Currently this rp is closed and not accepting new players.
Character Sheet Name: Age: Gender: Appearance: Abilities: As our characters are wardens they're all capable of knowing the basics. What I want here is what your character specializes in. Namely one branch of evocation, and one branch of Thaumaturgy, your character is specifically adapt in.
Evocation-instantaneous spells often of the kaboom variety. Classic fireball throwing image
Water-control of water and other liquids(acid for example) however also encapsulates entropy, the natural decay of matter too. Fire-Boom! control of fire but also heat, can be used to create ice by removing heat from an area. Earth-controlling the ground beneath peoples feet, but also contains gravity and magnetism. Also electricity if you're talking geo-electricity. Air-controlling the wind and oxygen. Big gusts of air or, if you're feeling mean, the complete removal of oxygen from a zone. Also movement magic such as flight or speed, although these are risky as it can lead to crashing and death. Spirit-two sides to spirit. Raw physical for e.g. telekinesis and huge barriers are one side to it, however there is also the subtler side which includes mind magic, creating light and veils(like invisibility cloaks)
Thaumatury-ritual magic, often requires set up(drawing chalk circle as a minimum) and time to complete. Rarely if ever used in combat. You also must have a symbolic link to what you want to manipulate(think voodoo dolls). True names, blood, hair, pictures and other things can all be used as symbolic links.
Technical specialties-many wardens choose to specialise in these fields, having a great degree of freedom in each one.
Divination-finding stuff or people, using the symbolic link to find them. Can also be used to divine injuries on a personal level
Conjuration-used to create physical matter from ectoplasm, the substance of the Never Never. You can make pretty much anything but the larger and more complex it is the more energy and time it will require. I quite liked using this to make gold to scam people with.#
Summoning and binding-summoning entities from the Never Never might be difficult as in this story we are actually in the Never Never. However this could be used to call beings to our side and then bind them to our wills. However there is not a being alive that likes being bound, often safer to summon and then bargain with for service. Also a circle to contain them when they arrive is never a bad idea, more likely to listen instead of biting faces off.
Wards-often around locations to create magical fortresses, however temporary ones can be created one scene to bottleneck enemies as an example. Alongside this you can create wards upon your person designed to trigger in specific circumstances. I once created one to stop me from dying if I fell form a great height.
Transportation and worldwalking-magic to get you from one place to another is include under this. Including the ability to open portals between places in the Never Never. Given the nature of our story it might be an idea for at least one of us to possess this power.
Crafting-think alchemy but also making enchanted items that you can use in combat to prevent you having to exhaust yourself with magic. I once created a walking stick that avoid static electricity, which could then be used like a taser.
Transformation and disruption-creating permanent changes in people. This can often include death spells, which in the Dresden Files are illegal. also turning people into other things and cursing them. If you're looking for a less fatal use, we once had a character that produced temporary and beneficial boosts for teammates.
Thematic Thaumaturgy-These are themes that will often embrace several of the technical fields above.
Biomancy-magic worked upon the body. Healing magic can fall under this specialisation, short-term supercharging as mentioned above, divining if someone is injured, also creating wards that use the natural world(wall of thorns anyone) Diablomancy-as mentioned above this is magic involving demons. Wardens are generally against this however you could use it to divine the presence of demons(or learn if someone is possessed) create wards that are specifically useful against demons and, of course, Summoning and Binding them. Ectomancy-The magic of ghosts, you can use this to commune with the dead. Except under special circumstances ghosts are usually invisible, not to an ectomancer. They can divine if spirits are near, or have gone this way, ward a room to keep them out(or in) summoning them and binding them to a task, and crafting items to protect from them. Entropomancy-cursing pure and simple. This is the magic you use to bring everything from bad luck, to out and out death on people. If you're feeling nice you can divine if someone is cursed, and transform them to get rid of the curse. Create wards that curse people that go through them, or wards that remove curses. Necromancy-messing with the dead is breaking one of the laws of magic, strictly forbidden and wardens hate it. If you were looking for a work around this technically only applies to human dead bodies. You could summon up an army of dead rats or maybe a dead raven to spy. I could see lost wardens justifying it's use to survive. Photomancy-manipulating light. You can create long term invisibility with this kind of magic, but also illusions so realistic that your own mother wouldn't know the difference. Wards that disguise rather than block access are examples, making a place invisible too. You could bring in conjuration to give your illusions solidity. Psychomancy-messing with the mind. Breaks another law of magic, but once again i could see desperate wardens turning to it. Could use divination to sense active minds nearby(without invading them) also supercharging your own mind(to keep awake all night or increase your reaction speed. You can also bring emotions into this, wards that induce terrifying fear in people for example, scaring them away.
Role spells: 1-3 spells your characters can do at a moment's notice. Their not necessarily your strongest spells, or most versatile, but their the ones you character can use at a moment's notice due to them being hammered into whatever section of your brain that it is which controls reflex. Everything else will probably take some time to get ready.
Special items: Instruments of the wizarding craft(3 tops) specific to your character. Everyone gets a warden sword so no worries about that. However, I'd suggestion everyone pick a wizard staff as its the most versatile a magical item can get. Items: Everyday things you character carries around that may, or may not be used for wizarding. Personality: Background: Other:
AS this is a multiverse rp we'll be going through different worlds with different rules which will allow for us to unlock new abilities and further the skills we already have. Does anyone have any ideas on how they want to do this?
Currently, my idea is when our characters are on rout to the next world we'll be given the option to either say our character has gotten better with an ability or power they've already have or gain a new power/ ability? Then once we enter the new world our character will have full access to whatever ability it is they've chose.
IDK about this idea though. It has potential but It seems like there's a lot of potential for things to get unbalanced.
