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Guild Rules and Magic Info

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Luna Almagest
Captain

PostPosted: Fri Jul 30, 2004 3:18 am


This will contain the rules for this guild. I will be editing this later to have that stuff here.
PostPosted: Sun Nov 07, 2004 1:58 pm


General Rules for the RP
1. Use third person and write in paragraph form.

2. No ** actions or any other action enclosing brackets. (By this I mean do not go *opens door*)

3. Post more than one sentence a post; a minimum of 3 preferably.

4. Be literate. No chatspeak, n00bspeak, idiot speak, or anything beyond proper English, or as close to proper English as one who does not have English as a first language can get.

5. No modding or munching of any type. Neither auto-effect a non fully vulnerable target, nor shrug off spells without a good reason.

Psychotic Nature
Vice Captain


Psychotic Nature
Vice Captain

PostPosted: Fri Mar 18, 2005 4:21 pm


Rules and info regarding spells


1. Stay within your element. No launching of fireballs by Ice magi, no lightning bolts from Earth magi and so on. If you cannot logically remotely associate it with your element, then don't do it.

2. Magic in this RP is based more on effect than power. Spells of the same level are assumed to have the same amount of "power" and thus can cancel each other out. (Any level 3 shield can block any level 3 attack.) For this reason, make sure to design spells based around effect rather than general power.

3. Spell fusion. You may combine spells (your own or with each other) to create greater effects. The effects depend more on the nature of the spells involved more so than the power level of the spells. They will make one another more powerful though.

4. Read and remember the rules for the abilities of spells at a given level:

Spells and magical powers in general work on a scale of 1(one) to 4(four). These are very general measurements, but are accurate enough to cover a wide spectrum of different spells and effects.
Level 1- These spells are basically of utilitarian use. They can generally do things the mage could do themselves if normally healthy; Deliver messages, control small objects, and they can annoy/distract a single target. Every playable rank of mage already had enough of these spells for them to be considered not worth measurement.

Level 2- These spells cover the basic uses of magic. Such spells allow an attack, defense, movement (such as flight or teleportation), or influence of a single target, transformation of a limb or similar sized area, influencing the environment weakly, and annoying/distracting up to 5 targets.

Level 3- The more advanced spells, these perform many of the well-known and mysterious spells that most technologies cannot compare to. Such spells consist of transformation, control, major attack, major defense, or a life/death effect on a single target, movement, influence, attack or defense of up to five people, annoy/distract a crowd, and influence the environment strongly.


For the spells' purposes


A Target is commonly a single person of roughly human size. If the spell is affecting a non-person in general, it affects a mass or volume roughly equal to the size of a human.

A Crowd is a normal sized group of people, it does not cover entire armies, but it does cover any general gathering of people of reasonable size.

An Attack is equivalent to any blow intended to harm, such as a strike with an axe or sword. A Major Attack will greatly harm the target if it hits, roughly the equal of hitting the target with a car or a small explosion, and thus are very cabable of killing a target on contact if they are unable to protect themselves. Annoyances (when used offensively rather than a distraction) are along the lines of scratches, pinches, stings, and bites. While they can be as powerful as a punch and draw blood from the target, they generally will not cause death.

Healing, which is not mentioned above, would only serve as first aid at level one, be able to heal most wounds at level two, and is capable of reviving a freshly dead or near dead person at level 3.

For the sake of comparing, a level 2 spell is roughly 5 times as powerful as a level 1 spell, and a level 3 spell is 5 times as powerful as a level 2 spell (25 times as powerful as a level 1 spell.)


5. As stated before, spells depend more on effect than power since spells of the same level are generally equal in power. Because of this, the power of a mage lies not so much in the power of the spells they know, but in the amount of spells that they can cast. Thusly, this is how mages are ranked.

Your rank may increase as a result of rping or playing a role in a greater plotline. How fast, much, and why your character grows is completely up to you, but does require both the approval of an Archmage and reason in the RP you to go up a rank.


Mage ranks
Ordinaries- Non-magical folk. Those without any magical capabilities. This group makes up most of the population. They know no spells whatsoever.

