Introduction
It was not long, though, before disagreements began to arise. Some mages in Water Clan preferred a system of Order; they opposed those in Fire Clan who preferred Chaos. The two break-away factions became the Ice Water Clan and the Chaos Desert Clan, taking their followers as they did away into the neighbouring lands. Of those that remained, some preferred to remain as true to their element as possible, forming the Great Sea Clan and the Burning Hill Clan; others investigated the power of corruption within their elements, forming the insidious and mistrusted Poison Water Clan and Dark Wood Clan.
Each of the six clans took up residence in a homeland, but the strife was not yet over. War broke out, a war that was only resolved by the creation of the Book of Mages. All the clans agreed that instead of waging war against between clans, disputes would remain individual and be settled by challenge. Each mage would have their name inscribed in the Book of Mages, and might challenge a higher ranking mage at any time for their rank, status and power. The most mighty of all the mages would be the known as the Great Mage and would have the final say in any matter. With this method of resolution in place, each retreated to their own lands. Over the centuries many Great Mages rose and fell in their turn.
But now war once again threatens to overwhelm the clans. The current Great Mage, Battlebeard of Chaos Desert, has vowed to achieve dominion over all mages, not merely a leader but a tyrant. His Black Mages have been sent to all the clans, with orders to command mages to swear allegiance to the Great Mage and kill those who do not obey. Now the clans are once again divided; the Dark Wood, Poison Water and Chaos Desert clan leaders have sworn their allegiance and taken on the mantles of Black Mages, whilst the Ice Water, Burning Hill and Great Sea clan leaders are declaring themselves to be White Mages, having raised their own candidate for the position of Great Mage, Burninghost of Burning Hill.
So far, many mages remain neutral in the conflict and the traditions still hold for all of the clans. It is only a matter of time, though, before the tenuous peace falls apart...and it is in these Dark Times that the Young Mage’s competition is about to take place.
The Clans
Ice Land Clan

The combat style of Ice Land mages is to leave their opponent numb and blue, too cold and shivering to call up shielding spells and unable to bring their defences to bear effectively in time. Their colours are white and blue.
Great Sea Clan

The combat style of Great Sea mages is to watch their allies batter uselessly against their defences, whilst draining their opponents mana until they are unable to cast spells at all.
Poison Water Clan

The combat style of Poison Water mages is to poison their targets early on, then defend all the while as their opponent steadily sickens and weakens.
Chaos Desert Clan

The combat style of Chaos Desert mages is to overwhelm their opponent with a shower of strikes, each one more lethal than the last.
Burning Hill Clan

The combat style of Burning Hill mages is to overwhelm their opponents by sheer raw power. Their colours are red and yellow.
Dark Wood Clan

