Magic is a funny sort of thing, it is simultaneously the most powerful force on the world, and the simplest of tricks to fool the eye. In the world of Siaya, magic is found in all forms of life. For most though it is but a single ember hidden within them, too small to call upon. For some however, it is a roaring fire that is brimming to get out. The ones with this kind of power are known as mages, powerful individuals with abilites beyond the average humans wildest dreams. However a mage needs to learn more then anything, and the place to do so is a guild. A mages guild acts much like that of a merchants or crafters guild, and is a collection of individuals who wish to increase their knowledge and own power. They dot the kingdom, and are a safe haven for all magical beings. But guilds can be expensive, and so mages go on quests in order to get the bills paid and for their own personal income. You are a member of one of the two most prevalent guilds in the kingdom's capital city, they are:
-The oldest and widely considered greatest guild in the kingdoms.
-Extremely by the book and no nonsense.
-While there is camaraderie between the guild mates, they are cold to outsiders and believe themselves above the other guilds.
-Extremely efficient and always get the job done within the extent of the law.
-All members seek only to better their own magical abilities.
-Young guild, only about 3 years old.
-Very open and accepting of everyone.
-Also efficient although their methods usually garner the attention of authorities (not evil, just very careless and destructive).
-Members seek to help all those in need.
These two guilds are just about at their boiling point and they can regularly be seen arguing and fighting in taverns over who is better. But something may happen that causes them to set aside their differences and work together.
Magic is the source of all power in the world. It is inside everyone although the average person lacks the ability to utilize it. Those who can channel their inner mana in order to use spells. Mana is found within everyone and regenerates over time. The body takes it in from everything around them, including the air, water, and plants. The body also regenerates slightly faster when eating and drinking, by drawing in the particles from the food. While it is everywhere, mana is also found richly throughout the world in two different forms. The first is in naturally occurring fountains that let off a gas that is harvested endlessly and used to power most objects. The gas is also processed into water and forms mana potions. The second is a mineral form that is also found in abundance. This however is much more dangerous as it's extremely powerful. Mages are able to channel energy directly from this rock and can quickly regain their mana from it but are weakened shortly afterwards. The mineral is also ground into a powder and is used as an illegal drug by some mages who snort it. Doing this grants an incredible surge in power but can be dangerous as continual abuse will cause individuals bodies to start breaking down into pure arcane energy.
Magic itself can come in a variety of spells, from offensive blasts to supportive enchantments. Spells can be learned from teachings and long hours of studying tomes. Spells can also be developed on ones own but people must be careful not to overdo it or else they might injure themselves. Magical items also cause the world to run, with gasoline and diesel being replaced with clean burning mana (think like early industrial revolution era tech, modern fashion, and without guns, I like showers). Magical items aren't restricted to every day tech though, and can be some of the most powerful weapons in a mages arsenal. Mages also have the ability to emit raw magical force from their bodies which can lead to some interesting effects. These are separated into multiple categories:
Inscriptions: Typically found on scrolls, offer a devastating one time use spell free of charge, but afterwards they disappear.
Glyphs: Permanent enchantments found on items such as staffs that have unlimited uses that do not drain mana, but must be recharged after a while.
Runes: Trinkets and stones that offer a variety of effects but must have the users mana pored into it in order for them to activate. They also have a cool down time, with the length dependent on the effect.
You have complete creative freedom when it comes to your spells but there are some forbidden schools (doesn't mean I won't allow you to have them, but most people will report you to the authorities). These schools are: Hemomancy- Blood Magic Necromancy- Death Magic Voodoo- Magic that manipulates and curses someone Fel Magic- Magic that deals with demons.
And as always, magic is a weapon that is used to defend the innocent and as such should be treated like every other weapon and be used in defense and utility only.
-No God Moding
-Settle disputes like an adult
-No limit on spells, I feel since this is going to be our preferred method of combat we shouldn't have a cap, but be reasonable
-Watch your mana. While I won't set up a specific system, I'm leaving it up to your discretion. Use your head, the more powerful the spell, the more mana it takes up
-If someone has a spell that you would like to use also, feel free to take it. If the person has a problem with it either come to me or talk to them and we'll settle it
Age: (13+, if under 18 don't think you don't have to factor school into your character)
Spells: (Copy and paste as many times as needed, put in spoilers)
Personality: Serena is extremely cold and appears unemotional. While she's not necessarily rude, she's very blunt and to the point, never cutting corners with people. If she doesn't like you, you'll know. She's also has a regal air to her, commanding much authority for someone her age. Her posture is always straight and her aura radiates confidence.
