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Fantasy The Legend of the Legendary Mages Encylcopedia

Hachi Machi

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Links

Interest Check
In Character Thread
Out of Character Thread
Character Sheets
Encyclopedia

Work-In-progress (This is a jumbled mess, so feel free to ask questions in Out of Character Thread, if anything confuses you)

For Navigation Purposes

Crtl + F these Key phrases and click on the second search to find specific pieces of information within the encyclopedia (Ignore quotations):

"Post 1A": For information on character sheet.

"Post 2B": For a general list of Current Magic Types.

"Post 3C": For short descriptions on Black Magic types.

"Post 4D": For short descriptions on White Magic types.

"Post 5E": For short descriptions on Alchemy types.

"Post 6F": For an FAQ on Magic.

"Post 7G": For information on the requirements to use Magic.

"Post 8H": For examples of magic spells.

"Post 9I": For information on Magic Energy and Blood.

"Post 10J": For information on spells.

"Post 11K": For information on spell creation.

"Post 12L": For Character Sheet Copy/Paste Code.

"Post 13M": For a link to a list of non-playable characters.

"Post 14N": For a link to School Stuff.

"Post 16P": For information on the first roleplay post.
 
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Post 1A

Information on Character Sheet
This section's purpose is to guide the role player on how to complete their character sheet.


  • Race
    The default race for everyone's character is human. However, as the RP progresses, there's ways to change one's race.
    Name
    Any name's fine, as long as it isn't too ridiculous, so feel free to have Japanese, American, British, African, etc. names. After all, your family may have come from another country. If your character's a student, teacher, or military mage, they must have been born in the Legant Empire. Only Scholars of Gnosis' characters can be born outside the Legant Empire.
    Nickname
    If my character's name is Roland, and I prefer a shorter name, I'll ask others to call my character Ro. Hence, a nickname!
    Titles
    Here's a list of actual titles

    1. Page: New recruits in the Legant Army.
    2. Knight: Reserved for Military Mages.
    3. Noble: Reserved for Legant Nobles.

    Here's some examples for recognized titles

    1. Roland the Mage Slayer
    2. Ice Cold Daria
    3. Jarold the Illusive Tempest
    Age
    Ages for Students

    1. First Year Students: Starting age to enroll is 16, but first years can be 16~18.
    2. Second Year Students: Students in their second year of the academy are typically 17~19.

    Ages for Teachers

    1. New Teachers: Starting age for new teachers is 21~25.
    2. Regular Teachers: A typical age for a teacher is 26+.

    Ages for Specint Mage Corps Military Mage

    1. New Members: Starting age for new members is 19~23.
    2. Regular Members: Starting age for regular members is 23+.

    Ages for Legant Knights Military Mage

    1. Squire: Starting age for a squire is 16~19. (New Recruits)
    2. Knight: Starting age for a knight is 18+. (Standard Soldiers)
    3. Paladin: Starting age for a Paladin is 20+. Paladins are powerful Imperial Mages. (Officers)
    4. Seneschal: (You cannot start with this rank. Second in command of an operation).
    5. Commander: (You cannot start with this rank. First in command of an operation).

    Ages for Scholars of Gnosis

    1. New Members: Starting age for new members can be any age.
    2. Regular Members: Starting age for regular members is 20+.
    Gender
    List of Genders

    1. Male
    2. Female

    Now, if you want your character to biologically be male, but they identify as a female, that's fine too. Just list female. Unfortunately, I will not accept genders such as attack helicopter, because that's too crazy for me.
    Factions
    List of Factions

    1. Scholars of Gnosis (SOG)

    Due to the Legant Empire's ban on certain spells as well as the empire's secrecy, several individuals created the Scholars of Gnosis. The group acts as a terrorist cell bent on stealing the empire's classified information. The scholars utilize ruthless, taboo spells to harm their enemies, seeking knowledge above safeguarding human life. Despite the organization's relative newness, it's shady dealings and support from the Legant Empire's enemies have allowed the organization to grow. Anyone can join the Scholars, but it's extremely risky.

    2. Specint Mage Corps (SMC)

    For secretive operations, the Legant Empire uses the Special Intelligence Mage Corps, or SMC. It's a secret organization known only by its members, officials, and a few outsiders.

    3. Legant Knights (LK)

    The Legant Knights are the Legant Empire's main military. Any citizen of the Legant Empire can apply for a position as a new recruit once they reach the age of sixteen. In order to start out as an officer in the Legant Knights, one must graduate from the Jalder Military Academy.

    4. None

    Choose this faction, if your character doesn't associate with any other faction.
    Roles
    Here's a list of roles:

    1. Academy Teacher
    2. Academy Student
    3. Military Mage from the Legant Knights
    4. Military Mage from the Specint Mage Corps
    5. Evil Mage from the Scholars of Gnosis.

 
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Post 2B

Current Magic Types (If you want to create your own magic type and add one more to the list, please PM me.)


