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Holeypaladin
03-03-2016, 10:07 PM
The Foundry is more than just a character archive. It's also a tool used for building weapons, armor, magic spells and abilities, fantasy worlds, and yes, characters.

Holeypaladin
09-19-2016, 06:55 AM
Character classes:

These are some of the most successful archetypes for characters to date, products of the Founder's Flesh Forge.

Class: Arcane Warrior
Description: A basic archetype, combining weapons use with arcane magic, typically using magic to augment conventional fighting and provide versatility.
Preferred weapons: Swords, crossbows (or guns if technology allows)
Preferred armor: Light Plate Armor

Class skills:
Armored casting. The Arcane Warrior can cast arcane magic while wearing most types of armor, even heavy armor.
Foundry Circuit. The Arcane Warrior can access the Foundry armory in order to equip himself in weapons and armor of moderate quality.

Primary Magic:
Conjuration (Teleportation) (5)
Evocation (4)
Alteration (4)

Secondary Magic:
Abjuration (3)
Divination (3)
Transmutation (3)

Auxiliary magic:
Restoration (self) (2)
Compulsion (1)

Class: Arcane Knight
Description: An upgrade to the basic Arcane Warrior template, the Arcane Knight is more powerful, with slightly different magical circuits, mostly upgraded versions of the Arcane Warrior.
Preferred weapons: Swords, polearms
Preferred armor: Gothic and Maximilian plate armor

Class skills:
Armored casting. The Arcane Knight can cast arcane magic while wearing most types of armor, even heavy armor.
Foundry Circuit. The Arcane Knight can access the Foundry armory in order to equip himself in weapons and armor of exceptional quality.

Primary Magic:
Abjuration (5)
Alteration (5)
Conjuration (5)

Secondary Magic:
Evocation (4)
Divination (4)
Transmutation (4)
Restoration (3)

Auxiliary magic:
Compulsion (2)
Illusion (2)

Class: Arcane Infiltrator
Description: When a more stealthy, subtle approach is required, the Arcane Infiltrator can accomplish through deceptive magic what an Arcane Knight cannot.
Preferred weapons: Swords, crossbows, light weapons
Preferred armor: Light to medium, occasionally heavy

Class skills:
Armored casting. The Arcane Infiltrator can cast arcane magic while wearing most types of armor, even heavy armor.
Foundry Circuit. The Arcane Infiltrator can access the Foundry armory in order to equip himself in weapons and armor of exceptional quality.
Stealth. The Arcane Infiltrator can move silently, detect and disarm traps, and pick locks.

Primary magic:
Compulsion
Illusion
Divination
Abjuration

Secondary magic:
Evocation
Alteration
Conjuration
Transmutation

Auxiliary magic:
Restoration (self)


Class: Dragonslayer
Description: A specific type of arcane warrior, specialized in slaying dragons. Most circuits are single-purpose, as a Dragonslayer typically specializes in a single type of dragon at first, and eventually broadens his horizons depending on his current quarry.
Preferred weapons: Dragonbane polearm, Dragonbane sword
Preferred armor: Dragonscale of the corresponding color to the dragon he is hunting

Class skills:
Armored casting. The Dragonslayer can cast arcane magic while wearing most types of armor, even heavy armor.
Foundry Circuit. The Dragonslayer can access the Foundry armory in order to equip himself in weapons and armor, specifically Dragonbane weapons and Dragonscale armor. This is a more specialized circuit, but it allows him to use epic quality equipment.

Primary magic:
Alteration
Transmutation
Evocation

Secondary magic:
Abjuration
Conjuration
Divination

Auxiliary magic:
Restoration (self)
Compulsion

Class: Dragon Knight
Description: An advanced class, combining the capabilities of arcane knights and dragonslayers, as well as a special amulet that allows the dragon knight to transform into a dragon of the corresponding color, which is typically silver, gold, or bronze.
Preferred weapons: Swords, polearms, and ranged weapons. The Dragon Knight is very versatile
Preferred armor: Heavy armor of various types, from Maximilian to Dragonscale, depending on the situation

Class skills:
Armored casting. The Dragon Knight can cast arcane magic while wearing most types of armor, even heavy armor.
Foundry Circuit. The Dragon Knight can access the Foundry armory in order to equip himself in a wide selection of weapons and armor as needed by the situation, of epic quality or below.


