The Infinity Halls: A School for the Magically Talented

Discussion in 'ROLEPLAY GRAVEYARD' started by OverCast, Jun 25, 2013.

  1. The Infinity Halls: A School for the Magically Talented
    "Somewhere in the sky lies a school. It isn't an ordinary school. There aren't any ordinary students, and the teachers, you bet your ass they aren't average."

    There is place for everyone in this world, and for young mages, that place seems to be the "School in the Skies", The Infinity Halls, A school for the Magically Talented. Younglings with magical abilities are condemned to the school, they inspired fear into the general populace, believing that Mages without proper training could cause great destruction... everyone knows that Mages are strongest when they don't know how to control themselves. A mere temper-tantrum could level a small town. And thus, The Infinity Halls were created, A school for young Mages, a place hoisted far above the clouds. Here, Mages could learn what it was to be a Mage... And soon, they would to use what they learn to defeat a threat that they never saw coming.
    Schools of Magic
    (Pick one)

    Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject to another plane of existence.

    Conjurations bring manifestations of objects, creatures, or some form of energy to the character (summoning), actually transport creatures from another plane of existence to the character's plane (calling), heal (healing), or create such objects or effects on the spot (creation). Creatures the character conjures usually, but not always, obey the character's commands.

    Divination spells enable the character to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
    Many divination spells have cone-shaped areas. These move with the character and extend in the direction the character looks.

    Enchantment spells affect the minds of others, influencing or controlling their behavior.
    All enchantments are mind-affecting spells. Two types of enchantment spells grant the character influence over a subject creature:
    Charm: The spell changes the way the subject views the character, typically making the subject sees the character as a good friend.
    Compulsion: The spell forces the subject to act in some manner or changes the way her mind works. Some spells determine the subject's actions (or the effects on the subject), some allow the character to determine the subject's actions when the character casts the spell, and others give the character ongoing control over the subject.

    Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.

    Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusions come in five types: figments, glamers, patterns, phantasms, and shadows.

    Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. If a figment includes an audible effects, it must be in a language the character can speak. If the character tries to duplicate a language the character cannot speak, the image produces gibberish. Likewise, the character cannot make a visual copy of something unless the character knows what it looks like.
    Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, illuminate darkness, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly. For example, it is possible to use a silent image spell to create an illusory cottage, but the cottage offers no protection from rain. A clever caster, however, can take pains to make the place look old and decrepit, so that the rain falling on the occupants seems to fall from a leaky roof.

    Glamer: A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.

    Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.

    Phantasm: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It's all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don't notice the phantasm at all. All phantasms are mind-affecting spells.

    Shadow: A shadow spell creates something that is partially real (quasi-real). The caster weaves it from extradimensional energies. Such illusions can have real effects. If a creature takes damage from a shadow illusion, that damage is real.

    Saving Throws and Illusions (Disbelief): Creatures encountering an illusion effect usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

    Necromancy spells manipulate the power of death. Spells involving undead creatures make up a large part of this school.

    Transmutation spells change the properties of some creature, thing, or condition. A transmutation usually changes only one property at a time, but it can be any property.
    Character Sheet
    School of Magic:
    #1 OverCast, Jun 25, 2013
    Last edited: Jun 25, 2013
  2. What age groups does the school cater to? Seems pretty interesting though, I've always been a fan of magic.
  3. Young Mages, probably 5-16

    We need Professors for each school too!
  4. I am interested in this!! I would like to play a student. I'll start working on a bio today. :3