Kings and Queens of Runes - RPG
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A unique RPG, with many different and new ideas based off of more traditional roleplaying games, such as D&D. Start your own adventure in a world where each person has magical abilities and talents, and a strange written language known as Runes are found.
 
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Current King/Queens
  • The North: None
  • The West: None
  • The East: None
  • North-East: None
  • South West: None
  • South East: None


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 Aspect of Wolf

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The First Seer
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Aspect of Wolf Empty
PostSubject: Aspect of Wolf   Aspect of Wolf EmptyThu Jan 22, 2015 11:31 am

Name: Aspect of Wolf
Skill or Spell: Spell

Category: Zealot
Class: Shaman only
Type: Normal

Effect: This spell is not like a usual spell, and has multiple levels to it, each level having different effects. This spell can be cast on another, however, to reach a higher level on a target, that target must first go through every previous level.

The shaman is a shapeshifter, however, they are also able to give these gifts of changing to others. While they seem completely beneficial, every magical aspect has a cost at a point.

Level 1:
At this level, the subject's veins seem to stand out more, their hair seems to be thicker, and their eyes slightly darken.
At this level, the target gains 15 strength and 10 dexterity.
These effects last until the end of the topic.

Level 2:
At this level, the subject will notice hair growing in places that it generally might not, such as the back or stomachache, though not a lot. The hair on their head grows at a faster rate, and becomes much thicker than usual, as well as darkening slightly if blonde. The eyes darken slightly more than before, and the subject will find their muscles significantly larger than normal.
At this level, the target gains 30 strength, 20 dexterity, and 10 health, as well as wild sense, even if the subject is not of the ranger class.
These effects last until the end of the topic.


Level 3:
Warning!: Once this level is reached, the subject will not revert. This means they will retain any attribute bonuses, skills, and other perks forever, even after the end of the topic. However, the subject will also retain the physical changes as well as the mental changes that occur with this level of the spell.
At this level, the subject will no longer seem entirely human, with thick matted hair covering many places of their body. They will appear much stronger than they were before the spell, but their eyes will no longer be those of a human. Their hair now will all be either black or a dark brown. All their teeth will be pointed, and they will not be able to stand up completely straight. Each finer nail will be much sharper and sturdier than any normal finger nail.
At this level, the subject gains 100  strength, 70  dexterity, and 40 health, as well as wild sense. Their unarmed attack will also have a medium scaling in strength now, as well as gaining a bite attack that deals 80 damage.
On top of this, the mental state of the subject changes. They are no longer able to speak with full eloquence, and are extremely irritable. They will constantly be seeking out fights where ever they can, and will find it difficult to avoid the wild.
As mentioned, all of the above changes for this level are permanent, and will never go away.


Level 4:
Warning!: At this level, just as with the previous level, the subject will not revert. This means they will retain any attribute bonuses, skills, and other perks forever, even after the end of the topic. However, the subject will also retain the physical changes as well as the mental changes that occur with this level of the spell.
At this level, the subject looses some of the physical changes that they had gained from the previous level. They will appear more human, able to stand straight, and with only slight excess hair. Their hair will remain thick and dark, but their eyes will appear normal. They will only have slightly sharp finger nails, but their teeth will remain sharp.
At this level, the subject gains 120 strength, 100 dexterity, and 50 health, as well as wild sense. They will also have the same medium scaling in strength to their unarmed attack, but will no longer have the bite attack.
However, while they lose the mental changes mentioned in level 3, they are now in an unstable state, and prone to unexpected shape shifting into a full werewolf.
At the start of every topic, the subject must request a werewolf chance dice roll. If the dice lands on a 1, then the subject will change shape after 3 of their posting turns.
Upon changing shape, the werewolf will attack the very first human that it sees, and then change targets if it is attacked. The player of the were wolf cannot make themselves stay back and not attack; if they wish to not attack, they must exit the topic before they change shape. They will be forced to attack even their most dear of friends while in this shape, if they see that friend first, or that friend deals damage to them.
While in this form, the subject will gain 150 strength, 120 dexterity, and 60 health. They also have wild sense, as well as having a high scaling in strength for their unarmed attack, as well as a bite attack that deals a base of 120 damage with a medium scaling for strength. The subject will also gain a 20 feet per second movement speed onto their maximum movement. However, the subject also looses the ability to wield any weapon while in this state. Any armor stays intact and on the werewolf.
As mentioned, these changes are permanent, and irreversible unless by another spell that specifically mentions reversing these effects.  

NOTE
Each one of these levels say that the subject gains attributes. Treat each level gain independent from another. When you have reached a higher level, ignore all the previous levels and whatever change they have. This means the attribute gains to do not stack.
To reach level two, the subject must have already been under the effects of level one at least once. This applies to all the following levels, and that the subject must have had the previous level effect them at least once.
Also, in order to learn a higher level, all previous levels must be learned and memorized. After learning that level, the user must still have the previous levels learned, and forgetting a previous level makes all the following also be forgotten. This means that while level 2 only requires 5 memory slots, you must still have the 5 memory slots from level 5 occupied, and so on.


Action Cost:
Level 1: 50 ap
Level 2: 150 ap
Level 3: 500 ap
Level 4: 1,000 ap

Memory Slots:
Level 1:5
Level 2: 5
Level 3:12
Level 4:20

Patience Required:
Level 1:30
Level 2: 50
Level 3: 60
Level 4:100

Word Count to Learn:
Level 1: 500
Level 2: 100
Level 3: 1,500
Level 4: 3,000
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