The Forgotten Realms [Advanced Roleplay] discussion

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Characters > ***READ FIRST***Character Information & Character Setup***READ FIRST***

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message 1: by Sage of Souls (last edited Feb 28, 2013 02:45PM) (new)

Sage of Souls (sageofsouls) | 264 comments Mod
The information on characters and how they are to be setup will be a simple as they can be and will follow as close as possible to the basic board game D&D style of character information, but with some changes.

One of the changes is that characters will NOT follow deities, since there are an extreme amount of them throughout the Forgotten Realms and the different information on each of them would be a bit excessive for this group and I fear that it may intimidate new members, so I'm not going to require that. And, though I say they will NOT follow deities, you are still welcome to post a deity that your character would follow, if it would make your feel more comfortable. Another thing that will be changed is that you will have a wider variety of races you may choose from, but will still have some restrictions. No characters may be one of the Creator Races, save for the Human race.

Allowable races would be:
*Humans
*Elves
*Half-Elves
*Dwarves
*Orcs
*Half-Orcs
*Goblins
*Dryads
*Halflings

If you would perfer to be a race that is not listed here and is not officially unallowed, please feel free to request it to be allowed officially and I will consider it. I am lenient with most races, as long as they are major or semi-major, but minor races, such as pixies or imps, I would be tenetative to allow.

I will also separate characters into their CLASS, not their race. This is because there will be a smaller amount of classes, as each class is set and it is unlikely that many more will be added to the following list of allowable classes:

*Fighters
*Clerics (Healers)
*Paladins
*Wizards
*Sorcerers
*Druids
*Rangers
*Rogues
*Bards (Mix between Druids, Fighters, and Thieves)
*Blackguards (Fallen Paladins)
*Warlocks (Demon Commanders)

I do think that I may have left out a couple that I am unfamiliar with and, if I have, please feel free to let me know. Also, considering the complexity of multi-class characters, I will put multi-class on a probationary trial and, if members can handle it well enough, I'll keep it. If not, I'll just make characters have a one class only limitation.

Also, you may choose to make a character of your own OR use a prexisting character that is already famous within the Forgotten Realms (if no one else has already claimed them). HOWEVER, if that gets out of hand in that one person a small amount of people claim all of the really famous people of the Forgotten Realms, I will limit it to either a set character limit (probably three or four, if so) or to that only the moderators are allowed to play as famous characters. AND, if you are going to use a preexisting character, please try to make their character setup, or character sheet, as it would be more comfortably referred to as by D&D players, as close as possible, if not exact (save parts that don't concern them) to their actual character. Parts that do not concern the character, as not all preexisting characters may have had a familiar or followed a deity (at least, it is not known), may be completed to the liking of the creator, but would be requested to try to keep it relative to their character and their character's personality and/or reputation.

Considering the length of the remaining information on the character setup, I'm going to post it and the character setup model in different posts.


message 2: by Sage of Souls (last edited Nov 13, 2012 08:19PM) (new)

Sage of Souls (sageofsouls) | 264 comments Mod
Now for the information regarding certain sections of the character setup. I'll go in order as they appear on the list.

First up is age.
This one is not too complicated; it merely states how old a certain member if a specific race is allowed to grow. I will state these as a list, with each race listed with their min and max age and then four sections: young, middle-aged, old, and extended life--which basically means beyond the average top age, like for Wizards or Sorcerers who have enhanced their age limit.

