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Death_AngelTue 19-Aug-08 06:44 PM
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#21684, "[HERALD] Tubnic Doughfolder the Weaver of the Elements"


          

Tubnic Doughfolder the Weaver of the Elements


Description

This Gnome is about two and three quarters of a foot tall. His skin is a pale
white and the hair on the top of his head is bushy and brown. His eyes are a
nearly transparent light blue and his ears are round, brown hair sticking out
from their insides. His nose is crooked and beneath it is a bushy brown
mustache that has been trimmed to keep it from growing too far along his
cheeks. His teeth are yellow and crooked from years of smoking. His fingers
are long and his nails are well filed.

Score

Level51SexmaleRacegnome
EthosOrderlyAlignNeutralClassinvoker
Practices2Trains0HometownGaladon
Exp527700To Level24900SphereMagic
Age mature, 288 years old (229 hours)
Hit Points756Mana1109Movement734
Strength16Intelligence23Wisdom25
Dexterity19Constitution3Charisma16
Carry #0/32Carry Weight0 lb 0 oz  
Gold0Silver0Copper0
Wimpy0MoraleModerate  
Hitroll0Damroll0  

  

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Death_AngelTue 19-Aug-08 06:44 PM
Member since 21st Sep 2024
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#21735, "Tubnic's Role Chapter 33"


          

Role

Chapter 33


A bit about myself and my journal.
Added Sun Jun 29 10:14:55 2008 at level 3:

Now then, where should I begin? Perhaps, as with most things, I should begin
from the beginning. I am currently a young lad, not even seventy years of
age, and yet I am starting this journal in hopes of uncovering knowledge that
may be useful to others who follow after myself. My name is Tubnic
Doughfolder, and I am the son of a baker in the glorious city of Hillcrest.
At the young age of forty-five, I entered the guildhall of Invocation seeking
an education as an apprentice of magic. Unlike most others who entered that
great hall, I carried with me the knowledge of a great truth. This truth
being that I had not a clue what I was doing and was not already a master
wizard of the elements, as many young people choose to think once they've
learned a few simple cantrips. I believe this knowledge of knowing nothing is
what helped me in mastering my first spells and impressing my guildmaster so
early, for I fought night and day to gain perfection in my art while others
allowed their illusions of grandeur to settle them into mediocrity. With the
quick mastery of my spells, and with what my guildmaster stated as an
exceptional talent for the elements, though I hardly believe him at this
point in my studies, I have been sent out from Hillcrest to learn more of the
world and to master the magical aura that pulses about me.
Why must I leave Hillcrest to do this? Because for as glorious as Hillcrest
is, it is confined within its walls and hills. Such confinement is wonderful
when you are secure and content with what you have, but when you seek the
deepest understanding, you must go where you haven't a clue what shall be
there, for then you take in every little detail and are not blinded by the
familiar.
Through this adventure I hope to come to an exceptional understanding of
magic and to record what I have learned for those who follow after myself so
as to aid them in their own personal journeys to perfection of their magic
and to greatness.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21717, "Tubnic's Role Chapter 15"


          

Role

Chapter 15


Air Path of Elemental Magic
Added Thu Jul 24 20:14:43 2008 at level 38:

In comparison to the other elemental planes, the plane of Air has relatively
little mass to summon into the Prime Material Plane. As such, those who study
the path of air focus their magical energies into opening rifts which allow
for the harnessing of energy and force from the plane of Air rather than
bringing about matter such as those who study the path of water.

The first spell learned by one who studies from the path of air is known as
the cyclone spell. This spell is cast by opening a rift that focuses a force
that acts in a swirling motion into the Prime Material Plane and having it
move to a target before the rift closes as the simplicity of this spell makes
it so that the rift that is opened does not remain open for a long duration
of time.

Once mastery has been obtained in the simple art of creating a momentary
cyclone, there are two spells that are readily taught to the young Invoker.
One, the wall of wind, must be mastered to move on to learning the other
spells of the path of air. The other, whispering winds, is not required for
mastery of the path, but has its own specific uses.

The spell of whispering winds summons forth what I believe to be an
intelligent being from the elemental plane of Air and has it memorize one
specific message from the young mage. Once this message is learned, the wind
creature dashes out to whoever is to receive that message and relays it
before returning itself to its own plane. Why would this summoned creature
choose to do such when the typical air elemental is disgruntled to be called
to our plane? I believe it is due to the nature of these creatures. Simply
put, they enjoy the gossip and are pleased to come into our plane to break up
the typical dullness of their life in the plane of Air. It is due to their
airy physique and willingness to come to our plane that I feel even the
youngest Invoker is able to open a rift that allows for them to come.

The other spell learned at this point, that which creates a wall of wind,
requires mastery in order to progress through the elemental path of air. This
spell opens up a rift between the elemental plane of Air and the Prime
Material Plane not to bring forth any sort of force or matter, but to enhance
that which is already at the location of the mage. Given a strong enough
breeze, a young Invoker is able to connect their own mind and abilities with
that of the elemental plane of Air so that they can force the breeze to
compress itself into a wall and push a strong gust of wind about them.

After mastery of the wind wall spell is obtained, the apprentice Invoker
learns to create rift between the Prime plane and the plane of Air in order
to bring about a large gust of wind to buffet their target. This spell is
shirt duration, much as the cyclone spell, but it is focused in a straight
line and summons about a large amount of air from the foreign plane, causing
harm to an opponent as they are forced backwards by the sudden rush of air.

Following this, the student Invoker is prepared to become nearly a master of
the path of air. By creating a rift about them that calls forth and returns a
gust of air in a circular motion about them, the Invoker is able to form two
types of shields around their body comprised completely out of moving air.
After mastery

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21718, "Tubnic's Role Chapter 16"


          

Role

Chapter 16


On Music: Precursor to Magic
Added Thu Jul 24 18:17:14 2008 at level 38:

As I have discussed before, there are five fundamental types of magic that is
widely practiced in Thera. They are magic of the Physical, Elemental,
Conjuration, Necromantic and Divine nature. I have stated earlier that
physical magic is the more fundamental magic of the four non-divine types,
but reason would suggest that magic in Thera did not simply leap from a
mundane nonexistence to the uses of shapeshifting and transmutation, or even
the use of all five types of magic at once from out of some layer of the
abyss. Here I would like to take a brief look at how I feel the knowledge of
magic has developed from nothingness to its current state of being.

First and foremost, I wish to establish my point that Divine magic has
developed on a separate basis than the other four branches. It was
established in the sentient races when the gods first chose shamans and
priests to channel their power through, and these holy men and women have
been about as long as any can remember. Due to my inability at this point to
discuss further the technicalities of religion and the powers of the divine,
I shall save discussing any more of the evolution of Divine magic for another
time.

Now let us take a look at the other four branches of magic. Obviously they
did not simply pop out of the ground, similar to the legend of Dwarven
creation, but there must be some sort of link between the times when there
was no magic outside of that granted by the gods and the current state of
Thera where there are multiple branches of magic and it is readily available
even to those whom do not study magic through the uses of magically enchanted
objects. I hold that this missing piece in the history of magic is the art of
music, dancing and emotional stirrings rather than any sort of channeled
magical pulse as we understand the arcane to exist today.

The establishment of music and dancing as the bridge between the earliest
magic of the Divine and the current other branches of magic is not a far
stretch if one were to take a look into it. Many religions and priests are
dependent on dancing and music, be it primitive drum beating and movement or
Gregorian chanting, for their religious ceremonies and activities. If we look
at the concept of music as a channeling device for the magic of the divine
from their respective deities to priests, we can reasonably assume that music
would work well as a channeling device between the veil and individuals.

Likewise, if we consider the emotional and physical effects that take hold on
individuals when they are available for the presentation of a musical piece,
we can reasonably compare these affects to that of the physical branch of
magic, though to a lesser potency. While focusing on this line of thought, I
wish to point out the use of dance and musical instruments in the application
of the power of music and how it is related to current magical practices.
While one such as a Bard dances while performing their songs, they are
placing a somatic attribute to the application of their music, similar to the
somatic gestures associated with the use of current magical spells. Likewise,
all musical instruments require some form of movement, though amount of
movement varies based on the type of instrument, in order to work. I feel
that this could

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21719, "Tubnic's Role Chapter 17"


          

Role

Chapter 17


Fire Path of Elemental Magic
Added Thu Jul 24 18:14:59 2008 at level 38:

Those who study the path of fire focus on summoning the destructive energies
of the plane of Fire into the Prime Material Plane. Save for the shields
which fire and flames, all spells from this path focus on releasing large
amounts of heat energy in an offensive means.

The first spell a young apprentice of fire learns to do from this elemental
path is to open a small rift in the palms of their hands in order to allow
small amounts of heat to radiate from the plane of Fire. This spell allows
for the student to begin understanding the control needed to maintain the
energies of the plane of Fire and to keep from destroying themselves in the
process of their studies. While the heat of this spell is not enough to
ignite blazes on those things that are touched, it has been compared to the
amount of heat given off by the glow of a freshly forged sword.

Once control of a small rift between the Prime plane and the plane of Fire
has been mastered, a young invoker is taught to open a rift in a straight
line in order to create a wall of fire. This rift is similar to those used to
channel heat, but it also allows for enough heat to be produced that the air
ignites into a pure blaze, similar to those noticed in the plane of Fire.
This spell is useful in teaching the young invoker the proper amount of time
to keep a rift open so as to produce fire but not obliterate their
surrounding area due to a continuous rift between the Prime Material Plane
and the Fire Plane.

The next spell learned by a young mage studying the path of fire is a true
tribute to chaotic destruction. Through opening a large momentary rift to the
plane of Fire, the invoker is able to engulf his surroundings in a large,
highly condensed ball of heat and flames. This often leads to igniting areas
where conditions are suitable for fire. Due to the large area of this spell,
control is not easy and one must be fully mastered at opening a rift between
the Prime plane and the plane of Fire, and at creating a ball of fire so that
they can guide their fireball away from those they fight alongside and from
those things that may catch fire. This control is expressed through a
separate spell known as the controlled fireball.

Following the perfected art of controlling a ball of fire, the invoker
returns to the ideas used in their study of channeling heat. While in an
enclosed area, or in an environment surrounded by flames, a mage may open up
a rift just large enough to radiate large amounts of heat energy from the
burning heart of the plane of Fire. This spell has been termed the nova, due
to the heat feeling as if one had touched the surface of the solar.

Upon the mastery of the nova spell, the invoker has nearly completed his
mastery of the path of fire. By creating a rift connecting the planes of Fire
and Prime around their body, an invoker is able to encase their body in a
swirling inferno capable of absorbing any sort of heat that would have
normally harmed them. Once this fireshield has been mastered, they are able
to focus their mastery of it to create a separate shield of flames which will
burn any whom come too close to the caster.

Once the basic shield of fire has been mastered, the final spell one learns
in the path of fire is that of immolation. Through opening a rift insid

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21720, "Tubnic's Role Chapter 18"


          

Role

Chapter 18


Water Path of Elemental Magic.
Added Mon Jul 21 21:04:20 2008 at level 38:

Those who learn to harness the elemental path of water learn to focus rifts
between the Prime Material Plane and the elemental plane of Water in order to
bring about the matter of this plane to Thera with a bit of control, as all
spells in the path of water are focused around the idea of bringing water
into our plane instead of energy. Here I shall take a look into each spell in
the path and the basic mechanics of them which leads to the others in a
linear progression.

The first spell that is taught to the young elementalist in the path of water
is that of creating water. This spell teaches the means to summon forth a
small, and fairly short-lived, rift between the elemental plane of Water and
the Prime Material Plane in order to bring forth just enough water to fill a
simple water skin or canteen. This rift is created at the top of the liquid
container and is purposely unstable so that it closes when it makes contact
with the water it formally produced.

The next spell in the elemental path of water is that which creates a spring.
This spell is similar to the basic spell of creating water, but it is done on
a larger scale and does not have the same instable quality to the opened
rift. Through opening a rift on the ground, an invoker is able to summon
forth a small spring of fresh water from the elemental plane of Water. The
invoker is also able to keep the area around the spring from flooding through
the use of a second rift at the base that takes any unused water and returns
it to its proper elemental plane.

