top of page

Spell Scroll -- Elementalist

As per most druidic warriors, hedge wizards and battle-mages who follow Ghosehn the 'Lord of the Lands', living the nomadic and traveling lifestyle is normal and tradition is lauded above everything else. Much in the vein of the first magic users who wandered in the grace of Ghosehn, resilient scrolls and ink are used instead of heavy magic tomes to keep their spells in check by the new generation of worshippers. Galtus does the same, preferring to use his small journal for personal reflection and not for spell management.

 

(OOC) - Spells are split up into three catagories amongst four groupings. Passive spells are outlined in green aren't used for combat situations. Defensive is outlined in blue and is purely meant to protect allies and the caster during battle. Offensive is red and is for direct attacks against enemies. Each of the four groups represent the base amount of preps needed to cast the spell. More preps indicate more power and aren't restricted to the base amount. To read more about a spell simply hover your cursor over the icon. I use a system like the crpg game Baldur's Gate; meaning, each spell can be used once until the caster sleeps and regenerates his magic. Questions can be directed to the player in-game. As of 19/03/2014 due to extensive studying, teaching and sparring Galtus' casting ability increased permanently.

Instant Cast

1 Preps Needed

3+ Preps Needed

2 Preps Needed

Other Forms of Magic

Enchanting

Items ranging from weaponry to clothing can be enchanted with many different types of benefits for a sum of silver or copper. Depending on the type of enchantment attempted and its power, the one seeking it risks the chance to have the item completely destroyed. For easy enchantments like 'never wash pantaloons' or 'gloves of persistant grip', all it takes is ample time and focus from Galtus to complete it. More technically difficult ones like binding an elemental spell to a sword or raising prowess via a ring a simple system is used. (OOC) One dice is rolled (1d80) with the results determined by the outcome. 1-20 means success! 21- 40 is that the binding worked but is not as powerful. 41-60 means that the item wasn't enchanted but is not broken and 61-80 means the the item is lost forever. The system will become better with IC practise. More enchantments by Galtus means less chance of risking your stuff.

 

Identifying Items

When magical items of an unknown origin or use is found Galtus can identify it for a fee. The system used much like enchanting. (OOC) One dice roll (1d30) with 1-25 meaning he has successfully identified the magical item and 26-30 meaning that not only can he not scry how the item is enchanted at the time but he will never be able to for future attempts. At that time it would be advised you start scouring the library and search for any clues!

 

*Icons used for the spells come from the game Runes of Magic and are not of my own creation. All credit goes to them.*

bottom of page