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Dispatch → Factbook → Legislation
RP Rules
Fantasy RP Rules DraftThe Eternal order fantasy RP seeks to revive the old RP spirit within the EO as well as create new lore and an opportunity for all nations to have a good time. Nations within the RP should at all times seek to be fair and considerate and understand that a little class goes a very long way for the health of the RP. Nations should avoid Meta gaming, God modding, and exploiting loopholes in the loose rules meant to provide freedom to the members of the Eternal Order fantasy RP.
Every faction within the RP should and must have a weak suite, no one has the right to be the best at everything, moreover no faction has the right to be impervious by any means and no one is “Too big” or “Too powerful” to fail.
Every nation is required to have a general overview factbook and a military factbook.
The general overview should be at least two paragraphs in length explaining your nation, its population, its major cities and structures, and its lore. The military factbook should include all active and reserve military units as well as potential conscripts or reinforcements. This should also contain your number of mages and your spells. Brief descriptions of all units is also necessary. Factbooks will be reviewed by the Shaman.
AI nations are essentially NPC nations controlled either by an actual AI or another nation designed to add bulk to the rp and confront endless expansion. Any nation can petition for the creation of an AI to the Shaman and shall include all the following information:
The territories of the nation
Its government and population
Its military and spells
who/what will control it
AI nations are not to be used to forward one’s own plans in the rp. The Shaman has the right to delete any AI nation if deemed necessary.
Population will be calculated using the new system passed through the CA which is as follows:
Population=4*l^(3/4)+0.05*p^(3/4)
L=land in km
P=Nationsates stats population.
Population was calculated using an older system which was as follows:
(10000*log(p))+(a*0.1) = RP Population
p = NS Population
a = Map Land Area (In Square Kilometers)
Do not use this one!
Population counts all species that work directly for a nation aside from domesticated animals . No nation is forced to use their max population, however no one can go over their allotted amount. Population growth and decline should always have an IC reason.
New nations may petition to claim certain unused lands, claims should be evaluated by the Shaman and either approved or denied based on the judgement of the Shaman.
As for time one real day shall be equal to one week within the RP and all actions should work within this time frame.
When declaring war on another nation you must give them 24 hours to respond before commencing invasion. Nations cannot be invaded if they state they will be inactive for such a period of time up to six months. War posts should be detailed in order to increase roleplay quality. Disputes and battle outcomes should be handled by the Shaman, who has both the honor and duty of being impartial in all rulings dealing with any of the rp rules. No invading nation can take more than 75% of a nation’s initial territory which they had at the start of the rp. In any case of violating the rules but especially in war, the Shaman may de-canonize events and issue temporary bans to rp members. Bans should be used as a last resort and issued against nations who should know better.
Magic is the basis of this new rp, therefore every nation is allowed to create and use their own form of magic granted no god modding is present. All magic however must have a reasonable range area as well as duration of effect. All spells should follow a scaling principle, where spells with more extreme effects are harder to use against more magically attuned opponents. Currently the only banned magic abilities are time travel and long distance teleportation without the use of two physical portal frames. Magics, no matter what type, should be hard to master and learn. Entire armies of mages should in most cases not be feasible. In terms of power, each nation is allowed to have two Master Mages. These do not necessarily have to be wizards but can be any being of immense magical power. The power of these beings may include but are not necessarily limited to: Affecting the weather on a nationwide scale, summoning large or numerous minions, casting devastating offensive spells, influencing the weak minded, and creating powerful enchantments or runes. Master Mages are however not gods, nor is it lawful to summon gods/godlike beings. Only Master Mages can cast level three spells. Master Mages can be resurrected or replaced after death but not before two IC months. Switching out an alive Master Mage takes only one month but must have an IC or lore explanation.
Nations are allowed to create their own species if they wish, with humans being “balanced” in terms of stats. No species should be both more magical, stronger, smarter, more durable, and more numerous than humans. Any increase in one of these traits should be at the cost of one or more other traits.
