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#21 Balthamos

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Posted 11 October 2010 - 03:32 PM

Casting spells.

There are two types of spell casters. Innate and learned.

A learned spell caster studies at a temple or a university to learn to harness magic. The words of a Clerics prayer or the phrases of a wizard's spell book are magical. Saying the incantation harness magical energy and shapes it into the spell that you desire. A learned spell caster's ability is limited by his mind's ability to contain the magic that the words are drawing to him. It is extremely painful to harness magic that is close to your limit, most spell casters learn where it is and don't try to exceed it. If you attempt to cast a spell too powerful you will invoke the cantrips you are taught on the first day of learning to dissapate the magic energy. If you fail to invoke the cantrips the magical energy is released in a pure form. Causing destruction all around you.

An innate spell caster uses more gestures and nonsense language to harness magical energy. It is a conscious drawing of magic to a purpose. The limit of your ability is defined by how much magic you can shape in time. Improvement comes from learning to shape the magic more efficiently and to greater purpose. If you draw too much magic you will feel it slipping away from you. If you are unable to prevent this it will cause all the magic for your spell to be released in the same fashion as a learned caster. Each innate spellcaster has their own way of coping with slipping magic, those who don't learn to deal with it don't live very long. An innate spell caster usually has a narrow focus of spells than a learned caster.

When training most spell casters use an implement such as a holy symbol, a totem, a staff or a crystal orb to focus their magic into. It reduces the effects of harmful spells going wrong.

Arcane spell casters come in both varieties.

All divine spells must be learned.

Primal spells are entirely innate.

Psionic powers are innate but other psions can assist in developing abilities.

Edited by Balthamos, 12 October 2010 - 05:05 AM.


#22 Balthamos

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Posted 11 October 2010 - 06:18 PM

The game will take place in the kingdom of Larson and Jennifer. The kingdom is one of several on the main continent of Asaths. The capitol city is situated at the north of the kingdom on the coast, it is a large port town and both the seat of the monarchy and the busiest trading venue in the kingdom. The kingdom itself occupies the north-east section of the continent, a large unforgiving mountain range separates the kingdom from Bruthis to the west. The southern edge of the kingdom is bordered by a great forest known as the wilderness. This forest is the reason most of the trade to Asaths is via sea.

The players will start in the town of Malthion, the town is looked after by Baron Vallam and is populated by around 800 people. About 400 more people live in farms and hamlets in the areas surrounding the town. The town is one of the closest to the wilderness that marks the southern border of the kingdom. Due to the close proximity to the wilderness crime is lower than normal and the town guard is larger than normal.

The player characters will be part of a group of adventurers. Adventurers are usually noteworthy individuals who will undertake risky jobs for large rewards. Sometimes families will find the gold to hire adventurers to track down relatives or thieves but more often than not the local authority will hire a group of adventurers for a job that doesn't require the numbers of a mercenary company or requires the precision and stealth that a small group of people can provide. Some adventurers adventure for personal gain and others for selfless reasons and because they enjoy it. The group of adventurers the PCs will be part of is reasonably well known but not busy enough for adventuring to be a full time job... yet.

Edited by Balthamos, 13 October 2010 - 09:07 AM.


#23 Balthamos

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Posted 12 October 2010 - 05:39 AM

A few things everyone can do.

Learn to ride - it's quite possible to use mounts without being a martial character however it's impossible to use any form of magic while riding.

Swing a weapon - everyone can have basic training in a weapon or two.

Read/write - not everyone can but if you want your character to read and write the common tongue then that's fine. I'll get round to other languages when it comes up.

Stealth/Thievery - not to everyone's taste but if you want to walk the dodgy path you can.

Doctoring - Non-magical healing, herbs, potions, stuff like that.

Alchemy - The best results are obtained by arcanists who apply their magic to their creations but there are a few things
you can brew on your own.

Knowledge - You can have a formal education in the following subjects, dungeoneering, nature, history, religion,. A noble character will have one or two of these and an education in politics, economics and warfare.

#24 Balthamos

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Posted 12 October 2010 - 10:10 AM

I think (think) that's all we need to start building characters so before I compile all this in to one sensible thread please ask any question you'd like the answer to and any questions about creating characters. Soon I'll start a background thread with an example for you to follow.

#25 Balthamos

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Posted 13 October 2010 - 09:44 AM

I direct you all to this thread:

Adventuring in Asaths Discussion Thread


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