Hello and Congratulations on graduating from your Magical College. I am your representative from the
Valde Regnum, here to guide you on your journey to becoming a great mage. Many mages after college join one of the several organizations and guilds throughout the land. They may or may not be magically oriented, but all need its guide. Of course, it is not required to join a guild, but it is highly recommended of you. So, here is the list of guilds and organizations registered with the
Valde Regnum:
Welcome to Roll to be a Mage. This RTD will feature a high fantasy world with a heavy emphasis on magic. This world is called
Eior, and is surrounded by many other worlds, unseen. There are only two of these realms known to this world, and they are named
Baldassa and
Litra. These realms are common knowledge, as well as the fact that there are others, but it will be up to you to discover them.
This game is mostly freeform, with events by me thrown in. You can pretty much do what you want, but if you join a guild, you better do some missions. Each of you will come from a college (or be sponsored by one), which specializes in a certain type of magic. People who join later in the game, after a spot opens up, can either state they are from one of these colleges, or self taught. Being self taught won't give you any benefits, but you won't have any type of rivalship with other colleges, though you may carry the stigma of being unlearned. If someone really doesn't want to be from a college in the beginning, just state a college that you wish to be sponsored from. You won't gain any type of benefit or downside, a true middle. You may also make a more specialized College if you wish, pending my approval. Just look through my college list to see what's fine, and the more bonuses you have, the more downsides you must have as well.
Elemental University: A college designed to teach elemental abilities. +1 to both the Elementus Meta magic and an elemental magic of your choice.
College of the Body: A college dedicated to all Body magics. +1 to the Body magic type and +.5 to two body magics of your choice.
Animus University: A college dedicated to all Mind magics. +1 to the Mind magic type and +.5 to two mind magics of your choice.
College of the Realm: A college dedicated to all Realm magics. +1 to the Realm magic type and +.5 to two realm magics of your choice.
Sursum Propinquus quod Alio: A college dedicated to all touch type magics. +1 to the Tactus Regnum magic type and +1 to one touch magic of your choice.
Enchantment College: A college dedicated to enchanting. +1 to the Inficio magic type and an enchanting magic of your choice.
Warriors College: A college that is dedicated to using the first two body techniques to defeat their foes. +1 to the Somes quod Animus magic type and both Volo Plagiarius and Robor, with a -.5 to Realm and Mind magic (Excluding Somes quod Animus).
Summoning College: A college dedicated to summoning. +1 to the Apello magic type and a summoning magic of your choice.
Mens Penitus Contraho: A college dedicated to psychic techniques. +1 to the Mens Vox magic type and a psychic magic of your choosing.
College of the Battle Mage: A college dedicated to all offensive magics. Choose either +1.5 to two offensive magics or +1 to three offensive magics. -.5 to both Illusion magic and the Inficio meta magic.
Healers College: A college dedicated to all mending magic. +1.5 to either Ianus Resarcio and its meta magic or Navitas Curatio and its meta magic. -.5 to both Somes quod Animus and Elementus meta magics.
Support Mage University: A university with a focus on non offensive magics (magics that don't deal direct damage). +1 to a noncombat magic and it's respective meta magic of your choice. If there is no meta magic, the point'll just be added to the magics category.
After choosing what college you are from, you may either choose to state which guild you wish to join, or if you don't want to join a guild at all. Guilds will have their own benefits and disadvantages, though some might not be strictly magical. And once again, not joining a guild won't give you any type of real upside or downside, other than the stigma of being unguilded. You may also make your own guild, and any amount of people you wish can join, but just like colleges, it needs to be balanced.