Any nation is free to create their own set of gods or religion. However the usage of real world religions in nations that use magic is banned in order to stop religious debate. Nations can source their magical powers from anything, including their gods. However, gods should not occupy Earth and should exist on another plane of existence. Nations may claim that their gods are more powerful than others for obvious lore reasons, but you cannot “kill” or “overpower” somebody else’s gods. All gods should exert a limited amount of power on Earth and cannot overrule any of the rules or guidelines on magic.
In almost all cases, magical spells should not be more powerful than what can be accomplished by nature or science. This does not however mean spells can only have effects directly similar to what nature and science can, thereby defeating the purpose of magic. For example, a wizard can cast a fire resistance spell, but it can only match the power of wearing soaked garments. A wizard can summon a magic beast, but it cannot be stronger than a war elephant, a wizard can create an army of skeletons, but it can’t be stronger than an elite human army .
Any and all spells must be part of the Regional Spellbook. The Regional Spellbook is a list of spells that have been approved by the CA for use in the RP. Any nation can petition to add a spell to the Regional Spellbook, where it will be voted on in the CA where a simple majority will add the spell. All petitions should be answered within three days with either a yes, no, or table in order to discuss longer. Any spell that is rejected must be rejected on the grounds of either being too powerful, breaking the rules or spirit of the rp, not being the right level, or not having enough information. Any spell that receives a majority of all current active CA members is instantly passed even if it has not been three days, this same principle applies to spells that receive a majority nay or table. This also applies to spells in the Regional Spellbook are being voted on being removed or edited with a simple majority in the CA. A proposed spell must have the information of its level and its effects. As for the spell level system every spell must have a level one-three. Level one spells are the least powerful and the easiest to learn, level two spells are powerful and take an experienced mage to cast, and level three spells are incredibly powerful and take a Master Mage to cast.
Level One Spells |
Fireball:
A spell that launches a fireball 10 inches in diameter burning at 1000 degrees Fahrenheit a maximum of 70 yards assuming flat terrain. Takes two minutes between casts.
Icicle storm:
A spell that summons and throws 5-7 icicles 2-3 feet in length and weighing roughly 10 pounds with an initial speed of 100 miles per hour. Takes one minute between casts.
Agony:
A spell that causes extreme pain to the target. The target must be within 50 feet of the caster. The pain lasts until the target moves out of range, or after two minutes has passed. The spell then has a cooldown of one minute.
Poisonous Sheen:
A spell that summons a mild poison onto your weapons. The caster can only have one poison sheen casted at a time, and can coat a weapon blade/point up to surface area of 300 inches. After a one minute casting period, the weapon(s) is(are) coated. The poison is not deadly, but can cause the poisoned creature to become violently ill. (ex: vomit, violent pooping, ridiculous fever, ect.)
Locked in Death
A spell that causes up to 15 undead in a 25ft radius unable to raise again. Cool down of 15 min.
Launch:
A spell that launches a targeted organic organism within 100 yards 120 feet in the air. This spell has a 2 minute cooldown and cannot launch an organism over 300 pounds.
Extraction:
A spell that extracts up to one cubic meter of any specified material from the earth within 150 feet of the caster. The resource must be within the earth for the spell to extract it. One day recharge time.
Mystic Arrow:
A spell that summons a spectral arrow that fires in whatever direction you choose. Initial speed of 300 feet per second, and weighs 2 pounds. Recharge time of 1 minute.