That's another problem; I'm not; I've never read the books, just picked up a few bits from TV.Tropes and a total of one Dresden Files Wiki page.
I can tell you that the TV show (while not horrible) had VERY little to do with the books and such. If you have any questions feel free to ask, I'm sure one of us can help.
I can tell you that the TV show (while not horrible) had VERY little to do with the books and such. If you have any questions feel free to ask, I'm sure one of us can help.
Thanks! Anyway, what's the general rundown of the Universe?
I can tell you that the TV show (while not horrible) had VERY little to do with the books and such. If you have any questions feel free to ask, I'm sure one of us can help.
Agreed. Its a bit more complicated than a lot of fantasies, but between all the readers here I'm sure we'll have you familiarized with the workings of the Dresden world.
Thanks! Anyway, what's the general rundown of the Universe?
General rundown? Mmmm That's one of those questions which would take quiet a bit of time to answer. Would you mind narrowing it down just a tad? Are you asking about the political atmosphere that's going to take place around our characters? How magic works?
Thanks! Anyway, what's the general rundown of the Universe?
Umm, the most basic rundown I can think of is that magic (and everything that comes with it, Demons, Monsters, Vamps and such) exists in the modern world, but they try to keep a low profile for a number of reasons, ranging from tradition, to fear, to more sinister reasons. Wizards are almost all under the jurisdiction of the White Council, a geritocracy that contains 7 of the most powerful wizards in the world. We are Wardens of the White Council, essentially the Councils police force, hunting down rouge wizards and protecting Vanilla mortals from the spooky side of the Street. Traditionally the Wardens are more combat oriented than most other wizards, due largely to their profession.
There is a lot more information to be had, it's kind of hard to give a brief synopsis, there is a lot going on, other major political factions, major scary things, and other things. Feel free to ask.
General rundown? Mmmm That's one of those questions which would take quiet a bit of time to answer. Would you mind narrowing it down just a tad? Are you asking about the political atmosphere that's going to take place around our characters? How magic works?
The first.
<Snipped quote by Letter Bee>
Umm, the most basic rundown I can think of is that magic (and everything that comes with it, Demons, Monsters, Vamps and such) exists in the modern world, but they try to keep a low profile for a number of reasons, ranging from tradition, to fear, to more sinister reasons. Wizards are almost all under the jurisdiction of the White Council, a geritocracy that contains 7 of the most powerful wizards in the world. We are Wardens of the White Council, essentially the Councils police force, hunting down rouge wizards and protecting Vanilla mortals from the spooky side of the Street. Traditionally the Wardens are more combat oriented than most other wizards, due largely to their profession.
There is a lot more information to be had, it's kind of hard to give a brief synopsis, there is a lot going on, other major political factions, major scary things, and other things. Feel free to ask.
Well right now, there's a war going on between the white council(wizards,) and the red court(a type of vampire.) Which is where our characters come in. As wardens, we're the soldiers on front line fighting against the red court.
Well, it gets kind of complicated there too, but it all boils down to belief, if you have something you believe in, that is where the Faith (capital f intentional) comes from. Like for example, Dresden has Faith in magic, and that can give him some powers right there, whereas his best friend Michael, truly believes everything in the Bible, and that the sword he owns contains one of the nails from the Cross of the Crucifitcion (one of three) and the powers of faith he gets form that helps him to be one of the Knights of the Cross (serious badasses, though they never use magic, their faith allows them to take on some of the scariest things out there)
Well right now, there's a war going on between the white council(wizards,) and the red court(a type of vampire.) Which is where our characters come in. As wardens, we're the soldiers on front line fighting against the red court.
What are the Red Court's powers?
Well, it gets kind of complicated there too, but it all boils down to belief, if you have something you believe in, that is where the Faith (capital f intentional) comes from. Like for example, Dresden has Faith in magic, and that can give him some powers right there, whereas his best friend Michael, truly believes everything in the Bible, and that the sword he owns contains one of the nails from the Cross of the Crucifitcion (one of three) and the powers of faith he gets form that helps him to be one of the Knights of the Cross (serious badasses, though they never use magic, their faith allows them to take on some of the scariest things out there)
As far as Vamp Courts go, there are 4 major ones Red Court (turns into monsters, think more Van Helsing) White court (almost human, just a lot string and faster, feeds on emotions rather than blood) Black Court (Think Bram Stoker there) and the Jade Court (not much known there, operates in the Orient)
They have their Vamp form, which looks like a desiccated half bat half man thing. They also have an ability called the Vampires kiss, where their saliva acts as a heavy narcotic, drugging the victim into a stupor and addicting them to the venom with repeated use. Some of the more powerful ones can also learn magic, but the average foot soldier does not.
They have their Vamp form, which looks like a desiccated half bat half man thing. They also have an ability called the Vampires kiss, where their saliva acts as a heavy narcotic, drugging the victim into a stupor and addicting them to the venom with repeated use. Some of the more powerful ones can also learn magic, but the average foot soldier does not.
Ah, I see, and cool.
Edit: What are the merits of Spirit Evocation/Ward Thaumaturgy?
Well, Spirit evocation gonna be useful for a lot more subtly things TK can be really useful in all sorts of situations, magic is only limited by your imagination, plus veils turn you invisible and wards are how you protect things, keeping your home/base/whatever protected from all kinds of things, or hiding from detection, you can also use wards to set up traps and such.
Well, Spirit evocation gonna be useful for a lot more subtly things TK can be really useful in all sorts of situations, magic is only limited by your imagination, plus veils turn you invisible and wards are how you protect things, keeping your home/base/whatever protected from all kinds of things, or hiding from detection, you can also use wards to set up traps and such.
Thanks, that works!
Warning, though, should my KH RP turn out to not be dying after all, I might not join.