Black Magic

1. Elemental (Conjuring elemental effects)
2. Summoning (Summoning entitles from other worlds)
3. Necromancy (Raising the dead, mediating with the dead, etc.)
4. Hexes (Debuffing/cursing an enemy)
5. Destruction (Using pure magic)
6. Absorption (Draining/absorb/steal magic energy)
7. Force (Move a non living entity with kinetic magical force)

White Magic

1. Healing (Using pure magic to heal)
2. Barrier (Using Pure magic to block, reflect, or displace attacks)
3. Empower (Empowering, or augmenting a trait)
4. Nullify (Nullify magic spells and effects)
5. Warp (Teleportation magic)
6. Transform (Transformation magic, can also be used to shrink/grow sizes)
7. Transfer (Transferring own magical energy with living and non-living entities)

Alchemy

1. Transmutation (Converting a substance into another substance)
2. Synthesis (Combining substances to form another substance)
3. Fragmentation (Decomposing substances to form other substances.)
4. Mutation (Mutate an entity on a biological level. Example: Chimeras)
5. Animation (Animating a non living object with alchemy)
6. Revive (Resurrect someone from the dead at a high cost using alchemy, can also be used for immortality)
7. Ley Lines (Using ley lines through alchemic entitles to communicate with others, set up pathways, etc.)

Ways to function/utilize Magic

-Charm Activation (Requires a small chant and minor magic energy, but it's quicker. Once out of magical energy, the charm will cease function)
-Geometric Magic (Creating Symbols/runes. It's used as an array to channel magic energy. They can be created through chants, or drawn. The more intricate the design the better.)
-Incantations (Chanting a spell. Requires magic energy. If using powerful spells, it will drain the user. The longer the chant, the more powerful the spell. They create instant runes/geometric circles for spells)

Chants have their each unique effect. Users can create/manipulate their own chants for unique effects.
 
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Post 3C

Black Magic

The below magic spell types are not considered black magic IC in the role play. Black magic is just a category to organize offensive-esque magic.

Elemental Magic


Elemental magic requires basic magical knowledge. There's extreme versatility with elemental magic, and advanced spells can be learned easily. The only drawback is that powerful spells require additional magic energy to utilize. Anyone can start with this magic type.

Some examples of Elemental Magic include hurling fireballs, paralyzing foes with lightning, conjuring a whirlwind, or lighting up an area with luminance. There are a wide variety of elements, that I can't possibly list them all.

Summoning Magic


Summoning magic requires knowledge from a magical source, or contract. Only character's with a specific backstory can start with Summoning Magic Spells. Please PM me if you want your character to start with Summoning Magic. Summoning magic can summon entities from other worlds.

Some examples of summoning are impossible to describe, but they summon entitles from another world.

Necromancy

Necromancy can only be practiced by those who've undergone a temporary death. Necromancy raises the dead, but the dead will be soulless, and in their decomposed, battered body. Not many know about Necromancy, and information on Necromancy is banned within the Legant Empire. Only Scholars of Gnosis can learn Necromancy.

Some examples of Necromancy include raising the dead, and speaking with the dead.

Hexes


Hexes require a basic understanding of magic. A premade geometric circle can be used too for powerful effects. In essence, a hex curses one's target. Anyone can start with hexes.

Some examples of hexes include poisoning, hindering one's movements, or confusing the enemy.

Destruction


Destruction magic requires an intermediate comprehension of magic. It sends out pure magic as an attack on an opponent, and it's extremely devastating. Anyone, but first year students can start with destruction magic.

Some examples include a beam, burst, or sacrificial explosion.

Absorption

Absorption magic requires an intermediate comprehension of magic. It drains an enemy's magical energy or absorbs a spell's damage. The problem with absorption is that if the magical energy is too much to handle, it can backfire on the person using absorption magic. Therefore, powerful spells are extremely effective. When draining magical energy from a living entity, or non living entity, it's often a slow process, as speeding up the process can damage the user. Anyone but first year students can start with Absorption magic.

Some examples include draining a person's magic energy, disarming magic energy, etc.

Force

Force requires basic magical knowledge. Similar to telekinesis, the magic user's magic energy is used to generate kinetic energy for an invisible force movement. Anyone can start with Force magic.

Some examples include moving a person with force, compressing a person into a tight space, or causing a person to slip.
 
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Post 4D

White Magic

The below magic spell types are not considered white magic IC in the role play. White magic is just a category to organize defensive/utility-esque magic.

Healing

Healing magic requires basic comprehension. Essentially, it utilizes one's own magic resources to recover one's blood, patch wounds, etc. Anyone can start with healing magic.

Some examples including curing one's wounds, or mending a broken bone.

Barrier


Barrier magic requires intermediate comprehension. It uses pure magic to block against an entity. Anyone but first year students can start with Barrier magic.

Some examples include a standard barrier, reflecting a magical attack, or covering one in resistant aura to a particular element.

Empower

Empower magic requires basic comprehension. It can be used to augment a trait. Anyone can start with Empower magic.

Some examples include giving one's self increased strength, senses, or regeneration.

Nullify

Nullify requires intermediate comprehension. It uses magic to nullify another's magic. It can be used to nullify activated magic, or magic in an area. Anyone but first year students can start with Nullify Magic.

Some examples include nullifying one's hexes, empowers, or magic spell. Can nullify all magic in the surrounding area, but this prevents yourself from casting magic.

Warp

Warping requires advanced comprehension. It uses the ley lines in the world to transport one's self. It can only be used on places you've visited before. Anyone but first year and second year students can start with Warp Magic.

Some examples include warping one's self, or warping others. You can also blink to dodge attacks.

Transform

Transformation magic requires basic comprehension. Essentially, you transform into another entity. Depending on the time spent in a transformed state, you'll expedite a lot of magic energy. Anyone can start with Transformation magic.

Some examples include transforming yourself, or another entity. For example, transforming a banana into an apple. It'll have the same taste as a banana, but it'll look like an apple. It'll also have the same feel as a banana.