Following the mastery of creating springs, an invoker learns to cast two
spells. These two spells are drown and tsunami, and they are both produced in
similar fashion. First we shall look at the drown spell. Through creating a
rift, the invoker is able to bring about a fairly large amount of water into
the Prime plane and have it directly focused on an individual. This generally
leads to the victim being caught off guard and swallowing water, which if
they are not able to breathe it, can be devastating. Due to the complexity of
this spell at this point in an invokers training, this spell must be cast on
or in a body of water in order to have enough stability in the rift between
the two planes. The next spell, tsunami, is similar in that a large amount of
water is brought forth from the elemental plane, but this time it is not
directed at a foe so much as cast about the mage. When cast on the surface of
a body of water, a large wave is formed from the force of the summoned
matter, and while cast underwater, the large amount of water creates a
swirling motion about the caster that can catch victims and toss them around.
Like the drown spell, this spell must be cast on or in a body of water in
order to maintain the stability of the rift.

After obtaining a mastery of both the drown and tsunami spells, an invoker
begins the final steps towards mastery of the path of water. Through opening
a rift between the Prime plane and the plane of Water, the mage is able to
encircle themselves in a continuously moving body of water that absorbs and
disperses any other water that may strike at the caster with force, sending
it back to the plane of Water so as to maintain an equilibrium about the
invoker. Once this spell has been mastered, th

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21721, "Tubnic's Role Chapter 19"


          

Role

Chapter 19


Introduction to Invocation
Added Mon Jul 21 18:38:32 2008 at level 38:

As I have stated before, one of the five paths of magic is that which is
related to the elements. This is the first path I wish to take a deeper look
into describing due to my own familiarity with its uses. Here I shall discuss
the fundamental workings of the magic of the guild of Invokers and introduce
the seven paths that are currently commonly taught and studied. After
introducing the seven paths of Invocation, I will move on to show each path
in more detail.

Through the opening of what I have come to call 'rifts' in between the Prime
Material Plane and the ethereal planar connection with the Elemental planes,
a mage is able to bring forth energy or matter from the inner elemental
planes into our own. Given the nature of their magic, I theorize that
elemental magic would not be possible on an elemental plane without
remastering the words and gestures of the spells for the other planes, and I
feel that the spells pertaining to the given plane one is on would become
impossible to cast.

There are seven different types of elemental paths which are currently being
commonly taught to the students of Invocation, mainly due to the ease of
accessing the four primary elemental planes and the utility associated with
the two para-elemental and one quasi-elemental planes which are being used.
This is not to say that other paths shall not find their way into the common
curriculum of invocation, for certain planes have been introduced as singular
spells to the school of the elements. These spells include flare, of the
plane of radiance, and faerie fog, from the plane of smoke. The seven common
paths of invocation are Fire, Water, Earth, Air, Ooze, Ice and Lightning. In
the next seven sessions I shall take a deeper look into each elemental path.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21722, "Tubnic's Role Chapter 20"


          

Role

Chapter 20


Influence of the Foreign Planes on Individuals.
Added Wed Jul 16 22:34:21 2008 at level 30:

As mentioned briefly before, the interaction between a mage and a foreign
plane is not done in only one direction. Here I would like to discuss the
different effects that can come about due to exposure of an individual to the
radiating energies of the various planes. While any exposure could
potentially have an effect on an individual, any noticeable effect will not
happen unless an individual is either exposed constantly to the energy of
foreign planes, or to an incredibly high concentration of foreign energy. As
some planes radiate a more potent form of energy, their effects on an
individual tend to be more puissant.

The first symptom I shall discuss is what those of the guild of invocation
have come to call the demielemental transcendence. Through years of opening
rifts between the Prime Material Plane and the planes of the elements, the
invoker will have exposed himself to a colossal amount of elemental
radiation. Though most of the energy which comes through the rift is either
absorbed by the target of a spell, returned to its original plane, or is
absorbed by the environment in which the spell is cast, some of that
radiation finds itself each time to the body of the caster and attaches
itself to similar elements located within the body of the mage. As such, over
the years this elemental absorption builds up within the invoker and his own
physical body begins to give way to the elements which have settled in his
body, making him have some of the physical attributes and, if the
transcendence has advanced far enough, even the appearance of an elemental
from the various planes.

While the effects of the elemental planes only manifest in the form of
physical change due to the low potency of the radiating energy from our
neighboring planes, the mind and soul can also be influenced when exposed to
the highly concentrated energies of the Positive or Negative plane. As not
enough research has been conducted at this point in regards to exposure to
the Positive plane as those who have been exposed have not survived or at
least left a body of any sustenance we could use for testing, I shall have to
focus on the influences of the plane of Negative Energy.

Even from the beginning of a necromancers training they are exposed to the
Negative plane and its associated energy. As the Negative plane acts more as
a vacuum for energy than as a giver of energy, and being as it is the
complete opposite of the plane of Positive Energy, any direct exposure to
this plane leads to the depletion of positive energy within ones soul. As the
soul begins to run out of any energy within it that may reflect the Positive
plane, I hold that the energy of the negative begins to feed on the very
minds of the magi whom deal with its power. It is because of this that many
begin a decent into madness towards the end of their lives.

Through a specific ritual of those whom practice necromancy, known as the
Becoming, a magus may submit himself to exposure of a rift directly connected
to, and held stable between, the Prime Material Plane and the plane of
Negative Energy. More often than not this leads to the death of the
necromancer as their soul is ripped from them and their body is often left
twisted and useless. Those who succeed in surviving this hel

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21723, "Tubnic's Role Chapter 21"


          

Role

Chapter 21


Expanding My Understanding of the Proper Magics
Added Wed Jul 16 19:07:47 2008 at level 30:

In order for one to come to a fuller understanding of magic in its various
states and classifications, they must study and come to understand, at the
very least, the most fundamental spells and techniques from each area of
study. Those of the guild of invocation have held this principle at the core
of their discipline for ages, as they still require all students of their art
to master the most rudimentary of spells per elemental path in order to have
those students progress amongst the increasing difficulty that is an inherent
part of invocational magic.

In order to better understand the magic and techniques of the other four
proper guilds of magic not just for my own knowledge, but so that I may
provide their due justice in my writings for the Lyceum, I believe I must
seek out a master of each guild whom would be willing to allow me to partake
in the most fundamental of training. While the process of learning the
fundamentals of magic may take years of an individuals life, I believe I
could complete this in perhaps a few months as most early training in the
life of a mage is devoted to understanding the principles and vocabulary of
their chosen guild, while also focusing on the common magical spells which
all learn, such as the ability to shroud oneself in invisibility. Having
already completed these things, I hope to be able to focus directly on the
basic components of each guild which makes them unique.

The first guild I wish to seek out in order to reach a fuller understanding
of the properties of their magic is the guild of conjuration. Due to the
similar nature of foreign plane contact establishment, differing only due to
the difference in sought after results, the difficulty in understanding the
aspects of conjuration magic is significantly less for myself as a member of
the guild of invocation than it would be had I come from a background of
application and training in the ways of pure physical magic. What I seek to
learn from the master of this guild is how one would focus their physical
magical aura in the "summoning" of a familiar (summoning being a word I will
use here for the purpose of implying what I seek to learn, as the bringing
about of a familiar is similar to the true summoning of creatures from a
foreign plane, in contrast to what I feel a familiar truly is, and shall
explain in a later chapter of my journal).

The guild I wish to seek out after that of conjuration is the guild of
necromancy. It is with much hesitation that I think to learn of these
practices in detail, as their art is based off contact with the plane of
Negative Energy. As I shall write about in far greater detail in another
chapter, contact with this plane in any significant amount can lead to the
draining of Positive Energy within the soul of the mage, leading to a
darkening of the soul which controls and guides an individual. The distinct
heart of this study of magic is in the ability to reanimate dead tissue and
other formerly living matter. From my current understanding of this guild,
the only spell I can learn so that I may have at least a basic understanding
of their magic and its potential while keeping myself from being exposed too
much to the Negative plane is that of reanimating limbs of the freshly
deceased. Other f

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21724, "Tubnic's Role Chapter 22"


          

Role

Chapter 22


Plane of Negative Energy and Associated Quasi-Elemental Planes
Added Mon Jul 14 22:05:19 2008 at level 27:

In opposition to the plane of Positive Energy, there is the plane of Negative
Energy. This plane exists at the designated bottom pole of the Planar
Spherical Diagram. While the plane of Positive Energy is known to radiate a
sort of life giving energy, the plane of Negative Energy, contrary to its
name, does not radiate any form of energy. Instead it sucks energy and matter
out of the planes nearest to it and warps them, leaving pure darkness in its
wake. With great difficulty, some magi have learned to tap the stored and
deformed energies of this plane for their own uses, though the side effects
on their body and soul are troubling. But I digress, the effects of foreign
planes on the minds, souls and bodies of magi is something I shall discuss at
another time. Though I have stated multiple times before that I shall hold
off on discussing in detail the creatures of the foreign planes for now, I
wish to remark slightly on what has been observed of the creatures who
inhabit the Negative Quasi-Elemental planes of Ash, Dust and Salt. These
creatures have been noted to very closely reflect the behaviors and
attributes of what we know on the Prime Material Plane as the Undead. The
fourth Negative Quasi-Elemental Plane, that of Vacuum, has creatures which
seem to consist purely of an unknown force, as channels that have been opened
to view this plane have been attacked, though thwarted by runic and other
magical protections, by unseen foes of great potency.

The first Negative Quasi-Elemental plane I shall discuss is that of Vacuum.
This plane is characterized, like the other three of this classification, by
the increased absence of the original primary elemental material of this
plane the closer one moves towards the plane of Negative Energy. In the case
of the plane of Vacuum, that primary elemental material is air. This creates
a true state of absolute nothingness, though the ambient light of the plane
of Air remains in this plane as it continually dims until reaching the
absolute blackness of the Negative plane.

The second Negative Quasi-Elemental plane is on the border of the plane of
Fire. This is the plane of Ash, and it is created through the depletion of
warmth and fire from its original plane. If one were to move from the plane
of Fire towards the plane of Negative Energy, they would notice a drastic
cooling in temperature and an increased build up in the dusty grey remains of
former fuel for the flames of the plane. As one continues into the plane of
Ash, they will note that temperatures seem come to a point near absolute
zero.

The third of these Quasi-Elemental planes is that of Dust. This plane is
created when the plane of Earth begins to crumble and its adhesiveness with
similar materials is lost due to the draining of energy caused by the
Negative plane. Solid rocks can still be noticed closer to the plane of
Earth, though their size quickly diminishes as one moves deeper into the
plane of Dust, until even the dust of the former plane of Earth disappears
and all that is left is the darkness of the Negative plane.

The final Negative Quasi-Elemental plane is that of Salt. This plane owes its
existence to the rapid evaporation of the element of water. As one moves from
the plane of Water into th

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21725, "Tubnic's Role Chapter 23"


          

Role

Chapter 23


Plane of Positive Energy and Associated Quasi-Elemental Planes
Added Mon Jul 14 22:01:34 2008 at level 27:

As specified earlier, the plane of Positive Energy is located at what I have
designated as the top polar location of the Planar Spherical Diagram. This
plane is characterized by the shining of a never dimming light, and an
extremely powerful pulse of life energy. It is due to this pulse of life
energy that no researchers whom have viewed this plane have been able to do
so through a direct rift or channel, nor have they been able to view it
through a channel in a Quasi-Elemental plane for very long. Though one would
suspect that a plane of life energy would cause no harm, in fact it causes
those whom come in contact with its radiating energy to pulse with so much
life that their mortal bodies explode into a thin mist because they are
unable to support it.

Along the borders of the plane of Positive Energy are four of the eight
Quasi-Elemental planes. These separate the Primary Elemental and
Para-Elemental planes from the plane of Positive Energy and are known as the
planes of Lightning, Radiance, Minerals and Steam. These planes exist due to
the constant radiation of energy on the upper edges of the elemental planes,
causing an agitation in the elemental matter and separating them from the
Primary and Para-Elemental planes due to their hyperactive state.

The first Positive Quasi-Elemental Plane I shall discuss is that of
Lightning. This plane consist of the elemental matter of air in its most
activate state, crackling with pure electrical energy. Continuous bolts of
lightning arc from massive clouds of all shapes and colors, and elementals of
lightning can be noted leaping from cloud to cloud in a constant state of
movement when channels are opened to view this plane. This plane is bordered
below by the plane of Air and above by the plane of Positive Energy.

The next Quasi-Elemental Plane I shall discuss is that of Radiance. This
plane consist of flames which are so charged with positive energy that they
exist state of cleaner, purer burning and range in between the entire
spectrum of colors. Some colors that have been viewed from this plane have
been noted to have no existence in any other plane we are currently aware of.
As this plane approaches the plane of Positive Energy, this rainbow of colors
gives way to a blinding iridescent white. Since this is the combined plane of
Positive Energy and that of Fire, the bright and colorful lights are coupled
with an immense heat that is unmatched even in the plane of Fire.

