Wizard, Sorcerer, Witch or Sorceress, the title is but a formality. You are a person gifted with magic, one who can manipulate the aether, and control the arcane forces. Your power is only limited by your imagination and wisdom, your very words can rain down meteors, summon storms, raise the undead, and unravel the mysteries of the universe. You travel the world offering your services to those who need them. Right now you are but a novice, but through studying, adventuring, and dedication, you will become a master of the arcane. With your staff and trustworthy familiar, you take to the roads eager for adventure.
PERMISE
Welcome fellow roleplayers! This is a simple dice game where you will be roleplaying as a novice wizard in a medieval fantasy world. Your character's main goal is to become the most powerful wizard in the world. This is gained through adventuring, accruing ancient arcane knowledge, and exploring the world. This will be a Dice RP, with simple mechanics, you roleplaying your actions and me rolling dice for the results.
ON WIZARDS...
Wizards are beings who can control the aether. Every wizard comes with arcane medium, a staff that channels the chaotic force of nature known as magic. Keep tabs on these! Losing them can have grave consequences mainly you losing your ability to control magic. Wizards also have a familiar, a spectral being that grants bonuses depending on the situation.
Each wizard also has a spellbook within their possession that holds five spells of your choosing. Keep in mind your a novice so the list of spells you know should not be advanced merely basic words of power that a low-level mage would have knowledge of. Spellbooks are important for they allow a wizard to memorize the incantations that allow them to bend reality to their will. Spellbooks are also important to arcane research, allowing one to learn new spells, and even invent spells that haven't been researched yet.
All wizards start as novices, through training, research, and adventuring one may move up the ranks. Wizards are exceptionally long-lived capable of living for at least 600 years if their not eaten by some monster or killed by disease or in war, thus we will have time-skips periodically.
FAMILARS
Are like a wizard's guardian spirit if you will. Their highly intelligent, and can be used to find things of interest that a wizard may not find, such as treasure, clues, or spot hidden enemies. They can be any small animal within reason, of course. Players can roleplay their familiars if they wish or have them be mere objects that pop up when convenient.
THE WORLD
Is mostly vast wilderness, with a few cities here and there acting as beacons of civilization. There are sweeping deserts, towering mountains, lush forests, and boggy swamps. Monsters and creatures of legend roam the world. The world is in an early medieval state of technology
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[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Biography:[/b]
[b]Familiar:[/b]
[b]Starting Location:[/b]
[b][u]List of Spells (Pick 5):[/u][/b]
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Help when making a app:
Biography: An interesting account of your player's life and what they've been up to until this point.
Age: I said wizards can live up to 600 years but I'd advise you to roleplay as a young adult for now.
Familiar: As I said earlier most small mundane animals will do just no dragons or other beasts of legend.
Starting Location: This can be your mages homeland, or in the middle of nowhere. You can provide a description of your location such as rather it's a wealthy city-state, or in a boggy swamp, or wherever within reason.
List of Spells: Just some basic novice spells for now here are some examples:
Fireball
Ice spike
Open simple lock
Heal minor wounds
Magelight