Transfer


Transfer magic requires intermediate comprehension. Instead of absorbing magical energy, you transfer magical energy to another living entity, or non living entity. Rather than healing one's blood, you refill their magic energy. This is useful for filling charms up with magic energy. Anyone but first year students can start with Transfer magic.

Some examples include transferring magical energy to a non living entity, or living entity.
 
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Post 5E

Alchemy

Alchemy is the transformation of matter. Unlike Black and White Magic, alchemy is an actual classification in the world.

Transmutation

Transmutation requires a basic comprehension of alchemy. It allows the user to convert a substance into another substance with the same properties. Therefore, you cannot create stone into gold, but rather stone into a stone sword shape. Anyone can start with Transmutation.

Some examples include creating a stone sword from stone, turning stone into a set of stairs, or making a stone statue.

Synthesis

Synthesis requires an intermediate comprehension of alchemy. It allows the user to combine substances to form another substance. Now, this is the fun part of alchemy. You can synthesize entities to make an iron sword out of several elements. Synthesis allows the user to specify which spell the charm will release. This is also dangerous to the economy, since one can combine their own magic energy with stone in order to make gold. Anyone but first year students can start with Synthesis.

Some examples include combining ingredients to make gold, steel sword, and inscribe spells into charms.

Fragmentation

Fragmentation requires an intermediate comprehension of alchemy. It allows the user to breakdown substances. Anyone but first year students can start with Fragmentation.

Some examples include removing magical spells from charms, breaking down steel swords, or removing an element from a substance.

Mutation

Mutations changes the biological DNA of a living entity. This requires an advanced comprehension of alchemy. When combined with Synthesis and Fragmentation, this can create unique creatures. This technique is banned by the Legant Empire. Only Scholars of Gnosis can start with Mutation.

Some examples include making Chimeras, removing birth defects, or changing a person's genetic structure.

Animation

Animation requires an intermediate comprehension of alchemy. Basically, it animates an entity with charms. This is similar to Force, but it relies on charming the entity, since it requires a ton of magical energy to animate an entity. The charm is set with instructions. Once the charm is destroyed the entity can no longer function. It connects matter with a charm. Ley lines can be used to animate entities as well. Anyone but first year students can start with Animation.

Some examples include golems and animating the dead with specific purposes.

Revive

Revive requires an advanced comprehension of alchemy. This technique is kept a secret, and only a few know about it. It requires a lot of magical energy and human souls, but it can replicate an individual's life. The individual will have the same functions they had before they died. Unlike Necromancy, the person's body doesn't require Animation alchemy. This technique is banned by the Legant Empire. Only Scholars of Gnosis can start with Revive.

Some examples include replicating an entity.

Ley Lines


Ley lines requires basic comprehension of alchemy. This technique allows a user to use the ley lines to communicate with another entity, if they're on the same ley line. Ley lines are connected through specific magical energies. Anyone can start with Ley Lines.

Some examples include a person connecting a ley line with two charms in order to communicate with another person from a far distance using the charm. Ley lines can also allow one to teleport to a particular area too.
 
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Post 6F

FAQ For Magic

Q1. What if I want my character to know a magic type, even though it isn't available for their role?

A1. If you want your character to start with a magic type that isn't typically available for them at the start, let me know, and I'll see if your plot reason is acceptable for the character to start with that magic type.
 
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Post 7G

Requirements to use Magic


Incantation (Chants)

Incantations are just chants. Depending on the chant, a magical spell is produced, and different ways of uttering a chant can alter the magical spell's effects. A chant relays what the user wishes to yield with their magic. While chanting, a rune also known as a geometric circle will appear near the user's body, varying in shape and size. Once the chant is complete, the spell will emit from the rune.

Each phrase in an incantation must contain the same amount of syllables. There's a short pause in between each phrase, that's about one to three seconds, depending on a mage's preference. The more phrases in an incantation, the more potent the spell.

Here is an example of an Incantation:

Visual of Spell:
latest

https://vignette4.wikia.nocookie.ne...ck_Bolt.gif/revision/latest?cb=20170618100718

Name of Spell: Lightning Bolt is a preliminary spell that beginners use for self-defence and to paralyze their opponent.

Description: When the user recites the incantations, a ray of purple light with a arrow in the front attacks the opponent making them unable to move for a temporarily amount of time. The geometric circle formed by the incantation is a purple array with runes connected by the incantation's words.

Incantation: The basic version of the spell requires a one-phrase chant, "Violet lightning, shock!" If you want to amplify the spell's power or add additional effects, you can add additional phrases, such as, "Violet lighting, / aim true, and strike / with your power." Each /example/ represents a phrase.

Arrays (Geometric Circles)

Arrays are geometric circles. Chants generate and create arrays, but arrays can also be premade by drawing the geometric circle with any material. The construction of a geometric circle sets an array, which acts as a guideline for the spell. Depending on the chant, or the way the geometric circle is drawn, a specific spell will be produced, as each spell is connected to their own unique array. In general, geometric circles create the foundation and guidelines for magical spells, while chants cause the spell to emit from the array. Arrays contain runes. Runes are the words that a magic user chants for the spell to work.

Here are some visual examples of Geometric Circles:


Imgur: The most awesome images on the Internet

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http://i.imgur.com/TfgxDrV.jpg

Charms (Any entity infused with magic energy and a magic spell)

Charms consist of magic energy and a magic spell. Any non-living entity can be a charm. Charms allow the user to cast a spell quickly, since they only require a minor chant to activate the charm, rather than fully chanting the array and effects for the spell. However, the charm can only be used until its out of magical energy, and it can only cast the magic spell inside the charm. Depending on the charm's quality, it can hold up a certain amount of magic energy. Charms have a geometric circle and runes imbued on them for the effect to take place. The array on a charm connects the charm to the spell, allowing a mage to only chant the words necessary to emit the spell from the charm, rather than setting up the spell's geometric circle.