The third Positive Quasi-Elemental Plane is the plane of Minerals. This plane
is very similar to that of Earth, but instead of solid rock, it consist of
every sort of metal and crystal we are aware of, and then some we have never
seen before in the Prime Material Plane. Solid rivers and veins of gold and
other precious metals inlaid with gems of assorted colors cover this plane,
and each of these gems seems to vibrate and hum due to the constant pulse of
positive energy. From what we have been able to observe so far, it seems this
plane ends in an abrupt cliff at the border of the plane of Positive Energy.

The final Positive Quasi-Elemental Plane is that of Steam. Some have been
known to refer to this plane by a more proper name, Vapor, due to the fact
that this plane is as hot as the na

  

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#21726, "Tubnic's Role Chapter 24"


          

Role

Chapter 24


The Para-Elemental Planes
Added Mon Jul 14 21:59:26 2008 at level 27:

As my earlier diagram shows, there are four minor transitional elemental
planes in between the major elemental planes. These four minor planes are
known as the Para-Elemental Planes, and they are Smoke, Ooze, Ice and Magma.
They are called minor elemental planes due to the fact that they are more
difficult to open a rift with from the Prime Material Plane as the major
elemental planes tend to overshadow them in strength. As with the major
elemental planes, these planes are inhabited by elementals who are comprised
of the mixed elements which form these transitional planes, though creatures
such as these have only been summoned so far by the most powerful of
Conjurers. Though I wish I could go into deeper explanation in regards to the
life forms located within the foreign planes, I shall have to hold comment
until I have had a chance to view experiments conducted by Conjurers as they
are constantly attempting to understand the creatures of the foreign planes
for their art.

The first of the minor elemental planes I shall discuss is that of Magma.
This is the plane which acts as a transition between the planes of Fire and
Earth. This plane consist of a large sea of lava which cools as it approaches
the plane of Earth to form solid stone and in the opposite direction heats up
to the point where all that is left is the bright burning plasma of the plane
of Fire.

The next Para-Elemental plane is the plane of Smoke. This plane is similar to
the plane of air, but the ambient blue glow is hazed over by the thick,
foul-smelling fog of smoke. As one is to approach the plane of Air, the smoke
begins to thin and the smell lessens to the point of clean breathable air. As
one approaches the plane of Fire, the smoke begins to thin to a bright and
heated flame.

The third minor elemental plane is that of Ice. This plane and the next plane
I shall discuss, Ooze, are familiar to those magi whom study the uses of
elemental energy and matter. The plane of Ice is made of a solid land of
frozen water. This plane is similar to the Plane of Earth in that it is solid
save for a few fissures that have been created from some sort of seismic
activity. As the plane of Ice approaches the plane of water, these large
blocks of ice begin to break apart until there are only glaciers floating
amongst clear blue water and icy slush. As the plane of Ice approaches the
plane of Air, only small ice crystals are visible floating amongst the clean
air.

The final Para-Elemental plane is that of Ooze. This plane begins with clammy
dampness on the boarder of the plane of Earth, and muddy silt along the
border of the plane of Water. The center of this plane can be compared to a
swampy marsh or a large pit of quicksand. Creatures that have been summoned
from this plane tend to have amorphous bodies, and are much less willing to
remain in the Prime Material Plane than their primary elemental cousins.

While the Para-Elemental planes may seem to be of less importance than the
primary elemental planes, I feel that their unique mixture of multiple
elements leads for great utility in spells consisting of the energies and
matter which can be drawn from these planes. Next I shall begin to discuss my
theories on the plane of Positive Energy and the corresponding
Quasi-Elemental planes o

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21727, "Tubnic's Role Chapter 25"


          

Role

Chapter 25


The Primary Elemental Planes
Added Mon Jul 14 00:43:53 2008 at level 27:

In recent years, scholars have begun research into not just the opening of
rifts which allow for energy and at times matter or elemental based creatures
to pass from the elemental planes to the Prime Material Plane, but also into
allowing a direct viewing into the elemental planes. Some experiments even
carry with them the promise of opening a sturdy enough channel to allow for
travel to these foreign planes, though these planes are impossible to survive
for any long duration of time due to limitations of our current understanding
of magic. Here I wish to delve into the properties of the four primary
elemental planes. While I shall also touch on the transitional Para-Elemental
planes, those shall be covered in the next section of my journal.

The elemental plane of Air, from observations and research, consist of a
sterling blue gas which gives the plane the feel of a mid-summer day. There
is no ground that we are currently able to notice in this plane, tough there
are creatures who inhabit this plane consisting of the same gas which fills
this plane. Strong gale force winds are common in this plane which may be
used by the air elementals for some purpose, though currently research is
being conducted in regards to the habits and life of not just the elementals
of this plane, but of all the elemental planes. Currently it is known that as
the edge of this plane is approached in the direction of the plane of Smoke,
the air becomes thicker and warmer. As the edge along the plane of Ice is
approached, the air becomes cooler and ice crystals begin to form and hang in
the middle of the air.

The elemental plane of Fire is truly a hellish place. Not only have
elementals of fire been noticed here, but so have creatures which reflect the
efreeti and azer of ancient legends. This plane is filled with every color
and manner of flame known to the Prime Mater Plane, ranging from as white as
heated steel to the greens of an alchemist's experiment, though no fuel seems
to be used in its burning. Channels opened to this plane have radiated
unimaginable amounts of heat energy and light during contact experiments. As
the plane of Fire approaches the plane of Air, the plane begins to cool and
haze and soot being to collect. As the plane approaches the plane of Earth,
thick basalt columns form and rock becomes consumed by flames to turn into
the para-elemental plane of Magma.

Of the four elemental planes, the plane of Earth is the one we understand the
least about. What we do know is that it consist of solid rock throughout, and
that mighty tremors often rattle the stone which this plane is based upon.
Along the edge of this plane towards the plane of Fire is the para-elemental
plane of Magma, as explained earlier. As this plane approached the plane of
Water, the stone becomes wetter, cooler and, as samples have shown, more
pliable. This transition leads to the para-elemental plane of Ooze.

The final primary elemental plane is that of Water. This plane consist of an
ocean of crystal clear blue water which expands in all directions, never
leading to a surface as the oceans of Thera do. Many creatures inhabit the
plane of water, much as they do here in the oceans of the Prime Material
Plane. Some of these creatures include the Kuo-Toa and the Triton. As this

  

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#21728, "Tubnic's Role Chapter 26"


          

Role

Chapter 26


The Primary, Ethereal and Astral Planes
Added Sun Jul 13 23:35:17 2008 at level 27:

As stated before, we live in what is considered to be the Prime Material
Plane. This plane is the plane at the center of the planar model, and as such
is influenced by every plane external to it. As, hopefully, anyone whom is
reading this book should be well aware of the prime material plane of being,
I shall move on to describing specific aspects of this plane in regards to
what is theories as connections to other planes.

My theories state that due to the relative closeness to the primary elemental
planes, there are specific connections in specific parts of Thera which act
as naturally occurring, and very powerful, rifts between the planes. These
connections can be found in areas that closely reflect the plane in which
they are connected to, such as deep in volcanoes for the plane of fire, far
below the depths of the oceans, buried under miles the stretches of mountain
ridges and centered in the middle of powerful hurricanes. If the elemental
conditions of the environment where these rifts exist were to drastically
change, I am positive that these rifts themselves would close. As a side
note, I wish to mention that theorist in the Tower of Sorcery have begun
experiments based around the idea that the prime material plane does not
consist of just our one world and its sun and moon, but that there are
multiple dimensions to this realm and that our plane is much larger than we
believe it to be at this point in time. As I have yet to overlook their
experiments or their notes, I shall not comment any further in regards to
their theories of what they have termed "the Multiverse".

As is known, this plane is also the home of the Veil. The Veil is what I
believe to be the managing mechanism for the magical flow from foreign planes
into the prime material realm. What I have stated before in regards to where
this Veil connects to and where the magic is coming from is the Ethereal and
Astral planes. For information on the Veil, please refer to my journal
chapter in regards to the Veil and its Influxes. The Ethereal plane is
believed to not be a plane in the sense of the elements or the prime, as it
is non-substantial. Instead, it acts as a sort of adhesive for all of the
planes, intertwining and binding them all together. It does this by
connecting to every point in every plane, much as any object submerged in an
ocean is connected to any other object through the touch of the water.

The Astral Plane, as many researchers have come to understand it, consist of
nothingness. Oddly enough, conjurers have discovered that this nothingness is
inhabited by creatures unique to this plane. It is believed that this plane
lies along the Ethereal plane where it connects to the Prime Material Plane
and the closet Elemental planes. The purpose of this plane is still unknown,
though many theories have been derived in the metaphysical sense towards it.
As these theories are more closely related to religious philosophy than
tested magical theories, I shall simply state that this is the plane many
have come to believe leads to the outer planes where the gods reside.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21729, "Tubnic's Role Chapter 27"


          

Role

Chapter 27


Introduction to Planar Theory
Added Sun Jul 13 16:25:57 2008 at level 24:

I would like to start out my writings on planar theory by first defining what
I shall and what I shall not cover. Though many scholars within the Tower of
Sorcery and elsewhere agree on the existence of the Astral Plane, there is
much disagreement as to the purpose on it. These arguments revolve around
metaphysical and religious ideals mostly, and as I know very little of these
things at this point, I wish to save all but the most basic knowledge of the
Astral Plane for another time. What I shall write upon is what I currently
believe to be the structure and aspects of each plane, their positions in
relation to each other, and their effects upon each other.

The planes that I shall discuss are the Prime Material Plane, the Ethereal
Plane, the four primary elemental planes of Fire, Earth, Water and Air, the
four para-elemental planes of Magma, Ooze, Ice and Smoke, the eight
quasi-elemental planes of Radiance, Lightning, Steam, Minerals, Dust, Salt,
Ash and Vacuum, and the two energy planes of Negative and Positive.

First and foremost, I wish to explain the basic layout of the planes of
existence. The best I can describe the order of the planes is as a sphere
made of multiple layers of rings with an internal sphere much like the pit of
a peach. This center sphere is the Prime Material Plane, or what we all have
come to call our home plane of Thera. If we were to take a cross section of
the planar sphere and look only at the middle most ring, we would notice that
the prime material plane is surrounded by a thick ring of eight planes. These
eight planes are the four primary elemental planes at the poles of the ring
and the four para-elemental planes which act as transitional planes between
the four primary elements. I have included a diagram in order to help
illustrate this:

+============================+
| |
| Earth |
| | |
| | |
| Magma | Ooze |
| \ | / |
| \|/ |
| Fire-----Prime-----Water |
| /|\ |
| / | \ |
| Smoke | Ice |
| | |
| | |
| Air |
| |
+============================+

If we were to move down the sphere, we would move closer to the plane of
Negative Energy. This plane acts as the cap of the sphere at the bottom, much
as the plane of Positive Energy acts as the cap at the top. In between the
four primary elemental planes and the plane of negative energy are the planes
of Salt, Dust, Ash and Vacuum. If we were to move up from the center of the
sphere towards the plane of Positive Energy, we would come across the
quasi-elemental planes of Radiance, Minerals, Steam and Lightning.

The final plane I wish to introduce at this point is that of the Ethereal.
This plane is not fixed in any one location, as the others, but rather is an
insubstantial plane which connects to all planes at all locations. More on
this shall be covered in the next chapter.

  

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#21730, "Tubnic's Role Chapter 28"


          

Role

Chapter 28


Encounter with the Nightborne
Added Sat Jul 12 00:36:43 2008 at level 23:

"Look to blood for magic"

Those are the words I was given by the Nightborne. What they mean is
something I must continue to ponder on. Does blood refer to the physical
aspect of blood? Perhaps in a spiritual, ritualistic sense? And what of this
runic magic the Nightborne uses? It is quite a bit more powerful than the
typical runic magic you see placed upon objects. Is it in itself a form of
divine magic? Perhaps with time I shall gather an offering of great value and
seek out the Nightborne for understanding into this runic magic, and perhaps
the structuring of the runes. I must admit I only know the basics of rune
magic, and perhaps a Dwarf would be fitting to seek out as well, as it is
common to see runes about their weapons and cities. Perhaps if runic magic is
a part of the magic of the divine, then the Dwarves use it as an imitation.
Much to think about...much to think about...

  

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#21731, "Tubnic's Role Chapter 29"


          

Role

Chapter 29


Nighthawk, Divine Magic and Meeting with Twist
Added Fri Jul 11 17:07:34 2008 at level 21:

A lead for research can come from even the most unlikely places. In this
case, it came from a fellow Herald by the name of Ryasyn. Typically I would
ignore the drunken wild ramblings of this one, but surprisingly he made one
good point during his daily interruption of my reading. Within a tome
describing the events that lead to the coming of the Third Age, he pointed
out that a god by the name of Nighthawk was killed and cast into the sea.
Though his intentions were to find the body and pillage it of any goods still
remaining, I have my own ideas which erupted from this path of thought.

