The Magi

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The Magi

Postby Joshua_Jericho on Fri Oct 22, 2010 6:27 pm

Ok, so, the Magi have almost nothing on them on the site. Or anywhere. With this in mind, I've sort of taken it upon myself to rewrite their lore, race description, history, everything. Consider this my reboot of the Magi.. and my thread for everything I've done for it.

A few words before I begin. Firstly, to Dev. I know you guys are working hard on Halflings at the moment, so don't worry about this stuff. This Thread is mostly a placeholder for the stuff I've done, to open it up to the other players for input and editing - I'll submit it to Dev when you're ready for it.

Secondly, to everyone else! I've made some very significant changes to the Magi, altered them in ways that might make them a totally new race.. Please don't judge me for this. Please also don't just say "This is bad, leave them as they are", because currently there IS no info. If you'd like it different, please write it up and post it in here!

Thirdly and finally, my checklist of stuff to do.
  • Front Page - Done and Posted
  • History - Done and Posted
  • Tribes & Clans - Done and Posted.
  • Religion - To do
  • Magi Class - To do
  • Magus sphere - First draft done, posted!
  • Oceana place write up - To do
  • Launch enemies into Sun with giant slingshot - In Progress

Without further ado, I'll paste my version of the front Magi page. HTML version with <P> tags attached.

The Magi are unique as a race in that they do not live on the surface of Belariath. Rather, they inhabit the floating island known as Oceana, far above the everyday toil of Nanthalion. They come, it is believed, from the abandoned stock of every other race, infants and orphans left to die by their parents, and claimed by Morpheous as her own. In certain, rare cases, exceptional, adult individuals are "adopted" onto the island.

No matter the shape they start in, every Magi is changed, altered by powerful magic to fit the same basic mold. They are without fail humanoid, skin tone varying from pale to bronzed, tall, and clean-faced. The easiest way to spot them is the Glyph on the back of their right hand - a Hexagon, in six colours. Ugliness is rare, defects totally absent from a race built by magic, though no two Magi look quite the same. They are separated from the humans they so resemble, however, by their eyes. Pupils, irises, in the normal way, but far from normal. Any colour one can imagine, from rich purple to jet black, usually following the Aura's colour, and glimmering, shifting, burning as if with flame. Even the whites are not left untouched - an angry Magi doesn't stare with bloodshot eyes, but eyes laced through with glistening, sparkling energy. On the other hand, in times of muted emotion, or sadness, the colour can seem flat, even dull.. Each man or woman is also marked out by a shimmering, distinct aura like Elmo's fire, a unique shade to every Magi.

Character Creation

Available Classes : Magi

Starting Stats
STR INT AGI RES STA SPL LFE
Basic Stats 1 6 2 1 3 5 7
Racial Traits

As a race, the Magi are far more varied than most folk give them credit for. Although they are famed for their magical prowess, not every Magi makes it the center of their life. Some sing, others farm, and still others dedicate themselves purely to the service of their Goddess, Morpheous. No matter their eventual profession, every Magi spends a year in each Temple on Oceana, learning the basics of every profession their nation has to offer. In theory, this is to produce a well-rounded, balanced individual - in truth, most Magi abandon the skills they've learned after specialising. Every Magi wears a Glyph on the back of their right hand, unique, and representative of their progress in the various Temples, based on a Hexagon, with each line a colour for each temple.

Oceana is, by many definitions, a paradise. A harmonious, smoothly functioning community that provides for its every need, ruled by a Goddess that loves her people. This of course means that many Magi are extremely naive when first leaving home. Despite this, many Magi leave, driven by wanderlust, or a need to see the world - or in many cases, a desire to prove that they are worthy of Morpheous' love, and the gifts she bestows upon them.

These gifts manifest in many ways. Perhaps most obviously, Magi age much slower than humans. They tend to live in three stages - Novice, Magi, Elder. They train on Oceana as a Novice, then wander the world as a Magi, then finally return home as an Elder, where they finally die. (Or, according to some myths, are reborn as Novices once more.) An Elder can be nearly a thousand years old when he finally dies. This longevity is drawn from magic - though not the same magical energy that most Mages draw their strength from. Morpheous, as the last Goddess of a dead world, burns with a totally different, alien magical energy. At "birth", when she transforms the orphan, or the adopted adult into a Magi, she binds a part of this magic to them, which remains with the Magi for their entire life. It manifests in their lifespan, their eyes, and their Aura.

The Aura

The Aura is a Magi's soul, their spirit, their life force, the tie to their magic. It appears as the light in their eyes, and, often as not, a faint, ephemeral light wrapping around their bodies, taking the form of transparent flames, or St Elmo's Fire. Every Magi possesses a unique shade of this magical energy, which can be seen in their eyes, as well as around their skin. In it's basic form, without any spells being cast, the Aura is totally harmless, and will pass through any object without harm. Hostile spells or projetiles will pass through it without resistance - it appears almost entirely as an aesthetic touch. On skin it produces a cool, tingling sensation, but no more. A keen eye might note that it reacts to the emotions of its owner, growing agitated as they do, calming when they are peaceful. Some Magi even report, with some embarassment, their Aura reaching out to stroke over another's skin. It may not detach from the Magi, however, and is usually only bold enough to move within a couple of feet of its owner, at most.

While this may seem harmless at first, a wise man knows it to be the key to a Magi's power. Whereas normal Mages bend the magic of the world to their hands, Magi have their own power source immediately to hand. The Magus sphere revolves around spells that manipulate the Aura, twisting it into a pair of fully functioning wings, or wrapping a sleeve of magic around a hand to deliver a powerful slap. Without the right spell, though, no Magi can attempt to control their Aura, as it moves entirely of its own whim. It should be noted that because Magi are already bound to their Aura, no Magi can take a familiar in the normal way.

Advantages and Disadvantages

The advantages and disadvantages of the Magi are purely for roleplay effect, and can grant no stat bonuses. You may, if you so choose, factor in penalties into your dice play resulting from them, but no bonuses.

Advantages:

The Magi, born of magic and tied to it as we are tied to air and water, have what may be described as a sixth sense. They are sensitive to spells being cast, with more powerful spells creating more "noise", and being easier to detect. This applies to spell casting, or powerful magical items, or creatures. They are also able to sense any other Magi within forty feet or so - within the same room.

Every Magi has gone through the rigorous education on Oceana, blessing them with a general knowledge of just about every field there is, if nothing more specialised. This results in a good fitness level, and usually, an excellent aptitude for learning.

Disadvantages:

A sensitivity to Magic, while an advantage at times, is sometimes a crippling disability. The use of powerful spells, without warning, (For example, someone arriving via Portal), or the sudden arrival of Gods or powerful magical items can stun or dizzy the most experienced Magi, as a loud noise will disorient Chirot, bright lights, moriel. Over time, however, a Magi can adapt to the presence of these things - much as one adapts to background noise.

