Magic and becoming a Spellcaster: Difference between revisions

From Fables and Fantasy Wiki
Jump to navigation Jump to search
 
(16 intermediate revisions by 3 users not shown)
Line 1: Line 1:


== Spellcasters ==
== Spellcasters ==
A spellcaster is an individual who has bound their soul to one of the realms in which they draw power from. The process of binding is a long and tedious road that the new caster has to follow to gain their magical abilities. The caster has to fully trust the realm and it’s powers and in return, the realm also has to trust the wielder. The realm wants the caster to treat the powers given to them with the respect it deserves. In order to gain the trust of a realm, the caster has to fully surrender to the element the realm they’re bonding with represents. This is done through meditation, study and trials. Upcoming Geomancers can be found meditating on top of mountains or in deep caves while Pyromancer can be found meditating within a burning forest or a charred building.
A spellcaster is an individual who has bound their soul to one of the realms from which they draw power. The process of binding is a long and tedious road that the new caster has to follow to gain their magical abilities. The caster has to fully trust the realm and its powers and in return, the realm also has to trust the wielder. The realm wants the caster to treat the powers given to them with the respect it deserves. In order to gain the trust of a realm, the caster has to fully surrender to the element the realm they’re bonding with represents. This is done through meditation, study and trials. Upcoming Geomancers can be found meditating on top of mountains or in deep caves while Pyromancers can be found meditating within a burning forest or a charred building. Spellcasters are influenced by the season and have a deep connection to the magical power sources that exist within Eden.  




== Becoming a Mage ==
== Becoming a Mage ==
Becoming a mage or being taught how to become one is a sacred step for every apprentice. Most often such apprentices are chosen by older mages and are taught simple rituals and the rules and laws around the magical arts and crafts. Yet, at one point the apprentice is ready to strengthen their bond with the representing realm.
Becoming a mage or being taught how to become one is a sacred step for every apprentice. Most often such apprentices are chosen by older mages and are taught simple rituals and the rules and laws around the magical arts and crafts. Yet, at one point the apprentice is ready to strengthen their bond with the representing realm. If one wishes to achieve mage hood, they will always have to explore the principles of the realm with their master and be accepted by the realm as they have accepted it. The initial mutual acceptance stage occurs when a mage sets out to find their casting crystal and have it empowered by the realm. The elemental realms have a deep connection with Eden and its brilliance, therefore avoiding those that might seek harm to Eden. Magic powers that stem from other realms or places are more fickle and unpredictable, not having much of a preference but equally dangerous to all who wish to pursue this path.
 
 
<i>OOC: The player who wants to become a mage has to seek out a mentor. A mentor is a Lvl 3+ mage who is registered as a teacher. Teachers can only have one student at a time and they will have to notify the staff team of them taking on a student. The student can only become a spellcaster after they are registered, have the “GO” from the lore team and pass their first levelling trial. The teacher does not have to request the first bonding trial, this will automatically be set up after the student is accepted. Only one lesson can be held every day.
 
For the student, please fill out the spellcaster application form: [https://forums.fablesfantasyrp.com/index.php?form/apprentice-application-mage.7/select Link]
 
For the teacher, please fill out the new student form: [https://forums.fablesfantasyrp.com/index.php?form/teacher-new-student-application-mage.6/select Link]
 
Please note that mentors can only train students up to 2 levels below their own unless they are max level (Lvl: 5) EX: Lvl 3 teacher can only get the student to Lvl 1.</i>
 
To start teaching a student yourself you will need to be at least Lvl 3 in a magical form and apply here to become a teacher: [https://forums.fablesfantasyrp.com/index.php?form/teacher-application-mage.5/select Link]
 
== Strengthening the Bond ==
== Strengthening the Bond ==
When the student is ready to strengthen the bond with the realm and use more advanced magics, the mentor can decide that the student is ready for their next bonding trial. The students' bond and knowledge about the realm will be put to the test. The student has to fully surrender themselves to the realm and trust that whatever happens, the realm will provide and the caster will survive. If the bond is strong enough, this will happen. If not, the caster will have to give up and continue their studies before trying again.