The Mages Guild: One of the largest guilds in the land, it is open to all whom practice magic. Other than it being a well respected guild, there are no benefits or downsides to joining this guild. |
The Fighters Guild: Another one of the larger guilds, it is made up of powerful, aggressive members. Requirements: Some skill in combat. | Combat Oriented: There is a heightened speed of learning for all combat skills. | Book Deficient: As the guild is mostly made up of more... simple people, the library reserves have fallen into disuse, and noncombat learning is slightly decreased. |
The Archaeological Guild: Perhaps the largest guild in Eior, it is a guild dedicated to gathering knowledge and discovering lost secrets. There are no requirements to joining this guild. | Troves of Knowledge: Accelerated learning in all fields, but less significant than other guild's more specialized knowledge. | All Around Badasses: Not seen as a disadvantage by some, but you will never be underestimated. |
The Three Shadows: A secretive guild, it's goals are unknown to the world, but one can guess from its requirements. Requirements: Skill in any close range magic | Bonus: It's a secret. | Secretive: You will be regarded as rather untrustworthy by some. |
Psycher: A guild of psychic beings. Slightly distrusted by the general populace, but still a respected guild. Requirements: Skill in any psychic ability. | Psychic Masters: Accelerated learning of psychic abilities. | Mind Walkers: There is a slight stigma against members of this guild because of their telepathic abilities. |
Caedo: An organization that carries out orders to kill. A bounty hunter organization if you will. There are no requirements to join this guild, other than not being squeamish. | Knowledgeable in the Art of Death: Your basic training gives a slight chance for a bonus to damage (1/6 chance to +1 on a damage roll) | Contract Killers: Most everyone who sees your guild badge will shy away in fear, making gathering info a little difficult. |
Note that these are a list of all major
registered guilds. Minor guilds or unregistered guilds you will have to find yourself. If you make a guild at character creation, it will be registered. If you make it after character creation, you will have to go through a registration process.
There are only a few races in this game, but two of them are originals by me.
Human: Your standard being. Has no bonuses, but also no downsides. Other than aesthetic features, there is no difference between a male and female Human. |
Elf: A species similar in looks to a human, but smaller and with a certain elegance about them. They also have the nice tendency to live for a fairly long amount of time, but mature at the same time humans do. | Male: +1 to Intelligence. -1 to Strength. | Female: +1 to Dexterity. -1 to Endurance. |
Greygim: A bipedal species that has the same type of overall structure as a human, but a fair bit larger, and with a grey, leathery skin. +1 to both Strength and Endurance, -1 to both Intelligence and Dexterity. Other than aesthetic features, there is no difference between the sexes |
Yarian: An elegant, charismatic and pragmatic species. It's eye colors are usually either a grey or brown, but the dull colors extenuate it's slender, bright features. They are rather tall, but not very wide. They have been called 'Stickmen' by those jealous of them. | Male: +1 to Charisma and Wisdom, -2 to Endurance. | Female: +2 to Charisma, -1 to both Endurance and Strength. |
In colleges and guilds, you might have noticed the specialties, describing a few magic types. There are three main categories of Magic: Body, Mind, and Realm. Body controls most magics that affect you as a person, such as enhancement magics and close range type spells. Mind controls most illusions or spells that deal with the pure arcane, such as magic blasts or deception magic, and psychic abilities. Realm controls magic that are elemental, planar, or simply spells that don't have to do with you. Examples of Realm magic is summoning a demon or shooting bolt of lightning from your hand. This is the list of all known magical types:
Body:
Volo Plagiarius: This type of magic governs speed in general, like moving faster, or even some forms of teleportation It is governed by the dexterity stat.
Robor: This type of magic governs strength in general, like picking up boulders or even manipulating gravity. It is governed by the strength stat.
Propinquus Incendia: This magic governs very close range fire abilities, like covering your hands in fire, or creating a sphere of fire around you. It is governed by the strength stat.
Amplexus Glacies: This magic governs very close range water abilities, such as creating a sword of ice. It is governed by the dexterity stat.
Vestus Terra: This magic governs very close range earth abilities, such as making a pillar rise beneath you. It is governed by the endurance stat
Complexo Ventus: This magic governs very close range atmospheric abilities, such as creating a tornado around you. It is governed by the dexterity stat.
