Arcane Experiment
Posted: Mon Nov 09, 2009 4:21 pm
This is just for fun for the rules people who like rules like myself. I'm not proposing a change, just messing around at work. Gonna post this on both boards. Let me know what you think. I'll add the other 2 aspects later.
Arcane Magic
Arcanists can manipulate magic though willpower and study. Some are masters of battle magic others choose to manipulate magic to form abjurations. Some can control the elements or even take over your mind.
Aspects
While every Arcanist is capable of minor magics most have an aspect of magic in which they are particularly attuned to. As an Arcanist gains more levels in their aspect they are capable of casting stronger more powerful spells. Each aspect has four levels.
Spells
When an Arcanist casts their spells they expend essence points to fuel their magic. Certain spell require certain amounts of essence points. The casting time of a spell depends on how many essence points it takes to cast it. If the caster expends double the essence points required to cast the spell it can be casted instantly unless otherwise specified in the description.
Essence Points
Essence points are what fuels an Arcanists spells. Essence points are specific. You cannot use Destruction essence points to cast Protection spells. For each level you gain in an aspect you gain 5 essence points. You receive your essence points at the beginning of an event and once they have been expended they are no longer available until the next event. Essence points do not carry over from to the next event (I.E. if you didn't cast any spells during the event it does not mean those unused points transfer to the next event)
Casting Times
The casting time on a spell depends on how many essence points the caster used to cast the spell. For each essence point used to cast the spell the casting time is 30 seconds. (This one is iffy, maybe 15 or a set chart would be better.)
Synching
Casters with the same aspects can join their power together for greater effects. Up to 3 caster may synce up together. This done by joining hands together or using someway to role play the fact that they are focusing their power together. The casters can than cast spells using a pool of points. As long as one of the casters have the spell they can all contribute essence points towards the casting. The caster contributing the most points towards the spell is considered the primary caster.
Aspect of Destruction
This aspect is used to destroy things. 'Nuff Said!
Level 1 - Single Target
For every 1 point of essence you spend you may deal throw a packet that deals 2 points of magic damage. I.E spend 10 EP throw 20 Magic.
You may also add Vorpal or Crush to the call by spending the points at 1 for 1. i.e spend 10 Ep and throw 10 Magic Vorpal or 10 Magic Cruch
You may also spend 10 EP and throw a packet and call "Magic Shatter".
Level 2 - Lash Attack
For every point of essence you expend you may do a lash attack. Damage is calculated at 1 for 1. i.e. Expend 10 EP deal 10 Magic Lash.
You may add vorpal to the call by expending essence points at 2 for 1. i.e expend 10 EP and call "5 Vorpal Magic Lash"
Level 3 - Triangulated Damage
3 for 1 magic damage I.E expend 12 EP and call a triangulated "4 Magic"
4 for 1 vorpal magic damage I.E. expend 20 EP and call a triangulated "5 Vorpal Magic"
Level 4 - Everyone
3 for 1 magic to everyone on the field. I.E, Expend 18 EP "Everyone within the sound of my voice 6 Magic"
4 for 1 vorpal magic to everyone on the field I.E Expend 20 EP "Everyone within the sound of my voice 5 Vorpal Magic"
Aspect of Protection
Full of proctectiony goodness.
Level 1 - Physical Protection
By expending EP you can create Talismans to protect people against physical damage. All of these Talismans are expended upon use.
Parry - Allows you to marry next frontal melee attack. 2 EP
Crush Protection - Allows you to ignore the next attack you receive with the word "Crush" in it. This has to be the next attack that hits you and cannot be saved for a later attack. 2 EP
Vorpal Protection - Allows you to ignore the next attack you receive with the word "Vorpal" in it. This has to be the next attack that hits you and cannot be saved for a later attack. 2 EP
Level 2 – Status Protection
By expending EP you can create Talismans to protect people against special attacks. All of these Talismans are expended upon use.