<i>OOC: The bonding trials are mini events organised by loremasters for the student until they have reached Lvl 3. In this event, the player will be tested on knowledge, emote quality and some rolling related stuff. If the caster succeeds and “wins” the event, they will advance to the next level. If they fail, they will remain at their current level and can try again within a time decided by the Loremaster running the event. The minimum time until another bonding trial can take place is one week. Other information can be found in the individual lore pieces.
After having found a casting crystal and a teacher, the mage embarks on their journey and bonds with the realm. The beginning for a mage are fast-paced as they are guided by their teacher. Upon reaching a threshold where the master has to let their student go, a mage will start to focus on and study their realm and power on their own. Causing them to slowly but steadily become more used to utilizing their magical powers as well as connecting with the realm.


A bonding trial can be requested through here: [https://forums.fablesfantasyrp.com/index.php?form/bonding-trial-request-mage.8/select Link]</i>


For elemental mages strengthening the bond is only possible when mages travel to the hallowed grounds scattered around the continent. These hallowed grounds are the places where the primordial energy of the moon, the oceans, the mountains and the sun is closest to Eden or places of extreme ties to the elemental realm such as comets from the Ignos or a pond filled with water from Aros. Elemental mages have to partake in a series of trials by the realm which count as milestones for their progression. But the majority of a mage's time is filled with self-studying their realm to deepen their connection. Once the time is right, the mage travels to the Hallowed Grounds and tests their innate bond. If the realm acknowledges their efforts, the mage feels their bond strengthened even further as they take another step further into their pursuit of becoming one with the realm. If the eason is the mage's primal season, they find that their innate ability to comprehend the deeper structures of their realm quicken and they could sometimes even strengthen the bond twice during this time.


For voidal mages strengthening the bond is a much more simplistic but dark undertaking. Voidal mages spend time developing their powers, further corrupting their bodies and minds, only to gain additional power. The process might be faster than that of an elemental mage but it is also much more dangerous due to the volatile nature of the voidal energy that is corrupting the mages slowly. Voidal mages might find themselves unable to resist sudden urges that arise within the deepest of their beings and won’t be able to act rationally upon them. Some voidal mages have been observed to change indefinitely upon strengthening their bond to a high enough degree. Voidal mages too, have to indulge in self-study. However, this is often done through sinister experiments that defy the common laws of the just nations of Eden. A voidal mage strengthens their bond by gaining the approval of the entity which they host or serve. Be it a demon, the Aristocrasy, or even more sinister lords.
== Catalysts and Ingredients ==
== Catalysts and Ingredients ==


The casting of magic is often described as something mysterious since most often a sacrifice or catalyst is needed to open a tear and call forth the energy required to cast a spell. Every caster needs an item to cast their spells, this can be a staff, ring, weapon etc. At the beginning of their travels the apprentice will receive their first catalyst from their mentor, however, during their training and travels the apprentice, like most mages, will often create new catalysts themselves.
The casting of magic is often described as something mysterious since most often a sacrifice or catalyst is needed to open a tear and call forth the energy required to cast a spell. Every caster needs an item to cast their spells, this can be a staff, ring, weapon etc. At the beginning of their travels, the apprentice will most often receive their first catalyst from their mentor, however, during their training and travels the apprentice, like most mages, will often create new catalysts themselves and embed the crystal inside.  
 
While catalysts are most commonly used a few selected forms of magic are using naturalistic ingredients instead. Such ingredients can vary from blood to herbs and more. Due to such some forms of magic are described as crueler than others, due to the requirements to cast a spell.
 
 
<i>OOC: An apprentice/student will be given their first catalyst after the first bonding ritual from a loremaster. If the mage desires they can always request a loremaster to get their own customized catalyst approved.</i>


These catalysts have a deep connection to Eden and are able to perform minor acts of magic like slightly moving rocks or lighting a candle if the stone is held close to it. If a mage wishes to use the catalyst for advanced forms of casting and opening tears, they have to get the approval of the realm by travelling to a hallowed ground that corresponds with their catalyst. When the mage is approved by the realm, that is when their journey as a mage officially takes off.