Pulsatus Levitas: This magic governs very close electricity type abilities, such as creating an electromagnetic pulse to disarm an enemy. It is governed by the strength stat.
Voluntas Fulcio: This magic governs your senses, such as smell and sight, granting abilities such as a dog-like nose or X-ray vision. It is governed by the dexterity stat.
Vox vocis Vox: This magic governs the use of your vocal chords, like creating a shockwave with your voice, or using it to create a beautiful sound. The only magic governed by two stats, Charisma(20%) and Strength(80%).
Validus Refragatio: This magic governs the defense of your body against attacks, like hardening your skin. It is governed by the endurance stat.
Solers Inficio: This magic governs the enchanting of items with bodily stats, such as dexterity or strength. It is governed by the strength stat.
Lamia Veneficus: This magic governs draining spells, like draining stamina or magical power. Most, but not all, are temporary. All draining spells are, obviously, touch spells. It is governed by the strength stat
Res Utor: This magic governs the manipulation of objects, such as putting a temporary bonus on your weapon or changing a bench to a chair. It is governed by the dexterity stat.
Mind: (Most types of meta-magic are in mind)
Ianus Somes: This magic governs the use of pure arcane energy in close quarters, like creating an ethereal blade or a force wall. It is governed by the intelligence stat.
Redimio Ianus: This magic governs the use of pure arcane energy at range, such as creating a pure blast of energy. It is governed by the intelligence stat.
Validus Furta: This magic governs the use of illusions, like making a man believe he is on fire. It is governed by the wisdom stat.
Ianus Resarcio: An arcane magic used to heal individuals. It is governed by the wisdom stat.
Ianus: A meta magic that governs the use of arcane energy.
Elementus: A meta magic that governs the use of elemental magic.
Appello: A meta magic that governs the use of summoning magic.
Inficio Ignotus: This magic governs the enchanting of items with arcane or obscure properties, like putting an illusion on an item, or making a sword float around you. It is governed by the intelligence stat.
Somes quod Animus: A meta magic that governs the use of bodily powers.
Tactus Regnum: A meta magic that governs the use of touch spells.
Mens Defero: This magic governs the usage of the mind to interact with another mind, often called telepathy. It is governed by the intelligence stat.
Res Tractus: This magic governs the usage of moving objects with the mind, often called telekinesis. It is governed by the wisdom stat.
Perficio Locus: This magic governs the usage of transporting objects instantaneously with the mind, often called apportation. It is governed by the intelligence stat.
Fugam: This magic governs the usage of flying with the mind, often called transvection. It is governed by the wisdom stat.
Ultra Mens: This magic governs the usage of the mind to gain information about the world, often called clairvoyance. It is governed by the intelligence stat.
Navitas Curatio: This magic governs the usage of the mind to repair objects, both non living and living. It is governed by the intelligence stat.
Mens Vox: This a meta magic governing the use of the mind to interact.
Realm:
Aestuo Infinitio: This magic governs the use of ranged fire abilities, like creating a pillar of flame. It is governed by the endurance stat.
Liquidus Umbra: This magic governs the use of ranged water abilities, like creating a dragon out of water. It is governed by the wisdom stat.
Eo Lux lucis: This magic governs the use of ranged lightning abilities, like making lightning strike at someone. It is governed by the endurance stat.
Conicio Calx: This magic governs the use of ranged earth abilities, such as pulling up pebbles from the ground, then shooting at high speeds. It is governed by the endurance stat.
Ortus Aer: This magic governs the use of ranged atmospheric abilities, like creating an invisible spear of wind. It is governed by the wisdom stat.
Everto Voco: This is the art of summoning demons, ranging from imps to lords of some extraplanar world. It is governed by the charisma stat.
Alius Sive: This magic governs the use of summoning objects or even entities, from cabinets to a powerful being. It is governed by the charisma stat.
Elementum Inficio: This magic governs the enchanting of items with elemental properties. It is governed by the charisma stat.