Ultimately, the Magi owe everything to Morpheous. Their absolute loyalty is to her. In the end, if she gives an order, they must follow it, or else be cast out, and destroyed. Her whim is their command. Of course, Morpheous always wants nothing but the best for her people, so this is not as harsh as it sounds.


And that's my first post.. more to come.

Changelog:
  • Feedback from Miyuka - naivety moved from Disadvantages to Description, sensitivity to Magic reworded. Glyphs and Aura added to Front Page.
  • Feedback from Sutara - Earth references removed from History, limit of 2 Advantages/Disadvantages - poor lowlight vision removed.
  • Feedback from Elaine Blueriver, eyes changed (slightly), tattoos changed to be less obvious, replaced with markers on back of hand.
  • More feedback from Elaine! Stam cost for Wings of Iris tweaked, replaced with "Investment" system.

JJ
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Joshua_Jericho
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Re: The Magi

Postby Joshua_Jericho on Fri Oct 22, 2010 6:28 pm

Ok, so, History goes first. This is my re-write of the Magi History we currently have up on the site, plus a little bit of this and that. HTML version attached.

The story of the Magi began in a world far from here, separated by more than distance, more than time and space. There Kron, the Father of Gods and Men bent the stars to build a paradise. A place where Men could live, and worship the Gods in safety and bliss. Yet all too soon did ravaging Time break down Heaven's Gates, to bring ruin to this peaceful world.

Kron heard a whisper, passed on between the spaces in the night sky, an vision of the future. He saw his world cracked, and broken, flame gouting from the earth, brother fighting brother for survival, and children lying slain on the battlefield, while Gods squabbled over petty differences. He saw a monster born from his own hands that would stalk the land, destroying everything, until finally, consuming itself when there was nothing left. Horrified by what he had seen, the Omnipotent commanded the Gods, (For he knew that they, and Magic, the gift they gave to Men, would be their undoing) to confine themselves to the clouds, and never more trouble the lands below.

At first, his children listened. They turned away from Men and concerned themselves only with their own affairs, lived in the clouds. But some dared to look down upon the world, though they could never touch it. Morpheous was first among these Gods to shed her tears for the pain of Man. For in the absence of their deities, the people below were wracked by torments innumerable. Disease ran rampant in cities, whole tribes were buried by volcanic detonations, their easy grace no match for untempered Nature's fury.

It is said her tears fell as rain from the skies, healing and watering the land below, giving aid when none seemed possible. On the surface, the first Jade Priests prepared, and planned. In secret, a small group of Gods led by Morpheous met with the Jade Priests, to bring about the only end to this suffering they could see. Paranoia had made Kron cruel, and his reign grew ever tighter, and more tyrannous. It was if he no longer cared about his children, or worse, desired to see them suffer. With this in mind, Morpheous, her fellow deities, and the Jade Priests conspired against their God.

With the blood of the Gods, the blood of the Priests, forged in the heart of the world itself, they made a weapon. A sword so terrible to swing it was to rend the world itself. Bearing this weapon, Morpheous rose to do battle with Kron, far above the sky. For ten days, and ten nights, the sky was darker than night, true black, with not a single star. Some say it was a shield placed there by Morpheous, to hide things no man or God should ever have to see, some say it was the blood of Kron blotting out the Sun.

Dawn came, at last, on the eleventh day, and Morpheous came with it, plummeting like a falling star, battered and burned but victorious. On shaky legs, she swung that terrible blade, and cut a chasm from the fabric of the world, before hurling the blade into it. It is whispered among the Jade that she admitted, to a Priest of the time, her failure. She had not slain Kron, merely imprisoned him high above the world, to watch his creations evermore.

Just so began a Golden age, a happy time of wealth and prosperity, wherein the people spread across their world and flourished under the care of their Gods. No more the tyranny of Kron, but now, a Divine Council ruled the world's affairs, with Morpheous at the helm. It seemed there was no end to the glories they could achieve. The cities they built shone with rainbow colours, a great many of them created at the hand of Morpheous' chosen, the Jade Priests. This order served as the protector's of her nation, upright and righteous, the very best of the people.

Time conquers all things, though. Scarcely ten milennia passed before unrest spread amongst the Gods. Some grew jealous of Morpheous' unsurpassed command of the magical arts.. some desired supremacy for their people over all others. Some yearned for the rule of Krom. One God pushed things too far, and within a decade, peoples peaceful for ten thousand years marched to war. The fragile alliances between the Gods crumbled as they fought for power, and before long, Morpheous became the first to withdraw from the Divine Council. The rest followed.

Armies marched, and armies fell, whitening plains and reddening the rivers with blood and bones. Only Morpheous kept within her borders - and it was rapidly realised that any army which dared invade would never be heard from again. The simple truth was the Jade Priests. Not that they annihilated the enemies with magical power, but rather, that they would walk out to meet them unarmed, and convince them that there was a different way of life. No one ever chose to go back out to the world of death and hardship, seeing the kind of life Morpheous offered to her faithful.

Perhaps things would eventually have died down, had not one God taken things to a new level. Thenatos, a longtime rival to Morpheous, looked on her nation and seethed with envy. Sacrificing his own divine beauty for more and more power, the handsome God was soon twisted into a monster that hungered only for more, driven by a ruthless intelligence. Eventually, he crossed the final boundary. With the blood of children, women, men, Thenatos cut open the fabric of the world, and retrieved the Sword used to strike down Kron.

With this in hand, Thenatos became unstoppable. He and his forces, dark, twisted remnants of the beautiful Magi, roamed the lands slaying men and Gods alike with the help of the one weapon that could do so. Every blow he struck tore the fabric of the world only further, and the lands felt the pain. Great chasms swallowed continents overnight, as the world cracked, and burned. Flame gouted from the earth.. brother fought brother for survival, and children lay slain on the battlefield, while Gods ran and hid in the face of their own mortality. Kron's vision was coming true.

In the last days of the world, Morpheous gathered the Jade Order for one mighty spell, that claimed the lives of many, nearly that of Morpheous herself. With a rumble that shook the stars, the whole continent that carried her followers lifted itself from the land around it.. and kept rising. Onwards and upwards, further and further until it passed through the very sky itself.

Legends hold that far beyond their sky, they came to a cage of blood-red fire, screaming without stop. There Morpheous raised her hand, and struck the flames aside to reveal the imprisoned Kron, tears rolling down his face as he saw his world destroyed. They spoke a while in conversation, then she turned away in tears. After a long silence, she removed the fetters from her Father.

Kron took the floating island on his palm, as one might hold an ant, and blew, gently. His exhalation threw the Magi far, far away, into a world where they might be safe. Morpheous alone remained to seal the portal behind them.. and Morpheous alone remained to watch the death of the world, and the Creator with it.

