Ivan
The Fury of God
You are no one in particular, walking down a road nobody travels, going to who knows where, when, much to your surprise, you encounter a scouting party. They seem like local adventurers, a small rag-tag group of fellows probably doing work for a lord in the area. A couple are dressed in crude steel, and both carry Halberds. The rest are dressed in mostly simple attire, such as leather cloaks, or clothes they were able to rip off a dead man. Their weapons vary, ranging from bows to spears to maces to swords. They notice you, and hail you to them.
"Ho traveler! Not many come down this path," says a man who appears to be their leader. "It's a dangerous one at that, so I can only assume you're mighty brave. Could I ask for your name?" [NAME]
"Interesting!," exclaims the man. A variety of faces and murmurs between friends erupt from others within earshot, but that's to be expected from a band like this. "Only so many places this road leads to, friend. Could I ask where it is you're off to?" [KINGDOM]
"A fine coincidence that is! We're heading that way as well. Join us for a spell, and we'll help you there safely."
Hesitantly, or perhaps not hesitantly enough, you agree to join the mercenaries on their journey. It isn't far into the walk when some of the other mercs introduce themselves to you, and start asking questions. A kindly old mage begins to ask you about your magic abilities, [YOUR MAGIC SKILLS, SHOULD YOU CHOOSE TO HAVE ANY] while the two heavily armored Halberdiers ask you about what you have on you. [INVENTORY] Finally, a young squire asks you what you look like. You’re confused at first, but the other mercs explain that the boys been blind since he was born, and that they keep him on as a scout and a figurative “look-out” thanks to his keen sense of hearing. They tell you to humor the boy, and you agree, perhaps begrudgingly, to describe yourself to the child. [APPEARANCE]
Finally, the leader of the band himself asks you a simple question; why are you out and about like this? [GOAL]
[Your goal is a feature, wherein you can choose your reasoning for exploring this unforgiving world. If you set yourself a goal, such as; “I wish to avenge my father!” I will try to form a story line around that, and provide you with an overarching quest. You may, of course, skip this entirely by simply answering with “Wanderlust.”]
Content with the knowledge they’ve gained, the mercenaries leave you be for the rest of the journey.
Welcome to the world of Dominions! Anything goes, and your characters are limited only by your creativity and your knowledge of mythology.
The rules are simple, and I'm sure you all know them by now. No metagaming, no godmodding, no being a shitter, etc. As the OP, I reserve full right to reject your Character Sheets and outright tell you to fuck off. I'm very lenient with the types of characters I accept, and will present especial leniency to people I know are good RPers, or who present interesting character concepts. You're allowed to make basically anything, from a very angry vineman, to a dumbass clockwork automaton. So long as your character is within reason and well written, we'll have no problems. I'm also not a forgiving OP. Do something stupid, and I wont hesitate to punish you, and your characters absolutely can, and probably will, die. Finally, as a preference, I'd prefer you not include just a stolen anime picture for your appearance. It tells me nothing of your actual ability to write, and in such a circumstance, I will almost certainly reject you.
Keep all this in mind when deciding whether to apply, and what character you'd like to create.
This RP is different, perhaps, than what you may have seen here previously. It's what I've always seen called an "ISRP", or Interactive Story Role-Play, and works similarly to the 1x1's you do here. ISRP's work as follows; like a 1x1, the actual RPing will be done individually, between myself and one other person. the difference between this an 1x1 being that the amount of joiners will not be limited to one or two. Any number of people many join, each getting their own separate thread. For the record, the number of joiners will be subjected to my own whims, and may be rejected past a certain point if the amount becomes too much. For that same reason, I will be very picky about who I allow to join, so be warned.
Acroscephale, scholars of the stars: An ancient kingdom led by astronomers and wise men. The astronomers who helped build the old kingdom have recently emerged from centuries of study and meditation, ready to bring new wisdom. Its capital is known as Ithica, a spiraling city built atop five hills. Its crown jewel is the great observatory, situated on the tallest of the hills.
Ermor, the skeletal empire: The undead remains of a once dominant empire now sits in a deathly state. After the sorcerers and the mages committed one too many sacrifices, the whole kingdom fell into decay and disarray. The nobles, the soldiers, the people, were all turned into undead horrors, and now roam the earth in a state of anger. They seek to reclaim their empire, and punish the god that brought this curse upon them. Its capital is Nihil, a crumbling city full of death and decay. It is said that any who enter the city will be cursed with undeath for all of their days.
Sceleria, the new empire: Sceleria was a significant territory which broke off from Ermor before its fall. They were, unfortunately, unable to fully escape the curse that came over the Ermor, and much of their empire was also turned undead. Now, what remain of the living live and walk with the dead. Its capital is Interum. The city is a huge place, beautiful and white, but with an aura of decay lurking just out of sight.
Pythium, the emerald empire: The only significant part of the old Ermor empire that didn't fall to the curse after Ermor itself did. The lands of Pythium are as alive as the lands of Ermor are dead. The downside, however, is that the lands are in chaos. Rebellions happen frequently, and Pythium has lost much of its territory. The likely cause is the complete banning of the old Ermor faith, which many people still followed. The new faith has yet to catch on, and religious strife is a massive problem. Its capital is Cepi, a city of small size, but huge population due to the influx of citizens it received just before and right after the fall of Ermor. Due to this, it is seen by many as a dirty, crime infested hellhole.
