Magi

  • January 28, 2006 at 2:25 am #1590
    VEST Paradox
    Participant
    Magi

    Many myths and legends have surrounded Mortal cultures about ancient wise mean dealing in powers then man cannot fathom or grasp. These men have been called, Magi, Sorcerers, Mystic, Witches, and Warlocks… But is it simply that they can see the fine patterns of our reality and manipulate them? What is the Price for the power they yield? These are simply men who alter the weave of the most base things in reality. The elements. The ages and myths of man have always held close to the basics that we all understand. Those being the elements that all life and matter springs from. Through deep connection to that element great and wise men have found a fountain of strength and power. Through years of understanding and developing their skills they have learned to even become that element.

    The Magi use a very arcane casting method in order to bring about their spells, three skills must be had in order to do this: Casting, Range, and Duration. Though Magi are still mortals, they sacrifice many things in order to gain the power to change the world.

    The Initiation:

    Mortality: Mortal (see Mortal Information or Character Details for recovery times.)

    Means of Death: The character will die if brought to the negative value of their Body Stat (ie a character with an 8 Body will die if brought to -8 body)

    Please note: If you have the following level of lore, this is what your character thinks they know about Magi. Some are fact and some are myth. If it is not listed in the information above or specifically stated below, it is myth.

    Lore Level 1: Most people have read the tales of Arthur and his knights, and the feats of Merlin. Others have heard tales of forbidden alchemists made famous by Marlowe’s Faustus. Through all of the stories and myths surrounding Magi, it can be assumed that these people range from deranged sorcerors trying to summon the devil for evil purposes to people who use their powers to aide in noble quests, such as King Arthur’s wizard, Merlin. From summoning said demons, to harnessing the power of the elements with but a word or a motion, there is little a Magi cannot do.

    Lore Level 4: Elemental Circle – Through the ages the Magi have had one thing to set them back and hold them from the weave. The Elemental Cirlce. In order protect yourself or to ensnare a Magi in the circle you must first have the cirle created by means of powdering four precious stones. These stones are Emerald, Ruby, Saphire, and Hematite. These represent the earths connection to the other elements. Next you must have bronze braziers at the cardinal points of the circle, the legs must be placed so that they are inside the circle and outside. The brazier must have a kettle of Pure Water over the coals so that it can slowly boild and steam. The braziers signify the water, the air, and the fire upon the earth. Once it has been completed, the character must allow their own belief empower the circle. To do this, the player must roll 2d6+Discipline+Faith vs TN 28. Once it is created, if you should get a Magi to cross the barrier and forced inside, you can entrap them by rolling 2d6+Discipline+Faith vs their 2d6+Discipline+Faith.

    If this is successful, no Magi will be able to cross the circle reguardless of form or spell. Spells cannot breech the barrier from the outside, and if a Magi is trapped within he is completely cut off from the Weave. The steam and smoke forms a barrier that repels the Magi and if trapped inside they are kept from the circle of powdered stone to break it. Once trapped inside the circle they are cut from the weave and the elements rendering them powerless to use anything but skills, no spells may be cast. The duration of the circle is 24 hours and no Magi may come within 10 feet of it.

    Sight Recognition – There is one method of identifying a Magi by sight. Not the identity of the person, but the identity of the breed. You must physically seeing the Magi cast a spell in your presence. Unless an ability or mastery is being used to conceal the Magi’s casting, you will have the chance to know them for what they are. You must either witness a physical effect or the spell, or be the target one. If these conditions are met, you can roll 2d6+Disciplin+Lore vs TN 26 to identify them as a Magi. There must be a ST, Room Host or GM available during this time in order for the ID to be official. Please copy the log of the sighting and email it to VEMailroom@aim.com so that a member of staff can post it in the appropriate folder and send you a link to it’s location. You may not be able to utilize this link, but it must remain on your CS at all times so that staff may validate your claims of knowing the breed.

    Lore Level 6: Defense – Whenever a Magi uses a mental mastery with you as the target within line of sight from you, roll 2d6+Discipline+Lore vs. a TN: 26. It matters not if you know the characters breed – your mind will still attempt to defend itself from attack, even though your physical self had no realization of the process. If you succeed, you recognize the ability and its effect, giving you a one time +2 to the resistance roll (if any) for that mastery. Masteries that affect the caster only and use a skill to affect you cannot be defended against. For instance, if a Magi used a mastery to encase his hand in stone to increase his hand damage, you cannot roll this defense against since it was not directed at you. Only Roll vs Roll masteries can be defended against with the assistance of this ability.