As I have admitted before, my understanding of divine magic is lacking at
best. I see this as an opportunity to expand that understanding and perhaps
gain a grasp upon its functionality. If the body of the god is still intact
and laying at the bottom of the sea, then that means most likely that divine
magic is still within the body. If divine magic is still within the body,
then perhaps even life is still within the god. If life is not within the
god, but the divine magic still holds, it would go to show that perhaps a
continual rift between the plane where divine magic comes from, if it does
come from a plane at all, is established with the body of a god. If the
divine magic still holds in the lifeless body and a rift is not connecting to
any foreign plane, then divine magic itself would have to be a form of
physical magic which has been focused and elevated in some way so as to
remain even without the focus or the living magical force of the individual.
If the body has been decayed and eaten away by the creatures of the sea, then
I can establish that when a god is slain (though if a god may only be slain
by another god, or if there are other ways is a question I shall not seek to
answer) the magical energy of the divine leaves their body. If this means
that a god is only divine due to the divine magic in their body, or if a
unique characteristic of themselves allows for the manipulation of divine
magic is still to question.

There are many, many questions that could be answered by the discovery of the
body of a dead god, much as early shapeshifters discovered quite a bit about
the forms they now possess by the research into bodies of the animals they
studied. First and foremost though these questions must be asked, "Where is
this body?" "What sea was this body cast into?" "How would we safely get to
this body?" and "If it does exist, and we find it, how will we conduct such
tests to further understand the magical properties that may or may not be
associated with it?" As millennia have past since the coming of the Third
Age, no mortals today have memory of those events, and the books which we
still have speak little of details. In order to discover which sea and where
in that sea this body was cast, we must seek out one who we are sure was
about during this time. I have proposed that we speak with Lord Twist for
many reasons.

The first reason I propose we speak with Lord Twist is due to the knowledge
that he was about at the coming of the Third Age, and in fact played quite a
large part in it. This being said, he would more than likely be the best
candidate for knowing where the body may be. Secondly, he, as the god of
magic, would b

  

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#21732, "Tubnic's Role Chapter 30"


          

Role

Chapter 30


Gestures and Vocalizations in Magic
Added Wed Jul 2 20:40:43 2008 at level 14:

Here I wish to discuss my current theories on vocalizations and gestures in
the application of magic and how they are connected to the operation of the
various types of magic. As I have discussed before, every individual is
surrounded by an aura of pure magic, and magi are able to tap into these
reserves of personal magical energy in order to open up connections to the
various planes or somehow alter their own or someone else's physical body or
location in this physical realm. But how exactly does one focus this aura so
that it may be useful for what we have come to know as magic? For
generations vocalizations known as magical words and movements of the hands
have been used to aid casters in focusing the energy of their magical auras
so that they may have an effect on the world which surrounds them. I suggest
that these magical words are themselves reflections of the primary language
of the plane which is to be contacted when dealing with the magical art of
the Elements, Conjuration and Necromancy. In the case of physical magic, I
hold that the words used carry with them the same aspects of the languages of
the other planes, but are attuned to the source of the magical auras of
individuals in this plane, that being the astral and ethereal planes. As for
gestures, I propose that they themselves are linked more closely with the
magical auras of the caster rather than the foreign planes of existence, and
are used more in the preparation of the actual magic so as to get a full
effect rather than in the actual application of the spell.

Here I would like to take a look at an example from the Elemental branch of
magic. As a young Invoker will often notice, one of the most complicated
aspects to mastering a spell that is connected to the elemental planes is
that the verbalization has a tone which is not familiar to most languages in
Thera. One who wishes to master a spell which brings about a connection to
the plane of fire must master the very subtle tones that reflect the cackling
of fire and burning embers, while to master a spell connected to the plane of
water, one must master the sounds which vary between trickling drops of water
and rushing rivers. As can be noticed above, I wrote that the tones in
elemental language are unfamiliar to most languages in Thera, but not all.
Races such as the Arials, with their airy chirping, or the Svirfinebli, with
their intimate connection with the earth and their language of gravely tones,
are much more prepared for mastering the tones and gestures required for the
spells connected to these respective elemental planes.

While also having to master the precise tambre of the elemental planes
contacted for elemental summoning, those who devote themselves to conjuration
magic find that they also must master the vocalizations of the planes of
positive and negative energies. As the languages of these planes are not
found in components of the prime material plane, as are the elements, because
the distance of these planes from ours is greater than the distance of the
elemental planes, it becomes quite a bit more difficult to master them. I
believe this also stems from the fact that there is not a being alive, or
rather mortal, who is entirely of a bright or darkened soul. Likewise I hold
that the idea of

  

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#21733, "Tubnic's Role Chapter 31"


          

Role

Chapter 31


Veil and Influx
Added Wed Jul 2 20:37:55 2008 at level 14:

Though rather dated, there is a book within the Lyceum of the Inn of the
Eternal Star which acts as a good source for basic knowledge of the planes.
While I seek to expand upon this work with my own research and notes in time,
I would like to point any and all who read this journal to this source as a
wonderful reference for beginning magical understanding of the planes.

While little was, and one could say is, known of the ethereal and astral
planes which surrounds and flows through every one of the limitless planes of
existence, I have come to a theory which this plane is in fact the source of
magic for the universe. Though far too chaotic to be traveled by mortals,
there lies a gateway between the prime material world and what I believe to
be the astral plane. This astral plane itself is, if you will, but a large
road that connects all of the planes together. I believe that magic itself is
a byproduct of the astral and ethereal plane which radiates from them much
like heat radiates from a large flame. The gateway which connects this astral
plane with the prime material realm is generally known as the Veil, and it's
purpose I have come to believe is to act as a sort of gatekeeper for Thera
and this radiated magic from foreign planes.

The Veil itself does not allow a steady flow of magic to enter the prime
material realm at all times, but rather it is influenced through various
means. Here I shall begin to describe such means. I have come to hold the
idea that every individual within Thera carries about them a life force which
itself is created from the essence of magic. This life force acts as a
personal aura of magic that grows through constant use, much as the muscles
of individuals, and which can be drawn upon for spells as basic as physical
enchantments to direct connection with foreign planes. While this aura can be
used up through certain activities, it is also replenished by the flow of
magic through the Veil. In a sense, I have come to view the magic which
radiates from the ethereal and astral planes as the foundation to life in our
plane. This being said, when one of a strong magical aura comes to an
untimely end, the magic which is stored within their body is released unto
Thera to find a new focal point to attach itself to. This unexpected influx
of magic within the prime plane triggers a response in the Veil, causing it
to thicken and hold back the current flow of magic so as to allow this freed
magical radiation to settle. This same effect occurs when an item which has
been infused with the life force, or magic, of a powerful mage is destroyed.

While the Veil can be thickened, it may also be thinned. When many with a
powerful magical aura are about in Thera, much of the magic which is allowed
through the Veil is absorbed by them, thus the need for the Veil to thin
itself and allow more magical radiation to flow into the lands. Items which
carry a large amount of this magical life force may also be taken by extra
planar creatures known as the Couriers who traverse the Veil to a specific
vault lined in platinum which draws upon the magical energies of those items
and sends it into Thera. The final way to bring the Veil to a thinner state
is to bring one who carries about them a life force of negative magic to an
untimely end. I have co

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21734, "Tubnic's Role Chapter 32"
In response to Reply #0


          

Role

Chapter 32


General Types of Magic
Added Mon Jun 30 23:01:14 2008 at level 10:

From the research I have preformed thus far, I have concluded that there are
five unique types of magic. This is not to say that magic can all be placed
into these categories, for research into different types of magic continues
to this day and even as soon as tomorrow a brand new sort can be discovered
and placed into use. I may also very well decide at a later point in time
that any of my proposed theories are irrelevant in light of new information
that I come across in my travels.
These categories consist of Elemental, Conjuration, Physical, Necromancy and
Divine. As divine magic is wielded only by the gods, and to a lesser extent
those whom they act through, I shall not write on or continue research into
this category at this time since I simply cannot grasp to a satisfactory
extent the powers of the gods, nor will I attempt to due to reasons of
sacrilege. As for the rest of the categories of magic, I would like to go
into a brief overview of my theories here and expand on them after more
research has been conducted.
The first category of magic I wish to discuss here is that of the Elements.
As shall be discussed in another chapter of my journal, multiple planes exist
around the prime material plane we have come to know as Thera. The primary
focus of elemental magic is on the elemental planes which directly encircle
Thera. Through the use of what I have come to think of as 'rifts' that are
created by the caster, essences of the elemental planes can enter the prime
material plane. Let us take a simple touch spell for example: a young caster
can learn to open a small rift which allows for the heat energy of the
elemental plane of fire to enter into the prime material realm and be focused
through their personal magical aura so as to be emitted from their own hands.
With practice on the part of the caster, greater rifts can be opened which
allow for larger amounts of energy, or even matter itself, to be transfered
from the elemental planes to the prime material plane. These larger rifts can
allow for such things as huge geysers of water or massive amounts of
lightning energy to come into existence within our realm.
Conjuration magic draws its power from multiple planes as well, though it is
not directly focused on just the elemental planes. While some may consider
the familiar a creature from another plane, I have quite a different theory
on this which I shall cover in another section of this journal. For now we
shall focus on the summoning of elementals, angels, archons, demons, devils
and night gaunts for our generalizations of this sort of magic. Through the
use of the casters personal magical aura, which I have begun to view as a
lifeforce and perhaps even connected to the concept of the soul, the caster
is able to create a direct connection between specific planes and the prime
material plane so as to bring a denizen of another plane into ours. In a
later chapter I shall discuss the use of protective runes to keep planar
beings at bay while the caster can expand more of their personal magical
essence to gain temporary compliance. Another type of conjuration magic I
wish to briefly discuss is that of possession. Generally wielded by those of
the darkest hearts, a direct connection between the body of the caster and
the planes of the abyss or

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21710, "Tubnic's Role Chapter 8"


          

Role

Chapter 8


Lightning Path of Elemental Magic
Added Tue Aug 5 20:32:48 2008 at level 51:

As I have stated in my explanation of planar theory, there are eight
elemental planes known as the quasi-elemental planes. While work is currently
underway in discovering the techniques and utilities of the plane of
Radiance, the elemental plane of Lighting is the only quasi-elemental plane
that has been used for centuries by the guild of Invocation. The utility of
the path of Lightning comes from its positively charged nature from the plane
of Positive Energy's influence and its combined attribute of constant change
and motion from the plane of Air. What is important to understand about the
path of lightning is that it opens rifts between the Prime Material Plane and
a plane with no solid matter as we know it, but rather is made completely
from energy.

The first spell taught to the apprentice invoker from the path of lightning
is, as with the paths of ice, fire and ooze, a touch spell. Through
channeling the electrical energies from the plane of Lightning, the mage is
able to change the electrical charge of her hands to a positive net balance.
This enables her to effect the charge of any she touches, causing pain to
them if they are not prepared for the drastic change.

Once the young invoker has mastered changing the charge of their own body,
they are able to open a small rift to channel electrical energy into a weapon
of metal, allowing it to hold the charge until it is discharged on an
opponent through direct connection. While I am not completely aware of the
mechanics of metal and energy in so far as to why this spell works as it
does, I wish to remark that this does have its barrings in the unpredictable
nature of the plane of Lightning.

The peculiar mechanics of lightning do not limit themselves to interaction
with metal, but as the next spell in the path of lightning demonstrates, this
erratic nature is visible when energy from the plane of Lightning is
discharged in a body of water. Through opening rift with the plane of
Lightning, the invoker is able to cast a lightning bolt from this rift out
towards their target. When cast underwater, however. this lightning bolt does
not possess the properties of straight movement, but rather branches out to
electrify the water about the elementalist.

With mastery of the rift that summons a bolt of lightning, the elementalist
learns to control the summoned energies so that he may fork the lightning
bolt out of the water, and control its aberrant nature while in water so
has to not cause harm to himself or his allies. Mastery of this spell is a
bench mark in the path of lightning, as it signals a near mastery in the art
of controlling the wild behaviors of this plane.

With mastery of the path of lightning in reach of the invoker, the next spell
taught to her is the lesser shield of lightning. By opening a rift about her
that sends a polar charge of electrical energy swirling around her, she
creates a barrier that takes takes electrical energy that strikes out against
her and disperses it. With mastery of the lesser shield, the elementalist
learns to cast a greater shield of electricity. This spell takes the
electrical energy that builds up in a weapon of metal as it swings out with
force and absorbs it until a big enough charge is saved up to discharge at an
opponent.

With mas

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21716, "Tubnic's Role Chapter 14"


          

Role

Chapter 14


Hasily Written Thoughts and Reflections on Runic Magic
Added Sun Jul 27 02:16:41 2008 at level 49:

While I typically try to write on what I feel confident in, while sitting
here in this cell in Hell I shall write just the ideas that come to my mind
so that I may either develop them further or write them off entirely as my
research progresses. As such, I ask that any whom may someday come to obtain
my journal disregard my dashed handwriting as I do this hastily so that I do
not leave out any thoughts. In my ever progressing (or so I hope progressing,
it may very well just be gressing) studies into runic magic, I have been
given very important information by the Lady of the Night. Before I begin to
write on what I have pondered, I wish to write these given facts out so that
I may come back to them.

The Eldritch Runes are a part of all sentient beings.

Each rune reflects either a shape of nature, such as stone or water, or a
non-tangible idea or virtue such as courage, honor, and the like.

The runic words can be combined. (I wish to note here the word *can*)

Many questions arise in light of these three facts. First I wish to view the
idea of assigning runic symbols to natural and non-tangible shapes. My first
response in hoping to understand these things is to break them up and
categorize them. I would call those runes which reflect natural shapes
physical runes and those which reflect non-tangible things spiritual runes.
Given that runes can be combined, would it be possible to combine spiritual
runes with physical runes to create a working structure? I do not see why
not, but again I do not understand even the basic uses of the runic
structures. What could these combinations bring about? Perhaps something such
as a love spring when the combination of the runes for water and love are
joined in a structure.

How would these runes be combined? By definition we know that a combination
of runes would require at least two runes. If one were to have more though,
would order be important? How would combinations work? Would each rune have
an equal influence on the others? Could this be changed by the structure of
the runes? What if rune that reflects the main idea of the magic you wish to
use is placed in the center of the structure, and the other runes are placed
around it? Then the middle rune, what I would call a root rune, would have
the strongest influence on all the others while also being influenced by
those around it. This all seems to be a matter of geometry in combination to
magical representation of understandable things and concepts.

The Eldritch runes are a part of all sentient beings. This I found to be an
eerie thought in and of itself. We know that there is a rune for general
things, but what of individual things? Does each sentient being have a rune
that reflects their own life essence? Perhaps the oddity of life is based
around the magic that these runes are also based on? But if that were the
case, then perhaps the runes themselves are a reflection of divine magic in
some sort of sub-categorical way. Hrm, much more to ponder over, and one
phrase spoken by the Nightbornein particular to consider:

Ponder 'the word and the way'

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21715, "Tubnic's Role Chapter 13"


          

Role

Chapter 13


Brief OOC Update in Regards to Heralds
Added Wed Jul 30 21:22:14 2008 at level 51:

As much as I _hate_ to write an OOC role, this is probably the best way to
convey what's going on with the Heralds and I. As I see it, Etielise has an
ideal Herald in her head that just doesn't fit how I want to play Tubnic.
Tubnic joined the Heralds to talk to people and get information while also
organizing traveling groups to explore. Even after hitting all the events I
can, she's still giving me shit for not being some bubbly character (which
I've played before and got a lot of shit for, killing the fun of playing a
character like that) so I figure to Hell with her, I'll do the joke event and
leave the Heralds to do my own thing in character since I don't feel like
having the fun of this character ruined by someone else's view of how _I_
should play _my_ character. It's a shame since I like the other Herald
characters, but I don't feel like being ostracized for not fitting someone
else's views, and I can easily keep up with writing things for the Lyceum as
an independent character.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21714, "Tubnic's Role Chapter 12"


          

Role

Chapter 12


Earth Path of Elemental Magic
Added Wed Jul 30 23:05:17 2008 at level 51:

Those who study the path of earth elemental magic soon come to realize that
this path does not focus on the idea of finesse so much as its reliance on
the properties of power and strength that could only come from the plane of
Earth. Through the opening of rifts that are aimed towards bringing matter or
seismic force from the plane of Earth, the invoker is able to both protect
himself with the sturdiness of mountains, or usurp any adversary with the
force that can only be associated with the wrath of stone.

The first spell the young elementalist who studies from the path of earth
must come to master is that of earthquake. Through the opening of a rift
below him that channels the constantly moving seismic energies of the
elemental plane of Earth, the apprentice mage is able to send out waves of
pure force around him that jostles his surroundings. As this spell only
requires the opening of a rift that brings about a force in an uncontrolled
manner, it is used primarily to teach the young how to channel their magical
potential through the plane of Earth so that they may later have a more
fearsome control of the energies emitted from the plane.

One mastery has been obtained in opening the most basic of rifts between the
Prime Material Plane and the plane of Earth, the young invoker is able to
focus their energies in two separate manners. The first is the spell known as
sheen of stone, a protective spell that is not a requirement by the masters
of the guild in order to progress along the path of earth. Through channeling
her magical potential over her skin, a mage is able to summon forth solid
fragments of stone from the elemental plane of Earth and have it form and
attach itself about her skin. This then acts as a form of natural armor,
greatly aiding in the protection of the young mage.

The second spell learned after the mastery of creating an earthquake is that
which shatters stones. Through the creation of a rift, the invoker is able to
summon forth seismic energy and focus it in a general direction, attempting
to vibrate objects of stone so quickly that they simply shatter. Once the
ability to generally focus the energies of the plane of Earth is mastered,
the young elementalist is taught to expand their potential by learning to
cause avalanches about them.

Through the use of rifts, the elementalist is able to channel tremors from
the elemental plane of Earth into surrounding mountains, causing loose rocks
and dirt to shift and crash down upon the lower crevices of the area. While
similar to the spell of earthquake, this spell is more focused in where the
rift is placed and how the seismic energy is used and how far complicated the
rift is to open due to the distance from the casting mage.

With the mastery of the avalanche spell, the young elementalist is prepared
to do two things. The first of these two things is to be able to channel
seismic energy from the elemental plane of Earth so that it can be applied
with force in a direct and tactical fashion. This is represented by the use
of the earth ripple spell. Through this spell, the invoker is able to open a
rift and send the channeled force directly in one direction under the ground,
causing the ground that a foe stands on to warp and buckle so that they lose
their footing and

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21713, "Tubnic's Role Chapter 11"


          

Role

Chapter 11


Ooze Path of Elemental Magic
Added Mon Aug 4 02:39:19 2008 at level 51:

As mentioned earlier in my outline of planar theory, the para-elemental plane
of Ooze resides in between the planes of Earth and Water, acting as a
transitional space between the two. As it would so happen, the elemental
properties of ooze are some of the most versatile that those who study the
elements have come to utilize. Here I shall discuss the application of each
spell taught within the guild of invocation within the path of ooze.

The first spell taught to an apprentice of the elements from the path of ooze
is that of acidic secretion. Through forming a slight rift along his own
hands, an apprentice is able to summon forth mineral rich acidic sludge from
the plane of ooze. This spell gives the basic knowledge to the apprentice of
how to open a channel with the plane of Ooze and apply it to his own needs.

Once a general understanding and mastery in regards to conjuring ooze from
its respective plane is obtained, the young invoker is granted the knowledge
of two unique spells. The first spell I shall discuss here is known as the
siltscreen. By surrounding themselves in a substance conjured from the
elemental plane of Ooze, the young mage is able to hide himself from any who
may be looking for him. While this may be useful for hiding from others in
some circumstances, he is sure to be noticed if his hunter comes too close,
as the distortion has a noticeable presence only while being viewed from a
distance.

The second spell learned at this point is the spell of grease. Through
opening a rift between the para-elemental plane of Ooze and the Prime
Material Plane, the young invoker is able to jettison a large amount of ooze
at a foe, dousing him in a mostly aqueous substance. Thus substance, termed
grease, makes the victim less able to keep a grip on their weapons if they
are using them in combat, and less able to act as dexterously as they slide
whenever they move. Once a certain proficiency with magic and this spell is
obtained, a young mage is able to conjure the substance known as grease upon
the ground, causing any who cross it unprepared to stumble and slide across
the slippery surface.

Once an invoker has mastered the gestures and gurgles required for the
perfect application of the grease spell, they are given insight into the
workings of the adhesive web spell. With a highly toned discipline, an
invoker is able to open a rift with such finesse that it forms the netting of
extraordinarily adhesiveness to entwine a foe or, with greater understanding
of the technicalities of this spell, set a trap similar to that of a spider's
web.

While having previous experience with obstructing the substance of natural
water, and having gained a greater control of opening rifts with the
elemental plane of Ooze, the young invoker learns to bring forth a gelatinous
substance to thicken the water about them. When cast on the surface of a body
of water, the surroundings of the invoker begin to reflect those of a thick
marsh, able to hinder any that attempt to pass through it. When cast under
the water, the thickness of the water creates a greater resistance to any who
would strike with some sort of mechanical force, often able to slow their
movements down to nothing. While this, as it has been come to be termed,
'gel' is far thicker than natu

  

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#21712, "Tubnic's Role Chapter 10"


          

Role

Chapter 10


Ice Path of Elemental Magic
Added Mon Aug 4 22:27:07 2008 at level 51:

The coinciding transitional elemental, or paraelemental, plane with the plane
of Water is the plane of Ice. Unlike the plane of Ooze, ice has its utility
in its rigid formation, as well as its attributed lack of heat. Here I would
like to discuss the path of ice from the most rootamentary of spells to the
summoning of horrific storms of bitter cold.

The first spell taught to a young mage seeking the path of ice from the guild
of invocation is a simple touch spell. By opening a rift to the plane of Ice
within their body, the apprentice invoker is able to call forth the chilling
aura of the plane through the tips of their fingers. This not only provides
the apprentice with a means to defend himself, but also grants them a basic
understanding of controlled rifts between the plane of Ice and the Prime
Material Plane.

Upon mastery of the touch spell of ice, the young invoker is taught how to
summon forth a rift to move solid ice matter from the plane of Ice into the
Prime. While this spell is useful for teaching the fundamentals of invocation
in the path of ice, the icicles summoned tend to be too large to travel far
due to the weight of the matter and the way in which it is brought into our
plane. As one may notice, this is the cornerstone of many spells in the path
of ice, as others prove to be variants seeking to improve this spell.

The first such variant to the icicle spell is known as the iceshard spell.
Through summoning smaller pieces of ice from the plane of Ice than the icicle
spell produces, the invoker is able to master the concept of producing
multiple small pieces of ice rather than one large one. This grants the
elementalist the ability to cause more harm to a target as multiple wounds
are caused by the shards, while also being able to send the ice out at a
greater distance from the caster. The final concept learned from this spell
is the regulation and control of less heated temperatures, which must be
learned in order to progress with the studies of ice.

Having learned to control the temperature of smaller pieces of matter
summoned forth from the plane of Ice, the invoker is taught to open a larger
rift about them in order to call forth the energies of the frozen plane to
plunge the temperatures around their body to near freezing. This allows them
to solidify the air about them into a thick sleet, causing harm to those who
are not protected as it lowers the temperatures of their body drastically in
a very short period of time.

Having mastered the techniques of temperature control in the direction of
cooling, while also having learned to shape ice that is summoned, the invoker
is taught to focus their energies on a more detail oriented variant of the
icicle spell. By created tiny rifts between the Prime and Ice planes, the
invoker is able to bring forth just enough cold energy to freeze any sort of
water about them, be it under the sea or in the air, into thin and sharp
pieces of ice, known as iceneedles. These needles are so sharp that they have
been known to pierce through even the thickest of armors, and they travel so
quickly that the cold that radiates from them is unnoticed when it strikes a
target.

Having mastered the delicate techniques associated with the iceneedles spell,
the invoker is able to learn the le

  

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#21711, "Tubnic's Role Chapter 9"


          

Role

Chapter 9


OOC Update Again about Heralds
Added Mon Aug 4 23:46:15 2008 at level 51:

So whatever happened to quitting the Heralds? Welllll... I calmed down and
figured I'd grin and bear shit seeing as I've fallen into a fairly nice
character niche as a Herald. Going to give it a bit of time and if I still
get to that "omg hate" point, then I'll do something about it then. And Eti
isn't a bad character at all, I just overreacted to how _she_ plays _her_
character. She still won't get the bubbly character out of me though, so ha!
:p

  

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#21709, "Tubnic's Role Chapter 7"


          

Role

Chapter 7


Introduction to Physical Magic
Added Wed Aug 6 03:49:18 2008 at level 51:

The most fundamental classification of arcane magic is that of the physical
nature. What makes this classification unique from the classifications of
elemental, conjuration and necromancy is that there is no contact with
external planes involved, but rather a mage uses their own personal magical
aura in order to manipulate the world around them. I have divided the this
sort of magic into four subcategories: general physical magic, transmutation,
shapeshifting and enchantment magic.