Create Spirit Staff:
A spell that blesses a spirit staff and gives whoever holds it perfect vision despite conditions such as darkness, fog, or being underwater. This does not allow the user to see farther than what is possible given ideal conditions nor does it allow the user to see through solid objects. The staff also allows users to see invisible units or units cloaked with illusions or other magics. All these effects are only active if the user is holding it. A spirit staff must be masterfully handcraved with at least five of the gods of the dark pantheon (Or the deities of another nation) as well as being at least five feet long. A spirit staff cannot have blades or other implements attached to it that would increase its effectiveness in combat. Once a spirit staff is broken it permanently loses all its powers. Create Spirit Staff: LV1 spell that blesses a spirit staff and gives whoever holds it perfect vision despite conditions such as darkness, fog, or being underwater. This does not allow the user to see farther than what is possible given ideal conditions nor does it allow the user to see through solid objects. The staff also allows users to see invisible units or units cloaked with illusions or other magics. All these effects are only active if the user is holding it. A spirit staff must be masterfully handcraved with at least five of the gods of the dark pantheon (Or the deities of another nation) as well as being at least five feet long. A spirit staff cannot have blades or other implements attached to it that would increase its effectiveness in combat. Once a spirit staff is broken it permanently loses all its powers.
Necromantic Rune
A spell that creates a rune on a Oncedead, Twicedead, or Thricedead. This rune must be individually placed on each unit and takes five minutes between casts. Units with this rune will not decay even if they are not within range of some other necromantic energy.
Minor Heal
A spell that heals a single minor scrape, bruise, or other abnormality on a living creature within range of touch. This spell withers another living thing other than the caster within 50 feet. If no other living thing is available, it will wither the caster. The spell only withers living things to the extent of the injury it heals. This spell then has a 2 minute cooldown.
Bliss
A spell that causes the target to experience an extreme euphoria high. The target must be within 50 feet of the caster. The euphoric feeling lasts until the target moves out of range, or after two minutes have passed. The spell then has a cooldown of one minute.
Sight Seeing-
A spell that causes the user to go into a vulnerable state, on the trade off, the user is able to see anybody within 200 yards of them, whether or not they are invisible, in the air, or hiding. The user must be in the vulnerable state for longer than 10 seconds in able to see anybody. When the user exits the vulnerable state, they are significantly weaker in strength, but slightly weaker in inteligence. Debuffs from vulnerable state ware off after 4 minutes. Effects stack and reset to 4 minutes if used before effects ware off from vulnerable state. Cooldown of 2 minutes.
Level Two Spells |
Create Sunderglass:
A spell that creates a vein of Sunderglass in the earth with up to one cubic meter of Sunderglass. The Sunderglass will still need to be extracted through either magical means or normal extraction methods. Working Sunderglass into shape requires a specialized path of mage, one that cannot cast level 2 spells other than Create Sunderglass but can cast level 1 spells. Create Sunderglass makes bodies unable to be revived if the caster dies of casting the spell, and can only be cast by Sunderglass workers. Every time Create Sunderglass is cast, ten years is removed off the casters life.
Sunderglass workers take eight years to train, and then another four to apprentice, causing Sunderglass workers to only enter the work force every twelve years. Sunderglass workers can be trained without a master to apprentice under, but it will take 16 years total instead because the apprentice time will be extended to eight years due to experimentation.
Sunderglass is a mystic material and can be imbued with spells by Sunderglass workers. These spells are contained within Sunderglass, and when shattered, the Sunderglass will immediately cast the spell imbued in them. To store a level one spell, the Sunderglass must have at least .3 cubic meters or 10.6 cubic feet in volume.
Sunderglass is very brittle when unworked, and can be shattered by direct impact with a hammer, even when worked. When worked, Sunderglass can take on up to two properties of metal, wood, or animal products, but only able to copy such properties of up to three quarters of what the actual materials can.
Sunderglass Rune:
A spell that turns a 5ft by 5ft by 1ft slab of Sunderglass into a rune that is able to maintain a spell. Only spells that need to be maintained can be attached to this rune, and Sunderglass Runes cannot be imbued with a spell, only able to maintain one that is cast by a mage. Only Sunderglass workers can create Sunderglass Runes. The Rune must be maintained everyday by a Sunderglass worker, and will take one hour to repair if damaged. Damaged Runes will still exist, just stop working to maintain any spell attached to them. When fixed, the Rune will function as normal. Destroyed Sunderglass Runes must be completely recast, and this spell has a one hour cooldown. Maintaining Sunderglass runes takes one hour every day, and takes 6 cubic inches of Sunderglass. Repairing Sunderglass Runes also takes 18 cubic inches of Sunderglass.