Primary Magic:
Abjuration
Alteration
Conjuration
Evocation (Dragon breath)

Secondary Magic:
Compulsion
Divination
Restoration
Transmutation

Auxiliary Magic:
Desecration
Illusion

Class: War Wizard
Description: Another advanced class, the War Wizard focuses primarily on the use of offensive and support magic, with martial combat serving more of a secondary function. War Wizards are extremely powerful in all forms of magic, but tend to have a more limited selection of weapons.
Preferred weapons: Swords and staves, occasionally polearms. The War Wizard uses weapons that augment his magic power.
Preferred armor: Usually medium armor or light plate armor. Occasionally magically enhanced wizard robes.

Class skills:
Armored casting. The War Wizard can cast arcane magic while wearing most types of armor, typically preferring medium armor.
Foundry Circuit. The War Wizard can access the Foundry armory in order to equip himself in a decent selection of weapons and armor as needed by the situation, of epic quality or below.


Primary Magic:
Abjuration
Alteration
Compulsion
Conjuration
Evocation

Secondary Magic:
Desecration
Divination
Illusion
Restoration
Transmutation

Class: Godslayer
Description: A powerful master class, designed to perform the ultimate blasphemy: Killing deities. Godslayer class characters take the longest to mature, as well as requiring the most energy, but if one can kill a god... one can essentially kill just about anything else, as well.
Preferred weapons: Any. The Godslayer is a master of all martial combat.
Preferred armor: Any, but with a bias towards whatever protects best, being heavy armor

Class skills:
Armored casting. The Goslayer can cast arcane magic while wearing ever known type of armor, plus some unknown types.
Foundry Circuit. The Godslayer can access the Foundry armory in order to equip himself in a nearly limitless selection of weapons and armor as needed by the situation, of legendary quality and occasionally mythic.
Antidivinity circuit. The trademark power of the Godslayer, this circuit can de-consecrate holy ground, severing the flow of divinity between a deity's worshipers and the deity. When used in the proximity of a Divine, it's an all or nothing... if the circuit is powerful, it nullifies all of the deity's divine abilities, forcing it to use mortal level magic and attacks. If it is too weak, it has no effect.

Primary Magic:
Abjuration
Alteration
Conjuration
Evocation
Desecration (antidivinity)

Secondary Magic:
Compulsion
Divination
Illusion
Restoration
Transmutation

Holeypaladin
09-23-2016, 05:33 PM
The Arcane University

Located in the Imperial City, the Arcane University is the most prestigious center of magical education on the continent of Empyrean. It boasts the largest library in the known land, perhaps even the world, with countless books, scrolls, and other documents full of legends, lore, and knowledge. A center of research and education, the University mages are known to create a spell for virtually any purpose, according to a quote by the Master Wizard: "It's better to know a spell and not need it, than to need it and not know it."

Mission Statement: Established by Emperor Friedrich I in the first year of the Empire, the Arcane University's mission is to treat magic as a Science, researching all known forms of magic and replicating them into spells that any Mage with sufficient knowledge, talent, and power can use. The Arcane University classifies all Arcane spells by effect, placing them into one of ten colleges of Arcana:

Abjuration: These spells are primarily defensive and anti-magic spells and wards, designed to provide protection primarily from magical attacks and energy attacks, but can also provide protection from physical attacks.


Spell: Force shield
Incantation: Fethos
Difficulty: 1
Mana cost: 1
Description: Creates a spherical shield of force which hovers in the air and deflects ranged, melee, and magic attacks alike. Shield moves according to caster's will, using the caster's own skill with shields in order to deflect attacks.