History: Serena isn't from the capital city where she stays now. She's instead from the north, where many barbarians tribes rule and magic is more natural then arcane. Her house however is the ruling house of the north, gifted by the King of old to her ancestor, Dorian The Black Moon, for saving the kingdom. Her family was entirely made up of mages, with her and her twin brother being extremely promising. It was one day that her brother and her were training, under the extremely watchful and judgmental eyes of her father, that her brother lashed out. They had been raised since birth to be the greatest mages ever, having the best teachers and constantly studying and training. Her brother just wanted to be a kid but their father would hear nothing of it and struck him. That night his brother disappeared into the frozen wastes and she hasn't seen him since. Her father only grew harder on her though, but she learned to embrace the new challenge, and it wasn't long before she was sent south to the capital in order to join Magicae Maioritas. She quickly became one of the top members of the guild, despite her young age.
Spell Name: Frost bolt
Effect: A bolt of ice energy shoots from her hands and has light homing capabilities (able to make gradual turns). Can be shot in two forms, if in an energy form it slows the target on contact. If in an icicle form, it loses its homing capabilities but gains increased speed and becomes a solid projectile.
Spell Name: Flurry
Effect: Creates multiple small hail sized icicles that fire rapidly and leave small cuts on contact.
Spell Name: Ray of Frost
Effect: A beam of frost shot out from the hand that slowly freezes anything it touches. Can be used to also make crude constructs such as walls.
Spell Name: Enchatment: Ice Weapon
Effect: Enchants target weapon with ice, becoming sharper and slowly freezing anything in contact, besides the wielder.
Spell Name: Touch of Cold
Effect: Freezes on touch.
Spell Name: Pillar of Ice
Effect: Caster causes a large shard of ice to erupt from the ground anywhere within a medium radius of them. Can substitute for multiple smaller shards.
Spell Name: Flash Frost
Effect: Instantly freezes everyone and everything in a 15 yard radius.
Spell Name: Blizzard
Effect: Creates a snowstorm that does not directly harm an opponent (outside of being cold), but impairs vision. The caster can see perfectly however.
Spell Name: N/A
Effect: While not a spell, Serena's natural affinity with ice has an interesting effect. Her body feels colder and the air in a foot radius around her is a few degrees lower. While she's not bothered by most heat, she is also comfortable in low temperatures and doesn't shiver or get sick from colder air or water. In the rare moments where she loses control and is angry, the temperature drops significantly as a result of her exerting her power and small snowflakes may start to form. She can also exert her power in order to not become frozen by all but the most powerful ice spells, but she can still be hit by the physical effects, if she gets hit with an ice hammer the kinetic force is still going to hurt.
-Her rapier made of the finest metals in her land.
-Her necklace which her mother gave her, with a rune on it. The rune gives her an enchantment called Ice Born. It covers her body and ice and makes her more dense. While this occurs she cannot cast spells but her defense increases greatly and her strength is tremendous. It takes about half her supply of mana just to activate though.
Other: She has a runic butterfly tattoo on the small of her back (tramp stamp comments incoming)
I'll reserve a slot for Drachen Herz, I suppose.
[CS HERE LATER]
I doubt they will but if it gets filled up before you get a cs out I will give it away.
Well I'll get a CS up later in the day. And I think I'll go for a very different kind of mage...
Well you have complete creative freedom on your spells so have at it.
I'll get an Application up for a Magicae Maioritas character. Soon™.
Hmm...interesting...do you, the GM, have a basic plan to guide the plot, and keep things moving at some pace? If so, I will strongly consider joining here, despite having to play a human character.
Well you never know what wizards will make when their bored...Just remember owlbears.
Personality: Cheerful and cruel. Richard only joined Drachen Herz for one reason. It provided plenty of opportunity to test his forbidden spells on humans. That, and feed the unfortunate side affect of experimenting upon himself. But, when he wasn't enjoying himself via experiments and torture, he's actually a nice man to be around. Unless your his 'patient' that is.
History: Richard used to be the son of a wealthy mage family of Magicae Maioritas. He was being groomed to follow in his father's footsteps. That is, until he began experimenting in Fel Magic. In the beginning, it was simple. Imps for chores and minor duties, demons for interesting, if dangerous conversations, and so on so forth. Well, that all changed when he accidentally summoned a Demon inside of his himself and very nearly was killed forever. Instead, his mind was warped slightly and he killed his entire famirly before he could regain control of his own body. Running away, he began going deeper into the forbidden magics of the land, using the whisperings of the demon, who called itself Azazel, to guide him. Two years ago, he joined Drachen Herz to have an easier time of experimenting. After all, who would suspect one of their own members to be the source of all those horrific deaths and tortures?
Spell Name: Blood weapons.
Effect: Richard makes weapons out of his own.
Spell Name: Juggernaut
Effect: Richard solidifies his demonic aura into actual armor that encompasses his entire body, giving protection and strength at the cost of speed. Or, at a lesser cost, only one of his limbs.
Spell Name: Demonic senses
Effect: Richard turns his senses to that of a demon, nearly superhuman in level. Or, at a lesser cost, only one specific sense.
Yes I do have a plan to keep moving forward but it will be revealed in time. Also Rtron most of your spells are beyond stupid overpowered. You could keep them all but you would be drained after one use of each basically. You would also have to be very good at hiding your true nature because Drachen Herz is by no means evil.