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romeWed 24-Sep-03 12:14 PM
Member since 30th Jul 2003
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#2387, "Alternative to Nexus/Warlocks..."


          

Wizard Towers: Three towers, one in Galadon (Golden tower), one in Hamash (Silver tower), and one off in a forest somewhere and moves occasionally (Unseen tower). Each of the towers would be a cross between a guild and a cabal. They would have their own cabal channel, item of power, guardians, and powers, but not induct like a cabal. In order for an apprentice to gain membership, they simply have to be sponsored by a wizard or above. A wizard can only have one apprentice at a time, and if they are not happy with their apprentice, may dismiss them, kicking them out of the tower.

Rules:
Can only belong to one wizard tower.
Towers have rankings: Apprentice, Wizard, Elder
Any mage can join any tower, but advancement within the tower is controlled by the elders.
To become a Wizard of the tower, you must have two elders vouch for you.
To become an Elder of the tower, you must have four elders vouch for you, and the arch-mage (leader)
To become the arch-mage, there must currently not be an arch-mage, and have the most number of votes of the elders.
To dispose the arch-mage, a significant majority of the elders must vote against the current arch-mage (majority +1 vote).


Powers will be granted based on rank in the tower, and what tower you belong to:

Golden Tower (Mages focusing on pure magical force):
Apprentice:
Power, Robes: Calls forth magic robes for the apprentice. As the Golden Tower member gains rank, the robes become more powerful. Basically, adds to max mana for the mage (+100, +200, +300, +400, respectively).

Wizard:
Spell, HomeBind: Like word, but returns the wizard to the Golden tower.
Skill, Spell Mastery: A weak version of spellcraft that adds 1 to the rank of the caster for spellcasting purposes.

Elder:
Spell, Magic Surge: Calls on the power inside the Golden tower to banish those who would invade. Different types of mages will have different effects. Invokers: An improved buffet type magic attack. Transmuter: Causes friendly target to fight like a madman, so long as they are within the tower (typically aimed at their guardian). Necro: Surge of dark energy cripple the target. Conjurer: Blast the target with energy from several different dimensions. Shapeshifter: Turns them into a newt.

Arch-mage:
Spell, Summon Guardians: Calls on the spirits of the ancient arch-mages to protect the arch-mage while he is in his tower. A group of them will come follow the arch-mage and act as his pets. If he leaves the tower they will vanish.
Skill, Spell Mastery: An improvement to the Wizards version of the skill, the arch-mage gets +2 levels to his spellcasting ability.

Silver Tower (Mages focusing on learning how to cast spells and use magic items):
Apprentice:
Power, Robes: Calls forth magic robes for the apprentice. As the Silver tower member gains rank, the robes become more powerful. Basically, they act as tome did, improving the chance to learn spells. This ability starts out weak, and increases with rank.

Wizard:
Skill, Evokers Craft: Acts as enhanced damage for magic item use. Increases the level at which a spell is cast from an item. The lower the level of the wand, the more this skill raises the spell. Automatic. It also has the chance at not using up a charge in a wand, scroll, or staff when that item is used.
Skill, Magic forge: By using various items of trash, the mage can make several useful wands. Wands that may be made are as follows: Returning (word back to Silver tower), Satisfy Body (Eliminates thirst and hunger, for long study sessions), continual light (Creates a ball of hovering light in the room).

Elder:
Spell, Reinforce: Magically reinforces the guardian golem of the Silver tower, a magical version of heal that only works on magical constructs.

Arch-mage:
Skill, Evokers Craft: Gets really good at using wands and such. All evocation of magical devices cast 2-4 ranks above the rank of the arch-mage.
Spell, Guardianship: Locates all members of the guild. Done with a target, will show a view of the room they are in. Can only be done from within the Arch-mage’s lab in the silver tower.

Unseen Tower (A tower full of mages intent on exploring)
Apprentice:
Power, Robes: (The robes of the unseen Tower have several affects. At apprentice level, they cause you to hesitate before entering a room with an aggro mob. At Wizard level they reduce the chance of an aggro-mob chasing you. At elder level, they hold off an aggro mob for a round before it breaks through the magic shields around you, giving you time to flee.
Skill, Mana Transfer: Allows you to make mana donations while not at the unseen tower.. this occurs at a penalty to the donations, however.

Wizard:
Spell, Blink: Returns to the Unseen tower, if cast within the tower, returns you to where you last blinked in from. (If you leave the tower, you cannot return)
Skills, Adventureres spirit: Gains from traveling (the exp+move gains) also improve MANA permenantly.
Skills, Curiosity: Grants a temporary burst to HP whenever an adventuring gain is made (HP boost would be significant, +50 hp or so, and last a significant amount of time, 40 hrs or more)

Elder:
Spell, Best Wishes: Sends a guardian to fight off intruders into the unseen tower in the place of the elder.. as typically members of the unseen tower are to busy to be bothered to return. If the elder returns to the tower, the guardian disappears.

Arch-mage:
Spell, Relocate: Moves the unseen tower’s entrance to the room the Arch-mage is standing in.


...Rome...

  

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TopicAlternative to Nexus/Warlocks... [View all] , rome, Wed 24-Sep-03 12:14 PM
Reply Donation addendum., rome, 24-Sep-03 01:22 PM, #1
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