Fear Protection - Allows you to ignore the next attack you receive with the word "Fear" in it. This talisman can be used at the discretion of the recipient. 2 EP
Poison Protection - Allows you to ignore the next attack you receive with the word "Poison" in it. This talisman can be used at the discretion of the recipient. 2 EP
Disease Protection - Allows you to ignore the next attack you receive with the word "Disease" in it. This talisman can be used at the discretion of the recipient. 2 EP
Charm Protection - Allows you to ignore the next attack you receive with the word "Charm" or “Taunt” in it. This talisman can be used at the discretion of the recipient. 3 EP
Sleep Protection - Allows you to ignore the next attack you receive with the word "Sleep" in it. This talisman can be used at the discretion of the recipient. 4 EP
Magic Protection - Allows you to ignore the next attack you receive with the word "Magic" in it. This talisman can be used at the discretion of the recipient. 5 EP
Level 3 – Immunity
By expending EP you can grant people true resist skills by giving them a Talisman. These resists however cause the recipient to lose 2 LP every time they are used.
Resist Fear. 5 EP
Resist Poison. 5 EP
Resist Disease. 5 EP
Resist Charm/Taunt. 10 EP
Resist Sleep/KO. 15 EP
Resist Magic. 20 EP
Level 4 – Circle of Protection
The caster of this spell may create a circle of protection. The circle is created by forming a rope in a circle on the ground. If multiple casters are involved they may join their rope together to make the circle larger. It takes 10 EP to create the circle for each caster involved i.e 2 casters 20 EP, 3 casters 30 EP. The circle lasts for 1 minute and requires the complete concentration of the caster. By expending 2 EP per caster and continuing to concentrate they can lengthen the duration of the spell by one minute. If the circle is Disenchanted the casters of this spell takes 2 Vorpal damage. Nothing can effect the people in the circle and the people inside the circle cannot effect anything outside of the circle. People inside the circle can leave the circle but cannot re-enter after they have left. When this spell ends the caster must announce "Circle Down!" In a loud enough voice for everyone to hear.
Aspect of Manipulation
Messing with your brain.
Level 1 - Taunt
Single Target - 1 EP
Lash - 5 EP
Triangulated - 10 EP
Everyone in the sound of voice - 20 EP
Level 2 - Fear
Single Target - 1 EP
Lash - 5 EP
Triangulated - 10 EP
Everyone in the sound of voice - 20 EP
Level 3 - Sleep
Single Target - 5 EP
Lash - 10 EP
Triangulated - 20 EP
Everyone in the sound of voice - 40 EP
Level 4 - Charm
Single Target - 5 EP
Lash - 10 EP
Triangulated - 20 EP
Everyone in the sound of voice - 40 EP
Aspect of Nature
Foresty magic with tree's and animal stuff.
Level 1 - Claws
Cat Claws - Hands turn into small claws. Works the same as monks ambidexterity. Cannot hold anything in your hands while spell is active. Spell ends when you drop or put down phys rep. 1 EP
Tiger Claws - Hands turn into large claws. Works the same as monks ambidexterity and iron fist. Cannot hold anything in your hands while spell is active. Spell ends when you drop or put down phys rep. 5 EP
Bear Claws - Hands turn into huge claws. Works the same as monks ambidexterity and iron fist. Instead of fist phys reps you can use shortsword sized claws. Cannot hold anything in your hands while spell is active. Spell ends when you drop or put down phys rep. 10 EP
Dragon Claws - Hands turn into claws that will tear your freaking face off. Works the same as monks ambidexterity and iron fist but all damage you deal is Vorpal. Instead of fist phys reps you can use shortsword sized claws. Cannot hold anything in your hands while spell is active. Spell ends when you drop or put down phys rep. 20 EP
Level 2 - Root
Single Target - 1 EP
Lash - 5 EP
Triangulated - 10 EP
Everyone in the sound of voice - 20 EP
Level 3 - Animal Power
Bird - Avoid a single ranged attack. 5 EP
Bear - Swing 5 Crush one time at recipients discretrion. 5 EP
Lizard - Grants Regeneration as per skill. 10 EP
Spider - No movement restrictions. 10 EP
Level 4 - Natural Disaster
Earthquake - Everyone within the sound of the casters voice is knocked to the ground for 5 seconds and all buildings on the field take damage as though they were hit with 2 direct hits from a heavy catapult. 10 EP
Blizzard - Everyone within the sound of the casters voice is disarmed and then pressed away from their weapon. 15 EP
Overgrowth - Everyone within the sound of the casters voice has to walk heel to toe unless they take 1 uninterupted minute to remove all of the vines on their body. Disenchant can remove this effect. 15 EP
Lightning Storm - Everyone within the sound of the casters voice wearing any heavy armor takes 10 damage. 20 EP
Arcane Magic
Arcanists can manipulate magic though willpower and study. Some are masters of battle magic others choose to manipulate magic to form abjurations. Some can control the elements or even take over your mind.