The combat style of Dark Wood mages is to weaken their opponent’s strikes and smother their power.
Rules
You'll need to make a Character Table - read the top section of the Combat Rules - and send it to me in a PM. You can leave off reading the rest until you have time or skim it, it won't be important until later. I know it's a lot all at once!
Quick Reference: How To Write A Combat Post
When you post a combat post, you and your chosen opponent take it in turns to post. There should be four parts to a well-structured post.
In part 1 you write your rp of your RIPOSTE from the previous round and then write what Basic Spell you are casting in response and your Power. In part 2 you should write your Resistance, Mana and Channel.
In part 3 you write your rp of your TURN and then write what Basic Spell you are casting and your Power. In part 4 you should write your Resistance, Mana and Channel.
You'll also need to create a character persona. Read here for what I'm looking for in your app.
Finally, here's a Map of the Clan Lands.
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Geography and Maps.
1 postsHistory.
Here is the lore and history for the setting.
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Here you can find out about how magic works in this world.
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OOC Notes
OOC Notes
Long ago, in the Age of Legends, the first mages learned the secrets of harnessing the powers of water and fire. With their knowledge they founded Fire Clan and Water Clan.
It was not long, though, before disagreements began to arise. Some mages in Water Clan preferred a system of Order; they opposed those in Fire Clan who preferred Chaos. The two break-away factions became the Ice Water Clan and the Chaos Desert Clan, taking their followers as they did away into the neighbouring lands. Of those that remained, some preferred to remain as true to their element as possible, forming the Great Sea Clan and the Burning Hill Clan; others investigated the power of corruption within their elements, forming the insidious and mistrusted Poison Water Clan and Dark Wood Clan.
Each of the six clans took up residence in a homeland, but the strife was not yet over. War broke out, a war that was only resolved by the creation of the Book of Mages. All the clans agreed that instead of waging war against each other, disputes would be settled by challenge. Each mage would have their name inscribed in the Book of Mages, and might challenge a higher ranking mage at any time for their rank and status. The most powerful of all the mages would be the known as the Great Mage and would be heeded by all the clans. With this method of resolution in place, each retreated to their own lands. Over the centuries many Great Mages rose and fell in their turn.
But now war once again threatens to overwhelm the clans. The current Great Mage, Battlebeard of Chaos Desert, has vowed to achieve dominion over all mages, not merely a leader but a tyrant. His Black Mages have been sent to all the clans, with orders to command mages to swear allegiance to the Great Mage and kill those who do not obey. Now the clans are once again divided; the Dark Wood, Poison Water and Chaos Desert clan leaders have sworn their allegiance and taken on the mantles of Black Mages, whilst the Ice Water, Burning Hill and Great Sea clan leaders are declaring themselves to be White Mages, having raised their own candidate for the position of Great Mage, Burninghost of Burning Hill.
OOC Notes
The mage can invoke a channel between themselves and their opponent. This is a link that connects them spirit to spirit. Then magic may pass between them.
An ordinary, unGifted person will be unable to defend themselves effectively from magic and usually die within seconds, even facing the most meagre of apprentices. However, another mage will also be able to use the channel against the invoker. Once formed, the channel cannot be broken without mutual consent.
Most magic is in the form of bolts and shields. A bolt is sent hurtling down the channel toward the opponent; a shield remains near the mage and can absorb a single bolt flung by an enemy. If two bolts collide, they will dissipate.
The next distinction that needs to be made is between High Magic and Low Magic. High Magic is cast through the medium of the ethereal realm, whereas Low Magic is sent through the physical plane. A bolt of Low Magic will therefore bypass and ignore a shield or bolt of High Magic, and vice versa.
Finally, it requires effort and concentration to use magic. A mage may choose to form High Magic bolts, Low Magic bolts, High Magic shields or Low Magic shields in turn, but only one and at a time. It also takes too much concentration to repeat the same magic a second time in quick succession.
The wise apprentice learns to shape shields as well as bolts. As an example, a mage who uses High Magic bolts on an opponent can follow up only with High Magic shields, Low Magic bolts or Low Magic shields. If they attack with High Magic bolts, but do not know how to shape High Magic shields, they will be effectively defenseless if their opponent follows up with High Magic bolts of their own.
There are other, higher magics, and clan secrets also. This though is the basis of simple magic.
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Book of Mages: The Dark Times
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Book of Mages: The Dark Times
Most recent OOC posts in Book of Mages: The Dark Times
Character Application
Name: - When your clan adopts you as a mage, you lose whatever your old name was and gain a new, special, Mage name. It's generally two words strung together to describe an aspect of your power or your clan ideology. Some examples; Bloodbane, Driftwood, Shadevenom, Shipsail, Corrupter, Icechill.
Clan: - Obviously very important.