Here's an example of a charm:

latest

https://vignette2.wikia.nocookie.ne...n_Sword.png/revision/latest?cb=20161208005932

Instead of runes covering the entirety of the sword, the sword will have a geometric circle with runes.
 
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Post 8H

Examples of Magic Spells

Black Magic


Elemental
1. Fireball: Launch a fireball to burn your enemy.
2. Lightning Shock: Paralyze your enemy with a lighting shock.
3. Whirlwind: Send your enemy flying.
Hex (Hexes are combined with other spells to produce their effect)
1. Poison: Poison the enemy.
2. Slow: Slow enemy movement.
3. Bind: Bind enemy movement.
4. Silence: Silence an enemy from speaking.
Destruction
1. Beam Snipe: A small beam.
2. Extinction Ray: A large beam.
3. Self Destruct: Sacrifice your own life to blow up an area.
Absorption
1. Drain: Drain magic energy.
2. Absorb: Absorb a magical spell.
3. Release: Release magic energy.
Force
1. Move: Move your opponent with an invisible force.
2. Choke: Choke your opponent with an invisible force.
3. Bind: Hold your opponent down with invisible force.
4. Levitate: Levitate with the use of invisible force.
Necromancy
1. Raise: Raise the dead.
2. Medium: Speak with the dead.
3. Raise Dead Tissue: Raise your dead tissue to continually act.
Summoning
1. Summon Spoon: Summon a spoon from another world.
2. Summon Familiar: Summon a familiar from another world.
3. Summon Deity: Summon a deity from another dimensional plane.

White Magic

Heal
1. Cure: Cure an ally.
2. Mend Bones: Mend broken bones.
3. Aid Immune System: Activate blood cells for faster repair of the human body.
Barrier
1. Barrier: Erect a barrier to block an attack.
2. Reflect: Reflect an attack.
3. Elemental Aura: Protect one's self from a specific element.
Empower
1. Enhance Speed: Enhance one's speed.
2. Enhance Strength: Enhance one's strength.
3. Enhance Endurance. Enhance one's Endurance.
Nullify
1. Remove: Removes status effects.
2. Area Null: Prevents magic from activating in an area.
3. Dispel: Dispel a magic phenomena.
Warp
1. Warp: Warp to an area.
2. Blink: A short warp.
3. Rescue: Warp an ally to your location, if they're connected to a Ley Line.
Transform
1. Dragon: Transform into a dragon.
2. Angel: Transform into an Angel.
3. Banana: Transform an entity into a banana.
Transfer
1. Magic Transfer: Transfer magic to an ally.
2. Store Magic: Store magic into an entity.
3. Bomb Making: Create bombs by transferring unstable magic into charms.

Alchemy

Transmutation
1. Stone Sword: Transmute stone into a stone shaped sword.
2. Wooden Bed Frame: Transmute wood into a wooden bed frame.
3. Stairs: Transmute a surface into a set of stairs.
Synthesis
1. Gold: Make gold out of ordinary stones plus magic energy.
2. Charms: Create charms with magic energy and an entity.
3. Steel Sword: Create an actual steel sword with ingredients.
Fragmentation
1. Separate Water: Separate water into oxygen and hydrogen gas.
2. Decompose Rock: Separate ore and minerals from a rock.
3. Break Down: Break down an entity.
Mutation
1. Change DNA: Change one's own DNA with another source of DNA.
2. Remove Genes: Remove particular genes.
3. Add Genes: Add certain genes.
Animation
1. Animate: Give your creations specific instructions.
2. Control: Control your creations with Ley Lines rather than charms.
3. Manipulate: Manipulate your creations inside an array.
Revive
1. Revive: Create a copy of someone's body.
2. Immortality: Increase one's life span by consuming another soul with alchemy.
3. Regenerate: Regenerate lost limbs.
Ley Lines
1. Communicate: Communicate using a charm.
2. Projection: Project an image using a charm.
3. Navigate: Know your location with ley lines.
 
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Post 9I

Stats for Characters

There are only two stats: Blood level and Magic Energy. I will determine other stats such as strength, speed, and agility on my own. I don't like to have multiple stats, since it makes a roleplay have a ton of arithmetic and equations.

Although, 0% Blood Level doesn't make sense, it doesn't actually mean a person has no more blood left in their body. It's just the point when a character dies due to blood loss.

Factors can lower blood level and magic energy, or make one prone to losing blood and/or magic energy at a faster rate.

Your lowest stat determines your character's current fatigue. For example, if you have 100% Magic Energy left, but 60% Blood left, your character will feel moderately tired, rather than fine.

I'm using percentages instead of actual measurements in order to keep the math simple.

Blood Level (Health)

1. Blood level determines one's health. Once a certain amount of blood is lost or damaged, a person will fall unconscious.

Blood Level Status

1. Healthy Individual = 100% Blood Level.

2. Sickly Individual = 100% Blood Level, but more prone to falling unconscious at a higher blood level.

3. Bleeding Individual = 100% Blood Level minus X% Blood Level until the bleeding stops. Bleeding
can include burning which damages the skin, causing one to bleed out, or any other factions that cause blood to physically bleed out of one's body.

4. Bruised Individual = 100% Blood Level minus X% Blood level until the internal bleeding stops. Bruising can include poison which damages the blood cells, or any other factors that cause blood to internally bleed.

5. 41~50% Blood Level will be the blood level necessary to place a character unconscious.

6. 0% Blood Level will be the blood level necessary to kill a character.

Scale for Symptoms after losing Blood

1. Fine
2. Moderately Fine
3. Slightly Fine
4. Slightly Tired
5. Moderately Tired
6. Tired (This is the Limit for most people)
7. Exhausted
8. Drained
9. Dead (Zero Blood)

We'll use the average, healthy mage for this demonstration.

1. At 91~100% Blood, the average, healthy mage will feel fine.
2. At 81~90% Blood, the average, healthy mage will feel moderately fine.
3. At 71~80% Blood, the average, healthy mage will feel Slightly fine.
4. At 61~70% Blood, the average, healthy mage will feel Slightly tired.
5. At 51~60% Blood, the average, healthy mage will feel Moderately tired.
6. At 41~50% Blood, the average, healthy mage will feel tired. This will be the point most average, healthy mages are at their limit, meaning they fall unconscious. You'll need magic or some form of assistance to stay conscious at this blood percentage.
7. At 21~40% Blood, the average, healthy mage will feel exhausted. You'll need magic or some form of assistance to stay conscious at this blood percentage.
8. At 1~20% Blood, the average, healthy mage will feel Drained. You'll need magic or some form of assistance to stay conscious at this blood percentage.
9. At 0% Blood, the average, healthy mage will die.

Magic Energy (Vitality and Stamina)

1. Physical exertion can lower one's ability to efficiently use magic energy, but it doesn't deplete magic energy.

2. Depending on the amount of magic energy expedited, a mage can become tired to the point of unconsciousness.

Magic Energy Status

1. Healthy Individual = 100% Magic Energy.

2. Sickly Individual = 100% Magic Energy, but they'll reach their limit faster than a healthy individual.

3. Individual losing magic energy = 100% Magic Energy minus X% Magic Energy.

4. 41~50% Magic Energy will be a character's limit with Magic Energy.

5. 0% Magic Energy will be the point where a character reaches 0 Magic Energy, which kills them.

Scale for Symptoms after losing Magic Energy

1. Fine
2. Moderately Fine
3. Slightly Fine
4. Slightly Tired
5. Moderately Tired
6. Tired (This is the Limit for most people)
7. Exhausted
8. Drained
9. Dead (Zero Magic Energy)

We'll use the average, healthy mage for this demonstration.

1. At 91~100% Magic Energy, the average, healthy mage will feel fine.
2. At 81~90% Magic Energy, the average, healthy mage will feel moderately fine.
3. At 71~80% Magic Energy, the average, healthy mage will feel Slightly fine.
4. At 61~70% Magic Energy, the average, healthy mage will feel Slightly tired.
5. At 51~60% Magic Energy, the average, healthy mage will feel Moderately tired.
6. At 41~50% Magic Energy, the average, healthy mage will feel tired. This will be the point most average, healthy mages are at their limit, meaning they fall unconscious.
7. At 21~40% Magic Energy, the average, healthy mage will feel exhausted.
8. At 1~20% Magic Energy, the average, healthy mage will feel Drained.
9. At 0% Magic Energy, the average, healthy mage will die.

Choosing Stats for a Character

Depending on your character's skill, they'll have a particular amount of magic energy and blood they can afford to expedite.
 
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Post 10J

Spell Levels


Please note, these aren't strict guidelines, they're just rough measurements to determine a spell's potency, effects, and cost. There's multiple spells of varying levels in each spell type.

Phrases and Syllables determine magic potency, effects, and costs.

Here's a list of spell levels for spells that can be cast by an average mage:

1. Basic (1~3 Phrases), 1~5% Magic Energy.
2. Intermediate (4~6 Phrases), 6~15% Magic Energy.
3. Advanced (7~9 Phrases), 16~35% Magic Energy.
4. Legendary (10+ Phrases), 36~100% Magic energy.

Spells have three stats associated to them:

Please note, that I will determine the stats for spells. Role player's have creative freedom to create spells, but I will balance them.

Spell Potency (A Spell's Power)

Here's some examples of Spell Potency:

1. Damage (-X% Blood Level)
2. Recovery (+X% Blood Level)
3. Empowering (Increased Strength)
4. Distance (Spell travels X meters Distance)
5. How long the paralysis effect lasts (Spell effect lasts X seconds)
5. Many other entities.

Spell Effects (Effects and aesthetics in a Spell)

Here's some examples of Spell Effects:

1. Paralysis (Preventing the body from moving)
2. Teleportation (Teleporting an entity)
3. The Aura that emits from a Barrier (An aesthetic to show a barrier over someone's body)
4. Many other entities.

Spell Cost (Cost to cast the spell)

Here's some examples of Spell Costs:

1. Magic Energy (Magic Energy)
2. Ingredients (Alchemic ingredients such as stone, wood, etc.)
3. Blood (Some spells require blood)
4. Souls (Some spells require souls which contain a living organism's magic energy)
5. Many other entities.

Phrases and Syllables


A phrase can mean many things in a spell. Essentially, each phrase is devoted to potency, effect, and cost. The syllables within a spell simply connect the phrases together. A quickly chanted spell is weaker in potency, effect, and cost in comparison to a properly chanted spell.

Generally, the more phrases a spell contains, the greater potency, effect, and cost of the spell. Syllables within a phrase matter little, as they only are necessary to convey a phrase's meaning. Therefore, you're free to have phrases with varying syllables.

