Log in
Latest topics
Statistics
We have 28 registered usersThe newest registered user is callousdiva11
Our users have posted a total of 1093 messages in 194 subjects
Who is online?
In total there is 1 user online :: 0 Registered, 0 Hidden and 1 Guest None
Most users ever online was 160 on Mon Apr 12, 2021 6:58 am
Enchantments Template
Page 1 of 1
Enchantments Template
Enchantments Template and Rules
Name:
Activation:
Element:
Effect:
History:
--- --- ---
25 points --- 1 enchantment
50 points --- 2 enchantments
100 points --- 3 enchantments
175 points --- 4 enchantments
250 points --- 5 enchantments
350 points --- 6 enchantments
500 points --- 7 enchantments
600 points --- 8 enchantments
750 points --- 9 enchantments
850 points --- 10 enchantments
1000 points --- 11 enchantments
1500 points --- 12 enchantments
2000 points --- 13 enchantments
2500 points --- 14 enchantments
3000 points --- 15 enchantments
3500 points --- 16 enchantments
4000 points --- 17 enchantments
--- --- ---
Enchantments are minor abilities that are either activated for a single use or are passive and considered always "on" or are activated and then are on for the rest of the topic, but they are always minor in scope.
The ability to speak to someone telepathically is a minor ability, so long as the one being contacted is in the same Nation at the time. Being able to telepathically speak across National boundaries is a bit more twitchy because it can get into issues of meta-gaming and that is difficult to handle in *any* environment. This ability is naturally occurring in both Elves and Dullahan, although an Enchantment slot must be used to activate it. Others may also gain the ability should they wish, but a History that connects them strongly to Magic and the Crystals is highly recommended.
The ability to manipulate the gravitational flows of the environment to lift fifty pounds of rock . . . is NOT minor. Lifting under one pound of material is considered minor.
If further clarification is needed, Enchantments work like 0th level Cantrips from Dungeons and Dragons. A flame at the tip of a thumb, a whirlwind that can sweep the dust under the rug, directing a paper airplane across the room by will alone, the ability to speak to animals, those sorts of things.
Generally speaking, growing a set of wings is a non-MP cost activation Enchantment. The ability to fly can be a passive enchantment. Passive enchantments never have a magic cost and so they are severely limited.
Name:
Activation:
Element:
Effect:
History:
--- --- ---
25 points --- 1 enchantment
50 points --- 2 enchantments
100 points --- 3 enchantments
175 points --- 4 enchantments
250 points --- 5 enchantments
350 points --- 6 enchantments
500 points --- 7 enchantments
600 points --- 8 enchantments
750 points --- 9 enchantments
850 points --- 10 enchantments
1000 points --- 11 enchantments
1500 points --- 12 enchantments
2000 points --- 13 enchantments
2500 points --- 14 enchantments
3000 points --- 15 enchantments
3500 points --- 16 enchantments
4000 points --- 17 enchantments
--- --- ---
Enchantments are minor abilities that are either activated for a single use or are passive and considered always "on" or are activated and then are on for the rest of the topic, but they are always minor in scope.
The ability to speak to someone telepathically is a minor ability, so long as the one being contacted is in the same Nation at the time. Being able to telepathically speak across National boundaries is a bit more twitchy because it can get into issues of meta-gaming and that is difficult to handle in *any* environment. This ability is naturally occurring in both Elves and Dullahan, although an Enchantment slot must be used to activate it. Others may also gain the ability should they wish, but a History that connects them strongly to Magic and the Crystals is highly recommended.
The ability to manipulate the gravitational flows of the environment to lift fifty pounds of rock . . . is NOT minor. Lifting under one pound of material is considered minor.
If further clarification is needed, Enchantments work like 0th level Cantrips from Dungeons and Dragons. A flame at the tip of a thumb, a whirlwind that can sweep the dust under the rug, directing a paper airplane across the room by will alone, the ability to speak to animals, those sorts of things.
Generally speaking, growing a set of wings is a non-MP cost activation Enchantment. The ability to fly can be a passive enchantment. Passive enchantments never have a magic cost and so they are severely limited.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|
Thu Feb 02, 2012 1:38 am by Celestria
» List: Weapon Styles
Thu Feb 02, 2012 1:31 am by Celestria
» List: Vocations
Thu Feb 02, 2012 1:29 am by Celestria
» How to play the game
Thu Feb 02, 2012 1:26 am by Celestria
» Building a Character
Thu Feb 02, 2012 12:59 am by Celestria
» Hero Template
Wed Nov 16, 2011 2:55 pm by Celestria
» Player Input Needed
Sun Jun 26, 2011 4:38 am by Crucent
» Breaking the Monotony
Tue Jun 21, 2011 1:48 pm by Crucent
» Clock of the Fates
Tue Jun 14, 2011 2:34 pm by Ghost