Death:
Range of touch, the first creature touched by the caster has their lifespan reduced to the end of the day. After five minutes without touching anyone/anything, the Death curse is applied to the caster instead. Recharge time of one month.
Raise Dead:
A spell that when cast will raise corpses as Oncedeads, Twicedeads, or Thricedeads depending on how many times they have been revived. Raise dead has a radius of 200 yards and has no cool down between casts. However, no more than 200 corpses can be raised in a day. Within a 10 mile raduis only 600 can be raised in a day no matter how many allied casters are present. Corpses must have at least half of their flesh still attached in order to be raised. Raised Corpses will be one of the following:
Oncedeads: A fallen creature that has been revived for the first time. Oncedeads retain most of the physical attributes of their former self but fall short in terms of coordination, running speed, and balance. Oncedeads are however incredibly hard to tire and will fight until they have been dealt a lethal blow. Oncedeads need little food or drink (1/3 peasant), and no sleep, . Oncedeads are however quite dumb and must be led by a clever commander. Oncedeads are always loyal and cannot be bribed or convinced. Oncedeads will begin to revert to their natural state of decay unless in the presence of some necromantic energy such as a necromancer, a necromantic shrine, or if they have rune necromantic rune inscribed on them. Being within one mile of a necromancer will prevent this, however if a Oncedead should find itself outside this range it will begin to weaken and fall within two weeks.
Defeated Oncedeads can be raised again but this ritual will then produce Twicedeads. Twicedeads are even slower than Oncedeads and are zombie-like in terms of physical capability. Twicedeads however are dangerous if they get close and can conjure up some of their former self’s speed in order to swing their sword or weapon. Twicedeads are slower, dumber, and less coordinated than Oncedeads. The only benefit is that they never tire, no matter what. Twicedeads decay faster and will fall within six days without the presence of some necromantic energy.
Defeated Twicedeads can be brought back as Thricedeads. Thricedeads are the lowest possible forms. Being incredibly slow, a small child could easily flee from them. They are near mindless and understand very little beyond slowly plotting towards the target and attempting to flail at them with less than impressive speed. Thricedeads are only deadly in massive hordes and are best used as meat walls and flesh shields. For this purpose they are often not even equipped with armor or weapons. Once defeated no means can revive a Thricedead. A Thricedead will fall in 24 hours without the presence of some necromantic energy.
Flesh Binding:
A spell that allows a necromancer to individually remove the parts of a corpse, Oncedead, Twicedead, or Thricedead and attach them to another one of these hosts. This can be used to repair units or create stronger versions of them with extra limbs, organs, bones, or bulk. These creatures are referred to as flesh beasts and must be individually assembled and interconnected in order to function property. Flesh Beasts may suffer from many issues of not designed property, such as not having a large enough heart if the necromancer adds on too much extra flesh. Flesh Beasts decay without the presence of some necromantic energy based on how large they are. A Flesh Beast twice the size of a regular Oncedead will decay twice as fast, a Flesh Beast three times the size will decay three times as fast and so on.
Bless Totem Pole
A spell that blesses a totem pole with magical powers from each member of any pantheon on it. A Totem pole must be crafted by a master and be greater than one foot in diameter and feature five finely detailed gods of a pantheon. A totem pole must feature both a top and a bottom god of the same pantheon, and the top and bottom god of the totem pole makes that pantheon the primary pantheon of the totem pole.. Each god must be at least one foot tall. The range of the totem is variable as each god grants a 30 yard radius to the range of the buffs it applies to allies. The totem pole can take arrows with any negative effects, however if a god is defaced badly, (With an axe, musketball, sword, etc.) the buff tied to that god, and the range boost is canceled. If any of the gods are destroyed the entire totem loses its power. A totem pole can cast level one spells but most obey the normal rules of the spell. It takes an entire day to bless a totem pole and its buffs are only active if the allies are both within range and could see the totem pole from their current position if they looked in the right direction. (It can’t be behind a wall or underground.) If multiple pantheons are used in the creation of the totem pole, non primary pantheon gods only add 10 additional yards to the range, the totem pole can no longer cast lvl 1 spells, and for each new non primary pantheon added, it takes an extra day to cast the spell.