Human -- Min: 16, Max: 105
Young: 16-35
Middle-Aged: 36-55
Old: 56-85
Extended Life: 86-105

Elf -- Min: 50, Max: 500
Young: 50-125
Middle-Aged: 126-275
Old: 276-350
Extended Life: 351-500

Half-Elf -- Min: 25, Max: 150
Young: 25-40
Middle-Aged: 41-70
Old: 71-120
Extended Life: 121-150

Dwarf -- Min: 40, Max: 375
Young: 40-80
Middle-Aged: 81-165
Old: 166-235
Extended Life: 236-375

Orc -- Min: 20, Max: 90
Young: 20-30
Middle-Aged: 30-50
Old: 50-75
Extended Life: 76-90

Half-Orc -- Min: 25, Max: 100
Young: 25-35
Middle-Aged: 36-55
Old: 56-80
Extended Life: 80-100

Goblin -- Min: 15, Max: 70
Young: 15-25
Middle-Aged: 26-40
Old: 41-60
Extended Life: 61-70

Dryads -- Min: 100, Max: 1,000
Young: 100-200
Middle-Aged: 201-450
Old: 451-800
Extended Life: 801-1,000

Halflings -- Min: 20, Max: 85
Young: 20-30
Middle-Aged: 31-45
Old: 46-65
Extended Life: 66-85


EDIT: If you are making a preexisting character from the Forgotten Realms and their age is not within the range set between the minimum and maximum range for their race, please use whatever age they truly are.


message 3: by Sage of Souls (last edited Feb 28, 2013 02:44PM) (new)

Sage of Souls (sageofsouls) | 264 comments Mod
Concerning the alignment, there are nine paths to which each character can follow. And with that certain classes either have restrictions as to what they can choose or MUST follow a specific path. Here are the alignment paths:

Lawful Good -- The character stands for order and justice and will follow the law. They enforce the law and will make sure justice is done upon those who do not.
Neutral Good -- The character abides by the law, but does not enforce it. They see the law as guidelines and boudaries by which to keep order.
Chaotic Good -- The character abides by the law, but pushes the boundaries of the law. They like to cause trouble without actually getting into trouble.

Lawful Neutral -- The character acknowledges the law and will follow it. They do not see laws as appropriate, but will follow them to avoid conflict.
True Neutral -- The character does not follow either side. They do not abide by laws, nor do they break them. They merely stand for peace and balance.
Chaotic Neutral -- The character does not follow the law and sees it as an insult. They do not try to committ evil acts such as midst or theft, but will do as they please without following boundaries.

Lawful Evil -- The character follows the law, but despises it. They find the law a restriction to their free will and try to find ways to get around the law without breaking it and will look for ways to perform evil actions and get away with it.
Neutral Evil -- The character acknowledges the law, but ignores and do what they please. They do what they want, but will not deliberately perform evil actions without some sort of motivation or intention.
Chaotic Evil -- The character completely disregards the law. They do whatever they feel like doing and have no care for any of the consequences.

Certain classes have restriction on what path they're allowed to follow. Here is a list of all of the classes and what restrictions, if any, go with them:

Fighter: Any
Cleric: Any
Paladin: Lawful Good ONLY
Wizard: Any
Sorcerer: Any
Druid: True Neutral ONLY
Ranger: Lawful Good ONLY
Rogues: Any but Lawful Good
Bard: Any but Evil
Blackguard: Any but Good
Warlock: Any but Good or Lawful


message 4: by Sage of Souls (new)

Sage of Souls (sageofsouls) | 264 comments Mod
There are different feats which characters can have to help them throughout their adventures. Here is the list of them and the information that goes with them in no particular order, as well as what classes may want that feat:

Iron Will: The character has an unbreakable will which allows them to concentrate better when focusing on picking a lock, disarming a trap, casting a spell, or anything else that requires complete focus.
Desired Classes: Wizard, Sorcerer, Cleric, Warlock

Endurance: The character has learned to endure pain and can withstand many more attacks than a normal fighter without faltering or wanting to flee.
Desired Classes: Fighter, Paladin, Blackguard, Warlock

Quick Learner: The character is adapt at learning quickly both in and out of action or combat, allowing them to quickly analyze a weakness in an enemy's tactics or body, as well as being able to learn fighting styles and strategies and spells.
Desired Classes: All

Sharpshooter: The character has trained enough to be able to shoot projectiles from a distance with deadly accuracy.
Desired Classes: Ranger

Stealthily: The character is an expert at stealth and is able to better hide themselves to avoid detection.
Desired Classes: Ranger, Thief