It's recommended to not exceed more than seven phrases, since it may consume too much of a mage's magic energy. Each phrase is necessary, since each phrase contains a specific part of the spell's abilities.
 
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Post 11K

Spell Creation


In this section, I shall teach you how to create a specific spell. For a spell, you'll need the following:


Name of the Spell

Think of a name for the spell. It can be a fun name, dumb name, or an intelligent name. However, a spell name should match it's effects and aesthetics. For example, if my spell is a wall of flames, I may call it, "Fiery Bulwark," if its prosperities are defensive. If its properties are offensive, I may call it, "Flaming Fence," similar to an electric fence. For the spell example I'm using, I'm naming the spell, "Burning Dragon."


Spell Type

A spell needs a type. Out of the spell types listed above, choose one, or multiple that fit the spell. Since my spell, "Burning Dragon," is a fire spell, I'll state that my spell type is Elemental. Therefore, I'll just write Elemental in this section.


Spell Level

I'll have the final say in determining a spell's level, but feel free to suggest a level for the spell: Basic, Intermediate, Advanced, or Legendary. For the "Burning Dragon" spell, I'll list it as an Intermediate spell.


Visual of the Spell

This can be a simple image, or video that acts as a reference for the spell's aesthetics. It doesn't need to be perfect, since you can fill in the missing details with a written description. Here's an example:
upload_2017-8-16_17-30-38.png
http://orig02.deviantart.net/6bb9/f/2015/131/f/e/ready_for_post_by_pk_zawazawa-d8szj4m.jpg


Visual of the Geometric Circle

This can be an image that depicts the spell's array. This may be tricky to find as well as to describe, so in the "Description of the Spell," section, please just write the array's color as well as any other important details. You can leave this section blank, if you can't find any array that best fits the spell. Here's an example of an array for "Burning Dragon":

OZLKRWw.jpg

http://i.imgur.com/OZLKRWw.jpg


Description of the Spell

The description doesn't need to be extremely detailed. It just needs to contain enough information for me to visualize what the spell and array look like. Here's an example:

As the user recites the incantation for the spell, a red beam in the shape of dragon emits from an array. If it lands on a victim, it will fully consume their body in flames, burning their skin. The spell burns everything in its path, and it fires straight from its position in a geometric circle. It's a beam that's 5' tall and it travels for 66'. The spell's chant creates three red arrays that are several inches apart from one another and in front of one another, with each array farther from the magic user becoming smaller. There are runes in each array.


Incantation of the Spell

For this section, just write up one incantation for the spell. There may be other variations, but that means it'll be a different spell, and not the same one. Since "Burning Dragon" is a rather powerful spell, I'll use six phrases to convey its effects, power, and cost:

"Fire from the planet's core, / come from mine hands / and form a dragon / to strike through my path / with radiant flames / bearing a destructive blaze."

This is the form of a six phrased spell: "Phrase/Phrase/Phrase/Phrase/Phrase/Phrase."


Spell Potency

Feel free to give a short description on the spell's potency. I'll determine whether the potency matches with its spell level. I'll also provide a numerical spell potency, once I accept the spell suggestion. I don't have a specific scale, so use adjectives to describe your spell's potency! Here's an example:

"Burning Dragon" can travel a midrange distance dealing intense damage to all in the spell's path.


Spell Effects


List any effects the spell can cause. Also, list any aesthetics of the spell too. I'll also offer additional effects, or remove some effects, if I believe the effects don't match the spell's level. Here's an example:

"Burning Dragon" causes its victim to experience heavy burns. It's a beam that's 5' tall and it travels for 66'. Anything in the spell's path is susceptible to burns. It's in the shape of a serpent dragon with no wings.


Spell Cost

I, the GM, will determine the spell's actual cost, but in general (Note, it'll be a numerical value that isn't in a percentage form):

1. Basic spells (1~3 Phrases) use up 1~5% Magic Energy.
2. Intermediate spells (4~6 Phrases) use up 6~15% Magic Energy.
3. Advanced spells (7~9 Phrases) use up 16~35% Magic Energy.
4. Legendary spells (10+ Phrases) use up 36~100% Magic energy.


Practical Applications

In this section, just list a few practical applications for the spell. You don't need to list them all, just enough to show me the value of the spell. Here's an example:

1. "Burning Dragon" can clear a path of burnable material.
2. "Burning Dragon" can damage multiple foes in a straight path.
3. "Burning Dragon" can melt snow to create a pathway.

 
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Post 12L

Code for Character Sheet


Here's the code for the character sheet template. It's completely optional to use this code, but if you want to use the code, just copy/paste everything in the code box below, and fill in the information that says "Place _____ here."

Code:
[h=OPTION]Place Full Name Here[/h]

[Tabs]

[Tab=General]
Name: Place text here.
Nickname: Place text here.
Titles: Place text here.
Age: Place text here.
Gender: Place text here.
Faction: Place text here.
Role: Place text here.
[/Tab]

[Tab=Appearance]
Picture: Place text here.
Details: Place text here.
Attire: Place text here.
Height: Place text here.
Weight: Place text here.
[/Tab]

[Tab=Equipment]
Supplies: Place text here.
Tools: Place text here.
[/Tab]

[Tab=Capabilities]
Mental Strengths: Place text here.
Physical Strengths: Place text here.
Emotional Strengths: Place text here.
Mental Weaknesses: Place text here.
Physical Weaknesses: Place text here.
Emotional Weaknesses: Place text here.
[/Tab]

