Kawaii Kyuubi Kitsune
Kawai Nogitsune
The trees swayed gently in the unnatural breeze, and the shadows below them danced like puppets in the light of the blue moon. The ritual had begun, and a figure rushed through the forest. The black cloth that was bound tightly to his body with black cord gave little camouflage in these conditions, especially with his amber elven eyes glowing and his long glistening silver hair stretching out behind him The rips in the fabric showed how crudely made it was, and it was clear that the black cord was all that was holding it all together. Tucked under his arm was a a white scroll...
I have waited a long time for this. Some mere human found the source of all magic that my people have been searching for eons for, splitting into the eight different magic schools the average mage practices as was predicted. With it we'll be able to end the corruption of this world and force all demons, whether real or metaphorical back to the depths of whatever foul plane of existence they came from.
An unnatural glow slowly became visible out in the trees in front of the elven thief. He ran towards it, heartened by its presence gave him the will to run faster, as did the knowledge time was running out. If he failed it could be another fifty years before the scroll could be any use again. Still the distant sound of a blacksmiths hammer of metal was a little unnerving, especially when it was coming from the same direction as the light. They couldn't be coming from the same source, could they?
G'eit will need this scroll to finish the ritual safely, then it'll be clear whether his theories were right about the source. I can't let him down... This requires to be done under the light of the second blue moon in a year, and years that have two nights with blue moons are a long time apart. We must create the eight solders of magic, ones with the source of magic in their very bones, unleashing the magic through their veins. Magic with few limits...
The forest gave way to a clearing, in which eight balls of swirling darkness resided, situated in a circle, and the air sparked with raw, unstable magic. The thief stumbled to a stop, speechless. G'eit was not preforming the ritual alone. He didn't look towards G'eit, but instead the slightly shorter and much fatter figure in the clearing. The figure was clearly a dwarf, even without the glowing of an improvised magical forge and the sound of the dwarf working metal. Covered in metal plates and facing away from the thief it was impossible to tell much about this dwarf in particular.
There should be no need for any metal to be worked on in this ritual, let alone a lowly dwarf. It was bad enough I had to come to this kingdom overrun by them, but now to work with one?
“I see you are a little late,” A hand patted the elf on the shoulder, a tug pulled the scroll out of his grasp. The voice was that of the human named G'eit. There was no need to turn around, it was easy enough to remember what he looked like. Skinny and frail looking, G'eit certainly didn't look like much a a threat in a fight unless he used magic. His hair was midnight black, same as his eyes when his glasses weren't giving too much glare for anyone to see that, though his skin was slightly tanned. Always wearing a humble brown robe. “Almost too late”
“Alas, the scroll of the secrets of the memory was harder to obtain from my brethren than I thought.” The elf spoke, keeping his eyes on the dwarf. A slight pain in the should where G'eit touched him seemed odd, but it was probably the stress of running so far. “As you should know the gray elf sub-culture is a bit against dealing with others, even the more flexible elven communities would have been against it if they knew a dwarf was involved. That is that thing doing here anyway?”
“If yea must know I've been burning off the birth marks of the buggers we've got in the cocoons here,” The dwarf spoke in a very gruff voice, as rough as nails was only an accurate metaphor for the voices of a few dwarves and this was one of them. “Now I be finished with removing all identifying marks from everything they had with 'em.”
“B-b-but the scroll was meant to prevent memory damage from the ritual, why hide who they are?” A jolt of pain knocked the elf to his knees at the end of his sentence. “What is this pain I feel?”
“It is the pain of being betrayed for the greater good. You see I couldn't risk losing someone loyal to this ritual, so I need to make sure all these victims' personal memories vanish forever. There is only a small chance they” G'eit laughed, “The poison I injected into your shoulder will be slow and painful, as I don't want your body to be too badly damaged. You see, we've got a necromancer in one of the cocoons and the consciousness is splinting, thus we need a specially prepared dead body or else lose a tiny bit of my hard work...”
“They'll figure out you did this to them.” The elf interrupted, “They'll hunt you down and stop whatever foul scheme you have. You'll fall to the same power you created.”
“You're forgetting why I am doing this, I will end the corruption in the lands any way I can. I'll implant my image in their minds, they'll seek me out in the town which is only a few minutes away. I can offer them what they want, and they'll do what I ask of them. No memories beyond the occasional harmless piece about things like how dragons breath fire, and other basic knowledges, might actually give them a fresh perspective too. How should I put this... Alas, their personalities will likely remain as they were, shaped by memories they no longer have and filed with desires I can arrange to be fulfilled.”
