Assemble the Council!Faced with increasing pressure from the dreaded Sorcerers of Q’sal, wizards and mages from across the Realms have decided to come together and combine their magical talents. From the war-torn mud of the Westfolds to the glittering cities on the Golden Coast, Wizards are often feared for their power and mistreated, even killed outright! The Council will be there to advance the interests of the wizarding community, and provide a central resource to go to get the absolute best in spells and enchantments throughout the land.
As a member of the Council will have a voice in the direction and the goals of the organization! You will help direct funding for research, defense, and extraplanar adventures! You will be there to provide expert opinions on cases our clients bring before us, all from the comfort of our Tower! No need to hump your way across the countryside to whatever bumpkin is paying you from week to week. The clients come to us! Join now!
First, Create your Wizard Name:
Appearance: Can be any race/gender, from human to elf to weird eldritch creature (as long as they still call themselves a wizard)
Specialization/Interest: What does your mage specialize in, or is interested in studying? You are not limited in spells or enchantments you suggest even if they are outside your specialization. You may get small bonuses and opportunities based on yours and others specializations.
Background: Optional/ a quick description of your history and priorities, and/or your reason for joining the council.
MP(MagicPoints):5 Determines how magically powerful you personally are. Soft Cap of 10 before you must make a Master Spell to ascend higher.
Items: Staff or Wand. Just a personally choice, no real mechanical effect
Test: Dragons and Wizards have been classical foes for ages, but rarely do they meet directly in battle. Tradition calls for a Wizard to equip a champion with an enchantment or magical item to help them slay the Dragon. Create an Enchantment or Spell to give an aspiring Dragonslayer. Should be unique, and not be a repeat of a previous Wizard (Feel free to discuss with your fellow Wizards if you want some inspiration or just want to explain why your idea is best! Doesn’t have to be particularly effective, but it is an opportunity to showcase your Wizards skills.
Example:
Shield from fire. Enchanted on the Client’s shield. An enchantment that protects the bearer from fire. Fire nor it’s heat will affect the user. It does not allow the bearer to breathe in the middle of a conflagration.
Name: Jim the Wizard
Appearance: Jim can always be found in disheveled grey robes that swallow his thin frame. Bushy brown beard that brushes his chest. Twinkle in his eyes.
Specialization: Pyromancy
Background: Jim may have burned one too many villages to the ground and now seeks protection by joining a Wizards Council.
MP:5
Items: A Cedar Staff
Test: Shield from fire. Enchanted on the Client’s shield. An enchantment that protects the bearer from fire. Fire nor it’s heat will affect the user. It does not allow the bearer to breathe in the middle of a conflagration.
Currently there are no plans for a player cap. My idea is that I won’t really be detailing your character’s actions, and only describing the overall council and big decisions. Feel free to do as much or as little in-character role play as you want.
Spells are made of Words, Will, and sometimes Ritual. Wording makes the basis of your spell. You have access to the language of Magic, which just happens to be English. You can use any word, just put it in italics to indicate it is a spell. They should be phrased as a command. (Such as shield from fire, or ray of death.)
Will is how you direct the magic. Fire can light a candle or catch a castle on fire, dependent on your will or goal. To show your will for the spell, provide a short description of what you intend your spell to do. Will can cover up for shortcomings in wording, but the farther the gap between what you say and what you intend to do can cause your spell to fail or have an unexpected effect.
Ritual, usually only important for larger scale spells, powerful effects, or when the utmost precision is required. This includes any reagents used, summoning circles, or sacrifices. Not required for most spells.
Magic is limited by the power required to cast the spell. The Council will be responsible for growing its reserves of Manacylte (or MC), the magical crystals which serve as batteries for spells and enchantments. Contracts for the Council will normally pay for the use of this reserve. (So basically don't worry about powering the contracts you do, but you will have to pick and choose magical additions and enchantments for your Council as it grows.) Power is also generated by the Wizard, and provides the engine of their shorter lived spells.
(The Spell making is very open ended by design. Feel free to be as terse or as eloquent as you want! Please don't try to destroy the world. )
Once a Wizard becomes sufficiently powerful, it behooves them to prove their mastery by developing a unique spell or ritual that showcases their magical talent and imagination. These spells should be impressive in either power or in creativity, and ideally both. When presenting your Master Spell, name your spell, give its wording, and then a short description of what it does, if it requires any materials or rituals surrounding it, etc. Then add it to the action box. At least two other Wizards need to affix their approval for your Master Spell to be recognized.
Getting your Master Spell recognized allows you to level your Mp again till the next caps. The Caps are as follows, 10,12,14,16,18, and 20 being the final Cap. You can only start your Master Spell once reaching the Cap. Once you reach 20 you become an Arch-Wizard.
The Council as a whole will be faced with Decisions to make where the Wizards will have to vote on what the Council will do, or where the Council will invest resources. Most will be presented to the council by petitioners, but Wizards can also present their own ideas. Any decision requires the vote of at least two Wizards.
There will also be supplicants who seek the favor and the assistance of the Council, and willing to pay handsomely for it! They will present their problem before the council, and Wizards present spell ideas. Usually the spell with the most Wizards voting for it will be chosen by the client, but the client may take more than one spell offered (usually with a small bonus).
Each turn you get one Action. Actions allow you to either develop your MP more, acquire resources, or pursue other goals. You start with 3 general actions available, though more will be unlocked to pursue other goals. Actions are required to be put in the votebox.
Starting Actions:
Acquire Wealth: Through various odd jobs, you acquire some money. Add +(amount of MP) Wealth to inventory.
Acquire Weapons: Through either your own creations or discovery in ancient ruins, add weapons, artifacts and other enchanted weapons to the Armory. +(amount of MP) War Power
Acquire Power: Either thru study or training, increase your understanding and control of magic. +1 MP
The first task as the Council, of course, is to decide the location of said Council. You have two clear options:A. By a Major City. The benefits are clear, easy access to markets for reagents, easy access for clients, and easier meddling in the politics of mortal affairs. Downsides are it might be harder to defend, and you are limited in access to powerful ley lines and rare magical materials
B: By a Magical Location
The benefits are obvious. Placed on a major leyline by a place of power, magical resources and phenomena are abundant. Research is easier, and magic and rituals will be stronger. However, it’s remote location and dangers will limit contract opportunities and trade. However, those desperate or powerful enough will still make the trip.
C. Somewhere else?
Hey all, it’s been a minute! Basically the game is going to be you all coming up with cool spells and enchantments to solve problems. For now don’t worry about actions or anything, just make your character and vote on where you want your Council headquarters to be.
Let me know if you have any questions, if I made a mistake in the OP, or anything else.A. Major City:
B: Magical Location:
C. Something Else: