|
Post by velvet on Jul 24, 2014 19:40:07 GMT
During last night's quest, I noticed that it was kind of hard for people to understand which magic disciplines did what. That makes sense, since we've only got the basic descriptions for magic disciplines. This thread's here to fix that. Ones like hydromancy and geomancy are easy; anything to do with water or earth. Things like conjuration, arcane magic, necromancy, and so on are kind of unusual and might have lines blurred with other areas of magic. If there's a discipline that you want clarified, feel free to offer up a suggestion for the boundaries and limits of it, as well as its capacity. Thanks!
|
|
|
Post by illidan on Jul 24, 2014 20:04:51 GMT
Well, I would think necromancers would have knowledge of runes/ glyphs; However would need a conjurer or another class to actually use/activate the runes.
Only class I can see needing a bit of work and fine tuning is probably necromancy.
Of course this is jus the conjurer's opinion!
|
|
|
Post by Mathiu on Jul 24, 2014 22:58:28 GMT
just suggestions.
Arcane- this one I think should be formed of pure magic, no real qualities, there are multiple types of different games that could give advice, arcane missiles is the most simplistic.
Pyromancy- fire, fire... let it all burnnnnn, it's pretty simple, warmth, and light.
Aeromany- Air thunder and lightning ho! >.> Sorry its simple, control air, thunder and all forms of air, but again level restricted.
Geomancy- Geomancy, The earth, I would like to see this to be able to be used in some things, not minin as much, would be too cheap. But would like to say, maybe make caves with it, the higher the level the stronger. Tunnels, make defensive walls, fun stuff that the imagination only controls.
Hydromancy- I do not think this should be purely water only unless we add cryomancy as well, water and ice, I think it should be well think of Avatar, control all sources of water, the masters perhaps able to even control some peoples body due to blood, or perhaps that in necromancy. And remember ice can burn if tooo cold...
Necromancy- You know, create your own little creatures, higher skill higher level, I think pets should have SOME limit, as in say necromancy level I can summon a skeleton V can summon say a few skeletons or a rather large creature and upwards in that manner. Also a bit of shaman type work.
Illusion- illusion I think this should be able to do damage. Why? Think of the truth of the brain, if tricked and thinking on something enough, it can cause pain... look at phantom arm pain, it is literally an illusion of the mind if you lost an armor or digit and feel the pain there it is nothing more than nerves.
Conjuration- I think needs to stay to physical objects, food drink weapons armors tools... perhaps also make a summon skill to summon animals but conjuration could work for summoning demonic creatures, but that the 'taboo' forbidden area as in chance to be killed if caught using.
Holy- Would say perhaps has wards, most wards in most religions are holy divine based, so perhaps is heavy in wards and the ability to negate or cause damage to the evil races, but also just naturally strong as it is heavenly power
Nature- I would think kinda aquamanesque to a point, since we have geomancy, perhaps this would be the green thumb of the magic world, growing plants, maybe altering them to your own needs, for example torturing some one with throned vines that raise and hold them still. Still think we need a healing skill.
|
|
|
Post by Mathiu on Jul 24, 2014 22:59:02 GMT
note when i say restricted, i mean by skill point level.