While catalysts are most commonly used, a few selected forms of magic are using naturalistic ingredients on top of that. Such ingredients can vary from blood to herbs and more. Due to such, some forms of magic are described as more sinister than others, because the requirements to cast a spell are often seen as unorthodox or inhumane. These additional ingredients are key aspects for certain spells to perform properly. There are catalysts that have the capability to hold such ingredients and can perform sinister rituals using them.
== Learning Magic / Spells ==
== Learning Magic / Spells ==


When casting a spell the mage will need to open a tear in between the realm of Eden and the realm they desire. Upon doing so the mage can compress the freed energy and release it in their desired shape. To control said energy the mage is often tasked to study new spells from the ancient tomes, which can be found in Eden, and master the texts within those books.
When casting a spell the mage will need to open a tear in between the realm of Eden and the realm they desire. Upon doing so the mage can compress the freed energy and release it in their desired shape. To control said energy the mage is often tasked to study new spells from ancient tomes left behind by predecessors or direct teaching from their master. The mage intrinsically knows what spells they may cast whenever their powers are increased and the energy of their realm envelops them.  
 
But that does not mean that all magical knowledge has been rediscovered yet. Some tomes may lie crumbling and forgotten in ancient ruins or the bottom of the ocean. Maybe the newer generations of spellcasters may one day find a way to reinvent the ancient forms of magic or even create their own.
 
 
<i>OOC: A mage can only cast a spell from their respective lore. Every spell has a level from one to five, symbolizing the complexity of the spell and also the required level to cast said spell. The higher the spell’s complexity, the higher level a caster must be to cast that spell.</i>
 
 
== Casting a spell ==
 
When a spellcaster casts a spell they will have to do a series of rolls and emotes before the spell is actually cast. This section will explain the basics of spellcasting that all casters need to follow.
 
When a mage casts a spell, the first thing they do is open a tear to the realm they want to draw energy from. This has to be done through an emote. This is the preparation emote. This emote let’s the players around the caster know that they intend to cast a spell. The emote can be as detailed as the caster wants to make it. After the caster created a tear, it stays open until the spellcaster decides to close it. Forgetting to close the tear after the caster finishes casting could result in an uncontrolled voidal tear event.
 
 
The caster is now ready to cast a spell. They may now select a spell from their spell lore and attempt to cast it.
 
The caster will now need to roll a D20 to determine if their cast was successful. After their initial roll the caster needs to add their intelligence modifier and any spellcasting bonuses, which can be found in the respective lore pieces of their magic.
 
{| class="wikitable"
! colspan="2" |Intelligence Modifier
|-
|Intelligence Level:
|Modifier:
|-
|0
|<nowiki>-3</nowiki>
|-
|2
|<nowiki>-2</nowiki>
|-
|4
|<nowiki>-1</nowiki>
|-
|6
|<nowiki>+0</nowiki>
|-
|8
|<nowiki>+1</nowiki>
|-
|10
|<nowiki>+2</nowiki>
|-
|12
|<nowiki>+3</nowiki>
|-
|14
|<nowiki>+4</nowiki>
|}
 
 
<b>Example:</b>  The caster rolls a five, but has an intelligence level of fourteen. The mage is also level three in their respective magic and gets the state bonus (Stated in the magic lore) of three. As such the final number would be twelve.
After the preparation emote and the first rolling of numbers the mage will need to compare their final result with the casting value of the spell they want to use, which can be found in all magic lore. If the value is equal or above the required casting value they will be successful in their casting, activating their desired spell. Now the casting emote takes place. The caster describes the casting of the spell itself and, if necessary, the target of the spell.
 
Lastly the mage will need to determine the effectiveness of their spell. To do so the mage needs to roll a D20 and add their intelligence and level modifier to this roll as well. The outcome of the roll will determine if the cast spell fails, succeeds or gets strengthened.
 
{| class="wikitable"
! colspan="2" |Spell Effectiveness
|-
|Dice roll result:
|Effect:
|-
|0 - 6
|Critical Failure
|-
|7 - 15
|Success
|-
|16 - 20
|Critical Success
|}
 
 
After the effectiveness and possible damage is determined, the target has to perform an emote reacting to getting hit by the spell. If there is no target because the spell is a buff or spell that affects a non player object, the caster has to make a final emote describing the spell's effects.
 
 
== Counterspells and Spell Defence ==
There are a few options when another caster or player wants to block the spell's effect.  