Man, guardians of Avalon: Man is a feudal kingdom, lacking in the skills and resources that other kingdoms have. Their overall affinity for magic is lackluster, and their equipment is limited to skilled archers and knights. The kingdom's power comes from the forest of Avalon, a magical site conquered centuries ago and protected ever since. The holy forest sanctuary grants immense power to any who are allowed inside. The capital city of Avalon, named for the forest it borders, is small, and clean, and infested with magical energy. Despite this, the denizens of the kingdom still seem entirely ignorant of magic and its properties.
Eriu, land of the immortals: Eriu is home to the original inhabitants of Avalon, the Sidhe, Tuatha, and the Fir Bolg. These races predated man, and many other known creatures . The magic of Avalon has significantly extended their lifespan, making them live for hundreds of years. The Tuatha, divine mages who most often dwelt in the forest of Avalon, can live for thousands of years. It's city, known in the native tongue as "Tol'Og", is a place built into the face of a mountain, and protected by the enchantments of the forest surrounding it.
Ulm, legends of steel: Ulm is a kingdom clad in steel and power, and shuns magic. They can smith great tools and powerful weapons with little effort, and their forges burn hot with the creation of incredible things. In recent days, a cult has begun to pop up and has taken some power within the kingdom. This cult sees magic as a holy practice, reserved for a select few. The smiths of Ulm don't like the cultists, and the cultists don't like the smiths. It's likely that the two sides will clash before long. Its capital city, Eisenstadt, is famous the world round for the steam that billows over its roof tops. It is the smithing capital of world, and iron workers from all over travel here to set up shop and to learn from the very best.
Marignon, faith through fire: Marignon is kingdom built on religious zeal, faith, and extensive inquisitions. Their priests seek to root out any unfaithfulness and opposing religions that dare encroach on their territory, and those of different beliefs are often put to the pyre if they don't repent. San Sulva, the capital of Marignon, is a beautiful, bustling coastal city, and a central hub for sea trade in the west. It's built close to the coast, and flooding during high tide isn't uncommon. This is a boon for the farmers and a bane for those who dwell in the lower districts.
Mictlan, sacrificial alters: The Mictlan are a kingdom of primitive warriors who worship their gods through blood sacrifices. The alters they've constructed, though sinister in purpose, are gigantic in size and magnificent in appearance. The capital city of Mictlan, Tentioc, is a place that reeks of blood and dark magic. The great alter of the city, though, is a magnificent and intimidating sight to behold.
T'ein Ch'i, the Astral Bureaucracy: T'ein Ch'i is a mystical, orderly land controlled by a well organized bureaucracy. T'ein Ch'i has reached the very height of its empire. Its armies are the grandest in the east, its scholars are the wisest in the east, and their power is nearly assured. It isn't uncommon to see astral beings, creatures summed from a different plain, walking the streets alongside common folk. The capital city of T'ein Ch'i is Quizhou, a bustling hub of astral power, and perhaps the closest to the spirit realm the earthly realm has ever come. Shong palace, built generations ago by the founders of the Shong dynasty, is said to contain a direct link to the astral plane.
Machaka, land of voodoo: Machaka is an archaic land of voodoo and sorcery. Their jungle kingdom is home to giant spiders, big enough to ride, and skilled witch doctors who live far from "civilized" society. Mashanti, named for the tribe that originally controlled the area, serves as a capital in loose terms. It is, in reality, a small community of jungle wood huts where the chiefs of the many Machakan tribes gather to discuss war and laws.
Agartha, worshipers of the old ones: Agartha is a murky, underground realm, home to the pale ones, a race of giant, powerful, and distinctly pale creatures. These pale ones have diminished greatly over the years, as their incredibly long lifespan began to catch up with them, and now only a few remain. Humans have begun to take their place underground, and these humans worship the remaining pale ones. The capital of Agartha, which has come to be known as Crystal City by its human denizens, is a fabulous underground city constructed of rock and gems. It shimmers like the stars and provides a dull light in the underground cavern it resides in.
Abysia, lords of fire: Abysia is an extremely hot land, inhabited by humanoids made of magma and heat. Abysians warlocks frequently crossbred Abysians with other races, in hopes of creating the perfect being, and are willing to kidnap anyone or anything to further their experiments. Culvae, the capital city of Abysia, is built near a volcano, and constructed of molten rock. Those who can't take the heat would do well to stay well clear of this capital.
Caelum, the frozen angels: Caelum is a land of mountainous, icy terrain, inhabited by winged humans, who are well resistant to the cold weather. These "ice angel bastards" as they've been come to known by rowdy tavern folk, are beautiful and holy beings who descended from the old days, when angels still held a presence in the mortal realm. Cael, the capital of Caelum, has become more of a legend than anything. It is a city built atop the highest mountain in the world, and getting to it requires braving both the height and the unforgiving weather.
C'tis, encroaching miasma: The C'tis are a race of lizard men who dwell in disease ridden swamps. Their priests have awakened an ancient miasma, that spreads pestilence and wetlands wherever it goes, and has revived legendary lizard warriors of old. The capital city of C'tis is called Ayyubai. It is a dreary city built next to the great river. The ever consuming miasma and the increased swamp lands have left fields dead, and people slothful.
Pangaea, realm of the beastmen: Pangaea is forested realm, inhabited by mythical half beasts of godly origin. Centaurs and Satyrs are nimble and skilled, while the giant Minotaurs are brutish and simple. Ednynvil serves as a makeshift capital for Pangaea, as it is where the lords of the three beast tribes gather to hold council. It contains a number of small homes built into trees, where Satyrs and Minotaurs dwell.