Persuasion: The character is a well-practicedmd persuader and can easily persuade most people into giving them information.
Desired Classes: All

Swift: The character is able to move quicker than most others and is able to both outrun others and catch up to them with ease, as well as get from one place to another when they're in a hurry easily.
Desired Classes: All

Adrenaline: The character is able to focus all of their energy and strength into a single action at their own will whenever they may need to.
Desired Classes: Fighter, Blackguard

Peace of Mind: The character is able to push out all negative thoughts and feelings and focus easier on their own tasks and perform actions that require them to be emotionally balanced.
Desired Classes: Druid, Bard

Spiritual Connection: The character is able to link themselves with the spirits and essences of other beings and communicate and heal them easily.
Desired Classes: Druid, Cleric

I may add more to this list later, but this is a good amount for now.


message 5: by Sage of Souls (last edited Feb 28, 2013 02:46PM) (new)

Sage of Souls (sageofsouls) | 264 comments Mod
Next are the different skills each character can have. These are different abilities each character may have practiced and become proficient at. Here is a list of different skills and any classes that may want them:

Armor Crafting (Heavy): The character is proficient at making heavy armor.
Desired Classes: Fighter, Blackguard

Armor Crafting (Light): The character is proficient at making light armor.
Desired Classes: Rogue, Bard, Ranger, Warlock

Weapon Crafting (Heavy): The character is proficient at making heavy weaponry.
Desired Classes: Fighter, Blackguard, Paladin

Weapon Crafting (Light): The character is proficient at making light weaponry.
Desired Classes: Cleric, Rogue, Bard, Ranger, Warlock

Weapon Crafting (Magic): The character is proficient in making magical weaponry.
Desired Classes: Wizard, Sorcerer, Warlock

Trap Making: The character has learned how to make and set different kinds of traps.
Desired Classes: Rogue, Ranger

Potion Brewing: The character has learned how to brew potions for a wide variety of uses.
Desired Classes: All

Lockpocking: The character has learned how to pick locks easily.
Desired Classes: Rogue

I may add more to this list later, but this is a good amount for now.


message 6: by Sage of Souls (last edited Feb 28, 2013 02:47PM) (new)

Sage of Souls (sageofsouls) | 264 comments Mod
Each class has restrictions on the kind of weapons and armor they can use. Well, rather than list every class's limitations, I'm just going to assign each class three numbers that correspond as so: Melee, Ranged, Armor, and then assign each weapon or armor a number, as well. Each class can use any weapon or armor whose number value is not above their own. Depending on a character's number value in relation with the number value of a particular type of weapon or armor, they may choose a proficiency in that type of weapon or armor if their number value falls within the range of that type of weapon or armor, even if the character cannot use a weapon or armor within that range. I.e. A Sorcerer has a Melee Weaponry class of 40, so they could be proficient in Medium Weaponry (Melee), even though there is no weapon in that range that they can use. Depending on your proficiency, your character will both be more comfortable and be able to fight better with that particular range of weaponry and/or armor.

Class: Melee, Ranged, Armor

Fighter: 100, 80, 100
Paladin: 90, 40, 90
Cleric: 45, 30, 40
Sorcerer: 40, 40, 25
Wizard: 35, 45, 25
Druid: 30, 70, 50
Ranger: 45, 100, 75
Rogue: 50, 60, 45
Bard: 55, 45, 50
Blackguard: 80, 60, 90
Warlock: 50, 35, 50

Heavy Weaponry (Melee): 75-100
Claymore (Two-Handed Sword): 100
Double-Bladed Sword (Two-Handed Sword): 90
Broadsword (One-Handed Sword): 80
Reaver (Two-Handed Flail): 100
Greataxe (Two-Handed Axe): 95
Battleaxe (One-Handed Axe): 85
Maul (Two-Handed Mace): 90
Halberd (Polearm): 85
Spear (Polearm): 75