|
|
|
Post by velvet on Jul 26, 2014 2:50:00 GMT
Okay, judging from what people have said in this thread and in channel, here's what I've come up with(plus a little innovation of my own, mind you. ). Keep in mind that none of this is final, it's here for opinions on things to tweak. Generally, this is meant to help us come up with a definitive 'scope' of what each branch of magic can do, so they're all unique and not stepping on each other's toes. Arcane - Branch of magic dealing with "pure" magic, mostly used as a utility sort of magic with the ability to dispel other magics if one is strong enough. There are offensive spells, but they are rather weak compared to the branches of magic devoted to such things. Considering having it take a 'paramagic' role, where it can be used to dampen, amplify, or similarly alter other magics, making it something everyone would want a little skill in. Pyromancy - Generally, pyromancy would deal with everything related to fire. Candles, bonfires, and heat itself would be under a pyromancer's control. If something needed heating, a pyromancer could do it. If something needed to be burnt, a pyromancer could do that as well. As a discipline of magic focused on fire, pyromancy would allow the user to create wards against fires both magical and mundane, as long as the fire was something the pyromancer could control with his own skill level. Aeromancy - Air magic. Pretty simple, like pyromancy. Moving air around, solidifying it, and generally controlling it would be this discipline's specialty. Perhaps movement would fall under this category as well, allowing for faster travel for those with training in this school. Since Aeromancers control air, they could block air off with wards, either to keep out winds or to keep in something in the air. Maybe allowing air filtration as well, at higher levels. Geomancy - Deals with rocks and the element of earth. This would include sand and soil, though likely not soil with a lot of plant matter in it(grass!). Basically, these people would be able to manipulate rock far better than most. Maybe combined with architect skills to build buildings(not sure how 'non-combat' skills will be implemented yet), or with sculpting skills to make sculptures. Generally useful for moving lots of earth in a hurry, besides those things. As with the other disciplines, this one can make wards against things involving earth. Maybe meant to ward against cave-ins or flying rocks, or perhaps to strengthen already-build structures. Hydromancy - Deals with--you got it--water. Pyromancy deals with heat, so hydromancy deals with cold. If a lot of water has to be moved, or ice needs to be made, or something similar, then the hydromancer is the one to see. They can handle both water and ice, since the two are ultimately the same, and can do so with equal proficiency. At least, mechanics-wise. If someone wanted to specialize for RP effect, it wouldn't hurt. As usual, they can create wards against water. A hydromancer would be good to have working on a dam or defending against a tsunami. In the latter case, they'd better be very good at their job. Necromancy - Magic users who have skill points in necromancy can deal with anything involving death. This ranges from skeletons and zombies all the way to ghosts and vampires. They can contact the dead(within reason!), create minions from either whole corpses or an amalgamation of various body parts, and generally do anything they want as long as it's tied to death. They can also create wards against undead, which means a vampire would do well to keep away from necromancers. Illusion - This deals with perception. Nothing substantial, at least nothing truly substantial, can be created with illusion. It's all bent light, false senses, and mind games. Illusion will likely be unable to directly affect the mind, though many responses could be created with careful use of illusion. (Note, this isn't final!) Like other disciplines, illusion allows the user to create wards against falsehood. A room charmed against illusion would dispel any glamors or other illusions. A high-level illusionist could very well create a fake world for a victim, complete with all sensations. Conjuration - Conjuration focuses mainly on creation of objects and creatures, though also with demons. It is quite similar to necromancy, though with the use of demons instead. A demon could be bound to an item to grant certain effects, though at the risk of that demon causing trouble. Similarly, creatures can be created containing demons--again, at the risk of peril to the summoner and those around him. Like necromancers, conjurers can create wards against demons. A demon trying to get through a door charmed with a high-level conjuration ward would be rather out of luck. Holy - This will deal with the divine, both positively and negatively depending upon the sort of deity worshiped. Keep in mind that we don't have a system set up for this quite yet, so it's very vague. Those serving a good deity will have the power to ward against and directly harm evil, while those serving an evil god would be able to ward against and harm good. Perhaps they could do some sort of healing, though they would likely be able to do resurrections for someone their god would not object to assisting. Vampires and other undead