“Yea need to have the next part of preparation now,” The dwarf walked towards the elf, in an out stretched hand a ball of glowing green liquid floated. “This acid shall have yea flesh off in mere minutes...”
Hours later, the sunrises and the black cocoons collapse, all remains vanishing, revealing the eight occupants. Memories erased and strong magic they know nothing of flowing within them, they are ready to face the world and change it...
Please Note:
*The last day of sign ups is Monday the 6th of February. The RPG will then start on Wednesday the 8th of February. These dates are set in stone, assuming no unforeseen disaster wipes out all chances of me keeping to this, like the end of the world.
*I will not choose who gets in and who doesn't till sign ups close. Only the best seven or eight characters will be accepted. Being significantly different than other characters, as well as overused character designs, does greatly improve the sign up.
*Multiple characters is allowed, but they will be judged separately. One may be accepted without the other, or possibly both will be accepted. Having more than one character will reduce the number of players in this RPG.
*Unlike most of my other RPGs, I do not intend to make extra rules about how bunnying, and other things, will be handled. I consider normal RPGing rules perfect for this RPG.
*Unlike mot of my RPGs this one has a running plot. It is a flexible plot and a character's actions can greatly affect the entire world around them even if they don't do as they are told, but this is not an excuse to be a twink. This also means I would rather take a full game-master position to handle the plot, but will take an actual particapating character if there is a position no one really wants to take.
*This RPG is based in the Dungeons and Dragons universe, though knowing details of Dungeons and Dragons will neither be required nor give any advantage due to how much I have changed for this RPG. Everything will be explained fully, knowing information already may just save on some reading.
Sign up form
Name: (Whatever name you intend your character to choose to go by, considering that their original name is lost. This name doesn't have to stick and can be changed at any time if there is a reason your character wants to.)
Age: (Approximately, since your character can't possibly remember what it was. Non-humans age at a different rate to humans, so please state if you are not using normal years.)
Gender: (If applicable)
Species: (Human, elf, gnome... really anything that fits into a fantasy setting will work, but anything too much more powerful than a human will come with penalties to magic.)
Description: (Same as with all RPGs, but no modern clothing.)
Personality: (Same as with all RPGs)
Strengths and weaknesses: (See strengths and weaknesses section for more info)
Weapon and/or protective equipment: (A brief description of your character's weapon and/or protective equipment. Nothing too fancy, as any details that would be used to identify your character would have been removed... nothing magical either, you'll have to earn magic equipment)
Magic: (Choose from the magic section, though list three or four in the order of which you want most. As much as I will try to give everyone their first choice, I also don't want double ups, thus first choice goes to the best.)
Specialty: (Optional: Within the magic you get, you may choose some sort of specialty. Be it a certain spell, a certain sub-group of spells, or some sort of skill/s relating to the magic, you will get bonuses to it. Only do this for your first choice of magic, as doing more would make you look pessimistic about getting your first choice. If you fail to get your first choice, you will have to change this section.)
Other: (Anything you want to add about your character.
Sample RPG: (Optional for those I have RPGed with more than once, compulsory for everyone else. Do a post of your character participating in an activity relating to their cultural heritage. This has to be done like you would do an RPG post, not for you to extend longer through means not possible in a normal post. Since this is before their memory was wiped, they will be going by their original name, which is different to the name they will go by in this RPG. This may be optional, but may be an important factor in whether you get your first choice of magic or not)
Strengths and Weaknesses
All people have things they are good at and things they are bad at, and in this RPG strengths and weaknesses need to balance out. There are general strengths/weaknesses and specific strengths/weaknesses.
General: If you choose one of the following as a strength, you must choose another as a weakness. You may choose to make one a greater strength by making two others weaknesses plus one specific weakness. In place of a weakness, you may make two things that are already weaknesses into greater weaknesses. As neither a strength or a weakness your character is still considered to be slightly above average for your species due to your character being specially chosen.
Strength: Physical strength is very useful, especially when your magic is not the type that can move heavy objects for you. Being able to put all your strength into hitting hard with a weapon when magic fails is also a real life saver (Or life ender for the one you're hitting). Having this as a weakness means your character is easily over powered and will never manage any sort of heavy lifting. As a greater weakness your character would be so feeble he/she can barely carry his/her own weight.
