Difference between revisions of "Talk:Idle Omens"

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(Proposed guidelines for RP abilities: new section)
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== Proposed guidelines for RP abilities ==
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==Roleplaying==
 
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If you've come to join us through your own choice, you should have noticed that we're very heavy on roleplaying in the forums.  The following section is dedicated to our various rules and guides to a single element of the game: combat.
==Magic==
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No one likes to have their characters defeated in battle, but sometimes there will be an opponent that you will not be able to beat.  We encourage sparring matches between guild members before playing out the scene in the forum, unless it should be evident who the winner would be -- although this is up to those involved in the duel and should be discussed privately (or in the Guild Council) before hand.
===Abjuration===
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===Skills===
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.  These are fixed manifestations and can not be moved once invoked.
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To establish limits on what our characters are able to do, we first of all encourage the creation of a character that isn't all powerful.  Even those of us that play our preternatural deities should limit their powers. To emphisize this, we're working on a system based on a hero(ines) raw Godville stats.
===Conjuration===
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On your hero page, you will find a list of your hero(ines) skills.  These are categorized into three subgroups: trade, travel, and combat.  Those that do not have such abilities are advised to stick to mundane combat abilities.
Conjurations bring manifestations of objects, creatures, or some form of energy to you ('''summoning'''), actually transports creatures from another plane of existence to your plane ('''calling'''), heal ('''healing'''), transport creatures or objects over great distances ('''teleportation'''), or create objects or effects on the spot ('''creation''').
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====Trade & Travel====
====Calling====
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For each individual skill under these categories, the character is alloted one specialization in the '''Magic''' category.  Certain exemptions will be allowed, and should be noted in a players chronicles.
A calling spell transfers a being from another place or plane to your location.
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====Combat====
*Skill Levels 1-5:
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For each individual skill under this category, the character is alloted one specialization in a form of '''Technique''', listed below.
*Skill Levels 6-9:
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===Magic===
*Skill Levels 10-16:
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====Evocation====
*Skill Levels 16-27:
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Belonging to one of seven (7) schools of elemental mastery, each member can only select '''one''' element to specialize in per skill they possess.
*Skill Levels 27-30:
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*Pyromancy: The control and manipulation of '''fire''', either created or natural. Users of this element are cautioned to be aware of its erratic nature -- backlashes ''can'' and '''will''' happen.
====Creation====
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*Aquamancy: The control and manipulation of '''water''', and other forms of liquids.  Whole rather weak at low levels, higher levels can manipulate ''blood''.
A creation spell manipulates matter to create an object or creature in the place the caster designates.
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*Aeromancy: The control and manipulation of '''air''', either natural or created.  It takes a certain creativity to make the most of this sphere.
*Skill Levels 1-4: Tiny (~3 inches), inanimate entities.  
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*Geomancy: The control and manipulation of '''earth''' matter, rocks and natural formations.  Users of this sphere are known for their deep patience.
*Skill Levels 5-9: Small, (6-22 inches) inanimate entities.  
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*Astral: Restricted to those of ''divine'' backgrounds, astral magic is the unrestricted access to the energies of another plane and the knowledge of how to manipulate and control said power.
*Skill Levels 10-16: Small, (6-22 inches) animate or inanimate entities with limited sentience.
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*Infernal: The control and manipulation of fear and shadows.  Although restricted to ''demons'' and the like, there may be exceptions.
*Skill Levels 16-27: Medium, (20-56 inches) animate or inanimate entities with limited sentience.
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*Divine: Only Gods & Goddesses can access these spheres.  They are much like their standard influences that can inflict either good or ill to their desired targets.
*Skill Levels 27-30: Large (40-80 inches) animate or inanimate entities with limited sentience.
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====Divination====
**Creation entities are not infinite and have a lifespan of 5 minutes per physical level of the caster.
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Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
====Healing====
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====Enchantment====
Certain divine conjurations heal creatures or even bring them back to life.
 
====Summoning====
 
A summoning spell instantly brings a creature or object to a place you designate for a fixed duration.  These are not true material manifestations, and any physical contact with the entity will cancel the summoning.
 
*Summoning uses the same skill chart as '''Conjuration''', but entities inflict much more damage.
 
====Teleportation====
 
These abilities are limited to Divine entities only and can only be used once per in-game 24 hours.
 
===Divination===
 
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.<br>
 
===Enchantment===
 
 
Enchantment spells affect the minds of others, influencing or controlling their behavior.
 
