- 1 Proposed guidelines for RP abilities
- 2 Magic
Proposed guidelines for RP abilities
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.
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).
A calling spell transfers a being from another place or plane to your location.
- Skill Levels 1-5:
- Skill Levels 6-9:
- Skill Levels 10-16:
- Skill Levels 16-27:
- Skill Levels 27-30:
A creation spell manipulates matter to create an object or creature in the place the caster designates.
- Skill Levels 1-4: Tiny (~3 inches), inanimate entities.
- Skill Levels 5-9: Small, (6-22 inches) inanimate entities.
- Skill Levels 10-16: Small, (6-22 inches) animate or inanimate entities with limited sentience.
- Skill Levels 16-27: Medium, (20-56 inches) animate or inanimate entities with limited sentience.
- Skill Levels 27-30: Large (40-80 inches) animate or inanimate entities with limited sentience.
- Creation entities are not infinite and have a lifespan of 5 minutes per physical level of the caster.
Certain divine conjurations heal creatures or even bring them back to life.
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.
These abilities are limited to Divine entities only and can only be used once per in-game 24 hours.
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
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.
A charm spell changes how the subject views you, typically making it see you as a good friend.
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 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 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.
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 glamour spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
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.
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 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.
- (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.
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 spells physically change the properties of some creature, thing, or condition. These alterations are usually quite permanent.