Dexterity: Agility and reflexes are counted as a part of good dexterity. Being able to dodge blows does help in combat (Though wearing bulky armor really ruins ones ability to act on their reflexes), and it also helps for doing fiddly tasks that require steady hands like picking pockets or aiming a bow. Having this as a weakness means your character will be slightly clumsy and completely unreliable when it comes to fiddly tasks. As a greater weakness your character would be ineptly clumsy.
Constitution: This counts as your characters endurance, health, and resistance to poisons. Having it as a strength means you'll tire much slower than others, and suffer less from any sort of ailment, be it disease, poison, or physical wounds... though physical wounds will still look bad and take a lot of healing. Having Constitution as a weakness would mean your character would succumb to aliments quite easily. As a greater weakness your character would be sickly and frail at all times.
Intelligence: This is the ability to use logic, reasoning, and the ability to learn. Being able to think of ways to solve a problem is always useful, as well as being able to think of unconventional ways to use your magic or other things you find laying around. Having as a strength or weakness has to not contradict your character's personality, and a character with this as a weakness would not be able to outsmart others very well. As a greater weakness your character would be barely able to form complete sentences.
Wisdom: Wisdom is a persons willpower, common sense, perception, and intuition. It is useful to see through deceptions, meaning it is very important if you have intelligence as a weakness. Being able to tell when someone is trying to outsmart you is very important when you are unable to formulate a back up plan in case you are lured into a trap. Relating to perception, means having it as a weakness means even though something might be in your character's sight, he/she may not actually notice it. As a greater weakness your character would be a fool who can not see obvious things right in front of his/her eyes.
Charisma: This is a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness (By their species standards). It is important to be able to make friends and be able to deceive enemies, though it is not necessarily a good choice as a strength unless your character intends to raise an army or seduce everyone of the opposite gender they meet. Having this as a weakness would make your character a bit of a loner, lacking social skills, which could make it hard to get help doing a lot of tasks. As a greater weakness your character would be horrible and hideous beyond belief.
For those who want to apply a numerical value to these general strengths and weakness, like is used in D&D, then:
*greater weakness=3
*weakness=8
*Normal (For characters, not NPCs)=13
*strength=16
*greater strength=18
Alternatively, you may use a 30 point buy system (For those who know D&D, others will have to PM me for details), with specific weakness being worth an additional point onto the point buy system.
Specific: Things like climbing, swimming, or improvised medical aid count as specific strengths, though choosing something like that as a strength requires you to choose two others as things your character is terrible at. Things like phobias, and other such major flaws, count as two normal specific weaknesses (Thus equal a specific strength). Of course, specific strengths and weakness rules are not set in stone, and I may decide in specific cases certain strengths and weaknesses are worth more or less than normal.
Magic
In this RPG each character has the very essence of a school of magic infused with his/her very bones, giving them access to the magic with ease and without as many limits. Magic for them returns much quicker, instead of taking a full day to replenish their magical energies, it takes at most a few minutes. Exact spells will be PMed to participants once sign ups close, and additional ones as they earn them in various ways.
There are eight schools of magic in the Dungeons and Dragons world, practiced by wizards and sorcerers from far and wide:
Abjuration: Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Conjuration: Each conjuration spell belongs to one of four subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
Divination: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, see events happening without being there, and to foil deceptive spells.
Enchantment: Enchantment spells affect the minds of others, influencing or controlling their behavior.
Evocation: Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, but scale is sometimes problem. When an evoker throws a fireball, it isn't a tiny little thing thrown by hand, instead get a 20 ft ball of fire thrown while it is still forming and thrown by magic.
Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Even those with strong minds can only resist an illusion by seeing some evidence it is false, weaker minds remain deceived even then.
Necromancy: Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. A necromancer will start off with one skeleton minion which shares their mind.
Transmutation:Transmutation spells change the properties of some creature, thing, or condition. Changing on creature to another, or even into stone, and even changing one element to another is all within the power of transmutation, though the magic can be resisted and in most cases reversed with other magic. For some reason turning lead into gold doesn't quite work, even though gold can be turned into lead.
Magic is invoked via incantations, precise movement of the hand (Which can prove difficult when wearing encumbering armor), and the use of various appropriate materials. With magic within their very bones, the character's in this RPG can get away with not using material components in spells with usually no more consequences than a slight unexplainable urge to gather the materials to do the spell properly next time, but that urge can be ignored by most. As for the incantations and hand movements, they can also be avoided, but doing so drains a lot of extra energy from the character.
I have waited a long time for this. Some mere human found the source of all magic that my people have been searching for eons for, splitting into the eight different magic schools the average mage practices as was predicted. With it we'll be able to end the corruption of this world and force all demons, whether real or metaphorical back to the depths of whatever foul plane of existence they came from.
An unnatural glow slowly became visible out in the trees in front of the elven thief. He ran towards it, heartened by its presence gave him the will to run faster, as did the knowledge time was running out. If he failed it could be another fifty years before the scroll could be any use again. Still the distant sound of a blacksmiths hammer of metal was a little unnerving, especially when it was coming from the same direction as the light. They couldn't be coming from the same source, could they?
G'eit will need this scroll to finish the ritual safely, then it'll be clear whether his theories were right about the source. I can't let him down... This requires to be done under the light of the second blue moon in a year, and years that have two nights with blue moons are a long time apart. We must create the eight solders of magic, ones with the source of magic in their very bones, unleashing the magic through their veins. Magic with few limits...
The forest gave way to a clearing, in which eight balls of swirling darkness resided, situated in a circle, and the air sparked with raw, unstable magic. The thief stumbled to a stop, speechless. G'eit was not preforming the ritual alone. He didn't look towards G'eit, but instead the slightly shorter and much fatter figure in the clearing. The figure was clearly a dwarf, even without the glowing of an improvised magical forge and the sound of the dwarf working metal. Covered in metal plates and facing away from the thief it was impossible to tell much about this dwarf in particular.
There should be no need for any metal to be worked on in this ritual, let alone a lowly dwarf. It was bad enough I had to come to this kingdom overrun by them, but now to work with one?
“I see you are a little late,” A hand patted the elf on the shoulder, a tug pulled the scroll out of his grasp. The voice was that of the human named G'eit. There was no need to turn around, it was easy enough to remember what he looked like. Skinny and frail looking, G'eit certainly didn't look like much a a threat in a fight unless he used magic. His hair was midnight black, same as his eyes when his glasses weren't giving too much glare for anyone to see that, though his skin was slightly tanned. Always wearing a humble brown robe. “Almost too late”
“Alas, the scroll of the secrets of the memory was harder to obtain from my brethren than I thought.” The elf spoke, keeping his eyes on the dwarf. A slight pain in the should where G'eit touched him seemed odd, but it was probably the stress of running so far. “As you should know the gray elf sub-culture is a bit against dealing with others, even the more flexible elven communities would have been against it if they knew a dwarf was involved. That is that thing doing here anyway?”
“If yea must know I've been burning off the birth marks of the buggers we've got in the cocoons here,” The dwarf spoke in a very gruff voice, as rough as nails was only an accurate metaphor for the voices of a few dwarves and this was one of them. “Now I be finished with removing all identifying marks from everything they had with 'em.”
“B-b-but the scroll was meant to prevent memory damage from the ritual, why hide who they are?” A jolt of pain knocked the elf to his knees at the end of his sentence. “What is this pain I feel?”
“It is the pain of being betrayed for the greater good. You see I couldn't risk losing someone loyal to this ritual, so I need to make sure all these victims' personal memories vanish forever. There is only a small chance they” G'eit laughed, “The poison I injected into your shoulder will be slow and painful, as I don't want your body to be too badly damaged. You see, we've got a necromancer in one of the cocoons and the consciousness is splinting, thus we need a specially prepared dead body or else lose a tiny bit of my hard work...”
“They'll figure out you did this to them.” The elf interrupted, “They'll hunt you down and stop whatever foul scheme you have. You'll fall to the same power you created.”
“You're forgetting why I am doing this, I will end the corruption in the lands any way I can. I'll implant my image in their minds, they'll seek me out in the town which is only a few minutes away. I can offer them what they want, and they'll do what I ask of them. No memories beyond the occasional harmless piece about things like how dragons breath fire, and other basic knowledges, might actually give them a fresh perspective too. How should I put this... Alas, their personalities will likely remain as they were, shaped by memories they no longer have and filed with desires I can arrange to be fulfilled.”
“Yea need to have the next part of preparation now,” The dwarf walked towards the elf, in an out stretched hand a ball of glowing green liquid floated. “This acid shall have yea flesh off in mere minutes...”
Hours later, the sunrises and the black cocoons collapse, all remains vanishing, revealing the eight occupants. Memories erased and strong magic they know nothing of flowing within them, they are ready to face the world and change it...
Please Note:
*The last day of sign ups is Monday the 6th of February. The RPG will then start on Wednesday the 8th of February. These dates are set in stone, assuming no unforeseen disaster wipes out all chances of me keeping to this, like the end of the world.
*I will not choose who gets in and who doesn't till sign ups close. Only the best seven or eight characters will be accepted. Being significantly different than other characters, as well as overused character designs, does greatly improve the sign up.
*Multiple characters is allowed, but they will be judged separately. One may be accepted without the other, or possibly both will be accepted. Having more than one character will reduce the number of players in this RPG.
*Unlike most of my other RPGs, I do not intend to make extra rules about how bunnying, and other things, will be handled. I consider normal RPGing rules perfect for this RPG.
*Unlike mot of my RPGs this one has a running plot. It is a flexible plot and a character's actions can greatly affect the entire world around them even if they don't do as they are told, but this is not an excuse to be a twink. This also means I would rather take a full game-master position to handle the plot, but will take an actual particapating character if there is a position no one really wants to take.
*This RPG is based in the Dungeons and Dragons universe, though knowing details of Dungeons and Dragons will neither be required nor give any advantage due to how much I have changed for this RPG. Everything will be explained fully, knowing information already may just save on some reading.
Sign up form
Name: (Whatever name you intend your character to choose to go by, considering that their original name is lost. This name doesn't have to stick and can be changed at any time if there is a reason your character wants to.)
Age: (Approximately, since your character can't possibly remember what it was. Non-humans age at a different rate to humans, so please state if you are not using normal years.)
Gender: (If applicable)
Species: (Human, elf, gnome... really anything that fits into a fantasy setting will work, but anything too much more powerful than a human will come with penalties to magic.)
Description: (Same as with all RPGs, but no modern clothing.)
Personality: (Same as with all RPGs)
Strengths and weaknesses: (See strengths and weaknesses section for more info)
Weapon and/or protective equipment: (A brief description of your character's weapon and/or protective equipment. Nothing too fancy, as any details that would be used to identify your character would have been removed... nothing magical either, you'll have to earn magic equipment)
Magic: (Choose from the magic section, though list three or four in the order of which you want most. As much as I will try to give everyone their first choice, I also don't want double ups, thus first choice goes to the best.)
Specialty: (Optional: Within the magic you get, you may choose some sort of specialty. Be it a certain spell, a certain sub-group of spells, or some sort of skill/s relating to the magic, you will get bonuses to it. Only do this for your first choice of magic, as doing more would make you look pessimistic about getting your first choice. If you fail to get your first choice, you will have to change this section.)
Other: (Anything you want to add about your character.
Sample RPG: (Optional for those I have RPGed with more than once, compulsory for everyone else. Do a post of your character participating in an activity relating to their cultural heritage. This has to be done like you would do an RPG post, not for you to extend longer through means not possible in a normal post. Since this is before their memory was wiped, they will be going by their original name, which is different to the name they will go by in this RPG. This may be optional, but may be an important factor in whether you get your first choice of magic or not)
Strengths and Weaknesses
All people have things they are good at and things they are bad at, and in this RPG strengths and weaknesses need to balance out. There are general strengths/weaknesses and specific strengths/weaknesses.
General: If you choose one of the following as a strength, you must choose another as a weakness. You may choose to make one a greater strength by making two others weaknesses plus one specific weakness. In place of a weakness, you may make two things that are already weaknesses into greater weaknesses. As neither a strength or a weakness your character is still considered to be slightly above average for your species due to your character being specially chosen.
Strength: Physical strength is very useful, especially when your magic is not the type that can move heavy objects for you. Being able to put all your strength into hitting hard with a weapon when magic fails is also a real life saver (Or life ender for the one you're hitting). Having this as a weakness means your character is easily over powered and will never manage any sort of heavy lifting. As a greater weakness your character would be so feeble he/she can barely carry his/her own weight.