would go to evil gods--as would evil people--while good people would go to the good priests and clerics. Neutral people...probably to either, though an evil god might want some sort of payment...Then again, a good god might want some, too. Nature - Okay, I think we've got the theme of this list by now. This deals with life in its various forms. Plants, animals, people; all of it. Someone with training in natural magic would be able to make a tree grow at an accelerated rate or in the shape of a certain item or something like that. Similarly, they could tailor plants and animals in various natural ways, like giving flowers certain scents or making animals hold certain temperaments. As long as it's something that might be found in the wild, it can be done with nature magic. They can ward against life, for instance keeping wild beasts out of a camping ground or blocking people out of a room. Okay...That's it for now! I have a couple things to add, though. First, what do you guys think about allowing Aeromancy to use lightning? It might fit into the aeromancer's realm, or the pyromancer's. If the community ever decides that spells can be made by mixing disciplines of magic, that might fit into a pyromancy/aeromancy synthesis, as well. Next, keep in mind that wards would increase both in power and customization as the user grew stronger in that discipline. For example, someone using necromancy could at lower levels block all undead weak enough to be blocked, while a higher level one could block only specific kinds, as long as they were not strong enough to beak through. Finally, remember that this game isn't meant to force magic users down any particular path. A character could know any or all of these skills, none excluded. Granted, it would take a lot longer to grow stronger when using them all, but it's possible! A necromancer could also know nature magic, or a hydromancer might want to learn to use fireballs. It's all in the mind of the caster, so there's no specific affinities involved...or probably won't be, depending on what you folks think about that. Okay, now that's all! Thanks for reading, and please post suggestions. Anyone disagree with anything here, want something tweaked, have something else to add?
|
|
|
Post by animedragonfly on Jul 26, 2014 8:34:06 GMT
i think there should be a negative energy tree sort of the opposite oh the holy tree that would be used as healing and dealings with demons.. it could even be called demonic magic.. could be used to do things like cause supernatural harm or like a void or bolt of negative or evil enegry
|
|
|
Post by Mathiu on Jul 26, 2014 11:49:42 GMT
I still think splitting healing magics between holy and another thing will make it far to easy to spot most Kill on sight races, example
Mathiu has a horrible wound, lets heal him with magic, holy magic, has little life say 1 or 2 and hes dead now; and not only that everyone in the area knows he is ether a demon or a vampire and is KOS to most places. So it could effect rp in a rather negative way as well.
There should be a separate skill tree for healing imho.
--
Okay...That's it for now! I have a couple things to add, though. First, what do you guys think about allowing Aeromancy to use lightning? It might fit into the aeromancer's realm, or the pyromancer's. If the community ever decides that spells can be made by mixing disciplines of magic, that might fit into a pyromancy/aeromancy synthesis, as well.
--
First I love you put ice in Hydromancy since in my opinion hydromanyc and cryomancy are the same thing literally all that is different is temperature, both are based purely on water ^.^'
Secondly, I think lightning should be with aeromancy, it has to do with the air the sky, granted i say this with playing an aeromancer elsewhere for years lol.
And yeah already suggested the mashup of combined spells at a cost of greater energy could do soooooo much customization with that. Literally the options would be nearly limitless and be limited only by the rper.
I am glad for the openess more as i said, but also because the last place we were at i found it kind of stupid to join a tower for this type of magic or sorry you were banned from it basically, it was stupid to split up spell groups into similar trees just to give them a new name. >.>
|
|
|
Post by Mathiu on Jul 26, 2014 12:35:22 GMT
Also dunno why but better be very good at their job makes me think its a plan for a future quest >.>
|
|
|
Post by Admin on Jul 26, 2014 20:18:03 GMT
Going to kind of mix the work velvet and a few others did and start slipping it in the scaffolding we have up for magical disciplines.
Sills will have a cap of 100. This is done to show mastery of a given school. Players can have a rough understanding of where their character lies in power if they have 5 in a school, merely a novice, and then come into contact with someone with 80 in a school, a master of it. I'd like to see the majority of magical play remain free form, but do believe that having a few skills backed up with mechanics will help add a bit of flavor to the game.
Rule of thumb with magical attacks:
If it does damage: magical damage vs. magical defense roll with the difference taken as damage if the attacking roll is higher.
If it stuns, debuffs, or buffs: A willpower vs. willpower roll will be used. ...
Arcane - Branch of magic dealing with "pure" magic, mostly used as a utility sort of magic with the ability to dispel other magics if one is strong enough. There are offensive spells, but they are rather weak compared to the branches of magic devoted to such things. Considering having it take a 'paramagic' role, where it can be used to dampen, amplify, or similarly alter other magics, making it something everyone would want a little skill in.
Pyromancy - Generally, pyromancy would deal with everything related to fire. Candles, bonfires, and heat itself would be under a pyromancer's control. If something needed heating, a pyromancer could do it. If something needed to be burnt, a pyromancer could do that as well. As a discipline of magic focused on fire, pyromancy would allow the user to create wards against fires both magical and mundane, as long as the fire was something the pyromancer could control with his own skill level.
Aeromancy - Air magic. Pretty simple, like pyromancy. Moving air around, solidifying it, and generally controlling it would be this discipline's specialty. Perhaps movement would fall under this category as well, allowing for faster travel for those with training in this school. Since Aeromancers control air, they could block air off with wards, either to keep out winds or to keep in something in the air. Maybe allowing air filtration as well, at higher levels. Manipulation of the weather, warding damage from the aeromancy school, and even taking on an elemental form at higher levels are possible.
Geomancy - Deals with rocks and the element of earth. This would include sand and soil, though likely not soil with a lot of plant matter in it(grass!). Basically, these people would be able to manipulate rock far better than most. Maybe combined with architect skills to build buildings(not sure how 'non-combat' skills will be implemented yet), or with sculpting skills to make sculptures. Generally useful for moving lots of earth in a hurry, besides those things. As with the other disciplines, this one can make wards against things involving earth. Maybe meant to ward against cave-ins or flying rocks, or perhaps to strengthen already-build structures.
Hydromancy - Deals with--you got it--water. Pyromancy deals with heat, so hydromancy deals with cold. If a lot of water has to be moved, or ice needs to be made, or something similar, then the hydromancer is the one to see. They can handle both water and ice, since the two are ultimately the same, and can do so with equal proficiency. At least, mechanics-wise. If someone wanted to specialize for RP effect, it wouldn't hurt. As usual, they can create wards against water. A hydromancer would be good to have working on a dam or defending against a tsunami. In the latter case, they'd better be very good at their job.
Necromancy - Magic users who have skill points in necromancy can deal with anything involving death. This ranges from skeletons and zombies all the way to ghosts and vampires. They can contact the dead(within reason!), create minions from either whole corpses or an amalgamation of various body parts, and generally do anything they want as long as it's tied to death. They can also create wards against undead, which means a vampire would do well to keep away from necromancers. Though tolerated icly in the wayward in and the nearby town, there are places and cultures in the world that loath necromancy and will kill practitioners of the craft on sight if it's discovered.
Illusion - This deals with perception. Nothing substantial, at least nothing truly substantial, can be created with illusion. It's all bent light, false senses, and mind games. Illusion will likely be unable to directly affect the mind, though many responses could be created with careful use of illusion. (Note, this isn't final!) Like other disciplines, illusion allows the user to create wards against falsehood. A room charmed against illusion would dispel any glamors or other illusions. A high-level illusionist could very well create a fake world for a victim, complete with all sensations. Illusionists will excel at stunning others, doing crowd control and bending another's will to their own. Few if any of their spells will be damaging, and even then they'll be the weakest in the area of causing physical harm. Almost all of their magic will be contested willpower rolls, with defensive abilities creating doubles of themselves and at mastery even turning invisible during a fight to dramatically increase their critical chance.