With her body annihilated, incinerated and reduced to nothing but dust, only Morpheous' essence could travel with her people, her spirit, sustained by their belief in her, and that alone. The orphaned Magi came to the skies of Belariath in a time of troubles.. the time Of Katarein. It was with the greatest of trepidation that the Magi sent their delegates to the tower of Unigo, to announce themselves as they were. A lost, broken people, with a Goddess clinging to the barest threads of life. What happened next took everyone by surprise. Katarein demanded an audience with the spirit of Morpheous, and was denied. The woman that built Unigo with her bare hands, however, was not so easily refused. Legend holds that she bound a dozen dragons with golden threads, and rode them all the way to Oceana, up to the very Sanctum of Morpheous herself. There she stood, glowing with a terrible power, with the Jade Order arrayed against her, ready to defend their dying Goddess... when She spoke.

She dismissed the guards, and brought Katarein into her temple. What was discussed inside, no Magi knows, but Katarein emerged the next day.. changed. Her power was thick on the air, and stronger than before, and every Magi knelt to her immediately. Morpheous had needed a body, and Katarein desired immortality. Together, they would lead the Magi into a new age..


And.. temples.

The Magi are more than the Jade Priests they once were. For the survival of their race, they have to be. Though originally conceived as an elite group dedicated to the country's defence, now, the surviving Magi -are- the country. Thus, there exist on Oceana all manner of trades, professions, and livelihoods, separated into Temples, each presided over by a senior Magi who answers to Morpheous herself, and no other. Every Magi is expected to undergo apprenticeship in all six of the major Temples, before choosing to specialise in one. The Magi education starts at 12, when the child becomes an Adept. He or she then spends a year in every Temple save the Temple of the Stars, in an order chosen by his parents, or at least, his nominated guardian (Usually an older Earth Magi). If his progress is deemed satisfactory, the Adept can progress onto the next Temple at the end of each year. Years are repeated until satisfactory progress is made, with no exceptions. When he or she finishes his final apprenticeship, they are brought into the full ranks of the Magi by Morpheous herself. It should be noted that 12 is only the usual age. There are tales of converted Magi becoming Adepts much later in life. Most Magi stay on after their "graduation" to specialise in one particular Temple.

This specialisation is not obvious - it sometimes manifests as a preference towards a certain colour, a certain style of dress. The only way to know for sure is to consult the Glyph on the back of a Magi's right hand. For a newly-graduated Magi, this takes the form of a Hexagon, with one line representing each temple, in each of their colours. When Magi advance in a temple, that side of the Hexagon becomes more complex, with additional interwoven lines, adornments, and intricacies, spreading both inwards and outwards. Hierarchs can be easily spotted by Glyphs entirely dominated by their chosen Temple's colour. No two Magi, even possessing the same qualifications, will ever have an identical Glyph.

The first, and the oldest Temple, is that of Jade. This Temple is led by an elderly Magi named Okeras, white-haired and bearded. No one knows how old he is, though he maintains a sprightly, energetic lifestyle. Rumours say he was among the first initiates the Goddess chose to become Magi. His Temple presides over the closest thing the Magi have to religion. The worship of Morpheous, the celebration of festivals, and, perhaps most importantly, the induction of new Magi into the Order. Green-marked Magi act as priests, of a kind, offering guidance and support to their kin on the Island. Often, these Magi will choose to embark upon pilgrimages to the lands below, to spread Morpheous' word, and, when the opportunity arises, whisk away promising but lost individuals to the floating home of the Magi. Jade Glyph lines are green.

The second Temple is known as the Azure Temple. Named for the sky, the source of knowledge in Magi lore, this temple is dedicated to the looming libraries that dominate a significant part of the floating continent. Duties range from maintenance of books - copying, binding, organising, to research and study of the tome's contents. This is the scholar's field, and so a Blue-marked Magi is rare to see roaming the surface lands. However, the younger, more impulsive Azures are known to take the quest for knowledge further afield, wandering the lands Below collecting books, stories, histories, and knowledge of all kinds. The Hierarch of this Temple is a kind-hearted, mousy brunette known as Natael, who is rarely seen outside Morpheous' Grand Library. Rumour holds, however, that she has read every single book within the 7 Libraries, and is much older than her youthful appearance would suggest. Azure Glyphs are a deep royal blue.

The third Temple is, perhaps predictably, known as the Ruby Temple. Those of the blood-red stripes tend to take themselves rather seriously, as a result of their duties. The Ruby Temple is charged with the defence of the Continent, and the airspace around it, from any and all who dare to trouble their floating home. Training for this Temple is both arduous and long-lasting, in both physical weapons and the use of magic to strike down the foe. Ruby tattoos are -only- placed on the chest, nowhere else, on the left breast for physical prowess, the right for magical. Ruby Magi are also given to travel on the surface world, to seek new weapons, new styles of combat, physical and magical. This Temple is chaired by two of the most feared Hierarchs on the continent, one for the Physical, and the other, for the Magical side of things. It is said, for practice, each will adopt the usual tactics of the other, and engage in a duel that can last for hours, if not days. Isael presides over weapons and physical combat, an unusually short, bald-headed man with barely five feet of height to his name. Nonetheless, his skill with any weapon you care to name is well-reputed, as is his temper. His partner and wife, Iralell, teaches students the finer points of using Magic against their foes. Soft-spoken, and tall enough to place Isael firmly in her shadow, she is known for handing out punishments both unusual and effective when trifled with. One plucky Cadet was compelled to walk the lines of his fellow recruits, and deliver an Energy Slap to the face of each and every one, for speaking out of turn. "For," She is said to have remarked. "If you disrespect them with your voice, you might as well do so in a more courageous fashion.". Ruby glyphs are a bright crimson slash.

The Fourth Temple is perhaps the most understated of all. Its colour is a deep chocolate brown, and it is known as the Earth Temple. It is unique within the Magi continent in that it contains no specific role. Rather, Earth Magi are dedicated to the improvement and maintenance of the world they live in - the Continent. Thus they may range from farmers to carpenters to something the world below would know as slaves. Obviously, some of the more... sexual aspects of this service are not taught to Adepts. These Magi choose their life of servitude, though, and wear the collars only if it suits them. Earth Magi are known as the kindest souls one could hope to meet - and the compulsory year within the Earth Temple is structured to instil a sense of humility within each and every graduate. Sadly, such Magi are far and few between on the surface world - as their duties are in a large part tethered to their Island. Occasionally you may hope to see one as an attendant to a visiting diplomat - or a particularly impressive gift to a friend of the Magi. The Hierarch of this Temple is known as Moan, and takes the role of personal attendant to Morpheous herself. He makes the claim, without boasting, of being able to provide anything. An expert carpenter, blacksmith, weaver, farmer, butler, Moan has been the unchallenged Master for many years, and the unofficial Grandfather of many Magi. Some older Magi tell tales of the previous Earth Hierarch, a woman unsurpassed in her simple goodwill to all that lived... and her sad end. Earth Glyphs are a simple, muted brown.

