User blog:HambleBee/Original Series' RP Blog

This blog covers the integral information needed to participate in the original series RP I will put up at the Non-TES Roleplaying board. If you intend to join up, I highly recommend reading this blog first to avoid getting lost.

Mana, Magic, and the Elements
Mana is the lifeblood of the series. Those that cannot use it are as good as hollow shells. Magic is mana that is refined, controlled, transmuted into the elements.

Reinforcement is the backbone of any mage, serving as armor for their very being, even if mostly in the physical and magical sense. Any mage without the knowledge of Reinforcement is considered easy prey by even the most humblest of opponents and other mages.

Below is the list of usable elements:

Fire
Production and control over fire. Massive heat generation ability. Has limited control over plasma.

Ice
Production and control over ice and cold. Ability to control any water that has been frozen, not just self produced ice.

Lightning
Production of and control over Electricity and Magnetism. Light production ability. Plasma production and control is also possible. Can also control some forms of radiation via this element.

Air
Production and control of gases and the high speed movement of gases. Can be used to generate plasma and control plasma.

Earth
Production and control over earth and stone. Has ability to produce and control elemental mercury as well. Can be used to manipulate unenchanted metals as well.

Water
Production and control over water, and control over most liquids. Can be used to control blood as well if the magic is advanced enough. Strong control can even be used to affect water vapor molecules in the air.

Poison/Toxin
Production and manipulation of all toxin forms, including solids, liquids and gases. Limited ability to control biological factors.

Void
Production and control over energy that typifies "emptiness". Known to be destructive if used well. Limited air control via vacuum manipulation. Cancels Aether element.

Aether
Rroduction and control over energy that has the properties of matter. Lacks wide application but very powerful as Aether always "fills" the empty spaces. Cancels Void element.

Light
Production and control over light, and derivatives of light like photons. Can be used to generate intense heat if needed, or be used to harden light into hard light. Total control over gamma radiation, limited power over other forms. Cancels out magic of the Darkness element.

Darkness
Production and control over shadow and darkness. Controls dark energies as well as shadows. Very weak influence over void based element. Does not mix well with light magic and cancels it out.

Gravity/Singularity
Production and control over gravity as well as singularities. Can easily open and close black holes with higher forms. Limited control over Void element due to their strong alignment.

Kinetic/Telekinetic
Production and control over pure, unadulterated force and velocity. Can be used to affect almost any other element, and the magic version of physical damage. Limited heat and cold generating ability.

Pure Magic/Mana
Production and control over Mana itself. It relies on the use of Mana that has not been transmuted into any element. Can be used for disastrously powerful attacks and can affect all elements, but cannot control any element.

Races
Listed below are the recurring and playable races in the RP, along with a short sypnosis of their history without giving away too much information:

Humans
Humans were among the first races of the known world. They are noted to be the race with the greatest magical potential among all due to the advanced and powerful magic which forms the pillar of their civilization. Many prominent mages were humans, not from the other Near Human races.

Elves
Elves are considered the other race with high magical potential similar to Humans due to the advanced and powerful but more traditional usage of the many schools of magic which also forms a central core of their civilization, which has also been built around magic.

The known races of elves are the High Elves, Dusk Elves, and Dark Elves

Dwarves
The greatest engineers and inventors have all been dwarves. They are also some of the best smiths known to the world, although their relative lack of talent in enchanting limits the power of the creations to whatever limit current magitek technology has for them.

Dryads
They are noted to be a race that isn't very optimized for magic casting, relying instead on their connection and power over nature and the natural form, due to their poor quality and quantity of naturally present magical circuits. However, due to their Elven-like language and large Mana pools, Dryads are capable users of incantations if needed, and they can still flash cast weak self-defense spells.

Character Card
Name:

Race:

Gender:

Age:

Appearance:

Weapons:

Apparel:

Misc Equipment:

Spells/Abilities(Up to 6. One invocation max per person.):

Core Skill(most flexible):

Lesser Power(Racial + 1):

Greater Power (Racial Only):

Passives (Racial + 1):

Resistances(Up to 3):

Weaknesses(mandatory, not optional, cannot be mental):

Bio/Background:

Please note several things:
 * For the second Lesser power, other than Racial, one can create either a single effect ability, or a passive.
 * The core skill is normally wide ranging, such as telekinesis or electrokinesis. Magic under the core skills do not have to be listed as spells or abilities, unless they have special conditions.
 * Incantations are spells that require more than two turns to resolve, and are accompanied by words. Each character can have up to one, and the effect must be specified. It can be stronger than a normal spell.
 * If you are a Hybrid, you can use a the passive of your other parent as the custom passive.

Example:

Name: The Brass Warlord

Race: Dwarf

Gender: Male

Age: 30?

Appearance: WIP

Weapons: Steel Bastard Sword

Apparel: Unique custom armor, mostly colored/dyed in dark brass.

Misc Equipment: 3 healing potions. They are not for him.

Spells/Abilities(Up to 6. One invocation max per person.):
 * 1) Shrouded Knife (Throws a metallic dagger towards an enemy that returns to the user after successfully dealing damage)
 * 2) Ransacking Slam (Slams the ground with a vicious fist strike, causing the earth to burst in a frontal cone and send spiked earthly tendrils to shoot up.)
 * 3) Reinforcement (Adept Level)
 * 4) Bounty of the Smith (Bolster one's constitution, allowing the user to regenerate vitality and generate more mana at the expense of stamina.)
 * 5) Shattering Blow (Slams the ground, causing the whole area around the user in a 8m radius to strike at anyone with dangerous spikes of earth.)
 * 6) Ancestors' Rage (Empowers one's self with the fury of an Ancestral Guardian, making one immune to status effects and granting increased attributes.)

Core Skill(most flexible): Telekinesis

Lesser Power(Racial + 1): Dimensional Link, Technological Expert

Greater Power (Racial Only): Replicant Syntesis

Passives (Racial + 1): Dimension Gate, Ancestor's Boon (Negative effects clear out 20% faster. Heal for a small amount of vitality and mana overtime while inflicted with any negative effect/s.)

Resistances(Up to 3): Poisons 100%, Silence 100%, Illusions 100%

Weaknesses(mandatory, not optional, cannot be mental): Cannot benefit from potions, inefficient with many melee weapons aside daggers and swords.

Bio/Background: A Dwarven Warlord who is well-known to value his independence as much as he values his anonymity, which is protected by both his intricate armor and seemingly-unremovable mask.

Races and Racial bonuses
Passives are ... passive. Lesser Powers are reusable so long as the conditions are met and their recharges are complete. Greater powers are once a day.

Humans
Passive: Mystic Attunement - 15% Magic Resistance, 15% increased magic magnitude, 20% Magic Piercing (all spells will deal at least 20% damage!)

Lesser Powers (pick one): Greater Powers (pick one):
 * Echo Spell - you can recast your last used spell for 65% it's mana cost with no charge time or cast time. Only for flash casted magic
 * Mana Vortex - channel this to refill mana mid battle at high speed. Disables other actions and cancels spells. Will grant 15% more spell resist during channeling.
 * Life from Death - activate. When active, spell damage dealt heals the caster, but is reduced by 20%.
 * Magic Slash - Fire a wave of energy from your weapon, inheriting all elemental properties the weapon has. Uses mana.
 * Circuit Overdrive - all flash cast spells have no charge time and cost half. Mana regen increased by 50%
 * Divine Shield - use mana to summon a barrier that regenerates at extreme speed, providing nigh invulnerability. One time invocation and doesn't need to be maintained constantly until it ends.

High Elves
Passive: Magic Runewords - High Elves can cast invocations 50% faster, giving them two thirds the invocation time of any race. Spells cost 15% less to cast, converts 20% of physical damage to magic damage, and 20% of magic damage to physical.

Lesser Powers (pick one): Greater Powers (pick one):
 * Divine Judgement - A spark of magic forms a torrent of light. For some mana, a High Elf is able to fire a fast flying light sphere that deals some damage in an AoE blast and knocks back. Has a short recharge.
 * Blessing Words - use the runewords to bless your weapon with mana. Melee weapons and arrows get additional 20% damage as magic damage, and pierce 25% of armor. Arrows are one use and pierce multiple targets. Melee weapons have an effect which lasts a time.
 * Quick Talker - calm, anger or fear one opponent by imbuing your words with mana. Doesn't work on those who resist illusion and may not always work on Near Humans. Always works on animals. Near Human Targets who were affected cannot be affected again for a day, but it can be repeated on animals infinitely.
 * Mana shield - surround oneself with a mana field that redirects damage to mana. Mana regen is 50% slower when this is active.
 * High Speed Divine Words - complete one invocation instantly in one turn. Said invocation is 35% more powerful.
 * Ancestral Ground - use the divine words to make a blessed rune that covers a medium area. Constantly summons ancestral guardians inside the rune whenever enemies enter to harass the enemies.

Dusk Elves
Passive: Adaptable - melee damage +15%, Bow damage +10%, Block Magnitude +15%

Lesser Powers (pick one): Greater Powers (pick one):
 * Flow Like Water - freely convert mana to stamina and stamina to mana.
 * Ether Arrows - use mana to create arrows that are unlimited so long as you have mana. These arrows fly at triple speed and have no drop.
 * Premonition - reveals stealthed enemies. If used after being hit by a sneak attack, return 50% more damage to the sneak attacker with no exception. Uses stamina
 * Overwhelm - a single triple attack with a melee weapon, each weakened attack only doing 75% damage. Very hard to block. Uses stamina
 * Martial Wrath - take 50% less physical damage and deal 20% more melee damage. Improved movement speed. Lasts a while
 * Rapid Fire - increase the attack speed of a bow by two times, to fire double the arrows. Arrows fly faster and deal 35% more damage.

Dark Elves
Passive: Nightstalker - Improved sneaking skill. Footsteps are muffled. Has adaptive eyes which adapt to nightvision well. Invisibility effects last 15% longer.

Lesser Powers (pick one): Greater Powers (pick one):
 * Phase - become intangible for a few seconds using mana. Needs to recharge. Increase movement speed by 70% while phased. Cannot affect anything while phased.
 * Shed Skin - turn invisible and release an intangible doppelganger that cannot interact with the world for mana. Needs to recharge after use.
 * Unlock - use mana to open a lock. Self explanatory. Very cheap and spammable. Cannot unlock armor from people to make it fall apart.
 * Total Dark - causes an explosion of black smoke that disorients all around the caster, temporarily blinds them and makes them choke. The caster is not affected.
 * Smoke and Mirrors - summons doppelgangers everywhere around the elf, and allows them to swap positions with the doppelgangers rapidly. Lasts for a while.
 * Nightbringer - sends up to three sentient opponents to sleep. Can be resisted and doesn't affect people with illusion resistance. Will also send animals within a radius of the three to sleep for no additional cost

Dwarves
Passive: Dimension Gate - a unique and ancient magic that dwarves possess. This allows them to pull out equipment they need directly to their hands or summon it. It grants nigh infinite storage capacity and repairs everything in it. Anything linked to the dimension gate can be returned with no effort, no matter how far it is.

Lesser Powers (pick one): Greater Powers (pick one):
 * Gate of Swords - Weaponize the Dimension Gate and use mana to launch up to six things inside it at once like arrows! Requires sharp objects (etc swords, lances, daggers) or explosives to be effective.
 * Technological Expert - focus on the enemy to see the weaknesses in their weapons and armor. Increases damage against target by 35% and decreases physical damage from target by 35%. Only applies to one target at a time and increases physical vulnerability to other enemies by 15%
 * Dimensional Link - Teleport to any piece of equipment or machinery drawn from the dimensional gate. Can be used even to teleport to crossbow bolts, thrown knives or arrows.
 * Imperfect Synthesis - copy a piece of gear at 70% the power of the real thing. Doesn't work on spirit gear or grimoires. Gear breaks after three uses. Uses mana.
 * Perfect Synthesis - the analysis and usage of expertise to use magic to fix whatever flaw there is in a weapon. Maximizes the power for any weapon held by the Dwarf for a short moment, but heavily damages the weapon afterwards.
 * Replicant Synthesis - Replicates any piece of technology, be it equipment, weapon or armor, with no flaws. Doesn't work on spirit gear or grimoires. Fades at the end of the day.

Dryads
Note: All Dryads are (in their base form) female. They have the ability to shift their biological form to some degree, which is how they reproduce. Do not overthink it.

Passive: Nature's Flow - Dryads will not be attacked by animals and creatures unless they attack first. Animals will come to the aid of a Dryad if they are attacked. 25% faster health regen.

Lesser Powers (pick one): Greater Powers (pick one):
 * Strength Shift - use mana, performing a melee attack that is 35% stronger, disorients and knocks back. Has a short recharge. Bare hands become claws and do slashing damage if this is used.
 * Vine Call - summon thorny vines to entangle enemies. Will wound unarmored enemies, but can only bind armored ones. Can also summon woody vines to protect self instead. Uses mana and short recharge.
 * Befriend - using mana, convince a chosen animal to fight for you for a short duration. The animal gains 25% increased health and damage for the duration. Animals cannot be befriended twice a day.
 * Nature's Sanctuary - summons a small area of land for mana which can heal anything that stands in it. This patch of land also cleanses debuffs and improves all heals cast inside it.
 * Monstrous Shift - a Dryad can turn into any animal of her choice once a day, with either a full transformation or anthropomorphic transformation that gains some traits. Lasts a short while.
 * Call of the Wild - instantly summon all animals in the area to your aid.