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Magic and Elemental powers

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Magic and Elemental powers Empty Magic and Elemental powers

Post  JunoVega Thu Dec 08, 2011 11:04 pm

In the world of Eterna, The typical human may possess a wellspring of Spiritual or Arcane Energies, some even attuned to elements, Alas Humans remain incapable of manifesting these otherworldly powers without the aid of a Focusing Medium, Be it a technological channeling device, or a more fanciful superstitious affair ordained with symbols and words.

Upon character creation you must select only one of these elements for your character
Spirit (Psi to some, Ki to others, it holds many names, the only “Neutral” element.)
Fire
Water
Earth
Wind
Ice
Electricity
Casting Spells
A Caster’s arsenal draws force from their capability to manipulate the user’s energy, Elemental or simply Spiritual into powers used. While the number, origin, details and variants of these spells are beyond number, they’ve been collectively relegated into tiers based on characteristics.

Tier 1 Spells are available to cast from the Most basic Foci and represent the beginning level smatterings of powers creatable from characters, due to its limited energy channeling capacities. Tier 1 spells have the following characteristics

1. Last a Maximum of 2 Rounds (Invented Powers Only)
2. Generate Limited efficiency Barriers capable of improving one resistance by 1

Note: All characters start with the ability to produce “Blasts” of Elemental power from Any of the elements above listed…regardless of the one they chose, however all of these blasts are regulated to the Tier 1 Limitations. And non-chosen elements only use the character’s Affinity Bonus


Tier 2 Spells are available to cast from applied specialized sources (ornate holy symbols or Specialized channeling technologies), and represent the common range of all powers manifested by all commonplace humans. Greater power beyond this tier is certainly available…though requires much more imput than simply an exchange of hardware. Tier 2 Powers have the following Characteristics

1. Add a maximum of 3 damage to a given attack, and are capable of being manifested in abnormal ways.
2. Last a maximum of 4 Rounds (Invented Powers only)
3. Generate a broad range of effects ranging from nauseating effects to temporarily enhancing damage dealing potential of energy or physical weapon. (Invented Powers)
4. Require a Tier 2 Magical Focus to manifest

Note: players, may not invent Tier 2 damage spells for the Elements they did not choose.

Tier 3 Spells are not so much a tier of Magic so much as the announcement that the character in question has become empowered beyond the capacity of the common range trinkets to properly channel their spells. Powers of this caliber are often dangerous to both caster and victim, nigh-otherworldy abilities that inspire awe and abject terror in their beholders. People equipped and capable of manifesting Tier 3 spells follow the following characteristiscs.

1. Damage dealt by spells of this caliber does not exceed 20, and usually perform up to 5 damage in recoil to the manifester, and often have hard limits on how many times per Thread such overdrawing of personal power may be done.
2. Effects may last as long as 8 rounds, signifying their enhanced hold on an opponent, or more virulent effects.
3. A Tier 3 Magical Focus is required to manifest Tier 3 spells.

JunoVega
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Posts : 5
Join date : 2011-12-08

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