The Fifth Temple is that of the Sun, the source of Music for the Magi. Bards, poets, storytellers are found within these ranks, Magi of a cheerful and charismatic nature, with a talent for playing an instrument, or crafting music with their voice alone. As an interesting quirk, any Magi entering this Temple are compelled to follow at least two disciplines. Music and Poetry, Story-telling and Dance, Acrobatics and Performance Art, are merely some of the disciplines available. This Temple tends to attract the mavericks of the Magi race, those born with wanderlust or a rebellious streak. As such, they are oft seen on the surface. No one is entirely sure of the gender of the Hierarch of the Sun Temple, though. Known simply as Moiran, he has been known to sing in both male and female tones, with an impossible range many suspect to be magically augmented. Some on the Master's Council think him, or her, a waste of time and space, but Morpheous has a special ear for his views. Sun Glyphs are bright, gold, and decorative.

The final two Temples are a little more exclusive.

The Sixth carries the slightly pompous name of Heliotrope, which fits their duties well. They start at managerial positions, bureaucrats and Seneschals, and carry on up to judges and diplomats, or representatives sent to other nations. Naturally, for the year of required apprenticeship within Heliotrope, Magi are kept to more clerical and "Gopher" duties. Generals, tacticians, and strategists are also contained within this Temple, and are marked out by the purple tattoos across their shoulders. As members of the Master's Council, every Temple Hierarch has the right to wear a purple stripe if they see fit, but many prefer to keep to their own colours, as their reputation usually precedes them. Often, members of this temple are sent as mediators to troubled nations, sometimes with unfortunate results. The Hierarchy of this Temple changes hands often as a result of political machinations, though at present, one female Magi named Yina has held the seat for an impressive length of time, approaching five years. Blonde-haired, blue-eyed, and given to giggling, this is a woman oft understimated. Heliotrope's purple glyphs are both ornate and showy.

The Seventh Temple is the only place Adepts are forbidden from entering. In fact, the Temple of the Stars is off-limits for most Magi. Only those invited may enter, and it is well-known that to even be considered, a Magi must bear the marks of at least two Temples. This Temple forms the absolute cream of the crop. The brightest minds, the strongest warriors, most powerful mages, are gathered here. As one might expect from a Temple coloured with Black and Silver, its operations are usually clandestine, except in times of great need. If this Temple has a Hierarch, they are totally unknown. Newly graduated Magi are never invited to this Temple, as it is believed experience of the real world is crucial to forming the kind of Magi desired for this Temple. There is no marking worn by its members, save in war-time. This temple has no visible Glyph marking.

There is a kind of ranking system existing within the Temples, proceeding as follows.

During the year's apprenticeship, Magi are Adepts. This bars them from -any- sexual roles, and most higher-level roles within the Temple, as most Adepts are under the age of 18.

Once they have completed their apprenticeship in every Temple, and graduated from their Adept status, they automatically granted Magi status in every Temple. This is effectively the lowest level a full Magi can attain, and results in 6 tattoos, each only a side of the Hexagon Glyph.. Level 1 Magi start here. Every time they take the Magi class (so at 5, 10, 15), they can rank up in a temple.

The next rank up from Magi is Magister - a position which allows the holder to teach the incoming Adepts every year, if they so choose, as well as granting a more intricate Glyph. At this level, these tend to be simple, only adding a single line or curve to the Hexagon. At Magi x 1, a Magi may choose a single Temple to raise to this rank.

The rank that follows on from this is known as a Maiora, pronounced "My-your-a". These usually make up the body of a Temple, as neither a complete novice, nor a Master in their chosen school. Magi of this rank upgrade their Glyph, usually to a triangle, using the original line as a base.

The highest rank that can be achieved by simple dedication is Master. At this point, the chosen temple's colour Glyph develops lines that spiral out towards the other temples, both inside and outside the Hexagon. At this rank, the Magi is automatically part of the Temple Council, and is eligible for the position of Hierarch. It should be noted that the Magi must return for a meeting of this Council every year, at least. It is also noted that all the Temples hold their Council Meetings within the same few days each year, for convenience. The procedures for becoming a Hierarch differ from Temple to Temple.

(( OOC Note : I would not expect player characters to take on the posts of Hierarch, as Oceania is not currently an active area within the TLI community. Rather, the official posts I would expect for PCs to be able to fill would be a local Master Jade, as a representative of Morpheous, a representative of the race from Heliotrope attached to Stormbringer's Palace, with perhaps some attendants from Earth. I'm considering attempting to get Morpheous recognised as a religion - to the level where she can have her own temple. In this case, said temple would be staffed by Jades, with the Master acting as the High Priest.))


JJ
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Joshua_Jericho
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Re: The Magi

Postby Joshua_Jericho on Fri Oct 22, 2010 6:28 pm

Placeholder for Magus Sphere, Magi Class, Oceana Write up!

EDIT : Okay, Magus Sphere tentative re-write to bring it into line with Aura stuff coming up. I thought it prudent to renovate the spells at the same time, despite Dev's preference to separate race and class and spells, since Magi are a rare case. Newly renovated Magus Sphere below.

I've gone through and tidied - I also removed the slightly peculiar occurrence that no Magi spell used !damage, but took max possible damage in every case. It seemed overpowered.

Battle Spells

Beglordios' Breath:
Level required: 16
Class required: Magi
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Class Restriction: Magi ::
Level: Magi X4 ::

Once long ago, they spoke of Beglordios, a reknowned Magi once said to sit closest to the Sun. Had he? There were few witnesses to the event, legend has it that he delved oft in the arts of the water mages but could never quite duplicate their abilities. Frustration reigned until he'd burst from a nearby lake and soared high towards the sun, spitting out his hatred of those he wished to most be like. And in his rage, a torrent of words spat outwards. It is said that Morpheus heard him and turned the waters upon his flesh to hot steam as he soared higher and higher and those watching swore that he touched upon the flaming star above and that hot rending steam... would be his end. Did he accomplish in death what he could not while living? Those that watched duplicated as close as they could, gathering the energy of the harsh rays of the sun and the water around them. Steam soaring upwards and outwards to sear at flesh and eyes.

MECHANICS : This spell takes two rounds to cast. In the first round, the Magi must extend their aura, reaching out for sunlight, and water. Without the presence of both, this spell is useless. The two energies are drawn into the aura, combined, then the magical energy coalesces into a cloud of boiling steam the Magi can envelop their opponent in. Dice are a standard !clomagatk vs !clomagdef, with !damage for damage. The immediate stamina cost is 12, +1 per three slots put into the spell. These slots provide only the usual +15 to the ATK roll. It is noted that if the Magi is interrupted by any hostile action (a shove, a strike, a spell), the spell goes awry, dealing 1d10 points of damage to both Magi and his target, as well as anyone else standing within arm's reach.


Deceptive Winds:
Level required: 15
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restriction: Magi ::
Level: Magi X4 ::

The Magi are known to wield magics that bridge the elements, seemingly all, and none, at once. This spell would be more at home in the hands of an Air Mage, but the Magi make it just as devastating. When cast, at first.. nothing happens. The incantation ends with no more than perhaps a faint glow in the Magi's aura. Within moments, though, the normally placid corona boils, and rages around the caster, and the air follows it. Stirring faintly, then growing stronger, the spell goes from gentle breeze to gale force wind at the end of the first round, a devastating body of air striking like a charging Minotaur.


