Demons are killing everyone, and while the world is still pretty okay right now, you're not sure how long that'll last. Get out there and fix it or you'll be eaten like everyone else.
You can learn and cast spells from different schools, or even combine effects to create multiple-school spells. Spells come in varying powers, allowing you to cast more powerful spells as you increase in skill, or wager horrible consequences on getting a good roll for something you shouldn't be messing around with.
Expect a fair amount of death. Usually from you or your teammates' own bungling, but enemies will try to help also.
The game features sort of a soft time limit; things are getting progressively worse, so the longer you take to accomplish things, the harder they or other tasks tend to get. On the other hand, rushing in to some problems will get you all murdered.
So after finding myself checking Arcanum Octet II a bit too often, I realized I had no choice but to make my own. Welcome to Staggered Magi RTD.
To join, post a name, major and minor skill, any basic, reasonable equipment you'd like, and any information on appearance, personality, history, etc. (bonus points for detail) Unsure what the cap on players will be, but there's room on the waiting list even if there isn't in game.
Skills are generally assumed to be magic or weapon skills, but you may take arts or more creative or practical skills if you like.
The primary magic schools are listed below.
Destruction is a useful school specializing in raw destructive power. Most spells deal damage, often in varied or creative ways, with most other effects being either minor status ailments inflicted by said damage, or slightly more subtle or controlled uses of harmful energy. Also makes use of a fair number of elements.
Conjuration is a versatile school specializing in drawing forth otherworldly creatures, substances, or effects. Most spells involve conjuring servants or useful items or energies, with most other effects involving drawing forth something in some subtler or more unusual way. Most summons are temporary, but permanent summons are an area of great interest to most practitioners of the school.
Necromancy is a powerful school specializing in causing harm to the body. Most effects cause unpleasant damage or ailments to enemies, with most other effects involving shifting stolen energy around or removing the sorts of ailments necromancy causes to begin with. Also notorious for raising the dead as horrifying abominations. Sometimes called Black Necromancy.
Restoration is a useful school specializing in repairing and helping the body. Most effects involve healing or protecting, with most other effects involving enhancement or disabling of the body. Most widely known for healing, but contains a wide range of effects. Sometimes called White Necromancy.
Elemental magics are a collection of schools focusing on the manipulation of a given element or phenomenon, such as water or fire. While the four classical elements are the most common choices, the possible specializations are so great that they are collectively referred to as elemental magics. Almost all effects involve manipulating or creating the chosen element, making them somewhat limited in general but extremely versatile when it comes to their element. Exotic "elements" like sound or metal are possible, but often too specialized or peculiar to be very powerful or useful to most individuals.
Remember, spells take a penalty to their skill rolls equal to the level of the spell. This can make it extremely dangerous to cast spells of a higher level than the bonus you have to casting that school.
Extremely experimental and prone to change. Be ye warned.
Weapon skills are a collection of skills involving proficiency with a specific type of weapon, such as axes or swords. Weapons tend to be unspectacular but reliable and safe; there's less to go wrong with a weapon attack, and the worst results are generally falling prone or giving your enemy a counterattack, rather than blowing yourself up or rotting your arms off.
Weapon skills also apply to your dodge rolls when wielding said weapon, with two exceptions. First of all, every attack in the round, successful or not, reduces this bonus by 1, to a minimum of 0 (that is, as though you were unskilled). Secondly, a lone enemy can spend a turn weakening your defenses rather than attacking normally, reducing your defense by 1 against that enemy rather than attacking. In the first case, your bonus returns at the beginning of the next round. In the second case, the penalty lasts until the enemy ceases doing this and attacks normally; but again, it only applies against that specific enemy.
Attacking or defending will reduce your bonus, as will making damaging counterattacks. You may not attack more than once at a +0 bonus, since you can't sacrifice the skill needed for it.
Note that weapon skill level slower than magic skills.
Arts are essentially noncombat magic schools. They are generally not very useful in combat, but can produce or enhance items that are. They are even easier to fail at than regular magic, and generally require knowledge of another school to give them effect.
Enchanting is a fairly basic art that involves imbuing an item with magical power. Effects are generally constant and low-key, such as making a sword sharper. When combined with other schools, they tend to produce similarly low-key effects of the school's leaning, such as making a sword deal school-appropriate damage when it strikes. Enchanting is actually potentially useful in combat, by using high-powered, temporary infusions to improve an item's power. However, most practitioners take interest in it for the long-term effects.
Runecrafting is a versatile school involving carving mystical sigils or glyphs into items to grant them power. Effects tend to be noticeable and often trigger off some effect or require some condition. Effects are also quite dependent on the secondary school used in their creation, since while they are not simply spells in written form, they often function at least similarly.
Alchemy is a very useful school involving infusing material reagents with magical power to produce a useful substance. Effects run the gamut, but are typically portable and easily stored and retrieved. Effects are highly dependent on both materials and schools, since even the same reagents will produce very different effects under the auspices of different magic, while the same magic can produce very different effects given different materials.
Note that arts usually have a higher failure chance than normal magic schools, and of course require items to use or improve.
Spells have levels. A spell's level dictates its power, and is also the penalty applied to rolls to cast it. As might be expected, this makes casting spells more powerful than your skill level highly dangerous.
Spells are also classified according to type. A standard spell is a normal, default spell.
Staggered spells combine two schools to produce a hybrid effect. A staggered spell requires skill in the spell's secondary school of 1 lower than the primary skill. If this prerequisite is not met, the primary skill cannot be used at its full strength, and must be used at 1 higher than the secondary school. In some cases a caster may ignore this requirement to cast at full power, but this is highly dangerous and not recommended. Normally a staggered spell uses its primary school for casting, and most experience gained goes to the primary school. Spells combining more than two schools are possible, with each effect needing a skill level 1 less than the one above it; the third school in a staggered spell would require a skill level 2 less than the primary one or higher, for instance.
Even, split, or twinned spells are spells that combine two schools evenly, functioning more like two spells at once than the primary and supportive effects of staggered spells. Split spells require even skill level in all components, meaning the lower of the spell's relevant skills must be used. As with staggered spells, combining more than two schools is possible, but such spells limit casting skill to the lowest of all relevant schools.
Spells with stranger configurations, such as a split spell with one half from one school and the second half being a staggered spell, are possible but difficult, and often bizarre, hard to use, and not usually useful. Exceptions exist, of course.
Note that the vast majority of spells available from others are standard, since they're of use to anyone knowledgeable in that school. Split or staggered spells are much, much rarer, because they can only be used by an individual with a specific skill set. Hence, most casters who know these types of spells have developed them on their own.
Combat varies depending on the type of interactions used. Basic melee combat is a roll to hit versus a roll to dodge; spellcasting is a bit trickier but similar.
Wounds generally take two forms: Generic damage and serious wounds. Generic damage simply makes you more injured, and is relatively easy to remove with spells, skills, or even just resting a bit. Damage of this sort is gained from most types of attacks.
Serious wounds generally come from damaging single attacks and effects, and include both generic damage that doesn't heal as easily, as well as mangled or disfigured limbs and such. These generally require more skilled intervention or heavier mundane investment to rectify.
You're all young but talented magi who have been summoned to Earthhaven, a trading city pretty much in the middle of the continent, by the venerable Archmage Sosus. He is deeply concerned with recent events, and has some business he'd like you to look into.
It all began when some unknown catastrophic event occurred up north. Earthquakes were felt across the continent, and many northern people swore the entire northern horizon was on fire. Since the secretive but supposedly beautiful elven city was up north, and since their merchants all disappeared around that time, common knowledge is that the elves destroyed themselves opening the gates to hell itself, but nothing is known for certain. They might yet be controlling the invasion, or they might have been completely unrelated.
The lands to the north became barren and red, however, and more importantly hordes of demons began butchering everything in their path. Several bastions remain, and many regions are unaffected yet, but most people with in-depth knowledge of the situation are panicking, as the demons have been making very rapid progress considering they didn't exist not long ago.
Sosus became interested in one particular phenomenon, however: isolated demonic infestations. While most of the horde advances inexorably south, stopping to crush anything that resists, some demons seem to have snuck past these northern bastions to prey upon southern targets, and the similarity in stories concerning them caught Sosus' attention.
His theory, essentially, is that the common demons, known as soldier demons, are extremely expendable automatons that can be replaced easily, and that the core of any infestation is a more powerful demon creating and controlling them. Thus, in order to destroy a demon infestation, one must destroy the central demon- wiping out the soldiers does no good.
Precisely what sort of creature would control a demon infestation, and how powerful it would be, are completely unknown; indeed, it's possible his theory is completely off. However, he has reasoned that if an isolated infestation can't be rooted out by a cadre of elite magi, the world is probably doomed already, and thus would like you to investigate and attempt to deal with this issue. He believes clues might be found as to the nature, and hopefully weaknesses, of whatever controls the horde, and these clues might be used to gain the edge needed to slay a potentially powerful demon.
To that end, he has informed you of some confirmed facts about demons, as well as given you knowledge of several places you might look. Should you succeed in wiping out the infestation, he'll grant you each a boon of your choice; presumably a magic item, but perhaps a spell or other favor. Should you return with valuable information or help the general cause in some other way, he might be willing to part with some coins, mundane equipment, or other small favors to keep up the good work.
You get nothing up front, as you're not officially in his employ, save the ability to ask him one question about anything, which he assumes will be about demons or something similarly relevant. He's willing to give fairly in-depth answers, so feel free to ask open-ended questions.
You have three options for where to start first. Sosus suggests the forest, but you could also head straight for the action up north or go someplace less troubled for a while. You can also suggest a different option, if you so desire.
Merchant settlement in the marshlands to the far southwest. While they might seem far from the demons, the onslaught is known to be advancing along the coast faster than inland, and they're rich and worried. They could use some good magi to secure their interests.
Safe, potentially profitable; probably won't affect demons much
River settlements in a forest to the southwest. They have warriors, but not necessarily good ones, and they don't know how long they can hold out.
Safe as you'll get near demons
Battered fortress in some crags to the north. Has resolutely stood against the demons thus far, and shows no signs of stopping anytime soon. Unfortunately, neither do the demons.
Dangerous
Current Magi:name: Max Smith
skills: major necromancy minor rune crafting
items: robe, unenchanted staff, a weak ring of protection and a repeating crossbow
history:has always been seemingly average student of the dark arts (reinforced by his bland appearance) but has always had !!fun!! ideas of conquering the world with creatures he created from mixed corpses
personality: pretty much standard mad necromancer/scientist
appearance:he is bland and skinny with brown hair, brown eyes and a white complexion from spending too much time indoors
Name: Seymore Skyeye
skills: Major summoning, minor claw weapons(basically bladed gloves)
items: light leather armour, 2 claw gloves, tent, bedroll, food
History: Used to be the underdog of many scoolyard scuffles, this encouraged him to better himself, learning how to summon creatures from beyond, and training himself for combat as well, forcing tormentors to split thier focus (he was often on the loosing side after school as well).
Personality: Timid on his own, but with support has learned to be apparantly fearless. He is generally pleasent company, but has the tendancy to explode f teased(even if in good humour) too much.
Appearence: 5'6'' with hair reaching down to he middle of his back, typically bound in what he terms a "warriors tail", it is amethyst in colour, exactly the same shade as his irises, these are signs of his connection to the etherial realm (or wherever magic comes from). He is a medium shade, with a birthmark the shape of a wolf head on his left palm.
Name: Nathan
Major skill: Destruction
Minor skill: Enchanting
Inventory: steel dagger, dark grey robe and hat, an unenchanted bone ring, a spellbook.
History: since his academic days, Nathan has always wanted to make things work better. Runecrafting required strong hands and alchemy needed obscure ingredients to work, so he chose a short way of mumbling spells upon items. In most cases - very powerful spells upon relatively cheap items. Selling one-time charms to armies or battlemagi has proven to be quite effective in terms of making money, but it was boring to just sit and enchant wands to make them disrupt illusions or rip demons apart. It offered no training, no thrill, no action magi of his level deserve, so Nathan has answered Archmage's call the moment it arrived.
Appearance: tall, slender body, swarthy skin, arabic face, long limbs and fingers, short black beard.
Name: Sargoth
Major skill: Elemental Earth
Minor skill: Alchemy
Inventory: Light leather armor, soft woolen clothes, backpack, hand axe, knife, walking stick, blanket, 2 waterskins and dried beef for food.
History: The son of a farmer, he spent a lot of time in the cave near his father's field, manipulating rocks and the like. When his father found out, he was apprenticed to a wandering elemental magician. Now a journeyman, he is setting out to prove his mettle.
Appearance: Black hair, green eyes, broad shouldered.
name: Just 'Ochita' Other than that, Bel
skills: Major runecrafting, Minor elemental water
items: Sketch book with pencil, runecrafting equipment, Robe, longsword, oak staff, belt with hooks for sacks and a scroll case
history:He has always been the person who would look though books hopig to gain some magical power. One day at the library he managed to sneak into the forbidden section and he read though the runecrafting and elemental magi books. One ofthe disadantages of this was that a mage had taken up shop in his head. Hilarity ensues. (Bel is somewhat Chaotic good)
personality: He is usally quiet or timid but when people try to those who are near him he flips out and starts going slightly beserk. Other than that he is well liked
appearance: He has brown hair with brown eyes unless Bel takes over, then the eyes are a deep blue.
He is oterwise unremarkable, people have trouble remembering his face unless he is somewhat flashy.
Name: Fre Ericson
Skills: Major Restoration, Minor Elemental Light (illusions, blinding flashes and such)
Items: Brown robes with hood, Applewood staff, Backpack, bedroll, rations, waterskin, small medical kit (bandages, disinfecting oils and minor painkilling herbs)
History: Fre has made a life for himself as a wandering doctor and magician(the entertaining kind). He usually heals the sick free of charge, unless they are wealthy enough to afford it. His main income comes from putting on shows where he tells tales while creating a moving picture of the events (silent film, basically). That's usually followed by pretending to saw a woman in half or other cheap tricks.
Personality: Generally a jolly fellow with a good nature about him, he becomes instantly serious when dealing with the sick, and woe to you if you do anything detrimental to one of his patients.
Appearance: Brown hair, short red full beard, piercing blue eyes, short stature, moderate girth.
Name: Tarran. (HOW UNORIGINAL EH? SHUT UP, I'M BAD AT NAMES).
Major skill: Sword.
Minor skill: Destruction magic.
Equipment: Steel longsword. Bronze medium shield. Studded leather armor. Destruction magic spell book. Orb of uselessness (for the lulz). Non-magical copper pole (once again for the lulz). Large sunstone (FOR DA LULZ).
Appearance: A somewhat tall man with black hair. He is also decently muscled. He has dark blue eyes. He is completely devoid of beards and mustaches, and he looks like a generic European.
History: Early on in his life, Tarran became interested in adventurers. And at 15 years of age he joined the town guard of his town. Quickly learning how to fight with his sword. One day a roving wizard was being attacked by wolves, Tarran rushed to his aid but to his surprise, the wizard defeated his foes. Tarran became intrigued by the wizard and asked for lessons. Of course, the wizard had no time to teach him, and instead left him with a book. Tarran slowly but surely learned some destruction magic.
One day, when Tarran was 23 years old, a roving band of demons attacked his town slaughtering everyone. Tarran managed to defeat the demons, just barely before passing out. He woke up in a hospital in Earthhaven. He was eternally scarred by the slaughter of his town. Both physically and mentally. Now his only goal in life is revenge.
Personality: Originally, Tarran was a very friendly guy. Making many friends. However, his personality has been darkened by the slaughter of his town. He is usually cold, emotionless, and often hotheaded. Sometimes he displays his old, friendly personality, but only rarely. He usually has a near emotional breakdown whenever he sees his town, or anyone talks about it.
Name: Thorontur
Skills: Major Polearms, Minor Elemental Lightning
Items: Halberd, Chainmail Hauberk & Chausses, Metal Cap, Cotton Tunic & Pants, Leather Boots & Bracers, Travel Supplies (Rations, Waterskin, Bedroll, Torch etc.)
Background: Thorontur was an elvish battlemage who traveled with a regular band consisting of himself, Marduk and Gaston who were twin brothers (and both quite deadly with the longbow), Dareus 'The Titan' and Aran who was a skilled healer. They worked as a mercenary company, fulfilling various contracts for merchants and nobles. They knew how each other worked in battle, knowledge that served them well and helped them win many fights. Their group had made quite a hefty fortune and was planning on retiring after one last contract, when he and his allies were ambushed by a group of hunting demons.
He was the only one who made it out alive.
Now he has all but forgotten about retirement and seeks vengeance for the deaths of those he considered his true family, and will stop at nothing until he has done them justice. He has a strict code of honor when dealing with other people, but feels that demons deserve none of his reservations and will even resort to dirty tricks when fighting them.
Appearance: Tall like most elfs, standing 6' 4" with a slight build. He has brown hair and golden eyes, with a lightly tanned complexion. He relies on skill and tactics in battle instead of raw strength, so he is not incredibly muscular, but he is not weak either.
Name: Icebrawl Lutasin
Major:runecrafting
Minor:Miscellaneos Object Wielder
Items:
an exceptional Ξbucket of holdingΞ
-Neckbrace of Repel Criticals- creates a strong feild of energy in a pinch which repels attacks and energy away from organs and important bodyparts (i.e. heart, spine, neck, head, etc.) does not necicarily stop attacks, though it would significantly weaken them. charges over a period of time (2 days at most) off of users soul energy.
-pig leather robe- nothing special.
Rune of Reaching. applied to objects and weapon components (blade, shaft etc.) causes the item it's engraved on to reach/stretch out far distances upon swinging/using. object will be a bit more fragile in this state.
rune of bait. applied to terrain. lures wild animals and some beasts to the area were this is engraved. does not invoke harm nor peace on the lured creatures, as they will behave as if you just randomly encountered them.
+Spellbook:guide to passive taming of wild animals+ self explanatory.
:Soul Veil: a figment of Icebrawls imagination that protects from scrying, possesions, etc. a warning if it vanishes/is damaged as icebrawl would know immediatly. generated as a seperate form derived from icebrawl's willpower, though it is kept seperate (will not dissolve if 'brawl's will diminishes)
Spells:
Conjure rock
Dispel Rock (shatters stone)
Slightly Better Dispel Rock (explodes it instead)
Dispel Air. create a small(1.5X bigger than a head) feild which rejects air outward, creating a vacum for a few moments.
Conjure Dirt. makes 80lb of dirt. chance of failure causes a burst of flames in which is painful, but not harmful to ONLY the user.
Dispel Speech. causes the target to say incoherent babble for up to 2 min.
XX-FORBID-XX a very dangerous spell of uknown(random) consiquences. it banishes a small object completely from existence.
Bio: Icebrawl is a youthful (23 yr.) lizardman who as given up devoting to much attention to the schools of magic on the account of having to much time to become versatile. His mother, 'Sarula Lutasin' an expert runecrafter and his father, 'Kreflid Agost, the Diminishing Seasons' a retired adventurer taught a few useful skills during his childhood. He was an outcast of which was caused by a presence that has followed him his entire life, though not fearing it himself as he feels it shares a common mindset, part of him but only attached. He has enthusiasticly started a very new school of his own called "the order of miscallany" of which as of now, only he knows about. driven on by a presence not unlike a posession originating his own will, he began the construction of spells and arts not known to many wizards from the world. He lives in a cottage in the 'forest' area so that he can practice his uknown spells for development of his school. however, knowing of an on coming threat to the whole world, he became concerned of all that may exist and decided that he must now TAKE ACTION
his orange scales glisten with shining streaks of onyx. he has peircing very dark brown irises and thin, short fangs. he is about the average size of a human, big for lizardfolk. he absolutely detests ants and explodes their puny hills as a hobby by using 'Slightly Better Dispell Stone'.