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Sarthra21
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Sarthra21
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The great land of Haerdol is in danger of collapse. The five factions that make up the government are at a civil war. The magicians of the land wish for the fighting to end, for they are generally peaceful and solitary. It is yours, and your fellow wizards duty to end this fighting by discovering a stone, containing great power that will unite all the factions, or leave no one but the wizards if used wrong.


I'll start with the schools of magic;
There can be subschools, that branch off one school.

Elemental:Has subschools of the elements(Ice, fire, earth, wind). You could choose to be straight up elemental, but that increases your mana usage.
Fire:High attack(7), low health(9), moderate mana usage.
Ice:High health(12), moderate attack(5), high mana usage.(moderate compared to all)
Earth:High attack(7), moderate Health(10), low mana recharge.
Wind:Low attack(3), moderate health(10), high mana recharge.

Life:Can bring back life, but only if taken recently.
Illusions:Can confuse an enemy with special abilities, but lack in offensive spells.
Conjuration:Can summon creatures to your aid, such as skeletons,minotaurs, even dragons. Has a high amount of mana, but recharges slowly.
Transmutation:Shapeshifting into beasts. Low mana, but recharges fast.
Lunar/solarestroy undead easily, can blind with light or darkness. Debuffs on living are powerful, but attacks are much better on undead.
Necromancy:Summoning of dead only. can summon one of the most powerful creatures in the game, a Spectral Dragon. Necromancers have low health, but high power.
Protective:Can create shields and counter attacks. Low non-counters, high counters.

Races and Subraces:
Human:can learn two extra level 1 spells, but have lower power.
Elf:Subraces.
Moon: Excel in Lunar/solar. Lunar/solar attacks are slightly increased in power, but mana recharge rate is lowered.
Dark:Necromancy skill increased. Skeletons have +3 attack with Dark Elves.
Deep: Deep Elves have skill with earth magic. Recieves the 'Stone Tomb' spell first level.

Dwarves:Subraces

Shield:Use the Protection school best. Shields take longer to break, and counter-attacks have more power. Cannot use summoning magic for the life of them though.
Golden:Great life magic users, but cannot use necromancy, as it is banned by the Golden Dwarf ruler.
Basic: More of a fighter than a wizard, but use the transmutation school greatly.

Spells:The number in the parenthese is the level spell it is. Find a dice roller site to decide damage amounts. You start with your schools level 0 spell, and two level one spells. You choose two more spells for level 1 at avatar level 2, and then the second tier spells at level 3.(Every two avatar levels, you go up a magic tier.)

Firebolt/Frost/acid Splash/Gust(0): Causes 1-4 damage plus 2 per avatar level, start spells for elemental schools.
Light(0):Blinds enemy for one post. start spell for lunar/solar.
Daze0)Stuns enemy for one post. Start spell for Illusion
Turn into Skeleton(0): Transforms you into a skeletal warrior, increasing your melee attack by 3 plus 1 per avatar level
Resistance(0): Increases defense by 3 plus 1 per avatar level. Start spell for protection.
Summon(0): SkeletonSee the transform into skeleton.)

Level 1:
Empowered Firebolt:Causes 2-6 damage plus 1 per avatar level.
Creeping Cold:Causes 1-5 damage plus 1 per avatar level.
Acid Arrow: Causes 2-6 damage plus 1 per avatar level
Magic Bolts: fires bolts, the numer fired being your avatar level, causing 1-5 damage each.
Turn into Skeletal Guardian: Turn into a skeletal Guardian, adding +5 to your melee attack and +2 to your defense plus 1 to both per avatar level. You cannot cast spells while transformed.
Mage Armor:Increases your defense by 3 plus 1 per caster level.
Dust Devil:Blinds the enemy for one post, and causes him/her to take 1-4 damage plus 2 per avatar level.
Summon Wolf: Summons a wolf with 4 attack plus 1 per caster level. Has Health of 10 plus 2 per caster level.

Combat: The attack of the spell, plus half your total attack. If your attack is an odd number, then the number above the first. (EXAMPLE:half of 7=4.5, so a part of the attack is 5.) Your health is double the Health number.(EXAMPLE:Health is 10, your actual health will be 20.)


The character sheet should be as follows;

Name:
Race:
School of Magic:
Gender:
Level 0 spell:
Level 1 spells:





I'll add more to the rules/setup later.

  • 9 Replies
TSL3_needed
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TSL3_needed
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Name: Wlieix
Race: Deep Elf
School of Magic: Element: Earth
Gender: Male
Level 0 spell: Daze
Level 1 spells: Dust Devil; Summon Wolf

Did I do this right?