MECHANICS : This spell starts with a standard !ranmagatk. On hit, it manifests as a sudden, powerful blast of wind, going off at the end of the first round, knocking back and even cutting opponents. Opponents are knocked back 5 feet for every time the Magi has taken their class, with a Magi x 7 knocking their target 35 feet. Stamina cost is 2 per two slots, rounding up to the closest two. If, in the same round, an opponent "bullrushes" the Magi, and tackles them to the ground (lands a !clophyatk), damage is halved. Aside from that, !ranmagk vs ranmagdef, then !damage.


Energy Slap:
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Class Restriction: Magi
Level: Magi X1

The Magi are not usually the first to take the path of violence. However, this doesn't mean they lack the capacity for quick reaction. With this spell, the caster's aura solidifies, and coalesces around one outstretched palm for a single, devastating blow that, more often than not, leaves the target unconscious on the floor.


MECHANICS : This takes only a single round to cast and use. The spell is also "quick" to cast in that it requires no gesture to trigger it - only a swift incantation. Dice take the form of a !clomagatk vs !clomagdef, followed by !damage. Every three slots of Energy Slap add 1 to the final damage, with a maximum bonus of +5. Stamina cost is an immediate 5, +1 for every slot.


Fantasy:
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Restricted Class: Magi ::
Level: Magi X1 ::

The Magi have acquired what might be termed an unusual reputation, often as unattainable, exotic, or alien. This spell only furthers the image. They mutter something, and their Aura sparks, shimmers, catching the eye in a scintillating aurora of colour. Any unfortunate enough to be bedazzled by the spell find themselves bewitched by the image of their deepest fantasy, shimmering into life before their very eyes.

MECHANICS : This spell produces a sparkling shimmer in the Aura. If the target loses the standard !ranmagatk vs !ranmagdef, they become transfixed by the image that appears before them, of their deepest fantasy. Obviously, OOC consent and coordination is important here. The target is held, as if unable to move, or unwilling, for one round for every two slots put into this spell, rounding -down-. So a Magi with 15 slots still only gets 7 rounds. The Magi themselves is unable to move for the first round, but once that is up, he may move as he wishes. An attack will break the fantasy, and allow the entrapped one to move again, but slow, careful movements (such as, say, binding limbs) will not. This spell costs an immediate 1 Stamina per slot.


Silver Bow:
Level required: 10
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restriction: Magi ::
Level: Magi X3 ::

Weapons have never suited the Magi well. Cumbersome, inelegant, and inconvenient, they've always much preferred the forces of magic. This spell neatly bridges the two. With an incantation, the Magi may form their Aura into a bow, coloured in similar fashion to the energy used to create it. Arrows are created, more like bolts of energy than anything else, as if from thin air.. and fired into the enemy with terrifying ease. The spell is named for a well-known Magi with a shimmering silver aura, who invented the spell.

MECHANICS : This spell costs only a single turn to cast. The Magi gathers their Aura in their hands, and moulds it into a simple bow shape. The arrows may only be loosed in the round -after- the casting, however. One may shoot as many arrows as one has slots in the spell, one per turn, and the stamina cost is an immediate 5, plus 1 per arrow. Dispelling the bow before one runs out of arrows (so having 15 slots, and dispelling the bow having fired only two) returns 3 stamina to the Magi. Attacking with the arrows is a !ranmagatk.


Rainbow Aurora:
Level required: 5
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Level: Magi X2 ::

A multi-purpose spell in that it serves as both a defensive spell and can also be used offensively. When cast the Magi's wings become brilliantly iridescent making it hard for anyone to look at, and hence target, them. Instead of letting the colors act as a defense, each round the spell is active for the Magi may opt to unleash the colors in the form of a Color Spray spell aimed at a single opponent. The spell ends after a number of rounds equal to slots used x 2 or when the attack option of the Color Spray is used.

MECHANICS:: When cast the Magi gains a +1 to all defenses against attacks that require sight (that is most physical and magical attacks) for each 2 slots used. A single slot gains nothing except pretty wings! To use the attack option requires the Magi to expend an additional 2 stamina and the Color Spray is used as the casters attack action and is fired at the target with an effect found by a normal !ranmagatk vs. !ranmagdef roll, with a number of slots equal to those used for the Rainbow Wings spell halved, rounded down - thus if Rainbow Wings is cast with 7 slots it will give the caster an additional 3 DEF and would allow a Color Spray of 3 slots power be fired. This spell causes no damage to the opponent and used as a defensive manner.


Shield of Morpheous:
Level required: 2
Class required: Magi
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Class Restriction: Magi ::
Level: Magi X1 ::

Sometimes, being able to throw a powerful spell isn't enough. Sometimes, it comes down to having a sword swinging towards you, and a second, maybe less, to stop it. This incantation barely takes a syllable or two, and the Magi need but throw up their hands and cry out the words - their Aura does the rest. Suddenly hardening, solidifying into mist, then stronger still, it can often absorb a blow that would have killed the caster. Composed, however, of only energy, and on such short notice, the Aura cannot come fully into existence, and as such, can at best slow the blow enough for it to miss, rather than stop it as a more solid shield might.

MECHANICS : This takes a single round to cast, and comes into effect immediately. It lasts for one round per slot put into the spell, presuming there is only one attacker. That is to say, it will soften the damage for 15 !clophyatks, presuming the Magi has 15 slots. If there are two people hitting the Magi every hand, obviously, this spell lasts only 7 and a half rounds. It absorbs 1 point of damage per slot, however, it is -not- dispelled by taking maximum damage. That is to say, it can absorb up to fifteen damage per attack. Stamina cost is an immediate 5, +1 per slot put into the spell.

EXAMPLE : Marlo the Magi is attacked by Brett the Barbarian. Marlo manages to cast the Shield of Morpheous, which he cleverly has 15 slots in. Brett attacks with his sword, beats Marlo's defence, and deals 10 points of damage. The Shield absorbs all of it. Next round, Brett attacks again, and deals 20 points of damage. The shield absorbs 15, but is not dispelled, and Marlo takes 5 points of damage.


Silenced Echo:
Level required: 15
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class restriction: Magi ::
Level: Magi X4 ::

There's no such thing as absolute silence. There's always a little white noise, static, something beneath all other sounds. Sufferers of tinnitus would recognise it as ringing, but most people go totally unaware of it. With the right resonance, however, this becomes a deadly weapon. A Magi casting this spell is obvious, if one knows what to look for. They hum a note, sing something under their breath, and the Aura around them flickers, buzzes with the sound. A careful listener might catch snatches of the spell coming, a buzzing, humming noise that sets the teeth on the edge. When they've found it, though, woe betide their target. With a flick of the fingers, their Aura pulses, releases a sound as one might send out a sonar ping. Beyond that pulse, and the sound, there's no sign of the attack, but the victim feels it. A sudden, high-pitched ringing that digs into the jaw and teeth, driving needles into the ears. Glasses in their hand break, and their balance collapses - but no one else can hear it.


