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3 Months Later.. (Wizards)

Posted: Tue Apr 29, 2014 5:26 am
by Drakon
PEOPLE INTERESTED IN PLAYING LOOK FOR SECOND POST


Story so far:

Following the failed capture of the Celestial Dragon during the Dragon Festival involving a dancing girl, some carrots, a wire trap and some talking trees, the party is now on the run from Imperial authorities. The Dragon has returned to whatever dimension it came from and you guys are being hunted, hungry, and no dragon. Things are bad.

Fenlander of the Elementals (Raveen)

The land and the lord are one, so says the ancient wisdom. For Fenlander this is literally true as well as figuratively. As a child he had a natural affinity for the flow and rhythm of the fens in his father's lands. As a young man he left his ancestral home to learn more of this connection, a move his father disapproved of. Whilst they have came to blows they were never close again.

Fenlander studied his arts until the death of his father forced him to return to lordly life. His powers have created a period of unusual prosperity in one of the poorest regions of Drakonia and he now divides his time between his land and the college of mages.


Health: 185
Magic: 110

Attack: 26 (+7 Oaken Staff, Elemental Staff: +10A, permanently increases 1 (2 if wielded by an Elemental) spell's level by 1.)

Armor: 21 (+11 Chain Mail. +9 Steel Helmet)
Speed: 30

Spell Book:

Commune (3): Talk to the elemental spirits. They will tell all they know and more. 8M

Trees With SWORDS (4) - Trees gain sentience, are friendly to caster, fully armed with steel swords and battle armor 20M



Andonicus the Wise (Seer, Andon)

It was at a young age that Andonicus realized that he loved thyme. It went with everything. Grilled cheese. Ham. Eggs. Goat leg stew. Everything tasted better with thyme, and it seemed as though his meals lasted longer when he used it. It was one of the things that lead to him spending the first decade and a half of his life in the kitchen, spending his time with the thyme, trying to make the perfect soup.

One day, Andonicus was working on his soup and accidentally dropped a whole jar of thyme leaves into the pot! The smell was aromatic and Andonicus breathed in a great big lungful of the vapor, for while the soup may have been ruined, he may as well enjoy it. It was then he noticed that everything else seemed to be incredibly... slow. People talked slower. Things moved slower. To test, he let go of the spoon he was holding, and it fell into the pot... very slowly. Slow enough that he watched the ripples happen.

He knew something magical had happened, but he didn't know what. So, he did the first thing that anyone would do - He grabbed a cup, scooped it full of the soup, and drank it as fast as he could. The taste was strong, even for him, but the effects were astounding! Things virtually stopped! A jar let go moved as though it was sinking through jelly. A coin tossed in the air spun so slowly he could track which side was facing up.

And then everything caught up with him, and he came crashing to the floor, waking up hours later with a pounding headache, and a vow to find out what he did. It was then that he researched magic, discovered the school of the seer, and enrolled as soon as he could. He was older than most, but they loved him anyway, since he always had something to eat - and enough to share.


H: 105
M: 105
A: 12 (Faerie Staff: +5A, allows you to teleport a short distance.)
AR: 55 (After an epic duel with the Dragon itself, you seem to have lost some of the time magic surrounding you, things no longer move slowly when coming at you.)
S: 19 (Hornet's Dagger: +6A, +6S. -5 Dual Wield)

Other Items: Horus' Shield 1 successful attack towards the bearer each turn fails. Dagger of Time and Space: +4A, cannot be blocked.

Spell Book

Divination (2) - Look into the future. You are able to stop and study the various scenes as if you were there personally. 47M

Slow: All units in combat have speed reduced to 1. Duration varies. 12M
Demon Seduction: Target minor demon is in awe of your powers, submits to your will. (1M)
Backstep: Reverses time on an object, person, or area from as far back as an hour. 35M.




Verincent the Walker (Alchemist, Memento)

Turns out that Verincent coming out of the ground was just an elaborate ruse in his electrical mind to hide the fact that he was created. As a created being, it took only the right cue to bring about the knowledge that he was always being distracted from. He can manipulate reality by ways of the diminute and the electrical.

This insight was what allowed him to gaze into the past, what he was doing was just interpolating the inertia he was seeing in the world. But now that he has understood his nature he has decided to stick with these guys who accepted him unconditionally (despite his uselessness) and decided to try to use his insight for their benefit. He hopes he can maybe create nanomachine solutions to complement the group's lack of a medic. Injuries are sure to follow. Hell, an injury was precisely the insight that Verincent fell into.

