
Elements |
Opposing Elements Elemental beings (elementals, half dragons, etc.) receive X2 damage from their opposing elements. Dark/unholy beings take 2x damage from light/holy ethics (and vice versa) and take x1.5 damage from neutral ethics, while neutral beings only take x1.25 damage from light/holy and dark/unholy. All beings take half damage from their own ethic or element, and Elementals are immune to their own element. |
Abilities | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
From the get go, a mage character may command all of the elements (fire, ice, water, earth, lightning, wind). As listed on the profession page, a mage automatically receives the ability to channel these elements through his/her body for an additional 1d5+1 effect at Level 3. Like all other spell-casting professions, a mage’s spells are freeform. This means that there is no limitation or strict guidelines on how a character’s spell may work, or how he/she figures the damage/effect. We do ask that you keep it reasonable, of course. For example, a mage cannot control the weather, cause a rift in the earth, or create life (other than a familiar at Level 10). Mages may cast all sorts of spells, which are limited only by the imagination. They can cast spells that protect, damage, alter statuses, etc. However, a mage cannot heal. Only clerics may heal. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Familiars | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A familiar is a magical creature with a magical bond to their master - a wizard. Some are created through spellcraft and some are simply befriended (or bewitched) animals. Most familiars tend to be small and inconspicuous (such as cats, mice, birds, frogs, etc), though exceptions do exist (panthers, phoenixes, hermit crabs, etc). Familiars cannot use equipment, though they may be able to carry small items. Your familiar may be any sort of creature you choose, subject to approval by the Council. Necromancers are limited to undead creatures and are the only wizards who can create them. Note that you might have to pay to obtain your animal if it is exotic and can only be found in a pet shop. You must be at least a level 10 mage, sorcerer, or necromancer, and only XP gained AFTER creating the familiar may be paid to increase its levels. You may not pay so much XP that you would lose a level. A familiar starts at 0th level. It costs 100 gold plus the price for an equivalent level character to restore a destroyed familiar.
Communication Familiars do not understand speech (unless they gain the "Comprehend Speech" special attribute - see below) other than a handful of common words, no more than a typical pet would. This is not an indication of intelligence - rather, it is the fact that dogs do not speak English, just as people do not speak fieldmouse. However, the familiar does have means of communicating with their wizard. Level 0: The familiar is tame and amiable toward its wizard (though not necessarily so to others). Simple verbal instructions are understood from the wizard, their magical bond giving the familiar a vague comprehension of their speech. Level 1: The wizard and familiar can sense each others surface feelings when within FLvl miles of each other. The familiar can understand most things the wizard says (in any language), though unusual requests or words may not translate properly. Level 2: The wizard and familiar can communicate simple messages with each other via telepathy when within FLvl-1 miles of each other. Although actual words may not be used, they can understand each other's intent and instructions. Level 3: When within FLvl-2 miles of their familiar, the wizard recieves a slight boost to ONE sense, as appropriate for the familiar (ie, a bloodhound might improve their sense of smell while a falcon might improve their sight), gaining a +1 bonus to checks requiring the use of that sense. Level 4: The wizard and familiar can now carry on telepathic conversations with each other (though still without the use of words, relying heavily on feelings, ideas, and sensations). This replaces the Level 2 ability. Level 5: The wizard can recieve the familar's perceptions for (half the wizard's level) rounds once per day when he is within one mile of his familiar. This means he can see, hear, smell, taste, and feel what the familiar is experiencing. If the familiar takes damage during this link, the wizard must make a constitution check and an intelligence check. If he fails the constitution check he takes an equal amount of damage, and if he fails the intelligence check the sensory connection abruptly ends. Each time a familiar advances a level they select a special attribute from the list below - therefore, they have a number of special attributes equal to their level. Each may be taken only once. At fifth level, the player may choose to design a custom attribute for their familiar (subject to approval by the Council) instead of choosing one from the list. Some attributes have an elemental attribute - a