Other casters who might want to block a spell can try to cast a counterspell. This can be done after the casting player did their second emote and before the effectiveness roll was made. If a caster wants to counter a spell it is expected of them that they do an emote before and after their counterspell roll. The first emote has to be done before the counterspell and has to contain the opening of a quick tear and the attempt to counter the incoming attack. If a caster wants to make a counterspell they roll a D20 + Intelligence bonus + Level bonus. If the roll is greater to the casting roll of the caster the unbinding caster is trying to counter, the spell is countered. If both mages roll the same numbers they will need to roll again. After their counterspell they will need to do the second emote, describing their tear closing straight away.
But that does not mean that all magical knowledge has been discovered yet, mages are able to grasp the concepts of their magical abilities and train with them. Once they are officially mages they may attempt to ponder magic and create their own spells which will add to the knowledge of all mages practising the arts.  


Another option to block magic is the natural spell defence that every character has. If a player is targeted by a spell and is not a spellcaster themselves and don’t have any means of countering a spell or has anyone else to do it for them, they can still attempt to block or dodge a spell. This can be done by rolling a D20 + Intelligence bonus. This has to be done after the casting player did their second emote and before the effectiveness roll is made. If the dodging or countering player rolls higher as the initial roll of the mage they will be able to dodge or block the spell.
== The Rules ==
All rules regarding magic and how to use it can be found by clicking on the following link:


[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ <nowiki>[LINK]</nowiki>]


== Status Effects ==
== Status Effects ==
Line 148: Line 57:
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Burning / Burn Damage
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Burning / Burn Damage
|-
|-
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The attacker will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack. The burning effect can be stopped with water of any kind.
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.
The burning effect can be stopped with water of any kind.
 
The burning effect cannot stack / refresh.
|}
|}
<br>
{| class="{{{class}}}" style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;"
|
{| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;"
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Bleeding
|-
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.
|}
|}
 
 
{| class="{{{class}}}" style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;"
|
{| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;"
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Frozen
|-
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.
Freezing effects cannot refresh the frozen status.
|}
|}
 
 
{| class="{{{class}}}" style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;"
|
{| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;"
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Stunned
|-
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The target is left unable to do anything, and turn is skipped. The target cannot roll any saving throws or reactions which would require them to do something.
|}
|}
|}
|}
<br>
<br>
{| class="{{{class}}}" style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;"
|
{| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;"
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Paralyzed
|-
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The target cannot move or attack, but can still perform other actions and make use of saving rolls.
|}
|}


<hr>
<hr>

Latest revision as of 19:22, 17 October 2023

Spellcasters

A spellcaster is an individual who has bound their soul to one of the realms from which they draw power. The process of binding is a long and tedious road that the new caster has to follow to gain their magical abilities. The caster has to fully trust the realm and its powers and in return, the realm also has to trust the wielder. The realm wants the caster to treat the powers given to them with the respect it deserves. In order to gain the trust of a realm, the caster has to fully surrender to the element the realm they’re bonding with represents. This is done through meditation, study and trials. Upcoming Geomancers can be found meditating on top of mountains or in deep caves while Pyromancers can be found meditating within a burning forest or a charred building. Spellcasters are influenced by the season and have a deep connection to the magical power sources that exist within Eden.


Becoming a Mage

Becoming a mage or being taught how to become one is a sacred step for every apprentice. Most often such apprentices are chosen by older mages and are taught simple rituals and the rules and laws around the magical arts and crafts. Yet, at one point the apprentice is ready to strengthen their bond with the representing realm. If one wishes to achieve mage hood, they will always have to explore the principles of the realm with their master and be accepted by the realm as they have accepted it. The initial mutual acceptance stage occurs when a mage sets out to find their casting crystal and have it empowered by the realm. The elemental realms have a deep connection with Eden and its brilliance, therefore avoiding those that might seek harm to Eden. Magic powers that stem from other realms or places are more fickle and unpredictable, not having much of a preference but equally dangerous to all who wish to pursue this path.

Strengthening the Bond

After having found a casting crystal and a teacher, the mage embarks on their journey and bonds with the realm. The beginning for a mage are fast-paced as they are guided by their teacher. Upon reaching a threshold where the master has to let their student go, a mage will start to focus on and study their realm and power on their own. Causing them to slowly but steadily become more used to utilizing their magical powers as well as connecting with the realm.