The lack of practice might lead him to lose his insight into the past (Learn), but maybe it is time to let go of the past.


H: 105
M: 105
A: 13 (+7A Dagger, Hornet's Dagger: +6A, +6S)
AR: 26 (Chain Mail +10AR)
S: 26 (Ironfoot +15AR +15S -1 dual wield)

Spell Book

Transmute (2): You may cast your life-force into an object to change its nature. You may maintain the spell for a total of three turns before requiring magical reinforcement. 10M, 10H

Bieber Pond: Creates a pond of poisonous water in target location (must be within sight), the pond spawns 3 Biebers to wreak havoc on all living things. 16M




Uther the Unseen (Illusionist, notjarvis)

It was a time of fear, it was a time of terror. When the cries of the unfortunate, and the stares of the doomed let you know that you were in the worst brand of hell.

Yes, it was the first day of term  at the Quirgle academy of magic, and Uther, the smallest kid in school was terrified, the bullies in this school didn't just take your lunch money, there were rumours they had transformed unfortunate new students into animals that became lunch for their new classmates.

Uther slipped into the school, filled with fear, praying he wouldn't get noticed. A group of larger boys were sauntering down the corridor towards him, and sauntered past! They hadn't noticed him! To scared to move, Uther stood frozen to the spot for another hour, before he noticed that several students had hung their coats on him, and he suspected something odd was going on....

Checking in a mirror, Uther discovered he had managed to create an illusion that he was a rather fine mahogany hat stand.

This natural talent for illusions served him well in the first year at school, as he wasn't bullied once and managed to pass all his exams with the highest marks in his year.

However he was shortly thereafter thrown out of the academy, as not one single lecturer or student remembered him being in class, so he was therefore obviously cheating.
Nursing a grudge the size of a mountain, Uther wanders from town to town, doing illusions in bars for money.....

P.S.

One may be forgiven for wondering why such a person would be selected by the colleges of magic to go on an important quest.
Suffice it to say it involved a heavy, self-pitying drinking session, in one of these aforementioned bars (after doing his infamous "bawdy romp" illusions for it's less than illustrious patrons).
Uther related his tale of woe (unbeknownst to him) to a senior wizard from the college of magic who didn't want to see any more of his students burnt to a crisp.
Uther is about to wake up with the biggest hangover of his life, having volunteered for a quest he knows nothing about.


H: 115
M: 105
A: 22 (Trident: +12A)
AR: 28 (Leather Jerkin Chain Mail and Steel Helmet: 20AR.)
S: 3 (-2 for excess armor)

Spell Book

GENIUS (3) - Puts a seemingly great idea into target's head. You no longer require sight to perform this spell effectively and can reasonably break through a target's mental defences. 17M

Mahogany (2): Transforms yourself into a Mahogany stand. You grow 6 inches. No mana cost required.
Voice of Command: Appears noble and wise, expanding charisma and influence. 10M per turn sustained.




R'rud the Denier (Solarflux, Duellist)

Realising perhaps too late that the party is ill equipped to deal with dragons, the Archwizard of the College of Wizards sends a Duellist to aid them. He is disguised rather well as one of the cult's dancing girls..


H: 115
M: 120
A:  23 (Talon of Horus: +20A, 1 failed attack on enemy becomes successful.)
AR: 13 (Silk Robe, Leather Jerkin)
S: 15

Other Items: Silver Dagger: +7A, may have hidden magical properties.

Spell Book

Possession: Transforms into The Denier. All stats are doubled and all combatants may not use spells. 47M
Absorb: Dispels target spell and add it permanently into your spell book. 77M

Magic Barrier: Target is protected by an energy barrier. Absorbs 100 damage. Magical attacks on barrier restores caster 30M. Destroying the barrier knocks melee attackers back, stunning them for 1 turn. 40M.

3 Points: Counter - Send an enemy spell back at the caster. 40M



Folst of the Healers (id3nt1ty)

Folst wanted to be a brain surgeon, the trouble was he wasn't sure why or what one, was but it did sound cool. It had probably come to him in a dream or something. Anyway, regardless of what he wanted to be Folst had ended up being sent to the Ulstoth School of Magical Medicine by his villages tribe-mistresses.