MECHANICS : A simple, yet very dangerous spell. It takes two rounds to cast, during which the Magi must hum, or make some sort of noise to locate the pitch of the spell, then in the second round, extend their hand and utter the triggering incantation. If the !ranmagatk in the 2nd round connects, the spell surrounds the victim, blanketing their hearing in the painful ringing echo, dealing physical damage and debilitating them. The spell lasts for 1 round per slot, and reduces the victim's attack and defence by one per slot. It should be noted that the damage does not recur each round - merely the defensive debuff. Stamina cost is immediate - half of the Magi's current stamina. If the spell is interrupted during the first two rounds, it doesn't go off, and cannot be cast again for the remainder of the scene.

N.B Music, and loud areas (such as the Inn) make it very difficult to use this spell. As such, Magi take a -5 penalty to their !ranmagatk if they attempt to use this in a loud place, or while music is playing.


Slick Dealings:
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restrictions: Magi ::
Level: Magi X1 ::

Another spell that would seem more apt in the hands of another, this time, an Earth Mage. In a technique designed to restrain and humiliate, the Magi reaches to the Earth and Water beneath, and blends the two together into a sticky ball of mud. The Magi must be near open, and at least partially wet, earth - no use in a desert! Their Aura extends, drinks from the earth.. and expels the projectile of mud in exchange. It is unnaturally sticky, with a tendency to expand, and stick the victim to the closest surface.

MECHANICS : This spell takes a single turn to cast, and requires the caster to be near both earth and water. Wet earth is fine. It requires both hands, and 5 stamina, +1 stam for every three slots in the spell. As the Aura is not particularly fond of drinking mud, this spell may only be used twice a week, at risk of dirtying their Aura, and being unable to cast should they exceed this. It does no damage, but instead, inflicts -1 to the opponent's agility for every two slots of the spell, to a maximum of -7.


Vortex of Sand:
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Level: Magi X1
Race Restriction: Magi

There are those that believe in the power of spirals. They hold that everything moves in circles, and that mastering the key concepts of this movement leads to true understanding of the universe. While skeptical of the more religious aspects of this belief, the Magi know well the power of centrifugal force. This spell harnesses it. It starts with a simple circle, stirred in their aura, held up before them as if for inspection. The energy however.. keeps spinning. Slowly at first, then five seconds later, the Magi hurls a spinning vortex of energy towards their foes, that sucks in dirt, glass, and everything loose to batter the target with.


MECHANICS : This is a one round spell, that takes a single point of stamina per slot, and hurls a vortex of sand and dust towards the opponent, cutting and striking with the force of a kick to the ribs. Dice are simple !clomagatk vs !clomagdef, followed by damage.


Ethereal Grace:
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Race Restriction: Magi::
Level: Magi X1 ::

There is a theory that the Magi don't actually walk, but rather, float millimeters from the ground, and move their legs in graceful imitation of the movement for everyone else's comfort. It's not true, but it captures the otherworldly grace the race can carry themselves with. It is, of course, a cheat. Their muscles are as anyone else's - the Magi simply imbdue their aura into themselves to help a little with grace, and swift movement. This spell accounts for the success of many Magi dancers, as well as more martial roles.

MECHANICS : With this spell, the majority of the Aura sinks into the Magi's body, with only traces showing here and there. The !ranmagatk is not so much to determine if it hits, but if it succeeds - augmenting one's own reflexes and muscles with magic is a subtle art indeed. A successful caster may add 1 to his agility for every three slots of the spell, lasting the duration of the spell. They may also use the otherworldy grace bestowed to bewitch a watcher, and keep them from breaking eye contact for one turn per two slots of the spell - if they win the !ranmagatk v !ranmagdef. It costs an immediate 4 stamina to cast.




Out of Battle Spells

The Visionary:
Level required: 2
Class required: Magi
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Class Restrictions: Magi ::
Level: Magi X1 ::

We cannot imagine Oceana. It is a continent from another world, a whole new life in the sky we can but dream of. Still, the Magi encourage, and foster those dreams with glimpses, whispered words and tales of home to entice the imagination. A muttered spell can make it all the more real. Balling the aura within their hands, the Magi opens long fingers to reveal images of home, the tall, golden towers and bridges like spiderwebs, interlaced across a city in the sky, more like a dream than anything else..


MECHANICS : By drawing in spectators with words of their home, the Magi can bring the world to life in more ways than simple storytelling. A ghostly image of Oceana shimmers into being in their hands. It is intended as on Out of Battle spell, but those wishing to fight the effects may roll !clomagatk vs !clomagdef. If one loses, one is drawn to the image, unable to even blink, for one turn per slot of the spell. This costs the Magi only three Stamina, but they must remain stationary and do nothing but cast to maintain the spell.


Spirit Scry:
Level required: 5
Class required: Magi
Race required: Magi

Casting method: other
Defending method: none

Description: Class Restriction: Magi ::
Level: Magi X2 ::

Some people are described as never seeing what's in front of them. The Magi are able to do exactly that. With this spell, and a steady gaze into their own Aura, cupped in hands, the Magi can bring images to life of a place that is not here, or a person. They can either scry a place they know, or a person they know well. The vision shows the person, and their immediate surroundings, but only to the Magi.


MECHANICS : This takes two turns to cast, with the vision stabilising on the second turn. The Magi must focus intently - interruption breaks the spell, which may not be recast for at least an hour. For every slot in the spell, the Magi can see five cubic feet around the person they are focussing on. Stamina cost is an immediate 5, and they can do nothing else but cast. There is no seeing the future, nor is there sound - and the vision is generally not clear enough for lip-reading.




Anywhere Spells

Morpheous' Breath
Level required: 18
Class required: Magi
Race required: Magi

Casting method: other
Defending method: none

Description: Class restriction: Magi ::
Level: Magi X4 ::

Living in the sky sounds wonderful.. but it's not quite as easy as it sounds. How, for instance, does one visit the island of the Magi? Or leave it? Anyone that knows the Magi knows how - in a flying ship. At the heart of this phenomenon is this spell. By intense concentration that comes closer to meditation, a Magi can lend their magical power to to defy the power of gravity, and lift something from the ground. Their aura extends, wraps around the object.. and as if by magic, it lifts into the air. However, there are limits few people comprehend.

