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Then yes. Though I forgot the series name, yes. I think I watched them all at least once years ago.
 
But yeah thinking of trying to make a warlock in service to an entity about imprisonment and torture not nice but not evil type.
 
Torture with a goal like for intel gathering or for punishment of x crimes? Could be a tough sell for people in world. Also I think it was mentioned that the gods of legal magic were all specifically good aligned gods. As all legal magic is considered holy.
 
More go catch the sinners and hand them over to the patron till they can get all legaled up

Never said they were well liked
 
So the gods bounty hunter. Non-lethal is hard but I'm guessing binding and sealing magic would be your go to.
 
We will see I am working with gm to make the creatures I pact with as cant pact with the divine or infernal
 
A third esoteric path to power forgotten to time sounds interesting. Good luck hammering out the details.
 
Archie Archie

Hi there! So, quick question for ya about Rhys. (Mind you, I just woke up so my brain isn't fully turned on just yet. So if I made a mistake please do correct me. Lol.)

So, it says his age is 26, and he started at the Spire at 16. Right? My old eyes haven't failed me there? So wouldn't he be 10 years into his training? His bio says he's only 8 years in and I want to make sure I understand why any discrepancies between start date and currently accepted years of practice exist.

Like I advised with another user, I have to point some things out and I don't intend this to be taken with any kind of aggression or bluntness, but it'll probably come off that way so I apologize ahead of time if this irks you a bit.

Unfortunately, I'll have to draw the line at flying for Wind mages. Humanoid bodies are too dense and aerodynamically challenged to suspend my disbelief that Wind Magic, cool as it is, can help them fly. For a human being weighing only 100 pounds in real life, it would take wind speeds of around 50 miles per hour just to move them against their will and potentially cause them to lose balance. To lift them off the ground would take speeds far greater, as the metaphysical force has to overcome our inertia which is not easy to do for something non-physical. We're talking hurricane level forces to lift us through the air. And in this RP that's well beyond the reach of Wind Magic users of any level.

I know that Avatar: The Last Airbender used gliders to fly. And while that's a cool idea, it was only used for child Aang who probably weighed less than 100 pounds. However, even that's not enough for me to suspend my disbelief that what they did with Aang is actually possible. To be able to overcome his weight and keep him aloft, he'd have to have been bending air into the hundred+ mile per hour range which would have produced a much larger effect around his flight path than just watching him glide casually and calmly through the air. So yeah.

I can allow the long distance jumping by pushing a large amount of your Wind Magic down and slightly behind you to proper you further than normal, absolutely. But not flying. Sorry.

Also, one strength of his is going to have to be nerfed. At only 26 years of age there's no way he's "mastered" anything. No matter how smart, diligent, or talented he is, "mastery" of any art form or technique isn't going to happen by age 26. High proficiency? Sure. Enough to impress others who can't do it? Absolutely. But "mastery?" Hell naw.

Being able to use Wind Magic to muffle his steps also doesn't make sense because as a consequence of using Wind Magic subtle enough to not be heard by others, it's not going to be strong enough to effect sound waves. You can absolutely create distractions elsewhere to draw attention and try to mask your steps. But muffling them isn't possible. There's always a trade-off to using magic in both subtle and overt ways. And the more subtle your magic, the less of an effect it has on the world around you. In short, physics is a biznitch.

Thankies!
 
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GojiBean GojiBean

I see. I'll pass then, thanks.

Not a problem.

As some friendly parting advice, asking questions about lore and mechanics of the GM is usually the best thing to do before just throwing a character at them. Because even if you think you understand the world and mechanics based on whether or not it sounds similar to something you've done before, chances are high there is more behind it all than you think. And rushing to a character means you're wasting not only your time, but mine as well.

Thank you!
 
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Hey guys!

So a question came up about potions, and whether or not they heal health, stamina, and things like that. And the answer is: No.

No potions exist that heal health or stamina or any such thing. Even Healing Magic can only heal wounds. It cannot restore lost stamina. As well, Medical Magic can rid the body of illnesses lile the cold, and remove toxins from the body. But it can't restore what damage has already been done. So if you were poisoned and a Medical Mage removed it, the damage the poison had done would still be there, and any side effects would remain ongoing until your body naturally flushed the remainder out of your system.

These two magics can heal the major underlying causes, but not the symptoms. Make sense?

If they could do it all, what need would there be for regular doctors and medicine? Know what I mean?

So yes. This is how the world handles those two magics, and anything else that happens can usually be taken care of either by the body's natural processes, or given a bit of pep by actual medicine to treat the symptoms where the magics can't.

Thanks!
 
Not a problem.

As some friendly parting advice, asking questions about lore and mechanics of the GM is usually the best thing to do before just throwing a character at them. Because even if you think you understand the world and mechanics based on whether or not it sounds similar to something you've done before, then you're wasting not only your time, but mine as well.

Thank you!
The truest words I've heard in a long time!