Argentum Lingua: This magic governs the use of persuading a being with speech. Unlike illusions, once persuaded, the being stays persuaded, unless given a powerful counter point. It is governed by the charisma stat.
Inficio: A type of meta magic that puts slight bonus' on all enchants, and is raised by all enchants.
Meta Magic doesn't have a governing stat, and is raised by practicing all magics of that type. It doesn't affect the outcome as much as more specific magics, though.
Here is a list of equipment you may start out with.
Body
Robes: They have no upside or downside, they merely protect you from the guards.
Leather Armor: They have a +1 against damage, but also restrict your movement slightly (-.5 to quick movement rolls)
Chain Armor: They have a +1.5 against damage, but also restrict your movement (-.75 to quick movement rolls)
Plate Armor: They have a +2 against damage, but also restrict your movement greatly (-1 to quick movement rolls)
Shield
Light Shield: +1 against being hit, but -.25 to quick movement rolls.
Heavy Shield: +1.5 against being hit, but -.5 to quick movement rolls.
Weapon
Staff: +1 to hit.
Short One Handed Weapon (daggers): +1 to damage.
One Handed Weapon (Longsword): +1.5 to damage, -.5 to hit.
Two Handed Weapon (Warhammer): +2 to damage, -1 to hit.
Exotic Weapon: PM me.
You may enchant one of these items with a minor enchant (+.5 to anything but stats)
And here is your character sheet to put all your info, and to distribute stats:
Name:
Race:
Sex: (I swear to god if someone puts "no thank you" I will murder that person)
College:
Guild:
Description:
Equipment:
Stats- You start with eight in each, and can distribute 28 points between them. Each point above fourteen costs two, and each point above eighteen costs three.
Strength (Body): This stat will govern melee combat, strength related tasks, and six magics
Endurance (Body, Realm): This stat will govern resistance to damage, stamina, and five magics
Intelligence (Mind): This stat will govern your ability to learn, solve puzzles, most mind related tasks, and seven magics
Dexterity (Mind, Body): This stat will govern your speed, dodging ability, flexibility, and five magics
Charisma (Realm): This stat will govern you ability to speak with others, your overall presence, resistance to persuasion magic, and five magics
Wisdom (Realm, Mind): This stat will govern your ability to think on your feet, your ability to see through deception, and six magics. Basically, the common sense stat
Skill (all): This stat governs all abilities, in a much, much less powerful way. Basically, every 10 points of skill equals 1 point of everything else
The game will be rolled on a six sided die, with two separate different systems for combat and noncombat rolls.
Combat Rolls:
1- Epic fail, you may even cause damage to yourself or your teammates.
2- You merely fail to do any damage, nothing extra.
3- You deal a slight bit of damage, a mild cut on the arm or something like that.
4- You deal a nice blow, a good slash across the chest that'll double the enemy over in pain.
5- An excellent blow, it may even be lethal if not treated quickly.
6- Lopping off arms, knockout blows, even decapitations fall in this area.
Non-Combat Rolls:
1-Epic fail, you don't do what you wanted, and something to debilitate you even further probably happens.
2- You simply don't do what you wanted to do.
3- You succeed, but barely. Usually comes with consequences unless it is a particularly thought out roll.
4- Success, with whatever may come.
5- Epic Success, even if you said something idiotic it will come to pass. Probably.
6- Overkill, you achieve your goals perhaps a bit too spectacularly.
Even with that said, quite a few rolls will be weighted, so even a six in combat might not turn out to spectacularly if the defender rolls well enough
As in the rules above, combat will be dealt with through the system above. However, casting spells and attacks to hit are actually rolled through the Non-Combat Roll system. All magic being cast in combat will depend upon modifiers to the roll, gained through mastery of that spell type and other enhancements and such. To give an example, take a look at this master Body user's stats (Hover over the words for the modifiers):
Body: 10/10,
GrandmasterVolo Plagiarius: 10/10,
God of SpeedRobor: 5/10,
Heavy WeightPropinquus Incendia: -4/10,
Fire RetardantYou may have noticed that there are some contradicting bonuses and detriments in the master's stats. The general rule of thumb will be is that more specific rules will take the lead, but auto casts would still be in effect, so to his
Propinquus Incendia spell type he would be able to cast up to level 3 spells, auto cast, but with a -2 to damage rolls (plus one from the Grandmaster perk, -3 from the Fire Retardant perk).