Spell: Resistance (type)
Incantation: Eligne + energy type (bakina for gas, uvelucal for acid gul for cold, shochraos for electricity)
Difficulty: 2
Mana cost: 3
Description: A resistance spell that can be applied to a single type of energy attack. Ineffective against physical damage.

Spell: Mass Resistance (type)
Incantation: Eligne + energy type (bakina for gas, uvelucal for acid, ixen for fire, gul for cold) svih
Difficulty: 3
Mana cost: 6
Description: A resistance spell that can be applied to a single type of energy attack. Ineffective against physical damage. Can affect multiple people.

Spell: Stoneskin
Incantation: Molik di tonn tonash
Difficulty: 4
Mana cost: 10
Description: Target's skin hardens, becoming solid as rock and providing resistance to physical attacks.

Spell: Destroy Barrier
Incantation: Svent arcaniss daguam
Difficulty: 5
Mana cost: 15
Description: Dispels all magic barriers and other protective magic on a single target

Spell: Greater Privacy
Incantation: Jashi wyogale de shio
Difficulty: 5
Mana cost: 15
Description: Conceals a location from all means of external detection, including sight, sound, and magical scrying.

Spell: Dispel Magic, Greater
Incantation: Leor arcaniss vers, jennuilt
Difficulty: 6
Mana cost: 21
Description: Uses a directed antimagic field to dispel powerful magic effects.

Spell: Reflect Magic
Incantation: Arcaniss gethrisj spical ekess vakatow
Difficulty: 7
Mana cost: 28
Description: Acts as a mirror, reflecting all magic targeted against the caster back on its source.

Spell: Rainbow sphere of Protection
Incantation: Buatleb, shio vakil bwoihj kluchuduunic
Difficulty: 9
Mana cost: 45
Description: Conjures forth a sphere of protection with seven layers of protection, of each color of the rainbow. One of the most powerful, effective means of protection of all arcane spells known to mankind.

Alteration: These spells alter the fabric of reality to the whims of the caster, including spells that manipulate time, space, and the ordinary laws of physics.


Spell: Telekinetic hand
Incantation: Cha'sid
Difficulty: Cantrip
Mana cost: Negligible
Description: Allows a mage to extend his effective reach and grab a distant object up. 5 pound weight limit.

Spell: Feather Fall
Incantation: Nasir
Difficulty: 1
Mana cost: 1
Description: Reduces the effects of gravity in a small area, allowing a person or object to fall as slow as a feather due to increased air resistance relative to gravitational force.

Spell: Power Jump
Incantation: Svern
Difficulty: 1
Mana cost: 1
Description: Reinforces a single jump with telekinetic force, allowing for a single massive leap.

Spell: Unlock
Incantation: Nif stoth
Difficulty: 2
Mana cost: 3
Description: Pulse of kinetic force opens locks.

Spell: Haste
Incantation: Tairais, birk vhira
Difficulty: 3
Mana cost: 6
Description: Slows time relative to the target, causing the person to move faster than those around them.

Spell: Double Haste
Incantation: Tairais, birk vhira, jiil sthyri
Difficulty: 4
Mana cost: 10
Description: As Haste, but affects the caster and one other target.

Spell: Telekinetic Thrust
Incantation: Jedark tersha
Difficulty: 5
Mana cost: 15
Description: Hurls a person, weapon, or object with approximately 400 pounds of force.

Spell: Time Theft
Incantation: Vessa tairais
Difficulty: 5
Mana cost: 15
Description: Steals time from a single target, slowing target's movement while hastening the movements of the caster.

Spell: Long Distance Flight
Incantation: Wiap, ihk drong tairais
Difficulty: 5
Mana cost: 15
Description: Provides long distance flight capability through telekinetic manipulation of one's own body, lasting approximately one day.