familiar may only take one element in its lifetime, and must have the same element for all attributes. Attributes that grant a stat bonus to the wizard only function when they are within FLvl miles of each other. * Attack Bonus - Familiar (Familiar has +FLvl attack damage.) * Attack Bonus - Wizard (Requires Familiar version of attribute. The wizard does +2 damage with small (short sword and smaller) weapons.) * Bonus Spell - Familiar (Requires Spellcasting attribute. Familiar gains one extra spell per event.) * Bonus Spell - Familiar (Requires Spellcasting attribute. Wizard may cast one extra spell per event by expending two of the familiar's.) * Breath Weapon (Familiar has an elemental breath weapon and can use it once per event. Area of effect is a cone roughly 2xFLvl' long and FLvl' wide. All beings within the area of effect take FLvld6 soakable elemental damage, but may Evade to reduce damage by half before soak.) * Comprehend Speech (The familiar understands (but cannot speak) a single language the wizard knows.) * Elemental Attack - Familiar (The familiar's physical attacks deal elemental damage; +2 attack damage.) * Elemental Attack - Wizard (Requires Familiar version of attribute. The wizard's unarmed attacks deal elemental damage of the same element as the familiar's; +2 damage to unarmed attacks.) * Evade Bonus - Familiar (Familiar recieves +5% evade.) * Evade Bonus - Wizard (Requires Familiar version of attribute. Wizard recieves +FLvl% evade.) * Guard (Rolling vs. the wizard's dex, the familiar can intercept physical attacks and take the damage instead of the intended target.) * Healing Magic (Requires Regeneration attribute. Familiar can cast FLvl healing spells per event; FLvld3 effect.) * Hide (Only cat-sized or smaller familiars that don't glow can learn this. The familiar is adept at disappearing into shadows or behind trees, or simply blending in with a group of similar animals, and is treated as though invisible for the purposes of being found. A familiar cannot attack while hiding.) * HP Bonus (Familiar has FLvl extra hit points.) * Infravision (Although some familiars can already see in the dark (such as cats), this grants your familiar 30' infravision.) * Poison Attack (On attack rolls of 10 or lower (physical attacks only) * Regeneration (Familiar regenerates 2 HP a round.) * Resist Poison - Familiar (Familiar is immune to poison attacks.) * Resist Poison - Wizard (Requires Familiar version of attribute. Wizard may save vs. Con to avoid being poisoned.) * Sense Danger (The familiar has an uncanny knack for sensing when something bad is about to happen nearby. Event hosts should warn the player if something sinister is about to happen to the wizard or familiar, but need not explain its nature or give much notice.) * Soak (Familiar has FLvl x 5% physical soak.) * Spell Bonus - Familiar (requires Spellcasting attribute. Familiar recieves +FLvl to spells.) * Spell Bonus - Wizard (requires Spellcasting attribute. Wizard recieves +FLvl to spells of the familiar's element.) * Spellcasting (The familiar can cast FLvl+2 spells per event of one element; FLvld4 effect.) * To-Hit Bonus - Familiar (Familiar recieves +5% to hit.) * To-Hit Bonus - Wizard (Requires Familiar version of attribute. Wizard recieves +FLvl% bonus to hit.) |
Realms |
Clerics also use a freeform spell system, but are restricted by what is commonly known as a divine realm. Clerics may cast all sorts of spells, creating their own effects and damages, but they must do so within one of the realms listed under their god. If the spell cannot be associated with the realm in some way, it is not valid. A cleric cannot cast elemental spells unless that element is listed as a realm, or the cleric purchases an item approved by the Selected Council as a channeling item. Please note that spells within a realm are not restricted to the examples that have been provided. It would be impossible for us to list every possible spell that our creative players may conjure up, so be creative! Note: Where dice rolls are noted, there are merely suggestions. You do not need to follow these suggestions, but they act as guidelines to keep spell casters from abusing their abilities. If you exceed reason a host may not allow your spell. |
Chandel |
Holy Divinity: Through closeness with a Holy deity, the cleric may cast spells dealing with the use of the holy element. For example, the cleric may unleash righteous anger through damaging offensive spells, temporarily enchant a weapon or item with holy energy (during a quest or duel - usually for dlevel rounds), manipulate the existence of holy forces, etc. Spells of this category deal directly with the positive energy flowing out of the Pantheon of Light. |
Aquarao |
|
Badahammersmith |
|
Lylysa |
|
Hamish |
|
Vorhee |
|
Phonobele |
|
Gamori |
|
Darckvv |
|
Shaman (No Deity) |
|
Shanten |
|
Newtrom |
|
Lensen |
|
Auras: |
|
Copyrighted © by Exodus Night, and may not be used by any other. Persecution by law of the United States of America if copied. |