    Lore Level 8: You have spent years studying the lost myths of the greater Magi, not the witches and warlocks who throw cats eyes and frogs balls into a mystic soup pot, but the real masters of the magics that lie untapped around us. You have also found a name to place with that small elite group of magic weavers, The Magi. These men seem to be the great workers behind technology, great achievement and the most renowned events in our age. Most are businessmen and important people, using their magicks to assist them in dealings and the power gained to go through with their dealings, some however go into jobs where they can better utilize their talents, firefighters, construction, etc… Through it all there is one commonality for this fractitious breed, the Weave, the touch of the elements.

    Elemental Elixir – You have learned to create items that are infused with the elements. You can create an elixir of sorts that can either be hurled at a Magi causing them either three Body damage, or you can use it to empower a weapon so that it does an additional wound to them that cannot be healed through any magical means. In order to create this Elixir, you must obtain four Powdered Rubies, four powdered Saphires, four powdered Emeralds, and four powdered Hematite, which usually requires a Income roll vs TN 10. Then you must mix these powdered stones with Pure Water, and then heated till boiling. The mixture must boil for ten minutes (which must be RP’d in the main room) and while it is boiling you must empower it with your own faith. To do this you must make a 2d6+Discipline+Faith roll vs TN 28. Once this is done and the liquid is cooled you may transfer the liquid into any other container. The elixir only lasts for 24 hours after it is made and must be enclosed until it is used, once applied to a weapon it will only last for a scene. Wounds from Elemental Elixirs, including the additional one if applied to a weapon, take twice as long to heal. So as a weapon itself, doing three damage, the victim would have to heal it over the course of twelve days, one wound from an empowered item will take six days per wound done.

    Note: Only One use of an Elixir can be empowered per day.

    Lore Level 10: Supreme Warding – You can now create an Elemental Circle to bind members of your own breed, though should you step inside you will be powerless still.

    Lore Level 12: You have learned all there is to the Magi, you know their secret Sects, their codes, and all the rituals that they involve themselves into. You know about which Sects feud with the others and how their hierarchy is set up. All the aeons mysteries involving the men of true magic are yours. As a result of this mastery you know their tricks and have a basic idea of what their spell are.

    Supreme Defense – Whenever a Magi uses a mental mastery with you as the target within line of sight from you, roll 2d6+Discipline+Lore vs. a TN: 26. It matters not if you know the characters breed – your mind will still attempt to defend itself from attack, even though your physical self had no realization of the process. If you succeed, you recognize the ability and its effect, giving you a one time +4 to the resistance roll (if any) for that mastery. Masteries that affect the caster only and use a skill to affect you cannot be defended against. For instance, if a Magi used a mastery to encase his hand in stone to increase his hand damage, you cannot roll this defense against since it was not directed at you. Only Roll vs Roll masteries can be defended against with the assistance of this ability.

    Level 14: Since this is a mortal breed, no killing item or roll is needed to bring final death to a Magi. They simply need to be reduced to the negative value of their Body stat and it is over.

    Mandatory Role-play Requirements

    1) Anytime a Mage casts a spell, the player must role-play it in the room. All spells require verbal incantations as well as hand gestures.

    2) Once a character becomes a Magi, he may never become a Psion as these two philosophies contradict each other heavily

    3) If the character ever becomes another type of breed, all Magi ability is permanently lost and they may never return to that breed.

    Magi Special Ability

    Unless otherwise mentioned the time needed to enact a mastery and the duration is dependant on the Casting and Duration skill, the range is determined by the Range skill.

    Weave Sight

    Room Command: ##Weave Sight##

    Range: As per Range Skill

    Roll System: 2d6+Discipline+Casting vs TN 22

    Duration/Activation: see Duration Skill / see Casting Skill

    Effect/Description: This mastery allows the Magi to see the Weave around a person and determine if he has any masteries in effect on him. This will not allow him to see hidden folk (Masteries granting invisibility) but will let them know that there is a magical effect in place around them. Once this spell is successfully cast they must win a 2d6+Will vs 2d6+Will against the person they are targetting to see the actual effect. If they do win, they can see if another Magi has a spell locked on him or a person is under the effects of another mastery (Any Breeds Mastery). For each +4 they win the Will vs Will roll by, they will be able to glean more information on the effect. The player can IM the other person and the answers must be given according to what the Magi can determine only.

    +0 – The Magi can tell that something is in effect.

    +1-4 – The Magi can determine the effective level of the power used (XP Cost or innate)

    +5-8 – The Magi can gain the knowledge of what the effect does

    +9-12 – The Magi can determine what Breed the power comes from if they have at least level 5 in the appropriate Lore.

    13+ – The Magi can do all of the above and know who placed the ability upon the target.

    The Magi can distinguish between different effects, but must roll seperately for each one examined.

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