For elemental mages strengthening the bond is only possible when mages travel to the hallowed grounds scattered around the continent. These hallowed grounds are the places where the primordial energy of the moon, the oceans, the mountains and the sun is closest to Eden or places of extreme ties to the elemental realm such as comets from the Ignos or a pond filled with water from Aros. Elemental mages have to partake in a series of trials by the realm which count as milestones for their progression. But the majority of a mage's time is filled with self-studying their realm to deepen their connection. Once the time is right, the mage travels to the Hallowed Grounds and tests their innate bond. If the realm acknowledges their efforts, the mage feels their bond strengthened even further as they take another step further into their pursuit of becoming one with the realm. If the eason is the mage's primal season, they find that their innate ability to comprehend the deeper structures of their realm quicken and they could sometimes even strengthen the bond twice during this time.

For voidal mages strengthening the bond is a much more simplistic but dark undertaking. Voidal mages spend time developing their powers, further corrupting their bodies and minds, only to gain additional power. The process might be faster than that of an elemental mage but it is also much more dangerous due to the volatile nature of the voidal energy that is corrupting the mages slowly. Voidal mages might find themselves unable to resist sudden urges that arise within the deepest of their beings and won’t be able to act rationally upon them. Some voidal mages have been observed to change indefinitely upon strengthening their bond to a high enough degree. Voidal mages too, have to indulge in self-study. However, this is often done through sinister experiments that defy the common laws of the just nations of Eden. A voidal mage strengthens their bond by gaining the approval of the entity which they host or serve. Be it a demon, the Aristocrasy, or even more sinister lords.

Catalysts and Ingredients

The casting of magic is often described as something mysterious since most often a sacrifice or catalyst is needed to open a tear and call forth the energy required to cast a spell. Every caster needs an item to cast their spells, this can be a staff, ring, weapon etc. At the beginning of their travels, the apprentice will most often receive their first catalyst from their mentor, however, during their training and travels the apprentice, like most mages, will often create new catalysts themselves and embed the crystal inside.

These catalysts have a deep connection to Eden and are able to perform minor acts of magic like slightly moving rocks or lighting a candle if the stone is held close to it. If a mage wishes to use the catalyst for advanced forms of casting and opening tears, they have to get the approval of the realm by travelling to a hallowed ground that corresponds with their catalyst. When the mage is approved by the realm, that is when their journey as a mage officially takes off.

While catalysts are most commonly used, a few selected forms of magic are using naturalistic ingredients on top of that. Such ingredients can vary from blood to herbs and more. Due to such, some forms of magic are described as more sinister than others, because the requirements to cast a spell are often seen as unorthodox or inhumane. These additional ingredients are key aspects for certain spells to perform properly. There are catalysts that have the capability to hold such ingredients and can perform sinister rituals using them.

Learning Magic / Spells

When casting a spell the mage will need to open a tear in between the realm of Eden and the realm they desire. Upon doing so the mage can compress the freed energy and release it in their desired shape. To control said energy the mage is often tasked to study new spells from ancient tomes left behind by predecessors or direct teaching from their master. The mage intrinsically knows what spells they may cast whenever their powers are increased and the energy of their realm envelops them.

But that does not mean that all magical knowledge has been discovered yet, mages are able to grasp the concepts of their magical abilities and train with them. Once they are officially mages they may attempt to ponder magic and create their own spells which will add to the knowledge of all mages practising the arts.

The Rules

All rules regarding magic and how to use it can be found by clicking on the following link:

[LINK]

Status Effects

Blindness / Blinded
While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3.


Shocked
While shocked the enemy can't attack the caster.


Burning / Burn Damage
The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.

The burning effect can be stopped with water of any kind.

The burning effect cannot stack / refresh.


Bleeding
The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.


Frozen
The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.

Freezing effects cannot refresh the frozen status.


Stunned
The target is left unable to do anything, and turn is skipped. The target cannot roll any saving throws or reactions which would require them to do something.


Paralyzed
The target cannot move or attack, but can still perform other actions and make use of saving rolls.




Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None