TSL3_needed
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TSL3_needed
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Nomad

Name: Wileix
Race: Deep Elf
School of Magic: Element: Earth
Gender: Male
Level 0 spell: Daze
Level 1 spells: Dust Devil; Summon Wolf

Sorry, typo in the name.

fluffybunny422
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fluffybunny422
1,184 posts
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I would join but its a little too complicated srry

SonnyNerd
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SonnyNerd
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Name: Magical Paw
Race: Human
School of Magic: Element: Fire
Gender: Male
Level 0 spell: Fire Bolt
Level 1 spells: Enpowered Firebolt, Dust Devil, Summon Wolf, Magic Bolts

Lol My mage PWN!!

TSL3_needed
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TSL3_needed
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Nomad

Odd name for a human. . . and I think that's more like god mode then anything, but just in my opinion.

SonnyNerd
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SonnyNerd
634 posts
Nomad

I'm Paw almost everywhere. I just make another word before "Paw"

TSL3_needed
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TSL3_needed
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Nomad

So whens this getting started?

Zachattack16
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Zachattack16
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Name: Atrex
Race: Dwarf: Basic
School of Magic: Transmutation
Gender: Male
Level 0 spell: Turn Into Skeleton
Level 1 spells: Turn Into Skeletal Guardian, Magic Bolts

Sarthra21
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Sarthra21
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Nomad

@TSL3 Earths start is acid splash.

Now, everyone starts with 10 mana. Each spell 0-3 uses 1 mana, 4 uses 3 mana.

My Character:
Name:Edgar Lohas
Race:Human
School of magic:Elemental Earth
Gender:Male
Level 0 spell: Acid Splash
Level 1 spells:Acid Arrow, Magic Bolts, Mage Armor, Color Spray.(See lower)


Now, more for level one spells.
Color Spray:Causes one of these effects.
1-6 Fire damage
2-4 Acid damage
1-4 frost damage
Stun for 2 posts
Sanctuary: Increases defence by 20. You cannot attack while this buff is active. Lasts until you attack.


Level 2 spells.
Great Strength: Increases melee damage by 3 plus 2 per avatar level
Magic Prowess: Your next magical attack will have double the power.
Lesser Repulseefend the entire damage amount of one attack and send it back for half the damage.
Death Armorefends you against dying, but leaves you with only one health for 3 posts plus 1 per avatar level.
Shock:Causes 1-8 damage plus 1 per caster level.
Turn into Minor Elemental:Transforms you into a minor elemental of random roll Each following the schools abilities halved of the element as its increase. (1-4. 1.Fire, 2.wind, 3.ice, 4.earth.)
Summon Ghost:Summon a ghost with 3 attack plus 2 per avatar level. Ghosts cannot be hit with melee.
Summon Minor ElementalSee turning)
Heal: Recover yours, or an ally's health by half your attack and defense.
Level Three:
Dispel:Remove a buff from an enemy.
Fireball: Causes an area attack causing 2-10 damage plus 2 per avatar level.
Lightning Bolt: Causes 1-12 damage and has a 1/2 chance to stun. (1-4 roll, 2 and 4 cause the stun.)
Summon Lich:Summon a spellcasting undead, with 15 mana, 10 attack, and 10 defense, increasing by 2 per avatar level.
Summon Elemental:Same as minor, but 3/4 of the schools abilities.
Turn into Shadow:Turn into a incorperal creature, adding 10 attack plus 1 per avatar level. All damage taken has 3/4 power.
Stone Tomb:Causes 2-8 damage plus 2 per avatar level and stuns for 2 posts plus 1 per 2 avatar level.
Greater Heal: Heal for your attack and defense.
Repulse:Same as lesser, but the entire amount of damage.
Level 4:
Summon Spectral Dragon: Summon the spirit of a dead dragon. Has 40 attack and all attacks dealt to the dragon are halved.
Turn into Black Dragon:Has a knockdown ability. Has 35 attack and 20 defense. Flame DoT.
Great Flames:Causes 2-12 damage plus 3 per avatar level.
Summon Titan: Summon a giant man. Has a sword of lightning and has 35 attack and defense plus 1 per avatar level.
Eruption: Causes up to 3 enemies to take 3-18 damage.
Tornado:causes the enemy to be thrown out of combat.
Resurection: Bring back an ally that fell at most 3 posts ago.
Greater Repulse:Block an entire attack and reflect double the damage at the opponent.

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