Medium Weaponry (Melee): 40-70

Katana (One-Handed Sword): 70
Rapier (One-Handed Sword): 55
Large Axe (One-Handed Axe): 65
Flail (One-Handed Flail): 60
Warhammer (One-Handed Mace): 45

Light Weaponry (Melee): 0-35

Longsword (One-Handed Sword): 40
Shortsword (One-Handed Sword): 25
Dagger (One-Handed Sword): 0
Hand Axe (One-Handed Axe): 20
Morningstar (One-Handed Mace): 15
Quarterstaff (Two-Handed Staff): 10

Heavy Weaponry (Ranged): 75-100

Heavy Crossbow: 100
Longbow: 80

Medium Weaponry (Ranged): 40-70

Light Crossbow: 60
Shortbow: 40

Light Weaponry (Ranged): 0-35

Sling: 10
Darts: 5

Heavy Armor: 75-100

Full Plate (Platebody): 100
Half-Plate (Platebody): 90
Splint Mail (Chainbody): 85
Chain Mail (Chainbody): 75
Tower Shield (Shield): 80

Medium Armor: 40-70

Studded Leather Body (Hardleather): 65
Leather Body (Leather): 40
Large Shield (Shield): 50

Light Armor: 0-35

Battle Robes (Robe): 25
Robes (Robe): 10
Clothes (Robe): 0
Buckler (Shield): 15

This a good size list of weapons and armor and should give some insight on what certain classes can and cannot use. I may add more to this later.


message 7: by Sage of Souls (last edited Feb 28, 2013 02:50PM) (new)

Sage of Souls (sageofsouls) | 264 comments Mod
There are different specializations that each class may go into, if they choose to. Each class has its own set of specializations, and I will make a list for all of them, by class. [Note: some classes will have more than others.]

Fighter

Defensive Fighter: The Fighter is proficient in fighting defensively. They are able to easily block and/or parry their opponents' attacks and defend themselves much better than other Fighters can.
Berserker: The Fighter prefers to fight aggressively and is proficient in knocking down their opponents and hacking right through their defenses until they falter.


Cleric

Priest: The Cleric is a skilled healer. They are able to keep both themselves and their allies alive easily. They are masters of holy magicks.
Undead Slayer: The Cleric has chosen the way of combat, rather than healing. They use their holy magicks to destroy undead creature.


Paladin

Savior: The Paladin is a master of combat healing. They are able to cast their healing spells both on themselves and their allies while still being able to swing their weapon at their enemy.
Retribution: The Paladin is a full-fledged fighter, using their holy magicks to enhance their attacks to strike down their foes.
Protector: The Paladin has trained in the ways of survivability and defensive combat. They are able to keep themselves alive by using their holy magicks to produce divine barriers and shields to reduce and/or deflect damage off of both them and their allies.


Wizard

Conjuration: The Wizard has become adapt at creating something out of nothing, allowing them to summon powerful weapons and minions to aid them in battle.
Transmutation: The Wizard has become skilled in transforming one object into another, allowing them to create items that would help them and their allies both in and out of battle.
Alteration: The Wizard has become proficient in manipulating the structure of worldly objects, allowing them to twist and turn them until they are exactly the way they want them to be.


Sorcerer

Evocation: The Sorcerer has become adapt in the ways of destructive magicks, using the elements to destroy their foes head-on, and arcane magicks to produce powerful barriers to protect them from both physical and magical attacks.
Necromancy: The Sorcerer has learned the ways of the dead and has become skilled in animating bones and spirits to summon a powerful undead army to use at their disposal.
Illusion: The Sorcerer has become proficient at playing mind tricks on their enemies, dulling their senses and causing them to feel or sense things that aren't real, making them weak and powerless.


Druid

Guardian: The Druid has chosen to use their ability to control nature to heal them and their allies, allowing their bodies to recover swiftly with the help of nature.
Sage: The Druid has chosen to use their ability to control nature to fight their enemies, using nature to ensnare and rip them apart.
Seer: The Druid has chosen to use their ability to control nature to help them predict future events, so that they can make smsure that they and their allies are prepared for whatever may come.


