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Glyph and Soulorb Magic EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Glyph and Soulorb Magic

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SgtSarros
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PostSubject: Glyph and Soulorb Magic   Glyph and Soulorb Magic EmptyFri 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 ).


Soul Orb Learning Requirements and Limits

Level 1 Orb: 60 or yellow and 1 orb point, Good psyche required to learn
Level 2 Orb: 70 and 2 orb points, Excellent psyche required to learn
Level 3 Orb: 80 and 3 orb points Remarkable psyche required to learn

Good Psyche: 2 orb points
Excellent Psyche: 4 orb points
Remarkable Psyche: 7 orb points
Incredible Psyche: 10 orb points
Amazing Psyche: 15 orb points

No one who has learned magic in any school is allowed ot learn soul orb magic. However Mutants can learn ah half the normal limits ( 1 2 4 6 8 )


Last edited by SgtSarros on Sat Jun 20, 2020 12:15 pm; edited 1 time in total
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PostSubject: Re: Glyph and Soulorb Magic   Glyph and Soulorb Magic EmptyFri 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.


Lapiste
Cost: 5SP
Uses: Fighting
Description - Shanoa thrusts her fist forward, a large fist of stone materializing out of the air to strike her foe hard. This is one hand-to-hand strike that deals +2 CS damage. This ability cannot be used in conjunction with a combo.


Last edited by SgtSarros on Tue Sep 10, 2019 6:33 pm; edited 1 time in total
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PostSubject: Re: Glyph and Soulorb Magic   Glyph and Soulorb Magic EmptyTue Sep 10, 2019 6:32 pm

Division Two: Magic Glyph

Unless otherwise stated:
Circle 1 of any magic is 5 MP, Psyche -2CS or 6 damage, whichever is higher
Circle 2 of any magic is 10 MP, Psyche -1CS or 10 damage, whichever is higher
Circle 3 of any magic is 15 MP, Psyche or 20 damage, whichever is higher

Ignis(Fire)

Vol Ignis(Fira)

Melio Ignis(Firaga)

Grando(Blizzard)

Vol Grando(Blizzara)

Melio Grando(Blizzaga)

Fulgur(Thunder)

Vol Fulgur(Thundara)

Melio Fulgur(Thundaga)

Luminatio - Holy magic.

Vol Luminatio - Holy magic.

Melio Luminatio - Holy magic.

Umbra - Dark magic.

Vol Umbra - Dark magic.

Melio Umbra - Dark magic.

Remedium(Cure)

Vol Remedium(Cura)

Melio Remedium(Curaga)

Aqua(Water)

Vol Aqua(Watera)

Melio Aqua(Waterga)

Prohibere(Stop) - 10mp stops any enemy for 1 round on white, 2 on green, 3 on yellow. A botch stops yourself for 1 round.

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PostSubject: Re: Glyph and Soulorb Magic   Glyph and Soulorb Magic EmptyTue Sep 10, 2019 7:50 pm

Division Three: Alteration Glyph and Soul Orbs

- This group can be used by both Glyph Users and those with Soul Orbs



Rapidus Fio - +1 CS to Agility. Costs 5 MP per round.

Vis Fio - +1 CS to Strength. Costs 5 MP per round.

Fortis Fio - +1 CS to Endurance. Costs 5 MP per round.

Sapiens Fio - +1 CS to Intuition. Costs 5 MP per round.

Fides Fio - +1 CS to Psyche. Costs 5 MP per round.

Pugnatum Fio - +1 CS to Fighting. Costs 5 MP per round.

Intellectus Fio - +1 CS to Reasoning. Costs 5 MP per round.

Felicem Fio - Increases luck rolls by 100. 5 MP to invoke.

Inire Pecunia - Increases money earned in dungeons. 5 MP to invoke.

Volaticus - Enables flight, a pair of black wings materializing upon her back. Costs 2 MP per round to maintain. Excellent flight speed up to 100lb, Good flight speed up to 200lb

Vol Volaticus - Enables flight, a pair of black wings materializing upon her back. Costs 3 MP per round to maintain. Remarkable flight speed up to 100lb, Excellent flight speed up to 200lb

Mello Volaticus - Enables flight, a pair of black wings materializing upon her back. Costs 5 MP per round to maintain. Remarkable flight speed up to 150lb, Excellent flight speed up to 300lb

Refectio - Regenerates 5 HP per round. Costs 3 MP per round to maintain.

Arma Custos - The ghostly image of a cerberus' head appears above caster. Costs 5 MP to cast & 3 MP per round to maintain. When caster is at or below 50% of her max HP, she gains +1CS strength. When caster is at or below 10% of her max HP, she gains +2CS strength.

Fidelis Noctua - Summons an owl. 5 MP to summon, 3 MP per round to maintain. The owl flies and has Typical stats all around. Cannot carry passengers, but can carry items up to 20lb in weight. Can be used to see through owl's eyes to see locations up to 2 miles away.

Fidelis Caries - Summons a zombie. Zombie has Poor stats all around and cannot be commanded. 3 MP to cast, 1 MP per round to maintain.

Fidelis Alate - Summons a winged skeleton. This creature has Typical stats all around & wields a lance and shield, and flies. 5 MP to cast, 2 MP per round to maintain. Can fly with up to 100lb. This creature can be commanded.

Fidelis Polkir - Summons a Polkir, a one-eyed floating head with a pair of tendrils. Has Typical stats all around, flies, and can grapple. 5 MP to cast, 2 MP per round to maintain. Can be commanded.

Fidelis Aranea - Summons a spider at caster's feet. Costs 5 MP to cast, 2 MP per round to maintain. Has Typical stats & can be commanded. Inflicts poison.

Fidelis Medusa - Summons a stone-grey medusa head to revolve around caster. Has Poor stats all around. When caster is targetted with a melee attack, foe is attacked. Opponent has 5% chance of being petrified. (Caster rolls 1d100; petrification takes effect on a 96+) Costs 5 MP. Lasts 5 rounds.

Fidelis Mortus - Summons an undead. Cannot be commanded, but can differentiate between friend and foe. Has typical stats. 5 MP to cast, 1 MP per round to maintain.

Arma Felix - Transforms caster into a panther. +1 CS to Agility & Fighting, -1 CS to Psyche & Reasoning. Can better fit into tight spaces. 5 MP to invoke, 3 MP per round to maintain.

Vol Arma Felix - Transforms caster into a panther. +1 CS to Agility & Fighting, -1 CS to Psyche & Reasoning. Can better fit into tight spaces. 5 MP to invoke, 2 MP per round to maintain.

Mello Arma Felix - Transforms caster into a panther. +1 CS to Agility & Fighting, -1 CS to Psyche & Reasoning. Can better fit into tight spaces. 10 MP to invoke. Can be maintained indefinitely

Arma Chiroptera - Transforms caster into a werebat. Enables flight & allows Shanoa to call forth as many as 5 smaller bats at a time to strike an enemy like a combo, which deal typical(6) magic damage apiece and are rolled at typical as an attack. Bats may be commanded as well. Transformation costs 5 MP to invoke and 3 MP per round to maintain.

Arma Machina - Transforms caster into a robot that's very heavy. Strength & Endurance become Incredible. Agility and Fighting become Feeble. Character moves at -2cs run speed, and gains Excellent protection from physical damage. Costs 5 MP to invoke and 3 MP per round to maintain.

Paries - Allows caster to phase through walls. Costs 5 MP to invoke, 5 SP to maintain.

Vol Paries - Allows caster to phase through walls and bring a second person along. Costs 10 MP to invoke, 7 SP to maintain.

Melio Paries - Allows caster to phase through walls and bring 2 people along. Costs 15 MP to invoke, 10 SP to maintain.

Daemonium - Turns caster into a succubus. Combines power of Rapidus Fio and Volaticus. Can charm a member of the opposite gender to fight on their side. Costs 15 MP to invoke.

Harpyia - Summons a harpy to assist the caster. Good FASE. Can fly at good airspeed ( Typical with up to 100lb ) and attacks the caster's target of choice with claws and talons for Good piercing damage. Costs 5 MP to invoke, 3 MP per round to maintain.

Vol Harpyia - Summons a harpy maiden to assist the caster. Excellent Agility and Strength. Can fly at Excellent airspeed ( good with up to 150lb and attacks the caster's target of choice with claws and talons for Good piercing damage. Costs 10 MP to invoke, 3 MP per round to maintain.

Mello Harpyia - Summons a harpy queen to assist the caster. Excellent Fighting and Endurance, Remarkable Agility and Strength. Can fly at remarkable airspeed ( Excellent with up to 150lb, good with up to 250lb ) and attacks the caster's target of choice with claws and talons for Excellent piercing damage. Costs 15 MP to invoke, 5 MP per round to maintain.

Centaurus - Transforms caster into a young centaur. Can rear kick for -2 Fighting but +2 Strength. Run speed +1 CS. Can be ridden up to 150lb, but being ridden negates run speed bonus, and walking speed ( Feeble ) over 100 lb . Costs 5 MP to invoke, 5 MP per round to maintain.

Vol Centaurus - Transforms caster into a centaur. Can rear kick for -1 Fighting but +2 Strength. Run speed +1 CS. Can be ridden up to 250lb, but over 125lb negates run speed bonus, and walking speed ( Feeble ) over 200 lb . Costs 10 MP to invoke, 5 MP per round to maintain.

Mello Centaurus - Transforms caster into a elder centaur. Can rear kick for +2 Strength. Run speed +2 CS. Can be ridden up to 400lb, but over 200 lb negates run speed bonus, and walking speed ( Feeble ) over 300 lb . Costs 15 MP to invoke, 5 MP per round to maintain.

Lupinotuum - Transforms caster into a werewolf. Claws do piercing damage. Regenerates 1 HP per round. Intuition +1 CS. Silver weapons and holy weapons do +2 CS damage. Costs 5 MP to invoke 5 MP per round to maintain.

Vol Lupinotuum - Transforms caster into a werewolf. Claws do piercing damage. Regenerates 2 HP per round. Fighting and Intuition +1 CS. Silver weapons and holy weapons do +2 CS damage. Costs 10 MP to invoke 5 MP per round to maintain.

Mello Lupinotuum - Transforms caster into a werewolf. Claws do piercing damage. Regenerates 3 HP per round. Fighting, Strength and Intuition +1 CS. Silver weapons and holy weapons do +2 CS damage. Costs 15 MP to invoke 5 MP per round to maintain.
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