Asphodel, corruption of the forest: Asphodel is deathly realm of demonic and evil half men and beasts. A great Pan, fed up with the treatment of the forest, began to take his revenge on the world by using the forest itself to resurrect the dead, and send these ghastly creatures out against those who would dare harm the great forest. Asphodel is a horrid place, of trees infected with dark magic, and beasts corrupted by dark power. The "capital" of Asphodel is called Sanctuary. It is where the horrible forest crones and the great pan make their dwelling. It is a deeply magical location, and very few are allowed anywhere near it.
Vanheim, lords of illusion: Vanheim is an ancient land, ruled by the Vanir, a beautiful race of men who can use illusions to hide their true appearance. Over the centuries, the Vanir have steadily declined in number, and thus have released humans from their servitude and allow them to bolster their armies and hold land to grow crops and feed the kingdom. The Van capital, Snovettia, is an ancient city embedded with magic and runes to its very foundation. Its bright lights are a welcome sight when traversing the snowy, and largely empty lands of Vanheim.
Jotunheim, realm of giants: Jotunheim is an ancient land, ruled by the Jotun giants, a race of giants with power and strength unequaled in their snow covered homelands. Over the centuries, the Jotun, like their age old Vanir enemies, have steadily declined in number, and as such, they released the Vaetti from their servitude, and allow them to join the armies and serve as mages. The giants are a proud race, and still refuse to allow humankind any sort of power within their lands. Adviskør serves as the capital of Jotunheim, and as a major coastal city. It is a gigantic, bustling place of wood working and ship building, and provides Jotunheim with the northern navel superiority they've enjoyed for so long.
Vanarus, the northern bear: Vanarus is a relatively new kingdom, founded under two holy races, as well as humans. The Vanir and the Chuds are a beautiful people of great skill. The Vanir can still cast their illusions, but powerful Chuds are able to turn in ferocious bears should the situation call for it. Humans still make up the majority of the kingdom, and serve as landowners and soldiers. Novgard serves as the capital of Vanarus, and as the biggest trade hub in the north. Any trade route that goes through the north goes through Novgard, not only because of it's place on the map, but also because the valuable wood they use in trade.
Bandar Log, kingdom of apes: The apes of Bandar have long since overthrown their demon and ogre overlords, and have begun a society all their own, made purely of apes. The white apes that remain are blessed beings, and are highly respected among the Bandar society. The capital of Bandar Log is just called Bandar, and it is a small, disorganized collection of huts and dwellings. Raajamandir is the center piece to the "city", and is the dwelling of the great white monkeys. It is a spiritual place, and few are allowed inside.
Shinuyama, dwelling of demons: Shinuyama is feudal land, ruled by Bakemono; ghostly goblins and strong warriors. Though despite having gone through a massive decline, the Shinuyama land is still home to the demons known as Oni, and they are just as powerful as they once were. Onimashu is the capital of Shinuyama, and is a bustling coastal city. Perhaps not nearly as big, or as much of a hub as other major ports, such as San Sulva or Novgard, but it does its job, and has cheap naval transport.
Ashdod, power of the giants: Ashdod is a kingdom which has lost much of its power and influence over the centuries. Constant onslaughts from rivals have greatly diminished their territory, and the pure blooded giants are getting rarer and rarer. Ashdod technically has two capitals, those being Ashdod and Ashkelon. They are two massive cities on either side of the great divide. Ashdod is a grand, beautiful city, and the dwelling of the high king, his concubines, and the priests of Ashdod. It is kept clean and orderly. Meanwhile, Ashkelon is the gathering place for the council of lesser tribes. It is where actual laws are made, but do to a lack of access to the kings coffers, its fallen into a sort of disrepair.
Nazca, mummy kings: Nazca is a kingdom that broke away from Caelum long ago, when two prominent eagle kings rebelled against the rest of the bird tribes, and split off to create their own faction. The descendants of the Caelum eagles make up the citizens and armies of Nazca, and they can fly just as well as their icy cousins. Cusco is the capital of Nazca. It is a grand city made of stone, and built on a mountain side. The great aqueduct, a crowning achievement of engineering, brings water from the river below the mountain, and up into cisterns below Cusco.
Xibalba, toads and bats: Xibalba is a flooded underground kingdom of connected caverns, inhabited by human-like toads. These toads are powerful warriors, and equip themselves with the obsidian found deep within the caverns. Alongside the toads, there exist the original inhabitants of the cave kingdom; the Zotz, a race of giant, human-like bats have lost their control and their great numbers, but still hold some power. Teoc, the capital of Xibalba, is a dank, dark, cavernous realm with dwellings built into the cave walls. A giant underground lake sits at the very bottom of the cavern, and serves as the home of the toad-kind and their king.
Atlantis, lords of the deep: Modern Atlantis is what remain of the old kingdom after it was destroyed and then reformed. The dwellers that remain are part frog, part human, and part fish, and find magic difficult. They often kidnap humans from the shore to teach magic, as humans are far more attuned to magic then the Atlantians are. The city of Atlantis itself still remains as beautiful as ever, despite the lose of the old basalt castle.
R'lyeh, masters of the void: The R'lyeh are a relatively new race, come from a fallen space rock. Despite their limited time in these lands, they've still been quick to make their mark on the world. The R'lyeh follow a dark god, and can summon horrible nightmare creatures from the void. They are will versed in the astral plain, and can blast your mind to bits with powerful mind attacks. The dwelling place of the R'lyeh, unpronounceable in their native language, and called The Void Gate by everyone else, is a place of terrifying power, enough so to drive an average man to the brink of madness. No man has ventured to this place and lived to tell the tale.
Pelagia, hall of the tritan kings: Pelagia is perhaps the most powerful of the underwater nations on a world scale. They are steady trade partners with numerous kingdoms, and have a sizable force that can conquer both the above and underwater realms. Their mermen can shed their tails and walk on land like humans. With the coming of bronze to the undersea realm, the mermen have stopped their use of coral, and instead suit their soldiers in bronze armor, and decorate their cities with beautiful bronze carvings. Tritonia serves as the capital of Pelagia. It, along with much of the rest of Pelagia, is an undersea trade hub, and a hotspot for the sale of salt, seaweed, and basalt. It looks much like any normal trade hub, save for that it is underwater, and actually looks very little like a normal trade hub.
Oceania, undersea half-men: Oceania is a land that corresponds to Pangaea to an uncanny degree. It's inhabited by half-men that have grown fish tails, and have adapted to life under the sea. These tri-men can walk on land by shedding their tails, and often do so to raid coasts and carry men and woman off into the waves. Mynic is the assumed capital of Oceania, almost exclusively because it's where the Pan's make their dwelling. Mynic is a coral village, hidden by seaweed and enchantments.
Ys, morgan queens: Ys is what remains of an ancient kingdom, sunk beneath the waves to prevent its total annihilation. The ancient denizens adapted to the undersea life by growing gills, and webbed hands and feet. They aren't pleasant to look at, but they are powerful nonetheless. The sorceresses of the old kingdom still rule with powerful magic, and have retained their beauty. Ker-Ys is the unfortunate capital of the old, above land kingdom, and the now below land kingdom. It being built to stand on land rather than sea seems to have done a number on it when the city sank. Building are water logged, and the undersea pressure has ground most weaker substances to dust. It looks bleak and desolate, and its infested with coral and undersea plant life, but many homes are still inhabited by the decedents of their ancient dwellers.
Magic is divided up into 6 Schools; Conjuration, Alteration, Evocation, Enchantment, Thaumaturgy, and Blood Magic. Each school hosts a multitude of spells, all centered around a specific, and sometimes more general, purpose. When playing as a mage, you will receive three points to divide among the three schools. These points determine the amount of spells you'll be able to use from any given school. This number can be increased later through various means and events, but this number will be your starting magic skill. Please include your point distribution in the "MAGIC" part of the CS. As a forward, there are nine levels to any given school of magic. You'll only be able to see the first three levels at first, primarily because I'm too lazy to fill out every spell for ever school all at once, but they will be revealed as the need arises.
Gems: Magic gems are required for all forms of summoning and enchantment, as well as some advanced forms of Evocation and Alteration. Anything pertaining to the undead requires a special kind of magic gem known as a "death gem" to summon. These gems can be recovered easily from a perished undead, but are hard to come across otherwise. As such, it's rare to find anyone not skilled in necromancy who carries them. To activate the power of a gem, you must crush the gem in your hand and then use the spell you wish to use.
Global Enchantments: Global Enchantments are unique spells that affect the world on a global scale. They are incredibly difficult to cast, require unique artifacts and lots of time to perform, and can cause effects of all kinds. Global Enchantments can summon a second sun, cause the whole world to fall into darkness, can cause the trees to unite against the caster’s enemies, and can even curse those who don’t perform specific types of magic. These spells can be dispelled with a dispel spell, by killing the caster, or by destroying the artifact required to cast the enchantment.
The Two Special Schools: There are two special schools in Dominions, Construction and Holy, that cannot be learned by a basic mage. The spells within can only be learned through unique events and teachers throughout the RP.
Conjuration: Conjuration is the school of summoning. It allows you to summon many kinds of animals, spirits, monsters and demons, but it doesn't include much in the way of summoning the undead. All summons will disappear or leave your side after a set amount of time, so use the time wisely.
Level 1
Summon Cave Grubs: Deep within the earth live monsters of giant size. These cave grubs are no different. The grubs are large creatures, capable of melting through rock to form tunnels thanks to their highly corrosive saliva.
Spirit Curse: The caster sets loose a spirit to curse an enemy. In exchange, the spirit is free to return to the mortal realm to wreak havoc. The contract is simple and quick, and the spirit will never directly aid you in battle.
Black Servant: Black Servants are dark, ghostly apparitions, lacking the ability to fight. They are, however, very difficult to spot, and make excellent scouts.
Tangle Vines: Spell summons vines to tangle up anything within a given area. Can be used to trap an enemy, or even aid in scaling things.
Summon Sea Dogs: Sea dogs are creatures that mirror their landlocked counterparts, but have gills and fins to allow them to swim and breath underwater. They fight as well as any regular dog, but have the added bonus of being able to scout an undersea area for you.
Summon Crocodiles: Crocodiles are simple beasts, not the best for fighting against a well armed combatant, but for anyone in light armor, their bite is deadly.
Summon Animals: Summons various animals and binds them to your service. The animals can be any number of things, and the animals summoned can changed based on where you cast the summons.
Level 2
Summon Fire Ants: Summon a number of extremely large fire ants. These fire ants are larger than horses, and far more dangerous, but also far less intelligent.
Summon Ogres: Summons a number of ogres to your side. Ogres are large, stupid creatures with a taste for human flesh.
Summon Shades: Summons a number of shades and binds them to service. Shades are ghostly beings, dwelling between the mortal realm and the undead realm in what is known as the "shade lands." Shades are ethereal, and can drain the strength from other beings.
Pack Of Wolves: Summons a pack of wolves to your service.
Summon Horned Serpents: Summons a small number of large, venomous serpents to your service.
Summon Killer Mantis: Summons a small number of giant mantis' to your aid. These mantis' are as large as a moose, and can kill quite quickly and easily with their speed and sharp pincers.
Level 3
Summon Lesser Fire Elemental: Summons an element of pure fire to your side. Lesser elementals are powerful, but don't have much longevity. They're difficult to hit through physical means, but one strike will destroy them.
Bind Scorpion Beast: Summons and binds a great scorpion beast to your service. The scorpion is giant, and has an exceptionally sharp and poisonous stinger.
Summon Lesser Air Elemental: Summons an element of pure air to your side. Lesser elementals are powerful, but don't have much longevity. They're difficult to hit through physical means, but one strike will destroy them.
Call of the Winds: Summons the great hawk, and a number of his servants. The great hawk is a friendly being, but doesn't like being awakened from his slumber, and will occasionally refuse to serve should he be summoned too often.
Summon Amphiptere: Summons an Amphiptere and binds it to service. An Amphiptere is a gigantic winged serpent, as large as an elephant, and with noxious breath.
Summon Lesser Water Elemental: Summons an element of pure water to your side. Lesser elementals are powerful, but don't have much longevity. They're difficult to hit through physical means, but one strike will destroy them.
Summon Yetis: Summons a number of Yetis to your service. Yetis are great ape-like creatures from the snowy mountains, with great physical and magical strength. They are always surrounded by a freezing wind, and getting near them can be dangerous for the caster as well as the enemy.
Summon Cave Cows: Summons a number of Cave Cows to your service. Cave Cows are a strange breed of cow that dwells underground, and lives on a diet of rock and fungi. Their saliva is highly corrosive, and can melt through most rock.
Call Kraken: Summons a great kraken and binds him to your service. Krakens are aquatic creatures, and cannot leave or be summoned outside of the sea or seashore.
Summon Lesser Earth Elemental: Summons an element of pure earth to your side. Lesser elementals are powerful, but don't have much longevity. They're difficult to hit through physical means, but one strike will destroy them.
Summon Cave Crab: Summon a single Cave Crab and binds it to service. Cave Crabs are like normal crabs, save for the fact that they're as large as a horse. They're generally docile creatures, but a wiseman would be best served to leave the creature alone as it scuttles through the caverns deep below the earth.
Revive Wights: Revives a number of Wights to your service. Wights are lesser soldiers of the underworld, armed with bane blades that cause skin to shrivel up and die should the blade make contact with it.
Revive Bane: Revives a single bane and binds him to service. Banes are leaders of the undead, powerful in mind and strength, and armed with bane blades that cause skin to shrivel up and die should the blade make contact with it.
Awaken Vine Men: Awakens a number of vine men and calls on them to serve you. Vine men are near identical to humans, save for the fact that they're made purely of vines and plants.
Summon Bog Beast: Summons a bog beast and binds it to service. Bog Beasts are formless creatures of mud and slime that exude noxious fumes.
Summon Sea Lions: Summons a small number of sea lions to your service. Sea lions are lions of the sea, and correspond to their landlocked counterparts in every way save that they have gills and fins for living a life underwater. Sea lions can only be made any real use of underwater, as on land they will die.
Call of the Wild: Summon a werewolf king and his servants to your side. The werewolf king is an opportunistic, and may turn on you if he's given a better deal by an opposing mage.
Alteration: Alteration is the school of magic concerned with change. It allows you to change yourself, or the world around you, to fit a multitude of different circumstances and situations. Alteration magic is powerful, and can influence a number of different things, but tends to wear off quickly, and can leave you with a major weakness depending on the spell used. All Alteration spells can be cast on friend or foe alike.
Level 1
Air Shield: Form a shield of air around yourself that blows away projectiles.
Twist Fate: Change the very fabric of future to successfully negate a single strike against you.
Hand of Dust: Turns your hands into a deadly weapon, which allow you to turn anything you touch into ash. Can be easily negated by any form of magic resistance.
Charge Body: Charge body is a double edged spell, that charges your body with electricity. When you are struck, the electricity discharges, striking whoever hit you, as well as striking yourself. This spell is only effective against one opponent at a time, but goes through all forms of protection, magical included.
False Fetters: Forms imaginary fetters around the ankles of opponents, making it so they are unable to move their feet until the spell ends or is dispelled. Those skilled in illusion and dispelling illusions can easily counter this spell.
Fists of Iron: Turns your fists into iron, allowing you to strike with increased force, and with less potential injury to yourself.
Earth Grip: Open up the earth around a foe, allowing them to be swallowed up. This spell has no effect on flying enemies, unless they are grounded, and can easily be countered by anyone fast enough to move out of the way.
Skeletal Body: Drys up your body until it becomes as thin as a skeleton. Good for scaring people, or making yourself a smaller target.
Eagle Eyes: Increase your precision and sight, and thus your likelihood to hit an opponent with any form of spell or missile weapon, as well as your ability to see.
Poison Touch: Makes your hands as venomous as a cobra, allowing you to poison anyone you touch. This spell only takes effect if you touch the person directly, thus any form of armor or clothing will negate the effect.
Resist Poison: Makes your body totally resistant to poison, but does little for poison already inside you than slow it down.
Barkskin: Turn your body into bark, making your resilient against physical attacks, but incredibly weak to fire of any kind.
Level 2
Combustion: Causes the body of an opponent to be engulfed in flames. This spell ignores armor, but can easily be countered by fire or magic resistance, and the fire can quickly be put out with water or snow.
Resist Cold: Makes your body incredibly resilient to cold and cold spells.
Phantasmal Warrior: Create an image of a warrior to attack an enemy. These images move sporadically, sometimes running at incredible speeds towards the enemy, sometimes not moving at all. Those skilled in illusions or dispelling illusions can easily counter this spell.
Mirror Image: Creates illusionary copies of yourself, making it difficult for an opponent to know who to strike. The amount of copies is random, and the spell ends instantly if the enemy guesses correctly and strikes you. Those skilled in illusions or dispelling illusions can easily counter this spell.