Ranger

Marksman: The Ranger has become skilled in hunting and killing their pray and enemies over long ranges with deadly precision.
Beastmaster: The Ranger has become proficient in taming wild animals and having them hunt and/or fight with them and travel with them wherever they go.
Survivalist: The Ranger has become adapt at living in the wilds, becoming more agile and swift and familiar with the environment around them than other Rangers.


Rogue

Shadowdancer: The Rogue is a master at stealth and assassination. They are able to move quickly through the shadows kill their prey without them ever knowing they were there.
Trapmaster: The Rogue is an expert at laying traps. They are able to fashion and use the strongest of traps and lure their foes right into them.
Thief: The Rogue has opted to become more adapt at stealing and breaking into buildings and containers, as opposed to combat, and are able to pick both locks and pockets without ever leaving a sign that they were there other than the absense of the material they stole.


Bard

[...I'll have to come back to this one...]


Blackguard

Assaulter: The Blackguard is a vengeful killer, charging into battle and attacking their foes head-on with brute force.
Analyst: The Blackguard is a defensive fighter, studying their opponent and waiting to find the right opportunity to strike down their opponent.


Warlock

Affliction: The Warlock has become skilled at bestowing curses and infecting their enemies with diseases, causing them to rot from the inside and slowly come closer to death with each step they take.
Demon Master: The Warlock has become a master at summoning powerful Demon allies to their aid and commanding them to strike down and crush their foes.


message 8: by Sage of Souls (new)

Sage of Souls (sageofsouls) | 264 comments Mod
The signature skill or spell is a simple thing to understand: it is simply the ability the character uses to stand out as an individually and that people would recognize them for. I.e. A Sorcerer may use a Flame Arrow spell to pierce their foe's heart or a Cleric might use a powerful spell to completely rejuvenate someone's broken body and bring them back to normal health.

Since the signature skill/spell is easy to understand, I will go ahead and explain the familiar in the same post. The familiar is the character's soul companion--a being who is a life-long partner for them. This could be any creature from and ordinary pet, such as cat, to the rare breeds of mythical creatures, such as the pseudodragon. These familiars are also able to take part in combat and can also even speak to other characters and familiars. The familiars also have a separate, but simpler, character setup model. There are no restrictions on what the familiar may be other than it can be no larger than the size of your forearm. If you choose a creature that no one's ever head of before before, please give a little bit of information on the creature in the "other" section of your familiar's character setup.

Lastly, are the basic starter items. No matter what level you are, you will start out with basic armor and a basic melee weapon and a basic ranged weapon. The term "basic" just simply means it's unenchanted. Characters with start out with their choice of any armor they can wear that is within their proficiency (unless they are like example of the Sorcerer and can't use any armor or weapon in their proficiency, in which case, they will have the highest level armor or weapon they can use one proficiency lower) and any weapon they can use in their proficiency.

And that's all the information needed to know about your characters. Now, this may seem like a lot of information, but, in reality, you're only really going to be looking at everything that goes with just your class. The only things you really have to read in full are the feats and skills and that doesn't take long. I'll also have a basic summary of what each class may want or need in their respective topics.


message 9: by Sage of Souls (last edited Feb 28, 2013 03:00PM) (new)

Sage of Souls (sageofsouls) | 264 comments Mod
With all of that information in mind, here is how a character will be set up for each class. Specific information regarding the character setup is listed above this post. There will also be two different character setup models: one will be for original characters and the other for preexisting characters. Original characters are freely open (of course) to the creator, but preexisting characters MUST be made as closely, if not exactly, to the true character's information as possible. Also, please specify whether your character is Original or Preexisting and use the correct setup model. [Note: please do not copy what is in brackets ("[ ]").]


Original Characters

Character

Name: [First and Last]
Race: [See list of allowable races.]
*[Include only if not the basic race.]* Subrace:
Gender
Age: [Within limitations.]
Alignment: [Follow restrictions if applicable.]
Level: [1-30]
*[OPTIONAL]* Deity: [If you choose a deity, please choose one that preexists already within one of the books or games.]