General physical magic is that which effects the body of the caster or his
target in some way, yet is simple enough that even those who devout their
studies to planar magic are able to use them. Spells included in this branch
of magic are invisibility, the detect spells, spells of armor and protection,
basic transportation magic and those spells that would negate magical affects
on a target.

Enchantment magic is that which requires an object for its working, such as
locating and identifying magical properties of an object. This is also the
magic used by the most powerful of magi when they imbue an object with their
own magical energies.

Transmutation focuses on changing ones own body or that of a target through
manipulation of their organs, flesh, nervous system, skin and body. This can
lead itself to either aiding the transmuter and his allies by situational
adaptation, or hinder a foe through great physical pain.

The final form of physical magic is that of shapeshifting. While the
shapeshifter manipulates the physical properties of his own body in a similar
fashion to those who study transmutation, he does so with much more focus and
awareness of his body. This enables him to change his whole form to reflect
that of an animal in nature, adjusting their physical properties to his use
and advantage. As some creatures have a more complicated anatomy than others,
the shapeshifter must gradually prepare himself for transformation into these
greater creatures. The forms taught by the guild of shapeshifting have also
been classified by the masters of the guild into five categories. These
categories are forms with the properties of offense, defense and utility, and
forms suited for the air and the seas.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21698, "Tubnic's Spell List"


          

Supplication List

Level 43conglaciation100%
Level 43engulf100%
Level 44pillar of the heavens100%
Level 45geyser100%
Level 45immolation82%
Level 46quicksand73%
Level 47incendiary cloud71%

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21699, "Tubnic's PK Statistics"


          

PK Statistics

PK Statistics

Total PK Wins  2 (1 at level 51)
Total PK Losses  20
Total Mob Deaths  32

PK Wins by Class
VS. warrior  1
VS. bard  1

PK Wins by Cabal
VS. None  1
VS. BATTLE  1

PK Wins by Align
VS. Good  0
VS. Neutral  2
VS. Evil  0

PK Deaths by Class
VS. thief  2
VS. warrior  14
VS. assassin  3
VS. ranger  1

PK Deaths by Cabal
VS. None  2
VS. BATTLE  18

PK Deaths by Align
VS. Good  0
VS. Neutral  13
VS. Evil  7

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21700, "Tubnic's Gank-O-Meter"


          

PK Gank-O-Meter

PK Gank-O-Meter

Total PK Wins  2
Total PK Assists  3
Average Group Size Per Kill  2.20

Death's Gank-O-Meter says: Super-Ganky

Average Group Size Per Death  1.15

Death's Ganked-O-Meter says: Destroyed By The Honorbound

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21701, "Tubnic's Immortal Comments"


          

Immortal Comments

Wed Jul 2 20:33:19 2008 by 'An Immortal' at level 14 (8 hrs):
An Immortal added 1000 exp for: Role entries - He has left Hillcrest to research the different types of magic.

Sat Jul 5 13:16:58 2008 by 'An Immortal' at level 16 (12 hrs):
An Immortal added 500 exp for: Fetched me a magical trinket during magical trinket fetching weekend.

Sat Jul 5 14:42:05 2008 by 'An Immortal' at level 17 (12 hrs):
An Immortal added 1200 exp for: And let the research begin! This is a great role entry, and is probably good enough to get published somewhere - definitely a cool take on Theran magic.

Sun Jul 6 13:04:05 2008 by 'An Immortal' at level 20 (17 hrs):
An Immortal added 1000 exp for: For getting ten correct answers in the Hillcrest quest! Tied for third place!

Thu Jul 10 21:11:40 2008 by 'An Immortal' at level 21 (26 hrs):
An Immortal added 500 exp for: Joke contest.

Sat Jul 12 00:04:11 2008 by 'An Immortal' at level 23 (33 hrs):
An Immortal added 300 exp for: A little rp with me. No llama.

Sun Jul 13 08:27:42 2008 by 'Yean' at level 23 (43 hrs):
Honourable mention in the July 08 RC! Small title and edge points rewarded.

Sun Jul 13 17:26:50 2008 by 'An Immortal' at level 25 (46 hrs):
An Immortal added 800 exp for: Some nice role updates. He continues his research focusing on what makes a god a god and the etheral plane.

Tue Jul 15 22:02:23 2008 by 'An Immortal' at level 29 (62 hrs):
An Immortal added 800 exp for: Role updates - He's put in several new chapters about his research into the planes. Other than some silly banter on CB, he's been roleplaying his research process well.

Wed Jul 16 22:01:00 2008 by 'An Immortal' at level 30 (67 hrs):
An Immortal added 500 exp for: Little chat, will continue to do his researches, and find a place in my shrine library.

Mon Jul 21 19:46:12 2008 by 'An Immortal' at level 38 (96 hrs):
An Immortal added 500 exp for: Participating in the Immortal Impersonation contest.

Thu Jul 24 22:03:04 2008 by 'Eshval' at level 38 (103 hrs):
Seeking knowledge of rune magic, blood magic, tasked to learn about blood and vesves.

Thu Jul 24 23:05:24 2008 by 'An Immortal' at level 38 (103 hrs):
An Immortal added 400 exp for: Role updates - Several more entries about his research. Dude sure does like to write! I really enjoyed the entry about Magic and Music.

Sun Jul 27 01:03:33 2008 by 'Eshval' at level 49 (117 hrs):
Given a title to reflect imprisonment in Hell. Echoes give this big Fortress mass an impetus to rescue him.

Sun Jul 27 16:07:23 2008 by 'Iunna' at level 51 (138 hrs):
Is the kind of Herald that prefers spamming spells to supportively attending other Heralds' events, which to me is one shitty ass Herald.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21702, "Tubnic's Immortal Comments"


          

Immortal Comments

Sat Aug 2 21:31:34 2008 by 'Twist' at level 51 (161 hrs):
Tattooed for being the first to get a limited magical item from a dragon. And because I've been watching him.

Sun Aug 3 22:45:51 2008 by 'An Immortal' at level 51 (172 hrs):
An Immortal added 500 exp for: Rimefang fun.

Wed Aug 6 22:18:04 2008 by 'Neltouda' at level 51 (196 hrs):
On a side note, it's a little sad that the updates concerning things that actually happen with the character are OOC. Rather than in the nice journal style format.

Sat Aug 9 23:41:28 2008 by 'An Immortal' at level 51 (209 hrs):
An Immortal added 400 exp for: Role update - A role update that actually describes his personal goals! He wants to research runes, and tattoo them on his skin so he can become a divine being.

Sun Aug 10 00:42:30 2008 by 'An Immortal' at level 51 (209 hrs):
An Immortal added 200 exp for: For holding the debate on music vs magic at the Inn.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21703, "Tubnic's Role Chapter 1"


          

Role

Chapter 1


Shapeshifting Subcategory of Physical Magic
Added Sun Aug 10 15:28:55 2008 at level 51:

The fourth and final type of physical magic I shall discuss is that of
shapeshifting. Similar to the workings of transmutation, the shapeshifter
manipulates his magical aura in order to alter his own body to a greater
extent than the transmuter while sacrificing his ability to have an affect on
the body of another. Here I would like to introduce the spells specifically
taught by the guild of shapeshifters such as partial shifting to apprentices,
the general trends of full forms and the unique ability of those who study
shapeshifting to use their control of their physical body to maintain the
magical strength of certain spells. While shapeshifters also learn general
magical spells such as flight, I have discussed these spells in an earlier
section.

The first forms of shapeshifting taught to the apprentice mage are those that
only affect a specific portion of their body. While this may seem relatively
simple, the concentration required to make the normal physical body of the
shapeshifter compatible with the animalistic adaptation is enough that only
one partial shift may be maintained at a time. By changing his skin, the
shapeshifter is able to protect himself better against different forms of
physical harm through the use of the spells shell of the armadillo, chitin of
the crab, scales of the crocodile, and hide of the rhino. By forming a lizard
tail to maintain his balance, changing his feet to reflect hooves or changing
his ears to act as a bats, the shapeshifter is able to give himself a wider
variety of utility in his body. Finally there are the partial shifts that
reflect more of an offensive nature. By growing horns on his head, the
shifter can gore an opponent, or he could maul them with paws and claws of a
lion. Similarly he could fight with a weapon in hand and bite a victim with
fangs like that of a serpent, releasing a poison into their veins.

Through the control of their own physical bodies, shapeshifters are able to
cast certain spells on their body through sheer mastery of their own form.
Likewise, they are able to control these certain spells when they focus on
changing form, maintaining the magic of their spells with ease. The spells
that can be maintained pertain to the speed of their bodies, the strength of
their skin, their solidity and their ability to remain levitated.

The most important trait of shapeshifting that defines it as different from
the other physical magics is the ability to take the entire form of an
animal. There are five general types of forms that exist, these being forms
of an offensive, utility based, defensive, avian and aquarian natures. While
forms of the offensive, utility based and defensive nature are always based
around land traveling creatures, forms of the seas are varied between the
three in their uses. Forms of the sky focus on their ability to fly far above
the ground, even more so than the spell of flight would take a shapeshifter,
and on their keen eyesight. I shall discuss each of these five types of forms
in the coming sections.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21705, "Tubnic's Role Chapter 3"


          

Role

Chapter 3


Transmutation Subcategory of Physical Magic Pt. 2
Added Wed Aug 6 19:36:26 2008 at level 51:

their target to recoil and even stop moving momentarily as their body adjusts
to the shock. The final spell that uses the nervous system is that of
neurological disruption. By forcing the delicate nerve fibers to shapeshift
and change, great pain is caused to a target, as well as forced paralyzation.

Finally there is the general classification of transmutation. This includes
those spells that do not affect one aspect of the targets body, but rather
alter the body in general. The spell of buoyancy expands the volume of its
target while maintaining their mass, allowing for an unsteadiness in the
equilibrium of their body so that they may be set off balance with a decent
amount of force. The spell of flight alters the body in nearly the same way,
but allows for the target to lose enough mass to levitate in the air. While
using the general physical magical spell of door passing, the transmuter is
able to use their knowledge of anatomy to control when they are out of phase.
This allows for them to phase their bodies whenever one would come into
direct contact with them with their body, making their opponent pass through
them. The next spell is that of earthbind, which causes the mass of the
target to rise so that flight in made more difficult to sustain. Finally
there is the spell of duo dimension. This spell enables the transmuter to
flatten their body so as to exist only in two dimensions. When in this state,
they are able to go unseen by others while also being able to pass through
even the smallest of spaces and avoid most blows of force taken at them due
to their lack of dimension.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21706, "Tubnic's Role Chapter 4"


          

Role

Chapter 4


Transmutation Subcategory of Physical Magic Pt. 1
Added Wed Aug 6 19:36:01 2008 at level 51:

The basis of transmutation magic is in modification to either the body of the
mage or the body of his target, be it ally or foe. While both shapeshifting
and transmutation are similar in their theory, their application varies in
that shapeshifting relies on greater change to the caster while transmutation
relies on lesser change with the ability to affect others. Here I would like
to discuss the basic principles of the magic of transmutation as a
subcategory of physical magic. I have classified typical spells of the
transmuter into seven categories: muscle manipulation, skin manipulation,
organ manipulation, bone manipulation, gland manipulation, control over the
nervous system and general body control. While I have come to understand the
basic principles of transmutation from my research, I have not invested the
equivalent energies of a master transmuter in understanding this sort of
magic or the anatomies of the living simply due to the restraints of my own
physical abilities in regards to the time I have to research. As such, my
explanation here of transmutation magic shall remain relatively general and
provide for the basic understanding of magic to any who come to seek it
through my works.

The first type of spell practiced by the transmuter I wish to discuss is that
of gland manipulation. In the body of every living creature there are small
organelles that are known as glands. These glands secrete chemicals that
affect the body in some way, depending on the chemical produced. The physical
spells that use the glands for their application are metabolic slowing,
metabolic quickening, adrenal rush, bioluminance and acceleration. From what
I have come to understand, the spells of metabolic slowing and quickening
increase the secretion of chemicals that affect the digestive system of a
creature. Through quickening this system, food within their body is quickly
broken down and changed into physical energy for the body, allowing for
quicker movement. Slowing, on the other hand, acts in reverse of this,
causing the target or individual to move with less speed, but recover more
quickly as their energy is not being expended. Acceleration is a spell that
acts as metabolic quickening, but instead of acting over a gradual time, it
forces the body to produce the quickening chemicals in a large amount all at
once, which can be extremely taxing on the target while granting them
extraordinary reflexes. The spell of adrenal rush causes a gland in the body
to produce a chemical transmuters have come to call adrenaline. This chemical
gives rise to anger and aggressive behavior, but in short bursts allows for
great feats of strength. The spell of bioluminance alters the sweat glands of
a targets body, forcing them to secrete a unique chemical that adds a
florescent glow to their sweat.

The next variant of transmutation magic I shall write upon is that of
muscular manipulation. The spells associated with this classification of
transmutation magic are known as giant strength, muscular lethargy, disrupt
muscle and relaxation. The spell of giant strength enhances the durability of
the muscular fibers, allowing for greater amounts of stress when under
tension. Similar to this is the spell of relaxation that allows for the
elasticity in t

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21707, "Tubnic's Role Chapter 5"


          

Role

Chapter 5


Enchantment Subcategory of Physical Magic
Added Wed Aug 6 14:14:53 2008 at level 51:

Though enchantment magic is considered to be one of the Five Magics, I feel
it is more suitable to classify it as a branch of physical magic due to the
nature of its workings. The key aspect of enchantment magic is that it uses
the physical aura of the caster in order to effect a physical object in some
fashion. Here I shall discuss the applications of enchantment magic as I am
currently aware of them.

The first aspect of enchantment magic is that which attunes the mage to the
magical energies of an object. There are two ways in which a mage may attune
herself to an object. The first of these spells locates an object within the
Prime Material Realm and gives the mage an inclination as to where it is. The
second extracts a small portion of the magical essence of the object in order
to identify its basic magical properties. While both magics are powerful, a
mage cannot locate an object that has magic infused in it that is of greater
potency than the physical magical aura of himself. Similarly, one cannot
identify some of the more encrypted magical properties of some artifacts,
such as command words associated with them.

While being able to attune themselves to and identify the magical properties
of objects, magi who have achieved a higher amount of magical potency than
most are able to imbue an object with their own magical force, granting it an
aura of power, though it is commonly understood that this takes a large bit
of energy not just from the magical aura of the magician, but also from their
very life force. While simply focusing the physical magical aura of oneself
into an object works for a short time, a mage must return to the ancient art
of runic magic in order to grant a permanent store of energy within the
material object. I shall write at another time in regard to runic structures
and their properties in many different aspects of magic, including the
enchantment of physical objects.

While imbuing objects with magical properties that effect the possessor of
them is common place enough, the truly unique application of enchantment
magic is that which grants animation to normally inanimate objects. This is
done by imbuing an object primarily with life force rather than the magical
aura of the mage's being, granting that object with a form of pseudo life.
While these animated objects are able to react with their environment, they
do such in much the same way an animal reacts based on instinct. The
reactions that an animated object uses are those that are specifically placed
by the creator of that object, or may even be a naturally lingering aspect of
the mage who granted the enchantment.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21708, "Tubnic's Role Chapter 6"


          

Role

Chapter 6


General Physical Magic Subcategory of Physical Magic.
Added Wed Aug 6 04:42:14 2008 at level 51:

As mentioned previously, general physical magic is that which is taught in
some form or another by all guilds of the arcane. The four subcategories of
this magic as I see them are optical, negating, transportation and
alteration. These magics require no contact with foreign planes, as the magic
of conjuration, invocation and necromancy do, and are relatively simple to
learn and execute.

First I would like to discuss the alteration subcategory of general physical
magic. The four spells I have placed in this category are pass door, armor,
protection and invisibility. What these spells have in common is that they
alter the body of the mage or his target in order to give some form of
advantage, yet do not modify his perception as optical spells do. The use of
these spells comes from the mage's ability to focus her own physical magical
aura to alter her own physical being in a slight way, be it to make herself
phase through solid objects or become invisible, or to place the energies
associated with her magical aura about her in a fine tuned way in order to
absorb some force that would be used against her.

The second subcategory of general physical magic is that of the optical
nature. This magic is used to enhance the mage's perception of the world,
enabling them to see that which would typically be unnoticed to their being
and eyes alone. The three spells that come to mind from this branch of magic
are detect magic, detect invisibility and infravision. While infravision
enhances the eye of the caster to absorb more light from their surroundings,
the spell detect invisible allows the caster to pierce the shroud of magic
cloaking another mage. Those who cast the spell of detecting magic are able
to see the physical magical aura about another, as well as notice the gives
and takes associated with movement of the Veil.

The next category of general physical magic is that of transportation. By
anchoring his magical aura to the tendrils of magic that encapsulate Thera,
the mage is able to move his physical being from one place in the Prime
Material Plane to another through the near instantaneous travel of magical
energy. While the teleportation spell anchors the mage to the nearest tendril
of magic, and releases him wherever it next touches the ground, the spell of
recall allows the caster to detect and anchor himself to a specific tendril
that would take him to his home town.

The final branch of general physical magic I shall discuss is that of
negation. There are two spells commonly associated with this branch of magic,
and they are cancellation and dispel. Both spells share in common their
mechanical nature of combining with magical spells that already grip a target
and weakening them to a point that both spells become null. While the spell
of cancellation does this to less success of negation than the spell of
dispel, the magic of the dispel spell is more potent and often more
aggressive when cast on a target, leaving that target to feel as if they have
been physically harmed.

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21704, "Tubnic's Role Chapter 2"
In response to Reply #0


          

Role

Chapter 2


Elemental Metamorphosis - Seeking Immortality
Added Fri Aug 8 13:33:41 2008 at level 51:

It is common knowledge that we do not remain young forever. Youth, for all
its downfalls due to the simple lack of life experience, has many
advantageous characteristics that we take for granted until one day we
realize that we have lost the energy that we once possessed. We grow tired,
we grow frail, our eyes and ears begin to fail us. As I write this, my own
body is growing frail and weak. I have ventured far and wide collecting
samples and reading tomes of magic where I could, and now I fear I shall not
be able to continue such much longer. While I have lived a life that I am
very pleased with, I do not welcome the pale rider just yet, as my
understanding of the greater truth of magic is still lacking.

It is because of this that I have begun my research into immortality, and
here shall discuss what I have come to understand thus far. After many hours
of thought, I have come to the conclusion that there are two forms of
immortality: that which the gods possess, and that which comes as an effect
of the Becoming.

As I have touched on before, and shall write on again when I begin my works
on the necromancy classification of magic, the Becoming is a ritual that
opens a rift between a mage and the plane of Negative Energy. Through the
influence of the Negative plane, the mage trades his soul for the energies
associated with undeath. While the complete form of the necromancer will
fade, it shall require no sustenance or rest. While I seek the form of
immortality granted by such, the knowledge of the soul is spotty at best. I
shall not risk losing my soul as it may jeopardize my own mind and go against
the very reason I seek to continue my life. As this form of immortality is
contrary to my needs, I shall not venture to attempt the Becoming.

But the question begs to be asked, what is it that causes the soul to
disperse during the Becoming? I hold that it is the contact with the Negative
plane that infuses its energy into the necromancer in trade for his soul.
While the plane of Negative Energy is of exorbitant power, I wish to remark
on what has been deemed the demielemental transcendence by the guild of
elementalist. Simply through years of contact and opening of rifts, the
invoker loses some of his mortal body for substances similar to that of the
elements. It is due to this that I feel an event of great exposure to the
elemental planar energies could result in a form of Elemental Becoming. While
the soul would not be shed as the influence of the Negative plane would be
kept at balance by the plane of Positive Energy, the energies from the
elemental planes would encompass the mage and lead him to lose his frail
mortal body entirely for one of the elements as their energies collect and
build upon him. As elemental creatures do not age, nor do they thirst and
hunger, a mage would essentially have the advantages of the pseudo-divinity
that a Lich possesses without the worry of decomposition to the point of
uselessness.

What is it then that differs between those whom have a divine form of
immortality and those whom have it through planar influence? I believe that
the difference lies in the understanding of magic that the divine hold.
Through the understanding of the divine magic, the gods are able to exert far
more contro

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21686, "Tubnic's Statistics"


          

Statistics

Experience Breakdown

Experience from Cabal raiding0
Experience from Skill improvements21242
Experience from Exploration11650
Experience from Quests24400
Experience from Commerce2260

Adventuring Statistics

Character Created  Sun Jun 29 09:18:39 2008
Quests Completed  21
Exploration Points Found  38
Bonus Experience from Immortals  8600
(WANTED) Criminal  0 times
Hours spent at Hero  93 hours
% of lifetime in the wilderness  32 %
% of lifetime in the cities  16 %
% of lifetime in the Inn of the Eternal Star  12 %
% of lifetime caballed  89 %

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21687, "Tubnic's Class Specifics"


          

Class Specifics

Affinity
Air5
Earth0
Fire7
Water6
Ice7
Ooze6
Lightning5

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21688, "Tubnic's Cabal Specifics"


          

Cabal Specifics

Cabal Statistics

# of logins with their cabal item  0
# of logins without their cabal item  0
# of logouts with their cabal item  0
# of logouts without their cabal item  0
# of times they lost their cabal item  0
# of times they retrieved their cabal item  0
# of times they took another cabal item  0

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21689, "Tubnic's Edges"


          

Edges

Calmed Mind
Combat Statistician
Apt Learner
Lucky
Battle Tested
Mana Sensitivity
Quick Healer
Wise Recovery
Seasoned Traveller
Extra Affinity
Combat Elementalist
Piercing Needles
Rend Elements
Mana Flood

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21690, "Tubnic's Mob Deaths"


          

Mob Deaths

Jul 6, 2008 |Lv 20|Emerald Forest|the pumpkin man by scratch
Jul 13, 2008|Lv 27|Spiderhaunt Woods|a sword spider by slice
Jul 18, 2008|Lv 30|High Lord's Keep|Kratglat, Emissary of Aran'gird by infernal power
Jul 18, 2008|Lv 31|Arial City|the evil looking guard by slice
Jul 19, 2008|Lv 37|Whitecloak Encampment|a Whitecloak soldier by stab
Jul 20, 2008|Lv 38|Mausoleum|the Juju zombie by scratch
Jul 22, 2008|Lv 38|The Frigid Wasteland|a duergar priest by suction
Jul 24, 2008|Lv 38|Tower of Dragons|the Ancient White Dragon by bite
Jul 25, 2008|Lv 43|The Slave Mines of Sitran|a slaver by blast
Jul 31, 2008|Lv 51|Teth Azeleth|Ahdremiel by beating
Aug 3, 2008 |Lv 51|Yzekon|a frost demon by claw
Aug 3, 2008 |Lv 51|The Northern Mountains|Rimefang, the ancient white dragon by freezing bite
Aug 4, 2008 |Lv 51|Village of Mal'trakis|a headhunter by slash
Aug 4, 2008 |Lv 51|Mausoleum|Kharzandra, the Dark-elf Vampire by shocking bite
Aug 5, 2008 |Lv 51|Mount Kiadana-Rah|a crimson dragon by claw
Aug 10, 2008|Lv 51|Whitecloak Encampment|a sweaty Whitecloak soldier by slash
Aug 10, 2008|Lv 51|Whistlewood Swamp|a young pureblood hunter by pierce
Aug 10, 2008|Lv 51|Whitecloak Encampment|a nervous Whitecloak soldier by cleave
Aug 11, 2008|Lv 51|The Tower of Trothon|a Piscoloth by claw
Aug 11, 2008|Lv 51|Lost Elven Vaults|the jade elf assassin by assassinate
Aug 11, 2008|Lv 51|Lost Elven Vaults|the specter by defilement
Aug 11, 2008|Lv 51|Onyx Tower|the Onyx head priest by crush
Aug 11, 2008|Lv 51|Onyx Tower|an onyx lich by pierce
Aug 11, 2008|Lv 51|Onyx Tower|an onyx lich by pierce
Aug 11, 2008|Lv 51|Onyx Tower|an onyx lich by pierce
Aug 11, 2008|Lv 51|Arboria|an onyx lich by pierce
Aug 12, 2008|Lv 51|Galadon|the Invoker by slice
Aug 12, 2008|Lv 51|Teth Azeleth|the dark-elven Magic Master by wrath
Aug 12, 2008|Lv 51|Whistlewood Swamp|a pond anemone by drowning
Aug 12, 2008|Lv 51|Ruins of the Deep|a giant lobster by brutal attack
Aug 12, 2008|Lv 51|Whitecloak Encampment|a Whitecloak patroller by stab
Aug 12, 2008|Lv 51|Silverwood|a goblin scout by pierce

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21691, "Tubnic's Timeline"


          

Timeline

Sun Jul 6 11:29:04 2008 at level 20 (17 hrs):
Tubnic advanced to level 20 <PK: 0-0>

Tue Jul 8 22:38:39 2008 at level 20 (24 hrs):
Inducted into HERALD by Etielise.