Conjuration - Conjuration focuses mainly on creation of objects and creatures, though also with demons. It is quite similar to necromancy, though with the use of demons instead. A demon could be bound to an item to grant certain effects, though at the risk of that demon causing trouble. Similarly, creatures can be created containing demons--again, at the risk of peril to the summoner and those around him. Like necromancers, conjurers can create wards against demons. A demon trying to get through a door charmed with a high-level conjuration ward would be rather out of luck. Conjuration will be part of the counter balance to the special powers that demons get. That doesn't mean that it's socially acceptable to traffic with demons or openly use them to enchant items. Some conjurers follow that path for the knowledge and power that it could potentially unlock for them, others follow a more socially approved way of summoning elemental spirits. In normal every day, they're quite useful in always being able to magic up a tool, or knife. In fact in battle a few have known to conjure large heavy spears above their foes and allow gravity to simply skewer them. Their works are never permanent though and fade away to nothing eventually, though that permanency does increase with training in the school.
Holy - This will deal with the divine, both positively and negatively depending upon the sort of deity worshiped. The world has many Gods, and players are encouraged to come up with their own. Ultimatly there need not even be a god needed to use this skil. It can most certainally be cast using personal conviction in a cause, even a selfish one. The only damage spells in this sphere will be against Vampires and demons. It will have no specific wards or damage spells against werewolves. This school of magic will be part of the counter towards the special abilities that vampires and demons get. Aside from those tools, Holy will deal with warding for general protection of self and others, also known as blessing. Healing will be a function of this school, and even being able to do resurrections at higher levels. Vampires are dead and have no soul, No god will listen to a demon, and their personal conviction fuels the infernal spell school not holy so neither race may learn Holy magic. Werewolves are too interwoven with the primal chaotic power of Nature to learn it as well.
Nature - Okay, I think we've got the theme of this list by now. This deals with life in its various forms. Plants, animals, people; all of it. Someone with training in natural magic would be able to make a tree grow at an accelerated rate or in the shape of a certain item or something like that. Similarly, they could tailor plants and animals in various natural ways, like giving flowers certain scents or making animals hold certain temperaments. As long as it's something that might be found in the wild, it can be done with nature magic. They can ward against life, for instance keeping wild beasts out of a camping ground or blocking people out of a room. This will be a very versital school, but it's effects will be diminished while in a settled setting. Out in the woods, plants might snare people, trees might bend down to block those chasing the caster, or poisonous spores might be released to kill. Nature and sooth some beasts, and can heal as well as rez. It's also part of the counter balance to werewolves. Werewolves are natures' corrupted rage, while the practitioners of nature magic try to sooth against that. Werewolves are far too feral to learn the calmer gifts of nature, but do have their own magical sphere that deals in the shifting of the moon. (more to come on that later)
Blood - Blood magic is unique to vampires. From marking their personal territory and feeding grounds so other vampires are warned before entering, to marking safe gathering zones. The special powers of the blood are grown here. Some allowing lightning fast reflexes or the ability to change into creatures of the night or even dominate anothers will with a gaze and a few words of command.
Infernal - Demonic magic that is unique to the race. The core of Infernal magic is that it grows stronger not from a demons personal stats, but from the number of soul contracts that it has. Soul contracts are player on player contracts where the demon exchanges a perk for rights to that persons soul for a month. Once given, the demon can draw upon the innate link to the divine within it to fuel some truly impressive magical feats. Being a purely magical race that is made of the very same scraps that gave birth to the gods theirs is an awe inspiring craft and the most devastating magical school of all if enough active soul contracts are out. More to be posted in it's own page soon as a part of the demonic race write up.
...
|
|
|
Post by Admin on Jul 26, 2014 20:19:14 GMT
by no means a final revision by the way. Everyone should feel free to add in what they like or take out what they don't like.
|
|
|
Post by velvet on Jul 27, 2014 0:12:45 GMT
Something tells me I'm a victim of plagiarism. Hm... Lightning very well could be a decent aeromancy offensive skill, since people don't seem opposed to it. I'd say anything large-scale like weather changes ought to require a mixture of the different magics involved. ...Well, honestly, I'd like to see anything large-scale requiring multiple magic users to complete, or one really powerful in multiple disciplines.
|
|