For every action, a d10 will be rolled. The number will determine your success.
<0 - Absolute Critical Failure
1 - Critical fail
2-3 - Fail
4 - Partial fail
5 - No fail/no success
6 - Partial success. 2d4 damage.
7-9 - Success. 2d6 damage.
10 - Outstanding success, but with consequence. 2d10 damage.
>10 - Critical Success
Different spells have different levels of complexity.
Novice (Cantrips) - 0 mana, auto-success.
Apprentice - 3 mana.
Adept - 6 mana, -1 to roll.
Expert - 9 mana, -2 to roll.
Master - 12 mana, -4 to roll. Must learn spells.
Legendary - 15 mana, -6 to roll. Must learn spells.
Your master has said many things. Every turn you recall a quote from him which could give insight to the current situation or to the lore of the world.
"Mana is all around."
"The dead don't need stuff anymore, because they're dead."
"God dammit Cain stop punching the resonator orb."
"Dungeons are dangerous, BE CAREFUL."
"Sometimes magic doesn't work the way you want it to. Sometimes it just straight up backfires on you. Tampering with metaphysical forces is dangerous!"
"Wind magic has many spells that have strong areas of effects; however, most of its spells tend to be purely for utility."
"Should you ever find yourself weary and unable to continue, anyone of you can open a Town Portal so that you may prepare once more."
Aspiring students of the art and science of magic, for years you have learnt under the wing of
famous wizard Milton Manatide. However, when chaos came upon the world from the return of the
Voidlings, Milton ventured deep within the ancient megadungeon of
Doomarian, and he hasn't returned since. That was a year ago. You four grew worried, so you ventured in to find him.
The affinities govern magic. Many mages perhaps specialize in an affinity (read: dangerous pyromancers), or some simply attempt to master arcane spells in general. You four, however, he trained to
specialize in a primal affinity; that is,
water, air, fire, and earth! That's right, each of you specialize in your own different element! And you know what's better?
You can combine spells with each other to create a powerful secondary affinity spell. Want to blast something with lightning? Get together, fire and air wizards, and cross the beams! What's that, you want to freeze your enemies into an ice cube? Your time to shine, water and air wizards! Perhaps you may even learn to dabble further into the
light or
dark affinities, or perhaps even
further.
Air - Specializes in speed and wind. Example spells include flight, speed, and storms.
.5* damage against Earth.Fire - Specializes in power and fire. Example spells include explosions, extra damage, and burning.
.5* damage against Water.Earth - Specializes in strength and earth. Example spells include damage reduction, shields, throwing boulders, and digging.
1.5* damage against Air.Water - Specializes in fluid motion, change, and water. Example spells include shapeshifting (harder) and water manipulation.
1.5* damage against Fire.30 HP
30 MP
Name:
Description:
Affinity: Must be a primary affinity, different from other players. Sort it out.
Trait: Choose one. Optional.
Reckless - Your spells tend to have more power, but are also more likely to fail. -1 to roll, +2 to damage.
Careful - You carefully cast your spells, reducing their power but making them more likely to succeed. +1 to roll, but -2 to damage.
Quick - You are faster than the average mage, but are skinnier. +2 movement, but -2 Damage Resistance.
Hard - You are more buff than the average mage, but slower. +2 Damage Resistance but -2 movement.
[color=red][b]30 HP[/b][/color]
[color=blue][b]30 MP[/b][/color]
[b]Name:[/b]
[b]Description:[/b]
[b]Affinity:[/b]
[u][b]Trait:[/b][/u]
Wilton Wallace - Nirur Torir
Crystal Calltide - IronyOwl
Cain Cooper - Nunzillor
Eumance Eklesia - Rolepgeek