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Types of Magic

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Types of Magic Empty Types of Magic

Post by GM Sat Jan 21, 2017 3:07 am

Magic: Determines how efficient a character is when they possess a magic ability or profession.  Magic would compete with the other stats on a 1 to 1 level, meaning a green seer with a magic of 50 used roots to attack a knight with a strength of  60; it would hack through it in four turns if the seer continually produce more roots.  At 100sp of strength versus 50sp of magic or if the green seer stopped producing, the knight would cleave through the roots instantly.  If the magic and strength were equal the root would hold the knight for 1 turn for every 10sp of magic the seer has or pull the knight back if the power is greater.  A knight of 50 strength would be restrained completely by a green user with 60 in magic in four turns or instantly against a green seer with 100 magic.  A character may roll one time for a chance to increase their maximum magic to 150sp.  

*Note on Magic* Some magic comes as a profession while others are blood traits.  No one may possess more than one type of magic or magic with giant's blood.  Warging is the exception to the previous rule and can be obtained with other types of magic or giants blood.  Any character with magic is allowed to roll for a maximum magic stat of 150.  The chance at the roll is 1/6 with certain things increasing the chance of the roll.


Last edited by GM on Mon Jan 23, 2017 4:48 pm; edited 2 times in total

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Types of Magic Empty Warging

Post by GM Mon Jan 23, 2017 4:46 pm

Warg: The ability to possess an animal, the user leaves their body during. Humanoid races can be warged into when the user posses a magic stat over 100 and has a higher intellect stat than the target. All humans have a base 1/6 dice roll to become a warg. Certain Northern houses and lands have an increased chance for the ability. The size or power of the animal being controlled is determined by the users magic stat.

10sp of magic allows the user to warg into small, passive animals no bigger than a rabbit.

20sp allows the user to warg into small birds as well as the smaller animals. No raptors can be controlled yet.

30sp allows the user to warg into small predatory animals such as cats and badgers.

40sp allows the user to warg into most domestic animals such as a dog all the way up to a cow or horse.

50sp allows the user to warg into medium predatory animals such as wild dogs, coyotes, and wolves.

60sp allows the user to warg into larger birds of prey, anything from small falcons to the largest eagles.

70sp allowed the user to warg into larger predatory animals such as: mountain lions, lions, tigers, and leopards.

80sp allows the user to warg into large herbivores like the woolly rhinovirus, mammoths, and hippopotamuses.

90sp allows the user to warg into larger ancient predators such as the dire wolf and saber-tooth tiger.

100sp allows the user to warg into mythical creatures like dragons or krakens if they do exists.

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Types of Magic Empty Green Seer

Post by GM Mon Jan 23, 2017 4:47 pm

Green Seer: If the player chooses to roll for the Greater Green powers they cannot roll for the lesser Green. Lesser green gives the user cryptic visions of past and present as well as minor control over plants and water. The control over plants allows the users to commune with other green seers via heart trees. Lesser green in humans does not guarantee that the character will be a warg as it does in the Children. The Greater Green allows the user to see clear visions of the past and present with the potential to corrupt the past. Cryptic visions the the future can be seen (staff and the others in the thread must give consent to the content of the vision). Corrupting the past is always minor and always comes with a great personal loss to the character (to be decided by the staff and user on a case to case basis). Control over plant life, air, and water is increased by higher green abilities, the user can control tree to produce roots strong enough to stall a full grown giant for several turns.

The most powerful of the Greater Green is locked behind the 100 magic stat limit, all magics mentioned in this section after here are. Higher levels of Green magic with magic stats exceeding 100 can use dragon glass (obsidian) spells. Such spells come with a degree of risk depending on what the spell is intended to do, for example the creation of a White Walker/Night's King type creature. Obsidian magic can also prevent the dying from losing themselves when they come back via White Walker magic. Higher Green (Greater Green with over 100 in the magic stat) magic allows the user to warg into other intelligent races with lower total intellect stats. Warging into something in a vision of the past and controlling it in the present can only be done with 150 points in magic; the subject in which the user is warging must be within reach of the user. The subject must also be close to the user (based on the companion scale and agreed to by the user of the other character or npc), as such the subject often experiences catastrophic brain failure.

Higher Green magic can create barriers that prevent wights and White Walkers, as well as other magic with a lower magic level from crossing. The Wall and most castles in Westeros have a version of the magic built into them giving them a magical barrier of sorts. Once at 100sp in their magic stat, those with green abilities may combine their powers when casting spells. To combine powers there must be more than one PC with green magic abilities at or above 100. In order to combine their powers into a spell the users must be casting the same "spell" and at least one must be a user of Greater Green. If there are three users of green magic, one must be the base for the others to place their magic onto. The base must be a greater green users. The base green places 100% of their magical ability into the spell, while the others are only able to bestow 25% each. At 100sp each their combined might would cast a spell the equivalent of a single user at 150sp.

Certain houses, lands, and races are able to roll for the Green abilities. The base rate is 1/6 for obtaining greater green powers while 1/3 is the rate for lesser green. Certain house bonuses increase the chance of a successful roll. Only humans and children of the forest are able to obtain the green powers, while only those who worship the Old Gods may obtain Higher Green powers. *Note on Lesser Green* Lesser Green combined with a magic stat above 100 doesn't not receive the same magic as the Higher Green. Lesser Green above 100sp is simply more powerful.

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Types of Magic Empty Red Preist

Post by GM Mon Jan 23, 2017 4:49 pm

Red Priest(ess) of the Lord of Light: The Red God works through their devote giving them certain abilities.  A red priestess is able to conceive and birth shadow creatures that cannot be killed or stopped by regular steel, however they have a lifespan of only one day (six posts); as well as takes ½ of the user's health when born.  The shadows require noble blood to produce the seed.  Priests and priestesses are able to revive any fallen character with a 1/6th chance dice roll with a modifier of +2.  If a character has been revived by the Red God before the chance is raised by a modifier of +4. Any character revived by the Lord of Light, receives his blessing giving them one automatic advantage per thread. Besides revival, the red magic is able to heal in a particularly unique way; by burning away the weak flesh and leaving the wound charred but oddly stronger than before. Any limb "healed" with this magic gains +10sp in strength. The red magic allows the user to "burn" away other types of magic, so long as the user's magic stat is higher than the foe's.  If the foe is using a catalyst for their magic, such as a heart tree or animal; as in the cases of a Green Seer and Warg respectively, the item or animal used will combust and be destroyed.


Last edited by GM on Mon Jan 23, 2017 5:05 pm; edited 1 time in total

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Types of Magic Empty Alchemy

Post by GM Mon Jan 23, 2017 4:49 pm

Alchemist: The order of alchemists use spells to create and fortify mixtures.  Wildfire being the most famous of the concoctions with the poison, the Tears of Lys being a close second.  The mixtures the alchemists create generally a time consuming and or take much preparation.  Once their mixture is made, they tend to increase in potency the longer they sit.  With alchemy the user is able to save other characters from the brink of death (0 down to -20 health), however if the characters health goes below zero they come back disfigured; almost as if their body had started to rot.

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