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Post by Jules on Feb 2, 2015 21:02:51 GMT
Each character may select one ability, which may affect their future progression (for instance, a ranger who is an animal friend would naturally go forth into beast taming). At each level, one must pick an ability that coincides with their alignment and character. LEVEL 1 |
| LEVEL 5
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| LEVEL 10
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| Caster | - weak energy bolt - minor healing - weak spellcasting
| Cleric Sorcerer/Sorceress Witch/Warlock
| - major healing - minor divine magic - minor spellcasting
| Priest/Priestess Light Mage Dark Mage
| - Resurrection - major, divine magic from their deity - major spellcasting
| Ranger | - affinity for nature - tracking - animal friend
| Druid Hunter Beast Tamer
| - nature magic - expert tracking - animal charming
| Warrior | - Minor healing (self) - Rage - Tank endurance
| Paladin Barbarian Knight
| - holy weapon - dual wielding - valor
| Holy Soldier Berzerker Grand Knight
| - Major Healing (self) - Brute Force - Resistance
| Bard
| - songs infused with magic
| Rogue | - bonus stealth
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Post by Jules on Feb 2, 2015 21:11:44 GMT
Animal Friend - animal friends never have to worry about being attacked by beasts, even carnivores, because their scent inspires calmness. NOTE: attack an animal and all bets are off
Brute Force - bonus strength in melee battle
Charming - charming is the ability to make another being do one's bidding
Divine Magic - divine magic is literally a gift from the gods, and it may not be the same spell for everyone. The gods give some of their essence to the caster and that person can perform the feat given them forever
Dual Wielding - the ability to effectively wield two weapons at once
Energy Bolt - the ability to manifest energy as a physical force to knock back opponents--as a minor ability, this is not lethal
Healing - healing is the ability to regrow flesh and bone. Minor healing could knit together minor lacerations, whereas major healing could regrow limbs
Holy Weapon - the user is a holy force, dealing additional and devastating damage to the undead
Nature Magic - the ability to cast spells by drawing energy from the life forces of flora and fauna in nature
Rage - rage allows the user to fight beyond their limits, to ignore wounds briefly in order to continue fighting on the adrenaline and anger of rage. Users must be careful, as bodily damage will be felt two- and three-fold worse when rage wears off
Resistance - bonus endurance against all types of attack, magical or melee, including poisons
Song Magic - the ability to cause others to feel certain emotions during singing or playing music
Spell Casting - spell casting is the ability to make manifest the magic from spell books whether in the way of potions or incantations
Tank Endurance - bonus to endurance in order to take more damage "for the team"
Valor - valor is a magical ability to regenerate strength and stamina, a refreshing moment to assist in combat and other trials
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