Feats: [Choose three.]
Skills: [Choose two.]
Weapon Proficiancies: [Choose one melee and one ranged, follow restrictions.]
Armor Proficiancies: [Choose one, follow restrictions.]

Specialization: [See list above.]
Signature Skill/Spell: [See above.]
Familar: [See above.]

Basic Weapon:
Basic Armor

Personality

Family

Other


Familiar

Name
Species
Gender
Age
Alignment

Feat: [Choose one.]

Personality

Other

________________________________________


Preexisting Characters
Unless otherwise noted or specified, complete the character setup as it is listed on their true character sheet and/or information.

Character

Name:
Race:
*[Include only if applicable.]* Subrace:
Gender
Age: [If not known, follow regular restrictions.]
Alignment: [If not known, choose one that is logically relative to the overall character.]
Level: [If not known, then 15-30.]
*[Include only if known.]* Deity:

Feats: [Choose three from the list above.]
Skills: [Choose two from the list above.]
Weapon Proficiancies:
Armor Proficiancies:

*[Include only if known.]* Familar:

Weapon: [Open choice from true character information and does not have to be basic.]
Armor: [Open choice from true character information does not have to be basic.]

Personality

Family

Other


Familiar
[Include this part only if the true character has a familiar.]

Name
Species
Gender
Age
Alignment

Feat:

Personality

Other


message 10: by Sage of Souls (new)

Sage of Souls (sageofsouls) | 264 comments Mod
The only other restriction on creating characters is that no one is allowed to make any character of royal status without permission from a moderator. That includes Kings, Queens, Princes, Princesses, Lords, Ladies, and Stewarts.


message 11: by Sage of Souls (new)

Sage of Souls (sageofsouls) | 264 comments Mod
Edit: ADDITION

Another thing that is specific in the way certain aspects of D&D's magic works, I am also going to list the different schools of spells and describe their different classifications and the specifics of classifications. After that, since there are, of course, also restrictions on what classes can use what spells, I will also post a list of the restrictions for each class.


Schools

Each spell is categorized into what are known as the "schools of magic". Each "school" is unique in that each of its spells perform similar effects to other spells in that "school", but are completely different from spells of other "schools".

This is a list of each "school of magic" and a brief description to go with it. [Note: some of these, if not all of them, may be listed as a specialization for either the Sorcerer or the Wizard class, but vary greatly in what they are. Also, if a Wizard or Sorcerer specializes in one of these schools, that does not mean they can use every spell in that school, as they can only use spells that fall under the Arcane spell classification. The same is also true in that they are also not limited to only the school they specialize in--only that they are masters of that school--but are still limited to spells that fall under the Arcane spell classification for each school. The same also applies to other classes, like the Cleric, who can only use Divine spells and not Arcane. Etc.]

Evocation: Evocation is the school of magic that deals with spells that cause destruction and are based as energy spells. These spells include spells like Fireball or Lightning Bolt and are proficient in offensive, damaging tactics. While these spells are mainly used in combat, they can also be used to enchant or create magical items. For instance, a Mage (Wizard or Sorcerer) can cast Fireball on an empty, or "blank", wand to enchant it with that spell, allowing them to use that wand to cast Fireball some number of times before it breaks and a new one must be made. [Note: this particular form of enchantment may be performed without the Armor Crafting (Magic) skill, but, in order for a character to make the unenchanted wand, that skill is required.]