Spell: Frozen Time
Incantation: Tairais pok ihk fronah kiwor ve
Difficulty: 9
Mana cost: 45
Description: Time around the caster is frozen in stassis. Caster is unaffected by the temporal anomaly, but neither can he affect frozen objects and people with either physical or magical abilities.


Compulsion: These spells are all mind-affecting spells, compelling a person’s conscious or subconscious mind to think, believe, or feel a certain thing.


Spell: Area of Honesty
Incantation: Goawy di vis
Difficulty: 3
Mana cost: 6
Description: Creates a compulsive field in which subjects cannot lie and are compelled to be truthful and honest.

Spell: Enticement, mass
Incantation: Xett, unthrumagok
Difficulty: 3
Mana cost: 6
Description: A subtle compulsive aura affects everyone who sees the caster, causing every action he takes to have appear incredibly in their eyes.

Spell: Paralyze humanoid, greater
Incantation: Jilg xiekiv, lesota
Difficulty: 3
Mana cost: 6
Description: Compels up to four humanoid creatures to freeze in place. When focused on a single target, this spell is much more effective.

Conjuration: These spells involve connecting the various different planes of existence, either to travel to them or to summon creatures or objects from them. Teleportation spells also fall into this category.


Spell: Conjure Manna Bread
Incantation: Vehafor achthend
Difficulty: 3
Mana cost: 6
Description: Summons a loaf of magic-infused bread. When eaten, the bread will triple the natural restoration of magical energy for the next six hours. Unless eaten, the manna bread will decay at dawn on the following day.

Spell: Phantom Steed
Incantation: Jivi, arcanisstok
Difficulty: 3
Mana cost: 6
Description: Summons a phantasmal horse. More powerful Mages can also use this horse to cross water, and to fly.

Spell: Teleport, short range
Incantation: Sehlek wyogale, trelk
Difficulty: 4
Mana cost: 10
Description: Teleports caster and targets touched by caster. Range is approximately one half kilometer. Caster must either see his destination or have visited it before.

Spell: Mordenkaiden's Magical Watchdog
Incantation: Arcanisstok thesek bikil di Mordenkaiden
Difficulty: 5
Mana cost: 15
Description: A spectral hound follows the caster faithfully, alerting him of any dangers, magical or mundane, that its magically-enhanced senses detect.

Spell: Teleport, long range
Incantation: Sehlek wyogale, karif mojka
Difficulty: 5
Mana cost: 15
Description: Teleports the caster up to 2,000 miles away. Can only teleport him to a location he has previously visited, or a location marked by a teleport beacon.

Spell: Teleport group, long range
Incantation: Sehlek, svih, karif mojka
Difficulty: 7
Mana cost: 28
Description: Teleports a small group up to 2,000 miles away. Can only teleport to a location the caster has previously visited, or one marked by a teleport beacon.

Spell: Dimensional portal
Incantation: Obsule di sehlek, karif mojka
Difficulty: 9
Mana cost: 45
Description: Creates a portal linking two locations together. Unlimited range. Can be used to travel to alternate dimensions or two locations within the same world.

Spell: ???
Incantation: Mobi ui thric goawy hefoc okarthel
Difficulty: 10
Mana cost: 55
Description: Reality marble. Properties unknown.


Desecration: These spells are hideous spells, often referred to as the Wizard’s approach to necromancy, as many of them involve necrotic energy.

Divination: These spells are related to the acquisition of knowledge, past, present, and future. Detection and location spells fall under this category.


Spell: Detect magic
Incantation: Ickrak'ey arcaniss
Difficulty: Cantrip
Mana cost: Negligible
Description: Simple cantrip spell causes all magical sources in the area to glow a dull blue color.

Spell: True Strike
Incantation: Vis nar
Difficulty: 1
Mana cost: 1
Description: Allows caster to see the immediate future in regards to a single strike, allowing flawless accuracy for his next immediate attack.

Spell: Detect orcs
Incantation: Ickrak'ey ghiki
Difficulty: 2
Mana cost: 3
Description: A specialized version of the Detect Life spell, designed specifically to detect the life signs of orcs and half-orcs. The location of all orcs in the area is revealed to the caster, regardless of whether they are hidden or invisible.

Spell: Detect traps
Incantation: Ickrak'ey loritic
Difficulty: 2
Mana cost: 3
Description: Gives the caster insight into the location of traps, both mundane and magical, but does not dispel or disarm them.

Spell: Heightened Sense, (vision/smell/touch/hearing)
Incantation: Kiwieg svern, (toma / keefum /xtirl / nymuer)
Difficulty: 2
Mana cost: 3
Description: Greatly enhances the sensory perception of a single sense.

Spell: Telepathic Bond, lesser
Incantation: Ricin tonopar
Difficulty: 3
Mana cost: 6
Description: Creates a telepathic link that allows communication with a willing intelligent creature, bypassing language restrictions. Range is unlimited.

Spell: Shared Vision
Incantation: Ocuir erekess dout saurivic, (name of target)
Difficulty: 4
Mana cost: 10
Description: A scrying spell that allows the caster to see through the eyes of his target.


Spell: True Sight
Incantation: Ocuir youwei lae astahii re
Difficulty: 5
Mana cost: 15
Description: Allows the caster to see through all forms of illusion magic. Does not work against mundane forms of concealment or disguise.



Evocation: These spells make up the primary offensive arsenal of wizards, invoking elemental energies to cause destruction upon those who would dare offend the casting wizard.

Spell: Light
Incantation: Mitne
Difficulty: Cantrip
Mana cost: Negligible
Description: Creates a ball of radiant energy akin to a torch light.

Spell: Magic Missile
Incantation: Nil'gnos
Difficulty: 1
Mana cost: 1
Description: Fires up to five bolts of magical energy at a single target, with perfect accuracy.

Spell: Aura Strike
Incantation: Adul nar
Difficulty: 1
Mana cost: 1
Description: Empowers a melee strike with a wave of force which extends outward according to the nature of the strike. Can be chained together for multiple strikes.

Spell: Lightning Touch
Incantation: Shochraos
Difficulty: 1
Mana cost: 1
Description: Sends a powerful jolt of electricity through a target, similar to a defibrillator. Can be used to stop and start a heart's beat.

Spell: Blade of Fire
Incantation: Ibafarshan cayosin
Difficulty: 2
Mana cost: 3
Description: Shapes fire into a blade, which can either be used as a sword or attached to the end of a staff to make a polearm.

Spell: Elemental trap
Incantation: Lorit di (ixen for fire, shochraos for lightning)
Difficulty: 2
Mana cost: 3
Description: Charges an object or location with elemental energy, which explodes when a given trigger condition is met.


Spell: Fire beam
Incantation: Ixen bluthel
Difficulty: 2
Mana cost: 3
Description: Summons forth three beams of fire, which can strike up to three targets or be focused on a single target.

Spell: Call Lightning
Incantation: Shochraos de wer svant
Difficulty: 3
Mana cost: 6
Description: Summons multiple bolts of electricity from the sky to strike designated targets. Requires cloudy or rainy weather.

Spell: Elemental Strikes, (Fire, radiant, force, cold)
Incantation: Bekir nar, (ixen, mitne, jedark, gul)
Difficulty: 4
Mana cost: 10
Description: Melee attacks unleash elemental energy, striking the opponent with elemental waves at a distance.

Spell: Elemental Wall (Fire)
Incantation: Atonus dos, ixen
Difficulty: 4
Mana cost: 10
Description: Creates an elemental wall of fire, burninating everything that tries to pass and igniting any projectiles fired through the wall.

Spell: Johnny Cash's Burning Ring of Fire
Incantation: Ifyugvreol di ixen
Difficulty: 4
Mana cost: 10
Description: A variation of the Elemental Wall (Fire) spell, creating a ring of fire. Does not actually play country western music as it does this.

Spell: Protective field of Frost/Fire
Incantation: Ixen fethos, gul/morne
Difficulty: 4
Mana cost: 10
Description: Wreathes the caster in a field of flames. Cold flames shield the caster from fire and freeze opponents the strike at the caster, while hot flames shield the caster from cold and burn opponents who strike at him.

Spell: Dragon Breath (Fire, frost, acid, gas, or lightning)
Incantation: Darastrix trekis, (ixen, civip, uvelucal, bakina, or shochraos)
Difficulty: 5
Mana cost: 15
Description: Mimics the primary breath weapon of a dragon, spewing it forth in a conical burst in front of the caster.

Spell: Elemental Wall (Force)
Incantation: Atonus dos, jedark
Difficulty: 5
Mana cost: 15
Description: Creates an elemental wall of kinetic force energy, acting as a nearly impenetrable barrier against physical movements and attacks.

Spell: Explosive Blast
Incantation: Versel virednith
Difficulty: 5
Mana cost: 15
Description: A blast of kinetic force energy explodes upon striking a target, causing a powerful explosion.


Illusion: These spells involve the creation and manipulation of phantasms, and can be quite realistic and believable.



Spell: Muffled movement
Incantation: Zhin ssej
Difficulty: 2
Mana cost: 3
Description: Incanted in a whisper, this spell silences all movements made by the target, preventing the target from being heard.

Spell: Simple Invisibility
Incantation: Rifstejar xiekiv
Difficulty: 2
Mana cost: 3
Description: Makes one person invisible. Target becomes visible should the person attack or be struck by any physical or magical strike.

Spell: Sphere of Invisibility
Incantation: Rifstejarwim, buatleb
Difficulty: 3
Mana cost: 6
Description: Everyone within a ten foot radius of the caster becomes invisible. Moving further than ten feet from the caster or interacting with the environment cancels invisibility.

Spell: Improved Invisibility:
Incantation: Rifstejarwim, jennuilt
Difficulty: 4
Mana cost: 10
Description: Makes subject invisible. Unlike basic invisibility, interacting with objects or taking damage does not make the subject visible again.

Spell: Advanced Triggered Self-image
Incantation: Trilvol di sio, zi lesota
Difficulty: 6
Mana cost: 21
Description: Creates an illusion of one's self to occupy a certain location and conduct a certain activity, complete with sight and sound. This image is pre-programmed to be triggered by given circumstances.

Spell: Simulacrum
Incantation: Regpos di beli yobolat
Difficulty: 7
Mana cost: 28
Description: Fashions a lifelike clone of an individual, complete with abilities. While weaker than the original version, this clone can still be a powerful asset in combat.

Restoration: The college of Restoration was lost in the Bronze Age, as wizards of that era considered healing magic to be the domain of priests and clergy rather than scholars. Because of this, it was long thought that it was impossible to use arcane magic to heal people, until recent Imperial scholars began the work of restoring the college of Restoration.


Spell: Heal light wounds
Incantation: Irisv ezoukeic, mitne
Difficulty: 1
Mana cost: 1
Description: Restorative energy heals cuts, scrapes, and bruises.

Spell: Heal Self
Incantation: Irisv ezoukeic, sia
Difficulty: 2
Mana cost: 3
Description: Restorative energy mends caster's serious wounds together.

Spell: Weaken poison
Incantation: Birk weyog
Difficulty: 2
Mana cost: 3
Description: Slows the harmful effects of poison and other toxins and spreads them out over time, allowing the target's natural resilience to be more effective.

Spell: Heal Serious Wounds
Incantation: Irisv ezoukeic, vern
Difficulty: 3
Mana cost: 6
Description: Restorative energy mends serious wounds together.