It had all started with his cat, Nym. Nym had got hit by some drink-driver, galloping his horse and cart through the village Kindly Kanter zone. Most cats wouldn't get hit by a horse and cart, but then most cats aren't as stubbord and bossy as Nym. Upon hearing the horse and cart bearing down on her, Nym simply turned to the horse gave it a commanding "MEOOW" and demanded that it stop. Now, regardless of how stubbord and bossy you are, a meow wasn't going to stop the most stubbord force in the physical world[1]: inertia. The horse had no choice but to gallop right over Nym, lest it be run over by the cart as well. Folst did hear the command however, and seeing as he'd be woken from his dreams of what ever would-be brain surgeons dreamt about, he decided to go and see what Nym wanted.

By the time he got to Nym, the horse and cart had long gone, along with Nym's front left leg.
  Get me my flipping leg back, Nym meowed - not that she actually expected it back. Normally her stupid human tended to cycle between checking her food, giving her a scratch, or jingling her bell. The trick was to anticipate which of the three she was going to need next and add a few additional meowing sessions in before Folst got to the one she actually needed. Much to her suprise, this time she got what she wanted straight away. Folst, who was suddenly looking particularly pale for this time of year, knelt down and magicked her leg back. Much to Folst's supprise, someone put their hand on his sholder.
"That's a neat trick, boy!" It supprised Folst because it meant that someone else had seen the leg come back, and therefore it had probably actually happened.

Anyway, to cut a long backstory short, Folst had ended up shut in a hut where his tribes-people occasionally sent him sick animals and other tribes-people to try and heal. After a slightly promising start which involved replacing hacked off fingers with thumbs and a sheep with a pigs snout, the tribes-mistresses decided it would probably be better to send him off to a school to get trained properly. Besides, with the price their "local" wizard was charging, they could probably make a return on their investment within a couple of years. Nym went too because she'd spent a lot of time training Folst, and she be damned if she was going to start on a new human now.


H: 117
M: 119
A:  11 (Faerie Staff: +5A, allows you to teleport a short distance.)
AR: 8 (Leather Jerkin: +8AR)
S: 12

Other Items: Bow and Poison Arrows: +7A, chance to poison enemy.

Spell Book

Familiar: Nym is a magical being bonded to you since birth.
Heal: Heals any living creature's wounds. (30 H healed). 30M

Re: 3 Months Later.. (Wizards)

Posted: Tue Apr 29, 2014 5:31 am
by Drakon
For those interested in joining the game, signups are easy. You just tell me your character name, their background, and what magical School they're a part of. The Schools available in this incarnation is as follows:

Sword Sage: Drakonia is often ruled by the powerful. While magic is in its way the greatest of the powers, a blade is by far more common, therein providing it with the greater strength. The Sword Sages specialize in enchanting magics to augment their martial skills to complement their exceptional abilities in making sausages.

Alchemist: Generally an eccentric sort, Alchemists spend their time obsessing about making gold out of things that has no business shining in the first place. Oh, and creating the first man made man. And robots. What? When you have the ability to change something into quite something else, there's bound to be trouble..

Healers: They're good at it. There is a great deal of overlap between the healing school of magic with the other 7. Healers are known to repel and restore blighted land and many reverse ailments by turning back time on a particular patient. Some who have a talent with the blade become Paladins, and so forth. But principally and at their core - their skills are based on healing.

Necromancer: Immortality belongs to this particular school of magic. However, this school regarded by many as not native to Drakonia's plane of existence, what with the death-defying spellcasters and their army of undead things and the constant summoning of demons... Their use of extra-dimensional forces is indeed, wearisome.

Pyrae: Fire Mages, plain and simple. A relatively young school of Magic, the Pyrae is regarded as something of a suspicious entity in the Wizarding community. Pyrae are often seen in the company of generals and kings but some low-level Pyrae are known to be scout masters and hearth-keepers.

Re: 3 Months Later.. (Wizards)

Posted: Tue Apr 29, 2014 5:40 am
by Solarflux
I would like to design my own spell please!

Spell: Magic barrier

I have given the spell some thought. I would like to be able to create a protective bubble for myself or one of my allies. While the bubble holds, it protects the target from magic damage for a short (20 sec perhaps) amount of time. The magic of the offensive spell is absorbed, thus restoring the duellists mana for each spell cast against the shielded person. Physical damage pops the shield, but stuns the attacker for 1 sec and slows by 30% if done with a melee attack. Ranged hits simply pop the shield (only absorbs damage of that hit, then is gone).

