Hello curious ones I'm trying to setup arena bouts that are a bit different in nature. The idea is you make a character and then fight other characters using this character. I know most people love to use their already previously made character and to those I'll direct you to my other arena post. I plan to make this into a tournament eventually.
The point is to choose from 7 bloodlines, mix them as you want. Then use your 10 Exp points to make your character to your liking. Once that is done I accept it. Anyone interested? The bloodlines are below and the character sheet.
The blood% determines your affinity to certain abilities based on bloodline also your appearance. Your character will be considered a certain way based on looks rather than blood. However blood typically depicts the characters looks.
Through out the universe those who are able to tap into a higher level of being open the doors to limitless probabilities. The realms of time and space within higher and lower dimensions can be tapped into by those who reside in this world. The only cap to the size and power of manipulating probability to your will is ones soul. Beyond practice. One can only cast spells of high caliber with an expansive soul.
Experience points: You will have 10 experience points to spend on character creation. This is to limit and not limit the powers and creative liberties people will take when forging a character to win in battle. Accept the limits and create a finite character. Or go crazy as best you can with crazy spells. Review the Bloodline trait tree to grasp a better understanding of what your character can do with what bloodline. For a explanation see below.
Conjuration: Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport 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). Creatures you conjure usually, but not always, obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Matching Bloodlines:Nayu, Sol, Oro, Lassa, Tyro, Seraph
Enchantment: 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.
Matching Bloodlines: Seraphim, Tyro, Lassa, Oro, Nayu
Abjuration: Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Matching Bloodlines: Sol, Seraph
Transmutation: The transmutation school of magic consisted of spells that changed the physical properties of some creature, thing, or condition. The school was previously known as alteration.
Matching Bloodlines: Nayu, Sol, Oro, Dragon
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.
Matching Bloodlines: Lassa, Oro, Tyro, Nayu, Sol, Dragon
Divination: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Matching Bloodlines:Seraph, Sol, Nayu
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.
Matching Bloodlines: Seraph, Sol, Nayu
The point is to choose from 7 bloodlines, mix them as you want. Then use your 10 Exp points to make your character to your liking. Once that is done I accept it. Anyone interested? The bloodlines are below and the character sheet.
The blood% determines your affinity to certain abilities based on bloodline also your appearance. Your character will be considered a certain way based on looks rather than blood. However blood typically depicts the characters looks.
Through out the universe those who are able to tap into a higher level of being open the doors to limitless probabilities. The realms of time and space within higher and lower dimensions can be tapped into by those who reside in this world. The only cap to the size and power of manipulating probability to your will is ones soul. Beyond practice. One can only cast spells of high caliber with an expansive soul.
Bloodline Affinities and Experience points
Experience points: You will have 10 experience points to spend on character creation. This is to limit and not limit the powers and creative liberties people will take when forging a character to win in battle. Accept the limits and create a finite character. Or go crazy as best you can with crazy spells. Review the Bloodline trait tree to grasp a better understanding of what your character can do with what bloodline. For a explanation see below.
Conjuration: Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport 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). Creatures you conjure usually, but not always, obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Matching Bloodlines:Nayu, Sol, Oro, Lassa, Tyro, Seraph
Enchantment: 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.
Matching Bloodlines: Seraphim, Tyro, Lassa, Oro, Nayu
Abjuration: Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Matching Bloodlines: Sol, Seraph
Transmutation: The transmutation school of magic consisted of spells that changed the physical properties of some creature, thing, or condition. The school was previously known as alteration.
Matching Bloodlines: Nayu, Sol, Oro, Dragon
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.
Matching Bloodlines: Lassa, Oro, Tyro, Nayu, Sol, Dragon
Divination: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Matching Bloodlines:Seraph, Sol, Nayu
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.
Matching Bloodlines: Seraph, Sol, Nayu