I've added a character of my own, by the by. Originally made him a high/dark elf hybrid before realising high-elves were locked, so I'll be playing the dark/normal elf combo if that's alright.
 
The truest words I've heard in a long time!

I've added a character of my own, by the by. Originally made him a high/dark elf hybrid before realising high-elves were locked, so I'll be playing the dark/normal elf combo if that's alright.

Yes. That's fine.
 
Hi everyone!

The "Magics" thread has been updated with more information on each form of magic (save the forbidden ones). So if you're curious about some more of the qualities of each magical form, head on over and take a look.

Magic Smithing has THE MOST information because it's the most complicated magical form. But try not to be put off by it. Lol.

Thanks!
 
Oh, and another question: Anti-magic. Or, at least, magical blanks. I'm largely taking this idea from Warhammer 40k, with integration help from concepts from DnD and Pathfinders.

I'm still working on the fluff (Because, well, you have to accept this idea first... :/)

Mechanically, the person projects an aura, about five feet in diameter. In this aura, spell casters can't cast magic whilst in it, though, if they are outside, they can cast magic through it. However, magic cannot touch the person itself. Whenever magic hits the person's skin, or some sort of invisible shell that encases the person, it dissipates.

However, this magical defense isn't perfect; extremely (Maybe less than extremely) powerful magic users can breach this aura and shell, though the magic is still diminished- though even the diminished state depends on the 'power ratio', so to speak, between the two. The anti-magic can learn from such incidents, but it's not like a one and done deal; it has to face such repeated attacks MULTIPLE (and I stress multiple) times.

Another thing (Though this is a bit prototypical): Since the antimagic user is effectively cut off from mana, people perceive that said anti magic user as a bit...strange and queer. Even a bit unlikable. The effect is amplified with the more magically inclined race/user.

I'm sorry for proposing an entirely new system, one that probably disrupts your already complex magical system; I'm just seeing that lots of people are magical. -_-
 
Oh, and another question: Anti-magic. Or, at least, magical blanks. I'm largely taking this idea from Warhammer 40k, with integration help from concepts from DnD and Pathfinders.

I'm still working on the fluff (Because, well, you have to accept this idea first... :/)

Mechanically, the person projects an aura, about five feet in diameter. In this aura, spell casters can't cast magic whilst in it, though, if they are outside, they can cast magic through it. However, magic cannot touch the person itself. Whenever magic hits the person's skin, or some sort of invisible shell that encases the person, it dissipates.

However, this magical defense isn't perfect; extremely (Maybe less than extremely) powerful magic users can breach this aura and shell, though the magic is still diminished- though even the diminished state depends on the 'power ratio', so to speak, between the two. The anti-magic can learn from such incidents, but it's not like a one and done deal; it has to face such repeated attacks MULTIPLE (and I stress multiple) times.

Another thing (Though this is a bit prototypical): Since the antimagic user is effectively cut off from mana, people perceive that said anti magic user as a bit...strange and queer. Even a bit unlikable. The effect is amplified with the more magically inclined race/user.

I'm sorry for proposing an entirely new system, one that probably disrupts your already complex magical system; I'm just seeing that lots of people are magical. -_-

Well, yes. Lots of people are magical because this is a magical world with magic there to use. So why not use it? 😝

There are a couple characters that are not magical though. And even without magic, this RP is going to make it very easy to maintain relevancy and give everyone time in the spotlight as we move along.

Sadly, I'm going to have to shoot this anti-magic idea down in its present state. It's too against the grain for this RP, and I can't see a way to make it fit naturally with what presently exists. I can definitely appreciate what you were going for. But with mana being the essence of the Gods, and this essence being the power behind the magical arts, this idea of an "aura" that's somehow able to learn as if it has a consciousness just doesn't fit into this world at all (maybe I read too much into it?).

Furthermore, Sealing Magic already allows the user to render enemies unable to use mana, and thus magic, for as long as the Seal is active. So anti-magic is kind of redundant when this ability exists. You know?

If you'd like to think of other ways to contribute to the RP's lore or mechanics in ways that fit more naturally with what's already established, I'm always willing to hear what you have to say and try to incorporate it if possible.
 
xD. I just fit in the "able to learn" aspect because I realized that I couldn't have an anti-magic system that was absolutely impenetrable against even super strong enemies; but yet I also needed to give it a way to grow, if I was going to make it be penetrable. So, I looked at Wolverine's regeneration system, how that works, thought, "Hey, that could work!", and threw it in.

Idea shot down. Alrighty. Hm. Wonder why that idea keeps on getting shot down? xD.
 
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Question: do other races (mainly the longer-lived ones such as elves) mature more slowly than humans in this setting?

I ask because I've had Denri graduate at the age of 168 under the assumption that he is in mid-adolesence at this time and was mentally too young to go to school previously (as I assume is the case with all elves).

GojiBean GojiBean
 

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