Shields cost 30 mana. Each absorbed spell gives 40 mana back to the duellist.

Re: 3 Months Later.. (Wizards)

Posted: Tue Apr 29, 2014 11:11 am
by Raveen
Stuff back please. Please note that Gordon is part of my stuff ;)

Re: 3 Months Later.. (Wizards)

Posted: Wed Apr 30, 2014 4:59 am
by Drakon
Still to wait for the other 3..

Re: 3 Months Later.. (Wizards)

Posted: Wed Apr 30, 2014 7:30 am
by notjarvis
New Spell!

Illusion of command
Uther can cast a spell which makes him look noble and wise. His voice mellows and deepens (from it's normal nasal whine), his acne disappears, and his sharp nose retreats to a normal size.
And of course - he has extremely good hair
He looks much like a prince from a Disney film would do in real life in fact.

If he concentrates hard, he can even make the illusion of fine clothes appear upon him.

People trust him more, listen to him more and sometimes even obey him based on his demeanor and appearance whilst the illusion lasts......


Dunno about Mana cost - you choose.

Re: 3 Months Later.. (Wizards)

Posted: Wed Apr 30, 2014 12:04 pm
by Memento
For me, a class change to alchemist please.

Turns out that Verincent coming out of the ground was just an elaborate ruse in his electrical mind to hide the fact that he was created. As a created being, it took only the right cue to bring about the knowledge that he was always being distracted from. He can manipulate reality by ways of the diminute and the electrical.

This insight was what allowed him to gaze into the past, what he was doing was just interpolating the inertia he was seeing in the world. But now that he has understood his nature he has decided to stick with these guys who accepted him unconditionally (despite his uselessness) and decided to try to use his insight for their benefit. He hopes he can maybe create nanomachine solutions to complement the group's lack of a medic. Injuries are sure to follow. Hell, an injury was precisely the insight that Verincent fell into.

The lack of practice might lead him to lose his insight into the past (Learn), but maybe it is time to let go of the past.

Re: 3 Months Later.. (Wizards)

Posted: Wed Apr 30, 2014 1:28 pm
by Andon
I'll be making a spell but am on my phone at work

Re: 3 Months Later.. (Wizards)

Posted: Wed Apr 30, 2014 7:38 pm
by id3nt1ty
Name: Folst
School: Healer

Backstory: Folst wanted to be a brain surgeon, the trouble was he wasn't sure why or what one, was but it did sound cool. It had probably come to him in a dream or something. Anyway, regardless of what he wanted to be Folst had ended up being sent to the Ulstoth School of Magical Medicine by his villages tribe-mistresses.

It had all started with his cat, Nym. Nym had got hit by some drink-driver, galloping his horse and cart through the village Kindly Kanter zone. Most cats wouldn't get hit by a horse and cart, but then most cats aren't as stubbord and bossy as Nym. Upon hearing the horse and cart bearing down on her, Nym simply turned to the horse gave it a commanding "MEOOW" and demanded that it stop. Now, regardless of how stubbord and bossy you are, a meow wasn't going to stop the most stubbord force in the physical world[1]: inertia. The horse had no choice but to gallop right over Nym, lest it be run over by the cart as well. Folst did hear the command however, and seeing as he'd be woken from his dreams of what ever would-be brain surgeons dreamt about, he decided to go and see what Nym wanted.

By the time he got to Nym, the horse and cart had long gone, along with Nym's front left leg.
  Get me my flipping leg back, Nym meowed - not that she actually expected it back. Normally her stupid human tended to cycle between checking her food, giving her a scratch, or jingling her bell. The trick was to anticipate which of the three she was going to need next and add a few additional meowing sessions in before Folst got to the one she actually needed. Much to her suprise, this time she got what she wanted straight away. Folst, who was suddenly looking particularly pale for this time of year, knelt down and magicked her leg back. Much to Folst's supprise, someone put their hand on his sholder.
  "That's a neat trick, boy!" It supprised Folst because it meant that someone else had seen the leg come back, and therefore it had probably actually happened.