Tue Jul 15 22:27:34 2008 at level 30 (62 hrs):
Tubnic advanced to level 30 <PK: 1-3>

Fri Jul 25 15:21:23 2008 at level 40 (110 hrs):
Tubnic advanced to level 40 <PK: 1-5>

Sun Jul 27 13:56:50 2008 at level 51 (132 hrs):
Tubnic advanced to level 51 <PK: 1-5>

Sat Aug 2 21:30:35 2008 at level 51 (161 hrs):
Tattooed by Twist.

  

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#21692, "Tubnic's Leveling"


          

Leveling History

Jun 29, 2008|Lv 2 |Hr 0 |
Jun 29, 2008|Lv 3 |Hr 0 |
Jun 29, 2008|Lv 4 |Hr 1 |
Jun 29, 2008|Lv 5 |Hr 1 |
Jun 29, 2008|Lv 6 |Hr 1 |
Jun 29, 2008|Lv 7 |Hr 1 |
Jun 29, 2008|Lv 8 |Hr 2 |
Jun 29, 2008|Lv 9 |Hr 2 |
Jun 29, 2008|Lv 10|Hr 2 |
Jul 1, 2008 |Lv 11|Hr 6 |
Jul 1, 2008 |Lv 12|Hr 6 |12 Kzyarn,
Jul 1, 2008 |Lv 13|Hr 7 |15 Pysar, 13 Kzyarn,
Jul 1, 2008 |Lv 14|Hr 7 |16 Pysar, 14 Kzyarn,
Jul 2, 2008 |Lv 15|Hr 11 |19 Kzyarn,
Jul 2, 2008 |Lv 16|Hr 12 |16 Safiyyah, 20 Kzyarn,
Jul 5, 2008 |Lv 17|Hr 15 |
Jul 6, 2008 |Lv 18|Hr 17 |24 Ilish, 17 Oosaqui,
Jul 6, 2008 |Lv 19|Hr 18 |26 Bobatron, 18 Oosaqui,
Jul 6, 2008 |Lv 20|Hr 19 |19 Oosaqui, 17 Iloyhana,
Jul 10, 2008|Lv 21|Hr 26 |15 Efurgik, 20 Grashen,
Jul 11, 2008|Lv 22|Hr 31 |29 Ryasyn, 29 Aiyanna,
Jul 11, 2008|Lv 23|Hr 31 |27 Svigmaar, 30 Ryasyn, 30 Aiyanna,
Jul 13, 2008|Lv 24|Hr 44 |29 Daasanel, 29 Vylim,
Jul 13, 2008|Lv 25|Hr 47 |30 Ryasyn, 32 Aiyanna,
Jul 13, 2008|Lv 26|Hr 48 |31 Ryasyn, 32 Aiyanna,
Jul 13, 2008|Lv 27|Hr 49 |32 Ryasyn, 33 Aiyanna,
Jul 14, 2008|Lv 28|Hr 57 |35 Ryasyn, 34 Aiyanna,
Jul 15, 2008|Lv 29|Hr 61 |23 Erelia, 36 Ryasyn,
Jul 15, 2008|Lv 30|Hr 63 |37 Kalem, 37 Ryasyn,
Jul 18, 2008|Lv 31|Hr 76 |24 Erelia,
Jul 19, 2008|Lv 32|Hr 82 |39 Ryasyn,
Jul 19, 2008|Lv 33|Hr 82 |40 Ryasyn, 40 Keren,
Jul 19, 2008|Lv 34|Hr 83 |26 Erelia, 41 Ryasyn,
Jul 19, 2008|Lv 35|Hr 84 |27 Erelia, 41 Ryasyn,
Jul 19, 2008|Lv 36|Hr 85 |28 Erelia, 42 Ryasyn,
Jul 19, 2008|Lv 37|Hr 85 |30 Erelia, 43 Ryasyn,
Jul 20, 2008|Lv 38|Hr 90 |37 Daasanel, 38 Sarach,
Jul 25, 2008|Lv 39|Hr 111|36 Raknar, 35 Xenenolix,
Jul 25, 2008|Lv 40|Hr 113|51 Etielise, 47 Jepso,
Jul 25, 2008|Lv 41|Hr 115|50 Ryasyn, 47 Jepso,
Jul 25, 2008|Lv 42|Hr 115|50 Ryasyn, 48 Jepso,
Jul 25, 2008|Lv 43|Hr 116|47 Valren, 49 Jepso,
Jul 26, 2008|Lv 44|Hr 118|42 Raknar, 49 Jepso,
Jul 26, 2008|Lv 45|Hr 118|43 Raknar, 50 Jepso,
Jul 26, 2008|Lv 46|Hr 121|51 Ryasyn, 51 Jepso,
Jul 26, 2008|Lv 47|Hr 122|51 Ryasyn, 51 Jepso,
Jul 26, 2008|Lv 48|Hr 123|51 Ryasyn, 51 Jepso,
Jul 26, 2008|Lv 49|Hr 124|51 Ryasyn, 51 Jepso,
Jul 27, 2008|Lv 50|Hr 133|43 Gifd, 43 Pioche,
Jul 27, 2008|Lv 51|Hr 136|51 Jepso, 48 Sarach,

  

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Death_AngelTue 19-Aug-08 06:44 PM
Member since 21st Sep 2024
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#21693, "Tubnic's PK Deaths"


          

PK Deaths

Jul 6, 2008 |Lv 20|Hamsah Mu'tazz|vs 1: Lerzion (100%,KB)
Jul 12, 2008|Lv 23|The Inn of the Eternal Star|vs 1: Enakai (100%,KB)
Jul 13, 2008|Lv 26|The Grove|vs 1: Varvazi (100%,KB)
Jul 22, 2008|Lv 38|Feanwyyn Weald|vs 1: Uknorae (100%,KB)
Jul 22, 2008|Lv 38|Galadon|vs 1: Cryso (100%,KB)
Jul 27, 2008|Lv 51|The Galadon Sewers|vs 1: Lerzion (100%,KB)
Jul 29, 2008|Lv 51|East Sumner's Road|vs 1: Uknorae (100%,KB)
Aug 3, 2008 |Lv 51|The Eastern Road|vs 3: Inger (64%,KB), Raknar (0%), Lerzion (35%)
Aug 4, 2008 |Lv 51|The Nexus Island|vs 1: Djabree (100%,KB)
Aug 4, 2008 |Lv 51|Galadon|vs 1: Kreo (100%,KB)
Aug 5, 2008 |Lv 51|The Ashes of NoWhere|vs 1: Djabree (100%,KB)
Aug 5, 2008 |Lv 51|Galadon|vs 1: Gulkra (100%,KB)
Aug 7, 2008 |Lv 51|Galadon|vs 1: Inger (100%,KB)
Aug 8, 2008 |Lv 51|Galadon|vs 1: Lerzion (100%,KB)
Aug 8, 2008 |Lv 51|The Eastern Road|vs 1: Gulkra (100%,KB)
Aug 8, 2008 |Lv 51|Galadon|vs 1: Agar (100%,KB)
Aug 10, 2008|Lv 51|The Dranettie Wood|vs 1: Griz (100%,KB)
Aug 10, 2008|Lv 51|Galadon|vs 1: Gulkra (100%,KB)
Aug 12, 2008|Lv 51|The Inn of the Eternal Star|vs 2: Agar (9%), Gulkra (90%, KB)
Aug 12, 2008|Lv 51|The Dwarf Forest|vs 1: Gulkra (100%,KB)

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21694, "Tubnic's PK Wins"


          

PK Wins

Jul 12, 2008|Lv 23|Silverwood|Erelia vs 1: Tubnic (100%,KB)
Jul 27, 2008|Lv 49|Galadon|Cormindon vs 2: Tubnic (6%), Ruhktanshi (93%, KB)
Jul 27, 2008|Lv 49|Galadon|Synoria vs 4: Tubnic (9%), Urukal (20%), Dhaath (4%), Ruhktanshi (65%, KB)
Aug 1, 2008 |Lv 51|Galadon|Alkydrion vs 1: Tubnic (100%,KB)
Aug 2, 2008 |Lv 51|East Sumner's Road|Alkydrion vs 3: Tubnic (48%), Etielise (39%), Ryasyn (12%, KB)

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21695, "Tubnic's Title History"


          

Title History

Sun Jul 6 13:04:57 2008, level 20 (17 hrs):
Tubnic Doughfolder the Invoker

Sun Jul 13 22:05:54 2008, level 27 (52 hrs):
Tubnic Doughfolder the Student of Ice, Scholar of the Mystical Arts

Sun Jul 27 01:00:14 2008, level 49 (117 hrs):
Tubnic Doughfolder Hell-Lost Scholar of the Mystical Arts, Scholar of the Mystical Arts

Sun Jul 27 01:01:04 2008, level 49 (117 hrs):
Tubnic Doughfolder clear, Scholar of the Mystical Arts

Sun Jul 27 01:02:03 2008, level 49 (117 hrs):
Tubnic Doughfolder Hell-Lost Scholar of the Mystical Arts

Sun Jul 27 01:02:26 2008, level 49 (117 hrs):
Tubnic Doughfolder the Hell-Lost Scholar of the Mystical Arts

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21696, "Tubnic's Skill List"


          

Skill List

Level 1dagger78%
Level 1mace92%
Level 1whip77%
Level 1scrolls79%
Level 1talismans76%
Level 1wands98%
Level 1recall100%
Level 1spellcraft100%
Level 2improved compare95%
Level 2improved consider89%
Level 5meditation100%
Level 8haggle78%
Level 10taletell79%
Level 11lunge3%
Level 13trance100%
Level 13scribe70%
Level 14cease fighting80%
Level 15parry75%
Level 15fast healing100%
Level 15mix83%
Level 17artistry70%
Level 20lash1%
Level 20pen71%
Level 21toss80%
Level 23hand to hand91%
Level 28second attack96%
Level 28mystical armor use76%
Level 30careful vision71%

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21697, "Tubnic's Spell List"


          

Spell List

Level 1channel heat100%
Level 1create water100%
Level 1cyclone100%
Level 1earthquake87%
Level 1frost fingers100%
Level 1shocking touch100%
Level 1acidic secretion100%
Level 2detect magic94%
Level 3detect invis100%
Level 4invis93%
Level 6flare90%
Level 9infravision1%
Level 11create spring100%
Level 11whispering wind72%
Level 12wall of fire100%
Level 12grease100%
Level 13charge weapon100%
Level 13teleport100%
Level 13icicle100%
Level 14faerie fog86%
Level 15identify100%
Level 15elemental attunement82%
Level 16wind wall100%
Level 18cancellation97%
Level 19dispel magic76%
Level 19siltscreen1%
Level 21fireball100%
Level 21lightning bolt100%
Level 22iceshards100%
Level 23adhesive web100%
Level 24pass door91%
Level 25word of recall99%
Level 26drown100%
Level 27buffet100%
Level 28tsunami100%
Level 29gel100%
Level 30controlled fireball100%
Level 30forked lightning100%
Level 32cone of cold100%
Level 34noxious cloud71%
Level 35nova100%
Level 36vitriolic stream100%
Level 37iceneedles100%
Level 38airshield100%
Level 38fireshield100%
Level 38frostshield100%
Level 38shield of flames74%
Level 38lightningshield100%
Level 38shield of electricity72%
Level 38shield of winds81%
Level 38shield of waves72%
Level 38shield of ice75%
Level 38watershield100%
Level 38oozeshield100%
Level 38shield of slime78%
Level 39iceslick73%
Level 41vortex88%

  

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Death_AngelTue 19-Aug-08 06:44 PM
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#21685, "Tubnic's Best Set of Equipment"
In response to Reply #0


          

Best Set of Equipment

worn on fingera silver ring
worn on fingera silver ring
worn around neck(Glowing) a brightly polished silver disc
worn around neck(Glowing) an ice-cold brooch
worn on bodyan earth-toned vest
worn on head(Glowing) the Great Crown of the Svirfnebli
worn on facea pair of oversized green eyeglasses
worn on legs(Glowing) a pair of Arborian leggings
worn on feeta pair of earth-toned boots
worn on handsa pair of silver mesh gloves
worn on armsa pair of armguards from the snow worm
worn about bodya robe of fine red silk
worn around waista sash of fine red silk
worn on wrista copper bracer
worn on wrist(Glowing) (Humming) a crystalline bracelet
(Glowing) an alligator-skin whip
dual wield(Glowing) (Humming) the orb of the elements
the tattoo of the Dragon's Tooth

  

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