Aspects
While every Arcanist is capable of minor magics most have an aspect of magic in which they are particularly attuned to. As an Arcanist gains more levels in their aspect they are capable of casting stronger more powerful spells. Each aspect has four levels.
Spells
When an Arcanist casts their spells they expend essence points to fuel their magic. Certain spell require certain amounts of essence points. The casting time of a spell depends on how many essence points it takes to cast it. If the caster expends double the essence points required to cast the spell it can be casted instantly unless otherwise specified in the description.
Essence Points
Essence points are what fuels an Arcanists spells. Essence points are specific. You cannot use Destruction essence points to cast Protection spells. For each level you gain in an aspect you gain 5 essence points. You receive your essence points at the beginning of an event and once they have been expended they are no longer available until the next event. Essence points do not carry over from to the next event (I.E. if you didn't cast any spells during the event it does not mean those unused points transfer to the next event)
Casting Times
The casting time on a spell depends on how many essence points the caster used to cast the spell. For each essence point used to cast the spell the casting time is 30 seconds. (This one is iffy, maybe 15 or a set chart would be better.)
Synching
Casters with the same aspects can join their power together for greater effects. Up to 3 caster may synce up together. This done by joining hands together or using someway to role play the fact that they are focusing their power together. The casters can than cast spells using a pool of points. As long as one of the casters have the spell they can all contribute essence points towards the casting. The caster contributing the most points towards the spell is considered the primary caster.
Aspect of Destruction
This aspect is used to destroy things. 'Nuff Said!
Level 1 - Single Target
For every 1 point of essence you spend you may deal throw a packet that deals 2 points of magic damage. I.E spend 10 EP throw 20 Magic.
You may also add Vorpal or Crush to the call by spending the points at 1 for 1. i.e spend 10 Ep and throw 10 Magic Vorpal or 10 Magic Cruch
You may also spend 10 EP and throw a packet and call "Magic Shatter".
Level 2 - Lash Attack
For every point of essence you expend you may do a lash attack. Damage is calculated at 1 for 1. i.e. Expend 10 EP deal 10 Magic Lash.
You may add vorpal to the call by expending essence points at 2 for 1. i.e expend 10 EP and call "5 Vorpal Magic Lash"
Level 3 - Triangulated Damage
3 for 1 magic damage I.E expend 12 EP and call a triangulated "4 Magic"
4 for 1 vorpal magic damage I.E. expend 20 EP and call a triangulated "5 Vorpal Magic"
Level 4 - Everyone
3 for 1 magic to everyone on the field. I.E, Expend 18 EP "Everyone within the sound of my voice 6 Magic"
4 for 1 vorpal magic to everyone on the field I.E Expend 20 EP "Everyone within the sound of my voice 5 Vorpal Magic"
Aspect of Protection
Full of proctectiony goodness.
Level 1 - Physical Protection
By expending EP you can create Talismans to protect people against physical damage. All of these Talismans are expended upon use.
Parry - Allows you to marry next frontal melee attack. 2 EP
Crush Protection - Allows you to ignore the next attack you receive with the word "Crush" in it. This has to be the next attack that hits you and cannot be saved for a later attack. 2 EP
Vorpal Protection - Allows you to ignore the next attack you receive with the word "Vorpal" in it. This has to be the next attack that hits you and cannot be saved for a later attack. 2 EP
Level 2 – Status Protection
By expending EP you can create Talismans to protect people against special attacks. All of these Talismans are expended upon use.