Defense against magic is determined by several things. First off, all elemental magics are strong against one magic and weak against another, in this order: Fire>Wind>Lightning>Earth>Water. Using either that element to defend or a element it is weak against gives a +1, using an element it is neither weak to or strong too gives no bonus, and using an element it is strong against gives a -1 penalty. You also use the Elementus meta magic to defend against attacks with elements. The general rule of thumb for other magics is it can either be defended with the same type of magic, or to defend with arcane or psychic energies. You can defend against physical attacks with any manner of spells, though arcane and psychic energies work the best.
Most magic takes only one turn to cast, but some more powerful magic and rituals can take multiple turns, though this can be reduced in various ways. You can only cast one spell per turn, unless the appropriate mastery and perks have been learned.
Other than that, there is simply the way combat will work out. Combat can be started a few ways. First, you are ambushed, and the attacker is the only one to make an attack roll. Second, you ambush them, and you make the only attack roll. Thirdly is when both parties come into mutual combat on that turn. After the first round, you will make an action to defend against attacks leveled at you last turn, and an attack during this turn. The NPC's will then make a defense roll, then make an attack for next turn. It'll go something like this:
Turn 1 (Mutual combat)
Johnny Boy:
| You strike at goblin 1 with your longsword with incredible skill.
Goblin 1:
| | Gets hit rather cleanly by Johnny Boy's sword
|| The goblin's arm is cleanly chopped off, and goes flying in an arc!
| The goblin dies from the shock.
Goblin 2:
| Runs madly at Johnny Boy, murder in his eyes. (-1 to next roll to hit, +1 to damage)
Johnny Boy:
I block the blow with my shield, then stab the bastard in the eyes.Turn 2
Johnny Boy:
| | Johnny manages to slow down the Katar's blow fairly well (-1 to damage roll)
| making the blow merely glance off Johnny's armor.
| Johnny then ripostes with his long sword, aiming at the gob's eyes.
Goblin 2:
| | The attack completely takes the goblin by surprise! (+1 to damage).
| | Johnny's blow is deflected by the goblins helmet, but manages to knock away the helmet, along with cutting the goblins eye, blinding it in the left eye for a short while (-1 to attack rolls or things that need depth perception for two turns).
Magical ability can be increased through a number of ways. First, and the most effective way, is to use the magic. Second, is to read up on scrolls, or be taught by another, though this is not quite as efficient and takes up quite a bit of time. Thirdly is through enchantments. And lastly is through rituals, which are usually level 8 spells and up. They are hard to find, usually have an inherent negative against casting them, and screwing them up could send you to uninhabitable places, turn you into a sheep, or even kill you. So it is not recommended to use rituals unless you are sure you can pull it off. Other skills can be increased in the same fashion.
Spells themselves can be leveled up as well, although it takes much less time than leveling up a magic type.
Stats level up with skills, at certain checkpoints in the skills advancement. Getting a skill up to level ten will usually net you about three to six stat points, which are predetermined through which skill you're raising, though some types of magic can have more or less. And I'm certainly not telling you which ones.
I guess that's all. I have room for up to six players, others will be added on to the waiting list. Hope you guys aren't intimidated by this massively overthought RTD.
List of PlayersName: Nirathi
Race: Yarian
Sex: Female
College: Enchantment (Inficio Ignotus)
Guild: Mage
Description: Nirathi is calm, patient, and cautious. She is primarily motivated by knowledge and perfecting in her art. Her biggest flaw is wrath, as she holds grudges beyond even death.