Conjuration: Conjuration is probably the largest school of magic by far and focuses around conjuring items or energy from nothing. This allows Mages or Healers (Clerics, Paladins, or Druids), as well as spellcasters that use Negative spells, like the Warlock, to create items that can be used to enchant items or as reagents to complete products, such as potions, to use in healing or to enchancw their own physical body. Another usage of Conjuration is that of creating magical barriers. Spellcasters can manipulate energy around them and/or create objects that can be altered to alter them and form them into magical, non-physical armor or shields, such as Mage Armor or Spell Mantle, that can help ward off both physical and magical attacks. Conjuration is also popular in that it has many non-cambat uses, as well, such as spells that can be considered simple parlor tricks, like making a small bird appear out of nothing or creating some object that can be used for some form of entertainment, which makes this particular school favored by amateur and non-adventure spellcasters that like to use their powers to entertain people.

Alteration: Alteration is the school of magic that relates to changing the physical (and, if the person is powerful enough, magical) properties of an object to fit the desire or need of the alterer in order to complete whatever task they might need to accomplish. Because this particular school is not often used in combat, other than mainly being used as a way to disarm the spellcaster's opponent by melting their sword or changing it into something harmless, and the unique abilities of this school, Alteration is most commonly used in junction with the school of Conjuration to make potions or to craft objects, including armor and weapons, as well as other objects that would be useful in daily life.

Transmutation: Transmutation is a school of magic that is similar to Alteration in that it changes the physical properties of an object or multiple objects, but with differences in the way it's used and how it is able to be used. While Alteration is the school of manipulating the structure of one object to alter it into a different structure and usage of that object, Transmutation is the school of magically altering, combining, and infusing the properties of one object with that of another to make a completely new object. This school is favored by spellcasters who spend their time trying to perfect objects, so they can be used in a wider variety of ways, and inventing and discovering new products by means of experimentation with components of other objects and/or sources. This patricians school is, too, commonly used in conjucntion with Conjuration to make potions more potent and more useful, as well as creating new types of potions.

Illusion: Illusion is the school of magic that deals with creation or presense of objects or entities that either don't exist or don't exist in the physical plane. This particular school is used commonly by younger spellcasters who enjoy pulling pranks and causing trouble by conusing and scaring others. And, because of it's uses, it is also used in combat as a way to either escape from the spellcaster's opponent or to render them senseless and helpless by using spells such as Mirror Image, which makes copies of the spellcaster, or by disorienting them by using spells that make it seem to them as if the area around them is changing or disappearing, etc., to make them unable to get their barings and/or attack the right target or in the right place.


Classifications

There are four types of classifications for spells. These classifications describe the aspect, the structure, and the origination of spells. Each class generally specializes in one classification, with a couple of exceptions. And, with those exceptions, comes even more restrictions.

This is the list of classifications.

Arcane: Arcane spells are generally affiliated with Wizards and Sorcerers. While Warlocks can use some Arcane spells, they are not in the majority of this classification's usage. This classification is based around manipulating raw energy to form new objects or by purifying the raw energy into forms that are not physical, but can still affect physical structures. Such spells that would normally be classified as Arcane would be spells like Fireball, which is categorized in the school of Evocation and is formed by purifying raw energy and forming it into a mass of heated energy, which creates a giant flame that can then be hurled at a structure to cause it damage. Another spell would be one like the Monster Summoning spells, which are one of the few groups of spells that are sub-categorized by level, depending on the difficulty of the spell and the result and outcome of the spell, which is categorized in the school of Conjuration in that it is formed out of nothing by using raw energy to form a physical mass that takes on the appearance and aspects of the object it represents and acts as such by the spellcaster's will.

Divine: Divine spells are usually affiliated with Clerics and Paladins, but can also be used by Druids, Bards, and Rangers to a lesser degree. They are spells that are considered Holy or Light-based spells which come from a religious affiliated source, like a character's Deity, and areainly used as healing spells, but can be used as offensive combat spells, as well, such as by using spells like Flamestrike that, while considered a Fire Elemental attack, is formed by Divine power, rather than by raw energy. The more commonly used spells in the Divine classification are ones like Heal and Restoration that heal wounds and regenerate a person's energy over time. Others, which are some of the most powerful spells in existence, such as Resurrection, where a character brings another person back to life, can also be found under the Divine classification and are considered to be frightening and almost chaotic in the sense that they are so powerful as to, like Resurrection, hold power over life and death, itself.