Enchantment spells affect the minds of others, influencing or controlling their behavior.
All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
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All enchantments are mind-affecting spells that can either charm or possibly subjegate victims to your will.
====Charm====
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*Keep in mind that these spells usually fail against higher leveled beings, and that all beings have some natural resistence to being enchanted.
A charm spell changes how the subject views you, typically making it see you as a good friend.
 
====Compulsion====
 
A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.
 
===Evocation===
 
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.  These are the basic 'fire-ball' and 'lightning strike' spells seen in sorcery battles that can reach terrifying levels of power.
 
===Illusion===
 
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
 
 
====Figment====
 
====Figment====
 
A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.
 
A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.
 
====Glamour====  
 
====Glamour====  
 
A glamour spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
 
A glamour spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
====Pattern====
 
Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
 
 
====Phantasm====
 
====Phantasm====
 
A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.
 
A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.
 
====Shadow====  
 
====Shadow====  
A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
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A shadow spell creates something that is partially real from extra-dimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
*(Disbelief): Creatures encountering an illusion usually do not have to recognize it as illusory until they study it carefully or interact with it in some fashion.  There are some exceptions, but few apply to our Guild.
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*Disbelief: Creatures encountering an illusion usually do not recognize it as such until they study it carefully or interact with it in some fashion.
===Necromancy===
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====Necromancy====
 
Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
 
Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
===Transmutation===
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====Transmutation====
Transmutation spells physically change the properties of some creature, thing, or condition.  These alterations are usually quite permanent.
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Transmutation spells physically change the properties of some creature, thing, or condition.  These alterations are usually quite permanent and are depenant on the caster.

Revision as of 05:59, 23 September 2015

Roleplaying

If you've come to join us through your own choice, you should have noticed that we're very heavy on roleplaying in the forums. The following section is dedicated to our various rules and guides to a single element of the game: combat. No one likes to have their characters defeated in battle, but sometimes there will be an opponent that you will not be able to beat. We encourage sparring matches between guild members before playing out the scene in the forum, unless it should be evident who the winner would be -- although this is up to those involved in the duel and should be discussed privately (or in the Guild Council) before hand.

Skills

To establish limits on what our characters are able to do, we first of all encourage the creation of a character that isn't all powerful. Even those of us that play our preternatural deities should limit their powers. To emphisize this, we're working on a system based on a hero(ines) raw Godville stats. On your hero page, you will find a list of your hero(ines) skills. These are categorized into three subgroups: trade, travel, and combat. Those that do not have such abilities are advised to stick to mundane combat abilities.

Trade & Travel

For each individual skill under these categories, the character is alloted one specialization in the Magic category. Certain exemptions will be allowed, and should be noted in a players chronicles.

Combat

For each individual skill under this category, the character is alloted one specialization in a form of Technique, listed below.

Magic

Evocation

Belonging to one of seven (7) schools of elemental mastery, each member can only select one element to specialize in per skill they possess.

  • Pyromancy: The control and manipulation of fire, either created or natural. Users of this element are cautioned to be aware of its erratic nature -- backlashes can and will happen.
  • Aquamancy: The control and manipulation of water, and other forms of liquids. Whole rather weak at low levels, higher levels can manipulate blood.
  • Aeromancy: The control and manipulation of air, either natural or created. It takes a certain creativity to make the most of this sphere.
  • Geomancy: The control and manipulation of earth matter, rocks and natural formations. Users of this sphere are known for their deep patience.
  • Astral: Restricted to those of divine backgrounds, astral magic is the unrestricted access to the energies of another plane and the knowledge of how to manipulate and control said power.
  • Infernal: The control and manipulation of fear and shadows. Although restricted to demons and the like, there may be exceptions.
  • Divine: Only Gods & Goddesses can access these spheres. They are much like their standard influences that can inflict either good or ill to their desired targets.

Divination

Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.

Enchantment

Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells that can either charm or possibly subjegate victims to your will.

  • Keep in mind that these spells usually fail against higher leveled beings, and that all beings have some natural resistence to being enchanted.

Figment

A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.

Glamour

A glamour spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.

Phantasm

A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.

Shadow

A shadow spell creates something that is partially real from extra-dimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.

  • Disbelief: Creatures encountering an illusion usually do not recognize it as such until they study it carefully or interact with it in some fashion.

Necromancy

Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.

Transmutation

Transmutation spells physically change the properties of some creature, thing, or condition. These alterations are usually quite permanent and are depenant on the caster.