Dexterity: Agility and reflexes are counted as a part of good dexterity. Being able to dodge blows does help in combat (Though wearing bulky armor really ruins ones ability to act on their reflexes), and it also helps for doing fiddly tasks that require steady hands like picking pockets or aiming a bow. Having this as a weakness means your character will be slightly clumsy and completely unreliable when it comes to fiddly tasks. As a greater weakness your character would be ineptly clumsy.
Constitution: This counts as your characters endurance, health, and resistance to poisons. Having it as a strength means you'll tire much slower than others, and suffer less from any sort of ailment, be it disease, poison, or physical wounds... though physical wounds will still look bad and take a lot of healing. Having Constitution as a weakness would mean your character would succumb to aliments quite easily. As a greater weakness your character would be sickly and frail at all times.
Intelligence: This is the ability to use logic, reasoning, and the ability to learn. Being able to think of ways to solve a problem is always useful, as well as being able to think of unconventional ways to use your magic or other things you find laying around. Having as a strength or weakness has to not contradict your character's personality, and a character with this as a weakness would not be able to outsmart others very well. As a greater weakness your character would be barely able to form complete sentences.
Wisdom: Wisdom is a persons willpower, common sense, perception, and intuition. It is useful to see through deceptions, meaning it is very important if you have intelligence as a weakness. Being able to tell when someone is trying to outsmart you is very important when you are unable to formulate a back up plan in case you are lured into a trap. Relating to perception, means having it as a weakness means even though something might be in your character's sight, he/she may not actually notice it. As a greater weakness your character would be a fool who can not see obvious things right in front of his/her eyes.
Charisma: This is a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness (By their species standards). It is important to be able to make friends and be able to deceive enemies, though it is not necessarily a good choice as a strength unless your character intends to raise an army or seduce everyone of the opposite gender they meet. Having this as a weakness would make your character a bit of a loner, lacking social skills, which could make it hard to get help doing a lot of tasks. As a greater weakness your character would be horrible and hideous beyond belief.
For those who want to apply a numerical value to these general strengths and weakness, like is used in D&D, then:
*greater weakness=3
*weakness=8
*Normal (For characters, not NPCs)=13
*strength=16
*greater strength=18
Alternatively, you may use a 30 point buy system (For those who know D&D, others will have to PM me for details), with specific weakness being worth an additional point onto the point buy system.
Specific: Things like climbing, swimming, or improvised medical aid count as specific strengths, though choosing something like that as a strength requires you to choose two others as things your character is terrible at. Things like phobias, and other such major flaws, count as two normal specific weaknesses (Thus equal a specific strength). Of course, specific strengths and weakness rules are not set in stone, and I may decide in specific cases certain strengths and weaknesses are worth more or less than normal.
Magic
In this RPG each character has the very essence of a school of magic infused with his/her very bones, giving them access to the magic with ease and without as many limits. Magic for them returns much quicker, instead of taking a full day to replenish their magical energies, it takes at most a few minutes. Exact spells will be PMed to participants once sign ups close, and additional ones as they earn them in various ways.
There are eight schools of magic in the Dungeons and Dragons world, practiced by wizards and sorcerers from far and wide:
Abjuration: Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Conjuration: Each conjuration spell belongs to one of four subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
Divination: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, see events happening without being there, and to foil deceptive spells.
Enchantment: Enchantment spells affect the minds of others, influencing or controlling their behavior.
Evocation: Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, but scale is sometimes problem. When an evoker throws a fireball, it isn't a tiny little thing thrown by hand, instead get a 20 ft ball of fire thrown while it is still forming and thrown by magic.
Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Even those with strong minds can only resist an illusion by seeing some evidence it is false, weaker minds remain deceived even then.
Necromancy: Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. A necromancer will start off with one skeleton minion which shares their mind.
Transmutation:Transmutation spells change the properties of some creature, thing, or condition. Changing on creature to another, or even into stone, and even changing one element to another is all within the power of transmutation, though the magic can be resisted and in most cases reversed with other magic. For some reason turning lead into gold doesn't quite work, even though gold can be turned into lead.
Magic is invoked via incantations, precise movement of the hand (Which can prove difficult when wearing encumbering armor), and the use of various appropriate materials. With magic within their very bones, the character's in this RPG can get away with not using material components in spells with usually no more consequences than a slight unexplainable urge to gather the materials to do the spell properly next time, but that urge can be ignored by most. As for the incantations and hand movements, they can also be avoided, but doing so drains a lot of extra energy from the character.
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