Anyway, to cut a long backstory short, Folst had ended up shut in a hut where his tribes-people occasionally sent him sick animals and other tribes-people to try and heal. After a slightly promising start which involved replacing hacked off fingers with thumbs and a sheep with a pigs snout, the tribes-mistresses decided it would probably be better to send him off to a school to get trained properly. Besides, with the price their "local" wizard was charging, they could probably make a return on their investment within a couple of years. Nym went too because she'd spent a lot of time training Folst, and she be damned if she was going to start on a new human now.




[1] There are more stubbord forces in the meta-physical world, but I'll leave that to our game master to divulge.

Re: 3 Months Later.. (Wizards)

Posted: Wed Apr 30, 2014 8:47 pm
by Andon
Spell: Backstep.

Andonicus, try as he must, cannot send things through time regardless of the amount of thyme he uses. Yet, at least. However, he has managed to send time through things (At a high cost of thyme), and can utilize this, somewhat. He can reverse the time on an object, person, area, etc. to a point a few moments ago. While not spectacular, it can do some nifty utilities such as fixing a vase the cat just knocked over, or healing some wounds, or bringing back footprints that have since washed away.
Cost: 35 M

Re: 3 Months Later.. (Wizards)

Posted: Thu May 01, 2014 4:36 am
by Solarflux
Nice! Fun back story Id. Also, a useful spell Andon.

Re: 3 Months Later.. (Wizards)

Posted: Thu May 01, 2014 6:29 am
by Drakon
All of your stuff are up on the first page. R'rud, I need you to copy the description for your level up from the PM. I seem to have lost it.

Folst of the Healers

Choose two of these for your Spell Book.

Familiar: Nym is a magical being bonded to you since birth.

Heal: Heals any living creature's wounds. (30 H healed). 30M

Banish: Use your magical skills to exorcise possessed individuals. 60M

Re: 3 Months Later.. (Wizards)

Posted: Thu May 01, 2014 8:40 am
by id3nt1ty
Oooh, Familiar and Heal please!

Re: 3 Months Later.. (Wizards)

Posted: Thu May 01, 2014 9:34 am
by Solarflux
3 Points: Counter - Send an enemy spell back at the caster. 40M

This spell takes all my 3 points from leveling up right?

Re: 3 Months Later.. (Wizards)

Posted: Fri May 02, 2014 7:33 am
by Drakon
R'rud: Yes. Also, game starts now.

You have been running for weeks. Your attempt to capture the Dragon has failed. Almost none of you have left the battle with the inter-dimensional being unchanged, some of you have mastered new spells through combat, others gaining deeper insight into the fabric of reality by seeing into its eyes.

You had lost, and you had fled. Agrippa was slain on the twelfth day of your escape, holding the Imperials at bay with his undead warriors to buy you time. A month later, you have left the Kingdom of Yang and have gone to ground south, in the city state of Doner, a grand city with high walls and a huge mercantile industry in the middle of the southern desert.

Mordin had set up a small practice here, and had prospered, and in turn so did you. All of you lived together in relative peace in a small two-storey building, the lower part taken up by Mordin's clinic. Day 27, the Archchancellor of the Wizards Tower sent a message, calling Mordin home to deal with some plague or other. He complied, but not before writing for his apprentice to replace him.

Forst was not exactly the calm presence that Mordin was, and nor was he as skilled. The party didn't exactly take with him because he came here with news of a dragon. No, not the one that the party faced a month or so ago, but a Sand Worm. Supposedly, Forst saw one (no one has) while crossing the desert to Douner.

All of you were set on putting it to the young one's hyperactive imagination when rumors of a monstrous lizard -- or a dragon, has been ravaging trade caravans coming to the city. You've seen one of the victims up close, Forst had barely been able to heal him - the man was almost torn in two.

According to the poor man, the Sand Worm was at least the length of the trade caravan, with red eyes and an impenetrable hide. At one point it unleashed fire from its maw. It was legless, but its tail ended in a wicked blade which it used to dismember its victims. It was upon them and gone in a single moment, but the caravan was almost wiped out.

A dragon, then.

Quest: You are to capture a dragon, dead or alive.
Immediate Quest: Look into the Sand Worm rumors.

Now, you have several options to choose from:

1) Head to where the caravan was and see what you can find.
2) You really don't buy it.. head to the tavern for better news.
3) You need to arm yourselves for this encounter. To the blacksmith!