Spell: Purify Disease
Incantation: Leor shio lekil
Difficulty: 3
Mana cost: 6
Description: Restorative energy purges natural and magical ailments from the target.

Spell: Cure Poison
Incantation: Irisv weyog, jennuilt
Difficulty: 4
Mana cost: 10
Description: Restorative energy purifies poison in target.

Spell: Full Heal
Incantation: Irisv ezoukeic, shio chiilipen
Difficulty: 6
Mana cost: 21
Description: Completely heals a humanoid target of all wounds.

Spell: Rejuvenation
Icantation: Mamiss gethrisj spical ekess ghergo
Difficulty: 7
Mana cost: 28
Description: Reverses the aging process in mortal creatures, restoring their bodies by up to ten (human equivalent) years in age per casting. Multiple castings can continue to reduce age in willing targets, making this a forbidden magical technique in many areas. Has no effect on memories or mental experience.


Transmutation: These spells involve the transformation of one substance into another, similar to alchemy in concept, but faster and requiring fewer components. Many of these spells are defensive in nature, providing protection from physical attacks over magic attacks.



Spell: Eagle Eye
Incantation: Ikliss sauriv
Difficulty: 2
Mana cost: 3
Description: Grants the target with incredible long range eye sight, giving a bonus to ranged weapons at the cost of close range vision for a time.

Spell: Qi strikes
Incantation: Arcaniss bemin
Difficulty: 3
Mana cost: 6
Description: Empowers physical strikes with magical energy, allowing them to deliver devastating, fatal blows to an opponent. Can also be applied to special Qi-conductive weapons.

Spell: Aqualung
Incantation: Frahr pab
Difficulty: 3
Mana cost: 6
Description: Gives the target the ability to breathe water as if it were air.

Spell: Polymorph
Incantation: Thirku sari creolnali weyotipre
Difficulty: 4
Mana cost: 10
Description: Morphs a living creature into a different living creature, complete with all physical characteristics. Requires target to consent to transformation.

Spell: Wall of Earth
Incantation: Atonus dos, edar
Difficulty: 4
Mana cost: 15
Description: Shifts the surrounding land to create a wall six feet thick of soft dirt.

Spell: Disintigrate
Incantation: Jikmada sari weloh luhi
Difficulty: 6
Mana cost: 21
Description: Breaks people and objects alike down into fine particles of dust.

Sorcery:

The Arcane University defines Sorcery as the ability to use magic without relying on spell formulae and Draconic incantations. Sorcerers tend to have high magical aptitude and, while able to learn Arcane spells in addition to their sorcery, often choose not to, instead focusing on perfecting their inherent magical talent. Types of Sorcery are as follows:

Elemental sorcery: Tend to focus on specific elements. Usually stronger than Evocation spells, but more specialized.

Pyromancy: Able to manipulate flames, typically to burn things.

Cryomancy: Able to manipulate ice, typically to freeze things.

Hydromancy: Able to manipulate water. Like a magic garden hose.

Geomancy: Able to manipulate rocks and dirt. Useful for smashing things. One of the more defensive elemental sorceries.

Electromancy: Very shocking. Can also power certain magitech devices found in ancient ruins.

Dendromancy: Able to manipulate trees and plants.

Amenomancy: Able to manipulate wind.


Other types of Sorcery:

Biomancy: Able to manipulate life energies, typically for healing purposes.

Cinemancy: Also called Telekinesis, allows the cinemancer to move things around with the power of his or her mind.

(more to be added as necessary)

Holeypaladin
09-26-2016, 03:34 AM
The Armory

The Armory is in fact, the core of the Foundry, and the very first workshop to be included in the demiplane known as the Foundry. Within the Armory are countless weapons and armor, many of them perfect replicas of existing weapons, from the mundane to the legendary, while others are original creations made by the Founder himself.