Resist Fire: Makes your body incredibly resilient to fire and fire spells.
Quicken Self: Quickens your movement to frankly ridiculous levels, allowing you move faster than ever before. This spell is best cast while stationary, as casting while moving will instantly speed up your movement, and may cause you to be thrown off.
Ice Shield: Forms the water around you into a shield of ice. This spell can only be cast when there is enough water to form the shield, such during the rain or lear a body of water. Fire spells, very hot beings, and even the sun itself can quickly melt the shield.
Resist Lightning: Makes your body incredibly resilient to lightning and lightning spells.
Alchemical Transmutation: Through much time and concentration, the mage may transmute base metals into gold. This process is very time consuming, and requires a significant amount of metal to yield a fair amount of gold.
Stoneskin: Causes your body to harden like a rock. As a side effect, you will also become incredibly susceptible to the cold, and ice spells.
Armor of Achilles: Strengthens your defense to a near godly degree, save for one glaring weak spot that is not obvious to you, but will be to your opponent. This armor only protects against physical strikes. Magic will cut through those affected as easily as anything else.
Earth Meld: Causes the earth around a foe to meld and sink, almost like quicksand. The foe must struggle to set himself free, during which he is unable to strike back, save with magic.
Weakness: Weakens the target, making their strikes weak and their life force weaker still.
Enlarge: Makes the target much larger for a short duration of time.
Level 3
Inner Sun: Inner sun turns away undead, and should the mage die in combat, light will rain down, killing any undead in the vicinity.
Immolation: Turns your body into a living pyre, which burns through everything it comes in contact with. This spell can easily fry the caster alive if they don’t take steps to protect themselves ahead of time.
Mistform: Turns your body into pure mist. While in this form, you cannot attack, but you cannot be attacked, and those not familiar with the spell with not suspect your presence.
Ghost Wolves: Summons two illusionary wolves to attack the enemy. Those skilled in illusions are dispelling illusions can easily counter this spell.
Ironskin: Makes your skin as tough as iron. As a downside, you will also become highly susceptible to lightning.
Mossbody: Covers your body in a magical moss that protects you from strikes until the moss is cut through. When the moss is cut, it will burst into a cloud of deadly poison. This effect can poison you just as easily it can poison the one who cut through the moss.
Evocation: Evocation centers around evoking magic forces to destroy the enemy. It focuses on combat spells, which can be used to cause incredible amounts of destruction, both to friend and foe.
Level 1
Freezing Touch: Allows you to freeze any enemy by touching them. This attack is potent, as it freezes through armor, but may be hard to connect with.
Flying Shards: Hurls a number of stones towards the enemy.
Burning Hands: A jet of fire shoots out from your hands, burning anyone or anything in front of you. Most low level fire spells can be easily resisted by heavily armored opponents.
Fire Darts: The mage is able to throw fire in the shape of a dart. This attack has very little piercing, and won't go through armor. Most low level fire spells can be easily countered by heavily armored opponents.
Flame Bolt: The mage is able to throw a bolt of pure fire. The bolt has moderate armor piercing capabilities, and will likely burn those without heavy iron plates. Most low level fire spells can be easily countered by heavily armored opponents.
Shocking Grasp: The mage grasps an opponent, and in doing so, sends an exceptional amount of electricity through their body. Armor offers no protection, and those without resistance are almost assured to die instantly.
Slime: The mage launches sticky goo at an opponent. Should the goo hit its mark, those affected with be slowed by its stickiness.
Geyser: The mage shoots a stream of scalding hot water at an opponent. This spell can easily be countered by heavily armored opponents.
Water Strike: Strikes the opponent with a torrent of water powerful enough to rend flesh from bone. This spell can only be cast underwater.
Cold Bolt: The mage shoots a bolt of ice towards an opponent. The bolt has moderate armor piercing capabilities.
Acid Spray: The mage throws his hands into the air, and acid spits out like a water sprinkler around the mage. This spell can easily hit friends and the caster themselves, as well as foes.
Astral Projection: Astral projection allows the mage to separate his mind from his body, and enter the astral plain. In this form, the mage is nothing more than an observer, and can do little more than spy. While in the astral plain, the mage’s mind is held to his body by a silvery cord known as an astral cord. Should an unfriendly astral mage discover the astral projection, he may seek to cut the cord, which would send you back to your body with your mind in tatters.
Arcane Bolt: The mage casts a bolt of pure arcane energy. This bolt has no effect on humans, but is deadly for magic beings. This bolt is the only thing that can cut an astral cord.
Level 2
Fire Blast: Blasts fire in a small area near the caster. The range of this spell is very limited, and it can easily become a problem for friend and foe alike.
Sulphur Haze: Generates a sulfuric mist that causes all who step through it to be afflicted with sore throats and light poisoning. The radius of the spell is large, and it can easily become a problem for friend or foe alike.
Flare: The mage hurls a ball of fire at opponents. This spell can his several targets, but is easily negated by heavy armor.
Lightning Bolt: The mage hurls a bolt of lightning at an opponent. This bolt is incredibly accurate over long distances, and is highly effective against armored opponents.
Shock Wave: Casts an electric shock in a large area in front of the mage. The radius of this spell is large, and can very easily backfire and strike the caster if they aren’t careful.
Cold Blast: Casts an ice blast in a large area in front of the mage. The radius of this spell is large, and can easily backfire and strike the caster if they aren’t careful.
Rain: Causes it to start raining. Rain makes it more difficult to see, and makes it more difficult to cast fire spells.