[Tab=Personality]
Goals: Place text here.
Fears: Place text here.
Personality Traits: Place text here.
Examples: Place text here.
[/Tab]

[Tab=History]
Background: Place text here.
Timeline: Place text here.
Class Status: Place text here.
[/Tab]

[Tab=Magic]

Magic Spells List:
[accordion]
{slide=Place magic type here (Place text here)}1. Place Spell Name Here
2. Place Spell Name Here
3. Place Spell Name Here
4. Place Spell Name Here
{/slide}
{slide=Place magic type here (Place text here)}1. Place Spell Name Here
2. Place Spell Name Here
3. Place Spell Name Here
4. Place Spell Name Here
{/slide}
{slide=Place magic type here (Place text here)}1. Place Spell Name Here
2. Place Spell Name Here
3. Place Spell Name Here
4. Place Spell Name Here
{/slide}
{slide=Place magic type here (Place text here)}1. Place Spell Name Here
2. Place Spell Name Here
3. Place Spell Name Here
4. Place Spell Name Here
{/slide}
{slide=Place magic type here (Place text here)}1. Place Spell Name Here
2. Place Spell Name Here
3. Place Spell Name Here
4. Place Spell Name Here
{/slide}
{slide=Place magic type here (Place text here)}1. Place Spell Name Here
2. Place Spell Name Here
3. Place Spell Name Here
4. Place Spell Name Here
{/slide}
[/accordion]

Primary Spells List:
[accordion]
{slide=Elemental Magic}1. Lightning Shock (Place text here)
2. Fireball (Place text here)
3. Wind Blast (Place text here)
{/slide}
{slide=Hexes Magic}1. Slow (Place text here)
2. Confuse (Place text here)
3. Sleep (Place text here)
{/slide}
{slide=Force Magic}1. Move (Place text here)
2. Levitate (Place text here)
3. Bind (Place text here)
{/slide}
{slide=Heal Magic}1. Cure (Place text here)
2. Awaken (Place text here)
3. Alleviate (Place text here)
{/slide}
{slide=Empower Magic}1. Haste (Place text here)
2. Might (Place text here)
3. Balance (Place text here)
{/slide}
{slide=Transformation Magic}1. Apple Transformation (Place text here)
2. Knight Transformation (Place text here)
3. Box Transformation (Place text here)
{/slide}
{slide=Transmutation Magic}1. Stone Apple (Place text here)
2. Wood Sword (Place text here)
3. Stone Stairs (Place text here)
{/slide}
{slide=Ley Lines Magic}1. Communicate (Place text here)
2. Connect (Place text here)
3. Locate (Place text here)
{/slide}
[/accordion]

Magic Stats List:
[accordion]
{slide=Incantation}1. Incantation Speed: Place text here
2. Incantation Accuracy: Place text here
3. Incantation Eloquence: Place text here
{/slide}
{slide=Geometric Circle}1. Geometric Circle Defense: Place text here
2. Geometric Circle Accuracy: Place text here
3. Geometric Circle Eloquence: Place text here
{/slide}
{Slide=Magic Defense}1. Spell Effect Resistance: Place text here
2. Spell Damage Resistance: Place text here
{/slide}
{slide=Magic Energy}1. Magic Energy Level: Place text here
2. Magic Energy Perception: Place text here
{/slide}
[/accordion]
[/Tab]

[Tab=Supplementary]
Place text here.
[/Tab]

[/Tabs]

This is what the character sheet looks like when you copy/paste the code:

Place Full Name Here

  • Name: Place text here.
    Nickname: Place text here.
    Titles: Place text here.
    Age: Place text here.
    Gender: Place text here.
    Faction: Place text here.
    Role: Place text here.
 
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Post 14N

School Stuff (WIP)

Teachers will teach multiple classes. Teachers can teach up to two to three classes per quarter. They must teach at least one mandatory class per quarter.

The school year is split into three quarters. The first quarter takes place in Fall. The Second quarter takes place in Winter. The third quarter takes place in Spring. Summer classes are available, and I'll list that stuff, when we get to the summer part of the role play.

Students can take three to six classes for each quarter.

In order to pass a Student needs to complete all the Mandatory Classes. It's recommended for a student to take 3 Mandatory Classes per Quarter in order to pass.

The role play won't always take place in the classroom. Therefore, this is what characters will do during timeskips in the roleplay.

Mandatory Classes (18 Classes)

The General Series will focus on studying Incantations, Geometric Circles, Runes, and Arrays.

General Basic Series: A1
General Intermediate Series: A2
General Advanced Series: A3

The Magic Series will focus on all magic types, except for Alchemy.

Magic Basic Series: B1
Magic Intermediate Series: B2
Magic Advanced Series: B3

The Alchemy Series will focus on Alchemy and Charms.

Alchemy Basic Series: C1
Alchemy Intermediate Series: C2
Alchemy Advanced Series: C3

The Combat Series will focus on fighting styles, weapon training, and military drills.

Combat Basic Series: D1
Combat Intermediate Series: D2
Combat Advanced Series: D3

The Military Series will focus on military strategies, and military knowledge which includes military vehicles and tools.

Military Basic Series: E1
Military Intermediate Series: E2
Military Advanced Series: E3

The History Series will focus on the Legant Empire's history and military battles.

History Basic Series: F1
History Intermediate Series: F2
History Advanced Series: F3

Elective Classes (There's a ton to number them individually)

(G) Officer Operations: This elective is recommended for those seeking additional information to lead the battlefield.

(H) Vehicle Mechanics : This elective is recommended for those seeking additional information on military vehicles.