Dabbler- The first beginning rank the training for becoming a mage. At this level, a mage begins to learn Lvl. 1 spells. They have 1-5 of these spells.

Neophyte- The rank above Dabbler. This is the higher form of studying the basics, and the people of this rank have 6-25 spells at Lvl. 1.

Apprentice- This rank is the first playable ranks for guild members. At this stage, lvl 1 spells become unnecessary for recording purposes. Apprentices get 1-5 lvl 2 spells. Almost all mages will begin at either Apprentice or Disciple level unless they receive permission from an archmage to do otherwise.

Disciple- The next rank above Apprentice, Disciples have 6-10 spells at lvl 2 and 1 spell at lvl. 3.

Journeyman- The next rank above Disciple, Journeymen have 11-25 spells at lvl. 2, and 2-5 spells at lvl 3.

Adept- This ranked stage above Journeymen have lvl. 2 spells become unnecessary for recording purposes, and have 6-10 spells at lvl. 3.

Thaumaturge- The is the highest non-officer rank available. Thaumaturges have 11-25 spells at lvl. 3.

Archmage- Basic officer ranking. Lvl 3 spells no longer need recording, and they have access to 1-4 lvl. 4 spells. Archmagi also begin to involuntarily produce lvl 1 effects and must concentrate to not produce them. Archmagi stop aging naturally and their health requires being around their element more than natural reasons, like a healthy diet and exercise.

level 4 spells
Level 4- The are the spells legends are told about and people worry about the most. This level of power can let you do almost anything, but generally means you can attack, defend, move, or influence a crowd, transform, control, major attack, major defend, or life/death up to five targets, control an environment completely, or probably anything else that comes to mind. For comparative purposes, these spells are four times more powerful than level 3 spells, 20 times more powerful than level 2 spells and 100 times more than a level 1 spell.


Master Mage- Advanced officer ranking, only available for guild leader, though not a requirement. This gives access to 5-10 lvl 4 spells. Master mages produce lvl. 1 effects constantly and may produce lvl. 2 effects involuntarily unless concentration is kept. Master mages require their element to be present at all times around them or they weaken to the powers of Archmagi, and may begin to age and die without it present for long periods of time. A Master Mage also begin to lose their natural forms and will develop physical representations stereotypical of their elements (i.e. fins for water mages, rough granite skin for earth mages, elevated body temperatures and fiery red or charcoal black hair for fire mages, lightened bones for Air Mages, etc.)

Savant- Unplayable ranking, the top. Can produce pretty much any spell and create lvl. 3 effects involuntarily that they may keep under control with concentration. They produce lvl. 2 effects constantly. Savants are unable to exist outside of a reality not of their own element for long periods of time. Savants in different realities are of a Master Mage power level and those without active elemental contact are of Archmagi power level. They slowly die like Master mages if not in a proper reality and weaken and die quickly if reduced to Archmagi levels of power.


6. As a general rule, the amount of spells you can know is also the total amount of spells of each type you can cast in a short time (such as during a battle) without resting. The number of spells you actually know does not matter; you can cast any of the spells of the same level as long as you haven't exhausted the amount. A rest consists of any appropiate break your character takes in rp, such as a nap, or just not casting spells for several hours.
-Note: this rule is usually only loosely enforced. If you are using noticably more spells in small amounts of time, then it will be enforced. This doesn't usually apply to using a few spells now and then over the course of a day.

7. When you no longer have to record a certain level of spells, you are also no longer limited to casting that many in a short while. Additionally, there are no particular rules governing casting two or more spells at once.

8. As commonly stated, spells are based on effect. Logic and common sense may override generalized rules, if appropiate. (i.e. a level three spell makes a deadly lightning bolt, and a level 2 spell makes a grounded lightning rod appear, it would be acceptable for it to draw the lightning to it, thus protecting the caster.)
PostPosted: Fri Mar 18, 2005 6:39 pm


sweatdrop I didn't even know we had a thread like this. We had rules? We had announcements? eek

As for information to help newbs get started, why not create a kind of checklist (or directions) for when they join the RP? YOu know, something like... Step One: Pick your element and confirm it with one of the archmagi. Two: Create your bio. Check bio thread for examples. And so on and so forth.

sweatdrop For some reason, I keep getting this feeling I don't qualify for a banner. But if the problem of this is pride... then perhaps we could move it to the PM/AIM system? That way this thread would get less cluttered, and nobody would know who was "first" to request a banner or whatnot. blaugh

... but you know what, screw pride. Okami, I'll luff you forever and ever if you make me one. ~<3 xd
And on a side note, enjoy your trip, since I'm too lazy to post it in the other thread. ^^

Kairos


Luna Almagest
Captain

PostPosted: Mon Aug 13, 2007 11:52 pm


Additional Spell Info and Special Cases


Elements:
Elements in the case of this guild does not only mean wind, water, fire, earth, light, dark, lightning, and ice, but rather just the theme on which your spells are based.

Elements can be:


-Basic ones, the normal things that come to mind when thinking of elements
-Complex ones that are made of several basic elements
-Conceptual ones such as time, love, and fate
-Space related ones such as gravity, stars, sun, and moon
-Anything else, from rainbows to paper to sausage

Bound items:


A bound items is a special item belonging to a mage. A bound item can be a piece of jewelry, a staff or a miscellaneous object. They have several uses. The most important one is that being bound to a mage, they work as a focus and increase the power of their magic. Additionally, they may have abilities or spells only usable with the item, or even be a weapon in itself. If this item is lost or broken, they mage's spells become weaker as a result, until they either recover the item or recover enough to make a new one. (For the purposes of arguing, this bonus/penalty is 20%)


Special Cases:


Besides those spells of your element which you know and record in the bio thread, there are a number of special cases in which you may cast spells outside of your element or without listing them.

1. Similar spells: Level 3 spells that are just a stronger version of a level 2 spell need not be mentioned seperately. Mention in the description of the spell it's effects at a higher level, if it has one.
*Notes:
-Although it doesn't take up a level 3 space, it does take a use of level 3 magic to use it.
-You may say a higher level spell has a non-damaging, level 1 effect, but level 1 spells cannot be said to have higher level uses.

2. Circumstantial Spells: There may come a time in rp where you cast a spell that is necessary to the plot, or happens to be creative. This is allowed under certain conditions, besides obviously needing a good reason: A:It must not be a commonly used spell, typically these will be one time things unless they are added to your list and you have available room for the spell and B: It must be within your element and following the level rules.

3. Minor Enchantments: Putting or using minor spells on objects is both considered a level 1 thing as well as generally non-elemental. This does not mean enchanting a sword so that it is on fire, but rather small things like magically locking a door or trunk, or hiding/recalling things from pocket dimensions. They generally go hand and hand with subclass skills and could be considered level 1 uses of them.

4. Items: Items that have magical properties or energy may be used to cast spells you are not normally able to use but have some limitations.

For plot based items:
spells that are inherent to the items may be used as the plotline calls for. If it becomes a reoccuring item, however, it falls into one of the categories below.

For significant items (Magical artifacts, devices, and spellbooks):
Items that are permant or will be used mutiple times, and are not unique to a single person (i.e. A spellbook that exists in the library, or a device found in the caves) must be discussed oocly and at least have a general description of it and examples, but not necessarly a complete list, of it's powers.

For personal possessions and created items:
Abilites and spells of the item must be listed. Unlike the types above, spells above your ability level cannot be used. Additionally, the items must have a limit on how many times they can be used, if they are not consumed immediately after use or do not require you to use to use up a spell to cast them.

*Notes:
-Bound items used this way are counted as you using a spell, although the list of spells it can do is not the same as your own.
-You cannot make items that are not the same element as you (unless it is has no element) or have a higher casting ability than you without some sort of outside help or circumstances.

5. Subclass Skills: As the Tower is a place of learning, there are a number of paths that your character may take in the course of learning. Subrank is chosen at the same time as your starting rank and may also be taken on later in the RP. There's no particular limit to the amount of subclasses you may have, but 3 or less is better. Note that you are limited to starting out at the lowest rank of each unless you have a good reason.

These skills DO NOT have to follow elements or depend on your mage rank.
These skills DO Take up spaces for spells if the ability is level 2 or greater. (The exceptions being if the skill is not a spell, only has the effect of creating something, or is a minor enchantment or gained ability)
PostPosted: Thu Aug 16, 2007 5:33 am


Battle-Mage Ranking System


Battle mages form the guards and police within a mage guild. To keep problems under control and protect the guild in general, battle mages are trained constantly and have the skills honed by both magic and skill for combat. Many guilds do not allow certain weaponry or items in the hands of non battle-mages for safety purposes. They are also the front line against any major danger to the guild as a whole and in times of war will sacrifice themselves for the safety of their guild.

Quote:
Page- A battle-mage in training, this rank is the beginning and teaches the start of magical combat.

Squire- The second rank, this puts a battle mage under tutelage of a Knight ranking battle-mage for combat experience. They are not yet put on solo missions of any sort and must be with their Knight mentor whenever possible.

Knight- The third rank of a battle-mage, this is the first rank that considers the battle-mage self-sufficient in combat. They may be given solo-missions or be assigned to high-risk missions in a team.

Sergeant- The fourth rank of the battle-mage system, the sergeant will usually lead high-risk teams or be put on medium risk missions. They may convene in times of war to receive orders of higher ranks, and a few works together in elite units for extremely high-risk maneuvers.

Captain- The fifth rank, Captains lead most major battle-mage operations, they can assign missions and lead extremely high-risk missions with sergeants. Captains can also complete high-risk missions alone without back-up. Sergeants refer to them in times of need and they only answer to the Judges in turn.

Judge- Sixth and Final rank, Judges overlook the actions of the entire battle-mage group and lead them in times of war. Captains refer to them in times of war. Only a single Judge can be present within the guild at any one time.


Medical Mage Ranking System

Just as there is a group for combat, there is a group for healing. To heal is not to be done by the unskilled, as that can only make most things worse in most cases. The ranking system is not as harsh and daunting as those of the battle mage, but that is because it takes much more to advance in these levels and to become a high ranking medical mage, commonly referred to as medi-mages.

Quote:
Scrub- A trainee in the medical mage system, they spend time in hospitals and similar places to gain experience.

Nurse- The basic operational rank in this system, nurses provide most medical care, though do not deal with serious problems often without higher authorities.

Apothecary- Apothecaries are ranked above nurses and are asked to deal with most complicated medical problems. Only the most complex and difficult medical emergencies require the presence of a Doctor. Apothecaries would be like most E.R. doctors today and those of lower levels.

Doctor- The head medical rank, a single doctor is allowed within the guild at any one time. A doctor is only required for amazingly difficult and dangerous medical problems. A Doctor of this rank would be compared to a famous and skilled brain surgeon in our own time and world.



Summoning Ranking System


Summoning is a powerful magical ability and so is put under regimented control to avoid misfortune and uncontrollable summoned creatures. Summoning a creature depends on the task you wish it to do. If it is to simply deliver a message, it is a level 1 summon and almost insignificant. If it is supposed to attack a target several times (like five), it will be a level 3 spell. These creatures can be reinforced with a extra time and energy, placing several spells into a summoned creatures lets it do several things.

Quote:
Spirit Tamer- The beginning level of summoning, this allows a summoner to bring forth spirits of their own elemental nature. Spirits like this range from elementals to ghosts to demonic and angelic beings. These spirits all reside in other planes of existence, each keyed to particular elements. These spirits can change in levels of power depending on the level of the summoner as always.

Animal Lord- The next rank in summoning, an animal lord is able to also call forth animals somewhat related to their element. Though these animals may be stronger than normal ones of their kind, depending on a summoner's general level of power, they will not have any special powers of any sort and are not in any way supernatural.

Beastmaster- The third rank in summoning, these summoner have the ability to summon creatures of a somewhat mythical status, but none of them may have an actual intelligence level even close to comparable to a human. They still have bestial intelligence, but their actual power level depends on the summoner. They can have a few supernatural abilities, comparable to a basic lvl. 2 spell. These abilities to not have to correspond with the element (fire mage can summon something that flies, a wind mage can summon something that can swim well

Myth Bringer- The fourth rank of summoning, this lets a summoner bring about creatures with fairly strong levels of abilities (many lvl 2 or a one or two lvl 3) and of up to average human intelligence. This means these creatures are intelligent and can communicate, as well as discuss problems as well as deal with combat.

Legend Caller- The final rank of summoning, only one Legend Caller is allowed in the guild at any one time. A Legend Caller leads other summoner, and is able to summon creatures of above human intelligence and those with the abilities to mirror powers of lvl 3 with relative ease. They may also summon a creature that can produce an effect of a lvl 4 power.



Divination Ranking System


Divination spells have caused and stopped more wars and other disasters than any other type of spell. Because of this, those who develop their ability to divine around them are organized and their visions recorded carefully for any important significance. This is why mage guilds are so often prepared for the most sneaky of surprise attacks and last so much longer than other organizations.

Quote:
Diviner- A beginner in divination, a diviner gets the ability to look into the present but may see things fairly far away in different places, but the images and facts are hazy and easy to misinterpret unless very well known.

Seer- The next rank in divination, a seer is able to also look into the past and the future as well as the present, although all of these things are hazy and may be misinterpreted easily.

Sibyl- The third rank of divination, a sibyl has the ability to see through some of the haze and can see the present time clearly. However, their findings are seen through their eyes and interpretations of the events.

Harbinger- The fourth rank of divination, a harbinger can now also look into the past clearly as well as the present, though they too see it with their own preferences in place.

Oracle- The final rank of divination, only a single Oracle is allowed in the guild at any one time. Oracles will lead whatever divination groups are around, and can see into the future as clearly as they see into the past and present, but, as always, they will put their own preferences on the visions before relaying the findings.


Item Creation Ranking System


The creation of magical items has always been a tradition of mages, but to keep markets from being overflooded and to keep blame for certain magical items away from most mage guilds, the process of item creation is carefully watched and maintained, usually to the happiness of any financial needs the guild has. A mage can only put a power into an item of a comparable level to his own, so a tinkerer cannot write a scroll containing a level 4 spell unless he could make that level four spell themselves.

Quote:
Tinkerer- A beginner in the art of item creation, a tinkerer is only able to create charms, scrolls, and wands at a professional level.

Crafter- The next rank of item creation, a crafter has the skill to create magical jewelry and magical clothing, and permanent magical symbols.

Smith- A smith is of the rank high enough to create professionally made weapons, armor, and staffs. Smiths will commonly be leading teams of tinkerers and crafters in the creation of items for business purposes.

Artisan- Artisans are of such a high rank and ability that they may create fetishes and magical miscellaneous items of a durable level. Artisans will either help mass-produce weapons and armor with teams of smiths during times of war or they will work in small groups to create beautiful works of magical art.

Artificer- An artificer is the leader of item creation in the guild, and only one may be present in the guild at any one time. Artificers are the only ones able to have the ability, knowledge and power to create items of artifact levels of powers. They are also the only ones able to create constructs, and may create many of them if supported by teams of artisans.


Alchemy Ranking System


As traditional as item crafting, the art of potion making is also important to magi. Although they cannot contain complex or mutiple spells, potions are useful because they contain general spells that do not require any skills of the user to use them. Potions can be used even by those without magic, and so are sold far more than any other type of magical item. As potions are only partially created using magic, other uses for their components, as well as experimenting with what could be done with them led to the growth of this subset of item creation into it's own field of study, known as alchemy. Through alchemy, even those without much magical power can create brews with incredible effects.

Quote:
Initiate- A beginner who is still learning about the uses of various herbs and mixtures. They are capable only of creating salves and balms of weak effect. They also begin to learn various small things that help them in the creation of items.

Herbalist- The next level of training, an herbalist can create potent medicines, compounds, and potions. At this level, minor transmutation and strengthening/weakening of materials is taught.

Brewer- They are able to create powerful brews and poisons. They also begin to learn how to mix dangerous chemicals to cause fire, explosions, or harmful vapors. They are also able to create minor creatures from materials through the process of abiogenesis.

Transmuter- Magi of this level are able to create many things from base materials. They have a mastery of herbalism, potion making, creation of dangerous or toxic items, and can create homunculi, artificial nonmagical creatures that are spawned form a mix of materials and magic.

Alchemist- Head of the Alchemy subrank, responsible for the production of potions and special materials within the guild. The guild many have only one a time. The concotions of an Alchemist can rival some of the more powerful magic and items, and although the effects aren't as complex and varied, they are straightfoward and potent. They are also capable of making relatively intelligent homunculi


Scholar Ranking System


The biggest reason for having a guild is to educate the younger and less experienced mages so they can develop self control, as well as further learning for those who do have some experience. Too often have mages been left alone with their powers only to damage or destroy an area accidentally as they lacked the control over their power to do otherwise. But not just anyone can teach, though, and this system displays that. Those who choose to focus on building their knowledge of magic will find themselves knowledgeable in even the most arcane of studies, and have access to abilities other magi do not possess.


Note: After Librarian, you may become a Sage OR an Instructor. Only Scholar based Instructors can become Professors. Both Instructors and Professors are tower faculty and thus command the respect of both PC and NPC students. Because of this, only an RPer who has proven themselves worthy and capable of the position will be allowed to become a teacher. If you do not become an instructor, Sage is the highest level.

Runes, sigils, glyphs, signs, symbols, seal, call them what you will, these various types of magical symbols and arcane language can cause a variety of effects when drawn or read aloud. These generally involve manipulation of the way magic works and the properties of the areas and targets that they are placed upon. (Silencing, warding, sealing, restricting, enhancing, cursing, etc)

Quote:
Pupil- An eager student that readily seeks out information beyond what they are taught, this is the first step in the path towards scholarship. They spend time researching a variety of subjects in the great library of the tower, and are able to use various signs and symbols they pick up. (can create level 2 effects)

Scribe- The next step in learning, these mages are skilled in magical calligraphy and can create all manners of symbols. In addition to being able to write these symbols on objects, they are so well versed in the proper formation of characters that they can draw them in the air, setting the effect temporarily on an area or target. (can create level 3 effects)

Librarian- Having spent so much time in the library; this part-time worker has memorized its layout and position of their favorite areas of study. As such, they have been recruited to help out there, keeping the various books and tomes organized and in good repair. With full access to the library, they have become great linguists, capable of reading and speaking in many common languages. They can recite incantations from spell books, create permanent symbols in the air, in the form of seals, and perform complex spells that require much precision and preparation. (can read level 2 spells)

After this, you may become:

*Sage- Those who would rather continue their own learning than pass it on to others become sages in the end. Well trusted around the library, they have access to virtually all but the most restricted of documents. They are well versed in even obscure and obsolete languages, and retain entire books within their memory. They have an incredible knowledge of the workings of magic, and can not only read any magical tome, but may also create them, although their properties won’t differ from their element without help. (can read level 3 spells)

OR

*Instructor- The most common rank for teachers, this lets a teacher teach any basic class. They have gained enough knowledge to instruct novices in the various fields of learning.

In order to become an instructor, you must either be at the third level of a subrank (to teach in that subrank), or an adept (to teach general or elemental lessons.) While you can earn the status of instructor without having scholar as a subrank, you do not gain access to the lower ranked skills, nor may you advance.

Professor- This higher ranking teacher has the knowledge and requirements to teach the advanced classes that are unavailable to any student not at least of Adept level. (This ranking is only open to those instructors who also have the scholar subrank.)

Dean- The highest ranked teacher and leader of the education of the guild, only one dean may be in the guild at a time. Only they are able to change overall teaching systems and the requirements for basic learning. They usually do not teach, but when they do a dean can teach classes complicated enough for even Archmagi to learn something new.

Luna Almagest
Captain

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The Element Guild

 
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