Each god grants a unique buff:Dark Pantheon:
Sifus: Reduces the effect on speed of all carried equipment by 10%
Bubba: Greatly increases morale of all men. Does not work on raised dead or beasts.
Anthorax: Raised dead move closer to normal human speed.
Abaheim: All allied units get cold resistance roughly equal to wearing a fur coat.
Nunktus: All allies climb ladders faster and suffer less of a movement penalty when moving over difficult terrain.
Yalgaska: Pests such as rats and bugs will not cause problems for allies.
Kael: Moderately Increases enemy confusion and fog of war while in combat.
Rutherthan: Ship and rafts are granted more favorable conditions when traveling on water granting better winds and smoother waves.
Tellael: Grants allies extra alertness during the night.
Hebestos: Reduces how much allies care about the quality of rations.
Ashen Pantheon:
Folly - The top of the Totem Pole. Removes the Death Curse and doubles decay speed of enemy Oncedead, Twicedead, and Thricedead
Drenst - The bottom of the Totem Pole. Offers favorable winds for any aspect one may be doing within the totem’s range.
Espect - Removes fog of war and allows people to see through darkness as if it were a full moon
Harscry - Extends the natural hearing capabilities of beings to twice their normal range
Consper - Automatically translates any spoken language to a person’s native language
Eslude - Cause temporary confusion to all who enter or exit the totem’s range, lasting one full minute
Linchi - Saves one ally of the nation that blessed the totem pole from one instance of death, the carving then becomes innate until 12 full hours have passed
Pathn - Any ally of the region that blessed the pole has their spell cooldown reduced by ¼ of its original cooldown, and enemies of the region that blessed the pole have an increased spell cooldown by ¼ of the original cooldown. (Does not stack with multiple totems.)
Jotun the Blade - Increases the feelings of bloodlust and rage within any creature.
Heal:
A spell that completely heals any minor wounds as well as one major cut or other bodily abnormality on a person within range of touch. This spell withers another living thing other than the caster within 50 feet. If no other living thing is available, it will wither the caster. The spell only withers living things to the extent of the injury it heals. This spell then goes on a 10 minute cooldown.
HealEnchantments
To enchant an item, a Level 2 wizard must cast a long duration spell in an area insulated from outside influence (commonly a sealed iron room). Copper is used as a conduit for enchantment, and is consumed into the item. One kilogram of copper is used for every 10 kilograms of the material being enchanted. Multiple enchantments can be cast onto an item (excluding mentioned incompatible enchantments), but an enchantment can only be cast one at a time and copper must be used for each individual enchantment. Other items may be necessary depending on the enchantment. And each enchantment may take a different amount of time to complete. Some enchantments can be improved from spending twice their cast time in a resonating chamber. This will improve the enchantment as specified. This can only be done twice, resulting in a level three enchantment. Enchantments can be removed by casting the same spell counter clockwise. All other requirements must be in effect, and copper will not be returned.
Repel
This enchantment can be used to repel one material from the surface of another, such as water from clothing.
Cast time - 1 hour
Levels - 1
Application - Any material
Resilience
This enchantment increases the durability of an item, for example, it will make metal blades not dull or clothing not fray.
Cast time - 1 hour
Levels - 2 (Level 2 - Items do not rot/rust)
Application - Metal, textiles, wood
Flame
This enchantment is exclusive to bows. It will make the arrows light on fire when shot (unless fire cannot be created ie. it is raining).