Fear Protection - Allows you to ignore the next attack you receive with the word "Fear" in it. This talisman can be used at the discretion of the recipient. 2 EP
Poison Protection - Allows you to ignore the next attack you receive with the word "Poison" in it. This talisman can be used at the discretion of the recipient. 2 EP
Disease Protection - Allows you to ignore the next attack you receive with the word "Disease" in it. This talisman can be used at the discretion of the recipient. 2 EP
Charm Protection - Allows you to ignore the next attack you receive with the word "Charm" or “Taunt” in it. This talisman can be used at the discretion of the recipient. 3 EP
Sleep Protection - Allows you to ignore the next attack you receive with the word "Sleep" in it. This talisman can be used at the discretion of the recipient. 4 EP
Magic Protection - Allows you to ignore the next attack you receive with the word "Magic" in it. This talisman can be used at the discretion of the recipient. 5 EP
Level 3 – Immunity
By expending EP you can grant people true resist skills by giving them a Talisman. These resists however cause the recipient to lose 2 LP every time they are used.
Resist Fear. 5 EP
Resist Poison. 5 EP
Resist Disease. 5 EP
Resist Charm/Taunt. 10 EP
Resist Sleep/KO. 15 EP
Resist Magic. 20 EP
Level 4 – Circle of Protection
The caster of this spell may create a circle of protection. The circle is created by forming a rope in a circle on the ground. If multiple casters are involved they may join their rope together to make the circle larger. It takes 10 EP to create the circle for each caster involved i.e 2 casters 20 EP, 3 casters 30 EP. The circle lasts for 1 minute and requires the complete concentration of the caster. By expending 2 EP per caster and continuing to concentrate they can lengthen the duration of the spell by one minute. If the circle is Disenchanted the casters of this spell takes 2 Vorpal damage. Nothing can effect the people in the circle and the people inside the circle cannot effect anything outside of the circle. People inside the circle can leave the circle but cannot re-enter after they have left. When this spell ends the caster must announce "Circle Down!" In a loud enough voice for everyone to hear.
Aspect of Manipulation
Messing with your brain.
Level 1 - Taunt
Single Target - 1 EP
Lash - 5 EP
Triangulated - 10 EP
Everyone in the sound of voice - 20 EP
Level 2 - Fear
Single Target - 1 EP
Lash - 5 EP
Triangulated - 10 EP
Everyone in the sound of voice - 20 EP
Level 3 - Sleep
Single Target - 5 EP
Lash - 10 EP
Triangulated - 20 EP
Everyone in the sound of voice - 40 EP
Level 4 - Charm
Single Target - 5 EP
Lash - 10 EP
Triangulated - 20 EP
Everyone in the sound of voice - 40 EP
Aspect of Nature
Foresty magic with tree's and animal stuff.
Level 1 - Claws
Cat Claws - Hands turn into small claws. Works the same as monks ambidexterity. Cannot hold anything in your hands while spell is active. Spell ends when you drop or put down phys rep. 1 EP
Tiger Claws - Hands turn into large claws. Works the same as monks ambidexterity and iron fist. Cannot hold anything in your hands while spell is active. Spell ends when you drop or put down phys rep. 5 EP
Bear Claws - Hands turn into huge claws. Works the same as monks ambidexterity and iron fist. Instead of fist phys reps you can use shortsword sized claws. Cannot hold anything in your hands while spell is active. Spell ends when you drop or put down phys rep. 10 EP
Dragon Claws - Hands turn into claws that will tear your freaking face off. Works the same as monks ambidexterity and iron fist but all damage you deal is Vorpal. Instead of fist phys reps you can use shortsword sized claws. Cannot hold anything in your hands while spell is active. Spell ends when you drop or put down phys rep. 20 EP
Level 2 - Root
Single Target - 1 EP
Lash - 5 EP
Triangulated - 10 EP
Everyone in the sound of voice - 20 EP
Level 3 - Animal Power
Bird - Avoid a single ranged attack. 5 EP
Bear - Swing 5 Crush one time at recipients discretrion. 5 EP
Lizard - Grants Regeneration as per skill. 10 EP
Spider - No movement restrictions. 10 EP
Level 4 - Natural Disaster
Earthquake - Everyone within the sound of the casters voice is knocked to the ground for 5 seconds and all buildings on the field take damage as though they were hit with 2 direct hits from a heavy catapult. 10 EP
Blizzard - Everyone within the sound of the casters voice is disarmed and then pressed away from their weapon. 15 EP
Overgrowth - Everyone within the sound of the casters voice has to walk heel to toe unless they take 1 uninterupted minute to remove all of the vines on their body. Disenchant can remove this effect. 15 EP
Lightning Storm - Everyone within the sound of the casters voice wearing any heavy armor takes 10 damage. 20 EP