Equipment:
Leather Armor
Light Shield
Staff of Redimio Ianus
Stats:
Strength: 7
Endurance: 7 + 4 = 11
Intelligence: 8 + 6 + 2(4) = 16
Dexterity: 8 + 2 = 10
Charisma: 10 + 4 + 2(4) = 16
Wisdom: 8 + 2 = 10
Skill: 8 + 2 = 10
Name: Ochita
Race: Yarian
Sex: Male
College: Animus (Elementus, Ianus Resarcio)
Guild: Mage's
Description: Ochita is careful, cheerful and collected. He wishes to explore, gaining knowledge until he feels that he has learned enough to become a sage. He is somewhat shy, and will take some time to know a person, before talking to them.
Equipment: Robe of Liquidus Umbra, Staff, Light shield
Strength (Body): 9 (8+1)
Endurance (Body, Realm): 10 (6+4)
Intelligence (Mind): 15 (8+6+2)
Dexterity (Mind, Body): 9
Charisma (Realm): 13 (9+4)
Wisdom (Realm, Mind): 16 (9+5+4)
Skill (all): 10 (8+2)
Name: Kira Talneris
Race: Elf
Sex: Female
College: College of the Battle Mage {Complexo Ventus ; Ortus Aer ; Solers Inficio
Guild: Fighter's Guild
Description: Kira is an Elf of thirty-two years, often described by others as a cautious, strong-willed person. She is adventurous and strives to learn more of the world she lives in. She is thin and has black hair falling to shoulder-length. Her skin is of a light shade.
Equipment: Gilded White Robe {+.5 to Ortus Aer}, Oaken staff, Light Shield
Stats:
Strength (Body): 14
Endurance (Body, Realm): 10
Intelligence (Mind): 10
Dexterity (Mind, Body): 15
Charisma (Realm): 11
Wisdom (Realm, Mind): 13
Skill (all): 10
Name: Zerus Halfmoon
Race: Human
Sex: Male
College: Animus University (Ianus Somes, Redimio Ianus)
Guild: The Archaeological Guild
Description: Fairly tall, broad-shouldered young man with a lean build, unkempt black hair, a thin beard, and green eyes. Tends to wear loose, easy to move in clothing.
Equipment: Vampire's Leather Armor (+1 vs damage; -0.5 to quick movement; enchanted +0.5 Lamia Veneficus), Staff (+1 to hit)
Stats-
Strength (Body): 14
Endurance (Body, Realm): 12
Intelligence (Mind): 14
Dexterity (Mind, Body): 12
Charisma (Realm): 14
Wisdom (Realm, Mind): 8
Skill (all): 10
Name: Zofus "Zerg" Berg
Race: Human
Sex: Male
College: Sursum Propinquus quod Alio (Tactus Regnum, Complexo Ventus)
Guild: The Mage's Guild
Description:
A tall, thin man of average weight. His shoulder-length hair is dark brown, and his eyes are blue. His skin is slightly pale, and he has a beard.
Equipment:
Robes (+.5 against damage)
Light Shield
Staff
Stats-
Strength (Body): 10
Endurance (Body, Realm): 12
Intelligence (Mind): 14
Dexterity (Mind, Body): 14
Charisma (Realm): 12
Wisdom (Realm, Mind): 12
Skill (all): 10
Name: Thrakor
Race: Elf
Sex: Male
College: Animus University (Redimio Ianus and Ianus Somes)
Guild: Archaeological Guild
Description: Thrakor left the Elven Forest to attend the Animus University. His goal is to understand the nature of magic, beyond just its practical applications. To that end, he has studied the use of pure arcane force and how it can be applied. A bit short for an elf, he nevertheless retains their exotic appearance (though to other elves, he is a bit plain). He is focused and determined to his end of understanding magic itself.
Equipment:
Ianus Robes [The meta magic]
Dagger
Stats:
Strength: 6
Endurance: 14
Intelligence: 18
Dexterity: 14
Charisma: 10
Wisdom: 8
Skill: 10
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