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 Magicians

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DragonMaster
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PostSubject: Magicians   Tue Mar 04, 2008 2:02 pm

Magician is mages in every aspect of the word’s meaning. They use the different planes of existence to draw their magic from, and their imagination is only inferior to their intelligence. They don’t fight in hand to hand combat very often, and do not depend on any kinds of weapon other than staffs, which is magical if they are lucky enough. A few uses daggers just in case something goes wrong, and they are quite handy out in the wild, and for a various number of other little things. They never wear any armor at all, because the armor interferes with their magic, but usually they wear colourful robes and beautiful dresses again led by their imagination.

The magicians most prized possession is their spellbook, where they write new spells down, and if they have made some by their own, which is very few that actually are powerful enough to do since its really dangerous to experiment with magic in that way. They always have the book at hand, if there is a spell they have forgotten and have to read up on. That has been known to happen especially while they’re still at the academy and study so many things. Of course there are a few selected spells which the magician never forgets, because they use it so much, or just like it more than other spells. And that is often these spells that makes magicians different from each other.

If the magician chooses a school they never forget the spells from their school even if a spell is put on them, and they don’t need any preparation for those spells at all. Otherwise a magician always wears a belt filled up with components, and therefore they have a certain smell about them.

If a magician don’t have time to cast some components and say the right word, or make the right hand signs, they usually have magic items to use. Scrolls have spells written in them, and are just to be read aloud, wands and staves can be used in the hurry, and if the magician is creative and create their own items, again their imagination is the only limit. Not many magicians choose that road as it is really time consuming taking weeks and possibly months to make, not to mention the extra homework, since it’s a class all for it self.

Interaction with Dragons:
Magicians is the only profession that can learn to control his/her own breath and learn to use the Breath Weapon of his/her chosen dragon. The magician is also protected by the dragon against the breath weapon of any dragon of the same kind. It have been rumored that some magicians even grow scales and wings as their bond with the dragon is often so strong as to them sharing blood.



Last edited by DragonMaster on Thu Mar 27, 2008 3:29 pm; edited 2 times in total
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PostSubject: The Magicians Abilities   Wed Mar 26, 2008 4:38 pm

The Magicians Abilities
Weapon and Armor Proficiency Magicians are allowed to use the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not any type of armor or shield as they interferes with a magician’s movements, which can cause her spells with somatic components to fail.

Spells A Magician casts arcane spells which are drawn from the magician spell list. The magician must choose and prepare the spells ahead of time by getting a good night’s sleep and spending 1 hour studying their spellbook. While studying, the magician decides which spells to prepare.

Familiar A magician can obtain a familiar. The familiar can be a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. This familiar can be a dragon, if the magician is allowed to do so.
Examples of Familiars: Bat, Cat, Dragon, Hawk, Lizard, Owl, Rat, Raven, Snake, Toad or Weasel

The Spellbook A magician must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory. A magician begins play with a spellbook containing all 0-level wizard spells (except those from prohibited school or schools) plus five 1st-level spells of your choice.

Special Languages: Draconic.


Last edited by DragonMaster on Wed Mar 26, 2008 5:45 pm; edited 1 time in total
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PostSubject: The Different Spell Schools   Wed Mar 26, 2008 5:43 pm

The Different Spell Schools
A spell school is one of eight groupings of spells, each defined by a common theme. If desired, a magician may specialize in one school of magic. Specialization allows a wizard to cast one extra spells from her chosen school, but she then never learns to cast spells from some other schools. The magician must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.

A wizard can never give up divination to fulfill this requirement.

Spells of the prohibited school or schools are not available to the magician, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation and spells that do not fall into any of these schools are called universal spells.



Abjuration Spells that protect, block, or banish.

Conjuration Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

Divination Spells that reveal information. Unlike the other specialists, a diviner must give up only one other school.

Enchantment Spells that imbue the recipient with some property or grant the caster power over another being.

Evocation Spells that manipulate energy or create something from nothing.

Illusion Spells that alter perception or create false images.

Necromancy Spells that manipulate, create, or destroy life or life force.

Transmutation Spells that transform the recipient physically or change its properties in a more subtle way.

Universal Not a school, but a category for spells that all magicians can learn. A magician cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.
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