MECHANICS : By intense concentration, a Magi can sink their energy into a mundane object, to allow it to defy the pull of the Earth, and fly. Objects are divided into three groups, Small, Medium, and Large. Small covers anything from a pebble, to a stool, but no bigger. Medium covers objects bigger than a stool, up to the size of a large wardrobe. Anything bigger is a Large object. Small Objects require Magi x3, at least, to move. Medium objects, Magi x6. A Large object, however, requires Magi x 20. Obviously, this is impossible for a single character. For individuals, however, stam cost is an immediate half of their stamina to lift the object, and two every turn for small, four every turn for Medium. One may expend three stam points per turn to move a Small object, slowly, but a Medium object requires outside assistance to move. During casting, the Magi is extremely vulnerable - as much as a loud greeting can disturb the spell, causing pain, and the dropping of the object. This spell requires two turns to instigate for small objects, four for Medium. On setting the object down, the Magi may immediately recover one quarter of their starting stamina.

GROUP MECHANICS : To achieve the total Magi x 20 required to make, say, a ship fly, one needs a group of Magi, working together. To work efficiently together, they must know one another well, and work frequently together so that their auras are used to each other. For a large object, the total classes must exceed 20 - so, say, 4 Magi x 5, with another present to steer. Stamina cost is an immediate half of their combined stam, with 5 per turn of flight - for the group. As such, most Magi ships have several "flight crews" on rotation. The only exception to this is the Hierarchs of the various temples (NPC only). They are believed to be able to lift a whole ship.. alone, or, more frequently, in pairs.


Dark Energy cloak:
Level required: 2
Race required: Magi

Casting method: other
Defending method: other

Description: Level: Magi X1
Race restriction: Magi

Energy is a peculiar thing. Neither light nor dark, white, black, nor any colour of the rainbow. It interacts with light in a way not even the Magi understand completely. However, they have managed to work out enough to create this spell. With a muttered incantation, the Magi pulls their Aura over and around them like a cloak.. and vanishes from sight. The Magi is still present, obviously, merely invisible. It should be noted that the invisibility goes both ways - the invisible Magi can no more see out from his Cloak than others can see in.


MECHANICS : This is a purely OOB spell - it requires too much concentration to be used in the hectic scenario of battle. It can be detected by a Detect Illusion spell, which triggers a !ranmagatk against !ranmagdef. Should the Magi win, he goes undetected - should the caster win, they can see a shimmering cloud of energy at his position. Unmolested, the Cloak lasts for as many rounds as slots put into it. However, it is easily dispelled. If the Magi's concentration is broken, he becomes visible - and is temporarily blinded as his eyes adjust to light once more. Likewise, if someone bumps into the Magi, or a loud noise is heard. Rain, also, dispels the illusion. The Magi is, after all, still physically present. He also makes noise!

Wings of Iris
Level Required : 1
Race Required : Magi

Casting Method : Other
Defending Method: None
Level : Magi x1
Race : Magi
Description:

Wings are a natural thing for the Magi to make from magic. Living as they do in the sky, and worshipping a winged Goddess, the Wings of Iris (named for the first Magi the spell was bestowed upon) is the first spell taught to all Magi. It takes a single round to cast, and shapes the aura into a pair of shimmering, translucent wings, the same coloration as the Magi's Aura. They are fully functional, though, obviously, not as powerful as the natural wings of Torians or Chirot. However, the Magi are still impressive flyers - usually, because they cheat with a little magical assistance.

MECHANICS : No attack roll needed, the Magi simply casts, and wings form. If they are used for flight, then usual flight stamina rules apply. Wings may manifest in pairs, or, on rare occasions, in two pairs on a single Magi, and tend to have a total span from 10-18 feet. Stamina cost is calculated via an "Investment" system. To cast the spell initially, the Magi expends five Stamina, with no recurring cost to keep the wings in place. However, the stamina is non-regenerating, until the Wings are dismissed, at which point, the Magi regains one Stam instantly, and may regenerate the rest in the usual fashion.

SPECIAL : For every time the Magi takes the Magi class, they become more and more adept at using the Wings of Iris. At Magi x2, the initial stam cost is reduced to 3. At Magi x3, it goes down to 2. At Magi x5, the stam cost for the Wings of Iris is only one. At Magi x7, there is no Stam cost for this spell.


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Re: The Magi

Postby miyuka on Fri Oct 22, 2010 7:33 pm

I haven't got to the history part yet but I'd like to add this in before I forget. All of this sounds really good so far save for somethings and that's the disadvantage portion in which they are sensative to magic. I thought where you were going with that one was that they have an easier time detecting spells and magic. Say if they are in a ruin looking for a magical object, or can notice that naughty seductress trying to subtely cast a spell...which what I just described was an advantage <.< Back to the point I'm trying to make. If you are a race that practically -is- magic, I don't really get why you'd get dizzy from being around powerful magics...I kinda see where you're going with that but on that note, the Aura is a goddess given thing...I'd think that being able to be around powerful magics should be an easy thing not a hard thing for such a race.

The last part about them being naive about the world below sounds more like something that a player could choose for their particular magi (depending on how long they have been away from the island before coming to Nanthalion) than a disadvantage. Like that could be something that's just in their description: "Magi whom are just leaving the island for the first time having never experienced the world below tend to be naive in the ways of Belariath etc."
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Re: The Magi

Postby Joshua_Jericho on Fri Oct 22, 2010 7:46 pm

Awesome, feedback already. To address your points...

The sensitivity to Magic, well, you're right. I saw it as them being able to "feel" magic being cast. On the same scale, though, something like Portal requires an incredible amount of energy to cast. I figured, if they can feel or hear magic.. then on the same scale, they should be more vulnerable to large amounts of it. So someone casting 15 slots of Reverse Gravity nearby would produce something of a shockwave on the magical front. Obviously, if they were ready for it, they'd be better prepared and therefore less stunned. And it's not so much from being around powerful magic, but, for example, the arrival of a Goddess, or SB walking into the Inn. You go from basic level magic to WHAM, all-powerful being. They'd probably recover after a few minutes, but I still figure that's something of a shock!

Like background noise, however, if a Magi was for example, collared to SB.. I'm sure he/she'd get used to it soon enough.

As for the naive thing, I think you have a point. I'll move that from Disadvantages to Description.

Thanks for the feedback!

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Re: The Magi

Postby lyllamarie on Fri Oct 22, 2010 7:51 pm

I am watching, some points I'd remark upon.

For disadvantages and advantages, keep it to 2 OOB abilities for each. That is what we have set as the requirement for both races and classes being worked on.

for the history. One caveat would be reference to Earth. Belariath is the World, so it is not called or should be referenced as Earth in any way. Perhaps earth, with the lower e - to represent the definition of soil or the element itself, but our Earth is not where TLI is located.. so it should respectfully be edited to 'world' or the name of Belariath itself, or which ever

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Re: The Magi

Postby Joshua_Jericho on Fri Oct 22, 2010 7:57 pm

Wow, two replies! For Sutara..

Firstly, the OOB.. I currently have 2 advantages, and 3 disadvantages. Would you care to suggest one disadvantage to rid myself of, or move to another section? I'm of the opinion that scrapping the bad lowlight vision is probably the most sensible.

As for Earth, well. There IS something different going on here. The Earth Temple (as in the element) is an element within Magi society. However, I'll go through and scrub out any references where Earth = the planet. Hadn't thought of that one >.>.