Cast time - 30 minutes
Levels - 1
Application - Bows
Feathering
This enchantment can be cast on any material, and will result in its weight being 10 percent less than its original weight.
Cast time - 30 minutes
Levels - 2 (Level 2 - 25 percent less than original weight)
Application - Any material
Peirce
This enchantment makes metal blades more durable and more effective against armor while used to thrust.
Cast time - 30 minutes
Levels - 1
Application - Any blade (ie. sword, spear, arrowhead, etc.)
Loyalty
This enchantment will make any item ten times the weight if moved by anyone other than the owner, unless the enchantment is removed.
Cast time - 1 hour
Levels - 1
Application - Any itemMulti-Cast
A spell that lets the caster cast the next spell they cast twice over, tripling the cost, cooldown, and any other adverse affects the spell may have to the caster. The spell can target two different qualified targets within range, but the spells may stack onto the same target and the effect will be doubled, if the effect cannot be doubled, the time will be doubled, and if the time cannot be doubled, the range will be doubled.
Dark Pantheon summon:
A spell that summons loyal units from the gods of the Dark Pantheon. Dark Pantheon units cannot be raised from the dead and cannot reproduce but can only be replaced by summoning more. Each unit requires a specific amount of sacrifices in order to summon. Sacrifices must be humans or other intelligent species. Sacrifices cannot be born in the Anthorax Collective and must be biological adults. Sacrifices cannot be physically crippled or mentally impaired. Sacrifices must be offered to a god of the Dark Pantheon in exchange for specific units. Each god offers unique units:
Anthorax:
The Specter requires four sacrifices and looks like the upper portion of a set of knight armor wielding a sword. Specters fall at the same speed at feathers and can float up to four feet off the ground. The combat ability of a Specter is similar to that of an elite fully armored knight only they are more durable and more maneuverable. The Specter within the armor has similar autonomy to that of a human, and can be damaged just the same.
Hebestos:
The Devourer requires seven sacrifices and is a massive four legged creature with the weight of 800 pounds and a reptile like appearance, although not being cold blooded. The Devourer has scales as durable as chain mail and very large retractable neck frills it can use to shield its head and units behind it. (This however does not block any direct thrusts.) The neck frills of the Devourer are comparable to a steel rimmed shield in strength and will regrow in a month if they are damaged or removed. The Devourer is stupid and must be commanded by at least a level 2 mage. This monster also has enough bite force to break bones. The Devourer must eat at least 300 pounds of food a week, its diet being flesh and bones. If these needs are not met the Devourer will go into hunger induced madness and attempt to eat as much as possible, including its own allies. This does not end until the Devourer is killed or eats its fill.
Nunktus:
The Naraluta requires four sacrifices and is a creature that has the upper body of a man and the lower body of a giant spider. The Naraluta cannot wear armor but have skin naturally as resistant as Brigandine. Naraluta are not affected by their own adhesive. Naraluta can produce two different types of silk, an adhesive and non-adhesive variety. Silk will degrade after two weeks. A Naraluta can only produce silk if it has an adequate diet, and it can only produce 200 yards a week. Naraluta silk is not the same as regular spider silk and is noticeably weaker relative to its size. Naraluta silk is only about ⅓ of an inch in diameter but is as strong as inch thick rope.
Abaheim:
The snow golem requires four sacrifices and is a massive creature of compacted snow. Snow golems are seven feet tall and are capable of casting icicle storm. Snow golems must be destroyed rather than killed, and will be destroyed after one quarter of their mass, or their head, is removed from them . Snow golems will melt in above freezing temperatures but can have their essence stored inside a totem pole to avoid melting. Only 10 golems can be stored inside a totempoles and must be resummoned out of the totem in a process that takes an entire day.