Rust Mist: Generates a mist that rusts armor. This mist has a large radius, and can easily hit friend or foe alike.
Solar Rays: Calls down the rays of the sun to burn all undead.
Vine Arrows [Move to enchantment]
Level 3
Fireball: Throws a number of small fireballs at opponents. These balls are not armor piercing, but can be thrown with enough force to cause blunt damage.
Mist: Generates a thick mist that makes it difficult to see.
Acid Bolt: The mage throws a bolt of acid at an opponent. This bolt can easily burn through armor, as well as the flesh underneath.
Freezing Mist: Generates a horribly cold mist that causes extreme freezing to any who pass through it. The radius for this spell is large, and it can easily affect friend or foe alike.
Magma Bolts: The mage hurls bolts of magma at an opponent. These bolts will melt all but the most heavily armored opponents.
Magic Duel: The mage challenges another mage to a duel of minds on the astral plain. Both mages are vulnerable while this duel is going on, and can easily be struck down unless they have protection.
Healing Light: Calls down healing rays to mend wounds and cure the sick.
Shadow Bolt: The mage hurls a bolt of shadow at an opponent. This bolt can go through armor, and paralyzes any that it hits. Undead are immune to this spell
Sleep Cloud: The mage creates a cloud of gas that can easily put those within its field to sleep.
Enchantment: Enchantment is the school of magic concerned with enchanting your body to make improve it in spectacular ways. Enchantments can be placed on friend and foe alike, and the enchantment school also contains numerous spells for summoning the undead. It is the primary school for raising and controlling the undead.
Level 1
Protection from Fire: The caster makes themselves immune to fire. Only one magic protect may be active at a time.
Gift of the Hare: Likens your movement to that of a Hare, making you quicker than ever before. Casting this spell while performing an action, such as running, will speed you up instantaneously, which may lead to problems. As such, it is best to cast this spell while stationary.
Protection from Lightning: The caster makes themselves immune to lightning. Only one magic protect may be active at a time.
Protection from Cold: The caster makes themselves completely immune to cold. Only one magic protect may be active at a time.
Resist Magic: The caster sacrifices the complete immunity of other protections to make themselves resistant to all forms of magic.
Animate Skeleton: The caster breaths false life into the bones of a fallen warrior, bringing it back from the dead to fight for the one who revived it.
Animate Dead: The caster breathers false life into a corpse, bringing it back from the dead as a soulless husk who exists only to serve whoever summoned it. Can only be cast when there are corpses to cast it on.
Protection from Poison: The caster makes themselves completely immune to poison. Only one magic protect may be active at a time.
Healing Touch: The caster enchants his hand to heal any who it touches. This spell cannot work on the caster himself, or on undead.
Level 2
Flight: Grants the mage false wings made of magic, which allow the mage to fly for as long as his magic power will carry him.
Water Shield: The caster surrounds himself in water, making him very hard to hit, but also incredibly weak to lightning. Fire can also heat up the water, effectively boiling the caster inside.
Breath of Winter: The caster is surrounded by extreme cold, which freezes friend and foe alike, and makes the mage completely immune to cold effects. This spell is most potent in cold regions.
Flying Shield: The mage animated a shield to surround him at all times. This shield flies around and blocks attacks aimed at the mage. This item does not offer any specific magic protection, and all magic rules apply as normal.
Revive King: The mage breaths life into a long dead king, bringing him back as a powerful undead being. Undead kings are more power and more intelligent than their skeletal and soulless counterparts, and can lead undead into battle.
Fire Shield: The caster envelops himself in fire, making him very hard to get near, and entirely immune to fire. The shield can be extinguished with water, or extremely cold ice, and all types of magic, save for fire, can penetrate the shield.
Level 3
Seeking Arrow: The caster summons an arrow that cannot miss. No matter where you fire it, it will find a suitable target, and attempt to pierce their heart. This arrow can be blocked with a shield, with heavy armor, or with a magic barrier
Claymen: The mage imbues clay with magical life, causing them to come to life as claymen. These claymen are hulking masses of clay, can hit hard, are not easily wounded, but are weak to freezing.
Strength of Giants: Bolsters your strength to match that of a giant.
Astral Shield: Forms an astral shield around yourself, that will blast any attackers into an unconscious state. This shield can be resisted be used to protect oneself during Astral Projection, but can be countered with an astral strike of enough strength, or by someone with enough resistance.
Raise Skeletons: Breathes false life into the bones of a number of fallen warriors, bringing them back as skeletons to fight for whoever revived them.
Create Revenant: The mage makes a contract with a ghost, which then goes off to torment one of the caster's enemies
Heal: This spell can be casted on anyone, the target included, to heal wounds and afflictions. Undead are not affected by this spell.
Regeneration: Allows the mage to regenerate from wounds in the thick of battle. Does not cure afflictions.
Thaumaturgy: Thaumaturgy is the general school, containing spells for multiple different situations and effects. Many global enchantments can be found throughout this magic school. All Thaumaturgy spells can be cast on friend or foe alike, unless directed otherwise.
Level 1
Sleep Touch: The mage’s hand becomes incredibly soothing, enough so that a single touch will put someone to sleep.
Desiccation: The caster inflicts the target with dehydration, which will increase at a rapid pace until the target either dies, or is given something to drink.
Farstrike: The caster opens a rift in the astral plain and strikes through it. This attack can be used to strike a distant target.
Blink: The caster opens a rift in the astral plain, and walks through it, allowing him to blink short distances away.
Horror Mark: The mage grants the target a horror mark, a terrible mark which directs horrors to attack him should they be summoned. Horrors are powerful astral beings, that will kill all but the most powerful warriors with ease.
Dust to Dust: The mage causes undead to return to dust by unravelling the magic that holds them together. No amount of protection can block this spell, but it can only affect a few undead at a time.
Decay: The mage causes a single target to age rapidly until they die. Magic barriers and high magic resistance can negate this spell.
Frighten: The mage will cause a single target to be filled with overwhelming fear of them.
Fascination: The mage fills the mind of the target with good smells and pleasant visions, causing them to be distracted. Those of strong mind can resist this spell.
Seven Year Fever: The mage inflicts a single target with a deadly fever that lasts seven years, or until death.
Curse: The mage curses a single target with bad luck. Curses are very hard to lift, and last forever otherwise.
Level 2
Bonds of Fire: Chains of fire trap the target in place. Should the target struggle to break free, the chains will heat up. Otherwise, the chains will be bearable. It requires those with strong wills, or strong fore resistance to break free of this spell.
Scrying Pool: The mage dumps magic gems into a pool of water, allowing them to spy on distant lands. The more gems dumped into the pool, the more accurate the spying will be, and the longer the pool will last. The scrying pool can be looked into by anyone, as opposed to Astral Window, which can only be viewed by the caster.
Marking: The mage marks a spot to return to later. Required for use in the returning spell.
Returning: The mage opens a rift in time, and flings himself through. If all goes well, the mage will return to an area previously marked instantly, and without the change of being followed. However, if all does not go well, the mage can be lost in space time, causing him to return late, never at all, or in a state of insanity.
Mind Burn: The mage attempts overwhelm the mind of a single target. If the spell is successful, the target will be inflicted with a horrible migraine, and will become far less intelligent than they were before.
Berserkers: The mage casts a spell on a target that causes them to go berserk. In this state, the target will attack enemies with increased strength and vigor, and will never stop until they or the enemy is dead.
Sleep: The mage pits a single target to sleep.
Level 3
Rage: A single target is overcome with a furious anger, and strikes out at friend and foe alike with increased strength and vigor.
Augury: The mage offers up a magic gem to the stars in return for seeing visions of the future. These visions may not always be accurate.
Sailor’s Death: The mage fills the lungs of multiple targets with water. If the target does not breathe water, they will drown in a short while.
Iron Will: The mage strengthens the mind of a single target, causing them to be more resilient against mind attacks.
Astral Window: The mage opens a window in space and time that allows him to spy on a distant province. The caster is the only one who can look through the window, as opposed to a scrying pool, where anyone can look through it. An unlucky mage may see a horror as he looks through the window, and either have his mind shattered, or become horror marked. However, the window allows extremely accurate spying without the use of gems.
Teleport: The mage opens a rift in space, and walks through it to a distant place. This mode of astral transportation is incredibly safe, but may require a number of days to reach the destination, depending on the distance.
Panic: The mage inflicts an overwhelming sense of panic in a single target.
Blood Magic: Blood magic is perhaps the most nefarious and evil of the magic schools. It takes influence from the other six main schools, but bloodies and corrupts them. Blood magic does not require magic gems, but blood sacrifices instead. All binding and summoning spells require blood sacrifices, and many high level spells do as well. The caster’s own blood can used for low level spells.
Level 1
Bleed: This spell causes blood to pour out of the victim's nose, ears, and mouth, resulting in a slow death. This spell can easily be negated by magic resistance.
Blood Burst: This spell causes the blood of multiple targets to explode, instantly killing any target. This spell requires a significant amount of blood, and can easily cause a single mage to pass out from blood loss should they attempt to cast it.
Blood Heal: The mage sacrifices blood to heal themselves. If you sacrifice your own blood, the cut used to extract the blood will also be healed.
Bind Imp: The mage summons and binds an imp familiar. This imp has free will, and can be commanded to go on missions on his own. Imps are tricksters, and will often cause trouble if left unattended.
Bind Fiery Imp: Binds a fiery imp, straight from hell itself. Imps are tricksters, and will often cause trouble if left unattended.
Blood Boil: The mage causes the blood inside a single target to boil. This spell causes pain and discomfort in the target, and can be cast without sacrificing blood.
Level 2
Banish Demon: The mage banishes a demon from the mortal realm. Often used against opponent summoners and blood mages in an effort to gain an advantage.
Bind Bone Fiends: Summons and binds multiple bone fiends to service. Bone fiends are odd, skeletal creatures that appear like devils. They are often thought to be the skeletons of dead devils.
Agony: The mage sacrifices blood in an extremely painful way, and this pain is transferred onto multiple targets.
Bind Spine Devil: Summons and binds a single spine devil. Spine Devils are wingless demons with poisonous spines covering their bodies, and sharp claws.
Bind Fiend: Summons and binds a single fiend. Fiends are charcoal black demons with long claws. Fiends are stealthy, and can easily phase into the shadows.
Level 3
Leaching Touch: If the mage touches a target, he will drain his life force and add it to his own, slowly killing the target and healing the mage.
Cross Breeding: The mage brings together a multitude of creatures, from mice to giants, and breeds them in an attempt to produce horrifying and powerful creatures. Cross breeding is a difficult process, and most results die before they can ever be made use of.
Bind Devil: Summons and binds a single devil.
Bind Frost Fiend: Summons and binds a single frost fiend. Frost fiends are icy blue devils, that exude cold wherever they go.
Infernal Circle: The mage creates a circle with seven symbols within it. This spell requires the blood of eight different victims, one for the circle, and one for each symbol within the circle. One the circle in complete, the mage can use it to unleash a large number of devils upon the mortal world. Some can be bound if the mage acts fast enough, but most will escape to wreak havoc on the world.
Last edited: