their far shorter lifespans. Unlike sorcerers, wizards never suffer destructive outbursts of magic under stress or pressure, as their abilities must be invoked and are not innate.
Sorcerers: Born with the innate talent to cast spells from birth, sorcerers have no need to study or even understand what they are capable of. They are able to cast spells using pure imagination and raw talent, however, they are also more dangerous to be around than wizards, as stress and a lack of control can lead to terrible magical outbursts (normally destructive). At young ages, most sorcerers have an increasingly difficult time controlling the power within them, and many have tragic stories that were caused by an outburst due to anger, stress, or similar conditions.
Elemental/Energy-based Section:
Power: ***** Variety: ** Stress/Tiring: ***
Elemental/Energy based magics are sometimes easily confused with Arcane magic. However, whereas with Arcane magic studied spells, specific verbals, and complex somatics are used to command the Arcane, an Elemental or Energy based caster will just conjure energy from within them and form it to their will. Elemental Casters draw their internal energy from one of the inner elemental planes, or perhaps even from the Ethereal, Astral, or Shadow plane. An energy-based caster can really only utilize raw force magic to do what they wish, though sometimes this energy tends towards "Dark" or "Light" types. Rather than having domain restrictions, they can really cast any spell that their energy type can be manipulated into, with Force and Mana generally being the easiest and most common. However, anything from a fiery scrying portal to a curse that manipulated dark energy to form bad luck have been observed among the more creative types. Time magic, however, has yet to be seen among them.
Another huge difference from Arcane casters is that rather than casting spells with a set casting time until tired, an Elemental/Energy-based caster draws as much energy as they wish to charge over a period of time, the speed at which they do so depending on their skills and Wisdom, and then unleash it into whatever form they can muster. Combat abilities vary between them, and wards set by them or others have no bonus or penalty for any other type of magic, as they generally rely on energy (or the sapping thereof), not counter-spells to dispel, but as such they require no language interpretation for others to defeat. One main weakness they do have, though, is that they cannot internally change their energy type, and as such against specific enemies they will have great troubles, or even against foes with strong elemental or force warding spells. Like sorcerers, intense anger or stress may lead to an outburst of energy, though most Elemental/Energy-based characters or immune to their own type.
Demonic/Fiendish Magic, Path of the Damned:
Power: **** Variety: ***** Stress/Tiring: ****
Demonic/Fiendish magic is the quickest path to power for any being, although the price for such power is great. The more involved one becomes with either version of this terrible magic, the more their humanity slowly begins to dwindle away. Any being, regardless of alignment, can use this magic. Depending on the alignment however, that tells how long the user can channel this evil energy without being corrupted. Over time, practioners of this magic are eventually transformed into terrible demons, or fiendish creatures. The appearance of those who employ the use of this magic slowly degenerates over time, and they begin to develop new, terrifying characteristics physically, mentally, and emotionally (horns, love of slaughter, fangs, reddish skin, smell of brimstone, monsterous countenance, powerlust, recklessness). Again, this depends upon which side of the spectrum they choose to harness, it is not possible to use both types. When making a pact with the darkness, one must choose the side that they shall inevitably join, the demons, or the fiends. Once chosen, there is no way to break this pact, even upon death. When the user of either art dies, they are sent to their respective plane (Abyss if demon, Baator if fiendish). Unlike divine/infernal magic in that it can be limiting, or arcane magic where it can be time consuming or dangerous to others (sorcerers), demonic/fiendish magic takes a short time to master, and has no risk of being triggered during stress, anger, or similarly related situations. Also, unlike the arcane path, those who study demonic/fiendish magic are generally the most feared combatants Carme has ever seen. They are as capable with a sword and shield as a warrior, with the power equivelant to that of a mage. Also, where divine/infernal magics have trouble dispeling arcane wards or spells and vice versa, demonic/fiendish magic suffers no penalty to remove wards cast by either of the other pathes. Like arcane magic, demonic/fiendish magic also places no restrictions on which domains may be used, as it is supposed to be the quicker, better route. Or is it? Now, the price of such power, here are the bullets that explain what happens to those that choose demonic or fiendish magic.
-- Their appearance degenerates and they gain characteristics that signify demonic or fiendish taint (irresistible).
-- The personality of the person in question warps to suit that of the side they have chosen (irresistible).
-- The user must summon and bind themselves to a demon or fiend. PM the Claudius™ to be inducted into this path, no character can start with demonic/fiendish magic as a choice unless Claudius' permission has been given (required).
-- If the demon/fiend that is bound to the user is slain, all power that is gifted to those binded to it is removed permanently.
-- Users of demonic/fiendish magic cannot be brought back to life, even by necromantic magic or similar rituals. Their souls are the eternal property of the demon/fiend they have bound themselves too.
-- Should the demon/fiend in possession of the characters soul be slain while the character is also dead, the pact is broken and their souls are free to be raised yet again, however, without demonic/fiendish powers this time. This is a rare event and almost never happens, as only demons/fiends with significantly more power then their pledges will bother offering the binding.
-- The official title for practitioners of this magic is 'warlock' or 'witch' if the user happens to be female.
Inter-Disciplinary Rules
Spell Scribing: Divine and Arcane casters are generally capable of scribing most of the casting of a spell into a magical 'scroll', which anyone capable of translating and activating it can then use to cast that spell. Scribing such a scroll takes a lot of energy out of a caster, and so doing it too often may permanently weaken their power.
As a rule, any arcane caster can cast any arcane scroll, and any divine caster can cast any divine scroll, though if it's too much past their own skill level (most scrolls will have a * rating, and that's compared to the caster's * rating. 2 or more stars implies 'too much' here), there's a chance it may backfire, being cast on them (or someone else, if they were the intended target to begin with), or the scroll may just burn up, though there IS always a possibility for success. Also, in the case of a divine caster, if the scroll isn't of their allowed domain, there's also a chance it may fail somehow.
A divine caster trying to cast arcane scrolls, and visa versa, can only cast scrolls of spells at least * lower than their own power, and there's ALWAYS a chance it can fail.
An Elemental caster needs to specifically train themselves (i.e have the ability listed, and can only cast spells of the complexity of their skill in doing so) to be able to convert the arcane or divine energy from a scroll into something usable by themselves. They must be able to read whatever language its scribed in as well (usually draconic for arcane magic, infernal for infernal magic, celestial or possibly elven for divine). While they can't exactly 'misfire' the spell, they may end up destroying the scroll before harnessing the energy, as an elemental or energy based caster must basically use the scroll to convert their own energy to perform the spell scribed in the scroll.
A Fiendish caster cannot cast divine scrolls (as any good god would bar one tainted by fiends from using their blessings), but can cast infernal and arcane of any skill up to their own skill with fiendish magic, with no chance of failure.
Spell 'Storing': Elemental/Energy-based casters don't use somatics, verbal chants, or prayers to cast their spells, so there's nothing they could write down to store such things. However, an elemental caster can use any glass, crystal, or gem object to store energy of their type as a 'spell'.
An elemental caster may absorb such energy and cast the spell. If it's of their energy type, they can absorb and manipulate any such spell. If it's of another element, they can only absorb up to their power level.
For offensive spells (as in merely raw stores of energy meant to be launched as is in blasts or missiles), any elemental/energy based caster may use another such crystal to convert their own energy to that type, at a loss of about 50% potency. Also, if overused, the crystal/gem/whatever will eventually shatter.
For spells above the caster's power in another element, or for an arcane, divine/infernal, or fiendish caster, the only option is to shatter or break the object on the target of the spell. For instance, a stored portal can be thrown anywhere to make it form, a blast of energy will be unleashed on whoever the object shatters on, and an enchantment will enchant whoever it lands on with whatever the effect is, good or bad.
(Fiendish magic cannot be stored in any typical way, though there's rumors of rituals that will grant the caster one such spell without giving up their soul, though it would eat up a lot of that person's energy afterwards)
Note: I may add to the interdisciplinary section later -Ules
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"In the end, had it made any difference? With the fall of Aethaer and the rise of Diabolos, I had effectively damned myself. Vengeance was now out of my reach, and I had no choice but to rot in the ruins of this forsaken timeline." - Claudius, the Godslayer |
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