Sifus:
The giant requires 50 sacrifices and is as tall as four men. The giant cannot wield any weapons and is cursed to only be able to carry and assemble objects and is not allowed to even defend itself in combat. The giant however is blessed with great strength allowing its strength to be equal to that of a regular human relative to its size as well as great stamina.
Shroud of the Low Horizon
A dense, ground-hugging fog spreads across a 600 meter radius for 20 minutes with concentration. Visibility beyond 40–60 meters becomes heavily obscured. Sound becomes slightly dampened. Longbow volleys beyond mid-range become ineffective, crossbow coordination suffers, and naval ranged targeting becomes unreliable in coastal engagements. Undead are unaffected physically, but large formations lose coordination without line-of-sight signals. Strong winds or opposing mages can gradually thin sections of the fog. Has a cooldown of 7 hours(Can only be casted during low light levels such as morning, evening, night, and overcast skies) Such affects can be bypassed by the spirit staff.
Rot
Shoots a ball of dark energy, which when shot has a radius of 2 feet, then when on impact (hitting an enemy or the ground) expands into a 6 ft in radius bubble that rots the flesh of Once, Twice, and Thricedead, forcing the flesh and skin to melt off of the undead enemies bones when inside the bubble, and also makes the undead enemies slightly more offbalance when inside of the bubble, and when an alive human or species is inside the bubble, just causes a drowsy and slow effect on the enemy, making alive enemies clumsy and heavily off balance. The energy ball instantly expands if it goes 50 yards from the origin of creation The ball flies in the air at 5 mph. After expansion lasts for 2 min. Cooldown of 10 minutes.
Gust
A LV2 spell that summons a gust of wind traveling up to 50 mph. The caster can control the direction(s) and intensity of the wind within a 500 meter radius. The wind lasts for as long as the caster wants up to 5 minutes. The spell has an area cooldown of 15 minutes within 500 meters, meaning that any allied caster within 500 meters of the original caster cannot cast Gust for 15 minutes.
Heretic of Heretrics
A spell that affects all necromancy based units with 50 yards of the caster.
This spell causes undead to suffer small decreases in coordination and mind fog. Level one necromancers receive migraines, reduced blood clotting, and medium decrease of coordination. Level two necromancers get very bad migraines and illusions, as well as reduced ability of blood clotting. Level two wizards can personally resist such affects. Level three wizards can block the spell affects for an area of 150 yards. Cast cool down of 30 minutes.Sun of The Living
A spell that makes a small sun like ball 5 feet above the casters head(diameter of 4ft) The sun dries and burns the skin off of all undead(within 15 yards) lasts for 3 min. And has a cool down of 15 min. The effect on alive enemies is dehydration.
Level Three Spells |
Warp Gate:
A spell that creates a portal within a stone frame having a surface area no less than 12 square feet and no greater than 100 square feet. A portal can only be linked to one other portal and nations and only build 6 in total. (Or three pairs.) portals cannot be built within another nation’s borders without their permission and portals have a maximum range of five miles which includes vertical travel.
Explosion:
Cause an explosion within 500 feet of the caster that has a diameter of 50 feet. The explosion contains the force of approx. 500 pounds of black powder, and causes a shock wave blasting 400 ft away from the center of the explosion. The shockwave knocks people to the ground and momentarily deafens any person hit by it. Anybody caught in the explosion is damaged by fire for 125 seconds.
Levitate:
A spell that causes an object's density to be less than that of air, causing it to float and sail through air like
water. The caster must be within 500 yards of the object at all times for this spell to take effect,
and if the object leaves the area, the spell is stopped being maintained and the object’s density
returns to normal. The object cannot be heavier than 1000 pounds, and the spell must be
maintained, disabling the caster to cast any other spells while focusing on this one. Getting hit
will break the caster’s focus and they will immediately stop maintaining the spell. The caster is
unable to do anything, including eating or drinking, while maintaining the spell. This spell has a
limit of one hour with maintenance, and has a three day cooldown after losing focus and
stopping maintaining the spell.Storm:
A spell that creates an averaged sized storm anywhere that will last for 12 hours. Storm type depends on target region and season. This can be cast every two months.