(I) Charm Studies: For those wanting to understand additional mechanics with charms.

(J) Weapons Training: For those wanting to learn additional weapons.

(K) Military Tools: For those wanting to learn additional military tools.

(L) Fighting Styles: For those wanting to learn additional fighting styles and weapons.

(M) Magic Types: For those wanting to learn everything related to a specific magic type. Note: This class type includes 21 Classes, but I just listed it as this to make it easier.

(N) Foreign Language: For those wanting to learn another language.

(O) Law and Politics: For those wanting to understand Legant Empire laws.

(P) Math and Economics: For those wanting to understand Legant Empire's economy.

(Q) Vocational: For learning about specific military jobs such as medic, diplomat, etc.

(R) Performing Arts: For anything art, music, theatre, etc. related.

Extracurricular

Clubs: Clubs are an Extracurricular. If you want to submit a club idea, please PM me. Otherwise, once the role play reaches the point for clubs, I'll establish some clubs. A club requires a teacher and five students. This is not a limitation, since you can create NPCs to make your club.

Student Government: Only second year students can currently be in the student government. Only first year students can apply during the elections that take place in spring quarter.

Sports: Sports include the "Competition", which all students are expected to participate in. Essentially, it's testing one's ability in several categories: Military Strategy, Combat, and Magic. This will open up later on. Students are split up according to years and their class.

Other: If you think I'm missing something, let me know.

Schedule for Students


Note: You do not need to follow these schedules.

This is a recommended schedule for First Year Students.

First Quarter: A1 or D1; B1 or C1; E1 or F1; and Elective.
Second Quarter: A1 or D1; B1 or C1; E1 or F1; and Elective.
Third Quarter: A2 or D2; B2 or C2; E2 or F2; and Elective.

This is a recommended schedule for Second Year Students. (This is assuming your character has completed at least three series. We'll assume this Second Year Student has completed the A1, A2, B1, C1, B2, D1, E1, F1, and E2.

First Quarter: D2; C2; F2; and Elective.
Second Quarter: A3 or D3; B3 or C3; E3 or F3; and Elective.
Third Quarter: A3 or D3; B3 or C3; E3 or F3; and Elective.

You can add this information in supplementary of your character sheet.

Schedule for Teachers

Teachers are expected to teach two to three classes per quarter. We'll assume the average is two classes per quarter. Teachers must teach at least one mandatory class. The other two classes can be electives, or another mandatory class. Teachers can choose to teach the same class every quarter, or they can teach different classes each quarter. It's recommended to choose a mandatory class that your character would know well.

First Quarter: Choose One Mandatory Class; Any Other Class.
Second Quarter: Choose One Mandatory Class; Any Other Class.
Third Quarter: Choose One Mandatory Class; Any Other Class.

You can add this information in supplementary of your character sheet.

Dorms for Students


There's two dormitories for students. One's for females and the other's for males. Alternatively, a character can live off campus with their parents, or in an apartment.

You can add this information in supplementary of your character sheet.

Written Entrance Exam

No one got 100% on the Entrance Exam. The
 
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Post 16P

Stuff for first RP post (WIP)

Please use 16P to help you with your post regarding the Roleplay.

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The process for students/anyone. On the way to school.

1. Ford T model car. Only the wealthiest citizens use these vehicles. Driving one requires a license stating one's age is 16.
2. Trains. A train heads to a station about thirty minutes away from the academy. Price is decent.
3. Bicycles. A commoner's choice vehicle. Poor individuals will be able to afford bicycles, but it's pretty rare.
4. Motorcycles (Old Model). Only the wealthiest citizens use these vehicles. Driving one requires a license stating one's age is 16.
5. Walking/Running. The academy's fifteen~fourty five minutes away dependent on neighborhoods. If your place is more than fourty five minutes away, it's recommended to use the train, or trolley bus.
6. Taxi. Since there are no academy buses, students can use taxis, which are just Ford T Models. Price is average for commoners. Poor individuals will likely not use Taxis.
7. Trolley Bus. There's a bus connected to rails that leads to the Academy. Price is cheaper than taxis. Price is decent for all classes.

----------------

Living

Students currently will live with their parents, or on their own in either a house, apartment, or hotel. Students will be accepted into Dorms once they pass the exams and if they applied for housing. The apartments/hotels near the academy are about a fifteen minute walk away. Students entering the academy for the first day hoping to have a dorm will likely have stayed in an apartment, house, or hotel near the academy.

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The process for teachers.

Teachers get into their job positions over the summer. They'll learn what classes they'll teach a month prior to teaching for that quarter.

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Opening Ceremony

First year students/Second year students and other students will be expected at the opening ceremony. Teachers can be present if they choose, but teachers can choose to help with the exam.


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Ley Phones - Communicators that only work between individuals on the same Ley Line.

Visual: A ley phone is any entity that allows communication. It can look like a bracelet, or a simple stone. It's up to the user's preference.

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Jalder Military Academy plus Trolley Bus

zemurian-2A.jpg

http://www.trailsofcoldsteel.com/cs1/_images/zemurian-2A.jpg

zemurian-2B.jpg

http://www.trailsofcoldsteel.com/cs1/_images/zemurian-2B.jpg


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Car

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Motorcycle

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Trolley Bus

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Bicycle

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School Uniforms

Image:
9b7b8b4b69d28499199e49109825f39720130611194242.jpg

http://www.gamekyo.com/images_1/9b7b8b4b69d28499199e49109825f39720130611194242.jpg
 
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