Nature: Nature spells are normally used by Druids and Rangers, though some Bards can use them, as well, to a lesser degree. These spells usually consist of enhanced natural physical recovery, where spells like Rejuvinate enhance a person's body's natural healing process and allow them to recover in ways where they can be rid of their wounds and not have to deal with the left over immediate pain of the mind remembering the effects of the wound. While these kinds of healing spells are not as fast as the instant healing abilities as Heal, they are considered more powerful in that they can still heal a person's physical being faster than normal without leaving the taxing effects of Divine healing abilities that can still leave a person's body feeling stiff or even numb it and weaken the body's natural ability to heal on its own. Other spells that would be considered Nature spells are spells like Cure Disease and Nullify Poison. Spells like those use the energies of nature to enhance a person's body's immune and recovery systems to more easily and quickly fight off and expell diseases and poisons that would otherwise harm the body and possibly paralyze sections of the body, if not the whole body, or, worse, kill the person. Spells like Charm Animal are also considered Nature spells. They allow the character to be able to interact with animals of natural existence, like deer and bears, and communicate with them in more efficient ways than a normal person or a person who can't use Nature spells could, making it easier to befriend wild animals and keep them from harming you.

Negative: Negative spells are affiliated most closely with Warlocks and some Sorcerers--mainly ones that master in Necromancy--but a few Clerics, like the ones that follow dark Deities, are able to use Negative spells in correlation with their Divine spells, making them extremely deadly, but are rarely seen. These spells are drawn from the energy of the nether--a plane of darkness and destruction--and are condensed into forms or objects that infect an object with a searing dark energy that eats away at both the physical structure of the object and the essence of a living being, if it is harmed by it. These spells are considered to be pure evil and are usually related to demonic spells and abilities, as well as Demons, themselves. This particular school is perfect for Warlocks and Necromancer Sorcerers because most Demons and all undead beings are immune to the damaging effects of Negative spells and most are actually healed by it. Both the reason for the and the effect of this is that they also have an increased vulnerability to Divine spells.


Those are the lists of the different kinds of spells. Though there are more schools of spells and maybe another one or two classifications, those listed in the lists above are the more important ones for this group [mainly because I can't remember any others at the moment].



[Because of the character limit (believe it or not), the Class-Spell restriction list will be made in the next post.]


message 12: by Sage of Souls (last edited Feb 28, 2013 02:51PM) (new)

Sage of Souls (sageofsouls) | 264 comments Mod
Now for the list of restrictions. It is a relatively short list, as it only states what classes can use what kinds of spells, but it is still important for members to know. I will also be adding in this list what classes can use magical devices (wands, magical staves, magical scrolls, etc.), so I can make sure that that is understood, as well. It will be listed as such: "Class: Magic (Classification OR "No Magic"); Magical Device (Able OR Unable)

Class-Spell Restrictions

All classes that can use magic can use any school of magic.

Two terms will also be used with this list: "Limited" and "Restricted". "Limited" means that a particular class is able to use whatever is designated as "Limited", but to a lesser degree or is unable to use certain objects or spells. The term "Restricted" means that there is a defined requirement for being able to perform or use whatever is designated as "Restricted" and, since the complexity of it is too great for most people who don't know a lot about D&D and the aspects that go with it, that particular ability is unavailable for use in the group by members who have not proven themselves to know how by earning the moderator status or by having direct permission from the head moderator (me).

Fighters: No Magic, Unable
Clerics: Divine, Negative (Restricted); Able
Paladins: Divine; Unable
Wizards: Arcane; Able
Sorcerers: Arcane, Negative (IF Necromancery Specialization); Able
Druids: Nature, Divine (Limited); Able (Limited)
Rangers: Nature; Unable
Rogues: No Magic, Unable
Bards: Nature (Limited), Divine (Very Limited); Able (Limited)
Blackguards: Divine (Limited), Unable
Warlocks: Negative, Arcane (Limited); Able


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