Greater Heal:
A spell that heals all bodily abnormalities on any person within an area of 300 feet. This spell must be centered on a point within 100 feet of the caster. This spell withers another living thing other than the caster within 50 feet. If no other living thing is available, it will wither the caster. The spell only withers living things to the extent of the injury it heals. This spell then goes on a 30 minute cooldown.
Demonic Cavalry:
Summons 10 Soul Hunters (Demon that prowls the Ethereal Realm, hunting for lost souls to take to the Underworld) , and casts the demon out of its body. Removing the demon from its physical form often enrages the demon, and it must be captured quickly to prevent destruction. The demonic spirit is kept in a Soul Flask, a tool used by wizards to contain spirits. The body of the demon is then bound with a human spirit that is willing and capable of binding with the demon's body. Such spirits are very rare, and the process itself is incredibly difficult to perform, making Demonic Cavalry a scarce but powerful sector of the Numenorian Army. All Soul Hunters have the same body structure, 6 legs with the 2 front pairs being joined at the elbow. These physical attributes lend to the Soul Hunter's body being used in places of a horse, often ridden by generals and soldiers specifically trained to be Demonic Cavalry. However, it should be noted that Demonic Cavalry are much more aggressive than horses, as they are known to eat and tear apart enemy soldiers. The demon body has to eat large amounts of food to sustain its body, so it needs a good army to support it, or a good battle to provide bodies.
THE DEMONIC BODY AND HUMAN SPIRIT CAN STILL OPERATE WITHOUT A RIDER AS THEY CAN THINK FOR THEMSELVES. THE RIDER IS THERE SIMPLY TO GIVE INSTRUCTION AND GAIN A BETTER VANTAGE POINT OF THE BATTLE FIELD.
Height: 8-9 feet (legs fully extended)
Weight: 2000 lbs
Strength: Very Strong, capable of lifting weights up to 1500 lbs
Cooldown: This spell can only be cast every 6 and a half RP months (2 IRL weeks)
Speed: 40 mph maximum sprint, run 20 mph, jog 10 mph, walk 5 mph
Weapons: The rider itself often carries a short ranged bow and a sword. Some riders also carry spears, although bows are more effective as the demon body does most of the dirty work. The Soul Hunter has large sharp teeth for tearing apart victims. It also has a 5 fingered (with a thumb) clawed hand on each of its front 4 legs. The back 2 legs are also clawed but are built more like feet.
Durability: Demonic Cavalry have tough skin, able to withstand most slingshots and weak bows. However, cannons, muskets and strong bows can still hurt it.
Every nation only has so many spell slots based on their technology. A nation without any gunpowder or metalworking of any kind gets 30, a nation with metalworking and no gunpowder gets 20, and a nation with all 15th century technology gets none. Spell slots must be combined to house level two and three spells, with a level two spell taking 2 spell slots, and a level 3 spell taking 3 spell slots.
Nations are allowed to develop technology as they see fit as long as they do not go past 15th century developments. Nations that use magic cannot use gunpowder weapons. Nations should balance how advanced their technology is with how powerful their nation is in other aspects to avoid being too powerful.
All rules pertaining to magic can be broken if it is for lore reasons only and offers no tactical advantage, resource advantage, or advantage of any kind. Possible examples include, having more than two Master Mages duel off for a position in your ruler’s court, having a group of heroes attack a crazy powerful dragon, having a wizard use a spell not in the Regional Spellbook for storytelling purposes.
The Shaman has allowed the rp to create their own community rules, but as usual this rp is subject to the judgements of the Shaman and the CA.
Understanding the new rp puts a high workload on the Shaman the Shaman is allowed to delegate the tasks to other members of the EO in order to speed up due processes. This shall be used for this purpose solely and not for any other.
Created by Old Order of Bubba
