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Sun Dec 03, 2017 11:55 pm by SgtSarros
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 Glyph and Soulorb Magic

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SgtSarros
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Posts : 169
Join date : 2017-09-20

PostSubject: Glyph and Soulorb Magic   Fri Aug 10, 2018 8:54 am

Rumor has it thousands of years ago, long before the creation of what is today known as magic, there were a group of people who were different from the others. They were born with a special symbol on their arm or back, that allowed them the use of wondrous powers. To make sure these powers were not lost when they died, they constructed a glyph that were placed somewhere random throughout the many worlds for others to learn from.

As a test to prove those who withed to learn their magic were worthy, a guardian was placed at each one. Whenever the guardian is defeated the victors can learn from the rune for a short period of time before it vanishes, moving to a new location in the universe, so that new users would have to prove themselves again.

Over time, these magic users faded, and a artificial way to use these powers were formed. These were formed by taking the souls of powerful creatures to augment their own abilities. However, this practice was imperfect; while now and then a glyph was found they could use, for the most part they remained dormant, and soon, these people too faded into obscurity....



This school of magic is by far the most difficult to learn, due to the rarity of finding a glyph. In addition, no other type of magic can be learned, not even beginner, mind, or bardic magic. Lastly, most of this magic cannot be learned without a large glyph on your arm or back that has been present since birth.

This school is also separated into three different divisions, each with their own requirements to learn. Those who have the ability to do so can learn from one, two, or even all three divisions, tough like other schools they must learn them in the proper order ( You cannot learn the second circle of a glyph without knowing the first circle ).
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SgtSarros
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PostSubject: Re: Glyph and Soulorb Magic   Fri Aug 10, 2018 10:21 am

Division One: Weapon Glyph

Requirements:
- A glyph must be present on the user's body, and it must be uncovered and undamaged.
- A weapon glyph user can be of any race and can even be undead. However, they must have some way of generating energy.


Confodere
Cost: N/A
Uses: Fighting
Description: Standard rapier glyph. +1 CS to fighting on attacks. +1 CS damage on sneak attacks.


Vol Confodere
Cost: 1SP per attack
Uses: Fighting
Description:Improved rapier glyph. +1 CS to fighting on attacks. +1 CS damage on sneak attacks. Deals additional poor(4) magic damage with each successful strike.


Melio Confodere
Cost: 2SP per attack
Uses: Fighting
Description: Powerful rapier glyph. +1 CS to fighting on attacks. +1 CS damage on sneak attacks. Deals additional typical(6) magic damage with each successful strike.


Secare
Cost: N/A
Uses: Fighting
Description: Standard sword glyph. +1 CS damage. Disarm attempts have -1 CS penalty.


Vol Secare
Cost: 2SP per attack
Uses: Fighting
Description: Improved sword glyph. +1 CS damage. Disarm attempts have -1 CS penalty. Deals additional poor(4) magic damage with each successful strike.


Melio Secare
Cost: 2SP per attack
Uses: Fighting
Description: Powerful sword glyph. +1 CS damage. Disarm attempts have -1 CS penalty. Deals additional typical(6) magic damage with each successful strike.


Hasta
Cost: N/A
Uses: Fighting
Description: Standard spear glyph. +1 CS fighting on attacks. -1 CS on blocking. Piercing damage.


Vol Hasta
Cost: 1SP per attack
Uses: Fighting
Description: Improved spear glyph. +1 CS fighting on attacks. -1 CS on blocking. Piercing damage. Deals additional poor(4) magic damage with each successful strike.


Melio Hasta
Cost: 2SP per attack
Uses: Fighting
Description: Powerful spear glyph. +1 CS fighting on attacks. -1 CS on blocking. Piercing damage. Deals additional typical(6) magic damage with each successful strike.


Macir
Cost: N/A
Uses: Fighting
Description: Standard hammer glyph. +1 CS fighting. 50% stun on called shots. Blunt damage.


Vol Macir
Cost: 1SP per attack
Uses: Fighting
Description: Improved hammer glyph. +1 CS fighting. 50% stun on called shots. Blunt damage. Deals additional poor(4) magic damage with each successful strike.


Melio Macir
Cost: 2SP per attack
Uses: Fighting
Description: Powerful hammer glyph. +1 CS fighting. 50% stun on called shots. Blunt damage. Deals additional typical(6) magic damage with each successful strike.


Arcus
Cost: N/A
Uses: Agility
Description: Standard bow glyph.


Vol Arcus
Cost: 1SP per attack
Uses: Agility
Description: Improved bow glyph. Deals additional poor(4) magic damage with each successful strike.


Melio Arcus
Cost: 2SP per attack
Uses: Agility
Description: Powerful bow glyph. Deals additional typical(6) magic damage with each successful strike.


Ascia
Cost: N/A
Uses: Fighting
Description: Standard axe glyph. +1 CS damage on normal attacks.


Vol Ascia
Cost: 1SP per attack
Uses: Fighting
Description: Improved Axe glyph. +1 CS damage on normal attacks. Deals additional poor(4) magic damage with each successful strike.


Melio Ascia
Cost: 2SP per attack
Uses: Fighting
Description: Powerful axe glyph. +1 CS damage on normal attacks. Deals additional typical(6) magic damage with each successful strike.

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