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Re: The Magi

Postby lyllamarie on Fri Oct 22, 2010 8:15 pm

I'd say the lowlight thing is a bit weak.

Time for me to go back to lurking / ignoring / so forth! Carry on!
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Re: The Magi

Postby Joshua_Jericho on Fri Oct 22, 2010 8:19 pm

Lowlight vision scrapped, Earth removed from History, all HTML versions uploaded and changelog updated! Thank you, and come again, Miss Sutara!

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Re: The Magi

Postby miyuka on Fri Oct 22, 2010 8:50 pm

I'm still not sure I'm getting that JJ. The magic sensativity thing just seems out of place to me due to the fact that they live a good portion of their lives surrounded by many powerful being and things as is (their city is floating that has to take an untold amount of magic to do.) I could see it working for magi who were just newly born but any PC magi would have to have lived there for some time (as we can't play anything under the age of 18).

I personally feel that if anything, Magi should be so used to magic that they get some manner of joy out of nearby spell casting and powerful beings...and being away from such things for long periods of time would be the thing that disoriented or made them feel off.

Finally finished reading the history and my goodness, does that sound really solid to me. Aside from mayhaps what Lylla already said, it looks good.

Overall, I think the things about the glyphs and aura should be added into the description part as well. I think that's a very important thing to note if one was just swinging by to read up on what a magi should look like and not necessarily their history. Oh one last thing (for now) I don't think there should be any temples for worship outside of Oceana if they are a secretive type of society in that only magi are going to be worshipping Morpheous. Maybe each magi as an individual has their own little place to do their worship (a little shrine?) or many come together and go to a private location to worship together. That's assuming you are going for a more closed way of worship of course.
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Re: The Magi

Postby Joshua_Jericho on Fri Oct 22, 2010 9:04 pm

I'm kinda sticking on the sensitivity disadvantage, partly because I can't think of a better Disadvantage to give them, and I need two...

The reasoning is basically that their ability to feel magic is a sense. ANY sense can be overloaded. Bright lights, powerful scents, very loud noises, extreme tastes. This isn't a -permanent- disorientation, but a "spike". Sudden changes causing a temporary "..Whoah, what was that?" Like your ears ringing, or spots in front of your eyes.

The Aura stuff is already set for my "Front Page" section, I just put it into it's own subsection of Racial Traits because I thought it needed it. I'll add glyphs into the description, though, and make a mention of both Aura and glyphs in the first two paragraphs.

As for Temples, well, I'm still brainstorming on that. At the moment, I'd say definitely, the individual temples (Ruby, Azure, etc) only exist on Oceana.. but there IS some sort of Temple (I may make up a new one) that appears on the surface world. Perhaps one that could house branches of all Temples...

In terms of being private, in my view, the Magi aren't reclusive deliberately. They're kinda cut off because they're floating in the sky, and often appear detached - but Azure spend a load of time studying local history, Ruby are really interested in new fighting styles - they're definitely extroverted as a culture. The whole going-out-in-the-world thing is basically to learn more about the world around them.

With all that in mind, it makes sense to me for the Magi to set up Temples around the place, sort of like diplomatic embassies - that are open to Magi and non-Magi alike. Perhaps only Magi will be allowed into the inner reaches of Jade (To, for example, commune with Morpheous), but certainly, any Ruby offshoots would be open for non-Magi to come in and spar. Azure offshoots could function as mini-libraries, I can certainly see one wanting to borrow a few rooms at Unigo. Temples for the Magi aren't purely religious - they contain all the ways of life.

With this in mind.. I'd say open Temples, but closed Jade sections.

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Re: The Magi

Postby Aramis on Fri Oct 22, 2010 9:56 pm

I like the racial write up a lot. Makes me want to write up a magi, right now! I admit that I skipped over the history part, however. One thing that sort of bugs me though is that the Magi racial advantage to sense magic sounds identical to the Mage's class advantage. I know they can't be mages, but I still don't like the overlap there. It seems like they should have something unique.

Sense Arcana
This ability will cause the mage to get a slight prickling sensation on his skin, or perhaps the hairs on his neck rise, when he is in the presence of a spell or strong magical item or effect. While not as exact as detect magic, a mage will have some sense of the fact the effect is present.


One other suggestion fluff-wise might be that all their magic is "colored" by their aura. So for example, a magi with a green aura will shoot magical bolts that are green in coloration. No mechanical difference, just sort of a signature effect.
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Re: The Magi

Postby Joshua_Jericho on Fri Oct 22, 2010 10:04 pm

...I had not seen that class advantage. Hm. Well, in that case, I'll start brainstorming for another Advantage/Disadvantage pair for them, since both sides of that one have been questioned. Any ideas or suggestions for an alternative are welcome!

EDIT : I just realised, they need two advantages/disadvantages for their CLASS as well. So please, anyone, suggest your ideas for Advantages/Disadvantages!

EDIT 2 : Scratch that, only two pairs of each. Still.. submissions are open!

Fluff-wise, I like your suggestion, and, in fact, it's part of my upcoming plan for the Magus Sphere. I'm planning to turn all the Magus spells into manipulations of their Aura - it should be obvious how that works with Energy Slap. Incorporating the colour is a nice touch, too.. :).

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Re: The Magi

Postby Joshua_Jericho on Tue Nov 30, 2010 4:35 am

Double post, but I've updated.. my revamped Magus sphere is now up. Criticism and feedback very welcome. A few points..

Firstly, the Sphere - I rewrote it to allow for the absence of wings. I also removed the auto-max-damage in many spells, and replaced it with the usual !damage. I've added a few things here and there, changed some names, but nothing really major. If I've made anything too broken, please tell me! More importantly, tell me how to fix it!

Secondly, the minor cosmetic edits going around.

Magi eyes, first off. A current Magi player felt they were too difficult to RP with, too inhuman, so we changed them from pure colour to more like human eyes - unusually coloured, and magic-shot instead of bloodshot, still ruled by emotions.. but more human looking.

Secondly.. the Glyph. Someone raised the issue that free tattoos, and lots of them, was A) A BA issue, and B) Very conspicuous. To this end, I've reduced it to something more like a Wizard Mark, and only on the back of the hand. Sometime in the next few days, when it's not 4 AM (!), I'll try and get a more.. pictorial representation, for those who prefer a thousand words to ten.

Oh, and plus points if anyone can work out A) Why I used Iris, and B) Why "Silver Bow". Lord of Mice and Men, is a hint :).

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Re: The Magi

Postby miyuka on Tue Nov 30, 2010 1:57 pm

i don't see how the glyph thing is an issue as far as the BA is concerned. I don't see it anywhere in the rules that someone can't just have a character who doesn't already have tatoos. This is a game in which a character has already been in exsistance for some manner of time. I'd like to think that if having a bunch of tattoo's is part of a character's BG or some ritual they have to go outside of Nanthalion to get done then the BA shouldn't even come into play at this point.
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