Appearance: - All mages wear robes in their clan colours. What do you look like? What are your robes like? Do you wear grandeur and finery or as simple gear as you can get away with?
History: - How did you find life in your clan? Where were you born? Who were you apprenticed to? Any notable friends/allies/enemies in your clan?
Personality: - What do you dream of? What do you wish for? How do you feel about the other clans, and about the unGifted?
Alignment: - Are you hoping to join the Black Mages, the White Mages or are you just unaffiliated?
Combat System
All starting characters begin with forty AP (ability points) to spend on their abilities. You start with 10 Resistance, and 30 Mana, with your bolts doing 1pt of damage each (Power 1).
You can then buy abilities as follows:
1 AP buys you 10 points of Resistance. The maximum is unlimited.
1 AP buys you 10 points of Mana. The maximum is unlimited.
3 AP buys you 1 point of Power. The maximum is 10 Power.
1 AP buys you 1 High Magic bolt, 1 Low Magic bolt, 1 High Magic shield or 1 Low Magic shield. The maximum number of each is 10 and these are called Basic Spells.
So a starting character could buy 10 High Magic bolts (HB) for 10 AP, 10 High Magic shields (HS) for 10 AP, 5 Low Magic bolts (LB) for 5 AP, 5 Low Magic shields (LS) for 5 AP, 50 points of Mana for 5 AP and 50 points of Resistance for 5 AP.
Your Character Table would then look like this:
Res 80/80
Mana 80/80
Power 1
HB 10
HS 10
LB 5
LS 5
Channel: 0/100
**This should be sent via PM to the DM, for checking and reference.**
Your CHANNEL increases by 10 points for every post you make, and is used for clan secret spells and other effects.
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Casting
It costs you mana points to cast a Basic Spell equal to the number of bolts or shields you are casting plus your Power. So for example, if you create 8 bolts at Power 2, you will spend 10 mana. You HAVE to use the maximum number you are capable of. You can only use one Basic Spell at once, and you can't use the same kind you used last round.
Your opponent can defend either by sending bolts or shields of the right magic (High or Low). So if you send 7 High Magic bolts, and your opponent sends 8 High Magic bolts, your bolts are neutralised and none get through - in fact, you get hit by their remaining bolt! If you send 7 High Magic bolts, and your opponent creates 7 High Magic shields, your bolts are absorbed and none get through.
If you send more bolts than your enemy can defend with, then they must resist the spells instead. They lose Resistance Points equal to your Power for every bolt that hits them. When their Resistance = 0, they are at your mercy!
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Posting
When you post a combat post, you and your chosen opponent take it in turns to post. There should be four parts to a well-structured post.
In part 1 you write your rp of your RIPOSTE from the previous round and then write what Basic Spell you are casting in response and your Power. In part 2 you should write your Resistance, Mana and Channel.
In part 3 you write your rp of your TURN and then write what Basic Spell you are casting and your Power. In part 4 you should write your Resistance, Mana and Channel.
Here's an example.
___________________________________________________________________________________________________
Post 1:
1) <== Opening Post, so no RIPOSTE
2)
Res 80/80
Mana 80/80
Channel 0/100
3)
Raincloud steps forward, opening the channel between herself and Firestorm. He was going down! Raising her hands, she sent a burst of High Magic towards him.
TURN: Casts 8 High Magic bolts at Power 1 at Firestorm.
4)
Res 80/80
Mana 71/80 <== Cost to cast 8 High Bolts at Power 1 = 8 + 1 = 9
Channel: 10/100 <== Increases by 10 at the end of post
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Post 2:
1)
Ably and skillfully, Firestorm gestured. With a flick of his wrist the shields were formed to deflect Rainstorm's little tantrum. The bolts pounded down, but dissipated harmlessly.
RIPOSTE: Casts 10 High Magic shields at Power 1.
2)
Res 60/60
Mana 89/100 <== Cost to cast 10 High Shields at Power 1 = 10 + 1 = 11
Channel 0/100
3)
Narrowing his eyes, he sent his own volley in return. Could she shield half as well as she attacked?
TURN: Casts 10 High Magic bolts at Power 1.
4)
Res 60/60
Mana 78/100 <== Cost to cast 10 High Bolts at Power 1 = 10 + 1 = 11
Channel 10/100 <== Increases by 10 at the end of post
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Laws of Magic
The mage can invoke a channel between themselves and their opponent. This is a link that connects them spirit to spirit. Then magic may pass between them.
An ordinary, unGifted person will be unable to defend themselves effectively from magic and usually die within seconds, even facing the most meagre of apprentices. However, another mage will also be able to use the channel against the invoker. Once formed, the channel cannot be broken without mutual consent.
Most magic is in the form of bolts and shields. A bolt is sent hurtling down the channel toward the opponent; a shield remains near the mage and can absorb a single bolt flung by an enemy. If two bolts collide, they will dissipate.
The next distinction that needs to be made is between High Magic and Low Magic. High Magic is cast through the medium of the ethereal realm, whereas Low Magic is sent through the physical plane. A bolt of Low Magic will therefore bypass and ignore a shield or bolt of High Magic, and vice versa.
These four castings are known as the four Basic Spells - that is to say, High Magic bolts, High Magic shields, Low Magic bolts, and Low Magic shields. It takes too much concentration and effort to repeat-cast the same Basic Spell twice in a row.
There are other, higher magics, and clan secrets also. This however is the basis of simple magic.






