This RP is finished, and was created in my old foolish days. I apologise for any distrubing content you may find within Spellbound - giving people... oppourunities... was obviously a bad idea for a somewhat horny bunch of Magi.The Plot
Other than that, if you're interested, enjoy reading!
Magi are humans that have an extremely rare mutated gene which allows them to harness and exploit the use of Magiks: ancient arts originally created by the Keldan race, who are on a different planet (currently unnamed by humans.) How Magi exist is unknown, as no humans should possibly be able to harness Magiks without some sort of Keldan influence, and it is a mystery they will try to solve. A new 'batch' of new Magi, or so they call them, have been teleported over to the Keldi's home planet by the chief of the Keldan race herself: Princess Celestine. They have been assigned the role to train at the Great Keldan Tower to practice their Magiks and use it for the good of the Keldan race, although they don't have to. Magi have been known to go rogue with their power and have started taking over the world with their poor use of Magiks - they need to be stopped immediately. Go, my fellow Magi, and take your powers and improve them for the good and maybe you shall be famed as a hero throughout the Great Keldan Tower!
Making your Magi
Your magi will be the main character throughout the game, and they will be unique (no twins, please) as a character in their personality and the path they choose on the magical skill trees. Here is basic format for your magi:
Name: (Pick something mystical! I don't want Bob Marley strutting around in the Keldi's world!)
Appearance: (Boy or girl? Hot or cold? Tall or Short? What's your hair like? It's up to you, adventurer!)
Personality: (A cheerful chap or a depressed lady? Did something happen to you in the past? Do you like your comerades?)
Equipment: Novice Magi Robe, Basic Oakwood Staff, Sandals [One unique, not overpowered item].
Starting Magicks: Earth, Water, Air or Fire [See 'Magic Types' for more info! You can only pick ONE to begin with.]
Starting Abilities: See 'Types Of Magicks' for these! You can either pick 2 different spells for your magic type or spend both of them on one spell to make it extra-powerful!
Traits [Positive]: (Think of 2 balanced positive things about your character! Are you quick, strong, a good cook or what?)
Traits [Negative]: (Scared of spiders? Bad at something? Generally unfit? Put 2 negative things for your character here, son/daughter.)
Make sure you're happy with your character! You will be playing them for the whole game after all!
Types of Magicks + Spells Discovered So Far
Here are the types of Magicks and spells our Magi have learnt so far:Earth
The art of moving the Earth itself, users of Earth Magicks are typically tough, gruff and are hard to bring down as a person. They use defensive spells or land-terraforming spells to keep the battlefield at their own advantage. PASSIVE BONUS: You can harden loose dirt at your feet into tougher rock for spellcasting. Skills:
Rock Wall: Create a small, thin four metre high pillar of rock that can either defend projectiles or you can lift yourself (or your enemies) on. Ten metres high at upgraded version. Costs 4 MP.
Rock Armour: The rocks theirselves cling to you like a suit of armour, greatly increasing your defence but reducing your speed while you are wearing it. Costs 1 MP per turn to maintain.
Boulder Toss: Kick at the ground, and summon forth a small sphere of rock and throw it into your enemy at high speeds, dealing damage and knocking them back. Costs 2 MP, can't be spammed.
Earthen Skin: Turn your skin into a dirt-like consistency, giving you a good amount of protection and making you still mobile. Stacks with Rock Armour. Costs 1 MP per turn to maintain.
Rock Arrow: Fire a sharp spike of rock either from a bow or using your Magicks to launch it, piercing your enemy. Costs 3 MP.
The art moving water and flowing it as if it were blood in your own veins, people who use water as their magic type are often graceful, kindhearted and know the arts of healing. PASSIVE BONUS: You can move any liquid, but if it isn't water then you can't use skills with it. Skills:
Ice Shard: Condense a small amount of water into a sharp shard of ice and throw it at your enemy, dealing a small amount of cutting damage. Costs 2 MP.
Refresh: Use water for healing purposes, and rejunivate someone's body (including yourself.) Healing some of their lost HP and removing negative effects. Costs 6 MP, can't be spammed.
Suffocate: Use an amount of water to drown an enemy over time, immobilizing him for a while and damaging him if he can't resist. Costs 2 MP per turn to maintain.
Water Whip - Use icy water to whip your enemy, causing considerable pain and cutting them in some cases. Costs 3 MP.
Ice Shield - Freeze ice into a large shield which can be carried or attached to the ground to stop projectiles. Costs 2 MP per turn to maintain.
Ice Sword - Freeze ice into a sharp, sword structure and stab someone with it. Costs 3 MP.
The art of using fire and creating it with the click of the fingers, people of fire often make rash decisions, have a spontaneous personality and are quite tough-minded and balanced in terms of body statistics. They use their abilities to destroy and harm only. PASSIVE BONUS: You can ignite a small fire with a click of your fingers any time for the use of 0 mana. Skills:
Fireball: A somewhat classic spell of fire users, this creates a small ball of fire which knock backs an enemy but mainly does a large amount of damage. Costs 5 MP.
Shower of Sparks: Make it rain from the skies with sparks to create a small area of effect damage area for a while depending on how long you maintain it. This can ignite enemies. Costs 3 MP per turn to maintain.
Burning Hands: Make your hands glow red-hot, dealing a large amount of bonus damage on your next punch and possibly igniting the enemy. Costs 2 MP.
Fire Bomb - A powerful, area of effect damaging blast of flames which deals quite a bit of damage, but costs a lot of MP. Costs 6 MP.
Heat Ray - An extremely concentrated beam of heat which can melt through tough substances including bone and flesh. Costs 8 MP.
Fire Enrichment - Your body glows like fire, and you gain a damage and fire resistance bonus. Costs 2 MP per turn to maintain.
A somewhat graceful and quick art from making tough decisions, people of the air Magicks are often cheerful and good-hearted. They are generally very quick, and they can run along with the wind. Some air people have been known to run faster than the wind itself with training. PASSIVE BONUS: If the weather is windy, you are more effective in combat and you can run faster. Skills:
Air Scooter: Charge up a ball of wind energy and ride it, making you incredibly fast and catapulting you a short distance to a location almost instantly. Costs 3 MP.
Blowback: Use your wind energies to charge you, then blow back all enemies surrounding you, knocking them back and potentially causing small damage. Costs 4 MP, cannot be spammed.
Wind Slash: Use the wind to cut your enemies, knocking them back a distance and dealing a moderate amount of damage. This can also cut through weak materials. Costs 4 MP
Twister - Fire forth a small tornado, whizzing your enemies into the air and knocking them up in a line in front of you, and dealing damage also. Costs 5 MP
Gale Kick - A powerful spinning kick powered by wind, which knocks enemies back many metres. Costs 5 MP
Magma Ball - Spew forth a ball of red-hot magma that slowly melts through tough substances, is slow moving, highly damaging but burns up mana quite a bit. Costs 8 MP
Necro Touch - A touch that rots flesh and harms living cells, can be used in combonation with a bunch for deadly effects. Costs 3 MP
Torture - Put someone in so much pain that it impairs their ability to do anything and drives them insane. Costs 5 MP
Congeal - Dryen the blood of someone, causing great pain and slowing their movement over time. Costs 4 MP
Blood Feast - Steal an enemies' blood, dealing damage to them and restoring some of your lost HP. Costs 5 MP
Kinetic Blades - Use a large amount of kinetic energy to pick up around 2 medium sized items (or up to 4 small sized ones) and manipulate them like your hands, in this case, swords. Costs 1 MP per kinetic attack.
Kinetic Shuriken - Use four blades and hurl it like a demon wind shuriken, cutting through flesh. Costs 3 MP.
Healing Touch - Heal an ally or yourself, healing them for 6 HP over 2 turns. Costs 4 MP
Empower - Use your Magicks to power up an ally's next attack, making it do double damage, or allow them to cast a spell as if it were a level higher than it should be. Costs 4 MP
The Great Keldan Tower
This is, essentially, where you will live and train as a mage for the RP. Here you will meet various people, some you will come to like, hate or love. Missions will be given to you here by various people, and you can even talk to Princess Celestine herself, who is at the top. Although you will need real enemies to learn new skills and perhaps learn completely new branches of elements, you can train your current abilities against dummies. The arena can be a good place to learn new techniques, as you can challenge other Magi who are roughly your level. Battlefield training is also available for the less magically able, and you can learn combat-based skills here. Don't worry about food and drink - the common room allows you to eat and drink with your fellow Magi eating some of the most culinary delights the Keldi have to offer. Water healers are known to treat people who have been thought dead, and your beds have been blessed with charms that speed the healing of wounds. That is but a few features of the tower, why not go see them for yourself?
The Current Magi
Name: Ashley Surdrive [Chrome Girl Form]
Appearance: A Tall 20-Year-Old Female, with Long-ish Red Hair and, strangely enough, Flame colored irises. She has been transformed on Page 220-ish into a girl of chrome, and her skin is sleek and shining as if she had been dipped in liquid metal. Her eyes have no whites and glow flame, and her hair is long and has the look and consistency of copper wires.
Personality: Generally optimistic, but she has a low self-esteem.
Equipment: Novice Magi Robe, Basic Oakwood Staff [Mobility], Sandals, An Engraved Zippo Lighter.
Starting Magicks: Fire
Abilities: Fireball II, Shower Of Sparks, Fire Bomb II, Wind Blades II, Blowback, Ash Shroud, Ash Suffocation, Ash Bomb
Traits [Positive]: Good Liar, Optimistic.
Traits [Negative]: Low Self-Esteem, Arachnophobic.
Relationships: 3 with Zeph, 4 Friendship with Flutta. 1 Friendship with Bertha. Owns a pet Raiga.
HP: 50/50 (Metal Form)
Name: Geko F.Night
Appearance: 6.4 FT tall male, has eyes those of a reptile, eye colour is yellow, exterior eye is black (the whole white area), wears a cloth over his mouth all the time, spiky hair, rough skin of a reptile, and aged 20.
Personality: Mostly never talks, Always serious, Protects others
Equipment: Novice Magi Robe, Basic Oakwood Staff, Sandals, Enchanted family pendant
Starting Magicks: Earth
Abilities: Rock Wall II, Boulder Toss II, Kinetic Blades II, Kinetic Shuriken, Rock Armour, Sword Skills III, Kinetic Flurry
Relationships: 2 Friendship with Flutta, 1 Friendship with Twily. Has a pet Lai'Kea.
Traits [positive]: Quick magic caster, Fast magic learning
Traits [Negative]: Not a liar, slow runner
Name: Anastasia Frost
Appearance: a 6'2" inch tall woman, with a nice face, shoulder length black hair with a strip of green hair running from the top-centre forehead to just below her left eye, her right eye is a deep blue, gonna leave it up for speculation what colour the left eye is because it's blocked by green hair.
Personality: A generally silent, but cheerful person, demeanour changes (Drastically) when anyone makes jokes about massacres and genocide.
Equipment: Novice Magi Robe, Basic Oakwood Staff, Sandals, An engraved dagger, with a hilt of never-melting ice.
Starting Magicks: Earth]
Abilities: Rock Wall, Boulder Toss, Rock Arrow, Rock Armour III, Bow Skills II, Alchemy I, Fireball, Chest Plating, Sword Arm II, Metal Spike, Shrapnel Blast.
Relationships: 1 with Johann
Traits [Positive]: Good cook, quite agile.
Traits [Negative]: (Gets exhausted easier, deathly afraid of giant spiders.)
Name: Duncan Wolfgang
Appearance: Male, Tall, broad shouldered, orange hair, grey eyes.
Personality: Cold on the outside.
Equipment: Novice Magi Robe, Basic Oak-wood Staff, Sandals, Wide-brimmed hat.
Starting Magicks: Earth
Abilities: Rock wall, Boulder Toss II, Rock Armour, Healing Touch, Necro Touch, Torture
Relationships: 5 with Flutta.
Traits [Positive]: Tough, Magik comes Naturally [Maybe increased pool or spells are better?]
Traits [Negative]: Extremely Arachnophobia, Sociopath
Name: Rhemmiel Arrakis
Appearance: Tall 19 year old man with short black hair and one good eye.
Personality: Often somber and serious, but loopy when killing hordes of enemies/drunk.
Equipment: Novice Magi Robe, Basic Staff, Sandals, Engraved Hip Flask
Starting Magicks: Water
Abilities: Suffocate, Ice Shard III, Water Whip II, Dagger Skills II, Shower Of Sparks, Ice Sword II, Steam Blades II, Steam Buster, Steam Hover, Steam Fly.
Relationships: 4 with Bianca.
Positive Traits: Natural-Born Magi, Substance Tolerance.
Negative Traits: Blind in One Eye, Alcohol Addiction.
Name: Zephyr Rider (Most just call her Zeph for short)
Appearance: Zephyr is a young woman with short, swept back, silvery hair and blue-gray eyes. She's pale skinned
Personality: More than a little bit of a wild child, Zephyr prefers to love by her own rules. She's energetic and cheery.
Equipment: Novice Magi Robe, Basic Oakwood Staff [Mobility], Sandals, Gliding Cape
Starting Magicks: Air
Abilities: Blowback III, Wind Slash III, Twister, Sickle Skill I, Gale Kick, Refresh, Ice Shard II, Parkour II, Cloud Bomb II, Cloud Jump.
Relationships: 3 Friendship with Rolf, 3 with Ashley, 3 Friendship with Flutta.
Traits [Positive]: Quick, Can Glide
Traits [Negative]: Reckless, Overconfident
Name: Nick (Fuck your fancy names :P)
Appearance: Male, Tall, Fairly Strong, Hands are noticeably bigger, has short shaggy black hair and brown eyes.
Personality: Nick is a large cheerful person who is loyal to his friends, he often doesnt realize how strong he is and might knock people around.
Equipment: Novice Magi Robe, Basic Oakwood Staff, Sandals, a scale chest plate.
Starting Magicks: Fire
Abilities: Fireball II, Burning Hands, Fire Bomb, Greatsword Skills II, Rock Armour II, Heat Ray II, Boulder Toss, Magma Ball VI, Magma Whip, Molten Armour
Relationships: 5 with Sara.
Traits [Positive]: Hardy, Strong
Traits [Negative]: Oblivious, Easy to spot.
Name: Tilda Melody [Goo Girl Form]
Appearance: A tall, pale woman with blue eyes and blue hair with white tips that look like a rolling ocean when the breeze flows through it. However, she has been turned into a blue goo which gives her whole body a transparent, thick blue gooey form, and she can shape herself. She currently has 2 small 2.5m long goo tentacles on her back.
Personality: A distant, abnormal girl with a love of baths.
Equipment: Novice Magi Robe, Basic Oakwood Staff, Sandals, and An Orb of Farsight (a telescope), and round glasses.
Starting Magicks: Water
Abilities: Refresh II, Ice Shield III, Alchemy II, Healing Touch, Empowering Touch, Viscous Slimeball, Slime Form, Rock Golem, Ice Golem, Enchanting III
Relationships: Nobody yet, Has a pet Mana Drake.
Traits [Positive]: Flexible! (Able to fit into small spaces and contort herself in all sorts of situations!) and Light! (Less liable to activate traps, fail stealth rolls, and take fall damage!)
Traits [Negative]: Frail! (Less hit points) and Nearsighted (I can't see anything without my glasses!)
HP: 30/30 [Goo Girl]
Appearance: Young woman, 5' 1" tall, thin, toned rather than built. Braided dark brown hair, Caucasian, vivid green eyes.
Personality: Friendly, but doesn't go out of her way to socialize. She likes watching birds and bugs, and likes fishing and gardening. She loves reading, both fiction and non-fiction, and can usually be found in a library, sitting on the floor next to a pile of books she's picked out when not involved in her other hobbies. Currently a newcomer to the Keldan Tower, she currently spends her free time wandering around and exploring the tower.
Equipment: Novice Magi Robe, Basic Oaken Staff, Sandals, Backpack of Holding
Starting Magicks: Earth
Starting Abilities: Rock Arrow, Rock Wall II, Stone Spear, Boulder Toss, Rock Armour
Traits [Positive]: Hell yeah, she's the best cook, and gifted at working magic into new spells. (Or if that's too OP, then she's good with animals)
Traits [Negative]: Hesitant and dislikes conflict.
Name: Jove Valor
Appearance: Boy, Hot ;), Tallish 5'8, short brown hair slicked back, tan, hazel eyes,
Personality: Cheerful, optimistic, always tries to help
Equipment: Novice Magi Robe, Basic Oakwood Staff, Sandals, Magic braclet that heals 1hp per turn (If I can do that...).
Starting Magicks: Air
Starting Abilities: Windslash, Blowback II, Air Scooter, Twister, Gale Kick, Refresh
Traits [Positive]: Smart, Brave
Traits [Negative]: easily overwhelmed, Clumsy