THE PREMISE:
You are Vosk Daybreak, the only professional wizard of <name of city>. Well. Maybe. Your democrabrain still has to decide that. You could be an exalted mage of the White Council (the governing body of all wizards) or you could be a fearsome and wicked sorcerer. But be warned: the Laws of Magic have no tolerance for evil. Break one of the seven laws, and, well... the executioners sword will be there.
But enough doom and gloom. The world is your oyster! You have things to learn, places to go, beings to meet! You could be a powerful evocater, a brilliant neuromancer, a clever summoner. Sway over mortals, magical might, money and power... all are within your grasp. You must only choose your path in life.
THE MAGIC (and stat) SYSTEM:
(Rules are tentative, as are formulas to be compared to DC's.)
The magic system in this game is fairly complex. There are generalized schools of magic (evocation, necromancy, divination, etc.) and sub-schools within those schools. Your spell-casting abilities are determined by your skill in these (1/2 school + sub-school lvl maybe) and your stat factors (these include how much you think things through, how you think, etc.), as well as a random chance. The result will be compared to a DC set by me depending on the task at hand.
Regarding machines, magic has weird effects. By weird, I mean it screws electronics up. Older machines (which are less complex than their newer counterparts) malfunction less than newer things. Computers simply won't work, and you'd be better of using the Nevernever for long distance travel, given the problems with automobiles. You may be able to find an old car that doesn't screw up too often, but planes are deadly for a wizard.
The Schools and Sub-Schools:Sub-schools should be fairly self explanatory.
Evocation: The school of destruction and force.
This school controls things like temperature, gravity, raw force, the elements, and altering the world around you.
Sub-schools:
Thermomancy
Geomancy
Alteration
Dynamancy (Power over raw force)
Divination: The school of seeing the truth.
This school controls seeing through enchantments and predicting the future.
Sub-schools:
Foresight (allows you to see the future)
The Third Eye (see's through magic)
Hindsight (allows you to see scenes from the past)
Cassandra's Tears (small time foresight. If you can use this, you can regularly see just enough into the future to know what will happen for a few seconds ahead.)
Necromancy: The school of death and undeath. (Warning: Outlawed by White Council.)
This school breaks one of the 7 Laws of magic, which is punishable by death. It controls death, undeath, some emotions, and mind control.
Sub-schools:
Death magic
Resurrection
Plague magic
Enchantment: The school of bringing magic to the mundane.
This school allows the user to invest magic into normal objects, giving the user a tremendous increase in versatility and power.
(Tip: START WITH THIS CLASS SKILL HIGHER THAN NORMAL!)
Enchantment types:
Thermal
Dynamic (force)
Kinetic (gains energy from motion; released with normal spells)
Divinatory (used to see things far away)
Altering (affects the world physically)
Neuromancing (affects thoughts and emotions)
I may add more as the game goes on.
Summoning: The school of bringing your will against that of other beings.
Summoning allows the wizard to bend magical beings to their will, giving them control over said beings. Also allows portals.
It's just summoning. No sub-schools.
Thaumaturgy: The school of ritual magic.
This school covers a wide area. It influences your abilities at doing things on a small scale and causing them to affect things on a large scale. For example, if were trying to track something down, you could take a piece of that thing (if it's a person, you could take hair or fingernails or something) and make a compass of sorts. If you have questions about whether or not thaumaturgy can do something, ask me in game.
No sub-schools, though.
Finally, there is a thing in the game called an empowered circle, which is where you draw a circle on the ground and it (magically) blocks all magic. No magic can get in or out, but physical objects break the circle.
Stats:
Stats control your natural abilities. You have mental and physical stats, which you will choose bonuses and penalties for at the start of the game.
They are as follows.
Physical:
Strength: Physical muscle strength.
Dexterity: Ability to manipulate small objects.
Speed: Movement speed.
Agility: Reflex speed and ability to contort your body (stretching, jumping, acrobatics, etc.)
Endurance: Your ability at recuperation; determines your HP.
Mental:
Thought Patterns: Lower means you think in black and white, cause and effect. Higher means you can track what will affect what how. Determines your ability to cast more clever and efficient spells.
Kinesthetic Sense: How coordinated you are.
Inventiveness: How tricky you can make your spells and enchantments.
Spirits and PowersMortal's aren't alone in the world; spirits (elementals, ghosts, etc.) also abide on earth. You could even get them to do your bidding, either by offering them something or by strong-arming them into a pact. On earth, you'd find ghosts and elementals; in the Nevernever you'd find powerful spirit beings, tricky fairy's, and even demons and gods. Be careful when dealing with them.
EQUIPMENT
Any self respecting wizard has a set of magical equipment he bring around with him. You will start out with a set of low-quality equipment, but you'll need to make your own equipment to get better stuff. Equipment could be staffs, wands, rings, bracelets, blasting rods, or even clothes.
To make good equipment, you need a certain level of skill in enchanting (it depends on what you're trying to make).
THE WHITE COUNCIL:
This is the governing body of wizards. You are answerable to them, and if you don't toe the line they'll kill you. The Wardens are like the police force of the White Council. Hundreds of wizards make up the council, and you're one of them. The Merlin (it's a title) is the head of the White Council.
Other Organizations: Many other groups populate the world, which you will find out about throughout the game. Some are human, others are monstrous. Depending on which path you take, they will have greater or lesser effects on the game. If you have questions about them, ask me in-game.
THE GAME AREAS
EarthYou will choose which city you want the wizard to start in, and I'll make up different places within there. You
can travel to outside areas (any place you can get to, really.), but traveling often has complications.
The NeverneverThe Nevernever is a land that corresponds to various places in the real world, only not very accurately. You could find a trail leading from Paris to Sydney that can be walked in an hour, despite the huge distance in the real world. However, the Nevernever is dangerous and unpredictable. It is ruled by various beings, most of which are either malevolent or neutral. Be careful there.
THE BEGINNING:
You stand in the halls of Edinburgh, the White Councils fortress, for the last time as an apprentice. You graduate to a fully fledged wizard today. You're so glad you finished your apprenticeship with flying colors; you wonder if they give out a diploma or something. If so, what would it say?
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| <first name> <last name> |
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| Specialization: <school> |
| Secondary: <2nd school> |
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Vote on your major magic school bonus, your secondary magic school bonus, and your name. Maybe think up a character description while you're at it.
Stats will be voted for soon after this vote is complete.
This is my first time starting a forum game, so please be patient if I get off to a bumpy start.
(Also, guess what this whole thing is a reference to! A bonus go's to whoever gets it first.)