Post by Dullahan on Mar 1, 2009 20:57:02 GMT -5
Ok, I would've had this done before, but computers hate me, so let's try this again.
Mastery of Magic: AN+2
The ability to command the most basic forces of magic. All magicians, sorcerers and witches command these most basic of forces. This is neccesary to learn all the other branches. It can do the following things
Manipulation of Magic: Basic affects of magic, creation of sculputers, conjuration, make fire, basically anything stage magicians appear to do. Also making things disappear instantly.
Magical Barriers: Creation of any type of barrier, with any type of effect(with GM discretion of course) that matches the barrier. The magician must pay for duration, area and effect, and the stones of effect cannot go over 6.
Magical Blast: Default range of 4, can be described in any way, but gains no advantages(no X2 damage for fire or lightning for example). Must pay for area if desired, and effect, and effect cannot go over 6.
Illusions: Does not have to pay for duration, attack vs Intelligence to fool, stones of effect cannot go above 6.
Gains magical defense equal to AN for free
Allows the magician to learn from magical texts and use objects that cannot be used by anyone that can only be used by magicians.
Allows magician to buy at a -1 discount Magical Healing, Teleportation, Energy Absorb/Reflect, Telepathy, Hex Spheres, Transform Self, Transform Self by Touch and Transform Others.
Restrictions
1: Must pay for duration according to duration chart, these do not count towards effect.
2: Must pay for range, unless otherwise specified according to chart.
3: Stones of effect cannot go above 6 stones.
4: This does not apply to Mastery of Magic, but to all other schools. 1 panel prep time.
Sorcery: AN+3
Allows greater control of magical energies, and there is less limit to the effects. When bought, the player selects a school of magic, and may only draw upon the effects of that school. So an Asgardian Sorcerer won't be throwing around fire balls. It's up to the GM to rigorusly enforce this.
Sorcery: Western style magic, using the four elements of air, earth, fire and water. Also allows the magician to turn others into animals.
Egytian Sorcery: Summoning the dead, bringing the dead back to life, cursing others(bad luck), blessing ones self and allies(good luck).
Asgardian Sorcery: Storm magic, increasing ones power, imbuing others with powers(GM discretion), summoning of animals.
Magical Travel: AN+2
A package of all travel abilities that can be taken as specialties. Note that you can do any movement action without the correct specialty, but you take a negative sit mod. to those. So, you can travel to another dimension, but you could be trapped their.
Summoning: AN+3
The ability to summon any extra dimensional being. In order to do so, you must pay for the durability of the creature, and any specific actions or abilities that you want. So, summoning a 4 durability monster with a mastery of Fire at 10 would cost 5 red stones. Note that more powerful demons may require higher stakes or may not obey you. Binding can be used to control a demon, but remember the GM sets the binding factor, which can be quite high. Invoking allows a player to gain a beings power, but only if the being agrees to it. A player places a number of stones up to the action number, and recieves double the stones in energy. If invoked for a specific power,they remain in that action box. If just invoked, they can be placed anywhere.
Witchcraft: AN+3
A more specialized branch of magic, based around nature and the energies of life. Effects include anything involving nature, but the most imporant effects are
Curse
Hex Spheres
Luck
Turn others into beasts(vs Intelligence and Durability) each stone causes the effect to last 5 minutes longer.
Fear
Herbalist(create a potion, grants X2 healing rate)
Poisons(Attack vs Durability for effect)
Familars(A creature paid for out of ones character creation stones)
Well, it's a start anyway.
Mastery of Magic: AN+2
The ability to command the most basic forces of magic. All magicians, sorcerers and witches command these most basic of forces. This is neccesary to learn all the other branches. It can do the following things
Manipulation of Magic: Basic affects of magic, creation of sculputers, conjuration, make fire, basically anything stage magicians appear to do. Also making things disappear instantly.
Magical Barriers: Creation of any type of barrier, with any type of effect(with GM discretion of course) that matches the barrier. The magician must pay for duration, area and effect, and the stones of effect cannot go over 6.
Magical Blast: Default range of 4, can be described in any way, but gains no advantages(no X2 damage for fire or lightning for example). Must pay for area if desired, and effect, and effect cannot go over 6.
Illusions: Does not have to pay for duration, attack vs Intelligence to fool, stones of effect cannot go above 6.
Gains magical defense equal to AN for free
Allows the magician to learn from magical texts and use objects that cannot be used by anyone that can only be used by magicians.
Allows magician to buy at a -1 discount Magical Healing, Teleportation, Energy Absorb/Reflect, Telepathy, Hex Spheres, Transform Self, Transform Self by Touch and Transform Others.
Restrictions
1: Must pay for duration according to duration chart, these do not count towards effect.
2: Must pay for range, unless otherwise specified according to chart.
3: Stones of effect cannot go above 6 stones.
4: This does not apply to Mastery of Magic, but to all other schools. 1 panel prep time.
Sorcery: AN+3
Allows greater control of magical energies, and there is less limit to the effects. When bought, the player selects a school of magic, and may only draw upon the effects of that school. So an Asgardian Sorcerer won't be throwing around fire balls. It's up to the GM to rigorusly enforce this.
Sorcery: Western style magic, using the four elements of air, earth, fire and water. Also allows the magician to turn others into animals.
Egytian Sorcery: Summoning the dead, bringing the dead back to life, cursing others(bad luck), blessing ones self and allies(good luck).
Asgardian Sorcery: Storm magic, increasing ones power, imbuing others with powers(GM discretion), summoning of animals.
Magical Travel: AN+2
A package of all travel abilities that can be taken as specialties. Note that you can do any movement action without the correct specialty, but you take a negative sit mod. to those. So, you can travel to another dimension, but you could be trapped their.
Summoning: AN+3
The ability to summon any extra dimensional being. In order to do so, you must pay for the durability of the creature, and any specific actions or abilities that you want. So, summoning a 4 durability monster with a mastery of Fire at 10 would cost 5 red stones. Note that more powerful demons may require higher stakes or may not obey you. Binding can be used to control a demon, but remember the GM sets the binding factor, which can be quite high. Invoking allows a player to gain a beings power, but only if the being agrees to it. A player places a number of stones up to the action number, and recieves double the stones in energy. If invoked for a specific power,they remain in that action box. If just invoked, they can be placed anywhere.
Witchcraft: AN+3
A more specialized branch of magic, based around nature and the energies of life. Effects include anything involving nature, but the most imporant effects are
Curse
Hex Spheres
Luck
Turn others into beasts(vs Intelligence and Durability) each stone causes the effect to last 5 minutes longer.
Fear
Herbalist(create a potion, grants X2 healing rate)
Poisons(Attack vs Durability for effect)
Familars(A creature paid for out of ones character creation stones)
Well, it's a start anyway.