Below are some of the commonly used Foundry weapons, as they are efficient and effective at their purpose:

Weapons


Weapon type: Bastard long sword
Overall quality: Uncommon
Mana cost: 10
Enhancement level: 1
Other properties: Damage = 1
Appearance:
https://images2.fanpop.com/images/photos/4200000/Excalibur-fantasy-weapons-4278339-800-600.jpg



Weapon type: Schiavona
Overall quality: Rare
Mana cost: 28
Enhancement level: 4
Other properties: Mankiller
Appearance: https://www.kultofathena.com/images%5CDT5173BL_1_l.jpghttps://www.outfit4events.com/runtime/cache/images/redesignProductFull/jk-0028_01.JPG


Weapon type: Cinquedea
Overall quality:Rare
Mana cost: 28 (10 if summoned alongside the schiavona)
Enhancement level: 4
Other properties: Defender
Appearance: https://www.coldsteel.com/media/catalog/product/cache/1/thumbnail/960x/17f82f742ffe127f42dca9de82fb58b1/8/8/88cdea.jpg




Weapon type: Variable bladed polearm
Overall quality: Epic
Mana cost: 45
Enhancement level: 6
Other properties: Dragonslayer



Weapon type: Leaf-bladed bastard long sword
Overall quality: Legendary
Mana cost: 55
Enhancement level: 8
Other properties: Dragonslayer

Armor


Armor type: Gothic Full plate Armor
Overall quality: Epic
Mana cost: 45
Enhancement level: 6
Other properties: Resist impact, slash, and puncture
Appearance: https://www.steel-mastery.com/images/products/full/steel-gothic-full-plate-armor-1.jpg

Holeypaladin
02-11-2018, 11:05 PM
Alchemy

There are three forms of Alchemy, in increasing order of complexity. The easiest alchemy is the brewing of potions with magical effects, and the more advanced alchemy includes alchemical transmutations, such as the famous lead to gold transmutation (which ironically requires a philosopher stone catalyst which is worth far more than the gold produced by said transmutation, resulting in this recipe producing a net loss of income).

The most advanced form of alchemy is the actual creation of artificial life forms, using organic and inorganic materials as reagents. These humanoid life forms are collectively referred to as Homunculi and come in several varieties.

Drone homunculum: A mass produced, expendable asset, drone homuncula tend to have identical, emotionless facial features and lack sexual organs. They have no intelligence of their own and act as a hive mind, making them extremely effective at following simple instructions from their creator in unison. With physical parameters exceeding those of ordinary humans, these make effective foot soldiers for front line combat as their corpses can be recycled to base components in order to create more homuncula. Capable of using basic magic.

Servant homuncula: Specially created servant homunculae are characterized by unique, extremely beautiful facial and body features, often encompassing various nonhuman characteristics such as cat ears, bunny tails, and the highly esteemed angel wings. They hatch from eggs at the beginning of adolescence and mature to approximately eighteen years of age before their aging halts. While capable of independent (albeit rather naive and sometimes childish) thought, they prefer to be subservient to their master and creator and tend to their duties dilligently. Capable of using advanced, often quite powerful magic.

Elite Homunculus: The most powerful, complex form of homunculi, these elite creations are designed for independent action across the world. Far more cynical than the naive homunculae, they nevertheless devote themselves to their purpose, using creative and innovative tactics with a high amount of intelligence. It is said that homunculi are linked together telepathically, which, combined with their high intelligence, explains why their collective knowledge is so vast. With the highest physical strength and stamina of all homunculus varieties and special purpose magic circuits, these super soldiers are a force to be reckoned with.

Holeypaladin
03-17-2018, 01:41 AM
A character sheet template that I may never use:

Basic information
Name:
Apparent Age:
Race:
Sex:
Appearance:
Alignment:

Physical attributes
Strength:
Agility:
Endurance:

Mental attributes
Intelligence:
Wits:
Willpower:

Social attributes
Charisma:
Empathy:
Composure:

Luck:

Skills

Magic

Pesronality

Biography

Other